ACTOR WolfRocketSoD : WolfRocket
{
	Speed 10
	SeeSound "missile/sodfire"
}

Actor TransGrosse
{
	-SOLID
	+NOSECTOR
	RenderStyle None
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(801) == 0, "EasySpawn")
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(801) == 1, "NormalSpawn")
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(801) == 2, "MediumSpawn") 
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(801) == 3, "HardSpawn")
		Stop
	EasySpawn:
		TNT1 A 1 A_SpawnItemEx("TransGrosseNormal")
		Stop
	NormalSpawn:
		TNT1 A 1 A_SpawnItemEx("TransGrosseNormal")
		Stop
	MediumSpawn:
		TNT1 A 1 A_SpawnItemEx("TransGrosseMedium")
		Stop
	HardSpawn:
		TNT1 A 1 A_SpawnItemEx("TransGrosseHard")
		Stop
	}
}

ACTOR TransGrosseNormal : HansGrosseEasy
{
	Health 950
}

ACTOR TransGrosseMedium : TransGrosseNormal
{
	Health 1050
}

ACTOR TransGrosseHard : TransGrosseNormal
{
	Health 1200
}

ACTOR UberMutant 20017
{
	-SOLID
	+NOSECTOR
	RenderStyle None
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(801) == 0, "EasySpawn")
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(801) == 1, "NormalSpawn")
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(801) == 2, "MediumSpawn") 
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(801) == 3, "HardSpawn")
		Stop
	EasySpawn:
		TNT1 A 1 A_SpawnItemEx("UberMutantEasy")
		Stop
	NormalSpawn:
		TNT1 A 1 A_SpawnItemEx("UberMutantNormal")
		Stop
	MediumSpawn:
		TNT1 A 1 A_SpawnItemEx("UberMutantMedium")
		Stop
	HardSpawn:
		TNT1 A 1 A_SpawnItemEx("UberMutantHard")
		Stop
	}
}

Actor UberMutantEasy
{
	Health 1050
	Radius 20
	Height 56
	DeathHeight 0
	Mass 10000
	Speed 5
	Painchance 0
	MONSTER 
	+BOSS
	+FLOORCLIP
	+JUSTHIT
	+LOOKALLAROUND
	+AMBUSH
	SeeSound "bos6/sight"
	AttackSound "shots/single"
	DeathSound "bos6/death"
	Obituary "%o was killed by the UberMutant."
	DamageFactor "WolfNazi", 0.0
	Damage 1
	States
	{
	Spawn:
		WBO6 A 5 A_Look
		Loop
	See:
		WBO6 AAAAAABBBCCCCCCDDDD 1 A_Chase
		Loop
	Missile:
		WBO6 E 10 A_FaceTarget
		WBOS H 0 A_JumpIfCloser(96, "CloseShot")
		WBOS H 0 A_JumpIfCloser(192, "MidShot")
		WBO6 F 6 BRIGHT A_CustomBulletAttack(5.0, 5.0, 1, ACS_ExecuteWithResult(800, 4), "WolfPuff")
		WBO6 E 0 A_CPosRefire
		WBO6 E 0 A_FaceTarget
		WBO6 G 6 BRIGHT A_CustomBulletAttack(5.0, 5.0, 1, ACS_ExecuteWithResult(800, 4), "WolfPuff")
		WBO6 E 0 A_CPosRefire
		WBO6 E 0 A_FaceTarget
		WBO6 H 6 BRIGHT A_CustomBulletAttack(5.0, 5.0, 1, ACS_ExecuteWithResult(800, 4), "WolfPuff")
		WBO6 E 0 A_CPosRefire
		WBO6 E 0 A_FaceTarget
		WBO6 G 6 BRIGHT A_CustomBulletAttack(5.0, 5.0, 1, ACS_ExecuteWithResult(800, 4), "WolfPuff")
		WBO6 E 0 A_CPosRefire
		WBO6 E 0 A_FaceTarget
		WBO6 F 6 BRIGHT A_CustomBulletAttack(5.0, 5.0, 1, ACS_ExecuteWithResult(800, 4), "WolfPuff")
		MissileResume:
		WBO6 E 0 A_CPosRefire
		WBO6 AAAAABBBBBCCCCCDDDDD 1 A_Chase
		Goto Missile
		CloseShot:
			WBO6 F 6 BRIGHT A_CustomBulletAttack(3.0, 3.0, 1, ACS_ExecuteWithResult(800, 2), "WolfPuff")
			WBO6 E 0 A_CPosRefire
			WBO6 E 0 A_FaceTarget
			WBO6 G 6 BRIGHT A_CustomBulletAttack(3.0, 3.0, 1, ACS_ExecuteWithResult(800, 2), "WolfPuff")
			WBO6 E 0 A_CPosRefire
			WBO6 E 0 A_FaceTarget
			WBO6 H 6 BRIGHT A_CustomBulletAttack(3.0, 3.0, 1, ACS_ExecuteWithResult(800, 2), "WolfPuff")
			WBO6 E 0 A_CPosRefire
			WBO6 E 0 A_FaceTarget
			WBO6 G 6 BRIGHT A_CustomBulletAttack(3.0, 3.0, 1, ACS_ExecuteWithResult(800, 2), "WolfPuff")
			WBO6 E 0 A_CPosRefire
			WBO6 E 0 A_FaceTarget
			WBO6 F 6 BRIGHT A_CustomBulletAttack(3.0, 3.0, 1, ACS_ExecuteWithResult(800, 2), "WolfPuff")

			Goto MissileResume
		MidShot:
			WBO6 F 6 BRIGHT A_CustomBulletAttack(4.0, 4.0, 1, ACS_ExecuteWithResult(800, 3), "WolfPuff")
			WBO6 E 0 A_CPosRefire
			WBO6 E 0 A_FaceTarget
			WBO6 G 6 BRIGHT A_CustomBulletAttack(4.0, 4.0, 1, ACS_ExecuteWithResult(800, 3), "WolfPuff")
			WBO6 E 0 A_CPosRefire
			WBO6 E 0 A_FaceTarget
			WBO6 H 6 BRIGHT A_CustomBulletAttack(4.0, 4.0, 1, ACS_ExecuteWithResult(800, 3), "WolfPuff")
			WBO6 E 0 A_CPosRefire
			WBO6 E 0 A_FaceTarget
			WBO6 G 6 BRIGHT A_CustomBulletAttack(4.0, 4.0, 1, ACS_ExecuteWithResult(800, 3), "WolfPuff")
			WBO6 E 0 A_CPosRefire
			WBO6 E 0 A_FaceTarget
			WBO6 F 6 BRIGHT A_CustomBulletAttack(4.0, 4.0, 1, ACS_ExecuteWithResult(800, 3), "WolfPuff")

			Goto MissileResume
	Death:
		WBO6 A 60 A_Scream
		WBO6 I 2 
		WBO6 I 3 
		WBO6 JKL 5
		WBO6 M -1 ACS_ExecuteAlways(4, 0)
		Stop
	}
}

ACTOR UberMutantNormal : UberMutantEasy
{
	Health 1150
}

ACTOR UberMutantMedium : UberMutantEasy
{
	Health 1250
}

ACTOR UberMutantHard : UberMutantEasy
{
	Health 1400
}

Actor DeathKnight 20018
{
	-SOLID
	+NOSECTOR
	RenderStyle None
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(801) == 0, "EasySpawn")
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(801) == 1, "NormalSpawn")
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(801) == 2, "MediumSpawn") 
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(801) == 3, "HardSpawn")
		Stop
	EasySpawn:
		TNT1 A 1 A_SpawnItemEx("DeathKnightEasy")
		Stop
	NormalSpawn:
		TNT1 A 1 A_SpawnItemEx("DeathKnightNormal")
		Stop
	MediumSpawn:
		TNT1 A 1 A_SpawnItemEx("DeathKnightMedium")
		Stop
	HardSpawn:
		TNT1 A 1 A_SpawnItemEx("DeathKnightHard")
		Stop
	}
}

Actor DeathKnightEasy
{
	Health 1250
	Radius 20
	Height 56
	DeathHeight 0
	Speed 4
	Mass 10000
	Painchance 0
	MONSTER 
	+FLOORCLIP
	+NORADIUSDMG
	+BOSS
	+JUSTHIT
	+LOOKALLAROUND
	+AMBUSH
	SeeSound "bos7/sight"
	AttackSound "shots/single"
	DeathSound "bos7/death"
	Obituary "%o was killed by a Death Knight."
	DamageFactor "WolfNazi", 0.0
	Damage 4
	States
	{
	Spawn:
		WBO7 A 5 A_Look
		Loop
	See:
		WBO7 AAAAABBBBBCCCCCDDDDD 1 A_Chase
		Loop
	Missile:
		WBO7 F 10 A_FaceTarget
		WBO7 G 5 BRIGHT A_CustomMissile ("WolfRocketSoD", 48, 15, 0)
		WBO7 F 0 A_JumpIfCloser(96, "CloseShot1")
		WBO7 F 0 A_JumpIfCloser(192, "MidShot1")
		WBO7 I 5 BRIGHT A_CustomBulletAttack(5.0, 5.0, 1, ACS_ExecuteWithResult(800, 4), "WolfPuff")
		MissileResume1:
		WBO7 I 0 A_FaceTarget
		WBO7 H 5 BRIGHT A_CustomMissile ("WolfRocketSoD", 48, -15, 0)
		WBO7 I 0 A_JumpIfCloser(96, "CloseShot2")
		WBO7 I 0 A_JumpIfCloser(192, "MidShot2")
		WBO7 I 5 BRIGHT A_CustomBulletAttack(5.0, 5.0, 1, ACS_ExecuteWithResult(800, 4), "WolfPuff")
		MissileResume2:
		WBO7 F 0 A_CPosRefire
		Goto See
		CloseShot1:
			WBO7 I 5 BRIGHT A_CustomBulletAttack(3.0, 3.0, 1, ACS_ExecuteWithResult(800, 2), "WolfPuff")
			Goto MissileResume1
		MidShot1:
			WBO7 I 5 BRIGHT A_CustomBulletAttack(4.0, 4.0, 1, ACS_ExecuteWithResult(800, 3), "WolfPuff")
			Goto MissileResume1
		CloseShot2:
			WBO7 I 5 BRIGHT A_CustomBulletAttack(3.0, 3.0, 1, ACS_ExecuteWithResult(800, 2), "WolfPuff")
			Goto MissileResume2
		MidShot2:
			WBO7 I 5 BRIGHT A_CustomBulletAttack(4.0, 4.0, 1, ACS_ExecuteWithResult(800, 3), "WolfPuff")
			Goto MissileResume2
	Death:
		WBO7 A 60 A_Scream
		WBO7 L 2 
		WBO7 L 3 
		WBO7 MNOP 5
		WBO7 Q -1 ACS_ExecuteAlways(4, 0)
		Stop
	}
}

ACTOR DeathKnightNormal : DeathKnightEasy
{
	Health 1350
}

ACTOR DeathKnightMedium : DeathKnightEasy
{
	Health 1450
}

ACTOR DeathKnightHard : DeathKnightEasy
{
	Health 1600
}

Actor WolfSpectre 20007
{
	Health 100000
	Radius 20
	Height 52
	Speed 1
	Painchance 255
	Mass 100000
	RenderStyle Translucent
	Alpha 0.85
	MONSTER
	+FLOAT
	+LOWGRAVITY
	+SPAWNFLOAT
	+NOBLOOD
	+LOOKALLAROUND
	+AMBUSH
	- COUNTKILL
	- SOLID
	Obituary "%o was killed by a spectre."
	DamageFactor "WolfNazi", 0.0
	MeleeDamage 1
	States
	{
	Spawn:
		WSPE AAAAABBBBBCCCCCDDDDD 1 A_Look
		Loop
	See:
		WSPE A 0
		WSPE AAAAABBBBBCCCCCDDDDD 1 A_Chase
		Goto see+1
	Melee:
		WSPE A 0 A_FaceTarget
		WSPE AAAAABBBBBCCCCCDDDDD 1 A_MeleeAttack
		Goto See+1
	Pain:
	Death:
		WSPE E 0 A_UnSetShootable
		WSPE EFG 3
		WSPE H 140
		WSPE A 0 A_SetShootable
		ESPE A 0
		Goto See+1
	}
}

Actor AngelofDeath 20019
{
	-SOLID
	+NOSECTOR
	RenderStyle None
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(801) == 0, "EasySpawn")
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(801) == 1, "NormalSpawn")
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(801) == 2, "MediumSpawn") 
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(801) == 3, "HardSpawn")
		Stop
	EasySpawn:
		TNT1 A 1 A_SpawnItemEx("AngelofDeathEasy")
		Stop
	NormalSpawn:
		TNT1 A 1 A_SpawnItemEx("AngelofDeathNormal")
		Stop
	MediumSpawn:
		TNT1 A 1 A_SpawnItemEx("AngelofDeathMedium")
		Stop
	HardSpawn:
		TNT1 A 1 A_SpawnItemEx("AngelofDeathHard")
		Stop
	}
}

Actor AngelofDeathEasy
{
	Health 1450
	Radius 20
	Height 56
	DeathHeight 0
	Mass 10000
	Speed 4
	Painchance 0
	MONSTER 
	+FLOORCLIP
	+JUSTHIT
	+BOSS
	+NORADIUSDMG
	+LOOKALLAROUND
	+AMBUSH
	SeeSound "aod/sight"
	DeathSound "aod/death"
	Obituary "%o was killed by the Angel of Death."
	DamageFactor "WolfNazi", 0.0
	Damage 8
	States
	{
	Spawn:
		WB10 A 5 A_Look
		Loop
	See:
		WB10 AAAAAABBBBBBCCCCCCDDDDDD 1 A_Chase
		Loop
	Missile:
		WB10 G 10 A_FaceTarget
		WB10 H 9 BRIGHT A_CustomMissile ("GreenBall", 25, 13, 0)
		WB10 G 0 A_CPosRefire
		WB10 G 10 A_FaceTarget
		WB10 H 9 BRIGHT A_CustomMissile ("GreenBall", 25, 13, 0)
		WB10 G 0 A_CPosRefire
		WB10 G 10 A_FaceTarget
		WB10 H 9 BRIGHT A_CustomMissile ("GreenBall", 25, 13, 0)
		WB10 G 0 A_CPosRefire
		WB10 G 30 A_FaceTarget
		Goto See
	Death:
		WB10 A 1 
		WB10 A 49 A_Scream
		WB10 A 10 A_PlaySound("slurpie")
		WB10 IJKLMNOPQR 5
		WB10 R 10 ACS_ExecuteAlways(4, 0)
		Stop
	}
}

ACTOR AngelofDeathNormal : AngelofDeathEasy
{
	Health 1350
}

ACTOR AngelofDeathMedium : AngelofDeathEasy
{
	Health 1450
}

ACTOR AngelofDeathHard : AngelofDeathEasy
{
	Health 1600
}

ACTOR GreenBall
{
	PROJECTILE
	Radius 4
	Speed 14
	SeeSound "aod/fire"
	damagetype "WolfNazi"
	States
	{
	Spawn:
		ADBL ABCD 4
		Loop
	Death:
		ADBL ABCD 1 A_Explode(20, 16, 1)
		Stop
	}
}

Actor BarnacleWilhelm 20016
{
	-SOLID
	+NOSECTOR
	RenderStyle None
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(801) == 0, "EasySpawn")
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(801) == 1, "NormalSpawn")
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(801) == 2, "MediumSpawn") 
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(801) == 3, "HardSpawn")
		Stop
	EasySpawn:
		TNT1 A 1 A_SpawnItemEx("BarnacleWilhelmEasy")
		Stop
	NormalSpawn:
		TNT1 A 1 A_SpawnItemEx("BarnacleWilhelmNormal")
		Stop
	MediumSpawn:
		TNT1 A 1 A_SpawnItemEx("BarnacleWilhelmMedium")
		Stop
	HardSpawn:
		TNT1 A 1 A_SpawnItemEx("BarnacleWilhelmHard")
		Stop
	}
}

Actor BarnacleWilhelmEasy : FatFaceEasy
{
	Health 950
	SeeSound "bos9/sight"
	AttackSound "shots/single"
	DeathSound "bos9/death"
	Obituary "%o was killed by Barnacle Wilhelm."
	States
	{
	Spawn:
		WBO9 A 5 A_Look
		Loop
	See:
		WBO9 AAAAABBBBBCCCCCDDDDD 1 A_Chase
		Loop
	Missile:
		WBO9 E 0 A_Jump (10, 3)
		WBO9 E 10 A_FaceTarget
		WBO9 F 5 BRIGHT A_CustomMissile ("WolfRocket", 30, 18, 0)
		WBO9 O 5 A_FaceTarget
		WBO9 O 0 A_JumpIfCloser(96, "CloseShot")
		WBO9 O 0 A_JumpIfCloser(192, "MidShot")
		WBO9 GH 5 BRIGHT A_CustomBulletAttack(5.0, 5.0, 1, ACS_ExecuteWithResult(800, 4), "WolfPuff")
		WBO9 O 0 A_CPosRefire
		WBO9 O 0 A_FaceTarget
		WBO9 GH 5 BRIGHT A_CustomBulletAttack(5.0, 5.0, 1, ACS_ExecuteWithResult(800, 4), "WolfPuff")
		MissileResume:
		WBO9 O 0 A_CPosRefire
		WBO9 AAAABBBBCCCCDDDD 1 A_Chase
		Goto Missile
		CloseShot:
			WBO9 GH 5 BRIGHT A_CustomBulletAttack(3.0, 3.0, 1, ACS_ExecuteWithResult(800, 2), "WolfPuff")
			WBO9 O 0 A_CPosRefire
			WBO9 O 0 A_FaceTarget
			WBO9 GH 5 BRIGHT A_CustomBulletAttack(3.0, 3.0, 1, ACS_ExecuteWithResult(800, 2), "WolfPuff")
			Goto MissileResume
		MidShot:
			WBO9 GH 5 BRIGHT A_CustomBulletAttack(4.0, 4.0, 1, ACS_ExecuteWithResult(800, 3), "WolfPuff")
			WBO9 O 0 A_CPosRefire
			WBO9 O 0 A_FaceTarget
			WBO9 GH 5 BRIGHT A_CustomBulletAttack(4.0, 4.0, 1, ACS_ExecuteWithResult(800, 3), "WolfPuff")
			Goto MissileResume

	Pain:
		WBO9 I 6 A_Pain
		Goto See
	Death:
		WBO9 A 60 A_Scream
		WBO9 J 5 
		WBO9 K 5 
		WBO9 L 5
		WBO9 M -1 ACS_ExecuteAlways(4, 0)
		Stop
	}
}

ACTOR BarnacleWilhelmNormal : BarnacleWilhelmEasy
{
	Health 1050
}

ACTOR BarnacleWilhelmMedium : BarnacleWilhelmEasy
{
	Health 1150
}

ACTOR BarnacleWilhelmHard : BarnacleWilhelmEasy
{
	Health 1300
}

ACTOR Truck 21073
{
	Height 64
	Radius 32
	+SOLID
	+FLOORCLIP
	+SHOOTABLE
	+INVULNERABLE
	+NODAMAGETHRUST
	States
	{
	Spawn:
	See:
		WTRK A 8 A_Playsound("truck/idle")
		Loop
	}
}