ACTOR spawnelemental : painelemental replaces painelemental
{
  Speed 9
  States
  {
	Missile:
		PAIN D 5 A_FaceTarget
		PAIN E 5 A_FaceTarget
		PAIN F 5 Bright A_FaceTarget
		TNT1 A 0 a_playsound ("monsters/skullcharge",0)
		PAIN F 0 Bright A_PainAttack
		Goto See
	Pain:
		PAIN G 1 a_playsound ("monsters/midhurt",0)
		"####" "#" 1 bright Thing_SetTranslation(0, 4242)
		PAIN G 3 bright A_Pain
		PAIN G 0 a_stop
		"####" "#" 2 bright 
		"####" "#" 2 Thing_SetTranslation(0, 0)
		"####" "#" 3 
		goto see
	pain.zelda:
		TNT1 A 0
		PAIN G 1 a_playsound ("monsters/zeldahurt",0)
		PAIN G 1 bright Thing_SetTranslation(0, 4242)
		PAIN G 2 bright A_Pain
		PAIN G 1 bright Thing_SetTranslation(0, 0)
		PAIN G 1 bright Thing_SetTranslation(0, 4242)
		PAIN G 1 bright Thing_SetTranslation(0, 0)
		PAIN G 1 bright Thing_SetTranslation(0, 4242)
		PAIN G 1 Thing_SetTranslation(0, 0)
		Goto See
	death:
	xdeath:
		TNT1 A 0
		PAIN H 5 bright
		PAIN I 5 bright A_Scream
		PAIN K 4 bright
		TNT1 A 0 Thing_SetTranslation(0, 0)
		TNT1 A 0 a_noblocking
		TNT1 A 0 a_playsound ("monsters/midhurt",0)
		TNT1 A 0 a_spawnitemex("spawnergib1",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("spawnergib2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("spawnergib2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("spawnergib3",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("spawnergib3",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("spawnergib4",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("spawnergib4",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 1 a_paindie
		TNT1 A 4
		TNT1 A 1 a_spawnitemex ("droppeditemspawner",0,0,35)
		stop
	death.beamice:
		PAIN G 1
		TNT1 A 0 a_stop
		PAIN G 1
		TNT1 A 0 a_scream
		TNT1 A 0 a_noblocking
		PAIN G 1 bright Thing_SetTranslation(0, 4243)
	falling:
		TNT1 A 0 A_JumpIf(floorz == z, "shatter")
		PAIN G 1 bright A_JumpIf(floorz == z, "shatter")
		TNT1 A 0 A_JumpIf(floorz == z, "shatter")		
		loop
	shatter:
		TNT1 A 0
		TNT1 AAAAAAA 0 a_spawnitemex("icebeam",0,0,30,frandom(-40,40),frandom(-40,40),frandom(0,1))
		TNT1 A 0 a_spawnitemex("icespawnergib1",0,0,0,frandom(-15,15),frandom(-15,15),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icespawnergib2",0,0,0,frandom(-15,15),frandom(-15,15),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icespawnergib2",0,0,0,frandom(-15,15),frandom(-15,15),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icespawnergib3",0,0,0,frandom(-15,15),frandom(-15,15),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icespawnergib3",0,0,0,frandom(-15,15),frandom(-15,15),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icespawnergib4",0,0,0,frandom(-15,15),frandom(-15,15),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icespawnergib4",0,0,0,frandom(-15,15),frandom(-15,15),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icedspawnskull",0,0,0,frandom(-25,25),frandom(-25,25),frandom(13,18))
		TNT1 A 0 a_spawnitemex("icedspawnskull",0,0,0,frandom(-25,25),frandom(-25,25),frandom(13,18))
		TNT1 A 0 a_spawnitemex("icedspawnskull",0,0,0,frandom(-25,25),frandom(-25,25),frandom(13,18))
		TNT1 A 0 a_playsound ("monsters/midhurt",0)
		TNT1 A 1 a_spawnitemex ("monsterdie",0,0,35)
		TNT1 A 0 a_spawnitemex ("droppeditemspawner",0,0,35)
		TNT1 A 4
		TNT1 A 1 a_spawnitemex ("droppeditemspawner",0,0,35)
		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 4
		TNT1 A 1 a_spawnitemex ("droppeditemspawner",0,0,35)
		stop
	}
}



actor spawnergib1 : zombiegib1
{
	states
	{
	spawn:
		PEG1 ABCD 1
		loop
	death:
		TNT1 A 1
		stop
	}
}

actor spawnergib2 : zombiegib1
{
	states
	{
	spawn:
		PEG2 ABCD 1
		loop
	}
}

actor spawnergib3 : zombiegib1
{
	states
	{
	spawn:
		PEG3 ABCD 1
		loop
	}
}

actor spawnergib4 : zombiegib1
{
	states
	{
	spawn:
		PEG4 ABCD 1
		loop
	}
}


actor icespawnergib1
{
	projectile
	+ripper
	+thruspecies
	+doombounce
	species "player"
	damage (4)
	-nogravity
	Radius 30
	Height 15
	damagetype "beamice"
	+bright
	states
	{
	spawn:
        TNT1 A 0
        TNT1 A 0 Thing_SetTranslation(0, 4243)
        TNT1 A 0 A_Jump (256, "spawnmain")
	spawnmain:
		PEG1 ABCD 1
		loop
	death:
		TNT1 A 1
		stop
	}
}

actor icespawnergib2 : icespawnergib1
{
	states
	{
	spawnmain:
		PEG2 ABCD 1
		loop
	}
}

actor icespawnergib3 : icespawnergib1
{
	states
	{
	spawnmain:
		PEG3 ABCD 1
		loop
	}
}

actor icespawnergib4 : icespawnergib1
{
	states
	{
	spawnmain:
		PEG4 ABCD 1
		loop
	}
}