Classes:Wraith
		
		
		
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| Note: Wait! Stop! You do not need to copy this actor's code into your project! Here's why: 
 | 
| Reiver | |||
|---|---|---|---|
| Actor type | Monster | Game |  (Hexen) | 
| DoomEd Number | 34 | Class Name | Wraith | 
| Spawn ID | 8 | Identifier | T_WRAITH | 
Classes: Wraith
 →WraithBuried
Reivers are enemies in Hexen. They only appear in the last hub. Those flying monsters look like the upper half of a human's body, and throw fireballs. 
DECORATE definition
ACTOR Wraith
{
  Health 150
  PainChance 25
  Speed 11
  Height 55
  Mass 75
  Damage 10
  Monster
  +NOGRAVITY
  +DROPOFF
  +FLOAT
  +FLOORCLIP
  +TELESTOMP
  SeeSound "WraithSight"
  AttackSound "WraithAttack"
  PainSound "WraithPain"
  DeathSound "WraithDeath"
  ActiveSound "WraithActive"
  HitObituary "$OB_WRAITHHIT" // "%o had %p life stolen by a Reiver."
  Obituary "$OB_WRAITH" // "%o was charred by a Reiver."
  action native A_WraithInit();
  action native A_WraithChase();
  action native A_WraithFX3();
  action native A_WraithMelee();
  States
  {
  Spawn:
    WRTH A 10
    WRTH B 5 A_WraithInit
    Goto Look
  Look:
    WRTH AB 15 A_Look
    Loop
  See:
    WRTH ABCD 4 A_WraithChase
    Loop
  Pain:
    WRTH A 2
    WRTH H 6 A_Pain
    Goto See
  Melee:
    WRTH E 6 A_FaceTarget
    WRTH F 6 A_WraithFX3
    WRTH G 6 A_WraithMelee
    Goto See
  Missile:
    WRTH E 6 A_FaceTarget
    WRTH F 6
    WRTH G 6 A_CustomMissile("WraithFX1", 32, 0)
    Goto See
  Death:
    WRTH I 4
    WRTH J 4 A_Scream
    WRTH KL 4
    WRTH M 4 A_NoBlocking
    WRTH N 4 A_QueueCorpse
    WRTH O 4
    WRTH PQ 5
    WRTH R -1
    Stop
  XDeath:
    WRT2 A 5
    WRT2 B 5 A_Scream
    WRT2 CD 5
    WRT2 E 5 A_NoBlocking
    WRT2 F 5 A_QueueCorpse
    WRT2 G 5
    WRT2 H -1
    Stop
  Ice:
    WRT2 I 5 A_FreezeDeath
    WRT2 I 1 A_FreezeDeathChunks
    Wait
  }
}