Code: Select all
ACTOR ShotgunGuy1: ShotgunGuy Replaces ShotgunGuy
{
Game Doom
Health 50
SpawnID 1
Radius 16
Height 44
Height 44
Mass 100
Speed 6
FastSpeed 12
Scale 0.98
PainChance 200
PainChance "Avoid", 50
PainChance "Head", 255
PainChance "Kick", 255
PainChance "Melee", 255
PainChance "HelperMarineFatality", 255
PainChance "MonsterKnocked", 255
PainChance "ExplosiveImpact", 255
damagefactor "Crush", 5.0
PainChance "Taunt", 255
damagefactor "Avoid", 1.0
damagefactor "DontCallTheBaron", 0.0
damagefactor "TeleportRemover", 0.0
damagefactor "GibRemoving", 0.0
damagefactor "SSG", 50.0
DropItem "GrenadeAmmo" 15
DropItem "Shotgun"
damagetype "Melee"
Monster
+FLOORCLIP
+SLIDESONWALLS
BloodType "Brutal_Blood", "BloodSPlatterReplacer", "SawBlood"
SeeSound "grunt/sight"
PainSound "grunt/pain"
DeathSound "grunt/death"
ActiveSound "grunt/active"
damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
damagefactor "Shrapnel", 0.3
damagefactor "Kick", 0.4
damagefactor "taunt", 0.0
Obituary "%o got his face splattered on the wall by a Zombie Shotgunner."
MaxStepHeight 24
MaxDropOffHeight 32
DamageFactor "CauseObjectsToSplash", 0.0
States
{
Pain.Avoid:
TNT1 A 0
TNT1 A 0 A_Jump(255, "AvoidLeft", "AvoidRight")
Goto AvoidLeft
AvoidLeft:
SPOS A 1 A_FaceTarget
TNT1 A 0 ThrustThing(angle*256/360+192, 15, 0, 0)
ZRO4 ABCDEFGH 2 A_FaceTarget
Goto Missile
AvoidRight:
SPOS A 1 A_FaceTarget
TNT1 A 0 ThrustThing(angle*256/360+64, 15, 0, 0)
ZRO3 ABCDEFGH 2 A_FaceTarget
Goto Missile
ReplaceVanilla:
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx ("VanillaShotgunguy",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)
Stop
Spawn:
TNT1 A 0
TNT1 A 0 ACS_ExecuteAlways(796, 0, 0, 0, 0)//Check if Vanilla Mode is activated
TNT1 A 0
TNT1 A 0 A_GiveInventory("SKShotgunGuy", 1)
TNT1 A 0 A_GiveInventory("TypeSergeant", 1)
TNT1 A 0 A_TakeInventory("SergeantAmmo", 6)
TNT1 A 0 A_GiveInventory("SergeantAmmo", random(0,5))
SPOS B 1
Goto Stand
Stand:
SPOS A 0 A_CheckSight("Stand2")
TNT1 A 0 A_GiveInventory("SKShotgunGuy", 1)
TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
SHID A 10 A_Look
TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
SHID A 10 A_Look
TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
SHID B 10 A_Look
TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
SHID B 10 A_Look
Loop
Stand2:
SPSS Z 1 A_Look
Goto Stand
FallBack:
TNT1 A 0 A_CheckSight("Advance")
TNT1 A 0 A_ChangeFLag("NODROPOFF", 1)
TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
TNT1 A 0 A_SpawnItem ("LegTarget4", 10)
SPOS D 2 A_FaceTarget
SPOS D 2 A_Recoil(2)
TNT1 A 0 A_jump(64, "Missile")
TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
TNT1 A 0 A_SpawnItem ("LegTarget4", 10)
SPOS C 2 A_FaceTarget
SPOS C 2 A_Recoil(2)
TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
TNT1 A 0 A_SpawnItem ("LegTarget4", 10)
SPOS B 2 A_FaceTarget
SPOS B 2 A_Recoil(2)
TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
TNT1 A 0 A_SpawnItem ("LegTarget4", 10)
SPOS A 2 A_FaceTarget
SPOS A 2 A_Recoil(2)
TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
TNT1 A 0 A_SpawnItem ("LegTarget4", 10)
SPOS D 2 A_FaceTarget
SPOS D 2 A_Recoil(2)
TNT1 A 0 A_jump(64, "Missile")
TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
TNT1 A 0 A_SpawnItem ("LegTarget4", 10)
SPOS C 2 A_FaceTarget
SPOS C 2 A_Recoil(2)
TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
TNT1 A 0 A_SpawnItem ("LegTarget4", 10)
SPOS B 2 A_FaceTarget
SPOS B 2 A_Recoil(2)
TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
TNT1 A 0 A_SpawnItem ("LegTarget4", 10)
SPOS A 2 A_FaceTarget
SPOS A 2 A_Recoil(2)
TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
GOto Missile
SearchForPlayer:
Idle:
TNT1 A 0 A_ClearTarget
TNT1 A 0 A_TakeInventory("EnemyMemory", 30)
TNT1 A 0 A_GiveInventory("SKShotgunGUy", 1)
TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
SHID A 10 A_Look
TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
SHID C 10 A_Look
TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
SHID A 10 A_Look
TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
SHID D 10 A_Look
TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
SHID A 10 A_Look
SPOS A 4 A_Look
TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
TNT1 A 0 A_Wander
TNT1 A 0 A_Recoil(-1)
SPOS B 4 A_Look
TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
TNT1 A 0 A_Wander
TNT1 A 0 A_Recoil(-1)
SPOS C 4 A_Look
TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
TNT1 A 0 A_Wander
TNT1 A 0 A_Recoil(-1)
SPOS D 4 A_Look
TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
TNT1 A 0 A_Wander
TNT1 A 0 A_Recoil(-1)
TNT1 A 0 A_Jump(128, "Idle")
SPOS A 4 A_Look
TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
TNT1 A 0 A_Wander
TNT1 A 0 A_Recoil(-1)
SPOS B 4 A_Look
TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
TNT1 A 0 A_Wander
TNT1 A 0 A_Recoil(-1)
SPOS C 4 A_Look
TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
TNT1 A 0 A_Wander
TNT1 A 0 A_Recoil(-1)
SPOS D 4 A_Look
TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
TNT1 A 0 A_Wander
TNT1 A 0 A_Recoil(-1)
Loop
See:
TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
TNT1 A 0 A_TakeInventory("SKZombieman", 1)
TNT1 A 0 A_TakeInventory("EnemyMemory", 15)
TNT1 A 0 A_CheckSight("SeeNeverSeen")
Goto SeeContinue
SeeContinue:
TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
TNT1 A 0 A_JumpIfCloser(200, "FallBack")
//Advance:
TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
TNT1 A 0 A_JumpIfInventory("EnemyMemory", 15, "SearchForPlayer")
TNT1 A 0 A_GiveInventory("EnemyMemory", 1)
TNT1 A 0 A_SpawnItemEx("FootStep", 0, 0, 20, 0, 0)
TNT1 A 0 A_TakeInventory("SKShotgunGuy", 1)
TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
SPOS AA 2 A_Chase
TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
SPOS AA 2 A_Chase
TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
SPOS BB 2 A_Chase
TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
SPOS BB 2 A_Chase
TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
SPOS CC 2 A_Chase
TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
SPOS CC 2 A_Chase
TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
SPOS DD 2 A_Chase
TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
SPOS DD 2 A_Chase
Loop
SeeNeverSeen:
TNT1 A 0 A_JumpIfCloser(200, "FallBack")
Advance:
TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
TNT1 A 0 A_SpawnItemEx("FootStep", 0, 0, 10, 0, 0)
TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
SPOS AA 2 A_Chase
TNT1 A 0 A_Recoil(-1)
TNT1 A 0 A_TakeInventory("SKZombieman", 1)
TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
SPOS BB 2 A_Chase
TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
SPOS CC 2 A_Chase
TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
SPOS DD 2 A_Chase
Loop
Missile:
TNT1 A 0 A_Stop
TNT1 A 0 A_TakeInventory("EnemyMemory", 10)
TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 40,0)
TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
TNT1 A 0 A_TakeInventory("SKShotgunGuy", 1)
TNT1 A 0 A_GiveInventory("SergeantAmmo", 1)
SPOS D 5 A_FaceTarget
TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 40,0)
TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
SPOS E 10 A_FaceTarget
TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
SPOS E 4 A_FaceTarget
TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 40,0)
TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
//TNT1 A 0 A_SetPitch(random (-8, 8) + pitch)
TNT1 AAAAA 0 A_CustomMissile("MonsterTracer", 36, 0, random(-7, 7), 1, random(-4, 4))
TNT1 AAAAAAAA 0 A_CustomMissile("ShotgunParticles", 36, 0, random(-9, 9), 6, random(-9, 9))
TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
TNT1 A 0 A_PlaySound("weapons/sg")
SPOS F 5 BRIGHT //A_CustomBulletAttack(8, 8, 10, 3, "HitPuff")
TNT1 A 0 A_Recoil(1)
SPSR C 6
TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 40,0)
TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
SPOS E 7 A_FaceTarget
TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 40,0)
TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
SPSR A 7
TNT1 A 0 A_PlaySound("weapons/sgpump")
TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 40,0)
TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
SPSR B 7 A_SpawnItem ("ShotCaseSpawn", 0, 30,0)
TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 40,0)
TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
SPSR A 7
TNT1 A 0 A_JumpIfInventory("SergeantAmmo", 6, "Reload")
Goto SeeContinue
Reload:
TNT1 A 0
TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 40,0)
TNT1 A 0 A_SpawnItem ("LegTarget20", 10)
SPSR A 15
TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 40,0)
TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 40,0)
TNT1 A 0 A_SpawnItem ("LegTarget20", 10)
ID12 EFG 5
TNT1 A 0 A_PlaySound("insertshell")
TNT1 A 0 A_TakeInventory("SergeantAmmo", 1)
TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 40,0)
ID12 EFG 5
TNT1 A 0 A_PlaySound("insertshell")
TNT1 A 0 A_TakeInventory("SergeantAmmo", 1)
TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 40,0)
TNT1 A 0 A_SpawnItem ("LegTarget20", 10)
ID12 EFG 5
TNT1 A 0 A_PlaySound("insertshell")
TNT1 A 0 A_TakeInventory("SergeantAmmo", 1)
TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 40,0)
TNT1 A 0 A_SpawnItem ("LegTarget20", 10)
ID12 EFG 5
TNT1 A 0 A_PlaySound("insertshell")
TNT1 A 0 A_TakeInventory("SergeantAmmo", 1)
TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 40,0)
TNT1 A 0 A_SpawnItem ("LegTarget20", 10)
ID12 EFG 5
TNT1 A 0 A_PlaySound("insertshell")
TNT1 A 0 A_TakeInventory("SergeantAmmo", 1)
TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 40,0)
TNT1 A 0 A_SpawnItem ("LegTarget20", 10)
ID12 EFG 5
TNT1 A 0 A_PlaySound("insertshell")
TNT1 A 0 A_TakeInventory("SergeantAmmo", 1)
TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 40,0)
TNT1 A 0 A_SpawnItem ("LegTarget20", 10)
SPSR A 10
TNT1 A 0 A_PlaySound("weapons/sgpump")
TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 40,0)
TNT1 A 0 A_SpawnItem ("LegTarget20", 10)
SPSR B 10
TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 40,0)
SPSR A 10
TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 40,0)
Goto SeeContinue
Pain:
TNT1 A 0 A_JumpIfInventory ("IsDown", 1, 9)
TNT1 A 0 A_TakeInventory("SKShotgunGuy", 1)
TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
SPOS G 5
TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
SPOS G 5 A_Pain
TNT1 A 0 A_Jump(196, "Missile")
Goto SeeContinue
TNT1 AAAAA 0
TNT1 A 0 A_Pain
ID11 H 6
Goto GetUp
Pain.Melee:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory ("SKShotgunGuy", 1, "GotoStealthKill")
TNT1 A 0 A_JumpIfInventory ("IsDown", 1, 6)
TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
SPOS G 3
TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
SPOS G 3 A_Pain
Goto SeeContinue
TNT1 AAAAA 0
TNT1 A 0 A_Pain
ID11 H 8
ID11 S 35
TNT1 A 0 A_TakeInventory("IsDown", 1)
ID11 T 10
Goto SeeContinue
Pain.ExplosiveImpact:
Pain.ExtremePunches:
Pain.Explosive:
TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
TNT1 A 0
TNT1 A 0 A_Pain
TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Pain")
TNT1 A 0 A_TakeInventory("SKShotgunGuy", 1)
TNT1 A 0 A_GiveInventory("IsDown", 1)
TNT1 A 0 ThrustThingZ(0,40,0,1)
SPO4 UUVWXY 4
Goto FallingAfterImpact
Pain.Kick:
Pain.HeavyImpact:
TNT1 A 0
TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Pain")
ID11 G 1 A_Pain
TNT1 A 0 A_GiveInventory("IsDown", 1)
TNT1 A 0 A_TakeInventory("SKShotgunGuy", 1)
TNT1 A 0 ThrustThingZ(0,30,0,1)
TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
//ID11 E 1 A_Chase ("","")
SPO4 U 1 A_facetarget
SPO4 U 3 ThrustThing(angle*256/360+128, 10, 0, 0)
SPO4 UVWXY 3
TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
Goto FallingAfterImpact
FallingAfterImpact:
ID11 H 1 A_GiveInventory ("FallingHeight", 1)
ID11 H 1 A_CheckFloor ("GetUp")
NULL A 0 A_JumpIf (momz == 0, "GetUp")
Loop
GetUp:
TNT1 A 0
TNT1 A 0 A_GiveInventory("IsDown", 1)
TNT1 A 0 A_SpawnItem("LargeMassWaterImpact")
TNT1 A 0 A_ChangeFlag("FORCEXYBILLBOARD", 1)
TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
TNT1 A 0 A_ChangeFlag("SOLID", 0)
TNT1 A 0 A_ChangeFLag("GHOST", 1)
TNT1 A 0 A_JumpIfInventory ("FallingHeight", 4, "FallingDie")
ID11 SSSSSSSSS 5 A_JumpIf(momz < 0, "FallingAfterImpact")
TNT1 A 0 A_TakeInventory("FallingHeight", 100)
ID11 T 10
TNT1 A 0 A_ChangeFlag("FORCEXYBILLBOARD", 0)
TNT1 A 0 A_TakeInventory("IsDown", 1)
TNT1 A 0 A_ChangeFlag("SOLID", 1)
Goto SeeContinue
FallingDie:
TNT1 A 0
TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
TNT1 A 0 A_JumpIfInventory ("FallingHeight", 15, "Death.Stomp")
TNT1 A 0 A_JumpIfInventory ("FallingHeight", 10, "FallingSuperDeath")
TNT1 A 0 A_JumpIfInventory ("FallingHeight", 4, "FallingDeath")
FallingDeath:
TNT1 A 0
TNT1 A 0 A_Scream
TNT1 A 0 A_NoBLocking
TNT1 A 0 A_Stop
TNT1 AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (50, 130))
ID11 EF 2
TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
SPOS L -1
Stop
FallingSuperDeath:
TNT1 A 0
TNT1 A 0 A_XScream
TNT1 A 0 A_NoBLocking
TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
Goto Death.ExplosiveImpact+1
Pain.KillMe:
TNT1 A 0
Goto Missile
Death.KillMe:
Death.Taunt:
TNT1 A 0 A_ChangeFlag("SOLID", 0)
TNT1 A 0 A_SpawnItem("ShotgunGuy")
Stop
Death.Shotgun:
TNT1 A 0 A_Jump(42, "Death.Shotgunontheface")
TNT1 A 0 A_JumpIfCloser(80, "Death.Blast")
TNT1 A 0 A_JumpIfCloser(320, "Death.Shotgunontheface")
Goto Death
Death.Shotgunontheface:
Death.HeavyImpact:
TNT1 A 0
TNT1 A 0 A_ChangeFlag("SLIDESONWALLS", 0)
TNT1 A 0 A_Jump(24, "Death.ARm")
TNT1 A 0 A_Jump(128, "DeathShotgunFly")
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
TNT1 A 0 A_Jump(128, "DeathShotgunontheface2")
TNT1 A 0 A_Stop
TNT1 A 0 A_Pain
SPOS H 1 A_FaceTarget
TNT1 A 0 A_Recoil(13)
TNT1 A 0 ThrustThingZ(0,20,0,1)
TNT1 A 0 A_Scream
TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath1", 35, 0, random (0, 360), 2, random (0, 160))
SPO4 ABCD 4
SPO4 EFGHIJ 4 A_JumpIf((MomY == 0), "DSFStop")
Goto DSFStop+1
DSFStop:
TNT1 A 0 A_SpawnItem("Ploft3")
TNT1 A 0 A_Stop
TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
TNT1 A 0 A_CustomMissile ("SuperWallRedBlood", 2, 0, random (170, 190), 2, random (0, 0))
SPO4 J -1
Stop
DeathShotgunontheface2:
TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
TNT1 A 0 A_Stop
TNT1 A 0 A_Pain
SPOS H 1 A_FaceTarget
TNT1 A 0 A_Scream
TNT1 A 0 A_Recoil(13)
TNT1 A 0 ThrustThingZ(0,20,0,1)
TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath1", 35, 0, random (0, 360), 2, random (0, 160))
SPO4 KLMN 4
SPO4 OPQRST 4 A_JumpIf((MomY == 0), "DSFStop2")
Goto DSFStop2+1
DSFStop2:
TNT1 A 0 A_SpawnItem("Ploft3")
TNT1 A 0 A_Stop
TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
TNT1 A 0 A_CustomMissile ("SuperWallRedBlood", 2, 0, random (170, 190), 2, random (0, 0))
SPO4 T -1
Stop
DeathShotgunFly:
TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
TNT1 A 0 A_ChangeFLag("SLIDESONWALLS", 0)
TNT1 A 0 ThrustThingZ(0,30,0,1)
TNT1 A 0 A_Scream
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_FaceTarget
TNT1 A 0 A_Recoil (6)
SPO4 U 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit")
SPO4 U 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit")
SPO4 V 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit")
SPO4 W 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
SPO4 X 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
SPO4 Y 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
TNT1 A 0 A_SpawnItem("GrowingBloodPool")
TNT1 A 0 A_SpawnItem("DeadShotgunguy1")
Stop
TakeASit:
TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 6, 0, random (170, 190), 2, random (0, 40))
SPO4 U 5
TNT1 A 0 A_SpawnItem("GrowingBloodPool")
TNT1 A 0 A_SpawnItemEx("DeadShotgunguy_Slumped", 10)
Stop
Death.Eat:
TNT1 A 0
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_Scream
TNT1 A 0 A_GiveToTarget("SergeantFatality",1)
Stop
Death.ShotgunonthefaceArm:
TNT1 A 0
TNT1 A 0 A_Jump(128, "Death.Arm")
TNT1 A 0 ThrustThingZ(0,40,0,1)
TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_Scream
TNT1 A 0 A_NoBlocking
ID11 OP 15
TNT1 A 0 A_SpawnItem ("DeadShotgunGuy_NoArm")
Stop
GotoStealthKill:
TNT1 A 1
TNT1 A 0 A_Explode(100, 1, 1)
TNT1 A 1
Goto SeeContinue
Death.Melee:
TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Death.Down")
TNT1 A 0 A_JumpIfInventory ("SKShotgunGuy", 1, "StealthKill")
Death.Kick:
TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
TNT1 A 0 A_Scream
TNT1 A 0 A_NoBlocking
TNT1 A 0 ThrustThingZ(0,30,0,1)
TNT1 A 0 A_FaceTarget
TNT1 A 0 A_Recoil (8)
SPO4 UUVWXY 4
SPOS L -1
Stop
Death:
TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Death.Down")
TNT1 A 0 A_Jump(96, "Death.Arm")
Death.MinorLeg:
TNT1 A 0 A_Jump(48, "Death.Leg")
SPOS H 5 A_Scream
SPOS I 5
SPOS J 5 A_NoBlocking
SPOS K 5
TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
SPOS L -1
Stop
Death.Down:
Death.Trample:
TNT1 A 0
TNT1 A 0 A_Scream
TNT1 A 0 A_NoBlocking
TNT1 AAA 0 A_CustomMissile ("XDeath1", 2, 0, random (0, 360), 2, random (0, 40))
ID11 H 12
TNT1 A 0 A_SpawnItem("DeadShotgunguy")
Stop
Death.Leg:
TNT1 A 0 A_CustomMissile ("XDeathSargeLeg1", 35, 0, random (0, 360), 2, random (0, 160))
SPO3 A 9 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_Playsound ("grunt/death")
SPO3 B 3
SPO3 C 3 A_NoBlocking
TNT1 A 0 A_SpawnItemEx ("SergeantGotHisLegBlowed",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
Stop
LeaveCrawling:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx ("DyingSergeantNoLeg",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
TNT1 A 0
Stop
Death.Arm:
TNT1 A 0 A_Scream
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_CustomMissile ("XDeathArm2", 35, 0, random (0, 360), 2, random (0, 160))
SPO5 A 9 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
TNT1 A 0 A_SpawnItemEx ("DyingSergeant",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
Stop
HeadExploder:
TNT1 A 0 A_Jump(72, "Death.HeadExplode")
Goto Death.HeadMinor
Death.Head:
TNT1 A 0 A_JumpIfInTargetInventory("HasPlasmaWeapon", 1, "Death.Plasma")
TNT1 A 0 A_JumpIfInTargetInventory("HasCutingWeapon", 1, "Death.Decaptate")
TNT1 A 0 A_JumpIfHealthLower(-200, "HeavyHead")
TNT1 A 0 A_JumpIfHealthLower(-50, "Death.HeadExplode")
TNT1 A 0 A_JumpIfInTargetInventory("RandomHeadExploder", 1, "HeadExploder")
Death.HeadMinor:
TNT1 A 0 A_FaceTarget
TNT1 A 0 A_PlaySound("misc/xdeath4")
TNT1 A 0 A_Jump(142, "DeathMinorHead4")
TNT1 A 0 A_Jump(32, "Death.MinorHeadLong")
TNT1 AAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail8", 50, 0, random (0, 360), 2, random (0, 360))
TNT1 AA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeath1", 40, 0, random (100, 130), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (90, 110), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("Brains5", 50, 0, random (100, 130), 2, random (0, 160))
TNT1 A 0 A_Scream
SPOS TTTTUU 2 A_CustomMissile ("Brutal_LiquidBlood", 40, 0, 120, 2, random (0, 60))
SPOS VVV 2 A_CustomMissile ("Brutal_LiquidBlood2", 30, 0, 120, 2, random (60, 120))
TNT1 A 0 A_NoBlocking
SPOS XXXYYY 2 A_CustomMissile ("Brutal_LiquidBlood2", 20, 0, random (0, 360), 2, random (60, 120))
TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
SPOS Z -1
Stop
Death.MinorHeadLong:
TNT1 AAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail8", 50, 0, random (0, 360), 2, random (0, 360))
TNT1 AA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
TNT1 AAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160))
SPOS U 6 A_Scream
SPOS V 6 A_NoBlocking
SPOS VWVWVW 18 A_Pain
SPOS XY 6
TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
SPOS Z -1
Stop
DeathMinorHead4:
TNT1 A 0
TNT1 A 0 A_Pain
TNT1 A 0 A_FaceTarget
TNT1 A 0 A_CustomMissile ("Brains4", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
TNT1 AA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
TNT1 A 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
13DG J 6 A_CustomMissile ("MuchBlood2", 40, 0, random (0, 360), 2, random (0, 160))
13DG KL 8
TNT1 A 0 A_Scream
13DG M 6 A_NoBlocking
TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
13DG N -1
Stop
Death.headExplode:
TNT1 A 0 A_XScream
TNT1 A 0 A_SpawnItem("ShotgunguyHeadExplode", 0, 50)
TNT1 A 0 A_NoBlocking
SPDH AAAAABBBBBBBBBBCCCCC 2 A_CustomMissile ("Brutal_LiquidBlood2", 30, 0, random (0, 360), 2, random (60, 120))
SPDH DDDDEEEE 2 A_CustomMissile ("Brutal_LiquidBlood2", 10, 0, random (0, 360), 2, random (60, 120))
SPDH EEEEEEEEEE 2 A_CustomMissile ("Brutal_LiquidBlood2", 5, 0, random (0, 360), 2, random (10, 40))
TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
SPDH E -1
Stop
HeavyHead:
TNT1 A 0 A_ClearTarget
SOSL G 1 A_Chase("", "")
SOSL G 1 A_Pain
TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
TNT1 A 0 A_PlaySound("misc/xdeath4")
TNT1 A 0 A_FaceTarget
TNT1 A 0 A_Recoil(10)
TNT1 A 0 ThrustThingZ(0,35,0,1)
TNT1 AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (10, 170))
TNT1 A 0 A_CustomMissile ("MuchBlood2", 40, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("Brains2", 40, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("Brains3", 40, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("Brains5", 40, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("BrainsSergeantHeadPiece", 50, 0, random (0, 360), 2, random (0, 160))
TNT1 AAA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
TNT1 AAAAA 0 A_CustomMissile ("SmallBrainPiece", 40, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
ZMAD B 0 A_XScream
TNT1 A 0 A_SpawnItem("BloodSplasher2")
ZMAD C 0 A_NoBlocking
SOSL GHIJK 6
SOSL LLLLLLLLLLLLLLLLLLL 4 A_CustomMissile ("Brutal_LiquidBlood2", 10, 0, random (0, 360), 2, random (10, 40))
SOSL L -1
Stop
Death.decaptate:
TNT1 AAAAAAA 0 A_CustomMissile ("Blood", 50, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_PlaySound("misc/xdeath4")
TNT1 A 0 A_CustomMissile ("XDeathSergeantHeadBeheaded", 50, 0, random (0, 360), 2, random (40, 90))
TNT1 A 0 A_CustomMissile ("MuchBlood2", 40, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_XScream
TNT1 A 0 A_NoBlocking
SPDH AAAAABBBBBBBBBBCCCCC 2 A_CustomMissile ("Brutal_LiquidBlood2", 30, 0, random (0, 360), 2, random (60, 120))
SPDH DDDDDDEEEEE 2 A_CustomMissile ("Brutal_LiquidBlood2", 10, 0, random (0, 360), 2, random (60, 120))
SPDH EEEEEEEEEEEE 2 A_CustomMissile ("Brutal_LiquidBlood2", 5, 0, random (0, 360), 2, random (10, 40))
TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
SPDH E -1
Stop
Death.Saw:
Death.cut:
Death.HKFT:
TNT1 A 0
TNT1 A 0 A_Jump(96, "Death.Arm")
Goto Death.Tear
Death.cutless:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Death.Down")
TNT1 A 0 A_Jump(16, "Death")
TNT1 A 0 A_Jump(32, "Death.Cut")
TNT1 A 0 A_Jump(16, "Death.LegMassacre")
Goto Death.Minigun
Death.Tear:
TNT1 AAA 0 A_CustomMissile ("MuchBlood", 1, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_XScream
TNT1 O 0 A_NoBlocking
SP2X AA 8
TNT1 A 0 A_CustomMissile ("XDeath4", 40, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("RipSergeant", 0, 0, random (0, 360), 2, random (0, 160))
SP2X BBCD 8
TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
SP2X E -1
Stop
Death.Minigun:
TNT1 A 0
TNT1 A 0 A_FaceTarget
TNT1 A 0 A_Scream
TNT1 O 0 A_NoBlocking
TNT1 A 0 A_SpawnItem ("BrutalizedSergeant1", 1)
Stop
Death.LegMassacre:
TNT1 A 0
TNT1 A 0 A_FaceTarget
TNT1 A 0 A_Scream
TNT1 O 0 A_NoBlocking
TNT1 A 0 A_SpawnItem ("BrutalizedSergeantLeg", 1)
Stop
Death.Blast:
Death.Railgun:
TNT1 A 0
TNT1 A 0 A_FaceTarget
TNT1 A 0 A_Jump(12, "Death.Arm")
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_Jump(128, "Death.Blast2")
TNT1 A 0 A_Scream
TNT1 AAA 0 A_CustomMissile ("Instestin", 32, 0, random (150, 210), 2, random (0, 40))
TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (150, 210), 2, random (0, 40))
TNT1 AAA 0 A_CustomMissile ("Xdeath3", 16, 0, random (170, 190), 2, random (0, 40))
TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
TNT1 AAA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90))
ZXZ7 A 6 A_Stop
TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
ZXZ7 BBBBBBBBBB 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (30, 60))
ZXZ7 CCC 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (10, 40))
ZXZ7 DD 3 A_CustomMissile ("Brutal_LiquidBlood2", 6, 0, random (0, 360), 2, random (30, 60))
ZXZ7 E -1
Stop
Death.Blast2:
TNT1 A 0 A_XScream
TNT1 A 0 A_CustomMissile ("XDeathArm1", 42, 0, random (0, 360), 2, random (0, 40))
TNT1 AAA 0 A_CustomMissile ("Instestin", 32, 0, random (150, 210), 2, random (0, 40))
TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (150, 210), 2, random (0, 40))
TNT1 AAA 0 A_CustomMissile ("Xdeath3", 16, 0, random (170, 190), 2, random (0, 40))
TNT1 AA 0 A_CustomMissile ("Xdeath2", 16, 0, random (130, 210), 2, random (0, 40))
TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
TNT1 AAAA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90))
ZXZ6 A 6 A_Stop
TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
ZXZ6 BBBBBBBBBBBBBBBBBBB 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (30, 60))
ZXZ6 CCC 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (10, 40))
ZXZ6 DD 3 A_CustomMissile ("Brutal_LiquidBlood2", 6, 0, random (0, 360), 2, random (30, 60))
ZXZ6 E -1
Stop
Death.SuperPunch:
Death.SSG:
SZD1 E 1 A_Pain
SZD1 E 1 A_FaceTarget
TNT1 A 0 A_SpawnItem("BloodSplasher2")
TNT1 AAA 0 bright A_CustomMissile ("SuperGoreSpawner", 35, 0, random (170, 190), 2, random (0, 40))
//TNT1 A 0 A_CustomMissile ("MeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (170, 190), 2, random (0, 40))
TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 40))
TNT1 A 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 2, random (0, 40))
TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
TNT1 AAA 0 A_CustomMissile ("Instestin", 32, 0, random (150, 210), 2, random (0, 40))
TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
TNT1 AA 0 A_CustomMissile ("XDeathArm1", 32, 0, random (170, 190), 2, random (0, 40))
TNT1 A 0 A_CustomMissile ("XDeathSergeantHead", 32, 0, random (170, 190), 2, random (0, 40))
TNT1 A 0 A_XScream
TNT1 A 0 A_NoBlocking
SZD1 EEFFGH 6
TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
SZD1 H -1
Stop
Death.GreenFire:
TNT1 A 0
TNT1 A 0 A_XScream
TNT1 A 0 A_NoBlocking
TNT1 AAAA 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
EXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("GreenFlameTrails", 50, 0, random (0, 360), 2, random (0, 360))
XBRN AAAA 2 BRIGHT A_SpawnItem("GreenFlare",0,43)
Stop
Death.Plasma: Death.Plasma2:
PBR1 A 6 A_Scream
TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Ashes1", 32, 0, random (0, 360), 2, random (0, 180))
TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Ashes2", 32, 0, random (0, 360), 2, random (0, 180))
TNT1 AAAA 0 A_CustomMissile ("BluePlasmaFireNonStatic", 32, 0, random (0, 360), 2, random (0, 180))
PBR1 B 6 A_NoBlocking
PBR1 CDEFGH 6 A_CustomMissile ("Blood", 10, 0, random (0, 360), 2, random (0, 160))
PBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile ("PlasmaSmoke", 10, 0, random (0, 360), 2, random (0, 160))
PBR1 H -1
Stop
Death.SuperPlasma:
TNT1 A 0
TNT1 A 0 A_XScream
TNT1 A 0 A_NoBlocking
XBRN AA 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
TNT1 AAAA 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
XBRN BB 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
TNT1 A 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
XBRN CC 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
TNT1 AAAAA 0 A_CustomMissile ("PlasmaParticleX", 48, 0, random (0, 360), 2, random (0, 360))
TNT1 AAA 0 A_CustomMissile ("BigPlasmaParticleX", 42, 0, random (0, 360), 2, random (0, 360))
TNT1 A 0
Stop
Death.Fatality:
TNT1 A 0
TNT1 A 0 A_Pain
TNT1 A 0 A_JumpIfIntargetInventory("FistsSelected", 1, 1)
Goto Death.ExplosiveImpact
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_GiveToTarget("GoFatality", 1)
TNT1 A 0 A_Jump(255, "Death.Fatality1", "Death.Fatality1", "Death.Fatality2", "Death.Fatality3")
Death.Fatality1:
TNT1 A 0 A_GiveToTarget("SergeantFatality", 1)
Stop
Death.Fatality2:
TNT1 A 0 A_GiveToTarget("SergeantFatality2", 1)
Stop
Death.Fatality3:
TNT1 A 0 A_GiveToTarget("SergeantFatality3", 1)
Stop
Death.HelperMarineFatallity:
Death.BHFT:
Death.RVFT:
TNT1 A 0
TNT1 A 1 A_Pain
TNT1 A 0 A_Chase("","")
TNT1 A 0 A_Scream
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_GiveToTarget("SergeantFatality", 1)
Stop
Death.fire:
Death.burn:
Death.flames:
TNT1 A 0 A_Scream
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_SpawnItem("BurningZombieMan", 0, 7)
//TNT1 A 0 A_SpawnItem("BurningShotgunguy", 0, 10)
Stop
XDeath:
TNT1 A 0 A_XScream
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_FaceTarget
TNT1 AAA 0 A_CustomMissile ("XDeath1", 42, 0, random (0, 190), 2, random (10, 60))
TNT1 AAA 0 A_CustomMissile ("XDeath3", 42, 0, random (0, 190), 2, random (10, 60))
TNT1 A 0 A_CustomMissile ("XDeath2", 42, 0, random (0, 190), 2, random (10, 60))
TNT1 A 0 A_CustomMissile ("XDeath4", 42, 0, random (0, 190), 2, random (10, 60))
TNT1 A 0 A_CustomMissile ("SargeXDeath", 0, 0, random (0, 360), 2, random (0, 160))
Stop
Death.Desintegrate:
TNT1 A 0 A_Scream
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_SpawnItem("DesintegratedHuman")
Stop
Crush:
Death.Stomp:
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail8", 0, 0, random (0, 360), 2, random (0, 360))
TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
TNT1 AAAAAA 0 bright A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (30, 180))
TNT1 AA 0 bright A_CustomMissile ("XDeath2", 55, 0, random (0, 360), 2, random (30, 180))
TNT1 AA 0 bright A_CustomMissile ("XDeath3", 55, 0, random (0, 360), 2, random (30, 180))
TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
TNT1 A 0 A_SpawnItem ("CrushedRemains")
TNT1 A 1
TNT1 A 1 A_XScream
TNT1 A 1 A_NoBlocking
Stop
Death.ExplosiveImpact:
TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
TNT1 A 0
TNT1 A 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_Jump(96,"Death.LandMine")
TNT1 AAAA 0 A_CustomMissile ("Brains1", 50, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("Brains2", 50, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("Brains4", 50, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeath3", 40, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeathSargeLeg2", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAA 0 A_CustomMissile ("BloodMistLarge", 40, 0, random (0, 360), 2, random (20, 90))
TNT1 AAAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 ThrustThingZ(0,30,0,1)
ID14 AB 5
ID14 CDEF 5 A_CheckFloor ("Dead.ExplosiveImpact")
ID14 FFFFFF 5 A_CheckFloor ("Dead.ExplosiveImpact")
TNT1 A 0 A_SpawnItem ("VeryFuckedUpBrutalizedSergeantLeg")
Stop
Dead.ExplosiveImpact:
TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
TNT1 A 0 A_SpawnItem ("VeryFuckedUpBrutalizedSergeantLeg")
TNT1 A 0 A_SpawnItem ("Ploft")
TNT1 A 0 A_SpawnItem ("MuchBlood")
Stop
Death.LandMine:
TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeathSargeLeg1", 32, 0, random (0, 360), 2, random (0, 160))
//TNT1 A 0 A_CustomMissile ("GibHand", 42, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAA 0 A_CustomMissile ("BloodMistLarge", 40, 0, random (0, 360), 2, random (20, 90))
TNT1 A 0 ThrustThingZ(0,50,0,1)
ID16 A 1 A_Scream
ID16 A 9
ID16 BCD 9 A_CheckFloor ("Dead.Landmine")
ID16 DDDD 9 A_CheckFloor ("Dead.Landmine")
TNT1 A 0 A_SpawnItem ("DeadShotgunguy_NoLeg", 1)
Stop
Dead.Landmine:
TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
TNT1 A 0 A_SpawnItem ("DeadShotgunguy_NoLeg", 1)
TNT1 A 0 A_SpawnItem ("Ploft")
TNT1 A 0 A_SpawnItem ("MuchBlood")
Stop
Raise:
SPOS L 5
SPOS KJIH 5
Goto SeeContinue
StealthKill:
TNT1 A 0
TNT1 A 0 A_JumpIfInTargetInventory("FistsSelected", 1, 1)
Goto Death
TNT1 A 0 A_GiveToTarget("GoFatality", 1)
TNT1 A 0 A_GiveToTarget("SKShotgunGuy", 1)
TNT1 A 0 A_Fall
//TNT1 A 0 A_NoBlocking
TNT1 A 0 A_Die("Stealthy")
TNT1 A 1
TNT1 A 1
Stop
Death.Stealthy:
TNT1 A 0
Stop
Death.Ice:
Death.Freeze:
Death.Frost:
TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
TNT1 A 0 A_ChangeFlag("SOLID", 0)
TNT1 A 0 A_SpawnItem("FrozenShotgunguy")
Stop
Death.Massacre:
Goto Death
}
}