
// ====== map 45 (between 02 and 03) =========================================

ACTOR Eday45Boss_1 : ChaosMarinePlasma 17782 // the boss of the secret map EDAY45
{
	// elite ones are bright shiny red
	Translation "112:124=168:187", "125:127=[91,0,0]:[21,0,0]", "152:159=16:47", "9:12=[61,12,12]:[13,0,0]", "128:143=168:186"
	Tag "$BOSS_UVALOV_1" // "Sgt. Uvalov";
	DamageFactor SSG, 0.1 // nearly no extra damage from shotgun up close
	Health 300
	States
	{
		See:
			TNT1 A 0
			TNT1 A 0 ACS_NamedExecute("FBD_DisplayBossHealth", 0, 2, 0, 0) //Health Bar
			Goto SeeProper
	}
}

ACTOR Eday45Boss_2: ChaosMarinePlasma 17783
{
	Tag "$BOSS_UVALOV_2" // "Lt. Uvalov";
	Health 300 // stronger than 1 because he dodge-rolls!
	DamageFactor SSG, 0.0 // *no* extra damage from shotgun up close
	States
	{
		See:
			TNT1 A 0
			TNT1 A 0 ACS_NamedExecute("FBD_DisplayBossHealth", 0, 3, 0, 0) //Health Bar
			Goto SeeProper
	}
}

ACTOR Eday45Boss_3: Eday45Boss_2 17784
{
	Tag "$BOSS_UVALOV_3" // "Captain Uvalov";
	Health 400 
	States
	{
		See:
			TNT1 A 0
			TNT1 A 0 ACS_NamedExecute("FBD_DisplayBossHealth", 0, 4, 0, 0) //Health Bar
			Goto SeeProper
		Spawn:
			MAR6 A 0 NODELAY ACS_NamedExecuteWithResult("FBD_RunMonster", 6) // chaos marine headbox
			"----" A 0 A_SetUserVar("user_default_weapon", 9) // plasma
			"----" A 0 A_SetUserVar("user_melee_weapon", 3) // chainsaw
			Goto SetupDefaults	
		SetupDefaults:
			"----" A 0 A_GiveInventory("TargetIsAChaosMarine", 1)
			// relegated to the slaughtermap init script //"----" A 0 A_SetUserVar("user_jump_power", 50)
			"----" A 0 A_SetUserVar("user_ddgrll_chance", 192) // chance to dodge-roll on pain. 0 = always
			"----" A 0 A_SetUserVar("user_nag_cooldown", 300)
			"----" A 0 A_SetUserVar("user_nag_period", 300)
			"----" A 0 A_SetUserVar("user_speed_limit", 12) // vs original 8
			"----" A 0 A_SetUserVar("user_voice_set", CHE_TRAITOR)
			"----" A 0 A_SetUserVar("user_jump_power", CallAcs("AdjustJumpPowerForEDAYMarsChapter", 50))
			"----" A 0 A_ChangeFlag("NOPAIN", 0)
			Goto WeaponSwitch // will proceed to Stand				
	}
}

ACTOR Eday45Boss_4: Eday45Boss_3 17785
{
	Tag "$BOSS_UVALOV_4" // "Colonel Uvalov";
	States
	{
		See:
			TNT1 A 0
			TNT1 A 0 ACS_NamedExecute("FBD_DisplayBossHealth", 0, 5, 0, 0) //Health Bar
			Goto SeeProper
		Spawn:
			MAR6 A 0 NODELAY ACS_NamedExecuteWithResult("FBD_RunMonster", 6) // chaos marine headbox
			"----" A 0 A_SetUserVar("user_default_weapon", 9) // plasma
			"----" A 0 A_SetUserVar("user_melee_weapon", 3) // chainsaw
			Goto SetupDefaults
		SetupDefaults:
			"----" A 0 A_GiveInventory("TargetIsAChaosMarine", 1)
			// relegated to the slaughtermap init script //"----" A 0 A_SetUserVar("user_jump_power", 50)
			"----" A 0 A_SetUserVar("user_ddgrll_chance", 0) // chance to dodge-roll on pain. 0 = always
			"----" A 0 A_SetUserVar("user_nag_cooldown", 300)
			"----" A 0 A_SetUserVar("user_nag_period", 300)
			"----" A 0 A_SetUserVar("user_speed_limit", 16)  // vs original 8
			"----" A 0 A_SetUserVar("user_voice_set", CHE_TRAITOR)
			"----" A 0 A_SetUserVar("user_jump_power", CallAcs("AdjustJumpPowerForEDAYMarsChapter", 50))
			"----" A 0 A_ChangeFlag("NOPAIN", 0)
			Goto WeaponSwitch // will proceed to Stand			
	}
}










// ====== map 44 (between 061 and 062) =========================================

ACTOR ToxicNutjob_3: FBD_Maradeur_Lite 17788 // the boss of the secret map EDAY44
{
	// health 666
	Tag "$BOSS_NUTJOB"  
	Obituary "$BOSS_NUTJOB_O"
	DropItem "PlasmaRifle"
	Translation "112:124=[70,255,80]:[12,74,0]", "125:125=1:1", "126:126=127:127", "127:127=0:0", "156:159=124:126", "152:155=122:125", "9:12=125:127", "128:143=[82,217,0]:[30,43,34]", "0:0=[0,0,0]:[255,255,255]", "48:79=[145,192,124]:[30,43,34]"
	+BOSS // fulll volume see and death sounds
	States
	{
		See:
			TNT1 A 0
			TNT1 A 0 ACS_NamedExecute("FBD_DisplayBossHealth", 0, 1, 0, 0) //Health Bar
			Goto SeeProper
	}
}

ACTOR ToxicNutjob_2: ToxicNutjob_3 17787
{
	Health 580
}

ACTOR ToxicNutjob_1: ToxicNutjob_3 17786
{
	Health 500
}

ACTOR ToxicNutjob_4: ToxicNutjob_3 17789
{
	Health 900
}


// ========= map 48 (between 20 and 21) ==========================================

ACTOR Eday48Boss_2: ElderCacolord 17883
{
	Health 9000
	// body is blue instead of black
	Tag "$CACOLORD_A"
	Obituary "$CACOLORD_A_O"
	Translation "168:174=[255,255,255]:[225,225,255]", "175:191=192:207", "100:111=192:207", "80:99=192:192", "5:8=240:247"
}

ACTOR Eday48Boss_1: Eday48Boss_2 17882
{
	Health 6000
}

ACTOR Eday48Boss_3: Eday48Boss_2 17884
{
	Health 12000
	+MISSILEMORE
	Speed 15
}

ACTOR Eday48Boss_4: Eday48Boss_2 17885
{
	Health 17000
	Speed 20
}


// ========= map 42 (between 41 and 19) ==========================================


#include Skorzeny.txt

#include Pz_Kpfw_V.txt

		
/*

// Nazi tank (i think it's Panther II ) for the secret map EDAY42 "Castle Wolfenstein"
// This is the turret, the tank body is map geometry.

ACTOR PanzerTank: FriendlyTank 4383
{
	Health 4000
	
	Radius 42
	Height 56
	Scale 1.5
	Mass 9999999999999
	Speed 0
	+NOPAIN
	+LOOKALLAROUND
	+NOBLOOD
	-FRIENDLY
	+MISSILEMORE
	+MISSILEEVENMORE
	Species "Nazis"
	Obituary "%o was shredded to bits by a Panzer Tank."
	States
	{
		Spawn:
			TAPZ A 1 A_Look
			Loop
		See:
			TNT1 A 0
			TAPZ AAAAAAAAAAAAAAAAAAA 8 A_Chase
			Loop
		Missile:
			TNT1 A 0
			TAPZ A 4 A_FaceTarget
			TNT1 A 0 A_PlaySound("TANKFI")
			TNT1 A 0 A_ALertMonsters
			TAPZ B 4 BRIGHT A_CustomMissile("EnemyTankProjectile", 32, 0, 0, 1, random(-3, 3))
			TAPZ A 100
			Goto See
	}
}
*/
/*
//***Che this one was the boss of map 16 -- but AFAIR it was replaced with a regular enemy tank actor, scripted not to move.

ACTOR ZombieSeizedTank: PanzerTank 4184
{
	Obituary "%o was shredded to bits by a Tank seized by demons."
	States
	{
	Spawn:
		TAPZ A 1 A_Look
		Loop
	See:
		TNT1 A 0
		TANK DDDDDDDDDDDDDDDDDDD 8 A_Chase
		Loop
	Missile:
		TNT1 A 0
		TANK D 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("TANKFI")
		TNT1 A 0 A_ALertMonsters
		TANK E 4 BRIGHT A_CustomMissile("EnemyTankProjectile", 32, 0, 0, 1, random(-3, 3))
		TANK D 100
		Goto See
	}
}
*/
/*
//***Che since this one inherits from FriendlyTankProjectile I fixed not to damage the player,
// I had to apply the reverse effect here, make hurt players again
Actor EnemyTankProjectile: FriendlyTankProjectile
{
	Speed 60
	Species "Nazis"
	damagetype "ExplosiveImpact"
	States {
		// oops, it INHERITS from FriendlyTankProjectile so we must reset its damage back to lethal!
		XDeath:	
		Death:
			TNT1 A 0
			TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("SFXSpawnedExplosion1", 0, 0, random (0, 360), 2, random (0, 30))
			TNT1 A 0 A_CustomMissile ("SFXExplosionSpawner2", 0, 0, random (0, 360), 2, random (80, 90))
			TNT1 A 0 A_Explode(500, 200, 0)
			TNT1 A 0 A_SpawnItem ("BigRicoChet", 0, -15)
			TNT1 A 0 A_SpawnItemEx ("DetectFloorCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			TNT1 A 0 A_SpawnItemEx ("DetectCeilCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			TNT1 A 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			TNT1 A 0 A_SpawnItemEx ("BarrelExplosion",0,0,30,0,0,0,0,SXF_NOCHECKPOSITION,0)
			TNT1 A 0 A_SpawnItemEx ("BarrelKaboom",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			TNT1 AAAAAAA 0 A_CustomMissile ("ExplosionFlames", 0, 0, random (0, 360), 2, random (0, 360))
			TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("ExplosionParticleSFX", 0, 0, random (0, 360), 2, random (0, 180))
			TNT1 AAAAAA 0 A_CustomMissile ("ExplosionParticleSFX", 0, 0, random (0, 360), 2, random (0, 180))
			EXPL A 0 Radius_Quake (4, 36, 0, 15, 0)
			BEXP B 0 BRIGHT A_Scream
			TNT1 A 0 A_ALertMonsters
			TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("ShrapnelParticle2", 0, 0, random (0, 360), 2, random (5, 90))
			TNT1 A 0 A_PlaySound("FAREXPL", 3)
			EXP1 ABCDEFGHIJKLMN 3 BRIGHT
			Stop
	}	
}
*/



// ========= map 47 (between 23 and 241) =========================================

// a common duke would do, just in a very bad position to fight him

// ========= map 43 (between 30 and 311) =========================================

// see Infernal.txt
