// Inquisitor --------------------------------------------------------------- ACTOR Inquisitor 16 { Game Strife ConversationID 93,-1,-1 Health 1000 Speed 12 Radius 40 Height 110 Mass 0x7fffffff Monster +DROPOFF +NOBLOOD +BOSS +FLOORCLIP +DONTMORPH +NORADIUSDMG MaxDropOffHeight 32 MinMissileChance 150 SeeSound "inquisitor/sight" DeathSound "inquisitor/death" ActiveSound "inquisitor/active" Obituary "$OB_INQUISITOR" action native A_InquisitorWalk (); action native A_InquisitorDecide (); action native A_InquisitorAttack (); action native A_InquisitorJump (); action native A_InquisitorCheckLand (); action native A_TossArm (); action native A_ReaverRanged (); states { Spawn: ROB3 AB 10 A_Look Loop See: ROB3 B 3 A_InquisitorWalk ROB3 B 3 A_Chase ROB3 CCDD 4 A_Chase ROB3 E 3 A_InquisitorWalk ROB3 E 3 A_InquisitorDecide Loop Missile: ROB3 A 2 A_InquisitorDecide ROB3 F 6 A_FaceTarget ROB3 G 8 Bright A_ReaverRanged ROB3 G 8 A_ReaverRanged Goto See Grenade: ROB3 K 12 A_FaceTarget ROB3 J 6 Bright A_InquisitorAttack ROB3 K 12 Goto See Jump: ROB3 H 8 Bright A_InquisitorJump ROB3 I 4 Bright A_InquisitorCheckLand ROB3 H 4 Bright A_InquisitorCheckLand Goto Jump+1 Death: ROB3 L 0 A_StopSoundEx("Item") ROB3 L 4 A_TossGib ROB3 M 4 A_Scream ROB3 N 4 A_TossGib ROB3 O 4 Bright A_Explode(128,128,1,1) ROB3 P 4 Bright A_TossGib ROB3 Q 4 Bright A_NoBlocking ROB3 RSTUV 4 A_TossGib ROB3 W 4 Bright A_Explode(128,128,1,1) ROB3 XY 4 Bright A_TossGib ROB3 Z 4 A_TossGib ROB3 "[" 4 A_TossGib ROB3 "\" 3 A_TossGib ROB3 "]" 3 Bright A_Explode(128,128,1,1) RBB3 A 3 Bright A_TossArm RBB3 B 3 Bright A_TossGib RBB3 CD 3 A_TossGib RBB3 E -1 Stop } } // Inquisitor Shot ---------------------------------------------------------- ACTOR InquisitorShot { ConversationID 108,-1,-1 ReactionTime 15 Speed 25 Radius 13 Height 13 Mass 15 Projectile -ACTIVATEIMPACT -ACTIVATEPCROSS -NOGRAVITY +STRIFEDAMAGE MaxStepHeight 4 SeeSound "inquisitor/attack" DeathSound "inquisitor/atkexplode" States { Spawn: UBAM AB 3 A_Countdown Loop Death: BNG2 A 0 Bright A_SetTranslucent(1,1) BNG2 A 4 Bright A_Explode(192, 192, 1, 1) BNG2 B 4 Bright BNG2 C 4 Bright BNG2 D 4 Bright BNG2 E 4 Bright BNG2 F 4 Bright BNG2 G 4 Bright BNG2 H 4 Bright BNG2 I 4 Bright Stop } } // The Dead Inquisitor's Detached Arm --------------------------------------- ACTOR InquisitorArm { ConversationID 94 Speed 25 +NOBLOCKMAP +NOCLIP +NOBLOOD States { Spawn: RBB3 FG 5 Bright RBB3 H -1 Stop } }