NO ONE WILL UNDERSTAND THIS JOKE.
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@ -430,8 +430,8 @@ FN_MBOSS_FUN = "Magic Boi";
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FN_CBOSS_FUN = "Holy Boi";
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FN_HERESIARCH_FUN = "Oh Lawd He Comin'";
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// Additional tags
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FN_BOSSBRAIN = "Marisa Kirisame";
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FN_BOSSBRAIN_FUN = "YOU WERE EXPECTING JOHN ROMERO BUT IT WAS ME, MARISA!";
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FN_BOSSBRAIN = "Boss Brain";
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FN_BOSSBRAIN_FUN = "Very Wrappy Oatmeal";
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FN_KEEN = "Commander Keen";
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FN_KEEN_FUN = "Ruined by Bethesda";
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FN_VOODOO = "Voodoo doll of %s";
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@ -342,7 +342,8 @@ FN_MBOSS_FUN = "Tío Mágico";
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FN_CBOSS_FUN = "Tío Santurrón";
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FN_HERESIARCH_FUN = "Hostia Puta";
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// Additional tags
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FN_BOSSBRAIN_FUN = "¡ESPERABAS A JOHN ROMERO PERO ERA YO, MARISA!";
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FN_BOSSBRAIN = "Cerebro de Jefe";
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FN_BOSSBRAIN_FUN = "Avenas Las Buenas";
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FN_KEEN_FUN = "Arruinado por Bethesda";
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FN_VOODOO = "Muñeco Vudú de %s";
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FN_VOODOO_NP = "Muñeco Vudú";
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@ -1,3 +1,3 @@
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[default]
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r351 \cu(Sat 20 Aug 19:08:11 CEST 2022)\c-";
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SWWM_SHORTVER="\cw1.3pre r351 \cu(2022-08-20 19:08:11)\c-";
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r352 \cu(Sat 20 Aug 19:51:47 CEST 2022)\c-";
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SWWM_SHORTVER="\cw1.3pre r352 \cu(2022-08-20 19:51:47)\c-";
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@ -8,3 +8,4 @@ HotMetal6 = "0:255=%[0.2,0.12,0.1]:[0.5,0.4,0.28]"
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HotMetal7 = "0:255=%[0.0,0.0,0.0]:[0.25,0.25,0.25]"
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Rubble = "0:255=%[0.0,0.0,0.0]:[0.2,0.2,0.2]"
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StoneSpike = "0:255=%[0.20,0.10,0.05]:[0.70,0.50,0.35]"
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DeadOats = "0:255=#[255,0,0]"
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@ -206,7 +206,6 @@ Class SWWMBossBrainPain : Actor
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Default
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{
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RenderStyle "Add";
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Scale .8;
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Radius .1;
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Height 0.;
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}
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@ -286,10 +285,10 @@ Class SWWMBossBrain : BossBrain
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Default
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{
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Tag "$FN_BOSSBRAIN";
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Scale .8;
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Radius 16;
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Height 32;
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+NOBLOOD;
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+CASTSPRITESHADOW;
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}
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States
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{
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@ -306,8 +305,9 @@ Class SWWMBossBrain : BossBrain
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}
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Goto Spawn;
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Death:
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MBRN A 120
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MBRN A 20
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{
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A_SetTranslation('DeadOats');
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A_StartSound("brain/death",CHAN_VOICE,attenuation:ATTN_NONE);
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A_QuakeEx(9,9,9,120,0,65535,"",QF_RELATIVE|QF_SCALEDOWN,falloff:65535,rollIntensity:1.);
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if ( !eyeless )
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@ -317,7 +317,14 @@ Class SWWMBossBrain : BossBrain
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}
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Spawn("SWWMBossBrainPain",pos);
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}
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MBRN A -1 A_BrainDie();
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MBRN A 1
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{
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A_FadeOut(.025,FTF_CLAMP);
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return A_JumpIf(alpha<=0,1);
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}
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Wait;
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MBRN A 80;
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MBRN A 1 A_BrainDie();
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Stop;
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}
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}
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