//$GZDB_SKIP

//Heretic variants for the dusk monsters, as the original health pool was quite large for heretic standards.

ACTOR Chomper_Spit_htic : Phillip_Spit
{
	Speed 10
	Damage 2
DamageType "ChomperProj"
Scale 0.08
}


ACTOR smolchomp_htic : littlechomper			
{	
Health 44	
	States
	{

	Missile:
		D4DN A 0 A_SetUserVar(user_delaychompsonatk,10)
TNT1 A 0 A_PlaySound("chomper/fire")
		CMPS A 0 bright A_FaceTarget
		CMPS AAA 0 A_CustomMissile("Chomper_Spit_htic",32,0,random(-10,10),CMF_OFFSETPITCH,random(-4,4))
		CMPS A 35 bright //A_CustomMissile("welder_Ball",32,0,random(-5,5),CMF_OFFSETPITCH,random(-2,2))
		Goto See
	}

}//50% health


ACTOR horror_htic : horror			{	Health 308 DropItem "ShellReplacer", 84	}//Aprox 66% health 205
ACTOR priestess_htic : priestess	{	Health 308 DropItem "RocketAmmoReplacer", 84	}//50% health 158
ACTOR cowgirl_htic : cowgirl		{	DropItem "ClipReplacer", 84 ,2		DropItem "Blistering_Heat_Pickup", 10	

+BOSSDEATH

	States
	{
	Death:
	XDeath:
        CWGZ A 0 A_StopSoundEx("soundslot5")
		TNT1 A 0 A_ScreamAndUnblock
//TNT1 A 0 A_PlaySound("monster/explodegore")
		WNDB P 0 Fast A_CustomBulletAttack(1, 1, 1, 10,"BulletPuff",128)//Using this, so melee activates at 64px while making effect up to 128 px. Silly, but it works.


        TNT1 A 1 A_SpawnItemEx("Dusk_ExplosiveMonsterGore",0,0,0,0,0,0,0,32)
//        TNT1 A 1 A_SpawnItemEx("Dusk_GenericMonsterExplosion",0,0,0,0,0,0,0,32)
		TNT1 A 0 A_CustomMissile("Dusk_GenericMonsterExplosion")

		TNT1 AA 35

		TNT1 A 1 A_BossDeath

		Stop
	}

}

ACTOR redmage_htic : redmage			{	Health 200 DropItem "ShellReplacer", 84	}//Aprox 66% health 200
ACTOR forkmaiden_htic : forkmaiden		{	Health 293 DropItem "ShellReplacer", 84	}//Aprox 66% health 293

ACTOR guardian_htic : guardian		{	health 3520 DropItem "Dusk_Soulsphere", 51		DropItem "RocketAmmoReplacer", 84	+DONTHURTSPECIES}//200% health

ACTOR Black_Phillip_htic : Black_Phillip	{	DropItem "ClipSmolReplacer", 84 ,2	}
ACTOR pistol_soldier_htic : pistol_soldier	{	DropItem "ClipSmolReplacer", 84 ,2	}
ACTOR mage_htic : mage						{	DropItem "ClipSmolReplacer", 84 ,2	}
ACTOR wendy_htic : wendy					{	Health 330	DropItem "ClipSmolReplacer", 84 ,2	} //75% health 330

ACTOR Welder_htic : Welder			{	DropItem "RocketAmmoReplacer", 84	}
ACTOR Bonemonk_htic : Bonemonk		{	DropItem "ClipReplacer", 84 ,2		DropItem "Blistering_Heat_Pickup", 4	}

ACTOR BigJohn_htic : BigJohn			{	Health 5500	+DONTHURTSPECIES}//Combined health of sorcerer


ACTOR intoxigatorson_htic : intoxigatorson		{	Health 400	DropItem "RocketAmmo", 84	}//Aprox 50%
ACTOR scarecrow_htic : scarecrow				{	Health 396 	DropItem "Shell", 84	}//Aprox 75%







Actor BeastReplacer 
{
	Monster
	+NONSHOOTABLE
	-SHOOTABLE
	+NOINTERACTION
	-COUNTKILL
	States
	{
	Spawn:
		TNT1 A 0
	
	TNT1 a 0 A_Jump(256,"Al01","Al02","Al02","Al02")
	Al01:	TNT1 A 0 A_SpawnItemEx("Horror_htic",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG)	Goto End
	Al02:	TNT1 A 0 A_SpawnItemEx("Scarecrow_htic",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG)	Goto End
	
	//-------------------------------------------------------------------------------------------------------
	//	Special / End of spawner states
	//-------------------------------------------------------------------------------------------------------
	End:
		TNT1 A 1 A_Die
		Wait
	Death:
		TNT1 A 1
		Stop
	}
}








Actor SnakeReplacer 
{
	Monster
	+NONSHOOTABLE
	-SHOOTABLE
	+NOINTERACTION
	-COUNTKILL
	States
	{
	Spawn:
		TNT1 A 0
	
	TNT1 a 0 A_Jump(256,"Al01","Al01","Al01","Al02")
	Al01:	TNT1 A 0 A_SpawnItemEx("Welder_htic",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG)	Goto End
	Al02:	TNT1 A 0 A_SpawnItemEx("Intoxigatorson_htic",0,0,0,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG)	Goto End
	
	//-------------------------------------------------------------------------------------------------------
	//	Special / End of spawner states
	//-------------------------------------------------------------------------------------------------------
	End:
		TNT1 A 1 A_Die
		Wait
	Death:
		TNT1 A 1
		Stop
	}
}
