ACTOR AvatarPlayer : PlayerPawn
{
  Health 750
  Radius 30
  Height 96
  Player.viewheight 88
  Speed 0.8
  mass 2000
  Player.ColorRange 0, 0
  Player.MaxHealth 16000
  Player.ViewHeight 54
  Player.DisplayName "Avatar"
  Player.SoundClass "Avatar"
  Player.MorphWeapon "AvatarWeapon0"
  Player.StartItem "Mana", 100
  DamageFactor "Boss", 0
  limitedtoteam 1
  SeeSound "monster/avasit" 
  PainSound "monster/avapai" 
  DeathSound "monster/avadth" 
  ActiveSound "monster/avaact"
  +NOSKIN
  -PICKUP
  states
{
	Spawn:
		AVAT AB 10 SetPlayerProperty(0, 1, 1)
		Loop
	See:
	AVAT AABBCCDD 3 SetPlayerProperty(0, 1, 1)
		Loop
	Missile:
    AVAT L 1 Bright A_PlaySound ("monster/avaatk")
	AVAT L 12 
    Goto See
	Death:
       TNT1 A 0 A_SpawnItem("AvatarDeath")
	   TNT1 A 0 a_givetotarget("BOSSKILLEDSTAT", 1)
	   TNT1 A 0 a_givetotarget("reward", 1)
	   TNT1 A 1
       TNT1 A 0 A_Scream 
       BLAN A -1
    stop
}
}

Actor AvatarDeath
{
	+NOINTERACTION
	
	States
	{
		spawn:
		   AVAT N 7 Bright
		   AVAT O 7 Bright
		   AVAT P 7 Bright
		   AVAT Q 7 Bright A_Fall 
		   AVAT RSTU 7 Bright
		   AVAT V -1
		Stop
	}
}

ACTOR HolyMissile2
{
   Radius 3
   Height 3
   Speed 20
   Damage (15*Random(1,4))
   PROJECTILE
   +SEEKERMISSILE
   +LOOKALLAROUND
   RENDERSTYLE ADD
   ALPHA 0.67
   MissileType HolyMissileTrail
   SeeSound "monster/bomb"
   DeathSound "monster/explode"
   Decal "Scorch"
      damagetype "boss"
   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:
      SPIR A 1 Bright A_CustomMissile("HolyMissileTrail",0,0,0,0)
	  SPIR A 0 Bright A_SeekerMissile(10,10)
      SPIR B 1 Bright A_CustomMissile("HolyMissileTrail",0,0,0,0)
	  SPIR A 0 Bright A_SeekerMissile(10,10)
      SPIR A 1 Bright A_CustomMissile("HolyMissileTrail",0,0,0,0)
	  SPIR A 0 Bright A_SeekerMissile(10,10)
      SPIR B 1 Bright A_CustomMissile("HolyMissileTrail",0,0,0,0)
	  SPIR A 0 Bright A_SeekerMissile(10,10)
      SPIR A 1 Bright A_CustomMissile("HolyMissileTrail",0,0,0,0)
	  SPIR A 0 Bright A_SeekerMissile(10,10)
      SPIR B 1 Bright A_CustomMissile("HolyMissileTrail",0,0,0,0)
      Loop
   Death:
      SPIR A 0 Bright 
      SPIR B 0 Bright
      SPIR K 3 Bright
      SPIR L 3 Bright
      SPIR M 3 Bright
      SPIR N 3 Bright
      SPIR O 3 Bright
      Stop
   }
}