ACTOR SteelDuke : actor replaces shotgunguy
{
	MONSTER
	+DONTOVERLAP
	PainChance 180
 	Painchance "grappler", 256
	Health 200
  	Painchance "Blazmelee", 256
    DamageFactor "Macepellet", 4
    DamageFactor "ThunderPellet", 4
    DamageFactor "MaceBomb", 1.5
	Height 56
	Radius 16
	Mass 250
	Speed 10
	SeeSound "SteelDukeSee"
	DeathSound "SteelDukeDeath"
	PainSound "SteelDukePain"
	ActiveSound "SteelDukeActive"
    bloodtype newbloodsplatter
	Obituary "%o was forced to suck it down by a Steel Duke"
	hitobituary "%o had their face maced by a Steel Duke"
	dropitem "shotgun" 256
	dropitem "lilchest" 05
	States
	{
	Spawn:
		CRMD A 0
		CRMD AB 12 A_Look
		Loop
	See:
		CRMD AABBCCDD 3 A_Chase
		Loop
	Melee:
		CRMD E 7 A_FaceTarget
		CRMD F 6 
		CRMD G 6 a_custommeleeattack(15,"mace/hit","mace/swing")
		CRMD I 6
		Goto See
	Missile:
		CRMD E 1 a_playsound ("SteelDukeAttackTalk", 0)
		CRMD E 4 A_FaceTarget
		CRMD J 4 BRIGHT
		CRMD J 4
		CRMD J 4 BRIGHT
		CRMD F 1 A_PlaySound ("SteelDukeSwing")
		CRMD F 4 
		CRMD I 4 a_facetarget
		CRMD G 0 A_custommissile("maceshot", 30, 13, frandom(12,-6), 0, frandom(5,-3))
		CRMD G 0 A_custommissile("maceshot", 30, 13, frandom(12,-6), 0, frandom(5,-3))
		CRMD G 0 A_custommissile("maceshot", 30, 13, frandom(12,-6), 0, frandom(5,-3))
		CRMD G 0 A_custommissile("maceshot", 30, 13, frandom(12,-6), 0, frandom(5,-3))
		CRMD G 0 A_custommissile("maceshot", 30, 13, frandom(12,-6), 0, frandom(5,-3))
		CRMD G 4 BRIGHT
		CRMD I 2
		CRMD F 4
		Goto See
	Pain:
		CRMD H 1 A_Pain
		CRMD H 9
		Goto See
	Death:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("droppedMace", 0, 0, 32, 10, 0, 0, -90, 128)
		CRIM A 1 A_Scream
		CRIM A 1 A_NoBlocking
		TNT1 A 0 A_facetarget
		TNT1 A 0 thrustthingz (0,30,0,1)
		TNT1 A 0 ThrustThing(angle*256/360+128, 4, 0, 0)		
		CRIM B 3 
		CRIM CD 6
		CRIM E 3
		CRIM FG 5
		CRIM H 1 a_jump (80, "deadtalk")
		CRIM H -1
		Stop				
	Deadtalk:
		CRIM H 30
		CRIM H 1 a_playsound ("SteelDukeDeathLine", 0)
		CRIM H -1
		stop
	XDeath:
		TNT1 A 0
		CRIM I 0 A_PlaySound ("SteelDukeSplatter", 0)
		CRIM I 1 a_scream
		TNT1 A 0 A_SpawnItemEx("droppedMace", 0, 0, 32, 10, 0, 0, -90, 128)
		TNT1 A 0 A_NoBlocking
		CRIM IJK 2 
		TNT1 A 0 a_spawnitem ("bigbloodsplatter")
		TNT1 AAAAAAAA 0 a_spawnitem ("newbloodsplatter") 
		TNT1 AAA 0 a_spawnitemex("bonegib",0,0,0,random(-10,10),random(-10,10),10)
		ISKL AAAAAAA 0 a_spawnitemex("hipbonegib",0,0,32,random(-10,10),random(-10,10),10)
		ISKL AAAAA 0 a_spawnitemex("ribbonegib",0,0,32,random(-10,10),random(-10,10),12)
		CRIM LMNOP 5
		CRIM Q 1 a_jump (20, "gibtalk")
		CRIM Q -1
		stop
	death.sunder:
		TNT1 A 0
		CRIM I 0 A_PlaySound ("SteelDukeSplatter", 0)
		CRIM I 1 a_scream
		TNT1 A 0 A_SpawnItemEx("droppedMace", 0, 0, 32, 10, 0, 0, -90, 128)
		TNT1 A 0 A_NoBlocking
		CRIM IJK 2 
		TNT1 A 0 a_spawnitem ("bigbloodsplatter")
		TNT1 AAAAAAAA 0 a_spawnitem ("newbloodsplatter") 
		TNT1 AAA 0 a_spawnitemex("bonegib",0,0,0,random(-10,10),random(-10,10),10)
		ISKL AAAAAAA 0 a_spawnitemex("hipbonegib",0,0,32,random(-10,10),random(-10,10),10)
		ISKL AAAAA 0 a_spawnitemex("ribbonegib",0,0,32,random(-10,10),random(-10,10),12)
		TNT1 A 0 a_spawnitemex ("sunderlootorb", 0, 0, 0, random (-3, 6), random (-8, 8), random (3,5))
		CRIM LMNOP 5
		CRIM Q 1 a_jump (20, "gibtalk")
		CRIM Q -1
		stop
	death.slayermelee:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("droppedMace", 0, 0, 32, 10, 0, 0, -90, 128)
		CRIM A 1 A_Scream
		CRIM A 1 A_NoBlocking
		TNT1 A 0 a_spawnitemex ("sunderlootorb", 0, 0, 0, random (-3, 6), random (-8, 8), random (3,5))
		TNT1 A 0 A_facetarget
		TNT1 A 0 thrustthingz (0,30,0,1)
		TNT1 A 0 ThrustThing(angle*256/360+128, 4, 0, 0)		
		CRIM B 3 
		CRIM CD 6
		CRIM E 3
		CRIM FG 5
		CRIM H 1 a_jump (80, "deadtalk")
		CRIM H -1
		Stop				
	Death.slayersupermelee:
		TNT1 A 0
		CRIM I 0 A_PlaySound ("SteelDukeSplatter", 0)
		CRIM I 1 a_scream
		TNT1 A 0 A_SpawnItemEx("droppedMace", 0, 0, 32, 10, 0, 0, -90, 128)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 a_spawnitemex ("sunderlootorb", 0, 0, 0, random (-3, 6), random (-8, 8), random (3,5))
		CRIM IJK 2 
		TNT1 A 0 a_spawnitem ("bigbloodsplatter")
		TNT1 AAAAAAAA 0 a_spawnitem ("newbloodsplatter") 
		TNT1 AAA 0 a_spawnitemex("bonegib",0,0,0,random(-10,10),random(-10,10),10)
		ISKL AAAAAAA 0 a_spawnitemex("hipbonegib",0,0,32,random(-10,10),random(-10,10),10)
		ISKL AAAAA 0 a_spawnitemex("ribbonegib",0,0,32,random(-10,10),random(-10,10),12)
		CRIM LMNOP 5
		CRIM Q 1 a_jump (20, "gibtalk")
		CRIM Q -1
		stop
		
	gibtalk:
		CRIM Q 25 
		CRIM Q 1 a_playsound ("SteelDukeDeathLine", 0)
		CRIM Q -1
		Stop
	death.blazice:
		CRMD H 2 a_scream
		CRIC 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)
		CRIC B 90 bright
		CRIC C 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",1,140)
		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:
		CRMD H 2 a_scream
		CRIC A 4 a_noblocking
		CRMD H 15
	randomwait:
		FDSD A 1 a_jump (20,"split")
		loop
	split:
		FDSD AABBCC 5
		FDSD DE 2
		FDSD FGHIJ 3 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,35), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		FDSD J 1 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,35), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		FDSD J 1 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,35), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		FDSD J 1 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,35), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		FDSD J 1 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,35), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
		FDSD J 1 bright A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,35), 0,0,0, 0, SXF_NOCHECKPOSITION,80)
	exploding:
		FDSD J 1
		TNT1 A 1 A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,35), 0,0,0, 0, SXF_NOCHECKPOSITION, 80)
		FDSD J 1
		TNT1 A 1 A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,35), 0,0,0, 0, SXF_NOCHECKPOSITION, 80)
		FDSD J 1
		TNT1 A 1 A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,35), 0,0,0, 0, SXF_NOCHECKPOSITION, 80)
		FDSD J 1 a_jump (100,"reallydie")
		TNT1 A 1 A_SpawnItemEx ("fatalburst", frandom(-20,20),frandom(-20,20),frandom(10,35), 0,0,0, 0, SXF_NOCHECKPOSITION, 80)
		loop
	reallydie:
		TNT1 A 0 
		TNT1 A 1 a_spawnitemex ("fataldrawdeath",0,0,30)
		stop
	raise:
		CRIM HGFEDCBA 3
		TNT1 A 0 a_jump (40,"chaosexplode")
		goto see
	Chaosexplode:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
    	CRMD A 8
        CRMD H 6 A_Pain
    	CRMD A 8
        CRMD H 6 A_Pain
    	CRMD A 8
        CRMD H 6 A_Pain
        TNT1 A 0 a_scream
		TNT1 A 0 A_PlaySound("archer/gib",0,0.5)
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 a_radiusgive ("chaoslaugh",650,RGF_MONSTERS)
		TNT1 A 0 a_spawnitemex("skellytun",0,0,12,random(-6,6),random(-8,8),random(6,10),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_playsound ("bonelord/explode",0,1,0,0.6)
		TNT1 A 0 Radius_Quake (4,20,0,32,0)
		TNT1 A 0 a_spawnitem ("bigbloodsplatter")
		TNT1 AAAAAAAAAAAA 0 a_spawnitem ("newbloodsplatter") 
		TNT1 AAAAAAAA 0 a_spawnitemex("bonegib",0,0,0,random(-30,30),random(-30,30),10)
		ISKL AAAAAAA 0 a_spawnitemex("hipbonegib",0,0,32,random(-10,10),random(-10,10),10)
		ISKL AAAAA 0 a_spawnitemex("ribbonegib",0,0,32,random(-10,10),random(-10,10),12)
		TNT1 AAA 0 a_spawnitemex("bonegib",0,0,0,random(-30,30),random(-30,30),10)
		TNT1 A 20
		stop
	}
}

ACTOR maceshot
{
	Projectile
	+THRUSPECIES
	+THRUGHOST
	+Bright
	species "enemyshot"
	Height 16
	Radius 8
	Speed 20
	Damage (8)
	SeeSound "BloodShoot"
	DeathSound "BloodBoom"
	Decal DoomImpScorch
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 thrustthingz (0,random(0,3),random(0,1),0)
	flying:
		FX18 MN 3
		FX18 MN 3
		FX18 MN 3
		FX18 MN 3
		FX18 MN 3
		FX18 MN 3
		FX18 MN 3
		FX18 MN 3
		FX18 MN 3
		FX18 MN 3
		FX18 MN 3
		TNT1 A 0 a_changeflag ("NOGRAVITY",0)
		goto falling
	falling:
		FX18 MN 3
		loop
	Death:
		TNT1 A 0
		TNT1 A 0 a_changeflag ("NOGRAVITY",1)
		CBLD CDEFGHI 3 BRIGHT
		Stop
	}
}

