//This is what you do when you have no idea what you're doing with your life.
//"Secret" enemy tier. Replacements for the Wolfenstein SS.
ACTOR NONBoy replaces WolfensteinSS
{
  Health 50
  Radius 20
  Height 56
  Speed 4
  PainChance 0
  Scale 0.8
  Monster
  +FLOORCLIP
  +NOINFIGHTING
  DamageFactor "NONPuff", 0 
  SeeSound "NONBoy/Sight"
  DeathSound "NONBoy/Death"
  ActiveSound "NONBoy/Sight"
  AttackSound "NONBoy/Attack"
  Obituary "%o was stopped in %p tracks by the New Order Nation."
  Dropitem "ClipSpawner"
  States
  {
  Spawn:
    NONB H 1 A_Look
    Loop
  See:
    NONB AABBCCDDEEFFGG 1 A_Chase
    Loop
  Missile:
    NONB H 2 A_FaceTarget
    NONB I 2 Bright A_CustomBulletAttack(22.5, 0, 1, 3, "NONPuff", 0, CBAF_NORANDOM)
    NONB H 2 A_CPosRefire
    Goto Missile+1
  Pain:
    TNT1 A 0
    Goto See
  Death:
	NONB J 0 A_Scream
    NONB J 3 ThrustThingZ(0,32,0,0)
	NONB K 3 A_NoBlocking
    NONB L 3
	NONB M 3
	Goto FallLoop
  FallLoop:
	NONB M 0 A_CheckFloor("StopFalling")
	NONB M 1
	Loop
  StopFalling:
	NONB NO 3
	NONB P -1
	Stop
  Raise:
    NONB P 5
    NONB ONMLKJ 5
    Goto See 
  }
}

//"Possessed" tier. The idea here is that the creatures here possessed innocent humans, turning them into evil monstosities.
ACTOR HomelessGunman
{
  Health 140
  Radius 20
  Height 56
  Speed 5
  PainChance 170
  PainChance "Fire", 256
  Mass 1000
  Scale 1.25
  Monster
  +FLOORCLIP
  +NOTARGET
  +NOINFIGHTING
  +MISSILEEVENMORE
  +LOOKALLAROUND
  SeeSound "Gunman/See"
  ActiveSound "Gunman/Roam"
  PainSound "Gunman/Pain"
  DeathSound "Gunman/Die"
  AttackSound "Weapons/MiniFire"
  Obituary "%o was assaulted by a Homeless Gunman."
  DropItem "ClipSpawner"
  Tag "Homeless Gunman"
  States
  {
  Spawn:
    SWRG A 35 A_Look
    Loop
  See:
    SWRG BBCCDDEE 2 A_Chase
    loop
  Missile:
	SWRG F 8 A_FaceTarget
	SWRG G 2 BRIGHT A_CustomBulletAttack(12,5,1,4,"XaserPuff_NoTaunt")
	SWRG G 1 A_FaceTarget
	SWRG H 2 BRIGHT A_CustomBulletAttack(12,5,1,4,"XaserPuff_NoTaunt")
	SWRG H 1 A_FaceTarget
	SWRG G 2 BRIGHT A_CustomBulletAttack(12,5,1,4,"XaserPuff_NoTaunt")
	SWRG G 1 A_FaceTarget
	SWRG H 2 BRIGHT A_CustomBulletAttack(12,5,1,4,"XaserPuff_NoTaunt")
	SWRG H 1 A_FaceTarget
	SWRG G 2 BRIGHT A_CustomBulletAttack(12,5,1,4,"XaserPuff_NoTaunt")
	SWRG G 1 A_FaceTarget
	SWRG H 2 BRIGHT A_CustomBulletAttack(12,5,1,4,"XaserPuff_NoTaunt")
	SWRG F 4
	Goto See
  Pain:
    SWRG I 4 A_Pain
	Goto See
  Death:
	TNT1 A 0 A_PlaySound("Weapons/CrowbarHitFlesh")
	TNT1 A 0 A_Jump(16, "KillTaunt")
    SWRG I 4 A_Scream
    SWRG J 4 A_NoBlocking
    SWRG K 4
	SWRG L 12
	SWRG M 4 A_PlaySound("OBCTerrVomit",CHAN_VOICE)
	SWRG NO 4
	SWRG P 0 A_PlaySound("body/hitfloor")
    SWRG P -1
    Stop
  KillTaunt:
    SWRG I 4 A_Scream
    SWRG J 4 A_NoBlocking
    SWRG K 4
	SWRG L 12
	SWRG M 4 A_PlaySound("OBCTerrVomit",CHAN_VOICE)
	SWRG NO 4
	SERG P 0 A_PlaySound("body/hitfloor")
	SWRG P 10
  	TNT1 A 0 A_PlaySound("player/killtaunt", CHAN_AUTO)
    SWRG P -1
    Stop
  XDeath:
	TNT1 A 0 A_Jump(16, "GibTaunt")
	TNT1 A 0 A_XScream
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_SpawnDebris("SkullGib")
	TNT1 A 0 A_SpawnDebris("DukeGibs1")
	TNT1 A 0 A_SpawnDebris("DukeGibs2")
	TNT1 A 0 A_SpawnDebris("DukeGibs3")
	TNT1 A 0 A_SpawnDebris("GutsGib")
	TNT1 A 0 A_SpawnDebris("DukeGibs5")
	TNT1 A 0 A_SpawnDebris("BloodSplurt")
    Stop
  GibTaunt:
	TNT1 A 0 A_PlaySound("player/gibtaunt", CHAN_AUTO)
	TNT1 A 0 A_XScream
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_SpawnDebris("SkullGib")
	TNT1 A 0 A_SpawnDebris("DukeGibs1")
	TNT1 A 0 A_SpawnDebris("DukeGibs2")
	TNT1 A 0 A_SpawnDebris("DukeGibs3")
	TNT1 A 0 A_SpawnDebris("GutsGib")
	TNT1 A 0 A_SpawnDebris("DukeGibs5")
	TNT1 A 0 A_SpawnDebris("BloodSplurt")
	Stop
  Death.Fire:
	ZSC1 G 0 A_NoBlocking
	ZSC1 G 0 A_SpawnItem("BurningBoi")
	TNT1 A -1
	Stop
  }
}

//This is some misc stuff, whether it be projectiles or special effects.
Actor Q2SoldierProjectile
{
  +FORCEXYBILLBOARD
  Mass 1
  Radius 8
  Height 6
  Speed 20
  Damage (random(2,8)*2)
  translation "112:127=%[0, 0, 0]:[2, 1, 0]"
  Scale 0.2
  DeathSound "q2soldier/shotx"
  DamageType "Electric"
  PROJECTILE
  RenderStyle Add
  States
  {
  Spawn:
	ACID A 1 Bright
	Loop
  Death:
	ACID BCDEF 1 Bright
	Stop
  }
}

ACTOR NewFatShot : FatShot replaces FatShot
{
	DamageType "Fire"
}

ACTOR NONPuff : XaserPuff
{
	DamageType "NONPuff"
}

Actor BurningBoi
{
	+DropOff
    Radius 20
    Height 56
    Speed 8
    Scale 0.5
	States
	{
	Spawn:
		FGUY A 0 Bright A_Look
		Goto See
	See:
		FGUY A 0 A_PlaySound("zombie/burn", CHAN_AUTO)
		FGUY AAA 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY BBB 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY CCC 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY DDD 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY EEE 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY FFF 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY AAA 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY BBB 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY CCC 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY DDD 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY EEE 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY FFF 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY AAA 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY BBB 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY CCC 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY DDD 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY EEE 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY FFF 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY AAA 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY BBB 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY CCC 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY DDD 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY EEE 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY FFF 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY AAA 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY BBB 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY CCC 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY DDD 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY EEE 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY FFF 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY AAA 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY BBB 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY CCC 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY DDD 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY EEE 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY FFF 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY AAA 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY BBB 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY CCC 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY DDD 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY EEE 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY FFF 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY AAA 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY BBB 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY CCC 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY DDD 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY EEE 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY FFF 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY AAA 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY BBB 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY CCC 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY DDD 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY EEE 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY FFF 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY AAA 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY BBB 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY CCC 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY DDD 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY EEE 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		FGUY FFF 1 Bright A_Wander
		FGUY A 0 A_SpawnItem("BFireTrail",8+random(-5,5),58+random(-5,5),0,0)
		Goto Death
	Death:
		FGUY H 0 A_Fall
		FGUY HIJKLMNOPQRS 6 Bright
		FGUT T -1
		Stop
		}
	}
	
actor BFireTrail : BulletPuff
{
  radius 13
  height 8
  RENDERSTYLE ADD
  Scale 0.3
  alpha 0.9
  +NOBLOCKMAP
  +RANDOMIZE
  +NOGRAVITY
  +WINDTHRUST
  +ClientSideOnly
  +CannotPush
  states
  {
  Spawn:   
  TNT1 A 0
 //   TNT1 A 0 A_Jump(220,4,5,6,7)
    SFIR ABCDEFGH 4 bright A_Recoil(random(-1,1))
    stop
  }
}

actor BossDeathRD
{
  Radius 4
  Height 4
  Speed 0
  Projectile
  -NOGRAVITY
  Gravity 0.5
  health 1
  scale 1.06
  SeeSound "SonicXRainbow/death2"
  States
  {
  Spawn:
    SNXR G 5
    loop
  Death:
    TNT1 A 0
    stop
  }
}

actor BossDeathOC
{
  Radius 4
  Height 4
  Speed 0
  Projectile
  -NOGRAVITY
  Gravity 0.5
  health 1
  scale 0.65
  SeeSound "OctaLeb/death6"
  States
  {
  Spawn:
    OCTL G 5
    loop
  Death:
    TNT1 A 0
    stop
  }
}

actor BossDeathPP
{
  Radius 4
  Height 4
  Speed 0
  Projectile
  -NOGRAVITY
  Gravity 0.5
  health 1
  translation "112:127=[0,128,192]:[0,0,0]"
  SeeSound "AmyPie/death4"
  States
  {
  Spawn:
    AMPI G 5
    loop
  Death:
    TNT1 A 0
    stop
  }
}

actor BossDeathHH
{
  Radius 4
  Height 4
  Speed 0
  Projectile
  -NOGRAVITY
  Gravity 0.5
  health 1
  scale 0.6
  SeeSound "Hellhound/die2"
  States
  {
  Spawn:
    HOUN J 5
    loop
  Death:
    TNT1 A 0
    stop
  }
}

actor BossDeathCL
{
  Radius 4
  Height 4
  Speed 0
  Projectile
  -NOGRAVITY
  Gravity 0.5
  health 1
  SeeSound "Changeling/death"
  States
  {
  Spawn:
    CHGL H 5
    loop
  Death:
    TNT1 A 0
    stop
  }
}

actor BossDeathAH
{
  Radius 4
  Height 4
  Speed 0
  Projectile
  -NOGRAVITY
  Gravity 0.5
  health 1
  Scale .4
  SeeSound "AdvancedHound/die2"
  States
  {
  Spawn:
    AHOU J 5
    loop
  Death:
    TNT1 A 0
    stop
  }
}

actor BossDeathFS
{
  Radius 4
  Height 4
  Speed 0
  Projectile
  -NOGRAVITY
  Gravity 0.5
  health 1
  SeeSound "FlutterMedic/pain2"
  States
  {
  Spawn:
    FLMD G 5
    loop
  Death:
    TNT1 A 0
    stop
  }
}

actor BossDeathTS
{
  Radius 4
  Height 4
  Speed 0
  Projectile
  -NOGRAVITY
  Gravity 0.5
  health 1
  Scale 1.08
  SeeSound "TwiMage/death2"
  States
  {
  Spawn:
    TWMA G 5
    loop
  Death:
    TNT1 A 0
    stop
  }
}

Actor ZSpecOpAggressive : Inventory { Inventory.MaxAmount 1 }
Actor ZSpecOpWander : Inventory { Inventory.MaxAmount 1 }
Actor ZSpecOpCreep : Inventory { Inventory.MaxAmount 1 }
Actor ZSpecOpSprint : Inventory { Inventory.MaxAmount 1 }
Actor ZSpecOpBerserk : Inventory { Inventory.MaxAmount 1 }

//I would also like to add 
//that this new transfer is 
//exceedingly rude. He has
//hovered over me reading 
//everything I type. STOP IT