///PLEASE!NO....DON'T SHOT!!!!
///A little modification of the Light Guard's Return to the triad,a Mod who teleport the world
///RISE OF THE TRIAD in Zdoom



ACTOR TRIADGUARD Replaces CommanderKeen
{
   Health 50
   Radius 16
   Height 40
   Speed 8
   PainChance 135
   Mass 5000
   MONSTER    
   +Dropoff
   +FLOORCLIP
   +NOTARGET
   SCALE 0.50
   SeeSound "TRIADSEE"
   PainSound "TRIADPAIN"
   DeathSound "TRIADDEATH"
   Obituary "%o Encounter a old Homeless Lighting guard."
   States

   {
   Spawn:
TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
       LIGW A 10 A_Look
       Loop
   See:
LIGW  A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
       LIGW BCDE 4 A_Chase
       Loop
   Missile:
       LIGW F 8 A_FaceTarget
       LIGW G 8 A_SpawnItem("HeadshotTarget4", 0, 40,0)
       LIGW G 0 A_PlaySound("TRIADATTACK")
       LIGW H 8 A_CustomMissile("ZombieManTracer", 32, 0, random(-8, 8), 0)
       LIGW H 1 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
       LIGW G 8 A_SpawnItem("HeadshotTarget4", 0, 40,0)
       LIGW G 0 A_PlaySound("TRIADATTACK")
       LIGW H 8 A_CustomMissile("ZombieManTracer", 32, 0, random(-8, 8), 0)
 LIGW H 1 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)

       Goto See
   Pain:
       TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
       NULL A 0 A_JumpIfHealthLower(10,"plead")
       NULL A 0 a_jump(133,"Pain2")
       LIGW J 3  A_SpawnItem("HeadshotTarget4", 0, 40,0)
       LIGW J 4 A_Pain
       Goto See
   Pain2:
       LIGW I 3 A_SpawnItem("HeadshotTarget4", 0, 40,0)
       LIGW I 4 A_Pain
       Goto See
   Plead:
       LIGW I 1 A_Fall 
       LIGW A 0 A_SpawnItem("NOOOO")	
       stop
   Death:
TNT1 AA 0 A_CustomMissile ("Nashgore_FlyingBlood", 7, 0, random (0, 360), 2, random (0, 160))
       LIGW X 0 A_Fall
       LIGW K 5
       LIGW L 6 A_Scream
       LIGW M 7 
       LIGW N 6 A_GiveToTarget("ScoreItem", 100)
	TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
       LIGW O -1
       Stop
   XDeath:
       TNT1 a 1 a_spawnitem("DesintegratedPANZERGRENADIER",0,0,0,0)
       TNT1 A 1 A_GIVETOTARGET("SCOREITEM",1000)
       Stop
   Raise:
       LWGS W 5
       Goto See
	 Death.Fire:
	Death.Flames:
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
TNT1 A 0 A_SpawnItem("Burninggrenadier")
         TNT1 A 0 A_GiveToTarget("ScoreItem", 600)
      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
LINH ABCDE 10
	TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
LINH E -1
       Stop

   }
}

ACTOR NOOOO : TRIADGUARD
{
   Health 15
   height 28
   states
	{
    Spawn:
    See:
       LIGW R 4
       LIGW S 5 A_SpawnItem("HeadshotTarget4", 0, 28,0)
       LIGW T 5 
       LIGW U 5 A_SpawnItem("HeadshotTarget4", 0, 28,0)
       LIGW V 5
       LIGW W 5 A_PlaySound("LnGuardplea")
    Pleading:
       LIGW V 5 
       LIGW U 5 A_SpawnItem("HeadshotTarget4", 0, 28,0)
       LIGW T 5 
       LIGW U 5 
       LIGW V 5 A_SpawnItem("HeadshotTarget4", 0, 28,0)
       LIGW W 5 
       LIGW V 5 A_PlaySound("LnGuardplea3")
       LIGW U 5 
       LIGW V 5 
       LIGW W 5 A_SpawnItem("HeadshotTarget4", 0, 28,0)
       LIGW T 5 
       LIGW U 5 
       LIGW V 5 A_SpawnItem("HeadshotTarget4", 0, 28,0)
       LIGW W 5 
       LIGW V 5 
       LIGW U 5 A_SpawnItem("HeadshotTarget4", 0, 28,0)
       LIGW V 5
       LIGW W 5
       LIGW T 5 A_PlaySound("LnGuardplea2")
       LIGW U 5
       LIGW V 5
       LIGW W 5 A_SpawnItem("HeadshotTarget4", 0, 28,0)
       RISE E 5
       RISE F 5 A_Scream
       RISE G 1 A_Fall
    goto faking


    Faking:
       RISE G 1 
       RISE G 100
       RISE G 1 
       Goto Rising
              
    Rising:
       RISE A 5 A_Fall
       RISE B 5
       RISE C 5
       RISE D 5
       RISE D 0 A_SpawnItem("COJO")
       stop

  Pain:
	goto Pleading
       stop

   
   Death:
TNT1 AA 0 A_CustomMissile ("Nashgore_FlyingBlood", 7, 0, random (0, 360), 2, random (0, 160))
       LIGW X 0 A_Fall
       LIGW X 6 
       LIGW Y 5 A_Scream
       LIGW Z 5 
       LIGW [ 4
	TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
       LIGW ] -1
       Stop

	}

}

ACTOR COJO : TRIADGUARD
{
   Health 25
 states
	{
   Pain:
       NULL A 0 a_jump(133,"Pain2")
       LIGW J 3
       LIGW J 4 A_Pain
       Goto See
   Pain2:
       LIGW I 3
       LIGW I 4 A_Pain
       Goto See
   Plead:
	goto death
   Death:
TNT1 AA 0 A_CustomMissile ("Nashgore_FlyingBlood", 7, 0, random (0, 360), 2, random (0, 160))
       LIGW X 0 A_Fall
       LIGW K 5 
       LIGW L 6 A_Scream
       LIGW M 7 
       LIGW N 6
	TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
       LIGW O -1
       Stop

	}
}