const int ANIMUFREAKFLAGS = SXF_TRANSFERAMBUSHFLAG | SXF_NOCHECKPOSITION;

ACTOR DUMBDOG : MBFHelperDog replaces MBFHelperDog 3882
{
	-CountKill
	+SLIDESONWALLS
	+PUSHABLE
	+JUMPDOWN
	+NOBLOCKMONST
	Speed 15
	Health 50
	States
	{
	Spawn:
		DOGS AB 10 A_LOOK
		Loop
	See:
		DOGS AABB 2 A_Wander
		DOGS CCDD 2 A_CHASE
		TNT1 A 0 a_playsound ("dog/sight")
		Loop
	Melee:	
		DOGS E 8 A_FaceTarget
		DOGS F 8 ThrustthingZ(0,24,0,1)	
		TNT1 A 0 A_Recoil(-8)
		DOGS G 8 A_Blast(BF_AFFECTBOSSES,16,96,16,"BLASTEFFECT","BLASTRADIUS")
		TNT1 A 0 A_SargAttack
		Goto See
	Pain:
		DOGS H 2 A_Pain
		TNT1 A 0 ThrustthingZ(0,16,0,1)
		DOGS H 2 A_Pain
		TNT1 A 0 ThrustthingZ(0,16,0,1)
		DOGS H 2 A_Pain
		Goto See
	Pain.kick:
		TNT1 A 0 A_FACETARGET
		TNT1 A 0 ThrustthingZ(0,64,0,1)
		DOGS H 1 A_RECOIL(10)
		Goto Ouchin
	Death:
		TNT1 A 0 A_FACETARGET
		TNT1 A 0 ThrustthingZ(0,64,0,1)
		DOGS H 1 A_RECOIL(10)
		Goto DeathOuchin
	Ouchin:
		DOGS H 2 A_Pain
		DOGS H 2 A_jumpif(z > floorz && velz != 0, "Ouchin")
		Goto See
	DeathOuchin:
		DOGS H 2 A_Pain
		DOGS H 2 A_jumpif(z > floorz && velz != 0, "DeathOuchin")
		Goto DeathLand
	DeathLand:
		TNT1 A 0 A_Playsound("skeleton/melee")
		TNT1 A 0 A_SpawnItemEX("dogscore",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		DOGS I 8 ThrustthingZ(0,32,0,1)
		DOGS J 8 A_Scream
		DOGS K 4
		DOGS L 4 A_Fall
		DOGS M 4
		DOGS N -1
	Raise:
		DOGS NMLKJI 5
		Goto See
	}
}

ACTOR OHGODNO 3883
{
	+Floatbob
	+AMBUSH
	Speed 1
	States
	{
	Spawn:
		ELLE A 1
		TNT1 A 15
		TNT1 A 1 A_Look
		Loop
	See:
		ELLE A 10 BRIGHT
		TNT1 A 0 A_Jumpifcloser(256,"Death")
		Loop
	Death:
		TNT1 A -1
		Stop
	
	}
}

ACTOR DogScore
{
	Gravity 0
	+noclip
	+noblockmap
	+SeekerMissile
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1 A_Jump(16,"mama")
		SCOR A 10 ThrustthingZ(0,32,0,1)
		SCOR A 10 A_Stop
		Goto Death
	Mama:
		MAMA A 5 ThrustthingZ(0,16,0,1)
		TNT1 A 0 A_Playsound("mamacombo")
		MAMA A 100 A_Stop
		MAMA AAAAAAAAAA 1 A_Fadeto(0.0,0.1,0)
		TNT1 A 0 A_SpawnitemEX("armorbonus",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEX("healthbonus",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEX("shell",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEX("clip",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEX("rocketammo",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEX("cell",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEX("stimpack",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnitemEX("pixiesticks",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Goto Death
	Death:
		TNT1 A 0
		TNT1 A 1 A_Jump(256,"one","two","three","four","five","six","seven","eight")
		Goto Death
	one:
		TNT1 A 0
		TNT1 A 0 A_SpawnitemEX("armorbonus",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A -1
		Stop
	two:
		TNT1 A 0
		TNT1 A 0 A_SpawnitemEX("healthbonus",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A -1
		Stop
	three:
		TNT1 A 0
		TNT1 A 0 A_SpawnitemEX("shell",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A -1
		Stop
	four:
		TNT1 A 0
		TNT1 A 0 A_SpawnitemEX("clip",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A -1
		Stop
	five:
		TNT1 A 0
		TNT1 A 0 A_SpawnitemEX("rocketammo",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A -1
		Stop
	six:
		TNT1 A 0
		TNT1 A 0 A_SpawnitemEX("cell",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A -1
		Stop
	seven:
		TNT1 A 0
		TNT1 A 0 A_SpawnitemEX("stimpack",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A -1
		Stop
	eight:
		TNT1 A 0
		TNT1 A 0 A_SpawnitemEX("bulletpuff",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_Jump(256,"futureproof1")
		Stop
	futureproof1:
		TNT1 A 0
		TNT1 A 0 A_SpawnitemEX("pixiesticks",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A -1
		Stop
	}
}

ACTOR AwarenaRoshia 3984
{
  Radius 16
  Height 52
  +SOLID
  +BUMPSPECIAL
  Activation THINGSPEC_NoDeathSpecial
  States
  {
  Spawn:
    ROSH A -1
    Stop
  }
}

ACTOR AnimuFreakSpawner 3884
{
	+ISMONSTER // [Blue Shadow] So the below monsters don't spawn when "no monsters" DMFlag is enabled
	+NOBLOCKMAP
	+NOSECTOR
	+NOGRAVITY
	+THRUACTORS
	States
	{
	Spawn:
		TNT1 A 0 A_Jump(256, "Variant1", "Variant2", "Variant3", "Variant4")

    Variant1:
		TNT1 A 0 A_SpawnItemEx("LUCYFREAK", 0, 0, 0, 0, 0, 0, 0, ANIMUFREAKFLAGS)
		Stop
    Variant2:
		TNT1 A 0 A_SpawnItemEx("LUCYFREAK", 0, 0, 0, 0, 0, 0, 0, ANIMUFREAKFLAGS)
		Stop
    Variant3:
		TNT1 A 0 A_SpawnItemEx("LUCYFREAK", 0, 0, 0, 0, 0, 0, 0, ANIMUFREAKFLAGS)
		Stop
    Variant4:
		TNT1 A 0 A_SpawnItemEx("LUCYFREAK", 0, 0, 0, 0, 0, 0, 0, ANIMUFREAKFLAGS)
		Stop	
	}
}

Actor LUCYFREAK
{
	Radius 16
	Height 55
	Mass 1
	Health 420
	Speed 10
    PainChance "Kick", 255
	
	Monster
	
	+SOLID
	+JUMPDOWN
	+QUICKTORETALIATE
	+TELESTOMP
	+NOBLOCKMONST
	+FLOORCLIP
	+SLIDESONWALLS
	+DONTMORPH
	+PUSHABLE
	+NOFEAR
	+REFLECTIVE
	+DEFLECT
	+FOILINVUL
	+DONTSQUASH
	+LOOKALLAROUND
	
	MaxStepHeight 48
	MaxDropOffHeight 1024
	MeleeRange 282
	damagefactor "Cut", 0.1
	damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
	damagefactor "Avoid", 0.0
	
	Obituary "%o was collected."

	SEESOUND "animufreakazoid/see"
	ACTIVESOUND "animufreakazoid/see"
	DEATHSOUND "world/barrelx"

	States
	{
	Spawn:
		LUCL B 10 A_LOOK
		Loop
	See:
		LUCL ABCD 1
		Goto Chase
	Chase:
		LUCL A 2 A_Chase
		TNT1 A 0 A_JumpIfCloser(40,"Caughtyou")
		LUCL B 2 A_Chase
		TNT1 A 0 A_JumpIfCloser(40,"Caughtyou")
		LUCL C 2 A_Chase
		TNT1 A 0 A_JumpIfCloser(40,"Caughtyou")
		LUCL D 2 A_Chase
		TNT1 A 0 A_JumpIfCloser(40,"Caughtyou")
		LUCL B 2 A_Chase
		TNT1 A 0 A_JumpIfCloser(40,"Caughtyou")
		Loop
	Caughtyou:
		LUCL B 1
		LUCL B 1
		LUCL BB 10 A_SargAttack
		LUCL B 1 A_Look
		Goto Spawn
	Pain.kick:
		LUCL A 1 ThrustthingZ(0,64,0,1)
		TNT1 A 0 A_FACETARGET
		LUCL A 2 A_Playsound("Animu/fart")
		Goto Ouchin
	Ouchin:
		LUCL A 2 A_jumpif(momz == 0 && momx < 1 , "See")
		Loop
	Death:
		LUCL A 1 A_Scream
		LUCL AAAA 1 BRIGHT A_CustomMissile ("BoinkleBoom", 56.0, 0, random (0, 360),CMF_TRACKOWNER|CMF_AIMDIRECTION, random (0, 315))
		TNT1 AAAA 1 BRIGHT A_CustomMissile ("BoinkleBoom", 56.0, 0, random (0, 360),CMF_TRACKOWNER|CMF_AIMDIRECTION, random (0, 315))
		TNT1 A 1 A_NOBLOCKING
		TNT1 A -1
		Stop
	}
}

Actor AYAFREAK : LUCYFREAK
{
	States
	{
	Spawn:
		AYAF B 10 A_LOOK
		Loop
	See:
		AYAF ABCD 1
		Goto Chase
	Chase:
		AYAF A 2 A_Chase
		TNT1 A 0 A_JumpIfCloser(40,"Caughtyou")
		AYAF B 2 A_Chase
		TNT1 A 0 A_JumpIfCloser(40,"Caughtyou")
		AYAF C 2 A_Chase
		TNT1 A 0 A_JumpIfCloser(40,"Caughtyou")
		AYAF D 2 A_Chase
		TNT1 A 0 A_JumpIfCloser(40,"Caughtyou")
		Loop
	Caughtyou:
		LUCL B 1 A_SCREAM
		TNT1 A 10
		LUCL B 10
		Stop
	}
}