//boykisser heart
Actor OWO1
{
	Projectile
	Radius 1
	Height 1
	Scale 0.10
	+NOBLOCKMAP
	+BLOODLESSIMPACT
	+CLIENTSIDEONLY
	+DONTSPLASH
	+FORCEXYBILLBOARD
	-BLOODSPLATTER//
	
	States
	{
    Spawn:
    Death:
    HEEH AAAAAAAAAAAAA 6 A_FadeOut(0.25)
    Stop
	}
}


// Amogus.pk3 v2.1

ACTOR GreenImposter 
{
	//$Category UserMonsters
  Health 30
  Radius 20
  Height 48
  Mass 100
  Speed 10
  PainChance 192
  Scale 2.0
  Monster
  +FLOORCLIP
  SeeSound "amogus/sight"
  ActiveSound "amogus/sight"
  PainSound "amogus/pain"
  DeathSound "amogus/death"
  HitObituary "%o is sussy!!!1!!"
  Obituary "%o is sussy!!!1!!"
  DropItem "Clip"
  States
  {
  Spawn:
    GAMG A 10 A_Look
    Loop
  See:
    GAMG AABBAACC 3 A_Chase
    Loop
  Missile:
    GAMG D 5 A_FaceTarget
    GAMG E 5 Bright A_CustomMissile("GreenProjectile", 26, 24)
    Goto See
  Pain:
    AMHT A 2 Bright A_Pain
    AMHT B 2
    GAMG N 2
    Goto See
  Death:
    TNT1 A 0 A_SpawnItemEx("AMGSDeathEffect")
    GAMG F 35 A_Scream
    GAMG G 4 A_NoBlocking
    GAMG H 4
    GAMG I -1
    Stop
  Raise:
    GAMG I 29 A_SpawnItemEx("AMGSReviveEffect")
    GAMG J 35
    GAMG KLM 5
    TNT1 A 0 A_SpawnItemEx("WhiteReviveD")
    Goto See
  }
}

ACTOR GreenProjectile
{
  Radius 6
  Height 8
  Speed 20
  FastSpeed 25
  Damage 3
  Projectile
  +RANDOMIZE
  RenderStyle Add
  Alpha 1
  SeeSound "greenprj/shoot"
  DeathSound "imp/shotx"
  States
  {
  Spawn:
    GPRJ A 1 Bright A_SpawnItemEx("GreenProjectileTrail")
    Loop
  Death:
    GPRJ A 3 Bright
    GPRJ BCDEF 3 Bright
    Stop
  }
}

ACTOR GreenProjectileTrail
{
  +NOBLOCKMAP
  +NOGRAVITY
  +RANDOMIZE
  RenderStyle Translucent
  Alpha 0.5
  Mass 5
  States
  {
  Spawn:
    GPRJ A 0 Bright
    GPRJ BCDEF 3 Bright
    Stop
  }
}

ACTOR BlueImposter 
{
	//$Category UserMonsters
  Health 50
  Radius 20
  Height 48
  Mass 100
  Speed 12
  PainChance 160
  Scale 2.0
  Monster
  +FLOORCLIP
  SeeSound "amogus/sight"
  ActiveSound "amogus/sight"
  PainSound "amogus/pain"
  DeathSound "amogus/death"
  HitObituary "%o is sussy!!!1!!"
  Obituary "%o is sussy!!!1!!"
  DropItem "Shotgun"
  States
  {
  Spawn:
    BAMG A 10 A_Look
    Loop
  See:
    BAMG AABBAACC 3 A_Chase
    Loop
  Missile:
    BAMG D 8 A_FaceTarget
    BAMG E 0 A_PlaySound("blue/shotgun")
    BAMG EEE 0 A_CustomMissile("BlueProjectile", 26, 24, random(-1, 1), CMF_OFFSETPITCH, random(-1,1))
    BAMG E 4 Bright
    BAMG D 8 A_FaceTarget
    Goto See
  Pain:
    AMHT A 2 Bright A_Pain
    AMHT B 2
    BAMG N 2
    Goto See
  Death:
    TNT1 A 0 A_SpawnItemEx("AMGSDeathEffect")
    BAMG F 35 A_Scream
    BAMG G 4 A_NoBlocking
    BAMG H 4
    BAMG I -1
    Stop
  Raise:
    BAMG I 29 A_SpawnItemEx("AMGSReviveEffect")
    BAMG J 35
    BAMG KLM 5
    TNT1 A 0 A_SpawnItemEx("WhiteReviveD")
    Goto See
  }
}

ACTOR BlueProjectile
{
  Radius 5
  Height 5
  Speed 20
  FastSpeed 25
  Damage 2
  Projectile
  +RANDOMIZE
  RenderStyle Add
  Alpha 1
  States
  {
  Spawn:
    BPRJ A 1 Bright
    Loop
  Death:
    BPRJ B 3 Bright
    BPRJ CDEF 3 Bright
	Stop
  }
}

ACTOR DarkRedImposter 
{
	//$Category UserMonsters
  Health 100
  Radius 20
  Height 48
  Mass 100
  Speed 12
  PainChance 140
  Scale 2.0
  Monster
  +FLOORCLIP
  SeeSound "amogus/sight"
  ActiveSound "amogus/sight"
  PainSound "amogus/pain"
  DeathSound "amogus/death"
  HitObituary "%o is sussy!!!1!!"
  Obituary "%o is sussy!!!1!!"
  DropItem "Chaingun"
  States
  {
  Spawn:
    EAMG A 10 A_Look
    Loop
  See:
    EAMG AABBAACC 3 A_Chase
    Loop
  Missile:
    EAMG D 0 A_PlaySound("darkred/aim")
    EAMG D 10 A_FaceTarget
    EAMG E 0 A_PlaySound("darkred/shoot")
    EAMG E 4 Bright A_CustomMissile("BlueProjectile", 26, 24, random(-1, 1), CMF_OFFSETPITCH, random(-1,1))
    EAMG F 0 A_PlaySound("darkred/shoot")
    EAMG F 4 Bright A_CustomMissile("BlueProjectile", 26, -24, random(-1, 1), CMF_OFFSETPITCH, random(-1,1))
    EAMG E 0 A_CPosRefire
    Goto Missile+2
  Pain:
    AMHT A 2 Bright A_Pain
    AMHT B 2
    EAMG O 2
    Goto See
  Death:
    TNT1 A 0 A_SpawnItemEx("AMGSDeathEffect")
    EAMG G 35 A_Scream
    EAMG H 4 A_NoBlocking
    EAMG I 4
    EAMG J -1
    Stop
  Raise:
    EAMG J 29 A_SpawnItemEx("AMGSReviveEffect")
    EAMG K 35
    EAMG LMN 5
    TNT1 A 0 A_SpawnItemEx("WhiteReviveD")
    Goto See
  }
}

ACTOR PurpleImposter 
{
	//$Category UserMonsters
  Health 60
  Radius 20
  Height 48
  Mass 100
  Speed 12
  PainChance 160
  Scale 2.0
  Monster
  +FLOORCLIP
  SeeSound "amogus/sight"
  ActiveSound "silence"
  AttackSound "amogus/sight"
  PainSound "amogus/pain"
  DeathSound "amogus/death"
  HitObituary "%o is sussy!!!1!!"
  Obituary "%o is sussy!!!1!!"
  States
  {
  Spawn:
    PAMG A 10 A_Look
    Loop
  See:
    PAMG AABBAACC 3 A_Chase
    Loop
  Melee:
    PAMG D 5 A_FaceTarget
    PAMG E 5 A_CustomMeleeAttack(3 * random(1, 8), "imp/meleehit")
    Goto See
  Missile:
    PAMG F 5 A_FaceTarget
    PAMG G 5 Bright A_CustomMissile("GreenProjectile", 26, 24)
    PAMG H 5 Bright A_CustomMissile("GreenProjectile", 26, -24)
    Goto See
  Pain:
    AMHT A 2 Bright A_Pain
    AMHT B 2
    PAMG Q 2
    Goto See
  Death:
    TNT1 A 0 A_SpawnItemEx("AMGSDeathEffect")
    PAMG I 35 A_Scream
    PAMG J 4 A_NoBlocking
    PAMG K 4
    PAMG L -1
    Stop
  Raise:
    PAMG L 29 A_SpawnItemEx("AMGSReviveEffect")
    PAMG M 35
    PAMG NOP 5
    TNT1 A 0 A_SpawnItemEx("WhiteReviveD")
    Goto See
  }
}

ACTOR BrownImposter
{
	//$Category UserMonsters
  Health 120
  Radius 20
  Height 48
  Mass 100
  Speed 15
  PainChance 160
  Scale 2.0
  Monster
  +FLOORCLIP
  SeeSound "amogus/sight"
  ActiveSound "amogus/sight"
  AttackSound "brown/attack"
  PainSound "amogus/pain"
  DeathSound "amogus/death"
  HitObituary "%o is sussy!!!1!!"
  Obituary "%o is sussy!!!1!!"
  States
  {
  Spawn:
    WAMG A 10 A_Look
    Loop
  See:
    WAMG AABBAACC 3 A_Chase
    Loop
  Melee:
    WAMG DEFG 4 A_FaceTarget
    WAMG H 4 A_SargAttack
    Goto See
  Pain:
    AMHT A 2 Bright A_Pain
    AMHT B 2
    WAMG Q 2
    Goto See
  Death:
    TNT1 A 0 A_SpawnItemEx("AMGSDeathEffect")
    WAMG I 35 A_Scream
    WAMG J 4 A_NoBlocking
    WAMG K 4
    WAMG L -1
    Stop
  Raise:
    WAMG L 29 A_SpawnItemEx("AMGSReviveEffect")
    WAMG M 35
    WAMG NOP 5
    TNT1 A 0 A_SpawnItemEx("WhiteReviveD")
    Goto See
  }
}

ACTOR WhatsAppImposter
{
	//$Category UserMonsters
  Health 150
  Radius 20
  Height 48
  Mass 100
  Speed 15
  PainChance 140
  Scale 2.0
  Monster
  +FLOORCLIP
  BloodType "WhatsAppBlood"
  SeeSound "amogus/sight"
  ActiveSound "amogus/sight"
  AttackSound "whatsapp/attack"
  PainSound "amogus/pain"
  DeathSound "amogus/death"
  HitObituary "%o is sussy!!!1!!"
  Obituary "%o is sussy!!!1!!"
  States
  {
  Spawn:
    TAMG A 0 A_SetScale(2.0)
    TAMG D 0 A_TakeInventory("WhatsAppImposterCounter", 90)
    TAMG A 10 A_Look
    Goto Spawn+1
  See:
    TAMG A 0 A_SetScale(2.0)
    TAMG D 0 A_TakeInventory("WhatsAppImposterCounter", 90)
    TAMG AABBAACC 3 A_Chase
    Loop
  Melee:
    TAMG D 0 A_TakeInventory("WhatsAppImposterCounter", 90)
    TAMG D 0 A_SetScale(0.6)
    TAMG D 8 Bright A_FaceTarget
    TAMG D 4 Bright A_SargAttack
    Goto See
  Missile:
    TAMG D 0 A_TakeInventory("WhatsAppImposterCounter", 90)
    TAMG D 0 A_SetScale(0.6)
    TAMG D 0 A_PlaySound("whatsapp/aim")
    TAMG D 30 Bright A_FaceTarget
    TAMG D 0 A_PlaySound("whatsapp/charge")
  Charge:
    TAMG D 0 A_JumpIfInventory("WhatsAppImposterCounter", 90, "See")
    TAMG D 0 A_Chase("_a_chase_default", "", CHF_NOPLAYACTIVE)
    TAMG D 1 Bright A_Chase("Melee", "", CHF_NOPLAYACTIVE)
    TAMG D 0 A_GiveInventory("WhatsAppImposterCounter", 1)
    Loop
  Pain:
    TNT1 A 0 A_SetScale(2.0)
    TAMG D 0 A_TakeInventory("WhatsAppImposterCounter", 90)
    AMHT A 2 Bright A_Pain
    AMHT B 2
    TAMG L 2
    Goto See
  Death:
    TNT1 A 0 A_SetScale(2.0)
    TAMG D 0 A_TakeInventory("WhatsAppImposterCounter", 90)
    TNT1 A 0 A_SpawnItemEx("WhatsAppDeathEffect")
    TAMG E 35 A_Scream
    TAMG F 4 A_NoBlocking
    TAMG G 4
    TAMG H -1
    Stop
  Raise:
    TAMG H 29 A_SpawnItemEx("AMGSReviveEffect")
    WREV E 35
    TAMG IJK 5
    TAMG A 0 A_SpawnItemEx("WhiteReviveD")
    Goto See
  }
}

ACTOR WhatsAppImposterCounter : Inventory
{
  Inventory.Amount 1
  Inventory.MaxAmount 90
}

ACTOR VioletImposter 
{
	//$Category UserMonsters
  Health 150
  Radius 20
  Height 48
  Mass 100
  Speed 15
  DamageFactor Violet, 0
  PainChance 128
  Scale 2.0
  Monster
  +FLOORCLIP
  SeeSound "amogus/sight"
  ActiveSound "amogus/sight"
  PainSound "amogus/pain"
  DeathSound "amogus/death"
  HitObituary "%o is sussy!!!1!!"
  Obituary "%o is sussy!!!1!!"
  States
  {
  Spawn:
    VAMG A 0 A_SetScale(2.0)
    VAMG A 10 A_Look
    Goto Spawn+1
  See:
    VAMG A 0 A_SetScale(2.0)
    VAMG AABBAACC 3 A_Chase
    Goto See+1
  Melee:
    VAMG D 0 A_SetScale(0.4)
    VAMG D 0 A_PlaySound("violet/ding")
    VAMG D 15 A_FaceTarget
    VAMG D 0 A_SpawnItemEx("VioletExplosion", 0, 0, 32)
    VAMG D 30 A_FaceTarget
    VAMG D 0 A_SetScale(2.0)
    Goto See
  Pain:
    TNT1 A 0 A_SetScale(2.0)
    AMHT A 2 Bright A_Pain
    AMHT B 2
    VAMG M 2
    Goto See
  Death:
    TNT1 A 0 A_SetScale(2.0)
    TNT1 A 0 A_SpawnItemEx("AMGSDeathEffect")
    VAMG E 35 A_Scream
    VAMG F 4 A_NoBlocking
    VAMG G 4
    VAMG H -1
    Stop
  Raise:
    VAMG H 29 A_SpawnItemEx("AMGSReviveEffect")
    VAMG I 35
    VAMG JKL 5
    TNT1 A 0 A_SpawnItemEx("WhiteReviveD")
    Goto See
  }
}

ACTOR VioletExplosion
{
  DamageType Violet
  +NOBLOCKMAP
  +NOGRAVITY
  States
  {
  Spawn:
    VEXP A 3 Bright
    VEXP B 0 A_PlaySound("weapons/rocklx")
    VEXP B 3 Bright A_Explode
    VEXP CDEFGHIJ 3 Bright
    Stop
  }
}

ACTOR GoldImposter 
{
	//$Category UserMonsters
  Health 100
  Radius 20
  Height 48
  Mass 100
  Speed 15
  Damage 5
  PainChance 192
  Scale 2.0
  Monster
  +FLOORCLIP
  SeeSound "amogus/sight"
  ActiveSound "amogus/sight"
  AttackSound "gold/charge"
  PainSound "amogus/pain"
  DeathSound "amogus/death"
  HitObituary "%o is sussy!!!1!!"
  Obituary "%o is sussy!!!1!!"
  States
  {
  Spawn:
    LAMG A 0 A_SetScale(2.0)
    LAMG A 10 A_Look
    Goto Spawn+1
  See:
    LAMG A 0 A_ChangeFlag("NOGRAVITY", 0)
    LAMG A 0 A_SetScale(2.0)
  Chase:
    LAMG AABBAACC 3 A_Chase
    Loop
  Missile:
    LAMG D 0 A_SetScale(0.8)
    LAMG D 0 A_PlaySound("yellow/aim")
    LAMG D 10 Bright A_FaceTarget
    LAMG D 0 A_ChangeFlag("NOGRAVITY", 1)
    LAMG D 0 A_SkullAttack(25)
  Charge:
    LAMG D 1 Bright
    Loop
  Pain:
    TNT1 A 0 A_SetScale(2.0)
    AMHT A 2 Bright A_Pain
    AMHT B 2
    LAMG M 2
    Goto See
  Death:
    TNT1 A 0 A_SetScale(2.0)
    TNT1 A 0 A_SpawnItemEx("AMGSDeathEffect")
    LAMG E 35 A_Scream
    LAMG F 4 A_NoBlocking
    LAMG G 4
    LAMG H -1
    Stop
  Raise:
    LAMG H 29 A_SpawnItemEx("AMGSReviveEffect")
    LAMG I 35
    LAMG JKL 5
    TNT1 A 0 A_SpawnItemEx("WhiteReviveD")
    Goto See
  }
}

ACTOR MagentaImposter 
{
	//$Category UserMonsters
  Health 400
  Radius 20
  Height 48
  Mass 400
  Speed 12
  PainChance 140
  Scale 2.0
  Monster
  +FLOAT
  +NOGRAVITY
  SeeSound "amogus/sight"
  ActiveSound "amogus/sight"
  PainSound "amogus/pain"
  DeathSound "amogus/death"
  Obituary "%o is sussy!!!1!!"
  HitObituary "%o is sussy!!!1!!"
  States
  {
  Spawn:
    MAMG AB 3 A_Look
    Loop
  See:
    MAMG AB 3 A_Chase
    Loop
  Missile:
    MAMG C 5 A_FaceTarget
    MAMG D 0 A_PlaySound("blue/shotgun")
    MAMG DDDDD 0 A_CustomMissile("BlueProjectile", 26, 24, random(-3, 3), CMF_OFFSETPITCH, random(-3, 3))
    MAMG D 5 Bright A_FaceTarget
    Goto See
  Pain:
    AMHT C 2 Bright A_Pain
    AMHT D 2
    MAMG M 2
    Goto See
  Death:
    TNT1 A 0 A_SpawnItemEx("AMGSDeathEffect")
    MAMG E 35 A_Scream
    MAMG F 4 A_NoBlocking
    MAMG G 4
    MAMG H -1
    Stop
  Raise:
    MAMG H 29 A_SpawnItemEx("AMGSReviveEffect")
    MAMG I 35
    MAMG JKL 5
    TNT1 A 0 A_SpawnItemEx("WhiteReviveD")
    Goto See
  }
}

ACTOR OrangeImposter 
{
	//$Category UserMonsters
  Health 500
  Radius 20
  Height 48
  Mass 750
  Speed 15
  PainChance 140
  Scale 2.0
  Monster
  +FLOORCLIP
  SeeSound "amogus/sight"
  ActiveSound "amogus/sight"
  PainSound "amogus/pain"
  DeathSound "amogus/death"
  HitObituary "%o is sussy!!!1!!"
  Obituary "%o is sussy!!!1!!"
  States
  {
  Spawn:
    OAMG A 10 A_Look
    Loop
  See:
    OAMG AABBAACC 3 A_Chase
    Loop
  Missile:
    OAMG D 0 A_PlaySound("yellow/aim")
    OAMG D 30 Bright A_FaceTarget
    OAMG D 0 Bright A_CustomMissile("Flushed", 46)
    Goto See
  Pain:
    AMHT A 2 Bright A_Pain
    AMHT B 2
    OAMG M 2
    Goto See
  Death:
    TNT1 A 0 A_SpawnItemEx("AMGSDeathEffect")
    OAMG E 35 A_Scream
    OAMG F 4 A_NoBlocking
    OAMG G 4
    OAMG H -1
    Stop
  Raise:
    OAMG H 29 A_SpawnItemEx("AMGSReviveEffect")
    OAMG I 35
    OAMG JKL 5
    TNT1 A 0 A_SpawnItemEx("WhiteReviveD")
    Goto See
  }
}

ACTOR Flushed
{
  Radius 21
  Height 42
  Speed 15
  FastSpeed 30
  Damage 20
  Scale 2.0
  Projectile
  +RANDOMIZE
  SeeSound "orangeprj/shoot"
  DeathSound "trollface/explode"
  States
  {
  Spawn:
    OPRJ A 1 Bright
    Loop
  Death:
    OPRJ B 6 Bright
    OPRJ CD 4 Bright
    Stop
  }
}

ACTOR DarkGreenImposter 
{
	//$Category UserMonsters
  Health 900
  Radius 20
  Height 48
  Mass 800
  Speed 15
  PainChance 120
  Scale 2.0
  Monster
  +FLOORCLIP
  SeeSound "amogus/sight"
  ActiveSound "amogus/sight"
  AttackSound "darkgreen/throw"
  PainSound "amogus/pain"
  DeathSound "amogus/death"
  HitObituary "%o is sussy!!!1!!"
  Obituary "%o is sussy!!!1!!"
  States
  {
  Spawn:
    KAMG A 10 A_Look
    Loop
  See:
    KAMG AABBAACC 3 A_Chase
    Loop
  Melee:
    KAMG DE 4 A_FaceTarget
    KAMG F 4 A_CustomMeleeAttack(10 * random(1, 8), "bonkloud")
    Goto See
  Missile:
    KAMG DE 4 A_FaceTarget
    KAMG F 4 A_CustomMissile("Bonker", 28)
    KAMG DE 4 A_FaceTarget
    KAMG F 4 A_CustomMissile("Bonker", 28)
    KAMG DE 4 A_FaceTarget
    KAMG F 4 A_CustomMissile("Bonker", 28)
    KAMG D 0 A_Jump(64, "See")
    KAMG DE 4 A_FaceTarget
    KAMG F 4 A_CustomMissile("Bonker", 28)
    KAMG D 0 A_Jump(128, "See")
    KAMG DE 4 A_FaceTarget
    KAMG F 4 A_CustomMissile("Bonker", 28)
    KAMG D 0 A_Jump(192, "See")
    KAMG DE 4 A_FaceTarget
    KAMG F 4 A_CustomMissile("Bonker", 28)
    Goto See
  Pain:
    AMHT A 2 Bright A_Pain
    AMHT B 2
    KAMG O 2
    Goto See
  Death:
    TNT1 A 0 A_SpawnItemEx("AMGSDeathEffect")
    KAMG G 35 A_Scream
    KAMG H 4 A_NoBlocking
    KAMG I 4
    KAMG J -1 A_BossDeath
    Stop
  Raise:
    KAMG J 29 A_SpawnItemEx("AMGSReviveEffect")
    KAMG K 35
    KAMG LMN 5
    TNT1 A 0 A_SpawnItemEx("WhiteReviveD")
    Goto See
  }
}

ACTOR Bonker
{
  Radius 7
  Height 38
  Speed 25
  FastSpeed 30
  Damage 3
  Projectile
  +RANDOMIZE
  SeeSound "darkgreen/throw"
  DeathSound "bonk"
  States
  {
  Spawn:
    KPRJ CDEFAB 2
    Loop
  Death:
    KPRJ GGGGGGGGGGGGGGG 0 A_SpawnItemEx("BonkerPuff", random(-3, 3), random(-3, 3), random(-3, 3), random(-10, 10), random(-10, 10), random(-10, 10))
    KPRJ G 15 Bright
    KPRJ GGGGGGGGGG 2 Bright A_FadeOut(0.1)
    Stop
  }
}

ACTOR BonkerPuff
{
  +NOBLOCKMAP
  +NOCLIP
  +DROPOFF
  +NOTELEPORT
  +RANDOMIZE
  Mass 2
  BounceType Doom
  States
  {
  Spawn:
    KPRJ H 3 Bright
    KPRJ H 5 Bright A_ChangeFlag("NOCLIP", 0)
    KPRJ I 8 Bright
    KPRJ J 24 Bright
    KRPJ JJJJJJJJJJ 1 A_FadeOut(0.1)
    Stop
  }
}

ACTOR YellowImposter 
{
	//$Category UserMonsters
  Health 600
  Radius 20
  Height 48
  Mass 900
  Speed 15
  PainChance 130
  Scale 2.0
  Monster
  +FLOORCLIP
  SeeSound "amogus/sight"
  ActiveSound "amogus/sight"
  PainSound "amogus/pain"
  DeathSound "amogus/death"
  HitObituary "%o is sussy!!!1!!"
  Obituary "%o is sussy!!!1!!"
  States
  {
  Spawn:
    YAMG A 10 A_Look
    Loop
  See:
    YAMG AABBAACC 3 A_Chase
    Loop
  Missile:
    YAMG D 0 A_PlaySound("yellow/aim")
    YAMG D 30 Bright A_FaceTarget
    Goto Missile2+1
  Missile2:
    YAMG D 2 Bright A_CustomMissile("YellowProjectile")
    YAMG E 2 Bright A_CustomMissile("YellowProjectile")
    YAMG F 2 Bright A_CustomMissile("YellowProjectile")
    YAMG G 2 Bright A_CustomMissile("YellowProjectile")
    YAMG G 0 A_CPosRefire
    Loop
  Pain:
    AMHT A 2 Bright A_Pain
    AMHT B 2
    YAMG P 2
    Goto See
  Death:
    TNT1 A 0 A_SpawnItemEx("AMGSDeathEffect")
    YAMG H 35 A_Scream
    YAMG I 4 A_NoBlocking
    YAMG J 4
    YAMG K -1 A_BossDeath
    Stop
  Raise:
    YAMG K 29 A_SpawnItemEx("AMGSReviveEffect")
    YAMG L 35
    YAMG MNO 5
    TNT1 A 0 A_SpawnItemEx("WhiteReviveD")
    Goto See
  }
}

ACTOR YellowProjectile
{
  Radius 6
  Height 8
  Speed 20
  FastSpeed 25
  Damage 1
  Projectile
  +RANDOMIZE
  SeeSound "yellowprj/shoot"
  DeathSound "imp/shotx"
  States
  {
  Spawn:
    YPRJ A 1 Bright
    Loop
  Death:
    YPRJ A 0
    YPRJ A 0 A_SpawnItemEx("YellowProjectileDeathA", 0, 0, 0, random(-5, 5), random(-5, 5), random(-5, 5), 0, 0, 0)
    YPRJ A 0 A_SpawnItemEx("YellowProjectileDeathB", 0, 0, 0, random(-5, 5), random(-5, 5), random(-5, 5), 0, 0, 0)
    YPRJ A 0 A_SpawnItemEx("YellowProjectileDeathC", 0, 0, 0, random(-5, 5), random(-5, 5), random(-5, 5), 0, 0, 0)
    YPRJ A 0 A_SpawnItemEx("YellowProjectileDeathD", 0, 0, 0, random(-5, 5), random(-5, 5), random(-5, 5), 0, 0, 0)
    Stop
  }
}

ACTOR YellowProjectileDeathA
{
  Mass 2
  Radius 5
  Height 5
  Speed 0
  BounceType Doom
  Damage 0
  +NOBLOCKMAP
  +DROPOFF
  +MISSILE
  +NOTELEPORT
  +RANDOMIZE
  States
  {
  Spawn:
    YPRJ B 1
    Loop
  Death:
    YPRJ B 1
    YPRJ B 95
    YPRJ BBBBBBBBBB 1 A_FadeOut(0.1)
    Stop
  }
}

ACTOR YellowProjectileDeathB
{
  Mass 2
  Radius 5
  Height 5
  Speed 0
  BounceType Doom
  Damage 0
  +NOBLOCKMAP
  +DROPOFF
  +MISSILE
  +NOTELEPORT
  +RANDOMIZE
  States
  {
  Spawn:
    YPRJ C 1
    Loop
  Death:
    YPRJ C 1
    YPRJ C 95
    YPRJ CCCCCCCCCC 1 A_FadeOut(0.1)
    Stop
  }
}

ACTOR YellowProjectileDeathC
{
  Mass 2
  Radius 5
  Height 5
  Speed 0
  BounceType Doom
  Damage 0
  +NOBLOCKMAP
  +DROPOFF
  +MISSILE
  +NOTELEPORT
  +RANDOMIZE
  States
  {
  Spawn:
    YPRJ D 1
    Loop
  Death:
    YPRJ D 1
    YPRJ D 95
    YPRJ DDDDDDDDDD 1 A_FadeOut(0.1)
    Stop
  }
}

ACTOR YellowProjectileDeathD
{
  Mass 2
  Radius 5
  Height 5
  Speed 0
  BounceType Doom
  Damage 0
  +NOBLOCKMAP
  +DROPOFF
  +MISSILE
  +NOTELEPORT
  +RANDOMIZE
  States
  {
  Spawn:
    YPRJ E 1
    Loop
  Death:
    YPRJ E 1
    YPRJ E 95
    YPRJ EEEEEEEEEE 1 A_FadeOut(0.1)
    Stop
  }
}

ACTOR DarkBlueImposter 
{
  Health 400
  Radius 20
  Height 48
  Mass 400
  Speed 15
  PainChance 140
  Scale 2.0
  Monster
  +FLOAT
  +NOGRAVITY
  SeeSound "amogus/sight"
  ActiveSound "amogus/sight"
  PainSound "amogus/pain"
  DeathSound "amogus/death"
  Obituary "%o is sussy!!!1!!"
  HitObituary "%o is sussy!!!1!!"
  States
  {
  Spawn:
    DAMG AB 3 A_Look
    Loop
  See:
    DAMG AB 3 A_Chase
    Loop
  Missile:
    DAMG C 0 A_Jump(32, "Call")
    DAMG C 5 A_FaceTarget
    DAMG D 5 Bright A_CustomMissile("DarkBlueProjectile", 26, 24)
    Goto See
  Call:
    DAMG E 35 A_PlaySound("yellow/aim")
    DAMG E 0 A_PlaySound("darkblue/call")
    DAMG FIHGFHGIH 2 A_FaceTarget
    DAMG EEE 0 A_SpawnItemEx("DarkBlueBabySpawner", random(-25, 25), random(-25, 25), random(0, 15), 0, 0, 0, 0, SXF_SETMASTER|SXF_NOCHECKPOSITION)
    Goto See
  Pain:
    AMHT C 2 Bright A_Pain
    AMHT D 2
    DAMG R 2
    Goto See
  Death:
    TNT1 A 0 A_SpawnItemEx("AMGSDeathEffect")
    DAMG J 35 A_Scream
    DAMG K 4 A_NoBlocking
    DAMG L 4
    DAMG M -1
    Stop
  Raise:
    DAMG M 29 A_SpawnItemEx("AMGSReviveEffect")
    DAMG N 35
    DAMG OPQ 5
    TNT1 A 0 A_SpawnItemEx("WhiteReviveD")
    Goto See
  }
}

ACTOR DarkBlueProjectile
{
  Radius 6
  Height 8
  Speed 20
  FastSpeed 25
  Damage 4
  Projectile
  +RANDOMIZE
  RenderStyle Add
  Alpha 1
  SeeSound "greenprj/shoot"
  DeathSound "imp/shotx"
  States
  {
  Spawn:
    DPRJ A 1 Bright A_SpawnItemEx("DarkBlueProjectileTrail")
    Loop
  Death:
    DPRJ A 3 Bright
    DPRJ BCDEF 3 Bright
    Stop
  }
}

ACTOR DarkBlueProjectileTrail
{
  +NOBLOCKMAP
  +NOGRAVITY
  +RANDOMIZE
  RenderStyle Translucent
  Alpha 0.5
  Mass 5
  States
  {
  Spawn:
    DPRJ A 0 Bright
    DPRJ BCDEF 3 Bright
    Stop
  }
}

ACTOR DarkBlueBabySpawner
{
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx("DarkBlueBabySpawnFog", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_SpawnItemEx("DarkBlueBaby", 0, 0, 0, 0, 0, 0, 0, SXF_SETMASTER|SXF_NOCHECKPOSITION)
    Stop
  }
}

ACTOR DarkBlueBabySpawnFog
{
  +NOBLOCKMAP
  +NOTELEPORT
  +NOGRAVITY
  RenderStyle Add
  States
  {
  Spawn:
    DSPW ABCDE 5 Bright
    Stop
  }
}
ACTOR DarkBlueBaby
{
  Health 30
  Radius 10
  Height 24
  Mass 100
  Speed 12
  PainChance 180
  Monster
  +FLOAT
  +NOGRAVITY
  -COUNTKILL
  SeeSound "amogus/sight"
  ActiveSound "amogus/sight"
  PainSound "amogus/pain"
  DeathSound "amogus/death"
  Obituary "%o is sussy!!!1!!"
  HitObituary "%o is sussy!!!1!!"
  States
  {
  Spawn:
    DAMG AB 3 A_Look
    Loop
  See:
    DAMG AB 3 A_Chase
    Loop
  Missile:
    DAMG C 5 A_FaceTarget
    DAMG D 5 Bright A_CustomMissile("DarkBlueBabyProjectile", 13, 12)
    Goto See
  Pain:
    AMHT C 2 Bright A_Pain
    AMHT D 2
    DAMG R 2
    Goto See
  Death:
    TNT1 A 0 A_SpawnItemEx("AMGSDeathEffectSmall")
    DAMG J 35 A_Scream
    DAMG K 4 A_NoBlocking
    DAMG L 4
    DAMG M 35
    DAMG MMMMMMMMMM 2 A_FadeOut(0.1)
    Stop
  }
}

ACTOR DarkBlueBabyProjectile
{
  Radius 6
  Height 8
  Speed 15
  FastSpeed 20
  Damage 1
  Projectile
  +RANDOMIZE
  RenderStyle Add
  Alpha 1
  SeeSound "greenprj/shoot"
  DeathSound "imp/shotx"
  States
  {
  Spawn:
    DPRJ A 1 Bright A_SpawnItemEx("DarkBlueProjectileTrail")
    Loop
  Death:
    DPRJ A 3 Bright
    DPRJ BCDEF 3 Bright
    Stop
  }
}

ACTOR RevenantImposter 
{
	//$Category UserMonsters
  Health 400
  Radius 20
  Height 48
  Mass 500
  Speed 15
  PainChance 120
  Scale 2.0
  Monster
  +FLOORCLIP
  SeeSound "amogus/sight"
  ActiveSound "amogus/sight"
  PainSound "amogus/pain"
  DeathSound "amogus/death"
  HitObituary "%o is sussy!!!1!!"
  Obituary "%o is sussy!!!1!!"
  States
  {
  Spawn:
    RAMG A 10 A_Look
    Loop
  See:
    RAMG AABBAACC 3 A_Chase
    Loop
  Missile:
    RAMG D 0 A_PlaySound("revenantimposter/aim")
    RAMG D 15 A_FaceTarget
    RAMG E 2 Bright A_CustomMissile("RevenantImposterTracer", 32, 0, -30)
    RAMG E 2 Bright A_CustomMissile("RevenantImposterTracer", 32, 0, 0)
    RAMG E 2 Bright A_CustomMissile("RevenantImposterTracer", 32, 0, 30)
    RAMG D 8 A_FaceTarget
    Goto See
  Pain:
    AMHT A 2 Bright A_Pain
    AMHT B 2
    RAMG N 2
    Goto See
  Death:
    TNT1 A 0 A_SpawnItemEx("AMGSDeathEffect")
    RAMG F 35 A_Scream
    RAMG G 4 A_NoBlocking
    RAMG H 4
    RAMG I -1
    Stop
  Raise:
    RAMG I 29 A_SpawnItemEx("AMGSReviveEffect")
    RAMG J 35
    RAMG KLM 5
    TNT1 A 0 A_SpawnItemEx("WhiteReviveD")
    Goto See
  }
}

ACTOR RevenantImposterTracer
{
  Radius 11
  Height 8
  Speed 12
  Damage 3
  Projectile
  +SEEKERMISSILE
  +RANDOMIZE
  SeeSound "revenantimposter/attack"
  DeathSound "skeleton/tracex"
  RenderStyle Add
  States
  {
  Spawn:
    RTRC AABB 1 Bright A_Tracer
    Loop
  Death:
    RTRD A 6 Bright
    RTRD BC 4 Bright
    Stop
  }
}

ACTOR GreyImposter 
{
	//$Category UserMonsters
  Health 600
  Radius 20
  Height 48
  Mass 500
  Speed 12
  PainChance 100
  Scale 2.0
  Monster
  +FLOORCLIP
  SeeSound "amogus/sight"
  ActiveSound "amogus/sight"
  PainSound "amogus/pain"
  DeathSound "amogus/death"
  HitObituary "%o is sussy!!!1!!"
  Obituary "%o is sussy!!!1!!"
  States
  {
  Spawn:
    SAMG A 0 A_SetScale(2.0)
    SAMG A 10 A_Look
    Goto Spawn+1
  See:
    SAMG A 0 A_SetScale(2.0)
    SAMG AABBAACC 3 A_Chase
    Goto See+1
  Missile:
    SAMG I 0 A_SetScale(1.0)
    SAMG IIII 3 A_FaceTarget
    SAMG E 0 A_PlaySound("yellow/aim")
    SAMG E 0 		    A_CustomMissile("GreyLaser", 46, -6, -5)
    SAMG E 2 Bright A_CustomMissile("GreyLaser", 46, 6, 5)
    SAMG FGH 2 A_FaceTarget
    SAMG I 6 A_FaceTarget
    SAMG E 0 A_PlaySound("yellow/aim")
    SAMG E 0 		    A_CustomMissile("GreyLaser", 46, -6, 0)
    SAMG E 2 Bright A_CustomMissile("GreyLaser", 46, 6, 0)
    SAMG FGH 2 A_FaceTarget
    SAMG I 6 A_FaceTarget
    SAMG E 0 A_PlaySound("yellow/aim")
    SAMG E 0 		    A_CustomMissile("GreyLaser", 46, -6, -4)
    SAMG E 2 Bright A_CustomMissile("GreyLaser", 46, 6, 4)
    SAMG FGH 2 A_FaceTarget
    SAMG I 6 A_FaceTarget
    SAMG E 0 A_PlaySound("yellow/aim")
    SAMG E 0 		    A_CustomMissile("GreyLaser", 46, -6, -1)
    SAMG E 2 Bright A_CustomMissile("GreyLaser", 46, 6, 1)
    SAMG FGH 2 A_FaceTarget
    SAMG I 6 A_FaceTarget
    SAMG E 0 A_PlaySound("yellow/aim")
    SAMG E 0 		    A_CustomMissile("GreyLaser", 46, -6, -3)
    SAMG E 2 Bright A_CustomMissile("GreyLaser", 46, 6, 3)
    SAMG FGH 2 A_FaceTarget
    SAMG I 6 A_FaceTarget
    SAMG E 0 A_PlaySound("yellow/aim")
    SAMG E 0 		    A_CustomMissile("GreyLaser", 46, -6, -2)
    SAMG E 2 Bright A_CustomMissile("GreyLaser", 46, 6, 2)
    SAMG FGHI 2 A_FaceTarget
    SAMG D 6 A_FaceTarget
    SAMG I 0 A_SetScale(2.0)
    Goto See+1
  Pain:
    TNT1 A 0 A_SetScale(2.0)
    AMHT A 2 Bright A_Pain
    AMHT B 2
    SAMG R 2
    Goto See
  Death:
    TNT1 A 0 A_SetScale(2.0)
    TNT1 A 0 A_SpawnItemEx("AMGSDeathEffect")
    SAMG J 35 A_Scream
    SAMG K 4 A_NoBlocking
    SAMG L 4
    SAMG M -1 A_BossDeath
    Stop
  Raise:
    SAMG M 29 A_SpawnItemEx("AMGSReviveEffect")
    SAMG N 35
    SAMG OPQ 5
    TNT1 A 0 A_SpawnItemEx("WhiteReviveD")
    Goto See
  }
}

ACTOR GreyLaser
{
  Radius 9
  Height 9
  Speed 25
  FastSpeed 30
  Damage 4
  Projectile
  +RANDOMIZE
  Alpha 1
  SeeSound "greylaser/shoot"
  DeathSound "imp/shotx"
  States
  {
  Spawn:
    SLSR A 1 Bright A_SpawnItemEx("GreyLaserTrail")
    Loop
  Death:
    SLSR E 0 Bright
    SLSR EFGH 2 Bright
    Stop
  }
}

ACTOR GreyLaserTrail
{
  +NOBLOCKMAP
  +NOGRAVITY
  +RANDOMIZE
  Mass 5
  States
  {
  Spawn:
    SLSR A 0 Bright
    SLSR BCD 3 Bright
    Stop
  }
}

ACTOR WhiteImposter 
{
	//$Category UserMonsters
  Health 700
  Radius 20
  Height 48
  Mass 400
  Speed 15
  PainChance 40
  Scale 2.0
  Monster
  +FLOORCLIP
  +QUICKTORETALIATE
  +NOTARGET
  BloodType "CoomBlood"
  SeeSound "amogus/boss"
  ActiveSound "amogus/sight"
  AttackSound "amogus/sight"
  PainSound "amogus/pain"
  DeathSound "amogus/death"
  HitObituary "%o is sussy!!!1!!"
  Obituary "%o is sussy!!!1!!"
  States
  {
  Spawn:
    HAMG A 0 A_SetScale(2.0)
    HAMG A 10 A_Look
    Goto Spawn+1
  See:
    HAMG A 0 A_PlaySound("amogus/sight")
    HAMG A 0 A_SetScale(2.0)
    HAMG AABBAACC 3 A_VileChase
    Goto See+2
  Melee:
    HAMG D 5 A_FaceTarget
    HAMG E 5 A_CustomMeleeAttack(5 * random(1, 8), "imp/meleehit")
    Goto See+1
  Missile:
    HAMG A 0 A_SetScale(0.7)
    HAMG K 5 Bright A_PlaySound("yellow/aim")
    HAMG K 5 Bright A_VileTarget("WhiteMagicks")
    HAMG J 5 Bright A_PlaySound("white/aim")
    HAMG KLMNK 5 Bright
    HAMG K 0 A_JumpIfTargetInLOS("Blast")
    HAMG A 0 A_SetScale(2.0)
    Goto See+1
  Blast:
    HAMG K 0 A_VileTarget("WhiteCoomBlast")
    HAMG K 10 Bright A_VileAttack("silence", 10, 20, 35, 1.0, Amogus, VAF_DMGTYPEAPPLYTODIRECT)
    HAMG A 0 A_SetScale(2.0)
    Goto See+1
  Heal:
    HAMG A 0 A_SetScale(0.7)
    HAMG J 0 A_PlaySound("white/revive")
    HAMG JKLMNK 5 Bright A_SpawnItemEx("WhiteReviveB", random(-10, 10), random(-10, 10), random(8, 48), 0, 0, random(1, 2))
    HAMG A 0 A_SetScale(2.0)
    Goto See+1
  Pain:
    TNT1 A 0 A_SetScale(2.0)
    AMHT A 2 Bright A_Pain
    AMHT B 2
    HAMG O 2
    Goto See+1
  Death:
    TNT1 A 0 A_SetScale(2.0)
    HAMG A 0 A_PlaySound("white/coom")
    HAMG AAAAA 7 A_SpawnItemEx("AMGSCoomEffect")
    HAMG AAA 0 A_SpawnItemEx("AMGSCoomEffect")
    HAMG F 35 A_Scream
    HAMG G 4 A_NoBlocking
    HAMG H 4
    HAMG I -1
    Stop
  }
}

ACTOR WhiteMagicks
{
  +NOBLOCKMAP
  +NOGRAVITY
  States
  {
  Spawn:
    CMGK A 1 Bright A_Fire
    CMGK A 1 Bright A_PlaySound("white/magic")
    CMGK AABBBBCCCCDDDDEEEEFFFFGGGGHHHH 1 Bright A_Fire
    Stop
  }
}

ACTOR WhiteCoomBlast
{
  +NOBLOCKMAP
  +NOGRAVITY
  States
  {
  Spawn:
    BFE4 A 1 Bright
    BFE4 A 5 Bright A_PlaySound("white/blast")
    BFE4 BCDE 4 Bright
    Stop
  }
}

ACTOR CyanImposter 
{
	//$Category UserMonsters
  Health 1500
  Radius 20
  Height 48
  Mass 600
  Speed 20
  PainChance 90
  Scale 2.0
  Monster
  +FLOORCLIP
  +BOSS
  +BOSSDEATH
  SeeSound "amogus/boss"
  ActiveSound "amogus/sight"
  PainSound "amogus/pain"
  DeathSound "amogus/death"
  HitObituary "%o is sussy!!!1!!"
  Obituary "%o is sussy!!!1!!"
  States
  {
  Spawn:
    CAMG A 0 A_TakeInventory("CyanImposterCounter", 28)
    CAMG A 10 A_Look
    Loop
  See:
    CAMG A 0 A_PlaySound("amogus/sight")
    CAMG A 0 A_TakeInventory("CyanImposterCounter", 28)
    CAMG AABBAACC 3 A_Chase
    Goto See+2
  Missile:
    CAMG D 0 A_PlaySound("cyan/speech",CHAN_BODY,1.0,false,ATTN_NONE,false,1.0)
    Goto MissileLoop
  MissileLoop:
    CAMG DDDEEEFFFGGGHHHIII 1 Bright A_CustomMissile("SupersonicSpeech", 32)
    CAMG D 0 A_MonsterRefire(40, "Mute")
    CAMG D 0 A_GiveInventory("CyanImposterCounter", 1)
    CAMG D 0 A_JumpIfInventory("CyanImposterCounter", 28, "MissileRestart")
    Loop
  MissileRestart:
    CAMG DFH 3 Bright A_CustomMissile("SupersonicSpeech", 32)
    CAMG D 0 A_TakeInventory("CyanImposterCounter", 28)
    Goto Missile
  Mute:
    CAMG A 0 A_PlaySound("silence")
    Goto See+1
  Pain:
    TNT1 A 0 A_SetScale(2.0)
    CAMG A 0 A_PlaySound("silence")
    CAMG D 0 A_TakeInventory("CyanImposterCounter", 28)
    AMHT A 2 Bright A_Pain
    AMHT B 2
    CAMG N 2
    Goto See+1
  Death:
    CAMG D 0 A_TakeInventory("CyanImposterCounter", 28)
    TNT1 A 0 A_SpawnItemEx("AMGSDeathEffect")
    CAMG J 35 A_PlaySound("amogus/death")
    CAMG K 4 A_NoBlocking
    CAMG L 4
    CAMG M -1 A_BossDeath
    Stop
  }
}

ACTOR CyanImposterCounter : Inventory
{
  Inventory.Amount 1
  Inventory.MaxAmount 28
}

ACTOR SupersonicSpeech
{
  Radius 5
  Height 5
  Speed 25
  FastSpeed 25
  Damage 1
  Projectile
  +RANDOMIZE
  +THRUSPECIES
  States
  {
  Spawn:
    SPCH A 2 Bright A_Explode(6, 2, 0)
    SPCH B 2 Bright A_Explode(6, 3, 0)
    SPCH C 2 Bright A_Explode(6, 4, 0)
    SPCH D 2 Bright A_Explode(6, 6, 0)
    SPCH E 2 Bright A_Explode(6, 9, 0)
    SPCH F 2 Bright A_Explode(6, 14, 0)
    SPCH G 2 Bright A_Explode(6, 18, 0)
    SPCH H 2 Bright A_Explode(6, 25, 0)
    SPCH I 2 Bright A_Explode(6, 36, 0)
    SPCH J 2 Bright A_Explode(6, 48, 0)
    Goto Spawn+9
  Death:
    SPCH A 0
    Stop
  }
}

ACTOR RedImposter
{
	//$Category UserMonsters
  Health 1000
  Radius 20
  Height 48
  Mass 800
  Speed 20
  DamageFactor Amogus, 0
  PainChance 40
  Scale 2.0
  Monster
  +FLOORCLIP
  +MISSILEMORE
  +BOSS
  +BOSSDEATH
  SeeSound "amogus/boss"
  ActiveSound "amogus/sight"
  AttackSound "amogus/sight"
  PainSound "amogus/pain"
  DeathSound "amogus/death"
  HitObituary "%o is sussy!!!1!!"
  Obituary "%o is sussy!!!1!!"
  States
  {
  Spawn:
    AMGS A 10 A_Look
    Loop
  See:
    AMGS A 0 A_PlaySound("amogus/sight")
    AMGS AABBAACC 3 A_Chase
    Goto See+1
  Melee:
  Missile:
    AMGS J 0 A_PlaySound("amogus/sus")
    AMGS JJJJJJ 5 Bright A_FaceTarget
    AMGS J 0 A_Jump(96, "Missile2")
    AMGS JJJJJJ 5 Bright A_FaceTarget
    AMGS J 0 A_Jump(96, "Missile2")
    AMGS JJJJJJ 5 Bright A_FaceTarget
  Missile2:
    AMGS J 0 A_StopSound(4)
    AMGS J 0 A_CustomMissile("Trollface", 42)
    Goto See+1
  Pain:
    TNT1 A 0 A_SetScale(2.0)
    AMHT A 2 Bright A_Pain
    AMHT B 2
    AMGS K 2
    Goto See+1
  Death:
    TNT1 A 0 A_SpawnItemEx("AMGSDeathEffect")
    AMGS A 0 A_Scream
    AMHT ABABA 2 Bright
    TNT1 A 0 A_SpawnItemEx("AMGSDeathEffect")
    AMGS A 0 A_Scream
    AMHT BABAB 2 Bright
    TNT1 A 0 A_SpawnItemEx("AMGSDeathEffect")
    AMGS A 0 A_Scream
    AMHT ABABA 2 Bright
    TNT1 A 0 A_SpawnItemEx("AMGSDeathEffect")
    AMGS A 0 A_Scream
    AMHT BABAB 2 Bright
    TNT1 AAA 0 A_SpawnItemEx("AMGSDeathEffect")
    AMGS F 35 A_Scream
    AMGS G 4 A_NoBlocking
    AMGS H 4
    AMGS I -1 A_BossDeath
    Stop
  }
}

ACTOR Trollface
{
  Radius 20
  Height 30
  Speed 30
  FastSpeed 60
  Damage 30
  DamageType Amogus
  Scale 2.0
  Projectile
  +RANDOMIZE
  SeeSound "trollface/shoot"
  DeathSound "trollface/explode"
  States
  {
  Spawn:
    TRLF A 1 Bright
    Loop
  Death:
    TRLF B 6 Bright A_Explode(128, -1, 0)
    TRLF CDEF 4 Bright
    Stop
  }
}

ACTOR RammImposter
{
	//$Category UserMonsters
  Health 750
  Radius 20
  Height 48
  Mass 1000
  Speed 20
  PainChance 60
  Scale 2.0
  Monster
  +FLOORCLIP
  +BOSS
  +BOSSDEATH
  SeeSound "amogus/boss"
  ActiveSound "rammogus/sight"
  AttackSound "rammogus/sight"
  PainSound "rammogus/pain"
  DeathSound "rammogus/death"
  HitObituary "%o was RAMMED!!!"
  Obituary "%o was RAMMED!!!"
  States
  {
  Spawn:
    RASS A 10 A_Look
    Loop
  See:
    RASS A 0 A_PlaySound("rammogus/sight")
    RASS AABBAACC 3 A_Chase
    Goto See+1
  Melee:
    RASS D 5 A_FaceTarget
    RASS E 5 A_CustomMeleeAttack(5 * random(1, 8), "imp/meleehit")
    Goto See+1
  Missile:
    RASS F 0 A_PlaySound("rammogus/sight")
    RASS F 5 Bright A_FaceTarget
    RASS G 15 Bright A_FaceTarget
    RASS F 0 A_CustomMissile("Rammface")
    Goto See+1
  Pain:
    TNT1 A 0 A_SetScale(2.0)
    AMHT A 2 Bright A_Pain
    AMHT B 2
    RASS V 2
    Goto See+1
  Death:
    RASS H 4 A_Scream
    RASS IJK 4
    TNT1 A 0 A_SpawnItemEx("AMGSDeathEffectRass")
    RASS LMNOPQ 3
    RASS R 35
    RASS S 4 A_NoBlocking
    RASS T 4
    RASS U -1 A_BossDeath
    Stop
  }
}

ACTOR Rammface
{
  Radius 10
  Height 15
  Speed 30
  FastSpeed 60
  Damage 100
  Projectile
  +RANDOMIZE
  SeeSound "trollface/shoot"
  DeathSound "trollface/explode"
  States
  {
  Spawn:
    RTRL A 4
    RTRL B 4 Bright
    Loop
  Death:
    RTRL CCCC 0 A_SpawnItemEx("RassLogo", random(-4, 4), random(-4, 4), random(-4, 4), random(-10, 10), random(-10, 10), random(-10, 10), 0, 0, 0)
    RTRL C 0 A_SpawnItemEx("RassLogo", random(-4, 4), random(-4, 4), random(-4, 4), random(-10, 10), random(-10, 10), random(-10, 10), 0, 0, 50)
    RTRL C 0 A_SpawnItemEx("RassLogo", random(-4, 4), random(-4, 4), random(-4, 4), random(-10, 10), random(-10, 10), random(-10, 10), 0, 0, 100)
    RTRL C 0 A_SpawnItemEx("RassLogo", random(-4, 4), random(-4, 4), random(-4, 4), random(-10, 10), random(-10, 10), random(-10, 10), 0, 0, 150)
    RTRL C 0 A_SpawnItemEx("RassLogo", random(-4, 4), random(-4, 4), random(-4, 4), random(-10, 10), random(-10, 10), random(-10, 10), 0, 0, 200)
    RTRL C 6 Bright A_BFGSpray("RassExtra", 160)
    RTRL DEFG 4 Bright
    Stop
  }
}

ACTOR RassLogo
{
  +NOBLOCKMAP
  +NOGRAVITY
  RenderStyle Translucent
  Alpha 0.75
  States
  {
  Spawn:
    RTRT A 35 A_Jump(128, "Spawn")
    RTRT BCDEFG 4 Bright
    Stop
  }
}

ACTOR RassExtra
{
  +NOBLOCKMAP
  +NOGRAVITY
  RenderStyle Translucent
  Alpha 0.75
  States
  {
  Spawn:
    BFE3 A 6 Bright
    BFE3 BCDE 4 Bright
    Stop
  }
}

ACTOR AMGSDeathEffect
{
  Mass 5
  +NOBLOCKMAP
  +NOTELEPORT
  States
  {
  Spawn:
    TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx("RedGibBlood", random(-5, 5), random(-5, 5), 20, random(-10, 10), random(-10, 10), random(10, 15), 0, 0, 0)
    TNT1 A 0 A_SpawnItemEx("RedGibBlood", random(-5, 5), random(-5, 5), 20, random(-10, 10), random(-10, 10), random(10, 15), 0, 0, 16)
    TNT1 A 0 A_SpawnItemEx("RedGibBlood", random(-5, 5), random(-5, 5), 20, random(-10, 10), random(-10, 10), random(10, 15), 0, 0, 32)
    TNT1 A 0 A_SpawnItemEx("RedGibBlood", random(-5, 5), random(-5, 5), 20, random(-10, 10), random(-10, 10), random(10, 15), 0, 0, 64)
    TNT1 A 0 A_SpawnItemEx("RedGibBlood", random(-5, 5), random(-5, 5), 20, random(-10, 10), random(-10, 10), random(10, 15), 0, 0, 96)
    TNT1 A 0 A_SpawnItemEx("RedGibBlood", random(-5, 5), random(-5, 5), 20, random(-10, 10), random(-10, 10), random(10, 15), 0, 0, 128)
    TNT1 A 0 A_SpawnItemEx("RedGibBlood", random(-5, 5), random(-5, 5), 20, random(-10, 10), random(-10, 10), random(10, 15), 0, 0, 160)
    TNT1 A 0 A_SpawnItemEx("RedGibBlood", random(-5, 5), random(-5, 5), 20, random(-10, 10), random(-10, 10), random(10, 15), 0, 0, 192)
    TNT1 A 0 A_SpawnItemEx("RedGibBlood", random(-5, 5), random(-5, 5), 20, random(-10, 10), random(-10, 10), random(10, 15), 0, 0, 224)
    Stop
  }
}

ACTOR AMGSDeathEffectSmall
{
  Mass 5
  +NOBLOCKMAP
  +NOTELEPORT
  States
  {
  Spawn:
    TNT1 AAAAAA 0 A_SpawnItemEx("RedGibBlood", random(-5, 5), random(-5, 5), 20, random(-10, 10), random(-10, 10), random(10, 15), 0, 0, 0)
    TNT1 A 0 A_SpawnItemEx("RedGibBlood", random(-5, 5), random(-5, 5), 20, random(-10, 10), random(-10, 10), random(10, 15), 0, 0, 16)
    TNT1 A 0 A_SpawnItemEx("RedGibBlood", random(-5, 5), random(-5, 5), 20, random(-10, 10), random(-10, 10), random(10, 15), 0, 0, 32)
    TNT1 A 0 A_SpawnItemEx("RedGibBlood", random(-5, 5), random(-5, 5), 20, random(-10, 10), random(-10, 10), random(10, 15), 0, 0, 64)
    TNT1 A 0 A_SpawnItemEx("RedGibBlood", random(-5, 5), random(-5, 5), 20, random(-10, 10), random(-10, 10), random(10, 15), 0, 0, 128)
    Stop
  }
}

ACTOR RedBlood
{
  Mass 5
  +NOBLOCKMAP
  +NOTELEPORT
  States
  {
  Spawn:
    BLUD CBA 5
    Stop
  }
}

ACTOR RedGibBlood
{
  Mass 5
  +NOBLOCKMAP
  +DROPOFF
  +MISSILE
  +NOTELEPORT
  +RANDOMIZE
  States
  {
  Spawn:
    BLUD A 4 A_SpawnItemEx("RedBlood")
    Loop
  Death:
    BLUD CBA 5
    Stop
  }
}

ACTOR WhatsAppDeathEffect
{
  Mass 5
  +NOBLOCKMAP
  +NOTELEPORT
  States
  {
  Spawn:
    TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx("WhatsAppDeathBlood", random(-5, 5), random(-5, 5), 20, random(-10, 10), random(-10, 10), random(3, 9), 0, 0, 0)
    TNT1 A 0 A_SpawnItemEx("WhatsAppDeathBlood", random(-5, 5), random(-5, 5), 20, random(-10, 10), random(-10, 10), random(3, 9), 0, 0, 16)
    TNT1 A 0 A_SpawnItemEx("WhatsAppDeathBlood", random(-5, 5), random(-5, 5), 20, random(-10, 10), random(-10, 10), random(3, 9), 0, 0, 32)
    TNT1 A 0 A_SpawnItemEx("WhatsAppDeathBlood", random(-5, 5), random(-5, 5), 20, random(-10, 10), random(-10, 10), random(3, 9), 0, 0, 64)
    TNT1 A 0 A_SpawnItemEx("WhatsAppDeathBlood", random(-5, 5), random(-5, 5), 20, random(-10, 10), random(-10, 10), random(3, 9), 0, 0, 96)
    TNT1 A 0 A_SpawnItemEx("WhatsAppDeathBlood", random(-5, 5), random(-5, 5), 20, random(-10, 10), random(-10, 10), random(3, 9), 0, 0, 128)
    TNT1 A 0 A_SpawnItemEx("WhatsAppDeathBlood", random(-5, 5), random(-5, 5), 20, random(-10, 10), random(-10, 10), random(3, 9), 0, 0, 160)
    TNT1 A 0 A_SpawnItemEx("WhatsAppDeathBlood", random(-5, 5), random(-5, 5), 20, random(-10, 10), random(-10, 10), random(3, 9), 0, 0, 192)
    TNT1 A 0 A_SpawnItemEx("WhatsAppDeathBlood", random(-5, 5), random(-5, 5), 20, random(-10, 10), random(-10, 10), random(3, 9), 0, 0, 224)
    Stop
  }
}

ACTOR WhatsAppBlood
{
  +NOBLOCKMAP
  +NOGRAVITY
  Mass 10
  States
  {
  Spawn:
    WAPP A 1 Bright
    WAPP A 1 Bright A_SetScale(0.9)
    WAPP A 1 Bright A_SetScale(0.8)
    WAPP A 1 Bright A_SetScale(0.7)
    WAPP A 1 Bright A_SetScale(0.6)
    WAPP A 1 Bright A_SetScale(0.5)
    WAPP A 1 Bright A_SetScale(0.4)
    WAPP A 1 Bright A_SetScale(0.3)
    WAPP A 1 Bright A_SetScale(0.2)
    WAPP A 1 Bright A_SetScale(0.1)
    Stop
  }
}

ACTOR WhatsAppDeathBlood
{
  +NOBLOCKMAP
  +NOGRAVITY
  Mass 5
  States
  {
  Spawn:
    WAPP A 1 Bright A_SetScale(2.0)
    WAPP A 1 Bright A_SetScale(1.9)
    WAPP A 1 Bright A_SetScale(1.8)
    WAPP A 1 Bright A_SetScale(1.7)
    WAPP A 1 Bright A_SetScale(1.6)
    WAPP A 1 Bright A_SetScale(1.5)
    WAPP A 1 Bright A_SetScale(1.4)
    WAPP A 1 Bright A_SetScale(1.3)
    WAPP A 1 Bright A_SetScale(1.2)
    WAPP A 1 Bright A_SetScale(1.1)
    WAPP A 1 Bright A_SetScale(1.0)
    WAPP A 1 Bright A_SetScale(0.9)
    WAPP A 1 Bright A_SetScale(0.8)
    WAPP A 1 Bright A_SetScale(0.7)
    WAPP A 1 Bright A_SetScale(0.6)
    WAPP A 1 Bright A_SetScale(0.5)
    WAPP A 1 Bright A_SetScale(0.4)
    WAPP A 1 Bright A_SetScale(0.3)
    WAPP A 1 Bright A_SetScale(0.2)
    WAPP A 1 Bright A_SetScale(0.1)
    Stop
  }
}

ACTOR AMGSCoomEffect
{
  Mass 5
  +NOBLOCKMAP
  +NOTELEPORT
  States
  {
  Spawn:
    TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx("CoomGibBlood", random(-5, 5), random(-5, 5), 20, random(-10, 10), random(-10, 10), random(10, 15), 0, 0, 0)
    TNT1 A 0 A_SpawnItemEx("CoomGibBlood", random(-5, 5), random(-5, 5), 20, random(-10, 10), random(-10, 10), random(10, 15), 0, 0, 16)
    TNT1 A 0 A_SpawnItemEx("CoomGibBlood", random(-5, 5), random(-5, 5), 20, random(-10, 10), random(-10, 10), random(10, 15), 0, 0, 32)
    TNT1 A 0 A_SpawnItemEx("CoomGibBlood", random(-5, 5), random(-5, 5), 20, random(-10, 10), random(-10, 10), random(10, 15), 0, 0, 64)
    TNT1 A 0 A_SpawnItemEx("CoomGibBlood", random(-5, 5), random(-5, 5), 20, random(-10, 10), random(-10, 10), random(10, 15), 0, 0, 128)
    Stop
  }
}

ACTOR CoomBlood
{
  Mass 5
  +NOBLOCKMAP
  +NOTELEPORT
  States
  {
  Spawn:
    COOM CBA 5
    Stop
  }
}

ACTOR CoomGibBlood
{
  Mass 5
  +NOBLOCKMAP
  +DROPOFF
  +MISSILE
  +NOTELEPORT
  +RANDOMIZE
  States
  {
  Spawn:
    COOM A 4 A_SpawnItemEx("CoomBlood")
    Loop
  Death:
    COOM CBA 5
    Stop
  }
}

ACTOR AMGSDeathEffectRass
{
  Mass 5
  +NOBLOCKMAP
  +NOTELEPORT
  States
  {
  Spawn:
    TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("RammImposterBlood", random(-5, 5), random(-5, 5), 20, random(-10, 10), random(-10, 10), random(-3, 10), 0, 0, 0)
    TNT1 A 0 A_SpawnItemEx("RammImposterBlood", random(-5, 5), random(-5, 5), 20, random(-10, 10), random(-10, 10), random(-3, 10), 0, 0, 16)
    TNT1 A 0 A_SpawnItemEx("RammImposterBlood", random(-5, 5), random(-5, 5), 20, random(-10, 10), random(-10, 10), random(-3, 10), 0, 0, 16)
    TNT1 A 0 A_SpawnItemEx("RammImposterBlood", random(-5, 5), random(-5, 5), 20, random(-10, 10), random(-10, 10), random(-3, 10), 0, 0, 32)
    TNT1 A 0 A_SpawnItemEx("RammImposterBlood", random(-5, 5), random(-5, 5), 20, random(-10, 10), random(-10, 10), random(-3, 10), 0, 0, 32)
    TNT1 A 0 A_SpawnItemEx("RammImposterBlood", random(-5, 5), random(-5, 5), 20, random(-10, 10), random(-10, 10), random(-3, 10), 0, 0, 64)
    TNT1 A 0 A_SpawnItemEx("RammImposterBlood", random(-5, 5), random(-5, 5), 20, random(-10, 10), random(-10, 10), random(-3, 10), 0, 0, 64)
    TNT1 A 0 A_SpawnItemEx("RammImposterBlood", random(-5, 5), random(-5, 5), 20, random(-10, 10), random(-10, 10), random(-3, 10), 0, 0, 96)
    TNT1 A 0 A_SpawnItemEx("RammImposterBlood", random(-5, 5), random(-5, 5), 20, random(-10, 10), random(-10, 10), random(-3, 10), 0, 0, 96)
    TNT1 A 0 A_SpawnItemEx("RammImposterBlood", random(-5, 5), random(-5, 5), 20, random(-10, 10), random(-10, 10), random(-3, 10), 0, 0, 128)
    TNT1 A 0 A_SpawnItemEx("RammImposterBlood", random(-5, 5), random(-5, 5), 20, random(-10, 10), random(-10, 10), random(-3, 10), 0, 0, 128)
    TNT1 A 0 A_SpawnItemEx("RammImposterBlood", random(-5, 5), random(-5, 5), 20, random(-10, 10), random(-10, 10), random(-3, 10), 0, 0, 160)
    TNT1 A 0 A_SpawnItemEx("RammImposterBlood", random(-5, 5), random(-5, 5), 20, random(-10, 10), random(-10, 10), random(-3, 10), 0, 0, 160)
    TNT1 A 0 A_SpawnItemEx("RammImposterBlood", random(-5, 5), random(-5, 5), 20, random(-10, 10), random(-10, 10), random(-3, 10), 0, 0, 192)
    TNT1 A 0 A_SpawnItemEx("RammImposterBlood", random(-5, 5), random(-5, 5), 20, random(-10, 10), random(-10, 10), random(-3, 10), 0, 0, 192)
    TNT1 A 0 A_SpawnItemEx("RammImposterBlood", random(-5, 5), random(-5, 5), 20, random(-10, 10), random(-10, 10), random(-3, 10), 0, 0, 224)
    TNT1 A 0 A_SpawnItemEx("RammImposterBlood", random(-5, 5), random(-5, 5), 20, random(-10, 10), random(-10, 10), random(-3, 10), 0, 0, 224)
    Stop
  }
}

ACTOR RammImposterBlood
{
  Mass 5
  +NOBLOCKMAP
  +NOGRAVITY
  +NOTELEPORT
  States
  {
  Spawn:
    BLUD CBA 50
    Stop
  }
}

ACTOR AMGSReviveEffect
{
  Mass 5
  +NOBLOCKMAP
  +NOTELEPORT
  States
  {
  Spawn:
    TNT1 K 1 A_SpawnItemEx("WhiteReviveA", 22, -2, 1) // start of bottom left
    TNT1 K 0 A_SpawnItemEx("WhiteReviveA", 22, -4, 2) // (goes counterclockwise)
    TNT1 K 0 A_SpawnItemEx("WhiteReviveA", 22, -6, 3)
    TNT1 K 1 A_SpawnItemEx("WhiteReviveA", 20, -8, 4)
    TNT1 K 0 A_SpawnItemEx("WhiteReviveA", 20, -10, 5)
    TNT1 K 0 A_SpawnItemEx("WhiteReviveA", 18, -12, 6)
    TNT1 K 1 A_SpawnItemEx("WhiteReviveA", 18, -14, 7)
    TNT1 K 0 A_SpawnItemEx("WhiteReviveA", 16, -16, 8)
    TNT1 K 0 A_SpawnItemEx("WhiteReviveA", 14, -18, 9)
    TNT1 K 1 A_SpawnItemEx("WhiteReviveA", 12, -18, 10)
    TNT1 K 0 A_SpawnItemEx("WhiteReviveA", 10, -20, 11)
    TNT1 K 0 A_SpawnItemEx("WhiteReviveA", 8, -20, 12)
    TNT1 K 1 A_SpawnItemEx("WhiteReviveA", 6, -22, 13)
    TNT1 K 0 A_SpawnItemEx("WhiteReviveA", 4, -22, 14)
    TNT1 K 0 A_SpawnItemEx("WhiteReviveA", 2, -22, 15)
    TNT1 K 1 A_SpawnItemEx("WhiteReviveA", 0, -22, 16) // end of bottom left
    TNT1 K 0 A_SpawnItemEx("WhiteReviveA", -2, -22, 17) // start of bottom right
    TNT1 K 0 A_SpawnItemEx("WhiteReviveA", -4, -22, 18)
    TNT1 K 1 A_SpawnItemEx("WhiteReviveA", -6, -22, 19)
    TNT1 K 0 A_SpawnItemEx("WhiteReviveA", -8, -20, 20)
    TNT1 K 0 A_SpawnItemEx("WhiteReviveA", -10, -20, 21)
    TNT1 K 1 A_SpawnItemEx("WhiteReviveA", -12, -18, 22)
    TNT1 K 0 A_SpawnItemEx("WhiteReviveA", -14, -18, 23)
    TNT1 K 0 A_SpawnItemEx("WhiteReviveA", -16, -16, 24)
    TNT1 K 1 A_SpawnItemEx("WhiteReviveA", -18, -14, 25)
    TNT1 K 0 A_SpawnItemEx("WhiteReviveA", -18, -12, 26)
    TNT1 K 0 A_SpawnItemEx("WhiteReviveA", -20, -10, 27)
    TNT1 K 1 A_SpawnItemEx("WhiteReviveA", -20, -8, 28)
    TNT1 K 0 A_SpawnItemEx("WhiteReviveA", -22, -6, 29)
    TNT1 K 0 A_SpawnItemEx("WhiteReviveA", -22, -4, 30)
    TNT1 K 1 A_SpawnItemEx("WhiteReviveA", -22, -2, 31)
    TNT1 K 0 A_SpawnItemEx("WhiteReviveA", -22, 0, 32) // end of bottom right
    TNT1 K 0 A_SpawnItemEx("WhiteReviveA", -22, 2, 33) // start of upper right
    TNT1 K 1 A_SpawnItemEx("WhiteReviveA", -22, 4, 34)
    TNT1 K 0 A_SpawnItemEx("WhiteReviveA", -22, 6, 35)
    TNT1 K 0 A_SpawnItemEx("WhiteReviveA", -20, 8, 36)
    TNT1 K 1 A_SpawnItemEx("WhiteReviveA", -20, 10, 37)
    TNT1 K 0 A_SpawnItemEx("WhiteReviveA", -18, 12, 38)
    TNT1 K 0 A_SpawnItemEx("WhiteReviveA", -18, 14, 39)
    TNT1 K 1 A_SpawnItemEx("WhiteReviveA", -16, 16, 40)
    TNT1 K 0 A_SpawnItemEx("WhiteReviveA", -14, 18, 41)
    TNT1 K 0 A_SpawnItemEx("WhiteReviveA", -12, 18, 42)
    TNT1 K 1 A_SpawnItemEx("WhiteReviveA", -10, 20, 43)
    TNT1 K 0 A_SpawnItemEx("WhiteReviveA", -8, 20, 44)
    TNT1 K 0 A_SpawnItemEx("WhiteReviveA", -6, 22, 45)
    TNT1 K 1 A_SpawnItemEx("WhiteReviveA", -4, 22, 46)
    TNT1 K 0 A_SpawnItemEx("WhiteReviveA", -2, 22, 47)
    TNT1 K 0 A_SpawnItemEx("WhiteReviveA", 0, 22, 48) // end of upper right
    TNT1 K 1 A_SpawnItemEx("WhiteReviveA", 2, 22, 49) // start of upper left
    TNT1 K 0 A_SpawnItemEx("WhiteReviveA", 4, 22, 50)
    TNT1 K 0 A_SpawnItemEx("WhiteReviveA", 6, 22, 51)
    TNT1 K 1 A_SpawnItemEx("WhiteReviveA", 8, 20, 52)
    TNT1 K 0 A_SpawnItemEx("WhiteReviveA", 10, 20, 53)
    TNT1 K 0 A_SpawnItemEx("WhiteReviveA", 12, 18, 54)
    TNT1 K 1 A_SpawnItemEx("WhiteReviveA", 14, 18, 55)
    TNT1 K 0 A_SpawnItemEx("WhiteReviveA", 16, 16, 56)
    TNT1 K 0 A_SpawnItemEx("WhiteReviveA", 18, 14, 57)
    TNT1 K 1 A_SpawnItemEx("WhiteReviveA", 18, 12, 58)
    TNT1 K 0 A_SpawnItemEx("WhiteReviveA", 20, 10, 59)
    TNT1 K 0 A_SpawnItemEx("WhiteReviveA", 20, 8, 60)
    TNT1 K 1 A_SpawnItemEx("WhiteReviveA", 22, 6, 61)
    TNT1 K 0 A_SpawnItemEx("WhiteReviveA", 22, 4, 62)
    TNT1 K 0 A_SpawnItemEx("WhiteReviveA", 22, 2, 63)
    TNT1 K 1 A_SpawnItemEx("WhiteReviveA", 22, 0, 64) // end of upper left
    TNT1 K 1 A_SpawnItemEx("WhiteReviveB", 0, 0, 16)
    TNT1 K 1 A_SpawnItemEx("WhiteReviveB", 0, 0, 32)
    TNT1 K 5 A_SpawnItemEx("WhiteReviveB", 0, 0, 48)
    TNT1 IIIIIIIIIIIIIIIIIIIIIIIIIIIIII 0 A_SpawnItemEx("WhiteReviveC", 0, 0, 0, random(-5, 5), random(-5, 5), random(0, 5))
    Stop
  }
}

ACTOR WhiteReviveA
{
  +NOBLOCKMAP
  +NOGRAVITY
  RenderStyle Translucent
  Alpha 0.5
  Mass 5
  States
  {
  Spawn:
    WREV A 35 Bright
    WREV AAAAAAAAAA 1 Bright A_FadeOut(0.1)
    Stop
  }
}

ACTOR WhiteReviveB
{
  +NOBLOCKMAP
  +NOGRAVITY
  RenderStyle Translucent
  Alpha 0.75
  VSpeed 1
  Mass 5
  States
  {
  Spawn:
    WREV B 20 Bright
    WREV BBBBBBBBBB 1 Bright A_FadeOut(0.1)
    Stop
  }
}

ACTOR WhiteReviveC
{
  +NOBLOCKMAP
  +NOGRAVITY
  RenderStyle Translucent
  Alpha 0.75
  VSpeed 1
  Mass 5
  States
  {
  Spawn:
    WREV B 30 Bright
    WREV B 0 A_Jump(32, "Death")
    WREV B 5 Bright
    WREV B 0 A_Jump(64, "Death")
    WREV B 5 Bright
    WREV B 0 A_Jump(128, "Death")
    WREV B 5 Bright
    WREV B 0 A_Jump(192, "Death")
    WREV B 5 Bright
    Stop
  Death:
    WREV BBBBBBBBBB 1 Bright A_FadeOut(0.1)
    Stop
  }
}

ACTOR WhiteReviveD
{
  +NOBLOCKMAP
  Scale 2.0
  Mass 5
  States
  {
  Spawn:
    WREV C 40
    WREV D 5
    WREV E 30
    WREV EEEEEEEEEE 1 Bright A_FadeOut(0.1)
    Stop
  }
}

//GARDEN
Actor Gardentree1
{
  //$Category Garden
  Radius 20
  Height 90
  +Solid 
  States
  {
  Spawn:
    PLAN A -1
    Stop
  }
}

Actor Gardentree2
{
  //$Category Garden
  Radius 20
  Height 90
  +Solid
  States
  {
  Spawn:
    PLAN B -1
    Stop
  }
}

Actor Gardenbush1
{
  //$Category Garden
  Radius 24
  Height 30
  +Solid
  States
  {
  Spawn:
    PLAN C -1
    Stop
  }
}

Actor Gardenbush2
{
   //$Category Garden
 Radius 16
  Height 30
  +Solid
  States
  {
  Spawn:
    PLAN D -1
    Stop
  }
}

Actor Gardenbush3
{
  //$Category Garden
  Radius 16
  Height 30
  +Solid
  States
  {
  Spawn:
    PLAN E -1
    Stop
  }
}

// HEXEN TREES
ACTOR HexenN64Tree1 : ZTreeLarge1 
{
  //$Category Garden
  //$Title "N64 Tree 1"
  States
  {
  Spawn:
    64T1 A -1
    Stop
  }
}

ACTOR HexenN64Tree2 : ZTreeLarge2 
{
  //$Category Garden
  //$Title "N64 Tree 2"
  States
  {
  Spawn:
    64T2 A -1
    Stop
  }
}

ACTOR HexenN64Leaf1 : Leaf1
{  
  States
  {
  Spawn:
    64L1 ABC 4
    64L1 D 4 A_LeafThrust
    64L1 EFG 4
    64L1 H 4 A_LeafThrust
    64L1 IAB 4
    64L1 C 4 A_LeafThrust
    64L1 DEF 4
    64L1 G 4 A_LeafThrust
    64L1 HI 4
    Stop
  Death:
    64L3 D 10 A_LeafCheck
    Wait
	}
}

ACTOR HexenN64Leaf2 : HexenN64Leaf1
{
  States
  {
  Spawn:
    64L2 ABC 4
    64L2 D 4 A_LeafThrust
    64L2 EFG 4
    64L2 H 4 A_LeafThrust
    64L2 I 4
    64L2 AB 4
    64L2 C 4 A_LeafThrust
    64L2 DEF 4
    64L2 G 4 A_LeafThrust
    64L2 HI 4
    Stop
  }
}

ACTOR HexenN64LeafSpawner 
{
  //$Category Garden
  //$Title "Spawn Leaf (N64)"
  //$Sprite 64L1F0
  +NOBLOCKMAP
  +NOSECTOR
  +INVISIBLE
  var int user_a;
  States
  {
  Spawn:
  TNT1 AAAA 0 NoDelay
        {
            user_a = random(0,1);

            if (user_a == 0)
            {
			A_SpawnItemEx(HexenN64Leaf1, random (-64, 64), random (-64, 64), random (0, height + 64), random (3.0, 5.0));
			}
			Else
			{
			A_SpawnItemEx(HexenN64Leaf2, random (-64, 64), random (-64, 64), random (0, height + 64), random (3.0, 5.0));
			}
		}
  TNT1 A 20
    Loop
  }
}

Actor LeaflessTree2 
{
	//$Category Garden
	//$Title "Lanky Leafless Tree"
	Radius 15
	Height 160
	+SOLID
	States
	{
		Spawn:
			TRE8 A -1
			Stop
	}
}

Actor GnarledTree3 
{
	//$Category Garden
	//$Title "Short Gnarled Tree"
	Radius 15
	Height 100
	+SOLID
	States
	{
		Spawn:
			TRE9 A -1
			Stop
	}
}

//ROCKS
ACTOR RockGrey
{
	//$Title Grey Rock
	//$Category Garden
	//$IsDecoration
	//$NotAngled
	Scale 0.75
	Radius 12
	Height 8
	+SOLID

	States
	{
	Spawn:
		DROK A 0 NoDelay A_ChangeFlag("SPRITEFLIP", random(0,1))
		DROK A 0 A_Jump (256, "Rock1", "Rock2", "Rock3")
	Rock1:
		DROK A -1
		stop
	Rock2:
		DROK B -1
		stop
	Rock3:
		DROK C -1
		stop
	}
}

ACTOR RockBrown 
{
	//$Title Brown Rock
	//$Category Garden
	//$IsDecoration
	//$NotAngled
	Scale 0.75
	Radius 12
	Height 8
	+SOLID

	States
	{
	Spawn:
		DROK D 0 NoDelay A_ChangeFlag("SPRITEFLIP", random(0,1))
		DROK D 0 A_Jump (256, "Rock1", "Rock2", "Rock3")
	Rock1:
		DROK D -1
		stop
	Rock2:
		DROK E -1
		stop
	Rock3:
		DROK F -1
		stop
	}
}

ACTOR RockTan 
{
	//$Title Tan Rock
	//$Category Garden
	//$IsDecoration
	//$NotAngled
	Scale 0.75
	Radius 12
	Height 8
	+SOLID

	States
	{
	Spawn:
		DROK G 0 NoDelay A_ChangeFlag("SPRITEFLIP", random(0,1))
		DROK G 0 A_Jump (256, "Rock1", "Rock2", "Rock3")
	Rock1:
		DROK G -1
		stop
	Rock2:
		DROK H -1
		stop
	Rock3:
		DROK I -1
		stop
	}
}

ACTOR RockBlack 
{
	//$Title Black Rock
	//$Category Garden
	//$IsDecoration
	//$NotAngled
	Scale 0.75
	Radius 12
	Height 8
	+SOLID
  
	States
	{
	Spawn:
		DROK J 0 NoDelay A_ChangeFlag("SPRITEFLIP", random(0,1))
		DROK J 0 A_Jump (256, "Rock1", "Rock2", "Rock3")
	Rock1:
		DROK J -1
		stop
	Rock2:
		DROK K -1
		stop
	Rock3:
		DROK L -1
		stop
	}
}

//MUSHROOMS HEXEN GLOWING
ACTOR LargeGlowingMushroomHexen 
{
	//$Title Large Glowing Mushroom (Hexen)
	//$Category Garden
	//$IsDecoration
	//$NotAngled

	Game Hexen
	Radius 20
	Height 16
	
	Translation "0:255=%[0,0,0]:[0,1.0,0.5]"
  
		States
		{
			Spawn:
				MSH1 A 0 NoDelay A_Jump (256, "Shroom1", "Shroom2", "Shroom3")
			Shroom1:
				MSH1 A -1 Bright
				Stop
			Shroom2:
				MSH2 A -1 Bright
				Stop
			Shroom3:
				MSH3 A -1 Bright
				Stop
		}
}

ACTOR SmallGlowingMushroomHexen
{
	//$Title Small Glowing Mushroom (Hexen)
	//$Category Garden
	//$IsDecoration
	//$NotAngled

	Game Hexen
	Radius 10
	Height 8
	
	Translation "0:255=%[0,0,0]:[0,1.0,0.5]"

		States
		{
			Spawn:
				MSH4 A 0 NoDelay A_Jump (256, "Shroom1", "Shroom2", "Shroom3", "Shroom4", "Shroom5")
			Shroom1:
				MSH4 A -1 Bright
				Stop
			Shroom2:
				MSH5 A -1 Bright
				Stop
			Shroom3:
				MSH6 A -1 Bright
				Stop
			Shroom4:
				MSH7 A -1 Bright
				Stop
			Shroom5:
				MSH8 A -1 Bright
				Stop
		}
}