ACTOR SteelDuke : actor replaces shotgunguy
{
	MONSTER
	+DONTOVERLAP
	PainChance 180
	Health 30
  	Painchance "BarrelGrab", 0
	Height 56
	Radius 16
	Mass 250
	Speed 10
    bloodtype newbloodsplatter
	SeeSound "SteelDukeSee"
	DeathSound "SteelDukeDeath"
	PainSound "SteelDukePain"
	ActiveSound "SteelDukeActive"
	Obituary "%o was forced to suck it down by a Steel Duke"
	hitobituary "%o had their face maced by a Steel Duke"
	dropitem "shotgun" 256
	dropitem "lilchest" 05
	States
	{
	Spawn:
		CRMD A 0
		CRMD AB 12 A_Look
		Loop
	See:
		CRMD AABBCCDD 3 A_Chase
		Loop
	Melee:
		CRMD E 7 A_FaceTarget
		CRMD F 6 
		CRMD G 6 A_CustomMeleeAttack (15,"mace/hit","mace/swing")
		CRMD I 6
		Goto See
	Missile:
		CRMD E 1 A_PlaySound ("SteelDukeAttackTalk", 0)
		CRMD E 4 A_FaceTarget
		CRMD J 4 BRIGHT
		CRMD J 4
		CRMD J 4 BRIGHT
		CRMD F 1 A_PlaySound ("SteelDukeSwing")
		CRMD F 4 
		CRMD I 4 A_FaceTarget
		CRMD G 0 A_CustomMissile ("maceshot", 30, 13, frandom(12,-6), 0, frandom(5,-3))
		CRMD G 0 A_CustomMissile("maceshot", 30, 13, frandom(12,-6), 0, frandom(5,-3))
		CRMD G 0 A_CustomMissile("maceshot", 30, 13, frandom(12,-6), 0, frandom(5,-3))
		CRMD G 0 A_CustomMissile("maceshot", 30, 13, frandom(12,-6), 0, frandom(5,-3))
		CRMD G 0 A_CustomMissile("maceshot", 30, 13, frandom(12,-6), 0, frandom(5,-3))
		CRMD G 4 BRIGHT
		CRMD I 2
		CRMD F 4
		Goto See
	Pain:
		CRMD H 1 A_Pain
		TNT1 A 0 A_TakeInventory ("PowerTerrorStatus",999)
		TNT1 A 0 A_TakeInventory ("PowerKickedStatus",999)
		CRMD H 9
		Goto See
	Pain.Dazer:
    Pain.Superkick:
		CRMD H 1 A_Pain
		TNT1 A 0 A_GiveInventory ("KickDazer",1)
		CRMD H 9
		Goto Dazed
	Dazed:
		CRMD H 2
		TNT1 A 0 A_SetAngle (angle+15)
		TNT1 A 0 A_JumpIfInventory ("PowerKickedStatus",1,"Dazed")
		Goto See
    Dazed:
		CRMD H 2
		CRMD H 1 A_SetAngle (angle+15)
		CRMD H 1 A_JumpIfInventory ("PowerKickedStatus",1,"Dazed")
		Goto See
	Death:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("droppedMace", 0, 0, 32, 10, 0, 0, -90, 128)
		CRIM A 1 A_Scream
		CRIM A 1 A_NoBlocking
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 ThrustThingZ (0,30,0,1)
		TNT1 A 0 ThrustThing(angle*256/360+128, 4, 0, 0)		
		CRIM B 3 
		CRIM CD 6
		CRIM E 3
		CRIM FG 5
		CRIM H 1 A_Jump (80, "deadtalk")
		CRIM H -1
		Stop				
	Deadtalk:
		CRIM H 30
		CRIM H 1 A_PlaySound ("SteelDukeDeathLine", 0)
		CRIM H -1
		stop
	XDeath:
		TNT1 A 0
		CRIM I 0 A_PlaySound ("SteelDukeSplatter", 0)
		CRIM I 1 A_Scream
		TNT1 A 0 A_SpawnItemEx("droppedMace", 0, 0, 32, 10, 0, 0, -90, 128)
		TNT1 A 0 A_NoBlocking
		CRIM IJK 2 
		TNT1 A 0 A_SpawnItem ("bigbloodsplatter")
		TNT1 AAAAAAAA 0 A_SpawnItemEx ("newbloodsplatter",0,0,24)       
		//TNT1 AAAAAAAA 0 A_SpawnItem ("newbloodsplatter") 
		TNT1 AAA 0 A_SpawnItemEx("bonegib",0,0,0,random(-10,10),random(-10,10),10)
		ISKL AAAAAAA 0 A_SpawnItemEx("hipbonegib",0,0,32,random(-10,10),random(-10,10),10)
		ISKL AAAAA 0 A_SpawnItemEx("ribbonegib",0,0,32,random(-10,10),random(-10,10),12)
		CRIM LMNOP 5
		CRIM Q 1 A_Jump (20, "gibtalk")
		CRIM Q -1
		stop
	Death.superkick:	
		TNT1 A 0
		CRIM A 1 A_Scream
		CRIM A 1 A_ScaleVelocity (0.1)
		CRIM A 1 A_Stop
		CRIM A 1 A_NoBlocking
		TNT1 A 0 A_ChangeFlag ("NOCLIP",1)
		TNT1 A 0 A_ChangeFlag ("NOGRAVITY",1)
		CRIM A 1 A_FaceTarget
		TNT1 A 0 ThrustThingZ (0,80,0,1)
		TNT1 A 0 ThrustThing(angle*256/360+128, 110, 1, 0)		
		TNT1 A 0 A_SpawnItemEx ("kickdeathsound")
		TNT1 A 0 A_SpawnItemEx("droppedMace", 0, 0, 32, 2, 0, 0, -90, 128)
		CRIM B 1 
		CRIM C 2
	kickfly:
		CRIM CCCCCCC 1 A_SpawnItemEx ("KustamParticle",random(-8,8),random(-8,8),random(-10,10),random(-120,120)/15.0,random(-130,130)/12.0,random(-110,110)/17.0,0)
		TNT1 A 0 A_FadeOut (0.02)
		loop

	Death.Sentinelarm:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("droppedMace", 0, 0, 32, 10, 0, 0, -90, 128)
		CRIM A 1 A_Scream
		CRIM A 1 A_NoBlocking
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 ThrustThingZ (0,60,0,1)
		CRIM B 3 
		CRIM C 2
		TNT1 A 0 A_NoGravity
		TNT1 A 0 A_Stop
		TNT1 A 0 A_PlaySound ("Kustam/OCKill",CHAN_VOICE,1,0,0.4)
		TNT1 A 0 A_PlaySound ("Kustam/OCKill",5,1,0,0.6)
		TNT1 A 0 A_PlaySound ("Kustam/OCKill",6,1,0,0.6)
		TNT1 A 0 A_PlaySound ("Kustam/OCKill",7,1,0,0.6)
		OCKL ABCDEF 2 bright
		Stop				
		
	gibtalk:
		CRIM Q 25 
		CRIM Q 1 A_PlaySound ("SteelDukeDeathLine", 0)
		CRIM Q -1
		Stop
	death.blazice:
		CRMD H 2 A_Scream
		CRIC A 2 A_NoBlocking
		TNT1 A 0 A_PlaySound ("swordtech/freezedeath")
		TNT1 A 0 A_FadeOut (0.20)
		TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx ("iceparticle",random(-8,8),random(-8,8),32,random(-100,100)/10.0,random(-100,100)/10.0,random(-100,100)/20.0,0,160)
		CRIC B 90 bright
		CRIC C 2 bright
		TNT1 A 0 A_PlaySound ("swordtech/iceshatter")
		TNT1 AAA 0 A_SpawnItemEx ("icefragment",0,0,0,random(-10,10),random(-10,10),10) 
		TNT1 AAAA 0 A_SpawnItemEx ("icefragment",0,0,0,random(-4,13),random(-8,13),8) 
		stop
	death.fatalslash:
		CRMD H 2 A_Scream
		CRIC A 4 A_NoBlocking
		CRMD H 15
	randomwait:
		FDSD A 1 A_Jump (20,"split")
		loop
	split:
		FDSD AABBCC 5
		FDSD DE 2
		FDSD FGHIJ 3 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,35), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		FDSD J 1 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,35), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		FDSD J 1 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,35), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		FDSD J 1 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,35), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		FDSD J 1 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,35), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		FDSD J 1 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,35), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
	exploding:
		FDSD J 1
		TNT1 A 1 A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,35), 0,0,0, 0, SXF_NOCHECKPOSITION, 80)
		FDSD J 1
		TNT1 A 1 A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,35), 0,0,0, 0, SXF_NOCHECKPOSITION, 80)
		FDSD J 1
		TNT1 A 1 A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,35), 0,0,0, 0, SXF_NOCHECKPOSITION, 80)
		FDSD J 1 A_Jump (100,"reallydie")
		TNT1 A 1 A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,35), 0,0,0, 0, SXF_NOCHECKPOSITION, 80)
		loop
	reallydie:
		TNT1 A 0 
		TNT1 A 1 A_SpawnItemEx ("fataldrawdeath",0,0,30)
		stop
	raise:
		CRIM HGFEDCBA 3
		TNT1 A 0 A_Jump (40,"chaosexplode")
		goto see
	Chaosexplode:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
    	CRMD A 8
        CRMD H 6 A_Pain
    	CRMD A 8
        CRMD H 6 A_Pain
    	CRMD A 8
        CRMD H 6 A_Pain
        TNT1 A 0 A_Scream
		TNT1 A 0 A_PlaySound("archer/gib",0,0.5)
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 a_radiusgive ("chaoslaugh",650,RGF_MONSTERS)
		TNT1 A 0 A_SpawnItemEx("skellytun",0,0,12,random(-6,6),random(-8,8),random(6,10),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_PlaySound ("bonelord/explode",0,1,0,0.6)
		TNT1 A 0 Radius_Quake (4,20,0,32,0)
		TNT1 A 0 A_SpawnItem ("bigbloodsplatter")
		TNT1 AAAAAAAAAAAA 0 A_SpawnItem ("newbloodsplatter") 
		TNT1 AAAAAAAA 0 A_SpawnItemEx("bonegib",0,0,0,random(-30,30),random(-30,30),10)
		ISKL AAAAAAA 0 A_SpawnItemEx("hipbonegib",0,0,32,random(-10,10),random(-10,10),10)
		ISKL AAAAA 0 A_SpawnItemEx("ribbonegib",0,0,32,random(-10,10),random(-10,10),12)
		TNT1 AAA 0 A_SpawnItemEx("bonegib",0,0,0,random(-30,30),random(-30,30),10)
		TNT1 A 20
		stop
	}
}

ACTOR maceshot
{
	Projectile
	+THRUSPECIES
	+THRUGHOST
	+Bright
	species "enemyshot"
	Radius 8
	Height 16
	Speed 25
	Damage (8)
	SeeSound "BloodShoot"
	DeathSound "BloodBoom"
	Decal DoomImpScorch
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ThrustThingZ (0,random(0,3),random(0,1),1)
	flying:
		FX18 MN 3
		FX18 MN 3
		FX18 MN 3
		FX18 MN 3
		FX18 MN 3
		FX18 MN 3
		FX18 MN 3
		FX18 MN 3
		FX18 MN 3
		FX18 MN 3
		FX18 MN 3
		TNT1 A 0 A_ChangeFlag ("NOGRAVITY",0)
		goto falling
	falling:
		FX18 MN 3
		loop
	Death:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag ("NOGRAVITY",1)
		CBLD CDEFGHI 3 BRIGHT
		Stop
	}
}

