// Heretic imp (as opposed to the Doom variety) -----------------------------

ACTOR HereticImp 66
{
	Game Heretic
	SpawnID 5
	Health 40
	Radius 16
	Height 36
	Mass 50
	Speed 10
	Painchance 200
	Monster
	+FLOAT
	+NOGRAVITY
	+SPAWNFLOAT
	+DONTOVERLAP
	+MISSILEMORE
	SeeSound "himp/sight"
	AttackSound "himp/attack"
	PainSound "himp/pain"
	DeathSound "himp/death"
	ActiveSound "himp/active"
	Obituary "$OB_HERETICIMP"
	HitObituary "$OB_HERETICIMPHIT"
	
	action native A_ImpDeath();
	action native A_ImpXDeath1();
	action native A_ImpExplode();
	
	
	States
	{
	Spawn:
		IMPX ABCB 10 A_Look
		Loop
	See:
		IMPX AABBCCBB 3 A_Chase
		Loop
	Melee:
		IMPX DE 6 A_FaceTarget
		IMPX F 6 A_CustomMeleeAttack(random[ImpMeAttack](5,12), "himp/attack", "himp/attack")
		Goto See
	Missile:
		IMPX A 10 A_FaceTarget
		IMPX B 6 A_SkullAttack(12)
		IMPX CBAB 6
		Goto Missile+2
	Pain:
		IMPX G 3
		IMPX G 3 A_Pain
		Goto See
	Death:
		IMPX G 4 A_ImpDeath
		IMPX H 5
		Wait
	XDeath:
		IMPX S 5 A_ImpXDeath1
		IMPX TU 5
		IMPX V 5 A_Gravity
		IMPX W 5 
		Wait
	Crash:
		IMPX I 7 A_ImpExplode
		IMPX J 7 A_Scream
		IMPX K 7
		IMPX L -1
		Stop
	XCrash:
		IMPX X 7
		IMPX Y 7
		IMPX Z -1
		Stop
	}
}		

// Heretic imp leader -------------------------------------------------------

ACTOR HereticImpLeader : HereticImp 5
{
	Game Heretic
	SpawnID 7
	Health 80
	-MISSILEMORE
	AttackSound "himp/leaderattack"
	States
	{
	Melee:
		Stop
	Missile:
		IMPX DE 6 A_FaceTarget
		IMPX F 6 A_CustomComboAttack("HereticImpBall", 32, random[ImpMsAttack2](5,12), "himp/leaderattack")
		Goto See
	}
}
		
// Heretic imp chunk 1 ------------------------------------------------------

ACTOR HereticImpChunk1 
{
	Mass 5
	Radius 4
	States
	{
	Spawn:
		IMPX M 5
		IMPX NO 700
		Stop
	}
}

// Heretic imp chunk 2 ------------------------------------------------------

ACTOR HereticImpChunk2
{
	Mass 5
	Radius 4
	States
	{
	Spawn:
		IMPX P 5
		IMPX QR 700
		Stop
	}
}

// Heretic imp ball ---------------------------------------------------------

ACTOR HereticImpBall
{
	Game Heretic
	SpawnID 10
	Radius 8
	Height 8
	Speed 10
	FastSpeed 20
	Damage 1
	Projectile
	-ACTIVATEPCROSS
	-ACTIVATEIMPACT
	RenderStyle Add
	States
	{
	Spawn:
		FX10 ABC 6 Bright
		Loop
	Death:
		FX10 DEFG 5 Bright
		Stop
	}
}