// Bishop ------------------------------------------------------------------- class Bishop : Actor { Default { Health 130; Radius 22; Height 65; Speed 10; PainChance 110; Monster; +FLOAT +NOGRAVITY +NOBLOOD +TELESTOMP +DONTOVERLAP +NOTARGETSWITCH SeeSound "BishopSight"; AttackSound "BishopAttack"; PainSound "BishopPain"; DeathSound "BishopDeath"; ActiveSound "BishopActiveSounds"; Obituary"$OB_BISHOP"; } action native void A_BishopChase(); action native void A_BishopDecide(); action native void A_BishopDoBlur(); action native void A_BishopSpawnBlur(); action native void A_BishopPainBlur(); action native void A_BishopAttack(); action native void A_BishopAttack2(); States { Spawn: BISH A 10 A_Look; Loop; See: BISH A 2 A_Chase; BISH A 2 A_BishopChase; BISH A 2; BISH B 2 A_BishopChase; BISH B 2 A_Chase; BISH B 2 A_BishopChase; BISH A 1 A_BishopDecide; Loop; Blur: BISH A 2 A_BishopDoBlur; BISH A 4 A_BishopSpawnBlur; Wait; Pain: BISH C 6 A_Pain; BISH CCC 6 A_BishopPainBlur; BISH C 0; Goto See; Missile: BISH A 3 A_FaceTarget; BISH DE 3 A_FaceTarget; BISH F 3 A_BishopAttack; BISH F 5 A_BishopAttack2; Wait; Death: BISH G 6; BISH H 6 Bright A_Scream; BISH I 5 Bright A_NoBlocking; BISH J 5 BRIGHT A_Explode(random[BishopBoom](25,40)); BISH K 5 Bright; BISH LM 4 Bright; BISH N 4 A_SpawnItemEx("BishopPuff", 0,0,40, 0,0,0.5); BISH O 4 A_QueueCorpse; BISH P -1; Stop; Ice: BISH X 5 A_FreezeDeath; BISH X 1 A_FreezeDeathChunks; Wait; } } // Bishop puff -------------------------------------------------------------- class BishopPuff : Actor { Default { +NOBLOCKMAP +NOGRAVITY RenderStyle "Translucent"; Alpha 0.6; } States { Spawn: BISH QRST 5; BISH UV 6; BISH W 5; Stop; } } // Bishop pain blur --------------------------------------------------------- class BishopPainBlur : Actor { Default { +NOBLOCKMAP +NOGRAVITY RenderStyle "Translucent"; Alpha 0.6; } States { Spawn: BISH C 8; Stop; } } // Bishop FX ---------------------------------------------------------------- class BishopFX : Actor { Default { Radius 10; Height 6; Speed 10; Damage 1; Projectile; +SEEKERMISSILE -ACTIVATEIMPACT -ACTIVATEPCROSS +STRIFEDAMAGE RenderStyle "Add"; DeathSound "BishopMissileExplode"; } States { Spawn: BPFX ABAB 1 Bright A_BishopMissileWeave; BPFX B 0 Bright A_SeekerMissile(2,3); Loop; Death: BPFX CDEF 4 Bright; BPFX GH 3 Bright; Stop; } } // Bishop blur -------------------------------------------------------------- class BishopBlur : Actor { Default { +NOBLOCKMAP +NOGRAVITY RenderStyle "Translucent"; Alpha 0.6; } States { Spawn: BISH A 16; BISH A 8 A_SetTranslucent(0.4); Stop; } }