//==================================
// Fallen
//==================================

Actor Fallen 
{
Monster
Health 500
Height 48
Radius 24
Mass 200
Speed 12
BloodColor "orange"
PainChance 128
+Float
+FLOORCLIP
+NOGRAVITY
+DONTHARMSPECIES
Species "Hell"
DamageFactor "Hell", 0.0 
DropItem "BonusCrateDrop" 10
SeeSound "monster/falsit"
ActiveSound "monster/falact"
PainSound "monster/falpai"
DeathSound "monster/faldth"
Obituary "%o got burned by a Fallen."
Tag "\c[z4]Fallen\c-"
States
	{
	Spawn:
		FALN A 0
	SpawnLoop:
		FALN ABCDB 8 Bright A_Look
		Loop
	See:
		TNT1 A 0 A_Jump(96,"See2")
		FALN A 1 Bright A_Playsound("monster/falwng")
		FALN AABBCCDDBB 2 Bright A_Chase
		Loop
	See2:
		FALN B 2 Bright A_FastChase
		TNT1 A 0 A_SpawnItemEx("FallenFX",0,0,40,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		FALN B 2 Bright A_FastChase
		TNT1 A 0 A_SpawnItemEx("FallenFX",0,0,40,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		FALN B 2 Bright A_FastChase
		TNT1 A 0 A_SpawnItemEx("FallenFX",0,0,40,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		FALN B 2 Bright A_FastChase
		TNT1 A 0 A_SpawnItemEx("FallenFX",0,0,40,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		TNT1 A 0 A_Jump(64,"See3")
		Goto See
	See3:
		FALN B 2 Bright A_FastChase
		TNT1 A 0 A_SpawnItemEx("FallenFX",0,0,40,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		FALN B 2 Bright A_FastChase
		TNT1 A 0 A_SpawnItemEx("FallenFX",0,0,40,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		FALN B 2 Bright A_FastChase
		TNT1 A 0 A_SpawnItemEx("FallenFX",0,0,40,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		FALN B 2 Bright A_FastChase
		TNT1 A 0 A_SpawnItemEx("FallenFX",0,0,40,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		Goto See
	WrongTarget:
		TNT1 A 0
		TNT1 A 0 A_ClearTarget
		TNT1 A 0 A_ChangeFlag(FRIENDLY,0)
		Goto See
	Missile:
		TNT1 A 0
		TNT1 A 0 A_Jump(128,"Missile2")
		FALN CE 2 Bright A_FaceTarget 
		FALN F 3 Bright A_CustomMissile("FallenShot",40,0,0)
		FALN E 2 Bright A_FaceTarget 
		FALN F 3 Bright A_CustomMissile("FallenShot",40,0,0)
		FALN E 2 Bright A_FaceTarget 
		FALN F 3 Bright A_CustomMissile("FallenShot",40,0,0)
		FALN E 2 Bright A_FaceTarget 
		FALN F 3 Bright A_CustomMissile("FallenShot",40,0,0)
		FALN E 2 Bright A_FaceTarget 
		FALN F 3 Bright A_CustomMissile("FallenShot",40,0,0)
		FALN E 5 Bright
		Goto See
	Missile2:
		TNT1 A 0 A_FastChase
		FALN C 2 Bright A_FaceTarget
		TNT1 A 0 A_FastChase 
		FALN E 2 Bright A_FaceTarget
		TNT1 A 0 A_FastChase
		FALN F 3 Bright A_CustomMissile("FallenShot",40,0,0)
		TNT1 A 0 A_SpawnItemEx("FallenFX",0,0,40,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		TNT1 A 0 A_FastChase
		FALN C 2 Bright A_FaceTarget
		TNT1 A 0 A_FastChase 
		FALN E 2 Bright A_FaceTarget
		TNT1 A 0 A_FastChase
		FALN F 3 Bright A_CustomMissile("FallenShot",40,0,0)
		TNT1 A 0 A_SpawnItemEx("FallenFX",0,0,40,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		TNT1 A 0 A_FastChase
		FALN C 5 Bright A_FaceTarget
		TNT1 A 0 A_FastChase 
		FALN E 2 Bright A_FaceTarget
		TNT1 A 0 A_FastChase
		FALN F 3 Bright A_CustomMissile("FallenShot",40,0,0)
		TNT1 A 0 A_SpawnItemEx("FallenFX",0,0,40,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		TNT1 A 0 A_FastChase
		FALN C 2 Bright A_FaceTarget
		TNT1 A 0 A_FastChase 
		FALN E 2 Bright A_FaceTarget
		TNT1 A 0 A_FastChase
		FALN F 3 Bright A_CustomMissile("FallenShot",40,0,0)
		TNT1 A 0 A_SpawnItemEx("FallenFX",0,0,40,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		TNT1 A 0 A_FastChase
		FALN C 2 Bright A_FaceTarget
		TNT1 A 0 A_FastChase 
		FALN E 3 Bright A_FaceTarget
		TNT1 A 0 A_FastChase
		FALN F 2 Bright A_CustomMissile("FallenShot",40,0,0)
		TNT1 A 0 A_SpawnItemEx("FallenFX",0,0,40,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		FALN E 5 Bright
		Goto See 
	Pain:
		FALN E 3 Bright
		FALN E 3 Bright A_Pain 
		FALN E 3 Bright
		Goto See 
	Death: 
		FALN G 5 Bright
		FALN H 5 Bright A_Scream 
		FALN IJK 5 Bright
		FALN L 5 Bright A_Fall
		FALN M 525 CanRaise A_SetFloorClip 
		FALN M 5 A_FadeOut(0.1,1)
		Wait
	/*Raise:
		TNT1 A 0
		FALN M 5 A_UnSetFloorClip 
		FALN LKJIHG 5 Bright
		Goto See*/
	}
}

Actor FallenFX
{  
Projectile
Height 2
Radius 2
Speed 0
Scale 1.0
RenderStyle Add
Alpha 0.67
+NOINTERACTION
+NOBLOCKMAP
States
	{
	Spawn:
		TNT1 A 3 Bright
		FBFX ABCDE 3 Bright
		Stop 
	}
}

Actor FallenShot
{
Projectile
Height 8
Radius 8
Speed 16
Damage 12
RenderStyle Add
Alpha 0.67
DamageType Fire
+ThruGhost
+THRUSPECIES
+DONTHURTSPECIES
+DONTHARMSPECIES
+DONTHARMCLASS
Species "Souls"
//pecies "SatanGuard"
Seesound "weapons/firmfi"
DeathSound "weapons/firex5"
States
	{
	Spawn:
		BALF AB 2 Bright A_SpawnItemEx("FallenFX",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		Loop
	Death:
		BALF CDEF 4 Bright
		Stop
	}
}

Actor FallenSP
{  
Projectile
Radius 2
Height 2
Speed 0
RenderStyle Normal
ReactionTime 60
-NoGravity
States
	{
	Spawn:
		TNT1 A 0 A_Countdown
		FBSP AB 3 Bright
		Loop
	Death:
		FBSP CDE 3 Bright
		Stop 
	}
}
