/////////////////////////////////
// HERETIC NITROGOLEM ENHANCED //
/////////////////////////////////


ACTOR MummyFX1~ : MummyFX1 replaces MummyFX1 
{
  States
  {
  Spawn:
    FX15 A 1 Bright A_CustomMissile("SkulltrailBurn",0,0,0,2)
    FX15 A 5 Bright A_PlaySound("mummy/head")
	FX15 A 1 Bright A_CustomMissile("SkulltrailBurn",0,0,0,2)
    FX15 B 5 Bright A_SeekerMissile(10,20)
    FX15 C 5 Bright A_CustomMissile("SkulltrailBurn",0,0,0,2)
    FX15 B 5 Bright A_SeekerMissile(10,20)
	FX15 A 1 Bright A_CustomMissile("SkulltrailBurn",0,0,0,2)
    Goto Spawn+1
  Death:
    TNT1 AAAAAAA 0 A_SpawnItemEx("SparkPiece", 0, 0, 0, (0.1)*Random(10, 40), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)
	TNT1 A 0 A_SpawnItem("ImpBallFlash")
    FX15 DEFG 5 Bright
    Stop
  }
}



ACTOR SkullTrailBurn : DoomImpBall
{
	Seesound ""
	Deathsound ""
	+NOCLIP
	scale 0.6
	Speed 0
	Alpha 0.5
	States
	{
	Spawn:
		FX15 A 1 BRIGHT A_FadeOut(0.02)
		loop
	}
}

ACTOR MummySoul~ : MummySoul replaces MummySoul
{
  +NOBLOCKMAP
  +NOGRAVITY
  Renderstyle Add
  Alpha 1 
  vspeed 1.5
  States
  {
  Spawn:
    TNT1 A 0 A_SpawnItemEx("MummySoulThing", random(-8,8),random(-8,8))
    MUMM Q 2
	MUMM Q 2
	TNT1 AAA 0 A_SpawnItemEx("MummySoulThing", random(-8,8),random(-8,8))
	MUMM R 2
	TNT1 AA 0 A_SpawnItemEx("MummySoulThing", random(-8,8),random(-8,8))
	MUMM Q 2
	TNT1 A 0 A_SpawnItemEx("MummySoulThing", random(-8,8),random(-8,8))
	MUMM Q 2
	TNT1 AAA 0 A_SpawnItemEx("MummySoulThing", random(-8,8),random(-8,8))
	MUMM Q 2
	TNT1 A 0 A_SpawnItemEx("MummySoulThing", random(-8,8),random(-8,8))
    MUMM T 4 A_SetTranslucent(0.5,1)
	TNT1 AAA 0 A_SpawnItemEx("MummySoulThing", random(-8,8),random(-8,8))
	MUMM T 4 A_SetTranslucent(0.45,1)
	TNT1 AA 0 A_SpawnItemEx("MummySoulThing", random(-8,8),random(-8,8))
	MUMM U 4 A_SetTranslucent(0.4,1)
	TNT1 AAAA 0 A_SpawnItemEx("MummySoulThing", random(-8,8),random(-8,8))
	MUMM U 4 A_SetTranslucent(0.35,1)
	TNT1 A 0 A_SpawnItem("MummySoulThingLarge",0,12)
	MUMM V 4 A_SetTranslucent(0.3,1)
	MUMM V 4 A_SetTranslucent(0.25,1)
	MUMM W 4 A_SetTranslucent(0.2,1)
	MUMM W 4 A_SetTranslucent(0.15,1)
    Stop
  }
}

/*
ACTOR MummySoul~ : MummySoul replaces MummySoul
{
  +NOBLOCKMAP
  +NOGRAVITY
  Scale 0.8
  RenderStyle Add
  Alpha 1 
  States
  {
  Spawn:
	TNT1 A 0 
	TNT1 AAAA 2 A_SpawnItemEx("MummySoulThing", random(-16,16),random(-16,16),0,0,0,random(5,10))
	TNT1 A 0 A_SpawnItemEx("MummySoulThingLarge", 0,0,0,0,0,7)
	TNT1 AAAA 2 A_SpawnItemEx("MummySoulThing", random(-16,16),random(-16,16),0,0,0,random(5,10))
  Death:
    TNT1 A -1
    Stop
  }
}
*/

ACTOR MummySoulThing
{
  +NOBLOCKMAP
  +NOGRAVITY
  Scale 0.05
  RenderStyle Add
  Alpha 1 
  States
  {
  Spawn:
	TNT1 A 0 
    WFLR A 2 BRIGHT
  Death:
    WFLR A 1 BRIGHT A_Fadeout
    Loop
  }
}

ACTOR MummySoulThingLarge
{
  +NOBLOCKMAP
  +NOGRAVITY
  Scale 0.4
  RenderStyle Add
  Alpha 1 
  States
  {
  Spawn:
	TNT1 A 0 
    WFLR A 7 BRIGHT
  Death:
    WFLR A 1 BRIGHT A_Fadeout
    Loop
  }
}

ACTOR MummyGore : Mummy Replaces Mummy
{
states
{
  Death:
    MUMM I 5 A_Stop
    MUMM J 5 A_Scream
	MUMM KKKKKKKKKKKKKK 0 A_SpawnItem("Blood")
	MUMM KKKKK 0 A_SpawnItem("BloodClone")
    MUMM K 5 A_SpawnItemEx("MummySoul", 0,0,8, 0,0,random(2,5))
    MUMM L 5
    MUMM M 5 A_NoBlocking
	MUMM NNN 0 A_SpawnItem("Blood")
    MUMM NO 5
    MUMM P -1
    Stop
    
  }
}

ACTOR MummyLeaderGore : MummyLeader Replaces MummyLeader
{
states
{
   Missile:
    MUMM A 0 
	MUMM X 0 A_SpawnItem("MummyChargeSpawner")
    MUMM X 5 A_FaceTarget
    MUMM Y 5 Bright A_FaceTarget
    MUMM X 5 A_FaceTarget
    MUMM Y 5 Bright A_FaceTarget
    MUMM X 5 A_FaceTarget
    MUMM Y 5 Bright A_CustomComboAttack("MummyFX1", 32, random[MummyAttack2](1,8)*2, "mummy/attack2")
    Goto See
  Death:
    MUMM I 5 A_Stop
    MUMM J 5 A_Scream
	MUMM KKKKKKKKKKKKKK 0 A_SpawnItem("Blood")
	MUMM KKKKK 0 A_SpawnItem("BloodClone")
    MUMM K 5 A_SpawnItemEx("MummySoul", 0,0,8, 0,0,random(2,5))
    MUMM L 5
    MUMM M 5 A_NoBlocking
	MUMM NNN 0 A_SpawnItem("Blood")
    MUMM NO 5
    MUMM P -1
    Stop
  }
}

ACTOR MummyLeaderGhostGore : MummyLeaderGhost Replaces MummyLeaderGhost
{
states
{
   Missile:
    MUMM A 0 
	MUMM X 0 A_SpawnItem("MummyChargeSpawner")
    MUMM X 5 A_FaceTarget
    MUMM Y 5 Bright A_FaceTarget
    MUMM X 5 A_FaceTarget
    MUMM Y 5 Bright A_FaceTarget
    MUMM X 5 A_FaceTarget
    MUMM Y 5 Bright A_CustomComboAttack("MummyFX1", 32, random[MummyAttack2](1,8)*2, "mummy/attack2")
    Goto See
  Death:
    MUMM I 5 A_Stop
    MUMM J 5 A_Scream
	MUMM KKKKKKKKKKKKKK 0 A_SpawnItem("Blood")
	MUMM KKKKK 0 A_SpawnItem("BloodClone")
    MUMM K 5 A_SpawnItemEx("MummySoul", 0,0,8, 0,0,random(2,5))
    MUMM L 5
    MUMM M 5 A_NoBlocking
	MUMM NNN 0 A_SpawnItem("Blood")
    MUMM NO 5
    MUMM P -1
    Stop
  }
}


ACTOR MummyChargeSpawner
{
  +NOBLOCKMAP
  +NOGRAVITY
  Scale 0.15
  RenderStyle Add
  Alpha 1 
  States
  {
  Spawn:
	TNT1 A 0 
	TNT1 A 1 A_SpawnItemEx("MummyChargeFlare",random(-32,32),random(-32,32),0,0,0,random(2,5))
	TNT1 AA 2 A_SpawnItemEx("MummyChargeFlare",random(-32,32),random(-32,32),0,0,0,random(2,5)) //5 tics
	TNT1 A 3 A_SpawnItemEx("MummyChargeFlare",random(-32,32),random(-32,32),0,0,0,random(2,5))
	TNT1 AAAA 1 A_SpawnItemEx("MummyChargeFlare",random(-32,32),random(-32,32),0,0,0,random(2,5)) //12 tics
	TNT1 A 2 A_SpawnItemEx("MummyChargeFlare",random(-32,32),random(-32,32),0,0,0,random(2,5))
	TNT1 AAAAAA 1 A_SpawnItemEx("MummyChargeFlare",random(-32,32),random(-32,32),0,0,0,random(5,5)) //20 tics
	TNT1 AAA 2 A_SpawnItemEx("MummyChargeFlare",random(-32,32),random(-32,32),0,0,0,random(2,5))
	TNT1 AAAA 1 A_SpawnItemEx("MummyChargeFlare",random(-32,32),random(-32,32),0,0,0,random(2,5)) //30 tics
	stop
  }
}

ACTOR MummyChargeFlare : Baseflare
{
   Scale 0.025
   Alpha 1
   +NOGRAVITY
   +NOCLIP
   +NOBLOCKMAP
   vspeed 0.5
   States
   {
   Spawn: 
	YGZF A 3 BRIGHT
   Death:
	YGZF A 1 A_Fadeout
	loop
   }
}