//=========================================================================== // // Arch Vile // //=========================================================================== class Archvile : Actor { Default { Health 700; Radius 20; Height 56; Mass 500; Speed 15; PainChance 10; Monster; MaxTargetRange 896; +QUICKTORETALIATE +FLOORCLIP +NOTARGET SeeSound "vile/sight"; PainSound "vile/pain"; DeathSound "vile/death"; ActiveSound "vile/active"; MeleeSound "vile/stop"; Obituary "$OB_VILE"; } States { Spawn: VILE AB 10 A_Look; Loop; See: VILE AABBCCDDEEFF 2 A_VileChase; Loop; Missile: VILE G 0 BRIGHT A_VileStart; VILE G 10 BRIGHT A_FaceTarget; VILE H 8 BRIGHT A_VileTarget; VILE IJKLMN 8 BRIGHT A_FaceTarget; VILE O 8 BRIGHT A_VileAttack; VILE P 20 BRIGHT; Goto See; Heal: VILE [\] 10 BRIGHT; Goto See; Pain: VILE Q 5; VILE Q 5 A_Pain; Goto See; Death: VILE Q 7; VILE R 7 A_Scream; VILE S 7 A_NoBlocking; VILE TUVWXY 7; VILE Z -1; Stop; } } //=========================================================================== // // Arch Vile Fire // //=========================================================================== class ArchvileFire : Actor { Default { +NOBLOCKMAP +NOGRAVITY RenderStyle "Add"; Alpha 1; } States { Spawn: FIRE A 2 BRIGHT A_StartFire; FIRE BAB 2 BRIGHT A_Fire; FIRE C 2 BRIGHT A_FireCrackle; FIRE BCBCDCDCDEDED 2 BRIGHT A_Fire; FIRE E 2 BRIGHT A_FireCrackle; FIRE FEFEFGHGHGH 2 BRIGHT A_Fire; Stop; } }