// Heretic imp (as opposed to the Doom variety) ----------------------------- ACTOR HereticImp 66 { Game Heretic SpawnID 5 Health 40 Radius 16 Height 36 Mass 50 Speed 10 Painchance 200 Monster +FLOAT +NOGRAVITY +SPAWNFLOAT +DONTOVERLAP +MISSILEMORE SeeSound "himp/sight" AttackSound "himp/attack" PainSound "himp/pain" DeathSound "himp/death" ActiveSound "himp/active" Obituary "$OB_HERETICIMP" HitObituary "$OB_HERETICIMPHIT" action native A_ImpMsAttack(); action native A_ImpDeath(); action native A_ImpXDeath1(); action native A_ImpExplode(); States { Spawn: IMPX ABCB 10 A_Look Loop See: IMPX AABBCCBB 3 A_Chase Loop Melee: IMPX DE 6 A_FaceTarget IMPX F 6 A_CustomMeleeAttack(random[ImpMeAttack](5,12), "himp/attack", "himp/attack") Goto See Missile: IMPX A 10 A_FaceTarget IMPX B 6 A_ImpMsAttack IMPX CBAB 6 Goto Missile+2 Pain: IMPX G 3 IMPX G 3 A_Pain Goto See Death: IMPX G 4 A_ImpDeath IMPX H 5 Wait XDeath: IMPX S 5 A_ImpXDeath1 IMPX TU 5 IMPX V 5 A_Gravity IMPX W 5 Wait Crash: IMPX I 7 A_ImpExplode IMPX J 7 A_Scream IMPX K 7 IMPX L -1 Stop XCrash: IMPX X 7 IMPX Y 7 IMPX Z -1 Stop } } // Heretic imp leader ------------------------------------------------------- ACTOR HereticImpLeader : HereticImp 5 { Game Heretic SpawnID 7 Species "HereticImpLeader" Health 80 -MISSILEMORE AttackSound "himp/leaderattack" States { Melee: Stop Missile: IMPX DE 6 A_FaceTarget IMPX F 6 A_CustomComboAttack("HereticImpBall", 32, random[ImpMsAttack2](5,12), "himp/leaderattack") Goto See } } // Heretic imp chunk 1 ------------------------------------------------------ ACTOR HereticImpChunk1 { Mass 5 Radius 4 +NOBLOCKMAP +MOVEWITHSECTOR States { Spawn: IMPX M 5 IMPX NO 700 Stop } } // Heretic imp chunk 2 ------------------------------------------------------ ACTOR HereticImpChunk2 { Mass 5 Radius 4 +NOBLOCKMAP +MOVEWITHSECTOR States { Spawn: IMPX P 5 IMPX QR 700 Stop } } // Heretic imp ball --------------------------------------------------------- ACTOR HereticImpBall { Game Heretic SpawnID 10 Radius 8 Height 8 Speed 10 FastSpeed 20 Damage 1 Projectile SeeSound "himp/leaderattack" +SPAWNSOUNDSOURCE -ACTIVATEPCROSS -ACTIVATEIMPACT RenderStyle Add States { Spawn: FX10 ABC 6 Bright Loop Death: FX10 DEFG 5 Bright Stop } }