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Rifle commando removal (#893)
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* Slot 1 Weapons: Converted A_PlaySound to A_StartSound

* Revert "Slot 1 Weapons: Converted A_PlaySound to A_StartSound"

This reverts commit 84040c4.

* Removed Rifle Commando from spawns

* Removed remnant code of scrapped Minigun Zombieman

* Removed Rifle Commando sprites and code, moved the Rifle Commando suffering sprites into the main Commando folder, under the MoreDeaths subfolder.

* Fixed Classic Commando fall death, fixed sounds and changed the tracer effects

* Fixed death sound on movie style death
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JMartinez9820 authored Mar 7, 2022
1 parent 7bdce27 commit 45b16a4
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Showing 95 changed files with 156 additions and 1,499 deletions.
1 change: 0 additions & 1 deletion DECORATE
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Expand Up @@ -176,7 +176,6 @@ Actor IsTacticalClass : Inventory {} //Fake item to fix the lag.
#include "actors/Monsters/T1-Imps/DarkImpST.dec"
#include "actors/Monsters/T1-Imps/DarkImpVoid.dec"

#include "actors/Monsters/T1-Grunts/RifleCommando.dec"
#include "actors/Monsters/T1-Grunts/PB_NailgunMajor.dec"
#include "actors/Monsters/T1-Grunts/PlasmaZombie.dec"
#include "actors/Monsters/T1-Grunts/ClassicCommando.dec"
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76 changes: 34 additions & 42 deletions actors/Monsters/T1-Grunts/ClassicCommando.dec
Original file line number Diff line number Diff line change
Expand Up @@ -33,7 +33,6 @@ ACTOR PB_ClassicCommando: PB_Commando Replaces ChaingunGuy
+MISSILEEVENMORE
DamageFactor "Blood", 0.0 DamageFactor "BlueBlood", 0.0 DamageFactor "GreenBlood", 0.0
BloodType "Brutal_Blood", "BloodSPlatterReplacer", "Brutal_Blood"
AttackSound "weapons/gatlingfire"
DamageFactor "Kick", 0.4
DamageFactor "Shrapnel", 0.4
DamageFactor "explosiveimpact", 2.0
Expand Down Expand Up @@ -211,54 +210,48 @@ ACTOR PB_ClassicCommando: PB_Commando Replaces ChaingunGuy
TNT1 A 0 A_TakeInventory("EnemyMemory", 15)
TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 42,0)
TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 42,0)
TNT1 A 0 A_PlaySound("weapons/minigun/chaingunmode/start", 8)
CPOS E 9 A_FaceTarget
TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 42,0)
CPOS E 12 A_FaceTarget
TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 42,0)
TNT1 A 0 A_PlaySound("CHA1NSPI", 8)
MissileContinue:
CPOS E 3 A_FaceTarget
TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 42,0)
TNT1 AA 0 A_CustomMissile("OrangeLensFlareAltFast", 34, 10, 15, 0)
TNT1 A 0 A_PlaySound("weapons/gatlingfire")
CPOS F 2 BRIGHT A_CustomMissile("MonsterNewClassicChaingunTracer", 38, 0, random(-11, 11), 0)
TNT1 A 0 A_PlaySound("weapons/minigun/chaingunmode/fire")
CPOS F 2 BRIGHT A_CustomMissile("MonsterMinigunTracer", 38, 0, random(-11, 11), 0)
TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 42,0)
TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)

CPOS E 2 A_FaceTarget
TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 42,0)
TNT1 AA 0 A_CustomMissile("OrangeLensFlareAltFast", 34, 10, 15, 0)
TNT1 A 0 A_PlaySound("weapons/gatlingfire")
CPOS F 2 BRIGHT A_CustomMissile("MonsterNewClassicChaingunTracer", 38, 0, random(-11, 11), 0)
TNT1 A 0 A_PlaySound("weapons/minigun/chaingunmode/fire")
CPOS F 2 BRIGHT A_CustomMissile("MonsterMinigunTracer", 38, 0, random(-11, 11), 0)
TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 42,0)
CPOS E 2 A_FaceTarget
TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 42,0)
TNT1 AA 0 A_CustomMissile("OrangeLensFlareAltFast", 34, 10, 15, 0)
TNT1 A 0 A_PlaySound("weapons/gatlingfire")
CPOS F 2 BRIGHT A_CustomMissile("MonsterNewClassicChaingunTracer", 38, 0, random(-11, 11), 0)
TNT1 A 0 A_PlaySound("weapons/minigun/chaingunmode/fire")
CPOS F 2 BRIGHT A_CustomMissile("MonsterMinigunTracer", 38, 0, random(-11, 11), 0)
TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 42,0)
CPOS E 2 A_FaceTarget
TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 42,0)
TNT1 AA 0 A_CustomMissile("OrangeLensFlareAltFast", 34, 10, 15, 0)
TNT1 A 0 A_PlaySound("weapons/gatlingfire")
CPOS F 2 BRIGHT A_CustomMissile("MonsterNewClassicChaingunTracer", 38, 0, random(-11, 11), 0)
TNT1 A 0 A_PlaySound("weapons/minigun/chaingunmode/fire")
CPOS F 2 BRIGHT A_CustomMissile("MonsterMinigunTracer", 38, 0, random(-11, 11), 0)
TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 42,0)
CPOS E 3 A_FaceTarget
TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 42,0)
TNT1 AA 0 A_CustomMissile("OrangeLensFlareAltFast", 34, 10, 15, 0)
TNT1 A 0 A_PlaySound("weapons/gatlingfire")
CPOS F 2 BRIGHT A_CustomMissile("MonsterNewClassicChaingunTracer", 38, 0, random(-11, 11), 0)
TNT1 A 0 A_PlaySound("weapons/minigun/chaingunmode/fire")
CPOS F 2 BRIGHT A_CustomMissile("MonsterMinigunTracer", 38, 0, random(-11, 11), 0)
TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 42,0)
TNT1 A 0 A_JumpIfInTargetInventory("ChainguyguyContinue", 1, "MissileContinue")
CPOS E 2 A_FaceTarget
TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 42,0)
TNT1 AA 0 A_CustomMissile("OrangeLensFlareAltFast", 34, 10, 15, 0)
TNT1 A 0 A_PlaySound("weapons/gatlingfire")
CPOS F 2 BRIGHT A_CustomMissile("MonsterNewClassicChaingunTracer", 38, 0, random(-11, 11), 0)
TNT1 A 0 A_PlaySound("weapons/minigun/chaingunmode/fire")
CPOS F 2 BRIGHT A_CustomMissile("MonsterMinigunTracer", 38, 0, random(-11, 11), 0)
TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
TNT1 A 0 A_CPosRefire
TNT1 A 0 A_JumpIfInTargetInventory("ChainguyguyContinue", 1, "MissileContinue")
Expand Down Expand Up @@ -348,8 +341,8 @@ ACTOR PB_ClassicCommando: PB_Commando Replaces ChaingunGuy
TNT1 A 0 A_StopSound(2)
MPDR A 3 A_SpawnItem("HeadshotTarget6", 0, 42,0)
TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
TNT1 A 0 A_PlaySound("weapons/gatlingfire")
TNT1 A 0 A_CustomMissile ("MonsterNewClassicChaingunTracer", 32, 15, 0, 2, -20)
TNT1 A 0 A_PlaySound("weapons/minigun/chaingunmode/fire")
TNT1 A 0 A_CustomMissile ("MonsterMinigunTracer", 32, 15, 0, 2, -20)
MPDR B 3 BRIGHT //A_NoBlocking
Goto MissileContinue

Expand Down Expand Up @@ -445,65 +438,64 @@ ACTOR PB_ClassicCommando: PB_Commando Replaces ChaingunGuy
TNT1 A 0 A_FaceTarget
MPDR A 3 A_Scream
TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
TNT1 A 0 A_CustomMissile ("MonsterNewClassicChaingunTracer", 32, 15, 0, 2, -20)
TNT1 A 0 A_PlaySound("weapons/gatlingfire" ,2)
TNT1 A 0 A_CustomMissile ("MonsterMinigunTracer", 32, 15, 0, 2, -20)
TNT1 A 0 A_PlaySound("weapons/minigun/chaingunmode/fire" ,5)
MPDR B 3 BRIGHT A_NoBlocking

MPDR A 3
TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
TNT1 A 0 A_CustomMissile ("MonsterNewClassicChaingunTracer", 32, 15, 0, 2, -20)
TNT1 A 0 A_PlaySound("weapons/gatlingfire" ,2)
TNT1 A 0 A_CustomMissile ("MonsterMinigunTracer", 32, 15, 0, 2, -20)
TNT1 A 0 A_PlaySound("weapons/minigun/chaingunmode/fire" ,5)
MPDR B 3 BRIGHT


MPDR C 2
TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
TNT1 A 0 A_CustomMissile ("MonsterNewClassicChaingunTracer", 24, 15, -20, 2, -20)
TNT1 A 0 A_PlaySound("weapons/gatlingfire" ,2)
TNT1 A 0 A_CustomMissile ("MonsterMinigunTracer", 24, 15, -20, 2, -20)
TNT1 A 0 A_PlaySound("weapons/minigun/chaingunmode/fire" ,5)
MPDR D 2 BRIGHT

MPDR C 2
TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
TNT1 A 0 A_CustomMissile ("MonsterNewClassicChaingunTracer", 24, 15, -20, 2, -20)
TNT1 A 0 A_PlaySound("weapons/gatlingfire" ,2)
TNT1 A 0 A_CustomMissile ("MonsterMinigunTracer", 24, 15, -20, 2, -20)
TNT1 A 0 A_PlaySound("weapons/minigun/chaingunmode/fire" ,5)
MPDR D 2 BRIGHT

MPDR E 2
TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
TNT1 A 0 A_CustomMissile ("MonsterNewClassicChaingunTracer", 24, 15, -20, 2, 20)
TNT1 A 0 A_PlaySound("weapons/gatlingfire" ,2)
TNT1 A 0 A_CustomMissile ("MonsterMinigunTracer", 24, 15, -20, 2, 20)
TNT1 A 0 A_PlaySound("weapons/minigun/chaingunmode/fire" ,5)
MPDR F 2 BRIGHT

MPDR G 2
TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
TNT1 A 0 A_CustomMissile ("MonsterNewClassicChaingunTracer", 24, 15, -10, 2, 40)
TNT1 A 0 A_PlaySound("weapons/gatlingfire" ,2)
TNT1 A 0 A_CustomMissile ("MonsterMinigunTracer", 24, 15, -10, 2, 40)
TNT1 A 0 A_PlaySound("weapons/minigun/chaingunmode/fire" ,5)
MPDR H 2 BRIGHT

MPDR I 2
TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit")
TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
TNT1 A 0 A_CustomMissile ("MonsterNewClassicChaingunTracer", 24, 15, -10, 2, 40)
TNT1 A 0 A_PlaySound("weapons/gatlingfire" ,2)
TNT1 A 0 A_CustomMissile ("MonsterMinigunTracer", 24, 15, -10, 2, 40)
TNT1 A 0 A_PlaySound("weapons/minigun/chaingunmode/fire" ,5)
MPDR J 2 BRIGHT
TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit")
MPDR K 2
TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
TNT1 A 0 A_CustomMissile ("MonsterNewClassicChaingunTracer", 12, 15, -20, 2, 40)
TNT1 A 0 A_CustomMissile ("MonsterMinigunTracer", 12, 15, -20, 2, 40)

MPDR L 2 BRIGHT
TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
TNT1 A 0 A_PlaySound("BODYF",6)
MPDR M 2
TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
TNT1 A 0 A_CustomMissile ("MonsterNewClassicChaingunTracer", 12, 15, -20, 2, 20)
TNT1 A 0 A_PlaySound("weapons/gatlingfire")
TNT1 A 0 A_CustomMissile ("MonsterMinigunTracer", 12, 15, -20, 2, 20)
TNT1 A 0 A_PlaySound("weapons/minigun/chaingunmode/fire",5)
MPDR N 2 BRIGHT
MPDR M 2
TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
TNT1 A 0 A_CustomMissile ("MonsterNewClassicChaingunTracer", 12, 15, -20, 2, 20)
TNT1 A 0 A_PlaySound("weapons/gatlingfire")
TNT1 A 0 A_StopSound(2)
TNT1 A 0 A_CustomMissile ("MonsterMinigunTracer", 12, 15, -20, 2, 20)
TNT1 A 0 A_PlaySound("weapons/minigun/chaingunmode/fire",5)
MPDR N 2 BRIGHT

//TNT1 A 0 A_SpawnItemEx("NewChain_Gun", 0,0,0,0,0,0, 0, SXF_NOCHECKPOSITION)
Expand Down
118 changes: 115 additions & 3 deletions actors/Monsters/T1-Grunts/Commando.dec
Original file line number Diff line number Diff line change
Expand Up @@ -535,7 +535,7 @@ ACTOR PB_Commando: PB_Monster Replaces ChaingunGuy
CPOD B 6 A_NoBlocking
CPOD CDEF 6
TNT1 A 0 A_PlaySound("BODYF",6)
TNT1 A 0 A_Jump(40, "SufferBitch")
TNT1 A 0 A_Jump(62, "SufferBitch")
CPOD G 6
TNT1 A 0 A_SpawnItem ("DropedMinigun", 0, 5,0)
TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
Expand Down Expand Up @@ -569,7 +569,7 @@ ACTOR PB_Commando: PB_Monster Replaces ChaingunGuy

SufferBitch:
TNT1 A 0
TNT1 A 0 A_SpawnItem ("BrutalizedRifleCommando2")
TNT1 A 0 A_SpawnItem ("SufferingCommandoGuts")
Stop

Death.Rare:
Expand Down Expand Up @@ -1751,4 +1751,116 @@ States
TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
EXPL AAA 0 A_CustomMissile ("ExplosionSmoke", 32, 0, random (0, 360), 2, random (0, 360))
TNT1 A 0
Stop}}
Stop}}


ACTOR SufferingCommandoGuts
{
Game Doom
Radius 12
Height 20
Health 56
DamageFactor "Blood", 0.0 DamageFactor "BlueBlood", 0.0 DamageFactor "GreenBlood", 0.0
DamageFactor "Avoid", 0.0
DamageFactor "Shrapnel", 0.0
DamageFactor "KillMe", 0.0
DamageFactor "BlueBloodSplasher", 0.0
DamageFactor "BlueSuperBloodSplasher", 0.0
PainSound "commando/pain"
DamageFactor "bloodsplasher", 0.0 DamageFactor "tinybloodsplasher", 0.0 DamageFactor "superbloodsplasher", 0.0 DamageFactor "smallbloodsplasher", 0.0
Mass 0x7FFFFFFF
-SOLID
+SHOOTABLE
+FLOORCLIP
Scale 1.0
States
{
Spawn:
CPOS A 0 A_SpawnItem("HeadshotTarget10", 0, 24,0)
ACB0 ABCB 5 A_SpawnItem ("DripingBlood", 0, 23)
TNT1 A 0 A_PlaySound("commando/pain")
TNT1 A 0 A_PlaySound("misc/xdeath2c", 3)
CPOS A 0 A_SpawnItem("HeadshotTarget10", 0, 24,0)
TNT1 AA 0 A_SpawnItem("Xdeath1", 0, 20)
TNT1 A 0 A_SpawnItem("BloodMistSmall", 0, 23)
ACB0 ABCB 5 A_SpawnItem ("DripingBlood", 0, 23)
CPOS A 0 A_SpawnItem("HeadshotTarget10", 0, 24,0)
TNT1 A 0 A_PlaySound("commando/pain")
TNT1 A 0 A_PlaySound("misc/xdeath2c", 3)
TNT1 A 0 A_SpawnItem("BloodMistSmall", 0, 23)
TNT1 AA 0 A_SpawnItem("Instestin", 0, 20)
ACB0 ABCB 5 A_SpawnItem ("DripingBlood", 0, 23)
CPOS A 0 A_SpawnItem("HeadshotTarget10", 0, 24,0)
TNT1 A 0 A_PlaySound("commando/pain")
TNT1 A 0 A_PlaySound("misc/xdeath2c", 3)
TNT1 A 0 A_SpawnItem("BloodMistSmall", 0, 23)
TNT1 AA 0 A_SpawnItem("Xdeath1", 0, 20)
ACB0 ABCB 5 A_SpawnItem ("DripingBlood", 0, 23)
CPOS A 0 A_SpawnItem("HeadshotTarget10", 0, 24,0)
TNT1 A 0 A_PlaySound("commando/pain")
TNT1 A 0 A_PlaySound("misc/xdeath2c", 3)
TNT1 A 0 A_SpawnItem("BloodMistSmall", 0, 23)
TNT1 AA 0 A_SpawnItem("Xdeath1", 0, 20)
ACB0 ABCB 5 A_SpawnItem ("DripingBlood", 0, 23)
CPOS A 0 A_SpawnItem("HeadshotTarget10", 0, 24,0)
TNT1 A 0 A_PlaySound("commando/pain")
TNT1 A 0 A_PlaySound("misc/xdeath2c", 3)
TNT1 A 0 A_SpawnItem("BloodMistSmall", 0, 23)
TNT1 AA 0 A_SpawnItem("Xdeath1", 0, 20)
ACB0 ABCB 5 A_SpawnItem ("DripingBlood", 0, 23)
CPOS A 0 A_SpawnItem("HeadshotTarget10", 0, 24,0)
TNT1 A 0 A_PlaySound("commando/pain")
TNT1 A 0 A_PlaySound("misc/xdeath2c", 3)
TNT1 A 0 A_SpawnItem("BloodMistSmall", 0, 23)
TNT1 AA 0 A_SpawnItem("Instestin", 0, 20)
ACPS LM 5
TNT1 A 0 A_PlaySound("BODYF",6)
TNT1 A 0 A_SpawnItem ("DeadAssCommandoGuts")
Stop

Death:
TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
TNT1 AAAAAA 0 A_CustomMissile ("BloodMistBig", 1, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeathChainArm", 45, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAA 0 A_CustomMissile ("XDeath1", 45, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeath2", 45, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_PlaySound("chainguy/death")
TNT1 A 0 A_SpawnItem ("BrutalizedCommandoLegs")
Stop

Death.Head:
Death.MinorHead:
TNT1 A 0 A_PlaySound("misc/xdeath4")
TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
TNT1 AAAA 0 A_CustomMissile ("Brains1", 25, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("Brains3", 25, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("Brains6", 25, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("Brains7", 25, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))
TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", 25, 0, random (0, 360), 2, random (0, 160))
ACHS DDDDDDDE 3
TNT1 A 0 A_PlaySound("BODYF",6)
TNT1 A 0 A_SpawnItem ("HeadlessCommandoGuts")
Stop
}}

actor HeadlessCommandoGuts: CurbstompedMarine
{
States
{
Spawn:
ACHS E -1
Stop
}
}

actor DeadAssCommandoGuts: CurbstompedMarine
{
States
{
Spawn:
ACPS N -1
Stop
}
}
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