
//==============================================================================
//		SPECIAL BOSS SPAWNING
//==============================================================================
/*
ACTOR RLMonsterpackArtifactGuardian // OH GOD I HOPE THIS DOESN'T EXPLODE
{
    Radius 44
    Height 114
    Speed 15
	+NOBLOCKMAP
	+NOTIMEFREEZE
	+NOTONAUTOMAP
	
    var int user_helpiamtoobig;
	States
	{
    Spawn:
	    TNT1 A 0 // Look in the Nightmare Cyberdemon and Abominant code to find the Artifact Guardians
//	    TNT1 A 0 A_Log ("DEBUG: Demonic boss has spawned")
		TNT1 A 0 Thing_ChangeTID(0,666669)
		TNT1 A 0 A_SetUserVar("user_helpiamtoobig", 525)
		
    SpawnLoop:
//Checks for space to spawn the boss, teleports to player 1 every 15 seconds if stuck
		TNT1 A 0 A_ChangeFlag ("NOCLIP", 0)
		TNT1 A 0 A_ChangeFlag ("THRUACTORS", 0)
		TNT1 A 0 A_JumpIf (user_helpiamtoobig <= 0, "MUSTESCAPECONFINESOFREALITY")
	    TNT1 A 1 A_Wander
	    TNT1 AAAAAAAAAA 0 A_Wander
	SpawnCheck:
		TNT1 A 0 A_ChangeFlag ("NOCLIP", 1)
		TNT1 A 0 A_ChangeFlag ("THRUACTORS", 1)
		TNT1 A 0 A_JumpIfInventory ("RLDemonicWeaponMaxed", 1, "SpawnAbominant", AAPTR_PLAYER1)
//Done in this convuluted manner because both arsenal and monsterpack can be run seperately, so replaces would not work
		TNT1 A 0 A_SpawnItemEx("RLNightmareArtifactGuardian",0,0,0,0,0,0,0,SXF_CLEARCALLERTID)
		TNT1 A 0 A_JumpIf(tid==0,"Succeed")
		TNT1 A 0 A_SetUserVar("user_helpiamtoobig", user_helpiamtoobig - 1)
		Goto SpawnLoop
	SpawnAbominant:
//Done in this convuluted manner because both arsenal and monsterpack can be run seperately, so replaces would not work
		TNT1 A 0 A_SpawnItemEx("RLAbominantArtifactGuardian",0,0,0,0,0,0,0,SXF_CLEARCALLERTID)
		TNT1 A 0 A_JumpIf(tid==0,"Succeed")
		TNT1 A 0 A_SetUserVar("user_helpiamtoobig", user_helpiamtoobig - 1)
		Goto SpawnLoop
		
    MUSTESCAPECONFINESOFREALITY:
		TNT1 A 0 A_SetUserVar("user_helpiamtoobig", 525)
	    TNT1 A 0 A_Warp (AAPTR_PLAYER1, 0,0,0, 0, 0, "SpawnLoop")
	    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
		Goto SpawnLoop
	Succeed:
		TNT1 A 10
		Stop
//==============================================================================
  HEYSTOPTHAT:
    TNT1 A 0
	Fail
	}
}
*/

//==============================================================================
//		SHARED BOSS STUFF
//==============================================================================

ACTOR RLBossFeelsNoPunyBullets : RLMPCustomFunction
{
  States
  {
  Pickup:
      TNT1 A 0 
      TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
      Stop
  }
}

ACTOR RLBossFeelsMoreRealisticAboutTheSituation : RLMPCustomFunction
{
  States
  {
  Pickup:
      TNT1 A 0 
      TNT1 A 0 A_JumpIfInventory ("LDLegendaryMonsterTransformed", 1, "TurnedLegendaryMidfight")
      TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
      Stop
  TurnedLegendaryMidfight:
      TNT1 A 0 
      Stop
  }
}
