actor skuttle : actor replaces lostsoul
{
	Monster
	Health 100
	Radius 16
	Height 50
	Mass 400
	Speed 6
	Damage (15)
	PainChance 256
 	Painchance "BarrelGrab", 0
	+FLOAT
	+NOGRAVITY
	+DONTRIP
	+DONTCORPSE
	+dontfall
	+dontoverlap
	+noblooddecals
	-floorclip
	+bright
	bloodtype GMOTAnoBlood
	seesound "skuttle/see"
	PainSound "skuttle/pain"
	DeathSound "skuttle/die"
	ActiveSound "skuttle/chatter"
	Obituary "%o fell before a Skuttle"

	var int user_SpinCount;
	States
	{
	Spawn:
		BATG AABB 10 A_Look
		loop
	See:
		BATG ABCD 1 A_Chase
		BATG D 0 A_PlaySound ("skuttle/wing", 0)
		BATG DCBA 1 A_chase
		Loop
	Missile:
		BATG A 0 A_PlaySound ("skuttle/see", 0)
		BATG A 10 A_FaceTarget
		TNT1 A 0 A_TakeInventory ("Ihitawall", 99)
		BATG A 16 A_FaceTarget
		BATG A 0 A_SkullAttack (25)
		goto RamLoop
	RamLoop:
		TNT1 A 0 A_JumpIfinventory ("Ihitawall", 1, "FallBack")
		BATG A 1 A_SpawnItemEx ("ramcheck",35,0,5,20,0,0,0,0,0)
		TNT1 A 0 A_JumpIfinventory ("Ihitawall", 1, "FallBack")
		BATG B 1 A_SpawnItemEx ("ramcheck",35,0,5,20,0,0,0,0,0)
		TNT1 A 0 A_JumpIfinventory ("Ihitawall", 1, "FallBack")
		BATG C 1 A_SpawnItemEx ("ramcheck",35,0,5,20,0,0,0,0,0)
		TNT1 A 0 A_JumpIfinventory ("Ihitawall", 1, "FallBack")
		BATG D 1 A_SpawnItemEx ("ramcheck",35,0,5,20,0,0,0,0,0)
		TNT1 A 0 A_JumpIfinventory ("Ihitawall", 1, "FallBack")
		BATG D 0 A_PlaySound ("skuttle/wing", 0)
		BATG D 1 A_SpawnItemEx ("ramcheck",35,0,5,20,0,0,0,0,0)
		TNT1 A 0 A_JumpIfinventory ("Ihitawall", 1, "FallBack")
		BATG C 1 A_SpawnItemEx ("ramcheck",35,0,5,20,0,0,0,0,0)
		TNT1 A 0 A_JumpIfinventory ("Ihitawall", 1, "FallBack")
		BATG B 1 A_SpawnItemEx ("ramcheck",35,0,5,20,0,0,0,0,0)
		TNT1 A 0 A_JumpIfinventory ("Ihitawall", 1, "FallBack")
		BATG A 1 A_SpawnItemEx ("ramcheck",35,0,5,20,0,0,0,0,0)
		TNT1 A 0 A_JumpIfinventory ("Ihitawall", 1, "FallBack")
		loop
	FallBack:
		TNT1 A 0 
		TNT1 A 0 A_TakeInventory ("Ihitawall", 99)
		TNT1 A 0 A_ChangeFlag ("nogravity", 0)
		TNT1 A 0 A_Stop
		TNT1 A 0 A_PlaySound ("skuttle/wallhit",0)
		TNT1 A 0 ThrustThing(angle*256/360+128, 10, 0, 0)
		TNT1 A 0 thrustthingz (0,30,0,0)
		TNT1 A 0 radius_quake (2,10,0,10,0)
		BATG H 10 A_Pain
		TNT1 A 0 A_Stop
		TNT1 A 0 A_ChangeFlag ("nogravity", 1)
		BATG A 4
		goto see	
	Pain:
		BATG A 0
		BATG H 4 A_Pain
 		TNT1 A 0 A_TakeInventory ("PowerTerrorStatus",999)
		TNT1 A 0 A_ChangeFlag ("nogravity", 1)
		TNT1 A 0 A_TakeInventory ("PowerKickedStatus",999)
		BATG H 8
		Goto See
	Pain.Dazer:
    Pain.Superkick:
		BATG A 0
		BATG H 4 A_Pain
		TNT1 A 0 A_GiveInventory ("KickDazer",1)
		TNT1 A 0 A_ChangeFlag ("nogravity", 0)
		BATG H 8
		Goto Dazed
    Dazed:
		BATG H 2
		BATG H 1 A_SetAngle (angle+15)
		BATG H 1 A_JumpIfInventory ("PowerKickedStatus",1,"Dazed")
		BATG H 1 A_ChangeFlag ("nogravity", 1)
		Goto See

	Death:
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Stop
		TNT1 A 0 Thing_SetTranslation(0, 4241)
		TNT1 A 0 A_FadeOut (0.10)
	deadloop:
		BATG A 1 A_SetAngle(-55+Angle)
		TNT1 A 0 A_SetUserVar("user_SpinCount", user_SpinCount+1)
		TNT1 A 0 A_SetScale (scalex * 0.98,scaley * 0.98)
		TNT1 A 0 A_JumpIf (user_SpinCount >= 30, "Ded")
		loop
	ded:
		BATG A 2 A_FaceTarget
		BATG H 5
		TNT1 A 0 A_PlaySound ("skuttle/explode", 0)
		TNT1 AAAAAAA 0 A_SpawnDebris ("missiledebris1")
		TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx ("missiledebris2",random(-16,16),random(-16,16),random(-10,10),random(-100,100)/20.0,random(-100,100)/20.0,random(-100,100)/20.0,0,160)
		TNT1 A 0 Thing_SetTranslation(0, 0)
		MWND E 3 Bright
		MWND F 2 Bright
		MWND G 3 Bright
		MWND H 2 Bright
		MWND I 2 Bright
		stop
	death.blazice:
		BATG H 2 A_Scream
		BAIC A 2 A_NoBlocking
		TNT1 A 0 A_Stop
		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)
		BAIC B 150 bright
		BAIC B 2 A_ChangeFlag ("nogravity",0)
	falling:
		TNT1 A 0 A_JumpIf(Abs(VelZ) <= 0.01, "Shatter")
		BAIC B 1 A_JumpIf(Abs(VelZ) <= 0.01, "Shatter")
		TNT1 A 0 A_JumpIf(Abs(VelZ) <= 0.01, "Shatter")
		loop
	shatter:
		BAIC 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.Superkick:
		BATG H 1 A_Scream
		BATG H 1 a_scalevelocity (0.1)
		BATG H 1 A_Stop
		BATG H 1 A_NoBlocking
		TNT1 A 0 A_ChangeFlag ("NOCLIP",1)
		TNT1 A 0 A_ChangeFlag ("NOGRAVITY",1)
		BATG H 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")
        BATG H 1
		BATG H 2
	kickfly:
		BATG JJJJJJJ 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_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Stop
		BATG H 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.fatalslash:
		TNT1 A 0
		BATG H 2 A_Scream
		TNT1 A 0 A_Stop
		BAIC A 4 A_NoBlocking
		TNT1 A 0 A_Stop
		BATG H 15
	randomwait:
		FDSK A 1 a_jump (20,"split")
		loop
	split:
		FDSK AABBCC 5
		FDSK DE 2
		FDSK FGHIJ 3 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(5,25), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		FDSK J 1 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(5,25), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		FDSK J 1 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(5,25), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		FDSK J 1 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(5,25), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		FDSK J 1 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(5,25), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		FDSK J 1 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(5,25), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
	exploding:
		FDSK J 1 Bright
		TNT1 A 1 A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(5,25), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		FDSK J 1 Bright
		TNT1 A 1 A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(5,25), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		FDSK J 1 Bright
		TNT1 A 1 A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(5,25), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		FDSK J 1 Bright a_jump (100,"reallydie")
		TNT1 A 1 A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(5,25), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		loop
	reallydie:	
		TNT1 A 0
		TNT1 A 1 A_SpawnItemEx ("fataldrawdeath",0,0,0)
		stop
	}
}

actor ramcheck
{
	+notimefreeze
	projectile
	+FORCEXYBILLBOARD	
	+LOOKALLAROUND
	+THRUSPECIES
	species "enemyshot"
	radius 5
	height 5
	speed 30
	damage (0)
	Scale 1
	states
	{
	spawn:
		TNT1 AA 1 bright
		stop
	xdeath:
		TNT1 A 1
		stop
	death:
		TNT1 A 1 a_givetotarget ("Ihitawall")
		stop
	crash:
		TNT1 A 1 a_givetotarget ("Ihitawall")
		stop
	}
}


actor skuttleboost1
{
	alpha 0.60
	renderstyle add
	projectile
	+clientsideonly
	+dontblast
	+noclip
	scale 1
	states
	{
	spawn:
		TNT1 A 0
		BATG A 6
		stop
	}
}

actor skuttleboost2 : skuttleboost1
{
	states
	{
	spawn:
		BATG B 6
		stop
	}
}

actor skuttleboost3 : skuttleboost1
{
	states
	{
	spawn:
		BATG C 6
		stop
	}
}

actor skuttleboost4 : skuttleboost1
{
	states
	{
	spawn:
		BATG D 6
		stop
	}
}

Actor Ihitawall : Powerup
{
  Powerup.Duration -2
}

Actor Ihitathing : Powerup
{
  Powerup.Duration -2
}