ACTOR SSTArachnotron : Arachnotron replaces Arachnotron
{
damagefactor "RedPaint", 0.3
damagefactor "OrangePaint", 0.3
damagefactor "YellowPaint", 0.3
damagefactor "GreenPaint", 0.3
damagefactor "BluePaint", 0.3
damagefactor "PurplePaint", 0.3
damagefactor "WhitePaint", 0.3
damagefactor "BlackPaint", 0.3
  PainChance "ShotgunWeak", 32

dropitem "Cell" 224 10
dropitem "SSTAutoStim" 32
//dropitem "BloodFXSpawner" 255 1
  radius 56
  height 52
+MISSILEMORE
 states
  {
  Spawn:
    BSPI AB 10 A_Look
    loop
  See:
    BSPI A 20
    BSPI A 3 A_BabyMetal
    BSPI ABBCC 3 A_Chase
    BSPI D 3 A_BabyMetal
    BSPI DEEFF 3 A_Chase
    goto See+1
  Missile:
    BSPI A 10 bright A_FaceTarget
    NULL A 0 A_SpawnItemEx ("PlasmaEcho", 0,0,0, 0,0,0, 0, 160)
    BSPI G 4 bright A_BspiAttack    // See ArachnotronPlasma
    BSPI H 4 bright
    BSPI H 1 bright A_SpidRefire
    BSPI H 0 A_Jump(24, 1)
    goto Missile+1
	BSPI H 0
    goto See+1
  Pain:
    BSPI I 3
    BSPI I 3 A_Pain
    goto See+1
  Death:
    NULL A 0 A_SpawnItemEx ("BloodFXSpawner", 0,0,32, 0,0,0, 0, 160)
    BSPI J 0 A_Jump(128, "DeathB","DeathC","DeathD")
    BSPI J 20 A_Scream
    BSPI K 7 A_NoBlocking
	NULL A 0 A_custommissile("RocketSlag",random(0,16),random(-8,8),random(-360,360),2,random(10,70))
    BSPI LMNO 7
    BSPI P -1 A_BossDeath
    stop
  DeathB:
    BSPD J 20 A_Scream
    BSPD K 7 A_NoBlocking
	NULL AA 0 A_custommissile("RocketSlag",random(0,16),random(-8,8),random(-360,360),2,random(10,70))
    BSPD LMNO 7
    BSPD P -1 A_BossDeath
    stop
  DeathC:
    BSPI J 15 A_Scream
    BSPI K 5 A_NoBlocking
	NULL AAA 0 A_custommissile("RocketSlag",random(0,16),random(-8,8),random(-360,360),2,random(10,70))
    BSPI LMNO 5
    BSPI P -1 A_BossDeath
    stop
  DeathD:
    BSPD J 15 A_Scream
    BSPD K 5 A_NoBlocking
    BSPD LMNO 5
    BSPD P -1 A_BossDeath
    stop
  Raise:
    BSPI PONMLKJ 5
    goto See+1

    Crush:
	TNT1 A 0 A_SpawnItemEx ("Gibs", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR|SXF_CLIENTSIDE)
	TNT1 AAAAAAAA 0 A_SpawnItemEx ("SuperDuperClientsideBloodSpotSpawner", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR|SXF_CLIENTSIDE)
    TNT1 AAAAAAAA 1 A_SpawnItemEx ("Bloodsquirt3", 0,0,0, 0,0,0, random(-180,180), SXF_USEBLOODCOLOR|SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
    TNT1 A -1
    Stop
  Pain.GreenPaint:
    TNT1 A 0 ACS_ExecuteAlways(926,0, 0,0,0)
	Goto See
  Pain.BluePaint:
    TNT1 A 0 ACS_ExecuteAlways(926,0, 1,0,0)
	Goto See
  Pain.RedPaint:
    TNT1 A 0 ACS_ExecuteAlways(926,0, 2,0,0)
	Goto See
  Pain.OrangePaint:
    TNT1 A 0 ACS_ExecuteAlways(926,0, 3,0,0)
	Goto See
  Pain.PurplePaint:
    TNT1 A 0 ACS_ExecuteAlways(926,0, 4,0,0)
	Goto See
  Pain.WhitePaint:
    TNT1 A 0 ACS_ExecuteAlways(926,0, 5,0,0)
	Goto See
  Pain.YellowPaint:
    TNT1 A 0 ACS_ExecuteAlways(926,0, 6,0,0)
	Goto See
  Pain.BlackPaint:
    TNT1 A 0 ACS_ExecuteAlways(926,0, 7,0,0)
	Goto See
  }

}
actor SSTArachnotronPlasma : ArachnotronPlasma replaces ArachnotronPlasma
{
  Game Doom
  SpawnID 129
  Radius 13
  Height 8
  Speed 25
  Damage 5
  RenderStyle Add
  Alpha 0.75
  SeeSound "baby/attack"
  DeathSound "baby/shotx"
  damagetype "plasma"
  Projectile
  +RANDOMIZE
	+FORCEXYBILLBOARD
  states
  {
  Spawn:
    APLS AB 2 bright
	Goto Prawn
  Prawn:
    APLS A 1 bright
	NULL A 0 A_SpawnItemEx ("GreenPlasmaTrail", 0, random(1,2), 0, 0, 0, 0, 0, 160) 
    APLS A 1 bright
	NULL A 0 A_SpawnItemEx ("GreenPlasmaTrail", 0, 0, random(0,1), 0, 0, 0, 0, 160) 
    APLS B 1 bright
	NULL A 0 A_SpawnItemEx ("GreenPlasmaTrail", 0, random(-2,-1), 0, 0, 0, 0, 0, 160) 
    APLS B 1 bright
	NULL A 0 A_SpawnItemEx ("GreenPlasmaTrail", 0, 0, random(-1,0), 0, 0, 0, 0, 160) 
    loop
  XDeath:
  	TNT1 A 0 A_PlaySoundEx("plasma/zap", soundslot6)
	NULL AAAAAAAA 0 A_SpawnItemEx ("PlasmaBallCrackleSpawner", 0,0,0, 0,0,0, 0, 160) 
    APBX ABCDE 5 bright
    stop
  Death:
	NULL A 0 A_SpawnItemEx ("GreenParticleSphere", 0,0,0, 0,0,0, 0, 160) 
    APBX ABCDE 5 bright
    stop
  }
}


ACTOR GreenPlasmaTrail
{
   Radius 1
   Height 1
   PROJECTILE
   +NOCLIP
   Scale 0.44//0.25
   Speed 0
   RENDERSTYLE ADD
	+FORCEXYBILLBOARD
   ALPHA 0.18
   States
   {
   Spawn:
    	TNT1 A 0
    	TNT1 A 0 Thing_ChangeTID (0, 1330) 
      TELE AABB 1 BRIGHT
      TELE CCDDEEFFGGHHIIJJ 1 BRIGHT A_FadeOut(0.01)
      Stop
   }
}
