ACTOR CacodemonClass : PlayerPawn
{
  
  Health 400
  gibhealth 99999 //added - actor can not be gibbed
  Speed 0.50 //0.4
  Radius 31
  Height 56
  Mass 400
  PainChance 128
  Player.DisplayName "CacoDemon"
  Player.MaxHealth 400
  Player.ViewHeight 40
  Player.SoundClass Cacodemon
  Player.JumpZ 0
  Player.MorphWeapon "CacoBaller"
  Player.WeaponSlot 1, CacoBaller
  BloodColor "blue" 
  
  DamageFactor "Suicide", 0 // puppetmaster can not suicide a monster
  DamageFactor "MarineDamage", 0.5
  DamageFactor "MarineRLDamage", 0.5
  DamageFactor "BFGSplash", 0.5
  DamageFactor "MarineRail", 0.35
  
  DamageFactor "CybRLDamage", 0.25
  DamageFactor "ImpBallDamage", 0
  DamageFactor "CacoDamage", 0
  DamageFactor "SkelDamage", 0
  DamageFactor "FatsoDamage", 0
  DamageFactor "KnightDamage", 0
  DamageFactor "ArachDamage", 0
  DamageFactor "viledamage", 0
  DamageFactor "Control", 0
  DamageFactor "ZombiesDamage", 0
  DamageFactor "Slime", 0
  
  -PICKUP
  +NOSKIN
  +NOPAIN
  -FRIENDLY
  +NOTARGET
  +LONGMELEERANGE //added
  +NOTRIGGER //added - avoid issues in level design
  
  States
  {
  Spawn:
	HEAD A 5
    Loop
  See:
    HEAD A 0 
    HEAD A 1 A_Jump (240,2) //0
	HEAD A 0 A_PlaySoundEx ("caco/active","body")
    HEAD A 15
    Loop
  Missile:
    HEAD B 2 
    HEAD C 6 BRIGHT
    HEAD D 8 BRIGHT
    HEAD C 6 BRIGHT
    HEAD B 2
    Goto See
  Melee:
    HEAD A 0
    Goto Missile
  Death:
    HEAD G 8 A_GiveToTarget ("MarineExp",5)
    HEAD H 8 A_PlaySoundEx ("caco/death","body")
    HEAD I 8 Thing_changeTid(144,0)
    HEAD J 8
    HEAD K 8 A_NoBlocking
	HEAD L 1 A_SpawnItemEx ("MDeathGhost",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) //0
    HEAD L -1
	stop	
  }
}

// Weapons etc

ACTOR CacoBaller : Weapon
{ 
  OBITUARY "%o was smitten by %k."
  HITOBITUARY "%o got too close to &k."
  weapon.kickback 60
  attacksound "caco/pain"
  +WEAPON.NOALERT
  +Ammo_Optional
  +Alt_Ammo_Optional
  +WEAPON.DONTBOB
  +WEAPON.CHEATNOTWEAPON
  //+INVENTORY.UNDROPPABLE //added
  
  states
  {
  Spawn:
    CACO A 0 Thing_Remove (0)
    Stop
  Select:
     CACO A 1 A_Raise
     Goto Ready
  Ready:
     CACO A 6 A_WeaponReady
     //TNT1 A 0 A_JumpIfInventory ("Mskull",0,3)
     //CACO A 6 A_WeaponReady
     //TNT1 A 0 A_JumpIfInventory ("Mskull",3,1)
	 CACO A 0 HealThing(1)	 
     Loop
  DeSelect:
     CACO A 1 A_Lower
     Loop
  Fire:
     CACO A 0 A_JumpIfCloser (130,"Melee") //60
	 CACO ABC 3
	 CACO A 0 A_SetBlend ("BLUE",0.35,25)
	 CACO A 0 A_FireCustomMissile ("Cacodemonball2",0,0,0,5)
	 CACO C 9
	 CACO CBA 3
     Goto Ready 
  Melee:
    CACO A 4
	CACO B 4 A_CustomPunch (8,0,1,"FBulletPuff",80)
    CACO C 4
	goto Ready	
  Altfire:
    CACO A 5 ACS_ExecuteAlways (419,0,8) 
  	goto Ready	 
  }
}

//    Projectile

actor CacodemonBall2 
{
  radius 6
  height 8
  speed 22
  damage 12
  renderstyle Add
  seesound "caco/attack"
  deathsound "caco/shotx"
  DamageType "CacoDamage"
  PROJECTILE
  +RANDOMIZE
  +SEEKERMISSILE //added
  +SCREENSEEKER //added
  
  states
  {
  Spawn:
    BAL2 AB 2 bright
		FATB AB 2 bright A_SeekerMissile(30,60,SMF_PRECISE,256,10) //45,90 //SMF_LOOK removed
		FATB A 0 A_SpawnItem("TracerSmoke",0)
    loop
  Death:
    BAL2 CDE 3 bright
    stop
  }
}





// Cacolanter

ACTOR CacoLanternClass : PlayerPawn
{
  
  Health 800
  gibhealth 99999 //added - actor can not be gibbed
  Speed 0.50 //0.4
  Radius 31
  Height 56
  Mass 400
  PainChance 128
  Player.DisplayName "CacoLantern"
  Player.MaxHealth 400
  Player.ViewHeight 40
  Player.SoundClass Cacodemon
  Player.JumpZ 0
  Player.MorphWeapon "CacolanterMounth"
  Player.WeaponSlot 1, CacolanterMounth
  BloodColor "blue" 
  
  DamageFactor "Suicide", 0 // puppetmaster can not suicide a monster
  DamageFactor "MarineDamage", 0.5
  DamageFactor "MarineRLDamage", 0.5
  DamageFactor "BFGSplash", 0.5
  DamageFactor "MarineRail", 0.35
  
  DamageFactor "CybRLDamage", 0.25
  DamageFactor "ImpBallDamage", 0
  DamageFactor "CacoDamage", 0
  DamageFactor "SkelDamage", 0
  DamageFactor "FatsoDamage", 0
  DamageFactor "KnightDamage", 0
  DamageFactor "ArachDamage", 0
  DamageFactor "viledamage", 0
  DamageFactor "Control", 0
  DamageFactor "ZombiesDamage", 0
  DamageFactor "Slime", 0
  
  -PICKUP
  +NOSKIN
  +NOPAIN
  -FRIENDLY
  +NOTARGET
  +LONGMELEERANGE //added
  +NOTRIGGER //added - avoid issues in level design
  
  States
  {
  Spawn:
	HED2 A 5 
    Loop
  See:
    HED2 A 0 
    HED2 A 1 A_Jump (240,2) //0
	HED2 A 0 A_PlaySoundEx ("caco/active","body")
    HED2 A 15
    Loop
  Missile:
    HED2 B 2 
    HED2 C 6 BRIGHT
    HED2 D 8 BRIGHT
    HED2 C 6 BRIGHT
    HED2 B 2
    Goto See
  Melee:
    HED2 A 0
    Goto Missile
  Death:
    HED2 G 8 A_GiveToTarget ("MarineExp",7)
    HED2 H 8 A_PlaySoundEx ("caco/death","body")
    HED2 I 8 Thing_changeTid(144,0)
    HED2 J 8
    HED2 K 8 A_NoBlocking
	HED2 K 1 A_SpawnItemEx ("MDeathGhost",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) //0
	HED2 L -1
	stop
  }
}

// Weapons etc

ACTOR CacolanterMounth : Weapon
{ 
  OBITUARY "$OB_CACOLANTERN"
  HITOBITUARY "$OB_CACOLANTERN_MELEE"
  weapon.kickback 60
  attacksound "caco/pain"
  +WEAPON.NOALERT
  +Ammo_Optional
  +Alt_Ammo_Optional
  +WEAPON.DONTBOB
  +WEAPON.CHEATNOTWEAPON
  //+INVENTORY.UNDROPPABLE //added
  
  states
  {
  Spawn:
    CACL A 0 Thing_Remove (0)
    Stop
  Select:
     CACL A 1 A_Raise
     Goto Ready
  Ready:
     CACL A 5 A_WeaponReady
     //TNT1 A 0 A_JumpIfInventory ("Mskull",0,3)
     //CACL A 5 A_WeaponReady
     //TNT1 A 0 A_JumpIfInventory ("Mskull",3,1)
	 CACL A 0 HealThing(5)
     Loop
  DeSelect:
     CACL A 1 A_Lower
     Loop
  Fire:
     CACL A 0 A_JumpIfCloser (130,"Melee") //60
	 CACL A 0 A_JumpIfInventory ("PM_AltFireX",1,"AltFireX")
	 CACL A 0 A_JumpIfInventory ("PM_AltFireY",1,"AltFireY")
	 CACL ABC 3
	 CACL A 0 A_SetBlend ("BLUE",0.35,25)
	 CACL A 0 A_FireCustomMissile ("PCacolanternBall",0,0,0,5)
	 	 CACL A 0 A_FireCustomMissile ("PCacolanternBall",-4,0,0,5) //added
		 CACL A 0 A_FireCustomMissile ("PCacolanternBall",4,0,0,5) //added
	 CACL C 18 //6
	 CACL CBA 3
     Goto Ready 
	 
  AltFireX:
	 CACL ABC 1
	 CACL A 0 A_SetBlend ("BLUE",0.35,25)
	 CACL A 0 A_FireCustomMissile ("PCacolanternBall",random(-12,12),0,0,5)
	 CACL C 3 //6
	 CACL CBA 1
     Goto Ready
  AltFireY:
	 CACL AB 1
	 CACL A 0 A_SetBlend ("BLUE",0.35,25)
	 CACL A 0 A_FireCustomMissile ("PCacolanternBall",random(-20,20),0,0,5)
	 CACL C 1 //6
	 CACL BA 1
     Goto Ready	 
	 
  Melee:
    CACL A 4
	CACL B 4 A_CustomPunch (6,0,1,"FBulletPuff",60)
    CACL C 4
	goto Ready	
  Altfire:
    CACL A 5 ACS_ExecuteAlways (419,0,25) 
  	goto Ready	 
  }
}

actor PCacolanternBall : MCacolanternBall

{
speed 16 //22
damage 12
}




// Abaddon

ACTOR AbaddonClass : PlayerPawn
{
  
  Health 1200
  gibhealth 99999 //added - actor can not be gibbed
  Speed 0.50 //0.4
  Radius 31
  Height 56
  Mass 400
  PainChance 128
  Player.DisplayName "Abaddon"
  Player.MaxHealth 400
  Player.ViewHeight 40
  Player.SoundClass Abbadon
  Player.JumpZ 0
  Player.MorphWeapon "AbaddonMounth"
  Player.WeaponSlot 1, AbaddonMounth
  BloodColor "red" 
  
  DamageFactor "Suicide", 0 // puppetmaster can not suicide a monster
  DamageFactor "MarineDamage", 0.6
  DamageFactor "MarineRLDamage", 0.6
  DamageFactor "BFGSplash", 0.6
  DamageFactor "MarineRail", 0.6
  
  DamageFactor "CybRLDamage", 0.25
  DamageFactor "ImpBallDamage", 0
  DamageFactor "CacoDamage", 0
  DamageFactor "SkelDamage", 0
  DamageFactor "FatsoDamage", 0
  DamageFactor "KnightDamage", 0
  DamageFactor "ArachDamage", 0
  DamageFactor "viledamage", 0
  DamageFactor "Control", 0
  DamageFactor "ZombiesDamage", 0
  DamageFactor "Slime", 0
  
  -PICKUP
  +NOSKIN
  +NOPAIN
  -FRIENDLY
  +NOTARGET
  +LONGMELEERANGE //added
  +NOTRIGGER //added - avoid issues in level design
  
  States
  {
  Spawn:
	HED3 A 5 
    Loop
  See:
    HED3 A 0 
    HED3 A 1 A_Jump (240,2) //0
	HED3 A 0 A_PlaySoundEx ("caco/active","body")
    HED3 A 15
    Loop
  Missile:
    HED3 BC 5 
    HED3 D 5 BRIGHT
    HED3 BC 5 
    HED3 D 5 BRIGHT
	HED3 B 16
    Goto See
  Melee:
    HED3 A 0
    Goto Missile
  Death:
    HED3 G 8 A_GiveToTarget ("MarineExp",10)
    HED3 H 8 A_PlaySoundEx ("caco/death","body")
    HED3 I 8 Thing_changeTid(144,0)
    HED3 J 8
    HED3 K 8 A_NoBlocking
	HED3 K 1 A_SpawnItemEx ("MDeathGhost",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0) //0
	HED3 L -1	
	stop	
  }
}

// Weapons etc

ACTOR AbaddonMounth : Weapon
{ 
  OBITUARY "$OB_CACOLANTERN"
  HITOBITUARY "$OB_CACOLANTERN_MELEE"
  weapon.kickback 60
  attacksound "abba/pain"
  +WEAPON.NOALERT
  +Ammo_Optional
  +Alt_Ammo_Optional
  +WEAPON.DONTBOB
  +WEAPON.CHEATNOTWEAPON
  //+INVENTORY.UNDROPPABLE //added
  
  states
  {
  Spawn:
    CACA A 0 Thing_Remove (0)
    Stop
  Select:
     CACA A 1 A_Raise
     Goto Ready
  Ready:
     CACA A 4 A_WeaponReady
     TNT1 A 0 A_JumpIfInventory ("Mskull",0,3)
     CACA A 4 A_WeaponReady
     TNT1 A 0 A_JumpIfInventory ("Mskull",3,1)
	 TNT1 A 0 HealThing(10)
     Loop
  DeSelect:
     CACA A 1 A_Lower
     Loop
  Fire:
     CACA A 0 A_JumpIfCloser (130,"Melee") //60
	 CACA A 0 A_JumpIfInventory ("PM_AltFireX",1,"AltFireX")
	 CACA A 0 A_JumpIfInventory ("PM_AltFireY",1,"AltFireY")
	 CACA ABC 3
	 CACA A 0 A_SetBlend ("red",0.35,10)
	 CACA A 0 A_FireCustomMissile ("PAbaddonBall",0,0,0,5)
	 CACA ABC 3
	 CACA A 0 A_SetBlend ("red",0.35,10)
	 CACA A 0 A_FireCustomMissile ("PAbaddonBall",0,0,0,5)
	 CACA ABC 3 //added
	 CACA A 0 A_SetBlend ("red",0.35,10) //added
	 CACA A 0 A_FireCustomMissile ("PAbaddonBall",0,0,0,5) //added
	 CACA C 6
	 CACA CBA 3
     Goto Ready
	 
   AltFireX:
     CACA ABC 3
	 CACA A 0 A_SetBlend ("red",0.35,10)
	 CACA A 0 A_FireCustomMissile ("HomingMissile",0,0,0,5)
	 CACA C 6
	 CACA CBA 3 
     Goto Ready
   AltFireY:
	 CACA ABC 3
	 CACA A 0 A_SetBlend ("red",0.35,10)
	 CACA A 0 A_FireCustomMissile ("MAbaddonGrenade",0,0,0,5)
	 CACA C 16
	 CACA CBA 3
     Goto Ready
	 
  Melee:
    CACA A 4
	CACA B 4 A_CustomPunch (6,0,1,"FBulletPuff",60)
    CACA C 4
	goto Ready	
  Altfire:
    CACA A 5 ACS_ExecuteAlways (419,0,26) 
  	goto Ready	 
  }
}

actor PAbaddonBall : MAbaddonBall

{
Speed 22
Damage 10
}



ACTOR MAbaddonGrenade : Grenade
{
	Radius 8
	Height 8
	Speed 25
	Damage 20
	Projectile
	BounceCount 9
	Scale 1.5
	-NOGRAVITY
	-NOTELEPORT
	+TELESTOMP //added
	+DOOMBOUNCE
	+DEHEXPLOSION
	+ROCKETTRAIL
	//+GRENADETRAIL
	+EXPLODEONDEATH
	//+USESTBOUNCESOUND
	//+NOBOUNCESOUND //added
	+CANBOUNCEWATER //added
	SeeSound "weapons/mgrenbounce"
	DeathSound "weapon/grenadeexplode" //weapons/rocklx
	Obituary "$OB_GRENADE"
	DamageType "AbaddonGrenDamage"
	States
	{
	Spawn:
		GRN2 ABCDEFGHIJK 3  
		loop
	Death:
		MISL B 8 bright A_Explode
		MISL C 6 bright
		MISL D 4 bright
		stop
	}

}
