ACTOR MinotaurFX2~ : MinotaurFX2 replaces MinotaurFX2 
{
  States
  {
  Spawn:
    TNT1 A 0 
    FX13 A 2 A_MntrFloorFire
    Loop
  Death:
    TNT1 A 0 
	TNT1 AAAAAAAA 0 A_SpawnItemEx("PhoenixProjFX1", 0, 0, 0, (0.1)*Random(25, 50), 0, (0.1)*Random(-10, 10), Random(0, 360), 128)
	TNT1 AAAAAAAA 0 A_SpawnItemEx("PhoenixProjFX2", 0, 0, 0, (0.1)*Random(25, 50), 0, (0.1)*Random(-10, 10), Random(0, 360), 128)
	TNT1 A 0 A_SpawnItem("PhoenixFlash")
	TNT1 A 0 A_SpawnItem("PhoenixFlash2")
    FX13 I 4 Bright A_Explode
    FX13 JKLM 4 Bright
    Stop
  }
}

/*ACTOR MinotaurFX3~ : MinotaurFX3 replaces MinotaurFX3
{
  Radius 8
  Height 16
  Speed 0
  DeathSound "minotaur/fx3hit"
  ExplosionDamage 128
  States
  {
  Spawn:
    TNT1 A 0 
	TNT1 A 0 A_JumpIfInventory("FireCheck",64,"StopFire")
	TNT1 A 0 A_GiveInventory("FireCheck",1)
    //TNT1 A 0 A_SpawnItemEx("SmallerRedFlare", 0, 0, 2, 0, 0, 0, 0, 176)
    TNT1 A 1 A_SpawnItemEx("SHRedTorchFireSmaller", Random(-1, 1), Random(-1, 1), 2, (0.001)*Random(10, 400), (0.001)*Random(10, 400), (0.001)*Random(1000, 1750), 0, 128)
    loop
   StopFire:
    TNT1 A 1 
	Stop 
  }
}*/

ACTOR MinotaurFX1~ : MinotaurFX1 replaces MinoTaurFX1
{
  scale 1.25
  States
  {
	Spawn: 
		BRB2 AAAAAABBBBBB 1 BRIGHT A_SpawnItemEx("Puffy~",random(-6,6),random(-6,6),random(-2,2),0,0,random(1,5))
		Loop
	Death:
	    	TNT1 AAAAAAA 0 A_SpawnItemEx("SparkPiece", 0, 0, 8, (0.1)*Random(10, 40), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)
	TNT1 A 0 A_SpawnItem("WandFlash2",0,8)
		BRB2 CDEFGHI 3 Bright
		Stop
  }
}

ACTOR WandFlash2 : WandFlash
{
scale 0.4
}

ACTOR FireCheck : Inventory
{
inventory.maxamount 64
}

ACTOR Minotaur~ : Minotaur replaces Minotaur
{
  States
  {
  Death:
    TNT1 A 0 
	MNTR F 0 A_Stop
    MNTR F 5 A_MinotaurDeath
    MNTR G 5 
	MNTR GGGGGGGGGGGGGGGGGGGGGGGG 0 A_SpawnItem("Blood",-2,16)
	MNTR GGGGGGGGGGGGGGGGGGGGG 0 A_SpawnItem("BloodClone",-2,16)
    MNTR H 5 A_Scream
	MNTR GGGGGGGGG 0 A_SpawnItem("BloodClone",-2,16)
    MNTR I 5
	MNTR GGGGGGGGGGGGGGGGGGGGG 0 A_SpawnItem("Blood",-2,16)
	MNTR GGGGGGGGGGGGGGGGGG 0 A_SpawnItem("BloodClone",-2,16)
    MNTR J 5
	MNTR GGGGGGGGG 0 A_SpawnItem("BloodClone",-2,16)
    MNTR K 5
	MNTR GGGGGGGGGGGGGGGGGG 0 A_SpawnItem("Blood",-2,16)
	MNTR GGGGGGGGGGGGGGG 0 A_SpawnItem("BloodClone",-2,16)
    MNTR L 5
	MNTR GGGGGGGGG 0 A_SpawnItem("BloodClone",-2,16)
    MNTR M 5 A_NoBlocking
    MNTR N 5
    MNTR O 5
    MNTR P 5
    MNTR Q 5
    MNTR R 5
    MNTR S 5
    MNTR T -1 A_BossDeath
    Stop
  }
}

