
//===========================================================================
//
// Projectile
//
//===========================================================================
ACTOR Mage_Ball
{
	Game Doom
	SpawnID 10
	Radius 6
	Height 8
	Speed 17
	Damage 3
	Projectile
	+RANDOMIZE
	RenderStyle Add
	Alpha 0.75
	SeeSound "sil/encio"
	DeathSound "sil/encio"
DamageType "MageProj"
	Scale 2.0
	States
	{
	Spawn:
		PRJ1 A 2 BRIGHT 
		Loop
	Death:
		"####" "#" 1 Thing_ChangeTid(0,1998)
		"####" "#" 1 BRIGHT

	TNT1 A 0 A_PlaySound("Projectile/impact")
		BLLT A 0 BRIGHT A_SpawnItem("Welderpuff")
		Stop

	Crash:
		TNT1 A 1 BRIGHT 
		Stop


	}
}



ACTOR RedMage_Ball : Mage_Ball
{
//	SpawnID 10
	Speed 10
	Damage 5
//	Projectile
//	+RANDOMIZE
	+SEEKERMISSILE
DamageType "RedmageProj"
	Scale 3.0
	States
	{
	Spawn:
		PRJ1 A 2 BRIGHT A_SeekerMissile(16,16,1)
		Loop
//	Death:
//		"####" "#" 1 Thing_ChangeTid(0,1998)
//		"####" "#" 1 BRIGHT
//		BLLT A 0 BRIGHT A_SpawnItem("Welderpuff")
//		Stop
	}
}




ACTOR Mage_BallDeflect : Mage_Ball
{
DamageType "DeflectedProjectile"
	SeeSound "Sil/Encio"//"Sword/Deflect"
States
	{
	Death:
	TNT1 A 0 A_PlaySound("Projectile/impact")
		BLLT A 0 BRIGHT A_SpawnItem("Welderpuff")
		Stop
	}
}

ACTOR RedMage_BallDeflect : RedMage_Ball {DamageType "DeflectedProjectile"}





//===========================================================================
//
// Mage/Wizard
//
//===========================================================================
ACTOR Mage //502
{
	//$Category Doosk Monsters
	//$Sprite MG1AA0
	//$Title Mage
	//$Color 6
	Game Doom
	SpawnID 5
	Health 70
	PainChance 130
	+QUICKTORETALIATE

//	+FORCEPAIN
	Speed 3
	Radius 20
	Height 56
	Mass 400
	Monster
	ReactionTime 105
	+FLOORCLIP
	SeeSound "mage/sight"
	AttackSound "mage/fire"
	PainSound "mage/pain"
	DeathSound "mage/death"
	ActiveSound "mage/active"
	Obituary "$MAGE_DTH"
	DamageFactor "Deflectedprojectile", 5.0

Gravity 0.75
	Scale 0.6
	States
	{
	Spawn:
        MG1A A 0 A_StopSoundEx("soundslot5")
		MG1A A 10 A_Look
		Loop
	See:
        MG1A CDEEFFGHIIJKKLMMNOOPQQRSST 1 A_Chase
		Loop

	Missile:
        MG1B A 0 A_StopSoundEx("soundslot5")
TNT1 A 0 A_PlaySound("mage/pre_fire")
		MG1B ABCCDDEFGHHIJJKLLMM 1 A_FaceTarget
TNT1 A 0 A_PlaySound("mage/fire")		TNT1 A 0 A_CustomMissile("Mage_Ball")
		MG1B KNOOP 1 A_FaceTarget
		Goto See

	Pain:
		MG1C A 0 A_Pain
		MG1C ABCCDDEFGHHIJKKLMMNOOPQQ 1
		Goto See
	Death:
		TNT1 A 0 A_SpawnItemEx(DestroyableBodyThing,0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
        MG1Z A 0 A_StopSoundEx("soundslot5")
		MG1Z A 0 A_ScreamAndUnblock
		
		MG1Z A 0 A_ChangeFlag("noclip",true)
//TNT1 A 0 A_ChangeVelocity(0.0, 0.0, 7.0,CVF_RELATIVE)

MG1D ABCCDDEFGHHIJKKLMMNOOP 1

//		TNT1 A -1
		MG1D Q -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


	}
}





//Red variant
ACTOR RedMage //502
{
	//$Category Doosk Monsters
	//$Sprite MG2AA0
	//$Title Red mage
	//$Color 6
	var int user_delayredmageatk;
	Game Doom
	SpawnID 20
	Health 308//300
	PainChance 60
	+QUICKTORETALIATE
//	+FORCEPAIN
	Speed 3
	Radius 20
	Height 56
	Mass 400
	Monster
	ReactionTime 105
	+FLOORCLIP
	+MISSILEMORE 
	SeeSound "mage/sight"
	AttackSound "mage/fire"
	PainSound "mage/pain"
	DeathSound "monster/explodegore"
	ActiveSound "mage/active"
	Obituary "$REDMAGE_DTH"
	DamageFactor "Deflectedprojectile", 5.0

Gravity 0.75
	Scale 0.75
	States
	{
	Spawn:
        MG2A A 0 A_StopSoundEx("soundslot5")
		MG2A A 10 A_Look
		Loop

	See:
		D4DW A 0 A_JumpIf(user_delayredmageatk<1,"See_allowatk")
	See_noatk:
TNT1 A 0 A_SetUserVar(user_delayredmageatk,user_delayredmageatk-1)
        MG2E BBCDEEFFGHIIJKKLMMNOOPQQRSS 1 A_Chase("","")
		Goto See
	See_allowatk:
        MG2E BBCDEEFFGHIIJKKLMMNOOPQQRSS 1 A_Chase
		Goto see

	Missile:
        MG2B A 0 A_StopSoundEx("soundslot5")
TNT1 A 0 A_PlaySound("mage/pre_fire")
		MG2B ABCCDDEFGHHIJJKLLMM 1 A_FaceTarget
TNT1 A 0 A_PlaySound("mage/fire")		TNT1 A 0 A_CustomMissile("Redmage_Ball")
TNT1 A 0 A_SetUserVar(user_delayredmageatk,1)
		MG2B KNOOP 1 A_FaceTarget
		Goto See

	Pain:
		MG2C A 0 A_Pain
		MG2C ABCCDDEFGHHIJKKLMMNOOPQQ 1
		Goto See

	Death:
	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


	}
}



