ACTOR Whirlwind2 : Whirlwind Replaces LichWind 
{
	Radius 25
	Height 65
	Speed 25
	Damage 6
	DamageType "WhirlWind"
	Projectile
	+SEEKERMISSILE
	+StepMissile
	+RIPPER
	+LOOKALLAROUND
	+HEXENBOUNCE
    +REFLECTIVE
	+BOUNCEONCEILINGS
	BounceCount 5
	RenderStyle Translucent
	Alpha 0.4	
	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:
		FX07 DEFG 3 A_SeekerMissile(60,85,SMF_PRECISE,256)
		FX07 A 1 A_WhirlwindSeek
		TNT1 A 0 A_Explode(4,64)
		FX07 A 1 A_WhirlwindSeek
		TNT1 A 0 A_Explode(4,64)
		FX07 A 1 A_WhirlwindSeek
		TNT1 A 0 A_Explode(4,64)
		FX07 B 1 A_WhirlwindSeek
		TNT1 B 0 A_Explode(4,64)
		FX07 B 1 A_WhirlwindSeek
		TNT1 B 0 A_Explode(4,64)
		FX07 B 1 A_WhirlwindSeek
		TNT1 B 0 A_Explode(4,64)
		FX07 C 1 A_WhirlwindSeek
		TNT1 C 0 A_Explode(4,64)
		FX07 C 1 A_WhirlwindSeek
		TNT1 C 0 A_Explode(4,64)
		FX07 C 1 A_WhirlwindSeek
		TNT1 C 0 A_Explode(4,64)
		Goto Idle+4
	Death:
		FX07 GFED 4
		Stop
	}
}

ACTOR LichPlayer : PlayerPawn
{
  Health 1200
	Radius 32
	Height 72
	Mass 1000
  Player.forwardmove 0.85
  Player.MaxHealth 24000
  Player.sidemove 0.85
  Scale 1.06
  Player.Jumpz 6
  maxStepHeight 44
  Player.ViewHeight 72
  Player.DisplayName "Lich"
  Player.SoundClass "Lich"
  Player.MorphWeapon "LichWeapon0"
  Player.StartItem "Mana", 100
  DamageFactor "Boss", 0
  limitedtoteam 1
  painchance 128
	PainSound "Lich/Pain"
    SEESOUND "Lich/See"
	+NOBLOOD
	+NOSKIN
	+DONTTRANSLATE
	+NOTARGET
  -PICKUP
  states
{
	Spawn:
		LICH A 8 SetPlayerProperty(0, 1, 1)
		Loop
	See:
	    TNT1 A 0 SetPlayerProperty(0, 1, 1)
		TNT1 A 0 A_JumpIfInventory("LichActCount", 64, "MakeNoise")
		LICH A 10
		TNT1 A 0 A_GiveInventory("LichActCount", 1)
		LICH A 10
		TNT1 A 0 A_GiveInventory("LichActCount", 1)
		Loop
	Pain:
		TNT1 A 0 A_Pain
		LICH A 8
	Goto Spawn
	MakeNoise:
		TNT1 A 0 A_TakeInventory("LichActCount", 999)
		TNT1 A 0 A_PlaySoundEx("Lich/See", 6)
		LICH A 1
	Goto See
	  Missile:
		TNT1 A 0 A_GiveInventory("LichActCount", 2)
		LICH B 10 bright
		Goto Spawn
	  Death:
		TNT1 AA 0 A_PlaySoundEx("Lich/Die", CHAN_BODY)
		TNT1 A 0 A_Stop
		LICH A 1 A_SpawnItem("LichDeath")
		TNT1 A 0 a_givetotarget("BOSSKILLEDSTAT", 1)
		NULL A 0 a_givetotarget("reward", 1)
	    BLAN A -1
	  Stop
	}
}