//TAGAP_START
//=====================================================================
// FINAL CONFRONTANTION
//=====================================================================
//=====================================================================
// FLOOR BOT
//=====================================================================
ENTITY_START floorbot_floor
DESCRIBE Floorbot_(floor_piece)
SPRITE DYNAMIC 0 NONE -117 5 dynamics/floorbot
THINK AI_ZOMBIE 0 NONE 0
MOVETYPE FLY 0
STAT AI_LIST_ALIAS 3
STAT NOLIST
ENTITY_END
//=====================================================================
ENTITY_START floorbot_smoker
THINK AI_CONSTANT 0 NONE 0
STAT FX_KEEP_EFFECTS
STAT AI_KEEPANGLE -90
STAT FX_NOFACE
STAT FX_SMOKE_SHOOT -180
STAT NOLIST
STAT TEMPMISSILE 2
ENTITY_END
//=====================================================================
ENTITY_START floorbot_core
DESCRIBE Floorbot_(core)
SPRITE DYNAMIC 0 NONE 3 -11 dynamics/floorbot
SPRITE DYNAMIC 0 NONE 3 -11 dynamics/floorbot
SPRITE DYNAMIC 0 NONE 3 -19 dynamics/floorbot
SPRITE DYNAMIC 0 NONE 3 -8 dynamics/floorbot
SPRITEVAR 0 KEEPFRAME 1
SPRITEVAR 1 KEEPFRAME 2
SPRITEVAR 2 KEEPFRAME 3
SPRITEVAR 3 KEEPFRAME 4
FLASHLIGHT 3 -8 150 60 255 255 255
THINK AI_ZOMBIE 0 NONE 0
MOVETYPE FLY 0
STAT AI_LIST_ALIAS 3
STAT AI_KEEPACTIVE
STAT AI_KEEPFACE
STAT FX_FLOAT
STAT NOLIST
GROUP floorbot_smoker MEMBER 3 -38
ENTITY_END
//=====================================================================
// BOSSE GRANDE
//=====================================================================
//=====================================================================
// BODY
//=====================================================================
ENTITY_START bosse_grande_e
SOUND S_DYING world/explosion
THINK AI_ZOMBIE 0 AI_BLOW 0
OFFSET SIZE 296 296
OFFSET FX_DEATHEFFECT 286 696
STAT AI_ENDING
STAT AI_FINALE
STAT AI_SIZE 2
STAT AI_FIRE_ON_ACTIVE
STAT DAMAGE_SPLASH 200
STAT INVISIBLE
STAT NOLIST
EFFECT DYING DEBRIS_METAL
EFFECT DYING EXPLOSION
EFFECT GIB DEBRIS_METAL
EFFECT GIB EXPLOSION
ENTITY_END
//=====================================================================
ENTITY_START bosse_grande_body
SPRITE DYNAMIC 0 NONE 0 0 boss/grande_body
SPRITE DYNAMIC 0 NONE -230 220 boss/grande_wing
SPRITE DYNAMIC 0 NONE 230 220 boss/grande_wing
SPRITEVAR 1 INVERTFACE
OFFSET FX_CONSTANT_FLOAT 150 10
STAT NOLIST
ENTITY_END
//=====================================================================
ENTITY_START bosse_blocka
OFFSET SIZE 80 0
OFFSET FX_CONSTANT_FLOAT 150 25
STAT AI_BOSS
STAT NOLIST
STAT TAKEDAMAGE_UNBREAKABLE
ENTITY_END
//=====================================================================
ENTITY_START bosse_blockb
OFFSET SIZE 60 600
OFFSET FX_CONSTANT_FLOAT 150 10
STAT AI_BOSS
STAT NOLIST
STAT TAKEDAMAGE_UNBREAKABLE
ENTITY_END
//=====================================================================
ENTITY_START bosse_grande_bspark
CLONE tempspark
OFFSET FX_CONSTANT_FLOAT 150 10
STAT NOLIST
ENTITY_END
//=====================================================================
ENTITY_START bosse_grande_spawner
DESCRIBE BOSS:_Bosse_grande_(spawner)
SPRITE STATIC 0 NONE 0 -3 world/generator
SPRITE STATIC 1 NONE 0 0 world/generator
SPRITE STATIC 1 NONE 0 0 world/generator
SPRITEVAR 1 FACE 0
SPRITEVAR 1 KEEPFRAME 2
SPRITEVAR 1 ROLL -80
SPRITEVAR 2 FACE 1
SPRITEVAR 2 KEEPFRAME 1
SPRITEVAR 2 ROLL 80
LIGHT 50 40 0 0 255
SOUND S_DIE world/explosion
THINK AI_AIM 1 AI_FIRE 0.3
OFFSET SIZE 24 0
OFFSET FX_CONSTANT_FLOAT 150 10
ITEM bosse_grande_bspark 0
MISSILE bot_3
STAT AI_BOSS
STAT AI_BURST 10
STAT AI_BURST_TIME 1500
STAT DAMAGE_SPLASH 100
STAT FX_DIM 0
STAT FX_TELEATTACK
STAT MISSILE_OFFSETRADIUS 1
STAT NOLIST
STAT S_HEALTH 10
STAT S_SCORE 400
STAT TAKEDAMAGE_SURFACE
EFFECT GIB DEBRIS_METAL
EFFECT GIB EXPLOSION
ENTITY_END
//=====================================================================
ENTITY_START bosse_rocket
SPRITE STATIC 0 NONE 0 0 weapons/rocket
SPRITE STATIC 0 NONE 0 0 bot/body3
SPRITEVAR 0 AIM
SPRITEVAR 1 AIM
LIGHT 30 100 100 100 255
SOUND S_DIE world/explosion
THINK AI_AIM 1.3 AI_BLOW 0.8
MOVETYPE FLY 2
OFFSET SIZE 24 0
STAT AI_LIST_ALIAS 5
STAT DAMAGE 15
STAT DAMAGE_SPLASH 90
STAT FX_SMOKE
STAT NOLIST
STAT TAKEDAMAGE_SURFACE
STAT TEMPMISSILE 10000
STAT S_HEALTH 1
EFFECT GIB EXPLOSION
ENTITY_END
//=====================================================================
ENTITY_START bosse_grande_turret
SPRITE STATIC 0 NONE 0 0 turret/base
SPRITE STATIC 0 ANIM_WEAPON 0 0 turret/gun1_open
SPRITE STATIC 0 NONE 0 0 turret/gun_mount_small
SPRITEVAR 1 AIM
SPRITEVAR 2 AIM
SOUND S_ATTACK events/weapon_laser
SOUND S_DIE events/break_metal
THINK AI_AIM 0.4 AI_FIRE 0.5
OFFSET SIZE 32 0
OFFSET WEAPON_OFFSET 36 0
OFFSET FX_CONSTANT_FLOAT 150 10
ITEM bosse_grande_bspark 0
MISSILE laser
STAT AI_BOSS
STAT AI_BURST 3
STAT AI_BURST_TIME 800
STAT AI_INVULACTIVE
STAT DAMAGE_SPLASH 100
STAT FRAG
STAT FX_MUZZLE 20
STAT NOLIST
STAT S_HEALTH 30
STAT S_SCORE 600
STAT TAKEDAMAGE_ELECTRIC
EFFECT GIB DEBRIS_METAL
EFFECT GIB EXPLOSION
ENTITY_END
//=====================================================================
ENTITY_START bosse_grande_turret_2
SPRITE STATIC 0 NONE 0 0 turret/base
SPRITE DYNAMIC 0 ANIM_WEAPON 0 0 turret/gun2_open
SPRITE DYNAMIC 0 NONE 0 0 turret/gun_mount_large
SPRITEVAR 1 AIM
SPRITEVAR 2 AIM
SOUND S_ATTACK events/weapon_rocket
SOUND S_DIE events/break_metal
THINK AI_AIM 0.3 AI_FIRE 0.5
OFFSET SIZE 32 0
OFFSET WEAPON_OFFSET 32 0
OFFSET FX_CONSTANT_FLOAT 150 10
ITEM bosse_grande_bspark 0 0
MISSILE bosse_rocket
STAT AI_BOSS
STAT AI_BURST 2
STAT AI_BURST_TIME 1200
STAT AI_INVULACTIVE
STAT DAMAGE_SPLASH 100
STAT FRAG
STAT FX_MUZZLE 35
STAT NOLIST
STAT S_HEALTH 30
STAT S_SCORE 800
STAT TAKEDAMAGE_ELECTRIC
EFFECT GIB DEBRIS_METAL
EFFECT GIB EXPLOSION
ENTITY_END
//=====================================================================
// HEAD
//=====================================================================
ENTITY_START bosse_grande_head
SPRITE DYNAMIC 0 NONE 0 0 boss/grande_head
OFFSET FX_CONSTANT_FLOAT 150 25
STAT NOLIST
ENTITY_END
//=====================================================================
ENTITY_START bosse_eyebeam_rubble
LIGHT 150 60 255 100 0
OFFSET SIZE 50 0
STAT AI_TEMP_ON_ACTIVE
STAT FX_PLASMA
STAT FX_EXPAND
STAT FX_FADE
STAT NOLIST
STAT TEMPMISSILE 500
ENTITY_END
//=====================================================================
ENTITY_START bosse_eyebeam
SPRITE STATIC 1 NONE 0 0 weapons/flame
SPRITEVAR 0 ROLL 120
SPRITEVAR 0 SCALE 180
LIGHT 80 60 255 100 0
THINK AI_MISSILE 3 AI_BLOW 0.5
SOUND S_ATTACK events/weapon_photon
SOUND S_DIE events/weapon_photon_hit
SOUND S_WAKE events/weapon_photon_charge
OFFSET SIZE 20 0
STAT DAMAGE 20
STAT DAMAGE_SPLASH 100
STAT FX_ELECTRIC_LIT
STAT FX_PLASMA
STAT CHARGE 500
STAT TEMPMISSILE 10000
EFFECT GIB EXPLOSION_PLASMA
GIB bosse_eyebeam_rubble 1
ENTITY_END
//=====================================================================
ENTITY_START bosse_eye_icon
SPRITE DYNAMIC 1 NONE 20 16 boss/grande_head
SPRITE DYNAMIC 0 NONE 20 16 boss/grande_head
SPRITE DYNAMIC 0 NONE 20 16 boss/grande_head
SPRITE DYNAMIC 0 NONE 18 16 boss/grande_head
SPRITE DYNAMIC 1 NONE 18 16 boss/grande_head
SPRITEVAR 0 KEEPFRAME 1
SPRITEVAR 0 SCALE 40
SPRITEVAR 1 KEEPFRAME 2
SPRITEVAR 1 ROLL 80
SPRITEVAR 1 SCALE 40
SPRITEVAR 2 KEEPFRAME 3
SPRITEVAR 2 SCALE 40
SPRITEVAR 3 KEEPFRAME 4
SPRITEVAR 3 SCALE 40
SPRITEVAR 4 KEEPFRAME 5
SPRITEVAR 4 SCALE 40
STAT NOLIST
ENTITY_END
//=====================================================================
ENTITY_START bosse_eye_rubble
SPRITE DYNAMIC 1 NONE 0 0 boss/grande_head
SPRITE DYNAMIC 0 NONE 0 0 boss/grande_head
SPRITEVAR 0 KEEPFRAME 1
SPRITEVAR 1 KEEPFRAME 2
SPRITEVAR 1 ROLL 120
SOUND S_DIE events/break_metal
SOUND S_IDLE events/turret_move
STAT TEMPMISSILE 1000
STAT DAMAGE_SPLASH 120
STAT NOLIST
ITEM mega_rubble 0
OFFSET SIZE 80 0
OFFSET FX_CONSTANT_FLOAT 150 25
EFFECT GIB DEBRIS_METAL
EFFECT GIB EXPLOSION
ENTITY_END
//=====================================================================
ENTITY_START bosse_eye
SPRITE DYNAMIC 1 NONE 0 0 boss/grande_head
SPRITE DYNAMIC 0 NONE 0 0 boss/grande_head
SPRITE DYNAMIC 0 NONE 0 -1 boss/grande_head
SPRITE DYNAMIC 0 NONE 0 -1 boss/grande_head
SPRITE DYNAMIC 1 NONE 0 -1 boss/grande_head
SPRITEVAR 0 KEEPFRAME 1
SPRITEVAR 1 KEEPFRAME 2
SPRITEVAR 1 ROLL 80
SPRITEVAR 2 KEEPFRAME 3
SPRITEVAR 3 AIM
SPRITEVAR 3 KEEPFRAME 4
SPRITEVAR 4 AIM
SPRITEVAR 4 KEEPFRAME 5
SOUND S_ATTACK events/weapon_photon
SOUND S_DIE world/explosion
SOUND S_WAKE events/weapon_bfg_charge
LIGHT 100 30 255 100 0
THINK AI_AIM 1 AI_FIRE 2
OFFSET SIZE 36 0
OFFSET FX_CONSTANT_FLOAT 150 25
OFFSET WEAPON_OFFSET 28 0
OFFSET WEAPON_MISSILE 28 0
MISSILE bosse_eyebeam
ITEM bosse_eye_rubble 0
ICON bosse_eye_icon
STAT AI_BOSS
STAT AI_TRIGGER_ON_DEATH 34
STAT CHARGE 500
STAT DAMAGE_SPLASH 100
STAT FX_DIM 0
STAT MISSILE_OFFSETRADIUS 36
STAT NOLIST
//STAT OBJECTIVE
STAT S_HEALTH 150
STAT TAKEDAMAGE_SURFACE
EFFECT GIB DEBRIS_METAL
EFFECT GIB DEBRIS_GLASS
EFFECT GIB EXPLOSION
ENTITY_END
//=====================================================================
// ARM CANNONS
//=====================================================================
ENTITY_START bosse_cannon0
SPRITE DYNAMIC 0 NONE 0 0 boss/grande_cannon
SPRITEVAR 0 AIM
SOUND S_ATTACK events/weapon_missile
THINK AI_AIM 0.4 AI_FIRE 0.5
OFFSET SIZE 32 0
OFFSET FX_CONSTANT_FLOAT 150 10
MISSILE x_space_burst_flame
STAT AI_BOSS
STAT AI_BURST 3
STAT AI_BURST_TIME 800
STAT AI_KEEPANGLE -90
STAT AI_KEEPACTIVE
STAT FX_WADDLE_AIM 20
STAT MISSILE_OFFSETRADIUS 314
STAT NOLIST
ENTITY_END
//=====================================================================
ENTITY_START bosse_cannon1
CLONE bosse_cannon0
STAT AI_KEEPACTIVE
STAT AI_KEEPANGLE -100
STAT FX_WADDLE_AIM 10
STAT NOLIST
ENTITY_END
//=====================================================================
// PEDRO with FULL ARSENAL
//=====================================================================
ENTITY_START boss_finalb_corpse
SPRITE DYNAMIC 0 NONE 0 2 boss/finale_extract0
SOUND S_PHYSICS events/boing
MOVETYPE WALK 1
OFFSET SIZE 16 0
STAT AI_INHERIT_FACE
STAT NOLIST
ENTITY_END
//=====================================================================
ENTITY_START boss_finalb_end_delay
STAT AI_ENDING
STAT NOLIST
STAT TEMPMISSILE 2000
ENTITY_END
//=====================================================================
ENTITY_START boss_finalb
DESCRIBE BOSS:_Pedro_with_full_arsenal
SPRITE STATIC 0 ANIM_WEAPON 11 16 player/gun2
SPRITE STATIC 0 NONE 0 -8 player/leg2
SPRITE STATIC 0 NONE -2 6 player/body
SPRITE STATIC 0 ANIM_WEAPON 11 16 player/gun3
SPRITE STATIC 0 ANIM_FACE 2 16 boss/head
SPRITE STATIC 0 NONE 0 -8 player/leg
SPRITE STATIC 0 ANIM_WEAPON 11 16 player/gun
SPRITEVAR 0 BOB -40
SPRITEVAR 1 BIAS -100
SPRITEVAR 2 BOB -25
SPRITEVAR 3 BOB -40
SPRITEVAR 4 BOB -25
SPRITEVAR 5 BIAS 100
SPRITEVAR 6 BOB -40
SOUND S_COUGH events/cough
SOUND S_DIE world/gore_1
SOUND S_RESPAWN events/respawn
SOUND S_SONG_DIE off
THINK AI_FOLLOW 0.7 AI_FIRE 0
MOVETYPE WALK 1
OFFSET SIZE 18 58
ICON boss_icon
ITEM mega_rubble 10
ITEM boss_finalb_corpse 0
ITEM boss_finalb_end_delay 0
STAT AI_BOSS
STAT AI_COPY_PLAYER_GUN
STAT AI_TRIGGER_DISABLE
STAT AI_TRIGGER_ON_DEATH 25
STAT FRAG
STAT FX_BREATHE
STAT FX_TRANSITION 1
STAT NOLIST
STAT S_AKIMBO 1
STAT S_EXTRALIFE 999
STAT S_HEALTH 150
STAT S_SCORE 25000
STAT S_WEAPON 2
STAT TAKEDAMAGE_BLEED
WEAPON_RESPONSE 0 2
WEAPON_RESPONSE 7 5
EFFECT GIB GORE_BLOOD
ENTITY_END

TAGAP_END