// FireDemon ---------------------------------------------------------------- ACTOR FireDemon { Health 80 ReactionTime 8 PainChance 1 Speed 13 Radius 20 Height 68 Mass 75 Damage 1 Monster +DROPOFF +NOGRAVITY +FLOAT +FLOORCLIP +INVULNERABLE +TELESTOMP SeeSound "FireDemonSpawn" PainSound "FireDemonPain" DeathSound "FireDemonDeath" ActiveSound "FireDemonActive" Obituary "$OB_FIREDEMON" action native A_FiredRocks(); action native A_FiredChase(); action native A_FiredAttack(); action native A_FiredSplotch(); States { Spawn: FDMN X 5 Bright FDMN EFG 10 Bright A_Look Goto Spawn + 1 See: FDMN E 8 Bright FDMN F 6 Bright FDMN G 5 Bright FDMN F 8 Bright FDMN E 6 Bright FDMN G 7 Bright A_FiredRocks FDMN HI 5 Bright FDMN J 5 Bright A_UnSetInvulnerable Chase: FDMN ABC 5 Bright A_FiredChase Loop Pain: FDMN D 0 Bright A_UnSetInvulnerable FDMN D 6 Bright A_Pain Goto Chase Missile: FDMN K 3 Bright A_FaceTarget FDMN KKK 5 Bright A_FiredAttack Goto Chase Crash: XDeath: FDMN M 5 A_FaceTarget FDMN N 5 A_NoBlocking FDMN O 5 A_FiredSplotch Stop Death: FDMN D 4 Bright A_FaceTarget FDMN L 4 Bright A_Scream FDMN L 4 Bright A_NoBlocking FDMN L 200 Bright Stop Ice: FDMN R 5 A_FreezeDeath FDMN R 1 A_FreezeDeathChunks Wait } } // FireDemonSplotch1 ------------------------------------------------------- ACTOR FireDemonSplotch1 { Health 1000 ReactionTime 8 Radius 3 Height 16 Mass 100 +DROPOFF +CORPSE +NOTELEPORT +FLOORCLIP States { Spawn: FDMN P 3 FDMN P 6 A_QueueCorpse FDMN Y -1 Stop } } // FireDemonSplotch2 ------------------------------------------------------- ACTOR FireDemonSplotch2 : FireDemonSplotch1 { States { Spawn: FDMN Q 3 FDMN Q 6 A_QueueCorpse FDMN Z -1 Stop } } // FireDemonRock1 ------------------------------------------------------------ ACTOR FireDemonRock1 { Health 1000 ReactionTime 8 Radius 3 Height 5 Mass 16 +NOBLOCKMAP +DROPOFF +MISSILE +NOTELEPORT action native A_SmBounce(); States { Spawn: FDMN S 4 Loop Death: FDMN S 5 A_SmBounce XDeath: FDMN S 200 Stop } } // FireDemonRock2 ------------------------------------------------------------ ACTOR FireDemonRock2 : FireDemonRock1 { States { Spawn: FDMN T 4 Loop Death: FDMN T 5 A_SmBounce XDeath: FDMN T 200 Stop } } // FireDemonRock3 ------------------------------------------------------------ ACTOR FireDemonRock3 : FireDemonRock1 { States { Spawn: FDMN U 4 Loop Death: FDMN U 5 A_SmBounce XDeath: FDMN U 200 Stop } } // FireDemonRock4 ------------------------------------------------------------ ACTOR FireDemonRock4 : FireDemonRock1 { States { Spawn: FDMN V 4 Loop Death: FDMN V 5 A_SmBounce XDeath: FDMN V 200 Stop } } // FireDemonRock5 ------------------------------------------------------------ ACTOR FireDemonRock5 : FireDemonRock1 { States { Spawn: FDMN W 4 Loop Death: FDMN W 5 A_SmBounce XDeath: FDMN W 200 Stop } } // FireDemonMissile ----------------------------------------------------------- ACTOR FireDemonMissile { Health 1000 ReactionTime 8 Speed 10 Radius 10 Height 6 Mass 5 Damage 1 DamageType "Fire" Projectile RenderStyle Add DeathSound "FireDemonMissileHit" States { Spawn: FDMB A 5 Bright Loop Death: FDMB BCDE 5 Bright Stop } }