//=========================================================================== // // Pink Demon // //=========================================================================== class Demon : Actor { Default { Health 150; PainChance 180; Speed 10; Radius 30; Height 56; Mass 400; Monster; +FLOORCLIP SeeSound "demon/sight"; AttackSound "demon/melee"; PainSound "demon/pain"; DeathSound "demon/death"; ActiveSound "demon/active"; Obituary "$OB_DEMONHIT"; } States { Spawn: SARG AB 10 A_Look; Loop; See: SARG AABBCCDD 2 Fast A_Chase; Loop; Melee: SARG EF 8 Fast A_FaceTarget; SARG G 8 Fast A_SargAttack; Goto See; Pain: SARG H 2 Fast; SARG H 2 Fast A_Pain; Goto See; Death: SARG I 8; SARG J 8 A_Scream; SARG K 4; SARG L 4 A_NoBlocking; SARG M 4; SARG N -1; Stop; Raise: SARG N 5; SARG MLKJI 5; Goto See; } } //=========================================================================== // // Spectre // //=========================================================================== class Spectre : Demon { Default { +SHADOW RenderStyle "OptFuzzy"; Alpha 0.5; SeeSound "spectre/sight"; AttackSound "spectre/melee"; PainSound "spectre/pain"; DeathSound "spectre/death"; ActiveSound "spectre/active"; HitObituary "$OB_SPECTREHIT"; } } //=========================================================================== // // Code (must be attached to Actor) // //=========================================================================== extend class Actor { void A_SargAttack() { if (target && CheckMeleeRange()) { int damage = random[pr_sargattack](1, 10) * 4; int newdam = target.DamageMobj (self, self, damage, "Melee"); target.TraceBleed (newdam > 0 ? newdam : damage, self); } } }