
actor WinbotGuard : Dragon
{
	game Doom
	health 33333
	speed 8
	painchance 0
	height 110
	radius 44
	+DORMANT
	+NOPAIN
	//+FULLVOLACTIVE
	+NORADIUSDMG
	+QUICKTORETALIATE
	-NOTARGET
	seesound "Winbot/Sight"
	//activesound "Winbot/Active"
	attacksound ""
	painsound ""
	deathsound "Winbot/Death"
	dropitem "ZUpgradeStamina2", 256
	obituary "%o was eliminated by the Winbot Guard."
	states
	{
		Spawn:
			ROB4 A 3 A_Look
			loop
		See:
			ROB4 A 4
			ROB4 I 3 A_DragonInitFlight
			ROB4 H 0 A_PlaySound("inquisitor/jump",CHAN_ITEM)
			ROB4 HIHIHIHI 3 bright A_DragonFlight
			ROB4 I 0 A_Explode(160,160,0)
			goto See+2
		Missile:
			ROB4 H 0 A_Jump(51,"Missile2")
			ROB4 H 3 bright A_CustomMissile("WinbotSonicShot",48,-36,0)
			ROB4 IHI 3 bright
			goto See+2
		Missile2:
			ROB4 H 3 bright A_CustomMissile("WinbotGrenade",48,-36,0)
			ROB4 IHI 3 bright
			goto See+2
		Death:
		Crash:
			ROB4 A 0 A_Scream
			ROB4 AAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("BigKaboom", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
			ROB4 A 0 A_SpawnItemEx("ZUpgradeStamina2", 0, 0,0,12,12,12, 48, 128)
			ROB4 AAAA 1 A_SpawnItemEx("BigKaboom", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
			ROB4 A 0 A_SpawnItemEx("ZUpgradeStamina2", 0, 0,0,-12,12,12, 48, 128)
			ROB4 AAAA 1 A_SpawnItemEx("BigKaboom", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
			ROB4 A 0 A_SpawnItemEx("ZUpgradeStamina2", 0, 0,0,12,-12,12, 48, 128)
			ROB4 AAAA 1 A_SpawnItemEx("BigKaboom", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
			TNT1 A 0 A_SpawnItemEx("ZUpgradeStamina2", 0, 0,0,-12,-12,12, 48, 128)
			TNT1 AAAA 1 A_SpawnItemEx("BigKaboom", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
			TNT1 A 0 A_SpawnItemEx("ZUpgradeStamina2", 0, 0,0,3,3,12, 48, 128)
			TNT1 AAAA 1 A_SpawnItemEx("BigKaboom", 0, 0,0,random(-9,9),random(-9,9),random(5,9), 48, 128)
			TNT1 A 0 A_SpawnItemEx("ZUpgradeStamina2", 0, 0,0,-3,-3,12, 48, 128)
			TNT1 A 1 A_Fall
			stop
	}
}

actor WinbotSonicShot
{
	seesound "winbot/laser"
	deathsound "winbot/laserx"
	damage (random(250,300))
	speed 40
	height 40
	radius 20
	renderstyle translucent
	alpha 0.9
	PROJECTILE
	+RIPPER
	+DONTREFLECT
	+FOILINVUL
	+FORCERADIUSDMG
	+NODAMAGETHRUST
	states
	{
		Spawn:
			SONC A 2 bright A_SpawnItem("SonicTrail1")
			loop
		Death:
			SONC DEFGHGHG 4 bright A_Explode(800,80,0)
			SONC GGGG 2 bright A_FadeOut(0.18)
			stop
	}
}

actor WinbotGrenade
{
	speed 8
	radius 10
	height 16
	gravity 0.5
	scale 1.5
	seesound "winbot/grenade"
	deathsound "winbot/nadeboom"
	damage (random(500,600))
	PROJECTILE
	+FORCERADIUSDMG
	+DONTREFLECT
	+FOILINVUL
	-NOGRAVITY
	states
	{
		Spawn:
			GRAP AB 4
			loop
		Death:
			BNG4 A 3 bright A_Explode(1024,256,0)
			BNG4 BCDEFGHIJKLMN 3 bright
			stop
	}
}

actor SonicTrail1
{
	renderstyle translucent
	alpha 0.9
	+NOBLOCKMAP
	+NOGRAVITY
	+CLIENTSIDEONLY
	+BRIGHT
	states
	{
		Spawn:
			SONC ABC 6
			stop
	}
}