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BrutalChexQuest.txt
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BrutalChexQuest.txt
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actor Flemoid1 : FlemoidusCommonus Replaces FlemoidusCommonus
{
Game Chex
DropItem ""
Obituary "$OB_COMMONUS"
Health 70
Radius 20
Height 56
Speed 5
PainChance 200
Monster
+FLOORCLIP
+GHOST
Bloodtype "Green_Blood", "GreenSawBlood", "GreenSawBlood"
BloodColor "Green"
SeeSound "FLEMSIT"
//AttackSound "grunt/attack"
PainSound "FLEMPAIN1"
DeathSound "FLEMDIE"
ActiveSound "FLEMSIT"
damagefactor "cut", 0.4
damagefactor "saw", 0.4
States
{
Spawn:
FLE1 A 10 A_Look
Loop
See:
FLE1 AAAA 1 A_CHase("","")
FLE1 BBBB 1 A_Chase
FLE1 CCCC 1 A_Chase("","")
FLE1 DDDD 1 A_Chase
Loop
Missile:
Melee:
FLE1 E 6 A_FaceTarget
FLE1 F 6 A_CustomMissile("FlemoidAcidBall", 50)
FLE1 E 6
Goto See
Pain:
FLE1 G 3
FLE1 G 3 A_Pain
Goto See
Death:
XDeath:
TNT1 A 0 A_Scream
TNT1 A 0 A_NoBlocking
TNT1 AAAAAA 0 A_SpawnItem("Green_Blood", 0, 40)
TNT1 AAAA 0 A_CustomMissile ("GreenGuts", 40, 0, random (0, 360), 2, random (30, 90))
TNT1 AA 0 A_CustomMissile ("FlemoidGib1", 10, 0, random (0, 360), 2, random (30, 90))
TNT1 AA 0 A_CustomMissile ("FlemoidGib2", 20, 0, random (0, 360), 2, random (30, 90))
TNT1 AA 0 A_CustomMissile ("FlemoidGib3", 30, 0, random (0, 360), 2, random (30, 90))
TNT1 AA 0 A_CustomMissile ("FlemoidGib4", 40, 0, random (0, 360), 2, random (30, 90))
TNT1 A 0 A_CustomMissile ("FlemoidEyes1", 40, 0, random (0, 360), 2, random (30, 90))
TNT1 A 0 A_CustomMissile ("FlemoidEyes2", 40, 0, random (0, 360), 2, random (30, 90))
TNT1 AAAAAA 0 A_CustomMissile ("GreenBloodMistBig", 40, 0, random (0, 360), 2, random (30, 150))
TNT1 A 10
Stop
Death.Shotgun:
Death.SSG:
FLE1 G 1
TNT1 A 0 A_FaceTarget
TNT1 A 0 A_Scream
TNT1 A 0 A_NoBlocking
TNT1 AAAAAA 0 A_SpawnItem("Green_Blood", 0, 40)
TNT1 AAAA 0 A_CustomMissile ("GreenGuts", 40, 0, random (150, 210), 2, random (30, 90))
TNT1 AA 0 A_CustomMissile ("FlemoidGib1", 10, 0, random (150, 210), 2, random (30, 90))
TNT1 AA 0 A_CustomMissile ("FlemoidGib2", 20, 0, random (150, 210), 2, random (30, 90))
TNT1 AA 0 A_CustomMissile ("FlemoidGib3", 30, 0, random (150, 210), 2, random (30, 90))
TNT1 AA 0 A_CustomMissile ("FlemoidGib4", 40, 0, random (150, 210), 2, random (30, 90))
TNT1 A 0 A_CustomMissile ("FlemoidEyes1", 40, 0, random (150, 210), 2, random (30, 90))
TNT1 A 0 A_CustomMissile ("FlemoidEyes2", 40, 0, random (150, 210), 2, random (30, 90))
TNT1 AAAAAA 0 A_CustomMissile ("GreenBloodMistBig", 40, 0, random (0, 360), 2, random (30, 150))
TNT1 A 10
Stop
Raise:
TNT1 A 0
Goto See
}
}
actor Flemoid2 : FlemoidusBipedicus Replaces FlemoidusBipedicus
{
Game Chex
DropItem ""
Obituary "$OB_BIPEDICUS"
Health 90
Radius 20
Height 56
Speed 5
PainChance 200
Monster
+FLOORCLIP
+GHOST
Bloodtype "Green_Blood", "GreenSawBlood", "GreenSawBlood"
SeeSound "FLEMSIT"
//AttackSound "grunt/attack"
PainSound "FLEMPAIN1"
DeathSound "FLEMDIE"
ActiveSound "FLEMSIT"
damagefactor "cut", 0.4
damagefactor "saw", 0.4
States
{
Spawn:
FLE2 A 10 A_Look
Loop
See:
FLE2 AAAA 1 A_CHase("","")
FLE2 BBBB 1 A_Chase
FLE2 CCCC 1 A_Chase("","")
FLE2 DDDD 1 A_Chase
Loop
Missile:
Melee:
FLE2 EE 6 A_FaceTarget
TNT1 A 0 A_CustomMissile("FlemoidAcidBall", 50, 0, random(-5, 5))
TNT1 A 0 A_CustomMissile("FlemoidAcidBall", 20, 12, random(-5, 5))
TNT1 A 0 A_CustomMissile("FlemoidAcidBall", 20, -12, random(-5, 5))
FLE2 F 6
FLE2 E 6
Goto See
Pain:
FLE2 G 3
FLE2 G 3 A_Pain
Goto See
Death:
XDeath:
TNT1 A 0 A_Scream
TNT1 A 0 A_NoBlocking
TNT1 AAAAAA 0 A_SpawnItem("Green_Blood", 0, 40)
TNT1 AAAA 0 A_CustomMissile ("GreenGuts", 40, 0, random (0, 360), 2, random (30, 90))
TNT1 AAA 0 A_CustomMissile ("FlemoidGib1", 10, 0, random (0, 360), 2, random (30, 90))
TNT1 AAA 0 A_CustomMissile ("FlemoidGib2", 20, 0, random (0, 360), 2, random (30, 90))
TNT1 AAA 0 A_CustomMissile ("FlemoidGib3", 30, 0, random (0, 360), 2, random (30, 90))
TNT1 AAA 0 A_CustomMissile ("FlemoidGib4", 40, 0, random (0, 360), 2, random (30, 90))
TNT1 A 0 A_CustomMissile ("FlemoidEyes1", 40, 0, random (0, 360), 2, random (30, 90))
TNT1 A 0 A_CustomMissile ("FlemoidEyes2", 40, 0, random (0, 360), 2, random (30, 90))
TNT1 AAAAAA 0 A_CustomMissile ("GreenBloodMistBig", 40, 0, random (0, 360), 2, random (30, 150))
TNT1 A 10
Stop
Death.Shotgun:
Death.SSG:
FLE2 G 1
TNT1 A 0 A_FaceTarget
TNT1 A 0 A_Scream
TNT1 A 0 A_NoBlocking
TNT1 AAAAAA 0 A_SpawnItem("Green_Blood", 0, 40)
TNT1 AAAA 0 A_CustomMissile ("GreenGuts", 40, 0, random (150, 210), 2, random (30, 90))
TNT1 AAA 0 A_CustomMissile ("FlemoidGib1", 10, 0, random (150, 210), 2, random (30, 90))
TNT1 AAA 0 A_CustomMissile ("FlemoidGib2", 20, 0, random (150, 210), 2, random (30, 90))
TNT1 AAA 0 A_CustomMissile ("FlemoidGib3", 30, 0, random (150, 210), 2, random (30, 90))
TNT1 AAA 0 A_CustomMissile ("FlemoidGib4", 40, 0, random (150, 210), 2, random (30, 90))
TNT1 A 0 A_CustomMissile ("FlemoidEyes1", 40, 0, random (150, 210), 2, random (30, 90))
TNT1 A 0 A_CustomMissile ("FlemoidEyes2", 40, 0, random (150, 210), 2, random (30, 90))
TNT1 AAAAAA 0 A_CustomMissile ("GreenBloodMistBig", 40, 0, random (0, 360), 2, random (30, 150))
TNT1 A 10
Stop
Raise:
TNT1 A 0
Goto See
}
}
actor Flemoid3 : ArmoredFlemoidusBipedicus Replaces ArmoredFlemoidusBipedicus
{
Game Chex
DropItem ""
Obituary "$OB_BIPEDICUS"
Health 200
Radius 20
Height 56
Speed 4
PainChance 200
Monster
+FLOORCLIP
+GHOST
Bloodtype "Green_Blood", "GreenSawBlood", "GreenSawBlood"
SeeSound "FLEMSIT"
//AttackSound "grunt/attack"
PainSound "FLEMPAIN1"
DeathSound "FLEMDIE"
ActiveSound "FLEMSIT"
damagefactor "cut", 0.4
damagefactor "saw", 0.4
States
{
Spawn:
FLE3 A 10 A_Look
Loop
See:
FLE3 AAAA 1 A_CHase("","")
FLE3 BBBB 1 A_Chase
FLE3 CCCC 1 A_Chase("","")
FLE3 DDDD 1 A_Chase
Loop
Missile:
Melee:
FLE3 EE 6 A_FaceTarget
TNT1 A 0 A_CustomMissile("FlemoidAcidBall", 20, 12, random(-5, 5))
TNT1 A 0 A_CustomMissile("FlemoidAcidBall", 20, -12, random(-5, 5))
FLE3 F 6
FLE3 E 6
Goto See
Pain:
FLE3 G 3
FLE3 G 3 A_Pain
Goto See
Death:
XDeath:
TNT1 A 0 A_Scream
TNT1 A 0 A_NoBlocking
TNT1 AAAAAA 0 A_SpawnItem("Green_Blood", 0, 40)
TNT1 AAAA 0 A_CustomMissile ("GreenGuts", 40, 0, random (0, 360), 2, random (30, 90))
TNT1 AAA 0 A_CustomMissile ("FlemoidGib1", 10, 0, random (0, 360), 2, random (30, 90))
TNT1 AAA 0 A_CustomMissile ("FlemoidGib2", 20, 0, random (0, 360), 2, random (30, 90))
TNT1 AAA 0 A_CustomMissile ("FlemoidGib3", 30, 0, random (0, 360), 2, random (30, 90))
TNT1 AAA 0 A_CustomMissile ("FlemoidGib4", 40, 0, random (0, 360), 2, random (30, 90))
TNT1 A 0 A_CustomMissile ("FlemoidEyes1", 40, 0, random (0, 360), 2, random (30, 90))
TNT1 A 0 A_CustomMissile ("FlemoidEyes2", 40, 0, random (0, 360), 2, random (30, 90))
TNT1 AA 0 A_CustomMissile ("XJunk1", 5, 0, random (0, 360), 2, random (40, 150))
TNT1 AA 0 A_CustomMissile ("XJunk2", 5, 0, random (0, 360), 2, random (40, 150))
TNT1 AAAA 0 A_CustomMissile ("XJunk3", 5, 0, random (0, 360), 2, random (40, 150))
TNT1 AAAAAA 0 A_CustomMissile ("GreenBloodMistBig", 40, 0, random (0, 360), 2, random (30, 150))
TNT1 A 10
Stop
Death.Shotgun:
Death.SSG:
FLE3 G 1
TNT1 A 0 A_FaceTarget
TNT1 A 0 A_Scream
TNT1 A 0 A_NoBlocking
TNT1 AAAAAA 0 A_SpawnItem("Green_Blood", 0, 40)
TNT1 AAAA 0 A_CustomMissile ("GreenGuts", 40, 0, random (150, 210), 2, random (30, 90))
TNT1 AAA 0 A_CustomMissile ("FlemoidGib1", 10, 0, random (150, 210), 2, random (30, 90))
TNT1 AAA 0 A_CustomMissile ("FlemoidGib2", 20, 0, random (150, 210), 2, random (30, 90))
TNT1 AAA 0 A_CustomMissile ("FlemoidGib3", 30, 0, random (150, 210), 2, random (30, 90))
TNT1 AAA 0 A_CustomMissile ("FlemoidGib4", 40, 0, random (150, 210), 2, random (30, 90))
TNT1 A 0 A_CustomMissile ("FlemoidEyes1", 40, 0, random (150, 210), 2, random (30, 90))
TNT1 A 0 A_CustomMissile ("FlemoidEyes2", 40, 0, random (150, 210), 2, random (30, 90))
TNT1 AA 0 A_CustomMissile ("XJunk1", 5, 0, random (150, 220), 2, random (40, 150))
TNT1 AA 0 A_CustomMissile ("XJunk2", 5, 0, random (150, 220), 2, random (40, 150))
TNT1 AAAA 0 A_CustomMissile ("XJunk3", 5, 0, random (150, 220), 2, random (40, 150))
TNT1 AAAAAA 0 A_CustomMissile ("GreenBloodMistBig", 40, 0, random (0, 360), 2, random (30, 150))
TNT1 A 10
Stop
Raise:
TNT1 A 0
Goto See
}
}
actor Quadrumpus
{
Game Chex
DropItem ""
Obituary "$OB_BIPEDICUS"
Health 400
Radius 20
Height 64
Speed 4
PainChance 100
Monster
Scale 1.2
+FLOORCLIP
+GHOST
Bloodtype "Green_Blood", "GreenSawBlood", "GreenSawBlood"
SeeSound "FLEMSIT"
//AttackSound "grunt/attack"
PainSound "FLEMPAIN1"
DeathSound "FLEMDIE"
ActiveSound "FLEMSIT"
damagefactor "cut", 0.4
damagefactor "saw", 0.4
States
{
Spawn:
QUAD A 10 A_Look
Loop
See:
QUAD AAAA 1 A_CHase("","")
QUAD BBBB 1 A_Chase
QUAD CCCC 1 A_Chase("","")
QUAD DDDD 1 A_Chase
Loop
Missile:
Melee:
QUAD EE 6 A_FaceTarget
TNT1 A 0 A_CustomMissile("FlemoidAcidBall", 30, 22, random(-8, 8))
TNT1 A 0 A_CustomMissile("FlemoidAcidBall", 30, -22, random(-8, 8))
TNT1 A 0 A_CustomMissile("FlemoidAcidBall", 50, 22, random(-8, 8))
TNT1 A 0 A_CustomMissile("FlemoidAcidBall", 50, -22, random(-8, 8))
QUAD F 6
QUAD E 6
Goto See
Pain:
QUAD G 3
QUAD G 3 A_Pain
Goto See
Death:
XDeath:
TNT1 A 0 A_Scream
TNT1 A 0 A_NoBlocking
TNT1 AAAAAA 0 A_SpawnItem("Green_Blood", 0, 40)
TNT1 AAAAAA 0 A_CustomMissile ("GreenGuts", 40, 0, random (0, 360), 2, random (30, 90))
TNT1 AAAAA 0 A_CustomMissile ("FlemoidGib1", 10, 0, random (0, 360), 2, random (30, 90))
TNT1 AAAAA 0 A_CustomMissile ("FlemoidGib2", 20, 0, random (0, 360), 2, random (30, 90))
TNT1 AAAAA 0 A_CustomMissile ("FlemoidGib3", 30, 0, random (0, 360), 2, random (30, 90))
TNT1 AAAAA 0 A_CustomMissile ("FlemoidGib4", 40, 0, random (0, 360), 2, random (30, 90))
TNT1 A 0 A_CustomMissile ("FlemoidEyes1", 40, 0, random (0, 360), 2, random (30, 90))
TNT1 A 0 A_CustomMissile ("FlemoidEyes2", 40, 0, random (0, 360), 2, random (30, 90))
TNT1 AAAAAAAAA 0 A_CustomMissile ("GreenBloodMistBig", 40, 0, random (0, 360), 2, random (30, 150))
TNT1 A 10
Stop
Death.Shotgun:
Death.SSG:
QUAD G 1
TNT1 A 0 A_FaceTarget
TNT1 A 0 A_Scream
TNT1 A 0 A_NoBlocking
TNT1 AAAAAA 0 A_SpawnItem("Green_Blood", 0, 40)
TNT1 AAAA 0 A_CustomMissile ("GreenGuts", 40, 0, random (150, 210), 2, random (30, 90))
TNT1 AAAAAA 0 A_CustomMissile ("FlemoidGib1", 10, 0, random (150, 210), 2, random (30, 90))
TNT1 AAAAAA 0 A_CustomMissile ("FlemoidGib2", 20, 0, random (150, 210), 2, random (30, 90))
TNT1 AAAAAA 0 A_CustomMissile ("FlemoidGib3", 30, 0, random (150, 210), 2, random (30, 90))
TNT1 AAAAAA 0 A_CustomMissile ("FlemoidGib4", 40, 0, random (150, 210), 2, random (30, 90))
TNT1 A 0 A_CustomMissile ("FlemoidEyes1", 40, 0, random (150, 210), 2, random (30, 90))
TNT1 A 0 A_CustomMissile ("FlemoidEyes2", 40, 0, random (150, 210), 2, random (30, 90))
TNT1 AAAAAAAAA 0 A_CustomMissile ("GreenBloodMistBig", 40, 0, random (0, 360), 2, random (30, 150))
TNT1 A 10
Stop
Raise:
TNT1 A 0
Goto See
}
}
ACTOR FlemoidAcidBall
{
Radius 6
Height 2
Speed 15
FastSpeed 20
Damage (random(10,15))
Projectile
+RANDOMIZE
RenderStyle Add
Damagetype "Slime"
Alpha 1
+THRUGHOST
Scale 0.5
SeeSound "baron/attack"
DeathSound "baron/shotx"
Decal "BaronScorch"
States
{
Spawn:
BAL7 AABB 1 BRIGHT A_SpawnItem("AcidBallTrails")
Loop
Death:
TNT1 A 0
TNT1 A 0 A_Explode(10, 60, 0)
TNT1 AAAAAAAAAAAA 0 A_CustomMissile ("FlyingAcidParticles", 1, 0, random (0, 360), 2, random (10, 90))
TNT1 AAAAA 0 A_CustomMissile ("Vapor1", 1, 0, random (0, 360), 2, random (10, 90))
BAL7 CDEF 1 BRIGHT
TNT1 AAAAAAAA 9 A_CustomMissile ("Vapor1", 1, 0, random (0, 360), 2, random (10, 90))
Stop
}
}
ACTOR AcidBallTrails
{
+CLIENTSIDEONLY
+THRUACTORS
+NOGRAVITY
RenderStyle Add
Scale 0.3
States
{
Spawn:
TNT1 A 1
BAL7 CDDEEFF 1 BRIGHT
Stop
}
}
ACTOR FlyingAcidParticles
{
+CLIENTSIDEONLY
+THRUACTORS
+NOGRAVITY
+MISSILE
-NOGRAVITY
+DOOMBOUNCE
Radius 2
Height 2
BounceFactor 0.01
Speed 6
Gravity 0.4
RenderStyle Add
Scale 0.6
States
{
Spawn:
TNT1 A 1
BAL7 CDDEEFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 1 BRIGHT
BAL7 FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 1 A_FadeOut(0.01)
Stop
Death:
Stop
}
}
ACTOR FlemoidGib1
{
Radius 8
Height 8
Speed 11
Scale 1.1
Mass 1
+NOBLOCKMAP
+MISSILE
+NOTELEPORT
+MOVEWITHSECTOR
+CLIENTSIDEONLY
-DONTSPLASH
+THRUGHOST
+THRUACTORS
+FLOORCLIP
SeeSound "misc/xdeath4"
DeathSound "misc/xdeath1"
Decal BrutalBloodSplatGreen
Mass 1
States
{
Spawn:
FLG1 G 4
Loop
Death:
TNT1 A 0 A_SpawnItem("Green_BloodSpot",0,0,0,1)
FLG1 H 1
FLG1 H -1
Stop
}
}
ACTOR FlemoidGib2: FlemoidGib1
{
YScale 2.0
XScale -2.0
States
{
Spawn:
FLG1 G 4
Loop
Death:
TNT1 A 0 A_SpawnItem("Green_BloodSpot",0,0,0,1)
FLG1 H 1
FLG1 H -1
Stop
}
}
ACTOR FlemoidGib3: FlemoidGib1
{
States
{
Spawn:
FLG1 E 4
Loop
Death:
TNT1 A 0 A_SpawnItem("Green_BloodSpot",0,0,0,1)
FLG1 F 1
FLG1 F -1
Stop
}
}
ACTOR FlemoidGib4: FlemoidGib1
{
YScale 2.0
XScale -2.0
States
{
Spawn:
FLG1 E 4
Loop
Death:
TNT1 A 0 A_SpawnItem("Green_BloodSpot",0,0,0,1)
FLG1 F 1
FLG1 F -1
Stop
}
}
ACTOR FlemoidEyes1: FlemoidGib1
{
+DOOMBOUNCE
BounceFactor 0.5
States
{
Spawn:
FLG1 ABCD 4
Loop
Death:
FLG1 A 1
FLG1 A -1
Stop
}
}
ACTOR FlemoidEyes2: FlemoidGib1
{
+DOOMBOUNCE
BounceFactor 0.5
States
{
Spawn:
FLG1 DCBA 4
Loop
Death:
FLG1 C 1
FLG1 C -1
Stop
}
}
ACTOR PropStool
{
Game Chex
Radius 16
Height 32
Scale 0.7
+SOLID
+NOGRAVITY
States
{
Spawn:
3891 A -1
Stop
}
}
ACTOR PropHangingPlant1
{
Game Chex
Radius 20
Height 64
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
3891 B -1
Stop
}
}
ACTOR PropHangingPlant2
{
Game Chex
Radius 20
Height 64
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
3891 C -1
Stop
}
}
ACTOR PropHangingPots
{
Game Chex
Radius 20
Height 64
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn:
3891 E -1
Stop
}
}
actor ChexShotgunReplacer Replaces LargeZorcher
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItem("Shotgun")
Stop
}}
actor ChexMinigunReplacer Replaces RapidZorcher
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItem("Chaingun")
Stop
}}
actor ChexPlasmagunReplacer Replaces PhasingZorcher
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItem("PlasmaRifle")
Stop
}}
actor ChexRocketReplacer Replaces ZorchPropulsor
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItem("RocketLauncher")
Stop
}}
actor ChexBFGReplacer Replaces LAZDevice
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItem("BFG9000")
Stop
}}