// Bishop -------------------------------------------------------------------

ACTOR StrifeBishop
{
	Health 500
	Painchance 128
	Speed 8
	Radius 40
	Height 56
	Mass 500
	Monster
	+NOBLOOD
	+NOTDMATCH
	+FLOORCLIP
	+INCOMBAT
	+NOICEDEATH
	+NEVERRESPAWN
	DamageFactor "Fire", 0.5
	MinMissileChance 150
	MaxDropoffHeight 32
	SeeSound "bishop/sight"
	PainSound "bishop/pain"
	DeathSound "bishop/death"
	ActiveSound "bishop/active"
	DropItem "CrateOfMissiles", 256, 20
	Obituary "$OB_STFBISHOP"
	States
	{
	Spawn:
		MLDR A 10 A_Look
		Loop
	See:
		MLDR AABBCCDD 3 A_Chase
		Loop
	Missile:
		MLDR E 3 A_FaceTarget
		MLDR F 2 Bright A_CustomMissile("BishopMissile", 64, 0, 0, CMF_AIMOFFSET)
		Goto See
	Pain:
		MLDR D 1 A_Pain
		Goto See
	Death:
		MLDR G 3 Bright
		MLDR H 5 Bright A_Scream
		MLDR I 4 Bright A_TossGib
		MLDR J 4 Bright A_Explode(64,64,1,1)
		MLDR KL 3 Bright
		MLDR M 4 Bright A_NoBlocking
		MLDR N 4 Bright
		MLDR O 4 Bright A_TossGib
		MLDR P 4 Bright
		MLDR Q 4 Bright A_TossGib
		MLDR R 4 Bright
		MLDR S 4 Bright A_TossGib
		MLDR T 4 Bright
		MLDR U 4 Bright A_TossGib
		MLDR V 4 Bright A_SpawnItemEx("AlienSpectre2", 0, 0, 0, 0, 0, random[spectrespawn](0,255)*0.0078125, 0, SXF_NOCHECKPOSITION)
		Stop
	}
}


// The Bishop's missile -----------------------------------------------------

ACTOR BishopMissile
{
	Speed 20
	Radius 10
	Height 14
	Damage 10
	Projectile
	+SEEKERMISSILE
	+STRIFEDAMAGE
	MaxStepHeight 4
	SeeSound "bishop/misl"
	DeathSound "bishop/mislx"
	States
	{
	Spawn:
		MISS A 4 Bright A_RocketInFlight
		MISS B 3 Bright A_Tracer2
		Loop
	Death:
		SMIS A 0 Bright A_SetTranslucent(1,1)
		SMIS A 0 Bright // State left for savegame compatibility
		SMIS A 5 Bright A_Explode(64,64,1,1)
		SMIS B 5 Bright
		SMIS C 4 Bright
		SMIS DEFG 2 Bright
		Stop
	}
}