///////////////
// DOC ROBOT //
///////////////

actor DocRobotBase
{
//$Category MM8BDM-Bosses
Height 52
Radius 34
Scale 2.5
Obituary "%o was blown away by \cmDoc Robot\c-."
Translation "192:192=217:217", "198:198=174:174", "204:204=215:215"
//+INVULNERABLE
Health 1000
mass 99999999
damagefactor "Misc", 0.0
damagefactor "Buster", 2.0
damagefactor "BassBuster", 1.9
damagefactor "AtomicFire1", 2.0
damagefactor "AtomicFire2", 3.0
damagefactor "AtomicFire3", 4.0
damagefactor "AirShooter", 1.6
damagefactor "CrashBomb", 1.5
damagefactor "LeafShield", 3.0
damagefactor "MetalBlade", 4.0
damagefactor "QuickBoomerang", 1.2
damagefactor "BubbleLead", 2.0
damagefactor "TimeStopper", 2.0
painchance 256
Speed 8
Damage 0
MONSTER
+THRUSPECIES
floatspeed 0
gravity 1.0
meleerange 80
-COUNTKILL
-SOLID
-CANPASS
+NOBLOOD
+LOOKALLAROUND
+SLIDESONWALLS
+DONTRIP
-DROPOFF
states
{
}
}


actor DocRobotNeedle : DocRobotBase
{

states
	{
	Spawn:
	DOCB A 1 A_LookEx(0, 0, 0, 0, 360, "IntroSee")
	loop
	IntroSee:
	DOCB J 0 A_FaceTarget
	DOCB J 1 A_JumpIf(floorz==z, "SpawnLand")
	loop
	SpawnLand:
	DOCB A 0 A_FaceTarget
	DOCB A 1 Thing_ChangeTID(0,1101)
	loop
	Spawn2:
	DOCB A 1 A_Look
	loop
	Intro:
	DOCB A 0 A_SpawnItemEx("DocRobotCrashGhost", 0, 128, 2, 0, -2, 0,0)
	DOCB A 0 A_SpawnItemEx("DocRobotAirGhost", 0, -128, 2, 0, 2, 0, 0)
	DOCB A -1
	stop
	See:
	DOCB B 0 A_JumpIfHealthLower(500, "ComboAttack")
	DOCB B 0 A_GiveInventory("CutterFlag", 1)
	DOCB B 0 A_JumpIfInventory("CutterFlag", 6, "AirShooter")
	DOCB BBBBCCCCDDDDEEEE 1 A_Chase
	loop
	Pain:
	Melee:
	DOCB A 0 A_FaceTarget
	DOCB A 0 A_ChangeFlag("NOPAIN",1)

	DOCB J 20 A_ChangeVelocity(5, 0, 24, CVF_REPLACE|CVF_RELATIVE)
	DOCB K 0 A_FaceTarget
	DOCB K 0 A_PlaySoundEx("weapon/mbuster", "Voice",0,1)
	DOCB K 1 A_CustomMissile("DocCrashBomb", 32, 20, random(-15,15))
	DOCB K 12 A_CustomMissile("DocCrashBomb", 32, 20, random(-15,15))
	Falling:
	DOCB J 1 A_JumpIf(floorz==z, "Land")
	loop
	Land:
	DOCB A 0 A_FaceTarget
	DOCB A 1 A_Stop
	DOCB A 0 A_ChangeFlag("NOPAIN",0)
	Goto See
	Seek:
	DOCB A 1 A_LookEx(0, 0, 0, 0, 360, "See")	
	loop
	AirShooter:
	DOCB A 0 A_ChangeFlag("NOPAIN",1)
	DOCB AAAA 1 A_FaceTarget
	DOCB A 0 A_FaceTarget
	DOCB A 0 A_PlaySoundEx("weapon/airshooter", "Voice", 0, 1)
	DOCB AAAAAAAAAAAAA 0 A_SpawnItemEx("DocAirShooter", 0, 0, 40, random(1,8) , random(-100,100), random(-4,4), 0) 
	DOCB FAAAA 6 A_FaceTarget
	DOCB F 50 ACS_Execute(5,0,32)
	DOCB A 10
	DOCB A 0 A_TakeInventory("CutterFlag", 999)
	DOCB A 0 A_ChangeFlag("NOPAIN",0)
	Goto Seek
	ComboAttack:
	DOCB A 1 A_FaceTarget
	DOCB A 0 A_ChangeFlag("NOPAIN",1)
	DOCB J 12 A_ChangeVelocity(0, 0, 24, CVF_REPLACE|CVF_RELATIVE)
	DOCB K 0 A_FaceTarget
	DOCB K 0 A_PlaySoundEx("weapon/mbuster", "Voice",0,1)
	DOCB K 1 A_CustomMissile("DocCrashBomb", 32, 20, random(-25,0),2, -26)
	DOCB K 10 A_CustomMissile("DocCrashBomb", 32, 20, random(0,25),2, -26)
	DOCB A 10 //A_FaceTarget
	DOCB K 0 A_PlaySoundEx("weapon/mbuster", "Voice",0,1)
	DOCB K 1 A_CustomMissile("DocCrashBomb", 32, 20, random(-25,0),2, -26)
	DOCB K 12 A_CustomMissile("DocCrashBomb", 32, 20, random(0,25),2, -26)
	ComboFalling:
	DOCB J 1 A_JumpIf(floorz==z, "ComboLand")
	loop
	ComboLand:
	DOCB A 1 A_Stop
	DOCB A 0 //A_FaceTarget
	DOCB A 0 A_PlaySoundEx("weapon/airshooter", "Voice", 0, 1)
	DOCB AAAAAA 0 A_SpawnItemEx("DocAirShooter", 0, 0, 40, random(1,8) , random(-70,70), random(-4,4), 0) 
	DOCB FAAA 6 //A_FaceTarget
	DOCB F 50 ACS_Execute(5,0,32)
	DOCB A 10
	DOCB BBBBCCCCDDDDEEEE 1 A_Chase
	DOCB A 1 A_FaceTarget
	Goto ComboAttack
	Death:
	DOCB H 0 ACS_Terminate(32,0)
	DOCB H 0 A_SpawnItemEx("AirShooterWep", 0, 0, 40, 0, 6, 12, 0) 
	DOCB H 0 A_SpawnItemEx("CrashBombWep", 0, 0, 40, 0, -6, 12, 0) 
	DOCB H 0 A_Stop
	DOCB H 0 A_FaceTarget
	DOCB H 0 A_SpawnItemEx("FakeDeathFX", 0, 0, 50)
	DOCB A 0 A_PlaySoundEx("misc/devildeath", "SoundSlot5", 0, 1)
	stop
	Pain.TimeStopper:
	DOCB "#" 0 A_ChangeFlag("NOPAIN",1)
	DOCB "#" 0 Thing_Remove(1003)
	DOCB "########################################################################################" 2 A_SpawnItemEx("TimeStopGFX", random(8, 64), 0, random(0, 64), 0, 0, 0, random(0, 359))
	DOCB "#" 0 A_ChangeFlag("NOPAIN",0)
	Goto Seek
	}
}

actor DocRobotGemini : DocRobotBase
{
//$Category MM8BDM-Bosses
Obituary "%o was drowned by \cmDoc Robot\c-."

damagefactor "Misc", 0.0
damagefactor "Buster", 1.7
damagefactor "BassBuster", 1.6
damagefactor "AtomicFire1", 1.7
damagefactor "AtomicFire2", 2.7
damagefactor "AtomicFire3", 3.7
damagefactor "AirShooter", 1.3
damagefactor "CrashBomb", 1.2
damagefactor "LeafShield", 2.7
damagefactor "MetalBlade", 3.7
damagefactor "QuickBoomerang", 0.9
damagefactor "BubbleLead", 1.7
states
	{
	Spawn:
	DOCB A 1 A_LookEx(0, 0, 0, 0, 360, "IntroSee")
	loop
	IntroSee:
	DOCB J 0 A_FaceTarget
	DOCB J 1 A_JumpIf(floorz==z, "SpawnLand")
	loop
	SpawnLand:
	DOCB A 0 A_FaceTarget
	DOCB A 1 Thing_ChangeTID(0,1101)
	loop
	Spawn2:
	DOCB A 1 A_Look
	loop
	Intro:
	DOCB A 0 A_SpawnItemEx("DocRobotBubbleGhost", 0, 128, 2, 0, -2, 0,0)
	DOCB A 0 A_SpawnItemEx("DocRobotFlashGhost", 0, -128, 2, 0, 2, 0, 0)
	DOCB A -1
	stop
	See:
	DOCB B 0 A_JumpIfHealthLower(500, "ComboAttack")
	DOCB BBBBCCCCDDDDEEEE 1 A_Chase("Melee","")
	Seek:
	DOCB A 1 A_LookEx(0, 0, 0, 0, 360, "See")	
	loop
	FlashChase:
	DOCB BBBBCCCCDDDDEEEE 1 A_Chase("Melee","")
	DOCB BBBBCCCCDDDDEEEE 1 A_Chase("Melee","")
	DOCB B 0 A_JumpIfHealthLower(500, "ComboAttack")
	DOCB B 0 Thing_SetTranslation(1101,62)
	DOCB BBBB 1 A_Chase("","")
	DOCB CCCC 1 A_Chase("","")
	DOCB B 0 Thing_SetTranslation(1101,0)
	DOCB DDDD 1 A_Chase("","")
	DOCB EEEE 1 A_Chase("","")
	DOCB B 0 Thing_SetTranslation(1101,62)
	DOCB BBBB 1 A_Chase("","")
	DOCB CCCC 1 A_Chase("","")
	DOCB B 0 Thing_SetTranslation(1101,0)
	DOCB DDDD 1 A_Chase("","")
	DOCB EEEE 1 A_Chase("","")
	DOCB F 0 A_PlaySoundEx("weapon/timestopper", "Voice", 0, 1)
	DOCB F 1 ACS_Execute(5,0,33)
	DOCB FA 15
	DOCB F 0 A_FaceTarget
	DOCB F 0 A_SetAngle(angle-45)
	Missile:
	DOCB F 0 A_SetAngle(angle+6)
	DOCB F 0 A_PlaySoundEx("misc/devilfire", "Voice", 0, 1)
	DOCB F 2 A_CustomMissile("DocBuster", 32, 20, 0, 2, 0)
	DOCB F 0 A_GiveInventory("CutterFlag", 1)
	DOCB F 0 A_JumpIfInventory("CutterFlag", 14, "MissileEnd")
	loop
	Melee:
	DOCB B 0 A_SpawnItemEx("EnkerMelee")
	DOCB BC 4 A_FaceTarget
	Goto FlashChase
	MissileEnd:
	DOCB F 0 A_TakeInventory("CutterFlag", 999)
	DOCB AAAA 8 A_FaceTarget
	Bubbles:
	DOCB B 0 A_JumpIfHealthLower(500, "ComboAttack")
	DOCB A 0 A_FaceTarget
	DOCB F 18 A_SpawnItemEx("DocBubble", 6, 0, 50, 10, 0, 12, random(-8,8))
	DOCB A 0 A_FaceTarget
	DOCB F 18 A_SpawnItemEx("DocBubble", 6, 0, 50, 10, 0, 12, random(-8,8))
	DOCB A 0 A_FaceTarget
	DOCB F 18 A_SpawnItemEx("DocBubble", 6, 0, 50, 10, 0, 12, random(-8,8))
	DOCB A 0 A_FaceTarget
	DOCB A 40 A_SpawnItemEx("DocBubble", 6, 0, 50, 10, 0, 12, random(-8,8))
	Swim:
	DOCB A 0 A_FaceTarget
	DOCB A 0 A_ChangeFlag("NOGRAVITY",1)
	DOCB J 40 A_ChangeVelocity(10,0,2,CVF_REPLACE|CVF_RELATIVE)
	DOCB J 0 A_FaceTarget
	DOCB J 0 A_PlaySoundEx("weapon/pshot","Voice",0,1)
	DOCB K 10 A_CustomMissile("DocBubbleShot", 32, 20, 0, 0, 0)
	DOCB J 10
	DOCB J 0 A_FaceTarget
	DOCB J 0 A_PlaySoundEx("weapon/pshot","Voice",0,1)
	DOCB K 10 A_CustomMissile("DocBubbleShot", 32, 20, 0, 0, 0)
	DOCB J 10
	DOCB J 0 A_FaceTarget
	DOCB J 0 A_PlaySoundEx("weapon/pshot","Voice",0,1)
	DOCB K 10 A_CustomMissile("DocBubbleShot", 32, 20, 0, 0, 0)
	DOCB J 10
	DOCB J 0 A_ChangeVelocity(0,0,-3,CVF_REPLACE|CVF_RELATIVE)
	DOCB J 0 A_FaceTarget
	DOCB J 0 A_PlaySoundEx("weapon/pshot","Voice",0,1)
	DOCB K 10 A_CustomMissile("DocBubbleShot", 32, 20, 0, 0, 0)
	DOCB J 10
	DOCB J 0 A_FaceTarget
	DOCB J 0 A_PlaySoundEx("weapon/pshot","Voice",0,1)
	DOCB K 10 A_CustomMissile("DocBubbleShot", 32, 20, 0, 0, 0)
	SwimFall:
	DOCB J 1 A_JumpIf(floorz==z, "SwimLand")
	loop
	SwimLand:
	DOCB A 0 A_FaceTarget
	DOCB A 8 A_ChangeFlag("NOGRAVITY",0)
	Goto Seek
	ComboAttack:
	DOCB A 35 A_FaceTarget
	DOCB A 0 A_FaceTarget
	DOCB F 18 A_SpawnItemEx("DocBubble", 6, 0, 50, 10, 0, 12, 0)
	DOCB A 0 A_FaceTarget
	DOCB A 0 A_SpawnItemEx("DocBubble", 6, 0, 50, 10, 0, 12, -10)
	DOCB F 18 A_SpawnItemEx("DocBubble", 6, 0, 50, 10, 0, 12, 10)
	DOCB A 0 A_FaceTarget
	DOCB A 0 A_SpawnItemEx("DocBubble", 6, 0, 50, 10, 0, 12, -20)
	DOCB F 18 A_SpawnItemEx("DocBubble", 6, 0, 50, 10, 0, 12, 20)
	DOCB A 0 A_FaceTarget
	DOCB A 0 A_SpawnItemEx("DocBubble", 6, 0, 50, 10, 0, 12, -30)
	DOCB F 18 A_SpawnItemEx("DocBubble", 6, 0, 50, 10, 0, 12, 30)
	DOCB A 0 A_FaceTarget
	DOCB A 0 A_SpawnItemEx("DocBubble", 6, 0, 50, 10, 0, 12, -40)
	DOCB F 18 A_SpawnItemEx("DocBubble", 6, 0, 50, 10, 0, 12, 40)
	DOCB A 0 Thing_SetTranslation(1101,62)
	DOCB A 8 A_FaceTarget
	DOCB B 0 Thing_SetTranslation(1101,0)
	DOCB A 8 A_FaceTarget
	DOCB B 0 Thing_SetTranslation(1101,62)
	DOCB A 8 A_FaceTarget
	DOCB B 0 Thing_SetTranslation(1101,0)
	DOCB A 8 A_FaceTarget
	DOCB F 0 A_PlaySoundEx("weapon/timestopper", "Voice", 0, 1)
	DOCB F 1 ACS_Execute(5,0,33)
	DOCB FA 15
	DOCB F 0 A_FaceTarget
	DOCB F 0 A_SetAngle(angle-45)
	ComboMissile:
	DOCB F 0 A_SetAngle(angle+6)
	DOCB K 0 A_PlaySoundEx("weapon/mbuster", "Voice",0,1)
	DOCB F 2 A_CustomMissile("DocBuster", 32, 20, 0, 2, 0)
	DOCB F 0 A_GiveInventory("CutterFlag", 1)
	DOCB F 0 A_JumpIfInventory("CutterFlag", 14, "ComboMissileEnd")
	loop
	ComboMissileEnd:
	DOCB F 0 A_TakeInventory("CutterFlag", 999)
	DOCB AAAA 8 A_FaceTarget
	ComboChase:
	DOCB BBBBCCCCDDDDEEEE 1 A_Chase("ComboMelee","")
	DOCB BBBBCCCCDDDDEEEE 1 A_Chase("ComboMelee","")
	DOCB BBBBCCCCDDDDEEEE 1 A_Chase("ComboMelee","")
	Goto ComboAttack
	ComboMelee:
	DOCB B 0 A_SpawnItemEx("EnkerMelee")
	DOCB BC 4 A_FaceTarget
	Goto ComboChase
	Death:
	DOCB H 0 A_Stop
	DOCB H 0 A_SpawnItemEx("BubbleLeadWep", 0, 0, 40, 0, 6, 12, 0) 
	DOCB H 0 A_SpawnItemEx("TimeStopperWep", 0, 0, 40, 0, -6, 12, 0) 
	DOCB H 0 A_FaceTarget
	DOCB H 0 A_SpawnItemEx("FakeDeathFX", 0, 0, 50)
	DOCB A 0 A_PlaySoundEx("misc/devildeath", "SoundSlot5", 0, 1)
	stop
	
	Pain.TimeStopper:
	DOCB "#" 0 A_ChangeFlag("NOPAIN",1)
	DOCB "########################################################################################" 2 A_SpawnItemEx("TimeStopGFX", random(8, 64), 0, random(0, 64), 0, 0, 0, random(0, 359))
	DOCB "#" 0 A_ChangeFlag("NOPAIN",0)
	Goto See
	}
}


actor DocRobotSpark : DocRobotBase
{
//$Category MM8BDM-Bosses
Obituary "%o was sliced up by \cmDoc Robot\c-."

DamageFactor "Buster", 3.0
DamageFactor "QuickBoomerang", 0.0
Speed 14
states
	{
	Spawn:
	DOCB A 1 A_LookEx(0, 0, 0, 0, 360, "IntroSee")
	loop
	IntroSee:
	DOCB J 0 A_FaceTarget
	DOCB J 1 A_JumpIf(floorz==z, "SpawnLand")
	loop
	SpawnLand:
	DOCB A 0 A_FaceTarget
	DOCB A 1 Thing_ChangeTID(0,1101)
	loop
	Spawn2:
	DOCB A 1 A_Look
	loop
	Intro:
	DOCB A 0 A_SpawnItemEx("DocRobotMetalGhost", 0, 128, 2, 0, -2, 0,0)
	DOCB A 0 A_SpawnItemEx("DocRobotQuickGhost", 0, -128, 2, 0, 2, 0, 0)
	DOCB A -1
	stop
	See:
	BigLeap:
	DOCB J 20 A_ChangeVelocity(15, 0, 25, CVF_REPLACE|CVF_RELATIVE)
	Goto Leap
	Melee:
	SmallLeap:
	DOCB J 15 A_ChangeVelocity(8, 0, 18, CVF_REPLACE|CVF_RELATIVE)
	Goto Leap
	Seek:
	DOCB A 1 A_LookEx(0, 0, 0, 0, 360, "See")	
	loop
	Leap:
	DOCB K 0 A_FaceTarget
	DOCB K 0 A_PlaySoundEx("weapon/mbuster", "Voice",0,1)
	DOCB K 0 A_CustomMissile("DocBoomerang", 32, 20, 0)
	DOCB K 0 A_CustomMissile("DocBoomerang", 32, 20, 15)
	DOCB K 10 A_CustomMissile("DocBoomerang", 32, 20, -15)
	Falling:
	DOCB J 1 A_JumpIf(floorz==z, "Land")
	loop
	Land:
	DOCB A 0 A_SpawnItemEx("EnkerMelee")
	DOCB A 0 A_FaceTarget
	DOCB A 1 A_Stop
	Goto Chase
	Chase:
	DOCB B 0 //A_JumpIfHealthLower(500, "ComboAttack") TOO ANNOYING just trust me
	DOCB BBBBCCCCDDDDEEEE 1 A_Chase("Melee","")
	DOCB BBBBCCCCDDDDEEEE 1 A_Chase("Melee","")
	DOCB B 0 A_GiveInventory("CutterFlag",1)
	DOCB B 0 A_JumpIfInventory("CutterFlag",6,"MetalStorm")
	DOCB B 0 A_Jump(256, "SmallLeap", "BigLeap")
	MetalStorm:
	DOCB B 0 A_TakeInventory("CutterFlag",9999)
	MetalLand:
	DOCB A 1 A_Stop
	DOCB A 2 A_FaceTarget 
	DOCB B 0 A_GiveInventory("CutterFlag",1)
	DOCB B 0 A_JumpIfInventory("CutterFlag",4,"MetalStormEnd")
	DOCB J 2 A_ChangeVelocity(2, 0, 20, CVF_REPLACE|CVF_RELATIVE)
	MetalSpam:
	DOCB J 0 A_JumpIf(floorz==z, "MetalLand")
	DOCB J 5 A_FaceTarget 
	DOCB J 0 //A_Jump(80, "MetalSpam")
	DOCB J 0 A_FaceTarget 
	DOCB J 0 A_PlaySoundEx("weapon/metalblade", "Voice", 0, 1)
	DOCB K 4 A_CustomMissile("DocMetalBlade", 32, 20, 0, 0)
	Goto MetalSpam
	MetalStormEnd:
	DOCB B 0 A_TakeInventory("CutterFlag",9999)
	Goto Chase
	ComboAttack:
	DOCB A 1 A_Stop
	DOCB A 2 A_FaceTarget 
	DOCB J 2 A_ChangeVelocity(2, 0, 20, CVF_REPLACE|CVF_RELATIVE)
	ComboMetalSpam:
	DOCB J 0 A_JumpIf(floorz==z, "ComboMetalLand")
	DOCB J 5 A_FaceTarget 
	DOCB J 0 //A_Jump(80, "MetalSpam")
	DOCB J 0 A_FaceTarget 
	DOCB J 0 A_PlaySoundEx("weapon/metalblade", "Voice", 0, 1)
	DOCB K 4 A_CustomMissile("DocMetalBlade", 32, 20, 0, 0)
	Goto ComboMetalSpam
	ComboMetalLand:
	DOCB A 1 A_Stop
	DOCB A 2 A_FaceTarget 
	DOCB J 8 A_ChangeVelocity(0, 0, 20, CVF_REPLACE|CVF_RELATIVE)
	DOCB K 0 A_SetAngle(angle-65)
	//DOCB K 0 A_CustomMissile("DocBoomerangSlow", 32, 20, 15, 2, -20)
	//DOCB K 0 A_CustomMissile("DocBoomerangSlow", 32, 20, -15, 2, -20)
	DOCB K 0 A_PlaySoundEx("weapon/mbuster", "Voice",0,1)
	DOCB K 4 A_CustomMissile("DocBoomerangSlow", 32, 20, 0, 2, -20)
	DOCB J 4 
	DOCB K 0 A_SetAngle(angle+110)
	//DOCB K 0 A_CustomMissile("DocBoomerangSlow", 32, 20, 15, 2, -20)
	//DOCB K 0 A_CustomMissile("DocBoomerangSlow", 32, 20, -15, 2, -20)
	DOCB K 0 A_PlaySoundEx("weapon/mbuster", "Voice",0,1)
	DOCB K 4 A_CustomMissile("DocBoomerangSlow", 32, 20, 0, 2, -20)
	DOCB J 4 
	ComboMetalFalling:
	DOCB J 0 A_JumpIf(floorz==z, "ComboAttack")
	DOCB J 5 A_FaceTarget
	loop
	
	Pain.TimeStopper:
	DOCB "#" 0 A_ChangeFlag("NOPAIN",1)
	DOCB "########################################################################################" 2 A_SpawnItemEx("TimeStopGFX", random(8, 64), 0, random(0, 64), 0, 0, 0, random(0, 359))
	DOCB "#" 0 A_ChangeFlag("NOPAIN",0)
	Goto Seek
	
	Death:
	DOCB H 0 A_SpawnItemEx("MetalBladeWep", 0, 0, 40, 0, 6, 12, 0) 
	DOCB H 0 A_SpawnItemEx("QuickBoomerangWep", 0, 0, 40, 0, -6, 12, 0) 
	DOCB H 0 A_Stop
	DOCB H 0 A_FaceTarget
	DOCB H 0 A_SpawnItemEx("FakeDeathFX", 0, 0, 50)
	DOCB A 0 A_PlaySoundEx("misc/devildeath", "SoundSlot5", 0, 1)
	stop
	
	
	}
}


actor DocRobotShadow : DocRobotBase
{
//$Category MM8BDM-Bosses
Obituary "%o was overwhelmed by \cmDoc Robot\c-."

damagefactor "Buster", 1.5
damagefactor "BassBuster", 1.4
damagefactor "AtomicFire1", 1.6
damagefactor "AtomicFire2", 2.6
damagefactor "AtomicFire3", 3.6
damagefactor "AirShooter", 1.2
damagefactor "CrashBomb", 1.1
damagefactor "LeafShield", 2.6
damagefactor "MetalBlade", 3.6
damagefactor "QuickBoomerang", 1.0
damagefactor "BubbleLead", 1.6
states
	{
	Spawn:
	DOCB A 1 A_LookEx(0, 0, 0, 0, 360, "IntroSee")
	loop
	IntroSee:
	DOCB J 0 A_FaceTarget
	DOCB J 1 A_JumpIf(floorz==z, "SpawnLand")
	loop
	SpawnLand:
	DOCB A 0 A_FaceTarget
	DOCB A 1 Thing_ChangeTID(0,1101)
	loop
	Spawn2:
	DOCB A 1 A_Look
	loop
	Intro:
	DOCB A 0 A_SpawnItemEx("DocRobotWoodGhost", 0, 128, 2, 0, -2, 0,0)
	DOCB A 0 A_SpawnItemEx("DocRobotHeatGhost", 0, -128, 2, 0, 2, 0, 0)
	DOCB A -1
	stop
	Seek:
	DOCB A 1 A_LookEx(0, 0, 0, 0, 360, "See")	
	loop
	See:
	LeafStart:
	DOCB A 1 A_FaceTarget

	DOCB A 0 A_JumpIfHealthLower(500,"ComboAttack")
	DOCB A 0 A_ChangeFlag("INVULNERABLE",1)
	DOCB A 0 A_GiveToTarget("EvilRobotShield", 1)
	DOCB F 4 A_SpawnItemEx("DocLeafShield")
	DOCB A 0 A_PlaySoundEx("weapon/leafshield", "SoundSlot5", 1, 1)
	DOCB A 0 A_FaceTarget
	Leaf:
	DOCB A 0 A_FaceTarget
	DOCB AAA 12 A_SpawnItemEx("DocLeafStart", 0, 0, 63, 0, 0, 18)
	DOCB A 0 A_SpawnItemEx("DocLeafDropper", 0, 0, 256 , 10, 0, 0 , 0)
	DOCB A 0 A_SpawnItemEx("DocLeafDropper", 0, 0, 256 , 10, 0, 0 , 36)
	DOCB A 0 A_SpawnItemEx("DocLeafDropper", 0, 0, 256 , 10, 0, 0 , 72)
	DOCB A 0 A_SpawnItemEx("DocLeafDropper", 0, 0, 256 , 10, 0, 0 , 108)
	DOCB A 0 A_SpawnItemEx("DocLeafDropper", 0, 0, 256 , 10, 0, 0 , 144)
	DOCB A 0 A_SpawnItemEx("DocLeafDropper", 0, 0, 256 , 10, 0, 0 , 180)
	DOCB A 0 A_SpawnItemEx("DocLeafDropper", 0, 0, 256 , 10, 0, 0 , 216)
	DOCB A 0 A_SpawnItemEx("DocLeafDropper", 0, 0, 256 , 10, 0, 0 , 252)
	DOCB A 0 A_SpawnItemEx("DocLeafDropper", 0, 0, 256 , 10, 0, 0 , 288)
	DOCB A 0 A_SpawnItemEx("DocLeafDropper", 0, 0, 256 , 10, 0, 0 , 324)
	DOCB A 0 A_FaceTarget
	DOCB AAA 12 A_SpawnItemEx("DocLeafStart", 0, 0, 58, 0, 0, 18)
	DOCB A 0 A_FaceTarget
	DOCB A 0 A_GiveInventory("CutterFlag",1)
	DOCB A 0 A_StopSoundEx("SoundSlot5")
	DOCB A 0 A_ChangeFlag("INVULNERABLE",0)
	DOCB A 0 A_TakeFromTarget("EvilRobotShield", 1)
	DOCB F 35 A_CustomMissile("DocLeafThrown", 0, 0, 0, 2, 0)
	DOCB A 12 A_TakeInventory("CutterFlag",9999)

	Leap:
	DOCB A 0 A_FaceTarget
	DOCB J 20 A_ChangeVelocity(6, 0, 20, CVF_REPLACE|CVF_RELATIVE)
	Falling:
	DOCB J 1 A_JumpIf(floorz==z, "Land")
	loop
	Land:
	DOCB A 0 A_FaceTarget
	DOCB A 0 A_SpawnItemEx("EnkerMelee")
	DOCB A 12 A_Stop

	DOCB A 0 A_JumpIfHealthLower(500,"ComboAttack")
	FlamePillars:
	DOCB A 0 A_FaceTarget
	DOCB K 0 A_PlaySoundEx("weapon/mbuster", "Voice",0,1)
	DOCB FF 0 A_SpawnItemEx("DocFlamePillarProjectile",0,0,20,10,0,random(6,25),random(-60,5))
	DOCB FF 0 A_SpawnItemEx("DocFlamePillarProjectile",0,0,20,10,0,random(6,25),random(5,60))
	DOCB FAA 12 A_FaceTarget
	DOCB A 0 A_FaceTarget
	DOCB K 0 A_PlaySoundEx("weapon/mbuster", "Voice",0,1)
	DOCB FF 0 A_SpawnItemEx("DocFlamePillarProjectile",0,0,20,10,0,random(6,25),random(-60,5))
	DOCB FF 0 A_SpawnItemEx("DocFlamePillarProjectile",0,0,20,10,0,random(6,25),random(5,60))
	DOCB FAA 12 A_FaceTarget
	DOCB A 0 A_JumpIfHealthLower(500,"ComboAttack")
	HeatUp:
	DOCB A 0 A_SpawnItemEx("DocHeatRadius", -8, 0, 0)
	DOCB A 0 A_GiveInventory("CutterFlag",1)
	DOCB A 0 A_JumpIfInventory("CutterFlag", 35, "DashStart")
	DOCB AA 1 A_FaceTarget
	loop
	DashStart:
	HEAM A 0 A_FaceTarget
	HEAM A 0 A_SpawnItemEx("DocDashFX",0,0,0)
	HEAM A 0 A_SpawnItemEx("DocDashFX",0,32,32)
	HEAM A 0 A_SpawnItemEx("DocDashFX",0,-32,-32)
	HEAM A 0 A_SpawnItemEx("DocDashFX",0,32,-32)
	HEAM A 0 A_SpawnItemEx("DocDashFX",0,-32,32)
	HEAM A 0 A_SpawnItemEx("DocDashFX",0,0,64)
	HEAM A 0 A_SpawnItemEx("DocDashFX",0,64,0)
	HEAM A 0 A_SpawnItemEx("DocDashFX",0,-64,0)
	TNT1 A 3 A_SpawnItemEx("DocDashFX",0,0,-64)
	HEAM A 0 A_FaceTarget
	HEAM A 0 A_SpawnItemEx("DocDashFX",32,0,0)
	HEAM A 0 A_SpawnItemEx("DocDashFX",32,-32,0)
	HEAM A 0 A_SpawnItemEx("DocDashFX",32,32,-0)
	HEAM A 0 A_SpawnItemEx("DocDashFX",32,0,32)
	TNT1 A 6 A_SpawnItemEx("DocDashFX",32,0,-32)
	HEAM A 0 A_FaceTarget
	HEAM A 0 A_PlaySoundEx("weapon/atomicfire","Voice",0,1)
	TNT1 A 1 A_TakeInventory("CutterFlag",9999)
	Goto Dash
	Dash:
	HEAM P 0 A_LookEx(LOF_NOSOUNDCHECK,0,80,0,360,"DashEnd")
	HEAM A 0 A_FaceTarget
	HEAM A 0 A_Stop
	HEAM A 0 A_SpawnItemEx("DocDashDamager",0,0,0,50)
	HEAM A 0 A_GiveInventory("CutterFlag",1)
	HEAM A 0 A_JumpIfInventory("CutterFlag",18,"DashEnd")
	TNT1 A 1 A_Recoil(-45)
	loop
	DashEnd:
	HEAM A 0 A_Stop
	HEAM A 0 A_SpawnItemEx("DocDashDamager",0,0,0,50)
	TNT1 A 1 A_Recoil(-45)
	HEAM A 0 A_Stop
	HEAM A 0 A_SpawnItemEx("DocDashDamager",0,0,0,50)
	TNT1 A 1 A_Recoil(-45)
	HEAM A 0 A_Stop
	HEAM A 0 A_SpawnItemEx("DocDashDamager",0,0,0,50)
	TNT1 A 1 A_Recoil(-45)
	HEAM A 0 A_Stop
	HEAM A 0 A_SpawnItemEx("DocDashDamager",0,0,0,50)
	TNT1 A 1 A_Recoil(-45)
	HEAM A 0 A_Stop
	HEAM A 0 A_SpawnItemEx("DocDashDamager",0,0,0,50)
	TNT1 A 1 A_Recoil(-45)
	HEAM A 0 A_Stop
	HEAM A 0 A_SpawnItemEx("DocDashDamager",0,0,0,50)
	TNT1 A 1 A_Recoil(-45)
	HEAM A 0 A_Stop
	HEAM A 0 A_SpawnItemEx("DocDashDamager",0,0,0,50)
	TNT1 A 1 A_Recoil(-45)
	HEAM A 0 A_Stop
	HEAM A 0 A_SpawnItemEx("DocDashDamager",0,0,0,50)
	TNT1 A 1 A_Recoil(-45)
	HEAM P 0 A_Stop
	DOCB A 8 A_TakeInventory("CutterFlag",9999)
	DOCB AAAAA 8 A_FaceTarget

	Leap2:
	DOCB A 0 A_FaceTarget
	DOCB J 20 A_ChangeVelocity(12, 0, 12, CVF_REPLACE|CVF_RELATIVE)
	Falling2:
	DOCB J 1 A_JumpIf(floorz==z, "Land2")
	loop
	Land2:
	DOCB A 0 A_Stop
	DOCB A 0 A_SpawnItemEx("EnkerMelee")
	DOCB AA 8 A_FaceTarget
	Goto LeafStart
	ComboAttack:
	DOCB A 1 A_FaceTarget
	DOCB A 0 A_ChangeFlag("INVULNERABLE",1)
	DOCB A 0 A_GiveToTarget("EvilRobotShield", 1)
	DOCB A 0 A_PlaySoundEx("weapon/leafshield", "SoundSlot5", 1, 1)
	DOCB F 35 A_SpawnItemEx("DocLeafShield")
	DOCB A 0 A_FaceTarget
	HotLeaf:
	DOCB A 0 A_FaceTarget
	DOCB AAAAAA 2 A_SpawnItemEx("DocHeatRadius", -8, 0, 0)
	DOCB A 0 A_GiveInventory("CutterFlag",1)
	DOCB A 0 A_StopSoundEx("SoundSlot5")
	HEAM A 0 A_PlaySoundEx("weapon/atomicfire","Voice",0,1)
	DOCB A 0 A_SpawnItemEx("DocHotLeafDropped", 0, 48, 48, 12,0,0,random(-8,8))
	DOCB A 0 A_SpawnItemEx("DocHotLeafDropped", 0, -48, 48, 12,0,0,random(-8,8))
	DOCB A 0 A_SpawnItemEx("DocHotLeafDropped", 0, 0, 96, 12,0,0,random(-8,8))
	DOCB A 0 A_SpawnItemEx("DocHotLeafDropped", 0, 0, 0, 12,0,0,random(-8,8))
	DOCB A 0 A_SpawnItemEx("DocHotLeafStart", 0, 0, 63, 0, 0, 18)
	DOCB AAAAAA 2 A_SpawnItemEx("DocHeatRadius", -8, 0, 0)
	DOCB A 0 A_SpawnItemEx("DocHotLeafStart", 0, 0, 63, 0, 0, 18)
	DOCB AAAAAA 2 A_SpawnItemEx("DocHeatRadius", -8, 0, 0)
	DOCB A 0 A_SpawnItemEx("DocHotLeafStart", 0, 0, 63, 0, 0, 18)
	DOCB AAAAAA 2 A_SpawnItemEx("DocHeatRadius", -8, 0, 0)
	DOCB A 0 A_SpawnItemEx("DocHotLeafStart", 0, 0, 63, 0, 0, 18)
	DOCB A 0 A_SpawnItemEx("DocHotLeafDropper", 0, 0, 256 , 10, 0, 0 , 0)
	DOCB A 0 A_SpawnItemEx("DocHotLeafDropper", 0, 0, 256 , 10, 0, 0 , 36)
	DOCB A 0 A_SpawnItemEx("DocHotLeafDropper", 0, 0, 256 , 10, 0, 0 , 72)
	DOCB A 0 A_SpawnItemEx("DocHotLeafDropper", 0, 0, 256 , 10, 0, 0 , 108)
	DOCB A 0 A_SpawnItemEx("DocHotLeafDropper", 0, 0, 256 , 10, 0, 0 , 144)
	DOCB A 0 A_SpawnItemEx("DocHotLeafDropper", 0, 0, 256 , 10, 0, 0 , 180)
	DOCB A 0 A_SpawnItemEx("DocHotLeafDropper", 0, 0, 256 , 10, 0, 0 , 216)
	DOCB A 0 A_SpawnItemEx("DocHotLeafDropper", 0, 0, 256 , 10, 0, 0 , 252)
	DOCB A 0 A_SpawnItemEx("DocHotLeafDropper", 0, 0, 256 , 10, 0, 0 , 288)
	DOCB A 0 A_SpawnItemEx("DocHotLeafDropper", 0, 0, 256 , 10, 0, 0 , 324)
	DOCB A 0 A_FaceTarget
	HeatUp2:
	DOCB A 0 A_TakeFromTarget("EvilRobotShield", 1)
	DOCB A 0 A_ChangeFlag("INVULNERABLE",0)
	DOCB A 0 A_SpawnItemEx("DocHeatRadius", -8, 0, 0)
	DOCB A 0 A_GiveInventory("CutterFlag",1)
	DOCB A 0 A_JumpIfInventory("CutterFlag", 35, "DashStart")
	DOCB AA 1 A_FaceTarget
	loop
	Death:
	DOCB H 0 A_SpawnItemEx("LeafShieldWep", 0, 0, 40, 0, 6, 12, 0) 
	DOCB H 0 A_SpawnItemEx("AtomicFireWep", 0, 0, 40, 0, -6, 12, 0) 
	DOCB H 0 A_Stop
	DOCB H 0 A_FaceTarget
	DOCB H 0 A_SpawnItemEx("FakeDeathFX", 0, 0, 50)
	DOCB A 0 A_PlaySoundEx("misc/devildeath", "SoundSlot5", 0, 1)
	stop
	
	Pain.TimeStopper:
	DOCB "#" 0 A_ChangeFlag("NOPAIN",1)
	DOCB "########################################################################################" 2 A_SpawnItemEx("TimeStopGFX", random(8, 64), 0, random(0, 64), 0, 0, 0, random(0, 359))
	DOCB "#" 0 A_ChangeFlag("NOPAIN",0)
	Goto Seek
	}
}

actor DocDashDamager
{
PROJECTILE
Damage (5)
Radius 48
Height 32
scale 2.5
states
{
Spawn:
TNT1 A 0
TNT1 A 1 A_SpawnItemEx("DocDashFX",0,0,0)
stop
}
}

actor DocDashFX
{
+NOGRAVITY
-SOLID
+NOINTERACTION
Radius 4
Height 4
scale 2.5
States
{
Spawn:
HEAM NOP 3
stop
}
}

actor DocHeatRadius
{
damagetype "Misc"
scale 2.5
height 1
radius 1
-SOLID
+MISSILE
+RIPPER
states
{
	Spawn:
	DOCB AA 0 A_Explode(10,128,0)
	DOCB NO 1 //A_JumpIfInTargetInventory("CutterFlag", 1, "Death")
	stop
}
}

actor DocFlamePillarProjectile
{
PROJECTILE
Damage (3)
+RIPPER
-NOGRAVITY
Radius 16
Height 16
scale 2.5
speed 10
states
{
Spawn:
HEAM RST 3
loop
Death:
HEAM A 0// A_PlaySoundEx("weapon/pharaoh2","Body")
TNT1 A 0 A_SpawnItemEx("DocFlamePillar")
stop
}
}

actor DocFlamePillar
{
PROJECTILE
Damage (1)
+FLOORHUGGER
+RIPPER
damagetype "Misc"
Radius 16
Height 64
scale 2.5
states
{
Spawn:
TNT1 A 0
TNT1 A 0 Thing_ChangeTID(0,888)
HEAM RSTRSTRSTRSTRSTRSTRSTRSTRSTRSTRSTRST 3 A_SpawnItemEx("DocFlamePillarFX",0,0,0,0,0,5)
stop
}
}

actor DocFlamePillarFX
{
+NOGRAVITY
-SOLID
+NOINTERACTION
Radius 4
Height 4
scale 2.5
States
{
Spawn:
HEAM RSTRSTRS 3
stop
}
}

actor DocLeafStart
{
PROJECTILE
+RIPPER
Height 32
Radius 32
scale 2.5
Damage (1)
States
{
	Spawn:
	LEAF PQRSTSRQP 2
	loop
}
}

actor DocHotLeafStart : DocLeafStart
{
States
{
	Spawn:
	LEAF UVWXYXWVU 2
	loop
}
}

actor DocLeafDropper
{
PROJECTILE
renderstyle none
states
{
	Spawn:
	PLAY A 10 A_SpawnItemEx("DocLeafDropped", 0, 0, 0, 0, 0, -8)
	loop
}
}

actor DocHotLeafDropper
{
PROJECTILE
renderstyle none
states
{
	Spawn:
	LEAF X 0 A_ChangeVelocity(10,random(-10,10),0, CVF_RELATIVE|CVF_REPLACE)
	PLAY A 10 A_SpawnItemEx("DocHotLeafDropped", 0, 0, 0, 0, 0, 0)
	loop
}
}

actor DocLeafDropped
{
PROJECTILE
scale 2.5
height 32
radius 32
Damage (6)
states
{
	Spawn:
	LEAF X 0
	LEAF X 0 A_ChangeVelocity(0,12,-8, CVF_RELATIVE|CVF_REPLACE)
	LEAF PQRS 2
	LEAF X 0 A_ChangeVelocity(0,-12,-8, CVF_RELATIVE|CVF_REPLACE)
	LEAF TSRQ 2
	loop
}
}


actor DocHotLeafDropped
{
PROJECTILE
scale 2.5
height 32
radius 32
gravity 0.5
-NOGRAVITY
damagetype "Misc"
Damage (6)
states
{
	Spawn:
	LEAF UVWXYXWV 2
	loop
	Death:
	LEAF WZWZWZW 8 A_Explode(8, 32, 0)
	stop
}
}

actor DocLeafShield
{
scale 2.5
height 1
radius 1
-SOLID
+MISSILE
+RIPPER
states
{
	Spawn:
	LEAF LMNO 2 A_JumpIfInTargetInventory("CutterFlag", 1, "Death")
	loop
	Death:
	LEAF O 0 //A_JumpIfInTargetInventory("CutterFlag", 1, "Spawn")
	stop
}
}

actor DocLeafThrown
{
scale 2.5
height 64
radius 64
-SOLID
+MISSILE
damage (35)
speed 25
states
{
	Spawn:
	LEAF LMNO 2
	loop
}
}


actor DocLeafShieldThrow
{
PROJECTILE
scale 2.5
height 64
radius 64
Speed 40
states
{
	Spawn:
	LEAF LMNO 4
	loop
}
}

actor DocMetalBlade : MetalBlade
{
translation "1:216=217:217"
-RIPPER
Damage (8)
}

actor DocBoomerang
{
translation "1:216=217:217"
PROJECTILE
Height 16
Radius 16
Damage (5)
scale 2.5
Speed 30
DamageType "QuickBoomerang"
+HEXENBOUNCE
states
{
	Spawn:
	QUIC ABCDABCD 3
	QUIC A 0 A_Stop
	Seek:
	QUIC ABCD 3
	QUIC A 1 A_LookEx(0,0,0,0,360,"See")
	stop
	See:
	QUIC A 0
	QUIC B 1 A_CustomMissile("DocBoomerang2", 0, 0, 0, 0, 0)
	stop
	}
}


actor DocBoomerangSlow : DocBoomerang
{
Speed 22
}


actor DocBoomerang2 : DocBoomerang
{
-HEXENBOUNCE
states
{
	Spawn:
	QUIC A 0
	QUIC A 0 ACS_ExecuteAlways(5,0,34)
	Fly:
	QUIC ABCD 3 //A_ClearTarget
	loop
}
}

actor DocBubbleShot
{
PROJECTILE
Height 32
Radius 32
damage (10)
scale 2.5
Speed 42
states
{
	Spawn:
	BUBA D -1
	stop
}
}

actor DocBubble
{
PROJECTILE
+HEXENBOUNCE
-NOGRAVITY
gravity 1.5
scale 2.5
Height 42
Radius 42
damage (10)
bouncecount 8
bouncefactor 1.0
States
{
	Spawn:
	BBLD AB 4
	loop
}
}

actor DocBuster : BassShot
{
damage (8)
}

actor DocRobotCrashGhost
{
translation "192:192=4:4", "198:198=227:227", "202:202=215:215"
+NOINTERACTION
+NOGRAVITY
+MISSILE
renderstyle translucent
alpha 0.5
scale 2.5
states
{
	Spawn:
	TNT1 A 1 A_JumpIfCloser(5, "Death")
	CRAM A 1 A_JumpIfCloser(5, "Death")
	loop
	Death:
	TNT1 A 1
	stop
}
}

actor DocRobotAirGhost : DocRobotCrashGhost
{
translation "192:192=229:229", "198:198=75:75"
states
{
	Spawn:
	TNT1 A 1 A_JumpIfCloser(5, "Death")
	AIRM A 1 A_JumpIfCloser(5, "Death")
	loop
}
}

actor DocRobotBubbleGhost : DocRobotCrashGhost
{
translation "192:192=4:4", "198:198=110:110", "199:199=74:74", "202:202=197:197", "195:195=102:102"
states
{
	Spawn:
	TNT1 A 1 A_JumpIfCloser(5, "Death")
	BUBM A 1 A_JumpIfCloser(5, "Death")
	loop
}
}

actor DocRobotFlashGhost : DocRobotCrashGhost
{
translation "192:192=4:4", "198:198=75:75", "204:204=215:215"
states
{
	Spawn:
	TNT1 A 1 A_JumpIfCloser(5, "Death")
	FLSM A 1 A_JumpIfCloser(5, "Death")
	loop
}
}

actor DocRobotMetalGhost : DocRobotCrashGhost
{
translation "192:192=229:229", "198:198=41:41"
states
{
	Spawn:
	TNT1 A 1 A_JumpIfCloser(5, "Death")
	METM A 1 A_JumpIfCloser(5, "Death")
	loop
}
}

actor DocRobotQuickGhost : DocRobotCrashGhost
{
translation "192:192=229:229", "198:198=41:41"
states
{
	Spawn:
	TNT1 A 1 A_JumpIfCloser(5, "Death")
	QUIM A 1 A_JumpIfCloser(5, "Death")
	loop
}
}

actor DocRobotWoodGhost : DocRobotCrashGhost
{
translation "192:192=211:211", "198:198=220:220", "199:199=104:104"
states
{
	Spawn:
	TNT1 A 1 A_JumpIfCloser(5, "Death")
	WODM A 1 A_JumpIfCloser(5, "Death")
	loop
}
}

actor DocRobotHeatGhost : DocRobotCrashGhost
{
translation "192:192=229:229", "198:198=41:41"
states
{
	Spawn:
	TNT1 A 1 A_JumpIfCloser(5, "Death")
	HEAM A 1 A_JumpIfCloser(5, "Death")
	loop
}
}


actor DocCrashBomb : CrashBomb
{
states
{
XDeath:
CRAS A 0 A_PlaySound("weapon/crashexplode")
CRAS K 3 A_Explode(10,64,0)
CRAS LM  3
CRAS N 3 A_Explode(10,64,0)
CRAS OP 3
CRAS Q 3 A_Explode(10,64,0)
CRAS RS 3
CRAS T 3 A_Explode(10,64,0)
CRAS VW 3
stop
}
}

actor DocAirShooter
{
translation "200:208=192:192", "4:4=192:192"
PROJECTILE
Radius 6
Height 7
scale 2.5
damage (8)
+HEXENBOUNCE
damagetype "AirShooter"
reactiontime 8
speed 22
States
{
	Spawn:
	AIRS AABBCC 1 
	AIRS A 0 A_Stop
	Waiting:
	AIRS AABBCC 1 Thing_ChangeTID(0, 1003)
	AIRS A 0 A_CountDown
	loop
	Fly:
	AIRS AABBCC 1 A_ChangeFlag("HEXENBOUNCE", 0)
	AIRS A 0 A_CountDown
	loop
	Death:
	AIRS G 0 Thing_ChangeTID(0, 0)
	AIRS GHI 2
	stop
}
}

actor HologranProp 11157
{
//$Category MM8BDM-Props
+NOGRAVITY
scale 2.5
height 32
radius 32
States
{
	Spawn:
	HOLO AB 6
	loop
	Activate:
	HOLO C 6
	Goto Spawn
	Death:
	HOLO C 0 A_PlaySoundEx("weapon/drillexplode", "Voice")
	HOLO C 0 A_SpawnItemEx("DrillExplode",0,0,16)
	stop
	}
}

actor DocRobotCapsule 11164
{
//$Category MM8BDM-Props
Radius 53
Height 128
scale 2.5
+NOGRAVITY
//-SHOOTABLE
-SOLID
states
{
	Spawn:
	DOCB L -1
	stop
	Activate:
	DOCB LMLMLMLMLMLMLM 1
	DOCB M -1
	Death:
	TNT1 A 0 A_PlaySoundEx("misc/mm3explosion", "Voice", 0, 1)
	TNT1 AAAAAAAA 1 A_SpawnItemEx("DrillExplode", random(0, 42), 0, random(0, 148), 0, 0, 0, random(0,360))
	stop
}
}
