///Combos////
Actor GrosseCombo:inventory
{
Inventory.MaxAmount 6
}

Actor HansWasNotInAlert:Inventory
{
Inventory.MaxAmount 1 
}

Actor HansAvoidMelee:Inventory
{
Inventory.MaxAmount 1 
}

Actor DeathTimerHans:Inventory
{
Inventory.MaxAmount 4 
}


ACTOR HansMelee: FastProjectile
{
	Radius 6
	Height 6
	DamageType KickNazi
	Projectile 
	+FORCEXYBILLBOARD
	+NOEXTREMEDEATH
	RenderStyle Add
	Alpha 0.6
    Damage 30
    Speed 32
	//HitObituary "$OB_IMPHIT"
	SeeSound "none"
	DeathSound "none"
	Decal "none"
	States
	{
	Spawn:
		TNT1 A 1 BRIGHT
        TNT1 A 1 //A_PlaySound("weapons/gswing")
		Stop
	Death:
		    PUFF A 3 A_PlaySound("player/cyborg/fist")
    PUFF BCD 3
		Stop
	}
}

Actor HansGrosse 9000
{
//$Category Bosses
//$Title Hans Grosse
Health 4000
Radius 32
Height 64
Mass 10000
Speed 5
Scale 1.7
PainChance 0 
DamageFactor "Taunt",0
DamageFactor "Nashgore_blood",0
DamageFactor "ExplosiveImpact",0
DamageFactor "RifleNoExplode", 2
DamageFactor "Coltello",0
DamageFactor "Kick",0 
DeathSound "Hans/death"
SeeSound "Hans/sight"
PainSound "Hans/Pain"
damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
Monster
+NoBlood
+Solid
+FloorClip
+MissileMore
+NoInfighting 
+DONTHARMSPECIES
Obituary "%o was in the way of Hans Grosse."
States
{
Spawn:
TNT1 A 0 A_GiveInventory("HansWasNotInAlert",1)
HANS A 10 A_Look
Loop

See:
TNT1 A 0 A_JumpIfInventory("HansWasNotInAlert",1,"FirstSight")
TNT1 A 0 A_PlaySound("Hans/Step")
HANS AA 2 A_Chase
HANS BB 2 A_Chase
HANS cc 2 A_Chase
TNT1 A 0 A_PlaySound("Hans/Step")
HANS DD 2 A_Chase
Loop

FirstSight:
TNT1 A 0 A_TakeInventory("HansWasNotInAlert",1)
HNHP A 1 ACS_EXECUTE(211,0,0,0,0) 
HNHP ABABABAB 4
TNT1 A 0 A_PlaySound("Shaiser")
HANS E 30 A_FACETARGET
Goto Chainguns

Chainguns:
TNT1 A 0
HANS F 0 BRIGHT A_PlayWeaponSound("weapons/chaingun")
HANS F 0 BRIGHT A_CustomMissile("HansTracer",32,16,random(-13,13))
HANS F 1 BRIGHT A_CustomMissile("HansTracer",32,-16,random(-13,13))
HANS G 2 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
HANS F 0 BRIGHT A_PlayWeaponSound("weapons/chaingun")
HANS F 0 BRIGHT A_CustomMissile("HansTracer",32,16,random(-13,13))
HANS F 1 BRIGHT A_CustomMissile("HansTracer",32,-16,random(-13,13))
HANS G 2 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
HANS F 0 BRIGHT A_PlayWeaponSound("weapons/chaingun")
HANS F 0 BRIGHT A_CustomMissile("HansTracer",32,16,random(-13,13))
HANS F 1 BRIGHT A_CustomMissile("HansTracer",32,-16,random(-13,13))
HANS G 2 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
HANS F 0 BRIGHT A_PlayWeaponSound("weapons/chaingun")
HANS F 0 BRIGHT A_CustomMissile("HansTracer",32,16,random(-13,13))
HANS F 1 BRIGHT A_CustomMissile("HansTracer",32,-16,random(-13,13))
HANS G 2 BRIGHT A_CposRefire
goto Chainguns+1

Ultimate:
HNCH A 2 A_FaceTarget
TNT1 A 0 A_PlaySound("Hans/scream")
HNCH BCBD 10 A_FaceTarget
TNT1 A 0 A_Takeinventory("GrosseCombo",6)
TNT1 A 0 A_playSound("Pick/granate")
HNGR AA 3 A_FaceTarget
TNT1 A 0 A_PLaySound ("Launch/granate")
HNGR BB 3 A_FaceTarget
HNGR C 1 A_CustomMissile("Grenade2",32,0,-12,0,0)
TNT1 A 0 A_CustomMissile("Grenade2",32,0,0,0,0)
tnt1 a 0 A_CustomMissile("Grenade2",32,0,12,0,0)
HNGR CC 3 A_FaceTarget
TNT1 A 0 A_playSound("Pick/granate")
HNGR AA 3 A_FaceTarget
TNT1 A 0 A_PLaySound ("Launch/granate")
HNGR BB 3 A_FaceTarget
HNGR C 1 A_CustomMissile("Grenade2",32,0,-12,0,0)
TNT1 A 0 A_CustomMissile("Grenade2",32,0,0,0,0)
tnt1 a 0 A_CustomMissile("Grenade2",32,0,12,0,0)
HNGR CC 3 A_FaceTarget
TNT1 A 0 A_playSound("Pick/granate")
HNGR AA 3 A_FaceTarget
TNT1 A 0 A_PLaySound ("Launch/granate")
HNGR BB 3 A_FaceTarget
HNGR C 1 A_CustomMissile("Grenade2",32,0,-12,0,0)
TNT1 A 0 A_CustomMissile("Grenade2",32,0,0,0,0)
tnt1 a 0 A_CustomMissile("Grenade2",32,0,12,0,0)
HNGR CC 3 A_FaceTarget
Goto Gutentag


Missile:
TNT1 A 0 A_JumpIfInventory("GrosseCombo",6,"Ultimate")
TNT1 A 0 A_JumpIfInventory("GrosseCombo",3,"GUTENTAG")
TNT1 A 0 A_JumpIfInventory("GrosseCombo",2,"Grenades")
Goto Gutentag

Gutentag:
TNT1 A 0
TNT1 A 0 A_GiveInventory("GrosseCombo",1)
TNT1 A 0 A_PlaySound("Shaiser")
HANS E 30 A_FACETARGET
Goto Chainguns

Grenades:
TNT1 A 0 A_Giveinventory("GrosseCombo",1)
TNT1 A 0 A_playSound("Pick/granate")
HNGR AA 3 A_FaceTarget
TNT1 A 0 A_PLaySound ("Launch/granate")
HNGR BB 3 A_FaceTarget
HNGR C 1 A_CustomMissile("Grenade2",32,0,-12,0,0)
TNT1 A 0 A_CustomMissile("Grenade2",32,0,0,0,0)
tnt1 a 0 A_CustomMissile("Grenade2",32,0,12,0,0)
HNGR CC 3 A_FaceTarget
Goto See

Pain:
TNT1 A 0 
Goto See

Melee:
TNT1 A 0 A_CustomMissile("HansMelee",32,0,0)
HNFS AA 2 A_FaceTarget
HNFS BB 2 A_FaceTarget
HNFS C 1 
HNFS CC 2 A_FaceTarget
Goto See

Death:
TNT1 A 0 A_Scream
TNT1 A 0 A_NoBlocking
HADH AB 5
TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
tnt1 a 0 a_Spawnitem ("DyingHans")
Stop

}}

Actor DyingHans
{
Radius 32
Height 40
damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
Health 50 
Damagefactor "Bullet",0
DamageFactor "RifleNoExplode", 0
DamageFactor "Coltello",0
DamageFactor "Kick",0 
DamageFactor "ExplosiveImpact",0
DamageFactor "Trample" , 0.0
DamageFactor "Cutless",0.0 
DamageFactor "Taunt",0
DamageFactor "Head",1.0
DamageFactor "Shotgun",0
-SOLID
+SHOOTABLE
+FLOORCLIP
States
{

Spawn:
HADH B 1 
TNT1 A 0 A_SpawnItem ("HeadshotTargetHans", 0, 40,0)
HADH B 60
TNT1 A 0 A_GiveInventory("DeathTimerHans", 1)
TNT1 A 0 A_JumpIfInventory("DeathTimerHans", 4, "GotoDeath")
Loop

GotoDeath:
HANS KL 8
TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
TNT1 A 0 A_SpawnItem("YellowCard")
HANS L -1 
Stop 


Death:
TNT1 A 0 A_PlaySound("misc/xdeath4")
TNT1 AAAA 0 A_CustomMissile ("Brains1", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("Brains2", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("Brains3", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("Brains4", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("Brains5", 32, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_XScream
TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 37, 0, random (0, 360), 2, random (0, 160))
HADH C 40
TNT1 A 0 A_NoBlocking
HADH DEF 10
TNT1 A 0 A_SpawnItem("YellowCard")
HADH F -1 
Stop 



}
}


Actor HansGrosseCooperative:HansGrosse 9002
{
//$Category Bosses
//$Title Hans Grosse Cooperative
Health 4000
}

Actor EasyHansGrosseCooperative: HansGrosse 9003
{
//$Category Bosses
//$Title Easy Hans Grosse Cooperative
Health 4000
States
{
Missile:
Goto Gutentag
}
}


Actor EasyHansGrosse:  HansGrosse 7643
{
//$Category Bosses
//$Title Easy Hans Grosse
States
{
Missile:
Goto Gutentag
}
}



