ACTOR SSTFatso : Fatso //replaces Fatso
{
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", 20

activesound "mancubus/active"
//dropitem "SSTMinigun" 16 //formerly 4, then 8
  states
  {
  Spawn:
    FATT AB 15 A_Look
    loop
  See:
    FATT AABBCCDDEEFF 4 A_Chase
    loop
  Missile:
    FATT G 20 A_FatRaise
    FATT H 10 bright A_FatAttack1  // See FatShot
    FATT IG 5 A_FaceTarget
    FATT H 10 bright A_FatAttack2
    FATT IG 5 A_FaceTarget
    FATT H 10 bright A_FatAttack3
    FATT IG 5 A_FaceTarget
    goto See
  Pain:
    FATT J 3
    FATT J 3 A_Pain
    goto See
  Death:
    SKEL L 0 A_Jump(24, "DeathB")
    FATT K 6
    FATT L 6 A_Scream
    FATT M 6 A_NoBlocking
    FATT NOPQRS 6
    FATT T -1 A_BossDeath
    stop
  Death.Chainsaw:
  Death.Rocket:
  DeathB:
	NULL A 0 A_SpawnItemEx ("Railblood", 0, 0, 40, 0, 0, 0, 0, 160) 
    FAT2 K 6
	NULL A 0 A_SpawnItemEx ("BloodFXSpawner", 0, 0, 0, 0, 0, 0, 0, 160) 
    FAT2 L 6 A_Scream
    FAT2 L 0 A_XScream
	NULL A 0 A_Playsoundex("misc/slop2", "soundslot5")
	NULL A 0 A_SpawnItemEx ("BloodFXSpawner", 0, 0, 0, 0, 0, 0, 0, 160) 
    FAT2 M 6 A_SpawnDebris ("BloodSpotSilent") 
    FAT2 M 0 A_UnsetSolid
    FAT2 NO 6 A_SpawnDebris ("BloodSpotSilent")
    FAT2 P 6 A_SpawnDebris ("BloodSpotSilent")
    FAT2 Q 6 A_SpawnDebris ("BloodSpotSilent")
    FAT2 R 6 A_SpawnDebris ("BloodSpotSilent")
    FAT2 S 6 A_SpawnDebris ("BloodSpotSilent")
    FAT2 T 6 A_BossDeath
    FATT NO 4 A_SpawnDebris ("BloodSpotSilent")
    FATT PQ 5 A_SpawnDebris ("BloodSpotSilent")
    FATT RS 6 A_SpawnDebris ("BloodSpotSilent")
    FATT T -1
    stop
  Raise:
    FATT RQPONMLK 5
    goto See

    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 SSTFatShot : Fatshot replaces Fatshot
{
  Game Doom
  SpawnID 153
  Radius 6
  Height 8
  Speed 20
  Damage 8
  Projectile 
  +RANDOMIZE
  RenderStyle Add
  Alpha 0.5
  SeeSound "fatso/attack"
  DeathSound "fatso/shotx"
  damagetype "fire"
	+FORCEXYBILLBOARD
  States
  {
  Spawn:
    MANF AAAABBBB 1 bright A_SpawnItemEx("fatshottrail", random(-2,2), random(-2,2), random(-2,2), random(-1,1), random(-1,1), random(-1,1), 0, 160)
    BAL1 A 0 A_JumpIf(waterlevel == 3, "WaterDeath")
    BAL1 A 0 A_JumpIf(waterlevel == 3, "WaterDeath")
    loop
  WaterDeath:
	TNT1 A 0 A_Playsound("flesh/fry",CHAN_5)
  	TNT1 AAAAA 1 A_SpawnItemEx ("UnderwaterSteam", 0,0,random(-4,28), random(-1,1),random(-3,3),random(0,2), 0, 160, 64)  
    TNT1 A 0
	Stop
  Death:
    MISL B 4 bright
    MISL C 6 bright A_SpawnItemEx("fatshotflare", 0,0,0, 0,0,0, 0, 160)
    MISL D 8 bright
    stop
  }
}

ACTOR fatshottrail
{
	+NOTELEPORT
  Translation "112:127=212:223"
   Radius 1
   Height 1
   Speed 0
   Damage 0
   PROJECTILE
   RENDERSTYLE ADD
   ALPHA 0.22
   Scale 0.25
	+FORCEXYBILLBOARD
   //+RANDOMIZE
   States
   {
   Spawn:
    TNT1 A 0
    BAL1 A 0 A_JumpIf(waterlevel == 3, "WaterDeath")
    TNT1 A 0 Thing_ChangeTID (0, 1330) 
      PSNE HHHIIIJJJKKKLL 1 Bright A_Fadeout(0.01)
      PSNE LMM 1 Bright A_Fadeout(0.02)
      PSNE M 1 Bright
      Stop
  WaterDeath:
    TNT1 A 0
	Stop
   }
}
