ACTOR Snake
{
	Health 280
	Radius 22
	Height 70
	Speed 10
	Painchance 48
	Monster
	+FLOORCLIP
	AttackSound "snake/attack"
	SeeSound "snake/sight"
	PainSound "snake/pain"
	DeathSound "snake/death"
	ActiveSound "snake/active"
	Obituary "$OB_SNAKE"
	DropItem "PhoenixRodAmmo", 84, 5	
	States
	{
	Spawn:
		SNKE AB 10 A_Look
		Loop
	See:
		SNKE ABCD 4 A_Chase
		Loop
	Missile:
		SNKE FF 5 A_FaceTarget
		SNKE FFF 4 A_CustomMissile("SnakeProjA", 32, 0, 0, CMF_CHECKTARGETDEAD)
		SNKE FFF 5 A_FaceTarget
		SNKE F 4 A_CustomMissile("SnakeProjB", 32, 0, 0, CMF_CHECKTARGETDEAD)
		Goto See
	Pain:
		SNKE E 3
		SNKE E 3 A_Pain
		Goto See
	Death:
		SNKE G 5
		SNKE H 5 A_Scream
		SNKE IJKL 5
		SNKE M 5 A_NoBlocking
		SNKE NO 5
		SNKE P -1
		Stop
	}
}

// Snake projectile A -------------------------------------------------------

ACTOR SnakeProjA
{
	Radius 12
	Height 8
	Speed 14
	FastSpeed 20
	Damage 1
	Projectile
	-NOBLOCKMAP
	-ACTIVATEIMPACT
	-ACTIVATEPCROSS
	+WINDTHRUST
	+SPAWNSOUNDSOURCE
	RenderStyle Add
	SeeSound "snake/attack"
	States
	{
	Spawn:
		SNFX ABCD 5 Bright
		Loop
	Death:
		SNFX EF 5 Bright
		SNFX G 4 Bright
		SNFX HI 3 Bright
		Stop
	}
}	

// Snake projectile B -------------------------------------------------------

ACTOR SnakeProjB : SnakeProjA
{
	Damage 3
	+NOBLOCKMAP
	-WINDTHRUST
	States
	{
	Spawn:
		SNFX JK 6 Bright
		Loop
	Death:
		SNFX LM 5 Bright
		SNFX N 4 Bright
		SNFX O 3 Bright
		Stop
	}
}