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// Make sure all the other blue acolytes are dead, but do this only once in case of simultaneous kills.
if (CheckBossDeath() && !players[i].mo.FindInventory("QuestItem7"))
{
players[i].mo.GiveInventoryType ("QuestItem7");
players[i].SetLogNumber (14);
players[i].SetSubtitleNumber (14, "svox/voc14");
A_StopSound (CHAN_VOICE);
A_StartSound ("svox/voc14", CHAN_VOICE, CHANF_DEFAULT, 1., ATTN_NONE);
}
}
}
//============================================================================
//
// A_BeShadowyFoe
//
//============================================================================
void A_BeShadowyFoe()
{
A_SetRenderStyle(HR_SHADOW, STYLE_Translucent);
bFriendly = false;
}
//============================================================================
//
// A_AcolyteBits
//
//============================================================================
void A_AcolyteBits()
{
if (SpawnFlags & MTF_SHADOW)
{
A_BeShadowyFoe();
}
if (SpawnFlags & MTF_ALTSHADOW)
{
if (bShadow)
{
// I dunno.
}
else
{
A_SetRenderStyle(0, STYLE_None);
}
}
}
}
// Acolyte 1 ----------------------------------------------------------------
class AcolyteTan : Acolyte
{
Default
{
+MISSILEMORE +MISSILEEVENMORE
DropItem "ClipOfBullets";
}
}
// Acolyte 2 ----------------------------------------------------------------
class AcolyteRed : Acolyte
{
Default
{
+MISSILEMORE +MISSILEEVENMORE
Translation 0;
}
}
// Acolyte 3 ----------------------------------------------------------------
class AcolyteRust : Acolyte
{
Default
{
+MISSILEMORE +MISSILEEVENMORE
Translation 1;
}
}
// Acolyte 4 ----------------------------------------------------------------
class AcolyteGray : Acolyte
{
Default
{
+MISSILEMORE +MISSILEEVENMORE
Translation 2;
}
}
// Acolyte 5 ----------------------------------------------------------------
class AcolyteDGreen : Acolyte
{