class Cylonder : SquareMonster
{
	Default
	{
		Health 300;
		Radius 24;
		Height 56;
		Speed 12;
		FastSpeed 18;
		Obituary "$OB_CYLONDER";
		SeeSound "cylonder/sight";
		ActiveSound "cylonder/active";
		PainSound "cylonder/pain";
		DeathSound "cylonder/death";
		MinMissileChance 220;
		PainChance 20;
		Mass 2000;
		+DONTBLAST;
		+NOBLOOD;

		DamageFactor "Vacuum", 0.0;
	}
	States
	{
	Spawn:
		CYLN ACAB 4 A_Look();
		Loop;
	See:
		CYLN AACCAABB 3 A_Chase();
		Loop;
	Missile:
		CYLN A 10 A_PlaySound("cylonder/attack");
	MissileLoop:
		CYLN A 3 A_FaceTarget();
		CYLN D 3 Bright A_SpawnProjectile("CylonLaser", 12);
		CYLN BAC 2 A_FaceTarget();
		CYLN D 0 A_CPosRefire();
		Loop;
	Pain:
		CYLN A 4;
		CYLN A 4 A_Pain();
		Goto See;
	Death:
		CYLN F 1;
		CYLN C 1 A_Scream();
		CYLN FBFCFBFCFBFCFBFCFBFCFB 1 Bright;
		CYLN F 0 Bright A_SpawnItem("CrystalGibSpawner");
		CYLN F 1 Bright A_SpawnItem("MibSpawnerCylonder");
		TNT1 A 0 A_Explode(80,100);
		CYLN E 0 A_NoBlocking();
		CYLN E 1 Bright A_SpawnItemEx("ExplosionSilent", random(-20,20), random(-20,20), random(20,30));
		CYLN EEEEEEEE 2 A_SpawnItemEx("Smoke", frandom[SquareEffectRandom](-7.0,7.0), frandom[SquareEffectRandom](-7.0,7.0), 8.0, 0, 0, 2);
		Stop;
	}
}
