// Sentinel ----------------------------------------------------------------- ACTOR Sentinel { ConversationID 91,-1,-1 Health 100 Painchance 255 Speed 7 Radius 23 Height 53 Mass 300 Monster +SPAWNCEILING +NOGRAVITY +DROPOFF +NOBLOOD +NOBLOCKMONST +INCOMBAT +MISSILEMORE +LOOKALLAROUND +NEVERRESPAWN MinMissileChance 150 SeeSound "sentinel/sight" DeathSound "sentinel/death" ActiveSound "sentinel/active" Obituary "$OB_SENTINEL" action native A_SentinelAttack (); States { Spawn: SEWR A 10 A_Look Loop See: SEWR A 6 A_SentinelBob SEWR A 6 A_Chase Loop Missile: SEWR B 4 A_FaceTarget SEWR C 8 Bright A_SentinelAttack SEWR C 4 Bright A_SentinelRefire Goto Missile+1 Pain: SEWR D 5 A_Pain Goto Missile+2 Death: SEWR D 7 A_Fall SEWR E 8 Bright A_TossGib SEWR F 5 Bright A_Scream SEWR GH 4 Bright A_TossGib SEWR I 4 SEWR J 5 Stop } } // Sentinel FX 1 ------------------------------------------------------------ ACTOR SentinelFX1 { Speed 40 Radius 10 Height 8 Damage 0 DamageType Disintegrate Projectile +STRIFEDAMAGE MaxStepHeight 4 RenderStyle Add States { Spawn: SHT1 AB 4 Loop Death: POW1 J 4 Stop } } // Sentinel FX 2 ------------------------------------------------------------ ACTOR SentinelFX2 : SentinelFX1 { SeeSound "sentinel/plasma" Damage 1 States { Death: POW1 FGHI 4 Goto Super::Death } }