// Bishop ------------------------------------------------------------------- ACTOR StrifeBishop { ConversationID 64,-1,-1 Health 500 Painchance 128 Speed 8 Radius 40 Height 56 Mass 500 Monster +NOBLOOD +NOTDMATCH +FLOORCLIP +INCOMBAT +NOICEDEATH +NEVERRESPAWN DamageFactor "Fire", 0.5 MinMissileChance 150 MaxDropoffHeight 32 SeeSound "bishop/sight" PainSound "bishop/pain" DeathSound "bishop/death" ActiveSound "bishop/active" DropItem "CrateOfMissiles", 256, 20 Obituary "$OB_STFBISHOP" States { Spawn: MLDR A 10 A_Look Loop See: MLDR AABBCCDD 3 A_Chase Loop Missile: MLDR E 3 A_FaceTarget MLDR F 2 Bright A_CustomMissile("BishopMissile", 64, 0, 0, CMF_AIMOFFSET) Goto See Pain: MLDR D 1 A_Pain Goto See Death: MLDR G 3 Bright MLDR H 5 Bright A_Scream MLDR I 4 Bright A_TossGib MLDR J 4 Bright A_Explode(64,64,1,1) MLDR KL 3 Bright MLDR M 4 Bright A_NoBlocking MLDR N 4 Bright MLDR O 4 Bright A_TossGib MLDR P 4 Bright MLDR Q 4 Bright A_TossGib MLDR R 4 Bright MLDR S 4 Bright A_TossGib MLDR T 4 Bright MLDR U 4 Bright A_TossGib MLDR V 4 Bright A_SpawnItemEx("AlienSpectre2", 0, 0, 0, 0, 0, random[spectrespawn](0,255)*0.0078125, 0, SXF_NOCHECKPOSITION) Stop } } // The Bishop's missile ----------------------------------------------------- ACTOR BishopMissile { Speed 20 Radius 10 Height 14 Damage 10 Projectile +SEEKERMISSILE +STRIFEDAMAGE MaxStepHeight 4 SeeSound "bishop/misl" DeathSound "bishop/mislx" States { Spawn: MISS A 4 Bright A_RocketInFlight MISS B 3 Bright A_Tracer2 Loop Death: SMIS A 0 Bright A_SetTranslucent(1,1) SMIS A 0 Bright // State left for savegame compatibility SMIS A 5 Bright A_Explode(64,64,1,1) SMIS B 5 Bright SMIS C 4 Bright SMIS DEFG 2 Bright Stop } }