
// WATCHER
/*
*/
ACTOR RLArmageddonImp : RLImpBase 16556
{
  Health 100
  GibHealth -40
  BloodType "RLWatcherSmokeBlood", "RLMNullActor", "RLWatcherSmokeBlood"
  TeleFogSourceType "RLWatcherSmoke"
  TeleFogDestType "RLWatcherSmoke"
  
  PainChance 0
  
  DamageFactor "Maser", 0.75 // Final Doomer Damagetype
  
  SeeSound ""
  ActiveSound ""
  PainSound ""
  DeathSound "watcher/death"
  AttackSound ""
  
  +JUMPDOWN
  +LOOKALLAROUND
  +NEVERRESPAWN
  +NOFEAR
  +SEEINVISIBLE
  +NOBLOODDECALS
  +NOICEDEATH
  +DONTGIB
  -COUNTKILL
  
  Obituary "%o gazed upon a Watcher and was no more."
  HitObituary "%o looked away and got mauled by a Watcher."
  Tag "Watcher"
    //$category "MP Armageddon"
  
	// Guncaster compatibility
	DropItem "Dosh5", 128
	DropItem "Amber"
  States
  {
  Spawn:
    TNT1 A 0 A_Look
    AIMP A 4 A_Wander
    TNT1 A 0 A_Look
    AIMP A 4 A_Wander
    TNT1 A 0 A_Look
    AIMP B 4 A_Wander
    TNT1 A 0 A_Look
    AIMP B 4 A_Wander
    TNT1 A 0 A_Look
    AIMP C 4 A_Wander
    TNT1 A 0 A_Look
    AIMP C 4 A_Wander
    TNT1 A 0 A_Look
    AIMP D 4 A_Wander
    TNT1 A 0 A_Look
    AIMP D 4 A_Wander
    Loop
	
  See:
    TNT1 A 0 A_JumpIfTargetInLOS ("OHNONOTenemy", 0, JLOSF_DEADNOJUMP, 1024)
    AIMP A 4 A_Chase ("Melee", "")
  See1:
    TNT1 A 0 A_JumpIfTargetInLOS ("OHNONOTenemy1", 0, JLOSF_DEADNOJUMP, 1024)
    AIMP A 4 A_Chase ("Melee", "")
  See2:
    TNT1 A 0 A_JumpIfTargetInLOS ("OHNONOTenemy2", 0, JLOSF_DEADNOJUMP, 1024)
    AIMP B 4 A_Chase ("Melee", "")
  See3:
    TNT1 A 0 A_JumpIfTargetInLOS ("OHNONOTenemy3", 0, JLOSF_DEADNOJUMP, 1024)
    AIMP B 4 A_Chase ("Melee", "")
  See4:
    TNT1 A 0 A_JumpIfTargetInLOS ("OHNONOTenemy4", 0, JLOSF_DEADNOJUMP, 1024)
    AIMP C 4 A_Chase ("Melee", "")
  See5:
    TNT1 A 0 A_JumpIfTargetInLOS ("OHNONOTenemy5", 0, JLOSF_DEADNOJUMP, 1024)
    AIMP C 4 A_Chase ("Melee", "")
  See6:
    TNT1 A 0 A_JumpIfTargetInLOS ("OHNONOTenemy6", 0, JLOSF_DEADNOJUMP, 1024)
    AIMP D 4 A_Chase ("Melee", "")
  See7:
    TNT1 A 0 A_JumpIfTargetInLOS ("OHNONOTenemy7", 0, JLOSF_DEADNOJUMP, 1024)
    AIMP D 4 A_Chase ("Melee", "")
    Goto See
  OHNONOTenemy:
    TNT1 A 0 A_JumpIfInventory ("RLWatcherHasBeenWatched", 1, "Missile")
    TNT1 A 0 A_GiveToTarget ("RLWatcherSpotter")
    AIMP A 3 A_Chase ("Melee", "")
    TNT1 A 0 A_JumpIfTargetInLOS ("OHNONOTenemy1", 0, JLOSF_DEADNOJUMP, 1024)
    Goto See1
  OHNONOTenemy1:
    TNT1 A 0 A_JumpIfInventory ("RLWatcherHasBeenWatched", 1, "Missile")
    TNT1 A 0 A_GiveToTarget ("RLWatcherSpotter")
    AIMP A 3 A_Chase ("Melee", "")
    TNT1 A 0 A_JumpIfTargetInLOS ("OHNONOTenemy2", 0, JLOSF_DEADNOJUMP, 1024)
    Goto See2
  OHNONOTenemy2:
    TNT1 A 0 A_JumpIfInventory ("RLWatcherHasBeenWatched", 1, "Missile")
    TNT1 A 0 A_GiveToTarget ("RLWatcherSpotter")
    AIMP B 3 A_Chase ("Melee", "")
    TNT1 A 0 A_JumpIfTargetInLOS ("OHNONOTenemy3", 0, JLOSF_DEADNOJUMP, 1024)
    Goto See3
  OHNONOTenemy3:
    TNT1 A 0 A_JumpIfInventory ("RLWatcherHasBeenWatched", 1, "Missile")
    TNT1 A 0 A_GiveToTarget ("RLWatcherSpotter")
    AIMP B 3 A_Chase ("Melee", "")
    TNT1 A 0 A_JumpIfTargetInLOS ("OHNONOTenemy4", 0, JLOSF_DEADNOJUMP, 1024)
    Goto See4
  OHNONOTenemy4:
    TNT1 A 0 A_JumpIfInventory ("RLWatcherHasBeenWatched", 1, "Missile")
    TNT1 A 0 A_GiveToTarget ("RLWatcherSpotter")
    AIMP C 3 A_Chase ("Melee", "")
    TNT1 A 0 A_JumpIfTargetInLOS ("OHNONOTenemy5", 0, JLOSF_DEADNOJUMP, 1024)
    Goto See5
  OHNONOTenemy5:
    TNT1 A 0 A_JumpIfInventory ("RLWatcherHasBeenWatched", 1, "Missile")
    TNT1 A 0 A_GiveToTarget ("RLWatcherSpotter")
    AIMP C 3 A_Chase ("Melee", "")
    TNT1 A 0 A_JumpIfTargetInLOS ("OHNONOTenemy6", 0, JLOSF_DEADNOJUMP, 1024)
    Goto See6
  OHNONOTenemy6:
    TNT1 A 0 A_JumpIfInventory ("RLWatcherHasBeenWatched", 1, "Missile")
    TNT1 A 0 A_GiveToTarget ("RLWatcherSpotter")
    AIMP D 3 A_Chase ("Melee", "")
    TNT1 A 0 A_JumpIfTargetInLOS ("OHNONOTenemy7", 0, JLOSF_DEADNOJUMP, 1024)
    Goto See7
  OHNONOTenemy7:
    TNT1 A 0 A_JumpIfInventory ("RLWatcherHasBeenWatched", 1, "Missile")
    TNT1 A 0 A_GiveToTarget ("RLWatcherSpotter")
    AIMP D 3 A_Chase ("Melee", "")
    TNT1 A 0 A_JumpIfTargetInLOS ("OHNONOTenemy", 0, JLOSF_DEADNOJUMP, 1024)
    Goto See
	
  MeleeProper:
    AIMP E 3 A_FaceTarget
    AIMP G 1 A_FaceTarget
    AIMP F 5 A_CustomMeleeAttack (3 * random(1, 8), "imp/melee", "", "Melee")
    AIMP E 3 A_FaceTarget
    Goto See
	
  MissileProper:
    AIMP EFG 5 A_FaceTarget
    AIMP H 6 Bright A_CustomMissile("RLWatcherBlast", 48)
    AIMP GFE 5
    Goto See
	
  PainMain:
    TNT1 A 0 A_Pain
    Goto See
	
  XDeathMain:
  DeathMain:
    TNT1 A 0 A_GiveInventory ("RLArmageddonImpKillIncrementer", 1, AAPTR_PLAYER1) // Used for tallying total kills and bestiary info
    AIMP I 6
    AIMP J 6 A_Scream
    AIMP K 6
    AIMP L 6 A_NoBlocking
    AIMP M 6
    AIMP N 6
    Goto WaitingForRomeroToRespawn
  SimpleXDeathMain:
    TNT1 A 0 A_GiveInventory ("RLArmageddonImpKillIncrementer", 1, AAPTR_PLAYER1) // Used for tallying total kills and bestiary info
    AIMP I 6
    AIMP J 6 A_Scream
    AIMP K 6
    AIMP L 6 A_NoBlocking
    AIMP M 6
    AIMP N 6
    Goto WaitingForRomeroToRespawn
  DeathFrame:
    TNT1 A 0
    "####" "#" 0 A_Jump(256, "DestroyedEnd")
    Goto DestroyedEnd
	
	//Ice
  GenericFreezeDeath:
	"####" "#" 0 A_GiveInventory ("RLArmageddonImpKillIncrementer", 1, AAPTR_PLAYER1) // Used for tallying total kills and bestiary info
    "####" "#" 0 A_Jump(256, "GenericFreezeMana")
    Goto GenericFreezeMana
	
  Raise:
    Stop
  Crush:
    TNT1 A 1
    Stop
	
  WaitingForRomeroToRespawn:
    TNT1 A 0 A_SetTeleFog ("RLMNullActor", "RLWatcherSmoke")
	TNT1 A 0 ACS_NamedExecuteAlways("DRLA_Normalization") // Removes any palette abnormalities
	TNT1 A 0 A_SetScale(1) // resets altered enemies to default, make sure to match the scale factor in properties here!
    TNT1 A random (10500,42000)// 5 to 20 minutes
    TNT1 A 0 A_Jump (90,3)
    TNT1 A 0 A_TakeInventory ("LDLegendaryMonsterTransformed", 1) // LegenDoom compat, it doesn't respawn legendary, so we gotta remove this.
    TNT1 A 0 A_Respawn// (FALSE)
    TNT1 A 0 A_SetTeleFog ("RLWatcherSmoke", "RLWatcherSmoke")
    "####" "#" 0 A_Jump(256, "DestroyedEnd")
    Goto DestroyedEnd
//==============================================================================
//					--	DOOMRL ARSENAL STUFF  --
//==============================================================================
  Pain.RigelBlast:
    TNT1 A 0 A_PlaySound("weapons/dn2gunhit", CHAN_BODY)
    D2F3 A 2 Bright
    Goto See
  Pain.NeuralStun:
    D2F3 A 2 Bright
    Goto See
	
  Death.NeuralStun:
    TNT1 A 0
    Goto Death
  XDeath.RigelBlast:
  Death.RigelBlast:
    TNT1 A 0 A_GiveInventory ("RLDuke2Score", 800, AAPTR_TARGET)
    TNT1 A 0 A_GiveInventory ("RLArmageddonImpKillIncrementer", 1, AAPTR_PLAYER1) // Used for tallying total kills and bestiary info
    TNT1 A 0 A_PlaySound("weapons/dn2gunexplosion", CHAN_BODY)
    TNT1 A 0 A_NoBlocking
    TNT1 A 0 A_SpawnItemEx ("RLDuke2BasicEnemyExplosions", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 35
    Stop
	
//==============================================================================
//					--	Special Monster Attacks  --
//==============================================================================
  ShadowAuraMissileAttack:
    AIMP EFG 5 A_FaceTarget
    AIMP H 6 Bright A_CustomMissile("RLAbominantPulse", 48)
    AIMP GFE 5 A_FaceTarget
    Goto See
	
//==============================================================================
//					--	Final Doomer Compatibility Stuff  --
//==============================================================================
  DeathXSparkFrame:
    "####" "#" 0 A_JumpIfInTargetInventory("Mana",0,2)
    "####" "#" 0 A_DropItem("MinorManaPod",-1,54)
    AIMP I 0
    "####" "#" 0 A_Jump(256, "DeathXSpark")
	Goto DeathXSpark
	
//==============================================================================
//					--	Guncaster Compatibility Stuff  --
//==============================================================================
	MidasFrame1:
		AIMP A 0 A_SpawnItemEx("Midas_Statue_Pimp", 0,0,0, 0,0,0, 0,SXF_TRANSFERPOINTERS|SXF_TRANSFERSPRITEFRAME)
		TNT1 A 0 A_JumpIf(1, "DestroyedEnd")
		Goto DestroyedEnd
	MidasFrame2:
		AIMP A 0 A_SpawnItemEx("Midas_Statue_Pimp", 0,0,0, frandom(-10.0,-12.0),0,frandom(1.0,3.0), 0,SXF_TRANSFERPOINTERS|SXF_SETMASTER|SXF_TRANSFERSPRITEFRAME)
		TNT1 A 10 A_KillChildren
		TNT1 A 0 A_JumpIf(1, "DestroyedEnd")
		Goto DestroyedEnd
	MidasFrame3:
		AIMP A 0 A_SpawnItemEx("Midas_Statue_Pimp", 0,0,0, frandom(-15.0,-20.0),0,frandom(10.0,15.0), 0,SXF_TRANSFERPOINTERS|SXF_SETMASTER|SXF_TRANSFERSPRITEFRAME)
		TNT1 A 10 A_KillChildren
		TNT1 A 0 A_JumpIf(1, "DestroyedEnd")
		Goto DestroyedEnd
		
	//Gumpop
	Death.Acid:
		AIMP A 1 A_ChangeFlag("SOLID",0)
		"####" "#" 1 A_Playsound("Gumpop/Expand",5)
		"####" "###################################" 1 A_SetScale(ScaleX+frandom(0.01,0.025))
		"####" "#" 1 A_Playsound("Gumpop/Pop",5)
		"####" "#" 0 A_Jump(256,"XDeathMain")
		Goto XDeathMain
		
	//Thunderstruck
	Pain.Lightning:
		"####" "#" 0 A_Jump(164,1)
		Goto Pain
		AIMP A 0 A_ChangeFlag("NOPAIN",1)
		"####" "#" 0 A_SetUserVar("User_LightningLock", User_LightningLock + 10)
		"####" "#" 0 A_Jump(256,"LightningLock")
		Goto LightningLock
		
	//Cauterizer
	Pain.LightningBlue:
		"####" "#" 0 A_Jump(48,1)
		Goto Pain
		AIMP A 0 A_ChangeFlag("NOPAIN",1)
		"####" "#" 0 A_SetUserVar("User_LightningLock", User_LightningLock + 10)
		"####" "#" 0 A_Jump(256,"BlueLightningLock")
		Goto BlueLightningLock
		
		// Overwrite these for monsters that do not leave corpses behind
	//Dreadful
	Death.Tiberium:
		"####" "#" 0 A_Jump(256, "Death")
		Goto Death
	Death.BlueTiberium:
		"####" "#" 0 A_Jump(256, "Death")
		Goto Death
	//Fire and Lightning
	Death.Fire:
		"####" "#" 0 A_Jump(256,"Death")
		Goto Death
  }
}

ACTOR RLWatcherBlast
{
   Radius 6
   Height 8
   Speed 23
   FastSpeed 30
   Projectile
   +NOTIMEFREEZE
   +THRUGHOST
   +MTHRUSPECIES
   +BLOODSPLATTER
   RenderStyle Add
   Alpha 0.98
   Scale 0.3
   DamageType "Radiant"
   Damage (random(3,8) * 5)
   SeeSound "imp/attack"
   DeathSound "imp/shotx"
   States
   {
   Spawn:
    AIMX AB 4 Bright
    Goto Spawn
   Death:
    TNT1 A 0 A_SetScale (0.8)
   DeathLoop:
    TNT1 A 0 A_SetScale (scalex-0.06)
    AIMX C 1 Bright A_FadeTo (0, 0.14, 1)
    TNT1 A 0 A_SetScale (scalex-0.06)
    AIMX D 1 Bright A_FadeTo (0, 0.14, 1)
    Loop
   }
}

ACTOR RLWatcherSmokeBlood
{
   Radius 4
   Height 4
   Scale 0.22
   RENDERSTYLE ADD
   Alpha 0.95
   VSpeed 0
   +NOGRAVITY
   +NOCLIP
   +NOINTERACTION
   +NOTONAUTOMAP
   +NOTIMEFREEZE
   States
   {
   Spawn:
    TNT1 AAA 0
    TNT1 A 0 A_Stop
    AIMS ABCDEF 2
   Stop
   }
}

ACTOR RLWatcherSmoke : RLWatcherSmokeBlood
{
   Scale 1.0
   States
   {
   Spawn:
    TNT1 AAA 0
    TNT1 A 0 A_Stop
    TNT1 A 0 A_PlaySound ("watcher/death", 7, 1, 0, 1.3)
    AIMS ABCDEF 6
   Stop
   }
}

ACTOR RLWatcherSpotter : CustomInventory
{
  -COUNTITEM
  +INVENTORY.ALWAYSPICKUP
  Inventory.PickupMessage ""
  Inventory.PickupSound ""
  States
  {
  Spawn:
    TNT1 A 1
    Stop
  Pickup:
    TNT1 A 0 A_FireCustomMissile ("RLWatcherLOSChecker", 0, 0, 0, 0, FPF_NOAUTOAIM, 0)
    Stop
  }
}

ACTOR RLWatcherLOSChecker : RLPlayerLOSChecker
{
   States
   {
   Death:
    TNT1 A 0 A_JumpIf(CheckClass("RLArmageddonImp", AAPTR_TRACER, TRUE), "GiveThingy")
    Stop
   GiveThingy:
    TNT1 A 0 A_GiveInventory ("RLWatcherHasBeenWatched", 1, AAPTR_TRACER)
    Stop
   }
}

/*
ACTOR RLWatcherLOSPuff
{ 
   Decal ""
   +NOGRAVITY
   +NOEXTREMEDEATH
   +NOBLOCKMAP
   -ALLOWPARTICLES
   +PAINLESS
   +NODAMAGETHRUST
   +BLOODLESSIMPACT
   +HITTRACER
   DamageType "NullDamage"
   VSpeed 0
   States
   {
   Melee:
   Crash:
   Death:
   XDeath:
   Spawn:
//      TNT1 A 0 A_JumpIf(CheckClass("RLArmageddonImp", AAPTR_TRACER, TRUE), "GiveThingy")
//      BAL1 A 5 Bright
//      Stop
   GiveThingy:
      TNT1 A 0 A_PrintBold ("gib watcher")
      TNT1 A 0 A_GiveInventory ("RLWatcherHasBeenWatched", 1, AAPTR_TRACER)
      Stop
   }
}
*/

ACTOR RLWatcherHasBeenWatched : Powerup
{
	Powerup.Duration 5
}

ACTOR RLCCArmageddonImp : RLArmageddonImp
{
  +TOUCHY
  States
  {
  Spawn:
    AIMP AB 4
    Loop
  See:
    AIMP AABBCCDD 4
    Loop
  Melee:
    Goto See
  Missile:
    AIMP EFG 5
    AIMP H 6 Bright
    AIMP GFE 5
    Goto See
  Death:
    AIMP I 8
    AIMP J 8 A_Scream
    AIMP K 6
    AIMP L 6 A_NoBlocking
    AIMP M 6
    AIMP N 6
    TNT1 A -1
    Stop
  }
}
