
// Alien Spectre 1 -----------------------------------------------------------

class AlienSpectre1 : SpectralMonster
{
	Default
	{
		Health 1000;
		Painchance 250;
		Speed 12;
		Radius 64;
		Height 64;
		FloatSpeed 5;
		Mass 1000;
		MinMissileChance 150;
		RenderStyle "Translucent";
		Alpha 0.666;
		SeeSound "alienspectre/sight";
		AttackSound "alienspectre/blade";
		PainSound "alienspectre/pain";
		DeathSound "alienspectre/death";
		ActiveSound "alienspectre/active";
		Obituary "$OB_ALIENSPECTRE";
		+NOGRAVITY
		+FLOAT
		+SHADOW
		+NOTDMATCH
		+DONTMORPH
		+NOBLOCKMONST
		+INCOMBAT
		+LOOKALLAROUND
		+NOICEDEATH
	}

	native void A_AlienSpectreDeath ();

	States
	{
	Spawn:
		ALN1 A 10 A_Look;
		ALN1 B 10 A_SentinelBob;
		Loop;
	See:
		ALN1 AB 4 Bright A_Chase;
		ALN1 C 4 Bright A_SentinelBob;
		ALN1 DEF 4 Bright A_Chase;
		ALN1 G 4 Bright A_SentinelBob;
		ALN1 HIJ 4 Bright A_Chase;
		ALN1 K 4 Bright A_SentinelBob;
		Loop;
	Melee:
		ALN1 J 4 Bright A_FaceTarget;
		ALN1 I 4 Bright A_CustomMeleeAttack((random[SpectreMelee](0,255)&9)*5);
		ALN1 H 4 Bright;
		Goto See;
	Missile:
		ALN1 J 4 Bright A_FaceTarget;
		ALN1 I 4 Bright A_SpotLightning;
		ALN1 H 4 Bright;
		Goto See+10;
	Pain:
		ALN1 J 2 A_Pain;
		Goto See+6;
	Death:
		AL1P A 6 Bright A_SpectreChunkSmall;
		AL1P B 6 Bright A_Scream;
		AL1P C 6 Bright A_SpectreChunkSmall;
		AL1P DE 6 Bright;
		AL1P F 6 Bright A_SpectreChunkSmall;
		AL1P G 6 Bright;
		AL1P H 6 Bright A_SpectreChunkSmall;
		AL1P IJK 6 Bright;
		AL1P LM 5 Bright;
		AL1P N 5 Bright A_SpectreChunkLarge;
		AL1P OPQ 5 Bright;
		AL1P R 5 Bright A_AlienSpectreDeath;
		Stop;
	}
}


// Alien Spectre 2 -----------------------------------------------------------

class AlienSpectre2 : AlienSpectre1
{
	Default
	{
		Health 1200;
		Painchance 50;
		Radius 24;
		DropItem "Sigil2";
	}
	States
	{
	Missile:
		ALN1 F 4 A_FaceTarget;
		ALN1 I 4 A_CustomMissile("SpectralLightningH3", 32, 0);
		ALN1 E 4;
		Goto See+10;
	}
}

// Alien Spectre 3 ----------------------------------------------------------
// This is the Oracle's personal spectre, so it's a little different.

class AlienSpectre3 : AlienSpectre1
{
	Default
	{
		Health 1500;
		Painchance 50;
		Radius 24;
		+SPAWNCEILING
		DropItem "Sigil3";
		DamageFactor "SpectralLow", 0;
	}
	States
	{
	Spawn:
		ALN1 ABCDEFGHIJK 5;
		Loop;
	See:
		ALN1 AB 5 A_Chase;
		ALN1 C 5 A_SentinelBob;
		ALN1 DEF 5 A_Chase;
		ALN1 G 5 A_SentinelBob;
		ALN1 HIJ 5 A_Chase;
		ALN1 K 5 A_SentinelBob;
		Loop;
	Melee:
		ALN1 J 4 A_FaceTarget;
		ALN1 I 4 A_CustomMeleeAttack((random[SpectreMelee](0,255)&9)*5);
		ALN1 C 4;
		Goto See+2;
	Missile:
		ALN1 F 4 A_FaceTarget;
		ALN1 I 4 A_Spectre3Attack;
		ALN1 E 4;
		Goto See+10;
	Pain:
		ALN1 J 2 A_Pain;
		Goto See+6;
	}
}	


// Alien Spectre 4 -----------------------------------------------------------

class AlienSpectre4 : AlienSpectre1
{
	Default
	{
		Health 1700;
		Painchance 50;
		Radius 24;
		DropItem "Sigil4";
	}
	States
	{
	Missile:
		ALN1 F 4 A_FaceTarget;
		ALN1 I 4 A_CustomMissile("SpectralLightningBigV2", 32, 0);
		ALN1 E 4;
		Goto See+10;
	}
}


// Alien Spectre 5 -----------------------------------------------------------

class AlienSpectre5 : AlienSpectre1
{
	Default
	{
		Health 2000;
		Painchance 50;
		Radius 24;
		DropItem "Sigil5";
	}
	States
	{
	Missile:
		ALN1 F 4 A_FaceTarget;
		ALN1 I 4 A_CustomMissile("SpectralLightningBigBall2", 32, 0);
		ALN1 E 4;
		Goto See+10;
	}
}

// Small Alien Chunk --------------------------------------------------------

class AlienChunkSmall : Actor
{
	Default
	{
		+NOBLOCKMAP
		+NOCLIP
	}
	States
	{
	Spawn:
		NODE ABCDEFG 6 Bright;
		Stop;
	}
}

// Large Alien Chunk --------------------------------------------------------

class AlienChunkLarge : Actor
{
	Default
	{
		+NOBLOCKMAP
		+NOCLIP
	}
	States
	{
	Spawn:
		MTHD ABCDEFGHIJK 5 Bright;
		Stop;
	}
}

