
// 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";
	}

	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;
	}
}

