//===========================================================================
//
// Imp
//
//===========================================================================
ACTOR DoomImp2 replaces DoomImp //3001
{
	Game Doom
	SpawnID 5
	Health 70
	Radius 20
	Height 56
	Mass 100
	Speed 8
	PainChance 200
	Monster
	+FLOORCLIP
	SeeSound "imp/sight"
	PainSound "imp/pain"
	DeathSound "imp/death"
	ActiveSound "imp/active"
	HitObituary "$OB_IMPHIT"
	Obituary "$OB_IMP"
	//DropItem "DropSpawner6", 96
	//DropItem "DeadClip6Inv", 148
	DropItem "DropSpawner6", 96
	DropItem "DeadClip6Inv", 148



	States
	{
	Spawn:
		TROO AB 10 A_Look
		Loop
	See:
		TROO AABBCCDD 3 A_Chase
		Loop
	Melee:
	Missile:
		TROO EF 8 A_FaceTarget
		TROO G 6 A_CustomMissile("D3_ImpBall",45,0,0)//A_TroopAttack 
		Goto See
	Pain:
		TROO H 2
		TROO H 2 A_Pain
		Goto See
		
	Pain.FLASHBANGFREEZE:
TNT1 A 0 A_ChangeFlag("NOPAIN", true)
		TROO H 2
		TROO H 175 A_Pain
TNT1 A 0 A_ChangeFlag("NOPAIN", false)
		Goto See

	Death:
//TNT1 A 0 A_GiveToTarget("MoneySystem", 70)
		TROO I 6
		TROO J 6 A_Scream
		TROO K 5
		TROO L 5 A_NoBlocking
		TROO M -1
		Stop





XDeath:
//TNT1 A 0 A_GiveToTarget("MoneySystem", 140)
TROO N 0 A_SpawnItemEx("NashGore_GibPieceGenerator9",0,0,0,0,0,0,0,128)
TROO N 0 A_SpawnItemEx("NashGore_GibPieceGenerator10",0,0,0,0,0,0,0,128)
TROO N 0 A_SpawnItemEx("NashGore_GibPieceGenerator11",0,0,0,0,0,0,0,128)
TROO N 0 A_SpawnItemEx("NashGore_GibPieceGenerator11",0,0,0,0,0,0,0,128)
TROO N 0 A_SpawnItemEx("NashGore_GibGenerator",0,0,0,0,0,0,0,128)
TROO N 5 A_Playsound("Gib/Render")
TROO O 0 A_SpawnItemEx("NashGore_GibGenerator",0,0,0,0,0,0,0,128)
TROO O 5 A_XScream
TROO P 0 A_SpawnItemEx("NashGore_GibGenerator",0,0,0,0,0,0,0,128)
TROO P 5
TROO Q 0 A_SpawnItemEx("NashGore_GibGenerator",0,0,0,0,0,0,0,128)
TROO Q 5 A_NoBlocking
TROO RST 5
TROO U -1
stop
	Raise:
		TROO MLKJI 8
		Goto See
	}
}


//Visual FX
ACTOR D3_ImpBall Replaces DoomImpBall
{
//Spawnid 10
Radius 6
Height 8
Speed 15
Damage 3
Scale 0.2
RenderStyle Add
Seesound "imp/attack"
Deathsound "imp/shotx"

//+CLIENTSIDE
PROJECTILE
+RANDOMIZE

States
 {
 Spawn:
 IMPB ABCD 1 BRIGHT A_CustomMissile("D3_ImpTrail",random(-4,4),random(-4,4),0,10,0)
 Loop

 Death:
 IMPB A 0 A_PlaySound("imp/shotx")
 IMPB AAAAAA 0 BRIGHT A_CustomMissile("D3_ImpESPR",random(-4,4),random(-4,4),random(0, 255), 10, random(-15, 60))
 IMPF ABC 2 BRIGHT
 Stop
 }
}

ACTOR D3_ImpTrail
{ 
Scale 0.2
RenderStyle add
Speed 0
SeeSound ""
DeathSound ""

//+CLIENTSIDE
+NOCLIP
+NOGRAVITY

States
 {
 Spawn:
 IMPF A 2 BRIGHT    
 IMPF B 2 BRIGHT A_SpawnItem("D3_ImpSmoke")
 IMPF C 2 BRIGHT
 Goto Death
	
 Death:
 NULL A 0
 Stop
 }
}

ACTOR D3_ImpESPR : D3_ImpTrail
{
Scale 0.4
Speed 3
}

ACTOR D3_ImpSmoke
{ 
Scale 0.3
Speed 0
RenderStyle Translucent
Alpha 0.3
SeeSound ""
DeathSound ""

//+CLIENTSIDE
+NOCLIP
+NOGRAVITY

States
 {
 Spawn:
 IMPS ABCDEFGHIJKLM 2
 Goto Death
	  
 Death:
 NULL A 0
 Stop
 }
}

