

// ---------- SUPER-NASTY AMBUSH IMPS -----------------------------------

Actor InstaAttackImp: FBD_Imp 17970 //17779
{
//	SeeSound "CHEISPR"
	Tag "Kamikaze Imp"
	Obituary "%o has been slain by kamikaze imp."

	States
	{
		Spawn:
			TROO F 1
			TNT1 A 0 ACS_NamedExecuteWithResult("FBD_RunMonster", 5) // default headbox
		Stand:	
			TROO F 3 A_Look
			Loop
		See: 
			TROO E 0
			Goto Missile
	}
}



Actor ButtsecksAmbushImp: InstaAttackImp 17971 //17780

{
	//SeeSound "CHEISBS"
	Tag "Rabid Imp"
	HitObituary "%o was slaughtered by a rabid imp."
	Obituary "%o was slaughtered by a rabid imp."
	States
	{
		Spawn:
			TROO E 1
			TNT1 A 0 ACS_NamedExecuteWithResult("FBD_RunMonster", 5) // default headbox
		Stand:
			TROO E 3 A_Look
			Loop
		See: 
			TROO E 0
			Goto LeapAttack 
	}
}



// ------------- Spruces --------------------------------------------------------

ACTOR ZandronumBigTree
{
	Game Doom
	Radius 32
	Height 108
	ProjectilePassHeight -16
	+SOLID
	+USESPECIAL
	States
	{
		Spawn:
			TRE2 A -1
			Stop
	}
}

// have no burn / destroy BD mechanics yet

Actor SmallSpruce: ZandronumBigTree 17972 //17743
{
	Radius 20
	Height 80
	+FORCEXYBILLBOARD
	states
	{
		Spawn:
			SPRU C 0
			SPRU C -1
			Stop
	}
}
	
	
Actor CrookedSpruce: ZandronumBigTree 17973 //17744
{
	Radius 50
	Height 200
	+FORCEYBILLBOARD
	-FORCEXYBILLBOARD
	states
	{
		Spawn:
			SPRU B 0
			SPRU B -1
			Stop
	}
}	
	
	
Actor LargeSpruce: CrookedSpruce 17974 //17745
{
	Radius 100
	Height 350
	states	
	{
		Spawn:
			SPRU A 0
			SPRU A -1
			Stop
	}
}

Actor LargerSpruce: LargeSpruce 17975 //17746
{
	XScale 1.05
	YScale 1.2
}

Actor VeryLargeSpruce: LargeSpruce 17976 //17747
{
	XScale 1.5
	YScale 1.8
}

Actor FarawaySkyboxSpruce: LargeSpruce 17977 //17748
{
	Radius 3
	Height 8
	XScale 0.125
	YScale 0.125
	+FORCEYBILLBOARD
	states
	{
		Spawn:
			SPRU D 0
			SPRU D -1
			Stop
	}
}

// because those spruces are conical 
// and there are imps up there on the elevated terrain shooting *through* them
// Can't get away with the default bounding boxes.
Actor LargeSpruceCollider1: LargeSpruce
{
	Radius 16
	Height 340
	states
	{
		Spawn:
			TNT1 A 0
			TNT1 A -1
			Stop
	}
}

Actor LargeSpruceCollider2: LargeSpruceCollider1
{
	Radius 37
	Height 231
}

Actor CollidableLargeSpruce: LargeSpruce 17980
{
	Radius 80
	Height 120
	states	
	{
		Spawn:
			SPRU A 1
			SPRU A 0 A_SetScale(0.01 * random(90,110), (random(0,1) ? 1 : -1) * 1.0)
			SPRU A 0 A_SpawnItemEx ("KremlinWallSpruceCollider1",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION,0, tid)
			SPRU A 0 A_SpawnItemEx ("KremlinWallSpruceCollider2",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION,0, tid)
			SPRU A -1
			Stop
	}
}

Actor GlowingPogodemonDecoration 17981
{
	-SHOOTABLE
	+NOINTERACTION
	+NOGRAVITY
	+FORCEXYBILLBOARD
	+BRIGHT
	XScale 3.0
	YScale 3.0
	Radius 64
	Height 100
	states
	{
		Spawn:
			YCKZ A 1 BRIGHT
			YCKZ A -1 BRIGHT
			Stop
	}
}
