|
Note: Wait! Stop! You do not need to copy this actor's code into your project! Here's why:
- This actor is already defined in GZDoom, there's no reason to define it again.
- In fact, trying to define an actor with the same name will cause an error (because it already exists).
- If you want to make your own version of this actor, use inheritance.
- Definitions for existing actors are put on the wiki for reference purpose only.
|
Bishop
|
Actor type
|
Monster
|
Game
|
(Hexen)
|
DoomEd Number
|
114
|
Class Name
|
Bishop
|
Spawn ID
|
19
|
Identifier
|
T_BISHOP
|
Classes: Bishop
The dark bishops worshiping Korax, filling a similar role to the Disciples of D'Sparil. They explode when they die, and can injure nearby monsters with their death throes, even other dark bishops.
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
}
}