// Base class for the rebels ------------------------------------------------ ACTOR Rebel : StrifeHumanoid { Health 60 Painchance 250 Speed 8 Radius 20 Height 56 Monster +FRIENDLY -COUNTKILL +NOSPLASHALERT MinMissileChance 150 Tag "$TAG_REBEL" SeeSound "rebel/sight" PainSound "rebel/pain" DeathSound "rebel/death" ActiveSound "rebel/active" Obituary "$OB_REBEL" States { Spawn: HMN1 P 5 A_Look2 Loop HMN1 Q 8 Loop HMN1 R 8 Loop HMN1 ABCDABCD 6 A_Wander Loop See: HMN1 AABBCCDD 3 A_Chase Loop Missile: HMN1 E 10 A_FaceTarget HMN1 F 10 BRIGHT A_ShootGun HMN1 E 10 A_ShootGun Goto See Pain: HMN1 O 3 HMN1 O 3 A_Pain Goto See Death: HMN1 G 5 HMN1 H 5 A_Scream HMN1 I 3 A_NoBlocking HMN1 J 4 HMN1 KLM 3 HMN1 N -1 Stop XDeath: RGIB A 4 A_TossGib RGIB B 4 A_XScream RGIB C 3 A_NoBlocking RGIB DEF 3 A_TossGib RGIB G 3 RGIB H 1400 Stop } } // Rebel 1 ------------------------------------------------------------------ ACTOR Rebel1 : Rebel { Game Strife ConversationID 43, 42, 43 DropItem "ClipOfBullets" } // Rebel 2 ------------------------------------------------------------------ ACTOR Rebel2 : Rebel { Game Strife ConversationID 44, 43, 44 } // Rebel 3 ------------------------------------------------------------------ ACTOR Rebel3 : Rebel { Game Strife ConversationID 45, 44, 45 } // Rebel 4 ------------------------------------------------------------------ ACTOR Rebel4 : Rebel { Game Strife ConversationID 46, 45, 56 } // Rebel 5 ------------------------------------------------------------------ ACTOR Rebel5 : Rebel { Game Strife ConversationID 47, 46, 47 } // Rebel 6 ------------------------------------------------------------------ ACTOR Rebel6 : Rebel { Game Strife ConversationID 48, 47, 48 } // Teleporter Beacon -------------------------------------------------------- ACTOR TeleporterBeacon : Inventory native { Game Strife ConversationID 166,-1,-1 Health 5 Radius 16 Height 16 Inventory.MaxAmount 3 +DROPPED +INVENTORY.INVBAR Inventory.Icon "I_BEAC" Tag "$TAG_TELEPORTERBEACON" Inventory.PickupMessage "$TXT_BEACON" action native A_Beacon (); States { Spawn: BEAC A -1 Stop Drop: BEAC A 30 BEAC A 160 A_Beacon Wait Death: BEAC A 1 A_FadeOut(0.015) Loop } }