//I consider this enemy as the lamest from hacx, I just picked it up for an idea.

class Terminater : Actor
{
	//$Category Desgraciados
	//$Title Terminatrix
	
	actor needsnewsprites;
	Default
	{
	Health 800;
	Speed 12;
	Radius 24;
	Height 96;
	PainChance 40;
	Mass 1000;
	Monster;
	bloodcolor "Black";
	DamageFactor "Blal", 0.50;
	DamageFactor "Boomerangz", 0.10;
	DamageFactor "Grenade", 100;
	DamageFactor "Diabetes", 0;
	DamageFactor "Ass", 0.01;
	DamageFactor "HipTo", 0.01;
	DamageFactor "Radiation", 0;
	DamageFactor "Maser", 0.105;
	DamageFactor "Air", 0.01;
	DamageFactor "Time", 50;
	DamageFactor "Fire", 0.9;
	DamageFactor "Steel", 0.3;
	DamageFactor "Powder", 70;
	DamageFactor "Bloon", 0.01;
	DamageFactor "Ramming", 0;
	DamageFactor "Huje", 0.01;
	DamageFactor "Kaboomz", 1;
	DamageFactor "Images", 0.3;
	DamageFactor "Poison", 10;
	DamageFactor "Ice", 10;
	DamageFactor "Lightning", 255;
	+FLOORCLIP;
	+NoInfightSpecies;
	SeeSound "3dBest/sight";
	PainSound "3dBest/pain";
	DeathSound "3dBest/death";
	ActiveSound "3dBest/active";
	HitObituary "%o was fried by a femme fatale freak."; //Try to fix this pls
	Obituary "%o was extra fried by a femme's fire ring.";
	Tag "Terminatrix";
	}
	States
	{
	Spawn:
		TRIX AB 10 A_Look();
		loop;
	See:
		TRIX A 3 A_Chase();
		TRIX A 3 A_VileChase();
		TRIX B 3 A_Chase();
		TRIX B 3 A_VileChase();
		TRIX C 3 A_Chase();
		TRIX C 3 A_VileChase();
		TRIX D 3 A_Chase();
		TRIX D 3 A_VileChase();
		loop;
	Melee:
		TRIX P 8 A_FaceTarget();
		TRIX Q 8 A_VileAttack("3dBest/explode");
		TRIX R 20;
		goto See;
	Missile:
		TRIX EF 8 A_FaceTarget();
		TRIX G 8 Bright A_SpawnProjectile ("TerminaterRing", 32.0, 0, 0);
		goto See;
	Heal:
		TRIX STU 8 BRIGHT;
		Goto See;
	Pain:
		TRIX H 7 bright A_Pain();
		TRIX H 7 bright;
		goto See;
	Death:
		TRIX I 8;
		TRIX J 8 A_Scream();
		TRIX K 8;
		TRIX L 8 A_NoBlocking();
		TRIX MN 8;
		TRIX O -1 A_BossDeath();
		stop;
	}
}

class TerminaterRing : Actor
{
	Default
	{
	Health 1000;
	Speed 20;
	Radius 6;
	Height 8;
	Damage 10;
	Mass 100;
	Projectile;
	+RANDOMIZE;
	seesound "3dBest/projectilefire";
	deathsound "3dBest/projectilehit";
	}
	States
	{
	Spawn:
		TRXB AAAABBBB 1 bright A_SpawnItemEx("TerminaterRingtail",0,0,0,0,0,0,0,128,0);
		loop;
	Death:
		PHGX ABCDE 5 bright;
		stop;
	}
}

class TerminaterRingtail : HPuff
{
	Default
	{
	Alpha 1;
	RenderStyle "Add";
	VSpeed 0;
	}
	States
	{
	Spawn:
		TRXB AAAABBBB 1 bright A_FadeOut(0.1,1);
		loop;
	}
}

class HPuff : BulletPuff
{
	States
	{
	Spawn:
		zuff A 3 bright;
		zuff B 3;
	Melee:
		zuff CD 3;
		Stop;
	}
}