//Pac-man Ghosts ACTOR Blinky : WolfPacManGhostTemplate 20224 //20020 { States { Spawn: GHO0 A 0 Goto Spawn.Stand } } ACTOR Inky : WolfPacManGhostTemplate 20225 //20021 { States { Spawn: GHO1 A 0 Goto Spawn.Stand } } ACTOR Pinky : WolfPacManGhostTemplate 20226 //20022 { States { Spawn: GHO2 A 0 Goto Spawn.Stand } } ACTOR Clyde : WolfPacManGhostTemplate 20227 //20023 { States { Spawn: GHO3 A 0 Goto Spawn.Stand } } //Random Spawners ACTOR RandomNazi { -SOLID +NOSECTOR RenderStyle None States { Spawn: TNT1 A 0 TNT1 A 0 A_Jump(192, "SpawnBrown") TNT1 A 0 A_Jump(192, "SpawnBlue") SpawnWhite: TNT1 A 1 A_SpawnItemEx("WhiteNazi") Stop SpawnBlue: TNT1 A 1 A_SpawnItemEx("BlueNazi") Stop SpawnBrown: TNT1 A 1 A_SpawnItemEx("BrownNazi") Stop } } ACTOR MovingRandomNaziSpawner : WolfEnemy { -IsMonster -CountKill -Solid -Shootable +Frightened Speed 8 States { Spawn: TNT1 AA 5 A_Look Loop Chase: TNT1 AAAAAA 10 A_Chase("CheckLOS", "CheckLOS", CHF_NOPLAYACTIVE) CheckLOS: TNT1 AAA 5 A_FaceTarget TNT1 A 1 A_CheckSight("SpawnRandom") Goto See SpawnRandom: TNT1 A 1 A_PainAttack("RandomNazi", 0, PAF_NOSKULLATTACK, 4) Goto See Death: TNT1 A 1 Stop } } //Friendly Prisoner (weapon-aware, vaguely bot-like) ACTOR Prisoner : WolfEnemy { Health 100 PainChance 256 Speed 16 Radius 16 Height 64 MeleeThreshold 128 +TELESTOMP +FRIENDLY +PICKUP +DROPOFF +NOBLOCKMONST +MISSILEMORE +MISSILEEVENMORE // +QUICKTORETALIATE -COUNTKILL DamageFactor "WolfNazi", 1.0 DeathSound "bj/death" States { Spawn: PLAY A 1 PLAY A 1 A_GiveInventory("Active", 1) "####" A 0 ACS_NamedExecuteAlways ("SetMapMarker", 0, 0) Wander: PLAY AAAAAA 1 A_Wander TNT1 A 0 A_Look PLAY BBBBBB 1 A_Wander TNT1 B 0 A_Look PLAY CCCCCC 1 A_Wander TNT1 C 0 A_Look PLAY DDDDDD 1 A_Wander TNT1 D 0 A_Look Loop Pain: TNT1 A 0 A_ChangeFlag("FRIGHTENED", 1) See: PLAY AAAAAA Random(1, 2) A_Chase ("Melee", "Missile") PLAY BBBBBB Random(1, 2) A_Chase ("Melee", "Missile") PLAY CCCCCC Random(1, 2) A_Chase ("Melee", "Missile") PLAY DDDDDD Random(1, 2) A_Chase ("Melee", "Missile") TNT1 A 0 A_CheckSightOrRange(1024.0, "Relocate") TNT1 A 0 A_ChangeFlag("FRIGHTENED", 1) TNT1 A 0 A_JumpIfCloser(256.0, "See") TNT1 A 0 A_JumpIf(health < 35, "See") TNT1 A 0 A_JumpIfInventory("WolfClip", 16, 1) Goto See TNT1 A 0 A_Jump(128, "See") TNT1 A 0 A_ChangeFlag("FRIGHTENED", 0) Loop Melee: PLAY E 1 A_JumpIfInventory("WolfGas", 1, "CloseMissile") TNT1 A 0 A_JumpIfInventory("WolfClip", 1, "CloseMissile") KnifeRefire: PLAY E Random(12, 17) A_CustomMeleeAttack (ACS_NamedExecuteWithResult("A_Random", 4) * 3, "weapons/wknife", "weapons/wknife") TNT1 A 0 A_Jump(225, "See") TNT1 A 0 A_JumpIfTargetInLOS ("KnifeRefire", 80.0) Goto See CloseMissile: TNT1 A 0 A_ChangeFlag("FRIGHTENED", 1) TNT1 A 0 A_Recoil(20) Missile: TNT1 A 0 A_FaceTarget TNT1 A 0 A_AlertMonsters TNT1 A 0 A_CheckLOF("Missile.Resume", CLOFF_SKIPOBSTACLES | CLOFF_JUMPENEMY) Goto Missile.Bullets Missile.Resume: TNT1 A 0 A_Jump(128, "Missile.NoSplash") TNT1 A 0 A_JumpIfInventory("WolfRocketPickup", 1, "CheckRocketLauncher") Missile.NoSplash: TNT1 A 0 A_Jump(128, "Missile.Bullets") TNT1 A 0 A_JumpIfInventory("WolfGas", 1, "CheckFlamethrower") Missile.Bullets: TNT1 A 0 A_JumpIfInventory("WolfClip", 20, "CheckChaingun") TNT1 A 0 A_JumpIfInventory("WolfClip", 1, "CheckMachineGun") Goto See CheckRocketLauncher: TNT1 A 0 A_JumpIfCloser(256.0, "Missile.NoSplash") TNT1 A 0 A_JumpIfInventory("WolfRocketLauncher",1, "RocketLauncher") Goto Missile.NoSplash CheckFlamethrower: TNT1 A 0 A_JumpIfInventory("WolfFlamethrower",1,"Flamethrower") Goto Missile.Bullets CheckChaingun: TNT1 A 0 A_JumpIfInventory("WolfChainGun",1,"Chaingun") CheckMachineGun: TNT1 A 0 A_JumpIfInventory("WolfMachineGun",1,"Machinegun") Pistol: PLAY E Random(2, 7) TNT1 A 0 A_FaceTarget PLAY F 1 BRIGHT A_WolfAttack(0, "weapons/wpistol", 0.666, 64, 64, 2, 4, 160.0) PLAY FFFFFFFF 1 BRIGHT A_Chase ("", "", CHF_FASTCHASE) TNT1 A 0 A_TakeInventory("WolfClip", 1) Goto See MachineGun: PLAY E 4 MachineGunRefire: TNT1 A 0 A_FaceTarget PLAY F 1 BRIGHT A_WolfAttack(0, "weapons/wmachinegun", 0.666, 64, 64, 2, 4, 160.0) PLAY F 5 BRIGHT A_Chase ("", "", CHF_FASTCHASE) TNT1 A 0 A_TakeInventory("WolfClip", 1) TNT1 A 0 A_JumpIfInventory("WolfClip", 1, 1) Goto See TNT1 A 0 A_JumpIfTargetInLOS ("MachineGunRefire", 80.0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOFOV) // PLAY E 3 Goto See Chaingun: PLAY E 4 ChaingunRefire: TNT1 A 0 A_FaceTarget PLAY F 1 BRIGHT A_WolfAttack(0, "weapons/wchaingun", 0.666, 64, 64, 2, 4, 160.0) PLAY F 2 BRIGHT A_Chase ("", "", CHF_FASTCHASE) TNT1 A 0 A_TakeInventory("WolfClip", 1) TNT1 A 0 A_JumpIfInventory("WolfClip", 1, 1) Goto See PLAY F 1 A_JumpIfTargetInLOS ("ChaingunRefire", 80.0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOFOV) // PLAY E 2 Goto See Flamethrower: PLAY E 4 FlamethrowerRefire: TNT1 A 0 A_FaceTarget PLAY F 1 BRIGHT A_CustomMissile ("WolfFlame", 32, 0, 0, 0, 0) PLAY F 2 BRIGHT A_Chase ("", "", CHF_FASTCHASE) TNT1 A 0 A_TakeInventory("WolfGas", 1) TNT1 A 0 A_JumpIfInventory("WolfGas", 1, 1) Goto See TNT1 A 0 A_JumpIfTargetInLOS ("FlamethrowerRefire", 80.0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOFOV) // PLAY E 2 Goto See RocketLauncher: PLAY E 4 RocketLauncherRefire: TNT1 A 0 A_FaceTarget TNT1 A 0 A_Recoil(10) PLAY F 3 BRIGHT A_CustomMissile ("WolfRocketPlayer", 32, 0, 0, CMF_ABSOLUTEPITCH, 0) PLAY FF 1 BRIGHT A_Chase ("", "", CHF_FASTCHASE) TNT1 A 0 A_TakeInventory("WolfRocketPickup", 1) TNT1 A 0 A_JumpIfInventory("WolfRocketPickup", 1, 1) Goto See PLAY E 2 PLAY AAAAABBBBBCCCCCDDDDD 1 A_Chase ("", "") PLAY AAAAABBBBBCCCCCDDDDD 1 A_Chase ("", "") TNT1 A 0 A_JumpIfTargetInLOS ("RocketLauncherRefire", 80.0, JLOSF_DEADNOJUMP) Goto See XDeath: Death: PLAY H 6 A_GiveToTarget("Points", 2500) PLAY I 6 A_Scream PLAY JK 6 PLAY L 6 PLAY M 6 PLAY N -1 Stop Death.Respawn: PLAY H 6 A_GiveToTarget("Points", 2500) PLAY I 6 A_Scream PLAY JK 6 PLAY L 6 PLAY M 6 PLAY N Random(105, 210) A_Respawn(False) Stop Relocate: PLAY A 1 A_Warp(AAPTR_PLAYER1, -64, 0, 0, 0, WARPF_INTERPOLATE) TNT1 A 0 A_ClearTarget TNT1 A 0 A_ChangeFlag("FRIGHTENED", 0) Goto See } } ACTOR ArmedPrisoner : Prisoner { Speed 8 States { Spawn: PLAY A 1 PLAY A 1 A_SpawnItemEx("DeadGuard", 64.0) PLAY A 1 A_GiveInventory("WolfClip", 50) PLAY A 1 A_GiveInventory("Active", 1) "####" A 0 ACS_NamedExecuteAlways ("SetMapMarker", 0, 0) Goto Wander Relocate: TNT1 A 0 A_ClearTarget TNT1 A 0 A_ChangeFlag("FRIGHTENED", 0) Goto See } } ACTOR ArmedPrisonerLoaded : ArmedPrisoner { Speed 16 States { Spawn: PLAY A 1 PLAY A 4 A_GiveInventory("WolfClip", 99) PLAY A 4 A_GiveInventory("WolfGas", 99) PLAY A 4 A_GiveInventory("WolfRocketPickup", 99) PLAY A 4 A_GiveInventory("WolfMachineGun", 1) PLAY A 4 A_GiveInventory("WolfChaingun", 1) PLAY A 4 A_GiveInventory("WolfFlamethrower", 1) PLAY A 4 A_GiveInventory("WolfRocketLauncher", 1) PLAY A 1 A_GiveInventory("Active", 1) "####" A 0 ACS_NamedExecuteAlways ("SetMapMarker", 0, 0) Goto Wander Death: Goto Death.Respawn } } ACTOR ArmedPrisonerLoadedClassic : ArmedPrisoner { Speed 16 States { Spawn: PLAY A 1 PLAY A 4 A_GiveInventory("WolfClip", 99) PLAY A 4 A_GiveInventory("WolfMachineGun", 1) PLAY A 4 A_GiveInventory("WolfChaingun", 1) PLAY A 1 A_GiveInventory("Active", 1) "####" A 0 ACS_NamedExecuteAlways ("SetMapMarker", 0, 0) Goto Wander } }