//===========================================================================
//
// Spider boss
//
//===========================================================================
ACTOR TheSpiderMastermind Replaces SpiderMastermind
{
    damagefactor "BFG", 0.2	damagefactor "Desintegrate", 0.4
    damagefactor "HKFT", 0.05
	damagefactor "Explosive", 1.5	damagefactor "Avoid", 0.0
	damagefactor "Decaptate", 5.0	damagefactor "Stomp", 0.0
	damagefactor "GibRemoving", 0.0	damagefactor "Trample", 0.0
	damagefactor "TeleportRemover", 0.0
	DamageFactor "CauseSplash", 0.0 DamageFactor "CauseObjectsToSplashSlime", 0.0 DamageFactor "CauseObjectsToSplashNukage", 0.0
	DamageFactor "CauseObjectsToSplashBlood", 0.0 DamageFactor "CauseObjectsToSplashLava", 0.0
	Obituary "%o was destroyed by a Mastermind."
	+NOICEDEATH
	Game Doom
	SpawnID 7
	Health 6000
	Radius 90
    damagefactor "Crush", 30.0
    Scale 1.2
	Height 72
	Mass 500000
	Speed 20
	PainChance 30
	PainChance "Explosive", 80
	Monster
	//MinMissileChance 200
	DeathHeight 4
	BurnHeight 0
	+BOSS
	+FLOORCLIP
    +DONTRIP
	+DONTMORPH
	+BOSSDEATH
    +NORADIUSDMG
    +NOBLOOD
	+MISSILEMORE
	+SOLID
	+MISSILEEVENMORE
	+SHOOTABLE
	DropItem "DemonStrengthRune" 25
	SeeSound "spider/sight"
	AttackSound "spider/attack"
	PainSound "spider/pain"
	DeathSound "spider/death"
	ActiveSound "spider/active"
	obituary "$OB_SPIDER"
    damagefactor "Blood", 0.0
	MaxStepHeight 24
	MaxDropOffHeight 32
	States
	{
	Death.KillMe:
    Death.Taunt:
	    TNT1 A 0 A_ChangeFlag("SOLID", 0)
        TNT1 A 0 A_SpawnItem("TheSpiderMastermind")
        Stop
	ReplaceVanilla:
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
		TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 0 A_SpawnItemEx ("VanillaSpiderMastermind",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)
		Stop
    Spawn:
		SPID A 0
		TNT1 A 0 A_GiveInventory("TargetIsAMastermind")
		TNT1 A 0 A_JumpIf(x == 1600, "ReplaceForBOSS")
		TNT1 A 0 A_JumpIf(x == -2720, "ReplaceForMotherdemon")
		TNT1 A 0 ACS_ExecuteAlways(796, 0, 0, 0, 0)//Check if Vanilla Mode is activated
		Goto Stand
	
	ReplaceForBOSS:
		TNT1 A 0
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
		TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 0 A_SpawnItemEx ("SuperMastermind",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)
		TNT1 A 10
		Stop
		
	ReplaceForMotherDemon:
		TNT1 A 0
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
		TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 0 A_SpawnItemEx ("MotherDemon",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)
		TNT1 A 10
		Stop	
	
	Stand:	
		SPID A 10 A_Look
		Loop
		
	See:
		TNT1 A 0 A_SpawnItem("MasterMindHitBox", 0, 72,0)
		SPID A 2 A_Metal
		TNT1 A 0 A_SpawnItem("MasterMindHitBox", 0, 72,0)
		SPID A 2 A_Chase
		TNT1 A 0 A_SpawnItem("MasterMindHitBox", 0, 72,0)
		SPID B 2 A_Chase
		TNT1 A 0 A_SpawnItem("MasterMindHitBox", 0, 72,0)
		SPID B 2 A_Chase


		TNT1 A 0 A_SpawnItem("MasterMindHitBox", 0, 72,0)
		SPID C 2 A_Chase
		TNT1 A 0 A_SpawnItem("MasterMindHitBox", 0, 72,0)
		SPID C 2 A_Chase
		
		//TNT1 A 0 A_SpawnItemEx("MasterMindStep", 90, 90)
		//TNT1 A 0 A_SpawnItemEx("MasterMindStep", -90, 90)
		
		TNT1 A 0 A_SpawnItem("MasterMindHitBox", 0, 72,0)
		SPID D 2 A_Chase
		TNT1 A 0 A_SpawnItem("MasterMindHitBox", 0, 72,0)
		SPID D 2 A_Metal

		TNT1 A 0 A_SpawnItem("MasterMindHitBox", 0, 72,0)
		SPID E 2 A_Chase
		TNT1 A 0 A_SpawnItem("MasterMindHitBox", 0, 72,0)
		SPID E 2 A_Chase
		TNT1 A 0 A_SpawnItem("MasterMindHitBox", 0, 72,0)
		SPID F 2 A_Chase
		TNT1 A 0 A_SpawnItem("MasterMindHitBox", 0, 72,0)
		
		//TNT1 A 0 A_SpawnItemEx("MasterMindStep", 90, -90)
		//TNT1 A 0 A_SpawnItemEx("MasterMindStep", -90, -90)
		Loop

	Missile:
	    TNT1 A 0 A_TakeInventory ("BrutalCounter2", 500)
		TNT1 A 0 A_SpawnItem("MasterMindHitBox", 0, 81,0)
		SPID A 4 A_FaceTarget 
		TNT1 A 0 A_SpawnItem("MasterMindHitBox", 0, 81,0)
		SPID A 4 A_FaceTarget 
		TNT1 A 0 A_SpawnItem("MasterMindHitBox", 0, 81,0)
		SPID A 4 A_FaceTarget 
		TNT1 A 0 A_SpawnItem("MasterMindHitBox", 0, 81,0)
        SPID H 4 A_FaceTarget
		TNT1 A 0 A_SpawnItem("MasterMindHitBox", 0, 81,0)
		TNT1 AAAAAAAAAAAAAAAAA 0
		
		
		
		TNT1 A 0 A_SpawnItem("MasterMindHitBox", 0, 81,0)
		SPID G 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("MasterMindHitBox", 0, 81,0)
		SPID H 2 BRIGHT A_CustomMissile("MastermindTracer", 72, 0, random(-7, 7), 1, random(-4, 2))
		TNT1 A 0 A_SpawnItem ("MasterMindCaseSpawn", 0, 60,0)
		TNT1 A 0 A_SpawnItem("MasterMindHitBox", 0, 81,0)
		TNT1 A 0 A_GiveInventory ("BrutalCounter2", 1)
		TNT1 A 0 A_JumpIfInventory ("BrutalCounter2", 30, "StopFiring")
		SPID G 0 A_SpidRefire
		Goto Missile+20
	
	StopFiring:
	TNT1 A 0 A_SpawnItem("MasterMindHitBox", 0, 81,0)
	SPID A 6 A_FaceTarget 
	Goto See
	
		Avoid:
         NULL A 0 A_FaceTarget
         SPID A 6 A_FastChase
		TNT1 A 0 A_SpawnItem("MasterMindHitBox", 0, 81,0)
         NULL A 0 A_FaceTarget
         SPID B 6 A_FastChase
		TNT1 A 0 A_SpawnItem("MasterMindHitBox", 0, 81,0)
		 NULL A 0 A_FaceTarget
         SPID C 6 A_FastChase
		TNT1 A 0 A_SpawnItem("MasterMindHitBox", 0, 81,0)
         NULL A 0 A_FaceTarget
         SPID D 6 A_FastChase 
		TNT1 A 0 A_SpawnItem("MasterMindHitBox", 0, 81,0)
		 Goto Missile
		
	Pain:
		TNT1 A 0 A_SpawnItem("MasterMindHitBox", 0, 72,0)
		SPID I 4 A_Pain
        Goto See






	Death:
		SPID J 1
		SPID J 20 A_Scream
		tnt1 a 0 A_FaceTarget
		EXPL A 0 Radius_Quake (8, 100, 0, 22, 0)
        TNT1 A 0 A_CustomMissile ("ExplosionSpawner", 50, 0, random (0, 360), 2, random (0, 360))
        TNT1 AAAA 0 A_CustomMissile ("SuperGoreSPawner", 110, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAA 0 A_CustomMissile ("BloodMistXXBig", 90, 0, random (0, 360), 2, random (70, 90))
		SPID K 10 A_NoBlocking
        TNT1 AAAA 0 A_CustomMissile ("UltraGoreSPawner", 80, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAA 0 A_CustomMissile ("BloodMistXXBig", 90, 0, random (0, 360), 2, random (70, 90))
		SPID L 5
        TNT1 AA 0 A_CustomMissile ("MuchMeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("RidiculousExplosionSpawner", 30, 0, random (0, 360), 2, 90)
		TNT1 AAAAAAAAAA 0 A_CustomMissile ("PEPart2SuperFast", 32, 0, random (0, 360), 2, random (0, 160))
        TNT1 AA 0 A_CustomMissile ("UltraGoreSPawner", 30, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAA 0 A_CustomMissile ("UltraGoreSpawner", 30, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAAAAAA 0 A_CustomMissile ("BloodMistXXBig", 30, 0, random (0, 360), 2, random (70, 90))
		 TNT1 AAAAAAAAAA 0 A_CustomMissile ("BloodMistXXBig", 100, 0, random (0, 360), 2, random (20, 90))
        //SPID MNOPQR 5
		TNT1 AAA 0 A_CustomMissile ("MastermindLeg", 30, 0, random (0, 360), 2, random (40, 90))
		TNT1 A 0 A_CustomMissile ("MastermindLeg", 30, 0, 0, 2, 65)
		//TNT1 AAAAAAAAAAAA 0 A_CustomMissile ("PEPart2SuperFast", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("GiantBloodSpot")
		TNT1 A 0 A_ChangeFlag("NOTARGET", 1)
        SPID S 300
		SPID S 1 A_BossDeath
		SPID S -1
		Stop
		
	Death.Telefrag:
		SPID J 20 A_Scream
		tnt1 a 0 A_FaceTarget
		EXPL A 0 Radius_Quake (8, 100, 0, 22, 0)
        TNT1 AAAAAA 0 A_CustomMissile ("ExplosionSpawner", 50, 0, random (0, 360), 2, random (0, 360))
        TNT1 AAAA 0 A_CustomMissile ("SuperGoreSPawner", 110, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAAAA 0 A_CustomMissile ("BloodMistXXBig", 90, 0, random (0, 360), 2, random (70, 90))
		SPID K 10 A_NoBlocking
        TNT1 AAAAAA 0 A_CustomMissile ("ExplosionSpawner", 10, 0, random (0, 360), 2, random (0, 360))
        TNT1 AAAA 0 A_CustomMissile ("UltraGoreSPawner", 80, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAAAA 0 A_CustomMissile ("BloodMistXXBig", 90, 0, random (0, 360), 2, random (70, 90))
		SPID L 5
        TNT1 AAAA 0 A_CustomMissile ("MuchMeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("RidiculousExplosionSpawner", 30, 0, random (0, 360), 2, 90)
		TNT1 AAAAAAAAAAAA 0 A_CustomMissile ("PEPart2SuperFast", 32, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAA 0 A_CustomMissile ("UltraGoreSPawner", 30, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAAA 0 A_CustomMissile ("UltraGoreSpawner", 30, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("BloodMistXXBig", 30, 0, random (0, 360), 2, random (70, 90))
		 TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("BloodMistXXBig", 100, 0, random (0, 360), 2, random (20, 90))
        //SPID MNOPQR 5
		TNT1 AAA 0 A_CustomMissile ("MastermindLeg", 30, 0, random (0, 360), 2, random (40, 90))
		TNT1 A 0 A_CustomMissile ("MastermindLeg", 30, 0, 0, 2, 65)
		//TNT1 AAAAAAAAAAAA 0 A_CustomMissile ("PEPart2SuperFast", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("GiantBloodSpot")
        TNT1 A 300
		TNT1 A 1 A_BossDeath
		TNT1 A -1
		Stop
		
    Crush:
		TNT1 A 0
		TNT1 AAAA 0 A_SpawnItemEx ("BodyRemovalThing",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 1 A_XScream
		Stop
		
		
Death.Cut:
Death.Saw:
Death.decaptate:
		TNT1 AAAAAAAAAAAAAAAAA 0 A_CustomMissile ("XDeath1", 120, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_CustomMissile ("XSpiderMastermindCuttedBrain", 120, 0, random (0, 360), 2, random (50, 130))
		SPIY AAAAAAAAAAA 8 A_SpawnItem("MuchBlood", 0, 120)
		
		EXPL A 0 Radius_Quake (8, 100, 0, 22, 0)
        TNT1 AAAAAA 0 A_CustomMissile ("ExplosionSpawner", 50, 0, random (0, 360), 2, random (0, 360))
        TNT1 AAAA 0 A_CustomMissile ("SuperGoreSPawner", 110, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAAAA 0 A_CustomMissile ("BloodMistXXBig", 90, 0, random (0, 360), 2, random (70, 90))
		SPID K 10 A_NoBlocking
        TNT1 AAAAAA 0 A_CustomMissile ("ExplosionSpawner", 10, 0, random (0, 360), 2, random (0, 360))
        TNT1 AAAA 0 A_CustomMissile ("UltraGoreSPawner", 80, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAAAA 0 A_CustomMissile ("BloodMistXXBig", 90, 0, random (0, 360), 2, random (70, 90))
		SPID L 5
        TNT1 AAAA 0 A_CustomMissile ("MuchMeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("RidiculousExplosionSpawner", 30, 0, random (0, 360), 2, 90)
		TNT1 AAAAAAAAAAAA 0 A_CustomMissile ("PEPart2SuperFast", 32, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAA 0 A_CustomMissile ("UltraGoreSPawner", 30, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAAA 0 A_CustomMissile ("UltraGoreSpawner", 30, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("BloodMistXXBig", 30, 0, random (0, 360), 2, random (70, 90))
		 TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("BloodMistXXBig", 100, 0, random (0, 360), 2, random (20, 90))
        //SPID MNOPQR 5
		TNT1 AAA 0 A_CustomMissile ("MastermindLeg", 30, 0, random (0, 360), 2, random (40, 90))
		TNT1 A 0 A_CustomMissile ("MastermindLeg", 30, 0, 0, 2, 65)
		//TNT1 AAAAAAAAAAAA 0 A_CustomMissile ("PEPart2SuperFast", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("GiantBloodSpot")
        TNT1 A 300
		TNT1 A 0 A_BossDeath
		Stop		
	}
}


ACTOR XSpiderMastermindCuttedBrain
{
    Radius 8
    Height 8
    Speed 10
    Scale 1.2
	Mass 1
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
    +RIPPER
    +BLOODLESSIMPACT 
	-DONTSPLASH
	+THRUGHOST
damagetype Blood
    SeeSound "misc/xdeath4"
    DeathSound "misc/xdeath1"
	Decal BrutalBloodSplat
	Mass 1
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        SPIP ABCDEFGH 3 A_CustomMissile ("Brutal_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
        Loop
    Death:
        TNT1 A 0 A_SpawnItem("Brutal_BloodSpot",0,0,0,1)
        SPIP I 1
		SPIP I -1
        Stop
     Splash:
        TNT1 A 0
        Stop
    }
}


ACTOR CyberStomp
{
	Radius 12
	Height 8
	+MISSILE
	Speed 15
    Damage 50
	renderstyle translucent
	alpha 0.75
	DamageType Stomp
    MeleeDamage 0
    Gravity 2.0
    Decal "Cracks"
    -NOGRAVITY
    +EXTREMEDEATH
	Obituary "%o was stepped by a Cyberdemon."
	HitObituary "%o was stepped by a Cyberdemon."
    Health 5
	States
	{
	Spawn:
        TNT1 A 10
		Stop
	Death:

NULL A 0 A_CustomMissile("FootStep6", 0, 0, 150)
NULL A 0 A_CustomMissile("FootStep6", 0, 0, -150)
NULL A 0 A_CustomMissile("FootStep6", 0, 0, -30)
NULL A 0 A_CustomMissile("FootStep6", 0, 0, 30)
NULL A 0 A_CustomMissile("FootStep6", 0, 0, -60)
NULL A 0 A_CustomMissile("FootStep6", 0, 0, 60)
NULL A 0 A_CustomMissile("FootStep6", 0, 0, -90)
NULL A 0 A_CustomMissile("FootStep6", 0, 0, 90)
NULL A 0 A_CustomMissile("FootStep6", 0, 0, -120)
NULL A 0 A_CustomMissile("FootStep6", 0, 0, 120)
        TNT1 A 0 A_SpawnItemEx("FootStep5", 0, 0, 40, 0, 0)
          TNT1 A 0 A_PlaySound("CLAP")
		TNT1 AAAAAAAAAAAA 0 A_custommissile("HugeWallChunk",0,0,random(0,360),2,random(-40,40))
        TNT1 AAAAAAAAAAAA 0 A_custommissile("BigWallChunk",0,0,random(0,360),2,random(-40,40))
		EXPL AAA 0 A_CustomMissile ("BigSmokes", 0, 0, random (0, 360), 2, random (0, 360))
		EXPL AAA 0 A_CustomMissile ("ExplosionSmoke", 0, 0, random (0, 360), 2, random (0, 360))
		
		EXPL A 0 A_Explode
		MNSM ABCDEFGHIJKLMNOPQ 1 bright
		Stop
	}
}



ACTOR CyberStompBig
{
	Radius 12
	Height 8
	+MISSILE
	Speed 15
    Damage 50
	renderstyle translucent
	alpha 0.75
	DamageType Stomp
    MeleeDamage 0
    Gravity 2.0
    Decal "Cracks"
    -NOGRAVITY
    +EXTREMEDEATH
    Health 5
	States
	{
	Spawn:
        TNT1 A 10
		Stop
	Death:

NULL A 0 A_CustomMissile("FootStep6", 0, 0, 150)
NULL A 0 A_CustomMissile("FootStep6", 0, 0, -150)
NULL A 0 A_CustomMissile("FootStep6", 0, 0, -30)
NULL A 0 A_CustomMissile("FootStep6", 0, 0, 30)
NULL A 0 A_CustomMissile("FootStep6", 0, 0, -60)
NULL A 0 A_CustomMissile("FootStep6", 0, 0, 60)
NULL A 0 A_CustomMissile("FootStep6", 0, 0, -90)
NULL A 0 A_CustomMissile("FootStep6", 0, 0, 90)
NULL A 0 A_CustomMissile("FootStep6", 0, 0, -120)
NULL A 0 A_CustomMissile("FootStep6", 0, 0, 120)
        TNT1 A 0 A_SpawnItemEx("FootStep5", 0, 0, 40, 0, 0)
          TNT1 A 0 A_PlaySound("CLAP")
		TNT1 AAAAAAAAAAAA 0 A_custommissile("HugeWallChunk",0,0,random(0,360),2,random(-40,40))
        TNT1 AAAAAAAAAAAA 0 A_custommissile("BigWallChunk",0,0,random(0,360),2,random(-40,40))
		EXPL AAA 0 A_CustomMissile ("BigSmokes", 0, 0, random (0, 360), 2, random (0, 360))
		EXPL AAA 0 A_CustomMissile ("ExplosionSmoke", 0, 0, random (0, 360), 2, random (0, 360))
		
		EXPL A 0 A_Explode(300, 300, 0)
		MNSM ABCDEFGHIJKLMNOPQ 1 bright
		Stop
	}
}






ACTOR MastermindStep
{
	Radius 32
	Height 32
	Speed 0
    Damage 50
	renderstyle translucent
	alpha 0.75
	DamageType Stomp
    MeleeDamage 0
    Gravity 2.0
	Scale 0.4
    Decal "Cracks"
    -NOGRAVITY
    +EXTREMEDEATH
	//MONSTER
	//-COUNTKILL
	//+SHOOTABLE
	//+NOBLOOD
	//Health 50000
	Obituary "%o has stepped by a Mastermind."
    Health 5
	States
	{
	Spawn:
     
NULL A 0 A_CustomMissile("FootStep6", 0, 0, 150)
NULL A 0 A_CustomMissile("FootStep6", 0, 0, -150)
NULL A 0 A_CustomMissile("FootStep6", 0, 0, -30)
NULL A 0 A_CustomMissile("FootStep6", 0, 0, 30)
NULL A 0 A_CustomMissile("FootStep6", 0, 0, -60)
NULL A 0 A_CustomMissile("FootStep6", 0, 0, 60)
NULL A 0 A_CustomMissile("FootStep6", 0, 0, -90)
NULL A 0 A_CustomMissile("FootStep6", 0, 0, 90)
NULL A 0 A_CustomMissile("FootStep6", 0, 0, -120)
NULL A 0 A_CustomMissile("FootStep6", 0, 0, 120)
        TNT1 A 0 A_SpawnItemEx("FootStep5", 0, 0, 40, 0, 0)
		EXPL AAA 0 A_CustomMissile ("ExplosionSMoke", 0, 0, random (0, 360), 2, random (0, 360))
		
		EXPL A 0 A_Explode(300, 50, 0)
		TNT1 A 4
		MNSM ABCDEFGHIJKLMNOPQ 0
		Stop
	}
}
















ACTOR MastermindLeg
{
    Radius 8
    Height 8
    Speed 24
    Scale 1.3
	Gravity 0.8
	Mass 1
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +MOVEWITHSECTOR
	+THRUACTORS
	+FLOORCLIP
	-NOGRAVITY
	+FORCERADIUSDMG
	+SKYEXPLODE
    damagetype Stomp
    SeeSound "misc/xdeath4"
    DeathSound "misc/xdeath1"
	Decal BrutalBloodSplat
	Mass 1
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Underwater")
        SPP4 ABCDEFGH 5
        Loop
    Death:
	    TNT1 A 0 ThrustThingZ(0,50,0,1)
		TNT1 A 0 A_Explode(300, 100)
		EXPL AAAAAAA 0 A_CustomMissile ("ExplosionSMoke", 0, 0, random (0, 360), 2, random (0, 360))
		Goto KeepRotating
	KeepRotating:	
        SPP4 AB 2
		SPP4 CDEFGH 2 A_CheckFloor("Rest")
		Loop
	Rest:	
	    SPP4 A 1
		TNT1 A 0 A_Explode(50, 100)
		EXPL AAAAAAA 0 A_CustomMissile ("ExplosionSMoke", 0, 0, random (0, 360), 2, random (0, 360))
		SPP4 A -1
        Stop
		
     Underwater:
	 Splash:
	    SPP4 A 4
        Loop
    }
}