// Base class for the rebels ------------------------------------------------ class Rebel : StrifeHumanoid { Default { Health 60; Painchance 250; Speed 8; Radius 20; Height 56; Monster; +FRIENDLY -COUNTKILL +NOSPLASHALERT MinMissileChance 150; Tag "$TAG_REBEL"; SeeSound "rebel/sight"; PainSound "rebel/pain"; DeathSound "rebel/death"; ActiveSound "rebel/active"; Obituary "$OB_REBEL"; } States { Spawn: HMN1 P 5 A_Look2; Loop; HMN1 Q 8; Loop; HMN1 R 8; Loop; HMN1 ABCDABCD 6 A_Wander; Loop; See: HMN1 AABBCCDD 3 A_Chase; Loop; Missile: HMN1 E 10 A_FaceTarget; HMN1 F 10 BRIGHT A_ShootGun; HMN1 E 10 A_ShootGun; Goto See; Pain: HMN1 O 3; HMN1 O 3 A_Pain; Goto See; Death: HMN1 G 5; HMN1 H 5 A_Scream; HMN1 I 3 A_NoBlocking; HMN1 J 4; HMN1 KLM 3; HMN1 N -1; Stop; XDeath: RGIB A 4 A_TossGib; RGIB B 4 A_XScream; RGIB C 3 A_NoBlocking; RGIB DEF 3 A_TossGib; RGIB G 3; RGIB H 1400; Stop; } } // Rebel 1 ------------------------------------------------------------------ class Rebel1 : Rebel { Default { DropItem "ClipOfBullets"; } } // Rebel 2 ------------------------------------------------------------------ class Rebel2 : Rebel { } // Rebel 3 ------------------------------------------------------------------ class Rebel3 : Rebel { } // Rebel 4 ------------------------------------------------------------------ class Rebel4 : Rebel { } // Rebel 5 ------------------------------------------------------------------ class Rebel5 : Rebel { } // Rebel 6 ------------------------------------------------------------------ class Rebel6 : Rebel { } // Teleporter Beacon -------------------------------------------------------- class TeleporterBeacon : Inventory native { Default { Health 5; Radius 16; Height 16; Inventory.MaxAmount 3; +DROPPED +INVENTORY.INVBAR Inventory.Icon "I_BEAC"; Tag "$TAG_TELEPORTERBEACON"; Inventory.PickupMessage "$TXT_BEACON"; } action native void A_Beacon (); States { Spawn: BEAC A -1; Stop; Drop: BEAC A 30; BEAC A 160 A_Beacon; Wait; Death: BEAC A 1 A_FadeOut(0.015); Loop; } }