actor FreezeTree1 10606
{
+CLIENTSIDEONLY
scale 2.5
States
{
Spawn:
FTRE A -1
stop
}
}

actor FreezeTree2 10607
{
+CLIENTSIDEONLY
scale 2.5
States
{
Spawn:
FTRE B -1
stop
}
}

actor Spring 10608
{
height 1
radius 1
+CLIENTSIDEONLY
-SOLID
scale 2.5
+NOINTERACTION
+NOGRAVITY
States
{
Spawn:
SPRI A -1
stop
}
}

actor PolarBear 10609
{
+SOLID
+CLIENTSIDEONLY
height 32
radius 16
scale 2.5
+RANDOMIZE
States
{
Spawn:
PBEA A 5
PBEA A 0 A_PlaySoundEx("misc/polarroar","Voice")
PBEA BCCB 5
PBEA A 50
PBEA A 0 A_Jump(128,4)
PBEA A 0 A_Jump(128,4)
PBEA A 0 A_Jump(128,3)
PBEA A 10
PBEA A 10
PBEA A 10
PBEA A 10
loop
}
}

actor KingGajuras
{
PROJECTILE
Damage 0
+DONTBLAST
+RIPPER
radius 5
height 5
damage (255)
+CLIENTSIDEONLY
scale 2.5
speed 0
-SOLID
+NOGRAVITY
States
{
Spawn:
TREX A 0 ACS_Execute(2,0)
TREX A 8 //A_Stop
TREX A 0 A_Recoil(-1)
TREX BCDE 6
TREX F 0 ACS_Execute(2,0)
TREX F 8 //A_Stop
TREX F 0 A_Recoil(-1)
TREX GHIJ 6
loop
}
}

actor EvilEyes 10611
{
-SOLID
+NOGRAVITY
+CLIENTSIDEONLY
height 32
radius 16
scale 2.5
+RANDOMIZE
States
{
Spawn:
EVIL A 0
EVIL ABC 6
TNT1 A 6
TNT1 A 1 A_Jump(128,1)
TNT1 A 1 A_Jump(128,1)
TNT1 A 1 A_Jump(128,1)
TNT1 A 1 A_Jump(128,1)
TNT1 A 1 
EVIL BC 6
loop
}
}

actor GreenKnight 10612
{
+SOLID
+CLIENTSIDEONLY
height 48
radius 48
scale 2.5
States
{
Spawn:
SKNI A -1
loop
}
}

actor GhostsNGoblinsThing
{
+MISSILE
+NOGRAVITY
+DONTBLAST
+SHOOTABLE
Health 1
Damage (255)
+RIPPER
+FLOATBOB
speed 18
scale 2.5
height 30
radius 30
+FOILINVUL
States
{
Spawn:
GGBO AB 5
loop
Death:
GGBO A 0 ACS_Execute(4,0)
DOMP IJKLMN 4
stop
}
}

actor BubbleBouncer 10613
{
-SOLID
+CLIENTSIDEONLY
height 20
radius 20
scale 2.5
States
{
Spawn:
BBOU AB 5
loop
}
}

actor Flask1 10614
{
-SOLID
+SYNCHRONIZED
+NOGRAVITY
+CLIENTSIDEONLY
height 20
radius 20
scale 2.5
States
{
Spawn:
TNT1 AA 4
CHEM ABCDCBA 4
loop
}
}

actor Flask2 10615
{
-SOLID
+NOGRAVITY
+SYNCHRONIZED
+CLIENTSIDEONLY
height 20
radius 20
scale 2.5
States
{
Spawn:
TNT1 AA 4
CHEM EFGHGFE 4
loop
}
}

actor Flask3 10616
{
-SOLID
+NOGRAVITY
+CLIENTSIDEONLY
+SYNCHRONIZED
height 20
radius 20
scale 2.5
States
{
Spawn:
TNT1 AAAA 4
CHEM IJKJI 4
loop
}
}

actor BurstmanSpike 10617
{
-SOLID
+NOGRAVITY
+CLIENTSIDEONLY
height 10
radius 10
scale 2.5
States
{
Spawn:
HAZA D -1
loop
}
}

actor Baccone 10618
{
+SOLID
//+CLIENTSIDEONLY
+SHOOTABLE
+NODAMAGE
+NOBLOOD
health 99999
+DONTBLAST
height 60
radius 18
scale 2.5
speed 0
States
{
Spawn:
BACC A 2 A_Wander
loop
}
}

actor HangingTire 10619
{
+MISSILE
+SHOOTABLE
+RIPPER
+NOBLOOD
+REFLECTIVE
+NOGRAVITY
+DEFLECT
+INVULNERABLE
+DONTBLAST
+NORADIUSDMG
damage 0
height 60
radius 18
scale 2.5
speed 0
States
{
Spawn:
TYRE A 2 A_LookEx(LOF_NOSOUNDCHECK,0,32,0,360,"See")
loop
See:
TYRE A 1 A_GiveToTarget("RandomThrust",1)
TYRE A 1 A_ClearTarget
Goto Spawn
}
}

actor RandomThrust : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
+INVENTORY.AUTOACTIVATE
States
{
Spawn:
TNT1 A 0
stop
Pickup:
TNT1 A 0 ThrustThing(random(0,256),80,1,0)
stop
}
}

actor TurboRoader 10620
{
obituary "%o was ran over by a turbo roader."
+MISSILE
+RIPPER
+NOGRAVITY
+DONTBLAST
+INVULNERABLE
+FLOORHUGGER
+ACTIVATEMCROSS
damage (5)
height 42
radius 40
scale 2.5
speed 0
States
{
Spawn:
ROAD A 1 A_Recoil(-15)
ROAD A 0 A_Stop
ROAD A 1 A_Recoil(-15)
ROAD A 0 A_Stop
ROAD A 1 A_Recoil(-15)
ROAD A 0 A_Stop
ROAD B 1 A_Recoil(-15)
ROAD A 0 A_Stop
ROAD B 1 A_Recoil(-15)
ROAD A 0 A_Stop
ROAD B 1 A_Recoil(-15)
ROAD A 0 A_Stop
ROAD C 1 A_Recoil(-15)
ROAD A 0 A_Stop
ROAD C 1 A_Recoil(-15)
ROAD A 0 A_Stop
ROAD C 1 A_Recoil(-15)
ROAD A 0 A_Stop
loop
Death:
TNT1 A 1
stop
}
}

actor JunkLavaPillar 10621
{
-SOLID
+SHOOTABLE
Height 500
radius 32
Health 9999
painchance 256
mass 999999999
+NOBLOOD
+NODAMAGE
+DONTBLAST
States
{
Spawn:
TNT1 A 1
loop
Pain:
TNT1 A 0
Goto Spawn
Pain.FCrack:
TNT1 A 1 ACS_Execute(tid,0)
Goto Spawn
}
}

actor Kyorown 10622
{
+SOLID
+SHOOTABLE
+NOGRAVITY
//+ISMONSTER
//+RIPPER/
//+MISSILE
Height 40
scale 2.5
radius 32
Health 9999
painchance 256
obituary "%o was Kyorowned by a Kyorown."
mass 999999999
+NOBLOOD
+NODAMAGE
damagefactor "Quick", 0.0
speed 0
+DONTBLAST
+QUICKTORETALIATE
States
{
Spawn:
KYOR A 5 A_Wander
loop
Pain:
KYOR A 0 A_ChangeFlag("SOLID",0)
KYOR A 5 A_ChangeFlag("SHOOTABLE",0)
KYOR A 0 A_FaceTarget
KYOR A 0 A_CustomMissile("KyorownBullet",32,0,0)
KYOR A 0 A_PlaySoundEx("misc/devilfire","Voice")
KYOR BC 4 
KYOR A 20 
KYOR A 0 A_JumpIfInventory("KilledMeStock",1,"Taunt")
KYOR A 0 A_ChangeFlag("SOLID",1)
KYOR A 0 A_ChangeFlag("SHOOTABLE",1)
KYOR A 0 A_ClearTarget
Goto Spawn
Taunt:
KYOR DEDEDEDE 5 A_FaceTarget
KYOR A 0 A_TakeInventory("KilledMeStock",99)
KYOR A 0 A_ChangeFlag("SOLID",1)
KYOR A 0 A_ChangeFlag("SHOOTABLE",1)
KYOR A 0 A_ClearTarget
Goto Spawn
}
}


actor KyorownBullet
{
PROJECTILE
Damage (50)
Speed 35
scale 2.5
Height 8
Radius 8
Damagetype "Quick"
States
{
Spawn:
BASB A 1 A_ClearTarget
loop
}
}

actor TeruTeru
{
+SOLID
+SHOOTABLE
Height 70
scale 2.5
radius 32
Health 100
painchance 0
mass 999999999
+NOBLOOD
+NOGRAVITY
+FLOATBOB
+DONTBLAST
States
{
Spawn:
TERU A 0
TERU A 0 ThrustThingZ(0,30,0,1)
TERU A 30
TERU A 0 A_Stop
TERU A 1
Goto Spin
Spin:
TERU ABCD 5
loop
Death:
TERU A 0 ACS_Execute(1,0)
TERU A 0 A_ChangeFlag("NOGRAVITY",1)
TERU EEEFGHIIII 6
TERU I 1 A_ChangeFlag("NOGRAVITY",0)
Goto Dead
Dead:
TERU I 1 A_JumpIf(floorz-z==0,"Bye")
loop
Bye:
TERU I 0
stop
}
}


actor CloudmanRainSpawner 10623
{
+NOINTERACTION
+NOGRAVITY
height 1
radius 1
-SOLID
renderstyle none
States
{
Spawn:
RAIN D 1
loop
Raining:
TNT1 A 1 A_Jump(128,1)// A_SpawnItemEx("CloudmanRain", random(-128,128), random(-128,128), 0, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("CloudmanRain", random(-128,128), random(-128,128), 0, -30, 0, -30, 180, SXF_CLIENTSIDE)
TNT1 A 3
loop
}
}

actor CloudmanRain
{
+CLIENTSIDEONLY
+NOINTERACTION
translation "0:191=208:255"
- SOLID
+NOGRAVITY
+MISSILE
height 3
radius 3
Scale 2.5
States
{
Spawn:
CRAI D 30
stop
}
}

actor OutsideFlag : Inventory
{
inventory.amount 1
inventory.maxamount 1
}

actor Turtle 10624
{
+CANPASS
-ISMONSTER
-COUNTKILL
-SHOOTABLE
-SOLID
//+CLIENTSIDEONLY
scale 1.5
Height 8
Radius 8
Speed 1
States
{
Spawn:
TURT AAABBBCCCBBB 1 A_Wander
loop
}
}

actor GutsManG 10625
{
scale 2.5
speed 5
Height 313
Radius 32
meleerange 100
+LOOKALLAROUND
+NOBLOCKMONST
States
{
Spawn:
GUTG A 0 A_Look
GUTG AA 1 A_Wander
GUTG A 0 A_Look
GUTG BB 1 A_Wander
loop
See:
GUTG A 0 A_PlaySoundEx("misc/gutsgboost","Voice")
GUTG A 0 A_GiveInventory("CutterFlag",1)
GUTG C 1 A_Chase
GUTG A 0 A_FaceTarget
GUTG A 0 A_Recoil(-5)
GUTG C 1 A_Chase
GUTG A 0 A_FaceTarget
GUTG A 0 A_Recoil(-5)
GUTG C 1 A_Chase
GUTG A 0 A_FaceTarget
GUTG A 0 A_Recoil(-5)
GUTG D 1 A_Chase
GUTG A 0 A_FaceTarget
GUTG A 0 A_Recoil(-5)
GUTG D 1 A_Chase
GUTG A 0 A_FaceTarget
GUTG A 0 A_Recoil(-5)
GUTG D 1 A_Chase
GUTG A 0 A_FaceTarget
GUTG A 0 A_Recoil(-5)
GUTG A 0 A_JumpIfInventory("CutterFlag",20,"Reset")
Goto See+1
Melee:
GUTG A 0 A_Stop
GUTG A 0 A_TakeInventory("CutterFlag",999)
GUTG E 2 A_FaceTarget
GUTG D 0 A_GiveToTarget("GutsManGWhack",1) 
GUTG D 0 A_PlaySoundEx("weapon/powerstone","Voice")
GUTG F 15 A_ClearTarget
goto Spawn
Reset:
GUTG A 0 A_Stop
GUTG A 0 A_TakeInventory("CutterFlag",999)
GUTG D 0 A_GiveToTarget("GutsManGFail",1) 
GUTG A 5 A_ClearTarget
Goto Spawn
}
}

actor GutsManGWhack : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
States
{
Spawn:
TNT1 A 0
stop
Pickup:
TNT1 A 0 Thing_Damage(tid, 25, 0)
TNT1 A 0 SetPlayerProperty(0,1,1)
TNT1 A 0 ThrustThingZ(0,165,0,0)
TNT1 A 0 A_TakeInventory("JumpCancler",1)
stop
}
}

actor GutsManGFail : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
States
{
Spawn:
TNT1 A 0
stop
Pickup:
TNT1 A 0 SetPlayerProperty(0,1,1)
stop
}
}

actor GockRoach 10626
{
+CANPASS
-ISMONSTER
-COUNTKILL
-SHOOTABLE
-SOLID
//+CLIENTSIDEONLY
scale 2.5
Height 8
Radius 12
Speed 8
States
{
Spawn:
GOCK ABABAB 6
GOCK A 0 A_Jump(128,"Spawn")
GOCK CCCDDDEEECCCDDDEEECCCDDDEEECCCDDDEEECCCDDDEEECCCDDDEEECCCDDDEEE 1 A_Wander
loop
}
}

actor CapsuleDamage 10627
{
+SHOOTABLE
Health 1000
States
{
Spawn:
TNT1 A 1
loop
Death:
TNT1 A 1 ACS_Execute(37,0)
stop
}
}

actor WilyCapsuleBoss
{
+NOGRAVITY
-SHOOTABLE
+LOOKALLAROUND
scale 2.5
Height 32
radius 40
States
{
Spawn:
TNT1 A 1 A_Look
loop
See:
TNT1 A 0 A_SpawnItemEx("WilyCapsuleSpawn")
TNT1 AAAA 3
WCAP JK 4
Goto See+5
Teleport:
WCAP J 0 A_GiveToTarget("ScreenFlash",1)
//WCAP JK 4
TNT1 A 0// A_ChangeFlag("SHOOTABLE",0)
TNT1 A 140 Thing_Remove(1033)
TNT1 A 0 Teleport_NoFog(random(101,132),0,0)
TNT1 A 0 A_SpawnItemEx("WilyCapsuleSpawn")
TNT1 AAA 3
TNT1 A 0 //A_ChangeFlag("SHOOTABLE",1)
WCAP JKJKJK 4
Goto Attack
Attack:
TNT1 A 0 A_FaceTarget
TNT1 A 0 A_SpawnItemEx("RandomCapsuleProjectile1")
TNT1 A 0 A_SpawnItemEx("RandomCapsuleProjectile2")
TNT1 A 0 A_SpawnItemEx("RandomCapsuleProjectile3")
TNT1 A 0 A_SpawnItemEx("RandomCapsuleProjectile4")
WCAP JKJKJKJK 4
TNT1 A 0 A_FaceTarget
WCAP A 0 A_PlaySoundEx("weapon/junkshield","Weapon")
WCAP K 1 A_SpawnItemEx("WilyCapsuleLitFX",0,50,30)
TNT1 A 0 A_FaceTarget
WCAP K 1 A_SpawnItemEx("WilyCapsuleLitFX",0,-50,30)
TNT1 A 0 Thing_Remove(1033)
WCAP K 1 A_SpawnItemEx("WilyCapsuleShock")
WCAP JKJKJKJKJKJKJK 4
Goto Teleport
}
}

actor WilyCapsuleDead
{
-SOLID
Height 1
Radius 1
+NOINTERACTION
+NOGRAVITY
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("FakeDeathFX",0,0,0,0,0,0)
TNT1 A 0 A_SpawnItemEx("WilyGrovel",0,0,0,0,0,80)
stop
}
}

actor WilyCapsuleGroundSplit
{
PROJECTILE
Speed 50
scale 2.5
States
{
Spawn:
WCPJ JKL 1
loop
Death:
WCPJ JKL 1
WCPJ J 0 A_SpawnItemEx("WilyCapsuleGroundLit",0,0,0,20,0,0,215)
WCPJ J 0 A_SpawnItemEx("WilyCapsuleGroundLit",0,0,0,20,0,0,270)
WCPJ J 0 A_SpawnItemEx("WilyCapsuleGroundLit",0,0,0,20,0,0,225)
WCPJ J 0 A_SpawnItemEx("WilyCapsuleGroundLit",0,0,0,20,0,0,180)
WCPJ J 0 A_SpawnItemEx("WilyCapsuleGroundLit",0,0,0,20,0,0,135)
WCPJ J 0 A_SpawnItemEx("WilyCapsuleGroundLit",0,0,0,20,0,0,90)
WCPJ J 0 A_SpawnItemEx("WilyCapsuleGroundLit",0,0,0,20,0,0,45)
WCPJ J 1 A_SpawnItemEx("WilyCapsuleGroundLit",0,0,0,20,0,0,0)
WCPJ J 0 A_SpawnItemEx("WilyCapsuleGroundLit",0,0,0,20,0,0,338)
WCPJ J 0 A_SpawnItemEx("WilyCapsuleGroundLit",0,0,0,20,0,0,293)
WCPJ J 0 A_SpawnItemEx("WilyCapsuleGroundLit",0,0,0,20,0,0,248)
WCPJ J 0 A_SpawnItemEx("WilyCapsuleGroundLit",0,0,0,20,0,0,203)
WCPJ J 0 A_SpawnItemEx("WilyCapsuleGroundLit",0,0,0,20,0,0,158)
WCPJ J 0 A_SpawnItemEx("WilyCapsuleGroundLit",0,0,0,20,0,0,113)
WCPJ J 0 A_SpawnItemEx("WilyCapsuleGroundLit",0,0,0,20,0,0,68)
WCPJ K 1 A_SpawnItemEx("WilyCapsuleGroundLit",0,0,0,20,0,0,23)
WCPJ J 0 A_SpawnItemEx("WilyCapsuleGroundLit",0,0,0,50,0,0,215)
WCPJ J 0 A_SpawnItemEx("WilyCapsuleGroundLit",0,0,0,50,0,0,270)
WCPJ J 0 A_SpawnItemEx("WilyCapsuleGroundLit",0,0,0,50,0,0,225)
WCPJ J 0 A_SpawnItemEx("WilyCapsuleGroundLit",0,0,0,50,0,0,180)
WCPJ J 0 A_SpawnItemEx("WilyCapsuleGroundLit",0,0,0,50,0,0,135)
WCPJ J 0 A_SpawnItemEx("WilyCapsuleGroundLit",0,0,0,50,0,0,90)
WCPJ J 0 A_SpawnItemEx("WilyCapsuleGroundLit",0,0,0,50,0,0,45)
WCPJ L 1 A_SpawnItemEx("WilyCapsuleGroundLit",0,0,0,50,0,0,0)
WCPJ J 0 A_SpawnItemEx("WilyCapsuleGroundLit",0,0,0,50,0,0,338)
WCPJ J 0 A_SpawnItemEx("WilyCapsuleGroundLit",0,0,0,50,0,0,293)
WCPJ J 0 A_SpawnItemEx("WilyCapsuleGroundLit",0,0,0,50,0,0,248)
WCPJ J 0 A_SpawnItemEx("WilyCapsuleGroundLit",0,0,0,50,0,0,203)
WCPJ J 0 A_SpawnItemEx("WilyCapsuleGroundLit",0,0,0,50,0,0,158)
WCPJ J 0 A_SpawnItemEx("WilyCapsuleGroundLit",0,0,0,50,0,0,113)
WCPJ J 0 A_SpawnItemEx("WilyCapsuleGroundLit",0,0,0,50,0,0,68)
WCPJ J 1 A_SpawnItemEx("WilyCapsuleGroundLit",0,0,0,50,0,0,23)
WCPJ J 0// A_SpawnItemEx("WilyCapsuleGroundSplit2",0,0,0,0,0,-5,11)
stop
}
}

actor WilyCapsuleGroundLit
{
PROJECTILE
Height 32
scale 2.5
Radius 32
+FLOORHUGGER
+RIPPER
Damage (6)
Speed 50
States
{
Spawn:
WCPJ MNON 2
loop
}
}

actor WilyCapsuleLitFX
{
PROJECTILE
+NOINTERACTION
scale 2.5
States
{
Spawn:
WCPJ PQRS 1
stop
}
}

actor RandomCapsuleProjectile1
{
PROJECTILE
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Jump(85,"Lightning")
TNT1 A 0 A_Jump(85,"Ice")
Goto Fire
Lightning:
TNT1 A 0 A_SpawnItemEx("CapsuleLightning",0,0,0,0,20,20)
stop
Fire:
TNT1 A 0 A_SpawnItemEx("CapsuleFire",0,0,0,0,20,20)
stop
Ice:
TNT1 A 0 A_SpawnItemEx("CapsuleIce",0,0,0,0,20,20)
stop
}
}

actor RandomCapsuleProjectile2
{
PROJECTILE
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Jump(85,"Lightning")
TNT1 A 0 A_Jump(85,"Ice")
Goto Fire
Lightning:
TNT1 A 0 A_SpawnItemEx("CapsuleLightning",0,0,0,0,20,-20)
stop
Fire:
TNT1 A 0 A_SpawnItemEx("CapsuleFire",0,0,0,0,20,-20)
stop
Ice:
TNT1 A 0 A_SpawnItemEx("CapsuleIce",0,0,0,0,20,-20)
stop
}
}

actor RandomCapsuleProjectile3
{
PROJECTILE
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Jump(85,"Lightning")
TNT1 A 0 A_Jump(85,"Ice")
Goto Fire
Lightning:
TNT1 A 0 A_SpawnItemEx("CapsuleLightning",0,0,0,0,-20,20)
stop
Fire:
TNT1 A 0 A_SpawnItemEx("CapsuleFire",0,0,0,0,-20,20)
stop
Ice:
TNT1 A 0 A_SpawnItemEx("CapsuleIce",0,0,0,0,-20,20)
stop
}
}


actor RandomCapsuleProjectile4
{
PROJECTILE
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Jump(85,"Lightning")
TNT1 A 0 A_Jump(85,"Ice")
Goto Fire
Lightning:
TNT1 A 0 A_SpawnItemEx("CapsuleLightning",0,0,0,0,-20,-20)
stop
Fire:
TNT1 A 0 A_SpawnItemEx("CapsuleFire",0,0,0,0,-20,-20)
stop
Ice:
TNT1 A 0 A_SpawnItemEx("CapsuleIce",0,0,0,0,-20,-20)
stop
}
}

actor CapsuleLightning
{
PROJECTILE
+HEXENBOUNCE
+RIPPER
Height 16
Radius 16
Scale 2.5
Speed 30
damagetype "WilyLightning"
+LOOKALLAROUND
Damage (12)
States
{
Spawn:
TNT1 A 0 
TNT1 A 0 A_PlaySoundEx("weapon/wrapfire","Voice")
TNT1 A 0 A_ClearTarget
WCPJ DEF 3
WCPJ A 0 A_Stop
WCPJ DEF 3
WCPJ DEF 1 A_Look
See:
TNT1 A 0 A_FaceTarget
TNT1 A 0 //A_ClearTarget
TNT1 A 0 A_CustomMissile("CapsuleLightning2",0,0,0)
stop
}
}

actor CapsuleLightning2
{
PROJECTILE
+HEXENBOUNCE
Height 16
Radius 16
Scale 2.5
damagetype "WilyLightning"
Damage (12)
Speed 30
+LOOKALLAROUND
States
{
Spawn:
TNT1 A 0 
TNT1 A 0 A_PlaySoundEx("weapon/wrapfire","Voice")
TNT1 A 0 A_ClearTarget
WCPJ DEF 3
WCPJ A 0 A_Stop
WCPJ DEF 3
WCPJ DEF 1 A_Look
See:
TNT1 A 0 A_FaceTarget
TNT1 A 0 //A_ClearTarget
TNT1 A 0 A_CustomMissile("CapsuleLightning3",0,0,random(-12,12),0,0)
stop
}
}

actor CapsuleLightning3
{
PROJECTILE
Height 16
Radius 16
Scale 2.5
damagetype "WilyLightning"
Damage (12)
Speed 35
States
{
Spawn:
TNT1 A 0 
TNT1 A 0 A_PlaySoundEx("weapon/wrapfire","Voice")
TNT1 A 0 A_ClearTarget
WCPJ DEF 3
loop
}
}

actor CapsuleFire
{
PROJECTILE
+HEXENBOUNCE
+RIPPER
Height 16
Radius 16
Scale 2.5
Speed 30
+LOOKALLAROUND
Damage (8)
DamageType "WilyFire"
States
{
Spawn:
TNT1 A 0 
TNT1 A 0 A_ClearTarget
TNT1 A 0 A_PlaySoundEx("weapon/wrapfire","Voice")
WCPJ ABC 3
WCPJ A 0 A_Stop
WCPJ ABC 3
WCPJ ABC 1 A_Look
See:
TNT1 A 0 A_FaceTarget
TNT1 A 0 //A_ClearTarget
TNT1 A 0 A_CustomMissile("CapsuleFire2",0,0,0)
stop
}
}

actor CapsuleFire2
{
PROJECTILE
+HEXENBOUNCE
Height 16
Radius 16
Scale 2.5
Damage (8)
Speed 30
+LOOKALLAROUND
DamageType "WilyFire"
States
{
Spawn:
TNT1 A 0 
TNT1 A 0 A_ClearTarget
TNT1 A 0 A_PlaySoundEx("weapon/wrapfire","Voice")
WCPJ ABC 3
WCPJ A 0 A_Stop
WCPJ ABC 3
WCPJ ABC 1 A_Look
See:
TNT1 A 0 A_FaceTarget
TNT1 A 0// A_ClearTarget
TNT1 A 0 A_CustomMissile("CapsuleFire3",0,0,random(-12,12),0,0)
stop
}
}

actor CapsuleFire3
{
PROJECTILE
Height 16
Radius 16
Scale 2.5
Damage (8)
DamageType "WilyFire"
Speed 35
States
{
Spawn:
TNT1 A 0 
TNT1 A 0 A_PlaySoundEx("weapon/wrapfire","Voice")
TNT1 A 0 A_ClearTarget
WCPJ ABC 3
loop
}
}


actor TestProjectiles
{
MONSTER
States
{
Spawn:
TNT1 A 32 A_SpawnItemEx("CapsuleFire3",0,0,20,20,0,0,180)
TNT1 A 32 A_SpawnItemEx("CapsuleIce3",0,0,20,20)
loop
}
}

actor CapsuleIce
{
PROJECTILE
+HEXENBOUNCE
+RIPPER
Height 16
Radius 16
Scale 2.5
Speed 30
+LOOKALLAROUND
Damage (6)
DamageType "WilyIce"
States
{
Spawn:
TNT1 A 0 
TNT1 A 0 A_ClearTarget
TNT1 A 0 A_PlaySoundEx("weapon/wrapfire","Voice")
WCPJ GHI 3
WCPJ A 0 A_Stop
WCPJ GHI 3
WCPJ GHI 1 A_Look
See:
TNT1 A 0 A_FaceTarget
TNT1 A 0 //A_ClearTarget
TNT1 A 0 A_CustomMissile("CapsuleIce2",0,0,0)
stop
}
}

actor CapsuleIce2
{
PROJECTILE
+HEXENBOUNCE
Height 16
Radius 16
Scale 2.5
Damage (6)
Speed 30
+LOOKALLAROUND
DamageType "WilyIce"
States
{
Spawn:
TNT1 A 0 
TNT1 A 0 A_ClearTarget
TNT1 A 0 A_PlaySoundEx("weapon/wrapfire","Voice")
WCPJ GHI 3
WCPJ A 0 A_Stop
WCPJ GHI 3
WCPJ GHI 1 A_Look
See:
TNT1 A 0 A_FaceTarget
TNT1 A 0// A_ClearTarget
TNT1 A 0 A_CustomMissile("CapsuleIce3",0,0,random(-12,12),0,0)
stop
}
}

actor CapsuleIce3
{
PROJECTILE
Height 16
Radius 16
Scale 2.5
Damage (6)
DamageType "WilyIce"
Speed 35
States
{
Spawn:
TNT1 A 0 
TNT1 A 0 A_ClearTarget
TNT1 A 0 A_PlaySoundEx("weapon/wrapfire","Voice")
WCPJ GHI 3
loop
}
}

actor WilyCapsuleSpawn
{
+NOGRAVITY
scale 2.5
-SOLID
mass 99999999
damagefactor "WilyLightning", 0.0
damagefactor "WilyFire", 0.0
damagefactor "WilyIce", 0.0
damagefactor "FCrack2", 0.0
Health 999999
painchance 256
Height 30
radius 30
States
{
Spawn:
WCAP A 0
WCAP A 0 Thing_ChangeTID(0,1033)
WCAP FGHI 2
WCAP A 2 A_ChangeFlag("SHOOTABLE",1)
Goto Spawn+6
Pain:
TNT1 A 1 ACS_ExecuteAlways(36,0)
Goto Spawn+6
Pain.Coil2:
TNT1 A 0 A_ChangeFlag("SHOOTABLE",0)
TNT1 A 1
WCAP A 9 ACS_ExecuteAlways(36,0,2)
TNT1 A 0 A_ChangeFlag("SHOOTABLE",1)
Goto Spawn+6
Pain.FCrack:
TNT1 A 1 ACS_ExecuteAlways(36,0,1)
Goto Spawn+6
Pain.Thunder:
TNT1 A 1 ACS_ExecuteAlways(36,0,1)
Goto Spawn+6
}
}

actor WilyCapsuleShock
{
+NOGRAVITY
-SOLID
painchance 256
//+NOINTERACTION
scale 2.5
mass 99999999
Health 999999
damagefactor "WilyLightning", 0.0
damagefactor "WilyFire", 0.0
damagefactor "WilyIce", 0.0
damagefactor "FCrack2", 0.0
Height 30
radius 30
States
{
Spawn:
WCAP A 0
WCAP A 0 Thing_ChangeTID(0,1033)
WCAP DEDEDEDE 1
WCAP A 0 A_PlaySoundEx("weapon/junkshield","Weapon")
WCAP A 0 A_SpawnItemEx("WilyCapsuleGroundSplit",0,0,0,0,0,-50)
WCAP A 2 A_ChangeFlag("SHOOTABLE",1)
Goto Spawn+12
Pain:
TNT1 A 1 ACS_ExecuteAlways(36,0)
Goto Spawn+12
Pain.Coil2:
TNT1 A 0 A_ChangeFlag("SHOOTABLE",0)
TNT1 A 1
WCAP A 9 ACS_ExecuteAlways(36,0,2)
TNT1 A 0 A_ChangeFlag("SHOOTABLE",1)
Goto Spawn+12
Pain.FCrack:
TNT1 A 1 ACS_ExecuteAlways(36,0,1)
Goto Spawn+12
Pain.Thunder:
TNT1 A 1 ACS_ExecuteAlways(36,0,1)
Goto Spawn+12
}
}

actor RowBird
{
+CLIENTSIDEONLY
+ACTIVATEMCROSS
Speed 5
Scale 2.5
-SOLID
PROJECTILE
+NOGRAVITY
States
{
Spawn:
ROWB ABC 5
loop
}
}

actor Stegoras 10628
{
Speed 5
Radius 32
scale 2.5
States
{
Spawn:
STEG A 8 A_Wander
STEG BC 5 A_Wander
STEG D 8 A_Wander 
STEG EF 5 A_Wander
loop
}
}


actor GNGSpawner 10629
{
+NOGRAVITY
-SOLID
States
{
Spawn:
TNT1 A 1
loop
Missile:
TNT1 A 1 A_CustomMissile("GhostsNGoblinsThing",0,0,0,2,0)
Goto Spawn
}
}

actor EddieProp 10630
{
scale 2.5
States
{
Spawn:
EDDI A -1
loop
}
}