ACTOR Epic2Alien
{
	Health 80
	Radius 20
	Height 56
	Speed 9
	PainChance 170
	damagefactor "shotgun", 0.6
	damagefactor "Minigun", 0.6
	damagefactor "saw", 0.8
	damagefactor "cut", 0.8
	damagefactor "explosiveimpact", 0.4
	Monster
	+FLOORCLIP
	SeeSound "wolfss/sight"
	PainSound "wolfss/pain"
	DeathSound "wolfss/death"
	ActiveSound "wolfss/active"
	AttackSound "wolfss/attack"
	Obituary "$OB_WOLFSS"
	States
	{
	Spawn:
		TNT1 A 1 A_Look
		Loop
	See:
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 AAAAAAAAAAAAAAAAAAA 1 A_Chase("","")
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 1)
		SSWV ABCD 1 A_Chase
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 AAAAAAAAAAAAAAAAAAA 1 A_Chase("","")
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 1)
		SSWV ABCD 1 A_Chase
		SSWV ABCD 1 A_Chase("","")
		TNT1 AAAAAAAAAAAAAAAAAAA 1 A_Chase("","")
		SSWV ABCDABCD 1 A_Chase
		Loop
	Missile:
		SSWV E 9 A_FaceTarget
		SSWV F 4 A_FaceTarget
		SSWV G 4 BRIGHT A_CPosAttack
		
		SSWV E 9 A_FaceTarget
		SSWV F 4 A_FaceTarget
		SSWV G 4 BRIGHT A_CPosAttack
		
		SSWV E 9 A_FaceTarget
		SSWV F 4 A_FaceTarget
		SSWV G 4 BRIGHT A_CPosAttack
		
		SSWV E 9 A_FaceTarget
		SSWV F 4 A_FaceTarget
		SSWV G 4 BRIGHT A_CPosAttack
		Goto See
	Pain:
		SSWV H 3 A_Pain
		Goto See
	Death:
		SSWV I 5
		SSWV J 5 A_Scream
		SSWV K 5 A_NoBlocking
		SSWV L 5
		SSWV M -1
		Stop
	XDeath:
		SSWV N 5 
		SSWV O 5 A_XScream
		SSWV P 5 A_NoBlocking
		SSWV QRSTU 5
		SSWV V -1
		Stop
	Raise:
		SSWV M 5
		SSWV LKJI 5
		Goto See 
	}
}







 
Actor LargeRainSpawner 15868
{
  Radius 1
  Height 1
  +NoClip
  +SpawnCeiling
  +NoGravity
  States
  {
  Spawn:
    TNT1 A 4
	TNT1 A 0 A_PlaySoundEx("AMBRAIN", "SoundSlot7", 1)
	Goto Spawn2
	
 Spawn2:
    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("SimpleRAinDrop", Random(-300, 300), Random(-200, 200), 9)
	TNT1 AAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx("SimpleRAinDrop", Random(-300, 300), Random(-200, 200), 9)
    TNT1 A 1
	TNT1 A -1
    Stop
  }
}


Actor SimpleRAinDrop
{
  +CLIENTSIDEONLY
  +DONTSPLASH
  +FORCEYBILLBOARD
  Speed 0
  Height 2
  Radius 2
  Renderstyle Add
  Alpha 0.7
  Scale 1.2
  
  Mass 0
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_CheckFloor("Nope")
	TNT1 A 0 A_CheckCeiling("Nope")
  Live:	
    RNDA ABCDEFGHIJKLMNOPQRSTUVWXYZ 1
    RNDR BCDEFGH 1
    Loop
  Nope:
    TNT1 A 0
	Stop
  }
}


Actor TVRRainSpawner
{
  Radius 1
  Height 1
  +NoClip
  +SpawnCeiling
  +NoGravity
  States
  {
  Spawn:
    TNT1 A 1
	TNT1 A 0 A_PlaySoundEx("AMBRAIN", "SoundSlot7", 1)
	TNT1 A 0 ThrustThingZ(0,955,0,1)
	Goto Spawn2
	
 Spawn2:
	TNT1 A 1
    
    TNT1 A 1 A_SpawnItemEx("TVRRainDrop", Random(-48, 48), 0, -2, 0, 0, 0, Random(0, 360), 128, 1)
    TNT1 A 1
    Loop
  }
}

Actor TVRRainDrop
{
  +Missile
  -NoGravity
  +CLIENTSIDEONLY
  +DONTSPLASH
  Speed 0
  Height 2
  Radius 2
  Renderstyle Translucent
  Alpha 0.7
  Scale 1.0
  Mass 0
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_CheckCeiling("Nope")
    RNDA A 100
    Loop
  Death:
	TNT1 A 0 A_Stop
	TNT1 A 0 A_CheckCeiling("Nope")
	RNDA BCDEFGHI 1
    RNDR BCDEFGH 1
    Stop
  Nope:
    TNT1 A 0
	Stop
  }
}



Actor AltMap01CloudSpawner
{
  Radius 1
  Height 1
  +THRUACTORS
  +NOGRAVITY
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_SetAngle(90)
  Spawn2:
	TNT1 A 10
    TNT1 A 0 A_SpawnItemEx("AltMap01Cloud", 0, random(-850, 850), random(-85, 85))
    Loop
  }
}

//, random(-2, 2), random(-4, 4)

ACTOR AltMap01Cloud
{
	Radius 128
	Height 128
	Speed 10
	Projectile
	+RANDOMIZE
	+THRUACTORS
	RenderStyle Add
	Alpha 1
	Scale 2.0
	SeeSound "imp/attack"
	DeathSound "imp/shotx"
	States
	{
	Spawn:
		FOGL A 4
		TNT1 A 0 A_Recoil(8)
		TNT1 A 0 A_Jump(32, "Spawn")
		FOGL A 10000
		Loop
	Death:
		TNT1 A 0
		Stop
	}
}