| 
 | 
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.
  
 | 
| The Bishop's missiles
 | 
| Actor type
 | 
Explosive
 | 
Game
 | 
  (Strife)
 | 
| DoomEd Number
 | 
None
 | 
Class Name
 | 
BishopMissile
 | 
 
Classes: BishopMissile
This actor needs a description.
In Strife1.wad, the sprites are actually named MISL* and are renamed at load-time by ZDoom.
ACTOR BishopMissile
{
  Speed 20
  Radius 10
  Height 14
  Damage 10
  Projectile
  +SEEKERMISSILE
  +STRIFEDAMAGE
  MaxStepHeight 4
  SeeSound "bishop/misl"
  DeathSound "bishop/mislx"
  States
  {
  Spawn:
    MISS A 4 Bright A_RocketInFlight
    MISS B 3 Bright A_Tracer2
    Loop
  Death:
    SMIS A 0 Bright A_SetTranslucent(1, 1)
    SMIS A 0 Bright // State left for savegame compatibility
    SMIS A 5 Bright A_Explode(64, 64, 1, 1)
    SMIS B 5 Bright
    SMIS C 4 Bright
    SMIS DEFG 2 Bright
    Stop
  }
}