actor FailedMimicSpawner : randomspawner replaces WolfensteinSS
{
	dropitem "BlazMimic", 255, 3
	dropitem "SlayerMimic", 255, 3
	dropitem "KustamMimic", 255, 3
}

actor blazmimic : actor 
{
    Health 200
    Radius 20
    Height 56
    Speed 18
	mass 300
	scale 0.70
    PainChance 128
 	Painchance "BarrelGrab", 0
	Monster
    +FLOORCLIP
	+noblooddecals
	+DONTCORPSE
	SeeSound "Mimic/Blazsee"
    PainSound "Mimic/Blazpain"
    DeathSound "Mimic/Blazdie"
	ActiveSound "Mimic/BlazIdle"
    bloodtype bonespray
    Obituary "%o was outskilled by a Blaz mimic."
    HitObituary "%o was cut down by a Blaz mimic."
	dropitem "lilchest" 15
	states
	{
	spawn:
		BMMC AB 15 a_look
		loop
	see:
		BMMC A 4 a_facetarget
		TNT1 A 0 a_jump (40, "chaosexplode")
		goto realsee
	realsee:
		BMMC AA 2 a_chase
		BMMC A 2 A_SpawnItemEx("quickbonegib",0,0,32,random(-10,10),random(-10,10),random(5,10))
		BMMC BB 2 a_chase
		BMMC B 2 a_chase
		BMMC CC 2 a_chase
		BMMC C 2 a_chase ("melee","missile",CHF_DONTMOVE)
		BMMC DD 2 a_chase
		BMMC D 2 A_SpawnItemEx("quickbonegib",0,0,32,random(-10,10),random(-10,10),random(5,10))
		BMMC A 15 a_chase ("melee","missile",CHF_DONTMOVE)
		BMMC BB 2 a_chase
		BMMC B 2 A_SpawnItemEx("quickbonegib",0,0,32,random(-10,10),random(-10,10),random(5,10))
		BMMC CCC 2 a_chase
		BMMC C 2 a_chase ("melee","missile",CHF_DONTMOVE)
		BMMC DD 2 a_chase
		BMMC D 2 A_SpawnItemEx("quickbonegib",0,0,32,random(-10,10),random(-10,10),random(5,10))
		BMMC D 10 a_chase ("melee","missile",CHF_DONTMOVE)
		loop
	missile:
		TNT1 A 0 a_jumpifcloser (300,"axethrow")
		BMMC E 8 a_facetarget
		BMMC F 6 a_facetarget
		TNT1 A 0 A_PlaySound ("subweapons/lancethrow")
		BMMC G 1 a_custommissile ("MimicLance")
		BMMC G 10 a_facetarget
		goto realsee
	axethrow:
		TNT1 A 0 a_jump (80,"failaxe")
		BMMC E 12 a_facetarget
		BMMC F 8 a_facetarget
		TNT1 A 0 A_PlaySound("subweapons/hatchetthrow")
		BMMC G 1 a_custommissile ("MimicAxe")
		BMMC G 20 a_facetarget
		goto realsee
	failaxe:
		BMMC G 10 a_facetarget
		BMMC F 8 a_facetarget
		TNT1 A 0 A_PlaySound ("subweapons/hatchetthrow")
		BMMC E 1 a_custommissile ("MimicAxe",38,20,180)
		BMMC E 15
		goto pain
	Melee:
		BMMC E 10 a_facetarget
		TNT1 A 0 A_PlaySound("sword/attack1")
		BMMC F 6 a_facetarget
		BMMC G 1 A_CustomMeleeAttack(Random(1,3)*10, "Zarach/Hit1")
		BMMC G 5
		goto realsee
	Pain:
        BMMC H 6 A_Pain
		TNT1 A 0 A_TakeInventory ("PowerTerrorStatus",999)
 		TNT1 A 0 A_TakeInventory ("PowerKickedStatus",999)
		Goto realSee
	Pain.Dazer:
    Pain.Superkick:
        BMMC H 1
		TNT1 A 0 A_GiveInventory ("KickDazer",1)
        BMMC H 5 A_Pain
		Goto Dazed
    Dazed:
		BMMC H 2
		BMMC H 1 A_SetAngle (angle+15)
		BMMC H 1 A_JumpIfInventory ("PowerKickedStatus",1,"Dazed")
		Goto RealSee
	
	death:
		BMMC H 2
		TNT1 A 0 A_Scream
		TNT1 A 0 A_PlaySound ("skeleton/gib",0,1,0,0.6)
		TNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx ("SkellytunSkullDeath",random(-16,16),random(-16,16),42,random(-100,100)/20.0,random(-100,100)/20.0,random(-100,100)/20.0,0)
		TNT1 AAAAAAAAA 0 A_SpawnItemEx("bonegib",0,0,32,random(-10,10),random(-10,10),random(5,10))
		TNT1 AAAAAA 0 A_SpawnItemEx("bonegib",0,0,32,random(-10,10),random(-10,10),random(5,10))
		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 ("sunderlootorb", 0, 0, 0, random (-4, 7), random (-6, 3), random (3, 6))
		TNT1 A 1
		stop
	Death.superkick:	
		BMMC H 1 A_Scream 
		BMMC H 1 a_scalevelocity (0.1)
 		BMMC H 1 a_stop
		BMMC H 1 A_NoBlocking
		TNT1 A 0 a_changeflag ("NOCLIP",1)
		TNT1 A 0 a_changeflag ("NOGRAVITY",1)
		BMMC 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")
		TNT1 AAA 0 A_SpawnItemEx ("sunderlootorb", 0, 0, 0, random (-4, 7), random (-6, 3), random (3, 6))
		BMMC H 1
		BMMC H 2		

	kickfly:
		BMMC HHHHHHH 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	
	chaosexplode:
		BMMC A 6 a_facetarget
		BMMC H 10 a_pain
		BMMC A 5 a_facetarget
		BMMC H 8 a_pain
		BMMC A 4 a_facetarget
		BMMC H 5 a_pain
		TNT1 A 0 A_ChangeFlag ("SHOOTABLE",0)
		TNT1 A 0 A_ChangeFlag ("SOLID",0)
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		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 AAAAAAAAAAAAA 0 A_SpawnItemEx ("SkellytunSkullDeath",random(-16,16),random(-16,16),42,random(-100,100)/20.0,random(-100,100)/20.0,random(-100,100)/20.0,0)
		TNT1 AAAAAAAAA 0 A_SpawnItemEx("bonegib",0,0,32,random(-10,10),random(-10,10),random(5,10))
		TNT1 AAAAAA 0 A_SpawnItemEx("bonegib",0,0,32,random(-10,10),random(-10,10),random(5,10))
		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 A 20
		stop
	}
}

actor mimiclance
{
    +notimefreeze
	+BLOODSPLATTER
	+FORCEXYBILLBOARD
	+THRUGHOST
	Radius 9
	Height 8
	Speed 15
	Damage (20)
	Projectile
	states
	{
	spawn: 
		LNCE A 8
		TNT1 A 0 a_jump (100,"failLance")
		goto flight
	FailLance:
		LNCE A 1 a_changeflag ("nogravity",0)
		loop
	flight:
		LNCE A 2 Thing_SetTranslation(0, 0)
		LNCE A 2 Thing_SetTranslation(0, 4242)
		loop
	death:
		TNT1 A 0 A_PlaySound ("subweapons/miss")
		TNT1 A 0 Thing_SetTranslation(0, 0)
		SWMS ABC 3 bright
		stop
	Crash:
		TNT1 A 0 A_PlaySound ("subweapons/miss")
		TNT1 A 0 Thing_SetTranslation(0, 0)
		SWMS ABC 3 bright
		stop
	xdeath:
		TNT1 A 0 A_PlaySound ("subweapons/hit")
		TNT1 A 0 Thing_SetTranslation(0, 0)
		SWHT ABC 3 bright
		stop
	}
}

actor MimicAxe
{
	+notimefreeze
	+BLOODSPLATTER
	projectile
	+doombounce
	-nogravity
	+FORCEXYBILLBOARD	
	+LOOKALLAROUND
	+thruspecies
	+THRUGHOST
	seesound "cannon/lilclang"
	Gravity 0.40
	BounceCount 2
	BounceFactor 1.20  
	Radius 8
	Radius 15
	scale 0.80
	Damage (30)
	Speed 20
	states
	{
	spawn:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("silence", CHAN_VOICE)
	flying:
		HATC ABCDEF 1 Thing_SetTranslation(0, 0)
		HATC ABCDEF 1 Thing_SetTranslation(0, 4242)
		loop
	death:
		TNT1 A 0 a_changeflag ("nogravity", 1)
		TNT1 A 0 Thing_SetTranslation(0, 0)
		TNT1 A 0 A_PlaySound ("subweapons/miss")
		SWMS ABC 3 bright
		stop
	Crash:
		TNT1 A 0 a_changeflag ("nogravity", 1)
		TNT1 A 0 Thing_SetTranslation(0, 0)
		TNT1 A 0 A_PlaySound ("subweapons/miss")
		SWMS ABC 3 bright
		stop
	xdeath:
		TNT1 A 0 a_changeflag ("nogravity", 1)
		TNT1 A 0 Thing_SetTranslation(0, 0)
		TNT1 A 0 A_PlaySound ("subweapons/hit")
		SWHT ABC 3 bright
		stop
	}
}

//=============================================================================
//=============================================================================
//=============================================================================
//=============================================================================

actor SlayerMimic
{
    Health 200
    Radius 20
    Height 56
    Speed 20
    PainChance 128
 	Painchance "BarrelGrab", 0
	Monster
    +FLOORCLIP
	+noblooddecals
	+DONTCORPSE
	SeeSound "Mimic/Slayersee"
    PainSound "Mimic/Slayerpain"
    DeathSound "Mimic/Slayerdie"
	ActiveSound "Mimic/SlayerIdle"
    bloodtype bonespray
    Obituary "%o was gunned down by a Slayer mimic."
	dropitem "lilchest" 15
	states
	{
	spawn:
		DMMC AB 15 a_look
		loop
	see:
		DMMC A 4 a_facetarget
		TNT1 A 0 a_jump (40, "chaosexplode")
		goto realsee
	realsee:
		DMMC AA 2 a_chase
		DMMC A 1 A_SpawnItemEx("quickbonegib",0,0,32,random(-10,10),random(-10,10),random(5,10))
		DMMC BB 2 a_chase
		DMMC B 2 a_chase
		DMMC CC 2 a_chase
		DMMC C 1 a_chase ("Missile","missile",CHF_DONTMOVE)
		DMMC DD 2 a_chase
		DMMC D 1 A_SpawnItemEx("quickbonegib",0,0,32,random(-10,10),random(-10,10),random(5,10))
		DMMC A 15 a_chase ("Missile","missile",CHF_DONTMOVE)
		DMMC BB 1 a_chase
		DMMC B 2 A_SpawnItemEx("quickbonegib",0,0,32,random(-10,10),random(-10,10),random(5,10))
		DMMC CCC 2 a_chase
		DMMC C 1 a_chase ("Missile","missile",CHF_DONTMOVE)
		DMMC DD 2 a_chase
		DMMC D 1 A_SpawnItemEx("quickbonegib",0,0,32,random(-10,10),random(-10,10),random(5,10))
		DMMC D 10 a_chase ("Missile","missile",CHF_DONTMOVE)
		loop
	missile:
		DMMC E 10 a_facetarget
		DMMC E 3 a_facetarget
		TNT1 A 0 A_PlaySound("DoomSlayer/ReignStormShot", CHAN_WEAPON)
		DMMC F 2 a_custommissile ("DarkPellet",36, 2,random(-2,2),CMF_OFFSETPITCH,random(-2,1))
		DMMC E 3 a_facetarget
		TNT1 A 0 A_PlaySound("DoomSlayer/ReignStormShot", CHAN_WEAPON)
		DMMC F 2 a_custommissile ("DarkPellet",36, 2,random(-3,6),CMF_OFFSETPITCH,random(-2,1))
		DMMC E 3 a_facetarget
		TNT1 A 0 A_PlaySound("DoomSlayer/ReignStormShot", CHAN_WEAPON)
		DMMC F 2 a_custommissile ("DarkPellet",36, 2,random(-3,6),CMF_OFFSETPITCH,random(-2,1))
		TNT1 A 0 a_jump (80,"missile")
		DMMC E 10 a_facetarget
		goto realsee
	Pain:
        DMMC G 6 A_Pain
 		TNT1 A 0 A_TakeInventory ("PowerKickedStatus",999)
		Goto realSee
	Pain.Dazer:
    Pain.Superkick:
        DMMC G 1
		TNT1 A 0 A_GiveInventory ("KickDazer",1)
        DMMC G 5 A_Pain
		Goto Dazed
    Dazed:
		DMMC G 2
		DMMC G 1 A_SetAngle (angle+15)
		DMMC G 1 A_JumpIfInventory ("PowerKickedStatus",1,"Dazed")
		Goto RealSee
	death:
		DMMC G 2
		TNT1 A 0 A_Scream
		TNT1 A 0 A_PlaySound ("skeleton/gib",0,1,0,0.6)
		TNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx ("SkellytunSkullDeath",random(-16,16),random(-16,16),42,random(-100,100)/20.0,random(-100,100)/20.0,random(-100,100)/20.0,0)
		TNT1 AAAAAAAAA 0 A_SpawnItemEx("bonegib",0,0,32,random(-10,10),random(-10,10),random(5,10))
		TNT1 AAAAAA 0 A_SpawnItemEx("bonegib",0,0,32,random(-10,10),random(-10,10),random(5,10))
		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 ("sunderlootorb", 0, 0, 0, random (-4, 7), random (-6, 3), random (3, 6))
		TNT1 A 1
		stop
	Death.superkick:	
		DMMC G 1 A_Scream 
		DMMC G 1 a_scalevelocity (0.1)
 		DMMC G 1 a_stop
		DMMC G 1 A_NoBlocking
		TNT1 A 0 a_changeflag ("NOCLIP",1)
		TNT1 A 0 a_changeflag ("NOGRAVITY",1)
		DMMC G 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 AAA 0 A_SpawnItemEx ("sunderlootorb", 0, 0, 0, random (-4, 7), random (-6, 3), random (3, 6))
		DMMC G 1
		DMMC G 2		

	kickfly:
		DMMC GGGGGGG 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	
	chaosexplode:
		DMMC A 6 a_facetarget
		DMMC G 10 a_pain
		DMMC A 5 a_facetarget
		DMMC G 8 a_pain
		DMMC A 4 a_facetarget
		DMMC G 5 a_pain
		TNT1 A 0 A_ChangeFlag ("SHOOTABLE",0)
		TNT1 A 0 A_ChangeFlag ("SOLID",0)
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		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 AAAAAAAAAAAAA 0 A_SpawnItemEx ("SkellytunSkullDeath",random(-16,16),random(-16,16),42,random(-100,100)/20.0,random(-100,100)/20.0,random(-100,100)/20.0,0)
		TNT1 AAAAAAAAA 0 A_SpawnItemEx("bonegib",0,0,32,random(-10,10),random(-10,10),random(5,10))
		TNT1 AAAAAA 0 A_SpawnItemEx("bonegib",0,0,32,random(-10,10),random(-10,10),random(5,10))
		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 A 20
		stop
	}
}



actor darkpellet : macepellet
{
	+notimefreeze
    +FORCEXYBILLBOARD	
	+bright
	+THRUGHOST
	-thruspecies
	species "enemyshot"
	damage (8)
    missileheight 1
	speed 30
	height 4
	radius 4
	gravity 0.01
    Scale 1
	alpha 0.95
	-NOGRAVITY
	+BLOODSPLATTER
	+NOEXTREMEDEATH
	decal "BulletChip"
	states
	{
	Spawn:
		GBAL C 1
		loop
	Death:
		TNT1 A 0
		TNT1 A 0 a_stop
		TNT1 A 1 A_SpawnItemEx ("macepellethit",-5,-5,0,frandom(-2,-8),frandom(-8,8),frandom(5,10),0,SXF_NOCHECKPOSITION)
		stop
	XDeath:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 1
		stop
	}
}


//=============================================================================
//=============================================================================
//=============================================================================
//=============================================================================



actor KustamMimic
{
    Health 300
    Radius 20
    Height 56
    Speed 20
    PainChance 128
 	Painchance "BarrelGrab", 0
	Monster
    +FLOORCLIP
	+noblooddecals
	+DONTCORPSE
	SeeSound "Mimic/Kustamsee"
    PainSound "Mimic/Kustampain"
    DeathSound "Mimic/Kustamdie"
	ActiveSound "Mimic/KustamIdle"
    bloodtype bonespray
    Obituary "%o was blasted by a Kustam Mimic."
	dropitem "lilchest" 15
	states
	{
	spawn:
		KMMC AB 15 a_look
		loop
	see:
		KMMC A 4 a_facetarget
		TNT1 A 0 a_jump (40, "chaosexplode")
		goto realsee
	realsee:
		KMMC AA 2 a_chase
		KMMC A 1 A_SpawnItemEx("quickbonegib",0,0,32,random(-10,10),random(-10,10),random(5,10))
		KMMC BB 2 a_chase
		KMMC B 2 a_chase
		KMMC CC 2 a_chase
		KMMC C 1 a_chase ("Missile","missile",CHF_DONTMOVE)
		KMMC DD 2 a_chase
		KMMC D 1 A_SpawnItemEx("quickbonegib",0,0,32,random(-10,10),random(-10,10),random(5,10))
		KMMC A 15 a_chase ("Missile","missile",CHF_DONTMOVE)
		KMMC BB 1 a_chase
		KMMC B 2 A_SpawnItemEx("quickbonegib",0,0,32,random(-10,10),random(-10,10),random(5,10))
		KMMC CCC 2 a_chase
		KMMC C 1 a_chase ("Missile","missile",CHF_DONTMOVE)
		KMMC DD 2 a_chase
		KMMC D 1 A_SpawnItemEx("quickbonegib",0,0,32,random(-10,10),random(-10,10),random(5,10))
		KMMC D 10 a_chase ("Missile","missile",CHF_DONTMOVE)
		KMMC EE 2 a_chase
		KMMC E 1 A_SpawnItemEx("quickbonegib",0,0,32,random(-10,10),random(-10,10),random(5,10))
		KMMC E 10 a_chase ("Missile","missile",CHF_DONTMOVE)
		loop
	missile:
		KMMC F 10 a_facetarget
		TNT1 A 0 a_jump (50, "SpreadGun")
		KMMC F 3 a_facetarget
		TNT1 A 0 A_PlaySound("kustam/markshot", 1)
		KMMC G 2 a_custommissile ("MimicPellet",36, 2,random(-4,8),CMF_OFFSETPITCH,random(-2,1))
		KMMC F random(2,6) a_facetarget
		TNT1 A 0 A_PlaySound("kustam/markshot", 1)
		KMMC G 2 a_custommissile ("MimicPellet",36, 2,random(-7,9),CMF_OFFSETPITCH,random(-2,1))
		KMMC F random(2,6) a_facetarget
		TNT1 A 0 A_PlaySound("kustam/markshot", 1)
		KMMC G 2 a_custommissile ("MimicPellet",36, 2,random(-9,12),CMF_OFFSETPITCH,random(-2,1))
		TNT1 A 0 a_jump (80,"missile")
		KMMC F 10 a_facetarget
		goto realsee
	SpreadGun:
		KMMC F 3 a_facetarget
		TNT1 A 0 A_PlaySound("DarkKustam/SpreadShot", 1)
		TNT1 A 0 a_custommissile ("MimicPellet",32,0,-20)
		TNT1 A 0 a_custommissile ("MimicPellet",32,0,-15)
		TNT1 A 0 a_custommissile ("MimicPellet",32,0,-10)
		TNT1 A 0 a_custommissile ("MimicPellet",32,0,0)
		TNT1 A 0 a_custommissile ("MimicPellet",32,0,10)
		TNT1 A 0 a_custommissile ("MimicPellet",32,0,15)
		TNT1 A 0 a_custommissile ("MimicPellet",32,0,20)	
		KMMC G 2
		TNT1 A 0 a_jump (80,"missile")
		KMMC F 10 a_facetarget
		goto realsee	
	Pain:
        KMMC H 6 A_Pain
 		TNT1 A 0 a_takeinventory ("PowerKickedStatus",999)
		Goto realSee
	Pain.Dazer:
    Pain.Superkick:
        KMMC H 1
		TNT1 A 0 A_GiveInventory ("KickDazer",1)
        KMMC H 5 A_Pain
		Goto Dazed
    Dazed:
		KMMC H 2
		KMMC H 1 A_SetAngle (angle+15)
		KMMC H 1 A_JumpIfInventory ("PowerKickedStatus",1,"Dazed")
		Goto RealSee
	death:
		KMMC H 2
		TNT1 A 0 a_jump (40,"RareDeath")
		TNT1 A 0 A_Scream
		TNT1 A 0 A_PlaySound ("skeleton/gib",0,1,0,0.6)
		TNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx ("SkellytunSkullDeath",random(-16,16),random(-16,16),42,random(-100,100)/20.0,random(-100,100)/20.0,random(-100,100)/20.0,0)
		TNT1 AAAAAAAAA 0 A_SpawnItemEx("bonegib",0,0,32,random(-10,10),random(-10,10),random(5,10))
		TNT1 AAAAAA 0 A_SpawnItemEx("bonegib",0,0,32,random(-10,10),random(-10,10),random(5,10))
		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 ("sunderlootorb", 0, 0, 0, random (-4, 7), random (-6, 3), random (3, 6))
		TNT1 A 1
		stop
	RareDeath:
		KMMC H 2
		TNT1 A 0 a_noblocking
		TNT1 A 0 a_stop
		TNT1 A 0 A_PlaySound ("Mimic/KustamRareDead",0)
		KMMC H 120
		TNT1 A 0 A_PlaySound ("Treeboom",0,1,0,0.9)
		TNT1 A 0 Radius_Quake (3,20,0,50,0)
		TNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx ("SkellytunSkullDeath",random(-16,16),random(-16,16),42,random(-100,100)/20.0,random(-100,100)/20.0,random(-100,100)/20.0,0)
		TNT1 AAAAAAAAA 0 A_SpawnItemEx("bonegib",0,0,32,random(-40,40),random(-10,10),random(15,25))
		TNT1 AAAAAA 0 A_SpawnItemEx("bonegib",0,0,32,random(-30,30),random(-30,30),random(5,30))
		ISKL AAAAAAA 0 A_SpawnItemEx("hipbonegib",0,0,32,random(-30,30),random(-30,30),30)
		ISKL AAAAA 0 A_SpawnItemEx("ribbonegib",0,0,32,random(-30,30),random(-30,30),12)
		TNT1 AAA 0 A_SpawnItemEx ("sunderlootorb", 0, 0, 0, random (-4, 7), random (-6, 3), random (3, 6))
		WTFB ABCD 3 Bright
		WTFB EFGHIJ 4 Bright
		TNT1 A 3
		stop
	Death.superkick:	
		KMMC H 1 A_Scream 
		KMMC H 1 a_scalevelocity (0.1)
 		KMMC H 1 a_stop
		KMMC H 1 A_NoBlocking
		TNT1 A 0 a_changeflag ("NOCLIP",1)
		TNT1 A 0 a_changeflag ("NOGRAVITY",1)
		KMMC 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")
		TNT1 AAA 0 A_SpawnItemEx ("sunderlootorb", 0, 0, 0, random (-4, 7), random (-6, 3), random (3, 6))
		KMMC H 1
		KMMC H 2		

	kickfly:
		KMMC HHHHHHH 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	
	chaosexplode:
		KMMC A 6 a_facetarget
		KMMC H 10 a_pain
		KMMC A 5 a_facetarget
		KMMC H 8 a_pain
		KMMC A 4 a_facetarget
		KMMC H 5 a_pain
		TNT1 A 0 A_ChangeFlag ("SHOOTABLE",0)
		TNT1 A 0 A_ChangeFlag ("SOLID",0)
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		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 AAAAAAAAAAAAA 0 A_SpawnItemEx ("SkellytunSkullDeath",random(-16,16),random(-16,16),42,random(-100,100)/20.0,random(-100,100)/20.0,random(-100,100)/20.0,0)
		TNT1 AAAAAAAAA 0 A_SpawnItemEx("bonegib",0,0,32,random(-10,10),random(-10,10),random(5,10))
		TNT1 AAAAAA 0 A_SpawnItemEx("bonegib",0,0,32,random(-10,10),random(-10,10),random(5,10))
		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 A 20
		stop
	}
}


actor MimicPellet
{
	+notimefreeze
	+FORCEXYBILLBOARD	
	+bright
	species "enemyshot"
	Projectile
	damage (8)
	speed 20
	height 8
	radius 12
    Scale 2
	alpha 0.95
	+BLOODSPLATTER
	+NOEXTREMEDEATH
	Decal DoomImpScorch
	translation "168:191=195:207"
	states
	{
	Spawn:
		RBPT J 1
		TNT1 A 1
		TNT1 A 0 a_changevelocity (random (-1,2),random(-2,3))
		loop
	death:
		TNT1 A 0
		TNT1 A 0 a_stop
		RBPT I 4
		stop
	XDeath:
		TNT1 A 0
		TNT1 A 0
		TNT1 A 0 A_PlaySound ("kustam/marked",0,1,0,0.8)
		RBPT GI 2
		stop
	}
}

