actor spidertrooper : arachnotron replaces arachnotron
{
	states
	{
	Pain:
		BSPI I 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+1
	pain.zelda:
		TNT1 A 0
		BSPI I 1 a_playsound ("monsters/zeldahurt",0)
		BSPI I 1 bright Thing_SetTranslation(0, 4242)
		BSPI I 2 bright A_Pain
		BSPI I 1 bright Thing_SetTranslation(0, 0)
		BSPI I 1 bright Thing_SetTranslation(0, 4242)
		BSPI I 1 bright Thing_SetTranslation(0, 0)
		BSPI I 1 bright Thing_SetTranslation(0, 4242)
		BSPI I 1 Thing_SetTranslation(0, 0)
		Goto See+1
	death:
	xdeath:
		TNT1 A 0
		TNT1 A 0 a_scream
		TNT1 A 0 a_noblocking
		TNT1 A 0 Thing_SetTranslation(0, 0)
		SDED ABCD 2
		TNT1 A 0 a_playsound ("monsters/bighurt",0)
		TNT1 A 0 a_spawnitemex("spidergib1",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("spidergib2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("spidergib2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("spidergib3",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("spidergib3",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("spidergib4",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("spidergib4",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex ("monsterdie",0,0,35)
		SDED EFGHI 3
		SDED J 2
		TNT1 AAAA 0 a_spawnitemex ("droppeditemspawner",frandom(-20,20),frandom(-35,30),frandom(20,35))
		SDED J -1 A_bossdeath
		stop
	death.beamice:
		SDED A 1
		SDED A 1
		TNT1 A 0 a_scream
		TNT1 A 0 a_noblocking
		SDED A 1 bright Thing_SetTranslation(0, 4243)
		"####" "#" 40 bright
		SDED ABCD 2
		TNT1 A 0 a_playsound ("monsters/bighurt",0)
		TNT1 A 0 a_spawnitemex ("icespidergibber",0,0,20)
		TNT1 A 1 a_spawnitemex ("monsterdie",0,0,35)
		SDED EFGHI 3
		SDED J 2
		TNT1 AAAA 0 a_spawnitemex ("droppeditemspawner",frandom(-20,20),frandom(-35,30),frandom(20,35))
		SDED J -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 0 a_spawnitemex ("zeldamonsterdie",0,0,35)
		TNT1 A 0 a_playsound ("monsters/zeldadeath",0)
		TNT1 A 0 a_stop
		SDED ABCDEFGHI 3
		SDED J 2
		TNT1 AAAA 0 a_spawnitemex ("droppeditemspawner",frandom(-20,20),frandom(-35,30),frandom(20,35))
		SDED J -1 A_bossdeath
		wait
	raise:
		TNT1 A 0
		TNT1 A 0 Thing_SetTranslation(0, 0)
		SDED H 1 a_spawnitemex ("spiderrevive1",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("spiderrevive2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("spiderrevive2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("spiderrevive3",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("spiderrevive3",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("spiderrevive4",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("spiderrevive4",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		SDED J 30
		SDED IHGFEDCBA 2
		goto see
	}
}

actor spidergib1 : zombiegib1
{
	states
	{
	spawn:
		AGB1 ABCD 1
		loop
	death:
		TNT1 A 1
		stop
	}
}

actor spidergib2 : zombiegib1
{
	states
	{
	spawn:
		AGB2 ABCD 1
		loop
	}
}

actor spidergib3 : zombiegib1
{
	states
	{
	spawn:
		AGB3 ABCD 1
		loop
	}
}

actor spidergib4 : zombiegib1
{
	states
	{
	spawn:
		AGB4 ABCD 1
		loop
	}
}


actor icespidergibber
{
	+nointeraction
	states
	{
	spawn:
		TNT1 A 0
		TNT1 A 0 a_rearrangepointers (AAPTR_NULL,AAPTR_NULL,AAPTR_NULL)
		TNT1 AAAAAAAAA 0 a_spawnitemex("icebeam",0,0,30,frandom(-40,40),frandom(-40,40),frandom(0,1))
		TNT1 A 0 a_spawnitemex("icespidergib1",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icespidergib2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icespidergib2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icespidergib2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icespidergib3",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icespidergib3",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icespidergib4",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icespidergib4",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 icespidergib1
{
	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:
		AGB1 ABCD 1
		loop
	death:
		TNT1 A 1
		stop
	}
}

actor icespidergib2 : icespidergib1
{
	states
	{
	spawnmain:
		AGB2 ABCD 1
		loop
	}
}

actor icespidergib3 : icespidergib1
{
	states
	{
	spawnmain:
		AGB3 ABCD 1
		loop
	}
}

actor icespidergib4 : icespidergib1
{
	states
	{
	spawnmain:
		AGB4 ABCD 1
		loop
	}
}

actor spiderrevive1 : zombierevive1
{
	states
	{
	spawn:
		TNT1 A 10
		TNT1 A 1 a_scalevelocity (-1)
	flight:
		AGB1 ABCD 1
		loop
	death:
		TNT1 A 1
		stop
	}
}
	
actor spiderrevive2 : zombierevive1
{
	states
	{
	spawn:
		TNT1 A 10
		TNT1 A 1 a_scalevelocity (-1)
	flight:
		AGB2 ABCD 1
		loop
	}
}

actor spiderrevive3 : zombierevive1
{
	states
	{
	spawn:
		TNT1 A 10
		TNT1 A 1 a_scalevelocity (-1)
	flight:
		AGB3 ABCD 1
		loop
	}
}

actor spiderrevive4 : zombierevive1
{
	states
	{
	spawn:
		TNT1 A 10
		TNT1 A 1 a_scalevelocity (-1)
	flight:
		AGB4 ABCD 1
		loop
	}
}


