
//===========================================================================
//
// horror
//
//===========================================================================
ACTOR horror //502//replaces 
{
	//$Category Doosk Monsters
	//$Sprite HRRAA0
	//$Title The horrors
	//$Color 6
	Game Doom
	SpawnID 111
	Health 308//300
	GibHealth 75
	PainChance 0
	+QUICKTORETALIATE

	+NOPAIN
	Speed 6
	Radius 24
	Height 56
	Mass 1000
	Monster
	ReactionTime 105
	+FLOORCLIP
//	+BOSSDEATH	//Arachnotron

	SeeSound "horror/sight"
	AttackSound "horror/fire"
	PainSound "horror/pain"
	DeathSound "horror/death"
	ActiveSound "horror/active"
	Obituary "$HORROR_DTH"
	Gravity 0.6

	Scale 0.3
	States
	{
	Spawn:
        HRRA B 0 A_StopSoundEx("soundslot5")
		HRRA B 10 A_Look
		Loop
	See:
        HRRA A 0 A_PlaySoundEx("horror/loop","soundslot5",1)
        HRRA CCDDEFGHHIJJKLLMNOOPQQRRRSSTUU 1 A_Chase
		Loop

	Missile:
//        HRRB A 0 A_StopSoundEx("soundslot5")
		HRRB ABCCDDEFGHHIJJKLLMNOOPQQ 1 bright A_FaceTarget
//10 shots
TNT1 A 0 A_PlaySound("intoxigator/fire")
		HRRB AAAAAA 0 A_CustomMissile("Intoxigator_Spit",32,0,random(-10,10),CMF_OFFSETPITCH,random(-4,4))
		HRRB Q 12 bright A_FaceTarget

		Goto See


	Pain:
		HRRC ABCCDDEFGHHIJJ 0 A_Pain
		Goto See


	Death:
		TNT1 A 0 A_SpawnItemEx(DestroyableBodyThing,0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
        TNT1 A 0 A_StopSoundEx("soundslot5")
		BPLZ A 0 A_ChangeFlag("noclip",true)
		SD2Z A 0 A_ScreamAndUnblock

//        TNT1 A 1 A_SpawnItemEx("Horror_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)

HRRD ABCDDEFFGGHIJJKLLMNNnnnnnnnnOP 1

		HRRD Q -1 A_ChangeFlag("NoBlockmap",0)
		Stop

	Crush:
	XDeath:
        TNT1 A 0 A_StopSoundEx("soundslot5")
		TNT1 A 0 //A_Scream
		TNT1 A 0 A_NoBlocking

//TNT1 A 0 A_PlaySound("monster/explodegore")
        TNT1 A 1 A_SpawnItemEx("Dusk_GenericMonsterGore",0,0,0,0,0,0,0,32)
//ABCCDDEFGHHIJJKLLMNOOP
		TNT1 AAAA 35

//		TNT1 A -1 A_BossDeath

		Stop


	}
}


//Done this way because of messed up models death offset
//Currently, fixed. So it's no longer used.
actor Horror_Death
{
	Game Doom
	+NOBLOCKMAP
	+NOCLIP

Gravity 0.75
	Scale 0.4
	States
	{
	Spawn:
HRRD A 1
TNT1 A 0 A_ChangeVelocity(0.0, 0.0, 7.0,CVF_RELATIVE)

HRRD BCDDEFFGGHIJJKLLMNNnnnnnnnnOP 1

		HRRD Q -1 A_ChangeFlag("NoBlockmap",0)
		Stop
	}
}


