ACTOR SSDMiniCyberdemon 11443
{
	Health 2000
	Radius 40
	Height 110
	Mass 700
	Speed 12
	PainChance 20
	Monster
	+FLOORCLIP
	ReactionTime 5
	Scale 0.7
	SeeSound "minicyber/sight"
	PainSound "cyber/pain"
	DeathSound "minicyber/death"
	ActiveSound "cyber/active"
	Obituary "%o was deep fried by a mini-cyberdemon."
	Translation "16:31=226:231", "32:47=160:167", "168:179=226:231", "180:191=160:167", 
				"208:215=226:231", "216:223=160:167", "232:235=164:167"
	BloodColor "ff d3 00"
	States

	{
	Spawn:
		CYBR AB 10 A_Look
		Loop
	See:
		CYBR A 3 A_Hoof
		CYBR ABBCC 3 A_Chase
		CYBR D 3 A_Metal
		CYBR D 3 A_Chase
		Loop
	Missile:
		CYBR E 4 A_FaceTarget
		CYBR F 2 A_BSpiAttack
		CYBR E 2
		CYBR F 2 A_SpidRefire
		CYBR E 2
		Goto Missile+1
	Pain:
		CYBR G 10 A_Pain
		Goto See
	Death:
		CYBR H 10
		CYBR I 10 A_Scream
		CYBR JKL 10
		CYBR M 10 A_Fall
		CYBR NO 10
		CYBR P 30
		CYBR P -1
		Stop
	}
}

ACTOR MediPulse : Medikit
{
	RenderStyle Translucent
	+VISIBILITYPULSE
}


ACTOR TestShot : DoomImpBall
{
	Decal Scorch
	+ROCKETTRAIL
}

ACTOR TestShot2 : TestShot
{
	States
	{
	Spawn:
		BAL1 A 1 A_BishopMissileWeave
		Loop
	Death:
		BAL1 A 3 A_BFGSpray("TeleportFog")
		Stop
	}
}


ACTOR TestShot3 : DoomImpBall
{
	States
	{
	Spawn:
		BAL1 A 1 A_CStaffMissileSlither
		Loop
	Death:
		BAL1 A 3 A_Mushroom("DoomImpBall")
		Stop
	}
}


//===========================================================================
// Enhanced Enemies
//===========================================================================

ACTOR SSDEnhancedImp1 : DoomImp 11444
{
	Health 150
	Mass 120
	ReactionTime 5
	PainChance 133
	Scale 1.2
	SeeSound "ssdimp/sight"
	DeathSound "ssdimp/death" 	//ogre_d
	MeleeSound "ssdimp/melee"
	HitObituary "%o was slashed by an enhanced imp."
	Obituary "%o was burned by an enhanced imp."
	MeleeDamage 4
	Translation "64:71=156:159", "72:79=9:12"
	+DONTHURTSPECIES
	DropItem Drop
	States
	{
	See:
		TROO AABBCCDD 2 A_Chase
		Loop
	Melee:
		TROO EF 5 A_FaceTarget
		TROO G 5 A_MeleeAttack
		Goto See
	Missile:
		TROO E 0 A_SetTranslucent(0.5)
		TROO EF 5 A_FaceTarget
		TROO G 0 A_PlaySound ("imp/attack")
		TROO G 5 A_CustomMissile ("TestShot3", 40, 0, 0)  
		TROO E 0 A_SetTranslucent(1)
		Goto See
	Pain:
		TROO H 2
		TROO H 2 A_Pain
		Goto See
 	Raise:
		TROO M 8
		TROO KLJI 8
		Goto See
	}
}

ACTOR SSDEnhancedImp2 : DoomImp 11445
{
	Health 150
	Mass 120
	ReactionTime 5
	PainChance 133
	Scale 1.2
	SeeSound "ssdimp/sight"
	DeathSound "ssdimp/death" 	//ogre_d
	MeleeSound "ssdimp/melee"
	HitObituary "%o was slashed by an enhanced imp."
	Obituary "%o was burned by an enhanced imp."
	MeleeDamage 4
	Translation "64:79=128:143"
	+DONTHURTSPECIES
	+REFLECTIVE
	States
	{
	See:
		TROO AABBCCDD 2 A_Chase
		Loop
	Melee:
		TROO EF 5 A_FaceTarget
		TROO G 5 A_MeleeAttack
		Goto See
	Missile:
		TROO E 0 A_SetTranslucent(0.5, 1)
		TROO EF 5 A_FaceTarget
		TROO G 0 A_PlaySound ("imp/attack")
		TROO G 5 A_CustomMissile ("TestShot3", 40, 0, 0)  
		TROO E 0 A_SetTranslucent(1)
		Goto See
	Pain:
		TROO H 2
		TROO H 2 A_Pain
		Goto See
 	Raise:
		TROO M 8
		TROO KLJI 8
		Goto See
	}
}

ACTOR SSDEnhancedImp3 : DoomImp 11446
{
	Health 150
	Mass 120
	ReactionTime 5
	PainChance 133
	Scale 1.2
	SeeSound "ssdimp/sight"
	DeathSound "ssdimp/death" 	//ogre_d
	MeleeSound "ssdimp/melee"
	HitObituary "%o was slashed by an enhanced imp."
	Obituary "%o was burned by an enhanced imp."
	MeleeDamage 4
	Translation "64:79=128:143"
	+REFLECTIVE +SHIELDREFLECT
	States
	{
	See:
		TROO AABBCCDD 2 A_Chase
		Loop
	Melee:
		TROO EF 5 A_FaceTarget
		TROO G 5 A_MeleeAttack
		Goto See
	Missile:
		TROO E 0 A_SetTranslucent(1, 2)
		TROO EF 5 A_FaceTarget
		TROO G 0 A_PlaySound ("imp/attack")
		TROO G 5 A_FatAttack1("DoomImpBall")
		TROO G 5 A_FatAttack2("DoomImpBall")
		TROO G 5 A_FatAttack3("DoomImpBall")
		TROO E 0 A_SetTranslucent(1)
		Goto See
	Pain:
		TROO H 2
		TROO H 2 A_Pain
		Goto See
 	Raise:
		TROO M 8
		TROO KLJI 8
		Goto See
	Death:
		TROO E 4 A_FadeOut
		Wait
	}
}

ACTOR SSDSuicidalSoul : LostSoul 11446
{
	Health 150
	Mass 60
	Damage 4
	ExplosionDamage 90
	ExplosionRadius 128
	PainChance 256
	ReactionTime 5
	AttackSound "ssdsoul/attack"
	DeathSound "ssdsoul/death"
	Obituary "%o was blown up by a suicidal soul."
	Translation "16:47=112:127", "160:167=112:127", "168:191=112:127", 
				"208:223=112:127", "232:235=124:127"
	States
	{
	Spawn:
		SKUL AB 10 BRIGHT A_Look
		Loop
	See:
		SKUL AB 4 BRIGHT A_Chase
		Loop
	Melee:	
		SKUL F 0 BRIGHT A_PlaySound ("weapons/rocklx") 
		SKUL F 0 BRIGHT A_UnsetShootable
		SKUL F 0 BRIGHT A_Explode
		SKUL F 1 BRIGHT A_SetShootable
		SKUL F 7 BRIGHT A_Die
		Goto Death
	Missile:
		SKUL C 7 BRIGHT A_FaceTarget
		SKUL D 4 BRIGHT A_SkullAttack
		SKUL CD 1 BRIGHT
		Goto See
	Pain:
		SKUL E 3 BRIGHT
		SKUL E 3 BRIGHT A_Pain
		Goto See
	Death:
		SKUL F 6 BRIGHT
		SKUL G 6 BRIGHT A_Scream
		SKUL H 6 BRIGHT
		SKUL I 6 BRIGHT
		SKUL J 6
		SKUL K 6
		Stop
	}
}

ACTOR SSDEnhancedImp4 : DoomImp 11446
{
	Health 150
	Mass 120
	ReactionTime 5
	PainChance 133
	Scale 1.2
	SeeSound "ssdimp/sight"
	DeathSound "ssdimp/death" 	//ogre_d
	MeleeSound "ssdimp/melee"
	HitObituary "%o was slashed by an enhanced imp."
	Obituary "%o was burned by an enhanced imp."
	MeleeDamage 4
	Translation "64:79=128:143"
	+REFLECTIVE +DEFLECT
	States
	{
	See:
		TROO AABBCCDD 2 A_Chase
		Loop
	Melee:
		TROO EF 5 A_FaceTarget
		TROO G 5 A_MeleeAttack
		Goto See
	Missile:
		TROO EF 5 A_FaceTarget
		TROO G 0 A_PlaySound ("imp/attack")
		TROO G 5 A_PainAttack("SSDSuicidalSoul")
		Goto See
	Pain:
		TROO H 2
		TROO H 2 A_Pain
		Goto See
 	Raise:
		TROO M 8
		TROO KLJI 8
		Goto See
	Death:
		TROO E 4 A_SpawnDebris("Trash")
		TROO E 4 A_CheckSight(1)
		Wait
		TROO E 1
		Stop
	}
}

ACTOR SSDEnhancedImp5 : DoomImp 11446
{
	Health 150
	Mass 120
	ReactionTime 5
	PainChance 133
	Scale 1.2
	SeeSound "ssdimp/sight"
	DeathSound "ssdimp/death" 	//ogre_d
	MeleeSound "ssdimp/melee"
	AttackSound "baron/sight"
	HitObituary "%o was slashed by an enhanced imp."
	Obituary "%o was burned by an enhanced imp."
	MeleeDamage 4
	Translation "64:79=128:143"
	+REFLECTIVE +DEFLECT
	States
	{
	See:
		TROO AABBCCDD 2 A_Chase
		Loop
	Melee:
		TROO EF 5 A_FaceTarget
		TROO G 5 A_MeleeAttack
		Goto See
	Missile:
		TROO EF 5 A_FaceTarget
		TROO G 0 A_MonsterRail
		Goto See
	Pain:
		TROO H 2
		TROO H 2 A_Pain
		Goto See
 	Raise:
		TROO M 8
		TROO KLJI 8
		Goto See
	}
}

ACTOR SSDEnhancedImp6 : DoomImp 11446
{
	Health 150
	Mass 120
	ReactionTime 5
	PainChance 133
	Scale 1.2
	SeeSound "ssdimp/sight"
	DeathSound "ssdimp/death" 	//ogre_d
	MeleeSound "ssdimp/melee"
	HitObituary "%o was slashed by an enhanced imp."
	Obituary "%o was burned by an enhanced imp."
	MeleeDamage 4
	Translation "64:79=128:143"
	+REFLECTIVE +DEFLECT
	States
	{
	See:
		TROO AABBCCDD 2 A_Chase
		Loop
	Melee:
		TROO EF 5 A_FaceTarget
		TROO G 5 A_MeleeAttack
		Goto See
	Missile:
		TROO EF 5 A_FaceTarget
		TROO G 0 A_MonsterRail
		Goto See
	Pain:
		TROO H 2
		TROO H 2 A_Pain
		Goto See
 	Raise:
		TROO M 8
		TROO KLJI 8
		Goto See
	}
}

ACTOR Trash
{
	Health 10
	States
	{
		MEDI A -1
		STIM A -1
		SOUL A -1
		RKEY A -1
		BKEY A -1
		YKEY A -1
		RKEY A -1
		BKEY A -1
		YKEY A -1
		PINS A -1
		Stop
	}
}		

ACTOR Drop : Inventory
{
	States
	{
	Drop:
		TNT1 A 0 A_Print("A Door opened")
		TNT1 A 2 Door_Open(2, 16)
		Stop
	}
}

ACTOR Test : Inventory
{
	Inventory.MaxAmount 0
	States
	{
	Spawn:
		MEDI A -1
	Pickup:
		TNT1 A 0 A_Print("A Door opened")
		TNT1 A 2 Door_Open(2, 16)
		Fail
	}
}


//===========================================================================
//
// Chaingun
//
//===========================================================================
ACTOR ChaingunTest : Weapon 2002
{
	+AMMO_OPTIONAL
	Weapon.SelectionOrder 700
	Inventory.PickupSound "misc/w_pkup"
	Inventory.PickupMessage "You got the chaingun test!"
	Weapon.AmmoType "Clip"
	Weapon.AmmoGive 20
	Weapon.AmmoUse 1
	Weapon.AmmoType2 "RocketAmmo"
	Weapon.AmmoGive2 20
	Weapon.AmmoUse2 1
	Weapon.Kickback 400
	Weapon.YAdjust 40
	AttackSound "weapons/chngun"
	States
	{
	Spawn:
		MGUN A -1
		Loop
	Ready:
		CHGG A 1 A_WeaponReady
		Loop
	Deselect:
		CHGG A 1 A_Lower
		Loop
	Select:
		CHGG A 1 A_Raise
		Loop
	Fire:
		CHGG A 4 A_FireCustomMissile("PlasmaBall")
		CHGG B 0 A_ReFire
		Goto Ready
	AltFire:		
		CHGG A 4 A_FireCustomMissile("Rocket")
		CHGG B 0 A_ReFire
		Goto Ready
	}
}


