// Macil (version 1) --------------------------------------------------------- class Macil1 : Actor { Default { Health 95; Radius 20; Height 56; Speed 8; Painchance 250; Monster; -COUNTKILL +NOTDMATCH +NOICEDEATH +NOSPLASHALERT +NODAMAGE +NEVERRESPAWN DamageFactor "Fire", 0.5; MinMissileChance 150; SeeSound "macil/sight"; PainSound "macil/pain"; ActiveSound "macil/active"; CrushPainSound "misc/pcrush"; Tag "$TAG_MACIL1"; Obituary "$OB_MACIL"; DropItem "BoxOfBullets"; MaxStepHeight 16; MaxDropoffHeight 32; } States { Spawn: LEDR C 5 A_Look2; Loop; LEDR A 8; Loop; LEDR B 8; Loop; LEAD ABCD 6 A_Wander; Loop; See: LEAD AABBCCDD 3 A_Chase; Loop; Missile: Death: LEAD E 2 A_FaceTarget; LEAD F 2 BRIGHT A_ShootGun; LEAD E 1 A_SentinelRefire; Loop; Pain: LEAD Y 3; LEAD Y 3 A_Pain; Goto See; } } // Macil (version 2) --------------------------------------------------------- class Macil2 : Macil1 { Default { Painchance 200; +COUNTKILL +SPECTRAL -NODAMAGE Tag "$TAG_MACIL2"; DeathSound "macil/slop"; DropItem "None"; DamageFactor "SpectralLow", 0; } States { Missile: LEAD E 4 A_FaceTarget; LEAD F 4 BRIGHT A_ShootGun; LEAD E 2 A_SentinelRefire; Loop; Death: LEAD G 5; LEAD H 5 A_Scream; LEAD IJ 4; LEAD K 3; LEAD L 3 A_NoBlocking; LEAD MNOPQRSTUV 3; LEAD W 3 A_SpawnItemEx("AlienSpectre4", 0, 0, 0, 0, 0, random[spectrespawn](0,255)*0.0078125, 0, SXF_NOCHECKPOSITION); LEAD X -1; Stop; } }