ACTOR Snake { Game Heretic SpawnID 132 Health 280 Radius 22 Height 70 Speed 10 Painchance 48 Monster +FLOORCLIP AttackSound "snake/attack" SeeSound "snake/sight" PainSound "snake/pain" DeathSound "snake/death" ActiveSound "snake/active" Obituary "$OB_SNAKE" DropItem "PhoenixRodAmmo", 84, 5 States { Spawn: SNKE AB 10 A_Look Loop See: SNKE ABCD 4 A_Chase Loop Missile: SNKE FF 5 A_FaceTarget SNKE FFF 4 A_CustomMissile("SnakeProjA", 32, 0, 0, CMF_CHECKTARGETDEAD) SNKE FFF 5 A_FaceTarget SNKE F 4 A_CustomMissile("SnakeProjB", 32, 0, 0, CMF_CHECKTARGETDEAD) Goto See Pain: SNKE E 3 SNKE E 3 A_Pain Goto See Death: SNKE G 5 SNKE H 5 A_Scream SNKE IJKL 5 SNKE M 5 A_NoBlocking SNKE NO 5 SNKE P -1 Stop } } // Snake projectile A ------------------------------------------------------- ACTOR SnakeProjA { Game Heretic SpawnID 138 Radius 12 Height 8 Speed 14 FastSpeed 20 Damage 1 Projectile -NOBLOCKMAP -ACTIVATEIMPACT -ACTIVATEPCROSS +WINDTHRUST +SPAWNSOUNDSOURCE RenderStyle Add SeeSound "snake/attack" States { Spawn: SNFX ABCD 5 Bright Loop Death: SNFX EF 5 Bright SNFX G 4 Bright SNFX HI 3 Bright Stop } } // Snake projectile B ------------------------------------------------------- ACTOR SnakeProjB : SnakeProjA { Game Heretic SpawnID 139 Damage 3 +NOBLOCKMAP -WINDTHRUST States { Spawn: SNFX JK 6 Bright Loop Death: SNFX LM 5 Bright SNFX N 4 Bright SNFX O 3 Bright Stop } }