class Minotaur : Actor native { Default { Health 3000; Radius 28; Height 100; Mass 800; Speed 16; Damage 7; Painchance 25; Monster; +DROPOFF +FLOORCLIP +BOSS +NORADIUSDMG +DONTMORPH +NOTARGET +BOSSDEATH SeeSound "minotaur/sight"; AttackSound "minotaur/attack1"; PainSound "minotaur/pain"; DeathSound "minotaur/death"; ActiveSound "minotaur/active"; DropItem "ArtiSuperHealth", 51; DropItem "PhoenixRodAmmo", 84, 10; } action native void A_MinotaurDecide(); action native void A_MinotaurAtk1(); action native void A_MinotaurAtk2(); action native void A_MinotaurAtk3(); action native void A_MinotaurCharge(); action native void A_MinotaurLook(); action native void A_MinotaurRoam(); action native void A_MinotaurChase(); action native void A_MinotaurDeath(); States { Spawn: MNTR AB 10 A_MinotaurLook; Loop; Roam: MNTR ABCD 5 A_MinotaurRoam; Loop; See: MNTR ABCD 5 A_MinotaurChase; Loop; Melee: MNTR V 10 A_FaceTarget; MNTR W 7 A_FaceTarget; MNTR X 12 A_MinotaurAtk1; Goto See; Missile: MNTR V 10 A_MinotaurDecide; MNTR Y 4 A_FaceTarget; MNTR Z 9 A_MinotaurAtk2; Goto See; Hammer: MNTR V 10 A_FaceTarget; MNTR W 7 A_FaceTarget; MNTR X 12 A_MinotaurAtk3; Goto See; HammerLoop: MNTR X 12; Goto Hammer; Charge: MNTR U 2 A_MinotaurCharge; Loop; Pain: MNTR E 3; MNTR E 6 A_Pain; Goto See; Death: MNTR F 6 A_MinotaurDeath; MNTR G 5; MNTR H 6 A_Scream; MNTR I 5; MNTR J 6; MNTR K 5; MNTR L 6; MNTR M 5 A_NoBlocking; MNTR N 6; MNTR O 5; MNTR P 6; MNTR Q 5; MNTR R 6; MNTR S 5; MNTR T -1 A_BossDeath; Stop; FadeOut: MNTR E 6; MNTR E 2 A_Scream; MNTR E 5 A_SpawnItemEx("MinotaurSmokeExit"); MNTR E 5; MNTR E 5 A_NoBlocking; MNTR E 5; MNTR E 5 A_SetTranslucent(0.66, 0); MNTR E 5 A_SetTranslucent(0.33, 0); MNTR E 10 A_BossDeath; Stop; } } class MinotaurFriend : Minotaur native { Default { Health 2500; -DROPOFF -BOSS -DONTMORPH +FRIENDLY +NOTARGETSWITCH +STAYMORPHED +TELESTOMP +SUMMONEDMONSTER RenderStyle "Translucent"; Alpha 0.3333; DropItem "None"; } States { Spawn: MNTR A 15; MNTR A 15 A_SetTranslucent(0.66, 0); MNTR A 3 A_SetTranslucent(1, 0); Goto Super::Spawn; Idle: Goto Super::Spawn; Death: Goto FadeOut; } } // Minotaur FX 1 ------------------------------------------------------------ class MinotaurFX1 : Actor { Default { Radius 10; Height 6; Speed 20; FastSpeed 26; Damage 3; DamageType "Fire"; Projectile; -ACTIVATEIMPACT -ACTIVATEPCROSS RenderStyle "Add"; } States { Spawn: FX12 AB 6 Bright; Loop; Death: FX12 CDEFGH 5 Bright; Stop; } } // Minotaur FX 2 ------------------------------------------------------------ class MinotaurFX2 : MinotaurFX1 { Default { Radius 5; Height 12; Speed 14; FastSpeed 20; Damage 4; +FLOORHUGGER ExplosionDamage 24; DeathSound "minotaur/fx2hit"; } action native void A_MntrFloorFire(); states { Spawn: FX13 A 2 Bright A_MntrFloorFire; Loop; Death: FX13 I 4 Bright A_Explode; FX13 JKLM 4 Bright; Stop; } } // Minotaur FX 3 ------------------------------------------------------------ class MinotaurFX3 : MinotaurFX2 { Default { Radius 8; Height 16; Speed 0; DeathSound "minotaur/fx3hit"; ExplosionDamage 128; } States { Spawn: FX13 DC 4 Bright; FX13 BCDE 5 Bright; FX13 FGH 4 Bright; Stop; } } // Minotaur Smoke Exit ------------------------------------------------------ class MinotaurSmokeExit : Actor { Default { +NOBLOCKMAP +NOTELEPORT RenderStyle "Translucent"; Alpha 0.4; } States { Spawn: MNSM ABCDEFGHIJIHGFEDCBA 3; Stop; } }