//=========================================================================== // // Spider boss // //=========================================================================== class SpiderMastermind : Actor { Default { Health 3000; Radius 128; Height 100; Mass 1000; Speed 12; PainChance 40; Monster; +BOSS +MISSILEMORE +FLOORCLIP +NORADIUSDMG +DONTMORPH +BOSSDEATH SeeSound "spider/sight"; AttackSound "spider/attack"; PainSound "spider/pain"; DeathSound "spider/death"; ActiveSound "spider/active"; Obituary "$OB_SPIDER"; Tag "$FN_SPIDER"; } States { Spawn: SPID AB 10 A_Look; Loop; See: SPID A 3 A_Metal; SPID ABB 3 A_Chase; SPID C 3 A_Metal; SPID CDD 3 A_Chase; SPID E 3 A_Metal; SPID EFF 3 A_Chase; Loop; Missile: SPID A 20 BRIGHT A_FaceTarget; SPID G 4 BRIGHT A_SPosAttackUseAtkSound; SPID H 4 BRIGHT A_SposAttackUseAtkSound; SPID H 1 BRIGHT A_SpidRefire; Goto Missile+1; Pain: SPID I 3; SPID I 3 A_Pain; Goto See; Death: SPID J 20 A_Scream; SPID K 10 A_NoBlocking; SPID LMNOPQR 10; SPID S 30; SPID S -1 A_BossDeath; Stop; } } //=========================================================================== // // Code (must be attached to Actor) // //=========================================================================== extend class Actor { void A_SpidRefire() { // keep firing unless target got out of sight A_FaceTarget(); if (Random[CPosRefire](0, 255) >= 10) { if (!target || HitFriend() || target.health <= 0 || !CheckSight(target, SF_SEEPASTBLOCKEVERYTHING|SF_SEEPASTSHOOTABLELINES)) { SetState(SeeState); } } } void A_Metal() { A_StartSound("spider/walk", CHAN_BODY, CHANF_DEFAULT, 1, ATTN_IDLE); A_Chase(); } }