
ACTOR PrimeGibSpawner //QCDE code
{
  +CLIENTSIDEONLY
  States
  {
  Spawn:
      TNT1 A 0 NODELAY A_SpawnItemEX("Primeeye", 0, 0, 0, random(-7,7), random(-7,7),random(0,10),random(0,360))
        TNT1 A 0  A_SpawnItemEX("PrimeNose", 0, 0, 0, random(-7,7), random(-7,7),random(0,10),random(0,360))
	TNT1 A 0  A_SpawnItemEX("Primeear", 0, 0, 0, random(-7,7), random(-7,7),random(0,10),random(0,360))
	TNT1 A 0  A_SpawnItemEX("Primetooth", 0, 0, 0, random(-7,7), random(-7,7),random(0,10),random(0,360))
	TNT1 A 0  A_SpawnItemEX("PrimeFinger", 0, 0, 0, random(-7,7), random(-7,7),random(0,10),random(0,360))
	TNT1 AAAA 0 A_SpawnItemEX("PrimeToe", 0, 0, 0, random(-7,7), random(-7,7),random(0,10),random(0,360))
	Stop
  }
}

Actor counter : Inventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 255
	+INVENTORY.IGNORESKILL
	+INVENTORY.UNDROPPABLE
	-INVENTORY.INVBAR
}

Actor PrimeTooth
{
    +NOTONAUTOMAP
    +NOTELEPORT
	+CLIENTSIDEONLY +NONETID
	-NOGRAVITY
    Gravity 0.7
	Scale 0.3
	States
	{
    Spawn:
	08GR aaaaaaaaa 1 A_Checkfloor("StopExisting")
	Loop
	StopExisting:
	"####" "#" 0 A_PlaySound("Gibs/Drop", 4)
	7pr1 b 140
	7pr1 bbbbbbbbbbbbb 1 A_FadeOut(0.1)
	Stop
	}
}
Actor PrimeEar
{
    +NOTONAUTOMAP
    +NOTELEPORT
	+CLIENTSIDEONLY +NONETID
	-NOGRAVITY
    Gravity 0.7
	Scale 0.3
	States
	{
    Spawn:
	7pr1 ccccccccc 1 A_Checkfloor("StopExisting")
	Loop
	StopExisting:
	"####" "#" 0 A_PlaySound("Gibs/Drop", 4)
	7pr1 d 140
	7pr1 ddddddddd 1 A_FadeOut(0.1)
	Stop
	}
}
Actor PrimeEye
{
    +NOTONAUTOMAP
    +NOTELEPORT
	+CLIENTSIDEONLY +NONETID
	-NOGRAVITY
    Gravity 0.7
	Scale 0.3
	States
	{
    Spawn:
	7pr1 eeeeeeeee 1 A_Checkfloor("StopExisting")
	Loop
	StopExisting:
	"####" "#" 0 A_PlaySound("Gibs/Drop", 4)
	7pr1 f 140
	7pr1 ffffffffffffff 1 A_FadeOut(0.1)
	Stop
	}
}
Actor PrimeFinger
{
    +NOTONAUTOMAP
    +NOTELEPORT
	+CLIENTSIDEONLY +NONETID
	-NOGRAVITY
    Gravity 0.7
	Scale 0.3
	States
	{
    Spawn:
	7pr1 ggghhhh 1 A_Checkfloor("StopExisting")
	Loop
	StopExisting:
	"####" "#" 0 A_PlaySound("Gibs/Drop", 4)
	7pr1 I 140
	7pr1 IIIIIIIIII 1 A_FadeOut(0.1)
	Stop
	}
}
Actor PrimeNose
{
    +NOTONAUTOMAP
    +NOTELEPORT
	+CLIENTSIDEONLY +NONETID
	-NOGRAVITY
    Gravity 0.7
	Scale 0.2
	States
	{
    Spawn:
	7pr1 eeeeeeeeee 1 A_Checkfloor("StopExisting")
	Loop
	StopExisting:
	"####" "#" 0 A_PlaySound("Gibs/Drop", 4)
	7pr1 j 140
	7pr1 jjjjjjjjjjjjjjjjj 1 A_FadeOut(0.1)
	Stop
	}
}
Actor PrimeToe
{
    +NOTONAUTOMAP
    +NOTELEPORT
	+CLIENTSIDEONLY +NONETID
	-NOGRAVITY
    Gravity 0.7
	Scale 0.2
	States
	{
    Spawn:
	7pr1 kkllllll 1 A_Checkfloor("StopExisting")
	Loop
	StopExisting:
	"####" "#" 0 A_PlaySound("Gibs/Drop", 4)
	7pr1 m 140
	7pr1 mmmmmmmmmm 1 A_FadeOut(0.1)
	Stop
	}
}
Actor PrimeGib// for the actor under
{
	-SHOOTABLE
	scale 0.34
	-SOLID
	States
	{
		Spawn:
		  TNT1 A 0 A_PlaySound("Gibs/Explode")
                   1337 defghijk 4
                   1337 l -1
			stop

	}
}

Actor TekEnemyBase // coming soon gibs
{
	Radius 20
	Height 56
	Species "Enemies"
	MONSTER	
	+FLOORCLIP
    +NOTDMATCH
	+CANPUSHWALLS
	+CANUSEWALLS
	+ACTIVATEMCROSS
	+CANPASS
	Mass 300
	PainSound ""
	ActiveSound ""
	dropitem "Backpack", 22
	dropitem "Chaingun", 22
	dropitem "Shotgun", 22
	Dropitem "clip", 55
	Dropitem "HealthBonus", 33
	Dropitem "ArmorBonus", 11
	dropitem "Shell", 9
	States
	{
	XDeath:
	  "####" "#" 3 A_PlaySound("Gibs/Explode")
		tnt1 a 0 a_fall
				TNT1 A 0 A_SpawnItemEx("PrimeGibSpawner",0,0,28,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)
TNT1 A 0 A_SpawnItemEx("PrimeGib",0,0,0,0,0,0,0,SXF_USEBLOODCOLOR|SXF_NOCHECKPOSITION|SXF_SETMASTER)
stop


}}
ACTOR tekturret: TekEnemyBase
{
  HEALTH 78
+noblood
  RADIUS 20
  HEIGHT 56
  MASS 100
+floatbob
dropitem "RocketAmmo"
  SPEED 12
Tag "Tek Droid"
 SCALE 0.5
  PAINCHANCE 170
+missileevenmore
  MONSTER
+nopain
  +FLOORCLIP
+BOSSDEATH
  SEESOUND "null"
ATTACKSOUND "TEKGUNA"
  PAINSOUND "null"
  DEATHSOUND "TEKXP"
  ACTIVESOUND "null"
  HITOBITUARY "%o met a turret"
    OBITUARY   "%o met a turret"
	
  STATES
  {
    SPAWN:
    bfam A 10 A_LOOK
    LOOP
  SEE:
    bfam aaaaa 3 A_CHASE
    LOOP
  MISSILE:
  			SHOOTDOWN:
	bfam aa 4 A_FACETARGET
		bfam a 0 A_CUSTOMMISSILE("MARTYBEAM3",10,-7,0)
        bfam a 0 A_CUSTOMMISSILE("MARTYBEAM3",10,7,0)
					bfam a 4 bright A_FACETARGET
			bfam aa 11 A_FACETARGET
bfam aa 4 A_FACETARGET
		bfam a 0 A_CUSTOMMISSILE("MARTYBEAM3",10,-7,0)
        bfam a 0 A_CUSTOMMISSILE("MARTYBEAM3",10,7,0)
					bfam a 4 bright A_FACETARGET
			bfam aa 11 A_FACETARGET
bfam aa 4 A_FACETARGET
		bfam a 0 A_CUSTOMMISSILE("MARTYBEAM3",10,-7,0)
        bfam a 0 A_CUSTOMMISSILE("MARTYBEAM3",10,7,0)
					bfam a 4 bright A_FACETARGET
			bfam aa 11 A_FACETARGET
	GOTO SEE
  PAIN:
    bfam a 3
    bfam a 3 A_PAIN
    GOTO SEE
  DEATH:
  XDeath:
    bfam b 8 bright A_SCREAM
    bfam cd 5 bright A_ChangeFlag("FLOATBOB",0)
    bfam e 5 bright A_NOBLOCKING
    bfam e 5
    bfam f -1
    STOP


  }
}
ACTOR TekAssassin: TekEnemyBase
{
  Health 55
  Radius 20
  Height 56
  tag "Assasin"
  Mass 100
  Speed 8
  scale 0.3
  PainChance 170
  Monster
  +FLOORCLIP
+Bossdeath
  SeeSound "tekfemalesee"
ATTACKSOUND "tekgun1"
  PainSound "tekfemalepain"
  DeathSound "tekfemaledeath"
  ActiveSound "tekfemalesee "
  hitObituary "%o was shot in the head by the Tek-Assassin"
    Obituary  "%o was shot in the head by the Tek-Assassin"
  States
  {
  Spawn:
    3tek A 10 A_Look
    Loop
  See:
    3tek bbccddee 3 A_Chase
    Loop
  Missile:
	
    3tek ff 7 A_FaceTarget
		3tek g 4 Bright A_CustomBulletAttack(22.5, 0, 1, random(1,5)*3, "bulletpuff", 0, CBAF_NORANDOM)
		  3tek h 6 A_cposrefire
		  
    Goto missile
  Pain:
    3tek i 3
    3tek i 3 A_Pain
    Goto See
  Death:
    3tek jk 5
    3tek l 5 A_Scream
    3tek m 5 A_NoBlocking
    3tek nop 5
    3tek q -1
    Stop
  Raise:
    3tek qponm 5
    Goto See
  }
}
ACTOR TekFemaleThug : TekEnemyBase
{
  Health 66
  Radius 20
  tag "Dominatrix"
  Height 56
  Mass 100
  Speed 12
  scale 0.4
  PainChance 170
  Monster
  +FLOORCLIP
+Bossdeath
  SeeSound "tekfemalesee"
ATTACKSOUND "tekgun1"
  PainSound "tekfemalepain"
  DeathSound "tekfemaledeath"
  ActiveSound "tekfemalesee "
  hitObituary "%o was shot in the head by the fem Tek-thug"
    Obituary  "%o was shot in the head by the fem Tek-thug"
  States
  {
  Spawn:
    5TEK A 10 A_Look
    Loop
  See:
    5TEK bbccddee 3 A_Chase
    Loop
  Missile:
	
    5TEK ff 6 A_FaceTarget
	  5TEK f 0 A_playsound("tekgun0")
		5TEK g 4 Bright  A_CustomMissile("martybeam",33,random(-1,1),random(-3,3),32,random(-3,3))
		  5TEK h 6 A_cposrefire
		  
    Goto missile
  Pain:
    5TEK i 3
    5TEK i 3 A_Pain
    Goto See
  Death:
    5TEK jk 5
    5TEK l 5 A_Scream
    5TEK m 5 A_NoBlocking
    5TEK nop 5
    5TEK p -1
    Stop
  Raise:
    5TEK onml 5
    Goto See
  }
}
ACTOR TekFemaleGoon: TekEnemyBase
{
  Health 77
  tag "Cyber-Thug"
  Radius 20
  Height 56
  Mass 100
  Speed 12
  scale 0.3
  PainChance 170
  Monster
  +FLOORCLIP
  +Bossdeath
  SeeSound "tekfemalesee"
AttackSOUND "tekgun1"
  PainSound "tekfemalepain"
  DeathSound "tekfemaledeath"
  ActiveSound "tekfemalesee "
  hitObituary "%o was shot in the head by the fem Tek-thug"
    Obituary  "%o was shot in the head by the fem Tek-thug"
  States
  {
  Spawn:
    hTEK A 10 A_Look
    Loop
  See:
    hTEK bbccddee 3 A_Chase
    Loop
  Missile:
	
    hTEK fh 6 A_FaceTarget
	  hTEK f 0 A_playsound("tekgun1")
		hTEK h 4 Bright  A_CustomMissile("martybeam",33,random(-1,1),random(-3,3),32,random(-3,3))
		  hTEK i 3 A_cposrefire
		  
    Goto missile+1
  Pain:
    hTEK j 3
    hTEK j 3 A_Pain
    Goto See
  Death:
    hTEK jk 5
    hTEK l 5 A_Scream
    hTEK m 5 A_NoBlocking
    hTEK nopqr 5
    hTEK s -1
    Stop		
  Raise:
    hTEK onml 5
    Goto See
  }
}

ACTOR TekCop : TekEnemyBase
{
  Health 77
  Radius 20
  Height 56
  tag "Cop"
  Mass 100
  Speed 11
  scale 0.3
  PainChance 170
  Monster
  +nopain
  +FLOORCLIP
+Bossdeath
  SeeSound "tekmalesee"
ATTACKSOUND "tekgun1"
  PainSound "tekmalepain"
  DeathSound "tekmaledeath"
  ActiveSound "tekmalesee "
  hitObituary "%o was shot in the head by the fem Tek-cop"
    Obituary  "%o was shot in the head by the fem Tek-cop"
  States
  {
  Spawn:
    fTEK A 10 A_Look
    Loop
  See:
    fTEK bbccddee 3 A_Chase
    Loop
  Missile:
	
    fTEK fgh 6 A_FaceTarget
	  fTEK f 0 A_playsound("tekguna")
		fTEK h 4 Bright  A_CustomBulletAttack(1.02,1.02,1,random(random(2,3),random(4,5)),"bulletpuff")
		  fTEK hhf 6 
		  
    Goto see
  Pain:
    fTEK i 3
    fTEK i 3 A_Pain
    Goto See
  Death:
    fTEK jk 5
    fTEK l 5 A_Scream
    fTEK m 5 A_NoBlocking
    fTEK nop 5
    fTEK q -1
    Stop
  Raise:
    fTEK onml 5
    Goto See
  }
}
ACTOR TekSecurityGuard : TekEnemyBase
{
  Health 42
  Radius 20
  Height 56
  tag "Security Guard"
  Mass 100
  Speed 10
  scale 0.45
  PainChance 170
  Monster
  +FLOORCLIP
+Bossdeath
  SeeSound "tekmalesee"
ATTACKSOUND "tekgunx"
  PainSound "tekmalepain"
  DeathSound "tekmaledeath"
  ActiveSound "tekmalesee "
  hitObituary "%o was shot in the head by the fem Tek-cop"
    Obituary  "%o was shot in the head by the fem Tek-cop"
  States
  {
  Spawn:
    itek A 10 A_Look
    Loop
  See:
    itek bbccddee 3 A_Chase
    Loop
  Missile:
	
    itek fgh 6 A_FaceTarget
	  itek f 0 A_playsound("tekgunx")
		itek i 4 Bright  A_CustomBulletAttack(1.02,1.02,1,random(random(2,3),random(4,5)),"bulletpuff")
		  itek j 6 
		  
    Goto see
  Pain:
    itek k 3
    itek k 3 A_Pain
    Goto See
  Death:
    itek mmn 5
    itek o 5 A_Scream
    itek p 5 A_NoBlocking
    itek qrstu 5
    itek v -1
    Stop
  Raise:
    itek utsrq 5
    Goto See
  }
}
ACTOR TekTazer : TekEnemyBase
{
  Health 55
  tag "Thug"
  Radius 20
  Height 56
  Mass 100
  Speed 14
  scale 0.3
  PainChance 170
  Monster
  +FLOORCLIP
+Bossdeath
  SeeSound "tekmalesee"
ATTACKSOUND "tekgun1 "
  PainSound "tekmalepain"
  DeathSound "tekmaledeath"
  meleesound "tektaz"
  meleedamage 4
  ActiveSound "tekmalesee "
  hitObituary "%o was shot in the head by the Tek-tazer"
    Obituary  "%o was shot in the head by the Tek-tazer"
  States
  {
  Spawn:
    jtek A 10 A_Look
    Loop
	missile:
  See:
    jtek bbccddee 3 A_Chase
    Loop
  melee:
	
    jtek ff 7 A_FaceTarget
	goto melee2
	melee2:
	    jtek gg 7 A_FaceTarget
		jtek h 4 Bright A_meleeattack
		jtek ggggggggggggg 0 A_SpawnItemEx("tekzap",9,7,8,random(1,-1),random(1,-1),random(0,2),0,0)
		  jtek g 6  A_FaceTarget
		  goto see
  Pain:
    jtek i 3
    jtek i 3 A_Pain
    Goto See
  Death:
    jtek jk 5
    jtek l 5 A_Scream
    jtek m 5 A_NoBlocking
    jtek nopq 5
    jtek r -1
    Stop
  Raise:
    jtek rrqponm 5
    Goto See
  }
}
ACTOR TekSwat : TekEnemyBase
{
  Health 55
  Radius 20
  tag "SWAT"
  Height 56
  Mass 100
  Speed 14
  scale 0.3
  PainChance 170
  Monster
  +FLOORCLIP
+Bossdeath
  SeeSound "tekmalesee"
ATTACKSOUND "tekguna"
  PainSound "tekmalepain"
  DeathSound "tekmaledeath"
  ActiveSound "tekmalesee "
  hitObituary "%o was shot in the head by the Teksoldier"
    Obituary  "%o was shot in the head by the Teksoldier"
  States
  {
  Spawn:
    atek A 10 A_Look
    Loop
  See:
    atek bbccddee 2 A_Chase
    Loop
  Missile:
	
    atek f 5 A_FaceTarget
		atek g 4 Bright A_CustomBulletAttack(22.5, 0, 1, random(1,5)*3, "bulletpuff", 0, CBAF_NORANDOM)
		  atek h 5 A_cposrefire
		  
    Goto missile+1
  Pain:
    atek i 3
    atek i 3 A_Pain
	atek aabbccdd 3 A_FastChase
    Goto See
  Death:
    atek jk 5
    atek l 5 A_Scream
    atek m 5 A_NoBlocking
    atek nop 5
    atek q -1
    Stop
  Raise:
    atek qponm 5
    Goto See
  }
}
ACTOR MartyDollar: TekEnemyBase
{
  Health 56
  tag "Marty Dollar"
  Radius 20
  Height 56
  Mass 100
  Speed 13
  scale 0.3
  PainChance 170
  Monster
  +FLOORCLIP
+Bossdeath
+nopain
  SeeSound "tekmalesee"
ATTACKSOUND "tekguns"
  PainSound "tekmalepain"
  meleesound "FighterPunchHitThing"
  DeathSound "tekmaledeath"
  ActiveSound "tekmalesee "
  hitObituary "%o was shot in the head by Marty Dollar"
    Obituary  "%o was shot in the head by Marty Dollar"
  States
  {
  Spawn:
    ztek A 10 A_Look
    Loop
  See:
    ztek bbccddee 3 A_Chase
    Loop
	melee:
	ztek f 3 a_facetarget
	ztek g 4 a_meleeattack
	ztek h 6 a_facetarget
	goto see
  Missile:
	
    ztek ff 3 A_FaceTarget
	ztek a 0 a_playsound ("tekguns")
		ztek g 4 Bright A_CustomMissile("martybeam2",33,random(-1,1),random(-3,3),32,random(-3,3))
		  ztek h 2 A_cposrefire
		  
    Goto missile
  Pain:
    ztek i 3
    ztek i 3 A_Pain
    Goto See
  Death:
    ztek jk 5
    ztek l 5 A_Scream
    ztek m 5 A_NoBlocking
    ztek nopq 5
    ztek r -1
    Stop

  Raise:
    ztek ponm 5
    Goto See
  }
}
ACTOR DallasDiMacro : TekEnemyBase
{
  Health 67
  Radius 20
  tag " Dallas DiMacro"
  Height 56
  Mass 100
  Speed 12
 scale 0.35
  PainChance 170
  Monster
  +FLOORCLIP
+Bossdeath
  SeeSound "tekmalesee"
ATTACKSOUND "tekguna "
  PainSound "tekmalepain"
  DeathSound "tekmaledeath"
  ActiveSound "tekmalesee "
  hitObituary "%o was shot in the head by Dallas Di Marco"
    Obituary  "%o was shot in the head by Dallas Di Marco"
  States
  {
  Spawn:
    8tek A 10 A_Look
    Loop
  See:
    8tek bbccddee 3 A_Chase
    Loop
  Missile:
  			shootdown:
	8tek ff 4 a_facetarget
		8tek g 0 A_CustomMissile("martybeam3",44,-7,0)
        8tek K 0 A_CustomMissile("martybeam3",44,7,0)
					8tek g 4 a_facetarget
			8tek h 8 a_facetarget
	goto see
  Pain:
    8tek i 3
    8tek i 3 A_Pain
    Goto See
  Death:
    8tek jkl 5
    8tek m 5 A_Scream
    8tek n 5 A_NoBlocking
    8tek opqrst 5
    8tek u -1
    Stop
  Raise:
    8tek utsrqpo 5
    Goto See
  }
}
ACTOR MilesConnor: TekEnemyBase
{
  Health 67
  tag "Miles Connor"
  Radius 20
  Height 56
  Mass 100
  Speed 13
  scale 0.3
  PainChance 170
  meleedamage 2
  Monster
  +FLOORCLIP
+Bossdeath
  SeeSound "tekmalesee"
ATTACKSOUND "tekgun1 "
  PainSound "tekmalepain"
  DeathSound "tekmaledeath"
  ActiveSound "tekmalesee "
  hitObituary "%o was shot in the head by Miles Connor"
    Obituary  "%o was shot in the head by Miles Connor"
  States
  {
  Spawn:
    7tek A 10 A_Look
    Loop
  See:
    7tek bbccddee 3 A_Chase
    Loop
  Missile:
	
    7tek ff 9 A_FaceTarget
		7tek g 4 Bright A_CustomMissile("martybeam3",33,random(-1,1),random(-3,3),32,random(-3,3))
		  7tek h 6 A_cposrefire
		  
    Goto missile
  Pain:
    7tek i 3
    7tek i 3 A_Pain
    Goto See
  Death:
    7tek jk 5
    7tek l 5 A_Scream
    7tek m 5 A_NoBlocking
    7tek nop 5
    7tek p -1
    Stop
  Raise:
    7tek ponm 5
    Goto See
  }
}
ACTOR TekGrenadierLeader : TekEnemyBase
{
  Health 78
  Radius 20
  tag "Bomber"
  Height 56
  Mass 100
  Speed 11
  +missileevenmore
  scale 0.3
  PainChance 170
  Monster
  +FLOORCLIP
+Bossdeath
  SeeSound "tekmalesee"
ATTACKSOUND "tekgun1 "
  PainSound "tekmalepain"
  DeathSound "tekmaledeath"
  ActiveSound "tekmalesee "
  hitObituary "%o was shot in the head by tek bomber"
    Obituary  "%o was shot in the head by tek bomber"
  States
  {
  Spawn:
    ttek A 10 A_Look
    Loop
  See:
    ttek bbccddee 3 A_Chase
    Loop
  Missile:
	
    ttek ff 9 A_FaceTarget
		ttek g 4
		   ttek h 1 A_CustomMissile("tekgrenade",33,random(-1,1),random(-3,3),32,random(-3,3))
		  ttek h 5 
    Goto see
  Pain:
    ttek i 3
    ttek i 3 A_Pain
    Goto See
  Death:
    ttek jk 5
    ttek l 5 A_Scream
    ttek m 5 A_NoBlocking
    ttek nop 5
    ttek q -1
    Stop
  Raise:
    ttek ponmlk 5
    Goto See
  }
}
ACTOR TekGrenadier : TekEnemyBase
{
  Health 77
  tag "Grenadier"
  Radius 20
  Height 56
  Mass 100
  Speed 7
  scale 0.3
  PainChance 170
  Monster
  +FLOORCLIP
+Bossdeath
  SeeSound "tekmalesee"
ATTACKSOUND "tekgun1 "
  PainSound "tekmalepain"
  DeathSound "tekmaledeath"
  ActiveSound "tekmalesee "
  hitObituary "%o was shot in the head by tek mechanic"
    Obituary  "%o was shot in the head by tek mechanic"
  States
  {
  Spawn:
    xtek A 10 A_Look
    Loop
  See:
    xtek bbccddee 3 A_Chase
    Loop
  Missile:
	
    xtek ff 9 A_FaceTarget
		xtek g 4
		   xtek h 1 A_CustomMissile("tekgrenade",33,random(-1,1),random(-3,3),32,random(-3,3))
		  xtek h 7 
    Goto see
  Pain:
    xtek i 3
    xtek i 3 A_Pain
    Goto See
  Death:
    xtek jk 5
    xtek l 5 A_Scream
    xtek m 5 A_NoBlocking
    xtek n 5
    xtek o -1
    Stop
  Raise:
    xtek onm 5
    Goto See
  }
}
ACTOR Janus : TekEnemyBase
{
  Health 88
  Radius 20
  tag "Janus"
  Height 56
  Mass 100
  Speed 10
  scale 0.3
  PainChance 44
  Monster
  +FLOORCLIP
+Bossdeath
  SeeSound "tekmalesee"
ATTACKSOUND "tekgun1 "
  PainSound "tekmalepain"
  DeathSound "tekmaledeath"
  ActiveSound "tekmalesee "
  hitObituary "%o was shot in the head by Janus"
    Obituary  "%o was shot in the head by Janus"
  States
  {
  Spawn:
    ctek A 10 A_Look
    Loop
  See:
    ctek bbccddee 3 A_Chase
    Loop
  Missile:
	
    ctek ff 9 A_FaceTarget
	ctek a 0 a_playsound("tekguna")
		ctek g 4 Bright A_CustomMissile("martybeam2",33,random(-1,1),random(-3,3),32,random(-3,3))
		  ctek h 6 A_cposrefire
		  
    Goto missile
  Pain:
    ctek i 3
    ctek i 3 A_Pain
    Goto See
  Death:
    ctek jk 5
    ctek l 5 A_Scream
    ctek m 5 A_NoBlocking
    ctek nop 5
    ctek q -1
    Stop
  Raise:
    ctek ponm 5
    Goto See
  }
}
ACTOR ConradLowell: TekEnemyBase
{
  Health 66
  Radius 20
  tag "Conrad Lowell"
  Height 56
  Mass 100
  Speed 14
  scale 0.3
  PainChance 170
  Monster
  +FLOORCLIP
+Bossdeath
  SeeSound "tekmalesee"
ATTACKSOUND "tekgun1 "
  PainSound "tekmalepain"
  DeathSound "tekmaledeath"
  ActiveSound "tekmalesee "
  hitObituary "%o was shot in the head by Conrad Lowell"
    Obituary  "%o was shot in the head by Conrad Lowell"
  States
  {
  Spawn:
    btek A 10 A_Look
    Loop
  See:
    btek bbccddee 3 A_Chase
    Loop
  Missile:
	
    btek ff 9 A_FaceTarget
		btek g 4 Bright A_CustomMissile("martybeam3",33,random(-1,1),random(-3,3),32,random(-3,3))
		  btek h 6 a_facetarget
		  	btek g 4 Bright A_CustomMissile("martybeam3",33,random(-1,1),random(-3,3),32,random(-3,3))
		  btek h 6 a_facetarget
		  	btek g 4 Bright A_CustomMissile("martybeam3",33,random(-1,1),random(-3,3),32,random(-3,3))
		  btek h 6 a_facetarget
		  btek f 9 
		  
    Goto see
  Pain:
    btek i 3
    btek i 3 A_Pain
    Goto See
  Death:
    btek jk 5
    btek l 5 A_Scream
    btek m 5 A_NoBlocking
    btek nop 5
    btek p -1
    Stop
 
  Raise:
    btek ponm 5
    Goto See
  }
}
ACTOR TekMaskRed : TekEnemyBase
{
  Health 45
  tag "Mechanic"
  Radius 20
  Height 56
  Mass 100
  Speed 12
 scale 0.3
  PainChance 170
  Monster
  +FLOORCLIP
+Bossdeath
  SeeSound "tekmalesee"
ATTACKSOUND "tekguna"
  PainSound "tekmalepain"
  DeathSound "tekmaledeath"
  ActiveSound "tekmalesee "
  hitObituary "%o was shot in the head by the Tek-thug"
    Obituary  "%o was shot in the head by the Tek-thug"
  States
  {
  Spawn:
    1tek A 10 A_Look
    Loop
  See:
    1tek bbccddee 3 A_Chase
    Loop
  Missile:
  			shootdown:
	1tek f 4 a_facetarget
	1tek g 4 a_facetarget
  4tek f 0 A_playsound("tekguna")
		1tek h 4 Bright A_CustomMissile("martybeam2",32,7,0)
		1tek g 4 a_facetarget
  4tek f 0 A_playsound("tekguna")
		1tek h 4 Bright A_CustomMissile("martybeam",32,7,0)
		1tek g 4 a_facetarget
  4tek f 0 A_playsound("tekguna")
		1tek h 4 Bright A_CustomMissile("martybeam2",32,7,0)
		1tek g 4 a_facetarget
  4tek f 0 A_playsound("tekguna")
		1tek h 4 Bright A_CustomMissile("martybeam",32,7,0)
		1tek g 4 a_facetarget
  4tek f 0 A_playsound("tekguna")
		1tek h 4 Bright A_CustomMissile("martybeam2",32,7,0)
	1tek g 4 a_facetarget
	goto see
  Pain:
    1tek i 3
    1tek i 3 A_Pain
    Goto See
  Death:
    1tek jkl 5
    1tek m 5 A_Scream
    1tek n 5 A_NoBlocking
    1tek o 5
    1tek p -1
    Stop
  Raise:
    1tek onmkj 5
    Goto See
  }
}
ACTOR TekFemaleUndercover : TekEnemyBase
{
  Health 44
  tag "Undercover Cop"
  Radius 20
  Height 56
  Mass 100
  Speed 8
  scale 0.4
  PainChance 170
  Monster
  +FLOORCLIP
+Bossdeath
  SeeSound "tekfemalesee"
ATTACKSOUND "tekgun1"
  PainSound "tekfemalepain"
  DeathSound "tekfemaledeath"
  ActiveSound "tekfemalesee "
  hitObituary "%o was shot in the head by the Tek-Assassin"
    Obituary  "%o was shot in the head by the Tek-Assassin"
  States
  {
  Spawn:
    UTEK A 10 A_Look
    Loop
  See:
    UTEK bbccddee 3 A_Chase
    Loop
  Missile:
	
    UTEK  fG 7 A_FaceTarget
		UTEK H 4 Bright A_CustomBulletAttack(22.5, 0, 1, random(1,5)*3, "bulletpuff", 0, CBAF_NORANDOM)
		  UTEK H 6 A_cposrefire
		  
    Goto missile
  Pain:
    UTEK i 3
    UTEK i 3 A_Pain
    Goto See
  Death:
    UTEK jk 5
    UTEK l 5 A_Scream
    UTEK m 5 A_NoBlocking
    UTEK nop 5
    UTEK q -1
    Stop
  Raise:
    UTEK qponm 5
    Goto See
  }
}
ACTOR TekWarBride : TekEnemyBase
{
  Health 88
  Radius 20
  tag "WarBride"
  Height 56
  Mass 100
  Speed 13
 scale 0.3
  PainChance 170
  Monster
  +FLOORCLIP
+Bossdeath
  SeeSound "tekfemalesee"
ATTACKSOUND "tekgunb"
  PainSound "tekfemalepain"
  DeathSound "tekfemaledeath"
  ActiveSound "tekfemalesee "
  hitObituary "%o was shot in the head by the Tek-thug"
    Obituary  "%o was shot in the head by the Tek-thug"
  States
  {
  Spawn:
    6tek A 10 A_Look
    Loop
  See:
    6tek bbccddee 3 A_Chase
    Loop
  Missile:
  			shootdown:
	6tek f 4 a_facetarget
	6tek g 4 a_facetarget
  4tek f 0 A_playsound("tekgunb")
		6tek h 4 Bright A_CustomMissile("martybeam2",33,random(-1,1),random(-3,3),32,random(-3,3))
		6tek g 4 a_facetarget
  4tek f 0 A_playsound("tekgunb")
		6tek h 4 Bright A_CustomMissile("martybeam2",33,random(-1,1),random(-3,3),32,random(-3,3))
		6tek g 4 a_facetarget
  4tek f 0 A_playsound("tekgunb")
		6tek h 4 Bright A_CustomMissile("martybeam2",33,random(-1,1),random(-3,3),32,random(-3,3))
		6tek gf 4 a_facetarget
	goto see
  Pain:
    6tek i 3
    6tek i 3 A_Pain
    Goto See
  Death:
    6tek jkl 5
    6tek m 5 A_Scream
    6tek n 5 A_NoBlocking
    6tek o 5
    6tek p -1
    Stop
  Raise:
    6tek onmkj 5
    Goto See
  }
}
ACTOR TekMaskBlue : TekEnemyBase
{
  Health 58
  tag "Mechanic"
  Radius 20
  Height 56
  Mass 100
  Speed 11
 scale 0.3
  PainChance 170
  Monster
  +FLOORCLIP
+Bossdeath
  SeeSound "tekmalesee"
ATTACKSOUND "tekguna"
  PainSound "tekmalepain"
  DeathSound "tekmaledeath"
  ActiveSound "tekmalesee "
  hitObituary "%o was shot in the head by the Tek-thug"
    Obituary  "%o was shot in the head by the Tek-thug"
  States
  {
  Spawn:
    2tek A 10 A_Look
    Loop
  See:
    2tek bbccddee 3 A_Chase
    Loop
  Missile:
  			shootdown:
	2tek f 4 a_facetarget
	2tek g 4 a_facetarget
		2tek g 4 a_facetarget
  4tek f 0 A_playsound("tekguna")
		2tek h 4 Bright A_CustomMissile("martybeam2",32,7,0)
		2tek g 4 a_facetarget
  4tek f 0 A_playsound("tekguna")
		2tek h 4 Bright A_CustomMissile("martybeam2",32,7,0)
		2tek g 4 a_facetarget
  4tek f 0 A_playsound("tekguna")
		2tek h 4 Bright A_CustomMissile("martybeam2",32,7,0)
	2tek g 4 a_facetarget
	goto see
  Pain:
    2tek i 3
    2tek i 3 A_Pain
    Goto See
  Death:
    2tek jkl 5
    2tek m 5 A_Scream
    2tek n 5 A_NoBlocking
    2tek o 5
    2tek p -1
    Stop
  Raise:
    2tek onmkj 5
    Goto See
  }
}
ACTOR TekGoon : TekEnemyBase
{
  Health 56
  tag "Terrorist"
  Radius 20
  Height 56
  Mass 100
  Speed 8
  scale 0.5
  PainChance 170
  Monster
  +FLOORCLIP
+Bossdeath
  SeeSound "tekmalesee"
ATTACKSOUND "tekgun2"
  PainSound "tekmalepain"
  DeathSound "tekmaledeath"
  ActiveSound "tekmalesee "
  hitObituary "%o was shot in the head by the Tek-thug"
    Obituary  "%o was shot in the head by the Tek-thug"
  States
  {
  Spawn:
    4tek A 10 A_Look
    Loop
  See:
    4tek bbccddee 3 A_Chase
    Loop
  Missile:
  	ZHRT E 0 A_Jump(80, "shootup")
    ZHRT E 0 A_Jump(80, "shootdown")
  			shootdown:
	4tek ooppqq 4 a_facetarget
	4tek q 4 a_facetarget
	4tek r 6 Bright A_CustomBulletAttack(22.5, 0, 1, random(1,5)*3, "bulletpuff", 0, CBAF_NORANDOM)
		4tek q 4 a_facetarget
	4tek r 6 Bright A_CustomBulletAttack(22.5, 0, 1, random(1,5)*3, "bulletpuff", 0, CBAF_NORANDOM)
		4tek q 4 a_facetarget
	4tek r 6 Bright A_CustomBulletAttack(22.5, 0, 1, random(1,5)*3, "bulletpuff", 0, CBAF_NORANDOM)
		4tek q 4 a_facetarget
	4tek r 6 Bright A_CustomBulletAttack(22.5, 0, 1, random(1,5)*3, "bulletpuff", 0, CBAF_NORANDOM)
		4tek q 4 a_facetarget
	4tek r 6 Bright A_CustomBulletAttack(22.5, 0, 1, random(1,5)*3, "bulletpuff", 0, CBAF_NORANDOM)
	4tek qqppooa 4 a_facetarget
	goto see
	shootup:
    4tek g 4 A_FaceTarget
		4tek g 4 Bright A_CustomBulletAttack(22.5, 0, 1, random(1,5)*3, "bulletpuff", 0, CBAF_NORANDOM)
		  4tek f 6 A_cposrefire
		  
    Goto shootup
  Pain:
    4tek h 3
    4tek h 3 A_Pain
    Goto See
  Death:
    4tek ijk 5
    4tek l 5 A_Scream
    4tek m 5 A_NoBlocking
    4tek n 5
    4tek n -1
    Stop
  Raise:
    4tek nmlk 5
    Goto See
  }
}
ACTOR TekLord : TekEnemyBase
{
  Health 89
  tag "Tek Lord"
  Radius 20
  Height 56
  Mass 1001
  Speed 8
  scale 0.39
  PainChance 170
  Monster
  +nopain
  +FLOORCLIP
+Bossdeath
  SeeSound "tekmalesee"
ATTACKSOUND "tekgun1"
  PainSound "tekmalepain"
  DeathSound "tekmaledeath"
  ActiveSound "tekmalesee "
  hitObituary "%o was shot in the head by the fem Tek-cop"
    Obituary  "%o was shot in the head by the fem Tek-cop"
  States
  {
  Spawn:
    ktek A 10 A_Look
    Loop
  See:
    ktek bbccddee 4 A_Chase
    Loop
  Missile:
	
    ktek ff 6 A_FaceTarget
	  ktek f 0 A_playsound("tekxp4")
		ktek g 4 Bright  A_CustomMissile(tekrocket,42,-8)
		  ktek f 6 
		  
    Goto see
  Pain:
    fTEK i 3
    fTEK i 3 A_Pain
    Goto See
  Death:
    ktek jk 5
    ktek l 5 A_Scream
    ktek m 5 A_NoBlocking
    ktek nop 5
    ktek p -1
    Stop
  Raise:
    ktek onml 5
    Goto See
  }
}
ACTOR CarlyleRossi: TekEnemyBase
{
  Health 66
  Radius 20
  Tag "Carlyle Rossi"
  Height 56
  Mass 100
  Speed 13
  scale 0.37
  PainChance 170
  Monster
  +nopain
  +FLOORCLIP
+Bossdeath
  SeeSound "tekmalesee"
ATTACKSOUND "tekgun1"
  PainSound "tekmalepain"
  DeathSound "tekmaledeath"
  ActiveSound "tekmalesee "
  hitObituary "%o was shot in the head by Carlyle Rossi"
    Obituary  "%o was shot in the head by Carlyle Rossi"
  States
  {
  Spawn:
    ntek A 10 A_Look
    Loop
  See:
    ntek bbccddee 4 A_Chase
    Loop
  Missile:
	
    ntek ff 6 A_FaceTarget
	  ntek f 0 A_playsound("tekxp4")
		ntek g 4 Bright  A_CustomMissile(tekrocket,42,-8)
		  ntek h 5 
		  
    Goto see
  Pain:
    ntek i 3
    ntek i 3 A_Pain
    Goto See
  Death:
    ntek jk 5
    ntek l 5 A_Scream
    ntek m 5 A_NoBlocking
    ntek nopqr 5
    ntek r -1
    Stop
  Raise:
    ntek onml 5
    Goto See
  }
}
ACTOR SonnyHokuri : TekEnemyBase
{
  Health 66
  tag "Sonny Hokuri"
  Radius 20
  Height 56
  Mass 100
  Speed 8
  scale 0.3
  PainChance 170
  Monster
  +nopain
  +FLOORCLIP
+Bossdeath
  SeeSound "tekmalesee"
ATTACKSOUND "tekgun1"
  PainSound "tekmalepain"
  DeathSound "tekmaledeath"
  ActiveSound "tekmalesee "
  hitObituary "%o was shot in the head by Sonny Hokuri"
    Obituary  "%o was shot in the head by Sonny Hokuri"
  States
  {
  Spawn:
    mtek A 10 A_Look
    Loop
  See:
    mtek bbccddee 4 A_Chase
    Loop
  Missile:
	
    mtek fg 6 A_FaceTarget
	  mtek f 0 A_playsound("tekxp4")
		mtek h 4 Bright  A_CustomMissile(tekrocket,42,-8)
		  mtek i 5 
		  
    Goto see
  Pain:
    mtek j 3
    mtek j 3 A_Pain
    Goto See
  Death:
    mtek jk 5
    mtek l 5 A_Scream
    mtek m 5 A_NoBlocking
    mtek nopqrs 5
    mtek s -1
    Stop
  Raise:
    mtek onml 5
    Goto See
  }
}
// Projectiles
ACTOR ExtraBeamBits
{
	Scale 0.25
	RenderStyle Add
	+NOINTERACTION
	Translation "0:255=%[0,0,0]:[1.5,0.7,0.0]"
	States
	{
	Spawn:
		RFX1 B 2 Bright
		RFX1 B 0 A_Jump(128,1)
		Loop
		RFX1 B 2 Bright
		RFX1 B 1 Bright A_FadeOut(0.05)
		Wait
	Death:
		TNT1 A 1
		Stop
	}
}
actor martybeam
{
	Mass 1
	Radius 8
	Height 6
	Speed 25
	Damage 2
	Scale 0.3
	DeathSound "enforcer2/shotcrash"
	PROJECTILE
	DamageType "Plasma"
	RenderStyle Add
	States
	{
	Spawn:
		0tek Ab 1 Bright
		Loop
	Death:
		TNT1 AAAAAAA 0 A_SpawnItemEx("ExtraBeamBits",0,0,0,frandom(0.2,1.5),0,frandom(1.5,-1.5),random(0,359),32)
		ENFL BCD 4 Bright
		Stop
	}
}
ACTOR martybeam3
{
  Radius 6
  Height 16
  Speed 14
    SeeSound "tekguna"
  FastSpeed 20
  scale 0.3
  Damage 4
  Projectile
  +RANDOMIZE
  RenderStyle Add
  Alpha 1
  DeathSound "minotaur/fx2hit"
  Decal "BaronScorch"
  States
  {
  Spawn:
    0tek cccc 4 Bright A_SpawnItemEx("matrtybean",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
    Loop
  Death:
    0tek cc 3 A_fadeout
    Stop
  }
}

ACTOR matrtybean
{
 scale 0.3
	+NOINTERACTION
	+CLIENTSIDEONLY
	States 
	{
		Spawn:
			TNT1 A 0
			0tek cccc 2 A_FadeOut
			Loop
	}
}
actor martybeam2
{
	Mass 1
	Radius 8
	Height 6
	Speed 18
	Damage 5
	Scale 0.1
	seesound "tekguna"
	PROJECTILE
	DamageType "Plasma"
	RenderStyle Add
	States
	{
	Spawn:
		0tek c 1 Bright
		Loop
	Death:
		ENFL c 1 Bright
		Stop
	}
}
Actor tekrocket : Rocket 
{
	Speed 20
	Damage 2
	scale 0.2
	-ROCKETTRAIL +BRIGHT
	DeathSound "Weapons/RocketExplosion"
	Decal Scorch
	States
	{
	Spawn:
		gtek Aaaaa 1 A_SpawnItemEx(bulletpuff,Random2(5),0,Random2(5),0,0,FRandom(0.1,0.5),Random(1,360),0,128)
		Loop
  Death:
      ZHRT E 0 A_Jump(80, "redx")
    ZHRT E 0 A_Jump(80, "bloodx")
	redx:

	   ltek A 0 A_PlaySound("tekxp")
		TNT1 A 0 A_Explode
ltek ddeeffgg 1 bright a_fadeout
stop
	bloodx:
	redx:
		    ltek A 0 A_PlaySound("tekxp")
		TNT1 A 0 A_Explode
ltek iijkl 3 bright a_fadeout
stop

  }
}
ACTOR tekgrenade
{
  Radius 6
  Height 8
  scale 0.1
  Speed 17
  SeeSound "tekxp3"
  DeathSound "tekxp"
  Projectile
  BounceType "Doom"
  +Randomize
  -NoGravity
  States
  {
  Spawn:
    ltek A 4 A_PlaySound("duke/pipebomb")
    ltek a 16
    ltek A 4 A_PlaySound("duke/pipebomb")
    ltek B 16
    ltek A 4 A_PlaySound("duke/pipebomb")
    ltek c 16
	    ltek A 4 A_PlaySound("duke/pipebomb")
    ltek a 16
    ltek A 4 A_PlaySound("duke/pipebomb")
    ltek B 16
    ltek A 4 A_PlaySound("duke/pipebomb")
    ltek c 16
    ltek a 1 Bright A_Die
    Loop
  Death:
      ZHRT E 0 A_Jump(80, "redx")
    ZHRT E 0 A_Jump(80, "bloodx")
	redx:
	ltek A 0 A_SetScale(0.9)
	   ltek A 0 A_PlaySound("tekxp")
		TNT1 A 0 A_Explode(7,128)
ltek ddeeffgg 3 bright a_fadeout
stop
	bloodx:
	ltek A 0 A_SetScale(0.8)
		    ltek A 0 A_PlaySound("tekxp")
		TNT1 A 0 A_Explode(5,128)
ltek iijkl 3 bright a_fadeout
stop

  }
}
Actor tekzap
{
	Projectile
	Speed 0
	Damage 0
	+NOCLIP
	Scale 0.1
	RenderStyle Add
	Alpha 0.9
	-NOGRAVITY
	+LOWGRAVITY
	+FORCEXYBILLBOARD
	States
	{
	Spawn:
		rtek a 3
		TNT1 A 0 A_Jump(128,"FadeOut")
		Loop
	FadeOut:
		rtek bc 3 A_FadeOut(0.1)
		Loop
	}
}


// Ashes to Ashes
Actor Ash2AshDroid: tekenemybase {
	Radius 20
	Height 56
	Speed 15
	PainChance 60
    Scale 0.58	
	MONSTER	
	+FLOORCLIP
    +NOTDMATCH
    +NOICEDEATH
    +THRUGHOST
	+MISSILEMORE
	+MISSILEEVENMORE
	+FLOAT
	+NOGRAVITY
	+NOBLOOD
	+NOINFIGHTING
	FloatSpeed 10
	Mass 250
	PainSound ""
	ActiveSound ""

}

ACTOR ash2ashbang
{
	RenderStyle Translucent
	Alpha 0.60
	Damage 0
	PROJECTILE
	+RANDOMIZE
	
	States
	{
		Spawn:
			_q__ B 0 BRIGHT
			_q__ u 3 BRIGHT A_PlaySoundEx("LIMPZ", "BODY")
			_q__ v 3 BRIGHT A_FadeOut(0.12)
			_q__ w 3 BRIGHT A_FadeOut(0.12)
			_q__ xy 3 BRIGHT A_FadeOut(0.12)
			Stop
	}
}
ACTOR ash2ashp
{
  +NOBLOCKMAP
scale 0.3
  +NOGRAVITY
  +ALLOWPARTICLES
  +RANDOMIZE
  RenderStyle Translucent
  Alpha 0.5
  VSpeed 1
  Mass 5
  States
  {
  Spawn:
	TNT1 A 0 A_PlaySound("ash2ash/rich")
    _q__ zpq 4 Bright
    Stop
  }
}
ACTOR ash2ashshooter: tekenemybase
{
	Health 500
	Radius 20
	Height 56
	Mass 1001
	Speed 11
	// var int user_scalex;
	// var int user_scalex;
	PainChance 170
	Monster
	Scale 0.5
	+FLOORCLIP
	+NOINFIGHTING
	Tag "Mandroid"
	Species "Enemies"	
	SEESOUND "shatsh"
	ATTACKSOUND "Ash2Ash/SmallGun"
	PAINSOUND "Ash2Ash/ManOuch"
	DEATHSOUND "Ash2Ash/Mandie"
ACTIVESOUND "Ash2Ash/ManActive"
	//AttackSound "doom64guy/shotgf"
	Obituary "%o screwed with a mandroid"
		
	States
	{

	Spawn:
HFBB a 13
goto spawn2
spawn2:
		__o_ t 10 A_Look
		Loop
	See:
		__o_ ttuuttuu 3 A_Chase
		Loop
	Missile:
		__o_ u 10 A_FaceTarget
tNT1 AA 0 A_SPAWNITEMEX("damageincsmoke2",20,2,42,0,0,0,0,0)
		TNT1 A 0 A_PlaySound("doom64guy/pistol", CHAN_WEAPON)
		__o_ v 11 BRIGHT A_CustomBulletAttack(22.5, 0, 1, random(1,5)*3, "ash2ashP", 0, CBAF_NORANDOM)
		TNT1 A 0 A_PlaySound("doom64guy/pistol", CHAN_WEAPON)	
tNT1 AA 0 A_SPAWNITEMEX("damageincsmoke2",20,2,42,0,0,0,0,0)			
		__o_ v 4 BRIGHT A_CustomBulletAttack(22.5, 0, 1, random(1,5)*3, "ash2ashp", 0, CBAF_NORANDOM)
	C7PY T 0 A_Jump(80,"see")
		__o_ u 1 A_CposRefire
		Goto Missile+1
	Pain:
		__o_ w 3
		__o_ w 3 A_Pain
		Goto See
xdeath:
	Death:
TNT1 A 0 A_SpawnItemEx("ash2ashbang",0,0,32,0,0,0,0,1,0)

		__o_ zo 5
		__h_ p 5 A_Scream
						TNT1 A 0 A_SpawnItemEx("PrimeGibSpawner",0,0,28,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)
TNT1 A 0 A_SpawnItemEx("PrimeGib",0,0,0,0,0,0,0,SXF_USEBLOODCOLOR|SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_PlaySound("Ash2Ash/Splat",CHAN_WEAPON)
		__h_ q 5 A_NoBlocking
		__h_ rs 5
		Stop					
	Raise:
		__h_  tt 5
		Goto See
	Crush:
					TNT1 A 0 A_SpawnItemEx("PrimeGibSpawner",0,0,28,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)
TNT1 A 0 A_SpawnItemEx("PrimeGib",0,0,0,0,0,0,0,SXF_USEBLOODCOLOR|SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_PlaySound("Ash2Ash/Splat",CHAN_WEAPON)
		A027 A 0
		A027 A -1
		Stop

	
	}
}
actor ash2ashplant : Ash2AshDroid
{
  Health 5000
  SeeSound "Ash2Ash/Water"
  PainSound "Ash2Ash/coal"
  DeathSound "Ash2Ash/CoalExplode"
  ActiveSound "Ash2Ash/RobotWalk"
  Obituary "A deep sea tank stopped %o from living on earth."
  PainChance "ShrinkerDMG", 0
  Species "Enemies"
  Mass 700
  Speed 11
  dropitem Ash2AshShooter
  Tag "Deep Sea Tank"  
  FloatSpeed 16
+floatbob
  +FLOAT
  +NOGRAVITY
  +SPAWNFLOAT
  Scale 0.80
   Radius 64
  Height 64
  States
  {
hop:
	__n_  uu 4 A_Chase("","",CHF_NOPLAYACTIVE)
		__n_  vv 4 A_Chase
		__n_  vv 4 A_Chase("","",CHF_NOPLAYACTIVE)
		__n_  vv 5 A_Chase
	__n_  uu 4 A_Chase("","",CHF_NOPLAYACTIVE)
		__n_  vv 4 A_Chase
		__n_  vv 4 A_Chase("","",CHF_NOPLAYACTIVE)
		__n_  vv 5 A_Chase
						__n_  uv 7 A_FACETARGET
			__n_  v 1 THRUSTTHINGZ(0,50,0,0)
			TNT1 A 0 THRUSTTHING(ANGLE*259/361,10,0,0)
			__n_  v 13 A_CHECKFLOOR("SEE")
						__n_  v 1 A_FACETARGET
			GOTO MIDJUMP
		MIDJUMP:
TNT1 A 0 A_PlaySound("Ash2Ash/bounce",CHAN_WEAPON)
		__n_  u 1 A_FACETARGET
			__n_  u 17 A_CHECKFLOOR("SEE")
			__n_  u 1 A_CHECKFLOOR("SEE")
			__n_ u 1 A_FACETARGET
			GOTO ENDJUMP
		ENDJUMP:
		__n_ v 1 A_FACETARGET
			__n_ v 1 A_CHECKFLOOR("SEE")
			__n_ v 4 THRUSTTHING(ANGLE*256/360,1,0,0)
			__n_ uuuuu 3 A_FACETARGET
			GOTO SEE
	Spawn:
		TNT1 A 0 A_Jump(256,"SpawnLoop")
		TNT1 A 0 A_PlaySound("Ash2Ash/Flight",CHAN_BODY,0.5,1,ATTN_NORM)
	SpawnLoop:	
		__n_ uuuvvvvv 5 A_Look
		Loop
	Idle:
		TNT1 A 0 A_Wander
		__n_ v 5 A_Look
		Loop 
	See:
TNT1 A 0 A_Jump(44, "hop")
		__n_  uu 4 A_Chase("","",CHF_NOPLAYACTIVE)
		__n_  vv 4 A_Chase
		__n_  vv 4 A_Chase("","",CHF_NOPLAYACTIVE)
		__n_  vv 5 A_Chase
		Loop
	Missile:
		__n_   v 5 A_FaceTarget
		TNT1 A 0 A_PlaySound("Ash2Ash/SuperLase",CHAN_WEAPON)
  __n_ n 0 A_CUSTOMMISSILE("ash2ashlaser2",40,-21,0)
        __n_ n 0 A_CUSTOMMISSILE("ash2ashlaser2",40,21,0)
		_q__ k 3 Bright 
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_Jump(100,"See")
		_q__ k 0 A_CPosRefire
		Goto Missile+1
	Pain:
		__n_  v 4 A_Pain
		__n_   v 4 
		Goto See
	Death:
	XDeath:
	
		__k_ k 2 bright A_StopSound(CHAN_BODY)
		__k_ l 4 bright A_Scream
		__k_ m 5 bright A_NoBlocking
		__n_ wxy 4 bright 
		_q__ j  4 bright 
		_q__ j 5 bright 

		Stop

  }
}
actor Ash2AshWheel : Fatso
{
  Health 500
+NoBlood
dropitem Ash2AshShooter
  SeeSound "Ash2Ash/Beep"
  PainSound "Ash2Ash/RobotOuch"
  DeathSound "Ash2Ash/Explosion"
  ActiveSound "Ash2Ash/Whip"
  Obituary "An assault cycle stopped %o from existing."
  PainChance "ShrinkerDMG", 0
  Species "Enemies"
  Mass 700
  Speed 31
  +BossDeath
  Tag "Assault Wheel"  
+floorclip
  Scale 0.66
 Radius 64
  Height 64
  States
  {
	Spawn:
		TNT1 A 0 A_Jump(256,"SpawnLoop")
		TNT1 A 0 A_PlaySound("Ash2Ash/RobotWheels",CHAN_BODY,0.5,1,ATTN_NORM)
	SpawnLoop:	
		_q__ lll 5 A_Look
		Loop
	Idle:
		TNT1 A 0 A_Wander
		_q__ m 5 A_Look
		Loop 
	See:
		_q__ ll 4 A_Chase("","",CHF_NOPLAYACTIVE)
		_q__ mm 4 A_Chase
		_q__ ll 4 A_Chase("","",CHF_NOPLAYACTIVE)
		_q__ mm 5 A_Chase
		Loop
	Missile:
		_q__ m 5 A_FaceTarget
		TNT1 A 0 A_PlaySound("Ash2Ash/SmallGun",CHAN_WEAPON)
		_q__ n 3 Bright A_CustomBulletAttack(22.5, 0, 1, random(1,5)*3, "ash2ashP", 0, CBAF_NORANDOM)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_Jump(100,"See")
		_q__ n 0 A_CPosRefire
		Goto Missile+1
	Pain:
		_q__ m 4 A_Pain
		_q__ m 4 
		Goto See
	Death:
	XDeath:
		TNT1 A 0 a_BossDeath
TNT1 A 0 A_SpawnItemEx("ash2ashbang",0,0,32,0,0,0,0,1,0)
TNT1 A 0 A_SpawnItemEx("ash2ashbang",0,0,32,0,0,0,0,1,0)	

		_q__ o 2 bright A_StopSound(CHAN_BODY)
		_q__ o 4 bright A_Scream
		_q__ o 5 bright A_NoBlocking
		_q__ o 4 bright 
		_q__ o 4 bright 
		_q__ o -1 
		Stop
	
  }
}
actor Ash2AshHoverBike : Ash2AshDroid
{
  Health 300
  SeeSound "Ash2Ash/Buzz"
  PainSound "Ash2Ash/RobotClang"
  DeathSound "Ash2Ash/Explosion"
  ActiveSound "Ash2Ash/FutureZap"
  Obituary "An assault contraption stopped %o from breathing."
  PainChance "ShrinkerDMG", 0
  Species "Enemies"
  Mass 700
  Speed 15
  dropitem Ash2AshShooter
  Tag "Assault Contraption"  
  FloatSpeed 16
+floatbob
  +FLOAT
  +NOGRAVITY
  +SPAWNFLOAT
  Scale 0.74
  Radius 31
  Height 56
  States
  {
	Spawn:
		TNT1 A 0 A_Jump(256,"SpawnLoop")
		TNT1 A 0 A_PlaySound("Ash2Ash/Flight",CHAN_BODY,0.5,1,ATTN_NORM)
	SpawnLoop:	
		__k_ iiiiijjjjjj 5 A_Look
		Loop
	Idle:
		TNT1 A 0 A_Wander
		__k_ j 5 A_Look
		Loop 
	See:
		__k_ jj 4 A_Chase("","",CHF_NOPLAYACTIVE)
		__k_ jj 4 A_Chase
		__k_ ii 4 A_Chase("","",CHF_NOPLAYACTIVE)
		__k_ ii 5 A_Chase
		Loop
	Missile:
		__k_ i 22 A_FaceTarget
		TNT1 A 0 A_PlaySound("Ash2Ash/SuperLase",CHAN_WEAPON)
				tnt1 a 0 A_CUSTOMRAILGUN(RANDOM(1,119),-25,"ORANGE","WHITE",RGF_SILENT|RGF_NOPIERCING,1,0)
		tnt1 a 0 A_CUSTOMRAILGUN(RANDOM(1,119),25,"ORANGE","WHITE",RGF_SILENT|RGF_NOPIERCING,1,0)
		__j_ xx 3 Bright a_cposattack
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_Jump(100,"See")
		__k_ k 0 A_CPosRefire
		Goto Missile
	Pain:
		__k_ j 4 A_Pain
		__k_ j 11 
		Goto See
	Death:
	XDeath:
			
		HFBB x 2 bright A_StopSound(CHAN_BODY)
		CARM z 4 bright A_Scream
		ZHRT z 5 bright A_NoBlocking
		ZHRT y 4 bright 
		ZHRT w 4 bright 

		ZHRT x 5 bright 
		Stop
	
  }


}
ACTOR ash2ashlaser
{
  RADIUS 6
  HEIGHT 8
scale 0.4
  SPEED 16
  FASTSPEED 20
  DAMAGE 8
  PROJECTILE
  +RANDOMIZE
  RENDERSTYLE ADD
  ALPHA 1
  DEATHSOUND "Ash2Ash/Fire"
  STATES
  {
  SPAWN:
    _q__ r 4 BRIGHT
    LOOP
  DEATH:
    _q__ s 3 BRIGHT
    STOP
  }
}
ACTOR ash2ashlaser2
{
  RADIUS 6
  HEIGHT 8
  SPEED 18
  FASTSPEED 20
  DAMAGE 11
  PROJECTILE
  +RANDOMIZE
  RENDERSTYLE ADD
  ALPHA 1
  DEATHSOUND "IMP/SHOTX2"
  STATES
  {
  SPAWN:
    _q__ ttt 4 BRIGHT
    LOOP
  DEATH:
    _q__ t 3 BRIGHT a_fadeout
    STOP
  }
}
actor Ash2AshRobot : Ash2AshDroid
{
  Health 5000
  SeeSound "Ash2Ash/RobotActivate"
  PainSound "Ash2Ash/Activate"
  DeathSound "Ash2Ash/Explosion"
  ActiveSound "Ash2Ash/LaughingMan"
  Obituary "An assault Mech stopped %o from living."
  PainChance "ShrinkerDMG", 0
  Species "Enemies"
  Mass 7001
  Speed 15
  dropitem Ash2AshShooter
  Tag "Assault Mech"  
  FloatSpeed 16
  +FLOAT
  +NOGRAVITY
+floatbob
  +SPAWNFLOAT
  Scale 0.77
  Radius 40
  Height 110

  States
  {
	Spawn:
		TNT1 A 0 A_Jump(256,"SpawnLoop")
		TNT1 A 0 A_PlaySound("Ash2Ash/Flight",CHAN_BODY,0.5,1,ATTN_NORM)
	SpawnLoop:	
		__i_ iiiiijjjjjj 5 A_Look
		Loop
	Idle:
		TNT1 A 0 A_Wander
		__i_ j 5 A_Look
		Loop 
	See:
		__i_ jj 4 A_Chase("","",CHF_NOPLAYACTIVE)
		__i_ jj 4 A_Chase
		__i_ ii 4 A_Chase("","",CHF_NOPLAYACTIVE)
		__i_ ii 5 A_Chase
		Loop
	Missile:
		__i_ i 5 A_FaceTarget
		TNT1 A 0 A_PlaySound("Ash2Ash/Laser",CHAN_WEAPON)
  __n_ n 0 A_CUSTOMMISSILE("ash2ashlaser",40,-21,0)
        __n_ n 0 A_CUSTOMMISSILE("ash2ashlaser",40,21,0)
		__i_ k 3 Bright
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_Jump(100,"See")
		__i_ k 0 A_CPosRefire
		Goto Missile+1
	Pain:
		__i_ j 4 A_Pain
		__i_ j 4 
		Goto See
	Death:
	XDeath:
	
		HFBB y  2 bright A_StopSound(CHAN_BODY)
		HFBB z  4 bright A_Scream
		TGTR y  5 bright A_NoBlocking
		TGTR z 4 bright 

		CARM x  4 bright 
		CARM y 5 bright 
		Stop
	
  }
}

actor Ash2AshHovermachine : Ash2AshDroid
{
  Health 400
  SeeSound "Ash2Ash/RobotBuzz"
  PainSound "Ash2Ash/RobotLoud"
  DeathSound "Ash2Ash/Explosion"
  ActiveSound "Ash2Ash/RobotFly"
  Obituary "A Hover Bike stopped %o's heart from beating."
  PainChance "ShrinkerDMG", 0
  Species "Enemies"
  Mass 500
  Speed 21
  dropitem Ash2AshShooter, 112
  Tag "Assault Cycle"  
  FloatSpeed 16
  +FLOAT
  +NOGRAVITY
  +SPAWNFLOAT
  Scale 0.79
   Radius 31
  Height 56
  States
  {
	Spawn:
		TNT1 A 0 A_Jump(256,"SpawnLoop")
		TNT1 A 0 A_PlaySound("Ash2Ash/RobotDrive",CHAN_BODY,0.5,1,ATTN_NORM)
	SpawnLoop:	
		__o_ xy 5 A_Look
		Loop
	Idle:
		TNT1 A 0 A_Wander
		__o_ x 5 A_Look
		Loop 
	See:
		__o_ xx 2 A_Chase("","",CHF_NOPLAYACTIVE)
		__o_ xx 2 A_Chase
		__o_ yy 2 A_Chase("","",CHF_NOPLAYACTIVE)
		__o_ yy 2 A_Chase
		Loop
	Missile:
		__o_ y 6 A_FaceTarget
		TNT1 A 0 A_PlaySound("Ash2Ash/BigGun",CHAN_WEAPON)
		ZHRT v 3 Bright A_CustomBulletAttack(22.5, 0, 1, random(1,5)*3, "ash2ashP", 0, CBAF_NORANDOM)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_Jump(100,"See")
		__o_ A 0 A_CPosRefire
		Goto Missile+1
	Pain:
		__o_ y 4 A_Pain
		__o_ y 8
		Goto See
	Death:
	XDeath:
			
		__j_ r 2 bright A_StopSound(CHAN_BODY)
		__j_ s 4 bright A_Scream
		__j_ t 5 bright A_NoBlocking
		__j_ u 4 bright 
		__j_ v 4 bright 
		__j_ w 5 bright 

		Stop
	
  }
}

