//$GZDB_SKIP



//The custom projectiles with damage type that are detected by the sickles monster.
ACTOR Dusk_BeastBall replaces BeastBall
{
	Game Heretic
	SpawnID 120
	Radius 9
	Height 8
	Speed 12
	FastSpeed 20
	Damage 4
	Projectile
	-ACTIVATEIMPACT
	-ACTIVATEPCROSS
	-NOBLOCKMAP
	+WINDTHRUST
	+SPAWNSOUNDSOURCE
	RenderStyle Add
	SeeSound "beast/attack"
DamageType "BeastballProj"
	States
	{
	Spawn:
		FRB1 AABBCC 2 A_SpawnItemEx("Puffy", random2[BeastPuff]()*0.015625, random2[BeastPuff]()*0.015625, random2[BeastPuff]()*0.015625, 
									0,0,0,0,SXF_ABSOLUTEPOSITION, 64)
		Loop
	Death:
		"####" "#" 1 Thing_ChangeTid(0,1998)
		"####" "#" 1 BRIGHT
		FRB1 DEFGH 4
		Stop

	Crash:
		TNT1 A 1 BRIGHT 
		Stop
	}
}



ACTOR Dusk_BeastBallDeflect : Dusk_Beastball
{
	Damage 20//4
	SeeSound "Sil/Encio"//"Sword/Deflect"
States
	{
	Death:
		FRB1 DEFGH 4
		Stop
	}
}



ACTOR Dusk_SorcererFX1 replaces SorcererFX1
{
	Game Heretic
	SpawnID 144
	Radius 10
	Height 10
	Speed 20
	FastSpeed 28
	Damage 10
	DamageType Fire
	Projectile
	-ACTIVATEIMPACT
	-ACTIVATEPCROSS
	RenderStyle Add
DamageType "SorcFX1Proj"
	States
	{
	Spawn:
		FX14 ABC 6 BRIGHT
		Loop
	Death:
		"####" "#" 1 Thing_ChangeTid(0,1998)
		"####" "#" 1 BRIGHT
		FX14 DEFGH 5 BRIGHT
		Stop
	Crash:
		TNT1 A 1 BRIGHT 
		Stop
	}
}

ACTOR Dusk_SorcererFX1Deflect : Dusk_SorcererFX1
{
	Damage 50//10
	SeeSound "Sil/Encio"//"Sword/Deflect"
States
	{
	Death:
		FX14 DEFGH 5 BRIGHT
		Stop
	}
}

/*
ACTOR Dusk_Sorcerer2FX1 replaces Sorcerer2FX1
{
	Game Heretic
	SpawnID 145
	Radius 10
	Height 6
	Speed 20
	FastSpeed 28
	Damage 1
	Projectile
	-ACTIVATEIMPACT
	-ACTIVATEPCROSS
	RenderStyle Add
DamageType "Sorc2FX1Proj"

	action native A_BlueSpark ();
	
	States
	{
	Spawn:
		FX16 ABC 3 BRIGHT A_BlueSpark
		Loop
	Death:
		"####" "#" 1 Thing_ChangeTid(0,1998)
		"####" "#" 1 BRIGHT
		FX16 G 5 BRIGHT A_Explode(random[S2FX1](80,111))
		FX16 HIJKL 5 BRIGHT
		Stop
	Crash:
		TNT1 A 1 BRIGHT 
		Stop
	}
}

ACTOR Dusk_Sorcerer2FX1Deflect : Dusk_Sorcerer2FX1
{
	SeeSound "Sil/Encio"//"Sword/Deflect"
States
	{
	Death:
		FX16 HIJKL 5 BRIGHT
		Stop
	}
}
*/

/*
ACTOR Dusk_Sorcerer2FX2 replaces Sorcerer2FX2
{
	Game Heretic
	SpawnID 146
	Radius 10
	Height 6
	Speed 6
	Damage 10
	Projectile
	-ACTIVATEIMPACT
	-ACTIVATEPCROSS
	RenderStyle Add
DamageType "Sorc2FX2Proj"

	action native A_GenWizard ();

	States
	{
	Spawn:
		FX11 A 35 BRIGHT
		FX11 A 5 BRIGHT A_GenWizard
		FX11 B 5 BRIGHT
		Goto Spawn+1
	Death:
		"####" "#" 1 Thing_ChangeTid(0,1998)
		"####" "#" 1 BRIGHT
		FX11 CDEFG 5 BRIGHT
		Stop
	Crash:
		TNT1 A 1 BRIGHT 
		Stop

	}
}

ACTOR Dusk_Sorcerer2FX2Deflect : Dusk_Sorcerer2FX2
{
	SeeSound "Sil/Encio"//"Sword/Deflect"
States
	{
	Death:
		FX11 CDEFG 5 BRIGHT
		Stop
	}
}
*/






ACTOR Dusk_HereticImpBall replaces HereticImpBall
{
	Game Heretic
	SpawnID 10
	Radius 8
	Height 8
	Speed 10
	FastSpeed 20
	Damage 1
	Projectile
	SeeSound "himp/leaderattack"
	+SPAWNSOUNDSOURCE
	-ACTIVATEPCROSS
	-ACTIVATEIMPACT
	RenderStyle Add
DamageType "HereticImpProj"
	States
	{
	Spawn:
		FX10 ABC 6 Bright
		Loop
	Death:
		"####" "#" 1 Thing_ChangeTid(0,1998)
		"####" "#" 1 BRIGHT
		FX10 DEFG 5 Bright
		Stop
	Crash:
		TNT1 A 1 BRIGHT 
		Stop
	}
}

ACTOR Dusk_HereticImpBallDeflect : Dusk_HereticImpBall
{
	Damage 5//1
	SeeSound "Sil/Encio"//"Sword/Deflect"
States
	{
	Death:
		FX10 DEFG 5 Bright
		Stop
	}
}








ACTOR Dusk_KnightAxe replaces KnightAxe
{
	Game Heretic
	SpawnID 127
	Radius 10
	Height 8
	Speed 9
	FastSpeed 18
	Damage 2
	Projectile
	-NOBLOCKMAP
	-ACTIVATEIMPACT
	-ACTIVATEPCROSS
	+WINDTHRUST
	+THRUGHOST
	DeathSound "sil/encio"
DamageType "KnightaxeProj"
	States
	{
	Spawn:
		SPAX A 3 BRIGHT A_PlaySound("hknight/axewhoosh")
		SPAX BC 3 BRIGHT
		Loop
	Death:
		"####" "#" 1 Thing_ChangeTid(0,1998)
		"####" "#" 1 BRIGHT

	TNT1 A 0 A_PlaySound("hknight/hit")
		SPAX DEF 6 BRIGHT
		Stop
	Crash:
		TNT1 A 1 BRIGHT 
		Stop
	}
}

ACTOR Dusk_KnightAxeDeflect : Dusk_KnightAxe
{
	Damage 10//2
	SeeSound "Sil/Encio"//"Sword/Deflect"
States
	{
	Death:
	TNT1 A 0 A_PlaySound("hknight/hit")
		SPAX DEF 6 BRIGHT
		Stop
	}
}



// Red axe ------------------------------------------------------------------
/*
ACTOR Dusk_RedAxe : KnightAxe replaces RedAxe
{
	Game Heretic
	SpawnID 128
	+NOBLOCKMAP
	-WINDTHRUST
	Damage 7
DamageType "RedAxeProj"

	action native A_DripBlood ();

	States
	{
	Spawn:
		RAXE AB 5 BRIGHT A_DripBlood
		Loop
	Death:
		"####" "#" 1 Thing_ChangeTid(0,1998)
		"####" "#" 1 BRIGHT
		RAXE CDE 6 BRIGHT
		Stop
	Crash:
		TNT1 A 1 BRIGHT 
		Stop
	}
}

ACTOR Dusk_RedAxeDeflect : Dusk_RedAxe
{
	SeeSound "Sil/Encio"//"Sword/Deflect"
States
	{
	Death:
		RAXE CDE 6 BRIGHT
		Stop
	}
}
*/






ACTOR Dusk_MummyFX1 replaces MummyFX1
{
	Game Heretic
	SpawnID 131
	Radius 8
	Height 14
	Speed 9
	FastSpeed 18
	Damage 4
	RenderStyle Add
	Projectile
	-ACTIVATEPCROSS
	-ACTIVATEIMPACT
	+SEEKERMISSILE
DamageType "MummyFX1Proj"
	States
	{
	Spawn:
		FX15 A 1 Bright
		FX15 A 5 Bright A_PlaySound("mummy/head")
		FX15 B 5 Bright A_SeekerMissile(10,20)
		FX15 C 5 Bright
		FX15 B 5 Bright A_SeekerMissile(10,20)
		Goto Spawn+1
	Death:
		"####" "#" 1 Thing_ChangeTid(0,1998)
		"####" "#" 1 BRIGHT
		FX15 DEFG 5 Bright
		Stop
	Crash:
		TNT1 A 1 BRIGHT 
		Stop
	}
}

ACTOR Dusk_MummyFX1Deflect : Dusk_MummyFX1
{
	Damage 20//4
	SeeSound "Sil/Encio"//"Sword/Deflect"
States
	{
	Death:
		FX15 DEFG 5 Bright
		Stop
	}
}







ACTOR Dusk_SnakeProjA replaces SnakeProjA
{
	Game Heretic
	SpawnID 138
	Radius 12
	Height 8
	Speed 14
	FastSpeed 20
	Damage 1
	Projectile
	-NOBLOCKMAP
	-ACTIVATEIMPACT
	-ACTIVATEPCROSS
	+WINDTHRUST
	+SPAWNSOUNDSOURCE
	RenderStyle Add
	SeeSound "snake/attack"
DamageType "SnakeprojAProj"
	States
	{
	Spawn:
		SNFX ABCD 5 Bright
		Loop
	Death:
		"####" "#" 1 Thing_ChangeTid(0,1998)
		"####" "#" 1 BRIGHT
		SNFX EF 5 Bright
		SNFX G 4 Bright
		SNFX HI 3 Bright
		Stop
	Crash:
		TNT1 A 1 BRIGHT 
		Stop
	}
}	

ACTOR Dusk_SnakeProjADeflect : Dusk_SnakeProjA
{
	Damage 5//1
	SeeSound "Sil/Encio"//"Sword/Deflect"
States
	{
	Death:
		SNFX EF 5 Bright
		SNFX G 4 Bright
		SNFX HI 3 Bright
		Stop
	}
}




// Snake projectile B -------------------------------------------------------

ACTOR Dusk_SnakeProjB : SnakeProjA replaces SnakeprojB
{
	Game Heretic
	SpawnID 139
	Damage 3
	+NOBLOCKMAP
	-WINDTHRUST
DamageType "SnakeprojBProj"
	States
	{
	Spawn:
		SNFX JK 6 Bright
		Loop
	Death:
		"####" "#" 1 Thing_ChangeTid(0,1998)
		"####" "#" 1 BRIGHT
		SNFX LM 5 Bright
		SNFX N 4 Bright
		SNFX O 3 Bright
		Stop
	Crash:
		TNT1 A 1 BRIGHT 
		Stop
	}
}	

ACTOR Dusk_SnakeProjBDeflect : Dusk_SnakeProjB
{
	Damage 15//3
	SeeSound "Sil/Encio"//"Sword/Deflect"
States
	{
	Death:
		SNFX LM 5 Bright
		SNFX N 4 Bright
		SNFX O 3 Bright
		Stop
	}
}





ACTOR Dusk_WizardFX1 replaces WizardFX1
{
	Game Heretic
	SpawnID 140
	Radius 10
	Height 6
	Speed 18
	FastSpeed 24
	Damage 3
	Projectile
	-ACTIVATEIMPACT
	-ACTIVATEPCROSS
	RenderStyle Add
DamageType "WizFX1Proj"
	States
	{
	Spawn:
		FX11 AB 6 BRIGHT
		Loop
	Death:
		"####" "#" 1 Thing_ChangeTid(0,1998)
		"####" "#" 1 BRIGHT
		FX11 CDEFG 5 BRIGHT
		Stop
	Crash:
		TNT1 A 1 BRIGHT 
		Stop
	}
}

ACTOR Dusk_WizardFX1Deflect : Dusk_WizardFX1
{
	Damage 15//3
	SeeSound "Sil/Encio"//"Sword/Deflect"
States
	{
	Death:
		FX11 CDEFG 5 BRIGHT
		Stop
	}
}



