// Mummy -------------------------------------------------------------------- class Mummy : Actor { Default { Health 80; Radius 22; Height 62; Mass 75; Speed 12; Painchance 128; Monster; +FLOORCLIP SeeSound "mummy/sight"; AttackSound "mummy/attack1"; PainSound "mummy/pain"; DeathSound "mummy/death"; ActiveSound "mummy/active"; HitObituary "$OB_MUMMY"; Tag "$FN_MUMMY"; DropItem "GoldWandAmmo", 84, 3; } States { Spawn: MUMM AB 10 A_Look; Loop; See: MUMM ABCD 4 A_Chase; Loop; Melee: MUMM E 6 A_FaceTarget; MUMM F 6 A_CustomMeleeAttack(random[MummyAttack](1,8)*2, "mummy/attack2", "mummy/attack"); MUMM G 6; Goto See; Pain: MUMM H 4; MUMM H 4 A_Pain; Goto See; Death: MUMM I 5; MUMM J 5 A_Scream; MUMM K 5 A_SpawnItemEx("MummySoul", 0,0,10, 0,0,1); MUMM L 5; MUMM M 5 A_NoBlocking; MUMM NO 5; MUMM P -1; Stop; } } // Mummy leader ------------------------------------------------------------- class MummyLeader : Mummy { Default { Species "MummyLeader"; Health 100; Painchance 64; Obituary "$OB_MUMMYLEADER"; Tag "$FN_MUMMYLEADER"; } States { Missile: MUMM X 5 A_FaceTarget; MUMM Y 5 Bright A_FaceTarget; MUMM X 5 A_FaceTarget; MUMM Y 5 Bright A_FaceTarget; MUMM X 5 A_FaceTarget; MUMM Y 5 Bright A_CustomComboAttack("MummyFX1", 32, random[MummyAttack2](1,8)*2, "mummy/attack2"); Goto See; } } // Mummy ghost -------------------------------------------------------------- class MummyGhost : Mummy { Default { +SHADOW +GHOST RenderStyle "Translucent"; Alpha 0.4; } } // Mummy leader ghost ------------------------------------------------------- class MummyLeaderGhost : MummyLeader { Default { Species "MummyLeaderGhost"; +SHADOW +GHOST RenderStyle "Translucent"; Alpha 0.4; } } // Mummy soul --------------------------------------------------------------- class MummySoul : Actor { Default { +NOBLOCKMAP +NOGRAVITY } States { Spawn: MUMM QRS 5; MUMM TUVW 9; Stop; } } // Mummy FX 1 (flying head) ------------------------------------------------- class MummyFX1 : Actor { Default { Radius 8; Height 14; Speed 9; FastSpeed 18; Damage 4; RenderStyle "Add"; Projectile; -ACTIVATEPCROSS -ACTIVATEIMPACT +SEEKERMISSILE +ZDOOMTRANS } States { Spawn: FX15 A 5 Bright A_StartSound("mummy/head"); FX15 B 5 Bright A_SeekerMissile(10,20); FX15 C 5 Bright; FX15 B 5 Bright A_SeekerMissile(10,20); Loop; Death: FX15 DEFG 5 Bright; Stop; } }