// // EDGE ATTACKS.DDF -redefine or add new attacks. // For documentation, see http://edge.sourceforge.net/ // DDF Version 5.0 // #VERSION 1.29 [ARACHNOTRON_PLASMA] ATTACKTYPE=PROJECTILE; HEIGHT=8; RADIUS=13; DAMAGE.VAL=5; DAMAGE.MAX=40; ATTACK_HEIGHT=16; SPEED=25; KEEP_FIRING_CHANCE=3.92%; LAUNCH_SOUND=PLASMA; ATTACK_SPECIAL=FACE_TARGET; PROJECTILE_SPECIAL=NOBLOCKMAP,MISSILE,DROPOFF,NOGRAVITY,NOSHADOW; TRANSLUCENCY=45%; DLIGHT.TYPE=QUADRATIC; DLIGHT.INTENSITY=200; DLIGHT.COLOUR=#C0FF00; STATES(IDLE)=APLS:A:5:BRIGHT:NOTHING, APLS:B:5:BRIGHT:NOTHING; STATES(DEATH)=APBX:A:0:BRIGHT:DLIGHT_SET(500), APBX:A:0:BRIGHT:DLIGHT_FADE(0), APBX:A:5:BRIGHT:KILLSOUND, APBX:A:5:BRIGHT:PLAYSOUND(FIRXPL), APBX:A:5:BRIGHT:TRANS_FADE(0%), APBX:B:5:BRIGHT:NOTHING, APBX:C:5:BRIGHT:NOTHING, APBX:D:5:BRIGHT:NOTHING, APBX:E:5:BRIGHT:NOTHING, #REMOVE; [ARCHVILE_FIRE] ATTACKTYPE=TRACKER; RADIUS=20; HEIGHT=16; DAMAGE.VAL=20; EXPLODE_DAMAGE.VAL=70; ATTEMPT_SOUND=VILATK; ENGAGED_SOUND=BAREXP; LAUNCH_SOUND=FLAMST; ACTIVE_SOUND=FLAME; ATTACK_SPECIAL=NEED_SIGHT,FACE_TARGET; TRANSLUCENCY=80%; DLIGHT.TYPE=QUADRATIC; DLIGHT.INTENSITY=400; DLIGHT.COLOUR=#FFFF40; STATES(SPAWN)=FIRE:A:2:BRIGHT:DLIGHT_FADE(0), FIRE:A:2:BRIGHT:TRANS_FADE(0%), FIRE:A:2:BRIGHT:TRACKERSTART, FIRE:B:2:BRIGHT:TRACKERFOLLOW, FIRE:A:2:BRIGHT:TRACKERFOLLOW, FIRE:B:2:BRIGHT:TRACKERFOLLOW, FIRE:C:2:BRIGHT:TRACKERACTIVE, FIRE:B:2:BRIGHT:TRACKERFOLLOW, FIRE:C:2:BRIGHT:TRACKERFOLLOW, FIRE:B:2:BRIGHT:TRACKERFOLLOW, FIRE:C:2:BRIGHT:TRACKERFOLLOW, FIRE:D:2:BRIGHT:TRACKERFOLLOW, FIRE:C:2:BRIGHT:TRACKERFOLLOW, FIRE:D:2:BRIGHT:TRACKERFOLLOW, FIRE:C:2:BRIGHT:TRACKERFOLLOW, FIRE:D:2:BRIGHT:TRACKERFOLLOW, FIRE:E:2:BRIGHT:TRACKERFOLLOW, FIRE:D:2:BRIGHT:TRACKERFOLLOW, FIRE:E:2:BRIGHT:TRACKERFOLLOW, FIRE:D:2:BRIGHT:TRACKERFOLLOW, FIRE:E:2:BRIGHT:TRACKERACTIVE, FIRE:F:2:BRIGHT:TRACKERFOLLOW, FIRE:E:2:BRIGHT:TRACKERFOLLOW, FIRE:F:2:BRIGHT:TRACKERFOLLOW, FIRE:E:2:BRIGHT:TRACKERFOLLOW, FIRE:F:2:BRIGHT:TRACKERFOLLOW, FIRE:G:2:BRIGHT:TRACKERFOLLOW, FIRE:H:2:BRIGHT:TRACKERFOLLOW, FIRE:G:2:BRIGHT:TRACKERFOLLOW, FIRE:H:2:BRIGHT:TRACKERFOLLOW, FIRE:G:2:BRIGHT:TRACKERFOLLOW, FIRE:H:2:BRIGHT:TRACKERFOLLOW, #REMOVE; [BARON_CLOSECOMBAT] ATTACKTYPE=CLOSECOMBAT; DAMAGE.VAL=10; DAMAGE.MAX=80; ENGAGED_SOUND=CLAW; ATTACKRANGE=64; ATTACK_SPECIAL=NEED_SIGHT,FACE_TARGET; [BARON_FIREBALL] ATTACKTYPE=PROJECTILE; HEIGHT=8; RADIUS=6; DAMAGE.VAL=8; DAMAGE.MAX=64; ATTACK_HEIGHT=32; SPEED=15; FAST=1.33333; PROJECTILE_SPECIAL=NOBLOCKMAP,MISSILE,DROPOFF,NOGRAVITY; LAUNCH_SOUND=FIRSHT; ATTACK_SPECIAL=FACE_TARGET; TRANSLUCENCY=65%; DLIGHT.TYPE=QUADRATIC; DLIGHT.INTENSITY=400; DLIGHT.COLOUR=#00FF00; STATES(IDLE)=BAL7:A:4:BRIGHT:NOTHING, BAL7:B:4:BRIGHT:NOTHING; STATES(DEATH)=BAL7:C:0:BRIGHT:DLIGHT_SET(800), BAL7:C:0:BRIGHT:DLIGHT_FADE(0), BAL7:C:0:BRIGHT:TRANS_FADE(0%), BAL7:C:0:BRIGHT:KILLSOUND, BAL7:C:7:BRIGHT:PLAYSOUND(FIRXPL), BAL7:D:7:BRIGHT:NOTHING, BAL7:E:7:BRIGHT:NOTHING, #REMOVE; [CACO_CLOSECOMBAT] ATTACKTYPE=CLOSECOMBAT; DAMAGE.VAL=10; DAMAGE.MAX=60; ATTACKRANGE=64; ATTACK_SPECIAL=NEED_SIGHT,FACE_TARGET; [CACO_FIREBALL] ATTACKTYPE=PROJECTILE; HEIGHT=8; RADIUS=6; DAMAGE.VAL=5; DAMAGE.MAX=40; ATTACK_HEIGHT=32; LAUNCH_SOUND=FIRSHT; SPEED=10; FAST=2; ATTACK_SPECIAL=FACE_TARGET; PROJECTILE_SPECIAL=NOBLOCKMAP,MISSILE,DROPOFF,NOGRAVITY; TRANSLUCENCY=75%; DLIGHT.TYPE=QUADRATIC; DLIGHT.INTENSITY=400; DLIGHT.COLOUR=#FF0000; STATES(IDLE)=BAL2:A:4:BRIGHT:NOTHING, BAL2:B:4:BRIGHT:NOTHING; STATES(DEATH)=BAL2:C:0:BRIGHT:DLIGHT_SET(500), BAL2:C:0:BRIGHT:DLIGHT_FADE(0), BAL2:C:0:BRIGHT:TRANS_FADE(0%), BAL2:C:0:BRIGHT:KILLSOUND, BAL2:C:6:BRIGHT:PLAYSOUND(FIRXPL), BAL2:D:6:BRIGHT:NOTHING, BAL2:E:6:BRIGHT:NOTHING, #REMOVE; [DEMON_CLOSECOMBAT] ATTACKTYPE=CLOSECOMBAT; DAMAGE.VAL=4; DAMAGE.MAX=40; ATTACKRANGE=64; ATTACK_SPECIAL=NEED_SIGHT,FACE_TARGET; [DOG_BITE] ATTACKTYPE=CLOSECOMBAT; DAMAGE.VAL=4; DAMAGE.MAX=40; ATTACKRANGE=64; ATTACK_SPECIAL=NEED_SIGHT,FACE_TARGET; [ELEMENTAL_SPAWNER] ATTACKTYPE=SPAWNER; ATTACK_HEIGHT=8; ATTACK_SPECIAL=PRESTEP_SPAWN; SPAWNED_OBJECT=LOST_SOUL; SPAWN_OBJECT_STATE=MISSILE:2; SPAWN_LIMIT=21; ATTACK_SPECIAL=FACE_TARGET; [ELEMENTAL_DEATHSPAWN] ATTACKTYPE=TRIPLE_SPAWNER; ATTACK_HEIGHT=8; ATTACK_SPECIAL=PRESTEP_SPAWN,FACE_TARGET; SPAWNED_OBJECT=LOST_SOUL; SPAWN_OBJECT_STATE=MISSILE:2; [FORMER_HUMAN_CHAINGUN] ATTACKTYPE=SHOT; SHOTCOUNT=1; DAMAGE.VAL=3; DAMAGE.MAX=15; ACCURACY_ANGLE=22; ACCURACY_SLOPE=12; ENGAGED_SOUND=SHOTGN; KEEP_FIRING_CHANCE=15.68%; ATTACK_SPECIAL=FACE_TARGET; PUFF=PUFF; [FORMER_HUMAN_PISTOL] ATTACKTYPE=SHOT; SHOTCOUNT=1; DAMAGE.VAL=3; DAMAGE.MAX=15; ACCURACY_ANGLE=22; ACCURACY_SLOPE=12; ENGAGED_SOUND=PISTOL; ATTACK_SPECIAL=FACE_TARGET; PUFF=PUFF; [FORMER_HUMAN_SHOTGUN] ATTACKTYPE=SHOT; SHOTCOUNT=3; DAMAGE.VAL=3; DAMAGE.MAX=15; ACCURACY_ANGLE=14; ACCURACY_SLOPE=0; ENGAGED_SOUND=SHOTGN; KEEP_FIRING_CHANCE=3.92%; ATTACK_SPECIAL=FACE_TARGET; PUFF=PUFF; [IMP_CLOSECOMBAT] ATTACKTYPE=CLOSECOMBAT; DAMAGE.VAL=3; DAMAGE.MAX=24; ENGAGED_SOUND=CLAW; ATTACKRANGE=64; ATTACK_SPECIAL=NEED_SIGHT,FACE_TARGET; [IMP_FIREBALL] ATTACKTYPE=PROJECTILE; HEIGHT=8; RADIUS=6; DAMAGE.VAL=3; DAMAGE.MAX=24; ATTACK_HEIGHT=32; SPEED=10; FAST=2; ATTACK_SPECIAL=FACE_TARGET; PROJECTILE_SPECIAL=NOBLOCKMAP,MISSILE,DROPOFF,NOGRAVITY; LAUNCH_SOUND=FIRSHT; TRANSLUCENCY=65%; DLIGHT.TYPE=QUADRATIC; DLIGHT.INTENSITY=300; DLIGHT.COLOUR=#FF0000; STATES(IDLE)=BAL1:A:4:BRIGHT:NOTHING, BAL1:B:4:BRIGHT:NOTHING; STATES(DEATH)=BAL1:C:0:BRIGHT:DLIGHT_SET(400), BAL1:C:0:BRIGHT:DLIGHT_FADE(0), BAL1:C:0:BRIGHT:TRANS_FADE(0%), BAL1:C:0:BRIGHT:KILLSOUND, BAL1:C:6:BRIGHT:PLAYSOUND(FIRXPL), BAL1:D:6:BRIGHT:NOTHING, BAL1:E:6:BRIGHT:NOTHING, #REMOVE; [MANCUBUS_FIREBALL] ATTACKTYPE=FIXED_SPREADER; HEIGHT=8; RADIUS=6; DAMAGE.VAL=8; DAMAGE.MAX=64; ATTACK_HEIGHT=32; SPEED=20; PROJECTILE_SPECIAL=NOBLOCKMAP,MISSILE,DROPOFF,NOGRAVITY,NOSHADOW; ATTEMPT_SOUND=MANATK; LAUNCH_SOUND=FIRSHT; DEATH_SOUND=FIRXPL; TRANSLUCENCY=80%; DLIGHT.TYPE=QUADRATIC; DLIGHT.INTENSITY=500; DLIGHT.COLOUR=#FF0000; STATES(IDLE)=MANF:A:4:BRIGHT:NOTHING, MANF:B:4:BRIGHT:NOTHING; STATES(DEATH)=MISL:B:0:BRIGHT:DLIGHT_SET(800), MISL:B:0:BRIGHT:DLIGHT_FADE(0), MISL:B:0:BRIGHT:TRANS_FADE(0%), MISL:B:0:BRIGHT:KILLSOUND, MISL:B:8:BRIGHT:PLAYSOUND(FIRXPL), MISL:C:6:BRIGHT:NOTHING, MISL:D:4:BRIGHT:NOTHING, #REMOVE; [PLAYER_MISSILE] ATTACKTYPE=PROJECTILE; HEIGHT=8; RADIUS=11; SPEED=20; DAMAGE.VAL=20; DAMAGE.MAX=160; ATTACKRANGE=1024; ATTACK_SPECIAL=KILL_FAILED_SPAWN; PROJECTILE_SPECIAL=NOBLOCKMAP,DROPOFF,NOGRAVITY,MISSILE,NOSHADOW; ATTACK_HEIGHT=32; EXPLODE_DAMAGE.VAL=128; LAUNCH_SOUND=RLAUNC; DLIGHT.TYPE=QUADRATIC; DLIGHT.INTENSITY=300; DLIGHT.COLOUR=#FFFF00; STATES(IDLE)=MISL:A:1:BRIGHT:NOTHING; STATES(DEATH)=MISL:B:0:BRIGHT:DLIGHT_SET(1000), MISL:B:0:BRIGHT:DLIGHT_FADE(0), MISL:B:0:BRIGHT:TRANS_FADE(0%), MISL:B:0:BRIGHT:KILLSOUND, MISL:B:0:BRIGHT:PLAYSOUND(BAREXP), MISL:B:8:BRIGHT:EXPLOSIONDAMAGE, MISL:C:6:BRIGHT:NOTHING, MISL:D:4:BRIGHT:NOTHING, #REMOVE; [CYBERDEMON_MISSILE] ATTACKTYPE=PROJECTILE; HEIGHT=8; RADIUS=11; DAMAGE.VAL=20; DAMAGE.MAX=160; SPEED=20; ACCURACY_ANGLE=0; ACCURACY_SLOPE=0; ATTACK_HEIGHT=44; X_OFFSET=20; EXPLODE_DAMAGE.VAL=128; ATTACK_SPECIAL=FACE_TARGET; PROJECTILE_SPECIAL=NOBLOCKMAP,DROPOFF,NOGRAVITY,MISSILE,NOSHADOW; LAUNCH_SOUND=RLAUNC; DLIGHT.TYPE=QUADRATIC; DLIGHT.INTENSITY=300; DLIGHT.COLOUR=#FFFF00; STATES(IDLE)=MISL:A:1:BRIGHT:NOTHING; STATES(DEATH)=MISL:B:0:BRIGHT:DLIGHT_SET(1000), MISL:B:0:BRIGHT:DLIGHT_FADE(0), MISL:B:0:BRIGHT:TRANS_FADE(0%), MISL:B:0:BRIGHT:KILLSOUND, MISL:B:0:BRIGHT:PLAYSOUND(BAREXP), MISL:B:8:BRIGHT:EXPLOSIONDAMAGE, MISL:C:6:BRIGHT:NOTHING, MISL:D:4:BRIGHT:NOTHING, #REMOVE; [PLAYER_PLASMA] ATTACKTYPE=PROJECTILE; HEIGHT=8; RADIUS=13; DAMAGE.VAL=5; DAMAGE.MAX=40; ATTACK_HEIGHT=32; SPEED=25; KEEP_FIRING_CHANCE=3.92%; ATTACKRANGE=1024; ATTACK_SPECIAL=KILL_FAILED_SPAWN; PROJECTILE_SPECIAL=NOBLOCKMAP,MISSILE,DROPOFF,NOGRAVITY,NOSHADOW; LAUNCH_SOUND=PLASMA; TRANSLUCENCY=55%; DLIGHT.TYPE=QUADRATIC; DLIGHT.INTENSITY=300; DLIGHT.COLOUR=#0000FF; STATES(IDLE)=PLSS:A:6:BRIGHT:NOTHING, PLSS:B:6:BRIGHT:NOTHING; STATES(DEATH)=PLSE:A:0:BRIGHT:DLIGHT_SET(500), PLSE:A:0:BRIGHT:DLIGHT_FADE(0), PLSE:A:0:BRIGHT:TRANS_FADE(0%), PLSE:A:0:BRIGHT:KILLSOUND, PLSE:A:4:BRIGHT:PLAYSOUND(FIRXPL), PLSE:B:4:BRIGHT:NOTHING, PLSE:C:4:BRIGHT:NOTHING, PLSE:D:4:BRIGHT:NOTHING, PLSE:E:4:BRIGHT:NOTHING, #REMOVE; [PLAYER_PISTOL] ATTACKTYPE=SHOT; SHOTCOUNT=1; DAMAGE.VAL=5; DAMAGE.MAX=15; ATTACK_HEIGHT=32; ACCURACY_ANGLE=3; ACCURACY_SLOPE=1.5; ENGAGED_SOUND=PISTOL; ATTACKRANGE=1024; PUFF=PUFF; [PLAYER_SHOTGUN] ATTACKTYPE=SHOT; SHOTCOUNT=7; DAMAGE.VAL=5; DAMAGE.MAX=15; ATTACK_HEIGHT=32; ACCURACY_ANGLE=6; ACCURACY_SLOPE=0; ENGAGED_SOUND=SHOTGN; ATTACKRANGE=1024; PUFF=PUFF; [PLAYER_SHOTGUN2] ATTACKTYPE=SHOT; SHOTCOUNT=20; DAMAGE.VAL=5; DAMAGE.MAX=15; ATTACK_HEIGHT=32; ACCURACY_ANGLE=12; ACCURACY_SLOPE=6; ENGAGED_SOUND=DSHTGN; ATTACKRANGE=1024; PUFF=PUFF; [PLAYER_CHAINGUN] ATTACKTYPE=SHOT; SHOTCOUNT=1; DAMAGE.VAL=5; DAMAGE.MAX=15; ATTACK_HEIGHT=32; ACCURACY_ANGLE=6; ACCURACY_SLOPE=3; ATTACKRANGE=1024; ENGAGED_SOUND=CHGUN; PUFF=PUFF; [PLAYER_SAW] ATTACKTYPE=CLOSECOMBAT; DAMAGE.VAL=2; DAMAGE.MAX=20; ATTACK_HEIGHT=28; X_OFFSET=4; ACCURACY_ANGLE=12; ACCURACY_SLOPE=6; ENGAGED_SOUND=SAWHIT; ATTACK_SPECIAL=FACE_TARGET,FORCE_AIM; ATTACKRANGE=63.9; PUFF=PUFF; [PLAYER_PUNCH] ATTACKTYPE=CLOSECOMBAT; DAMAGE.VAL=2; DAMAGE.MAX=20; ATTACK_HEIGHT=32; ATTACKRANGE=96; ACCURACY_ANGLE=0; ACCURACY_SLOPE=0; BERSERK_MULTIPLY=10; ATTACK_SPECIAL=FACE_TARGET,FORCE_AIM,SILENT_TO_MONSTERS; ENGAGED_SOUND=PUNCH; PUFF=PUFF; [BFG9000_SPRAY] ATTACKTYPE=SPRAY; HEIGHT=16; RADIUS=20; TRANSLUCENCY=50%; DAMAGE.VAL=15; DAMAGE.MAX=120; ATTACKRANGE=1024; PROJECTILE_SPECIAL=NOGRAVITY,NOSHADOW; DLIGHT.TYPE=QUADRATIC; DLIGHT.INTENSITY=300; DLIGHT.COLOUR=#00FF00; STATES(SPAWN)=BFE2:A:0:BRIGHT:DLIGHT_FADE(0), BFE2:A:0:BRIGHT:TRANS_FADE(0%), BFE2:A:8:BRIGHT:NOTHING, BFE2:B:8:BRIGHT:NOTHING, BFE2:C:8:BRIGHT:NOTHING, BFE2:D:8:BRIGHT:NOTHING, #REMOVE; [PLAYER_BFG9000] ATTACKTYPE=PROJECTILE; HEIGHT=8; RADIUS=13; SPEED=25; DAMAGE.VAL=100; DAMAGE.MAX=800; ATTACK_HEIGHT=32; ATTACKRANGE=1024; TRANSLUCENCY=66%; SPARE_ATTACK=BFG9000_SPRAY; ATTACK_SPECIAL=KILL_FAILED_SPAWN; PROJECTILE_SPECIAL=NOBLOCKMAP,MISSILE,DROPOFF,NOGRAVITY,NOSHADOW; DLIGHT.TYPE=QUADRATIC; DLIGHT.INTENSITY=500; DLIGHT.COLOUR=#00FF00; STATES(IDLE)=BFS1:A:4:BRIGHT:NOTHING, BFS1:B:4:BRIGHT:NOTHING; STATES(DEATH)=BFE1:A:0:BRIGHT:DLIGHT_SET(1000), BFE1:A:0:BRIGHT:DLIGHT_FADE(0), BFE1:A:0:BRIGHT:TRANS_FADE(0%), BFE1:A:0:BRIGHT:KILLSOUND, BFE1:A:8:BRIGHT:PLAYSOUND(RXPLOD), BFE1:B:8:BRIGHT:NOTHING, BFE1:C:8:BRIGHT:SPARE_ATTACK, BFE1:D:8:BRIGHT:NOTHING, BFE1:E:8:BRIGHT:NOTHING, BFE1:F:8:BRIGHT:NOTHING, #REMOVE; [REVENANT_CLOSECOMBAT] ATTACKTYPE=CLOSECOMBAT; DAMAGE.VAL=6; DAMAGE.MAX=60; ATTEMPT_SOUND=SKESWG; ENGAGED_SOUND=SKEPCH; ATTACKRANGE=64; [REVENANT_MISSILE] ATTACKTYPE=PROJECTILE; HEIGHT=8; RADIUS=11; DAMAGE.VAL=10; DAMAGE.MAX=80; ATTACK_HEIGHT=48; SPEED=10; NO_TRACE_CHANCE=50%; TRACE_ANGLE=16.8; TOO_CLOSE_RANGE=196; ATTACK_SPECIAL=FACE_TARGET,SMOKING_TRACER; PROJECTILE_SPECIAL=NOBLOCKMAP,MISSILE,DROPOFF,NOGRAVITY,NOSHADOW; LAUNCH_SOUND=SKEATK; PUFF=SMOKE; DLIGHT.TYPE=QUADRATIC; DLIGHT.INTENSITY=200; DLIGHT.COLOUR=#FFFFFF; STATES(IDLE)=FATB:A:2:BRIGHT:RANDOM_TRACER, FATB:B:2:BRIGHT:NOTHING; STATES(DEATH)=FBXP:A:0:BRIGHT:DLIGHT_FADE(0), FBXP:A:0:BRIGHT:TRANS_FADE(0%), FBXP:A:0:BRIGHT:KILLSOUND, FBXP:A:8:BRIGHT:PLAYSOUND(BAREXP), FBXP:B:6:BRIGHT:NOTHING, FBXP:C:4:BRIGHT:NOTHING, #REMOVE; [SKULL_ASSAULT] ATTACKTYPE=SKULLFLY; DAMAGE.VAL=3; DAMAGE.MAX=24; ASSAULT_SPEED=20; ATTEMPT_SOUND=SKLATK; ATTACK_SPECIAL=FACE_TARGET; // ------ BOSSBRAIN STUFF --------- [BRAIN_CUBE] ATTACKTYPE=SHOOTTOSPOT; RADIUS=6; HEIGHT=8; SPAWNHEALTH=1000; DAMAGE.VAL=8; DAMAGE.MAX=64; ATTACK_HEIGHT=16; SPEED=9; MASS=100; REACTIONTIME=8T; PROJECTILE_SPECIAL=NOBLOCKMAP,NOCLIP,MISSILE,DROPOFF,NOGRAVITY,BOSSMAN; LAUNCH_SOUND=BOSPIT; ACTIVE_SOUND=BOSCUB; DEATH_SOUND=TELEPT; // FIRXPL DLIGHT.TYPE=QUADRATIC; DLIGHT.INTENSITY=0; DLIGHT.COLOUR=#FFFF40; STATES(IDLE)=BOSF:A:3:BRIGHT:CUBETRACER, BOSF:B:3:BRIGHT:NOTHING, BOSF:C:3:BRIGHT:CUBETRACER, BOSF:D:3:BRIGHT:MAKEACTIVESOUND; STATES(DEATH)=FIRE:A:0:BRIGHT:DLIGHT_SET(1000), FIRE:A:0:BRIGHT:DLIGHT_FADE(0), FIRE:A:4:BRIGHT:TRANS_FADE(10%), FIRE:B:4:BRIGHT:NOTHING, FIRE:C:4:BRIGHT:NOTHING, FIRE:D:4:BRIGHT:NOTHING, FIRE:E:4:BRIGHT:NOTHING, FIRE:F:4:BRIGHT:NOTHING, FIRE:G:4:BRIGHT:NOTHING, FIRE:H:4:BRIGHT:CUBESPAWN, #REMOVE; // ------ Experimental Stuff ------ [TRACER_MISSILE_L] ATTACKTYPE=PROJECTILE; HEIGHT=8; RADIUS=11; DAMAGE.VAL=10; DAMAGE.MAX=80; ATTACK_HEIGHT=50; X_OFFSET=-16; SPEED=10; NO_TRACE_CHANCE=1.56%; TOO_CLOSE_RANGE=196; ATTACK_SPECIAL=SMOKING_TRACER; PROJECTILE_SPECIAL=NOBLOCKMAP,MISSILE,DROPOFF,NOGRAVITY; LAUNCH_SOUND=SKEATK; DEATH_SOUND=BAREXP; PUFF=SMOKE; STATES(IDLE)=FATB:A:2:BRIGHT:TRACER, FATB:B:2:BRIGHT:TRACER; STATES(DEATH)=FBXP:A:8:BRIGHT:TRANS_FADE(10%), FBXP:B:6:BRIGHT:NOTHING, FBXP:C:4:BRIGHT:NOTHING, #REMOVE; [TRACER_MISSILE_R] ATTACKTYPE=PROJECTILE; HEIGHT=8; RADIUS=11; DAMAGE.VAL=10; DAMAGE.MAX=80; X_OFFSET=16; ATTACK_HEIGHT=50; SPEED=10; NO_TRACE_CHANCE=1.56%; TOO_CLOSE_RANGE=196; ATTACK_SPECIAL=SMOKING_TRACER; PROJECTILE_SPECIAL=NOBLOCKMAP,MISSILE,DROPOFF,NOGRAVITY; LAUNCH_SOUND=SKEATK; DEATH_SOUND=BAREXP; PUFF=SMOKE; STATES(IDLE)=FATB:A:2:BRIGHT:TRACER, FATB:B:2:BRIGHT:TRACER; STATES(DEATH)=FBXP:A:8:BRIGHT:TRANS_FADE(10%), FBXP:B:6:BRIGHT:NOTHING, FBXP:C:4:BRIGHT:NOTHING, #REMOVE; [IMP_SPAWNER] ATTACKTYPE=SPAWNER; ATTACK_HEIGHT=0; SPAWNED_OBJECT=IMP; SPAWN_OBJECT_STATE=CHASE:1; ENGAGED_SOUND=TELEPT; [MANCUBUS_FIREBALL_L] ATTACKTYPE=PROJECTILE; HEIGHT=8; RADIUS=6; DAMAGE.VAL=8; DAMAGE.MAX=64; ATTACK_HEIGHT=24; X_OFFSET=-24; SPEED=20; ACCURACY_ANGLE=17; ACCURACY_SLOPE=9; PROJECTILE_SPECIAL=NOBLOCKMAP,MISSILE,DROPOFF,NOGRAVITY; ATTEMPT_SOUND=MANATK; LAUNCH_SOUND=FIRSHT; TRANSLUCENCY=80%; STATES(IDLE)=MANF:A:4:BRIGHT:NOTHING, MANF:B:4:BRIGHT:NOTHING; STATES(DEATH)=MISL:B:0:BRIGHT:TRANS_FADE(10%), MISL:B:0:BRIGHT:KILLSOUND, MISL:B:8:BRIGHT:PLAYSOUND(FIRXPL), MISL:C:6:BRIGHT:NOTHING, MISL:D:4:BRIGHT:NOTHING, #REMOVE; [MANCUBUS_FIREBALL_R] ATTACKTYPE=PROJECTILE; HEIGHT=8; RADIUS=6; DAMAGE.VAL=8; DAMAGE.MAX=64; ATTACK_HEIGHT=24; X_OFFSET=24; SPEED=20; ACCURACY_ANGLE=17; ACCURACY_SLOPE=9; PROJECTILE_SPECIAL=NOBLOCKMAP,MISSILE,DROPOFF,NOGRAVITY; ATTEMPT_SOUND=MANATK; LAUNCH_SOUND=FIRSHT; TRANSLUCENCY=80%; STATES(IDLE)=MANF:A:4:BRIGHT:NOTHING, MANF:B:4:BRIGHT:NOTHING; STATES(DEATH)=MISL:B:0:BRIGHT:TRANS_FADE(10%), MISL:B:0:BRIGHT:KILLSOUND, MISL:B:8:BRIGHT:PLAYSOUND(FIRXPL), MISL:C:6:BRIGHT:NOTHING, MISL:D:4:BRIGHT:NOTHING, #REMOVE;