| Вы меня извините, но это весь его код. Ахтунговая тварь!
 
 ACTOR FDeathBringerThanatos 7066
 {
 Health 100
 Speed 12
 Radius 20
 Scale .6
 Height 56
 PainChance 5
 Mass 100
 REACTIONTIME 1
 MONSTER
 +BOSS
 +GHOST
 +NOICEDEATH
 +FIRERESIST
 +FULLVOLACTIVE
 +FULLVOLDEATH
 SeeSound "dbt/sight"
 PainSound "dbt/pain"
 DeathSound "dbt/death"
 ActiveSound "dbt/idle"
 MissileHeight 30
 DropItem Mana
 DropItem DarkMana 196
 DropItem HellHeavenHand
 Obituary "%o now is another slave to the DeathBringer."
 States
 {
 
 
 Spawn:
 DBTW A 0 A_UnSetFloat
 DBTW A 0 A_Gravity
 DBTW A 0 A_SetReflectiveInvulnerable
 DBTI A 10 A_Look
 Loop
 
 
 See:
 DBTW A 0 A_SetReflectiveInvulnerable
 DBTI AAAAAAAAAAAAAAAAAAAA 5 A_FaceTarget
 DBTW A 0 A_SetFloat
 DBTW A 0 A_NoGravity
 DBTW A 2 A_Chase
 DBTW A 0 A_CustomMissile("FDeathBringerThanatosGhostA", 0, 0, 0)
 DBTW A 2 A_Chase
 DBTW A 0 A_CustomMissile("FDeathBringerThanatosGhostA", 0, 0, 0)
 Goto See+23
 
 
 Missile:
 NULL A 0 A_Jump(196,55)
 DBTW A 5 A_PlaySound("dbt/wrathofgod")
 DBTW A 5 A_FaceTarget
 DBTW A 5 A_FaceTarget
 DBTW A 5 A_FaceTarget
 DBTW A 5 A_FaceTarget
 DBTW A 5 A_FaceTarget
 DBTW A 5 A_FaceTarget
 DBTW A 5 A_FaceTarget
 DBTW A 5 A_FaceTarget
 DBTW A 5 A_FaceTarget
 DBTW A 5 A_FaceTarget
 DBTW A 5 A_FaceTarget
 DBTW J 0 A_CustomMissile("ThanatosBack1",0,0,0)
 DBTA J 1 A_FaceTarget
 DBTW J 0 A_CustomMissile("ThanatosBack2",0,0,0)
 DBTA J 1 A_FaceTarget
 DBTW J 0 A_CustomMissile("ThanatosBack3",0,0,0)
 DBTA J 1 A_FaceTarget
 DBTW J 0 A_CustomMissile("ThanatosBack4",0,0,0)
 DBTA J 1 A_FaceTarget
 DBTW J 0 A_CustomMissile("ThanatosBack5",0,0,0)
 DBTA J 1 A_FaceTarget
 DBTW J 0 A_CustomMissile("ThanatosBack6",0,0,0)
 DBTA J 1 A_FaceTarget
 DBTW J 0 A_CustomMissile("ThanatosBack7",0,0,0)
 DBTA J 1 A_FaceTarget
 DBTW J 0 A_CustomMissile("ThanatosBackFull",0,0,0)
 DBTA J 4 A_FaceTarget
 DBTA K 10 A_FaceTarget
 DBTA L 10 Bright A_FaceTarget
 DBTW A 0 A_UnSetReflectiveInvulnerable
 NULL A 0 A_CustomMissile("GodsWrath2",0,0,0)
 NULL A 0 A_CustomMissile("GodsWrath2",0,0,20)
 NULL A 0 A_CustomMissile("GodsWrath2",0,0,40)
 NULL A 0 A_CustomMissile("GodsWrath2",0,0,60)
 NULL A 0 A_CustomMissile("GodsWrath2",0,0,80)
 NULL A 0 A_CustomMissile("GodsWrath2",0,0,100)
 NULL A 0 A_CustomMissile("GodsWrath2",0,0,120)
 NULL A 0 A_CustomMissile("GodsWrath2",0,0,140)
 NULL A 0 A_CustomMissile("GodsWrath2",0,0,160)
 NULL A 0 A_CustomMissile("GodsWrath2",0,0,180)
 NULL A 0 A_CustomMissile("GodsWrath2",0,0,-20)
 NULL A 0 A_CustomMissile("GodsWrath2",0,0,-40)
 NULL A 0 A_CustomMissile("GodsWrath2",0,0,-60)
 NULL A 0 A_CustomMissile("GodsWrath2",0,0,-80)
 NULL A 0 A_CustomMissile("GodsWrath2",0,0,-100)
 NULL A 0 A_CustomMissile("GodsWrath2",0,0,-120)
 NULL A 0 A_CustomMissile("GodsWrath2",0,0,-140)
 NULL A 0 A_CustomMissile("GodsWrath2",0,0,-160)
 DBTW M 1 Bright
 DBTA M 18 Bright A_SetReflectiveInvulnerable
 DBTA LKJ 6
 Goto See+23
 NULL A 0 A_Jump(204,64)
 DBTW A 5 A_PlaySound("dbt/raise")
 DBTW A 5 A_FaceTarget
 DBTW A 5 A_FaceTarget
 DBTW J 0 A_CustomMissile("DeathBack1",0,0,0)
 DBTA J 1 A_FaceTarget
 DBTW J 0 A_CustomMissile("DeathBack2",0,0,0)
 DBTA J 1 A_FaceTarget
 DBTW J 0 A_CustomMissile("DeathBack3",0,0,0)
 DBTA J 1 A_FaceTarget
 DBTW J 0 A_CustomMissile("DeathBack4",0,0,0)
 DBTA J 1 A_FaceTarget
 DBTW J 0 A_CustomMissile("DeathBack5",0,0,0)
 DBTA J 1 A_FaceTarget
 DBTW J 0 A_CustomMissile("DeathBack6",0,0,0)
 DBTA J 1 A_FaceTarget
 DBTW J 0 A_CustomMissile("DeathBack7",0,0,0)
 DBTA J 1 A_FaceTarget
 DBTW J 0 A_CustomMissile("DeathBackFull",0,0,0)
 DBTA J 4 A_FaceTarget
 DBTA K 10 A_FaceTarget
 DBTA L 10 Bright A_FaceTarget
 NULL A 0 A_CustomMissile("KirkResurrecter",0,0,0)
 NULL A 0 A_CustomMissile("KirkResurrecter",0,0,20)
 NULL A 0 A_CustomMissile("KirkResurrecter",0,0,40)
 NULL A 0 A_CustomMissile("KirkResurrecter",0,0,60)
 NULL A 0 A_CustomMissile("KirkResurrecter",0,0,80)
 NULL A 0 A_CustomMissile("KirkResurrecter",0,0,100)
 NULL A 0 A_CustomMissile("KirkResurrecter",0,0,120)
 NULL A 0 A_CustomMissile("KirkResurrecter",0,0,140)
 NULL A 0 A_CustomMissile("KirkResurrecter",0,0,160)
 NULL A 0 A_CustomMissile("KirkResurrecter",0,0,180)
 NULL A 0 A_CustomMissile("KirkResurrecter",0,0,-20)
 NULL A 0 A_CustomMissile("KirkResurrecter",0,0,-40)
 NULL A 0 A_CustomMissile("KirkResurrecter",0,0,-60)
 NULL A 0 A_CustomMissile("KirkResurrecter",0,0,-80)
 NULL A 0 A_CustomMissile("KirkResurrecter",0,0,-100)
 NULL A 0 A_CustomMissile("KirkResurrecter",0,0,-120)
 NULL A 0 A_CustomMissile("KirkResurrecter",0,0,-140)
 NULL A 0 A_CustomMissile("KirkResurrecter",0,0,-160)
 NULL A 0 A_CustomMissile("KirkResurrecter",0,0,10)
 NULL A 0 A_CustomMissile("KirkResurrecter",0,0,30)
 NULL A 0 A_CustomMissile("KirkResurrecter",0,0,50)
 NULL A 0 A_CustomMissile("KirkResurrecter",0,0,70)
 NULL A 0 A_CustomMissile("KirkResurrecter",0,0,90)
 NULL A 0 A_CustomMissile("KirkResurrecter",0,0,110)
 NULL A 0 A_CustomMissile("KirkResurrecter",0,0,130)
 NULL A 0 A_CustomMissile("KirkResurrecter",0,0,150)
 NULL A 0 A_CustomMissile("KirkResurrecter",0,0,170)
 NULL A 0 A_CustomMissile("KirkResurrecter",0,0,190)
 NULL A 0 A_CustomMissile("KirkResurrecter",0,0,-10)
 NULL A 0 A_CustomMissile("KirkResurrecter",0,0,-30)
 NULL A 0 A_CustomMissile("KirkResurrecter",0,0,-50)
 NULL A 0 A_CustomMissile("KirkResurrecter",0,0,-70)
 NULL A 0 A_CustomMissile("KirkResurrecter",0,0,-90)
 NULL A 0 A_CustomMissile("KirkResurrecter",0,0,-110)
 NULL A 0 A_CustomMissile("KirkResurrecter",0,0,-130)
 NULL A 0 A_CustomMissile("KirkResurrecter",0,0,-150)
 DBTW M 2 Bright
 DBTA M 18 Bright
 DBTA LKJ 6
 Goto See+23
 
 DBTW A 0 A_FaceTarget
 DBTW A 0 A_CustomMissile("GrievousBack1",0,0,0)
 DBTA A 1 A_FaceTarget
 DBTW A 0 A_CustomMissile("GrievousBack2",0,0,0)
 DBTA A 1 A_FaceTarget
 DBTW A 0 A_CustomMissile("GrievousBack3",0,0,0)
 DBTA A 1 A_FaceTarget
 DBTW A 0 A_CustomMissile("GrievousBack4",0,0,0)
 DBTA A 1 A_FaceTarget
 DBTW A 0 A_CustomMissile("GrievousBack5",0,0,0)
 DBTA A 1 A_FaceTarget
 DBTW A 0 A_CustomMissile("GrievousBack6",0,0,0)
 DBTA A 1 A_FaceTarget
 DBTW A 0 A_CustomMissile("GrievousBack7",0,0,0)
 DBTA B 1 A_FaceTarget
 DBTW A 0 A_CustomMissile("GrievousBackFull",0,0,0)
 DBTA BC 6 A_FaceTarget
 DBTA DE 6 Bright A_FaceTarget
 DBTA F 0 Bright A_CustomMissile("KirkBall",40,7,10)
 DBTA F 0 Bright A_CustomMissile("KirkBall2",40,7,0)
 DBTA F 7 Bright A_CustomMissile("KirkBall",40,7,-10)
 Goto See+23
 
 
 Pain:
 DBTW A 0 A_UnSetShootable
 DBTW A 2
 DBTW A 2 A_Pain
 Goto See+23
 
 
 Death:
 DBTA A 0 A_CustomMissile("BringerDeathJ1",0,0,0)
 DBTA J 2 A_Scream
 DBTA A 0 A_CustomMissile("BringerDeathJ2",0,0,0)
 DBTA J 2
 DBTA A 0 A_CustomMissile("BringerDeathJ3",0,0,0)
 DBTA J 2
 DBTA A 0 A_CustomMissile("BringerDeathJ4",0,0,0)
 DBTA J 2
 DBTA A 0 A_CustomMissile("BringerDeathJ5",0,0,0)
 DBTA J 2
 DBTA A 0 A_CustomMissile("BringerDeathJ6",0,0,0)
 DBTA J 2
 DBTA A 0 A_CustomMissile("BringerDeathK1",0,0,0)
 DBTA K 2 A_Fall
 DBTA A 0 A_CustomMissile("BringerDeathK2",0,0,0)
 DBTA K 2
 DBTA A 0 A_CustomMissile("BringerDeathK3",0,0,0)
 DBTA K 2
 DBTA A 0 A_CustomMissile("BringerDeathK4",0,0,0)
 DBTA K 2
 DBTA A 0 A_CustomMissile("BringerDeathK5",0,0,0)
 DBTA K 2
 DBTA A 0 A_CustomMissile("BringerDeathK6",0,0,0)
 DBTA K 2
 DBTA A 0 A_CustomMissile("BringerDeathL1",0,0,0)
 DBTA L 2
 DBTA A 0 A_CustomMissile("BringerDeathL1",0,0,0)
 DBTA L 2
 DBTA A 0 A_CustomMissile("BringerDeathL2",0,0,0)
 DBTA L 2
 DBTA A 0 A_CustomMissile("BringerDeathL3",0,0,0)
 DBTA L 2
 DBTA A 0 A_CustomMissile("BringerDeathL4",0,0,0)
 DBTA L 2
 DBTA A 0 A_CustomMissile("BringerDeathL5",0,0,0)
 DBTA L 2
 DBTA A 0 A_CustomMissile("BringerDeathL6",0,0,0)
 DBTA M 2
 DBTA A 0 A_CustomMissile("BringerDeathL7",0,0,0)
 DBTA M 2
 DBTA A 0 A_CustomMissile("BringerDeathL8",0,0,0)
 DBTA L 2
 DBTA A 0 A_CustomMissile("BringerDeathL9",0,0,0)
 DBTA L 2
 DBTA A 0 A_CustomMissile("BringerDeathL10",0,0,0)
 DBTA L 2
 DBTA A 0 A_CustomMissile("BringerDeathL11",0,0,0)
 DBTA L 2
 DBTA A 0 A_CustomMissile("BringerDeathL12",0,0,0)
 DBTA L 2
 DBTA A 0 A_CustomMissile("BringerDeathL12",0,0,0)
 DBTA L 2
 DBTA A 0 A_CustomMissile("BringerDeathL12",0,0,0)
 DBTA L 2
 DBTA A 0 A_CustomMissile("BringerDeathL12",0,0,0)
 Stop
 }
 }
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