


//===========================================================================
//
// Projectile
//
//===========================================================================
ACTOR Scarecrow_Bullet
{
	Game Doom
//	SpawnID 10
	Radius 6
	Height 8
	Speed 25
	Damage (random(1,2)*3)
	Projectile
	+RANDOMIZE
//	RenderStyle Stencil
//	StencilColor Red
//	Alpha 1
//	SeeSound "Bullet/Air"
	DeathSound "sil/encio"
DamageType "SoldierProj"

Scale 0.08
	States
	{
	Spawn:
		BLLT A 1 A_SpawnItemEx("Soldier_BulletFX", random2[BoltSpark]()*0.015625, random2[BoltSpark]()*0.015625, 0, 0,0,0,0,SXF_ABSOLUTEPOSITION, 50)//A_SpawnItem("Blood")
		Loop
	Death:
		"####" "#" 1 Thing_ChangeTid(0,1998)
		"####" "#" 1 BRIGHT

	TNT1 A 0 A_PlaySound("bullet/wall")
		BLLT A 0 BRIGHT A_SpawnItem("Soldierpuff")
		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 Scarecrow_BulletDeflect : Scarecrow_Bullet
{
DamageType "DeflectedProjectile"
	SeeSound "Sil/Encio"//"Sword/Deflect"
States
	{
	Death:
	TNT1 A 0 A_PlaySound("bullet/wall")
		BLLT A 0 BRIGHT A_SpawnItem("Soldierpuff")
		Stop
	}
}





ACTOR Scarecrow //replaces shotgunguy
{
	//$Category Doosk Monsters
	//$Sprite SCRAA0
	//$Title Scarecrow
	//$Color 6
	var int user_delaycrowatk;
	Game Doom
	SpawnID 111
	Health 528//308
	PainChance 185
	+QUICKTORETALIATE

	//+FORCEPAIN
	Speed 4
	Radius 20
	Height 56
	Mass 400
	Monster
	ReactionTime 105
	+FLOORCLIP

	+BOSSDEATH//baronofhell

	SeeSound "scarecrow/sight"
	AttackSound "winchester/fire"
	PainSound "scarecrow/pain"
	DeathSound "scarecrow/death"
	ActiveSound "scarecrow/active"
	Obituary "$CROW_DTH"
	DamageFactor "Deflectedprojectile", 5.0

	DropItem SuperShotgun_Pickup
	Scale 0.325
	States
	{
	Spawn:
		SCRA A 10 A_Look
		Loop
	See:
		D4DW A 0 A_JumpIf(user_delaycrowatk<1,"See_atk")

	See_noatk:
        SCRB ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_Chase("","")
TNT1 A 0 A_SetUserVar(user_delaycrowatk,user_delaycrowatk-1)
		goto See

	See_atk:
        SCRB ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_Chase
TNT1 A 0 A_SetUserVar(user_delaycrowatk,user_delaycrowatk-1)
		goto See


	Missile:
TNT1 A 0 A_PlaySound("scarecrow/pre_fire")
		SCRA ABCDEFGHIJKLLL 1 bright A_FaceTarget
TNT1 A 0 A_SetUserVar(user_delaycrowatk,1)
TNT1 A 0 A_PlaySound("scarecrow/fire")
		SCRA JJJJJJJJ 0 bright A_CustomMissile("Scarecrow_Bullet",32,0,random(-5,5),CMF_OFFSETPITCH,random(-2,2))
//		SCRA JJJJJJJ 0 bright A_CustomMissile("Scarecrow_Bullet",32,0,random(-5,5),CMF_OFFSETPITCH,random(-2,2))
		SCRA KLMNOPQR 1 bright 

		Goto See

	Pain:
		SCRC A 0 A_Pain
		SCRC ABCDEFGHIJK 1
		Goto See
	Death:
		TNT1 A 0 A_SpawnItemEx(DestroyableBodyCrowThing,0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
		BPLZ A 0 A_ChangeFlag("noclip",true)
		SD2Z A 0 A_ScreamAndUnblock

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

TNT1 A 0 A_ChangeVelocity(0.0, 0.0, 7.5,CVF_RELATIVE)

SCRD ABCDEFGHIJKLMNOPQRSTU 1

		SCRD V -1 A_BossDeath 

		Stop

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

        TNT1 A 0 A_SpawnItemEx("Dusk_ScarecrowGore",0,0,0,0,0,0,0,32)
        TNT1 A 0 A_SpawnItemEx("Dusk_ScarecrowGore",0,0,0,0,0,0,0,32)
        TNT1 A 1 A_SpawnItemEx("Dusk_ScarecrowGore",0,0,0,0,0,0,0,32)
		TNT1 A 1
		TNT1 AA 35
		TNT1 A 1 A_BossDeath   
		Stop

	}
}






actor Scarecrow_Death
{
	Game Doom
	+NOBLOCKMAP
	+NOCLIP

//Gravity 0.75
	Scale 0.375
	States
	{
	Spawn:
SD2E A 1
TNT1 A 0 A_ChangeVelocity(0.0, 0.0, 7.5,CVF_RELATIVE)

SD2E BCDEFGHIJKLMNOPQRSTUVWXYZ 1
SD2F ABCD 1

		SD2F D -1 A_ChangeFlag("NoBlockmap",0)
		Stop
	}
}


