// Base class for the acolytes ---------------------------------------------- ACTOR Acolyte : StrifeHumanoid { Health 70 PainChance 150 Speed 7 Radius 24 Height 64 Mass 400 Monster +SEESDAGGERS +NOSPLASHALERT +FLOORCLIP +NEVERRESPAWN MinMissileChance 150 Tag "$TAG_ACOLYTE" SeeSound "acolyte/sight" PainSound "acolyte/pain" AttackSound "acolyte/rifle" DeathSound "acolyte/death" ActiveSound "acolyte/active" Obituary "$OB_ACOLYTE" action native A_BeShadowyFoe (); action native A_AcolyteBits (); action native A_AcolyteDie (); States { Spawn: AGRD A 5 A_Look2 Wait AGRD B 8 A_ClearShadow Loop AGRD D 8 Loop AGRD ABCDABCD 5 A_Wander Loop See: AGRD A 6 Fast Slow A_AcolyteBits AGRD BCD 6 Fast Slow A_Chase Loop Missile: AGRD E 8 Fast Slow A_FaceTarget AGRD FE 4 Fast Slow A_ShootGun AGRD F 6 Fast Slow A_ShootGun Goto See Pain: AGRD O 8 Fast Slow A_Pain Goto See Death: AGRD G 4 AGRD H 4 A_Scream AGRD I 4 AGRD J 3 AGRD K 3 A_NoBlocking AGRD L 3 AGRD M 3 A_AcolyteDie AGRD N -1 Stop XDeath: GIBS A 5 A_NoBlocking GIBS BC 5 A_TossGib GIBS D 4 A_TossGib GIBS E 4 A_XScream GIBS F 4 A_TossGib GIBS GH 4 GIBS I 5 GIBS J 5 A_AcolyteDie GIBS K 5 GIBS L 1400 Stop } } // Acolyte 1 ---------------------------------------------------------------- ACTOR AcolyteTan : Acolyte { ConversationID 53, 52, 53 +MISSILEMORE +MISSILEEVENMORE DropItem "ClipOfBullets" } // Acolyte 2 ---------------------------------------------------------------- ACTOR AcolyteRed : Acolyte { ConversationID 54, 53, 54 +MISSILEMORE +MISSILEEVENMORE Translation 0 } // Acolyte 3 ---------------------------------------------------------------- ACTOR AcolyteRust : Acolyte { ConversationID 55, 54, 55 +MISSILEMORE +MISSILEEVENMORE Translation 1 } // Acolyte 4 ---------------------------------------------------------------- ACTOR AcolyteGray : Acolyte { ConversationID 56, 55, 56 +MISSILEMORE +MISSILEEVENMORE Translation 2 } // Acolyte 5 ---------------------------------------------------------------- ACTOR AcolyteDGreen : Acolyte { ConversationID 57, 56, 57 +MISSILEMORE +MISSILEEVENMORE Translation 3 } // Acolyte 6 ---------------------------------------------------------------- ACTOR AcolyteGold : Acolyte { ConversationID 58, 57, 58 +MISSILEMORE +MISSILEEVENMORE Translation 4 } // Acolyte 7 ---------------------------------------------------------------- ACTOR AcolyteLGreen : Acolyte { Health 60 ConversationID 59, -1, -1 Translation 5 } // Acolyte 8 ---------------------------------------------------------------- ACTOR AcolyteBlue : Acolyte { Health 60 ConversationID 60, -1, -1 Translation 6 } // Shadow Acolyte ----------------------------------------------------------- ACTOR AcolyteShadow : Acolyte { ConversationID 61, 58, 59 +MISSILEMORE DropItem "ClipOfBullets" States { See: AGRD A 6 A_BeShadowyFoe Goto Super::See+1 Pain: AGRD O 0 Fast Slow A_SetShadow AGRD O 8 Fast Slow A_Pain Goto See } } // Some guy turning into an acolyte ----------------------------------------- ACTOR AcolyteToBe : Acolyte { ConversationID 29, -1, -1 Health 61 Radius 20 Height 56 DeathSound "becoming/death" -COUNTKILL -ISMONSTER action native A_HideDecepticon (); States { Spawn: ARMR A -1 Stop Pain: ARMR A -1 A_HideDecepticon Stop Death: Goto XDeath } }