ACTOR ArgusPlayer : PlayerPawn
{
  Health 20000
	Radius 28
	Height 48
	Mass 800
  Player.forwardmove 0.8
  Player.MaxHealth 20000
  Player.sidemove 0.8
  Scale 1.11
  Player.Jumpz 8
  Player.ViewHeight 56
  Player.DisplayName "Argus"
  Player.SoundClass "Argus"
  Player.MorphWeapon "ArgusWeapon0"
  Player.StartItem "Mana", 100
  DamageFactor "Boss", 0
  DamageFactor Slime, 0
  limitedtoteam 1
  painchance 144
	PainSound "Argus/Pain"
    SEESOUND "Argus/See"
    DEATHSOUND "Argus/Die"
	+NOSKIN
	+DONTTRANSLATE
  -PICKUP
  +NOTARGET
  states
{
	Spawn:
		THOR M 10 SetPlayerProperty(0, 1, 1)
		TNT1 A 0 ACS_ExecuteAlways(997, 0, 1)
		Loop
	See:
		TNT1 A 0 A_JumpIfInventory("ArgusActCount", 64, "MakeNoise")
		THOR MN 5 SetPlayerProperty(0, 1, 1)
		TNT1 A 0 A_GiveInventory("ArgusActCount", 1)
		THOR OP 5
		TNT1 A 0 A_GiveInventory("ArgusActCount", 1)
		TNT1 A 0 A_CustomMissile("LightningBallC1",200,0,0,2,0)
		TNT1 A 0 A_CustomMissile("LightningBallC2",200,0,180,2,0)
		Loop
	Pain:
		TNT1 A 0 A_Pain
		THOR Q 8
	Goto Spawn
	MakeNoise:
		TNT1 A 0 A_TakeInventory("ArgusActCount", 999)
		TNT1 A 0 A_PlaySoundEx("Argus/Act", 6)
		THOR M 1
	Goto See
	  Missile:
		THOR M 1 A_JumpIfInventory("UsingHeal", 1, "Healing")
		Goto Spawn
	  Melee:
		TNT1 A 0 A_JumpIfInventory("UsingHeal", 1, "Healing")
		TNT1 A 0 A_JumpIfInventory("UsingThunder", 1, "Thunder")
		TNT1 A 0 A_GiveInventory("ArgusActCount", 2)
		THOR R 1 Bright
		TNT1 A 0 A_JumpIfInventory("UsingThunder", 1, "Thunder")
		TNT1 A 0 A_JumpIfInventory("UsingHeal", 1, "Healing")
		THOR RRRRR 1 Bright A_JumpIfInventory("UsingThunder", 1, "Thunder")
		THOR ST 5 Bright
		Goto Spawn
	  Thunder:
		THOR MMM 1 A_JumpIfInventory("IsOnCorrectPlace", 1, "Continue")
		Goto Spawn
	  Healing:
	    THOR Z 15
	    Goto Spawn
	  Continue:
		THOR RS 5 Bright
		THOR YZ 4
		THOR X 12 Bright
	    Goto Spawn
	  Death:
		TNT1 A 0 A_Scream
		TNT1 A 0 a_givetotarget("BOSSKILLEDSTAT", 1)
		TNT1 A 0 a_givetotarget("reward", 1)
		TNT1 A 0 A_Stop
		THOR M 1 A_SpawnItem("ThorDeath")
	    BLAN A -1
	  Stop
	}
}

ACTOR GroundLightningTracer
{
  Radius 4
  Height 6
  Speed 10
  Damage 15
  RENDERSTYLE Add
  Alpha 0.40
  ReactionTime 15//34
  SEESOUND "thor/attackr2"
  PROJECTILE
  +FloorHugger
  //+Noclip
  //+Ripper
  +SeekerMissile
  +LOOKALLAROUND
  states
  {
 Spawn:
        TNT1 A 0
        TNT1 A 0 A_RearrangePointers(AAPTR_NULL,AAPTR_TARGET,AAPTR_TRACER)
        TNT1 A 0 A_LookEx(0,0,0,0,0,"Acquired")
        TNT1 A 0 A_RearrangePointers(AAPTR_MASTER,AAPTR_MASTER,AAPTR_TRACER)
        Goto Idle
    Acquired:
        TNT1 A 0 A_RearrangePointers(AAPTR_MASTER,AAPTR_MASTER,AAPTR_TARGET)
        Goto Idle
	Idle:
		ICWS ABCDEFGHI 1 BRIGHT A_SpawnItemEx("GroundTrail",0,0,0,0,0,0,0,128)
		TNT1 A 0 A_Jump(128, 2)
    	ICWS A 0 BRIGHT A_SeekerMissile(90,90)
    	TNT1 A 0 A_CountDown
		Loop
  Death:
    ICWS ABCDEFGHI 5 BRIGHT A_Stop
    ICWS ABCDEFGHI 1 BRIGHT A_CustomMissile("GroundSmoke",0,10,random(0,360),2,random(80,100))
    ICWS ABCDEFGHI 1 BRIGHT A_CustomMissile("GroundSmoke",0,10,random(0,360),2,random(80,100))
    ICWS ABCDEFGHI 1 BRIGHT A_CustomMissile("GroundSmoke",0,10,random(0,360),2,random(80,100))
    ICWS ABCDEFGHI 1 BRIGHT A_CustomMissile("GroundSmoke",0,10,random(0,360),2,random(80,100))
    ICWS ABCDEFGHI 1 BRIGHT A_CustomMissile("GroundSmoke",0,10,random(0,360),2,random(80,100))
    ICWS ABCDEFGHI 1 BRIGHT A_CustomMissile("GroundSmoke",0,10,random(0,360),2,random(80,100))
    ICWS ABCDEFGHI 1 BRIGHT A_CustomMissile("GroundSmoke",0,10,random(0,360),2,random(80,100))
    ICWS ABCDEFGHI 1 BRIGHT A_CustomMissile("GroundSmoke",0,10,random(0,360),2,random(80,100))
    ICWS ABCDEFGHI 1 BRIGHT A_CustomMissile("GroundSmoke",0,10,random(0,360),2,random(80,100))
    ICWS ABCDEFGHI 1 BRIGHT A_CustomMissile("GroundSmoke",0,10,random(0,360),2,random(80,100))
    Stop
  }
}