Code: actor WaterImp : DoomImp { Translation "64:79=192:207" Obituary "%o was drowned by a water imp." DamageType "Water" DamageFactor "Water", 0 DamageFactor "Earth", 2 BloodColor Blue +NoBloodDecals +TeleStomp +NoRadiusDmg -NoDamage -AlwaysRespawn states { See: TROO A 0 A_JumpIf(waterlevel >> 1, 4) TROO A 0 A_ChangeFlag("NoPain",0) TROO A 0 A_ChangeFlag("AlwaysRespawn",0) TROO A 0 A_JumpIf(waterlevel == 0, 3) TROO A 0 A_ChangeFlag("NoPain",1) TROO A 0 A_ChangeFlag("AlwaysRespawn",1) TROO AA 3 A_Chase TROO A 0 A_JumpIf(waterlevel >> 1, 4) TROO A 0 A_ChangeFlag("NoPain",0) TROO A 0 A_ChangeFlag("AlwaysRespawn",0) TROO A 0 A_JumpIf(waterlevel == 0, 3) TROO A 0 A_ChangeFlag("NoPain",1) TROO A 0 A_ChangeFlag("AlwaysRespawn",1) TROO BB 3 A_Chase TROO B 0 A_JumpIf(waterlevel >> 1, 4) TROO B 0 A_ChangeFlag("NoPain",0) TROO B 0 A_ChangeFlag("AlwaysRespawn",0) TROO B 0 A_JumpIf(waterlevel == 0, 3) TROO B 0 A_ChangeFlag("NoPain",1) TROO B 0 A_ChangeFlag("AlwaysRespawn",1) TROO CC 3 A_Chase TROO C 0 A_JumpIf(waterlevel >> 1, 4) TROO C 0 A_ChangeFlag("NoPain",0) TROO C 0 A_ChangeFlag("AlwaysRespawn",0) TROO C 0 A_JumpIf(waterlevel == 0, 3) TROO C 0 A_ChangeFlag("NoPain",1) TROO C 0 A_ChangeFlag("AlwaysRespawn",1) TROO DD 3 A_Chase Loop Melee: TROO EF 8 A_FaceTarget TROO G 6 A_BasicAttack(3,"imp/melee","DummyMissile",0) //Don't ask Goto See Missile: Goto See Death: TROO H 1 A_IceGuyDie //This is temporary until I find decent watery gibs Stop XDeath: Goto Death Burn: Goto Death Raise: Stop } }
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