// Bishop ------------------------------------------------------------------- class StrifeBishop : Actor { Default { 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_SpawnProjectile("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, alert:true); 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 ----------------------------------------------------- class BishopMissile : Actor { Default { 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_SetRenderStyle(1, STYLE_Normal); SMIS A 5 Bright A_Explode(64, 64, alert:true); SMIS B 5 Bright; SMIS C 4 Bright; SMIS DEFG 2 Bright; Stop; } }