text
stringlengths
0
451
Default
{
+MISSILEMORE +MISSILEEVENMORE
Translation 3;
}
}
// Acolyte 6 ----------------------------------------------------------------
class AcolyteGold : Acolyte
{
Default
{
+MISSILEMORE +MISSILEEVENMORE
Translation 4;
}
}
// Acolyte 7 ----------------------------------------------------------------
class AcolyteLGreen : Acolyte
{
Default
{
Health 60;
Translation 5;
}
}
// Acolyte 8 ----------------------------------------------------------------
class AcolyteBlue : Acolyte
{
Default
{
Health 60;
Translation 6;
}
}
// Shadow Acolyte -----------------------------------------------------------
class AcolyteShadow : Acolyte
{
Default
{
+MISSILEMORE
DropItem "ClipOfBullets";
}
States
{
See:
AGRD A 6 A_BeShadowyFoe;
Goto Super::See+1;
Pain:
AGRD O 0 Fast Slow A_SetShadow;
AGRD O 8 Fast Slow A_Pain;
Goto See;
}
}
// Some guy turning into an acolyte -----------------------------------------
class AcolyteToBe : Acolyte
{
Default
{
Health 61;
Radius 20;
Height 56;
DeathSound "becoming/death";
-COUNTKILL
-ISMONSTER
}
States
{
Spawn:
ARMR A -1;
Stop;
Pain:
ARMR A -1 A_HideDecepticon;
Stop;
Death:
Goto XDeath;
}
//============================================================================
//
// A_HideDecepticon
//
// Hide the Acolyte-to-be ->
// Hide the guy transforming into an Acolyte ->
// Hide the transformer ->
// Transformers are Autobots and Decepticons, and
// Decepticons are the bad guys, so... ->
//
// Hide the Decepticon!
//
//============================================================================