// Stalker ------------------------------------------------------------------ class Stalker : Actor { Default { Health 80; Painchance 40; Speed 16; Radius 31; Height 25; Monster; +NOGRAVITY +DROPOFF +NOBLOOD +SPAWNCEILING +INCOMBAT +NOVERTICALMELEERANGE MaxDropOffHeight 32; MinMissileChance 150; SeeSound "stalker/sight"; AttackSound "stalker/attack"; PainSound "stalker/pain"; DeathSound "stalker/death"; ActiveSound "stalker/active"; HitObituary "$OB_STALKER"; } States { Spawn: STLK A 1 A_StalkerLookInit; Loop; LookCeiling: STLK A 10 A_Look; Loop; LookFloor: STLK J 10 A_Look; Loop; See: STLK A 1 Slow A_StalkerChaseDecide; STLK ABB 3 Slow A_Chase; STLK C 3 Slow A_StalkerWalk; STLK C 3 Slow A_Chase; Loop; Melee: STLK J 3 Slow A_FaceTarget; STLK K 3 Slow A_StalkerAttack; SeeFloor: STLK J 3 A_StalkerWalk; STLK KK 3 A_Chase; STLK L 3 A_StalkerWalk; STLK L 3 A_Chase; Loop; Pain: STLK L 1 A_Pain; Goto See; Drop: STLK C 2 A_StalkerDrop; STLK IHGFED 3; Goto SeeFloor; Death: STLK O 4; STLK P 4 A_Scream; STLK QRST 4; STLK U 4 A_NoBlocking; STLK VW 4; STLK XYZ[ 4 Bright; Stop; } void A_StalkerChaseDecide () { if (!bNoGravity) { SetStateLabel("SeeFloor"); } else if (ceilingz > pos.z + height) { SetStateLabel("Drop"); } } void A_StalkerLookInit () { State st; if (bNoGravity) { st = FindState("LookCeiling"); } else { st = FindState("LookFloor"); } if (st != CurState.NextState) { SetState (st); } } void A_StalkerDrop () { bNoVerticalMeleeRange = false; bNoGravity = false; } void A_StalkerAttack () { if (bNoGravity) { SetStateLabel("Drop"); } else if (target != null) { A_FaceTarget (); if (CheckMeleeRange ()) { let targ = target; int damage = random[Stalker](1, 8) * 2; int newdam = targ.DamageMobj (self, self, damage, 'Melee'); targ.TraceBleed (newdam > 0 ? newdam : damage, self); } } } void A_StalkerWalk () { A_StartSound ("stalker/walk", CHAN_BODY); A_Chase (); } }