// Wizard -------------------------------------------------------- class Wizard : Actor { Default { Health 180; Radius 16; Height 68; Mass 100; Speed 12; Painchance 64; Monster; +FLOAT +NOGRAVITY +DONTOVERLAP SeeSound "wizard/sight"; AttackSound "wizard/attack"; PainSound "wizard/pain"; DeathSound "wizard/death"; ActiveSound "wizard/active"; Obituary "$OB_WIZARD"; HitObituary "$OB_WIZARDHIT"; DropItem "BlasterAmmo", 84, 10; DropItem "ArtiTomeOfPower", 4, 0; } action native void A_GhostOff (); action native void A_WizAtk1 (); action native void A_WizAtk2 (); action native void A_WizAtk3 (); States { Spawn: WZRD AB 10 A_Look; Loop; See: WZRD A 3 A_Chase; WZRD A 4 A_Chase; WZRD A 3 A_Chase; WZRD A 4 A_Chase; WZRD B 3 A_Chase; WZRD B 4 A_Chase; WZRD B 3 A_Chase; WZRD B 4 A_Chase; Loop; Missile: WZRD C 4 A_WizAtk1; WZRD C 4 A_WizAtk2; WZRD C 4 A_WizAtk1; WZRD C 4 A_WizAtk2; WZRD C 4 A_WizAtk1; WZRD C 4 A_WizAtk2; WZRD C 4 A_WizAtk1; WZRD C 4 A_WizAtk2; WZRD D 12 A_WizAtk3; Goto See; Pain: WZRD E 3 A_GhostOff; WZRD E 3 A_Pain; Goto See; Death: WZRD F 6 A_GhostOff; WZRD G 6 A_Scream; WZRD HI 6; WZRD J 6 A_NoBlocking; WZRD KL 6; WZRD M -1 A_SetFloorClip; Stop; } } // Projectile -------------------------------------------------------- class WizardFX1 : Actor { Default { Radius 10; Height 6; Speed 18; FastSpeed 24; Damage 3; Projectile; -ACTIVATEIMPACT -ACTIVATEPCROSS RenderStyle "Add"; } States { Spawn: FX11 AB 6 BRIGHT; Loop; Death: FX11 CDEFG 5 BRIGHT; Stop; } }