Class FleshWizord : Actor
{
  Default
  {
    obituary "%o was burned by FleshWizard.";
    health 680;
    radius 20;
    height 80;
    mass 100;
    speed 80;
    painchance 200;
    SEESOUND "wizard/sight";
    painsound "wizard/pain";
    deathsound "wizard/death";
    activesound "wizard/active";
    MONSTER;
    +FLOORCLIP
    +STEALTH
    -SOLID
	DamageFactor "Blal", 10;
	DamageFactor "Boomerangz", 20;
	DamageFactor "Grenade", 50;
	DamageFactor "Diabetes", 0.10;
	DamageFactor "Ass", 0;
	DamageFactor "HipTo", 0;
	DamageFactor "Radiation", 75;
	DamageFactor "Maser", 100;
	DamageFactor "Bloon", 5;
	DamageFactor "Powder", 15;
	DamageFactor "Steel", 60;
	DamageFactor "Huje", 0;
	DamageFactor "Time", 0.50;
	DamageFactor "Kaboomz", 50;
	DamageFactor "Images", 15;
	DamageFactor "Poison", 5;
	DamageFactor "Air", 5;
	DamageFactor "Ramming", 0.5;
	DamageFactor "Fire", 5;
	DamageFactor "Ice", 5;
	DamageFactor "Lightning", 60;
	Tag "Flesh Wizard";
  }

  States
  {
  Spawn:
    LMWZ E 10 A_Look();
    loop;
  See:
    LMWZ EEFFEEFF 1 A_Chase(null, "Missile", CHF_FASTCHASE);
    loop;
  Missile:
    LMWZ E 50
    { //Original had a 50% chance to jump to states with longer delays at the start
      if(random(0, 1)) //50% chance
        A_SetTics( 50 + (randompick(10, 20, 30, 40, 50, 60, 70)) );
    }
    LMWZ E 0 A_SetShootable();
    LMWZ EFG 10 A_FaceTarget();
    LMWZ H 20 A_SpawnProjectile("WizordBoll",65,0);
    LMWZ G 5;
    LMWZ E 5 A_UnSetShootable();
    LMWZ E 0 A_PlaySound ("wizard/tele");
    goto See;
  Pain:
    LMWZ I 3;
    LMWZ I 5 A_Pain();
    LMWZ I 0 A_PlaySound ("wizard/tele");
    Goto See;
  Death:
    LMWZ J 6 A_Scream();
    LMWZ K 6 A_NoBlocking();
    LMWZ LMNO 6;
    LMWZ P -1;
    Stop;
  }
}

Class WizordBoll : Actor
{
  Default
  {
    radius 6;
    height 8;
    speed 18;
    damage 3;
    renderstyle "Add";
    Decal "BaronScorch";
    seesound "baron/attack";
    deathsound "eltimp/explode";
    PROJECTILE;
    +NOGRAVITY
    +RANDOMIZE
  }
  states
  {
  Spawn:
    LMBW AB 4 bright;
    loop;
  Death:
    LMBW CDE 6 bright;
    stop;
  }
}
