// Sentinel ----------------------------------------------------------------- class Sentinel : Actor { Default { Health 100; Painchance 255; Speed 7; Radius 23; Height 53; Mass 300; Monster; +SPAWNCEILING +NOGRAVITY +DROPOFF +NOBLOOD +NOBLOCKMONST +INCOMBAT +MISSILEMORE +LOOKALLAROUND +NEVERRESPAWN MinMissileChance 150; SeeSound "sentinel/sight"; DeathSound "sentinel/death"; ActiveSound "sentinel/active"; Obituary "$OB_SENTINEL"; } action native void A_SentinelAttack (); States { Spawn: SEWR A 10 A_Look; Loop; See: SEWR A 6 A_SentinelBob; SEWR A 6 A_Chase; Loop; Missile: SEWR B 4 A_FaceTarget; SEWR C 8 Bright A_SentinelAttack; SEWR C 4 Bright A_SentinelRefire; Goto Missile+1; Pain: SEWR D 5 A_Pain; Goto Missile+2; Death: SEWR D 7 A_Fall; SEWR E 8 Bright A_TossGib; SEWR F 5 Bright A_Scream; SEWR GH 4 Bright A_TossGib; SEWR I 4; SEWR J 5; Stop; } } // Sentinel FX 1 ------------------------------------------------------------ class SentinelFX1 : Actor { Default { Speed 40; Radius 10; Height 8; Damage 0; DamageType "Disintegrate"; Projectile; +STRIFEDAMAGE MaxStepHeight 4; RenderStyle "Add"; } States { Spawn: SHT1 AB 4; Loop; Death: POW1 J 4; Stop; } } // Sentinel FX 2 ------------------------------------------------------------ class SentinelFX2 : SentinelFX1 { Default { SeeSound "sentinel/plasma"; Damage 1; } States { Death: POW1 FGHI 4; Goto Super::Death; } }