actor DraugrPlayer : PlayerPawn
{
	Health 1500
	Mass 100
	limitedtoteam 1
	bloodcolor "Red"
    Radius 18
    Height 60
	+NOSKIN
	-PICKUP
    Player.ViewHeight 50
	player.attackzoffset 17
	player.forwardmove 0.8
	player.sidemove 0.8
	Player.Maxhealth 18000
	player.jumpz 13
	Player.MorphWeapon "DraugrWeapon"
	Damagefactor "boss", 0
	Player.DisplayName "Draugr"
	player.soundclass "Draugr"
	Player.StartItem "Backpack", 1
	Player.StartItem "Mana", 100
	Player.StartItem "DraugrItem", 1
	Player.StartItem "DraugrMode1", 1
	States
	{
    Spawn:
     PTKN A 1
	 Loop
	See:
	 PTKN ABCD 5 
	 GoTo Spawn
	Pain:
	 PTKN G 0 A_GiveInventory("ChargesBuilt",random(0,1))
	 PTKN G 4 A_Pain
	 PTKN G 4 
	 GoTo Spawn
	Melee:
	Missile:
	 PTKN EFG 5
	 GoTo Spawn
	Death:
	XDeath:
	DeathAnim:
	XDeathAnim:
	 TNT1 A 0 a_givetotarget("BOSSKILLEDSTAT", 1)
	 TNT1 A 0 A_GiveToTarget("reward", 1)
	 PTKN OOOOOOOOOOOOOOOOOOOOOOOO 1 
	 PTKN O 2 
	 PTKN P 3 A_PlayerScream
	 PTKN PQR 5 A_NoBlocking
	 PTKN STUV 5
	 PTKN W 350
	 PKTN WWWWWWWWWW 1 A_FadeOut
	 NULL A -1
	 Stop
   }
}


ACTOR DraugrItem : CustomInventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
	+INVBAR
	+INVENTORY.UNDROPPABLE
	Inventory.Icon "DRAUITM"
	Tag "Sacrifice 350 HP for 5 Charges"
	States
	{
	Spawn:
		TNT1 A 0
		Stop
	Use:
		TNT1 A 0 A_GiveInventory("DraugrSacrifice",1)
		Fail
	    }
}

Actor DraugrSacrifice : BaseDelay {}

ACTOR DraugrMorpher : PowerupGiver 
{
Scale 2
radius 48
height 128
powerup.type Draugr
inventory.pickupmessage ""
powerup.duration 99999999999999
states
{
Spawn:
TNT1 A 6
loop
 }
 }

actor PowerDraugr : PowerMorph
{
powerup.duration 99999999999999
PowerMorph.PlayerClass "DraugrPlayer"
}

Actor DraugrProtection : PowerProtection
{
 Damagefactor 0.3
 +DontBlast
 PowerUp.Duration 50
}

Actor DraugrBomb
{
 Projectile
 Speed 32
 -NoGravity
 ReactionTime 7
 +BounceOnActors
 +USEBOUNCESTATE
 +BounceOnWalls
 +BounceOnFloors
 +BounceOnCeilings
 +ALLOWBOUNCEONACTORS
 +HitTracer
+ThruGhost
 BounceCount 99
 BounceFactor 0.85
 WallBounceFactor 0.4
 DeathType DraugrC
 Gravity 0.85
 Height 9
 Radius 5
 Damage (15)
 Damagetype Normal2
  States
   {
    Spawn:
	 TNT1 A 0
	 TNT1 A 0 A_TakeInventory("Tic",99)
	 THRW A 3
	 THRW BCDE 3 A_GiveInventory("Tic",1)
	 Loop
	Bounce.Wall:
	Bounce.Floor:
	 TNT1 A 0 A_Countdown
	 GoTo Decide
	 Decide:
	 TNT1 A 0 A_PlaySound ("Weapons/DraugrBombBounce",0,1.0,0)
	 TNT1 A 0 A_JumpIfInventory("Tic",1,1)
	 GoTo Spawn+4
	 TNT1 A 0 A_JumpIfInventory("Tic",2,1)
	 GoTo Spawn+5
	 TNT1 A 0 A_JumpIfInventory("Tic",3,1)
	 GoTo Spawn+6
	 TNT1 A 0 A_JumpIfInventory("Tic",4,1)
	 GoTo Spawn+7
	 TNT1 A 0
	 GoTo Spawn+3
    Bounce.Actor:
     TNT1 A 0 A_JumpIfInventory("Health",1,2,AAPTR_TRACER)
     TNT1 A 0 A_JumpIfInventory("ThisHuman",1,1,AAPTR_TRACER)
	 GoTo Decide
	 TNT1 A 0 A_GiveInventory("Tic", 100)
	 TNT1 AAAAAAAAAAAA 0 A_Countdown
	 THRW A 1
	 GoTo Death
	 Death:
	 TNT1 A 0 A_JumpIfInventory("Tic",99,"Explode")
	 THRW G 6
	 THRW F 4
	 THRW H 6 A_Jump(112,"Explode")
	 THRW H 3 A_Jump(62,"Explode")
	 THRW G 4 A_Jump(33,"Explode")
	 THRW FFFF 3 A_Jump(72,"Explode")
	 GoTo Explode
	 Explode:
	 TNT1 A 0 A_SetTranslucent(1.0,1)
	 TNT1 A 0 A_SetDamagetype("Explosive")
	 TNT1 A 0 A_SetScale (1.15,1.15)
	 TNT1 A 0  A_PlaySound ("Weapons/DraugrBombBreak",0,1.0,0)
	 DRTX Q 2 Bright  A_NoGravity
     DRTX Q 2 Bright A_PlaySound ("Weapons/DraugrBombExplode",0,1.0,0)
     DRTX R 1 Bright 
	 
     DRTX R 0 Bright A_CustomMissile("DraugrFlameShot",0,0,0,CMF_TRACKOWNER|2)
 	 DRTX R 0 Bright A_CustomMissile("DraugrFlameShot",0,0,15,CMF_TRACKOWNER|2)
	 DRTX R 0 Bright A_CustomMissile("DraugrFlameShot",0,00,35,CMF_TRACKOWNER|2)
	DRTX R 0 Bright A_CustomMissile("DraugrFlameShot",0,0,55,CMF_TRACKOWNER|2)
	DRTX R 0 Bright A_CustomMissile("DraugrFlameShot",0,0,85,CMF_TRACKOWNER|2)
	DRTX R 0 Bright A_CustomMissile("DraugrFlameShot",0,0,-15,CMF_TRACKOWNER|2)
	DRTX R 0 Bright A_CustomMissile("DraugrFlameShot",0,00,-35,CMF_TRACKOWNER|2)
	DRTX R 0 Bright A_CustomMissile("DraugrFlameShot",0,0,-55,CMF_TRACKOWNER|2)
	DRTX R 0 Bright A_CustomMissile("DraugrFlameShot",0,0,-85,CMF_TRACKOWNER|2)
	DRTX R 0 Bright A_CustomMissile("DraugrFlameShot",0,0,180,CMF_TRACKOWNER|2)
	DRTX R 0 Bright A_CustomMissile("DraugrFlameShot",0,00,165,CMF_TRACKOWNER|2)
	DRTX R 0 Bright A_CustomMissile("DraugrFlameShot",0,0,145,CMF_TRACKOWNER|2)
	DRTX R 0 Bright A_CustomMissile("DraugrFlameShot",0,0,115,CMF_TRACKOWNER|2)
	DRTX R 0 Bright A_CustomMissile("DraugrFlameShot",0,0,-165,CMF_TRACKOWNER|2)
	DRTX R 0 Bright A_CustomMissile("DraugrFlameShot",0,00,-145,CMF_TRACKOWNER|2)
	DRTX R 0 Bright A_CustomMissile("DraugrFlameShot",0,0,-115,CMF_TRACKOWNER|2)
	TNT1 A 0 A_RadiusGive("SplashDamageG",70,RGF_PLAYERS,1)
    DRTX S 4 Bright A_Explode(30,80,0)
    DRTX T 3 Bright
    DRTX U 4 Bright
    DRTX W 3 Bright
    DRTX X 4 Bright
    DRTX Z 3 Bright
	Stop
  }
}

Actor DraugrFlameShot
{
 Height 7
 Radius 3
 Scale 0.85
 Projectile
 +ThruActors
 Damagetype Fire
 DeathType DraugrC
 -NoGravity
 Gravity 0.5
 Renderstyle Add
 Speed 7
 ReactionTime 22
  States
   {
    Spawn:
	 TNT1 A 0
	 TNT1 A 0 A_PlaySound ("Weapons/DraugrBombFlame",0,0.2,0,ATTN_STATIC)
	 TNT1 A 0 A_Recoil(random(2,-5))
	 TNT1 A 0 ThrustThingZ(0,random(0,27),0,0)
	 SLoop:
	 DRTT A 1 Bright A_SpawnItemEx("DraugrFlameShotTrail",-6,0,0)
	 TNT1 A 0 A_Countdown
	 DRTT A 1 Bright A_SpawnItemEx("DraugrFlameShotTrail",-6,0,0)
	 TNT1 A 0 A_Countdown
	 TNT1 A 0 A_Explode(random(1,7),20,0,0,12)
	 TNT1 A 0 A_Jump(128,"Sloop")
	 TNT1 A 0 A_Countdown
	 TNT1 A 0 A_Jump(128,"Sloop")
	 TNT1 A 0 A_Countdown
	 Loop
	 Death:
	 TNT1 A 0 A_NoGravity
	 DRTT BCDEFGHIJK 1 Bright
	 Stop
   }
}

Actor DraugrSlamToken : Inventory {Inventory.MaxAmount 1 }
Actor DraugrBleedToken : Inventory {Inventory.MaxAmount 1 }
Actor DraugrAttackToken : Inventory {Inventory.MaxAmount 1 }

Actor DraugrMode1 : IsDummy {}
Actor DraugrMode2 : IsDummy {}
Actor DraugrMode3 : IsDummy {}
Actor DraugrMode4 : IsDummy {}
Actor DraugrMode5 : IsDummy {}
Actor SlamPart1 : IsDummy {}
Actor SlamPart2 : IsDummy {}
Actor DraugrHit : IsDummy {}
Actor DraugrWeapon : Weapon
{
  Weapon.SelectionOrder 800
 +Weapon.MeleeWeapon
 +WEAPON.NOAUTOAIM
 +INVENTORY.UNDROPPABLE
  Weapon.AmmoUse 0
  Weapon.AmmoUse 0
  Weapon.AmmoGive 0
  Weapon.AmmoType "Mana"
  Weapon.SlotNumber 0
 obituary "%o was beaten to a pulp by %k's Pain Gauntlets."
  States
   {
	Ready:
	 CLA3 A 1 A_WeaponReady(WRF_ALLOWRELOAD)
	CLA3 A 0 A_JumpIfInventory("DraugrSacrifice",1,"BleedRecharge")
	 Loop
	Select:
	 CLA3 A 1 A_Raise
	 CLA3 AAA 0 A_Raise
	 Loop
	Deselect:
	 CLA3 A 1 A_Lower
	 CLA3 AAA 0 A_Lower
	 Loop
	Fire:
	CLA3 A 0 A_JumpIfInventory("DraugrMode1",1,"AxeThrow")
	CLA3 A 0 A_JumpIfInventory("DraugrMode2",1,"GauntletRush")
	CLA3 A 0 A_JumpIfInventory("DraugrMode3",1,"RendSpace")
	CLA3 A 0 A_JumpIfInventory("DraugrMode4",1,"HoundingLightning")
	//CLA3 A 0 A_JumpIfInventory("DraugrMode5",1,"Wrath")
	GoTo Ready
	AxeThrow:
	CLA3 A 0 A_JumpIfInventory("Mana",10,1)
	GoTo Ready
	CLA3 A 0 A_JumpIfInventory("DraugrBleedToken",1,8)
	CLA3 A 0 A_JumpIfInventory("DraugrSlamToken",1,7)
	CLA3 A 4
	CLA3 B 1 Bright Offset(0, 60)
    CLA3 B 1 Bright Offset(0, 52)
    CLA3 B 1 Bright Offset(0, 44)
    CLA3 B 1 Bright Offset(0, 36)  A_TakeInventory("DraugrBleedToken",1)
    CLA3 BBBBBB 1 Bright  A_TakeInventory("DraugrSlamToken",1)
  Hold.AxeThrow:
    CLA3 B 5 Bright 
	CLA3 B 1 Bright A_ReFire("Hold.AxeThrow")
	Loose:
	CLA3 BBB 1 Bright 
	
	EAXE D 0 A_PlaySound("weapons/draugraxeswing",0,1.0)
	CLA3 AAAAA 1 Bright
	TNT1 A 0 A_TakeInventory("Mana",10)	
    CLA3 B 1 Bright A_FireCustomMissile("DraugrAxeProj",0,0,0,0)
    CLA3 A 5 Bright
    TNT1 A 0 A_JumpIfInventory("Mana",10,2)
	TNT1 A 0 A_Jump(256,2)
    CLA3 A 1 A_ReFire	("Hold.AxeThrow")
	TNT1 A 0 A_ClearRefire
	CLA3 A 2 A_GiveInventory("DraugrAttackToken",1)
	CLA3 AAAAAAAAAAAAA 1 A_WeaponReady(WRF_NOSECONDARY|WRF_NOPRIMARY|WRF_ALLOWRELOAD)
	GoTo Ready
    GauntletRush:
	EAXE A 0 A_JumpIfInventory("Mana",5,1)
	GoTo GauntletRush.Weak
	EAXE A 0 A_JumpIfInventory("DraugrBleedToken",1,7)
	EAXE A 0 A_JumpIfInventory("DraugrSlamToken",1,6)
	CLA3 A 9
	TNT1 A 0 A_TakeInventory("DraugrBleedToken",1)
	TNT1 A 1 A_TakeInventory("DraugrSlamToken",1)
    CLA3 AAA 1 A_TakeInventory("DraugrSlamToken",1)
    CLA3 C 0 A_PlaySound("weapons/draugrfistswing",0,1.0)
	CLA3 B 1
	TNT1 A 0 A_TakeInventory("Mana",5)	
	CLA3 K 0 A_ChangeVelocity (Cos(Pitch) *35, 0, Sin(Pitch) * -35, CVF_Relative)
	CLA3 K 0 A_FireCustomMissile("DraugrSoulFist",0,0,16,0,0)
    CLA3 B 1 A_CustomPunch(10,1,0,"DraugrFistPuff",120)
	EAXE A 0 A_JumpIfInventory("DraugrHit",1,"HitFists")
	CLA3 K 0 A_FireCustomMissile("DraugrSoulFist",0,0,16,0,0)
    CLA3 B 1 A_CustomPunch(10,1,0,"DraugrFistPuff",120)
	EAXE A 0 A_JumpIfInventory("DraugrHit",1,"HitFists")
	CLA3 K 0 A_FireCustomMissile("DraugrSoulFist",0,0,16,0,0)
    CLA3 B 1 A_CustomPunch(10,1,0,"DraugrFistPuff",120)
	EAXE A 0 A_JumpIfInventory("DraugrHit",1,"HitFists")
	CLA3 K 0 A_FireCustomMissile("DraugrSoulFist",0,0,16,0,0)
    CLA3 B 1 A_CustomPunch(15,1,0,"DraugrFistPuff",120)
	EAXE A 0 A_JumpIfInventory("DraugrHit",1,"HitFists")
    CLA3 B 7
	CLA3 A 2 A_GiveInventory("DraugrAttackToken",1)
	CLA3 AAAAAAAAA 1 A_WeaponReady(WRF_NOSECONDARY|WRF_NOPRIMARY|WRF_ALLOWRELOAD)
    Goto Ready
	GauntletRush.Weak:
	EAXE A 0 A_JumpIfInventory("DraugrBleedToken",1,7)
	EAXE A 0 A_JumpIfInventory("DraugrSlamToken",1,6)
	CLA3 A 9
	TNT1 A 0 A_TakeInventory("DraugrBleedToken",1)
	TNT1 A 1 A_TakeInventory("DraugrSlamToken",1)
    CLA3 A 3 A_TakeInventory("DraugrSlamToken",1)
    CLA3 C 0 A_PlaySound("weapons/draugrfistswing",0,1.0)
	CLA3 B 1
	CLA3 K 0 A_ChangeVelocity (Cos(Pitch) *35, 0, Sin(Pitch) * -35, CVF_Relative)
	CLA3 K 0 A_FireCustomMissile("DraugrSoulFist",0,0,16,0,0)
    CLA3 B 1 A_CustomPunch(5,1,0,"DraugrFistPuff",120)
	EAXE A 0 A_JumpIfInventory("DraugrHit",1,"HitFists")
    CLA3 B 1 A_CustomPunch(5,1,0,"DraugrFistPuff",120)
	EAXE A 0 A_JumpIfInventory("DraugrHit",1,"HitFists")
    CLA3 B 1 A_CustomPunch(5,1,0,"DraugrFistPuff",120)
	EAXE A 0 A_JumpIfInventory("DraugrHit",1,"HitFists")
    CLA3 B 1 A_CustomPunch(5,1,0,"DraugrFistPuff",120)
	EAXE A 0 A_JumpIfInventory("DraugrHit",1,"HitFists")
    CLA3 A 7
	TNT1 A 2 A_GiveInventory("DraugrAttackToken",1)
	CLA3 AAAAAAAAA 1 A_WeaponReady(WRF_NOSECONDARY|WRF_NOPRIMARY|WRF_ALLOWRELOAD)
    Goto Ready
	HitFists:
	CLA3 A 0 A_FireCustomMissile("DraugrAreaFreeze",0,0,0,0)
	CLA3 A 0 A_Stop
	CLA3 A 0 A_ChangeFlag("NoGravity",1)
	CLA2 A 8
	CLA3 B 3 A_CustomPunch(45,1,0,"DraugrFistPuff2",155)
	CLA3 A 8
	FCUT F 0 A_TakeInventory("DraugrHit",1)
	CLA3 A 2 A_GiveInventory("DraugrAttackToken",1)
	CLA3 AAAAAAAAAAAAA 1 A_WeaponReady(WRF_NOSECONDARY|WRF_NOPRIMARY|WRF_ALLOWRELOAD)
	GoTo Ready
	RendSpace:
	EAXE A 0 A_JumpIfInventory("ChargesBuilt",25,1)
	GoTo Ready
	EAXE A 0 A_JumpIfInventory("DraugrBleedToken",1,6)
	EAXE A 0 A_JumpIfInventory("DraugrSlamToken",1,5)
	CLA3 A 6
	TNT1 A 0 A_SpawnItemEx("DraugrRendGlareFX",2,-6,height-8,0,0,0,0,SXF_NOCHECKPOSITION)
	CLA3 A 6
	TNT1 A 0 A_SpawnItemEx("DraugrRendGlareFX",2,6,height-8,0,0,0,0,SXF_NOCHECKPOSITION)
	CLA3 A 5
	TNT1 A 0 A_TakeInventory("DraugrBleedToken",1)
	CLA3 A 3 A_TakeInventory("DraugrSlamToken",1)
	EAXE D 0 A_PlaySound("weapons/draugrswingheavy",0,1.0)
	CLA3 AA 1 Bright
	CLA3 BBB 1 Bright A_ChangeVelocity (Cos(Pitch) *7, 0, Sin(Pitch) * -7, CVF_Relative)
	EAXE D 0 A_PlaySound("weapons/draugrrend",0,1.0)
	AXRN A 0 A_TakeInventory("ChargesBuilt",25)
	AXRN D 0 Bright A_FireCustomMissile("DraugrBlade",-15,0,0,0)
	AXRN D 0 Bright A_FireCustomMissile("DraugrBlade",15,0,0,0)
	AXRN D 0 Bright A_FireCustomMissile("DraugrBlade",-7.5,0,0,0)
	AXRN D 0 Bright A_FireCustomMissile("DraugrBlade",7.5,0,0,0)
	AXRN D 1 Bright A_FireCustomMissile("DraugrBlade",0,0,0,0)
	CLA3 B 3
	CLA3 A 2 A_GiveInventory("DraugrAttackToken",1)
	CLA3 AAAAAAAAAAAAA 1  A_WeaponReady(WRF_NOSECONDARY|WRF_NOPRIMARY|WRF_ALLOWRELOAD)
    Goto Ready
	HoundingLightning:
	TNT1 A 0 A_JumpIfInventory("ChargesBuilt",5,1)
	GoTo Ready
	EAXE A 0 A_JumpIfInventory("DraugrBleedToken",1,6)
	EAXE A 0 A_JumpIfInventory("DraugrSlamToken",1,5)
	CLA3 A 12
	TNT1 A 0 A_TakeInventory("DraugrBleedToken",1)
	TNT1 A 1 A_TakeInventory("DraugrSlamToken",1)
	CLA3 BB 1
	CLA3 B 1 A_SpawnItemEx("DraugrLightningStartFX",-5,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	CLA3 BB 1
	TNT1 A 0 A_TakeInventory("ChargesBuilt",5)
	CLA3 B 4 Bright A_FireCustomMissile("DraugrLightningRail",0,0,0,0,0)
	CLA3 B 4
	CLA3 A 10
	CLA3 A 2 A_GiveInventory("DraugrAttackToken",1)
	CLA3 AAAAAAAAA 1  A_WeaponReady(WRF_NOSECONDARY|WRF_NOPRIMARY|WRF_ALLOWRELOAD)
	GoTo Ready
	Reload:
	CLA3 A 0 
	GoTo Slam
	Slam:
	CLA3 A 0 A_JumpIfInventory("DraugrAttackToken",1,5)
	CLA3 ABAB 1 A_ScaleVelocity(0.75)
	TNT1 AA 1 A_TakeInventory("DraugrAttackToken",1)
	TNT1 A 0 A_Stop
	TNT1 A 0 A_GunFlash("Flash.Slam")
    CLA3 C 0 A_PlaySound("weapons/draugrfistswing",0,1.0)
	CLA3 BBBBB 1 A_Stop
	FSLM E 0 ThrustThingZ(0,45,1,1)
	SlamW:
	TNT1 A 0  A_GunFlash("Flash.SlamW")
	FSLM E 0 ThrustThingZ(0,15,1,1)
	CLA3 BB 1
	FSLM E 0 A_JumpIf(Momz==0,1)
	Loop
	EAXE D 0 A_PlaySound("weapons/draugrswingheavy",0,1.0)
	TNT1 A 0 A_GunFlash("Flash.SlamN")
	//TNT1 A 0 A_GunFlash("Flash.SlamN")
	CLA3 AB 4 
	TNT1 A 0 A_TakeInventory("SlamPart1",1)
	TNT1 A 0 A_TakeInventory("SlamPart2",1)
	//FSLM M 0 A_GiveInventory("DraugrProtection",1)
	FSLM M 0 A_FireCustomMissile("DraugrSlam",0,0,0,0)
	//FLSM M 0 ThrustThingZ(0,35,0,0)
	FSLM M 0 A_GiveInventory("DraugrSlamToken",1)
	CLA3 AAAAA 1 
	TNT1 A 0 A_TakeInventory("DraugrSlamToken",1)
	CLA3 AAAA 2
	GoTo Ready
	Flash.Slam:
	CLA3 BBBBBB 1 A_JumpIfInventory("SlamPart1",1,"Flash.SlamW")
	Stop
	Flash.SlamW:
	CLA2 BBB 1
	Stop
    Flash.Stop:
	TNT1 A 0
	Stop
	Flash.SlamN:
	CLA2 B 8
	Stop
	BleedRecharge: //Sacrifice
	CLA3 B 12
	CLA3 A 0 A_PlaySound("Draugr/Sacrifice",0,1.0,0,ATTN_NONE)
	TNT1 A 0 A_GiveInventory("ChargesBuilt",5)
	TNT1 A 0 A_TakeInventory("DraugrSacrifice",1)
	FSLM M 0 A_GiveInventory("DraugrBleedToken",1)
	TNT1 A 5 DamageThing(350)
	TNT1 AAAAA 1 A_WeaponReady
	CLA3 A 12
	GoTo Ready
	
  AltFire:
  	   CLA3 A 0
	   CLA3 A 0 A_JumpIfInventory("DraugrMode1",1,"Mode2")
	   CLA3 A 0 A_JumpIfInventory("DraugrMode2",1,"Mode3")
	   CLA3 A 0 A_JumpIfInventory("DraugrMode3",1,"Mode4")
	   CLA3 A 0 A_JumpIfInventory("DraugrMode4",1,"Mode1")
	   //CLA3 A 0 A_JumpIfInventory("DraugrMode5",1,"Mode1")
	   GoTo Ready
	   Mode1:
	   CLA3 A 0 A_TakeInventory("DraugrMode4",1)
	   CLA3 A 0 A_GiveInventory("DraugrMode1",1)
	   GoTo AltFire.Next
	   Mode2:
	   CLA3 A 0 A_TakeInventory("DraugrMode1",1)
	   CLA3 A 0 A_GiveInventory("DraugrMode2",1)
	   GoTo AltFire.Next
	   Mode3:
	   CLA3 A 0 A_TakeInventory("DraugrMode2",1)
	   CLA3 A 0 A_GiveInventory("DraugrMode3",1)
	   GoTo AltFire.Next
	   Mode4:
	   CLA3 A 0 A_TakeInventory("DraugrMode3",1)
	   CLA3 A 0 A_GiveInventory("DraugrMode4",1)
	   GoTo AltFire.Next
	  /* Mode5:
	   CLA3 A 0 A_TakeInventory("DraugrMode4",1)
	   CLA3 A 0 A_GiveInventory("DraugrMode5",1)
	   GoTo AltFire.Next*/
	   Altfire.Next:
	   TNT1 A 0 A_JumpIfInventory("DraugrSlamToken",1,"Altfire.Ready")
       CLA3 A 1
       CLA3 A 10
       goto ready
	   AltFire.Ready:
	   CLA3 AAAAAAA 1 A_WeaponReady
	   CLA3 A 12 A_TakeInventory("DraugrSlamToken",1)
	   GoTo Ready
   }
}

Actor DraugrSoulFist
{
 Projectile
 Speed 30
 Height 12
 Radius 12
 Renderstyle Add
 Alpha 0.99
 Damagetype Boss
 Damage (5)
 ReactionTime 10
 SeeSound "weapons/draugrsoul"
 +HitTracer
  States
   {
    Spawn:
	 DGFJ B 1 Bright A_SpawnItemEx("DraugrSoulFistTrail",0,0,0)
	 DGF2 B 0 A_CountDown
	 Loop
	Death:
	 DGFJ B 1 Bright A_FadeOut
	 Wait
   }
}
 
Actor DraugrHitTrigger : BasedDamage
{States{PICKUP:
    TNT1 A 0
	TNT1 A 0 A_Stop
	TNT1 A 0 A_SpawnItemEx("DraugrHitRadius",0,0,Height/2,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 1
	Stop}}

Actor DraugrHasHit : BasedDamage
{States{PICKUP:
    TNT1 A 0
	TNT1 A 0 A_JumpIfInventory("DraugrWeapon",1,"PickUp.Yes")
	Stop
	PickUp.Yes:
	TNT1 A 0 A_GiveInventory("DraugrHit",1)
	TNT1 A 1
	Stop}}
Actor DraugrHitRadius
{
 Radius 1
 Height 1
 Speed 0
 Projectile
 Renderstyle Add
 Deathtype Extreme
 Damagetype Boss
 +ThruActors
  States
   {
    Spawn:
	 TNT1 A 0
	 TNT1 A 0
	 TNT1 A 1 A_RadiusGive("DraugrHasHit",160,RGF_PLAYERS,1)
	 Stop
   }
}

Actor DraugrSoulSlow : PowerSpeed
{ Speed 0.4
PowerUp.Duration -4 }

Actor DraugrSlam
{
 Radius 1
 Height 1
 Speed 0
 Projectile
 Renderstyle Add
 Deathtype Extreme
 Damagetype Boss
 +DontBlast
 +ThruActors
  States
   {
    Spawn:
	 TNT1 A 0
	 TNT1 A 0
	 TNT1 A 0 A_PlaySound("Weapons/DraugrSlam",0,1.0,0)
	 TNT1 A 0 A_PlaySound("Weapons/DraugrSlam2",0,1.0,0)
	 TNT1 A 0 A_CustomMissile("DraugrSlamTrailer",0,0,0,2)
	 TNT1 A 0 A_CustomMissile("DraugrSlamTrailer",0,0,45,2)
	 TNT1 A 0 A_CustomMissile("DraugrSlamTrailer",0,0,90,2)
	 TNT1 A 0 A_CustomMissile("DraugrSlamTrailer",0,0,135,2)
	 TNT1 A 0 A_CustomMissile("DraugrSlamTrailer",0,0,180,2)
	 TNT1 A 0 A_CustomMissile("DraugrSlamTrailer",0,0,225,2)
	 TNT1 A 0 A_CustomMissile("DraugrSlamTrailer",0,0,270,2)
	 TNT1 A 0 A_CustomMissile("DraugrSlamTrailer",0,0,315,2)
	 TNT1 A 2 A_RadiusGive("DraugrFreezer",300,RGF_PLAYERS,1)
	 TNT1 A 2 A_Blast(0,25,225,35,"DraugrSoulSparkle","Weapons/DraugrSoul")
	 Stop
   }
}

Actor DraugrSlamTrailer
{
 
 Radius 1
 Height 1
 Speed 14
 Projectile
 Renderstyle Add
 Deathtype Extreme
 ReactionTime 11
 Damagetype Boss
 +DontBlast
 +FloorHugger
 +ThruActors
 +NoExplodeFloor
  States
   {
    Spawn:
	 TNT1 A 0
	 TNT1 A 0 A_SpawnItemEx("DraugrSlamFlare",0,random(-15,15),0,0,0,random(6,12),0,0,128)
	 TNT1 A 1 A_SpawnItemEx("DraugrSlamTrailerT",0,0,0,0,0,3)
	 TNT1 A 0 A_ChangeFlag("FloorHugger",0)
	 TNT1 A 0 A_Countdown
	 Loop
  }
}


Actor DraugrSlamFlare : BaseFX
{
 Scale 0.2
 Renderstyle Add
 +DontBlast
 +Bright
  States
   {
    Spawn:
	 SLRN K 0
	 SLRN KK 1 A_SpawnItemEx("DraugrSlamFlareTrail",random(-3,3),0,0,0,0,0,random(0,360),0)
	 SLRN K 0 A_ScaleVelocity(0.6)
	 SLRN KK 1 A_SpawnItemEx("DraugrSlamFlareTrail",random(-3,3),0,0,0,0,0,random(0,360),0)
	 SLRN K 0 A_ScaleVelocity(0.6)
	 SLRN KK 1 A_SpawnItemEx("DraugrSlamFlareTrail",random(-3,3),0,0,0,0,0,random(0,360),0)
	 SLRN K 0 A_ScaleVelocity(0.5)
	 SLRN KK 1 A_SpawnItemEx("DraugrSlamFlareTrail",random(-3,3),0,0,0,0,0,random(0,360),0)
	 SLRN K 0 A_ScaleVelocity(0.5)
	 SLoop:
	 SLRN KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK 1 A_SpawnItemEx("DraugrSlamFlareTrail",random(-3,3),0,0,0,0,0,random(0,360),0)
	 Stop
   }
}


Actor DraugrFreezer : BasedDamage
{States{PICKUP:
    TNT1 A 0
	 TNT1 A 0 A_JumpIfInventory("DraugrWeapon",1,"PickUp.No")
	TNT1 A 0 A_Stop
	TNT1 A 0 ThrustThingZ(0,25,0,0)
	TNT1 A 0 A_GiveInventory("DraugrSoulSlow",1)
	TNT1 A 1
	Stop}}

ACTOR DraugrFistPuff
{   
   Radius 0
   Height 1
   Speed 0
   PROJECTILE
   Deathtype Extreme
   RENDERSTYLE Add
   +Bright
   Damagetype Boss
   +PUFFONACTORS
   +LOOKALLAROUND
   +PuffGetsOwner
   +HitTracer
   +ForceRadiusDMG
   States
   {
   Spawn:
      TNT1 A 0
	  TNT1 A 0 A_GiveInventory("DraugrHitTrigger",1,AAPTR_TRACER)
      VFX2 A 0 A_PlaySound("weapons/draugrfisthit")				
      VFX2 BCDE 3
      Stop
   }
} 

ACTOR DraugrFistPuff2 : DraugrFistPuff
{
   States
   {
   Spawn:
      TNT1 A 0
	  TNT1 A 0 A_GiveToTarget("DraugrProtection",1)
      VFX2 A 0 A_PlaySound("weapons/draugrfisthit")
	 TNT1 A 0 A_Blast(0,35,80,32,"DraugrSoulSparkle","Weapons/DraugrSoul")
      VFX2 BCDE 3
      Stop
   }
} 



Actor DraugrBerserkShock
{
 Projectile
 Speed 1
 Damagetype Energy
  States
   {
    Spawn:
	 TNT1 A 0
	 TNT1 A 0 A_SpawnItemEx("DraugrBerserkFX",0,0,15,0,0,0,0,SXF_NOCHECKPOSITION)
	 TNT1 A 0 A_Explode(45,200,0,0,200)
	 TNT1 A 0 A_RadiusGive("EnergyDamageEG",200,RGF_PLAYERS,1)
	 TNT1 A 1
	 Stop
   }
}

Actor DraugrAxeProj
{
 Height 8
 Radius 10
 Damagetype Boss
 SeeSound "weapons/draugraxethrow"
 DeathSound "weapons/draugraxesplash"
 Obituary "$DraugrAxeRObit"
+HitTracer
 Damage (random(10,15))
 Projectile
 Speed 35
  States
   {
    Spawn:
	 DRAX AA 1 Bright A_SpawnItemEx("DraugrAxeTrailA",-6,0,0,0,0,0,0,SXF_CLIENTSIDE)
	 DRAX A 0 A_Explode(6,75,0,0,30)
	 DRAX A 0 A_PlaySound("weapons/DraugrAxeSwing",0,1.0,0,ATTN_STATIC)
	 DRAX BB 1 Bright A_SpawnItemEx("DraugrAxeTrailB",-6,0,0,0,0,0,0,SXF_CLIENTSIDE)
	 DRAX A 0 A_Explode(6,75,0,0,30)
	 DRAX A 0 A_PlaySound("weapons/DraugrAxeSwing",0,1.0,0,ATTN_STATIC)
	 DRAX CC 1 Bright A_SpawnItemEx("DraugrAxeTrailC",-6,0,0,0,0,0,0,SXF_CLIENTSIDE)
	 DRAX A 0 A_Explode(6,75,0,0,30)
	 DRAX A 0 A_PlaySound("weapons/DraugrAxeSwing",0,1.0,0,ATTN_STATIC)
	 Loop
	XDeath:
	 TNT1 A 0
	 TNT1 A 0 A_PlaySound("weapons/draugraxehit",0,0.4,0)
	 GoTo DeathAnim
	 Death:
	Crash:
	 TNT1 A 0
	 TNT1 A 0 A_PlaySound("weapons/DraugrAxeWall",0,0.4,0)
	DeathAnim:
	 DLF2 A 0
	  TNT1 A 0 A_GiveInventory("JitterAtkArmor",1,AAPTR_TRACER)
	  TNT1 A 0 A_GiveInventory("IonHit",1,AAPTR_TRACER)
	 TNT1 A 0 A_SetTranslucent(1.0,1)
	 DLF2 A 0 A_CustomMissile("DraugrAxeSpread",1,0,random(-25,25),CMF_TRACKOWNER |2,0)
	 DLF2 A 0 A_CustomMissile("DraugrAxeSpread",1,0,random(205,155),CMF_TRACKOWNER |2,0)
	 DLF2 A 0 A_CustomMissile("DraugrAxeSpread",1,0,random(65,115),CMF_TRACKOWNER |2,0)
	 DLF2 A 0 A_CustomMissile("DraugrAxeSpread",1,0,random(245,295),CMF_TRACKOWNER |2,0)
	 DLF2 A 2 Bright 
	 TNT1 A 0 A_Explode(random(5,15),80,0,0,50)
	 DLF2 BC 2 Bright
	 TNT1 A 0 A_Explode(random(5,15),80,0,0,50)
	 DLF2 DE 2 Bright
	 TNT1 A 0 A_Explode(random(5,15),80,0,0,50)
	 DLF2 ABCDEAB 2 Bright
	 DLF2 CDE 4 Bright
	 DLF2 ABCDEABCDEABCDEABCDEABCDEABCDEABCDEABCDEABCDEABCDEABCDEABCDEABCDE 2 Bright A_FadeOut(0.1)
	 Wait
   }
}

Actor DraugrAxeSpread : FastProjectile
{
 Projectile
 Renderstyle Add
 +Bright
 Height 6
 Radius 8
 Damage (5)
 Scale 0.5
 Damagetype Boss
 MissileType DraugrAxeRail
 +DontBlast
 +NoExplodeFloor
 MissileHeight 8
 Speed 100
  States
   {
    Spawn:
	 AEF1 ABC 3
	 Loop
	Death:
	 AEF1 DEFGHI 3
	 Stop
  }
}

Actor DraugrAxeRail
{
 Projectile
 Renderstyle Add
 +Bright
 Height 5
 Radius 5
 Damage (3)
 ReactionTime 5
 Scale 0.2
 Damagetype Boss
 +DontBlast
 +NoExplodeFloor
 Speed 0
  States
   {
    Spawn:
	 DRXT ABCDE 2
	 DRXT A 0 A_CountDown
	 Loop
	Death:
	 HRPU A 0 A_SetScale(0.35,0.35)
	 HRPU AB 2  A_Explode(random(0,1),45,0,0,45)
	 HRPU A 0 A_RadiusGive("DraugrMiniStunner",45,RGF_PLAYERS)
	 HRPU CD 2 A_Explode(random(0,1),45,0,0,45)
	 HRPU A 0 A_RadiusGive("DraugrMiniStunner",45,RGF_PLAYERS)
	 HRPU EF 2
	 HRPU A 0 A_RadiusGive("DraugrMiniStunner",45,RGF_PLAYERS)
	 HRPU GH 2
	 HRPU A 0 A_RadiusGive("DraugrMiniStunner",45,RGF_PLAYERS)
	 HRPU IJ 2 A_Explode(random(0,1),45,0,0,45)
	 HRPU A 0 A_RadiusGive("DraugrMiniStunner2",45,RGF_PLAYERS)
	 Stop
   }
}
	 
Actor DraugrMiniStunner : BasedDamage
{States{PICKUP:
    TNT1 A 0
	TNT1 A 0 A_JumpIfInventory("DraugrWeapon",1,"PickUp.No")
	TNT1 A 0 A_GiveInventory("DraugrMiniStun",1)
	TNT1 A 1
	Stop}}
Actor DraugrMiniStunner2 : BasedDamage
{States{PICKUP:
    TNT1 A 0
	TNT1 A 0 A_JumpIfInventory("DraugrWeapon",1,"PickUp.No")
	TNT1 A 0 A_GiveInventory("DraugrMiniStun2",1)
	TNT1 A 1 A_Stop
	Stop}}

Actor DraugrMiniStun : PowerSpeed
{
 Speed 0.25
 PowerUp.Duration 6
}

Actor DraugrMiniStun2 : PowerSpeed
{
 Speed 0.65
 PowerUp.Duration 15
}

actor DraugrBlade
{
 Renderstyle Subtract
  radius 3
  height 4
  Scale 0.6
  speed 30
  Damagetype Boss
  Reactiontime 13
  SeeSound "weapons/draugrblade"
  PROJECTILE
  +ThruActors
  +EXTREMEDEATH
  +NoExplodeFloor
  states
  {
  Spawn: 
	TNT1 A 0 
    DRRN AA 1 bright A_SpawnItem("DraugrBladeTrail")
	DRRN A 0 A_Explode(8,100,0,0,100)
	TNT1 A 0 A_Countdown
    loop
  Death:
    DRRN A 1
	Stop
  Crash:
    TNT1 A 0 A_Explode(15,150,0)
	TNT1 A 0 A_PlaySound("weapons/draugrrendhit",0,1.0,0)
    DRRN DEF 8 bright  A_FadeOut(0.10)
    stop
  }
}

Actor DraugrLightningRail
{
 Radius 3
 Height 4
 Projectile
 Damagetype Boss
 Speed 33
 ReactionTime 12
 +NoExplodeFloor
 +FloorHugger
 +BounceOnWalls
 +SeekerMissile
 +Lookallaround
 BounceCount 5
 BounceFactor 1.15
 +Bright
 Renderstyle Add
 Alpha 0.99
 XScale 2.0
 YScale 4.0
 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:
	TNT1 AAAA 1 A_SeekerMissile(10,30,SMF_CURSPEED)
	TNT1 A 0 A_SpawnItemEx("DraugrLightning",0,random(55,-55),0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_CountDown
	TNT1 A 1 A_Jump(128,1)
	Loop
	TNT1 A 0 A_SeekerMissile(80,90,SMF_LOOK|SMF_CURSPEED,256,3)
	Loop
  Death:
    TNT1 A 0
	TNT1 A 1
	DLNS AB 2 A_Explode(2,135,0,0,135)
	GBLT A 0 A_SpawnItemEx("DraugrLightning2HFX1",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	DLNS CDABDCBDAC 2 A_Explode(2,135,0,0,135)
	GBLT A 0 A_SpawnItemEx("DraugrLightning2HFX2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	HLIG A 0 A_SetScale(1.2,1.0)
	GBLT A 0 A_PlaySound("weapons/draugrlightning2",0,1.0,0,ATTN_NONE)
	HLIG A 0 A_Explode(15,200,0,0,100)
	HLIG D 3
    HLIG ABCDE 1 A_FadeOut
	Wait
  }
}
 
Actor DraugrLightning
{
 Projectile
 +ThruActors
 +FloorHugger
 Height 1
 Radius 1
 +Bright
 Renderstyle Add
 YScale 5.0
 States
  {
   Spawn:
    DLNS AB 2
	GBLT A 0 A_PlaySound("weapons/draugrlightning",0,1.0,0,ATTN_NORM)
	GBLT A 0 A_SpawnItemEx("DraugrLightningHFX1",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
    DLNS CD 2
	DLNS ABD 2
	GBLT A 0 A_SpawnItemEx("DraugrLightningHFX2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	GBLT A 0 A_SetScale(1.5,6.0)
	GBLT AB 2  A_Explode(15,128,0,0,50)
	GBLT CDD 1 A_FadeOut
	Stop
  }
}

Actor EbonrockFormation  21280
{
 Health 5500
 +Shootable
 +NoDamage
 +NoBlood
 +NoGravity
 //+CeilingHugger
 +Spawnceiling
 +DontBlast
 +NoDamageThrust
 +Bright
 Height 15
 Radius 11
 Scale 1.5
 Mass 0x7FFFFFFF 
 Deathsound "Ebonrock/Break"
 Painchance 255
  States
   {
    Spawn:
	 EBRK X 1
	 Loop
	Pain:
	 EBRK X 0 A_SpawnItemEx("EbonrockSpike",0,0,-10,momx,momy,momz,0,SXF_NOCHECKPOSITION)
	 EBRK X 0 A_ChangeFlag(NoPain,1)
	 GoTo Cooldown
	 Cooldown:
	 TNT1 AAAAAAA 35
	 EBRK X 0 A_ChangeFlag(NoPain,0)
	 GoTo Spawn
   }
}


Actor EbonrockSpike
{
 Speed 1
 Projectile
 -NoGravity
 +BounceOnWalls
 +BounceOnCeilings
 BounceCount 12
 WallBounceFactor 1.1
 +Bright
 Height 12
 Radius 12
 Damage (30)
 Damagetype Hellfire
 Obituary "A falling rock cracked %o's skull open."
 Deathsound "Ebonrock/Hit"
  States
   {
    Spawn:
	 EBRK A 1
	 Loop
	Death:
	 EBRK A 1
     TNT1 AAAAAAA 0 A_CustomMissile("Ebonshard", 12, 0, random(0,360), 2|CMF_TRACKOWNER , random(0,360))
	 Stop
  }
}

Actor Ebonshard
{
 Projectile
 -NoGravity
 +BounceOnFloors
 +BounceOnWalls
 +BounceOnCeilings
 +Ripper
 +ThruGhost
 Scale 0.7
 Height 3
 Radius 3
 BounceCount 3
 WallBounceFactor 1.2
 BounceFactor 0.8
 Speed 9
 Damage (random(1,2))
 Damagetype Hellfire
  SeeSound "Ebonrock/Shard"
  BounceSound "Ebonrock/Shard"
  DeathSound "Ebonrock/Shard"
  States
   { 
    Spawn:
	 EBRK H 1
	 Loop
	Death:
	 EBRK H 1
	 Stop
  }
}

Actor DraugrSlamFlareTrail : BaseFX
{
 Scale 0.3
 +DontBlast
 Renderstyle Add
  States
   {
    Spawn:
	 SLRN A 0
	 SLRN ABCDEFGHIJ 1 Bright
	 Stop
   }
}

Actor DraugrSoulSpark : BaseFX
{
 Scale 0.08
 +DontBlast
 Renderstyle Add
  States
   {
    Spawn:
	 SEFX A 0
	 SEFX A 1 Bright A_Jump(88,21,33)
	 SEFX A 1 Bright A_Jump(128,1,3,7,10,13)
	 SEFX AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 Bright
	 SEFX BCDEF 2 Bright
	 Stop
   }
}

Actor DraugrSlamTrailerT : BaseFX
{
 +DontBlast
 Scale 0.7
 Renderstyle Add
  States
   {
    Spawn:
	 SLRN A 0
	 BLRF AB 2 Bright
	 BLRF CCDDAABB 1 Bright A_FadeOut
	 Wait
   }
}

Actor DraugrSoulSparkle : BaseFX
{
 Renderstyle Add
  States
   {
    Spawn:
	 SKFX AB 3 Bright
	 SKFX AABBAABB  1 Bright A_FadeOut
	 Wait
  }
}


Actor DraugrAxeTrail : BaseFX
{
 Scale 0.95
 ALPHA 0.99
 Renderstyle Add
  States
   {
    Spawn:
	 DRAX "#" 0
	 DRAX "#" 1 Bright
	 DRAX "#" 1 Bright A_FadeOut
	 Wait
  }
}
Actor DraugrAxeTrailA : DraugrAxeTrail
{States {Spawn:
	 DRAX A 0
	 GoTo Super::Spawn }}
Actor DraugrAxeTrailB : DraugrAxeTrail
{States {Spawn:
	 DRAX B 0
	 GoTo Super::Spawn }}
Actor DraugrAxeTrailC : DraugrAxeTrail
{States {Spawn:
	 DRAX C 0
	 GoTo Super::Spawn }}

Actor DraugrFX1 : BaseFX
{
 Scale 0.25
 ALPHA 0.65
 Renderstyle Add
  States
   {
    Spawn:
	 DRRN B 0
	 DRRN BB 0 A_SpawnItemEx("ShockFXChaos",0,0,0,momx+random(1,4),momy,momz+random(-3,3),random(0,360),0,150)
	 DRLX DEF 3 Bright
	 DRLX GGGH 1 Bright A_FadeOut
	 Wait
  }
}

Actor DraugrBladeTrail : BaseFX
{
 Scale 0.83
 Renderstyle Add
  States
   {
    Spawn:
	 DRRN B 0
	 DRRN B 0 A_SpawnItemEx("DraugrBladeTrailT",0,0,0)
	 DRRN B 0 A_SpawnItemEx("DraugrFX1",0,random(-5,5),random(-3,3),0,0,random(-1,1),0,0,0)
	 DRRN B 0 A_SpawnItemEx("DraugrFX1",0,random(5,15),random(-3,3),0,0,random(-1,1),0,0,0)
	 DRRN B 0 A_SpawnItemEx("DraugrFX1",0,random(-15,-5),random(-3,3),0,0,random(-1,1),0,0,0)
	 DRRN B 1 Bright
	 DRRN B 1 Bright A_FadeOut
	 Wait
  }
}
Actor DraugrBladeTrailT : BaseFX
{
  Scale 0.6
 Renderstyle Subtract
  States
   {
    Spawn:
	 DRRN B 0
	 DRRN A 1 Bright 
	 DRRN A 1 Bright A_SetScale(0.5,0.5)
	 DRRN A 1 Bright A_SetScale(0.4,0.4)
	 DRRN A 1 Bright A_SetScale(0.3,0.3)
	 DRRN A 1 Bright A_SetScale(0.1,0.2)
	 DRRN A 1 Bright A_SetScale(0.1,0.1)
	 Stop
  }
}


Actor DraugrSoulFistTrail : BaseFX
{
 Renderstyle Add
 Alpha 0.99
 +Bright
  States
   {
    Spawn:
	 DGFJ BCDF 3
	 Stop
   }
}

Actor DraugrRendGlareFX : BaseFX
{
 Renderstyle Add
 Alpha 0.85
 Scale 1.4
 +Bright
  States
   {
    Spawn:
	 TNT1 A 0
	 TNT1 A 0 A_PlaySound("Draugr/Glare",0,1.0,0,0)
	 GLAM HIIJKLM 1
	 Stop
   }
}

Actor DraugrLightningStartFX : BaseFX
{
 Renderstyle Add
 Alpha 0.99
 XScale 0.5
 YScale 4.0
 +Bright
  States
   {
    Spawn:
	 GBLT A 1
	 GBLT BCADABA 1  A_FadeOut(0.2)
	 Stop
   }
}

Actor DraugrLightningHFX1 : BaseFX
{
	Scale 0.8
	Alpha 0.8
	RenderStyle Add
	States
	{
		Spawn:
		    DLFX A 0
			DLFX AA 0 A_SpawnItemEx("DraugrLightningHSpark",0,0,0,random(0,2),0,random(1,6),random(0,360))
			TNT1 A 1
			DLFX AA 0 A_SpawnItemEx("DraugrLightningHSpark",0,0,0,random(0,2),0,random(1,6),random(0,360))
			TNT1 A 1 Bright  
			DLFX AA 0 A_SpawnItemEx("DraugrLightningHSpark",0,0,0,random(0,2),0,random(1,6),random(0,360))
			TNT1 A 1 Bright  
			DLFX AA 0 A_SpawnItemEx("DraugrLightningHSpark",0,0,0,random(0,2),0,random(1,6),random(0,360))
			TNT1 A 1 Bright  
			Stop
	}
}

Actor DraugrLightningHFX2 : BaseFX
{
	Scale 0.8
	Alpha 0.8
	RenderStyle Add
	States
	{
		Spawn:
		    DLFX A 0
			DLFX AAAAAAAAAA 0 A_SpawnItemEx("ShockFXChaos",0,0,0,random(1,4),0,random(1,4),random(0,360))
			DLFX A 3 Bright  
			DLFX A 1 Bright A_FadeOut
		Wait
	}
}
Actor DraugrLightningHSpark : BaseFX
{
 Renderstyle Add
 Alpha 0.99
 +Bright
  States
   {
    Spawn:
	 DLFP AEFGH 3
	 DLFP H 2 A_FadeOut
	 Stop
   }
}


Actor DraugrLightning2HFX1 : BaseFX
{
	Scale 0.8
	Alpha 0.8
	RenderStyle Add
	States
	{
		Spawn:
		    DLFX A 0
			DLFX AA 0 A_SpawnItemEx("ShockFXChaos",0,0,0,random(1,4),0,random(1,4),random(0,360))
			TNT1 A 1 Bright  
			DLFX AA 0 A_SpawnItemEx("ShockFXChaos",0,0,0,random(1,4),0,random(1,4),random(0,360))
			TNT1 A 1 Bright  
			DLFX AA 0 A_SpawnItemEx("ShockFXChaos",0,0,0,random(1,4),0,random(1,4),random(0,360))
			TNT1 A 1 Bright  
			DLFX AA 0 A_SpawnItemEx("ShockFXChaos",0,0,0,random(1,4),0,random(1,4),random(0,360))
			TNT1 A 1 Bright  
			Stop
	}
}

Actor DraugrLightning2HFX2 : BaseFX
{
	Scale 1.25
	Alpha 0.9
	RenderStyle Add
	States
	{
		Spawn:
		    DLFX A 0
			DLFX AAAAAAAAAA 0 A_SpawnItemEx("DraugrLightningHSpark2",0,0,0,random(1,4),0,random(1,4),random(0,360))
			DLFX A 0 A_SpawnItemEx("DraugrLightningHSparkFloor",180,0,0,0,0,0,36)
			DLFX A 0 A_SpawnItemEx("DraugrLightningHSparkFloor",180,0,0,0,0,0,72)
			DLFX A 0 A_SpawnItemEx("DraugrLightningHSparkFloor",180,0,0,0,0,0,108)
			DLFX A 0 A_SpawnItemEx("DraugrLightningHSparkFloor",180,0,0,0,0,0,144)
			DLFX A 0 A_SpawnItemEx("DraugrLightningHSparkFloor",180,0,0,0,0,0,180)
			DLFX A 0 A_SpawnItemEx("DraugrLightningHSparkFloor",180,0,0,0,0,0,216)
			DLFX A 0 A_SpawnItemEx("DraugrLightningHSparkFloor",180,0,0,0,0,0,252)
			DLFX A 0 A_SpawnItemEx("DraugrLightningHSparkFloor",180,0,0,0,0,0,288)
			DLFX A 0 A_SpawnItemEx("DraugrLightningHSparkFloor",180,0,0,0,0,0,324)
			DLFX A 0 A_SpawnItemEx("DraugrLightningHSparkFloor",180,0,0,0,0,0)
			DLFX A 7 Bright  
			DLFX A 2 Bright A_FadeOut
		Wait
	}
}

Actor DraugrLightningHSparkFloor : BaseFX
{
 Scale 1.1
 ALPHA 0.99
 Renderstyle Add
  States
   {
    Spawn:
	 DRRN B 0
	 DRRN BB 0
	 GXLT C 3 Bright
	 GXLT AAABBBCCCD 1 Bright  A_SpawnItemEx("DraugrLightningHSpark",0,0,0,random(0,2),0,random(1,6),random(0,360))
	 GXLT D 1 A_FadeOut
	 Wait
  }
}

Actor DraugrLightningHSpark2 : BaseFX
{
 Scale 1.5
 ALPHA 0.99
 Renderstyle Add
  States
   {
    Spawn:
	 DRRN B 0
	 DRRN BB 0 A_SpawnItemEx("ShockFXChaos",0,0,0,momx+random(1,4),momy,momz+random(-3,3),random(0,360),0,150)
	 DRLX DEF 3 Bright
	 DRLX GGGH 1 Bright A_FadeOut
	 Wait
  }
}


Actor DraugrLightningHFX: BaseFX
{
	Scale 0.8
	Alpha 0.8
	RenderStyle Add
	States
	{
		Spawn:
		    DLFX A 0
			DLFX AAAAAAA 0 A_SpawnItemEx("DraugrLightningHSpark",0,0,0,random(0,2),0,random(1,6),random(0,360))
			DLFX A 3 Bright  
			DLFX A 1 Bright A_FadeOut
		Wait
	}
}


