Classes:Inquisitor
		
		
		
		
		
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Note: Wait! Stop! You do not need to copy this actor's code into your project! Here's why:
  | 
| Inquisitor | |||
|---|---|---|---|
| Actor type | Monster | Game | |
| DoomEd Number | 16 | Class Name | Inquisitor | 
| Conversation ID | 93 | Puzzle Item ID | N/A | 
Classes: Inquisitor
Inquisitors are huge robots with a lot of health and dangerous weaponry. From afar, they shoot bullets like the Reaver (although they do so twice in a single attack). If they get close, they fire a pair of grenades, which can be devastating if not avoided. Inquisitors are also equipped with a jetpack which allows them to fly to get to you.
DECORATE definition
ACTOR Inquisitor
{
  Health 1000
  Speed 12
  Radius 40
  Height 110
  Mass 0x7fffffff
  Monster
  +DROPOFF
  +NOBLOOD
  +BOSS
  +FLOORCLIP
  +DONTMORPH
  +NORADIUSDMG
  MaxDropOffHeight 32
  MinMissileChance 150
  SeeSound "inquisitor/sight"
  DeathSound "inquisitor/death"
  ActiveSound "inquisitor/active"
  Obituary "$OB_INQUISITOR" // "%o was sentenced by an Inquisitor."
  action native A_InquisitorWalk();
  action native A_InquisitorDecide();
  action native A_InquisitorAttack();
  action native A_InquisitorJump();
  action native A_InquisitorCheckLand();
  action native A_TossArm();
  action native A_ReaverRanged();
  States
  {
  Spawn:
    ROB3 AB 10 A_Look
    Loop
  See:
    ROB3 B 3 A_InquisitorWalk
    ROB3 B 3 A_Chase
    ROB3 CCDD 4 A_Chase
    ROB3 E 3 A_InquisitorWalk
    ROB3 E 3 A_InquisitorDecide
    Loop
  Missile:
    ROB3 A 2 A_InquisitorDecide
    ROB3 F 6 A_FaceTarget
    ROB3 G 8 Bright A_ReaverRanged
    ROB3 G 8 A_ReaverRanged
    Goto See
  Grenade:
    ROB3 K 12 A_FaceTarget
    ROB3 J 6 Bright A_InquisitorAttack
    ROB3 K 12
    Goto See
  Jump:
    ROB3 H 8 Bright A_InquisitorJump
    ROB3 I 4 Bright A_InquisitorCheckLand
    ROB3 H 4 Bright A_InquisitorCheckLand
    Goto Jump+1
  Death:
    ROB3 L 0 A_StopSoundEx("Item")
    ROB3 L 4 A_TossGib
    ROB3 M 4 A_Scream
    ROB3 N 4 A_TossGib
    ROB3 O 4 Bright A_Explode(128, 128, 1, 1)
    ROB3 P 4 Bright A_TossGib
    ROB3 Q 4 Bright A_NoBlocking
    ROB3 RSTUV 4 A_TossGib
    ROB3 W 4 Bright A_Explode(128, 128, 1, 1)
    ROB3 XY 4 Bright A_TossGib
    ROB3 Z 4 A_TossGib
    ROB3 "[" 4 A_TossGib
    ROB3 "\" 3 A_TossGib
    ROB3 "]" 3 Bright A_Explode(128, 128, 1, 1)
    RBB3 A 3 Bright A_TossArm
    RBB3 B 3 Bright A_TossGib
    RBB3 CD 3 A_TossGib
    RBB3 E -1
    Stop
  }
}