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"; } 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, alert:true); 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; } } extend class Actor { // The Inquisitor also uses this function void A_ReaverRanged () { if (target != null) { A_FaceTarget (); A_PlaySound ("reaver/attack", CHAN_WEAPON); double bangle = Angle; double pitch = AimLineAttack (bangle, MISSILERANGE); for (int i = 0; i < 3; ++i) { double ang = bangle + Random2[ReaverAttack]() * (22.5 / 256); int damage = random[ReaverAttack](1, 8) * 3; LineAttack (ang, MISSILERANGE, pitch, damage, 'Hitscan', "StrifePuff"); } } } }