//------------------------------------------------------------------------------------------------------------------------
//	StoneImp
//
//
//	Taken from ZDoom Monster Pack
//	Created by Espi
//	Modified by M@@@H!aK (death types, etc.)
//------------------------------------------------------------------------------------------------------------------------
Actor Satanic_StoneImp : DoomImp 5017
{
	Skip_Super
	Health		360
    Radius		20
    Height		42
    Speed		6
    PainChance	50
    Mass		400
	MeleeDamage 12
	SeeSound	"imp/sight"
    PainSound	"imp/pain"
    DeathSound	"imp/death"
    ActiveSound	"imp/active"
    MeleeSound	"Satanic/Monsters/ImpWarlord/MaceHit"
	DamageFactor NoDamage,	 		0
	DamageFactor DrainHealthEver,	0
	DamageFactor DrainHealth,		0
	DamageFactor DrainMana,			0
	DamageFactor Fire,				0
	DamageFactor Posession, 		0
	PainChance NoDamage, 			0
	Painchance BoomHeadshot, 255
	HitObituary	"%o was smashed by a stone imp."
	//the above was just "Obituary" in the original Satanic, so the new obitmsg 
	//would never show up, seeing as how the Obituary property, when used in a 
	//monster's definition, is used for missile attacks, and the StoneImp has 
	//none! ~amv2k9
	MONSTER 
    +FLOORCLIP
    +NOBLOOD
    +NORADIUSDMG
	+LONGMELEERANGE
    States
    {
	Spawn:
		GIMP A 0 Thing_Hate(0,669,3)
		TNT1 A 0 A_SpawnItemEx("StoneImpHeadTarget10",0,0,42,velx,vely,velz,0,SXF_SETMASTER)
		GIMP AB 10 A_Look
		Goto Spawn+1
	See:
		TNT1 A 0 A_JumpIfInventory("PowerNecShroud",1,"Wander",AAPTR_PLAYER1)
		TNT1 A 0 A_SpawnItemEx("StoneImpHeadTarget10",0,0,42,velx,vely,velz,0,SXF_SETMASTER)
		GIMP AA 3 A_Chase
		TNT1 A 0 A_JumpIfInventory("PowerNecShroud",1,"Wander",AAPTR_PLAYER1)
		TNT1 A 0 A_SpawnItemEx("StoneImpHeadTarget10",0,0,42,velx,vely,velz,0,SXF_SETMASTER)
		GIMP BB 3 A_Chase
		TNT1 A 0 A_JumpIfInventory("PowerNecShroud",1,"Wander",AAPTR_PLAYER1)
		TNT1 A 0 A_SpawnItemEx("StoneImpHeadTarget10",0,0,42,velx,vely,velz,0,SXF_SETMASTER)
		GIMP CC 3 A_Chase
		TNT1 A 0 A_JumpIfInventory("PowerNecShroud",1,"Wander",AAPTR_PLAYER1)
		TNT1 A 0 A_SpawnItemEx("StoneImpHeadTarget10",0,0,42,velx,vely,velz,0,SXF_SETMASTER)
		GIMP DD 3 A_Chase
		Loop
	Wander:
		TNT1 A 0 A_JumpIfInventory("PowerNecShroud",1,1,AAPTR_PLAYER1)
		Goto See
		TNT1 A 0 A_SpawnItemEx("StoneImpHeadTarget10",0,0,42,velx,vely,velz,0,SXF_SETMASTER)
		GIMP AA 3 A_Wander
		TNT1 A 0 A_JumpIfInventory("PowerNecShroud",1,1,AAPTR_PLAYER1)
		Goto See
		TNT1 A 0 A_SpawnItemEx("StoneImpHeadTarget10",0,0,42,velx,vely,velz,0,SXF_SETMASTER)
		GIMP BB 3 A_Wander
		TNT1 A 0 A_JumpIfInventory("PowerNecShroud",1,1,AAPTR_PLAYER1)
		Goto See
		TNT1 A 0 A_SpawnItemEx("StoneImpHeadTarget10",0,0,42,velx,vely,velz,0,SXF_SETMASTER)
		GIMP CC 3 A_Wander
		TNT1 A 0 A_JumpIfInventory("PowerNecShroud",1,1,AAPTR_PLAYER1)
		Goto See
		TNT1 A 0 A_SpawnItemEx("StoneImpHeadTarget10",0,0,42,velx,vely,velz,0,SXF_SETMASTER)
		GIMP DD 3 A_Wander
		Loop
	Missile:
		Goto See
	Melee:
		TNT1 A 0 A_SpawnItemEx("StoneImpHeadTarget10",0,0,42,velx,vely,velz,0,SXF_SETMASTER)
		GIMP E 8 A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("StoneImpHeadTarget10",0,0,42,velx,vely,velz,0,SXF_SETMASTER)
		GIMP F 8 A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("StoneImpHeadTarget10",0,0,42,velx,vely,velz,0,SXF_SETMASTER)
		GIMP G 6 A_MeleeAttack
		Goto See
	Pain:
		TNT1 A 0 A_SpawnItemEx("StoneImpHeadTarget",0,0,42,velx,vely,velz,0,SXF_SETMASTER)
		GIMP H 2
		TNT1 A 0 A_SpawnItemEx("StoneImpHeadTarget",0,0,42,velx,vely,velz,0,SXF_SETMASTER)
		GIMP H 2 A_Pain
		Goto See
	XDeath:
	Death:
		GIMP I 8
		GIMP J 8 A_Scream
		GIMP K 6
		GIMP L 6 A_Fall
		GIMP M 6
		GIMP N -1
		Stop
    }
}