Actor RabidFiend : BullFiend
{
  Health 450
  GibHealth 60
  Speed 17
  PainChance 70
  Damagefactor "Normal", 0.65
  +FLOORCLIP
  +DONTHURTSPECIES
  +FASTMELEE
  +MISSILEMORE
  DropItem "LifeEssence" 125
  DropItem "ArmorBonusMax" 125
  DropItem "DemonAmmo" 128 120
  SeeSound "blooddemon/sight"
  PainSound "blooddemon/pain"
  DeathSound "blooddemon/death"
  ActiveSound "blooddemon/active"
  AttackSound "cyberfiend/melee"
  Obituary "%o was gored by a Rabid Fiend."
  HitObituary "%o was mangled by a Rabid Fiend." 
  Tag "\c[i7]Rabid Fiend\c-"
  RenderStyle Translucent
  Alpha 0.5
  States
  {
  Spawn:
	IAR2 A 10 A_Look
	Loop
  See:
	TNT1 a 0 a_spawnitemex ("ISpectreTrailA",random(-1,1), random(-1,1), 0)
	IAR2 A 2 fast a_chase
	TNT1 a 0 a_spawnitemex ("ISpectreTrailA",random(-1,1), random(-1,1), 0)
	IAR2 A 2 fast a_chase
	TNT1 a 0 a_spawnitemex ("ISpectreTrailB",random(-1,1), random(-1,1), 0)
	IAR2 B 2 Fast A_Chase
	TNT1 a 0 a_spawnitemex ("ISpectreTrailB",random(-1,1), random(-1,1), 0)
	IAR2 B 2 Fast A_Chase
	TNT1 A 0 A_SpawnItem("HeavyFleshStep",0,0,0,0)
	TNT1 a 0 a_spawnitemex ("ISpectreTrailC",random(-1,1), random(-1,1), 0)
	IAR2 C 2 fast a_chase
	TNT1 a 0 a_spawnitemex ("ISpectreTrailC",random(-1,1), random(-1,1), 0)
	IAR2 C 2 fast a_chase
	TNT1 a 0 a_spawnitemex ("ISpectreTrailD",random(-1,1), random(-1,1), 0)
	IAR2 D 2 Fast A_Chase
	TNT1 a 0 a_spawnitemex ("ISpectreTrailD",random(-1,1), random(-1,1), 0)
	IAR2 D 2 Fast A_Chase
	TNT1 A 0 A_SpawnItem("HeavyFleshStep",0,0,0,0)
	Loop
  Melee: 
	IAR2 EF 5 A_FaceTarget
	TNT1 A 0 A_MeleeAttack
	IAR2 G 4 A_MeleeAttack
	IAR2 E 5 A_FaceTarget
	Goto See
  Missile:
	TNT1 A 0 A_jumpifcloser(250,"Lunge")
	IAR2 OO 7 A_FaceTarget
	IAR2 P 7 A_facetarget
	IAR2 P 7 bright A_CustomMissile("Idemoncomet", 24, 0, 0)
	Goto see
  Lunge:
	TNT1 A 0 A_JumpIfCloser(250,1)
	Goto missile
	TNT1 A 0 A_PlaySound("demon/melee")
	IAR2 EF 7 A_FaceTarget
	TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,1)
	TNT1 A 0 ThrustThingZ(0,20,0,1)
	IAR2 F 2 A_Recoil(-24)
	IAR2 F 3 A_CustomMissile("PinkyLunge",18,0,0,CMF_AIMDIRECTION)
	IAR2 G 6
	IAR2 G 2 A_ScaleVelocity(0.2)
	TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)
	IAR2 G 1 A_ScaleVelocity(0)
	Goto See
  Pain: 
	TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)
	IAR2 H 4 A_Pain
	Goto See
  Death:
  Xdeath:
	TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)
	TNT1 A 0 A_SpawnItemEx("GibbedGenerator")
	IAR2 I 5 
	IAR2 J 5 A_Scream
	IAR2 K 4
	IAR2 L 4 A_NoBlocking	
	IAR2 M 4 A_SpawnItem("BodyCrash",0,0,0,0)
	IAR2 N -1 
	Stop
  }
}

//Attacks
Actor Idemoncomet : RIComet
{
Speed 20
FastSpeed 30
Obituary "%o was comet'd by a rabid Bull Fiend."
DamageType "DTFiendEx"
}

//After images
actor ISpectreTrailA
{
+NOINTERACTION
  +NOCLIP
  renderstyle translucent
  alpha 0.5
  states
  {
  spawn:
  IAR2 A 5 a_fadeout (0.1)
  loop
  }
  }
  
  actor ISpectreTrailB : ISpectreTrailA
{
  states
  {
  spawn:
  IAR2 B 5 a_fadeout (0.1)
  loop
  }
  }
  
  actor ISpectreTrailC : ISpectreTrailA
{
  states
  {
  spawn:
  IAR2 C 5 a_fadeout (0.1)
  loop
  }
  }
  
  actor ISpectreTrailD : ISpectreTrailA
{
  states
  {
  spawn:
  IAR2 D 5 a_fadeout (0.1)
  loop
  }
  }