// Knight -------------------------------------------------------------------

ACTOR Knight
{
	Health 200
	Radius 24
	Height 78
	Mass 150
	Speed 12
	Painchance 100
	Monster
	+FLOORCLIP
	SeeSound "hknight/sight"
	AttackSound "hknight/attack"
	PainSound "hknight/pain"
	DeathSound "hknight/death"
	ActiveSound "hknight/active"
	Obituary "$OB_BONEKNIGHT"
	HitObituary "$OB_BONEKNIGHTHIT"
	DropItem "CrossbowAmmo", 84, 5
	
	action native A_KnightAttack ();
	
	States
	{
	Spawn:
		KNIG AB 10 A_Look
		Loop
	See:
		KNIG ABCD 4 A_Chase
		Loop
	Melee:
	Missile:
		KNIG E 10 A_FaceTarget
		KNIG F 8 A_FaceTarget
		KNIG G 8 A_KnightAttack
		KNIG E 10 A_FaceTarget
		KNIG F 8 A_FaceTarget
		KNIG G 8 A_KnightAttack
		Goto See
	Pain:
		KNIG H 3
		KNIG H 3 A_Pain
		Goto See
	Death:
		KNIG I 6
		KNIG J 6 A_Scream
		KNIG K 6
		KNIG L 6 A_NoBlocking
		KNIG MN 6
		KNIG O -1
		Stop
	}

}


// Knight ghost -------------------------------------------------------------

ACTOR KnightGhost : Knight
{
	+SHADOW
	+GHOST
	RenderStyle Translucent
	Alpha 0.4
}

// Knight axe ---------------------------------------------------------------

ACTOR KnightAxe 
{
	Radius 10
	Height 8
	Speed 9
	FastSpeed 18
	Damage 2
	Projectile
	-NOBLOCKMAP
	-ACTIVATEIMPACT
	-ACTIVATEPCROSS
	+WINDTHRUST
	+THRUGHOST
	DeathSound "hknight/hit"
	States
	{
	Spawn:
		SPAX A 3 BRIGHT A_PlaySound("hknight/axewhoosh")
		SPAX BC 3 BRIGHT
		Loop
	Death:
		SPAX DEF 6 BRIGHT
		Stop
	}
}


// Red axe ------------------------------------------------------------------

ACTOR RedAxe : KnightAxe
{
	+NOBLOCKMAP
	-WINDTHRUST
	Damage 7

	action native A_DripBlood ();

	States
	{
	Spawn:
		RAXE AB 5 BRIGHT A_DripBlood
		Loop
	Death:
		RAXE CDE 6 BRIGHT
		Stop
	}
}