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VileChase
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{{codepointer |description=Chase for target while also potentially raising the dead in the way (like the Doom 2 archvile). |usage='''VileChase''' |examples= From base/doom/things.edf: See: VILE AABBCCDDEEFF 2 A_VileChase loop |notes=When a corpse (thing with the '''CORPSE''' [[thing type flags|flag]] set) is encountered which has a resurrection state, is currently in a frame with a -1 tics value, and is not currently blocked by any other creature, the object will stop beside it and transfer to its '''healstate''' ('''Heal''' on Decorate) or, if not set, to frame #266 ('''S_VILE_HEAL''' in Doom). The object being resurrected will emit the '''slop''' sound and will be placed into its first resurrection frame ('''raisestate''' or '''Raise'''). The resurrected object's normal height, radius, health, and flags information will be restored. Friendliness of the object performing the resurrection will be transferred to the resurrected object (friendly objects resurrect friends, and vice versa). If no corpses are found to resurrect, control transfers to the [[Chase]] codepointer for normal attack and walking logic. If '''comp_vile''' is set in the game configuration or [[OPTIONS]], crushed creatures will not have their height or radius information restored, and will become "ghosts." |seealso= *[[Chase]] }}
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