////Doctor Schabbs
////The doctor schabbs use a little modification of the sprites from Spear of Destiny:Lost mission of the Waffen SS
////Doctor Schabbs use a Prototype Plasma Gun that drop at the death.

ACTOR DrSchabbs Replaces Revenant
{
	Health 11000
	Radius 26
	Height 40
	DeathHeight 0
	Speed 4
	Mass 100
	Painchance 0
	MONSTER 
	+FLOORCLIP
	+MISSILEMORE
 +NOINFIGHTING
  +DONTHARMSPECIES
	-FASTER
+DONTHURTSPECIES
	+BOSS
        +BOSSDeath
	SeeSound "bos3/active"
	DeathSound "bos3/death"
	Obituary "%o was fuse by Doctor Schabss Plasma Gun!"
	BloodColor "FF 00 00"
        BloodType "Nashgore_Blood"
PainChance "ExplosiveImpact", 255
	DAMAGEFACTOR "Blood", 0.0 DAMAGEFACTOR "BlueBlood", 0.0 DAMAGEFACTOR "GreenBlood", 0.0
	States
	{
	Spawn:
                //TNT1 B 0 A_SpawnItem("HeadshotBOSS", 0, 40,0)
		SCHA A 10 A_Look
		Loop

    See:
		SCHA AA 1 A_Chase
		//TNT1 A 0 A_SpawnItem("HeadshotBOSS", 0, 40,0)
		SCHA AA 2 A_Chase
		//TNT1 A 0 A_SpawnItem("HeadshotBOSS", 0, 40,0)
		SCHA BB 2 A_Chase
		//TNT1 B 0 A_SpawnItem("HeadshotBOSS", 0, 40,0)
		SCHA BB 2 A_Chase
		//TNT1 B 0 A_SpawnItem("HeadshotBOSS", 0, 40,0)
		SCHA CC 2 A_Chase
		//TNT1 C 0 A_SpawnItem("HeadshotBOSS", 0, 40,0)
	        SCHA CC 2 A_Chase
		//TNT1 C 0 A_SpawnItem("HeadshotBOSS", 0, 40,0)
		SCHA BB 2 A_Chase
		//TNT1 B 0 A_SpawnItem("HeadshotBOSS", 0, 40,0)
		SCHA BB 2 A_Chase
		//TNT1 B 0 A_SpawnItem("HeadshotBOSS", 0, 40,0)
		Goto See


Missile:
	SCHA D 20 A_FaceTarget
        TNT1 AAAAAAAA 0
 //TNT1 B 0 A_SpawnItem("HeadshotBOSS", 0, 40,0)
        TNT1 A 0 A_PlaySound("LG1FIRE")
	SCHA E 4 BRIGHT A_CustomMissile("EnemyPlasmaBall",30,0,0,0)
	SCHA D 4 BRIGHT
        //TNT1 B 0 A_SpawnItem("HeadshotBOSS", 0, 40,0)
	SCHA D 1 BRIGHT A_SpidRefire
	Goto Missile+5

	Death:
        TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
                SCHA F 5
		SCHA G 5 A_Scream
		SCHA H 5 A_NoBlocking
		//TNT1 A 0 A_SpawnItem("PLASMAMP40")
		SCHA I 5 A_GiveToTarget("ScoreItem", 10000)
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
                SCHA L -1 A_BossDeath
		Stop

	Death.head:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160))
				TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		//TNT1 A 0 A_SpawnItem("PLASMAMP40")
        SCDH ABCDE 10 A_GiveToTarget("ScoreItem", 800)
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        SCDH E -1 A_BossDeath
		Stop


Death.Plasma: Death.Plasma2:
	PBR1 A 6 A_Scream
	TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Ashes1", 32, 0, random (0, 360), 2, random (0, 180))
	TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Ashes2", 32, 0, random (0, 360), 2, random (0, 180))
	TNT1 AAAA 0 A_CustomMissile ("BluePlasmaFireNonStatic", 32, 0, random (0, 360), 2, random (0, 180))
	PBR1 B 6 A_NoBlocking
	PBR1 CDEFGH 6 A_CustomMissile ("Blood", 10, 0, random (0, 360), 2, random (0, 160))
	PBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile ("PlasmaSmoke", 10, 0, random (0, 360), 2, random (0, 160))
	PBR1 H -1 A_BossDeath
	Stop
	
	XDeath.Plasma:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
		//TNT1 A 0 A_SpawnItem("PLASMAMP40")
		XBRN AA 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 AAAA 0 A_CustomMissile ("Nashgore_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))

		XBRN BB 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 A 0 A_CustomMissile ("Nashgore_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		XBRN CC 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
		TNT1 AAAAA 0 A_CustomMissile ("PlasmaParticleX", 48, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAA 0 A_CustomMissile ("BigPlasmaParticleX", 42, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0 A_BossDeath
        Stop


Death.Desintegrate:
Death.ExplosiveImpact:
	TNT1 A 0
	TNT1 A 0 A_NoBlocking
//TNT1 A 0 A_SpawnItem("PLASMAMP40")
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
        TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeath3", 40, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeathGRENADIERLeg1", 32, 0, random (0, 360), 2, random (0, 160))
    TNT1 AAAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 ThrustThingZ(0,30,0,1)
	    SCVO AB 5 A_GiveToTarget("ScoreItem", 800)
		SCVO CDEF 5 A_CheckFloor ("Dead.ExplosiveImpact")
		SCVO FFFFFF 5 A_CheckFloor ("Dead.ExplosiveImpact")
		SCVO G -1 A_BossDeath
		Stop

Dead.ExplosiveImpact:
		SCVO G -1 A_BossDeath
		TNT1 A 0 A_SpawnItem ("MuchBlood")
		Stop


	 Death.Fire:
	Death.Flames:
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
        //TNT1 A 0 A_SpawnItem("PLASMAMP40")
        TNT1 A 0 A_SpawnItem("Burninggrenadier")
        TNT1 A 0 A_BossDeath
      Stop

	XDeath:
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("stg44")
                TNT1 A 0 A_GiveToTarget("ScoreItem", 100)
        TNT1 A 0 A_SpawnItem("DesintegratedPANZERGRENADIER")
TNT1 A 0 A_BossDeath
      Stop

}}



ACTOR Plasma_Ball Replaces PlasmaBall
{
	Radius 10
	Height 10
	Speed 60
	Damage 7
    DamageType Plasma
	Decal "Scorch"
	Projectile
	+RANDOMIZE
renderstyle ADD
alpha 0.90
Scale 0.10
	DeathSound "weapons/plasmax"
	//SeeSound "PLSM9"
    SeeSound "None"
	Obituary "$OB_MPPLASMARIFLE"
	States
	{
	Spawn:
         PBAL C 1 BRIGHT A_SpawnItem("PlasmaFlare",0,0)
		Loop

Xdeath:
    //TNT1 A 0 A_SpawnItem ("PlasmaPuff", 0)
    //TNT1 A 0 A_SpawnItem ("RailPuff", 0)
	TNT1 A 0 A_CustomMissile ("BluePlasmaFire", 0, 0, random (0, 360), 2, random (0, 360))
	//TNT1 A 0 A_SpawnItem("BluePlasmaRife")
	TNT1 AAAAA 0 A_CustomMissile ("BluePlasmaParticle", 0, 0, random (0, 360), 2, random (0, 360))
    TNT1 B 1 A_Explode(10,50,0)
	TNT1 B 4
	TNT2 AAA 4 A_CustomMissile ("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 160))
		
		Stop

	Death:
    //TNT1 A 0 A_SpawnItem ("PlasmaPuff", 0)
    //TNT1 A 0 A_SpawnItem ("RailPuff", 0)
	TNT1 B 1 A_Explode(10,50,1)
	TNT1 A 0 A_CustomMissile ("BluePlasmaFire", 0, 0, random (0, 360), 2, random (0, 360))
	TNT1 AAAAA 0 A_CustomMissile ("BluePlasmaParticle", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 B 4	
    TNT2 AAAAAAAAA 4 A_CustomMissile ("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 160))
		Stop
	}
}


Actor EnemyPlasmaBall : Plasma_Ball
{
Damage (random(15,25))
DamageType Plasma
Speed 40
+DONTHURTSPECIES
}
