// Inquisitor --------------------------------------------------------------- class Inquisitor : Actor { Default { Health 1000; Speed 12; Radius 40; Height 110; Mass 0x7fffffff; Monster; +DROPOFF +NOBLOOD +BOSS +FLOORCLIP +DONTMORPH +NORADIUSDMG MaxDropOffHeight 32; MinMissileChance 150; SeeSound "inquisitor/sight"; DeathSound "inquisitor/death"; ActiveSound "inquisitor/active"; Obituary "$OB_INQUISITOR"; } native void A_InquisitorWalk (); native void A_InquisitorDecide (); native void A_InquisitorAttack (); native void A_InquisitorJump (); native void A_InquisitorCheckLand (); native void A_TossArm (); native void A_ReaverRanged (); States { Spawn: ROB3 AB 10 A_Look; Loop; See: ROB3 B 3 A_InquisitorWalk; ROB3 B 3 A_Chase; ROB3 CCDD 4 A_Chase; ROB3 E 3 A_InquisitorWalk; ROB3 E 3 A_InquisitorDecide; Loop; Missile: ROB3 A 2 A_InquisitorDecide; ROB3 F 6 A_FaceTarget; ROB3 G 8 Bright A_ReaverRanged; ROB3 G 8 A_ReaverRanged; Goto See; Grenade: ROB3 K 12 A_FaceTarget; ROB3 J 6 Bright A_InquisitorAttack; ROB3 K 12; Goto See; Jump: ROB3 H 8 Bright A_InquisitorJump; ROB3 I 4 Bright A_InquisitorCheckLand; ROB3 H 4 Bright A_InquisitorCheckLand; Goto Jump+1; Death: ROB3 L 0 A_StopSound(CHAN_ITEM); ROB3 L 4 A_TossGib; ROB3 M 4 A_Scream; ROB3 N 4 A_TossGib; ROB3 O 4 Bright A_Explode(128,128,1,1); ROB3 P 4 Bright A_TossGib; ROB3 Q 4 Bright A_NoBlocking; ROB3 RSTUV 4 A_TossGib; ROB3 W 4 Bright A_Explode(128,128,1,1); ROB3 XY 4 Bright A_TossGib; ROB3 Z 4 A_TossGib; ROB3 [ 4 A_TossGib; ROB3 \ 3 A_TossGib; ROB3 ] 3 Bright A_Explode(128,128,1,1); RBB3 A 3 Bright A_TossArm; RBB3 B 3 Bright A_TossGib; RBB3 CD 3 A_TossGib; RBB3 E -1; Stop; } } // Inquisitor Shot ---------------------------------------------------------- class InquisitorShot : Actor { Default { ReactionTime 15; Speed 25; Radius 13; Height 13; Mass 15; Projectile; -ACTIVATEIMPACT -ACTIVATEPCROSS -NOGRAVITY +STRIFEDAMAGE MaxStepHeight 4; SeeSound "inquisitor/attack"; DeathSound "inquisitor/atkexplode"; } States { Spawn: UBAM AB 3 A_Countdown; Loop; Death: BNG2 A 0 Bright A_SetTranslucent(1,1); BNG2 A 4 Bright A_Explode(192, 192, 1, 1); BNG2 B 4 Bright; BNG2 C 4 Bright; BNG2 D 4 Bright; BNG2 E 4 Bright; BNG2 F 4 Bright; BNG2 G 4 Bright; BNG2 H 4 Bright; BNG2 I 4 Bright; Stop; } } // The Dead Inquisitor's Detached Arm --------------------------------------- class InquisitorArm : Actor { Default { Speed 25; +NOBLOCKMAP +NOCLIP +NOBLOOD } States { Spawn: RBB3 FG 5 Bright; RBB3 H -1; Stop; } }