Actor ReichMech
     {
 
 
  //----------------------------COMPLEX DOOM COMPATIBILITY DROPS------------------------
  
  DropItem "WeaponUpgradeBox" 80
  DropItem "LifeCore" 125
  DropItem "PerkGlobe", 120
DropItem "BossArmorBonusMax" 128 1
DropItem "MissileBox" 128 4
DropItem "Grenade Launcher" 255
	 
  Health 4000
  Radius 40
  Height 110
  Mass 1000
  Speed 16
  Species "MOO"
  PainChance "Gluon", 0 
  BloodType "MetalSurface"
  PainChance 30
  Monster
  MinMissileChance 160
  Obituary "%o got free fireworks from the kind and polite member of master race sitting in his WalkWagen"  
  SeeSound "ReichMech/See"
  ActiveSound "ReichMech/Active"
  +DONTHARMSPECIES
  +BOSS
  +MISSILEMORE
  +MissileEvenMore
  +FLOORCLIP
  +NOBLOODDECALS
  +NORADIUSDMG
  +DONTMORPH
  +BOSSDEATH
          States
		       {
		       Spawn:	     
			       MCSS N 1 A_Look
				  Loop
			   See:
			       MCSS AA 4 A_Chase
				   TNT1 A 0 A_PlaySound ("ReichMech/Step")
				   MCSS BB 4 A_Chase
				   MCSS CC 4 A_Chase
				   TNT1 A 0 A_PlaySound ("ReichMech/Step")
				   MCSS DD 4 A_Chase
				  Loop
			   Missile:
			       MCSS D 4 A_FaceTarget
				   TNT1 A 0 A_JumpIfCloser (550, "GranattenSpread")
				   TNT1 A 0 A_JumpIfTargetInLos ("NaziSpam", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 1200)
				Firing:
				   MCSS F 10 Bright A_CustomMissile ("ReichRocket", 88, -45) 
				   TNT1 A 0 A_FaceTarget
				   MCSS G 10 Bright A_CustomMissile ("ReichRocket", 88, 45)
				   MCSS F 10 Bright A_CustomMissile ("ReichRocket", 88, -45) 
				   TNT1 A 0 A_FaceTarget
				   MCSS G 10 A_CustomMissile ("ReichRocket", 88, 45)
				   TNT1 A 0 A_FaceTarget
				   MCSS F 10 Bright A_CustomMissile ("ReichRocket", 88, -45) 
				   TNT1 A 0 A_FaceTarget
				   MCSS G 10 A_CustomMissile ("ReichRocket", 88, 45)
				  Goto See
				GranattenSpread:
				   MCSS F 15 Bright
				   TNT1 A 0 A_PlaySound ("GRENLF")
				   TNT1 A 0 A_CustomMissile ("ReichGrenade", 88, -45)
				   TNT1 A 0 A_CustomMissile ("ReichGrenade", 88, -45, 15)
				   TNT1 A 0 A_CustomMissile ("ReichGrenade", 88, -45, -15)
				   MCSS G 8 Bright A_FaceTarget
				   TNT1 A 0 A_PlaySound ("GRENLF")
				   TNT1 A 0 A_CustomMissile ("ReichGrenade", 88, 45)
				   TNT1 A 0 A_CustomMissile ("ReichGrenade", 88, 45, 15)
				   TNT1 A 0 A_CustomMissile ("ReichGrenade", 88, 45, -15)
				   Goto See
				NaziSpam:
				   MCSS F 5 Bright A_FaceTarget
				   TNT1 AAAAAA 0 A_CustomMissile ("ReichSpamRocket", 88, -45, random (-5,5))
				   MCSS G 5 Bright A_FaceTarget
				   TNT1 AAAAAA 0 A_CustomMissile ("ReichSpamRocket", 88, 45, random (-5,5))
				   MCSS F 5 Bright A_FaceTarget
				   TNT1 AAAAAA 0 A_CustomMissile ("ReichSpamRocket", 88, -45, random (-5,5))
				   MCSS G 5 Bright A_FaceTarget
				   TNT1 AAAAAA 0 A_CustomMissile ("ReichSpamRocket", 88, 45, random (-5,5))
				   MCSS F 5 Bright A_FaceTarget
				   TNT1 AAAAAA 0 A_CustomMissile ("ReichSpamRocket", 88, -45, random (-5,5))
				   MCSS G 5 Bright A_FaceTarget
				   TNT1 AAAAAA 0 A_CustomMissile ("ReichSpamRocket", 88, 45, random (-5,5))
				   Goto See
				Pain:
				   MCSS AABB 2 A_Pain
				  Goto See
			    Death:
				   TNT1 A 0 
				   TNT1 AA 0 A_SpawnItemEx ("ReichMechExplosion", random (-10, 20), random (-10, 20), random (0, 90), random (0, 4), random (0, 4), random (0, 4),0, SXF_NOCHECKPOSITION)
				   MCSS AABB 2 
				   TNT1 A 0 A_Scream
				   MCSS AABB 2 A_SpawnItemEx ("ReichMechExplosion", random (-10, 20), random (-10, 20), random (0, 90), random (0, 4), random (0, 4), random (0, 4),0, SXF_NOCHECKPOSITION)
				   MCSS AABB 2 BRIGHT A_NoBlocking
				   MCSS AABB 2 BRIGHT A_SpawnItemEx ("ReichMechExplosion", random (-10, 20), random (-10, 20), random (0, 90), random (0, 4), random (0, 4), random (0, 4),0, SXF_NOCHECKPOSITION)
				   TNT1 A 0 A_SpawnItemEx ("BigTinCanExplosion", 0, 0, 0, 0, 0, 0)
				   MCSS AABB 2 BRIGHT A_SpawnItemEx ("ReichMechExplosion", random (-10, 20), random (-10, 20), random (0, 90), random (0, 4), random (0, 4), random (0, 4),0, SXF_NOCHECKPOSITION)
				   MCSS AABB 2 BRIGHT A_SpawnItemEx ("ReichMechExplosion", random (-10, 20), random (-10, 20), random (0, 90), random (0, 4), random (0, 4), random (0, 4),0, SXF_NOCHECKPOSITION)
				   TNT1 A 0 A_SpawnItemEx ("BigTinCanExplosion", 0, 0, 0, 0, 0, 0)
	               TNT1 AAAAAAAAA 0 A_CustomMissile ("CrapMetal", random (-4,4), random (-4,4), random (-360,360), CMF_OffSetPitch | CMF_AIMDIRECTION, random (30,90))
				   TNT1 AAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx ("ReichMechExplosion", random (-10, 20), random (-10, 90), random (0, 70), random (0, 4), random (0, 4), random (0, 4),0, SXF_NOCHECKPOSITION)
				   TNT1 A 14
				   TNT1 A 8
				   TNT1 A 8
				   TNT1 A-1 A_BossDeath
				  Stop 
                  
	 
	      }
	 
	 
	 }
	 
	 
actor ReichRocket  
{
projectile
+MISSILE
+BLOODSPLATTER
+DONTHARMSPECIES
Species "MOO"
radius 3
height 3
missiletype "CSMiniMissileTrail"
missileheight 8
scale 0.80
speed 15
damage (88)
Obituary "%o is now a rocket-man!"
states
{
Spawn:
TNT1 A 0 A_SpawnItemEx("BiggerRocketTrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
TNT1 A 0 A_SpawnItemEx("ReichRocketTrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION) 
MISL A 1 Bright A_Playsound ("rockfly",7,1.0,true)
loop
Death:
TNT1 A 0
TNT1 A 0 A_PlaySound ("SHLBOOM",0)
TNT1 A 0 A_PlaySound ("misc/distanceboom",6,1.0,0,0)
TNT1 A 0 A_Explode((88),188, 0 ,0,40)
TNT1 AAAAA 0 A_CustomMissile ("ReichRocketExplosionFlame", 0, 0, random (0, 360), 2, random (0, 360))
TNT1 AA 0 A_CustomMissile ("CsMiniMissileBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
TNT1 A 0 A_SpawnItemEx("ReichRocketShockwave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
TNT1 A 1 Radius_Quake (2,4,0,7,0)
TNT1 A 0 A_StopSound (7)
TNT1 A 20
stop
}
}	 


   Actor ReichSpamRocket : ReichRocket
     {
	  Damage (14)
	  Scale 0.50
	  Speed 21
	  States
	       {
		    Spawn:
			    TNT1 A 0 A_SpawnItemEx("CsMiniMissileTrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
				TNT1 A 0 A_SpawnItemEx("LesserRocketTrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
                MISL A 5 Bright A_Playsound ("rockfly",7,1.0,true)
				TNT1 A 0  A_Weave(2, 2, 2.0, 1.0)
               loop
		    Death:
				TNT1 A 0
				TNT1 A 0 A_PlaySound("misc/boom",0)
				TNT1 A 0 A_PlaySound("misc/distanceboom",6,1.0,0,0)
				TNT1 A 0 A_Explode(20,100, 0 ,0,40)
				TNT1 AAAAA 0 A_CustomMissile ("CSMiniMissileExplosionFlame", 0, 0, random (0, 360), 2, random (0, 360))
				TNT1 AAAAAAAAA 0 A_CustomMissile ("CSMiniMissileBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
				TNT1 A 0 A_SpawnItemEx("CSMiniMissileShockwave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
				TNT1 A 1 Radius_Quake (2,4,0,7,0)
				TNT1 A 0 A_StopSound (7)
				TNT1 A 20
				stop
				}
		}		
		
		
		
   actor ReichGrenade
{
projectile
+MISSILE
-NOGRAVITY
+BLOODSPLATTER
+CANBOUNCEWATER
+DONTHARMSPECIES
Species "MOO" 
bouncetype "Doom"
gravity 0.7
bouncecount 5
radius 5
height 5
speed 30
scale 0.4
damage (10)
bouncesound "OGRBNC"
Obituary "%o was blown up by weird-looking tin can"
states
{
Spawn:
QGRP ABCDEFGHIJK 1 A_SpawnItemEx("CSMiniMissileTrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
loop
Death:
TNT1 A 0
TNT1 A 0 A_PlaySound("misc/boom",0)
TNT1 A 0 A_PlaySound("misc/distanceboom",6,1.0,0,0)
TNT1 A 0 A_Explode((25),95, 0 ,0,60)
TNT1 AAAAA 0 A_CustomMissile ("CSMiniMissileExplosionFlame", 0, 0, random (0, 360), 2, random (0, 360))
TNT1 AAAAAAAAA 0 A_CustomMissile ("CSMiniMissileBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
TNT1 A 0 A_SpawnItemEx("CSMiniMissileShockwave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
TNT1 A 1 Radius_Quake (2,4,0,7,0)
TNT1 A 20
stop
}
}		
				
				
				

actor ReichRocketTrail
{
radius 0
height 0
+NOINTERACTION 
+CLIENTSIDEONLY
renderstyle add
alpha 0.9
scale 0.4
states
{
Spawn:
PUF2 ABCDEFGHIJKLMNOPQRSTUWXYZ 1 A_FadeOut(0.05)
stop
}
}

actor ReichRocketExplosionFlame
{
renderstyle add
alpha 0.9
scale 0.7
projectile 
radius 1
height 1
speed 3
damage 0
+NOINTERACTION
+CLIENTSIDEONLY
states
{
Spawn:
EXP1 ABCDEFGH 1 Bright
stop
}
}

actor ReichRocketBoomSmoke
{
    PROJECTILE
	+CLIENTSIDEONLY
	+NOINTERACTION	
	+MISSILE
	+THRUACTORS
	+DOOMBOUNCE
	Radius 1
	Height 1
	Scale 2.0
	Speed 1
	Renderstyle Translucent
	Alpha 0.4
states
{
Spawn:
NSMK ABCDEFGHIJKLMNOPQR 2 A_FadeOut(0.08,1)
stop
}
}



actor ReichRocketShockwave
{
renderstyle add
alpha 0.5
scale 0.5
+NOINTERACTION
+CLIENTSIDEONLY
states
{
Spawn:
BFS7 A 1 bright A_FadeOut(0.05,1)
TNT1 A 0 A_SetScale(scalex+0.05,scaley+0.05)
loop
}
}	 