actor broodslime : actor replaces painelemental
{
    Health 750
    Radius 31
    Height 56
    damage (10)
	Speed 18
    PainChance 200
 	Painchance "grappler", 256
	Mass 900
    scale 1
	MONSTER 
	+FLOAT
	+NOGRAVITY
    +thruspecies
	species "slime"
	SeeSound "Broodslime/see"
    PainSound "Broodslime/pain"
    DeathSound "Broodslime/die"
    ActiveSound "Broodslime/idle"
    bloodtype slimebloodsplatter
	Obituary "%o couldn't dodge a Brood slime's snotrocket."
	states
	{
	spawn:
		WSLI ABCCBB 8 a_look
		loop      
	see:
		TNT1 AAA 0 a_spawnitemex("slimeparticle",0,0,0,0,0,-3)
		WSLI AABBCCBB 2 a_chase 
		TNT1 A 0 a_takeinventory ("slimecooldown", 3)
		TNT1 A 0 a_playsound ("wyvern/fly",0)
		TNT1 A 0 a_playsound ("Broodslime/wing",0,1,0,2.0)
		TNT1 AAAA 0 a_spawnitemex("slimeparticle",0,0,0,0,0,-3)				
		loop
	missile:
		TNT1 a 0
		WSLI DEF 4 bright a_facetarget
		TNT1 A 0 a_jumpifinventory ("slimecooldown",1, "weakshot")
		TNT1 A 0 a_playsound ("Broodslime/attack",0)
		WSLI F 3 A_custommissile ("slimeshot")
		TNT1 A 0 a_giveinventory ("slimecooldown", 50)
		WSLI F 2
		goto see
	weakshot:
		TNT1 A 0
		TNT1 A 0 a_playsound ("Broodslime/attack",0)
		WSLI F 3 A_custommissile ("weakslimeshot")
		TNT1 A 0 a_takeinventory ("slimecooldown", 10)
		WSLI F 2
		goto see
	pain:
		WSLI G 4
		WSLI G 4 a_pain
		goto see
	death:
		TNT1 A 0
		TNT1 A 1 a_fall
		TNT1 A 0 a_spawnitemex ("groundslime",0,0,5,0,0,5)
		TNT1 AAAAAA 0 a_spawnitemex("slimeparticle",0,0,0,random(-10,10),random(-10,10),15) 		
		TNT1 AAAAAAAAAAA 0 a_spawnitemex("slimeparticle",0,0,0,random(-10,10),random(-10,10),15) 		
		TNT1 A 1
		stop
	xdeath:
		TNT1 A 0
		TNT1 A 1 a_fall
		TNT1 A 0 a_scream
		TNT1 AAAAAA 0 a_spawnitemex("slimeparticle",0,0,0,random(-10,10),random(-10,10),15) 		
		TNT1 AAAAAAAAAAA 0 a_spawnitemex("slimeparticle",0,0,0,random(-10,10),random(-10,10),15) 		
		TNT1 AAAAAAAA 0 a_spawnitemex ("slimebloodspray",0,0,0,random(-10,10),random(-10,10),random(5,10))       
		TNT1 AAAAAAAA 0 a_spawnitemex ("slimebloodspray",0,0,0,random(-15,20),random(-14,16),random(5,10))       
		TNT1 AAAA 0 a_spawnitemex ("slimebloodspray",0,0,0,random(-10,10),random(-10,10),random(5,10))       
		TNT1 AAAA 0 a_spawnitemex ("slimebloodspray",0,0,0,random(-10,10),random(-10,10),random(5,10))       
		TNT1 A 1
		stop	
	death.sunder:
		TNT1 A 0
		TNT1 A 1 a_fall
		TNT1 AAAAA 0 a_spawnitem ("drumstick",10)
		TNT1 A 0 a_scream
		TNT1 AAAAAA 0 a_spawnitemex("slimeparticle",0,0,0,random(-10,10),random(-10,10),15) 		
		TNT1 AAAAAAAAAAA 0 a_spawnitemex("slimeparticle",0,0,0,random(-10,10),random(-10,10),15) 		
		TNT1 AAAAAAAA 0 a_spawnitemex ("slimebloodspray",0,0,0,random(-10,10),random(-10,10),random(5,10))       
		TNT1 AAAAAAAA 0 a_spawnitemex ("slimebloodspray",0,0,0,random(-15,20),random(-14,16),random(5,10))       
		TNT1 AAAA 0 a_spawnitemex ("slimebloodspray",0,0,0,random(-10,10),random(-10,10),random(5,10))       
		TNT1 AAAA 0 a_spawnitemex ("slimebloodspray",0,0,0,random(-10,10),random(-10,10),random(5,10))       
		TNT1 A 1
		stop	
	death.slayermelee:
	death.slayersupermelee:
		TNT1 A 0
		TNT1 A 1 a_fall
		TNT1 A 0 a_spawnitemex ("sunderlootorb", 0, 0, 0, random (-4, 7), random (-6, 3), random (3,6))
		TNT1 AA 0 a_spawnitemex ("sunderlootorb", 0, 0, 0, random (-3, 6), random (-8, 8), random (3,5))
		TNT1 A 0 a_scream
		TNT1 AAAAAA 0 a_spawnitemex("slimeparticle",0,0,0,random(-10,10),random(-10,10),15) 		
		TNT1 AAAAAAAAAAA 0 a_spawnitemex("slimeparticle",0,0,0,random(-10,10),random(-10,10),15) 		
		TNT1 AAAAAAAA 0 a_spawnitemex ("slimebloodspray",0,0,0,random(-10,10),random(-10,10),random(5,10))       
		TNT1 AAAAAAAA 0 a_spawnitemex ("slimebloodspray",0,0,0,random(-15,20),random(-14,16),random(5,10))       
		TNT1 AAAA 0 a_spawnitemex ("slimebloodspray",0,0,0,random(-10,10),random(-10,10),random(5,10))       
		TNT1 AAAA 0 a_spawnitemex ("slimebloodspray",0,0,0,random(-10,10),random(-10,10),random(5,10))       
		TNT1 A 1
		stop	
		
	death.blazice:
		TNT1 A 0
		WSLI G 2 a_scream
		WSIC A 2 A_noblocking
		TNT1 A 0 thrustthingz (0,25,0,0)
		TNT1 A 0 a_playsound ("swordtech/freezedeath")
		TNT1 A 0 a_fadeout (0.20)
		TNT1 AAAAAAAAAAAA 0 a_spawnitemex ("iceparticle",random(-8,8),random(-8,8),32,random(-100,100)/10.0,random(-100,100)/10.0,random(-100,100)/20.0,0,160)
	falling:	
		TNT1 A 0 A_JumpIf(floorz == z, "shatter")
		WSIC B 1 bright A_JumpIf(floorz == z, "shatter")
		TNT1 A 0 A_JumpIf(floorz == z, "shatter")
		loop
	shatter:
		WSIC A 2 bright
		TNT1 A 0 a_playsound ("swordtech/iceshatter")
		TNT1 A 0 A_CustomMissile("icicle", 30,0, 0, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("icicle", 30,0, 45, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("icicle", 30,0, 90, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("icicle", 30,0, 180, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("icicle", 30,0, 270, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("icicle", 30,0, 360, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 a_dropitem ("treatspawner",3,220)
		TNT1 AAA 0 a_spawnitemex ("icefragment",0,0,0,random(-10,10),random(-10,10),10) 
		TNT1 AAAA 0 a_spawnitemex ("icefragment",0,0,0,random(-4,13),random(-8,13),8) 
		stop
	death.fatalslash:
		TNT1 A 0
		WSLI G 2 a_scream
		WSIC A 4 a_noblocking
		WSLI G 15
	randomwait:
		FDWS A 1 a_jump (20,"split")
		loop
	split:
		FDWS AABBCC 5
		FDWS DE 2
		FDWS FGHIJ 3 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,30), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		FDWS J 1 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,30), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		FDWS J 1 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,30), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		FDWS J 1 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,30), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		FDWS J 1 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,30), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		FDWS J 1 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,30), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
	exploding:
		FDWS J 1 bright
		TNT1 A 1 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,30), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		FDWS J 1 bright
		TNT1 A 1 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,30), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		FDWS J 1 bright
		TNT1 A 1 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,30), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		FDWS J 1 bright a_jump (100,"reallydie")
		TNT1 A 1 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,30), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		loop
	reallydie:	
		TNT1 A 0
		TNT1 A 1 a_spawnitemex ("fataldrawdeath",0,0,30)
		stop
	}
}

actor groundslime
{
    Health 350
    Radius 31
    Height 56
    damage (10)
	Speed 18
    PainChance 200
 	Painchance "grappler", 256
	Mass 900
    scale 1
	MONSTER 
    +thruspecies
	-countkill
	species "slime"
	SeeSound "Broodslime/see"
    PainSound "Broodslime/pain"
    DeathSound "Broodslime/die"
    ActiveSound "Broodslime/idle"
    bloodtype slimebloodsplatter
	Obituary "%o couldn't dodge a Brood slime's snotrocket."
	states
	{
    spawn:
		TNT1 A 0
		GSLI A 1 a_giveinventory ("nosplit", 1)
	realspawn:
		GSLI AAAABBBB 8 a_look
		loop
	see:
		TNT1 A 0
		TNT1 A 0 a_playsound ("broodslime/move",0,1,0,1.5)
		GSLI AAABBBCCC 3 a_chase
		TNT1 A 0 a_jumpifinventory ("nosplit", 1, "splitbuild")
		loop		
	splitbuild:
		TNT1 A 0
		TNT1 A 0 a_giveinventory ("splitcounter", random(5,9))
		GSLI A 1 a_jumpifinventory ("splitcounter", 40, "split")
		goto see
	missile:
		TNT1 A 0
		GSLI A 1 a_jumpifcloser (300, "considerjump")
	considerjump:
		TNT1 A 0
		GSLI A 1 a_jump (80,"jumpattack")
	arcshot:
		GSLI A 3 a_facetarget
		GSLI B 4 a_facetarget
		GSLI B 4 a_facetarget
		TNT1 A 0 a_playsound ("Broodslime/attack",0)
		GSLI C 1 a_custommissile ("slimearcball",10)
		GSLI C 3
		goto see
	jumpattack:
		GSLI A 3 a_facetarget
		GSLI B 2 a_facetarget
		GSLI C 1
		GSLI D 2 a_facetarget
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 ThrustThing(angle*256/360, 40, 0, 0)
		GSLI E 3	
		goto flyingattack
	flyingattack:
		TNT1 A 0
		GSLI E 1 A_JumpIf(floorz == z, "land")
		loop	
	land:
		GSLI C 2 a_stop
		GSLI C 1 
		TNT1 A 0 a_playsound ("broodslime/slimeballhit",0)
		TNT1 AAAAAA 0 a_spawnitemex("slimeparticle",0,0,0,random(-10,10),random(-10,10),15) 		
		GSLI B 2
		GSLI A 2 
		TNT1 AAAAA 0 a_spawnitemex("slimeegg",0,0,0,random(-20,20),random(-20,20),15) 		
		GSLI B 5
		GSLI C 2
		GSLI A 1
		goto see
	split:
		TNT1 A 0
		TNT1 A 0 a_playsound ("broodslime/split",0)
		GSPT A 4
		GSPT B 4
		GSPT C 4
		GSPT BC 2
		GSPT BC 2
		GSPT D 2
		GSLI B 1 a_spawnitemex ("clonedslime",0,0,0,random(-20,20),random(-20,20),15)
		TNT1 A 0 a_takeinventory ("nosplit", 99)
		TNT1 A 0 a_takeinventory ("splitcounter", 999)
		GSLI B 15 a_facetarget
		goto see
	pain:
		TNT1 A 0 a_takeinventory ("splitcounter", 5)
		GSLI F 6 
		GSLI F 6 a_pain
		goto see
	death:
		TNT1 A 0
		TNT1 A 1 a_fall
		TNT1 A 0 a_scream
		TNT1 AAAAAA 0 a_spawnitemex("slimeparticle",0,0,0,random(-10,10),random(-10,10),15) 		
		TNT1 AAAAAAAAAAA 0 a_spawnitemex("slimeparticle",0,0,0,random(-10,10),random(-10,10),15) 		
		TNT1 AAAAAAAA 0 a_spawnitemex ("slimebloodspray",0,0,0,random(-10,10),random(-10,10),random(5,10))       
		TNT1 AAAAAAAA 0 a_spawnitemex ("slimebloodspray",0,0,0,random(-15,20),random(-14,16),random(5,10))       
		TNT1 AAAA 0 a_spawnitemex ("slimebloodspray",0,0,0,random(-10,10),random(-10,10),random(5,10))       
		TNT1 AAAA 0 a_spawnitemex ("slimebloodspray",0,0,0,random(-10,10),random(-10,10),random(5,10))       
		stop
	death.sunder:
		TNT1 A 0
		TNT1 A 1 a_fall
		TNT1 AAAAA 0 a_spawnitem ("drumstick",10)
		TNT1 A 0 a_scream
		TNT1 AAAAAA 0 a_spawnitemex("slimeparticle",0,0,0,random(-10,10),random(-10,10),15) 		
		TNT1 AAAAAAAAAAA 0 a_spawnitemex("slimeparticle",0,0,0,random(-10,10),random(-10,10),15) 		
		TNT1 AAAAAAAA 0 a_spawnitemex ("slimebloodspray",0,0,0,random(-10,10),random(-10,10),random(5,10))       
		TNT1 AAAAAAAA 0 a_spawnitemex ("slimebloodspray",0,0,0,random(-15,20),random(-14,16),random(5,10))       
		TNT1 AAAA 0 a_spawnitemex ("slimebloodspray",0,0,0,random(-10,10),random(-10,10),random(5,10))       
		TNT1 AAAA 0 a_spawnitemex ("slimebloodspray",0,0,0,random(-10,10),random(-10,10),random(5,10))       
		TNT1 A 1
		stop	
	death.slayermelee:
	death.slayersupermelee:
		TNT1 A 0
		TNT1 A 1 a_fall
		TNT1 A 0 a_spawnitemex ("sunderlootorb", 0, 0, 0, random (-4, 7), random (-6, 3), random (3,6))
		TNT1 AA 0 a_spawnitemex ("sunderlootorb", 0, 0, 0, random (-3, 6), random (-8, 8), random (3,5))
		TNT1 A 0 a_scream
		TNT1 AAAAAA 0 a_spawnitemex("slimeparticle",0,0,0,random(-10,10),random(-10,10),15) 		
		TNT1 AAAAAAAAAAA 0 a_spawnitemex("slimeparticle",0,0,0,random(-10,10),random(-10,10),15) 		
		TNT1 AAAAAAAA 0 a_spawnitemex ("slimebloodspray",0,0,0,random(-10,10),random(-10,10),random(5,10))       
		TNT1 AAAAAAAA 0 a_spawnitemex ("slimebloodspray",0,0,0,random(-15,20),random(-14,16),random(5,10))       
		TNT1 AAAA 0 a_spawnitemex ("slimebloodspray",0,0,0,random(-10,10),random(-10,10),random(5,10))       
		TNT1 AAAA 0 a_spawnitemex ("slimebloodspray",0,0,0,random(-10,10),random(-10,10),random(5,10))       
		TNT1 A 1
		stop	
	death.blazice:
		GSLI F 2 a_scream
		GSIC A 2 A_noblocking
		TNT1 A 0 a_playsound ("swordtech/freezedeath")
		TNT1 A 0 a_fadeout (0.20)
		TNT1 AAAAAAAAAAAA 0 a_spawnitemex ("iceparticle",random(-8,8),random(-8,8),32,random(-100,100)/10.0,random(-100,100)/10.0,random(-100,100)/20.0,0,160)
		GSIC B 90 bright
		GSIC B 2 bright
		TNT1 A 0 a_playsound ("swordtech/iceshatter")
		TNT1 A 0 A_CustomMissile("icicle", 30,0, 0, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("icicle", 30,0, 45, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("icicle", 30,0, 90, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("icicle", 30,0, 180, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("icicle", 30,0, 270, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 A_CustomMissile("icicle", 30,0, 360, CMF_AIMDIRECTION | CMF_TRACKOWNER)
		TNT1 A 0 a_dropitem ("treatspawner",2,200)
		TNT1 AAA 0 a_spawnitemex ("icefragment",0,0,0,random(-10,10),random(-10,10),10) 
		TNT1 AAAA 0 a_spawnitemex ("icefragment",0,0,0,random(-4,13),random(-8,13),8) 
		stop
	death.fatalslash:
		TNT1 A 0
		GSLI F 2 a_scream
		GSIC A 4 a_noblocking
		GSLI F 15
	randomwait:
		FDGS A 1 a_jump (10,"splitdeath")
		loop
	splitdeath:
		FDGS AABBCC 5
		FDGS DE 2
		FDGS FGHIJ 3 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,30), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		FDGS J 1 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,30), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		FDGS J 1 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,30), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		FDGS J 1 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,30), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		FDGS J 1 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,30), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		FDGS J 1 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,30), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
	exploding:
		FDGS J 1 Bright
		TNT1 A 1 Bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,30), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		FDGS J 1 Bright
		TNT1 A 1 Bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,30), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		FDGS J 1 Bright
		TNT1 A 1 Bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,30), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		FDGS J 1 Bright A_jump (100,"reallydie")
		TNT1 A 1 Bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,30), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		loop
	reallydie:	
		TNT1 A 0
		TNT1 A 1 a_spawnitemex ("fataldrawdeath",0,0,30)
		stop
	}
}


actor clonedslime : groundslime
{ 
	Health 200
    Radius 31
    Height 56
	Speed 18
    PainChance 200
 	Painchance "grappler", 256
	Mass 900
    scale 0.8
	MONSTER
	+thruspecies
	-countkill
	species "slime"
    SeeSound "Broodslime/see"
    PainSound "Broodslime/pain"
    DeathSound "Broodslime/die"
    ActiveSound "Broodslime/idle"
    bloodtype slimebloodsplatter
	Obituary "%o couldn't dodge a Brood slime's snotrocket."
	states
	{
	spawn:
		TNT1 A 0
		GSLI AAAABBBB 8 a_look
		loop
	}
}

actor slimeshot
{
    +notimefreeze
	+BLOODSPLATTER
	+FORCEXYBILLBOARD	
	+THRUSPECIES
	+THRUGHOST
	+bright
	species "enemyshot"
	Radius 11
	Height 8
	Speed 20
	scale 2
	Damage (10)
	Projectile
	states
	{
	spawn:
		SLAT AB 5 a_spawnitemex("slimeparticle",0,0,0,random(-5,5),random(-3,3),-3)
		TNT1 AAA 0 a_spawnitemex("slimeparticle",0,0,0,random(-5,5),random(-3,3),-3)			
		loop
	death:
		TNT1 AAAAAAA 0 a_spawnitemex("slimeparticle",0,0,0,random(-10,10),random(-10,10),15) 		
		TNT1 AAAAA 0 a_spawnitemex("slimeegg",0,0,0,random(-10,10),random(-10,10),10) 		
		TNT1 A 0 a_playsound ("broodslime/slimeballhit",0)
		TNT1 A 0 a_playsound ("broodslime/slimeballsplit",0)
		SLAT CDEF 4
		stop
	}
}

actor weakslimeshot : slimeshot
{
	scale 1
	states
	{
	death:
		TNT1 AAAAAAA 0 a_spawnitemex("slimeparticle",0,0,0,random(-10,10),random(-10,10),15) 		
		TNT1 AA 0 a_spawnitemex("slimeegg",0,0,0,random(-10,10),random(-10,10),10) 		
		TNT1 A 0 a_playsound ("broodslime/slimeballhit",0)
		TNT1 A 0 a_playsound ("broodslime/slimeballsplit",0)
		SLAT CDEF 4
		stop
	}
}

actor slimearcball 
{
	projectile
	+notimefreeze
    +FORCEXYBILLBOARD	
	+LOOKALLAROUND
	+bloodlessimpact
	+bounceonceilings
	+bounceonwalls
	+thruspecies
	+THRUGHOST
	+doombounce
	species "slime"
	-nogravity
	radius 12
	speed 15
	damage (8)
	bouncecount 4
    gravity 0.8
	states
	{
	spawn:
		TNT1 A 0
		SLAT G 1 bright a_spawnitemex ("arctrail")
		TNT1 A 0 thrustthingz (0,45,0,0)
	flying:
		SLAT G 1 bright a_spawnitemex ("arctrail")		
		SLAT H 1 bright a_spawnitemex ("arctrail")
		loop
	Death:
		TNT1 A 0 a_changeflag ("nogravity", 1)
		TNT1 A 0 a_playsound ("broodslime/slimeballhit",0)
		TNT1 A 0 a_playsound ("broodslime/slimeballsplit",0)
		TNT1 AA 0 a_spawnitemex("slimeegg",0,0,0,random(-10,10),random(-10,10),10) 		
		SLAT CDEF 4 bright
		stop
	}
}

actor arctrail
{
	+NOINTERACTION
	+clientsideonly
	Radius 4
	Height 5
	scale 0.80
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 2
		SLAT G 5 bright
		SLAT G 1 Bright a_fadeout (0.40)
		wait
	}
}


actor slimeegg
{
	projectile
	+notimefreeze
    +FORCEXYBILLBOARD	
	+LOOKALLAROUND
	+bloodlessimpact
	+painless
	+ripper
	+bright
	+bounceonceilings
	+bounceonwalls
	+thruspecies
	species "enemyshot"
	-nogravity
	radius 12
	speed 5
	damage (0)
	bouncecount 2
    gravity 1.5
	Scale 1.5
	states
	{
	spawn:
		LSLI D 1
		loop
	death:
		TNT1 A 0 a_spawnitem ("broodling")
		stop
	}
}

actor broodling
{
	Monster
	Health 35
	Radius 20
	Height 10
	projectilepassheight 50
	Mass 400
	Speed 5
	PainChance 256
	+dontfall
	+bounceonwalls
	+dontoverlap
	+thruspecies
	-solid
	species "slime"
	-floorclip
	-countkill
	+bright
    bloodtype slimebloodsplatter
	Obituary "%o fell under the weight of the Broodlings"
	states
	{
	spawn:
		TNT1 A 0 a_giveinventory ("HighstunCD",1)
		LSLI A 1 a_look
		TNT1 A 0 a_giveinventory ("HighstunCD",1)
		loop
	see:
		TNT1 A 0 a_giveinventory ("HighstunCD",1)
		LSLI A 2 a_facetarget
		TNT1 A 0 a_giveinventory ("HighstunCD",1)
		LSLI B 4 a_facetarget
		TNT1 A 0 a_jump (80, "jumpattack")
		LSLI B 2
		TNT1 A 0 a_jump (100,"liljump")
		loop
	pain:
		LSLI A 2
		TNT1 A 0 a_giveinventory ("HighstunCD",1)
		LSLI A 2 a_pain
		goto see
	jumpattack:
		TNT1 A 0 a_jump (100, "liljump")
		TNT1 A 0 a_jump (60, "bigjump")
		TNT1 A 0 a_giveinventory ("HighstunCD",1)
		LSLI C 4 a_facetarget
		TNT1 A 0 ThrustThingZ(0,40,0,1)
		TNT1 A 0 ThrustThing(angle*256/360, 20, 0, 0)
		TNT1 A 0 a_playsound ("broodling/jump",0)
		LSLI D 3
	flying:
		TNT1 A 0
		TNT1 A 0 a_chase ("burst", 0, CHF_DONTMOVE)
		LSLI D 1 A_JumpIf(floorz == z, "land")
		TNT1 A 0 a_giveinventory ("HighstunCD",1)
		TNT1 A 0 a_chase ("burst", 0, CHF_DONTMOVE)
		loop
	liljump:
		LSLI C 4 a_facetarget
		TNT1 A 0 ThrustThingZ(0,20,0,1)
		TNT1 A 0 ThrustThing(angle*256/360, 20, 0, 0)
		TNT1 A 0 a_playsound ("broodling/jump",0)
		TNT1 A 0 a_giveinventory ("HighstunCD",1)
		LSLI D 3
		goto flying
	bigjump:
		LSLI C 4 a_facetarget
		TNT1 A 0 ThrustThingZ(0,45,0,1)
		TNT1 A 0 ThrustThing(angle*256/360, 35, 0, 0)
		TNT1 A 0 a_playsound ("broodling/jump",0)
		LSLI D 3
		goto flying
	land:
		TNT1 A 0 a_stop
		TNT1 A 0 a_playsound ("broodling/land",0)
		TNT1 A 0 a_giveinventory ("broodlingtimer",random(2,6))
		TNT1 A 0 a_jumpifinventory ("broodlingtimer",20,"burst")
		LSLI B 4
		LSLI E 3
		TNT1 A 0 a_giveinventory ("HighstunCD",1)
		LSLI A 15
		goto see
	burst:
		TNT1 AAAA 0 a_spawnitemex("slimeparticle",0,0,0,random(-10,10),random(-10,10),10) 		
		TNT1 AAAA 0 a_spawnitemex("slimeparticle",0,0,0,random(-10,10),random(-10,10),10) 		
		TNT1 AAAAAA 0 a_spawnitemex("slimeparticle",0,0,0,random(-10,10),random(-10,10),10) 		
		TNT1 A 0 a_playsound ("broodling/burst",0)
		TNT1 A 0 a_custommeleeattack (5,0,0,0)
		TNT1 A 0 a_fall
		TNT1 A 1
		stop
	death:
		TNT1 A 0 a_fall
		TNT1 A 0 a_playsound ("broodling/die",0)
		TNT1 AAAA 0 a_spawnitemex ("slimebloodspray",0,0,0,random(-10,10),random(-10,10),random(5,10))       
		TNT1 A 1
		stop
	}
}


actor slimeparticle
{
	+missile
	-nogravity
	+clientsideonly
	speed 10
	gravity 1.50
	+thruactors
	states
	{
	spawn:	
		TNT1 A 0
		SPTL AAAAAAAAAAAA 2 
		SPTL A 1 
		Stop
	}
}

actor slimecooldown : inventory
{inventory.maxamount 50}

actor broodlingtimer : inventory
{inventory.maxamount 20}


actor nosplit : inventory
{inventory.maxamount 1}

actor splitcounter : inventory
{inventory.maxamount 200}

actor clipped : inventory
{inventory.maxamount 1}

actor slimeupsiedaisytoken : inventory
{inventory.maxamount 1}