actor Alien : ClassBase
{
Player.StartItem "IFMM02", 1
Player.ScoreIcon "C_02J0X"
player.displayname "Alien"
player.soundclass "alienc"

player.maxhealth 100
health 100
player.jumpz 10
player.forwardmove 0.75, 0.75
player.sidemove 0.73, 0.73

player.startitem "AlienTrapBoss"
player.startitem "AlienTrapAmmo", 42
player.startitem "AlienBoss_StaminaFlag", 500
player.startitem "AlienFlightItem"
player.startitem "AlienFlightFlag"

player.startitem "BubbleLeadWeakness2", 1

player.startitem "BubbleLeadWeakness", 1
player.startitem "RainFlushWeakness", 1
player.startitem "WaterWaveWeakness", 1
player.startitem "WaterBalloonWeakness", 1
player.startitem "BubbleBombWeakness", 1

States
{
Spawn:
ALIE A 0
ALIE B 1
ALIE A 1
Goto Spawn+2
See:
ALIE BCDE 5
Goto Spawn
Missile:
ALIE F 5
ALIE G 4
goto Spawn
ClassPain:
ALIE H 0
goto PainContinue
Death.BubbleLead:
ALIE H 0 A_GiveInventory("BubbleLeadAmmo",1)
goto Death
ClassDeath:
ALIE H 0 A_JumpIfInventory("BubbleLeadAmmo",1,2)
ALIE H 0 A_Jump(16,1)
goto DeathContinue
ALIE H 0
ALIE H 0 A_JumpIfInventory("InstagibFlag",1,"GibDeath")
ALIE H 0 A_JumpIfInventory("FlingDeathFlag",1,"ClassDeathF")
ALIE H 0 A_JumpIfInventory("RiseDeathFlag",1,"RiseDeath")
ALIE H 0 A_JumpIfInventory("IceDeathFlag",1,"IceDeath")
ALIE H 1
ALIE Z 0 A_SpawnItemEx("AlienDeath_MainProp",0,0,0,0,0,0,0,1)
goto DeathWait
ClassDeathF:
ALIE HZHZHZHZHZ 2
ALIE Z 0 A_SpawnItemEx("AlienDeath_MainProp",0,0,0,0,0,0,0,1)
goto DeathWait
}
}

actor AlienDeath_MainProp : BasicHelper
{
renderstyle Normal
Scale 2.5
States
{
Spawn:
ALIE H 0
ALIE H 0 A_JumpIfInventory("CriticalDeath",1,"SpawnCheckGib",2)
ALIE HZHZHZHZHZ 2//20
ALIE H 0 A_SpawnItemEx("AlienDeath_UpperPropFX",0,0,128,0,0,0,0,1)
goto Spawn2
SpawnCheckGib:
ALIE HZHZHZHZHZ 2
ALIE H 0 A_SpawnItemEx("AlienDeath_UpperPropFX_Gib",0,0,128,0,0,0,0,1)
Spawn2:
ALIE H 2
ALIF S 2
ALIE H 2
ALIF T 2
ALIE H 2
ALIF S 2
ALIE H 2
ALIF T 2
ALIE H 2
ALIF S 2//20

ALIF STSTSTSTSTSTSTS 4//60
TNT1 A 1 A_SpawnItemEx("AlienDeath_UpperPropEndFX",0,0,34,0,0,0,0,1)
stop
}
}

actor AlienDeath_UpperPropEndFX : BasicClientSide
{
States
{
Spawn:
WMFX ABCD 2
stop
}
}

actor AlienDeath_UpperPropFX : BasicClientSide
{
Alpha 0.1
States
{
Spawn:
ALIF R 0
ALIF RQQQQQQQQ 1 A_FadeIn(0.1)
ALIF RQRQRQRQR 8
TNT1 A 0 A_PlaySoundEx("misc/M1_DIED","SoundSlot6")
TNT1 A 1 A_SpawnItemEx("FakeDeathFX_CBM",0,0,32,0,0,0,0,1)//random(0,359)
stop
}
}
actor AlienDeath_UpperPropFX_Gib : AlienDeath_UpperPropFX
{
States
{
Spawn:
ALIF R 0
ALIF RQQQQQQQQ 1 A_FadeIn(0.1)
ALIF RQRQRQRQR 8
TNT1 A 0 A_PlaySoundEX("misc/gib","Weapon")
TNT1 A 0 A_SpawnItemEx("FakeDeathFX_CBM",0,0,32,0,0,0,0,1)
TNT1 A 1 A_SpawnItemEX("CriticalDeathSpawner",0,0,0,0,0,0,0,1)
stop
}
}