actor MWolfensteinSS : WolfensteinSS replaces WolfensteinSS
{
  tag Wolfenstein
  PainChance "Control", 255
  DamageFactor "Control", 1
  
  // Takes damage from 
  DamageFactor "MarineDamage", 1
  DamageFactor "ImpBallDamage", 1
  DamageFactor "Control", 1
  DamageFactor "ZombiesDamage", 0
  DamageFactor "CacoDamage", 1
  DamageFactor "SkelDamage", 1
  DamageFactor "FatsoDamage", 1
  DamageFactor "KnightDamage", 1
  DamageFactor "ArachDamage", 1
  DamageFactor "viledamage", 1
  DamageFactor "ZombieTankDamage", 0.1
  
  Translation "112:127=192:207"
  MONSTER
  +FLOORCLIP
  states
  {
  Spawn:
    WLF1 A 10 A_Look
    WLF1 B 10 
    WLF1 A 0 Thing_SetSpecial (0,226,409,0,health)
    loop
    See:
    WLF1 AABBCCDD 3 A_Chase
    WLF1 A 0 A_JumpIf (special != 226,1) 
    loop	
    WLF1 A 0 Thing_SetSpecial (0,226,409,0,health)
    goto see 	
  Missile:
    WLF1 EG 10 A_FaceTarget
    WLF1 F 4 bright A_CustomBulletAttack (11.5,8.5,1,4,"FBulletPuff")
    WLF1 G 4 A_FaceTarget
    WLF1 F 4 bright A_CustomBulletAttack (11.5,8.5,1,4,"FBulletPuff")
    WLF1 G 4 A_FaceTarget
    WLF1 G 1 A_CPosRefire
    goto Missile+2	
  Pain:
    WLF1 H 3
    WLF1 H 3 A_Pain
    goto See
  Death:
    WLF1 I 5 A_GiveToTarget ("MarineExp",2)
    WLF1 J 5 A_Scream
    WLF1 K 5 A_NoBlocking
    WLF1 L 5
    WLF1 M 1000
    stop
  XDeath:
    WLF1 N 5 A_GiveToTarget ("MarineExp",2)
    WLF1 O 5 A_XScream
    WLF1 P 5 A_NoBlocking
    WLF1 QRSTU 5
    WLF1 V 1000
    stop
  Raise:
    WLF1 MLKJI 5
    goto See
  Death.Control:
    TNT1 A 0 ACS_Execute(410,0,16)
    TNT1 A 10
    stop	
  }
}

actor MrScientist
{
  obituary "%o was capped by Mr Scientist."
  hitobituary "%o was given brain surgery by Mr Scientist."
  health 500
  radius 20
  height 56
  mass 100
  speed 15
  PainChance "Control", 255
  DamageFactor "Control", 1
  DamageFactor "MarineDamage", 1
  DamageFactor "BFGSplash", 0.6
  DamageFactor "MarineRLDamage", 0.8
  DamageFactor "MarineRail", 0.6
  DamageFactor "MarineSuperweapon", 0.2 //added for custom weapons 
  DamageFactor "PorkDamage", 0 //added
  DamageFactor "ImpBallDamage", 0.25
  DamageFactor "CacoDamage", 0.25
  DamageFactor "SkelDamage", 0.25
  DamageFactor "FatsoDamage", 0.25
  DamageFactor "KnightDamage", 0.25
  DamageFactor "ArachDamage", 0.25
  DamageFactor "viledamage", 0.25
  DamageFactor "ZombiesDamage", 0.1
  DamageFactor "ZombiesFCDamage", 0
  DamageFactor "ZombieTankDamage", 0.1
  SeeSound "wolfss/sight"
  PainSound "wolfss/pain"
  DeathSound "wolfss/death"
  ActiveSound "wolfss/active"
  SPECIES "MonsterFallenColonelSpecies" 
  dropitem "MQuadShotgun", 56
  BloodColor "red"
  Decal "ADMScorch"
  MONSTER
  +FLOORCLIP
  +QUICKTORETALIATE
  +DONTHARMSPECIES
  +DONTHURTSPECIES
  +NORADIUSDMG
  Translation "112:125=[189,159,130]:[28,21,15]", "128:133=56:79", "144:147=54:79", "0:0=2:2", "109:109=15:15", "111:111=1:1", "5:8=1:2", "110:110=108:108", "126:127=238:239", "192:207=168:184"
  Scale 1.12
  Tag "MrScientist"
  states
  {
  Spawn:
    DRDO A 1
    DRDO A 0 Thing_SetSpecial(0,226,409,0,health)
    DRDO A 0 HealThing(10)
  Idle:
    DRDO A 10 A_Look
	DRDO A 0 A_JumpIf (special !=226,1)
    DRDO A 0 HealThing(10)
    Loop
  See:
    DRDO AABBCCDDAABBCC 3 A_Chase("","Missile")
    DRDO DD 3 A_Chase
    DRDO D 0 A_JumpIf (special !=226,1)
    DRDO D 0 HealThing(10)
    loop
  Missile:
    DRDO EF 10 A_FaceTarget
    DRDO G 8 BRIGHT  A_JUMP(256,"MissileHomingRocket","MissileMBFG10kShot","MissileBFGBall","MissileRailgun") 
    DRDO F 0 A_Jump(168,"See")
    DRDO F 6 A_FaceTarget
    DRDO G 8 BRIGHT  A_JUMP(256,"MissileHomingRocket","MissileMBFG10kShot","MissileBFGBall","MissileRailgun") 
    goto See
  MissileRailgun:
    DRDA G 5 A_FaceTarget
	DRDA G 5 A_PlaySound("weapons/RailChargePuppet")
    DRDA G 0 bright A_PlaySound("weapons/RailAttackCyber", CHAN_WEAPON, 1, 0, ATTN_NONE)
    DRDA G 12 Bright A_CustomRailgun(random(75,100), 0, "none", "purple", 1, 1, 0, "MrScientistRailPuff")
    DRDO  F 10 bright
    DRDO  E 20
	DRDO E 0 A_JumpIf (special !=226,1)
    DRDO E 0 HealThing(5)
    goto See
  MissileBFGBall:
    DRDA G 5 A_FaceTarget
    DRDA G 20 bright A_PlaySound("weapons/bfgf", CHAN_WEAPON, 1, 0, ATTN_NONE) 
    DRDA G 30 bright A_CustomMissile ("MrScientistBFGBall",32)//A_FireBFG
    DRDA G 20
	DRDO G 0 A_JumpIf (special !=226,1)
    DRDO G 0 HealThing(5)
    goto See
  MissileHomingRocket:
    DRDO G 5 A_FaceTarget
    DRDO G 12 Bright A_CustomMissile("MrScientistHomeRock",32)
    DRDO G 12 Bright A_CustomMissile("MrScientistHomeRock",32)
    DRDO G 20
	DRDO G 0 A_JumpIf (special !=226,1)
    DRDO G 0 HealThing(5)
    goto See
  MissileMBFG10kShot:
    DRDA G 5 A_FaceTarget
    DRDA G 5 Bright A_CustomMissile("MrScientistMBFG10k",32)
    DRDA G 3 A_FaceTarget
    DRDA G 5 Bright A_CustomMissile("MrScientistMBFG10k",32)
    DRDA G 3 A_FaceTarget
    DRDA G 5 Bright A_CustomMissile("MrScientistMBFG10k",32)
    DRDA G 3 A_FaceTarget
    DRDA G 5 Bright A_CustomMissile("MrScientistMBFG10k",32)
    DRDA G 3 A_FaceTarget
    DRDA G 5 Bright A_CustomMissile("MrScientistMBFG10k",32)
    DRDA G 3 A_FaceTarget
    DRDA G 5 Bright A_CustomMissile("MrScientistMBFG10k",32)
    DRDA G 20
	DRDO G 0 A_JumpIf (special !=226,1)
    DRDO G 0 HealThing(5)
    goto See
  Pain:
    DRDO H 3
    DRDO H 3 A_Pain
    goto See
  Death.Control:
    TNT1 A 0 ACS_Execute(410,0,57)
    TNT1 A 10
    stop
  Death:
    DRDO I 0 A_GiveToTarget ("MarineExp",10)
    DRDO I 5 //A_Jump(48,"Death2")
    DRDO J 5 A_Scream
    DRDO K 5 A_NoBlocking
    DRDO L 5
    DRDO MM 3 
    DRDO N -1
    stop
         DRDO N 500
         Stop
  //Death2:
    //DRDO I 5 
    //DRDO J 5 A_Pain
    //DRDO K 5 A_NoBlocking
    //DRDO LM 5
    //DRDO N 15
    //TNT1 A 10 A_SpawnItemEx("MrScientist_laststand",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS,0)
    //stop
  XDeath:
    POSS O 7 A_GiveToTarget ("MarineExp",10)
    POSS P 7 A_XScream
    POSS Q 7 A_NoBlocking
    POSS RST 6
    POSS U -1
    stop
  Raise:
    DRDO N 0
    DRDO N 5 
    DRDO MLKJI 5
    goto See
  }
}

actor MrScientistRailPuff : BulletPuff
{
 DamageType "ZombiesFCDamage"
}

ACTOR MrScientistBFGBall
{
  Radius 13
  Height 8
  Speed 25
  Damage 100
  Projectile
  +RANDOMIZE
  RenderStyle Add
  Alpha 0.75
  DeathSound "weapons/bfgx"
  Obituary "$OB_MPBFG_BOOM"
  DamageType "ZombiesFCDamage"
  //-NOTELEPORT
  //+TELESTOMP
  States
  {
  Spawn:
    BBS1 AB 4 Bright
    Loop
  Death:
    BBE1 AB 8 Bright
    BBE1 C 8 Bright A_BFGSpray("BFGPExtra")
		//BBE1 C 0 A_Explode(250,16)
		BBE1 C 0 A_Explode(150,32)	
		BBE1 C 0 A_Explode(100,48)
		BBE1 C 0 A_Explode(75,64)
		BBE1 C 0 A_Explode(50,96)
		BBE1 C 0 A_Explode(25,128)
		//BBE1 C 0 A_Explode(20,256)
		//BBE1 C 0 A_Explode(15,512)
		//BBE1 C 0 A_Explode(10,1024)
		BBE1 DEF 8 Bright
    Stop
  }
}
ACTOR BFGPExtra
{
	+NOBLOCKMAP
	+NOGRAVITY
	RenderStyle Add
	Alpha 0.75
	DamageType "ZombiesFCDamage"
	States
	{
	Spawn:
		BFP2 ABCD 8 Bright
		Stop
	}
}
ACTOR MrScientistHomeRock
{
   Radius 8
   Height 11
   Speed 12 //18
   Damage 15
   PROJECTILE
   DeathSound "weapons/hrlexp"
   ExplosionDamage 96
   ExplosionRadius 96
   +SeekerMissile
   +Rockettrail
   +RANDOMIZE
   +DEHEXPLOSION
   Damagetype "ZombiesFCDamage"
   SeeSound "weapons/hrlfir"
   Decal Scorch
   
   BounceCount 1 //added 3.0.1
   +CANBOUNCEWATER //added 3.0.1
   +DOOMBOUNCE //added 3.0.1
   +NOBOUNCESOUND //added 3.0.1
   +NOWALLBOUNCESND //added 3.0.1
   
   States
   {
   Spawn:
      TMIS A 4 Bright A_SeekerMissile (5,10) //12,20
      TMIS A 4 Bright
      TMIS A 2 Bright A_SeekerMissile (5,10) //8,15
      TMIS A 2 Bright
      goto Spawn+2
   Death:
      MISL B 8 bright A_Explode(96,96)
      MISL C 6 bright
      MISL D 4 bright
      stop
   }
}

actor MrScientistMBFG10k: MBFG10kShot
{
  Damage 10
  DamageType "ZombiesFCDamage"
  Speed 20 //15
  Projectile
  
  States
  {
  Spawn:
    BBE1 ABCB 1
	Loop
  Death:
    BBE1 A 3 Bright
    BBE1 BCDEF 3 Bright
    Stop
  }
}