//=========================================================================== // // Cyberdemon // //=========================================================================== class Cyberdemon : Actor { Default { Health 4000; Radius 40; Height 110; Mass 1000; Speed 16; PainChance 20; Monster; MinMissileChance 160; +BOSS +MISSILEMORE +FLOORCLIP +NORADIUSDMG +DONTMORPH +BOSSDEATH +E2M8BOSS +E4M6BOSS SeeSound "cyber/sight"; PainSound "cyber/pain"; DeathSound "cyber/death"; ActiveSound "cyber/active"; Obituary "$OB_CYBORG"; Tag "$FN_CYBER"; } States { Spawn: CYBR AB 10 A_Look; Loop; See: CYBR A 3 A_Hoof; CYBR ABBCC 3 A_Chase; CYBR D 3 A_Metal; CYBR D 3 A_Chase; Loop; Missile: CYBR E 6 A_FaceTarget; CYBR F 12 A_CyberAttack; CYBR E 12 A_FaceTarget; CYBR F 12 A_CyberAttack; CYBR E 12 A_FaceTarget; CYBR F 12 A_CyberAttack; Goto See; Pain: CYBR G 10 A_Pain; Goto See; Death: CYBR H 10; CYBR I 10 A_Scream; CYBR JKL 10; CYBR M 10 A_NoBlocking; CYBR NO 10; CYBR P 30; CYBR P -1 A_BossDeath; Stop; } } //=========================================================================== // // Code (must be attached to Actor) // //=========================================================================== extend class Actor { void A_CyberAttack() { if (target) { A_FaceTarget(); SpawnMissile (target, "Rocket"); } } void A_Hoof() { A_StartSound("cyber/hoof", CHAN_BODY, CHANF_DEFAULT, 1, ATTN_IDLE); A_Chase(); } }