class Korax : Actor { Default { Health 5000; Painchance 20; Speed 10; Radius 65; Height 115; Mass 2000; Damage 15; Monster; +BOSS +FLOORCLIP +TELESTOMP +DONTMORPH +NOTARGET +NOICEDEATH SeeSound "KoraxSight"; AttackSound "KoraxAttack"; PainSound "KoraxPain"; DeathSound "KoraxDeath"; ActiveSound "KoraxActive"; Obituary "$OB_KORAX"; } native void A_KoraxChase(); native void A_KoraxDecide(); native void A_KoraxBonePop(); native void A_KoraxMissile(); native void A_KoraxCommand(); States { Spawn: KORX A 5 A_Look; Loop; See: KORX AAA 3 A_KoraxChase; KORX B 3 A_Chase; KORX BBB 3 A_KoraxChase; KORX C 0 A_PlaySound("KoraxStep"); KORX C 3 A_Chase; KORX CCC 3 A_KoraxChase; KORX D 3 A_Chase; KORX DDD 3 A_KoraxChase; KORX A 0 A_PlaySound("KoraxStep"); KORX A 3 A_Chase; Loop; Pain: KORX H 5 A_Pain; KORX H 5; Goto See; Missile: KORX E 2 Bright A_FaceTarget; KORX E 5 Bright A_KoraxDecide; Wait; Death: KORX I 5; KORX J 5 A_FaceTarget; KORX K 5 A_Scream; KORX LMNOP 5; KORX Q 10; KORX R 5 A_KoraxBonePop; KORX S 5 A_NoBlocking; KORX TU 5; KORX V -1; Stop; Attack: KORX E 4 Bright A_FaceTarget; KORX F 8 Bright A_KoraxMissile; KORX E 8 Bright; Goto See; Command: KORX E 5 Bright A_FaceTarget; KORX W 10 Bright A_FaceTarget; KORX G 15 Bright A_KoraxCommand; KORX W 10 Bright; KORX E 5 Bright; Goto See; } } class KoraxSpirit : Actor { Default { Speed 8; Projectile; +NOCLIP -ACTIVATEPCROSS -ACTIVATEIMPACT RenderStyle "Translucent"; Alpha 0.4; } native void A_KSpiritRoam(); States { Spawn: SPIR AB 5 A_KSpiritRoam; Loop; Death: SPIR DEFGHI 5; Stop; } } class KoraxBolt : Actor { Default { Radius 15; Height 35; Projectile; -ACTIVATEPCROSS -ACTIVATEIMPACT RenderStyle "Add"; } native void A_KBolt(); native void A_KBoltRaise(); States { Spawn: MLFX I 2 Bright; MLFX J 2 Bright A_KBoltRaise; MLFX IJKLM 2 Bright A_KBolt; Stop; } }