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Added experimental 1st person fatalities for imp
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pa1nki113r committed Nov 22, 2022
1 parent 823f233 commit 3d07e92
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Showing 149 changed files with 452 additions and 17 deletions.
5 changes: 5 additions & 0 deletions SNDINFO.PBGore and Nashgore
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Expand Up @@ -3,6 +3,11 @@
////////////////////////////////////////////////////////
//Gore

$random gore/heavyimpact { gore/heavyimpact1 gore/heavyimpact2 gore/heavyimpact3 }
gore/heavyimpact1 "sounds/Gore/gore/kickbody1.ogg"
gore/heavyimpact2 "sounds/Gore/gore/kickbody2.ogg"
gore/heavyimpact3 "sounds/Gore/gore/kickbody3.ogg"

gore/break "sounds/Gore/gore/GoreBreak.ogg"
gore/minimum "sounds/Gore/gore/GoreMinimum.ogg"
$random gore/tension { gore/tension1 gore/tension2 gore/tension3 gore/tension4 }
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147 changes: 138 additions & 9 deletions actors/Brutality/BrutalitiesImp.dec
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@@ -1,11 +1,11 @@
ACTOR PB_Imp_Execution_1
{
Scale 1.0
+NOINTERACTION
+FORCEXYBILLBOARD
+Clientsideonly
States
{
Scale 1.0
+NOINTERACTION
+FORCEXYBILLBOARD
+Clientsideonly
States
{
Spawn:

// Frame 1: 5 Ticks
Expand All @@ -24,8 +24,6 @@ ACTOR PB_Imp_Execution_1
// Frame 3: 10 Ticks
F007 FFFGGGGFFFF 1



TNT1 A 0 {
A_SpawnProjectile ("Teeth", 50, 0, random (0, 360), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random (0, 160));
A_SpawnProjectile ("Teeth", 50, 0, random (145, 205), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random (0, 160));
Expand Down Expand Up @@ -62,5 +60,136 @@ ACTOR PB_Imp_Execution_1
A_SpawnItem("DeadImpTR06K");
}
Stop
}
}
}

ACTOR PB_Imp_Execution_2
{
Scale 1.0
+NOINTERACTION
+FORCEXYBILLBOARD
+Clientsideonly
States
{
Spawn:

// Frame 1: 9 Ticks



F008 AAABBBBCCCC 1
TNT1 A 0 {
A_StartSound("imp/pain", CHAN_BODY);
A_SpawnProjectile ("PB_MuchBlood", 30, 0, random (170, 219), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random (0, 100));
A_SpawnProjectile ("NashGoreBlood", 29, 0, random (0, 360), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random (0, 160));
A_SpawnProjectile ("NashGoreBlood", 25, 0, random (0, 360), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random (0, 160));
A_SpawnProjectile ("XDeath1", 28, 0, random (0, 360), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random (0, 160));
A_SpawnProjectile ("XDeath1", 29, 0, random (0, 360), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random (0, 160));
A_SpawnProjectile ("XDeath1", 32, 0, random (0, 360), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random (0, 160));
A_FaceTarget;
A_FaceMaster;
}
// Frame 2: 4 Ticks
F008 DEFG 1
// Frame 3: 12 Ticks
F008 GHI 4


TNT1 A 0 {
A_SpawnProjectile ("XDeathHalfImp", 32, 0, 180, CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, 12);
A_StartSound("gore/minimum", CHAN_BODY);


A_SpawnProjectile ("PB_SmallGib", 28, 0, random (0, 360), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random (0, 160));
A_SpawnProjectile ("PB_MuchBlood2", 32, 0, random (0, 360), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random (0, 160));
A_SpawnProjectile ("PB_MuchBlood2", 28, 0, random (0, 360), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random (0, 160));
A_SpawnProjectile ("NashGoreBlood", 28, 0, random (0, 360), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random (0, 160));
A_SpawnProjectile ("NashGoreBlood", 29, 0, random (0, 360), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random (0, 160));
A_SpawnProjectile ("NashGoreBlood", 25, 0, random (0, 360), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random (0, 160));
A_SpawnProjectile ("NashGoreBlood", 32, 0, random (0, 360), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random (0, 160));
A_SpawnProjectile ("NashGoreBlood", 30, 0, random (0, 360), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random (0, 160));
A_SpawnProjectile ("PB_BloodmistLarge", 30, 0, random (0, 360), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random (30, 90));
A_SpawnProjectile ("PB_BloodmistLarge", 28, 0, random (0, 360), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random (30, 90));
A_SpawnProjectile ("PB_BloodmistLarge", 24, 0, random (0, 360), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random (30, 90));
}

F008 J 12

F008 KLM 6
TNT1 A 0 A_SpawnItem("DeadImpF008M")
Stop
}
}

ACTOR PB_Imp_Execution_3
{
Scale 1.1
+NOINTERACTION
+FORCEXYBILLBOARD
+Clientsideonly
+FLOORCLIP
States
{
Spawn:

// Frame 1: 12 Ticks
F009 A 3 A_FaceMaster
// TNT1 A 0 A_StartSound("monsters/zombie/pain", CHAN_AUTO )
F009 BBC 2

// Frame 2: 8 ticks
TNT1 A 0 {
A_ChangeFlag("FLATSPRITE", true);
}
F009 D 2
F009 EFG 4

// Frame 3: 8
F009 GGGEE 1

TNT1 A 0 {
A_SpawnProjectile ("Teeth", 3, 0, random (0, 360), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random (0, 160));
A_SpawnProjectile ("Teeth", 3, 0, random (145, 205), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random (0, 160));
A_SpawnProjectile ("Teeth", 3, 0, random (145, 205), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random (0, 160));
A_SpawnProjectile ("PB_MuchBlood", 3, 0, random (0, 360), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random (0, 160));
A_SpawnProjectile ("XDeath1", 4, 0, random (0, 360), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random (0, 160));
A_SpawnItem("BloodSplasher2");
}
F009 H 3


// Frame 4: 6
F009 H 1
F009 I 5

// Frame 5: 13
F009 J 4 {
A_StartSound("imp/pain", CHAN_BODY);
A_SpawnProjectile ("Teeth", 3, 0, random (0, 360), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random (0, 160));
A_SpawnProjectile ("Teeth", 3, 0, random (145, 205), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random (0, 160));
A_SpawnProjectile ("Teeth", 3, 0, random (145, 205), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random (0, 160));
A_SpawnProjectile ("Teeth", 3, 0, random (145, 205), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random (0, 160));
A_SpawnProjectile ("Teeth", 3, 0, random (145, 205), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random (0, 160));
A_SpawnProjectile ("PB_MuchBlood", 3, 0, random (0, 360), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random (0, 160));
A_SpawnProjectile ("PB_BloodMistLarge", 4, 0, random (0, 360), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random (20, 90));
A_SpawnProjectile ("XDeath1", 4, 0, random (0, 360), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random (0, 160));
A_SpawnProjectile ("XDeath1", 4, 0, random (0, 360), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random (0, 160));
A_SpawnProjectile ("XDeath1", 4, 0, random (0, 360), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random (0, 160));
A_SpawnItem("BloodSplasher2");
}
F009 KKKLLLMMM 1

// Frame 6: 13
F009 LLLMMMLLL 1
TNT1 A 0 {
A_StopSound(CHAN_BODY);
A_SpawnProjectile ("ImpHeadExplode", 3, 0, random (0, 360), CMF_AIMDIRECTION|CMF_ABSOLUTEPITCH|CMF_OFFSETPITCH|CMF_BADPITCH|CMF_SAVEPITCH, random (0, 160));
}
F009 NNNNNN 1

// Frame 7: 14
F009 N 16
TNT1 A 0 A_SpawnItem("DeadImp1")
Stop
}
}
7 changes: 6 additions & 1 deletion actors/Monsters/T1-Imps/IMPS.dec
Original file line number Diff line number Diff line change
Expand Up @@ -3598,4 +3598,9 @@ Actor PB_DoomImpBallGravity : PB_DoomImpBall
}
Loop
}
}
}

Actor DeadImpF008M: DeadImp_Half
{Health 300 States{Spawn:
F008 M -1
Stop}}
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