actor AracnorbQueen 22069
{
  //$Category Monsters
  //$Title "Aracnorb Queen"
  MONSTER
  +NOGRAVITY
  +FLOAT
  +FLOATBOB
  +BOSS
  Health 4000
  Radius 34
  Height 76
  Mass 2000
  Speed 12
  PainChance 45
  SeeSound "queen/sight"
  ActiveSound "queen/active"
  PainSound "queen/pain"
  DeathSound "queen/death"
  MeleeSound "queen/melee"
  MeleeDamage 6
  MissileHeight 36
  Obituary "%o suffered psychic trauma from an aracnorb queen's brainwaves."
  HitObituary "%o had %p skull chewed by an aracnorb queen."
  Scale 0.85
  States
  {
  Spawn:
    ARNQ A 1 A_Look
    Loop
  See:
    ARNQ A 2 A_Chase
    Loop
  Melee:
    ARNQ ABC 5
    ARNQ D 6 A_MeleeAttack
    Goto See
  Missile:
	TNT1 A 0 A_Jump(96, "BFG")
	TNT1 A 0 A_JumpIfCloser(512, "CloseRange")
	Goto LongRange
  CloseRange:
    TNT1 A 0 A_Jump(176, "RapidFire")
	Goto SpreadFire
  LongRange:
    TNT1 A 0 A_Jump(176, "SpreadFire")
	Goto RapidFire
  BFG:
    TNT1 A 0 A_PlaySound("queen/fire")
	ARNQ BCD 8 A_FaceTarget
    ARNQ E 10 Bright A_CustomMissile("QueenBFG",50,-10,0)
	Goto See
  RapidFire:
    ARNQ BCD 8 A_FaceTarget
    ARNQ E 5 BRIGHT A_CustomMissile ("QueenPlasmaBlast", 40, 0, random(-4,4))
    ARNQ D 0 BRIGHT A_FaceTarget
    ARNQ E 5 BRIGHT A_CustomMissile ("QueenPlasmaBlast", 40, 0, random(-4,4))
    ARNQ D 0 BRIGHT A_FaceTarget
    ARNQ E 5 BRIGHT A_CustomMissile ("QueenPlasmaBlast", 40, 0, random(-4,4))
    ARNQ D 0 BRIGHT A_FaceTarget
    ARNQ E 5 BRIGHT A_CustomMissile ("QueenPlasmaBlast", 40, 0, random(-4,4))
    ARNQ P 0 BRIGHT A_FaceTarget
    ARNQ E 5 BRIGHT A_CustomMissile ("QueenPlasmaBlast", 40, 0, random(-4,4))
    ARNQ D 0 BRIGHT A_FaceTarget
    ARNQ E 5 BRIGHT A_CustomMissile ("QueenPlasmaBlast", 40, 0, random(-4,4))
    ARNQ D 0 BRIGHT A_FaceTarget
    ARNQ E 5 BRIGHT A_CustomMissile ("QueenPlasmaBlast", 40, 0, random(-4,4))
    ARNQ D 0 BRIGHT A_FaceTarget
    ARNQ E 5 BRIGHT A_CustomMissile ("QueenPlasmaBlast", 40, 0, random(-4,4))
    ARNQ D 0 BRIGHT A_FaceTarget
    ARNQ E 5 BRIGHT A_CustomMissile ("QueenPlasmaBlast", 40, 0, random(-4,4))
    ARNQ D 0 BRIGHT A_FaceTarget
    ARNQ E 5 BRIGHT A_CustomMissile ("QueenPlasmaBlast", 40, 0, random(-4,4))
    ARNQ D 0 BRIGHT A_FaceTarget
    ARNQ E 5 BRIGHT A_CustomMissile ("QueenPlasmaBlast", 40, 0, random(-4,4))
    ARNQ D 5 A_FaceTarget
    //ARNQ D 5
	Goto See
  SpreadFire:
    ARNQ BCD 8 A_FaceTarget
	TNT1 A 0 A_CustomMissile("QueenPlasmaBlast", 40, 0, random(-7,7), CMF_AIMOFFSET|CMF_OFFSETPITCH, random(-3,3))
	TNT1 A 0 A_CustomMissile("QueenPlasmaBlast", 40, 0, random(-7,7), CMF_AIMOFFSET|CMF_OFFSETPITCH, random(-3,3))
	TNT1 A 0 A_CustomMissile("QueenPlasmaBlast", 40, 0, random(-7,7), CMF_AIMOFFSET|CMF_OFFSETPITCH, random(-3,3))
	TNT1 A 0 A_CustomMissile("QueenPlasmaBlast", 40, 0, random(-7,7), CMF_AIMOFFSET|CMF_OFFSETPITCH, random(-3,3))
	TNT1 A 0 A_CustomMissile("QueenPlasmaBlast", 40, 0, random(-7,7), CMF_AIMOFFSET|CMF_OFFSETPITCH, random(-3,3))
	ARNQ E 5 Bright A_CustomMissile("QueenPlasmaBlast", 40, 0, random(-4,4))
	ARNQ BCD 8 A_FaceTarget
	TNT1 A 0 A_CustomMissile("QueenPlasmaBlast", 40, 0, random(-7,7), CMF_AIMOFFSET|CMF_OFFSETPITCH, random(-3,3))
	TNT1 A 0 A_CustomMissile("QueenPlasmaBlast", 40, 0, random(-7,7), CMF_AIMOFFSET|CMF_OFFSETPITCH, random(-3,3))
	TNT1 A 0 A_CustomMissile("QueenPlasmaBlast", 40, 0, random(-7,7), CMF_AIMOFFSET|CMF_OFFSETPITCH, random(-3,3))
	TNT1 A 0 A_CustomMissile("QueenPlasmaBlast", 40, 0, random(-7,7), CMF_AIMOFFSET|CMF_OFFSETPITCH, random(-3,3))
	TNT1 A 0 A_CustomMissile("QueenPlasmaBlast", 40, 0, random(-7,7), CMF_AIMOFFSET|CMF_OFFSETPITCH, random(-3,3))
	ARNQ E 5 Bright A_CustomMissile("QueenPlasmaBlast", 40, 0, random(-4,4))
	ARNQ D 5 A_FaceTarget
	Goto See
  Pain:
	TNT1 A 0 A_Jump(50, "PainSpam")
    ARNQ F 4
	ARNQ F 4 A_Pain
    Goto See
  PainSpam:
    ARNQ F 4
    ARNQ F 0 A_custommissile("QueenPainPlasmaBlast",75,0,5,32,0)
    ARNQ F 0 A_custommissile("QueenPainPlasmaBlast",75,0,25,32,0)
    ARNQ F 0 A_custommissile("QueenPainPlasmaBlast",75,0,45,32,0)
    ARNQ F 0 A_custommissile("QueenPainPlasmaBlast",75,0,65,32,0)
    ARNQ F 0 A_custommissile("QueenPainPlasmaBlast",75,0,85,32,0)
    ARNQ F 0 A_custommissile("QueenPainPlasmaBlast",75,0,105,32,0)
    ARNQ F 0 A_custommissile("QueenPainPlasmaBlast",75,0,125,32,0)
    ARNQ F 0 A_custommissile("QueenPainPlasmaBlast",75,0,145,32,0)
    ARNQ F 0 A_custommissile("QueenPainPlasmaBlast",75,0,165,32,0)
    ARNQ F 0 A_custommissile("QueenPainPlasmaBlast",75,0,185,32,0)
    ARNQ F 0 A_custommissile("QueenPainPlasmaBlast",75,0,205,32,0)
    ARNQ F 0 A_custommissile("QueenPainPlasmaBlast",75,0,225,32,0)
    ARNQ F 0 A_custommissile("QueenPainPlasmaBlast",75,0,245,32,0)
    ARNQ F 0 A_custommissile("QueenPainPlasmaBlast",75,0,265,32,0)
    ARNQ F 0 A_custommissile("QueenPainPlasmaBlast",75,0,285,32,0)
    ARNQ F 0 A_custommissile("QueenPainPlasmaBlast",75,0,305,32,0)
    ARNQ F 0 A_custommissile("QueenPainPlasmaBlast",75,0,325,32,0)
    ARNQ F 0 A_custommissile("QueenPainPlasmaBlast",75,0,345,32,0)
	ARNQ F 4 A_Pain
    Goto See
  Death:
    ARNQ G 0 A_ChangeFlag("FLOATBOB",0)
    ARNQ G 9 A_Scream
	ARNQ G 3 A_Fall
    Wait
  Crash:
    ARNQ HIJKL 9
    ARNQ M -1
    Stop
  /*Raise:
    ARNQ MLKJIHGA 8
    ARNQ A 0 A_ChangeFlag("FLOATBOB",1)
	Goto See*/
  }
}

actor QueenPlasmaBlast
{
  Radius 13
  Height 8
  Speed 25//40
  Damage 6
  Projectile
  DamageType Disintegrate
  scale .75
  +RANDOMIZE
  +BLOODLESSIMPACT
  +NOEXTREMEDEATH
  RenderStyle Add
  Alpha 0.75
  SeeSound "electricplasma/shoot"
  DeathSound "electricplasma/hit"
  Decal "SwordLightning"
  States
  {
  Spawn:
    EBLT GH 0 bright A_CustomMissile("QueenPlasmaBlastTrail", 0, 0, 0)
    EBLT GH 2 bright A_BishopMissileWeave
    loop
  Death:
    EBLT IJK 3 bright
    stop
  }
}

actor QueenPlasmaBlastTrail
{
  Radius 13
  Height 8
  Speed 0//35
  Damage 0
  Projectile
  +RANDOMIZE
  RenderStyle Add
  Alpha 0.75
  States
  {
  Spawn:
    EBLT ABC 3 bright A_BishopMissileWeave
    goto death
  Death:
    EBLT DEF 4 bright A_FadeOut(0.25)
    loop
  }
}

actor QueenPainPlasmaBlast : QueenPlasmaBlast
{
  Speed 15
}

ACTOR QueenBFG
{
	Radius 12
	Height 12
	Speed 20
	Damage 10
	PROJECTILE
	+SEEKERMISSILE
	Renderstyle Add
	SEESOUND "queen/fire"
    DEATHSOUND "queen/hit"
    Decal BFGLightning
	states
	{
	Spawn:
		CBTS A 2 BRIGHT A_SeekerMissile(1,4)//(1,90)
		TNT1 A 0 BRIGHT A_SpawnItemEx("ZWAVE",0,0,0,0,0,0,0,128)
		CBTS B 2 BRIGHT A_SeekerMissile(1,4)
		TNT1 A 0 BRIGHT A_SpawnItemEx("ZWAVE",0,0,0,0,0,0,0,128)
		CBTS C 2 BRIGHT A_SeekerMissile(1,4)
		TNT1 A 0 BRIGHT A_SpawnItemEx("ZWAVE",0,0,0,0,0,0,0,128)
		CBTS D 2 BRIGHT A_SeekerMissile(1,4)
		TNT1 A 0 BRIGHT A_SpawnItemEx("ZWAVE",0,0,0,0,0,0,0,128)
		CBTS E 2 BRIGHT A_SeekerMissile(1,4)
		TNT1 A 0 BRIGHT A_SpawnItemEx("ZWAVE",0,0,0,0,0,0,0,128)
		CBTS F 2 BRIGHT A_SeekerMissile(1,4)
		TNT1 A 0 BRIGHT A_SpawnItemEx("ZWAVE",0,0,0,0,0,0,0,128)
		CBTS G 2 BRIGHT A_SeekerMissile(1,4)
		TNT1 A 0 BRIGHT A_SpawnItemEx("ZWAVE",0,0,0,0,0,0,0,128)
		CBTS H 2 BRIGHT A_SeekerMissile(1,4)
		TNT1 A 0 BRIGHT A_SpawnItemEx("ZWAVE",0,0,0,0,0,0,0,128)
		CBTS I 2 BRIGHT A_SeekerMissile(1,4)
		TNT1 A 0 BRIGHT A_SpawnItemEx("ZWAVE",0,0,0,0,0,0,0,128)
		CBTS J 2 BRIGHT A_SeekerMissile(1,4)
		TNT1 A 0 BRIGHT A_SpawnItemEx("ZWAVE",0,0,0,0,0,0,0,128)
		Loop
	Death:
	    CBTS K 0 Radius_Quake(15,15,0,40,0)
		CBTS K 2 BRIGHT A_Explode(140,140)
		CBTS LMNOPQRSTUVW 2 BRIGHT
		Stop
	}
}

ACTOR ZWAVE
{   
   Radius 10
   Height 10
   Speed 0
   seesound "queen/fire"
   +Noclip
   PROJECTILE
   RENDERSTYLE Add
   states
   {
   Spawn:
      TNT1 A 4
      BLST ABCDEFGHIJKLMNOP 3 BRIGHT A_FadeOut(0.0625)
      Stop
   }
}