
ACTOR RLLostSoulBase : RLMonster
{
  Health 25
  Radius 16
  Height 56
  Speed 8
  Mass 50
  RenderStyle "SoulTrans"
  
  MinMissileChance 300
  PainChance 256
  
  Damage 3
  DamageType "Melee"
  PainType "BluntMelee"
  DeathType "BluntMelee"
  
  DamageFactor "Maser", 1.5 // Final Doomer Damagetype
  DamageFactor "Antiair", 3.0 // LegenDoom Damagetype
  
  PainSound "lostsoul/pain"
  DeathSound "skull/death"
  ActiveSound "skull/active"
  CrushPainSound "skull/pain"
  
  +QUICKTORETALIATE
  +NOBLOOD
  +NOINFIGHTING
  +BLOODSPLATTER
  +FLOAT
  +NOGRAVITY
  +MISSILEMORE
  +DONTFALL
  +NOICEDEATH
  -DONTHARMSPECIES
  -FLOORCLIP
  -COUNTKILL
  -CANUSEWALLS
  -CANPUSHWALLS
  
  Obituary "%o was struck by a Lost Soul."
  Species "RLLostSoul"
  Tag "Lost Soul"
  
	//Guncaster extras
   
	//Resists & Weaknesses
	DamageFactor UndeadGoHome, 2.0
	DamageFactor Meteorfist, 0.8
	DamageFactor Crow, 0.7
	DamageFactor Crow2, 0.7
 
	//Chance Effects
	PainChance Crow, 2
	PainChance Crow2, 2
	PainChance Lightning, 128
	PainChance LightningBlue, 24
	PainChance Fire, 20
  States
  {
  Crush:
    "####" "#" 0 A_StopSound(5)
    "####" "#" 0 A_StopSound(6)
    "####" "#" 0 A_StopSound(7)
    "####" "#" 0 A_StopSound(CHAN_ITEM)
    "####" "#" 0 A_StopSound(CHAN_WEAPON)
    "####" "#" 0 A_JumpIf(1, "DestroyedEnd")
    Goto DestroyedEnd
//============================================================================================================================================================
//					--	Final Doomer Compatibility Stuff  --
//============================================================================================================================================================
		
  Death.Maser:
  XDeath.Maser:
    "####" "#" 0 A_FaceTarget
    "####" "#" 0 A_ChangeVelocity (frandom(-5.0,-15.0), 0, 0, CVF_RELATIVE)
    "####" "#" 0 A_JumpIf(1, "XDeath")
	Goto XDeath
//==============================================================================
//					--	GunCaster Compatibility Stuff  --
//==============================================================================	

			//Corpseblast
	CorpseBlastA:
		"####" "#" 0 A_SpawnItemEx("LostSoulBlast",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)
		Stop
	CorpseBlastB:
		"####" "#" 0 A_SpawnItemEx("LostSoulBlast",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)
		"####" "#" 0 A_TakeInventory("CorpseTrigger2",1)
		"####" "#" 0 A_JumpIf(1,"DeathEnd")
		Goto DeathEnd
	CorpseBlastC:
		"####" "#" 0 A_SpawnItemEx("LostSoulBlast",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)
		"####" "#" 0 A_TakeInventory("CorpseTrigger2",1)
		"####" "#" 0 A_JumpIf(1,"XDeathEnd")
		Goto XDeathEnd
  }
}
