Class WeirdoChooser : Actor  //Like The "TehInciderz" Projectile, but the monster choices are more random and they die after attacking.
{
	Default
	{
	radius 0;
    height 0;
    +NoGravity
    +NoBlockMap
	+NORADIUSDMG;
    +NoLiftDrop
    +NoTarget
    +DontSquash
    +NoTeleOther
    +NonShootable
	}
	States
	{
	Spawn:
		TNT1 A 0 NoDelay A_Jump(256, "SpawnXDDefectiveCaco", "SpawnXDMariTitMonsterForm", "SpawnXDBioTech", "SpawnXDConnie", "SpawnXDStarman", "SpawnXDTamahawk");
	SpawnXDDefectiveCaco:
		TNT1 A 0 A_SpawnItem("XDDefectiveCaco");
		Stop;
	SpawnXDMariTitMonsterForm:
		TNT1 A 0 A_SpawnItem("XDMariTitMonsterForm");
		Stop;
	SpawnXDBioTech:
		TNT1 A 0 A_SpawnItem("XDBioTech");
		Stop;
	SpawnXDConnie:
		TNT1 A 0 A_SpawnItem("XDConnie");
		Stop;
	SpawnXDStarman:
		TNT1 A 0 A_SpawnItem("XDStarman");
		Stop;
	SpawnXDTamahawk:
		TNT1 A 0 A_SpawnItem("XDTamahawk");
		Stop;
	}
}

Class XDDefectiveCaco : Actor
{
	Default
	{
	Health 665;
	Radius 27;
	Height 48;
	Mass 459;
	+NOPAIN;
	Speed 40;
	ReactionTime 1;
	PainChance 0;
	Monster;
	+FloorClip;
	+MISSILEMORE;
	+NOBLOOD;
	+LookAllAround;
	+NOBLOODDECALS;
	+DONTGIB;
	+NoInfightSpecies;
	+NOINFIGHTING;
	Obituary "XP XP XP.";
	Tag "XD";
	}
	States
	{
	Spawn:
		SEAV A 0 A_PlaySound("Nothing/NOTHING2");
		SEAV AAAAAAAAAA 3 A_Look();
		SEAV B 0 A_PlaySound("Yes/Endgame");
		SEAV B 3 A_Look();
		SEAV B 0 A_PlaySound("Yes/Endgame");
		SEAV B 3 A_Look();
		SEAV A 0 A_PlaySound("Nothing/NOTHING2");
		SEAV AAAA 3 A_Look();
		SEAV C 0 A_PlaySound("Yes/Endgame");
		SEAV C 3 A_Look();
		SEAV C 0 A_PlaySound("Yes/Endgame");
		SEAV C 3 A_Look();
		SEAV D 0 A_PlaySound("Yes/Endgame");
		SEAV D 3 A_Look();
		SEAV A 0 A_PlaySound("Nothing/NOTHING2");
		SEAV AAAAAAAA 3 A_Look();
		SEAV F 0 A_PlaySound("Yes/Endgame");
		SEAV F 3 A_Look();
		SEAV F 0 A_PlaySound("Yes/Endgame");
		SEAV E 3 A_Look();
		SEAV F 0 A_PlaySound("Yes/Endgame");
		SEAV F 3 A_Look();
		SEAV B 0 A_PlaySound("Yes/Endgame");
		SEAV B 3 A_Look();
		SEAV C 0 A_PlaySound("Yes/Endgame");
		SEAV C 3 A_Look();
		SEAV D 0 A_PlaySound("Yes/Endgame");
		SEAV D 3 A_Look();
		SEAV B 0 A_PlaySound("Yes/Endgame");
		SEAV B 3 A_Look();
		SEAV E 0 A_PlaySound("Yes/Endgame");
		SEAV E 3 A_Look();
		SEAV F 0 A_PlaySound("Yes/Endgame");
		SEAV F 3 A_Look();
		Loop;
	See:
		SEAV B 0 A_PlaySound("Yes/Endgame");
		SEAV B 4 A_Chase();
		SEAV A 0 A_PlaySound("Nothing/NOTHING2");
		SEAV AA 4 A_Chase();
		SEAV E 0 A_PlaySound("Yes/Endgame");
		SEAV E 4 A_Chase();
		SEAV A 0 A_PlaySound("Nothing/NOTHING2");
		SEAV AA 4 A_Chase();
		SEAV F 0 A_PlaySound("Yes/Endgame");
		SEAV F 4 A_Chase();
		SEAV A 0 A_PlaySound("Nothing/NOTHING2");
		SEAV A 4 A_Chase();
		SEAV D 0 A_PlaySound("Yes/Endgame");
		SEAV D 4 A_Chase();
		Loop;
	Missile:
		SEAV A 0 A_SetInvulnerable();
		SEAV ACABEAACFADBEABDAFAB 2 A_PlaySound("Yes/Endgame");
		SEAV A 0 A_UnSetInvulnerable();
		SEAV C 0 A_PlaySound("Nothing/NOTHING2");
		SEAV A 2;
		SEAV A 0 BRIGHT A_FaceTarget();
		SEAV A 2 BRIGHT
		{
			A_SpawnProjectile("SICKFUCK", 30, 22, 0);
			A_SpawnProjectile("SICKFUCK", 30, -22, 0);
		}
		SEAV A 2;
		SEAV A 0 BRIGHT A_FaceTarget();
		SEAV A 2 BRIGHT
		{
			A_SpawnProjectile("SICKFUCK", 30, 22, 0);
			A_SpawnProjectile("SICKFUCK", 30, -22, 0);
		}
		SEAV A 2;
		SEAV A 0 BRIGHT A_FaceTarget();
		SEAV A 2 BRIGHT
		{
			A_SpawnProjectile("SICKFUCK", 30, 22, 0);
			A_SpawnProjectile("SICKFUCK", 30, -22, 0);
		}
		SEAV A 2;
		SEAV A 0 BRIGHT A_FaceTarget();
		SEAV A 2 BRIGHT
		{
			A_SpawnProjectile("SICKFUCK", 30, 22, 0);
			A_SpawnProjectile("SICKFUCK", 30, -22, 0);
		}
		SEAV A 2;
		Goto Death;
	Death:
		SEAV A 0 A_PlaySound("Nothing/NOTHING2");
		SEAV AAAA 9 A_FaceTarget();
		SEAV C 0 A_NoBlocking();
		SEAV CCCCCCCCCCC 1 A_FadeOut(0.19);
		Stop;
	}
}

Class XDMariTitMonsterForm : Actor
{
	Default
	{
	Health 665;
	Radius 20;
	Height 59;
	Mass 1234567890;
	+NOPAIN;
	Speed 40;
	ReactionTime 1;
	PainChance 0;
	Monster;
	+FloorClip;
	+MISSILEMORE;
	+NOBLOOD;
	+LookAllAround;
	+NOBLOODDECALS;
	+DONTGIB;
	+NoInfightSpecies;
	+NOINFIGHTING;
	SeeSound "Nothing/NOTHING2";
	ActiveSound "Nothing/NOTHING2";
	Obituary "XP XP XP.";
	Tag "XD";
	}
	States
	{
	Spawn:
		TNT1 A 0 A_Look();
		TNT1 A 1 A_Jump(256,"See1");  //,"See2");  //Need to extract the normal one too
		Loop;
	See1:
		PHDR A 0 A_SetScale(0.15,0.15);
		PHDR A 8 A_Chase();
		Loop;
	Missile:
		"----" A 0 A_PlaySound("Yes/TigerWoodSneeze",59);
		"----" A 6 A_FaceTarget();
		"----" A 0 A_PlaySound("Bio/BioShooT");
		"----" AAA 0 A_SpawnProjectile("TwoTwoTwo",32,0,random(-3,3),CMF_OFFSETPITCH,random(-6,6));
		"----" AAA 0 A_SpawnProjectile("TwoTwoTwo",32,0,random(-3,3),CMF_OFFSETPITCH,random(-6,6));
		"----" AAA 0 A_SpawnProjectile("TwoTwoTwo",32,0,random(-3,3),CMF_OFFSETPITCH,random(-6,6));
		"----" AAA 0 A_SpawnProjectile("TwoTwoTwo",32,0,random(-3,3),CMF_OFFSETPITCH,random(-6,6));
		"----" AAAA 4 A_FaceTarget();
		Goto Death;
	Death: 
		"----" A 0 A_PlaySound("Nothing/NOTHING2");
		"----" AAAA 9 A_FaceTarget();
		"----" A 0 A_NoBlocking();
		"----" AAAAAAAAAAA 3 A_FadeOut(0.19);
		Stop;
	}
}

Class XDBioTech : Actor
{
	Default
	{
	Health 665;
	Height 56;
	Radius 20;
	Speed 40;
	Mass 100;
	+NOPAIN;
	ReactionTime 1;
	PainChance 0;
	Monster;
	+FloorClip;
	+MISSILEMORE;
	+NOBLOOD;
	+LookAllAround;
	+NOBLOODDECALS;
	+DONTGIB;
	+NoInfightSpecies;
	+NOINFIGHTING;
	SeeSound "SasoVimon/SasoSee";
	ActiveSound "SasoVimon/SasoActive";
	Obituary "XP XP XP.";
	Tag "XD";
	}
	States
	{
	Spawn:
		BSE4 A 10 A_Look();
		Loop;
	See:
		BSE4 BBBCCCDDDEEE 2 A_Chase();
		Loop;
	Missile:
		BSE4 M 10;
		BSE4 N 10 A_FaceTarget();
		BSE4 N 0 A_PlaySound("Sasovimon/SasoShoot");
		BSE4 O 8 BRIGHT A_SpawnProjectile("Sludgefest",22.5,22.5,1,random(1,5) * 3,3000,CBAF_NORANDOM);
		BSE4 N 4;
		Goto Death;
	Death:
		BSE4 A 0 A_PlaySound("Nothing/NOTHING2");
		BSE4 AAAA 9 A_FaceTarget();
		BSE4 F 0 A_NoBlocking();
		BSE4 FFFFFFFFFFF 3 A_FadeOut(0.19);
		Stop;
	}
}

Class XDConnie : Actor
{
	Default
	{
	Health 665;
	Radius 13;
	Height 51;
	Mass 80;
	+NOPAIN;
	Speed 40;
	ReactionTime 1;
	PainChance 0;
	Monster;
	+FloorClip;
	+MISSILEMORE;
	+NOBLOOD;
	+LookAllAround;
	+NOBLOODDECALS;
	+DONTGIB;
	+NoInfightSpecies;
	+NOINFIGHTING;
	SeeSound "Nothing/NOTHING2";
	ActiveSound "Nothing/NOTHING2";
	Obituary "XP XP XP.";
	Tag "XD";
	}
	States
	{
	Spawn:
		KQMN A 4 A_Look();
		Loop;
	See:
		KQMN A 4 A_Chase();
		Loop;
	Missile:
		KQMN A 5 A_FaceTarget();
		KQMN A 0 A_PlaySound("Yes/KickenemyFire");
		KQMN AAAAA 3 A_SpawnProjectile("Tostiloco");
		KQMN A 2 A_FaceTarget();
		KQMN AAAAA 3 A_SpawnProjectile("Tostiloco");
		KQMN A 2 A_FaceTarget();
		KQMN AAAAA 3 A_SpawnProjectile("Tostiloco");
		Goto Death;
	Death: 
		KQMN A 0 A_PlaySound("Nothing/NOTHING2");
		KQMN AAAA 9 A_FaceTarget();
		KQMN A 0 A_NoBlocking();
		KQMN AAAAAAAAAAA 3 A_FadeOut(0.19);
		Stop;
	}
}

Class XDStarman : Actor
{
	Default
	{
	Health 665;
	Radius 20;
	Height 56;
	Mass 25;
	+NOPAIN;
	Speed 40;
	ReactionTime 1;
	PainChance 0;
	Monster;
	+FloorClip;
	+MISSILEMORE;
	+NOBLOOD;
	+LookAllAround;
	+NOBLOODDECALS;
	+DONTGIB;
	+NoInfightSpecies;
	+NOINFIGHTING;
	SeeSound "Nothing/NOTHING2";
	ActiveSound "Nothing/NOTHING2";
	Obituary "XP XP XP.";
	Tag "XD";
	}
	States
	{
	Spawn:
		STWK A 4 A_Look();
		Loop;
	See:
		STWK A 4 A_Chase();
		Loop;
	Missile:
		STWK A 20 A_PlaySound("Bio/BioSee",26);  
		STWK A 5 A_FaceTarget();
		STWK A 0 A_SpawnProjectile("MaiLitelStair",25,0,0,2);
		STWK A 0 A_SpawnProjectile("MaiLitelStair",25,0,25,2);
		STWK A 0 A_SpawnProjectile("MaiLitelStair",25,0,50,2);
		STWK A 0 A_SpawnProjectile("MaiLitelStair",25,0,75,2);
		STWK A 0 A_SpawnProjectile("MaiLitelStair",25,0,100,2);
		STWK A 0 A_SpawnProjectile("MaiLitelStair",25,0,125,2);
		STWK A 0 A_SpawnProjectile("MaiLitelStair",25,0,150,2);
		STWK A 0 A_SpawnProjectile("MaiLitelStair",25,0,175,2);
		STWK A 0 A_SpawnProjectile("MaiLitelStair",25,0,200,2);
		STWK A 0 A_SpawnProjectile("MaiLitelStair",25,0,225,2);
		STWK A 0 A_SpawnProjectile("MaiLitelStair",25,0,250,2);
		STWK A 0 A_SpawnProjectile("MaiLitelStair",25,0,275,2);
		STWK A 0 A_SpawnProjectile("MaiLitelStair",25,0,300,2);
		STWK A 0 A_SpawnProjectile("MaiLitelStair",25,0,325,2);
		STWK A 0 A_SpawnProjectile("MaiLitelStair",25,0,350,2);
		STWK A 0 A_SpawnProjectile("MaiLitelStair",25,0,375,2);
		Goto Death;
	Death:
		STWK A 0 A_PlaySound("Nothing/NOTHING2");
		STWK AAAA 9 A_FaceTarget();
		STWK A 0 A_NoBlocking();
		STWK AAAAAAAAAAA 3 A_FadeOut(0.19);
		Stop;
	}
}

Class XDTamahawk : Actor
{
	Default
	{
	Health 665;
	Radius 20;
	Height 58;
	Mass 59;
	Scale 0.17;
	+NOPAIN;
	Speed 40;
	ReactionTime 1;
	PainChance 0;
	Monster;
	+FloorClip;
	+MISSILEMORE;
	+NOBLOOD;
	+LookAllAround;
	+NOBLOODDECALS;
	+DONTGIB;
	+NoInfightSpecies;
	+NOINFIGHTING;
	SeeSound "Nothing/NOTHING2";
	ActiveSound "Nothing/NOTHING2";
	Obituary "XP XP XP.";
	Tag "XD";
	}
	States
	{
	Spawn:
		TMHK A 6 A_Look();
		Loop;
	See:
		TMHK A 6 A_Chase();
		Loop;
	Missile:
		TMHK A 5 bright A_FaceTarget();
		TMHK CCC 8 bright A_SpawnProjectile("NeetBlue",36,0,0);
		Goto Death;
	Death:
		TMHK A 0 A_PlaySound("Nothing/NOTHING2");
		TMHK AAAA 9 A_FaceTarget();
		TMHK A 0 A_NoBlocking();
		TMHK AAAAAAAAAAA 3 A_FadeOut(0.19);
		Stop;
	}
}