class Reaver : Actor { Default { Health 150; Painchance 128; Speed 12; Radius 20; Height 60; Monster; +NOBLOOD +INCOMBAT MinMissileChance 150; MaxDropoffHeight 32; Mass 500; SeeSound "reaver/sight"; PainSound "reaver/pain"; DeathSound "reaver/death"; ActiveSound "reaver/active"; HitObituary "$OB_REAVERHIT"; Obituary "$OB_REAVER"; } action native void A_ReaverRanged (); States { Spawn: ROB1 A 10 A_Look; Loop; See: ROB1 BBCCDDEE 3 A_Chase; Loop; Melee: ROB1 H 6 Slow A_FaceTarget; ROB1 I 8 Slow A_CustomMeleeAttack(random[ReaverMelee](1,8)*3, "reaver/blade"); ROB1 H 6 Slow; Goto See; Missile: ROB1 F 8 Slow A_FaceTarget; ROB1 G 11 Slow BRIGHT A_ReaverRanged; Goto See; Pain: ROB1 A 2 Slow; ROB1 A 2 A_Pain; Goto See; Death: ROB1 J 6; ROB1 K 6 A_Scream; ROB1 L 5; ROB1 M 5 A_NoBlocking; ROB1 NOP 5; ROB1 Q 6 A_Explode(32,32,1,1); ROB1 R -1; Stop; XDeath: ROB1 L 5 A_TossGib; ROB1 M 5 A_Scream; ROB1 N 5 A_TossGib; ROB1 O 5 A_NoBlocking; ROB1 P 5 A_TossGib; Goto Death+7; } }