

#include "level_scripts_reinforcement.txt"





//DamageType IconDMG
//{
//   Factor 1
//   ReplaceFactor // Not truly necessary, since we multiply by 0
//}


ACTOR BombTarget 5000
{
	Game Doom
	Health 250
	Mass 10000000
	PainChance 255
	+SOLID +shootable//-noblockmap
//+spectral
+noblood
	+NOICEDEATH
	+OLDRADIUSDMG
	PainSound "C4/Beep1"
	DeathSound "C4/Explode"
//	DamageFactor "Normal", 0.01
//	DamageFactor "IconDMG", 100.0
Scale 0.25
	States
	{
	BrainExplode:
		MISL BC 10 Bright
		MISL D 10 A_BrainExplode
		Stop
	Spawn:
		BBRN A -1
		Stop
	Pain:
		BBRN B 36 A_Pain
		Goto Spawn
	Death:
		BBRN A 100 A_Scream
		BBRN AAAAAAAAAAAAAAA 36
		BBRN A -1 A_BrainDie
		Stop
	}
}



ACTOR InvulnerabilitySphere_Map  : PowerupGiver //Replaces InvulnerabilitySphere
{
	Game Doom
	SpawnID 133
	+COUNTITEM
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	+INVENTORY.BIGPOWERUP
	Inventory.MaxAmount 0
	Powerup.Type Invulnerable
	Powerup.Color White //InverseMap
	Inventory.PickupMessage "$GOTINVUL"
	States
	{
	Spawn:
		PINV AAABBBCCCDDD 2 Bright 
		Loop
	}
}



Actor FreezeMonsters : PowerTimeFreezer
{

 Inventory.UseSound "mapcompleted"
 Powerup.Duration -20//2 tics. Powerup is given constantly through acs if doom class or zscript if dusk class.
}






//The rabbit that follows a specific path designed on the maps.
//Yeah, I could had easily added a human hostage, but wanted to keep the "dog meme" by replacing the dog with another animal instead.
//Also, wanted to keep alive the "alpha elements rabbit meme" in my mod's in a way or another.
ACTOR HostageEntity 10001
{
	Health 500
	Speed 10//14
	PainChance 180
	Radius 12
	Height 28
	Mass 75//100
	Monster
	+JUMPDOWN
	+pushable
	+NOBLOCKMONST
	-COUNTKILL
	
	ActiveSound "dsempty"//"dog/active"
	AttackSound "imp/melee"//"dog/attack"
	DeathSound "misc/gibbed"//"dog/death"
	PainSound "dsempty"//"dog/pain"
	SeeSound "dsempty"//"dog/sight"
	Obituary "%o was killed by a rabbit."
	States
	{
	Spawn:
		DASY A 10 A_Look
		Loop
	See:
		DASY AABBCCDD 2 A_Chase
		Loop
	Melee:
		DASY EE 6 A_FaceTarget
		DASY F 6 A_SargAttack
		Goto See
	Pain:
		DASY G 2
		DASY G 2 A_Pain
		Goto See
	Death:
		DASY H 5
		DASY I 5 A_Scream
		DASY J 4 A_PlaySound("Hostagedown")
		DASY K 4 A_Fall
		DASY L 4 
		DASY M -1
		Stop
	}
}


