// Bishop ------------------------------------------------------------------- ACTOR Bishop { Health 130 Radius 22 Height 65 Speed 10 PainChance 110 Monster +FLOAT +NOGRAVITY +NOBLOOD +TELESTOMP +DONTOVERLAP +NOTARGETSWITCH SeeSound "BishopSight" AttackSound "BishopAttack" PainSound "BishopPain" DeathSound "BishopDeath" ActiveSound "BishopActiveSounds" Obituary"$OB_BISHOP" action native A_BishopChase(); action native A_BishopDecide(); action native A_BishopDoBlur(); action native A_BishopSpawnBlur(); action native A_BishopPainBlur(); action native A_BishopAttack(); action native A_BishopAttack2(); States { Spawn: BISH A 10 A_Look Loop See: BISH A 2 A_Chase BISH A 2 A_BishopChase BISH A 2 BISH B 2 A_BishopChase BISH B 2 A_Chase BISH B 2 A_BishopChase BISH A 1 A_BishopDecide Loop Blur: BISH A 2 A_BishopDoBlur BISH A 4 A_BishopSpawnBlur Wait Pain: BISH C 6 A_Pain BISH CCC 6 A_BishopPainBlur BISH C 0 Goto See Missile: BISH A 3 A_FaceTarget BISH DE 3 A_FaceTarget BISH F 3 A_BishopAttack BISH F 5 A_BishopAttack2 Wait Death: BISH G 6 BISH H 6 Bright A_Scream BISH I 5 Bright A_NoBlocking BISH J 5 BRIGHT A_Explode(random[BishopBoom](25,40)) BISH K 5 Bright BISH LM 4 Bright BISH N 4 A_SpawnItemEx("BishopPuff", 0,0,40, 0,0,0.5) BISH O 4 A_QueueCorpse BISH P -1 Stop Ice: BISH X 5 A_FreezeDeath BISH X 1 A_FreezeDeathChunks Wait } } // Bishop puff -------------------------------------------------------------- ACTOR BishopPuff { +NOBLOCKMAP +NOGRAVITY RenderStyle Translucent Alpha 0.6 States { Spawn: BISH QRST 5 BISH UV 6 BISH W 5 Stop } } // Bishop pain blur --------------------------------------------------------- ACTOR BishopPainBlur { +NOBLOCKMAP +NOGRAVITY RenderStyle Translucent Alpha 0.6 States { Spawn: BISH C 8 Stop } } // Bishop FX ---------------------------------------------------------------- ACTOR BishopFX { Radius 10 Height 6 Speed 10 Damage 1 Projectile +SEEKERMISSILE -ACTIVATEIMPACT -ACTIVATEPCROSS +STRIFEDAMAGE RenderStyle Add DeathSound "BishopMissileExplode" States { Spawn: BPFX ABAB 1 Bright A_BishopMissileWeave BPFX B 0 Bright A_SeekerMissile(2,3) Loop Death: BPFX CDEF 4 Bright BPFX GH 3 Bright Stop } } // Bishop blur -------------------------------------------------------------- ACTOR BishopBlur { +NOBLOCKMAP +NOGRAVITY RenderStyle Translucent Alpha 0.6 States { Spawn: BISH A 16 BISH A 8 A_SetTranslucent(0.4) Stop } }