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// Old code ---------------------------------
See:
ACOL AAABBB 4 A_Chase
ACOL A 0 A_Jump(96,1)
Loop
ACOL A 0 A_Chase
ACOL A 1 A_Playsound("monster/blur")
ACOL A 0 Bright A_SpawnItem("AcolFX2",0,0)
ACOL A 1 A_Chase
ACOL A 0 Bright A_SpawnItem("AcolFX2",0,0)
ACOL A 1 A_Chase
ACOL A 0 Bright A_SpawnItem("AcolFX2",0,0)
ACOL A 1 A_Chase
ACOL A 0 Bright A_SpawnItem("AcolFX2",0,0)
ACOL A 1 A_Chase
ACOL A 0 Bright A_SpawnItem("AcolFX2",0,0)
ACOL A 1 A_Chase
ACOL A 0 Bright A_SpawnItem("AcolFX2",0,0)
ACOL A 1 A_Chase
ACOL B 0 Bright A_SpawnItem("AcolFX2",0,0)
ACOL B 1 A_Chase
ACOL B 0 Bright A_SpawnItem("AcolFX2",0,0)
ACOL B 1 A_Chase
ACOL B 0 Bright A_SpawnItem("AcolFX2",0,0)
ACOL B 1 A_Chase
ACOL B 0 Bright A_SpawnItem("AcolFX2",0,0)
ACOL B 1 A_Chase
ACOL B 0 Bright A_SpawnItem("AcolFX2",0,0)
ACOL B 1 A_Chase
ACOL B 0 Bright A_SpawnItem("AcolFX2",0,0)
ACOL A 1 A_Chase
ACOL A 0 Bright A_SpawnItem("AcolFX2",0,0)
ACOL A 1 A_Chase
ACOL A 0 Bright A_SpawnItem("AcolFX2",0,0)
ACOL A 1 A_Chase
ACOL A 0 Bright A_SpawnItem("AcolFX2",0,0)
ACOL A 1 A_Chase
ACOL A 0 Bright A_SpawnItem("AcolFX2",0,0)
ACOL A 1 A_Chase
ACOL A 0 Bright A_SpawnItem("AcolFX2",0,0)
ACOL A 1 A_Chase
ACOL A 0 Bright A_SpawnItem("AcolFX2",0,0)
ACOL A 1 A_Chase
ACOL B 0 Bright A_SpawnItem("AcolFX2",0,0)
ACOL B 1 A_Chase
ACOL B 0 Bright A_SpawnItem("AcolFX2",0,0)
ACOL B 1 A_Chase
ACOL B 0 Bright A_SpawnItem("AcolFX2",0,0)
ACOL B 1 A_Chase
ACOL B 0 Bright A_SpawnItem("AcolFX2",0,0)
ACOL B 1 A_Chase
ACOL B 0 Bright A_SpawnItem("AcolFX2",0,0)
ACOL B 1 A_Chase
ACOL B 0 Bright A_SpawnItem("AcolFX2",0,0)
ACOL B 0 A_Jump(96,1) // <---
Goto See+8
ACOL B 0
Goto See
// New code ---------------------------------
See:
ACOL AAABBB 4 A_Chase();
ACOL A 0 A_Jump(96, "Slide");
Loop;
Slide:
ACOL A 1
{
A_Chase();
A_Playsound("monster/blur");
}
ACOL AAAAAABBBBBAAAAAAABBBBB 1 PriestSlide();
ACOL B 0 Bright A_SpawnItem("AcolFX2",0,0);
ACOL B 0 A_Jump(96, "Slide"); // <---
Goto See;
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I believe actors are immune to the projectile set as their MissileType, and the Agathodemon doesn't have +DontHarmClass. I checked the wiki and it doesn't say so, though. I'll dig around and if I'm mistaken I'll fix it (and the others that I left that property on).
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// Old code:
Spawn:
HMIS A 4 Bright A_SeekerMissile (25,35)
HMIS A 4 Bright
HMIS A 2 Bright A_SeekerMissile (10,25)
HMIS A 2 Bright
goto Spawn+2
// New code:
Spawn:
HMIS A 4 Bright NoDelay A_SeekerMissile (25,35);
HMIS A 4 Bright;
Fly:
HMIS A 2 Bright A_SeekerMissile (10,25);
HMIS A 2 Bright;
Loop;
BOS4 X 6 Bright A_SpawnProjectile("ArchonSoul",86,0,0,2,-90);
BOS4 [ 6 Bright A_Fall();
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