Header { version = 5; }
# NIGHTMARE 3D GUARD #
#Coded by Vermil "Martin" and Batteryman "Alexander Mikael" #

#SPRITE#

Sprite { ID = "GRD1"; }

#END#

#ID#

Thing {
  ID = "GUARDBLUECOAT";
  Name = "Guard Blue Coat";
  DoomEd number = 4006;
  Spawn state = "GUARDBLUECOAT_STND";
  See state = "GUARDBLUECOAT_RUN1";
  Pain state = "GUARDBLUECOAT_PAIN";
  Melee state = "NULL";
  Missile state = "GUARDBLUECOAT_ATK1";
  Death state = "GUARDBLUECOAT_DIE1";
  Xdeath state = "NULL";
  Raise state = "NULL";
  See sound = "N3DGUARDALERT";
  Attack sound = "metal";
  Pain sound = "none";
  Death sound = "oof";
  Active sound = "none";
  Reaction time = 8;
  Pain chance = 200;
  Spawn health = 250;
  Speed = 8;
  Radius = 16;
  Height = 56;
  Mass = 1000;
  Flags = "mf_solid mf_shootable mf_countkill mf_noblood";
}

#END#

#STATE#


State {
  ID = "GUARDBLUECOAT_STND";
  Sprite = "GRD1";
  Frame = 13;
  Tics = 10;
  Action = "A_Look";
  Next state = "GUARDBLUECOAT_STND";
}

State {
  ID = "GUARDBLUECOAT_RUN1";
  Sprite = "GRD1";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GUARDBLUECOAT_RUN2";
}

State {
  ID = "GUARDBLUECOAT_RUN2";
  Sprite = "GRD1";
  Frame = 0;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GUARDBLUECOAT_RUN3";
}

State {
  ID = "GUARDBLUECOAT_RUN3";
  Sprite = "GRD1";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GUARDBLUECOAT_RUN4";
}

State {
  ID = "GUARDBLUECOAT_RUN4";
  Sprite = "GRD1";
  Frame = 1;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GUARDBLUECOAT_RUN5";
}

State {
  ID = "GUARDBLUECOAT_RUN5";
  Sprite = "GRD1";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GUARDBLUECOAT_RUN6";
}

State {
  ID = "GUARDBLUECOAT_RUN6";
  Sprite = "GRD1";
  Frame = 2;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GUARDBLUECOAT_RUN7";
}

State {
  ID = "GUARDBLUECOAT_RUN7";
  Sprite = "GRD1";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GUARDBLUECOAT_RUN8";
}

State {
  ID = "GUARDBLUECOAT_RUN8";
  Sprite = "GRD1";
  Frame = 3;
  Tics = 3;
  Action = "A_Chase";
  Next state = "GUARDBLUECOAT_RUN1";
}

State {
  ID = "GUARDBLUECOAT_ATK1";
  Sprite = "GRD1";
  Frame = 4;
  Tics = 15;
  Action = "A_FaceTarget";
  Next state = "GUARDBLUECOAT_ATK2";
}

State {
  ID = "GUARDBLUECOAT_ATK2";
  Sprite = "GRD1";
  Frame = 5;
  Tics = 1;
  Action = "A_FaceTarget";
Next state = "GUARDBLUECOAT_ATK3";
}

State {
  ID = "GUARDBLUECOAT_ATK3";
  Sprite = "GRD1";
  Frame = 32774;
  Tics = 5;
  Action = "A_Guard1Attack";
  Next state = "GUARDBLUECOAT_ATK4";
}

State {
  ID = "GUARDBLUECOAT_ATK4";
  Sprite = "GRD1";
  Frame = 5;
  Tics = 5;
  Next state = "GUARDBLUECOAT_RUN1";
}

State {
  ID = "GUARDBLUECOAT_PAIN";
  Sprite = "GRD1";
  Frame = 13;
  Tics = 24;
  Next state = "GUARDBLUECOAT_RUN1";
}


State {
  ID = "GUARDBLUECOAT_DIE1";
  Sprite = "GRD1";
  Frame = 7;
  Tics = 2;
  Next state = "GUARDBLUECOAT_DIE2";
}

State {
  ID = "GUARDBLUECOAT_DIE2";
  Sprite = "GRD1";
  Frame = 8;
  Tics = 2;
  Action = "A_Scream";
  Next state = "GUARDBLUECOAT_DIE3";
}

State {
  ID = "GUARDBLUECOAT_DIE3";
  Sprite = "GRD1";
  Frame = 9;
  Tics = 2;
  Next state = "GUARDBLUECOAT_DIE4";
}

State {
  ID = "GUARDBLUECOAT_DIE4";
  Sprite = "GRD1";
  Frame = 10;
  Tics = 2;
  Action = "A_Fall";
  Next state = "GUARDBLUECOAT_DIE5";
}

State {
  ID = "GUARDBLUECOAT_DIE5";
  Sprite = "GRD1";
  Frame = 11;
  Tics = 2;
  Next state = "GUARDBLUECOAT_DIE6";
}

State {
  ID = "GUARDBLUECOAT_DIE6";
  Sprite = "GRD1";
  Frame = 12;
  Tics = 2;
  Next state = "GUARDBLUECOAT_DIE7";
}

State {
  ID = "GUARDBLUECOAT_DIE7";
  Sprite = "GRD1";
  Frame = 12;
  Tics = -1;
  Next state = "NULL";
}

#END#

#MODEL#
ModelPath "Data\N3D2005\3D\ENEMIES\GUARD";
Model {
state = "GUARDBLUECOAT_STND";
Scale = 0.40;
Offset XYZ { 0.0 5.0 0.0 };
Md2{file = "GUARD1.MD2";
Frame = "frame01";
skin file = "GUARD1.PCX";
};
Md2{file = "GUARD2.MD2";
Frame = "frame01";
skin file = "GUARD2.PCX";
};
Md2{file = "GUARD3.MD2";
Frame = "frame01";
skin file = "GUARD3.PCX";
};
Md2{file = "GUARD4.MD2";
Frame = "frame01";
skin file = "GUARD4.PCX";
};
Md2{file = "GUARD5.MD2";
Frame = "frame01";
skin file = "GUARD5.PCX";
};
Md2{file = "GUARD6.MD2";
Frame = "frame01";
skin file = "GUARD6.PNG";
};
}
Copy Model{
state = "GUARDBLUECOAT_RUN1";
Md2{frame = "frame02";};
Md2{frame = "frame02";};
Md2{frame = "frame02";};
Md2{frame = "frame02";};
Md2{frame = "frame02";};
Md2{frame = "frame02";};
};
}
Copy Model{
state = "GUARDBLUECOAT_RUN2";
Md2{frame = "frame03";};
Md2{frame = "frame03";};
Md2{frame = "frame03";};
Md2{frame = "frame03";};
Md2{frame = "frame03";};
Md2{frame = "frame03";};
};
}
Copy Model{
state = "GUARDBLUECOAT_RUN3";
Md2{frame = "frame04";};
Md2{frame = "frame04";};
Md2{frame = "frame04";};
Md2{frame = "frame04";};
Md2{frame = "frame04";};
Md2{frame = "frame04";};
};
}
Copy Model{
state = "GUARDBLUECOAT_RUN4";
Md2{frame = "frame05";};
Md2{frame = "frame05";};
Md2{frame = "frame05";};
Md2{frame = "frame05";};
Md2{frame = "frame05";};
Md2{frame = "frame05";};
};
}
Copy Model{
state = "GUARDBLUECOAT_RUN5";
Md2{frame = "frame06";};
Md2{frame = "frame06";};
Md2{frame = "frame06";};
Md2{frame = "frame06";};
Md2{frame = "frame06";};
Md2{frame = "frame06";};
};
}
Copy Model{
state = "GUARDBLUECOAT_RUN6";
Md2{frame = "frame07";};
Md2{frame = "frame07";};
Md2{frame = "frame07";};
Md2{frame = "frame07";};
Md2{frame = "frame07";};
Md2{frame = "frame07";};
};
}
Copy Model{
state = "GUARDBLUECOAT_RUN7";
Md2{frame = "frame08";};
Md2{frame = "frame08";};
Md2{frame = "frame08";};
Md2{frame = "frame08";};
Md2{frame = "frame08";};
Md2{frame = "frame08";};
};
}
Copy Model{
state = "GUARDBLUECOAT_RUN8";
Md2{frame = "frame09";};
Md2{frame = "frame09";};
Md2{frame = "frame09";};
Md2{frame = "frame09";};
Md2{frame = "frame09";};
Md2{frame = "frame09";};
};
}
Copy Model{
state = "GUARDBLUECOAT_ATK1";
Md2{frame = "frame11";};
Md2{frame = "frame11";};
Md2{frame = "frame11";};
Md2{frame = "frame11";};
Md2{frame = "frame11";};
Md2{frame = "frame11";};
};
}
Copy Model{
state = "GUARDBLUECOAT_ATK2";
Md2{frame = "frame12";};
Md2{frame = "frame12";};
Md2{frame = "frame12";};
Md2{frame = "frame12";};
Md2{frame = "frame12";};
Md2{frame = "frame12";};
};
}
Copy Model{
state = "GUARDBLUECOAT_ATK3";
Md2{frame = "frame13";};
Md2{frame = "frame13";};
Md2{frame = "frame13";};
Md2{frame = "frame13";};
Md2{frame = "frame13";};
Md2{frame = "frame13";};
};
}
Copy Model{
state = "GUARDBLUECOAT_ATK4";
Md2{frame = "frame14";};
Md2{frame = "frame14";};
Md2{frame = "frame14";};
Md2{frame = "frame14";};
Md2{frame = "frame14";};
Md2{frame = "frame14";};
};
}
Copy Model{
state = "GUARDBLUECOAT_PAIN";
Md2{frame = "frame16";};
Md2{frame = "frame16";};
Md2{frame = "frame16";};
Md2{frame = "frame16";};
Md2{frame = "frame16";};
Md2{frame = "frame16";};
};
}
Copy Model{
state = "GUARDBLUECOAT_DIE1";
Md2{frame = "frame17";};
Md2{frame = "frame17";};
Md2{frame = "frame17";};
Md2{frame = "frame17";};
Md2{frame = "frame17";};
Md2{frame = "frame17";};
};
}
Copy Model{
state = "GUARDBLUECOAT_DIE2";
Md2{frame = "frame18";};
Md2{frame = "frame18";};
Md2{frame = "frame18";};
Md2{frame = "frame18";};
Md2{frame = "frame18";};
Md2{frame = "frame18";};
};
}
Copy Model{
state = "GUARDBLUECOAT_DIE3";
Md2{frame = "frame19";};
Md2{frame = "frame19";};
Md2{frame = "frame19";};
Md2{frame = "frame19";};
Md2{frame = "frame19";};
Md2{frame = "frame19";};
};
}
Copy Model{
state = "GUARDBLUECOAT_DIE4";
Md2{frame = "frame20";};
Md2{frame = "frame20";};
Md2{frame = "frame20";};
Md2{frame = "frame20";};
Md2{frame = "frame20";};
Md2{frame = "frame20";};
};
}
Copy Model{
state = "GUARDBLUECOAT_DIE5";
Md2{frame = "frame21";};
Md2{frame = "frame21";};
Md2{frame = "frame21";};
Md2{frame = "frame21";};
Md2{frame = "frame21";};
Md2{frame = "frame21";};
};
}
Copy Model{
state = "GUARDBLUECOAT_DIE6";
Md2{frame = "frame22";};
Md2{frame = "frame22";};
Md2{frame = "frame22";};
Md2{frame = "frame22";};
Md2{frame = "frame22";};
Md2{frame = "frame22";};
};
}

ModelPath "Data\jDoom\3D\objects";
Model {
State = "GUARDBLUECOAT_DIE7";
Scale = 2.4;
Offset XYZ { 0.0 -10.0 0.0 };
Md2{File = "pot_p_yl.md2"; 
Transparent = 0.0;
Skin file = "G_L_Y.png";
Shiny skin = "shader.png";
Shiny reaction = 2.0;
Shiny = 0.40;
};
Md2{File = "pot_w.md2"; 
Transparent = 0.0;
Skin file = "pot_w.pcx";
Shiny skin = "shader.png";
Shiny reaction = 2.5;
Shiny = 0.50;
};
Md2{File = "pot.md2"; 
Transparent = 0.0;
Skin file = "pot.pcx";
Shiny skin = "shader.png";
Shiny reaction = 2.5;
Shiny = 0.50;
};
}

#END#

#SOUND - sfx16khz.pk3#

Sound {
  ID = "N3DGUARDALERT";
  Flags = "sf_shift2";
  Lump = "N3DGUARDALERT";
  Link pitch = -1;
  Link volume = -1;
  Priority = 70;
  Max channels = 2;
}
Sound {
  ID = "N3DGUARG";
  Flags = "sf_shift2";
  Lump = "N3DGUARDGUN";
  Link pitch = -1;
  Link volume = 2;
  Priority = 96;
  Max channels = -1;
}
Sound {
  ID = "oof";
  Flags = "sf_shift2";
  Lump = "N3DOOF";
  Link pitch = -1;
  Link volume = -1;
  Priority = 96;
  Max channels = -1;
}

Sound {
  ID = "metal";
  Flags = "sf_shift2";
  Lump = "N3DGUARDGUN";
  Link pitch = -1;
  Link volume = -1;
  Priority = 256;
  Max channels = -1;
}

#END#

#END OF FILE#
