

ACTOR Phillip_SpitFX
{
	+NOBLOCKMAP
+NOINTERACTION
	Gravity 0.125
	RenderStyle Stencil
	StencilColor Red

	Scale 0.55
	States
	{
	Spawn:
		PART A 1 A_FadeOut(0.03)
		Loop
	}
}




//===========================================================================
//
// Projectile
//
//===========================================================================
ACTOR Phillip_Spit
{
	Game Doom
//	SpawnID 10
	Radius 6
	Height 8
	Speed 30
//	FastSpeed 20
	Damage 3
	Projectile
	+RANDOMIZE
	RenderStyle Stencil
	StencilColor Red
	Alpha 1
	SeeSound "sil/encio"
	DeathSound "sil/encio"
DamageType "PhillipProj"
Scale 0.08
	States
	{
	Spawn:
		BLLT A 1 BRIGHT A_SpawnItemEx("Phillip_SpitFX", random2[BoltSpark]()*0.015625, random2[BoltSpark]()*0.015625, 0, 0,0,0,0,SXF_ABSOLUTEPOSITION, 50)
		Loop
	Death:
		"####" "#" 1 Thing_ChangeTid(0,1998)
		"####" "#" 1 BRIGHT

	TNT1 A 0 A_PlaySound("projectile/wetimpact")
		BLLT A 0 BRIGHT A_SpawnItem("Blood")
		Stop

	Crash:
		TNT1 A 1 BRIGHT 
		Stop

	}
}


//Same as above, but with a different see sound.
//So sickles monster doesn't play the fire sound while attacking.

ACTOR Phillip_SpitDeflect : Phillip_Spit
{
DamageType "DeflectedProjectile"
	SeeSound "Sil/Encio"//"Sword/Deflect"
States
	{
	Death:
	TNT1 A 0 A_PlaySound("projectile/wetimpact")
		BLLT A 0 BRIGHT A_SpawnItem("Blood")
		Stop
	}
}




//===========================================================================
//
// Black Phillip
//
//===========================================================================
ACTOR Black_Phillip //502
{
	//$Category Doosk Monsters
	//$Sprite BPLZA0
	//$Title Black phillip
	//$Color 6
	Game Doom
	SpawnID 111
	Health 70//60
	PainChance 130
	+QUICKTORETALIATE

//	+FORCEPAIN
	Speed 5
	Radius 20
	Height 56
	Mass 400
	Monster
	ReactionTime 105
	+FLOORCLIP
	SeeSound "blackphillip/sight"
	AttackSound "blackphillip/fire"
	PainSound "blackphillip/pain"
	DeathSound "blackphillip/death"
	ActiveSound "blackphillip/active"
	Obituary "$BLACKPHL_DTH"
	DamageFactor "Deflectedprojectile", 5.0

Gravity 0.75
	Scale 0.275
	States
	{
	Spawn:
        BPLZ A 0 A_StopSoundEx("soundslot5")
		BPLZ A 10 A_Look
		Loop
	See:
        BPLA A 0 A_PlaySoundEx("blackphillip/loop","soundslot5",1)
        BPLA ACCEGIIJLLMMOQSUUWY 1 A_Chase
		BPLB ACECEGIIK 1 A_Chase
		Loop

	Missile:
        BPLZ A 0 A_StopSoundEx("soundslot5")
TNT1 A 0 A_PlaySound("blackphillip/pre_fire")
		BPLC ABCCDDEFGHHIJJ 1 A_FaceTarget
TNT1 A 0 A_PlaySound("blackphillip/fire")		BPLC K 0 A_CustomMissile("Phillip_Spit")
		BPLC KLLMMNOOPQRRSSTUUVWWXXY 1 A_FaceTarget
		Goto See

	Pain:
		BPLD A 0 A_Pain
		BPLD ABCCDDEFGHHI 1
		Goto See
	Death:
		TNT1 A 0 A_SpawnItemEx(DestroyableBodyThing,0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
        BPLZ A 0 A_StopSoundEx("soundslot5")
		BPLZ A 0 A_ScreamAndUnblock
		
		BPLZ A 0 A_ChangeFlag("noclip",true)

//        TNT1 A 1 A_SpawnItemEx("Black_Phillip_Death",0,0,0,0,0,0,0,0)
//		TNT1 A 1

TNT1 A 0 A_ChangeVelocity(0.0, 0.0, 7.0,CVF_RELATIVE)

BPLE ABCDEFGHIJKLMNO 1
		BPLE P -1

		Stop


	Crush:
	XDeath:
        TNT1 A 0 A_StopSoundEx("soundslot5")
//TNT1 A 0 A_PlaySound("monster/explodegore")
		TNT1 A 0 A_NoBlocking

        TNT1 A 1 A_SpawnItemEx("Dusk_GenericMonsterGore",0,0,0,0,0,0,0,32)
		TNT1 A 1
		Stop


	}
}




//Done this way because of monsters messed up offset.
actor Black_Phillip_Death
{
	Game Doom
	+NOBLOCKMAP
	+NOCLIP

Gravity 0.75
	Scale 0.275
	States
	{
	Spawn:
BPLE A 1
TNT1 A 0 A_ChangeVelocity(0.0, 0.0, 7.0,CVF_RELATIVE)

BPLE BCDEFGHIJKLMNO 1

		BPLE P -1 A_ChangeFlag("NoBlockmap",0)

		Stop
	}
}






