
// NIGHTMARE CACODEMON
//"so, turns out nightmare cacodemons are immune to ZA WARUDO" - Ika, 2014
ACTOR RLNightmareCacodemon : RLCacodemonBase 16525
{
  Health 500
  GibHealth -70
  Bloodcolor "Blue"
  
  PainChance "Lightning", 0
  PainChance "LightningBlue", 0
  
  SeeSound "nightmarecacodemon/sight"
  PainSound "cacodemon/pain"
  DeathSound "nightmarecacodemon/death"
  
  Obituary "%o was electrocuted by a Nightmare Cacodemon."
  HitObituary "%o was snacked on by a Nightmare Cacodemon."
  Tag "Nightmare Cacodemon"
    //$category "MP Nightmare"
  
	// Guncaster compatibility
	DropItem "Ruby"
  States
  {
  Spawn:
    TNT1 A 0 A_Stop
    TNT1 A 0 A_ChangeFlag ("SHOOTABLE", 1) 
    TNT1 A 0 A_StopSound (CHAN_WEAPON) 
  SpawnLoop:
    NCAC A Random(9,10) A_Look
    Goto SpawnLoop
	
  See:
    TNT1 A 0 A_StopSound (CHAN_WEAPON) 
    TNT1 A 0 A_ChangeFlag ("SHOOTABLE", 1)
  SeeLoop:
    NCAC A 2 A_Chase
    Goto SeeLoop
	
  MissileHatredOnUniqueEffect: // [incoherent tantrum sounds]
    "####" "#" 0 A_PlaySound ("nightmarecacodemon/sight", CHAN_VOICE)
    "####" "#" 0 A_Jump (256, "MissileHatredOnUniqueDone")
	Goto MissileHatredOnUniqueDone
  MeleeHatredOnUniqueEffect: // [incoherent tantrum sounds]
    "####" "#" 0 A_PlaySound ("nightmarecacodemon/sight", CHAN_VOICE)
    "####" "#" 0 A_Jump (256, "MeleeHatredOnUniqueDone")
	Goto MeleeHatredOnUniqueDone
	
  MissileProper:
    NCAC BC 5 A_FaceTarget
    TNT1 A 0 A_CheckFlag ("FRIENDLY", "SummonMissile") // Friendly monsters do not harm you
    NCAC D 5 Bright A_CustomComboAttack("RLNightmareCacodemonPlasmaBall", 24, 12 * random(1, 6), "rlmonsters/bite")
    Goto MissileEnd
  MissileEnd:
    NCAC CB 3 A_Chase ("", "")
    Goto See
	
  SummonMissile:
    NCAC D 5 Bright A_CustomComboAttack("RLSummonNightmareCacodemonPlasmaBall", 24, 12 * random(1, 6), "rlmonsters/bite")
    Goto MissileEnd
	
  PainMain:
    TNT1 A 0 A_StopSound (CHAN_WEAPON) 
    TNT1 A 0 A_JumpIfInventory ("PowerRLNightmareCacodemonShadowSplitCooldown", 1, 3) 
    TNT1 A 0 A_Jump (64, "Shadowsplit", "Shadowsplit2") 
    NCAC E 3
    NCAC E 3 A_Pain
    NCAC F 6
    Goto See
	
  Shadowsplit:
    TNT1 A 0 A_Stop
    TNT1 A 0 A_GiveInventory ("PowerRLNightmareCacodemonShadowSplitCooldown", 1) 
    TNT1 A 0 A_PlaySound ("nightmarecacodemon/shadowsplit", 7, 1, 0, 1.4)
    TNT1 A 0 A_FaceTarget
    TNT1 A 0 A_ChangeFlag ("SHOOTABLE", 0) 
    TNT1 A 0 A_SpawnItemEx ("RLNightmareCacodemonShadowSplit1", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
    TNT1 A 0 ThrustThing(angle*256/360+192, 20, 0, 0)
    TNT1 A 0 A_SpawnItemEx ("RLNightmareCacodemonShadowSplitAfterImage", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
    NCAC M 1 Bright
    TNT1 A 0 A_SpawnItemEx ("RLNightmareCacodemonShadowSplitAfterImage", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
    NCAC M 1 Bright
    TNT1 A 0 A_SpawnItemEx ("RLNightmareCacodemonShadowSplitAfterImage", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
    NCAC M 1 Bright
    TNT1 A 0 A_SpawnItemEx ("RLNightmareCacodemonShadowSplitAfterImage", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
    NCAC M 1 Bright
    TNT1 A 0 A_SpawnItemEx ("RLNightmareCacodemonShadowSplitAfterImage", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
    NCAC M 1 Bright
    TNT1 A 0 A_SpawnItemEx ("RLNightmareCacodemonShadowSplitAfterImage", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
    NCAC M 1 Bright
    TNT1 A 0 A_SpawnItemEx ("RLNightmareCacodemonShadowSplitAfterImage", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
    NCAC M 1 Bright
    TNT1 A 0 A_SpawnItemEx ("RLNightmareCacodemonShadowSplitAfterImage", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
    NCAC M 1 Bright
    TNT1 A 0 A_SpawnItemEx ("RLNightmareCacodemonShadowSplitAfterImage", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
    NCAC M 1 Bright
    TNT1 A 0 A_SpawnItemEx ("RLNightmareCacodemonShadowSplitAfterImage", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
    NCAC M 1 Bright
    TNT1 A 0 A_SpawnItemEx ("RLNightmareCacodemonShadowSplitAfterImage", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
    NCAC M 1 Bright
    TNT1 A 0 A_SpawnItemEx ("RLNightmareCacodemonShadowSplitAfterImage", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
    NCAC M 1 Bright
    TNT1 A 0 A_SpawnItemEx ("RLNightmareCacodemonShadowSplitAfterImage", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
    NCAC M 1 Bright
    TNT1 A 0 A_SpawnItemEx ("RLNightmareCacodemonShadowSplitAfterImage", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
    NCAC M 1 Bright
    TNT1 A 0 A_SpawnItemEx ("RLNightmareCacodemonShadowSplitAfterImage", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
    NCAC M 1 Bright
    TNT1 A 0 A_Stop
    TNT1 A 0 A_ChangeFlag ("SHOOTABLE", 1) 
    Goto See
  Shadowsplit2:
    TNT1 A 0 A_Stop
    TNT1 A 0 A_GiveInventory ("PowerRLNightmareCacodemonShadowSplitCooldown", 1) 
    TNT1 A 0 A_PlaySound ("nightmarecacodemon/shadowsplit", 7, 1, 0, 1.4)
    TNT1 A 0 A_FaceTarget
    TNT1 A 0 A_ChangeFlag ("SHOOTABLE", 0) 
    TNT1 A 0 A_SpawnItemEx ("RLNightmareCacodemonShadowSplit2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
    TNT1 A 0 ThrustThing(angle*256/360+64, 20, 0, 0)
    TNT1 A 0 A_SpawnItemEx ("RLNightmareCacodemonShadowSplitAfterImage", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
    NCAC M 1 Bright
    TNT1 A 0 A_SpawnItemEx ("RLNightmareCacodemonShadowSplitAfterImage", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
    NCAC M 1 Bright
    TNT1 A 0 A_SpawnItemEx ("RLNightmareCacodemonShadowSplitAfterImage", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
    NCAC M 1 Bright
    TNT1 A 0 A_SpawnItemEx ("RLNightmareCacodemonShadowSplitAfterImage", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
    NCAC M 1 Bright
    TNT1 A 0 A_SpawnItemEx ("RLNightmareCacodemonShadowSplitAfterImage", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
    NCAC M 1 Bright
    TNT1 A 0 A_SpawnItemEx ("RLNightmareCacodemonShadowSplitAfterImage", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
    NCAC M 1 Bright
    TNT1 A 0 A_SpawnItemEx ("RLNightmareCacodemonShadowSplitAfterImage", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
    NCAC M 1 Bright
    TNT1 A 0 A_SpawnItemEx ("RLNightmareCacodemonShadowSplitAfterImage", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
    NCAC M 1 Bright
    TNT1 A 0 A_SpawnItemEx ("RLNightmareCacodemonShadowSplitAfterImage", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
    NCAC M 1 Bright
    TNT1 A 0 A_SpawnItemEx ("RLNightmareCacodemonShadowSplitAfterImage", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
    NCAC M 1 Bright
    TNT1 A 0 A_SpawnItemEx ("RLNightmareCacodemonShadowSplitAfterImage", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
    NCAC M 1 Bright
    TNT1 A 0 A_SpawnItemEx ("RLNightmareCacodemonShadowSplitAfterImage", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
    NCAC M 1 Bright
    TNT1 A 0 A_SpawnItemEx ("RLNightmareCacodemonShadowSplitAfterImage", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
    NCAC M 1 Bright
    TNT1 A 0 A_SpawnItemEx ("RLNightmareCacodemonShadowSplitAfterImage", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
    NCAC M 1 Bright
    TNT1 A 0 A_SpawnItemEx ("RLNightmareCacodemonShadowSplitAfterImage", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
    NCAC M 1 Bright
    TNT1 A 0 A_Stop
    TNT1 A 0 A_ChangeFlag ("SHOOTABLE", 1) 
    Goto See
	
  XDeathMain:
  DeathMain:
    TNT1 A 0 A_GiveInventory ("RLNightmareCacodemonKillIncrementer", 1, AAPTR_PLAYER1) // Used for tallying total kills and bestiary info
    TNT1 A 0 A_StopSound (CHAN_WEAPON) 
    NCAC G 8
    NCAC H 8 A_Scream
    NCAC I 8 A_ChangeFlag ("CORPSE", 1)
    TNT1 A 0 A_ChangeFlag ("DONTCORPSE", 0)
  DeathFall:
    NCAC I 1 A_JumpIf (velz <= 0.01, "Splat")
	Loop
  Splat:
    TNT1 A 0 A_SpawnItem ("RLGibThud", 0, 0, 0, 0)
    NCAC J 8
    NCAC K 8 A_NoBlocking
    NCAC L 0 A_SetFloorClip
    "####" "#" 0 A_Jump(256, "DeathEnd")
    Goto DeathEnd
  SimpleXDeathMain:
    TNT1 A 0 A_GiveInventory ("RLNightmareCacodemonKillIncrementer", 1, AAPTR_PLAYER1) // Used for tallying total kills and bestiary info
    TNT1 A 0 A_StopSound (CHAN_WEAPON) 
    NCAC G 8
    NCAC H 8 A_Scream
    NCAC I 8 A_ChangeFlag ("CORPSE", 1)
    TNT1 A 0 A_ChangeFlag ("DONTCORPSE", 0)
    NCAC J 8
    NCAC K 8 A_NoBlocking
    NCAC L 0 A_SetFloorClip
    "####" "#" 0 A_Jump(256, "DeathEnd")
    Goto DeathEnd
  DeathFrame:
    TNT1 A 0 A_ChangeFlag ("CORPSE", 1)
    TNT1 A 0 A_ChangeFlag ("DONTCORPSE", 0)
    NCAC L 0 A_SetFloorClip
    "####" "#" 0 A_Jump(256, "DeathEnd")
    Goto DeathEnd
	
	//Ice
  GenericFreezeDeath:
	"####" "#" 0 A_GiveInventory ("RLNightmareCacodemonKillIncrementer", 1, AAPTR_PLAYER1) // Used for tallying total kills and bestiary info
    "####" "#" 0 A_Jump(256, "GenericFreezeMana")
    Goto GenericFreezeMana
	
  Raise:
	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 0 A_TakeInventory ("RLCacodemonFallCheckToken", 350)
    TNT1 A 0 A_ChangeFlag ("NOBLOCKMAP", 0)
    TNT1 A 0 A_ChangeFlag ("NOPAIN", 1)
    NCAC L 2
    TNT1 A 0 A_JumpIfInventory ("RLNightmareResurrectionToken", 1, "NightmareRaise")
    TNT1 A 0 A_JumpIfInventory ("RLCyberneticResurrectionToken", 1, "CyberneticRaise")
    TNT1 A 0 A_SpawnItemEx ("RLResurrectionFire", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
  RaiseContinue:
    TNT1 A 0 A_ChangeFlag ("NOPAIN", 0)
    TNT1 A 0 A_ChangeFlag ("CORPSE", 0)
    TNT1 A 0 A_ChangeFlag ("DONTCORPSE", 1)
    NCAC L 8 A_UnSetFloorClip
    NCAC KJIHG 8
    Goto See
  NightmareRaise:
    TNT1 A 0 A_SpawnItemEx ("RLNightmareResurrectionFire", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
    Goto RaiseContinue
  CyberneticRaise:
    TNT1 A 0 A_SpawnItemEx ("RLCyberneticResurrectionSparks", 0, 0, 20, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    Goto RaiseContinue
	
  CrushDRLA:
    "####" "#" 0 A_ChangeFlag ("CORPSE", 1)
    TNT1 A 0 A_SpawnItemEx("RLCrushedMediumBlue",0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION)
    "####" "#" 0 A_Jump(256, "CrushEnd")
    Goto CrushEnd
//==============================================================================
//					--	DOOMRL ARSENAL STUFF  --
//==============================================================================
  Pain.RigelBlast:
    TNT1 A 0 A_StopSound (CHAN_WEAPON) 
    TNT1 A 0 A_PlaySound("weapons/dn2gunhit", CHAN_BODY)
    D2F1 K 2 Bright
    Goto See
  Pain.NeuralStun:
    D2F1 K 2 Bright
    Goto See
	
  Death.NeuralStun:
    TNT1 A 0
    Goto Death
  Death.RigelBlast:
    TNT1 A 0 A_GiveInventory ("RLDuke2Score", 1000, AAPTR_TARGET)
    TNT1 A 0 A_GiveInventory ("RLNightmareCacodemonKillIncrementer", 1, AAPTR_PLAYER1) // Used for tallying total kills and bestiary info
    TNT1 A 0 A_StopSound (CHAN_WEAPON) 
    TNT1 A 0 A_PlaySound("weapons/dn2gunexplosion", CHAN_BODY)
    TNT1 A 0 A_NoBlocking
    TNT1 A 0 A_SpawnItemEx ("RLDuke2AdvancedEnemyExplosions", 0,0,32, 0,0,0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 35
    Stop
  XDeath.RigelBlast:
	TNT1 A 0 A_JumpIf(CallACS("DRLA_Gibs"), 1)
	Goto Death.RigelBlast
    TNT1 A 0 A_GiveInventory ("RLDuke2Score", 1000, AAPTR_TARGET)
    TNT1 A 0 A_GiveInventory ("RLNightmareCacodemonKillIncrementer", 1, AAPTR_PLAYER1) // Used for tallying total kills and bestiary info
    TNT1 A 0 A_StopSound (CHAN_WEAPON) 
    TNT1 A 0 A_PlaySound("weapons/dn2gungib", CHAN_BODY)
    TNT1 A 0 A_NoBlocking
    TNT1 A 0 A_SpawnItemEx ("RLDuke2AdvancedEnemyExplosions", 0,0,32, 0,0,0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_SpawnItemEx ("RLDuke2BlueGibber", 0,0,0, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_NOCHECKPOSITION)
    TNT1 A 35
    Stop
	
//==============================================================================
//					--	Special Monster Attacks  --
//==============================================================================
  ShadowAuraMissileAttack:
    NCAC BC 5 A_FaceTarget
    TNT1 A 0 A_JumpIfCloser (4096, "RepeatFriendlyCheck")
    TNT1 A 0 ThrustThing(angle*256/360, 15, 0, 0)
    NCAC BA 5 A_FaceTarget
	Goto See
  ShadowAuraRepeatAttack:
    TNT1 A 0 A_Stop
    TNT1 A 0 A_PlaySound ("nightmarecacodemon/lightningboltloop", CHAN_WEAPON, 1, 1, 0.6)
    TNT1 A 0 A_FaceTarget
    NCAC D 1 Bright A_CustomRailgun (1, 0, "None", "White", RGF_SILENT | RGF_FULLBRIGHT, 0, 25, "RLCacobyssLightningPuff", 0, 0, random(1024,4096), 1, 0.2, 0, "None", -16)
    NCAC D 1 A_CustomRailgun (0, 0, "None", "LightBlue", RGF_SILENT | RGF_FULLBRIGHT, 0, 25, "RLCacobyssLightningPuff2", 0, 0, random(1024,4096), 1, 0.2, 0, "None", -16)
    NCAC D 1 Bright A_CustomRailgun (0, 0, "None", "White", RGF_SILENT | RGF_FULLBRIGHT, 0, 25, "RLCacobyssLightningPuff2", 0, 0, random(1024,4096), 1, 0.2, 0, "None", -16)
    NCAC D 1 A_CustomRailgun (0, 0, "None", "LightBlue", RGF_SILENT | RGF_FULLBRIGHT, 0, 25, "RLCacobyssLightningPuff2", 0, 0, random(1024,4096), 1, 0.2, 0, "None", -16)
    TNT1 A 0 A_MonsterRefire (0, "MissileEnd")
    TNT1 A 0 A_JumpIfCloser (4096, "RepeatFriendlyCheck")
    Goto MissileEnd
	
//==============================================================================
//					--	Final Doomer Compatibility Stuff  --
//==============================================================================
  DeathXSparkFrame:
    "####" "#" 0 A_JumpIfInTargetInventory("Mana",0,2)
    "####" "#" 0 A_DropItem("MajorManaPod",-1,54)
    NCAC E 0
    "####" "#" 0 A_Jump(256, "DeathXSpark")
	Goto DeathXSpark
	
//==============================================================================
//					--	Guncaster Compatibility Stuff  --
//==============================================================================
	MidasFrame1:
		NCAC F 0 A_SpawnItemEx("Midas_Statue_Cacodemon", 0,0,0, 0,0,0, 0,SXF_TRANSFERPOINTERS|SXF_TRANSFERSPRITEFRAME)
		TNT1 A 0 A_JumpIf(1, "DestroyedEnd")
		Goto DestroyedEnd
	MidasFrame2:
		NCAC F 0 A_SpawnItemEx("Midas_Statue_Cacodemon", 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:
		NCAC F 0 A_SpawnItemEx("Midas_Statue_Cacodemon", 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:
		NCAC F 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
		NCAC F 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
		NCAC F 0 A_ChangeFlag("NOPAIN",1)
		"####" "#" 0 A_SetUserVar("User_LightningLock", User_LightningLock + 10)
		"####" "#" 0 A_Jump(256,"BlueLightningLock")
		Goto BlueLightningLock
  }
}

ACTOR RLNightmareCacodemonPlasmaBall : CacodemonBall
{
   +NOTIMEFREEZE
   +THRUGHOST
   +BLOODSPLATTER
   RenderStyle Add
   Alpha 0.75
   Scale 0.8
   Decal "EnemyBlueBFGLightning"
   DamageType "Plasma"
   PainType "LightningBlue"
   DeathType "LightningBlue"
   SeeSound "nightmarecacodemon/ball"
   DeathSound "nightmarecacodemon/ballimpact"
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_PlaySound("nightmarecacodemon/ballloop", 7, 1, 1, 1.3)
	TNT1 A 0 A_JumpIf(CallACS("DRLA_MonsterQuake") == 0, 2)
    TNT1 A 0 A_Quake (1, 9, 0, 48, "")
    NCCB A 1 Bright A_Explode (1, 48, 0, 0, 48)
    NCCB BCD 1 Bright
    NCCB E 1 Bright A_Explode (1, 48, 0, 0, 48)
    NCCB FGH 1 Bright
    Goto Spawn
  Death:
    TNT1 A 0 A_StopSound(7)
    TNT1 A 0 A_Explode (1, 96, 0, 0, 96)
    TNT1 A 0 A_SetScale (ScaleX+0.3)
    TNT1 A 0 A_FadeTo (0, 0.08, 1)
    NCCB I 1 Bright
    TNT1 A 0 A_Explode (1, 96, 0, 0, 96)
    TNT1 A 0 A_SetScale (ScaleX+0.3)
    TNT1 A 0 A_FadeTo (0, 0.08, 1)
    NCCB J 1 Bright
    TNT1 A 0 A_Explode (1, 96, 0, 0, 96)
    TNT1 A 0 A_SetScale (ScaleX+0.3)
    TNT1 A 0 A_FadeTo (0, 0.08, 1)
    NCCB K 1 Bright
    TNT1 A 0 A_Explode (1, 96, 0, 0, 96)
    TNT1 A 0 A_SetScale (ScaleX+0.3)
    TNT1 A 0 A_FadeTo (0, 0.08, 1)
    NCCB L 1 Bright
    TNT1 A 0 A_Explode (1, 96, 0, 0, 96)
    TNT1 A 0 A_SetScale (ScaleX+0.3)
    TNT1 A 0 A_FadeTo (0, 0.08, 1)
    NCCB M 1 Bright
    TNT1 A 0 A_Explode (1, 96, 0, 0, 96)
    TNT1 A 0 A_SetScale (ScaleX+0.3)
    TNT1 A 0 A_FadeTo (0, 0.08, 1)
    NCCB N 1 Bright
    TNT1 A 0 A_Explode (1, 96, 0, 0, 96)
    TNT1 A 0 A_SetScale (ScaleX+0.3)
    TNT1 A 0 A_FadeTo (0, 0.08, 1)
    NCCB O 1 Bright
    TNT1 A 0 A_Explode (1, 96, 0, 0, 96)
    TNT1 A 0 A_SetScale (ScaleX+0.3)
    TNT1 A 0 A_FadeTo (0, 0.08, 1)
    NCCB P 1 Bright
    Loop
  }
}

ACTOR RLSummonNightmareCacodemonPlasmaBall : RLNightmareCacodemonPlasmaBall
{
   +MTHRUSPECIES
}

ACTOR RLNightmareCacodemonShadowSplitAfterImage
{
  Radius 31
  Height 56
  +NOGRAVITY
  +FLOORCLIP
  +NOLIFTDROP
  Alpha 0.4
  RenderStyle Translucent
  States
  {
  Spawn:
    NCAC N 1 A_FadeTo (0, 0.04, 1)
    Loop
  }
}

ACTOR RLNightmareCacodemonShadowSplit1 : RLNightmareCacodemonShadowSplitAfterImage
{
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 0 ThrustThing(angle*256/360+64, 20, 0, 0)
    NCAC MMMMMMMMMMMMMMM 1 A_SpawnItemEx ("RLNightmareCacodemonShadowSplitAfterImage", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
    Stop
  }
}

ACTOR RLNightmareCacodemonShadowSplit2 : RLNightmareCacodemonShadowSplitAfterImage
{
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 0 ThrustThing(angle*256/360+192, 20, 0, 0)
    NCAC MMMMMMMMMMMMMMM 1 A_SpawnItemEx ("RLNightmareCacodemonShadowSplitAfterImage", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
    Stop
  }
}

ACTOR PowerRLNightmareCacodemonShadowSplitCooldown : Powerup
{
	Powerup.Duration -2
   +INVENTORY.UNTOSSABLE
}

ACTOR RLNightmareCacodemonReborn : RLNightmareCacodemon
{
  +LOOKALLAROUND
  +NOPAIN
  States
  {
  Spawn:
    TNT1 A 0 NoDelay A_JumpIfInventory("RLResurrectionComplete", 1, "SpawnNormal")
    TNT1 A 0 A_GiveInventory ("RLCacodemonToken", 1)
    NCAC LKJIHG 8
    TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
    TNT1 A 0 A_GiveInventory("RLResurrectionComplete", 1)
  SpawnNormal:
    TNT1 A 0 A_Stop
    TNT1 A 0 A_ChangeFlag ("SHOOTABLE", 1) 
    NCAC A 10 A_Look
    Loop
  }
}

ACTOR RLDRPGSummonedNightmareCacodemon : RLNightmareCacodemon
{
  -COUNTKILL
  +NOBLOCKMONST
  +NOTELESTOMP
  +NOFEAR
  +SEEINVISIBLE
  +DONTDRAIN
  +ALWAYSFAST
  +QUICKTORETALIATE
  +MISSILEMORE
  +THRUSPECIES
  Species "Player"
  States
  {
  Spawn:
	TNT1 A 0 NoDelay ACS_NamedExecuteAlways("MonsterInit", 0)
    TNT1 A 0 A_GiveInventory ("RLMonsterInitializerToken", 1)
    TNT1 A 0 A_GiveInventory ("DRPGDRLASummonedMonsterToken", 1)
	Goto Super::Spawn
	See:
	TNT1 A 0 ACS_NamedExecuteAlways("MonsterInit", 0)
    TNT1 A 0 A_GiveInventory ("RLMonsterInitializerToken", 1)
    TNT1 A 0 A_GiveInventory ("DRPGDRLASummonedMonsterToken", 1)
	Goto Super::See
  Raise:
    Stop
  }
}

ACTOR RLCCNightmareCacodemon : RLNightmareCacodemon
{
  -DONTCORPSE
  +TOUCHY
  States
  {
  Spawn:
    NCAC A 10 A_Look
    Loop
  See:
    NCAC A 2
    Loop
  Missile:
    NCAC BC 5
    NCAC D 5 Bright
    NCAC CB 3
    Goto See
  Melee:
    NCAC MMM 10 Bright
    Goto See
  Death:
    NCAC G 8
    NCAC H 8 A_Scream
    NCAC I 8
    NCAC J 8
    NCAC K 8 A_NoBlocking
    NCAC L -1 A_SetFloorClip
    Stop
  }
}
