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EEEVILLL.txt
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EEEVILLL.txt
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ACTOR EvilMarine Replaces WolfensteinSS
{
MONSTER
-COUNTKILL
Radius 16
Height 56
States
{
Spawn:
PLAY A 1
TNT1 A 0 ACS_NamedExecuteAlways("BDCHeckClassicMonsters", 0, 0, 0, 0)//Check if Vanilla Mode is activated
PLAY A 2
TNT1 A 0 Thing_ChangeTID(0, 736)
MARN A 0 ACS_NamedExecuteAlways("MapEnhancementNaziVerification", 0, 0, 0, 0)//Check if you are playing on an Wolfenstein level
PLAY A 2
TNT1 A 0 A_JumpIfInventory("AltEasyMarineVerification", 1, "ISEasyMarine")
TNT1 A 0 A_JumpIfInventory("NaziVerificate1", 1, "VerificateNazi")
TNT1 A 2
Goto IsRegularZombie
ReplaceVanilla:
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 2 A_ChangeFlag("NOINTERACTION", 1)
TNT1 A 0 A_SpawnItemEx("VanillaWolfensteinSS", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERPOINTERS | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERSPECIAL)
TNT1 A 2 Thing_Remove(0)
Stop
ISEasyMarine:
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 2 A_ChangeFlag("NOINTERACTION", 1)
TNT1 A 0 A_SpawnItemEx("EasyMarineRifleAlive", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERPOINTERS | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERSPECIAL)
TNT1 A 2 Thing_Remove(0)
Stop
VerificateNazi:
PLAY A 2
TNT1 A 0 A_JumpIfInventory("NaziVerificate2", 1, "IsANazi")
PLAY A 2
Goto IsRegularZombie
ISANazi:
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 2 A_ChangeFlag("NOINTERACTION", 1)
TNT1 A 0 A_SpawnItemEx("Nazi", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERPOINTERS | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERSPECIAL)
TNT1 A 2 Thing_Remove(0)
Stop
IsRegularZombie:
PLAY A 2
TNT1 A 0 A_Jump(85, "SpawnPlasma")
SpawnRifle:
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 2 A_ChangeFlag("NOINTERACTION", 1)
TNT1 A 0 A_SpawnItemEx ("EvilMarineRifle",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG | SXF_CLEARCALLERTID | SXF_TRANSFERSPECIAL,0, 27)
TNT1 A 2 Thing_Remove(0)
Stop
SpawnPlasma:
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 2 A_ChangeFlag("NOINTERACTION", 1)
TNT1 A 0 A_SpawnItemEx ("EvilMarinePlasma",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG | SXF_CLEARCALLERTID | SXF_TRANSFERSPECIAL,0, 27)
TNT1 A 2 Thing_Remove(0)
Stop
}
}
ACTOR EvilMarineRifle 94
{
Game Doom
Health 50
Radius 16
Height 56
Speed 6
FastSpeed 9
Monster
Damagefactor "Avoid", 1.0 Damagefactor "BHFTOnBarrel", 0.0 Damagefactor "Blood", 0.0
Damagefactor "CancelTeleportFog", 0.0 Damagefactor "CauseWaterSplash", 0.0
Damagefactor "GibRemoving", 0.0 Damagefactor "Glass", 0.0 Damagefactor "HangingHook", 0.0
Damagefactor "Head", 0.0 Damagefactor "PussyGrab", 100.0 Damagefactor "Repair", 0.0
Damagefactor "RevenantHitStomach", 0.0 Damagefactor "SpawnMarine", 0.0 Damagefactor "Stealth", 0.0
Damagefactor "TeleportRemover", 0.0 Damagefactor "Use", 0.0 DamageFactor "SSG", 5.0
Damagefactor "ExtremePunches", 5.0 Damagefactor "Fatality", 5.0 Damagefactor "Taunt", 0.0
Damagefactor "HelperMarineFatallity", 5.0 DamageFactor "TankWeakSpot", 0.0
PainChance "Avoid", 96 PainChance "Head", 255 PainChance "PussyGrab", 255
MaxStepHeight 24
MaxDropoffHeight 128
+FLOORCLIP
+QUICKTORETALIATE
+THRUSPECIES
+MISSILEMORE
Species "EvilMarines"
SeeSound "zombiemarine/sight"
PainSound "zombiemarine/pain"
DeathSound "zombiemarine/death"
ActiveSound "zombiemarine/active"
Obituary "%o was eliminated by an evil marine."
DropItem "RifleDrop"
Translation "48:76=128:143", "112:127=152:159"
//$Category BD Monsters
//$Icon "monster"
//$Colour rgb(200, 0, 0)
//$Sprite PLAYE1
States
{
Idle:
PLAY EEEEEEE 5 A_Look
TNT1 A 0 A_Jump(32, 4)
TNT1 A 0 A_SetAngle(angle - 40)
PLAY EE 5 A_Look
TNT1 A 0 A_SetAngle(angle + 40)
PLAY E 5 A_Look
TNT1 A 0 A_Jump(32, 4)
TNT1 A 0 A_SetAngle(angle + 40)
PLAY EE 5 A_Look
TNT1 A 0 A_SetAngle(angle - 40)
PLAY EE 5 A_Look
PLAY AAA 1 A_Wander
PLAY A 5 A_Look
PLAY BBB 1 A_Wander
PLAY B 5 A_Look
PLAY CCC 1 A_Wander
PLAY C 5 A_Look
PLAY DDD 1 A_Wander
PLAY D 5 A_Look
Loop
Spawn:
PLAY E 4 A_Look
Loop
See:
PLAY AAA 1 A_Chase
TNT1 A 0 A_JumpIfInventory("evmarinenoway", 1, "CheckIfCanJump")
PLAY BBB 1 A_Chase
TNT1 A 0 A_CustomMissile("EvilMarineCheckFront", 28, 0, 0, 2, 0)
PLAY CCC 1 A_Chase
TNT1 A 0 A_CustomMissile("EvilMarineCheckJump", 64, 0, 0, CMF_AIMDIRECTION, 45)
PLAY DDD 1 A_Chase
Loop
CheckIfCanJump:
PLAY E 2 A_FaceTarget
TNT1 A 0 A_TakeInventory("evmarinenoway", 1)
TNT1 A 0 A_JumpIfInventory("evmarinecanjump", 1, "Jump")
Goto See
Missile:
TNT1 A 0
TNT1 A 0 A_Jump(128, "MissileLeft", "MissileRight")
PLAY E 3 A_FaceTarget
PLAY F 2 BRIGHT A_PlaySound("weapons/rifle")
TNT1 A 0 A_CustomMissile("DistantFireSoundRifle", 32, 0, 0, 1, 0)
TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
TNT1 A 0 A_GiveInventory("ZombieManAmmo",1)
TNT1 A 0 A_CustomMissile("ZombiemanTracer",32,0,random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
TNT1 A 0 A_JumpIfInventory("ZombieManAmmo", 20, "Reload")
PLAY E 3 A_FaceTarget
PLAY F 2 BRIGHT A_PlaySound("weapons/rifle")
TNT1 A 0 A_CustomMissile("DistantFireSoundRifle", 32, 0, 0, 1, 0)
TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
TNT1 A 0 A_GiveInventory("ZombieManAmmo",1)
TNT1 A 0 A_CustomMissile("ZombiemanTracer",32,0,random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
TNT1 A 0 A_JumpIfInventory("ZombieManAmmo", 20, "Reload")
PLAY E 3 A_FaceTarget
PLAY F 2 BRIGHT A_PlaySound("weapons/rifle")
TNT1 A 0 A_CustomMissile("DistantFireSoundRifle", 32, 0, 0, 1, 0)
TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
TNT1 A 0 A_GiveInventory("ZombieManAmmo",1)
TNT1 A 0 A_CustomMissile("ZombiemanTracer",32,0,random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
TNT1 A 0 A_JumpIfInventory("ZombieManAmmo", 20, "Reload")
PLAY E 3 A_FaceTarget
PLAY F 2 BRIGHT A_PlaySound("weapons/rifle")
TNT1 A 0 A_CustomMissile("DistantFireSoundRifle", 32, 0, 0, 1, 0)
TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
TNT1 A 0 A_GiveInventory("ZombieManAmmo",1)
TNT1 A 0 A_CustomMissile("ZombiemanTracer",32,0,random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
TNT1 A 0 A_JumpIfInventory("ZombieManAmmo", 20, "Reload")
PLAY E 3 A_FaceTarget
PLAY F 2 BRIGHT A_PlaySound("weapons/rifle")
TNT1 A 0 A_CustomMissile("DistantFireSoundRifle", 32, 0, 0, 1, 0)
TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
TNT1 A 0 A_GiveInventory("ZombieManAmmo",1)
TNT1 A 0 A_CustomMissile("ZombiemanTracer",32,0,random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
TNT1 A 0 A_JumpIfInventory("ZombieManAmmo", 20, "Reload")
Goto See
MissileLeft:
TNT1 A 0
PLAY E 3 A_FaceTarget
TNT1 A 0 ThrustThing(angle*256/360+192, 3, 0, 0)
PLAY F 2 BRIGHT A_PlaySound("weapons/rifle")
TNT1 A 0 A_CustomMissile("DistantFireSoundRifle", 32, 0, 0, 1, 0)
TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
TNT1 A 0 A_GiveInventory("ZombieManAmmo",1)
TNT1 A 0 A_CustomMissile("ZombiemanTracer",32,0,random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
TNT1 A 0 A_JumpIfInventory("ZombieManAmmo", 20, "Reload")
PLAY E 3 A_FaceTarget
TNT1 A 0 ThrustThing(angle*256/360+192, 3, 0, 0)
PLAY F 2 BRIGHT A_PlaySound("weapons/rifle")
TNT1 A 0 A_CustomMissile("DistantFireSoundRifle", 32, 0, 0, 1, 0)
TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
TNT1 A 0 A_GiveInventory("ZombieManAmmo",1)
TNT1 A 0 A_CustomMissile("ZombiemanTracer",32,0,random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
TNT1 A 0 A_JumpIfInventory("ZombieManAmmo", 20, "Reload")
PLAY E 3 A_FaceTarget
TNT1 A 0 ThrustThing(angle*256/360+192, 3, 0, 0)
PLAY F 2 BRIGHT A_PlaySound("weapons/rifle")
TNT1 A 0 A_CustomMissile("DistantFireSoundRifle", 32, 0, 0, 1, 0)
TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
TNT1 A 0 A_GiveInventory("ZombieManAmmo",1)
TNT1 A 0 A_CustomMissile("ZombiemanTracer",32,0,random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
TNT1 A 0 A_JumpIfInventory("ZombieManAmmo", 20, "Reload")
PLAY E 3 A_FaceTarget
TNT1 A 0 ThrustThing(angle*256/360+192, 3, 0, 0)
PLAY F 2 BRIGHT A_PlaySound("weapons/rifle")
TNT1 A 0 A_CustomMissile("DistantFireSoundRifle", 32, 0, 0, 1, 0)
TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
TNT1 A 0 A_GiveInventory("ZombieManAmmo",1)
TNT1 A 0 A_CustomMissile("ZombiemanTracer",32,0,random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
TNT1 A 0 A_JumpIfInventory("ZombieManAmmo", 20, "Reload")
PLAY E 3 A_FaceTarget
TNT1 A 0 ThrustThing(angle*256/360+192, 3, 0, 0)
PLAY F 2 BRIGHT A_PlaySound("weapons/rifle")
TNT1 A 0 A_CustomMissile("DistantFireSoundRifle", 32, 0, 0, 1, 0)
TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
TNT1 A 0 A_GiveInventory("ZombieManAmmo",1)
TNT1 A 0 A_CustomMissile("ZombiemanTracer",32,0,random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
TNT1 A 0 A_JumpIfInventory("ZombieManAmmo", 20, "Reload")
Goto See
MissileRight:
TNT1 A 0
PLAY E 3 A_FaceTarget
TNT1 A 0 ThrustThing(angle*256/360+64, 3, 0, 0)
PLAY F 2 BRIGHT A_PlaySound("weapons/rifle")
TNT1 A 0 A_CustomMissile("DistantFireSoundRifle", 32, 0, 0, 1, 0)
TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
TNT1 A 0 A_GiveInventory("ZombieManAmmo",1)
TNT1 A 0 A_CustomMissile("ZombiemanTracer",32,0,random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
TNT1 A 0 A_JumpIfInventory("ZombieManAmmo", 20, "Reload")
PLAY E 3 A_FaceTarget
TNT1 A 0 ThrustThing(angle*256/360+64, 3, 0, 0)
PLAY F 2 BRIGHT A_PlaySound("weapons/rifle")
TNT1 A 0 A_CustomMissile("DistantFireSoundRifle", 32, 0, 0, 1, 0)
TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
TNT1 A 0 A_GiveInventory("ZombieManAmmo",1)
TNT1 A 0 A_CustomMissile("ZombiemanTracer",32,0,random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
TNT1 A 0 A_JumpIfInventory("ZombieManAmmo", 20, "Reload")
PLAY E 3 A_FaceTarget
TNT1 A 0 ThrustThing(angle*256/360+64, 3, 0, 0)
PLAY F 2 BRIGHT A_PlaySound("weapons/rifle")
TNT1 A 0 A_CustomMissile("DistantFireSoundRifle", 32, 0, 0, 1, 0)
TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
TNT1 A 0 A_GiveInventory("ZombieManAmmo",1)
TNT1 A 0 A_CustomMissile("ZombiemanTracer",32,0,random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
TNT1 A 0 A_JumpIfInventory("ZombieManAmmo", 20, "Reload")
PLAY E 3 A_FaceTarget
TNT1 A 0 ThrustThing(angle*256/360+64, 3, 0, 0)
PLAY F 2 BRIGHT A_PlaySound("weapons/rifle")
TNT1 A 0 A_CustomMissile("DistantFireSoundRifle", 32, 0, 0, 1, 0)
TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
TNT1 A 0 A_GiveInventory("ZombieManAmmo",1)
TNT1 A 0 A_CustomMissile("ZombiemanTracer",32,0,random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
TNT1 A 0 A_JumpIfInventory("ZombieManAmmo", 20, "Reload")
PLAY E 3 A_FaceTarget
TNT1 A 0 ThrustThing(angle*256/360+64, 3, 0, 0)
PLAY F 2 BRIGHT A_PlaySound("weapons/rifle")
TNT1 A 0 A_CustomMissile("DistantFireSoundRifle", 32, 0, 0, 1, 0)
TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
TNT1 A 0 A_GiveInventory("ZombieManAmmo",1)
TNT1 A 0 A_CustomMissile("ZombiemanTracer",32,0,random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
TNT1 A 0 A_JumpIfInventory("ZombieManAmmo", 20, "Reload")
Goto See
Reload:
TNT1 A 0
MWAV I 10 A_FaceTarget
TNT1 A 0 A_PlaySound("Reload")
TNT1 A 0 A_CustomMissile("EmptyClipSpawn", 30, 0, random(-11, 11), 0)
MWAV J 10 A_TakeInventory("ZombieManAmmo", 20)
MWAV K 10 A_FaceTarget
TNT1 A 0 A_PlaySound("CLIPIN")
MWAV J 10 A_FaceTarget
MWAV I 10 A_FaceTarget
Goto See
Melee:
TNT1 A 0
PLAY E 3 A_FaceTarget
PLAM A 3 A_FastChase
PLAM B 3 A_CustomMissile("KickAttack",42,0,0,0)
PLAM A 3 A_FastChase
PLAY E 3 A_FaceTarget
Goto See
Jump:
TNT1 A 0
TNT1 A 0 A_TakeInventory("evmarinecanjump", 1)
TNT1 A 0 ThrustThingZ(0, 32, 0, 1)
TNT1 A 0 A_Recoil(-6)
MARJ A 3
TNT1 A 0 A_CheckSight("WaitforLand")
MARJ A 1
TNT1 A 0 A_JumpIfCloser(128, "JumpKick")
Goto Missile
WaitforLand:
TNT1 A 0
MARJ AAAAAAAAAAA 3 A_Checkfloor("See")
Goto See
JumpBack:
TNT1 A 0
TNT1 A 0 A_TakeInventory("evmarinecanjump", 1)
TNT1 A 0 ThrustThingZ(0, 32, 0, 1)
TNT1 A 0 A_Recoil(6)
MARJ A 3
TNT1 A 0 A_CheckSight("WaitforLand")
MARJ A 1
TNT1 A 0 A_JumpIfCloser(128, "JumpKick")
Goto Missile
JumpKick:
TNT1 A 0
PKIK ABC 2 A_Facetarget
TNT1 A 0 A_Recoil(-6)
AKIK A 2 A_CustomMissile("KickAttack",28,0,0,0)
PKIK CBA 2 A_Facetarget
Goto WaitforLand
Laugh:
TNT1 A 0 A_FaceTarget
//TNT1 A 0 A_PlaySound("EVMRLAUG")
//PLAY G 30
Goto Idle
Pain:
PLAY G 3
TNT1 A 0 A_Jump(64, "Pain.Avoid")
PLAY G 3 A_Pain
Goto See
Pain.Avoid:
TNT1 A 0
TNT1 A 0 A_Jump(128, "RollLeft", "RollRight")
Goto JumpBack
RollLeft:
TNT1 A 0
TNT1 A 0 A_FaceTarget
TNT1 A 0 ThrustThing(angle*256/360+192, 10, 0, 0)
PROL EDCBA 3
TNT1 A 0 A_CheckSight("See")
Goto Missile
RollRight:
TNT1 A 0
TNT1 A 0 A_FaceTarget
TNT1 A 0 ThrustThing(angle*256/360+64, 10, 0, 0)
PROL ABCDE 3
TNT1 A 0 A_CheckSight("See")
Goto Missile
Death:
Death.Bullet:
TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0
PLAY H 10
PLAY I 10 A_Scream
PLAY J 10
PLAY KLM 10
TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
TNT1 A 0 A_SpawnItemEx ("ADoomedSpaceMarine", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
TNT1 A -1 A_NoBlocking
Stop
Death.Shotgun:
Death.SSG:
Death.Eat:
TNT1 A 0 A_GiveToTarget("EatMe",1)
TNT1 AAA 0 A_CustomMissile ("XDeath1", 1, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeath2", 1, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeath3", 1, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("muchblood3", 50, 0, random (0, 360), 2, random (0, 160))
XPL1 A 10
XPL1 B 20 A_XScream
XPL1 CDE 10
TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
XPL1 E -1 A_NoBlocking
Stop
Death.Desintegrate:
TNT1 A 0 A_XScream
TNT1 A 0 A_SpawnItem("DesintegratedHuman")
TNT1 A 0 A_Stop
TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
TGIB ABCDEFGHIJKLMNOPQ 3
TGIB Q -1 A_NoBlocking
Stop
Death.Cut:
Death.Saw:
TNT1 A 0 A_CustomMissile ("XDeath1", 1, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeath2", 1, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeath3", 1, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeath4", 1, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("RipGuts", 50, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeathHalfMarine", 50, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("muchblood3", 50, 0, random (0, 360), 2, random (0, 160))
XPL2 A 10 A_XScream
TNT1 AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
XPL2 B 20
TNT1 AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
XPL2 C 10 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
XPL2 DE 10 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
TNT1 A 0 A_SpawnItemEx ("DeadRippedOffMarine", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
TNT1 A -1 A_NoBlocking
Stop
Death.Slime:
TNT1 A 0 A_PlaySound("BIGSCREA")
TNT1 A 0 A_Scream
PMET ABCDEFGHI 10 A_CustomMissile ("PlasmaSmoke", 25, 0, random (0, 180), 2, random (0, 180))
PMET JJJKKKLLL 3 A_CustomMissile ("PlasmaSmoke", 25, 0, random (0, 180), 2, random (0, 180))
PMET M -1 A_NoBlocking
Stop
Death.Minigun:
TNT1 A 0
TNT1 A 0 A_Scream
TNT1 A 0 A_Jump(128, 3)
Goto Death
TNT1 AAA 0
TNT1 A 0 A_CustomMissile ("XDeath1", 1, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeath2", 1, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeath3", 1, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeath4", 1, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("RipGuts", 50, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeathHalfMarine", 50, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
XPL2 A 10 A_XScream
TNT1 AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
XPL2 B 20
TNT1 AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
XPL2 C 10 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
XPL2 DE 10 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
TNT1 A 0 A_SpawnItemEx ("DeadRippedOffMarine", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
TNT1 A -1 A_NoBlocking
Stop
Death.Rip:
TNT1 AAAAAAAAAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
XPL3 A 10 A_XScream
TNT1 AAAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
XPL3 B 20
TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
XPL3 C 10 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
XPL3 D 10 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
XPL3 E 10 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
XPL3 F 10 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
XPL3 F 10 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
TNT1 A 0 A_SpawnItemEx ("FuckedMarine", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
TNT1 A -1 A_NoBlocking
Stop
Death.Massacre:
Death.Explosive:
XDeath:
TNT1 A 0 ThrustThingZ(0,60,0,1)
TNT1 A 0 A_CustomMissile ("MarineXDeath", 0, 0, random (0, 360), 2, random (0, 160))
PPOD A 0 A_SpawnItemEx("BasicMarineGib1", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
PPOD A 0 A_SpawnItemEx("BasicMarineGib2", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
PPOD A 0 A_SpawnItemEx("BasicMarineGib3", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
PPOD A 0 A_SpawnItemEx("BasicMarineGib4", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
MHEA A 7 A_XScream
MHEA BCD 7
MHEA E -1 A_NoBlocking
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
// Now using the unused actor
Death.ExtremePunches:
TNT1 A 0
TNT1 A 0 A_XScream
TNT1 A 0 A_FaceTarget
TNT1 A 0 A_SpawnItemEx ("ExtremePunchedEvilMarine", 8, 0, 0, 32, 0, 10, random (175, 185), SXF_TRANSFERTRANSLATION)
TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
TNT1 A -1 A_NoBlocking
Stop
Death.Rape:
TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
XPL4 A 20 A_XScream
TNT1 A 0 A_CustomMissile ("XDeath1", 1, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeath2", 1, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeath3", 1, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("XDeath4", 1, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
XPL4 B 20
TNT1 AAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
XPL4 C 20
TNT1 AAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
XPL4 D 20
TNT1 AAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
XPL4 E 20
TNT1 AAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
XPL4 F 20
TNT1 AAAA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
TNT1 A 0 A_SpawnItemEx ("RappedMarine", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
TNT1 A -1 A_NoBlocking
Stop
Death.plasma:
TNT1 A 0
TNT1 A 0 A_XScream
TNT1 AAA 0 A_CustomMissile ("Brutal_FlyingBlood", 50, 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 AAAAAA 0 A_CustomMissile ("ExplosionSmoke", 32, 0, random (0, 360), 2, random (0, 360))
TNT1 A -1 A_NoBlocking
Stop
Death.GreenFire:
TNT1 A 0
TNT1 A 0 A_XScream
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)
TNT1 A -1 A_NoBlocking
Stop
Death.Fire:
Death.Flames:
Death.Burn:
TNT1 A 0 A_PlaySound("BIGSCREA")
BURN W 6 A_Scream
BURN X 6
BUR2 ABCD 6 BRIGHT A_CustomMissile ("PlasmaSmoke", 8, 0, random (0, 180), 2, random (0, 180))
BURN FGHIJKL 6 BRIGHT A_CustomMissile ("PlasmaSmoke", 8, 0, random (0, 180), 2, random (0, 180))
BURN MNOPQRSTUV 6 BRIGHT A_CustomMissile ("PlasmaSmoke", 8, 0, random (0, 180), 2, random (0, 180))
BURN VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 6 A_CustomMissile ("PlasmaSmoke", 8, 0, random (0, 180), 2, random (0, 180))
BURN V -1 A_NoBlocking
Stop
Death.ExplosiveImpact:
NULL A 0 ThrustThingZ(0,30,0,1)
NULL AAAA 0 A_CustomMissile ("Brains1", 50, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("Brains2", 50, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("Brains4", 50, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160))
NULL AAAA 0 A_CustomMissile ("SmallBrainPiece", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))
NULL AAAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
NULL AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
NULL AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_CustomMissile ("XDeath3", 40, 0, random (0, 360), 2, random (0, 160))
PPOD A 0 A_SpawnItemEx("BasicMarineGib1", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
NULL AAAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
NULL A 0 A_XScream
XPL6 A 5
NULL A 0
XPL6 BCDE 5
XPL6 F -1 A_NoBlocking
Stop
Death.HKFT:
Death.BHFT:
Death.RVFT:
TNT1 A 0 A_PlayerScream
TNT1 A 0 A_GiveToTarget("Curbstomp_Marine",1)
TNT1 A 1 A_NoBlocking
Stop
Death.Fatality:
Death.HelperMarineFatallity:
TNT1 A 0 A_PlayerScream
TNT1 A 0 A_GiveToTarget("GoFatality", 1)
TNT1 A 0 A_GiveToTarget("PVPFatality",1)
TNT1 A 1 A_NoBlocking
Stop
Death.PussyGrab:
TNT1 A 0 A_Pain
TNT1 A 0 A_GiveToTarget("GrabbedAEvilMarine", 1)
TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
TNT1 A 1 A_NoBlocking
Stop
}
}
Actor EvilMarinePlasma: EvilMarineRifle 104
{
DropItem "PlasmagunSpawner"
//$Category BD Monsters
//$Icon "monster"
//$Colour rgb(200, 0, 0)
//$Sprite MAR6D1
States
{
Idle:
MAR6 DDDDDDD 5 A_Look
TNT1 A 0 A_Jump(32, 4)
TNT1 A 0 A_SetAngle(angle - 40)
MAR6 DD 5 A_Look
TNT1 A 0 A_SetAngle(angle + 40)
MAR6 D 5 A_Look
TNT1 A 0 A_Jump(32, 4)
TNT1 A 0 A_SetAngle(angle + 40)
MAR6 DD 5 A_Look
TNT1 A 0 A_SetAngle(angle - 40)
MAR6 DD 5 A_Look
MAR6 AAA 1 A_Wander
MAR6 A 5 A_Look
MAR6 BBB 1 A_Wander
MAR6 B 5 A_Look
MAR6 CCC 1 A_Wander
MAR6 C 5 A_Look
MAR6 DDD 1 A_Wander
MAR6 D 5 A_Look
Loop
Spawn:
MAR6 D 4 A_Look
Loop
See:
MAR6 AAA 1 A_Chase
TNT1 A 0 A_JumpIfInventory("evmarinenoway", 1, "CheckIfCanJump")
MAR6 BBB 1 A_Chase
TNT1 A 0 A_CustomMissile("EvilMarineCheckFront", 28, 0, 0, 2, 0)
MAR6 CCC 1 A_Chase
TNT1 A 0 A_CustomMissile("EvilMarineCheckJump", 64, 0, 0, CMF_AIMDIRECTION, 45)
MAR6 DDD 1 A_Chase
Loop
CheckIfCanJump:
MAR6 D 2 A_FaceTarget
TNT1 A 0 A_TakeInventory("evmarinenoway", 1)
TNT1 A 0 A_JumpIfInventory("evmarinecanjump", 1, "Jump")
Goto See
Missile:
TNT1 A 0
TNT1 A 0 A_Jump(128, "MissileLeft", "MissileRight")
MAR6 D 6 A_FaceTarget
PLA6 F 3 BRIGHT A_CustomMissile("EvilPlasmaBall",32)
TNT1 A 0 A_GiveInventory("PlasmaAmmo",1)
TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
TNT1 A 0 A_JumpIfInventory("PlasmaAmmo", 50, "Reload")
TNT1 A 0 A_CposRefire
Goto Missile
MissileLeft:
TNT1 A 0
TNT1 A 0 ThrustThing(angle*256/360+192, 9, 0, 0)
MAR6 AB 3 A_FaceTarget
PLA6 F 3 BRIGHT A_CustomMissile("EvilPlasmaBall",32)
TNT1 A 0 A_GiveInventory("PlasmaAmmo",1)
TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
TNT1 A 0 A_JumpIfInventory("PlasmaAmmo", 50, "Reload")
Goto Missile
MissileRight:
TNT1 A 0
MAR6 AB 3 A_FaceTarget
TNT1 A 0 ThrustThing(angle*256/360+64, 9, 0, 0)
PLA6 F 3 BRIGHT A_CustomMissile("EvilPlasmaBall",32)
TNT1 A 0 A_GiveInventory("PlasmaAmmo",1)
TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
TNT1 A 0 A_JumpIfInventory("PlasmaAmmo", 50, "Reload")
Goto Missile
Reload:
TNT1 A 0
PLA6 E 10 A_FaceTarget
TNT1 A 0 A_PlaySound("PLREADY")
TNT1 A 0 A_CustomMissile("EmptyCellSpawn", 30, 0, random(-11, 11), 0)
PLA6 A 10 A_TakeInventory("PlasmaAmmo", 50)
PLA6 B 10 A_FaceTarget
PLA6 A 10 A_FaceTarget
PLA6 E 10 A_FaceTarget
Goto See
Melee:
TNT1 A 0
MAR6 D 3 A_FaceTarget
PKIK AB 3 A_FastChase
PKIK C 3 A_CustomMissile("KickAttack",32,0,0,0)
PKIK B 3 A_FastChase
MAR6 D 3 A_FaceTarget
Goto See
Jump:
TNT1 A 0
TNT1 A 0 A_TakeInventory("evmarinecanjump", 1)
TNT1 A 0 ThrustThingZ(0, 32, 0, 1)
TNT1 A 0 A_Recoil(-6)
MAR6 J 3
TNT1 A 0 A_CheckSight("WaitforLand")
MAR6 J 1
TNT1 A 0 A_JumpIfCloser(128, "JumpKick")
Goto Missile
WaitforLand:
TNT1 A 0
MAR6 JJJJJJJJJJJ 3 A_Checkfloor("See")
Goto See
JumpBack:
TNT1 A 0
TNT1 A 0 A_TakeInventory("evmarinecanjump", 1)
TNT1 A 0 ThrustThingZ(0, 32, 0, 1)
TNT1 A 0 A_Recoil(6)
MAR6 J 3
TNT1 A 0 A_CheckSight("WaitforLand")
MAR6 J 1
TNT1 A 0 A_JumpIfCloser(128, "JumpKick")
Goto Missile
Pain:
MAR6 E 3
TNT1 A 0 A_Jump(64, "Pain.Avoid")
MAR6 E 3 A_Pain
Goto See
Pain.Avoid:
TNT1 A 0
TNT1 A 0 A_Jump(128, "RollLeft", "RollRight")
Goto JumpBack
RollLeft:
TNT1 A 0
TNT1 A 0 A_FaceTarget
TNT1 A 0 ThrustThing(angle*256/360+192, 10, 0, 0)
PROL EDCBA 3
TNT1 A 0 A_CheckSight("See")
Goto Missile
RollRight:
TNT1 A 0
TNT1 A 0 A_FaceTarget
TNT1 A 0 ThrustThing(angle*256/360+64, 10, 0, 0)
PROL ABCDE 3
TNT1 A 0 A_CheckSight("See")
Goto Missile
}
}
ACTOR EvilMarineCheckFront: FastProjectile
{
DamageType None
Damage (random (0, 0))
+THRUACTORS
Radius 2
Height 2
Speed 60
States
{
Spawn:
TNT1 A 2
Stop
Death:
TNT1 A 1
TNT1 A 0 A_GiveToTarget("evmarinenoway", 1)
TNT1 A 1
Stop
Xdeath:
TNT1 A 0
TNT1 A 1
Stop
}
}
ACTOR EvilMarineCheckJump: EvilMarineCheckFront
{
Speed 80
States
{
Spawn:
TNT1 A 2
TNT1 A 0 A_GiveToTarget("evmarinecanjump", 1)
TNT1 A 0 A_Stop
Stop
Death:
TNT1 A 0
TNT1 A 1
Stop
}
}
ACTOR EvilMarineCheckJumpDown: EvilMarineCheckJump
{
Speed 60
}
ACTOR EasyMarineRifleAlive : EvilMarineRifle
{
Health 50
SeeSound "EvilmarineSight"
AttackSound "grunt/attack"
PainSound "EvilmarinePain"
DeathSound "EvilmarineDeath"
ActiveSound "EvilmarineActive"
Obituary "%o is no longer a stone in the shoes of the UAC."
DropItem "RifleDrop"
Translation "48:76=128:143", "112:127=152:159"
MaxStepHeight 24
States
{
Spawn:
PLAY E 4 A_Look
Loop
}
}