actor XenoBoiler : XenoWarrior replaces Arachnotron
{
 bloodcolor olive
 bloodtype BoilerBlood
 health 75
 height 52
 obituary "%o was turned into mush by the Boiler's concentrated acid."
 height 50
 scale 1.3
 +BOSS
 +BOSSDEATH
 Damagetype "poison"
 Poisondamage 8
 states
 {
  Spawn:
	TNT1 A 0
	// ExecuteAlways, 802, 0, <Threat Level>
	// 1 - Small blip
	// 2 - Medium blip
	// 3 - Large blip
	TNT1 A 0 ACS_ExecuteAlways(802, 0, 2)
	Goto Idle
  Idle:
	CLIN A 4
	TNT1 A 0 A_Look
	CLIN A 4
	TNT1 A 0 A_Look
	CLIN A 4
	TNT1 A 0 A_Look
	CLIN A 4
	TNT1 A 0 A_Look
	CLIN A 4
	TNT1 A 0 A_Jump(18, 4)
	TNT1 A 0 A_Jump(186, 7)
	CLIN A 6
	Loop
	CLIN A 4 A_Look
	CLIN A 1 A_PlaySound("xeno/active")
	Loop
	ALIN A 1 A_Look
	Goto Stand
  Stand:
	TNT1 A 0 A_ChangeFlag("lookallaround",1)
	TNT1 A 0 A_Look
	CLIN AB 4 A_SetAngle(angle+random(-2, 2))
	TNT1 A 0 A_Wander
	TNT1 A 0 A_Look
	TNT1 A 0 A_Jump(248, 2)
	TNT1 A 0 A_PlaySound("xeno/active")
	CLIN CD 4 A_SetAngle(angle+random(-2, 2))
	TNT1 A 0 A_Wander
	TNT1 A 0 A_ChangeFlag("lookallaround",0)
	Goto Idle
  See:
	TNT1 A 0 A_ChangeFlag("lookallaround",0)
	TNT1 A 0 A_JumpIfTargetInLOS("ChaseHard")
	CLIN AB 3 A_Chase
	TNT1 A 0 A_JumpIfTargetInLOS("ChaseHard")
	CLIN CD 3 A_Chase
	TNT1 A 0 A_JumpIfTargetInLOS("ChaseHard")
	CLIN AB 3 A_Chase
	TNT1 A 0 A_JumpIfTargetInLOS("ChaseHard")
	CLIN CD 3 A_Chase
	TNT1 A 0 A_Jump(248, 2)
	TNT1 A 0 A_PlaySound("xeno/active")
	TNT1 A 0
	Loop
  ChaseHard:
	CLIN A 0 A_Chase
	CLIN AB 2 A_Chase
	CLIN A 0 A_Chase
	CLIN CD 2 A_Chase
	CLIN A 0 A_Chase
	CLIN AB 2 A_Chase
	CLIN A 0 A_Chase
	CLIN CD 2 A_Chase
	TNT1 A 0 A_Jump(248, 2)
	TNT1 A 0 A_PlaySound("xeno/active")
	TNT1 A 0
	Goto See
  Pain.KickDamage:
	ALIN H 2 A_Pain
	goto see
  melee:
    CLIN EF 8 A_FaceTarget
	CLIN G 6 A_CustomMeleeAttack(random(1, 2)*2, "xeno/hack", "xeno/claw")
	TNT1 A 0 A_Explode(60, 280)
	TNT1 A 0 A_Jump(256, "xdeath")
  death:
  Death.PulseRifle:
  xdeath:
	TNT1 A 0 A_ChangeFlag("CEILINGHUGGER", 0)
	TNT1 AAA 0 A_CustomMissile("acidcloud", 38, 0, 0)
	TNT1 A 0 A_Jump(256, "xdeath1", "xdeath2", "xdeath3")
  xdeath1:
	TNT1 A 0 A_Die
	CLIG A 6 A_PlaySound("xeno/crack")
	TNT1 A 0 A_Explode(40, 180)
	CLIG B 5 A_Scream
	CLIG C 4 
	CLIG D 3
	CLIG E 2 A_NoBlocking
	CLIG F 1 A_BossDeath
	CLIG G -1 
	stop
  xdeath2:
	TNT1 A 0 A_Die
	CENG A 7 A_PlaySound("xeno/crack")
	TNT1 A 0 A_Explode(40, 180)
	CENG B 6 A_Scream
	CENG C 5
	CENG D 4
	CENG E 3
	CENG F 2
	CENG G 1 A_NoBlocking
	CENG H 1 A_BossDeath
	CENG I 1
    stop
  xdeath3:
	TNT1 A 0 A_Die
    CEGB A 6 A_PlaySound("xeno/crack")
	TNT1 A 0 A_Explode(40, 180)
	CEGB B 5 A_Scream
	CEGB C 4
	CEGB D 3
	CEGB E 2
	CEGB F 1 A_NoBlocking
	CEGB G 1  A_BossDeath
	CEGB H -1
	stop
  }
}