Actor ImpSkirmisher : actor replaces doomimp
{
    Health 60
    Radius 20
    Height 56
    Speed 10
    PainChance 128
  	Painchance "BarrelGrab", 0
	Monster
    +FLOORCLIP
	SeeSound "imp/sight"
    PainSound "imp/pain"
    DeathSound "imp/death"
    bloodtype newbloodsplatter
	ActiveSound "imp/active"
    Obituary "%o was struck down from afar by an Imp Skirmisher."
    HitObituary "%o was smote by an Imp Skirmisher."
	dropitem "lilchest" 8
    States
    {
    Spawn:
        WARI AB 10 A_Look
        Loop
    See:
        WARI AABBCCDD 3 A_Chase
        Loop
    Melee:
        WARI E 8 A_FaceTarget
        TNT1 A 0 A_PlaySound("implord/maceswing")
        WARI F 6 A_FaceTarget
        WARI G 5 A_CustomMeleeAttack(8, "implord/macehit", "None")
        Goto See
    Missile:
		WARI E 9 A_FaceTarget
		TNT1 A 0 A_PlaySound("implord/maceswing")
        WARI F 5 A_FaceTarget
        WARI G 5 A_CustomMissile ("throwingmace", 40)
		goto see
	Pain:
        WARI H 6 A_Pain
		TNT1 A 0 A_TakeInventory ("PowerTerrorStatus",999)
		TNT1 A 0 a_takeinventory ("PowerKickedStatus",999)
		Goto See
    Pain.Dazer:
    Pain.Superkick:
        WARI H 6 A_Pain
		TNT1 A 0 a_giveinventory ("KickDazer",1)
		Goto Dazed
    Dazed:
		WARI H 2
		WARI H 1 A_SetAngle (angle+15)
		WARI H 1 A_JumpIfInventory ("PowerKickedStatus",1,"Dazed")
		Goto See
		
	Death:
        TNT1 A 0 A_FaceTarget
        TNT1 A 0 A_SpawnItemEx("droppedMace", 0, 0, 32, 4, 0, 6, -90, 128)
        WARI R 0 A_SpawnItemEx("droppedShield", 0, 0, 32, 5, 0, 4, 90, 128)
        WARI R 0 A_noblocking
        WARI R 1 A_Scream
        TNT1 A 0 A_FaceTarget
		TNT1 A 0 thrustthingz (0,30,0,1)
		TNT1 A 0 ThrustThing(angle*256/360+128, 4, 0, 0)		
        WARI R 2 
        WARI S 6 
        WARI T 5
	    WARI U 4 
        WARI V -1
        Stop
    Xdeath:
		TNT1 A 0
		TNT1 A 1 a_scream
        WARI R 0 A_noblocking
		TNT1 A 0 a_spawnitem ("bigbloodsplatter")
		TNT1 AAAAAAAA 0 a_spawnitemex ("newbloodsplatter",0,0,24)       
		//TNT1 AAAAAAAA 0 a_spawnitem ("newbloodsplatter")       
		TNT1 A 0 A_SpawnItemEx("droppedMace", 0, 0, 32, 4, 0, 0, -90, 128)
        TNT1 A 0 A_SpawnItemEx("droppedShield", 0, 0, 32, 5, 0, 0, 90, 128)
		TNT1 AAAAAA 0 a_spawnitemex("bonegib",0,0,0,random(-10,10),random(-10,10),random(5,10))
		TNT1 AAA 0 a_spawnitemex("bonegib",0,0,0,random(-10,10),random(-10,10),random(5,10))
		ISKL AAAA 0 a_spawnitemex("hipbonegib",0,0,0,random(-10,10),random(-10,10),10)
		ISKL A 0 a_spawnitemex("ribbonegib",0,0,0,random(-10,10),random(-10,10),12)
		ISKL A 0 a_spawnitemex("impskull",0,0,0,random(-10,10),random(-10,10),12)
		TNT1 A 0 thrustthingz (0,30,0,1)
		TNT1 A 0 ThrustThing(angle*256/360+128, 4, 0, 0)
		ISKL A 4
		ISKL B -1
		stop
	death.superkick:
		WARI R 1 a_scream 
		WARI R 1 a_scalevelocity (0.1)
		WARI R 1 a_stop
		WARI R 1 a_noblocking
		TNT1 A 0 a_changeflag ("NOCLIP",1)
		TNT1 A 0 a_changeflag ("NOGRAVITY",1)
		WARI R 1 a_facetarget
        TNT1 A 0 A_SpawnItemEx("droppedMace", 0, 0, 32, 0, 0, 1, -90, 128)
        WARI R 0 A_SpawnItemEx("droppedShield", 20, 0, 32, 0, 0, 1, 90, 128)
		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")
        WARI S 1 
        WARI T 2
	kickfly:
		WARI TTTTTTT 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 A_FaceTarget
        TNT1 A 0 A_SpawnItemEx("droppedMace", 0, 0, 32, 4, 0, 6, -90, 128)
        WARI R 0 A_SpawnItemEx("droppedShield", 0, 0, 32, 5, 0, 4, 90, 128)
        WARI R 0 A_noblocking
        WARI R 1 A_Scream
        TNT1 A 0 A_FaceTarget
		TNT1 A 0 thrustthingz (0,50,0,1)
        WARI S 3 
        WARI T 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
	death.blazice:
		WARI H 2 a_scream
		WAIC 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)
		WAIC B 90 bright
		WAIC 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:
		WARI H 2 a_scream
		WAIC A 4 a_noblocking
		WARI H 15
	randomwait:
		FDIS A 1 a_jump (20,"split")
		loop
	split:
		FDIS AABBCC 5
		FDIS DE 2
		FDIS FGHIJ 3 bright
		FDIS J 1 bright  A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,35), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		FDIS J 1 bright  A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,35), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		FDIS J 1 bright  A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,35), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		FDIS J 1 bright  A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,35), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		FDIS J 1 bright  A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,35), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
	exploding:
		FDIS J 1 bright  
		TNT1 A 1 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,35), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		FDIS J 1 bright  
		TNT1 A 1 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,35), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		FDIS J 1 bright  
		TNT1 A 1 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,35), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		FDIS J 1 bright a_jump (100,"reallydie")
		TNT1 A 1 bright 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:
        WARI VU 8
        WARI TSR 6
		TNT1 A 0 a_jump (70,"chaosexplode")
		Goto See
	chaosexplode:
 		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
		WARI A 8
        WARI H 6 A_Pain
    	WARI A 8
        WARI H 6 A_Pain
    	WARI A 8
        WARI H 6 A_Pain
        TNT1 A 0 a_scream
        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 javelin
{
    +notimefreeze
	+BLOODSPLATTER
	+FORCEXYBILLBOARD	
	+THRUSPECIES
	+THRUGHOST
	+bright
	species "enemyshot"
	Radius 8
	Height 9
	Speed 20
	Damage (10)
	Projectile
	states
	{
	spawn:
		HSHT A 1
		loop
	death:
		TNT1 A 0 a_playsound ("subweapons/miss")
		SWMS ABC 3 bright
		stop
	Crash:
		TNT1 A 0 a_playsound ("subweapons/miss")
		SWMS ABC 3 bright
		stop
	xdeath:
		TNT1 A 0 a_playsound ("implord/javelinhit")
		SWHT ABC 3 bright
		stop
	}
}

actor throwingmace
{
    +notimefreeze
	+BLOODSPLATTER
	+FORCEXYBILLBOARD	
	+THRUSPECIES
	+THRUGHOST
	+bright
	species "enemyshot"
	Radius 6
	Height 8
	Speed 18
	Damage (10)
	Projectile
	scale 0.80
	states
	{
	spawn:
		AEMC ABCD 2
        TNT1 A 0 A_PlaySound("implord/maceswing",CHAN_VOICE,0.50,0,1.5)
		AEMC EFGH 2
        TNT1 A 0 A_PlaySound("implord/maceswing",CHAN_VOICE,0.50,0,1.5)
		loop
	death:
		TNT1 A 0
		TNT1 A 0 a_playsound ("subweapons/miss")
		SWMS ABC 3 bright
		stop
	Crash:
		TNT1 A 0
		TNT1 A 0 a_playsound ("subweapons/miss")
		SWMS ABC 3 bright
		stop
	xdeath:
		TNT1 A 0
		TNT1 A 0 a_playsound ("implord/macehit")
		SWHT ABC 3 bright
		stop
	}
}


Actor DroppedMace
{
    +DOOMBOUNCE
 	+clientsideonly
	+NOTELEPORT
	Speed 4
    States
    {
    Spawn:
 		TNT1 A 0
		WLI2 ABCDEF 5
        WLI2 G -1
        Stop
    }
}

Actor DroppedShield
{
    +DOOMBOUNCE
 	+clientsideonly
	+NOTELEPORT
	Speed 5
    States
    {
    Spawn:
		TNT1 A 0
        WLI1 ABCDEF 5
        WLI1 G -1
        Stop
    }
}
