//Episode 1 ACTOR Dog : WolfDogTemplate 20201 { SeeSound "dog/sight" AttackSound "dog/attack" DeathSound "dog/death" Obituary "$DTH_DOG" States { Spawn: WDOG A 0 Goto Spawn.Patrol } } ACTOR Doberman : WolfDogTemplate 22201 { SeeSound "doberman/sight" AttackSound "doberman/attack" DeathSound "doberman/death" Obituary "$DTH_DOBERMAN" States { Spawn: WDOB A 0 "####" A 0 A_SetUserVar("user_lost", 1) Goto Spawn.Patrol } } ACTOR BrownNazi : WolfSoldierTemplate 20002 { SeeSound "brown/sight" DeathSound "brown/death" Obituary "$DTH_BROWN" States { Spawn: WBRN A 0 Goto Spawn.Stand } } ACTOR GreenNazi : WolfSoldierTemplate 22002 { SeeSound "green/sight" DeathSound "green/death" Obituary "$DTH_GREEN" States { Spawn: WGRN A 0 "####" A 0 A_SetUserVar("user_lost", 1) Goto Spawn.Stand /* Death: "####" A 0 ACS_NamedExecuteAlways ("A_Drop", 0, 5) Goto Super::Death+1 */ } } ACTOR MBrownNazi : BrownNazi 20202 { +JUSTHIT States { Spawn: WBRN A 0 Goto Spawn.Patrol } } ACTOR MGreenNazi : GreenNazi 22202 { +JUSTHIT States { Spawn: WGRN A 0 "####" A 0 A_SetUserVar("user_lost", 1) Goto Spawn.Patrol } } ACTOR BlueNazi : WolfSSTemplate 20003 { SeeSound "blue/sight" DeathSound "blue/death" Obituary "$DTH_BLUE" States { Spawn: WBLU A 0 Goto Spawn.Stand } } ACTOR BlackNazi : WolfSSTemplate 22003 { SeeSound "black/sight" DeathSound "black/death" Obituary "$DTH_BLACK" States { Spawn: WBLA A 0 "####" A 0 A_SetUserVar("user_lost", 1) Goto Spawn.Stand Missile: "####" GH 10 A_FaceTarget "####" I 5 BRIGHT A_WolfAttack(0, "shots/burst2", 0.666, 64, 64, 2, 4, 160.0) "####" H 5 A_FaceTarget "####" I 5 BRIGHT A_WolfAttack(0, "shots/burst2", 0.666, 64, 64, 2, 4, 160.0) "####" H 5 A_FaceTarget "####" I 5 BRIGHT A_WolfAttack(0, "shots/burst2", 0.666, 64, 64, 2, 4, 160.0) "####" H 5 A_FaceTarget "####" I 5 BRIGHT A_WolfAttack(0, "shots/burst2", 0.666, 64, 64, 2, 4, 160.0) Goto Chase /* Death: "####" A 0 ACS_NamedExecuteAlways ("A_Drop", 0, 3) Goto Super::Death+1 */ } } ACTOR MBlueNazi : BlueNazi 20203 { +JUSTHIT States { Spawn: WBLU A 0 Goto Spawn.Patrol } } ACTOR MBlackNazi : BlackNazi 22203 { +JUSTHIT States { Spawn: WBLA A 0 "####" A 0 A_SetUserVar("user_lost", 1) Goto Spawn.Patrol } } //Episode 2 ACTOR WhiteNazi : WolfOfficerTemplate 20004 { SeeSound "white/sight" AttackSound "shots/single" DeathSound "white/death" Obituary "$DTH_WHITE" States { Spawn: WWHT A 0 Goto Spawn.Stand } } ACTOR WhiteNazi2 : WolfOfficerTemplate 22004 { SeeSound "white2/sight" AttackSound "shots/single" DeathSound "white2/death" Obituary "$DTH_WHITE2" States { Spawn: WWH2 A 0 "####" A 0 A_SetUserVar("user_lost", 1) Goto Spawn.Stand /* Death: "####" A 0 ACS_NamedExecuteAlways ("A_Drop", 0, 5) Goto Super::Death+1 */ } } ACTOR MWhiteNazi : WhiteNazi 20204 { +JUSTHIT States { Spawn: WWHT A 0 Goto Spawn.Patrol } } ACTOR MWhiteNazi2 : WhiteNazi2 22204 { +JUSTHIT States { Spawn: WWH2 A 0 "####" A 0 A_SetUserVar("user_lost", 1) Goto Spawn.Patrol } } ACTOR Mutant 20005 { -SOLID +NOSECTOR RenderStyle None States { Spawn: TNT1 A 0 TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 0, "EasySpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 1, "NormalSpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 2, "MediumSpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 3, "HardSpawn") Stop EasySpawn: TNT1 A 1 A_SpawnItemEx("MutantEasy") Stop NormalSpawn: TNT1 A 1 A_SpawnItemEx("MutantNormal") Stop MediumSpawn: TNT1 A 1 A_SpawnItemEx("MutantMedium") Stop HardSpawn: TNT1 A 1 A_SpawnItemEx("MutantHard") Stop } } ACTOR LostBat 22005 { -SOLID +NOSECTOR RenderStyle None States { Spawn: TNT1 A 0 TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 0, "EasySpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 1, "NormalSpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 2, "MediumSpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 3, "HardSpawn") Stop EasySpawn: TNT1 A 1 A_SpawnItemEx("BatEasy") Stop NormalSpawn: TNT1 A 1 A_SpawnItemEx("BatNormal") Stop MediumSpawn: TNT1 A 1 A_SpawnItemEx("BatMedium") Stop HardSpawn: TNT1 A 1 A_SpawnItemEx("BatHard") Stop } } Actor MutantEasy : WolfMutantTemplate { SeeSound "mutant/sight" DeathSound "mutant/death" Obituary "$DTH_MUTANT" BloodColor "FF 00 FF" States { Spawn: WMUT A 0 Goto Spawn.Stand } } Actor BatEasy : WolfMutantTemplate { +NOGRAVITY +DROPOFF +SPAWNFLOAT +FLOAT +CANPASS SeeSound "" DeathSound "gunbat/death" Obituary "$DTH_BAT" States { Spawn: WBAT A 0 "####" A 0 A_SetUserVar("user_lost", 1) Goto Spawn.Stand /* Death: "####" A 0 ACS_NamedExecuteAlways ("A_Drop", 0, 5) Goto Super::Death+1 */ } } ACTOR MutantNormal : MutantEasy {Health 55} ACTOR MutantMedium : MutantEasy {Health 55} ACTOR MutantHard : MutantEasy {Health 65} ACTOR BatNormal : BatEasy {Health 55} ACTOR BatMedium : BatEasy {Health 55} ACTOR BatHard : BatEasy {Health 65} ACTOR MMutant 20205 { -SOLID +NOSECTOR RenderStyle None States { Spawn: TNT1 A 0 TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 0, "EasySpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 1, "NormalSpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 2, "MediumSpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 3, "HardSpawn") Stop EasySpawn: TNT1 A 1 A_SpawnItemEx("MMutantEasy") Stop NormalSpawn: TNT1 A 1 A_SpawnItemEx("MMutantNormal") Stop MediumSpawn: TNT1 A 1 A_SpawnItemEx("MMutantMedium") Stop HardSpawn: TNT1 A 1 A_SpawnItemEx("MMutantHard") Stop } } ACTOR MBat 22205 { -SOLID +NOSECTOR RenderStyle None States { Spawn: TNT1 A 0 TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 0, "EasySpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 1, "NormalSpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 2, "MediumSpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 3, "HardSpawn") Stop EasySpawn: TNT1 A 1 A_SpawnItemEx("MBatEasy") Stop NormalSpawn: TNT1 A 1 A_SpawnItemEx("MBatNormal") Stop MediumSpawn: TNT1 A 1 A_SpawnItemEx("MBatMedium") Stop HardSpawn: TNT1 A 1 A_SpawnItemEx("MBatHard") Stop } } ACTOR MMutantEasy : MutantEasy { +JUSTHIT States { Spawn: WMUT A 0 Goto Spawn.Patrol } } ACTOR MBatEasy : BatEasy { +JUSTHIT States { Spawn: WBAT A 0 "####" A 0 A_SetUserVar("user_lost", 1) Goto Spawn.Patrol } } ACTOR MMutantMedium : MMutantEasy {Health 55} ACTOR MMutantNormal : MMutantEasy {Health 55} ACTOR MMutantHard : MMutantEasy {Health 65} ACTOR MBatMedium : MBatEasy {Health 55} ACTOR MBatNormal : MBatEasy {Health 55} ACTOR MBatHard : MBatEasy {Health 65} //Episode 3 Actor HitlerGhost 20160 //20006 { -SOLID +NOSECTOR RenderStyle None States { Spawn: TNT1 A 0 TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 0, "EasySpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 1, "NormalSpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 2, "MediumSpawn") TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("A_GetSkill") == 3, "HardSpawn") Stop EasySpawn: TNT1 A 1 A_SpawnItemEx("HitlerGhostEasy") Stop NormalSpawn: TNT1 A 1 A_SpawnItemEx("HitlerGhostNormal") Stop MediumSpawn: TNT1 A 1 A_SpawnItemEx("HitlerGhostMedium") Stop HardSpawn: TNT1 A 1 A_SpawnItemEx("HitlerGhostHard") Stop } } ACTOR HitlerGhostEasy : WolfHitlerGhostTemplate { SeeSound "hgst/sight" AttackSound "" DeathSound "hgst/death" Obituary "$DTH_HITLERGHOST" BloodColor "00 00 00" States { Spawn: WHGT A 0 Goto Spawn.Stand } } ACTOR HitlerGhostNormal : HitlerGhostEasy {Health 300} ACTOR HitlerGhostMedium : HitlerGhostEasy {Health 400} ACTOR HitlerGhostHard : HitlerGhostEasy {Health 500}