ACTOR " Shark " 31131
{
    //$Category DN3D Aliens //Sharks
	Obituary "%o was shredded by a shark."
    Health 120
    Mass 150
    Speed 10
    Radius 25
    Height 25
    SeeSound "Shark/Sight"
    DeathSound "Shark/Death"
    ActiveSound "Shark/Active"
	DamageFactor "Damage_Foot", 0.27
	DamageFactor "Damage_Pistol", 1.12
    DamageFactor "Damage_DualPistol", 1.12
	DamageFactor "Damage_BlackTail", 1.18
    DamageFactor "Damage_DualBlackTail", 1.18
	DamageFactor "Damage_DesertEagle", 1.28
    DamageFactor "Damage_Shotgun", 1.10
	DamageFactor "Damage_SuperShotgun", 1.13
	DamageFactor "Damage_ExplosiveShotgun", 1.7
    DamageFactor "Damage_ChaingunCannon", 1.09
	DamageFactor "Damage_Minigun", 1.11
	DamageFactor "Damage_LMGBullet", 1.13
    DamageFactor "Damage_Explosion", 1.62
	DamageFactor "Damage_Shock", 1.32
	DamageFactor "Damage_BigShock", 1.91
	DamageFactor "Damage_Thunder", 1.32
	DamageFactor "Damage_BigThunder", 1.91
	DamageFactor "LaserExplosion", 0.0
    DamageFactor "Damage_Shrinker", 1.0
	DamageFactor "Damage_Expander", 0.80
	DamageFactor "Damage_Laser", 1.25
	DamageFactor "Damage_Railgun", 1.0
    DamageFactor "Ice", 0.87
    DamageFactor "Fire", 0.96
	DamageFactor "Damage_Pulse", 1.27
	DamageFactor "AlienPoison", 0.0
	DamageFactor "Trip_Punch", 0.0
	DamageFactor "Damage_Step", 0.0
	Painchance "Radial", 256
	Painchance "LaserShot", 256
	Painchance "Fire", 256
    Monster
	+NOTARGET
    +FLOORCLIP
    +NOGRAVITY
    +FLOAT
    States
    {
    Spawn:
        SHRK B 10 A_Look
        Loop
    See:
	    SHRK ABCB 4 A_GiveInventory("Chase_Water",1)
	    Loop
    Melee:
        SHRK A 10 A_FaceTarget
        SHRK F 8 A_CustomMeleeAttack(Random(1,5)*4,"Shark/Melee","Shark/MeleeMiss")
        Goto See
    Pain.Radial:
        SHRK B 0
        SHRK B 0 HealThing(2)
        Goto See
	Pain.LaserShot:
	    SHRK B 0
		SHRK B 0 A_SpawnItemEx("PainTripLaser",0,0,5)
		SHRK B 0 HealThing(2)
		Goto See
    Death:
        SHRK A 0
        SHRK A 1 A_Scream
		SHRK AA 0 A_SpawnDebris("DukeGibs1")
        SHRK AA 0 A_SpawnDebris("DukeGibs2")
		SHRK AA 0 A_SpawnDebris("DukeGibs3")
        SHRK AA 0 A_SpawnDebris("DukeGibs4")
        SHRK AA 0 A_SpawnDebris("DukeGibs5")		
        SHRK AAAAA 0 A_SpawnDebris("DukeGibs6")
	    Stop
        }
}

ACTOR Chase_Water : CustomInventory
{
    Inventory.MaxAmount 0
    +Inventory.AUTOACTIVATE
    States
    {
    Spawn:
        TNT1 A 1
        Fail
    Use:
        TNT1 A 0 A_JumpIf(WaterLevel<3,"Waterlimit")
        TNT1 A 0 A_Chase
        Stop
    Waterlimit:
        TNT1 A 0 ThrustThingZ(0,4,1,1)
        TNT1 A 0 A_Chase
        Stop
    }
}