text: 
  // Knight -------------------------------------------------------------------
  
  ACTOR Knight
  {
  	Health 200
  	Radius 24
  	Height 78
  	Mass 150
  	Speed 12
  	Painchance 100
  	Monster
  	+FLOORCLIP
  	SeeSound "hknight/sight"
  	AttackSound "hknight/attack"
  	PainSound "hknight/pain"
  	DeathSound "hknight/death"
  	ActiveSound "hknight/active"
  	Obituary "$OB_BONEKNIGHT"
  	HitObituary "$OB_BONEKNIGHTHIT"
  	DropItem "CrossbowAmmo", 84, 5
  	
  	action native A_KnightAttack ();
  	
  	States
  	{
  	Spawn:
  		KNIG AB 10 A_Look
  		Loop
  	See:
  		KNIG ABCD 4 A_Chase
  		Loop
  	Melee:
  	Missile:
  		KNIG E 10 A_FaceTarget
  		KNIG F 8 A_FaceTarget
  		KNIG G 8 A_KnightAttack
  		KNIG E 10 A_FaceTarget
  		KNIG F 8 A_FaceTarget
  		KNIG G 8 A_KnightAttack
  		Goto See
  	Pain:
  		KNIG H 3
  		KNIG H 3 A_Pain
  		Goto See
  	Death:
  		KNIG I 6
  		KNIG J 6 A_Scream
  		KNIG K 6
  		KNIG L 6 A_NoBlocking
  		KNIG MN 6
  		KNIG O -1
  		Stop
  	}
  
  }
  
  
  // Knight ghost -------------------------------------------------------------
  
  ACTOR KnightGhost : Knight
  {
  	+SHADOW
  	+GHOST
  	RenderStyle Translucent
  	Alpha 0.4
  }
  
  // Knight axe ---------------------------------------------------------------
  
  ACTOR KnightAxe 
  {
  	Radius 10
  	Height 8
  	Speed 9
  	FastSpeed 18
  	Damage 2
  	Projectile
  	-NOBLOCKMAP
  	-ACTIVATEIMPACT
  	-ACTIVATEPCROSS
  	+WINDTHRUST
  	+THRUGHOST
  	DeathSound "hknight/hit"
  	States
  	{
  	Spawn:
  		SPAX A 3 BRIGHT A_PlaySound("hknight/axewhoosh")
  		SPAX BC 3 BRIGHT
  		Loop
  	Death:
  		SPAX DEF 6 BRIGHT
  		Stop
  	}
  }
  
  
  // Red axe ------------------------------------------------------------------
  
  ACTOR RedAxe : KnightAxe
  {
  	+NOBLOCKMAP
  	-WINDTHRUST
  	Damage 7
  
  	action native A_DripBlood ();
  
  	States
  	{
  	Spawn:
  		RAXE AB 5 BRIGHT A_DripBlood
  		Loop
  	Death:
  		RAXE CDE 6 BRIGHT
  		Stop
  	}
  }
  		
  