A_SentinelBob
From ZDoom Wiki
A_SentinelBob
(no parameters)
Makes the object bob. This function has to be called repeatedly in a loop for a permanent effect.
The effect of this function is not the same as using the FLOATBOB flag.
Examples
For an example how this works it is best to look at Strife's Sentinel:
actor Sentinel 3006 { health 100 painchance 255 speed 7 radius 23 height 53 mass 300 conversationid 91 minmissilechance 150 seesound "sentinel/sight" deathsound "sentinel/death" activesound "sentinel/active" MONSTER +SPAWNCEILING +NOGRAVITY +DROPOFF +NOBLOOD +NOBLOCKMONST +INCOMBAT +MISSILEMORE +LOOKALLAROUND states { Spawn: SEWR A 10 A_Look loop See: SEWR A 6 A_SentinelBob SEWR A 6 A_Chase loop Missile: SEWR B 4 A_FaceTarget SEWR C 8 bright //A_SentinelAttack - this code pointer isn't available in DECORATE SEWR C 4 bright A_SentinelRefire goto Missile+1 Pain: SEWR D 5 A_Pain goto Missile+2 Death: SEWR D 7 A_NoBlocking SEWR E 8 bright A_TossGib SEWR F 5 bright A_Scream SEWR GH 4 bright A_TossGib SEWR I 4 SEWR J 5 stop } }

