actor StupidityCrystal : actor 
{
    Health 100
    Radius 20
    Height 52
    Speed 12
    PainChance 200
 	Painchance "BarrelGrab", 0
	Mass 600
    scale 1.5
	MONSTER 
	+FLOAT
	+NOGRAVITY
	+AVOIDMELEE
	+bright
	+DONTCORPSE
	+DONTFALL
    SeeSound "bakanite/see"
    PainSound "bakanite/pain"
    DeathSound "bakanite/dead"
    ActiveSound "bakanite/idle"
    bloodtype GMOTAnoBlood
	Obituary "%o was baffled by a Bakanite."
	states
	{
	spawn:
		DMCR AABBCCDDEE 6 a_look
		loop
	see:
		DMCR AABBCCDDEE 3 a_chase
		TNT1 A 0 a_jump (80, "Imscared")
		loop
	ImScared:
		TNT1 A 0
		DMCR AABBCCDDEE 3 a_fastchase
		DMCR AABBCCDDEE 3 a_fastchase
		DMCR AABBCCDDEE 3 a_fastchase
		goto see
	missile:
		DMCR D 1
		TNT1 A 0 a_jumpifinventory ("SkuttleStack",4,"ReloadSkuttles")
		TNT1 A 0 a_playsound ("bakanite/attack",0)
		DMCR D 7
		DMCR KLM 2
		DMCR N 2 A_CustomMissile ("SmolSkuttle",10)
		TNT1 A 0 a_giveinventory ("Skuttlestack",1)
		DMCR OPQRSTUV 2
		DMCR V 5
		goto see
	ReloadSkuttles:
		DMCR U 2 thrustthingz (0,20,0,0)
		DMCR U 2 a_stop
		DMCR VTRS 3
		TNT1 A 0 a_playsound ("Bakanite/Charge",0)
		TNT1 AA 0 a_spawnitemex ("SkuttleEnergy",10,10,15,Frandom(-100,100)/15.0,Frandom(-100,100)/10.0,Frandom(-100,100)/10.0,0)
		DMCR S 2 a_spawnitemex ("SkuttleEnergy",10,10,15,Frandom(-100,100)/15.0,Frandom(-100,100)/10.0,Frandom(-100,100)/10.0,0)
		TNT1 AA 0 a_spawnitemex ("SkuttleEnergy",10,10,15,Frandom(-100,100)/15.0,Frandom(-100,100)/10.0,Frandom(-100,100)/10.0,0)
		DMCR S 2 a_spawnitemex ("SkuttleEnergy",10,10,15,Frandom(-100,100)/15.0,Frandom(-100,100)/10.0,Frandom(-100,100)/10.0,0)
		TNT1 AA 0 a_spawnitemex ("SkuttleEnergy",10,10,15,Frandom(-100,100)/15.0,Frandom(-100,100)/10.0,Frandom(-100,100)/10.0,0)
		DMCR S 2 a_spawnitemex ("SkuttleEnergy",10,10,15,Frandom(-100,100)/15.0,Frandom(-100,100)/10.0,Frandom(-100,100)/10.0,0)
		TNT1 AA 0 a_spawnitemex ("SkuttleEnergy",10,10,15,Frandom(-100,100)/15.0,Frandom(-100,100)/10.0,Frandom(-100,100)/10.0,0)
		DMCR S 2 a_spawnitemex ("SkuttleEnergy",10,10,15,Frandom(-100,100)/15.0,Frandom(-100,100)/10.0,Frandom(-100,100)/10.0,0)
		TNT1 AA 0 a_spawnitemex ("SkuttleEnergy",10,10,15,Frandom(-100,100)/15.0,Frandom(-100,100)/10.0,Frandom(-100,100)/10.0,0)
		DMCR S 2 a_spawnitemex ("SkuttleEnergy",10,10,15,Frandom(-100,100)/15.0,Frandom(-100,100)/10.0,Frandom(-100,100)/10.0,0)
		TNT1 AA 0 a_spawnitemex ("SkuttleEnergy",10,10,15,Frandom(-100,100)/15.0,Frandom(-100,100)/10.0,Frandom(-100,100)/10.0,0)
		DMCR S 2 a_spawnitemex ("SkuttleEnergy",10,10,15,Frandom(-100,100)/15.0,Frandom(-100,100)/10.0,Frandom(-100,100)/10.0,0)
		TNT1 AA 0 a_spawnitemex ("SkuttleEnergy",10,10,15,Frandom(-100,100)/15.0,Frandom(-100,100)/10.0,Frandom(-100,100)/10.0,0)
		DMCR S 2 a_spawnitemex ("SkuttleEnergy",10,10,15,Frandom(-100,100)/15.0,Frandom(-100,100)/10.0,Frandom(-100,100)/10.0,0)
		TNT1 AA 0 a_spawnitemex ("SkuttleEnergy",10,10,15,Frandom(-100,100)/15.0,Frandom(-100,100)/10.0,Frandom(-100,100)/10.0,0)
		DMCR S 2 a_spawnitemex ("SkuttleEnergy",10,10,15,Frandom(-100,100)/15.0,Frandom(-100,100)/10.0,Frandom(-100,100)/10.0,0)
		TNT1 AA 0 a_spawnitemex ("SkuttleEnergy",10,10,15,Frandom(-100,100)/15.0,Frandom(-100,100)/10.0,Frandom(-100,100)/10.0,0)
		DMCR S 2 a_spawnitemex ("SkuttleEnergy",10,10,15,Frandom(-100,100)/15.0,Frandom(-100,100)/10.0,Frandom(-100,100)/10.0,0)
		TNT1 AA 0 a_spawnitemex ("SkuttleEnergy",10,10,15,Frandom(-100,100)/15.0,Frandom(-100,100)/10.0,Frandom(-100,100)/10.0,0)
		DMCR S 2 a_spawnitemex ("SkuttleEnergy",10,10,15,Frandom(-100,100)/15.0,Frandom(-100,100)/10.0,Frandom(-100,100)/10.0,0)
		TNT1 AA 0 a_spawnitemex ("SkuttleEnergy",10,10,15,Frandom(-100,100)/15.0,Frandom(-100,100)/10.0,Frandom(-100,100)/10.0,0)
		DMCR S 2 a_spawnitemex ("SkuttleEnergy",10,10,15,Frandom(-100,100)/15.0,Frandom(-100,100)/10.0,Frandom(-100,100)/10.0,0)
		TNT1 AA 0 a_spawnitemex ("SkuttleEnergy",10,10,15,Frandom(-100,100)/15.0,Frandom(-100,100)/10.0,Frandom(-100,100)/10.0,0)
		DMCR S 2 a_spawnitemex ("SkuttleEnergy",10,10,15,Frandom(-100,100)/15.0,Frandom(-100,100)/10.0,Frandom(-100,100)/10.0,0)
		TNT1 AA 0 a_spawnitemex ("SkuttleEnergy",10,10,15,Frandom(-100,100)/15.0,Frandom(-100,100)/10.0,Frandom(-100,100)/10.0,0)
		DMCR S 2 a_spawnitemex ("SkuttleEnergy",10,10,15,Frandom(-100,100)/15.0,Frandom(-100,100)/10.0,Frandom(-100,100)/10.0,0)
		
		
		TNT1 A 0 a_takeinventory ("Skuttlestack",99)
		DMCR NMLK 3
		DMCR D 2
		goto see	
	Pain:
		DMCR F 2
		TNT1 A 0 A_TakeInventory ("PowerTerrorStatus",999)
		TNT1 A 0 a_takeinventory ("PowerKickedStatus",999)
		DMCR F 1 a_pain
		TNT1 A 0 a_playsound ("bakanite/chip",0)		
		DMCR F 6
		goto see
	Pain.Dazer:
	Pain.Superkick:
		DMCR F 2
		DMCR F 1 a_pain
		TNT1 A 0 a_playsound ("bakanite/chip",0)		
		TNT1 A 0 a_giveinventory ("KickDazer",1)
		TNT1 A 0 a_changeflag ("nogravity", 0)
		DMCR F 6
		goto Dazed
	Dazed:
		DMCR A 4
		DMCR B 4
		DMCR C 4
		DMCR D 4
		DMCR E 4
		DMCR A 1 A_JumpIfInventory ("PowerKickedStatus",1,"Dazed")
		DMCR A 1 A_ChangeFlag ("nogravity", 1)
		Goto See
	death:
		DMCR F 1 a_scream
		DMCR F 1 a_noblocking
		DMCR GHIJ 4
		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)
		MWND E 3 Bright
		MWND F 2 Bright
		MWND G 3 Bright
		MWND H 2 Bright
		MWND I 2 Bright
		stop
	death.blazice:
		DMCX A 2 a_scream
		DMCX B 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)
		DMCX B 150 bright
		DMCX B 2 a_changeflag ("nogravity",0)
	falling:
		TNT1 A 0 A_JumpIf(Abs(VelZ) <= 0.01, "Shatter")
		DMCX B 1 A_JumpIf(Abs(VelZ) <= 0.01, "Shatter")
		TNT1 A 0 A_JumpIf(Abs(VelZ) <= 0.01, "Shatter")
		loop
	shatter:
		DMCX 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.Sentinelarm:
		TNT1 A 0 a_scream
		TNT1 A 0 a_noblocking
		TNT1 A 0 a_stop
		DMCR F 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.Superkick:
		DMCR F 1 a_scream
		DMCR F 1 a_scalevelocity (0.1)
		DMCR F 1 a_stop
		DMCR F 1 a_noblocking
		TNT1 A 0 a_changeflag ("NOCLIP",1)
		TNT1 A 0 a_changeflag ("NOGRAVITY",1)
		DMCR F 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")
        DMCR F 1
		DMCR F 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.fatalslash:
		TNT1 A 0
		DMCR F 2 a_scream
		TNT1 A 0 a_stop
		DMCX A 4 a_noblocking
		TNT1 A 0 a_stop
		DMCR F 15
	randomwait:
		DMCX D 1 a_jump (20,"split")
		loop
	split:
		DMCX DDEEFF 5
		DMCX GH 2
		DMCX IJKLM 3 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(5,25), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		DMCX M 1 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(5,25), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		DMCX M 1 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(5,25), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		DMCX M 1 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(5,25), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		DMCX M 1 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(5,25), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		DMCX M 1 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(5,25), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
	exploding:
		DMCX M 1 Bright
		TNT1 A 1 A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(5,25), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		DMCX M 1 Bright
		TNT1 A 1 A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(5,25), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		DMCX M 1 Bright
		TNT1 A 1 A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(5,25), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		DMCX M 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 Smolskuttle 
{
	projectile
	//+SOLID
	+SHOOTABLE
	+ISMONSTER
	-NOBLOCKMAP
	-NOBLOOD
	-DORMANT
	-INVULNERABLE
	Health 35
	Radius 18
	Height 30
	Mass 400
	Speed 15
	Damage (10)
	scale 0.60
	renderstyle add
	alpha 0.90
	bloodtype GMOTAnoBlood
	Translation "48:79=192:207", "80:111=192:207"
	+bright
	states
	{
	Spawn:
		TNT1 A 0
		BATG ABCD 1
		BATG D 0 a_playsound ("skuttle/wing", 0)
		BATG DCBA 1
		Loop
	Death:
		TNT1 A 0
		TNT1 A 1 a_facetarget
		TNT1 A 0 a_playsound ("skuttle/explode", CHAN_VOICE)
		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)
		MWND E 3 Bright
		MWND F 2 Bright
		MWND G 3 Bright
		MWND H 2 Bright
		MWND I 2 Bright
		stop
	}
}


actor SmolShot : magerifleshot 
{
	damage (3)
	scale 1.5
}


actor SkuttleEnergy
{
	projectile
	+clientsideonly
	+nointeraction
	+Bright
	+NOTELEPORT
	Radius 4
	Height 5
	speed 3
	Renderstyle translucent
	scale 2
	Alpha 0.80
	states
	{
	spawn:
		TNT1 A 0
		TNT1 A 4
		TNT1 A 0 A_scalevelocity (-2)
		MGSP B 5 
		goto death
	death:
		TNT1 A 1
		stop
	}
}

actor SkuttleStack : inventory
{inventory.maxamount 4}

