
Actor HasSpotedThePlayerAlready : Inventory
{
inventory.maxamount 1
}

ACTOR EldritchAbomination
{
	Health 40000
	Radius 100
	Height 200
	Mass 99999
	Speed 0
	PainChance 20
	Monster
	+BOSS 
	+FLOORCLIP
	+NORADIUSDMG
	+DONTMORPH
	+BOSSDEATH
	+MISSILEMORE
	+NOTARGET
	+MISSILEEVENMORE
	+FORCEXYBILLBOARD
	+FLOAT
	+FLOATBOB
	
	DeathSound "cyber/death"
	Obituary "%o was wiped out by an eldritch abomination"
	BLoodType "DeadBlood"
	DamageFactor "Desintegrate", 1.0
	DamageFactor "CauseSplash", 0.0 DamageFactor "CauseObjectsToSplashSlime", 0.0 DamageFactor "CauseObjectsToSplashNukage", 0.0
	DamageFactor "CauseObjectsToSplashBlood", 0.0 DamageFactor "CauseObjectsToSplashLava", 0.0
	damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
	Scale 2.3
	States
	{
	Spawn:
	    TNT1 A 0
		
		TNT1 A 0 A_JumpIfInventory("HasSpotedThePlayerAlready", 1, "LAUGH")
		KEPR A 5 A_Look
		Loop
	Laugh:
		KEPR A 1
		TNT1 A 0 A_PlaySound("ICOLAUG", 4)
		KEPR ABCB 5
		KEPR ABCB 5
		KEPR ABCB 5
		KEPR ABCB 5
		KEPR A 10
		TNT1 A 0 A_PlaySound("ICOLAUG", 4)
		KEPR ABCB 5
		KEPR ABCB 5
		KEPR ABCB 5
		KEPR ABCB 5
		KEPR A 10
	KeepLooking:	
		KEPR A 5 A_Look
		Loop
	See:
	    TNT1 A 0
		TNT1 A 0 ACS_ExecuteAlways(621)
		TNT1 A 0 A_JumpIfInventory("HasSpotedThePlayerAlready", 1, "Ready")
		TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
		
		TNT1 A 0
		KEPR ABCCBA 5 
		
		TNT1 A 0 //A_PLaySoundEx("brain/sight", 4, 0, 2)
		TNT1 A 0 ACS_Execute(56)
		KEPT ABCBABCBABCBABCBAABCBABCBABCBABCBAABCBABCBABCBABCBA 3
		KEPR AB 4
		TNT1 A 0 A_PLaySoundEx("ICOSCRE", 4, 0, 2)
		TNT1 A 0 Radius_Quake(3, 7, 0, 999, 0)
		KEPR CDDDDDDDDDDDDDDDDDDDDDCBA 5
		TNT1 A 0 A_GiveInventory("HasSpotedThePlayerAlready", 1)
		Goto Missile

	Ready:
	    TNT1 A 0
		TNT1 A 0 A_PLaySoundEx("ICOBREAT", 4, 0, 2)
		KEPR AABBAABBAABBAABBAABBAABB 3 A_Chase
		
	Missile:
	    KEPR A 1
		TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
	    TNT1 A 0 A_Jump(256, "FireBalls")
	    Goto FIreballs
	Fireballs:
	    KEPR ABCD 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("ICOFIRE", 1)
		KEPR EF 1 BRIGHT
		TNT1 A 0 BRIGHT A_CustomMissile("GAtekeeperFireball", 80, 0, random(-16, 16), 0)
		KEPR GHI 3 BRIGHT
		TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
		KEPR DCBA 4
		KEPR A 5
		
		KEPR ABCD 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("ICOFIRE", 1)
		KEPR EF 1 BRIGHT
		TNT1 A 0 BRIGHT A_CustomMissile("GAtekeeperFireball", 80, 0, random(-16, 16), 0)
		KEPR GHI 3 BRIGHT
		TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
		KEPR DCBA 4
		KEPR A 5
		
		KEPR ABCD 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("ICOFIRE", 1)
		KEPR EF 1 BRIGHT
		TNT1 A 0 BRIGHT A_CustomMissile("GAtekeeperFireball", 80, 0, random(-16, 16), 0)
		KEPR GHI 3 BRIGHT
		TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
		KEPR DCBA 4
		KEPR A 5
		Goto See
	
	
	Thunder:
	    KEPT ABCC 5
		TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
		KEPT DE 1 BRIGHT
		KEPT C 1
		KEPT DE 1 BRIGHT
		KEPT C 1
		KEPT DE 1 BRIGHT
		KEPT C 1
		KEPT DE 1 BRIGHT
		KEPT C 1
		KEPT DE 1 BRIGHT
		KEPT C 1
		KEPT DE 1 BRIGHT
		KEPT C 1
		KEPT DE 1 BRIGHT
		KEPT C 1
		KEPT DE 1 BRIGHT
		KEPT C 1
		KEPT DE 1 BRIGHT
		TNT1 A 0 A_StopSound(4)
		TNT1 A 0 A_PLaySoundEx("ICOTHUND", 4, 0, 2)
		KEPT C 1
		KEPT DE 1 BRIGHT
		KEPT C 1
		TNT1 A 0 A_SpawnItemEx("SeekingThunder", 350)
		TNT1 A 0 A_SpawnItemEx("SeekingThunder", -350)
		KEPT DE 1 BRIGHT
		KEPT C 1
		TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
		KEPT CCBA 5
		Goto Ready	
		
	
	Pain:
		TNT1 A 0
		TNT1 A 0 A_Jump(256, "Pain1", "Pain2")
	
	Pain1:
		KEPP A 3 A_BrainPain
		KEPP BCDCBA 3
		Goto Ready
		
	Pain2:
		KEPP E 3 A_BrainPain
		KEPP FGHGF 3
		Goto Ready
	
	Death:
	    KEPD A 1
		TNT1 A 0 A_StopSound(4)
		TNT1 A 0 A_StopSound(3)
		TNT1 A 0 A_StopSound(1)
	    TNT1 A 0 A_PLaySoundEx("brain/death", 4, 0, 2)
		TNT1 A 0 Radius_Quake (22, 140, 0, 64, 0)
	    KEPP ABCDCBA 2
		TNT1 A 0 A_SpawnItemEx ("KaboomWithSound", random(0, 100), random(-200, 200), random(100, 300))
		KEPP EFGHGFE 2
		TNT1 A 0 A_SpawnItemEx ("KaboomWithSound", random(0, 100), random(-200, 200), random(100, 300))
		
		KEPP ABCDCBA 2
		TNT1 A 0 A_SpawnItemEx ("KaboomWithSound", random(0, 100), random(-200, 200), random(100, 300))
		KEPP EFGHGFE 2
		TNT1 A 0 A_SpawnItemEx ("KaboomWithSound", random(0, 100), random(-200, 200), random(100, 300))
		KEPP ABCDCBA 2
		TNT1 A 0 A_SpawnItemEx ("KaboomWithSound", random(0, 100), random(-200, 200), random(100, 300))
		KEPP EFGHGFE 2
		TNT1 A 0 A_SpawnItemEx ("KaboomWithSound", random(0, 100), random(-200, 200), random(100, 300))
		KEPP ABCDCBA 2
		TNT1 A 0 A_SpawnItemEx ("KaboomWithSound", random(0, 100), random(-200, 200), random(100, 300))
		KEPP EFGHGFE 2
		TNT1 A 0 A_SpawnItemEx ("KaboomWithSound", random(0, 100), random(-200, 200), random(100, 300))
		KEPP ABCDCBA 2
		TNT1 A 0 A_SpawnItemEx ("KaboomWithSound", random(0, 100), random(-200, 200), random(100, 300))
		KEPP EFGHGFE 2
		TNT1 A 0 A_SpawnItemEx ("KaboomWithSound", random(0, 100), random(-200, 200), random(100, 300))
		KEPP ABCDCBA 2
		TNT1 A 0 A_SpawnItemEx ("KaboomWithSound", random(0, 100), random(-200, 200), random(100, 300))
		KEPP EFGHGFE 2
		TNT1 A 0 A_SpawnItemEx ("KaboomWithSound", random(0, 100), random(-200, 200), random(100, 300))
		KEPP ABCDCBA 2
		TNT1 A 0 A_SpawnItemEx ("KaboomWithSound", random(0, 100), random(-200, 200), random(100, 300))
		KEPP EFGHGFE 2
		TNT1 A 0 A_SpawnItemEx ("KaboomWithSound", random(0, 100), random(-200, 200), random(100, 300))
		KEPP ABCDCBA 2
		TNT1 A 0 A_SpawnItemEx ("KaboomWithSound", random(0, 100), random(-200, 200), random(100, 300))
		KEPP EFGHGFE 2
		TNT1 A 0 A_SpawnItemEx ("KaboomWithSound", random(0, 100), random(-200, 200), random(100, 300))
		
		
	    TNT1 A 0 A_StopSound(4)
	    TNT1 A 0 A_PLaySoundEx("NUKEEXPL", 4, 0, 2)
		
		TNT1 AAAA 0 A_CustomMissile ("MuchMeatDeath", 300, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("RidiculousExplosionSpawner", 80, 0, 0, 2, 20)
		TNT1 A 0 A_CustomMissile ("RidiculousExplosionSpawner", 80, 0, 90, 2, 20)
		TNT1 A 0 A_CustomMissile ("RidiculousExplosionSpawner", 80, 0, 180, 2, 20)
		TNT1 A 0 A_CustomMissile ("RidiculousExplosionSpawner", 80, 0, 270, 2, 20)
		TNT1 AAAAAAAAAAAA 0 A_CustomMissile ("PEPart2SuperFast", 80, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAA 0 A_CustomMissile ("UltraGoreSPawner", 150, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAAA 0 A_CustomMissile ("UltraGoreSpawner", 150, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("BloodMistXXBig", 150, 0, random (0, 360), 2, random (70, 90))
		 TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("BloodMistXXBig", 100, 0, random (0, 360), 2, random (20, 90))
		 
		TNT1 A 100
		TNT1 A 0 A_BrainDie
		TNT1 A 1
		Stop
	}
}


ACTOR SeekingTHunder
{
	Health 99999
	Speed 20
	FastSpeed 28
	Radius 2
	Height 2
	Mass 400
	Monster
	+NOCLIP
	-SHOOTABLE
	+FLOORCLIP
	+LOOKALLAROUND
	-COUNTKILL
	Renderstyle Add
	Alpha 0.99
	YScale 6.0
	XScale 2.0
	Obituary "%o was wiped out by an eldritch abomination"
	States
	{
	Spawn:
		ZOT1 AAAA 1 BRIGHT A_Look
		Goto See
		Stop
	See:
		ZOT1 ABCDE 1 BRIGHT A_Chase
		THUN A 0 A_Explode(15, 100)
		FIR3 AAAAAAA 0 BRIGHT A_CustomMissile ("LightningParticleSFX", 0, 0, random (0, 360), 2, random (60, 130))
		ZOT1 ABCDE 1 BRIGHT A_Chase
		THUN A 0 A_Explode(15, 100)
		FIR3 AAAAAAA 0 BRIGHT A_CustomMissile ("LightningParticleSFX", 0, 0, random (0, 360), 2, random (60, 130))
		ZOT1 ABCDE 1 BRIGHT A_Chase
		THUN A 0 A_Explode(15, 100)
		FIR3 AAAAAAA 0 BRIGHT A_CustomMissile ("LightningParticleSFX", 0, 0, random (0, 360), 2, random (60, 130))
		ZOT1 ABCDE 1 BRIGHT A_Chase
		THUN A 0 A_Explode(15, 100)
		FIR3 AAAAAAA 0 BRIGHT A_CustomMissile ("LightningParticleSFX", 0, 0, random (0, 360), 2, random (60, 130))
		ZOT1 ABCDE 1 BRIGHT A_Chase
		THUN A 0 A_Explode(15, 100)
		FIR3 AAAAAAA 0 BRIGHT A_CustomMissile ("LightningParticleSFX", 0, 0, random (0, 360), 2, random (60, 130))
		ZOT1 ABCDE 1 BRIGHT A_Chase
		THUN A 0 A_Explode(15, 100)
		FIR3 AAAAAAA 0 BRIGHT A_CustomMissile ("LightningParticleSFX", 0, 0, random (0, 360), 2, random (60, 130))
		ZOT1 ABCDE 1 BRIGHT A_Chase
		THUN A 0 A_Explode(15, 100)
		FIR3 AAAAAAA 0 BRIGHT A_CustomMissile ("LightningParticleSFX", 0, 0, random (0, 360), 2, random (60, 130))
		ZOT1 ABCDE 1 BRIGHT A_Chase
		THUN A 0 A_Explode(15, 100)
		FIR3 AAAAAAA 0 BRIGHT A_CustomMissile ("LightningParticleSFX", 0, 0, random (0, 360), 2, random (60, 130))
		ZOT1 ABCDE 1 BRIGHT A_Chase
		THUN A 0 A_Explode(15, 100)
		FIR3 AAAAAAA 0 BRIGHT A_CustomMissile ("LightningParticleSFX", 0, 0, random (0, 360), 2, random (60, 130))
		ZOT1 ABCDE 1 BRIGHT A_Chase
		THUN A 0 A_Explode(15, 100)
		FIR3 AAAAAAA 0 BRIGHT A_CustomMissile ("LightningParticleSFX", 0, 0, random (0, 360), 2, random (60, 130))
		ZOT1 ABCDE 1 BRIGHT A_Chase
		THUN A 0 A_Explode(15, 100)
		FIR3 AAAAAAA 0 BRIGHT A_CustomMissile ("LightningParticleSFX", 0, 0, random (0, 360), 2, random (60, 130))
		ZOT1 ABCDE 1 BRIGHT A_Chase
		THUN A 0 A_Explode(15, 100)
		FIR3 AAAAAAA 0 BRIGHT A_CustomMissile ("LightningParticleSFX", 0, 0, random (0, 360), 2, random (60, 130))
		ZOT1 ABCDE 1 BRIGHT A_Chase
		THUN A 0 A_Explode(15, 100)
		FIR3 AAAAAAA 0 BRIGHT A_CustomMissile ("LightningParticleSFX", 0, 0, random (0, 360), 2, random (60, 130))
		ZOT1 ABCDE 1 BRIGHT A_Chase
		THUN A 0 A_Explode(15, 100)
		FIR3 AAAAAAA 0 BRIGHT A_CustomMissile ("LightningParticleSFX", 0, 0, random (0, 360), 2, random (60, 130))
		ZOT1 ABCDE 1 BRIGHT A_Chase
		THUN A 0 A_Explode(15, 100)
		FIR3 AAAAAAA 0 BRIGHT A_CustomMissile ("LightningParticleSFX", 0, 0, random (0, 360), 2, random (60, 130))
		ZOT1 ABCDE 1 BRIGHT A_Chase
		THUN A 0 A_Explode(15, 100)
		FIR3 AAAAAAA 0 BRIGHT A_CustomMissile ("LightningParticleSFX", 0, 0, random (0, 360), 2, random (60, 130))
		ZOT1 ABCDE 1 BRIGHT A_Chase
		THUN A 0 A_Explode(15, 100)
		FIR3 AAAAAAA 0 BRIGHT A_CustomMissile ("LightningParticleSFX", 0, 0, random (0, 360), 2, random (60, 130))
		ZOT1 ABCDE 1 BRIGHT A_Chase
		THUN A 0 A_Explode(15, 100)
		FIR3 AAAAAAA 0 BRIGHT A_CustomMissile ("LightningParticleSFX", 0, 0, random (0, 360), 2, random (60, 130))
		ZOT1 ABCDE 1 BRIGHT A_Chase
		THUN A 0 A_Explode(15, 100)
		FIR3 AAAAAAA 0 BRIGHT A_CustomMissile ("LightningParticleSFX", 0, 0, random (0, 360), 2, random (60, 130))
		ZOT1 ABCDE 1 BRIGHT A_Chase
		THUN A 0 A_Explode(15, 100)
		FIR3 AAAAAAA 0 BRIGHT A_CustomMissile ("LightningParticleSFX", 0, 0, random (0, 360), 2, random (60, 130))
		ZOT1 ABCDE 1 BRIGHT A_Chase
		THUN A 0 A_Explode(15, 100)
		FIR3 AAAAAAA 0 BRIGHT A_CustomMissile ("LightningParticleSFX", 0, 0, random (0, 360), 2, random (60, 130))
		ZOT1 ABCDE 1 BRIGHT A_Chase
		THUN A 0 A_Explode(15, 100)
		FIR3 AAAAAAA 0 BRIGHT A_CustomMissile ("LightningParticleSFX", 0, 0, random (0, 360), 2, random (60, 130))
		ZOT1 ABCDE 1 BRIGHT A_Chase
		THUN A 0 A_Explode(15, 100)
		FIR3 AAAAAAA 0 BRIGHT A_CustomMissile ("LightningParticleSFX", 0, 0, random (0, 360), 2, random (60, 130))
		ZOT1 ABCDE 1 BRIGHT A_Chase
		THUN A 0 A_Explode(15, 100)
		FIR3 AAAAAAA 0 BRIGHT A_CustomMissile ("LightningParticleSFX", 0, 0, random (0, 360), 2, random (60, 130))
		ZOT1 ABCDE 1 BRIGHT A_Chase
		THUN A 0 A_Explode(15, 100)
		FIR3 AAAAAAA 0 BRIGHT A_CustomMissile ("LightningParticleSFX", 0, 0, random (0, 360), 2, random (60, 130))
		ZOT1 ABCDE 1 BRIGHT A_Chase
		THUN A 0 A_Explode(15, 100)
		FIR3 AAAAAAA 0 BRIGHT A_CustomMissile ("LightningParticleSFX", 0, 0, random (0, 360), 2, random (60, 130))
		ZOT1 ABCDE 1 BRIGHT A_Chase
		THUN A 0 A_Explode(15, 100)
		FIR3 AAAAAAA 0 BRIGHT A_CustomMissile ("LightningParticleSFX", 0, 0, random (0, 360), 2, random (60, 130))
		ZOT1 ABCDE 1 BRIGHT A_Chase
		THUN A 0 A_Explode(15, 100)
		FIR3 AAAAAAA 0 BRIGHT A_CustomMissile ("LightningParticleSFX", 0, 0, random (0, 360), 2, random (60, 130))
		ZOT1 ABCDE 1 BRIGHT A_Chase
		FIR3 AAAAAAA 0 BRIGHT A_CustomMissile ("LightningParticleSFX", 0, 0, random (0, 360), 2, random (60, 130))
		THUN A 0 A_Explode(15, 100)
		ZOT1 ABCDE 1 BRIGHT A_Chase
		FIR3 AAAAAAA 0 BRIGHT A_CustomMissile ("LightningParticleSFX", 0, 0, random (0, 360), 2, random (60, 130))
		THUN A 0 A_Explode(15, 100)
		ZOT1 ABCDE 1 BRIGHT A_Chase
		FIR3 AAAAAAA 0 BRIGHT A_CustomMissile ("LightningParticleSFX", 0, 0, random (0, 360), 2, random (60, 130))
		THUN A 0 A_Explode(15, 100)
		ZOT1 ABCDE 1 BRIGHT A_Chase
		FIR3 AAAAAAA 0 BRIGHT A_CustomMissile ("LightningParticleSFX", 0, 0, random (0, 360), 2, random (60, 130))
		THUN A 0 A_Explode(15, 100)
		ZOT1 ABCDE 1 BRIGHT A_Chase
		FIR3 AAAAAAA 0 BRIGHT A_CustomMissile ("LightningParticleSFX", 0, 0, random (0, 360), 2, random (60, 130))
		THUN A 0 A_Explode(15, 100)
		ZOT1 ABCDE 1 BRIGHT A_Chase
		FIR3 AAAAAAA 0 BRIGHT A_CustomMissile ("LightningParticleSFX", 0, 0, random (0, 360), 2, random (60, 130))
		THUN A 0 A_Explode(15, 100)
		ZOT1 ABCDE 1 BRIGHT A_Chase
		FIR3 AAAAAAA 0 BRIGHT A_CustomMissile ("LightningParticleSFX", 0, 0, random (0, 360), 2, random (60, 130))
		THUN A 0 A_Explode(15, 100)
		ZOT1 ABCDE 1 BRIGHT A_Chase
		FIR3 AAAAAAA 0 BRIGHT A_CustomMissile ("LightningParticleSFX", 0, 0, random (0, 360), 2, random (60, 130))
		THUN A 0 A_Explode(15, 100)
		ZOT1 ABCDE 1 BRIGHT A_Chase
		FIR3 AAAAAAA 0 BRIGHT A_CustomMissile ("LightningParticleSFX", 0, 0, random (0, 360), 2, random (60, 130))
		THUN A 0 A_Explode(15, 100)
		ZOT1 ABCDE 1 BRIGHT A_Chase
		FIR3 AAAAAAA 0 BRIGHT A_CustomMissile ("LightningParticleSFX", 0, 0, random (0, 360), 2, random (60, 130))
		THUN A 0 A_Explode(15, 100)
		ZOT1 ABCDE 1 BRIGHT A_Chase
		FIR3 AAAAAAA 0 BRIGHT A_CustomMissile ("LightningParticleSFX", 0, 0, random (0, 360), 2, random (60, 130))
		THUN A 0 A_Explode(15, 100)
		ZOT1 ABCDE 1 BRIGHT A_Chase
		FIR3 AAAAAAA 0 BRIGHT A_CustomMissile ("LightningParticleSFX", 0, 0, random (0, 360), 2, random (60, 130))
		THUN A 0 A_Explode(15, 100)
		ZOT1 ABCDE 1 BRIGHT A_Chase
		FIR3 AAAAAAA 0 BRIGHT A_CustomMissile ("LightningParticleSFX", 0, 0, random (0, 360), 2, random (60, 130))
		THUN A 0 A_Explode(15, 100)
		Goto Death
	Melee:
		ZOT1 A 1 BRIGHT
		TNT1 A 0 A_Explode(15, 300)
		Goto Death
	Death:
		ZOT1 ABCDEABCDEABCDEABCDE 1 BRIGHT A_FadeOut(0.1)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Die
		Stop
		

	}
}

ACTOR LightningParticleSFX
{
	+MISSILE
	+NOGRAVITY
	+THRUACTORS
	RenderStyle Add
	Alpha 1
	Speed 3
	SCALE 0.9
	States
	{
	Spawn:
	    TNT1 A 2
		TLFG ABCDEF 2 BRIGHT
		Stop
	}
}

ACTOR GatekeeperFireBall
{
	Radius 6
	Height 8
	Speed 40
    Fastspeed 50
	Damage (random(60,100))
	Projectile 
    Scale 1.3
	+FORCEXYBILLBOARD
	+THRUGHOST
	RenderStyle Add
    DamageType Fire
	ExplosionRadius 200
	ExplosionDamage 100
	Alpha 1
	Decal "Scorch"
	SeeSound "BREATHOF"
	DeathSound "fatso/shotx"
	States
	{
	Spawn:
		BLHD CDC 1 BRIGHT
		TNT1 A 0 A_SpawnItem ("FlamethrowerFireParticles")
		Loop
		
	Death:
	
	TNT1 A 0 A_ChangeFlag("NOGRAVITY", 0)
	TNT1 A 0 A_Explode
	Goto ExplosionEffect
	
	ExplosionEffect:
	TNT1 A 0
	TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "DeathCheap")
	TNT1 AAAA 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	EXPL A 0 A_SpawnItem("ExplosionParticleSpawner")
	EXPL AAA 0 A_CustomMissile ("FlamethrowerFireParticles", 6, 0, random (0, 360), 2, random (0, 90))
	//FRFX ZZZ 0 BRIGHT A_CustomMissile ("BigBlackSmoke", 2, 0, random (0, 360), 2, random (0, 30))
	//TNT1 A 2 A_SpawnItem("BurningGroundLowDamage")
	TNT1 A 0 A_SpawnItemEx("TinyBurningPiece", random (-15, 15), random (-15, 15))
	TNT1 A 0 A_SpawnItemEx("TinyBurningPiece2", random (-35, 35), random (-35, 35))
	TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-45, 45), random (-45, 35))
	TNT1 AA 20 A_CustomMissile ("BigBlackSmoke", 0, 0, random (0, 360), 2, random (40, 160))
	Stop
		
	DeathCheap:
	XDeath:
	TNT1 A 0
	TNT1 A 0 A_JumpIfCloser(200, "StopInAir")
	TNT1 AAAA 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	EXPL A 0 A_SpawnItem("ExplosionParticleSpawner")
	EXPL AAA 0 A_CustomMissile ("FlamethrowerFireParticles", 6, 0, random (0, 360), 2, random (0, 90))
	Stop
	
	XDeath:
	TNT1 A 0
	TNT1 A 0 A_JumpIfCloser(200, "StopInAir")
	TNT1 AAAA 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	EXPL AA 0 A_CustomMissile ("FlamethrowerFireParticles", 6, 0, random (0, 360), 2, random (0, 90))
	Stop
		
	StopInAIr:	
	EXPL AAA 0 A_CustomMissile ("FlamethrowerFireParticles", 6, 0, random (0, 360), 2, random (0, 90))
	Stop
	}
}











ACTOR GateKeeperMeatBase
{
	+NOGRAVITY
	+FLOAT
	+FORCEXYBILLBOARD
	Health 999999
	Mass 9999999
	MONSTER
	+FRIENDLY
	SCALE 1.0
	+SHOOTABLE
	+NOBLOOD
	-COUNTKILL
	+ACTLIKEBRIDGE
	+GHOST
	+FLOAT
	+FLOATBOB
	Radius 96
	Height 96
	States
	{
	Spawn:
	    KEME A 1
		KEME A 200
		TNT1 A 0 A_Jump(32, "Beat")
		Loop
	Beat:
		KEME ABCB 4
		Goto Spawn
	}
}


Actor GateKeeperMeat1: GateKeeperMeatBase
{
Scale 1.0
}

Actor GateKeeperMeat2: GateKeeperMeat1
{
Scale 0.8
}

Actor GateKeeperMeat3: GateKeeperMeat1
{
XScale -1.2
YScale 1.2
}