actor DTechSpider
{
Monster
health 1000
height 64
radius 52
mass 600
speed 12
Scale 1.2
painchance 80
BloodColor "DarkGreen"
+FLOORCLIP
+BOSSDEATH
+MISSILEMORE
+QUICKTORETALIATE
Species "BabySpiders"
DamageFactor "Baby15K", 0.0
DropItem "Demon Tech Rifle", 256, 1
DropItem "LifeEssence", 140
DropItem "ArmorBonusMax", 140
SeeSound "minidemo/sight"
ActiveSound "minidemo/active"
PainSound "monsters/fusionitepain"
DeathSound "minidemo/death"
Obituary "%o was eliminated by a Demon Tech Spider."
Tag "Demon Tech Spider"
States
	{
	Spawn:
		DTSD A 10 A_Look
		loop
	See:
		DTSD A 2 A_BabyMetal
		DTSD ABBCC 2 A_Chase
		DTSD D 2 A_BabyMetal
		DTSD DEEFF 2 A_Chase
		TNT1 A 0 A_Jump(62,"Rush")
		Loop
	Rush:
		TNT1 A 0 A_Metal
		TNT1 A 0 A_SpawnItemEx("DTSpidGhostA",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		DTSD A 1 A_Chase
		TNT1 A 0 A_SpawnItemEx("DTSpidGhostA",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		DTSD A 1 A_Chase
		TNT1 A 0 A_SpawnItemEx("DTSpidGhostB",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		DTSD B 1 A_Chase
		TNT1 A 0 A_SpawnItemEx("DTSpidGhostB",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		DTSD B 1 A_Chase
		TNT1 A 0 A_Metal		
		TNT1 A 0 A_SpawnItemEx("DTSpidGhostC",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		DTSD C 1 A_Chase
		TNT1 A 0 A_SpawnItemEx("DTSpidGhostC",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		DTSD C 1 A_Chase
		TNT1 A 0 A_SpawnItemEx("DTSpidGhostD",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		DTSD D 1 A_Chase
		TNT1 A 0 A_SpawnItemEx("DTSpidGhostD",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		DTSD D 1 A_Chase
		TNT1 A 0 A_Metal		
		TNT1 A 0 A_SpawnItemEx("DTSpidGhostE",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		DTSD E 1 A_Chase
		TNT1 A 0 A_SpawnItemEx("DTSpidGhostE",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		DTSD E 1 A_Chase
		TNT1 A 0 A_SpawnItemEx("DTSpidGhostF",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		DTSD F 1 A_Chase
		TNT1 A 0 A_SpawnItemEx("DTSpidGhostF",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		DTSD F 1 A_Chase	
		TNT1 A 0 A_Jump(84,"See")		
		Loop	
	Missile:
		DTSD GGGGGGGGGG 1 A_FaceTarget
	MissileLoop:
		DTSD G 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile("DTSDemonTechProjectile",28,0,Random(150,-150)/100.00,0)
		DTSD H 2 Bright A_PlaySound("weapons/demontechfire",CHAN_WEAPON)
		TNT1 A 0 A_Jump(6,"Pause")
		TNT1 A 0 A_SpidRefire
		Loop
	Pause:
		DTSD G 15 A_PlaySound("weapons/demontechsteam")
		Goto See	 
	Pain:
		TNT1 A 0
		DTSD I 3
		DTSD I 3 A_Pain
		Goto See+1
	Death:
		TNT1 A 0
		DTSD J 20 A_Scream
		DTSD K 7 A_NoBlocking
		TNT1 AAA 0 A_SpawnItemEx("GreenGibbedGenerator",0,0,0,0,0,0,0,128,0)
		TNT1 AAAA 0 A_CustomMissile("SmokeFX2",random(20,40),0,random(0,360),2,random(0,360))
		DTSD LMNO 7 Bright A_CustomMissile("Kaboom5", random(20,40), random(10,-10), random(0,360),2,random(0,360))
		TNT1 A 0 A_BossDeath
		DTSD P 63000 CanRaise A_KillMaster
		Stop
	Raise:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		DTSD PONMLKJ 5
		Goto See+1
	}
}

ACTOR DTSDemonTechProjectile : ZDemonTechProjectile { DamageType "Baby15k" }

ACTOR DTSpidGhostA
{
Scale 1.2
RENDERSTYLE Translucent
Alpha 0.75
+CLIENTSIDEONLY
+NOINTERACTION
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 1 Bright
		DTSD A 2 A_FadeOut(0.18,1)
		Goto Spawn+2
    }
}

ACTOR DTSpidGhostB : DTSpidGhostA
{
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 1 Bright
		DTSD B 2 A_FadeOut(0.18,1)
		Goto Spawn+2
    }
}

ACTOR DTSpidGhostC : DTSpidGhostA
{
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 1 Bright
		DTSD C 2 A_FadeOut(0.18,1)
		Goto Spawn+2
    }
}

ACTOR DTSpidGhostD : DTSpidGhostA
{
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 1 Bright
		DTSD D 2 A_FadeOut(0.18,1)
		Goto Spawn+2
    }
}

ACTOR DTSpidGhostE : DTSpidGhostA
{
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 1 Bright
		DTSD E 2 A_FadeOut(0.18,1)
		Goto Spawn+2
    }
}

ACTOR DTSpidGhostF : DTSpidGhostA
{
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 1 Bright
		DTSD F 2 A_FadeOut(0.18,1)
		Goto Spawn+2
    }
}