// Chex Quest spawners for compatibility. Wahey!

Actor ChexSSGAndChaingunSpawner replaces RapidZorcher
{
	DropItem SuperShotgun
	DropItem Chaingun
	States
	{
	Spawn:
		PUFF A 1
		TNTA A 0 A_NoBlocking
		stop
	}
}

Actor ChexWeapon0Spawner : Weapon0Spawner replaces SuperBootspork { }
Actor ChexWeapon2Spawner : Weapon2Spawner replaces LargeZorcher { }
Actor ChexWeapon3Spawner : Weapon3Spawner replaces SuperLargeZorcher { }
// There isn't a Super Large Zorcher in any of the Chex games, but just in case.
Actor ChexWeapon5Spawner : Weapon5Spawner replaces ZorchPropulsor { }
Actor ChexWeapon6Spawner : Weapon6Spawner replaces PhasingZorcher { }
Actor ChexWeapon7Spawner : Weapon7Spawner replaces LAZDevice { }

Actor ChexAmmo1Small : Ammo1Small replaces MiniZorchRecharge { }
Actor ChexAmmo1Big : Ammo1Big replaces MiniZorchPack { }
Actor ChexAmmo2Small : Ammo2Small replaces LargeZorchRecharge { }
Actor ChexAmmo2Big : Ammo2Big replaces LargeZorchPack { }
Actor ChexAmmo3Small : Ammo3Small replaces PropulsorZorch { }
Actor ChexAmmo3Big : Ammo3Big replaces PropulsorZorchPack { }
Actor ChexAmmo4Small : Ammo4Small replaces PhasingZorch { }
Actor ChexAmmo4Big : Ammo4Big replaces PhasingZorchPack { }
Actor ChexAmmoBackpack : AmmoBackpack replaces Zorchpack { }

Actor ChexHealPack0 : HealPack0 replaces GlassOfWater { }
Actor ChexHealPack1 : HealPack1 replaces BowlOfFruit { }
Actor ChexHealPack2 : HealPack2 replaces BowlOfVegetables { }
Actor ChexSuperHealth : SuperHealth replaces SuperchargeBreakfast { }
Actor ChexArmorScrap : ArmorScrap replaces SlimeRepellent { }
Actor ChexArmorPack1 : ArmorPack1 replaces ChexArmor { }
Actor ChexArmorPack2 : ArmorPack2 replaces SuperChexArmor { }

Actor ChexBioSuit : BioSuit replaces SlimeProofSuit { }
Actor ChexVisor : Visor 2045//replaces UltraGoggles { }
{
	Game Chex
	SpawnID 138
}

actor BlueFlemKey : BlueSkull 40
{
	Game Chex
	inventory.pickupmessage "$GOTBLUEFLEM"
}

actor YellowFlemKey : YellowSkull 39
{
	Game Chex
	inventory.pickupmessage "$GOTYELLOWFLEM"
}

actor RedFlemKey : RedSkull 38
{
	Game Chex
	inventory.pickupmessage "$GOTREDFLEM"
}
// Actor ChexAutomap : Automap replaces ComputerAreaMap	// Can't be done until the automap gets a replacement!

// Right. Now for the enemies. First, the flemoid gibs--modified from Nash's Nashgore.

ACTOR FlemoidGib
{
 scale 0.95
 health 1
 radius 8
 height 1
 mass 1
 +CORPSE
 +NOTELEPORT
 -SOLID
 +NOBLOCKMAP
 +CLIENTSIDEONLY
 states
 {
 Spawn:
  TNT1 A 0
  FBLD A 1 A_SpawnItem("FlemoidGibTrail",0,0,0,1)
  FBLD A 1 
  FBLD A 1 A_SpawnItem("FlemoidGibTrail",0,0,0,1)
  FBLD A 1
  FBLD B 1 A_SpawnItem("FlemoidGibTrail",0,0,0,1)
  FBLD B 1
  FBLD B 1 A_SpawnItem("FlemoidGibTrail",0,0,0,1)
  FBLD B 1
  FBLD C 1 A_SpawnItem("FlemoidGibTrail",0,0,0,1)
  FBLD C 1
  FBLD C 1 A_SpawnItem("FlemoidGibTrail",0,0,0,1)
  FBLD C 1
  FBLD D 1 A_SpawnItem("FlemoidGibTrail",0,0,0,1)
  FBLD D 1
  FBLD D 1 A_SpawnItem("FlemoidGibTrail",0,0,0,1)
  FBLD D 1
  loop
 Crash:
  TNT1 A 1 A_SpawnItem("FlemoidSplatSpot",0,0,0,1)
  stop
 }
}

actor FlemoidSplatSpot
{
 Scale 1.1
 radius 12
 height 2
 mass 1
 -SOLID
 +NOTELEPORT
 -NOBLOCKMAP
 +CLIENTSIDEONLY
 states
 {
 Spawn:
  TNT1 A 0
  TNT1 A 0 A_PlaySound("flemsplat")
  TNT1 A 0 A_Jump(256,"DeathA","DeathB","DeathC","DeathD")
 DeathA:
  BSPT A 1500
  BSPT AAAAAAAAAA 15 A_FadeOut(0.1)
  stop
 DeathB:
  BSPT B 1500
  BSPT BBBBBBBBBB 15 A_FadeOut(0.1)
  stop
 DeathC:
  BSPT C 1500
  BSPT CCCCCCCCCC 15 A_FadeOut(0.1)
  stop
 DeathD:
  BSPT D 1500
  BSPT DDDDDDDDDD 15 A_FadeOut(0.1)
  stop
 }
}

// Blood trails spawned by FlyingBlood
actor FlemoidGibTrail
{
 scale 0.8//0.70
 mass 1
 +LOWGRAVITY
 +NOTELEPORT
 +NOBLOCKMAP
 states
 {
  Spawn:
  BTRL A 4
  BTRL B 4
  BTRL C 4
  BTRL D 4
  stop
 }
}

// Now the actual enemies...

ACTOR FlemoidusCommonus2 : FlemoidusCommonus replaces FlemoidusCommonus
{
DamageFactor "Mace", 1.1
DamageFactor "DragonClaw", 1.5
PainChance "MightyBoot", 255
+DONTGIB
+NOTDMATCH
+NOICEDEATH
States
{
Pain:
	POSS A 3 A_SpawnDebris("FlemoidGib",1)
	POSS A 3 A_Pain
	Goto See
Pain.ZorchPistol:
Pain.Zorch:
	POSS G 3
	POSS G 3 A_Pain
	Goto See
Death.DukeExplosive:
Death.DukeDamage:
    TNT1 A 0 A_Jump(218,"Death")
	TNT1 A 0 A_GiveToTarget("DukeKillTaunt",1)
	goto Death
Death.MightyBoot:
	TNT1 A 0 A_PlaySoundEx("duke/kickhit","body",0,0)
    TNT1 A 0 A_Jump(64,"Death")
	TNT1 A 0 A_GiveToTarget("DukeBootTaunt",1)
	goto Death
XDeath:
Death:
     TNT1 A 0 A_GiveToTarget("KillCount",1)
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_PlaySound("flemdie")
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnDebris("FlemoidGib",1)
	POSD A 10
	POSD ABC 7
	POSD D -1
	stop
Death.ZorchPistol:
Death.Zorch:
     TNT1 A 0 A_GiveToTarget("KillCount",1)
	POSS H 5
	POSS I 5 A_Scream
	POSS J 5 A_NoBlocking
	POSS K 5
	POSS L -1
	Stop
Death.DukeIce:
	TNT1 A 0 A_PlaySound("duke/enemyfreeze")
	TNT1 A 0 A_GiveInventory("FreezethrowerWeakness")
    TNT1 A 0 A_Jump(218,"Ice")
	TNT1 A 0 A_GiveToTarget("DukeKillTaunt",1)
	goto Ice
Ice:
Death.HexenIce:
Death.Ice:
    TNT1 A 0 A_GiveToTarget("KillCount",1)
	TNT1 A 0 A_NoBlocking
	POSS A 0 A_UnsetSolid
    POSS A 70 A_GenericFreezeDeath
    POSS A 0 A_IceGuyDie
    POSS A 1 A_IceGuyDie
	TNT1 A -1
	stop
  Pain.MightyBoot:
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	TNT1 A 0 A_PlaySoundEx("duke/kickhit","body",0,0)
	POSS A 2 A_FaceTarget
	TNT1 A 0 A_Recoil(14)
	TNT1 A 0 A_SpawnDebris("FlemoidGib",1)
	POSS A 16 A_Pain
	Goto See
  Melee:
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	goto "Super::Melee"
}
}

ACTOR FlemoidusBipedicus2 : FlemoidusBipedicus replaces FlemoidusBipedicus
{
DamageFactor "Mace", 1.1
DamageFactor "DragonClaw", 1.5
PainChance "MightyBoot", 255
+DONTGIB
+NOTDMATCH
+NOICEDEATH
States
{
Pain:
	SPOS A 3 A_SpawnDebris("FlemoidGib",1)
	SPOS A 3 A_Pain
	Goto See
Pain.ZorchPistol:
Pain.Zorch:
	SPOS G 3
	SPOS G 3 A_Pain
	Goto See
Death.DukeExplosive:
Death.DukeDamage:
    TNT1 A 0 A_Jump(218,"Death")
	TNT1 A 0 A_GiveToTarget("DukeKillTaunt",1)
	goto Death
Death.MightyBoot:
	TNT1 A 0 A_PlaySoundEx("duke/kickhit","body",0,0)
    TNT1 A 0 A_Jump(64,"Death")
	TNT1 A 0 A_GiveToTarget("DukeBootTaunt",1)
	goto Death
XDeath:
Death:
     TNT1 A 0 A_GiveToTarget("KillCount",1)
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_PlaySound("flemdie")
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnDebris("FlemoidGib",1)
	SPOD A 10
	SPOD ABC 7
	SPOD D -1
	stop
Death.ZorchPistol:
Death.Zorch:
     TNT1 A 0 A_GiveToTarget("KillCount",1)
	SPOS H 5
	SPOS I 5 A_Scream
	SPOS J 5 A_NoBlocking
	SPOS K 5
	SPOS L -1
	Stop
Death.DukeIce:
	TNT1 A 0 A_PlaySound("duke/enemyfreeze")
	TNT1 A 0 A_GiveInventory("FreezethrowerWeakness")
    TNT1 A 0 A_Jump(218,"Ice")
	TNT1 A 0 A_GiveToTarget("DukeKillTaunt",1)
	goto Ice
Ice:
Death.HexenIce:
Death.Ice:
    TNT1 A 0 A_GiveToTarget("KillCount",1)
	TNT1 A 0 A_NoBlocking
	SPOS A 0 A_UnsetSolid
    SPOS A 70 A_GenericFreezeDeath
    SPOS A 0 A_IceGuyDie
    SPOS A 1 A_IceGuyDie
	TNT1 A -1
	stop
  Pain.MightyBoot:
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	TNT1 A 0 A_PlaySoundEx("duke/kickhit","body",0,0)
	SPOS A 2 A_FaceTarget
	TNT1 A 0 A_Recoil(14)
	TNT1 A 0 A_SpawnDebris("FlemoidGib",1)
	SPOS A 16 A_Pain
	Goto See
  Melee:
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	goto "Super::Melee"
}
}

ACTOR ArmoredFlemoidusBipedicusV3 replaces ArmoredFlemoidusBipedicus
{
	Game Chex
	SpawnID 5
	Health 125 // Previously 100
	Radius 20
	Height 56
	Mass 100
	damagefactor "Flem", 0.0
	damagefactor "Slime", 0.0  //in chex3.exe the slam now has slime damagetype
	DamageFactor "Mace", 1.1
	DamageFactor "DragonClaw", 1.5
PainChance "MightyBoot", 255
	Speed 8
	PainChance 200
	Monster
	+FLOORCLIP
	+DONTGIB
	+NOTDMATCH
	+NOICEDEATH
	//+NOBLOODDECALS
	SeeSound "imp/sight"
	PainSound "imp/pain"
	DeathSound "imp/death"
	ActiveSound "imp/active"
	Obituary "$OB_BIPEDICUS2"
	States
	{
	Spawn:
		TROO AB 10 A_Look
		Loop
	See:
		TROO AABBCCDD 3 A_Chase
		Loop
	Melee:
	Missile:
		TNT1 A 0 A_ChangeFlag("NOPAIN",0)
		TROO EF 6 A_FaceTarget // Previously 8 each
		TROO G 6 A_CustomComboAttack("BipedicusBallV3", 32, random[troopattack](1,8)*3, "imp/melee", "flem")
		Goto See
	Pain:
		TROO A 2 A_SpawnDebris("FlemoidGib",1)
		TROO A 2 A_Pain
		Goto See
	Pain.ZorchPistol:
	Pain.Zorch:
		TROO H 2
		TROO H 2 A_Pain
		Goto See
	Death.ZorchPistol:
	Death.Zorch:
     TNT1 A 0 A_GiveToTarget("KillCount",1)
		TROO I 8
		TROO J 8 A_Scream
		TROO K 6
		TROO L 6 A_NoBlocking
		TROO M -1
		Stop
Death.DukeExplosive:
Death.DukeDamage:
    TNT1 A 0 A_Jump(218,"Death")
	TNT1 A 0 A_GiveToTarget("DukeKillTaunt",1)
	goto Death
Death.MightyBoot:
	TNT1 A 0 A_PlaySoundEx("duke/kickhit","body",0,0)
    TNT1 A 0 A_Jump(64,"Death")
	TNT1 A 0 A_GiveToTarget("DukeBootTaunt",1)
	goto Death
	XDeath:
	Death:
     TNT1 A 0 A_GiveToTarget("KillCount",1)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_PlaySound("flemdie")
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnDebris("FlemoidGib",1)
		TNT1 A 0 A_SpawnItem("ArmoredBipedicusBody")
		SPOD A 10
		SPOD ABC 7
		SPOD D -1
		stop
	Raise:
		TROO MLKJI 8
		Goto See
Death.DukeIce:
	TNT1 A 0 A_PlaySound("duke/enemyfreeze")
	TNT1 A 0 A_GiveInventory("FreezethrowerWeakness")
    TNT1 A 0 A_Jump(218,"Ice")
	TNT1 A 0 A_GiveToTarget("DukeKillTaunt",1)
	goto Ice
	Ice:
	Death.HexenIce:
	Death.Ice:
		TNT1 A 0 A_GiveToTarget("KillCount",1)
		TNT1 A 0 A_NoBlocking
		TROO A 0 A_UnsetSolid
		TROO A 70 A_GenericFreezeDeath
		TROO A 0 A_IceGuyDie
		TROO A 1 A_IceGuyDie
		TNT1 A -1
		stop
  Pain.MightyBoot:
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	TNT1 A 0 A_PlaySoundEx("duke/kickhit","body",0,0)
	TROO A 2 A_FaceTarget
	TNT1 A 0 A_Recoil(14)
	TNT1 A 0 A_SpawnDebris("FlemoidGib",1)
	TROO A 16 A_Pain
	Goto See
	}
}

ACTOR ArmoredBipedicusBody
{
 radius 16
 height 16
 BounceFactor 0.46
 BounceCount 3
 Mass 50
 Speed 1
 SeeSound "flem/cyclopsbody"
 +DOOMBOUNCE
 PROJECTILE
 +NOTELEPORT
 -NOGRAVITY
 -SOLID
 +NOBLOCKMAP
 +MOVEWITHSECTOR
 +CLIENTSIDEONLY
 States
 {
 Spawn:
   TROD A 10
   loop
 Death:
   TROD A -1
   stop
 }
}

ACTOR Quadrumpus 9057
{
	Game Chex
	SpawnID 122
	Health 150 // Previously 60
	Radius 20
	Height 56
	Mass 100
	damagefactor "Flem", 0.0
	damagefactor "Slime", 0.0 //in chex3.exe the slam now has slime damagetype
	DamageFactor "Mace", 1.1
	DamageFactor "DragonClaw", 1.5
PainChance "MightyBoot", 255
	Speed 8
	PainChance 200
	Monster
	+FLOORCLIP
	+DONTGIB
	+NOTDMATCH
	+NOICEDEATH
	//+NOBLOODDECALS
	SeeSound "imp/sight"
	PainSound "imp/pain"
	DeathSound "imp/death"
	ActiveSound "imp/active"
	Obituary "$OB_QUADRUMPUS"
	States
	{
	Spawn:
		QUAD AB 10 A_Look
		Loop
	See:
		QUAD AABBCCDD 3 A_Chase
		Loop
	Melee:
		QUAD EF 6 A_FaceTarget // Previously 8 each
		QUAD G 6 A_CustomMeleeAttack(random[troopattack](1,8)*3, "imp/melee", "imp/melee", "flem")
		Goto See
	Missile:
		TNT1 A 0 A_ChangeFlag("NOPAIN",0)
		QUAD EF 8 A_FaceTarget
		QUAD G 0 A_CustomMissile("QuadrumpusBall", 27, -16)
		QUAD G 0 A_CustomMissile("QuadrumpusBall", 37, -16)
		QUAD G 0 A_CustomMissile("QuadrumpusBall", 37, 16)
		QUAD G 6 A_CustomMissile("QuadrumpusBall", 27, 16)
		Goto See
	Pain:
		QUAD A 2 A_SpawnDebris("FlemoidGib",1)
		QUAD A 2 A_Pain
		Goto See
	Pain.ZorchPistol:
	Pain.Zorch:
		QUAD H 2
		QUAD H 2 A_Pain
		Goto See
	Death.ZorchPistol:
	Death.Zorch:
     TNT1 A 0 A_GiveToTarget("KillCount",1)
		QUAD I 8
		QUAD J 8 A_Scream
		QUAD K 6
		QUAD L 6 A_NoBlocking
		QUAD M -1
		Stop
Death.DukeExplosive:
Death.DukeDamage:
    TNT1 A 0 A_Jump(218,"Death")
	TNT1 A 0 A_GiveToTarget("DukeKillTaunt",1)
	goto Death
Death.MightyBoot:
	TNT1 A 0 A_PlaySoundEx("duke/kickhit","body",0,0)
    TNT1 A 0 A_Jump(64,"Death")
	TNT1 A 0 A_GiveToTarget("DukeBootTaunt",1)
	goto Death
	XDeath:
	Death:
     TNT1 A 0 A_GiveToTarget("KillCount",1)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_PlaySound("flemdie2")
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("FlemoidGib",random(-1,1),random(-1,1),random(26,56),random(-2,2),random(-2,2),random(5,15))
		TNT1 AA 0 A_CustomMissile("QuadrumpusArm1",32,0,random(-45,-135),2,random(0,90))
		TNT1 AA 0 A_CustomMissile("QuadrumpusArm2",32,0,random(45,135),2,random(0,90))
		QUDD A 10
		QUDD ABC 7
		QUDD D -1
		stop
	Raise:
		QUAD MLKJI 8
		Goto See
Death.DukeIce:
	TNT1 A 0 A_PlaySound("duke/enemyfreeze")
	TNT1 A 0 A_GiveInventory("FreezethrowerWeakness")
    TNT1 A 0 A_Jump(218,"Ice")
	TNT1 A 0 A_GiveToTarget("DukeKillTaunt",1)
	goto Ice
	Ice:
	Death.HexenIce:
	Death.Ice:
		TNT1 A 0 A_GiveToTarget("KillCount",1)
		TNT1 A 0 A_NoBlocking
		QUAD A 0 A_UnsetSolid
		QUAD A 70 A_GenericFreezeDeath
		QUAD A 0 A_IceGuyDie
		QUAD A 1 A_IceGuyDie
		TNT1 A -1
		stop
  Pain.MightyBoot:
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	TNT1 A 0 A_PlaySoundEx("duke/kickhit","body",0,0)
	QUAD A 2 A_FaceTarget
	TNT1 A 0 A_Recoil(14)
	TNT1 A 0 A_SpawnDebris("FlemoidGib",1)
	QUAD A 16 A_Pain
	Goto See
	}
}

ACTOR QuadrumpusBall
{
	Game Chex
	Radius 6
	Height 8
	Speed 15
	FastSpeed 25
	Damage 1
	Projectile
	DamageType Flem
	+RANDOMIZE
	SeeSound "imp/attack"
	DeathSound "imp/shotx"
	States
	{
	Spawn:
		BAL1 AB 4
		Loop
	Death:
		BAL1 CDE 6
		Stop
	}
}

ACTOR QuadrumpusArm1
{
 radius 2
 height 2
 BounceFactor 0.55
 BounceCount 2
 Mass 10
 Speed 8
 +DOOMBOUNCE
 PROJECTILE
 +NOTELEPORT
 -NOGRAVITY
 -SOLID
 -SKYEXPLODE
 +NOBLOCKMAP
 +MOVEWITHSECTOR
 +CLIENTSIDEONLY
 States
 {
 Spawn:
   TNT1 A 0 ThrustThingZ (0, 24, 0, 1)
 Spawn2:
   QDRM ABCDEFGH 6
   loop
 Death:
   TNT1 A 0 A_Jump(256,"Death1","Death2")
 Death1:
   QDRM C -1
   stop
 Death2:
   QDRM G -1
   stop
 }
}

ACTOR QuadrumpusArm2
{
 radius 2
 height 2
 BounceFactor 0.55
 BounceCount 2
 Mass 10
 Speed 8
 +DOOMBOUNCE
 PROJECTILE
 +NOTELEPORT
 -NOGRAVITY
 -SOLID
 -SKYEXPLODE
 +NOBLOCKMAP
 +MOVEWITHSECTOR
 +CLIENTSIDEONLY
 States
 {
 Spawn:
   TNT1 A 0 ThrustThingZ (0, 24, 0, 1)
 Spawn2:
   QDR2 ABCDEFGH 6
   loop
 Death:
   TNT1 A 0 A_Jump(256,"Death1","Death2")
 Death1:
   QDR2 C -1
   stop
 Death2:
   QDR2 G -1
   stop
 }
}

ACTOR FlemoidusStridicus replaces FlemoidusCycloptisCommonus
{
	Game Chex
	SpawnID 8
	Health 300 // Previously 225
	PainChance 100
	Speed 18 // Previously 16
	Radius 30
	Height 56
	Mass 400
	damagefactor "Flem", 0.0
	damagefactor "Slime", 0.0  //in chex3.exe the slam now has slime damagetype
	DamageFactor "Mace", 1.1
	DamageFactor "DragonClaw", 1.5
PainChance "MightyBoot", 255
	Monster
	+FLOORCLIP +FASTER +FASTMELEE
	+DONTGIB
	+NOTDMATCH
	//+NOBLOODDECALS
	SeeSound "demon/sight"
	AttackSound "demon/melee"
	PainSound "demon/pain"
	DeathSound "demon/death"
	ActiveSound "demon/active"
	Obituary "$OB_STRIDICUS"
	States
	{
	Spawn:
		SARG AB 10 A_Look
		Loop
	See:
		SARG AABBCCDD 2 A_Chase
		Loop
	Melee: // Previously 8 frames each.
		TNT1 A 0 A_ChangeFlag("NOPAIN",0)
		SARG EF 6 A_FaceTarget
		SARG G 6 A_CustomMeleeAttack(random[sargattack](1,10)*4, "", "", "Flem")
		Goto See
	Pain:
		SARG A 2 A_SpawnDebris("FlemoidGib",1)
		SARG A 2 A_Pain
		Goto See
	Pain.ZorchPistol:
	Pain.Zorch:
		SARG H 2
		SARG H 2 A_Pain
		Goto See
	Death.ZorchPistol:
	Death.Zorch:
     TNT1 A 0 A_GiveToTarget("KillCount",1)
		SARG I 8
		SARG J 8 A_Scream
		SARG K 4
		SARG L 4 A_NoBlocking
		SARG M 4
		SARG N -1
		Stop
Death.DukeExplosive:
Death.DukeDamage:
    TNT1 A 0 A_Jump(218,"Death")
	TNT1 A 0 A_GiveToTarget("DukeKillTaunt",1)
	goto Death
Death.MightyBoot:
	TNT1 A 0 A_PlaySoundEx("duke/kickhit","body",0,0)
    TNT1 A 0 A_Jump(64,"Death")
	TNT1 A 0 A_GiveToTarget("DukeBootTaunt",1)
	goto Death
	XDeath:
	Death:
     TNT1 A 0 A_GiveToTarget("KillCount",1)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_PlaySound("flemdie2")
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("FlemoidGib",random(-1,1),random(-1,1),random(46,56),random(-2,2),random(-2,2),random(5,15))
		STRD A 14
		STRD ABCDEF 7
		STRD G -1
		stop
	Raise:
		SARG N 5
		SARG MLKJI 5
		Goto See
Death.DukeIce:
	TNT1 A 0 A_PlaySound("duke/enemyfreeze")
	TNT1 A 0 A_GiveInventory("FreezethrowerWeakness")
    TNT1 A 0 A_Jump(218,"Ice")
	TNT1 A 0 A_GiveToTarget("DukeKillTaunt",1)
	goto Ice
	Ice:
	Death.HexenIce:
	Death.Ice:
		TNT1 A 0 A_GiveToTarget("KillCount",1)
		TNT1 A 0 A_NoBlocking
		SARG A 0 A_UnsetSolid
		SARG A 70 A_GenericFreezeDeath
		SARG A 0 A_IceGuyDie
		SARG A 1 A_IceGuyDie
		TNT1 A -1
		stop
  Pain.MightyBoot:
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	TNT1 A 0 A_PlaySoundEx("duke/kickhit","body",0,0)
	SARG A 2 A_FaceTarget
	TNT1 A 0 A_Recoil(14)
	TNT1 A 0 A_SpawnDebris("FlemoidGib",1)
	SARG A 16 A_Pain
	Goto See
	}
}

ACTOR FlemoidusCycloptisCommonusV3 : FlemoidusStridicus 58
{
	Game Chex
	SpawnID 9
	Health 200 // Previously 150
	PainChance 180
	Speed 10
	Radius 30
	Height 56
	Mass 400
	damagefactor "Flem", 0.0
	damagefactor "Slime", 0.0  //in chex3.exe the slam now has slime damagetype
	DamageFactor "Mace", 1.1
	DamageFactor "DragonClaw", 1.5
PainChance "MightyBoot", 255
	Monster
	+FLOORCLIP +FASTER +FASTMELEE
	+DONTGIB
	+NOTDMATCH
	+FLOAT
	+NOGRAVITY
	+NOTDMATCH
	//+NOBLOODDECALS
	SeeSound "spectre/sight"
	AttackSound "spectre/melee"
	PainSound "spectre/pain"
	DeathSound "spectre/death"
	ActiveSound "spectre/active"
	Obituary "$OB_CYCLOPTIS"
	States
	{
	Spawn:
		CYCL AB 10 A_Look
		Loop
	See:
		CYCL AABBCCDD 2 A_Chase
		Loop
	Melee: // Previously all 8 frames each
		CYCL EF 6 A_FaceTarget
		CYCL G 6 A_CustomMeleeAttack(random[sargattack](1,10)*4, "", "", "Flem")
		Goto See
	Pain:
		CYCL A 2 A_SpawnDebris("FlemoidGib",1)
		CYCL A 2 A_Pain
		Goto See
	Pain.ZorchPistol:
	Pain.Zorch:
		CYCL H 2
		CYCL H 2 A_Pain
		Goto See
	Death.ZorchPistol:
	Death.Zorch:
     TNT1 A 0 A_GiveToTarget("KillCount",1)
		CYCL I 8
		CYCL J 8 A_Scream
		CYCL K 4
		CYCL L 4 A_NoBlocking
		CYCL M 4
		CYCL N -1
		Stop
Death.DukeExplosive:
Death.DukeDamage:
    TNT1 A 0 A_Jump(218,"Death")
	TNT1 A 0 A_GiveToTarget("DukeKillTaunt",1)
	goto Death
Death.MightyBoot:
	TNT1 A 0 A_PlaySoundEx("duke/kickhit","body",0,0)
    TNT1 A 0 A_Jump(64,"Death")
	TNT1 A 0 A_GiveToTarget("DukeBootTaunt",1)
	goto Death
	XDeath:
	Death:
     TNT1 A 0 A_GiveToTarget("KillCount",1)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_PlaySound("flemdie")
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnDebris("FlemoidGib",1)
		TNT1 A 0 A_SpawnItemEx("CyclopsBody",0,0,25,random(-1,1),random(-1,1),random(-1,4))//A_CustomMissile("CyclopsBody",15,0,random(-180,180))//A_SpawnItem("CyclopsBody")
		TNT1 AAA 0 A_CustomMissile("CyclopsArm",0,0,random(-180,180),2,random(0,90))//A_SpawnDebris("CyclopsArm",1)
		TNT1 A -1
		stop
	Raise:
		CYCL N 5
		CYCL MLKJI 5
		Goto See
Death.DukeIce:
	TNT1 A 0 A_PlaySound("duke/enemyfreeze")
	TNT1 A 0 A_GiveInventory("FreezethrowerWeakness")
    TNT1 A 0 A_Jump(218,"Ice")
	TNT1 A 0 A_GiveToTarget("DukeKillTaunt",1)
	goto Ice
	Ice:
	Death.HexenIce:
	Death.Ice:
		TNT1 A 0 A_GiveToTarget("KillCount",1)
		TNT1 A 0 A_NoBlocking
		CYCL A 0 A_UnsetSolid
		CYCL A 70 A_GenericFreezeDeath
		CYCL A 0 A_IceGuyDie
		CYCL A 1 A_IceGuyDie
		TNT1 A -1
		stop
  Pain.MightyBoot:
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	TNT1 A 0 A_PlaySoundEx("duke/kickhit","body",0,0)
	CYCL A 2 A_FaceTarget
	TNT1 A 0 A_Recoil(14)
	TNT1 A 0 A_SpawnDebris("FlemoidGib",1)
	CYCL A 16 A_Pain
	Goto See
	}
}

ACTOR CyclopsBody
{
 radius 16
 height 16
 BounceFactor 0.46
 BounceCount 5
 Mass 50
 Speed 1
 SeeSound "flem/cyclopsbody"
 +DOOMBOUNCE
 PROJECTILE
 +NOTELEPORT
 -NOGRAVITY
 -SOLID
 +NOBLOCKMAP
 +MOVEWITHSECTOR
 +CLIENTSIDEONLY
 +SKYEXPLODE
 States
 {
 Spawn:
   CYCD A 10
   loop
 Death:
   CYCD A -1
   stop
 }
}

ACTOR CyclopsArm
{
 radius 2
 height 2
 BounceFactor 0.65
 BounceCount 7
 Mass 50
 Speed 4
 +DOOMBOUNCE
 PROJECTILE
 +NOTELEPORT
 -NOGRAVITY
 -SOLID
 +NOBLOCKMAP
 +MOVEWITHSECTOR
 +SKYEXPLODE
 +CLIENTSIDEONLY
 States
 {
 Spawn:
   TNT1 A 0 ThrustThingZ (0, 24, 0, 1)
 Spawn2:
   CYRM ABCDEFGH 5
   loop
 Death:
   TNT1 A 0 A_Jump(256,"Death1","Death2","Death3","Death4")
 Death1:
   CYRM C -1
   stop
 Death2:
   CYRM G -1
   stop
 Death3:
   CYRM I -1
   stop
 Death4:
   CYRM J -1
   stop
 }
}

ACTOR SuperCycloptis 3005
{
	Game Chex
	SpawnID 19
	Health 400
	Radius 31
	Height 56
	Mass 400
	damagefactor "Flem", 0.0
	damagefactor "Slime", 0.0  //in chex3.exe the slam now has slime damagetype
	DamageFactor "Mace", 1.1
	DamageFactor "DragonClaw", 1.5
PainChance "MightyBoot", 255
	Speed 8
	PainChance 128
	Monster
	+FLOAT +NOGRAVITY +DONTFALL
	+DONTGIB
	+NOTDMATCH
	//+NOBLOODDECALS
	SeeSound "caco/sight"
	PainSound "caco/pain"
	DeathSound "caco/death"
	ActiveSound "caco/active"
	Obituary "$OB_SUPERCYCLOPTIS"
	States
	{
	Spawn:
		HEAD A 10 A_Look
		Loop
	See:
		HEAD A 3 A_Chase
		Loop
	Missile:
		TNT1 A 0 A_ChangeFlag("NOPAIN",0)
		HEAD B 5 A_FaceTarget
		HEAD C 5 A_FaceTarget
		HEAD D 5 A_CustomComboAttack("CycloptisBall", 32, random[headattack](1,6)*10, "", "flem")
		Goto See
	Pain:
		HEAD A 3 A_SpawnDebris("FlemoidGib",1)
		HEAD A 3 A_Pain
		HEAD A 6
		Goto See
	Pain.ZorchPistol:
	Pain.Zorch:
		HEAD E 3
		HEAD E 3 A_Pain
		HEAD F 6
		Goto See
	Death.ZorchPistol:
	Death.Zorch:
     TNT1 A 0 A_GiveToTarget("KillCount",1)
		HEAD G 8
		HEAD H 8 A_Scream
		HEAD I 8
		HEAD J 8
		HEAD K 8 A_NoBlocking
		HEAD L -1 A_SetFloorClip
		Stop
Death.DukeExplosive:
Death.DukeDamage:
    TNT1 A 0 A_Jump(218,"Death")
	TNT1 A 0 A_GiveToTarget("DukeKillTaunt",1)
	goto Death
Death.MightyBoot:
	TNT1 A 0 A_PlaySoundEx("duke/kickhit","body",0,0)
    TNT1 A 0 A_Jump(64,"Death")
	TNT1 A 0 A_GiveToTarget("DukeBootTaunt",1)
	goto Death
	XDeath:
	Death:
     TNT1 A 0 A_GiveToTarget("KillCount",1)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_PlaySound("flemdie")
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnDebris("FlemoidGib",1)
		TNT1 A 0 A_CustomMissile("SuperCyclopsBody",0,0,random(-180,180))
		TNT1 A 0 A_CustomMissile("SuperCyclopsArm1",0,0,random(-45,-135),2,random(0,90))
		TNT1 A 0 A_CustomMissile("SuperCyclopsArm2",0,0,random(45,135),2,random(0,90))
		TNT1 A -1 A_SetFloorClip
		stop
	Raise:
		HEAD L 8 A_UnSetFloorClip
		HEAD KJIHG 8
		Goto See
Death.DukeIce:
	TNT1 A 0 A_PlaySound("duke/enemyfreeze")
	TNT1 A 0 A_GiveInventory("FreezethrowerWeakness")
    TNT1 A 0 A_Jump(218,"Ice")
	TNT1 A 0 A_GiveToTarget("DukeKillTaunt",1)
	goto Ice
	Ice:
	Death.HexenIce:
	Death.Ice:
		TNT1 A 0 A_GiveToTarget("KillCount",1)
		TNT1 A 0 A_NoBlocking
		HEAD A 0 A_UnsetSolid
		HEAD A 70 A_GenericFreezeDeath
		HEAD A 0 A_IceGuyDie
		HEAD A 1 A_IceGuyDie
		TNT1 A -1
		stop
  Pain.MightyBoot:
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	TNT1 A 0 A_PlaySoundEx("duke/kickhit","body",0,0)
	HEAD A 2 A_FaceTarget
	TNT1 A 0 A_Recoil(14)
	TNT1 A 0 A_SpawnDebris("FlemoidGib",1)
	HEAD A 16 A_Pain
	Goto See
	}
}

ACTOR SuperCyclopsBody
{
 radius 16
 height 16
 BounceFactor 0.26
 BounceCount 3
 Mass 50
 Speed 1
 SeeSound "flem/cyclopsbody"
 +DOOMBOUNCE
 PROJECTILE
 +NOTELEPORT
 -NOGRAVITY
 -SOLID
 +NOBLOCKMAP
 +MOVEWITHSECTOR
 +SKYEXPLODE
 +CLIENTSIDEONLY
 States
 {
 Spawn:
   CYBD A 10
   loop
 Death:
   CYBD A -1
   stop
 }
}

ACTOR SuperCyclopsArm1
{
 radius 2
 height 2
 BounceFactor 0.55
 BounceCount 7
 Mass 10
 Speed 8
 SeeSound "flem/cyclopsbody"
 +DOOMBOUNCE
 PROJECTILE
 +NOTELEPORT
 -NOGRAVITY
 -SOLID
 +NOBLOCKMAP
 +MOVEWITHSECTOR
 +SKYEXPLODE
 +CLIENTSIDEONLY
 States
 {
 Spawn:
   TNT1 A 0 ThrustThingZ (0, 24, 0, 1)
 Spawn2:
   CYTB ABCDEFGH 6
   loop
 Death:
   TNT1 A 0 A_Jump(256,"Death1","Death2","Death3","Death4")
 Death1:
   CYTB C -1
   stop
 Death2:
   CYTB D -1
   stop
 Death3:
   CYTB G -1
   stop
 Death4:
   CYTB H -1
   stop
 }
}

ACTOR SuperCyclopsArm2
{
 radius 2
 height 2
 BounceFactor 0.55
 BounceCount 7
 Mass 10
 Speed 8
 SeeSound "flem/cyclopsbody"
 +DOOMBOUNCE
 PROJECTILE
 +NOTELEPORT
 -NOGRAVITY
 -SOLID
 +NOBLOCKMAP
 +MOVEWITHSECTOR
 +SKYEXPLODE
 +CLIENTSIDEONLY
 States
 {
 Spawn:
   TNT1 A 0 ThrustThingZ (0, 24, 0, 1)
 Spawn2:
   CYT2 ABCDEFGH 6
   loop
 Death:
   TNT1 A 0 A_Jump(256,"Death1","Death2","Death3","Death4")
 Death1:
   CYT2 B -1
   stop
 Death2:
   CYT2 C -1
   stop
 Death3:
   CYT2 F -1
   stop
 Death4:
   CYT2 G -1
   stop
 }
}

ACTOR Larva 9050
{
	Game Chex
	SpawnID 117
	Health 150 // Previously 100
	PainChance 180
	Speed 7
	Radius 30
	Height 56
	Mass 400
	damagefactor "Flem", 0.0
	damagefactor "Slime", 0.0  //in chex3.exe the slam now has slime damagetype
	DamageFactor "Mace", 1.1
	DamageFactor "DragonClaw", 1.5
PainChance "MightyBoot", 255
	Monster
	+FLOORCLIP +FASTER +FASTMELEE
	+DONTGIB
	+NOTDMATCH
	//+NOBLOODDECALS
	SeeSound "spectre/sight"
	AttackSound "spectre/melee"
	PainSound "spectre/pain"
	DeathSound "spectre/death"
	ActiveSound "spectre/active"
	Obituary "$OB_LARVA"
	States
	{
	Spawn:
		LRVA AB 10 A_Look
		Loop
	See:
		LRVA AABBAABB 2 A_Chase
		Loop
	Melee: // Previously 8 frames each
		TNT1 A 0 A_ChangeFlag("NOPAIN",0)
		LRVA CD 6 A_FaceTarget
		LRVA E 6 A_CustomMeleeAttack(random[sargattack](1,10)*4, "", "", "Flem")
		Goto See
	Pain.ZorchPistol:
	Pain.Zorch:
		LRVA F 2
		LRVA F 2 A_Pain
		Goto See
	Pain:
		LRVA A 2 A_SpawnDebris("FlemoidGib",1)
		LRVA A 2 A_Pain
		Goto See
	Death.ZorchPistol:
	Death.Zorch:
     TNT1 A 0 A_GiveToTarget("KillCount",1)
		LRVA G 8
		LRVA H 8 A_Scream
		LRVA I 4
		LRVA J 4 A_NoBlocking
		LRVA K 4
		LRVA L -1
		Stop
Death.DukeExplosive:
Death.DukeDamage:
    TNT1 A 0 A_Jump(218,"Death")
	TNT1 A 0 A_GiveToTarget("DukeKillTaunt",1)
	goto Death
Death.MightyBoot:
	TNT1 A 0 A_PlaySoundEx("duke/kickhit","body",0,0)
    TNT1 A 0 A_Jump(64,"Death")
	TNT1 A 0 A_GiveToTarget("DukeBootTaunt",1)
	goto Death
	XDeath:
	Death:
     TNT1 A 0 A_GiveToTarget("KillCount",1)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_PlaySound("flemdie")
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnDebris("FlemoidGib",1)
		LRVD A 10
		LRVD ABC 7
		LRVD D -1
		stop
	Raise:
		LRVA L 5
		LRVA KJIHG 5
		Goto See
Death.DukeIce:
	TNT1 A 0 A_PlaySound("duke/enemyfreeze")
	TNT1 A 0 A_GiveInventory("FreezethrowerWeakness")
    TNT1 A 0 A_Jump(218,"Ice")
	TNT1 A 0 A_GiveToTarget("DukeKillTaunt",1)
	goto Ice
	Ice:
	Death.HexenIce:
	Death.Ice:
		TNT1 A 0 A_GiveToTarget("KillCount",1)
		TNT1 A 0 A_NoBlocking
		//TNT1 A 0 A_SpawnItem("LarvaFrozen")
		LRVA A 0 A_UnsetSolid
		LRVA A 70 A_GenericFreezeDeath
		LRVA A 0 A_IceGuyDie
		LRVA A 1 A_IceGuyDie
		TNT1 A -1
		stop
  Pain.MightyBoot:
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	TNT1 A 0 A_PlaySoundEx("duke/kickhit","body",0,0)
	LRVA A 2 A_FaceTarget
	TNT1 A 0 A_Recoil(14)
	TNT1 A 0 A_SpawnDebris("FlemoidGib",1)
	LRVA A 16 A_Pain
	Goto See
	}
}

ACTOR FlemMine replaces ChexSoul
{
	Game Chex
	SpawnID 110
	Health 100
	Radius 16
	Height 56
	Mass 50
	damagefactor "Flem", 0.0  //flem damage doesn't hurt flemoids
	damagefactor "Slime", 0.0  //in chex3.exe the slam now has slime damagetype
PainChance "MightyBoot", 255
	Speed 8
	Damage 3
	PainChance 256
	Monster
	+FLOAT +NOGRAVITY +MISSILEMORE +DONTFALL
	+DONTGIB
	+NOTDMATCH
	//+NOBLOODDECALS
	SeeSound "skull/sight"
	AttackSound "skull/melee"
	PainSound "skull/pain"
	DeathSound "skull/death"
	ActiveSound "skull/active"
	Obituary "$OB_FLEMMINE"
	States
	{
	Spawn:
		SKUL AB 10 A_Look
		Loop
	See:
		SKUL AB 6 A_Chase
		Loop
	Missile:
		TNT1 A 0 A_ChangeFlag("NOPAIN",0)
		SKUL C 10 A_FaceTarget
		SKUL D 4 A_SkullAttack
		SKUL CD 4 
		Goto Missile+2
	Pain:
		SKUL A 3 A_SpawnDebris("FlemoidGib") 
		SKUL A 3 A_Pain
		Goto See
	Pain.ZorchPistol:
	Pain.Zorch:
		SKUL E 3 
		SKUL E 3 A_Pain
		Goto See
	Death.ZorchPistol:
	Death.Zorch:
     TNT1 A 0 A_GiveToTarget("KillCount",1)
		SKUL F 6 
		SKUL G 6 A_Scream
		SKUL H 6 
		SKUL I 6 A_NoBlocking
		SKUL J 6
		SKUL K 6
		Stop
Death.DukeExplosive:
Death.DukeDamage:
    TNT1 A 0 A_Jump(218,"Death")
	TNT1 A 0 A_GiveToTarget("DukeKillTaunt",1)
	goto Death
Death.MightyBoot:
	TNT1 A 0 A_PlaySoundEx("duke/kickhit","body",0,0)
    TNT1 A 0 A_Jump(64,"Death")
	TNT1 A 0 A_GiveToTarget("DukeBootTaunt",1)
	goto Death
	XDeath:
	Death:
     TNT1 A 0 A_GiveToTarget("KillCount",1)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_PlaySound("flemdie")
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnDebris("FlemoidGib",1)
		TNT1 A 0 A_SpawnDebris("FlemMineGib1",1)
		TNT1 A 0 A_SpawnDebris("FlemMineGib2",1)
		TNT1 A -1
		stop
Death.DukeIce:
	TNT1 A 0 A_PlaySound("duke/enemyfreeze")
	TNT1 A 0 A_GiveInventory("FreezethrowerWeakness")
    TNT1 A 0 A_Jump(218,"Ice")
	TNT1 A 0 A_GiveToTarget("DukeKillTaunt",1)
	goto Ice
	Ice:
	Death.HexenIce:
	Death.Ice:
		TNT1 A 0 A_GiveToTarget("KillCount",1)
		TNT1 A 0 A_NoBlocking
		//TNT1 A 0 A_SpawnItem("FlemMineFrozen")
		SKUL A 0 A_UnsetSolid
		SKUL A 70 A_GenericFreezeDeath
		SKUL A 0 A_IceGuyDie
		SKUL A 1 A_IceGuyDie
		TNT1 A -1
		stop
  Pain.MightyBoot:
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	TNT1 A 0 A_PlaySoundEx("duke/kickhit","body",0,0)
	SKUL A 2 A_FaceTarget
	TNT1 A 0 A_Recoil(14)
	TNT1 A 0 A_SpawnDebris("FlemoidGib",1)
	SKUL A 16 A_Pain
	Goto See
	}
}

ACTOR FlemMineGib1
{
 health 8
 radius 2
 height 2
 BounceFactor 0.75
 BounceCount 8
 Mass 10
 Speed 8
 +DOOMBOUNCE
 PROJECTILE
 +NOTELEPORT
 +RANDOMIZE
 -NOGRAVITY
 -SOLID
 -SKYEXPLODE
 +NOBLOCKMAP
 +MOVEWITHSECTOR
 +CLIENTSIDEONLY
 States
 {
 Spawn:
   TNT1 A 0 ThrustThingZ (0, 24, 0, 1)
 Spawn2:
   FLGB ABCD 6
   loop
 Death:
   TNT1 A 0 A_Jump(256,"Death1","Death2","Death3","Death4")
   goto Death1
 Death1:
   FLGB A 2000
   stop
 Death2:
   FLGB B 2000
   stop
 Death3:
   FLGB C 2000
   stop
 Death4:
   FLGB D 2000
   stop
 }
}

ACTOR FlemMineGib2
{
 health 1
 radius 2
 height 2
 BounceFactor 0.75
 BounceCount 8
 Mass 10
 Speed 8
 +DOOMBOUNCE
 PROJECTILE
 +NOTELEPORT
 +RANDOMIZE
 -NOGRAVITY
 -SOLID
 -SKYEXPLODE
 +NOBLOCKMAP
 +MOVEWITHSECTOR
 +CLIENTSIDEONLY
 States
 {
 Spawn:
   TNT1 A 0 ThrustThingZ (0, 24, 0, 1)
 Spawn2:
   FLGB EFGH 6
   loop
 Death:
   TNT1 A 0 A_Jump(256,"Death1","Death2","Death3","Death4")
   goto Death1
 Death1:
   FLGB E 2000
   stop
 Death2:
   FLGB F 2000
   stop
 Death3:
   FLGB G 2000
   stop
 Death4:
   FLGB H 2000
   stop
 }
}




ACTOR Snotfolus 16
{
	Game Chex
	SpawnID 114
	Health 8000
	Radius 40
	Height 110
	Mass 1000
	damagefactor "BFG", 0.75
	damagefactor "BFGSpray", 0.75
	damagefactor "Flem", 0.0
	damagefactor "Slime", 0.0  //in chex3.exe the slam now has slime damagetype
	Speed 16
	PainChance 10
	Monster
	MinMissileChance 160
	+BOSS 
	+MISSILEMORE
	+FLOORCLIP
	+NORADIUSDMG
	+DONTMORPH
	+BOSSDEATH
	+DONTGIB
	+INVULNERABLE
	+NOTARGET
	+NOINFIGHTING
	+BOSSDEATH
	+NOTDMATCH
	//+NOBLOODDECALS
	SeeSound "cyber/sight"
	PainSound "cyber/pain"
	DeathSound "cyber/death"
	ActiveSound "cyber/active"
	Obituary "$OB_SNOTFOLUS"
	States
	{
	Spawn:
		TNT1 A 0 A_SetTranslucent(0,0)
		TNT1 A 80
		TNT1 A 0 A_PlaySoundEx("cyber/sight","SoundSlot5",0,2)
		TNT1 A 0 ACS_ExecuteAlways(204,0,2)
		CYBR A 0 A_SetTranslucent(0.1,0)
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)  
		CYBR A 0 A_SetTranslucent(0.2,0)
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)  
		CYBR A 0 A_SetTranslucent(0.3,0)
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)  
		CYBR A 0 A_SetTranslucent(0.4,0)
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)  
		CYBR A 0 A_SetTranslucent(0.5,0)
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)  
		CYBR A 0 A_SetTranslucent(0.6,0)
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)  
		CYBR A 0 A_SetTranslucent(0.7,0)
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)  
		CYBR A 0 A_SetTranslucent(0.8,0)
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)  
		CYBR A 0 A_SetTranslucent(0.9,0)
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 1 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, random(1,4), 0, 129, 0)  
		TNT1 A 0 A_PlaySoundEx("cyber/active","SoundSlot5",0,2)
		CYBR AAAAAAAAAAAAAA 0 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, 4, 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 0 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, 4, 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 0 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, 4, 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 0 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, 4, 0, 129, 0) 
		CYBR AAAAAAAAAAAAAA 0 A_SpawnItemEx ("StarSparkle", random(-32, 32), random(-32,32), random(0, 8), 0, 0, 4, 0, 129, 0) 
		CYBR A 100 A_SetTranslucent(1,0)
		TNT1 A 0 A_PlaySoundEx("cyber/sight","SoundSlot5",0,2)
		CYBR A 100
		TNT1 A 0 A_ChangeFlag("INVULNERABLE",0)
		CYBR A 1 A_Look
		wait
	Idle:
		CYBR AB 10 A_Look
		Loop
See:
TNT1 A 0 A_JumpIfInventory("DukeBossSee",1,"See2")
TNT1 A 0 A_GiveInventory("DukeBossSee",1)
TNT1 A 0 A_GiveToTarget("DukeBossSightTaunt")
See2:
		CYBR A 3 A_Hoof
		TNT1 A 0 A_CustomMissile("FlemSporeSummonball",0,0,0)
		CYBR ABBCC 3 A_Chase
		TNT1 A 0 A_CustomMissile("FlemSporeSummonball",0,0,0)
		CYBR D 3 A_Metal
		CYBR D 3 A_Chase
		Loop
	Missile:
		CYBR E 0 A_Jump(64,"Missile2")
		CYBR E 6 A_FaceTarget
		TNT1 A 0 A_CustomMissile("FlemSporeSummonball",0,0,0)
		CYBR F 6 A_CustomMissile("SnotfolusBall", 85)
		CYBR E 6 A_FaceTarget
		CYBR F 6 A_CustomMissile("SnotfolusBall", 85)
		CYBR E 6 A_FaceTarget
		CYBR F 6 A_CustomMissile("SnotfolusBall", 85)
		TNT1 A 0 A_CustomMissile("FlemSporeSummonball",0,0,0)
		CYBR E 6 A_FaceTarget
		CYBR F 6 A_CustomMissile("SnotfolusBall", 85)
		CYBR E 6 A_FaceTarget
		CYBR F 6 A_CustomMissile("SnotfolusBall", 85)
		CYBR E 6 A_FaceTarget
		CYBR F 6 A_CustomMissile("SnotfolusBall", 85)
		Goto See
	Missile2:
		CYBR E 6 A_FaceTarget
		CYBR E 6 A_CustomMissile("FlemSporeSummonball",0,0,0)
		CYBR E 0 A_FaceTarget
		CYBR F 3 A_CustomMissile("SnotfolusBall", 85, 0, random(-15,15))
		CYBR F 3 A_CustomMissile("SnotfolusBall2", 85, 0, random(-15,15))
		CYBR F 3 A_CustomMissile("SnotfolusBall2", 85, 0, random(-15,15))
		CYBR F 3 A_CustomMissile("SnotfolusBall2", 85, 0, random(-15,15))
		CYBR F 3 A_CustomMissile("SnotfolusBall2", 85, 0, random(-15,15))
		CYBR F 3 A_CustomMissile("SnotfolusBall", 85, 0, random(-15,15))
		CYBR F 3 A_CustomMissile("SnotfolusBall2", 85, 0, random(-15,15))
		CYBR F 3 A_CustomMissile("SnotfolusBall2", 85, 0, random(-15,15))
		CYBR F 3 A_CustomMissile("SnotfolusBall2", 85, 0, random(-15,15))
		CYBR F 3 A_CustomMissile("SnotfolusBall2", 85, 0, random(-15,15))
		CYBR F 3 A_CustomMissile("SnotfolusBall", 85, 0, random(-15,15))
		CYBR F 3 A_CustomMissile("SnotfolusBall2", 85, 0, random(-15,15))
		CYBR F 3 A_CustomMissile("SnotfolusBall2", 85, 0, random(-15,15))
		CYBR F 3 A_CustomMissile("SnotfolusBall2", 85, 0, random(-15,15))
		CYBR F 3 A_CustomMissile("SnotfolusBall2", 85, 0, random(-15,15))
		goto See
	Pain:
		TNT1 AAAA 0 A_SpawnDebris("FlemoidGib",1)
		TNT1 A 0 A_CustomMissile("FlemSporeSummonball",0,0,0)
		TNT1 A 0 A_CustomMissile("FlemSporeSummonball",0,0,0)
		CYBR A 10 A_Pain
		Goto See
	Pain.ZorchPistol:
	Pain.Zorch:
     TNT1 A 0 A_GiveToTarget("KillCount",1)
		TNT1 A 0 A_CustomMissile("FlemSporeSummonball",0,0,0)
		TNT1 A 0 A_CustomMissile("FlemSporeSummonball",0,0,0)
		CYBR G 10 A_Pain
		Goto See
Death.DukeDamage:
Death.MightyBoot:
Death.DukeExplosive:
Death.DukeIce:
	TNT1 A 0 A_GiveToTarget("DukeBossKillTaunt",1)
	Death:
     TNT1 A 0 A_GiveToTarget("KillCount",1)
		CYBR H 10
		CYBR I 10 A_Scream
		CYBR JKL 10
		CYBR M 10 A_NoBlocking
		CYBR NO 10
		CYBR P 30
		CYBR P -1 A_BossDeath
		Stop
	}
}

ACTOR SnotfolusBall
{
	Game Chex
	SpawnID 154
	Radius 6
	Height 16
	Speed 25
	FastSpeed 30
	Damage 10
	Projectile
	DamageType Flem
	+STRIFEDAMAGE
	+RANDOMIZE
	SeeSound "baron/attack"
	DeathSound "baron/shotx"
	States
	{
	Spawn:
		BAL7 AB 4
		Loop
	Death:
		BAL7 CDE 6
		Stop
	}
}

ACTOR SnotfolusBall2
{
	Radius 6
	Height 16
	Speed 30
	FastSpeed 35
	Damage 5
	Projectile
	DamageType Flem 
	+RANDOMIZE
	+THRUGHOST
	SeeSound "baron/attack"
	DeathSound "baron/shotx"
	States
	{
	Spawn:
		BAL1 AB 4
		Loop
	Death:
		BAL1 CDE 6
		Stop
	}
}

ACTOR FlemsporeSummonball
{
   Radius 20
   Height 3
   Speed 32
   Damage 0
   PROJECTILE
   +SKYEXPLODE
   -SOLID
   +DONTREFLECT
   RENDERSTYLE Normal
   Alpha 1.0
   States
   {
   Spawn:
     TNT1 A 1
     TNT1 A 1 A_Gravity
	 loop
   Death:
     TNT1 A 1 A_SpawnItemEx(Flemspore, 0, 0, 0, 0, 0, 0, 0, SXF_SETMASTER,0)
     stop
   }
}

ACTOR FlemSpore
{
  Health 25
  Radius 20
  Height 5
  Mass 5
  Speed 10
  PainChance 0
  Bloodcolor "Green"
  RenderStyle Translucent
  MONSTER
  +FLOORCLIP
  +DONTMORPH
  +FRIGHTENED
  -COUNTKILL
  -DROPOFF
  states
  {
  Spawn:
    SLPU A 4 A_Look
  See:
  	SLPU AAAAAAAAAAAAAAAAAAAAAAAA 10 A_Chase
	Goto Death
  Death:
  	TNT1 A 0 A_Jump(98, 4)
  	TNT1 A 0 A_NoBlocking
  	TNT1 A 1 A_SpawnItemEx("FlemoidusCommonus",0,0,0,0,0,0,0,SXF_SETMASTER)
	TNT1 A 0 A_AlertMonsters
	Stop
  	TNT1 A 0 A_NoBlocking
  	TNT1 A 1 A_SpawnItemEx("FlemoidusBipedicus",0,0,0,0,0,0,0,SXF_SETMASTER)
	TNT1 A 0 A_AlertMonsters
	Stop
  }
}