ACTOR IconEye 30428
{
MONSTER
+NODAMAGE//+invulnerable
//-NOBLOOD
+NOGRAVITY
+NOTIMEFREEZE
speed 0
mass 999999999
bloodtype "onegative"
scale 0.33
 //$Category IconOfSin
radius 32	
height 32

	states
	{
	Spawn:
		TNT1 A 0
		EYEB A 1 A_FaceConsolePlayer(2)
		Loop
	}
}
ACTOR CreepyEye : IconEye 30429
{
//+INTERPOLATEANGLES
+FLOATBOB
//+LOOKALLAROUND
+QUICKTORETALIATE
 //$Category IconOfSin
bloodtype "SSTBlood"
scale 0.25
radius 20	
height 28

	states
	{
	Spawn:
		TNT1 A 0
		//TNT1 A 0 A_Jump(255, "Spawn1","Spawn2","Spawn3")
		TNT1 A 0 A_GiveInventory("EyeColor",random(1,3))
		
		TNT1 A 0 A_JumpIfInventory("EyeColor",3,"Spawn3")
		TNT1 A 0 A_JumpIfInventory("EyeColor",2,"Spawn2")
		TNT1 A 0 A_JumpIfInventory("EyeColor",1,"Spawn1")
		Goto Spawn1
	Spawn1:
		EYEB B 1 A_Look
		Loop
	Spawn2:
		EYEB C 1 A_Look
		Loop
	Spawn3:
		EYEB D 1 A_Look
		Loop
	See:
		TNT1 A 0 A_JumpIfInventory("EyeColor",3,"See3")
		TNT1 A 0 A_JumpIfInventory("EyeColor",2,"See2")
		TNT1 A 0 A_JumpIfInventory("EyeColor",1,"See1")
		Goto See1
	See1:
		EYEB B 1 A_FaceTarget(4,4)
		Loop
	See2:
		EYEB C 1 A_FaceTarget(4,4)
		Loop
	See3:
		EYEB D 1 A_FaceTarget(4,4)
		Loop
	}
}

ACTOR EyeColor : Inventory
{
    Inventory.Amount 1
    Inventory.MaxAmount 3
	+UNDROPPABLE
}

ACTOR SSTBossBrain : Bossbrain replaces Bossbrain
{
  Game Doom
  Health 250
  Mass 10000000
  PainChance 255
  +SOLID +SHOOTABLE
  +NOICEDEATH
  +OLDRADIUSDMG
  //scale 0.25
  PainSound "brain/pain"
  DeathSound "brain/death"
  
damagefactor "RedPaint", 0
damagefactor "OrangePaint", 0
damagefactor "YellowPaint", 0
damagefactor "GreenPaint", 0
damagefactor "BluePaint", 0
damagefactor "PurplePaint", 0
damagefactor "WhitePaint", 0
damagefactor "BlackPaint", 0
  
  States
  {
  BrainExplode:
    MISL BC 10 Bright
    NULL A 0 A_SpawnItemEx ("BarrelEcho", 0,0,0, 0,0,0, 0, 160)
    NULL A 0 A_SpawnItemEx ("BarrelDebrisSpawner", 0,0,0, 0,0,0, 0, 160)
    BEXP C 0 BRIGHT A_SpawnItemEx ("BarrelExplosion1", 0,0,0, 0,0,random(1,8), 0, 160) 
    BEXP C 0 BRIGHT A_SpawnItemEx ("BarrelExplosion2", 0,0,0, 0,0,random(1,4), 0, 160) 
    BEXP C 0 BRIGHT A_SpawnItemEx ("BarrelExplosion3", 0,0,0, 0,0,0, 0, 160) 
    BEXP C 0 BRIGHT A_SpawnItemEx ("BarrelEffectSpawner", 0,0,2, 0,0,0, 0, 160) 
    BEXP C 0 BRIGHT A_SpawnItemEx ("HighOnFire", 0,0,2, 0,0,0, 0, 160) 
    MISL D 10 A_BrainExplode
    Stop
  Spawn:
    BBRN A -1
    Stop
  Pain.Fire:
  	TNT1 AAAA 0 A_SpawnItemEx("imonfire", random(-8,-2),Random(-8,8),random(20, 38), 0, random(-30,30)*0.1, random(10,30)*0.1, 0, 160)
	Goto Pain
  Pain:
	BBRN A 0 Radius_Quake(random(2.0,4.0), random(12,18), 0, 96, 0)
    BBRN A 36 A_BrainPain
    Goto Spawn
  Death:
	BBRN A 0 Radius_Quake(6.0, 100, 0, 96, 0)
    BBRN A 100 A_BrainScream
    BBRN AA 10
    BBRN A -1 A_BrainDie
    Stop
  Death.Fire:
    TNT1 A 0 ACS_ExecuteAlways(926,0, 10,0,0)
	NULL O 0 A_SpawnItemEx ("HouseOnFire", 0,0,0, momx,momy,momz, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_ABSOLUTEMOMENTUM)
	Goto Death
  Pain.GreenPaint:
    TNT1 A 0 ACS_ExecuteAlways(926,0, 0,0,0)
	Goto Pain
  Pain.BluePaint:
    TNT1 A 0 ACS_ExecuteAlways(926,0, 1,0,0)
	Goto Pain
  Pain.RedPaint:
    TNT1 A 0 ACS_ExecuteAlways(926,0, 2,0,0)
	Goto Pain
  Pain.OrangePaint:
    TNT1 A 0 ACS_ExecuteAlways(926,0, 3,0,0)
	Goto Pain
  Pain.PurplePaint:
    TNT1 A 0 ACS_ExecuteAlways(926,0, 4,0,0)
	Goto Pain
  Pain.WhitePaint:
    TNT1 A 0 ACS_ExecuteAlways(926,0, 5,0,0)
	Goto Pain
  Pain.YellowPaint:
    TNT1 A 0 ACS_ExecuteAlways(926,0, 6,0,0)
	Goto Pain
  Pain.BlackPaint:
    TNT1 A 0 ACS_ExecuteAlways(926,0, 7,0,0)
	Goto Pain
  }
}

ACTOR AenimaHead : SSTBossbrain 30422 //69420
{
 //$Category IconOfSin
SCALE 0.0666
  Height 72
  States
  {
  Spawn:
    AENI M -1
    Stop
  Pain.Fire:
  	TNT1 AAAA 0 A_SpawnItemEx("imonfire", random(-8,-2),Random(-8,8),random(20, 38), 0, random(-30,30)*0.1, random(10,30)*0.1, 0, 160)
	Goto Pain
  Pain:
	BBRN A 0 Radius_Quake(random(2.0,4.0), random(12,18), 0, 96, 0)
    AENI M 36 A_BrainPain
    Goto Spawn
  Death:
	BBRN A 0 Radius_Quake(6.0, 100, 0, 96, 0)
    AENI M 100 A_BrainScream
    AENI M 10
    AENI M -1 A_BrainDie
    Stop
  Death.Fire:
	NULL O 0 A_SpawnItemEx ("HouseOnFire", 0,0,0, momx,momy,momz, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_ABSOLUTEMOMENTUM)
	Goto Death
  }
}