
Actor HasSpotedThePlayerAlready : Inventory
{
inventory.maxamount 1
}

ACTOR IconOfSin 2550
{
	Health 40000
	Radius 100
	Height 200
	Mass 99999
	Speed 0
	PainChance 20
	Monster
	//$category "BD Bosses"
	+BOSS 
	+FLOORCLIP
	+NORADIUSDMG
	+DONTMORPH
	+BOSSDEATH
	+MISSILEMORE
	+NOTARGET
	+MISSILEEVENMORE
	+FORCEXYBILLBOARD
	+FLOAT
	+FLOATBOB
	
	DeathSound "cyber/death"
	Obituary "%o was wiped out by the Icon of Sin"
	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 2.6
	Tag "Gatekeeper"
	States
	{
	Spawn:
	    KEPR A 0
		
		TNT1 A 0 A_JumpIfInventory("HasSpotedThePlayerAlready", 1, "LAUGH")
		KEPR A 5 A_Look
		Loop
	Laugh:
		KEPR A 10
		TNT1 A 0 A_PlaySound("ICOLAUG", 4)
		KEPR ABCBABCBABCBABCBABCB 4
		KEPR A 10
		TNT1 A 0 A_PlaySound("ICOLAUG", 4)
		KEPR ABCBABCBABCBABCBABCB 4
		KEPR A 10 A_Look
		TNT1 A 0 A_PlaySound("ICOLAUG", 4)
		KEPR ABCBABCBABCBABCBABCB 4
		KEPR A 10 A_Look
		TNT1 A 0 A_PlaySound("ICOLAUG", 4)
		KEPR ABCBABCBABCBABCBABCBAABBCCBB 4
		KEPR A 10 A_Look
	KeepLooking:	
		KEPR A 5 A_Look
		Loop
	See:
	    KEPR 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
		TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
		
		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
		TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
		
		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
		TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
		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 GatekeeperFireBall
{
	Radius 6
	Height 8
	Speed 40
    Fastspeed 50
	Damage (random(60,100))
	Projectile 
    Scale 1.3
	+FORCEXYBILLBOARD
	+THRUGHOST
	RenderStyle Add
    DamageType Extreme
	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
}











ACTOR GateKeeper: IconOfSin
{
	Health 20000
	Radius 120
	Height 360
	Mass 99999
	Speed 0
	PainChance 20
	Monster
	+BOSS 
	+FLOORCLIP
	+NOBLOOD
	+NORADIUSDMG
	+DONTMORPH
	+BOSSDEATH
	+MISSILEMORE
	+NOTARGET
	+MISSILEEVENMORE
	+FORCEXYBILLBOARD
	+FLOAT
	-FLOATBOB
	DeathSound "cyber/death"
	Obituary "%o was wiped out by the Gate Keeper"
	BloodType "DeadBlood"
	DamageFactor "Desintegrate", 1.0
	States
	{
	Spawn:
	    TNT1 A 0
		
		TNT1 A 0 A_JumpIfInventory("HasSpotedThePlayerAlready", 1, "LAUGH")
		TNT1 A 5 A_Look
		Loop
	Laugh:
		TNT1 A 10
		TNT1 A 0 A_PlaySound("ICOLAUG", 4)
		TNT1 ABCBABCBABCBABCBABCB 4
		TNT1 A 10
		TNT1 A 0 A_PlaySound("ICOLAUG", 4)
		TNT1 ABCBABCBABCBABCBABCB 4
		TNT1 A 10 A_Look
		TNT1 A 0 A_PlaySound("ICOLAUG", 4)
		TNT1 ABCBABCBABCBABCBABCB 4
		TNT1 A 10 A_Look
		TNT1 A 0 A_PlaySound("ICOLAUG", 4)
		TNT1 ABCBABCBABCBABCBABCBAABBCCBB 4
		TNT1 A 10 A_Look
	KeepLooking:	
		TNT1 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
		TNT1 ABCCBA 5 
		
		TNT1 A 0 //A_PLaySoundEx("brain/sight", 4, 0, 2)
		//TNT1 A 0 ACS_Execute(56)
		TNT1 ABCBABCBABCBABCBAABCBABCBABCBABCBAABCBABCBABCBABCBA 3
		//TNT1 AB 4
		//TNT1 A 0 A_PLaySoundEx("ICOSCRE", 4, 0, 2)
		//TNT1 A 0 Radius_Quake(3, 7, 0, 999, 0)
		//TNT1 CDDDDDDDDDDDDDDDDDDDDDCBA 5
		TNT1 A 0 A_GiveInventory("HasSpotedThePlayerAlready", 1)
		Goto Missile

	Ready:
	    TNT1 A 0
		TNT1 A 0 A_PLaySoundEx("ICOBREAT", 4, 0, 2)
		TNT1 AABBAABBAABBAABBAABBAABB 3 A_Chase
		
	Missile:
	    TNT1 A 1
		TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
	    TNT1 A 0 A_Jump(256, "FireBalls")
	    Goto FIreballs
	Fireballs:
	    TNT1 ABCD 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("ICOFIRE", 1)
		TNT1 EF 1 BRIGHT
		TNT1 A 0 BRIGHT A_CustomMissile("GAtekeeperFireball", 80, 0, random(-16, 16), 0)
		TNT1 GHI 3 BRIGHT
		TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
		TNT1 DCBA 4
		TNT1 A 5
		TNT1 A 0 A_JumpIfInTargetInventory("PlayerIsDead", 1, "Laugh")
		
		Goto See
	
	
		
	
	Pain:
		TNT1 A 0
		TNT1 A 0 A_Jump(256, "Pain1", "Pain2")
	
	Pain1:
		TNT1 A 3 A_BrainPain
		TNT1 BCDCBA 3
		Goto Ready
		
	Pain2:
		TNT1 E 3 A_BrainPain
		TNT1 FGHGF 3
		Goto Ready
	
	Death:
	    TNT1 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)
	    TNT1 AAAAAAAAAA 10 A_SpawnItemEx ("KaboomWithSound", random(0, 50), 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 35
		TNT1 A 0 A_BrainDie
		TNT1 A 1
		Stop
	}
}