ACTOR agitator : Revenant replaces revenant
{
	HitObituary "%o was clobbered by a revenant."
	PainSound "boner/pain"
	Obituary  "%o was fireballed by a revenant."
	States
	{
	Pain:
		SKEL L 1 a_playsound ("monsters/midhurt",0)
		"####" "#" 1 bright Thing_SetTranslation(0, 4242)
		"####" "#" 2 bright A_Pain
		"####" "#" 1 bright 
		"####" "#" 1 Thing_SetTranslation(0, 0)
		"####" "#" 1 
		goto see
	pain.zelda:
		TNT1 A 0
		SKEL L 1 a_playsound ("monsters/zeldahurt",0)
		SKEL L 1 bright Thing_SetTranslation(0, 4242)
		SKEL L 2 bright A_Pain
		SKEL L 1 bright Thing_SetTranslation(0, 0)
		SKEL L 1 bright Thing_SetTranslation(0, 4242)
		SKEL L 1 bright Thing_SetTranslation(0, 0)
		SKEL L 1 bright Thing_SetTranslation(0, 4242)
		SKEL L 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/midhurt",0)
		TNT1 A 0 a_spawnitemex("bonergib1",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("bonergib2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("bonergib2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("bonergib3",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("bonergib3",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("bonergib4",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("bonergib4",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 1 a_spawnitemex ("monsterdie",0,0,35)
		TNT1 A 0 a_playsound ("boner/collapse",0)
		BNER ABCDE 3
		BNER FGH 2
		TNT1 A 0 a_playsound ("boner/thud",0)
		BNER IJKL 2
		TNT1 AAA 0 a_spawnitemex ("droppeditemspawner",frandom(-20,20),frandom(-35,30),frandom(20,35))
		BNER L -1
		stop
	death.beamice:
		SKEL L 1
		SKEL L 1
		TNT1 A 0 a_scream
		TNT1 A 0 a_noblocking
		SKEL L 1 bright Thing_SetTranslation(0, 4243)
		"####" "#" 40 bright
		TNT1 A 0 a_playsound ("monsters/midhurt",0)
		TNT1 A 0 a_spawnitemex ("icebonergibber",0,0,20)
		TNT1 A 1 a_spawnitemex ("monsterdie",0,0,35)
		TNT1 A 0 a_playsound ("boner/collapse",0)
		BNER ABCDE 3
		BNER FGH 2
		TNT1 A 0 a_playsound ("boner/thud",0)
		BNER IJKL 2
		TNT1 AAA 0 a_spawnitemex ("droppeditemspawner",frandom(-20,20),frandom(-35,30),frandom(20,35))
		BNER L -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
		TNT1 A 0 a_playsound ("boner/collapse",0)
		BNER ABCDE 3
		BNER FGH 2
		TNT1 A 0 a_playsound ("boner/thud",0)
		BNER IJKL 2
		TNT1 AAA 0 a_spawnitemex ("droppeditemspawner",frandom(-20,20),frandom(-35,30),frandom(20,35))
		BNER L -1
		wait
	raise:
		TNT1 A 0
		TNT1 A 0 Thing_SetTranslation(0, 0)
		BNER L 1 a_spawnitemex ("bonerrevive1",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("bonerrevive2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("bonerrevive2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("bonerrevive3",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("bonerrevive3",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("bonerrevive4",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("bonerrevive4",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		BNER L 30
		BNER KJIHGFEDCBA 2
		goto see
	}
}


actor bonergib1 : zombiegib1
{
	states
	{
	spawn:
		RGB1 ABCD 1
		loop
	death:
		TNT1 A 1
		stop
	}
}

actor bonergib2 : zombiegib1
{
	states
	{
	spawn:
		RGB2 ABCD 1
		loop
	}
}

actor bonergib3 : zombiegib1
{
	states
	{
	spawn:
		RGB3 ABCD 1
		loop
	}
}

actor bonergib4 : zombiegib1
{
	states
	{
	spawn:
		RGB4 ABCD 1
		loop
	}
}

actor icebonergibber
{
	+nointeraction
	states
	{
	spawn:
		TNT1 A 0
		TNT1 A 0 a_rearrangepointers (AAPTR_NULL,AAPTR_NULL,AAPTR_NULL)
		TNT1 AAAAA 0 a_spawnitemex("icebeam",0,0,30,frandom(-40,40),frandom(-40,40),frandom(0,1))
		TNT1 A 0 a_spawnitemex("icebonergib1",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icebonergib2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icebonergib2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icebonergib2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icebonergib3",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icebonergib3",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icebonergib3",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icebonergib4",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icebonergib4",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 icebonergib1
{
	projectile
	+ripper
	+thruspecies
	+doombounce
	species "player"
	damage (5)
	-nogravity
	Radius 30
	Height 15
	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:
		RGB1 ABCD 1
		loop
	death:
		TNT1 A 1
		stop
	}
}

actor icebonergib2 : icebonergib1
{
	states
	{
	spawnmain:
		RGB2 ABCD 1
		loop
	}
}

actor icebonergib3 : icebonergib1
{
	states
	{
	spawnmain:
		RGB3 ABCD 1
		loop
	}
}

actor icebonergib4 : icebonergib1
{
	states
	{
	spawnmain:
		RGB4 ABCD 1
		loop
	}
}


actor bonerrevive1 : zombierevive1
{
	states
	{
	spawn:
		TNT1 A 10
		TNT1 A 1 a_scalevelocity (-1)
	flight:
		RGB1 ABCD 1
		loop
	death:
		TNT1 A 1
		stop
	}
}
	
actor bonerrevive2 : zombierevive1
{
	states
	{
	spawn:
		TNT1 A 10
		TNT1 A 1 a_scalevelocity (-1)
	flight:
		RGB2 ABCD 1
		loop
	}
}

actor bonerrevive3 : zombierevive1
{
	states
	{
	spawn:
		TNT1 A 10
		TNT1 A 1 a_scalevelocity (-1)
	flight:
		RGB3 ABCD 1
		loop
	}
}

actor bonerrevive4 : zombierevive1
{
	states
	{
	spawn:
		TNT1 A 10
		TNT1 A 1 a_scalevelocity (-1)
	flight:
		RGB4 ABCD 1
		loop
	}
}

