// Dragon ------------------------------------------------------------------- ACTOR Dragon 254 { Game Hexen Health 640 PainChance 128 Speed 10 Height 65 Mass 0x7fffffff Monster +NOGRAVITY +FLOAT +NOBLOOD +BOSS +DONTMORPH +NOTARGET +NOICEDEATH SeeSound "DragonSight" AttackSound "DragonAttack" PainSound "DragonPain" DeathSound "DragonDeath" ActiveSound "DragonActive" Obituary "$OB_DRAGON" action native A_DragonInitFlight(); action native A_DragonFlap(); action native A_DragonFlight(); action native A_DragonPain(); action native A_DragonAttack(); action native A_DragonCheckCrash(); States { Spawn: DRAG D 10 A_Look Loop See: DRAG CB 5 DRAG A 5 A_DragonInitFlight DRAG B 3 A_DragonFlap DRAG BCCDDCCBBAA 3 A_DragonFlight Goto See + 3 Pain: DRAG F 10 A_DragonPain Goto See + 3 Missile: DRAG E 8 A_DragonAttack Goto See + 3 Death: DRAG G 5 A_Scream DRAG H 4 A_NoBlocking DRAG I 4 DRAG J 4 A_DragonCheckCrash Wait Crash: DRAG KL 5 DRAG M -1 Stop } } // Dragon Fireball ---------------------------------------------------------- ACTOR DragonFireball { Speed 24 Radius 12 Height 10 Damage 6 DamageType "Fire" Projectile -ACTIVATEIMPACT -ACTIVATEPCROSS RenderStyle Add DeathSound "DragonFireballExplode" action native A_DragonFX2(); States { Spawn: DRFX ABCDEF 4 Bright Loop Death: DRFX GHI 4 Bright DRFX J 4 Bright A_DragonFX2 DRFX KL 3 Bright Stop } } // Dragon Fireball Secondary Explosion -------------------------------------- ACTOR DragonExplosion { Radius 8 Height 8 DamageType "Fire" +NOBLOCKMAP +NOTELEPORT +INVISIBLE RenderStyle Add DeathSound "DragonFireballExplode" States { Spawn: CFCF Q 1 Bright CFCF Q 4 Bright A_UnHideThing CFCF R 3 Bright A_Scream CFCF S 4 Bright CFCF T 3 Bright A_Explode (80, 128, 0) CFCF U 4 Bright CFCF V 3 Bright CFCF W 4 Bright CFCF X 3 Bright CFCF Y 4 Bright CFCF Z 3 Bright Stop } }