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	<id>https://eternity.youfailit.net/index.php?action=history&amp;feed=atom&amp;title=Look</id>
	<title>Look - Revision history</title>
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	<updated>2026-08-11T21:34:22Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://eternity.youfailit.net/index.php?title=Look&amp;diff=1957&amp;oldid=prev</id>
		<title>Printz: New page: &#039;&#039;&#039;Look&#039;&#039;&#039; (void) ==Usage== Causes the object to look for targets. Various gameplay elements have an effect on acquiring a target. Friendly monsters will look for enemies first, but if the...</title>
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		<updated>2009-05-21T15:37:54Z</updated>

		<summary type="html">&lt;p&gt;New page: &amp;#039;&amp;#039;&amp;#039;Look&amp;#039;&amp;#039;&amp;#039; (void) ==Usage== Causes the object to look for targets. Various gameplay elements have an effect on acquiring a target. Friendly monsters will look for enemies first, but if the...&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Look&amp;#039;&amp;#039;&amp;#039; (void)&lt;br /&gt;
==Usage==&lt;br /&gt;
Causes the object to look for targets. Various gameplay elements have an effect on acquiring a target. Friendly monsters will look for enemies first, but if they find none, will look for a player to follow. Enemies will look for players first, then friendly monsters. If none are found, they will remain asleep.&lt;br /&gt;
&lt;br /&gt;
Upon waking, a monster will play its alert sound. Use of certain alert sounds by a monster will cause it to randomly use one of a set of sounds, as documented here:&lt;br /&gt;
&lt;br /&gt;
- If object uses the &amp;quot;posit1&amp;quot;, &amp;quot;posit2&amp;quot;, or &amp;quot;posit3&amp;quot; sounds, it will use any one of these three sounds at random. &lt;br /&gt;
&lt;br /&gt;
- If object uses the &amp;quot;bgsit1&amp;quot; or &amp;quot;bgsit2&amp;quot; sounds, it will use one of these two sounds at random. &lt;br /&gt;
&lt;br /&gt;
- If the object has the BOSS flag in its Bits2 field, it will play its alert sound at full-volume. This is used by most DOOM and Heretic bosses by default.&lt;br /&gt;
&lt;br /&gt;
After playing the sound, the object will transfer to its &amp;quot;first walking&amp;quot; state.&lt;br /&gt;
&lt;br /&gt;
Notes: This codepointer should only be called from an object&amp;#039;s initial spawn state. Calling it from a walking state can cause an infinite state cycle, which will cause an error message to appear.&lt;br /&gt;
[[category:Codepointers]]&lt;/div&gt;</summary>
		<author><name>Printz</name></author>
	</entry>
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