//LittleBoyKisser

Actor LittleBoyKisser 19901
{
	Obituary "Good boy UWU"
	Height 56
	Radius 20
	PainChance 256
	Health 30
	Speed 12
	Scale 0.18
	Meleedamage 0
	PainSound "WOOOWX"
	DeathSound "WOOOWX"
	Monster
	+LOOKALLAROUND
	+FLOORCLIP
	+NOBLOOD
	states
	{
	Spawn:
		BOYX GG 2 A_Look
		Loop
	See:
		BOYX A 0 A_PlaySound("UWU")
		BOYX ABABCDEDEFF 3 A_Chase
		Loop
	Melee:
		BOYX GG 0 A_PlaySound("KISSX")
		BOYX GH 6 A_FaceTarget
		BOYX HH 6 A_CustomMeleeAttack(random(0, 0) * 0, "", "Melee", true)
		Goto See
	Pain:
		BOYX J 4 A_SpawnItemEx("OWO1", Random(20, 30), 0, 0, 0, 0, (Random(0, 15)*0.2), Random(0, 256), 128)
		BOYX JJ 4 A_Pain
		Goto See
	Death:
		NYAX A 0 A_PlaySound("MRRRX")
		NYAX AAAAA 4 A_SpawnItemEx("OWO1", Random(20, 30), 0, 0, 0, 0, (Random(0, 15)*0.2), Random(0, 256), 128)
		NYAX BBBBB 4 A_SpawnItemEx("OWO1", Random(20, 30), 0, 0, 0, 0, (Random(0, 20)*0.2), Random(0, 256), 128)
		Loop
	}
}

//NormalBoyKisser

Actor NormalBoyKisser 19902
{
	Obituary "Good boy UWU"
	Height 56
	Radius 23
	PainChance 256
	Health 70
	Speed 12
	Scale 0.24
	Meleedamage 0
	PainSound "WOOOWX"
	DeathSound "WOOOWX"
	Monster
	+LOOKALLAROUND
	+FLOORCLIP
	+NOBLOOD
	states
	{
	Spawn:
		BOYX GG 2 A_Look
		Loop
	See:
		BOYX A 0 A_PlaySound("UWU")
		BOYX ABABCDEDEFF 3 A_Chase
		Loop
	Melee:
		BOYX GG 0 A_PlaySound("KISSX")
		BOYX GH 6 A_FaceTarget
		BOYX HH 6 A_CustomMeleeAttack(random(0, 0) * 0, "", "Melee", true)
		Goto See
	Pain:
		BOYX J 4 A_SpawnItemEx("OWO2", Random(20, 30), 0, 0, 0, 0, (Random(0, 15)*0.2), Random(0, 256), 128)
		BOYX JJ 4 A_Pain
		Goto See
	Death:
		NYAX A 0 A_PlaySound("MRRRX")
		NYAX AAAAA 4 A_SpawnItemEx("OWO2", Random(20, 30), 0, 0, 0, 0, (Random(0, 15)*0.2), Random(0, 256), 128)
		NYAX BBBBB 4 A_SpawnItemEx("OWO2", Random(20, 30), 0, 0, 0, 0, (Random(0, 20)*0.2), Random(0, 256), 128)
		Loop
	}
}

//BigBoyKisser

Actor BigBoyKisser 19903
{
	Obituary "Good boy OwO"
	Height 56
	Radius 30
	PainChance 256
	Health 180
	Speed 12
	Scale 0.36
	Meleedamage 0
	DeathSound "WOOOWX"
	PainSound "WOOOWX"
	Monster
	+LOOKALLAROUND
	+FLOORCLIP
	+NOBLOOD
	states
	{
	Spawn:
		BOYX GG 2 A_Look
		Loop
	See:
		BOYX A 0 A_PlaySound("UWU")
		BOYX ABABCDEDEFF 3 A_Chase
		Loop
	Melee:
		BOYX GG 0 A_PlaySound("KISSX")
		BOYX GH 6 A_FaceTarget
		BOYX HH 6 A_CustomMeleeAttack(random(0, 0) * 0, "", "Melee", true)
		Goto See
	Pain:
		BOYX J 4 A_SpawnItemEx("OWO3", Random(20, 30), 0, 0, 0, 0, (Random(0, 15)*0.2), Random(0, 256), 128)
		BOYX JJ 4 A_Pain
		Goto See
	Death:
		NYAX A 0 A_PlaySound("MRRRX")
		NYAX AAAAA 4 A_SpawnItemEx("OWO3", Random(20, 30), 0, 0, 0, 0, (Random(0, 15)*0.2), Random(0, 256), 128)
		NYAX BBBBB 4 A_SpawnItemEx("OWO3", Random(20, 30), 0, 0, 0, 0, (Random(0, 20)*0.2), Random(0, 256), 128)
		Loop
	}
}

Actor OWO1
{
	Projectile
	Radius 1
	Height 1
	Scale 0.10
	+NOBLOCKMAP
	+BLOODLESSIMPACT
	+CLIENTSIDEONLY
	+DONTSPLASH
	+FORCEXYBILLBOARD
	-BLOODSPLATTER
	
	States
	{
    Spawn:
    Death:
    HEEX AAAA 4 A_FadeOut(0.06)
    Stop
	}
}

Actor OWO2
{
	Projectile
	Radius 1
	Height 1
	Scale 0.20
	+NOBLOCKMAP
	+BLOODLESSIMPACT
	+CLIENTSIDEONLY
	+DONTSPLASH
	+FORCEXYBILLBOARD
	-BLOODSPLATTER
	
	States
	{
    Spawn:
    Death:
    HEEX BBBB 4 A_FadeOut(0.06)
    Stop
	}
}

Actor OWO3
{
	Projectile
	Radius 1
	Height 1
	Scale 0.30
	+NOBLOCKMAP
	+BLOODLESSIMPACT
	+CLIENTSIDEONLY
	+DONTSPLASH
	+FORCEXYBILLBOARD
	-BLOODSPLATTER
	
	States
	{
    Spawn:
    Death:
    HEEX CCCC 4 A_FadeOut(0.06)
    Stop
	}
}

Actor Cute : Fist
{
    Weapon.Slotnumber 1
    States
    {
    Ready:
        PUNG A 1 A_WeaponReady
        Loop
    Deselect:
        PETC A 1 A_Lower
        Loop
    Select:
        PETC A 1 A_Raise
        Loop
    Fire:
        PETC BD 5
		PETC C 5 A_CustomPunch (3,0,0,"CuteBoy")
        Goto ready
    }
}

Actor CuteBoy 
{
	+NOBLOCKMAP
	+NOGRAVITY
	+PUFFONACTORS
	
	States {
	Spawn:
		PUNG ABCD 4
		Stop
	}
}


ACTOR Radio 19911 
{
//$Title Radio
//$Sprite RDIOA0
  Scale 0.2
  Radius 20
  Height 14
  ProjectilePassHeight -16
  States
  {
  Spawn:
    RDIO A 5 NoDelay A_StartSound ("D_RADIO", 7, CHANF_LOOPING | CHANF_NOPAUSE, 0.6, ATTN_STATIC)
	RDIO A 5
    Loop
  }
}