ACTOR ImpTrooper : Doomimp replaces Doomimp
{
	Speed 14
	HitObituary "%o was slashed down by an Imp Trooper."
	Obituary "%o was fireballed by an Imp Trooper."
	+missilemore
	species "imp"
	States
	{
	Melee:
	Missile:
		TROO EF 8 A_FaceTarget
		TROO G 6 A_TroopAttack
		Goto See
	Pain:
		TROO H 1 a_playsound ("monsters/weakhurt",0)
		"####" "#" 1 bright Thing_SetTranslation(0, 4242)
		"####" "#" 2 bright A_Pain
		"####" "#" 1 bright 
		"####" "#" 1 Thing_SetTranslation(0, 0)
		"####" "#" 3 
		goto see
	pain.zelda:
		TNT1 A 0
		TROO H 1 a_playsound ("monsters/zeldahurt",0)
		TROO H 1 bright Thing_SetTranslation(0, 4242)
		TROO H 2 bright A_Pain
		TROO H 1 bright Thing_SetTranslation(0, 0)
		TROO H 1 bright Thing_SetTranslation(0, 4242)
		TROO H 1 bright Thing_SetTranslation(0, 0)
		TROO H 1 bright Thing_SetTranslation(0, 4242)
		TROO H 1 Thing_SetTranslation(0, 0)
		Goto See
	death:
	xdeath:
		TNT1 A 0
		TNT1 A 0 a_scream
		TNT1 A 0 a_noblocking
		TNT1 A 0 Thing_SetTranslation(0, 0)
		TNT1 A 0 a_playsound ("monsters/weakhurt",0)
		TNT1 A 0 a_spawnitemex("impgib1",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("impgib2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("impgib2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("impgib3",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("impgib3",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("impgib4",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("impgib4",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 1 a_spawnitemex ("monsterdie",0,0,35)
		DEDM ABCDEFG 3
		DEDM H 2
		TNT1 A 0 a_spawnitemex ("droppeditemspawner",0,0,35)
		DEDM H -1
		stop
	death.beamice:
		TROO H 1
		TNT1 A 0 a_scream
		TNT1 A 0 a_noblocking
		TROO H 1 bright Thing_SetTranslation(0, 4243)
		TROO H 40 bright
		TNT1 A 0 a_playsound ("monsters/weakhurt",0)
		TNT1 A 0 a_spawnitemex ("iceimpgibber",0,0,20)
		TNT1 A 1 a_spawnitemex ("monsterdie",0,0,35)
		DEDM ABCDEFG 3
		DEDM H 2
		TNT1 A 0 a_spawnitemex ("droppeditemspawner",0,0,35)
		DEDM H -1
		stop
	death.zelda:
		TNT1 A 0
		TNT1 A 0 Thing_SetTranslation(0, 0)
		TNT1 A 0 a_scream
		TNT1 A 0 a_noblocking
		CLTS H 0 a_playsound ("monsters/zeldahurt",0)
		TNT1 A 1 a_spawnitemex ("zeldamonsterdie",0,0,35)
		TNT1 A 0 a_playsound ("monsters/zeldadeath",0)
		TNT1 A 0 a_stop
		DEDM ABCDEFG 3
		DEDM H 2
		TNT1 A 0 a_spawnitemex ("droppeditemspawner",0,0,35)
		DEDM H -1
		wait
	raise:
		TNT1 A 0
		TNT1 A 0 Thing_SetTranslation(0, 0)
		DEDM H 1 a_spawnitemex ("imprevive1",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("imprevive2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("imprevive2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("imprevive3",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("imprevive3",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("imprevive4",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("imprevive4",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		DEDM H 30
		DEDM GFEDCBA 2
		goto see
	}
}

actor impgib1 : zombiegib1
{
	states
	{
	spawn:
		IGB1 ABCD 1
		loop
	death:
		TNT1 A 1
		stop
	}
}

actor impgib2 : zombiegib1
{
	states
	{
	spawn:
		IGB2 ABCD 1
		loop
	}
}

actor impgib3 : zombiegib1
{
	states
	{
	spawn:
		IGB3 ABCD 1
		loop
	}
}

actor impgib4 : zombiegib1
{
	states
	{
	spawn:
		IGB4 ABCD 1
		loop
	}
}


actor iceimpgibber
{
	+nointeraction
	states
	{
	spawn:
		TNT1 A 0
		TNT1 A 0 a_rearrangepointers (AAPTR_NULL,AAPTR_NULL,AAPTR_NULL)
		TNT1 AAAAA 0 a_spawnitemex("shorticebeam",0,0,30,frandom(-40,40),frandom(-40,40),frandom(0,1))
		TNT1 A 0 a_spawnitemex("iceimpgib1",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("iceimpgib2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("iceimpgib2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("iceimpgib3",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("iceimpgib3",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("iceimpgib4",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("iceimpgib4",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("iceimpgib4",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 1
		stop
	death:
		TNT1 A 1
		stop
	}
}


actor iceimpgib1
{
	projectile
	+ripper
	+thruspecies
	+doombounce
	species "player"
	damage (3)
	-nogravity
	Radius 30
	Height 15
	bouncecount 4
	damagetype "beamice"
	+bright
	states
	{
	spawn:
        TNT1 A 0
        TNT1 A 0 Thing_SetTranslation(0, 4243)
		TNT1 A 0 a_rearrangepointers (AAPTR_NULL,AAPTR_NULL)
        TNT1 A 0 A_Jump (256, "spawnmain")
	spawnmain:
		IGB1 ABCD 1
		loop
	death:
		TNT1 A 1
		stop
	}
}

actor iceimpgib2 : iceimpgib1
{
	states
	{
	spawnmain:
		IGB2 ABCD 1
		loop
	}
}

actor iceimpgib3 : iceimpgib1
{
	states
	{
	spawnmain:
		IGB3 ABCD 1
		loop
	}
}

actor iceimpgib4 : iceimpgib1
{
	states
	{
	spawnmain:
		IGB4 ABCD 1
		loop
	}
}

actor imprevive1 : zombierevive1
{
	states
	{
	spawn:
		TNT1 A 10
		TNT1 A 1 a_scalevelocity (-1)
	flight:
		IGB1 ABCD 1
		loop
	death:
		TNT1 A 1
		stop
	}
}
	
actor imprevive2 : zombierevive1
{
	states
	{
	spawn:
		TNT1 A 10
		TNT1 A 1 a_scalevelocity (-1)
	flight:
		IGB2 ABCD 1
		loop
	}
}

actor imprevive3 : zombierevive1
{
	states
	{
	spawn:
		TNT1 A 10
		TNT1 A 1 a_scalevelocity (-1)
	flight:
		IGB3 ABCD 1
		loop
	}
}

actor imprevive4 : zombierevive1
{
	states
	{
	spawn:
		TNT1 A 10
		TNT1 A 1 a_scalevelocity (-1)
	flight:
		IGB4 ABCD 1
		loop
	}
}

