actor fatty : fatso replaces fatso
{
	speed 10
	states
	{
	Pain:
		FATT J 1 a_playsound ("monsters/bighurt",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
		FATT J 1 a_playsound ("monsters/zeldahurt",0)
		FATT J 1 bright Thing_SetTranslation(0, 4242)
		FATT J 2 bright A_Pain
		FATT J 1 bright Thing_SetTranslation(0, 0)
		FATT J 1 bright Thing_SetTranslation(0, 4242)
		FATT J 1 bright Thing_SetTranslation(0, 0)
		FATT J 1 bright Thing_SetTranslation(0, 4242)
		FATT J 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/bighurt",0)
		TNT1 A 0 a_spawnitemex("fattygib1",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("fattygib2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("fattygib2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("fattygib3",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("fattygib3",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("fattygib4",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("fattygib4",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 1 a_spawnitemex ("monsterdie",0,0,35)
		FDED ABCDE 4
		FDED F 2
		TNT1 AAAAAAAA 0 a_spawnitemex ("droppeditemspawner",frandom(-20,20),frandom(-35,30),frandom(20,35))
		FDED F -1 A_bossdeath
		stop
	death.beamice:
		FATT J 1
		FATT J 1
		TNT1 A 0 a_scream
		TNT1 A 0 a_noblocking
		FATT J 1 bright Thing_SetTranslation(0, 4243)
		"####" "#" 60 bright
		TNT1 A 0 a_playsound ("monsters/bighurt",0)
		TNT1 A 0 a_spawnitemex ("icefattygibber",0,0,20)
		TNT1 A 1 a_spawnitemex ("monsterdie",0,0,35)
		FDED ABCDE 4
		FDED F 2
		TNT1 AAAAAAAA 0 a_spawnitemex ("droppeditemspawner",frandom(-20,20),frandom(-35,30),frandom(20,35))
		FDED F -1 A_bossdeath
		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
		FDED ABCDE 4
		FDED F 2
		TNT1 AAAAAAAA 0 a_spawnitemex ("droppeditemspawner",frandom(-20,20),frandom(-35,30),frandom(20,35))
		FDED F -1 A_bossdeath
		wait
	raise:
		TNT1 A 0
		TNT1 A 0 Thing_SetTranslation(0, 0)
		FDED F 1 a_spawnitemex ("fattyrevive1",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("fattyrevive2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("fattyrevive2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("fattyrevive3",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("fattyrevive3",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("fattyrevive4",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("fattyrevive4",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		FDED F 30
		FDED EDCBA 3
		goto see

	}
}

actor fattygib1 : zombiegib1
{
	states
	{
	spawn:
		FGB1 ABCD 1
		loop
	death:
		TNT1 A 1
		stop
	}
}

actor fattygib2 : zombiegib1
{
	states
	{
	spawn:
		FGB2 ABCD 1
		loop
	}
}

actor fattygib3 : zombiegib1
{
	states
	{
	spawn:
		FGB3 ABCD 1
		loop
	}
}

actor fattygib4 : zombiegib1
{
	states
	{
	spawn:
		FGB4 ABCD 1
		loop
	}
}


actor icefattygibber
{
	+nointeraction
	states
	{
	spawn:
		TNT1 A 0
		TNT1 A 0 a_rearrangepointers (AAPTR_NULL,AAPTR_NULL,AAPTR_NULL)
		TNT1 AAAAAAAAAAA 0 a_spawnitemex("icebeam",0,0,30,frandom(-40,40),frandom(-40,40),frandom(0,1))
		TNT1 A 0 a_spawnitemex("icefattygib1",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icefattygib2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icefattygib2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icefattygib2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icefattygib3",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icefattygib3",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icefattygib4",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icefattygib4",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icefattygib4",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 icefattygib1
{
	projectile
	+ripper
	+thruspecies
	+doombounce
	species "player"
	damage (8)
	-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:
		FGB1 ABCD 1
		loop
	death:
		TNT1 A 1
		stop
	}
}

actor icefattygib2 : icefattygib1
{
	states
	{
	spawnmain:
		FGB2 ABCD 1
		loop
	}
}

actor icefattygib3 : icefattygib1
{
	states
	{
	spawnmain:
		FGB3 ABCD 1
		loop
	}
}

actor icefattygib4 : icefattygib1
{
	states
	{
	spawnmain:
		FGB4 ABCD 1
		loop
	}
}


actor fattyrevive1 : zombierevive1
{
	states
	{
	spawn:
		TNT1 A 10
		TNT1 A 1 a_scalevelocity (-1)
	flight:
		FGB1 ABCD 1
		loop
	death:
		TNT1 A 1
		stop
	}
}
	
actor fattyrevive2 : zombierevive1
{
	states
	{
	spawn:
		TNT1 A 10
		TNT1 A 1 a_scalevelocity (-1)
	flight:
		FGB2 ABCD 1
		loop
	}
}

actor fattyrevive3 : zombierevive1
{
	states
	{
	spawn:
		TNT1 A 10
		TNT1 A 1 a_scalevelocity (-1)
	flight:
		FGB3 ABCD 1
		loop
	}
}

actor fattyrevive4 : zombierevive1
{
	states
	{
	spawn:
		TNT1 A 10
		TNT1 A 1 a_scalevelocity (-1)
	flight:
		FGB4 ABCD 1
		loop
	}
}

