/*
================================================================================
	Authority
	
	Inner Sphere angel
	
"Unyielding angels who are living embodiments of law and order. 
Authorities carve the very air into blades sharper than the sharpest of swords. 
Purely focusing on offense, the Authority is nimble and strong at the expense 
of armor and health."

-Authorities are slightly faster than the Hell knight and can close distances 
quickly, making them exceedingly difficult in narrow hallways. 
This speed comes at a cost of reduced health. At 400 health (100 less than the 
hell knight), she can be put down with two (carefully) aimed super shotgun blasts.
Authorities carve the air into either wind or blood blades. Wind blades are more
common and do less damage than hell knight fireballs. These blades slowly rotate
over time and can be tricky to avoid. Blood blades are rarer and can do massive 
amounts of damage. Both blade types are wider than standard projectiles,
making them harder to dodge in open arenas. On the plus side, they are
less effective in narrow passages.

================================================================================
*/

Actor AuthoritySpawner replaces Hellknight // Spawns the Authority or the Quiet Authority.
{
  +NOBLOCKMAP
  +NOSECTOR
  +THRUACTORS
  States
  {
  Spawn:
  	TNT1 A 0
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("Authority",0,0,0, 0, 0,0,0, SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG )
	Stop
	SummonQuietAuthority:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("QuietAuthority",0,0,0, 0, 0,0,0, SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG )
	Stop
	}
}

ACTOR Authority
{
  Health 400
  Radius 24
  Height 64
  Mass 800
  Speed 12
  PainChance 35
  Tag "Authority"
  Monster
  +FLOORCLIP
  +NOICEDEATH
  DamageFactor "UndeadGoHomeImpact", 0
  DamageFactor "Judgement", 0
  DamageFactor "Holy", 0
  DamageFactor "CABladeBeam", 0.5 //Combine arms pistol
  DamageFactor "PlayerVoid", 0.5
  DamageFactor "KissMagic", 4
  SeeSound "authority/sight"
  PainSound "authority/pain"
  DeathSound "authority/death"
  ActiveSound "authority/active"
  Obituary "%o was slain by an Authority."
  HitObituary "%o met the Authority's blade."
  	DropItem "AngelHealthSpawner", 256
	DropItem "AngelHealthSpawner", 256
	DropItem "AngelHealthSpawner", 64
	DropItem "AngelHealthSpawner", 64
	DropItem "medikit", 1
	DropItem "AuthorityDressSpawner" 1
	
		var int user_haloactive;
			
  States
  {
  Spawn:
  	ATHO A 0
	TNT1 A 0 A_JumpIf (user_haloactive == 1, "SpawnLoop")
	TNT1 A 0 A_SetUserVar (user_haloactive, 1)
    TNT1 A 0 A_SpawnItemEx ("AuthorityHalo", 10,0,60, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_SETMASTER)
	Goto SpawnLoop
  SpawnLoop:
    ATHO AB 10 A_Look
    Loop
  See:
    ATHO AABBCCDD 3 A_Chase
	TNT1 A 0 A_Jump (96, 2)
    Loop
	AT2O AABB 3 A_Chase 
	AT2O C 4 A_Chase 
	AT2O DD 3 A_Chase 
    Loop
  Melee:
	ATHO EF 4 A_FaceTarget
	ATHO G 6 A_CustomMeleeAttack(60,"authority/attack3")
	GoTo See
  Missile:
    ATHO E 6 A_FaceTarget
	TNT1 A 0 A_Jump (32, "Bloodslash")
	ATHO F 6 A_FaceTarget
    ATHO G 4 A_CustomComboAttack("Wslash", 32, 10 * random(2, 6), "authority/attack")
    Goto See
  Bloodslash:
    ATHO E 3 A_FaceTarget
	TNT1 A 0 A_PlaySound("authority/charge")
	ATHO E 3 Bright A_FaceTarget 
	ATHO E 3 A_FaceTarget
	ATHO E 3 Bright  A_FaceTarget
	ATHO E 3 A_FaceTarget
	ATHO E 3 Bright A_FaceTarget 
	ATHO E 3 A_FaceTarget
	ATHO E 3 Bright  A_FaceTarget
	ATHO E 3 A_FaceTarget
	ATHO E 3 Bright A_FaceTarget 
	ATHO E 3 A_FaceTarget
	ATHO E 3 Bright  A_FaceTarget 
	ATHO E 3 A_FaceTarget
	ATHO E 2 Bright  A_FaceTarget
	ATHO E 2 A_FaceTarget
	ATHO E 2 Bright A_FaceTarget 
	ATHO E 2 A_FaceTarget
	ATHO E 1 Bright A_FaceTarget 
	ATHO E 1 A_FaceTarget
	ATHO E 1 Bright A_FaceTarget
	ATHO E 1 A_FaceTarget
	ATHO E 1 Bright A_FaceTarget 
	ATHO E 1 A_FaceTarget
	ATHO E 1 Bright A_FaceTarget
	ATHO F 2 A_FaceTarget
	ATHO G 4 A_CustomComboAttack("Bslash", 32, 10 * random(4, 9), "authority/attack")
    Goto See
  Pain:
    ATHO H 8
	TNT1 AA 0 A_SpawnItemEx("WhiteFeather",random(-20,20),random(-20,20),55,random(-5,5),random(-5,5),random(-5,5))
    ATHO H 8 A_Pain
    Goto See
  Death:
	TNT1 A 0
	TNT1 A 0 A_SetUserVar (user_haloactive, 0)
	TNT1 A 0 A_Scream
	TNT1 A 0 A_NoBlocking
	AT2O P 0
	TNT1 A 0 A_SpawnItemEx ("AuthorityPCDeath", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_SETMASTER)
	TNT1 A 0 A_SpawnItemEx ("AviaryIceSpawner2")
	AT2O P -1
	Stop
  Raise:
	TNT1 A 0 A_SetUserVar (user_haloactive, 0)
    AT2O PPP 5
	AT2O PP 5 BRIGHT
	TNT1 I 0 A_SpawnItemEx ("AuthorityHalo", 10,0,60, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_SETMASTER)	
    Goto See
  }
}

ACTOR QuietAuthority : Authority
{
  Tag "Authority"
  SeeSound "wind/altint"
  DeathSound "authority/death6"
  PainSound "virgin/pain"
  ActiveSound "bird/flap"
  States
	{
	Death:
	TNT1 A 0
	TNT1 A 0 A_SetUserVar (user_haloactive, 0)
	TNT1 A 0 A_Scream
	TNT1 A 0 A_NoBlocking
	AT2O P 0
	TNT1 A 0 A_SpawnItemEx ("AuthorityPCDeath", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_SETMASTER)
	TNT1 A 0 A_SpawnItemEx ("AviaryIceSpawner2")
	AT2O P -1
	Stop
	}
}

Actor AuthorityPCDeath
{
  -NOINTERACTION
  -SOLID
  +NOGRAVITY
  +DONTFALL
  States
  {
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_Quake(5,3,0,4)
	TNT1 AAAAAA 0 A_SpawnItemEx("WhiteFeather",random(-20,20),-40,25,random(-5,5),random(-5,5),random(-5,5))
	TNT1 AAA 0 A_SpawnItemEx("WhiteFeather",random(-20,20),-40,25,random(-5,5),random(-5,5),random(-5,5))
	TNT1 AAAAAAAA 0 A_SpawnItemEx("WhiteFeather",random(-20,20),-40,25,random(-5,5),random(-5,5),random(-5,5))
	TNT1 AAA 0 A_SpawnItemEx("WhiteFeather",random(-20,20),-40,25,random(-5,5),random(-5,5),random(-5,5))
	TNT1 AAA 0 A_SpawnItemEx("WhiteFeather",random(-20,20),-40,25,random(-5,5),random(-5,5),random(0,80))
	TNT1 AAAAAA 0 A_SpawnItemEx("WhiteFeather",random(-20,20),-40,25,random(-5,5),random(-5,5),random(-5,5))
	AT3O P 20 Bright
	AT3O PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 1 Bright A_Fadeout(0.01)
	AT3O PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 1 A_Fadeout(0.01)
	AT3O PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 2 A_Fadeout(0.02)
	TNT1 A 0
	Stop
	}
}

ACTOR AuthorityCast : Authority
{
  States
	{
  See:
    ATHO AABBCCDDAABBCCDD 3 A_Chase
	AT2O AABB 3 A_Chase 
	AT2O CC 4 A_Chase 
	AT2O DD 3 A_Chase 
    Loop
  Missile:
    ATHO E 6 A_FaceTarget
	ATHO F 6 
    ATHO G 4 
    Goto See
  Death:
    ATHO I 8 A_Scream
    ATHO J 6 A_NoBlocking
    ATHO K 8
	ATHO L 8 
	ATHO MNOPQR 6
	ATHO SSTTSSTT 4
	ATHO UV 4
    ATHO W 10 
    Stop
	}
}
