// Base class for the merchants --------------------------------------------- ACTOR Merchant { Health 10000000 PainChance 256 // a merchant should always enter the pain state when getting hurt Radius 20 Height 56 Mass 5000 CrushPainSound "misc/pcrush" +SOLID +SHOOTABLE +NOTDMATCH +NOSPLASHALERT +NODAMAGE States { Spawn: MRST A 10 A_Look2 Loop MRLK A 30 A_ActiveSound Loop MRLK B 30 Loop MRBD ABCDEDCB 4 MRBD A 5 MRBD F 6 Loop See: Pain: MRPN A 1 MRPN A 2 A_AlertMonsters MRPN B 3 A_Pain MRPN C 3 MRPN D 9 Door_CloseWaitOpen(999, 64, 960) MRPN C 4 MRPN B 3 MRPN A 3 A_ClearSoundTarget Goto Spawn Yes: MRYS A 20 // Fall through Greetings: MRGT ABCDEFGHI 5 Goto Spawn No: MRNO AB 6 MRNO C 10 MRNO BA 6 Goto Greetings } } // Weapon Smith ------------------------------------------------------------- ACTOR WeaponSmith : Merchant { ConversationID 2 PainSound "smith/pain" Tag "$TAG_WEAPONSMITH" } // Bar Keep ----------------------------------------------------------------- ACTOR BarKeep : Merchant { Translation 4 ConversationID 3 PainSound "barkeep/pain" ActiveSound "barkeep/active" Tag "$TAG_BARKEEP" } // Armorer ------------------------------------------------------------------ ACTOR Armorer : Merchant { Translation 5 ConversationID 4 PainSound "armorer/pain" Tag "$TAG_ARMORER" } // Medic -------------------------------------------------------------------- ACTOR Medic : Merchant { Translation 6 ConversationID 5 PainSound "medic/pain" Tag "$TAG_MEDIC" }