
actor livingarmor : actor replaces demon
{
    Health 150
    Radius 20
    Height 56
    PainChance 160
 	Painchance "BarrelGrab", 0
	Mass 800
    MeleeRange 80
    Speed 11
    Scale 0.85
	bloodtype livingarmorblood
    Monster
    +FLOORCLIP
	+noblooddecals
	SeeSound "livingarmor/sight"
    PainSound "livingarmor/pain"
    DeathSound "livingarmor/death"
    Obituary "%o has been cleaved by a living armor."
	HitObituary "%o has been cleaved by a living armor."
	dropitem "lilchest" 7
    States
    {
    Spawn:
		KNGT E 5 A_Look
		Loop
    See:
		KNGT AAA 2 A_Chase
		TNT1 A 0 A_playsound ("livingarmor/step", 7, 1, 0, 2.5)
		KNGT BBB 2 A_Chase
		KNGT CCC 2 A_Chase
		TNT1 A 0 A_playsound ("livingarmor/step", 7, 1, 0, 2.5)
		KNGT DDD 2 A_Chase
		Loop
    Melee:
		TNT1 A 0 a_playsound ("livingarmor/warn",0)
		KNGT E 5 A_FaceTarget 
		KNGT F 4 A_FaceTarget
		TNT1 A 0 a_playsound ("livingarmor/grunt",0)
		KNGT FGH 3
		KNGT I 4 a_custommeleeattack (20, "mace/hit","livingarmor/attack", "POWdrainer")
		KNGT J 5
		KNGT E 3
		Goto See
   Pain:
		KNGT E 3 A_Pain
 		TNT1 A 0 A_TakeInventory ("PowerTerrorStatus",999)
		TNT1 A 0 a_takeinventory ("PowerKickedStatus",999)
		KNGT E 3
		Goto See
   Pain.Dazer:
   Pain.Superkick:
		KNGT E 3 A_Pain
		TNT1 A 0 a_giveinventory ("KickDazer",1)
		KNGT E 3
		Goto Dazed
    Dazed:
		KNGT E 2
		KNGT E 1 A_SetAngle (angle+15)
		KNGT E 1 A_JumpIfInventory ("PowerKickedStatus",1,"Dazed")
		Goto See
   Death:
		KNGT K 6 A_Scream
		KNGT LM 3
		TNT1 A 0 a_playsound ("Livingarmor/fall",0)
		KNGT NO 5
		KNGT R 1 A_NoBlocking
		KNGT R -1
		Stop
	Xdeath:
		TNT1 A 1 a_fall
		TNT1 A 0 a_scream
		TNT1 AAAAAAAAAA 0 a_spawnitemex ("livingarmorblood",0,0,0,random(-15,15),random(-15,15),15) 
		TNT1 A 0 a_spawnitemex ("armorexplode",0,0,30)
		TNT1 A 0 a_spawnitemex ("livingarmorgib1",0,0,0,random(-15,15),random(-15,15),15) 
		TNT1 AA 0 a_spawnitemex ("livingarmorgib2",0,0,0,random(-15,15),random(-15,15),15) 
		TNT1 AA 0 a_spawnitemex ("livingarmorgib3",0,0,0,random(-15,15),random(-15,15),15) 
		TNT1 A 0 a_spawnitemex ("livingarmorgib4",0,0,0,random(-15,15),random(-15,15),15) 
		TNT1 AA 0 a_spawnitemex ("livingarmorgib5",0,0,0,random(-15,15),random(-15,15),15) 
		TNT1 AA 0 a_spawnitemex ("livingarmorgib6",0,0,0,random(-15,15),random(-15,15),15)
		TNT1 A 0 thrustthingz (0,30,0,1)
		TNT1 A 0 ThrustThing(angle*256/360+128, 4, 0, 0)		
		LGB4 ABCD 3
		LGB4 A -1
		stop
	death.superkick:
		KNGT K 1 a_scream
		KNGT K 1 a_scalevelocity (0.1)
		KNGT K 1 a_stop
		KNGT K 1 a_noblocking
		TNT1 A 0 a_changeflag ("NOCLIP",1)
		TNT1 A 0 a_changeflag ("NOGRAVITY",1)
		KNGT K 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")
  		KNGT L 1
		KNGT M 1
	kickfly:
		KNGT MMMMMMM 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:
		KNGT K 4 A_Scream
		KNGT L 3
		TNT1 A 0 thrustthingz (0,50,0,1)
		KNGT M 6
		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:
		KNGT E 2 a_scream
		LAIC 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)
		LAIC B 90 bright
		LAIC C 2 bright
		TNT1 A 0 a_playsound ("swordtech/iceshatter")
		TNT1 AAAA 0 a_spawnitemex ("icefragment",0,0,0,random(-10,10),random(-10,10),10) 
		TNT1 AAAAA 0 a_spawnitemex ("icefragment",0,0,0,random(-4,13),random(-8,13),8) 
		stop
	death.fatalslash:
		KNGT E 2 a_scream
		LAIC A 4 a_noblocking
		KNGT E 15
	randomwait:
		FDLA A 1 a_jump (20,"split")
		loop
	split:
		FDLA AABBCC 5
		FDLA DE 2
		FDLA FGHIJ 3 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,30), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		FDLA J 1 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,30), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		FDLA J 1 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,30), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		FDLA J 1 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,30), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		FDLA J 1 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,30), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		FDLA J 1 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,30), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
	exploding:
		FDLA J 1 bright
		TNT1 A 1 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,30), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		FDLA J 1 bright
		TNT1 A 1 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,30), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		FDLA J 1 bright
		TNT1 A 1 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,30), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		FDLA J 1 bright a_jump (100,"reallydie")
		TNT1 A 1 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,30), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		loop
	reallydie:	
		TNT1 A 0
		TNT1 A 1 a_spawnitemex ("fataldrawdeath",0,0,30)
		stop
	raise:
		KNGT RQPONMLK 3
		TNT1 A 0 a_jump (50,"chaosexplode")
		TNT1 A 0 a_jump (250,"chaosexplode")
		goto see
	chaosexplode:
 		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
		KNGT A 8
        KNGT H 6 A_Pain
    	KNGT A 8
        KNGT H 6 A_Pain
    	KNGT A 8
        KNGT 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 a_spawnitemex ("armorexplode",0,0,30)
		TNT1 A 0 a_spawnitemex ("livingarmorgib1",0,0,0,random(-15,15),random(-15,15),15) 
		TNT1 AA 0 a_spawnitemex ("livingarmorgib2",0,0,0,random(-15,15),random(-15,15),15) 
		TNT1 AA 0 a_spawnitemex ("livingarmorgib3",0,0,0,random(-15,15),random(-15,15),15) 
		TNT1 A 0 a_spawnitemex ("livingarmorgib4",0,0,0,random(-15,15),random(-15,15),15) 
		TNT1 AA 0 a_spawnitemex ("livingarmorgib5",0,0,0,random(-15,15),random(-15,15),15) 
		TNT1 AA 0 a_spawnitemex ("livingarmorgib6",0,0,0,random(-15,15),random(-15,15),15)
		TNT1 A 0 Radius_Quake (4,20,0,32,0)
		TNT1 A 20
		stop
   }
}


actor armorexplode
{
	alpha 0.60
	projectile
	+clientsideonly
	+noclip
	+BRIGHT
	+dontblast
	scale 1
	states
	{
	spawn:
		TNT1 A 0
		TNT1 A 0 a_playsound ("subweapons/crushmissileexplode",0,1,0,0.90)
		LAXP ABCDEFGH 2
		stop
	death:
		TNT1 A 1
		stop
	}
}

