
//IOS_Obsoleted.txt



/*
// Dr Frankenstein, meet MY monster... I mean, boss cube.
Actor IosSpawnerBase {
	Monster
	+SHOOTABLE	
	+NOBLOOD 
	-PUSHABLE
	-COUNTKILL
	+NOPAIN
	+LOOKALLAROUND
	-NOGRAVITY
	Gravity 0.05
	Mass 1000
	Radius 40
	Height 90
	Scale 2.0
	Health 200
	DeathSound "misc/bryed3d_firexp"
	SeeSound "KYBOCUB1"
	States {
		Spawn:
			BOSF B 0
			TNT1 A 0 A_GiveInventory("CheCount", random(8,13)) // approx. 3..4 seconds
			Goto Spin
		Spin:	
			BOSF ABCD 3 BRIGHT
			TNT1 A 0 A_Look
			Loop	
		See:
			BOSF ABCD 3 BRIGHT A_FaceTarget
			TNT1 A 0 A_TakeInventory("CheCount", 1)
			Goto SpinActive
		SpinActive:
			BOSF ABCD 3 BRIGHT A_FaceTarget
			TNT1 A 0 A_TakeInventory("CheCount", 1)
			TNT1 A 0 A_JumpIfInventory("CheCount", 1, "SpinActive")
			Goto Death
		Death:
		XDeath:
			TNT1 A 0 A_Scream
			TNT1 A 0 A_NoBlocking
			TNT1 A 0 A_Jump(256, "DoSpawn") // unlike goto, this one goes to descendant's method
			//Stop // A_Jump(256,) is often skipped on the coop client - resulting in invisible monsters
		MultiplayerOopsnik:
			TNT1 A 0
			TNT1 A 1 A_Jump(256, "DoSpawn")
			Wait
		Fireworks:
			TNT1 AAAAAA 0 A_CustomMissile ("MuchBlood", 32, 0, random (0, 360), 2, random (65, 90))
			TNT1 AAAAAA 1 A_CustomMissile ("FireballExplosionFlames", random(8,80), random(-5,5), random (0, 360), 2, random (0, 90))
			TNT1 AAAAAA 1 A_CustomMissile ("FireballExplosionFlames", random(30,90), random(-10,10), random (0, 360), 2, random (0, 90))
			TNT1 AAAAAA 1 A_CustomMissile ("FireballExplosionFlames", random(50,100), random(-15,15), random (0, 360), 2, random (0, 90))
			TNT1 AAAAAA 1 A_CustomMissile ("FireballExplosionFlames", random(70,110), random(-30,30), random (0, 360), 2, random (0, 90))
			TNT1 AAAAAA 1 A_CustomMissile ("FireballExplosionFlames", random(90,120), random(-45,45), random (0, 360), 2, random (0, 90))
			TNT1 AAAAAA 1 A_CustomMissile ("FireballExplosionFlames", random(110,130), random(-55,55), random (0, 360), 2, random (0, 90))
			TNT1 A 35 // Stop makes scripts get terminated. Wait for them to run!
			Stop
	}
}

Actor IosSpawner0: IosSpawnerBase {
	// gray
	Translation "61:79=93:111", "48:61=80:92", "144:151=105:109", "101:111=109:111", "13:15=108:111", "0:2=0:0", "5:5=5:5"
	States {
		DoSpawn:
			TNT1 A 5
			TNT1 A 0 ACS_NamedExecuteAlways("SpawnerSpawnMob", 0, 0, 0, 0)
			TNT1 A 0 A_Jump(256, "Fireworks")
			Stop
	}
}

Actor IosSpawner1: IosSpawnerBase {
	// red
	Translation  "61:79=168:188", "48:61=224:227", "144:151=183:183", "101:111=180:191", "13:15=186:186", "0:2=0:0"
	States {
		DoSpawn:
			TNT1 A 0
			TNT1 A 0 ACS_NamedExecuteAlways("SpawnerSpawnMob", 0, 1, 0, 0)
			TNT1 A 0 A_Jump(256, "Fireworks")
			Stop

	}
}

Actor IosSpawner2: IosSpawnerBase {
	// gold
	Translation  "61:79=160:167", "48:61=224:227", "144:151=167:167", "101:111=162:167", "13:15=166:166", "0:2=0:0", "5:5=189:189"
	SeeSound "KYBOCUB3"
	States {
		DoSpawn:
			TNT1 A 0
			TNT1 A 0 ACS_NamedExecuteAlways("SpawnerSpawnMob", 0, 2, 0, 0)
			TNT1 A 0 A_Jump(256, "Fireworks")
			Stop

	}
}
*/

/* DEPRECATED
Actor LostSoul661: TehLostSoul {
	-COUNTKILL
	States {
		Spawn:
			LSOL A 0 NODELAY Thing_ChangeTID(0, 661)
			LSOL A 0 ACS_NamedExecuteAlways("SlaughtermapInitLostSoul", 0, 0, 0, 0)
			LSOL A 0 A_SetUserVar("user_head_type", 9)
			LSOL A 0 A_SetUserVar("user_have_trails", 1)
			LSOL AAAAAAAA 0 A_SpawnItemEx("PerpeualLSFlameParticle",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION,0)
			LSOL A 7
			Goto Stand
		MakeParticlesThenMissile:
			LSOL A 0 Thing_ChangeTID(0, 661)
			LSOL A 0 A_SetUserVar("user_have_trails", 1) // because frakking lost soul spawning sometimes bypasses this Spawn state!
			LSOL AAAAAAAA 0 A_SpawnItemEx("PerpeualLSFlameParticleKickstart",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION,0)
			Goto MissileAfterParticles			
	}
}

Actor PainElementalMinion: PainElemental1 { // spawns LostSoul661 instead of TehLostSoul
	States {
		Missile:
			TNT1 A 0 A_TakeInventory("EnemyMemory", 30)
			PAIN D 7 A_FaceTarget
			PAIN E 7 A_FaceTarget
			PAIN F 5 BRIGHT A_FaceTarget
			PAIN F 2 BRIGHT A_PainAttack("LostSoul661")
			PAIN ED 7
			Goto See
		Death:
			PAIN H 8 BRIGHT
			PAIN I 8 BRIGHT A_Scream
			TNT1 A 0 A_Explode (50,220)
			TNT1 AAAAAA 0 A_CustomMissile ("FireworkSFXType1", 0, 0, random (0, 360), 2, random (10, 80))
			TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
			TNT1 AAAAAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
			TNT1 AAA 0 A_CustomMissile ("XDeathPainElementalNew1", 32, 0, random (0, 360), 2, random (30, 90))
			TNT1 AAA 0 A_CustomMissile ("XDeathPainElementalNew2", 32, 0, random (0, 360), 2, random (30, 90))
			TNT1 AAAAAAAAAAAA 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (30, 90))
			TNT1 AA 0 A_CustomMissile ("XDeath2", 30, 0, random (0, 360), 2, random (40, 90))
			TNT1 AA 0 A_CustomMissile ("XDeath3", 30, 0, random (0, 360), 2, random (40, 90))
			TNT1 AA 0 A_CustomMissile ("XDeath1", 30, 0, random (0, 360), 2, random (40, 90))
			TNT1 AAA 0 A_CustomMissile ("BDExplosionparticles", 30, 0, random (0, 360), 2, random (40, 90))
			TNT1 AA 0 A_CustomMissile ("BDExplosionparticles2", 30, 0, random (0, 360), 2, random (40, 90))
			TNT1 AA 0 A_CustomMissile ("BDExplosionparticles3", 10, 0, random (0, 360), 2, random (40, 90))
			TNT1 AA 0 A_SpawnItemEx("TinyBurningPiece3", random (-5, 5), random (-5, 5))
			TNT1 AA 0 A_SpawnItemEx("TinyBurningPiece", random (-5, 5), random (-5, 5))
			TNT1 AA 0 A_SpawnItemEx("TinyBurningPiece2", random (-5, 5), random (-5, 5))
			TNT1 A 0 A_SpawnItemEx ("DetectFloorCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			EXPL A 0 A_SpawnItemEx("ExplosionParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
			TNT1 A 0 A_SpawnItem("BigBloodSpot")
			EXPL AAAAAAAAAAAAAAAAA 0 A_CustomMissile ("FireBallExplosion", 6, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 0 BRIGHT A_PainDie("LostSoul661")
			PAIN N -1
			Stop			
	}
}
*/