actor PistolFast : Pistol replaces pistol
{
  States
  {
   Fire:
    PISG A 3
    PISG B 4 A_FirePistol
    PISG C 3
    PISG B 4 A_ReFire
    Goto Ready
	Flash:
    PISF A 5 Bright A_Light1
    Goto LightDone
    PISF A 5 Bright A_Light1
    Goto LightDone
  }
}

ACTOR FWeapFist2 : FWeapFist replaces fist
{
Weapon.SelectionOrder 3700
  Weapon.Kickback 175
  Obituary "$OB_MPFIST"
+WEAPON.WIMPY_WEAPON
  +WEAPON.MELEEWEAPON
States
  {
Select:
    PUNG A 1 A_Raise
    Loop
  Deselect:
    PUNG A 1 A_Lower
    Loop
  Ready:
    PUNG A 1 A_WeaponReady
    Loop
  Fire:
    FPCH B 4 Offset (5, 40) A_PlaySound("FighterPunchMiss")
    FPCH C 3 Offset (5, 40)
    FPCH D 3 Offset (5, 40) A_Punch
    FPCH C 3 Offset (5, 40)
    FPCH B 4 Offset (5, 40) A_ReFire
    Goto Ready
	}

}

Actor Andrew : DoomPlayer replaces DoomPlayer
{
  PainChance "Icy", 255
  DamageFactor Icy, 0.2
  Player.StartItem "PistolFast"
  Player.StartItem "Clip", 40
  Player.StartItem "FWeapFist2"
  Player.Weaponslot 1, FWeapFist2, Chainsaw
  Player.Weaponslot 2, PistolFast
  States
  {
  Pain.Icy:
    PLAY G 4
    PLAY G 0 A_GiveInventory("IcedPower",1)
    Goto Pain+1  
  Death.Icy:
    PLAY G 5 A_FreezeDeath
    PLAY G 1 A_FreezeDeathChunks
    wait
  }
}



actor GiantMedikit 10800
{
  radius 56
  height 64
  scale 4
  +SOLID
  states
  {
  Spawn:
    MEDI A -1
    loop
  }
}

actor GiantShotgun 10801
{
  radius 56
  height 48
  scale 4
  +SOLID
  states
  {
  Spawn:
    SHOT A -1
    loop
  }
}

actor GiantShells 10802
{
  radius 56
  height 32
  scale 4
  +SOLID
  states
  {
  Spawn:
    SHEL A -1
    loop
  }
}



actor giantdoomimp : doomimp 10803
{
	SeeSound "impboss/sight"
	PainSound "demon/pain"
	DeathSound "impboss/death"
	ActiveSound "impboss/active"
	scale 4
	Mass 1500
	Height 200
	Radius 64
	Speed 12
	PainChance 40
	Health 1000
	+BOSS
	+NORADIUSDMG
	States
  {
  Raise:
    Stop
  Missile:
    TROO EF 8 A_FaceTarget
    TROO G 6 A_CustomComboAttack("GiantDoomImpBall", 80, 3 * random(6, 14), "imp/melee")
    Goto See
  }
}


Actor GiantDoomImpBall : DoomImpBall
{
  Radius 8
  Height 12
  Speed 30
  Damage (20*Random(12, 16))
  Scale 1
  SeeSound "FIREWOO"
  DeathSound "PyroCannon/Explosion"
  Decal BigScorch
  States
  {
  Spawn:
    PBAL AB 4 Bright
    Loop
  Death:
    PYXP AB 2 Bright
    PYXP C 2 Bright A_Explode(192, 128)
    PYXP C 0 Bright A_CustomMissile("PyroSpawner", 0, 0, 0, 4)
    PYXP C 0 Bright A_CustomMissile("PyroSpawner", 0, 0, 45, 4)
    PYXP C 0 Bright A_CustomMissile("PyroSpawner", 0, 0, 90, 4)
    PYXP C 0 Bright A_CustomMissile("PyroSpawner", 0, 0, 135, 4)
    PYXP C 0 Bright A_CustomMissile("PyroSpawner", 0, 0, 180, 4)
    PYXP C 0 Bright A_CustomMissile("PyroSpawner", 0, 0, 225, 4)
    PYXP C 0 Bright A_CustomMissile("PyroSpawner", 0, 0, 270, 4)
    PYXP C 0 Bright A_CustomMissile("PyroSpawner", 0, 0, 315, 4)
    PYXP C 0 Bright A_Mushroom("PyroFlare", 16)
    PYXP DEFGHIJKLMNOPQRSTU 2 Bright
    Stop
  }
}

Actor PyroSpawner
{
  Radius 1
  Height 1
  Damage (0)
  Projectile
  Speed 15
  +Ripper
  +BloodlessImpact
  States
  {
  Spawn:
    TNT1 AAAAA 5 Bright A_CustomMissile("PyroBoom", 0, 0, 0, 4)
    Stop
  }
}

Actor PyroBoom
{
  Radius 0
  Height 1
  Damage (0)
  Projectile
  RenderStyle Add
  DamageType Fire
  Alpha 0.95
  Scale 0.67
  States
  {
  Spawn:
    PYXP AB 2 Bright
    PYXP C 2 Bright A_Explode(192, 128)
    PYXP DEFGHIJKLMNOPQRSTU 2 Bright
    Stop
  }
}

Actor PyroFlare
{
  Radius 8
  Height 11
  Speed 35
  Damage (10*Random(2, 3))
  Projectile
  RenderStyle Add
  DamageType Fire
  Decal DoomImpScorch
  Alpha 0.95
  -NoGravity
  DeathSound "world/barrelx"
  States
  {
  Spawn:
    TNT1 A 1 Bright A_SpawnItemEx("PyroFX", 0, 0, 0, 0, 0, 0, 0, 128)
    Loop
  Death:
    FRFX HIJ 2 Bright
    FRFX J 0 A_Explode(64, 64)
    FRFX J 0 A_CustomMissile("DropFire", 0, 0, 0, 6)
    FRFX KLMNO 2 Bright
    Stop
  }
}

Actor PyroFX
{
  Radius 0
  Height 1
  Speed 0
  Projectile
  RenderStyle Add
  Alpha 0.85
  States
  {
  Spawn:
    TNT1 A 3 Bright
    PYFX ABCDE 3 Bright
    Stop
  }
}

Actor DropFire
{
  Radius 8
  Height 40
  Projectile
  RenderStyle Add
  DamageType Fire
  Alpha 0.90
  -NoGravity
  +LowGravity
  +NoExplodeFloor
  +NoDamageThrust
  +ThruGhost
  States
  {
  Spawn:
    FLME A 1 Bright A_Playsound("Flamethrower/Flame")
    FLME A 1 Bright A_Explode(5, 16, 0)
    FLME BCDEFGHIJKLMN 2 Bright A_Explode(5, 16, 0)
    FLME A 1 Bright A_Playsound("Flamethrower/Flame")
    FLME A 1 Bright A_Explode(5, 32, 0)
    FLME BCDEFGHIJKLMN 2 Bright A_Explode(5, 16, 0)
    FLME A 1 Bright A_Playsound("Flamethrower/Flame")
    FLME A 1 Bright A_Explode(5, 32, 0)
    FLME BCDEFGHIJKLMN 2 Bright A_Explode(5, 16, 0)
    FLME A 1 Bright A_Playsound("Flamethrower/Flame")
    FLME A 1 Bright A_Explode(5, 32, 0)
    FLME BCDEFGHIJKLMN 2 Bright A_Explode(5, 16, 0)
    FLME A 1 Bright A_Playsound("Flamethrower/Flame")
    FLME A 1 Bright A_Explode(5, 32, 0)
    FLME BCDEFGHIJKLMN 2 Bright A_Explode(5, 16, 0)
    FLME A 0 A_Jump(192, 1)
    Loop
    TNT1 A 0
  Death:
    TNT1 A 1 Bright
    Stop
  }
}


ACTOR HauntedSword 12345 
{
   Health 360
   PainChance 0
   Speed 20 
   Radius 16 
   Height 32 
   Mass 120
   Alpha .7
   RenderStyle Add
   MeleeDamage 6
   Damage 10
   MONSTER
   +FLOORCLIP
   +DONTHURTSPECIES
   +NOGRAVITY
   +FLOAT
   +FLOATBOB
   +NOBLOOD
   +NOTARGET
   Translation "ice"
   dropitem "medikit" 256
   SeeSound "scimitar/scimisee"
   ActiveSound "scimitar/scimisee"
   DeathSound "scimitar/scimidth"
   Obituary "%o was sliced by a haunted sword!"
   States 
   { 
   Spawn: 
       SCIM A 3 bright A_Look 
       Loop 
   See: 
       SCIM A 3 bright A_Chase 
       Loop 
   Missile:
       SCIM D 10 A_Jump(110,"Charge")
       SCIM D 0 bright A_PlaySound("scimitar/scimiatk")
       SCIM D 4 bright A_FaceTarget
       SCIM D 4 bright A_SpawnItem("swordminion",95,0,0)
       SCIM E 10 bright
	   SCIM D 4 bright A_SpawnItem("swordminion",95,0,0)
       SCIM E 10 bright
	   SCIM D 4 bright A_SpawnItem("swordminion",95,0,0)
       SCIM E 10 bright
       Goto See
   Melee:
       SCIM C 3 bright A_FaceTarget
       SCIM A 3 bright A_PlaySound("scimitar/scimiatk")
       SCIM B 3 bright A_MeleeAttack
       Goto See
   Pain:  
       SCIM F 0 bright
       Goto See 
   Death: 
       SCIM G 15 bright A_KillChildren
       SCIM G 0 bright A_Scream
	   SCIM GGG 2 bright A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
       SCIM H 0 bright A_NoBlocking
	   SCIM HHH 2 bright A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
       SCIM III 2 bright A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
       SCIM JJJ 2 bright A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
       SCIM KKK 2 bright A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
	   SCIM KKKKKKK 0 bright A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
       SCIM L -1 
       Stop
   Charge:
       SCIM F 4 bright A_FaceTarget
       SCIM F 4 bright A_SkullAttack
       SCIM F 4 bright A_FaceTarget
       SCIM F 4 bright A_SkullAttack
       SCIM F 4 bright A_FaceTarget
       SCIM F 4 bright A_SkullAttack
       SCIM F 0 A_Stop
       SCIM F 1
       Goto See
   } 
}

ACTOR swordminion : HauntedSword
{
   Health 90
   MONSTER
   +NOTARGET
    Alpha .5
	MeleeDamage 2
   Damage 3
   RenderStyle Add
   SeeSound "scimitar/scimiatk"
   ActiveSound "NOTHING2"
   DeathSound "NOTHING2"
   dropitem "shell" 256
   States 
   { 
   Missile:
       SCIM F 4 bright A_FaceTarget
       SCIM F 4 bright A_SkullAttack
       SCIM F 4 bright A_FaceTarget
       SCIM F 4 bright A_SkullAttack
       SCIM F 4 bright A_FaceTarget
       SCIM F 4 bright A_SkullAttack
       SCIM F 0 A_Stop
       SCIM F 1
       Goto See
   Death: 
       SCIM G 0 A_NoBlocking
       SCIM GHIJKL 3 bright
       SCIM L -1 
       Stop
   } 
}

ACTOR ArchvileFirex3 : ArchvileFire
{
	translation "160:167=96:111"
	Speed 6
        +NOBLOCKMAP
        +NOCLIP
		- NOGRAVITY
}


ACTOR Barrelman replaces commanderkeen 12493
{
  Health 30
  Radius 20
  Height 56
  Speed 14
  PainChance 0
  seesound "BarrelAppear"
  painsound "NothingHere"
  DeathSound "world/barrelx"
  activesound "NothingHere"
  Monster
  +DONTHURTSPECIES
  +NOBLOOD
  +DONTGIB
  +NOICEDEATH
  +OLDRADIUSDMG
  Obituary "%o was surprised by a explosive barrel with legs."
  States
  {
  Spawn:
    BAR1 AB 6 A_Look
    Loop
  See:
    BRLX AA 4 A_Chase
    BRLX B 3 A_Chase
    BRLX B 1 A_PlaySound("gibbage/xstep")
    BRLX CC 4 A_Chase
    BRLX D 3 A_Chase
    BRLX D 1 A_PlaySound("gibbage/xstep")
	Loop
  Melee:
    BRLX A 5
	BRLX A 0 A_Die
    stop
  Pain:
    BRLX A 1
    Goto See
  Death:
    BRLX E 4 bright A_NoBlocking
    BRLX F 4 bright A_Scream
	BRLX G 4 bright
	BRLX H 4 bright A_Explode
	BRLX I 8 bright
    TNT1 A -1
    Stop
  }
}


ACTOR ZombieLord : Zombieman replaces wolfensteinSS 12494
{
  Health 400
  Speed 10
  PainChance 67
  height 90
   Mass 500
  Monster
  +FLOORCLIP
  seesound "ChainSees"
  painsound "ChainPains"
  deathsound "ChainDeads"
  activesound "ChainActs"
  dropitem "clip" 256
  dropitem "shell200" 256
  dropitem "shell200" 256
  dropitem "cell" 128
  +MISSILEMORE
  +MISSILEEVENMORE
  +NOTARGET
  +DONTHURTSPECIES
  Obituary "%o was killed by a zombie leader."
  States
  {
  Spawn:
    ZXYO AB 10 A_Look
    Loop
  See:
    ZXYO AABBCCDD 4 A_Chase
    Loop
  Missile:
    ZXYO E 5 A_FaceTarget
    ZXYO FFFF 11 A_PosAttack
    ZXYO G 4 A_FaceTarget
	ZXYO HHH 17 A_SPosAttack
	ZXYO I 3 A_FaceTarget
	ZXYO JJJ 5 A_CustomMissile ("PlasmaBall", 65, 0, 0) 
    Goto See
  Pain:
    ZXYO K 3
    ZXYO K 3 A_Pain
    Goto See
  Death:
    POSS M 5
    POSS N 5 A_XScream
    POSS O 5 A_NoBlocking
    POSS PQRST 5
    POSS U -1
    Stop
  Raise:
    POSS T 5
    POSS SRQPONM 5
    Goto See
  }
}

actor doomguyhead replaces lostsoul 12805
{
 Health 120
  Radius 16
  Height 32
  Mass 50
  Speed 8
  Damage 3
  PainChance 128
  Monster
  +FLOAT
  +NOGRAVITY
  +MISSILEMORE
  +NOTARGET
  +DONTHURTSPECIES
  +DONTFALL
  activesound "fatso/active"
  painsound "FAECPAIN"
  AttackSound "FAECATTK"
  DeathSound "skull/death"
  obituary "%o was eaten by a flying doomguy head."
  states
  {
  Spawn:
    FAEC A 10 a_look
    loop
  See:
    FAEC A 0 A_UnSetInvulnerable
    FAEC A 4 A_Chase
    loop
  Missile:
    FAEC B 1 //A_Jump(33,"FireAtk")
    Charge:
    FAEC B 3 A_FaceTarget
	FAEC B 3 A_SkullAttack (20)
	FAEC B 2
    Goto Missile+3
 /* FireAtk:
    FAEC B 1 A_JumpIf (health == 80, "Charge")
    FAEC C 1 A_SetInvulnerable
    FAEC C 30 A_FaceTarget
	FAEC D 0 A_CustomMissile ("Doomimpball",0,0,30)
	FAEC D 0 A_CustomMissile ("Doomimpball",0,0,60)
	FAEC D 0 A_CustomMissile ("Doomimpball",0,0,90)
	FAEC D 0 A_CustomMissile ("Doomimpball",0,0,120)
	FAEC D 0 A_CustomMissile ("Doomimpball",0,0,150)
	FAEC D 0 A_CustomMissile ("Doomimpball",0,0,180)
	FAEC D 0 A_CustomMissile ("Doomimpball",0,0,210)
	FAEC D 0 A_CustomMissile ("Doomimpball",0,0,240)
	FAEC D 0 A_CustomMissile ("Doomimpball",0,0,270)
	FAEC D 0 A_CustomMissile ("Doomimpball",0,0,300)
	FAEC D 0 A_CustomMissile ("Doomimpball",0,0,330)
	FAEC D 30 A_CustomMissile ("Doomimpball",0,0,360)
	FAEC D 0 A_UnSetInvulnerable
    Goto See*/
  Pain:
    FAEC A 5 A_Pain
    goto See
  Death:
    FAEC E 5 Bright
    FAEC F 5 Bright A_Scream
    FAEC G 5 Bright
    FAEC H 5 Bright A_NoBlocking
    FAEC I 5
    TNT1 A 0
    Stop
  }
}

actor pyroblastss2
{
  Radius 1
  Height 1
  Speed 0
  Damage 0
  Projectile
  +NOCLIP
  scale 0.8
  Obituary "%o died."
  States
  {
  Spawn:
    MISL B 4 bright
    MISL C 3 bright
    MISL D 2 bright
    stop
  Death:
    TNT1 A 1
    stop
  }
}

ACTOR winterA 12390
{
  Game Doom
  Radius 20
  Height 115
  +SOLID
  States
  {
  Spawn:
    WINT A -1
    Stop
  }
}

ACTOR winterB 12391
{
  Game Doom
  Radius 15
  Height 90
  +SOLID
  States
  {
  Spawn:
    WINT B -1
    Stop
  }
}

ACTOR winterC 12192
{
  Game Doom
  Radius 20
  Height 140
  +SOLID
  States
  {
  Spawn:
    WINT C -1
    Stop
  }
}

ACTOR winterD 12393
{
  Game Doom
  Radius 20
  Height 60
  +SOLID
  States
  {
  Spawn:
    WINT D -1
    Stop
  }
}

ACTOR GwinterD : winterD 12397
{
  Radius 60
  Height 240
  scale 4
  +SOLID
  States
  {
  Spawn:
    WINT D -1
    Stop
  }
}

ACTOR winterE 12394
{
  Game Doom
  Radius 10
  Height 45
  +SOLID
  States
  {
  Spawn:
    WINT E -1
    Stop
  }
}

ACTOR winterF 12395
{
  Game Doom
  Radius 10
  Height 110
  +SOLID
  States
  {
  Spawn:
    WINT F -1
    Stop
  }
}

ACTOR winterG 12396
{
  Game Doom
  Radius 25
  Height 130
  +SOLID
  States
  {
  Spawn:
    WINT G -1
    Stop
  }
}

ACTOR FountainNukageNoisy 13004
{
  Radius 2
  Height 2
  Scale 0.75
  RenderStyle Translucent
  Alpha 0.75
  +NOBLOCKMAP
  +MOVEWITHSECTOR
  States
  {
  Spawn:
    NFOU ABCD 3 A_PlaySound ("Fountain/Loop", CHAN_AUTO, 1.0, 1, 2)
    Loop
  }
}


Actor Revenant2: Revenant Replaces Revenant
{
  Health 400
  Speed 10
  MeleeDamage 10
  RenderStyle Add
  PainChance 0
  Alpha 0.5
  bloodcolor green
  +MISSILEMORE
  +MISSILEEVENMORE
  +NOCLIP
  Translation "176:191=121:127","32:47=121:127"
  states
  {
  Spawn:
    SKE2 AB 20 A_Look
    Loop
  See:
    SKE2 AABBCCDDEEFF 4 A_Chase
    Loop
  Melee:
    SKE2 G 1 A_FaceTarget
    SKE2 G 5 A_SkelWhoosh
    SKE2 H 5 A_FaceTarget
    SKE2 I 5 A_SkelFist
    Goto See
  Missile:
    SKE2 J 0 bright A_FaceTarget
    SKE2 J 20 bright A_FaceTarget
    SKE2 K 0 A_CustomMissile("RevenantTracer",56,10)
    SKE2 K 16 A_CustomMissile("RevenantTracer",56,-10)
    SKE2 K 15 A_FaceTarget
    goto See
  Pain:
    SKE2 L 1
    SKE2 L 1 A_Pain
    Goto See
  Death:
    SKE2 L 10
	SKEL M 10
    SKEL N 10 A_Scream
    SKEL O 10 A_NoBlocking
    SKEL P 10
    SKEL Q -1
    Stop
  Raise:
    SKEL Q 10
    SKEL PONM 10
	SKE2 L 10
    Goto See
  }
}



actor SoulHarvesterBall: RevenantTracer
{
scale 0.7
    SeeSound ""
	DeathSound "DSKABOM"
	Decal DoomImpScorch
    States
    {
    Spawn:
    	SHBA A  0 Bright A_SpawnItemEx("SoulBallTrail", 0, 0, 0, 0, 0, 0, 180, 128)
        SHBA AB 2 Bright A_SeekerMissile(180, 270)
        Loop
    Death:
        SHBA CDEFGHIJKL 4 Bright
        Stop
    }
}

actor SoulBallTrail
{
scale 0.9
    Radius 1
    Height 1
    Speed 0
    PROJECTILE
    RENDERSTYLE ADD
    ALPHA 0.5
    +NOCLIP
    States
    {
    Spawn:
    Death:
    	SBTR H 6 
        SBTR ABCDEFG 4 Bright
        Stop
    }
}



actor shotgunguy2 : shotgunguy replaces shotgunguy
{
dropitem "Shell200" 256
}

ACTOR Shell200 : Shell
{
  Inventory.PickupMessage "Picked up 2 shotgun shells."
  States
  {
  Spawn:
    SHL2 A -1
    Stop
  }
}

actor chaingunguy2 : chaingunguy replaces chaingunguy
{
seesound "ChainSees"
  painsound "ChainPains"
  deathsound "ChainDeads"
  activesound "ChainActs"
  attacksound "grunt/attack"
dropitem "clip" 256
dropitem "clip" 256
health 100
states
  {
  Spawn:
    XPOS AB 10 A_Look
    loop
  See:
    XPOS AABBCCDD 3 A_Chase
    loop
  Missile:
    XPOS E 10 A_FaceTarget
    XPOS FE 4 bright A_CPosAttack
    XPOS F 1 A_CPosRefire
    goto Missile+1
  Pain:
    XPOS G 3
    XPOS G 3 A_Pain
    goto See
  Death:
    CPOS H 5
    CPOS I 5 A_Scream
    CPOS J 5 A_NoBlocking
    CPOS KLM 5
    CPOS N -1
    stop
  XDeath:
    XPOS H 5
    XPOS I 5 A_Scream
    XPOS J 5 A_NoBlocking
    XPOS KL 5
    XPOS M -1
    stop
  Raise:
    XPOS MLKJIH 5
    goto See
  }
}

actor RandomGuy replaces baronofhell 6643 
{
  obituary "%o was confused to death by a random demon."
  hitobituary "%o was confused to death by a random demon."
  health 525
  radius 20
  height 56
  mass 500
  speed 14
  painchance 12
  seesound "randomhi"
  painsound "imp/pain"
  deathsound "randomdt"
  activesound "imp/active"
  MONSTER
  +FLOORCLIP
  states
  {
  Spawn:
    TROO AB 10 A_Look
	VILE AB 10 A_Look
    BOSS AB 10 A_Look
	SKEL AB 10 A_Look
	HEAD AA 10 A_Look
	FATT AB 10 A_Look
	SPID AB 10 A_Look
    loop
  See:
    TROO A 1 A_Jump(256,"vile","head","skel","boss","imp","spid","fat")
	goto see
  imp:
	TROO AABBCCDD 3 A_Chase
	goto see
  vile:
	VILE AABBCCDDEEFF 2 A_VileChase
	goto see
  head:
	HEAD AAAAAAA 3 A_Chase
	goto see
  skel:
	SKEL AABBCCDDEEFF 3 A_Chase
	goto see
  spid:
	SPID A 3 A_Metal
    SPID ABB 3 A_Chase
    SPID C 3 A_Metal
    SPID CDD 3 A_Chase
    SPID E 3 A_Metal
    SPID EFF 3 A_Chase
	goto see
  fat:
	FATT AABBCCDDEEFF 3 A_Chase
	goto see
  boss:
	BOSS AABBCCDD 3 A_Chase
    goto see
  Melee:
  Missile:
  TROO A 1 A_Jump(256,"vile2","head2","skel2","boss2","spid2","fat2")
  goto See
  vile2:
    VILE G 0 BRIGHT A_VileStart
    VILE G 10 BRIGHT A_FaceTarget
    VILE H 8 BRIGHT A_VileTarget
    VILE IJKLMN 8 BRIGHT A_FaceTarget
    VILE O 8 BRIGHT A_VileAttack
    VILE P 20 BRIGHT
    goto See
	head2:
    HEAD BC 5 A_FaceTarget
    HEAD D 5 bright A_HeadAttack    // See CacodemonBall
    goto See
	 spid2:
    SPID A 20 bright A_FaceTarget
    SPID GH 4 bright A_SPosAttack
    SPID H 1 bright A_SpidRefire
    goto spid2+1
	 boss2:
    BOSS EF 8 A_FaceTarget
    BOSS G 8 A_BruisAttack  // See BaronBall
    goto See
	 skel2:
    SKEL J 1 Bright A_FaceTarget
    SKEL J 9 Bright A_FaceTarget
    SKEL K 10 A_SkelMissile
    SKEL K 10 A_FaceTarget
    goto See
	 fat2:
    FATT G 20 A_FatRaise
    FATT H 10 bright A_FatAttack1  // See FatShot
    FATT IG 5 A_FaceTarget
    FATT H 10 bright A_FatAttack2
    FATT IG 5 A_FaceTarget
    FATT H 10 bright A_FatAttack3
    FATT IG 5 A_FaceTarget
    goto See
  Heal:
    VILE "[\]" 10 BRIGHT
    Goto See
  Pain:
    TROO H 2
    TROO H 2 A_Pain
    goto See
  Death:
   BOSS I 3
    BOSS J 3 A_Scream
	VILE WXY 3
	VILE Y 0 A_NoBlocking
	 SKEL LM 3
    HEAD LKJIH 3
    FATT NOPQ 3
    BOSS MN 3
    SPID LMNOPQR 3 bright
    SPID S 3 
	POSS M 5
    POSS N 5
    POSS O 5
    POSS PQRST 5
    POSS U -1
    stop
  Raise:
    POSS TSRQP 5 BRIGHT
    POSS O 5 BRIGHT
    POSS N 5 BRIGHT
    POSS M 5 BRIGHT
    goto See
  }
}

ACTOR PlasmaElemental replaces PainElemental 3129
{ 
   Health 350
   Speed 8
   Radius 31
   Height 56
   PainChance 128
   Mass 400
   MONSTER
   +NOGRAVITY
   +FLOAT
   +DROPOFF
   SeeSound "Pain/Sight"
   PainSound "pain/pain"
   DeathSound "Pain/Death"
   ActiveSound "DSPEACT"
   bloodcolor green
   Obituary "%o was fried by a Plasma Elemental."
   States 
   {
   Spawn:
      PLEM A 10 A_Look
      Loop
   See:
      PLEM AABBCC 3 A_Chase
      Loop
   Missile: 
      PLEM D 5 A_FaceTarget 
      PLEM E 5 A_FaceTarget 
      PLEM F 1 A_FaceTarget 
      PLEM F 2 A_CustomMissile ("ElementalPlasma", 22, 0, 0) 
      PLEM F 2 A_CustomMissile ("ElementalPlasma", 22, 0, 0) 
      PLEM F 2 A_CustomMissile ("ElementalPlasma", 22, 0, 0)  
      Goto See 
   Pain:
      PLEM G 3
      PLEM G 6 A_Pain
      Goto See
   Death: 
      PLEM H 8 
      PLEM I 8 A_Scream 
      PLEM JK 8 BRIGHT
      PLEM L 8 BRIGHT A_NoBlocking  
      PLEM L 0 A_CustomMissile ("ElementalPlasma2", 32, 0, -180)  
      PLEM L 0 A_CustomMissile ("ElementalPlasma2", 32, 0, -140) 
      PLEM L 0 A_CustomMissile ("ElementalPlasma2", 32, 0, -100) 
      PLEM L 0 A_CustomMissile ("ElementalPlasma2", 32, 0, -80)  
      PLEM L 0 A_CustomMissile ("ElementalPlasma2", 32, 0, -40)  
      PLEM L 0 A_CustomMissile ("ElementalPlasma2", 32, 0, 0)  
      PLEM L 0 A_CustomMissile ("ElementalPlasma2", 32, 0, 40)  
      PLEM L 0 A_CustomMissile ("ElementalPlasma2", 32, 0, 80)
      PLEM L 0 A_CustomMissile ("ElementalPlasma2", 32, 0, 120)
      PLEM L 0 A_CustomMissile ("ElementalPlasma2", 32, 0, 160)
      PLEM M 8 
      Stop 
   } 
}



ACTOR ElementalPlasma
{
	Radius 13
	Height 8
	Speed 24
	Damage 3
	Projectile 
	+RANDOMIZE
	RenderStyle Add
	Alpha 0.75
	SeeSound "baby/attack"
	DeathSound "baby/shotx"
	scale 0.9
	Decal ArachnotronScorch
	States
	{
	Spawn:
		APLS AB 5 BRIGHT
		Loop
	Death:
		APBX ABCDE 5 BRIGHT
		Stop
	}
}

ACTOR ElementalPlasma2 : ElementalPlasma
{
	Speed 18
	scale 1.2
}

ACTOR InsanitySpider : spidermastermind replaces hellknight 30110
{ 
    Speed 24
    Health 400
    Radius 44
    Height 56
    Mass 600
	-BOSS
	scale 0.5
    MissileType InsanityPlasma
    Obituary "%o was nuked into oblivion by the Insanty Spider."
    States
    {
    Spawn:
        INSP AB 10 A_Look
        Loop
    See:
        INSP A 3 A_Metal
        INSP ABB 3 A_Chase
        INSP C 3 A_Metal
        INSP CDD 3 A_Chase
        INSP E 3 A_Metal
        INSP EFF 3 A_Chase
        Loop
    Missile:
        INSP A 20 A_FaceTarget
        INSP G 2 A_FaceTarget
		INSP H 1 A_Playsound("DSPLANN")
		INSP H 0 A_CustomMissile ("InsanityPlasma6", 16, 0, 0)
		INSP H 0 A_CustomMissile ("InsanityPlasma5", 16, 0, 0)
		INSP H 0 A_CustomMissile ("InsanityPlasma4", 16, 0, 0)
		INSP H 0 A_CustomMissile ("InsanityPlasma3", 16, 0, 0)
		INSP H 0 A_CustomMissile ("InsanityPlasma2", 16, 0, 0)
        INSP H 8 A_CustomMissile ("InsanityPlasma", 16, 0, 0)
        INSP G 10 A_FaceTarget
        INSP G 0 A_SpidRefire
        Goto Missile+1
    Pain:
        INSP I 3 
        INSP I 3 A_Pain
        Goto See
    Death:
        INSP J 20 A_Scream
        INSP K 10 A_Fall
        INSP LMNOPQR 10
        INSP S -1 
        Stop
    }
} 

ACTOR InsanityPlasma : PlasmaBall 
{ 
seesound ""
    Damage 1
	scale 0.7
    States
    {
    Spawn:
        IPLS A 2
        IPLS BABABAB 2
        Loop
    Death:
        IPLE ABCDE 4
        Stop
    }
} 

ACTOR InsanityPlasma2 : InsanityPlasma
{ 
speed 24
scale 0.8
}
ACTOR InsanityPlasma3 : InsanityPlasma 
{ 
speed 23
scale 0.9
}
ACTOR InsanityPlasma4 : InsanityPlasma
{ 
speed 22
Damage 2
}
ACTOR InsanityPlasma5 : InsanityPlasma
{ 
speed 21
Damage 2
scale 1.1
}
ACTOR InsanityPlasma6 : InsanityPlasma
{ 
speed 20
Damage 3
scale 1.2
}


actor Boom
{
  Radius 11
  Height 8
  Speed 0
  Damage 0
  Projectile
  renderstyle Add
  +NOINTERACTION
  States
  {
  Spawn:
    MISL B 8 bright
    MISL C 6 bright
    MISL D 4 bright
    stop
  }
}


actor Maephisto replaces SpiderMastermind 6661
{

  obituary "%o was vaporised by a Maephisto."
  health 2950
  radius 50
  height 100
  mass 1000
  speed 10
  scale 0.9
  painchance 110
  seesound "sight"
  painsound "pain"
  deathsound "death"
  activesound "idle"
  MONSTER
  +BOSS
  +FLOORCLIP
  +NOBLOOD
  +NORADIUSDMG
  states
  {
  Spawn:
    MMDR E 10 A_Look
    loop
  See:
    MMDR AABBCCDD 4 A_Chase
    loop
  Missile:
    MMDR E 0 bright A_jump(235,"chaingun","bolt","bolt2")
	MMDR E 0 bright A_jump(255,"laser")
    goto see
  Chaingun:  
    MMDR E 10 A_facetarget 
    MMDR H 0 A_playsound("chaingn")
    MMDR H 4 bright A_CPosAttack
    MMDR I 4 bright A_CPosAttack
    MMDR H 4 bright A_CPosAttack
    MMDR I 4 bright A_CPosAttack 
    MMDR I 0 A_jump(20,3)
    MMDR I 0 A_CPosRefire    
    goto Chaingun+1
  Bolt:
    MMDR EE 5 A_facetarget     
    MMDR F 0 A_facetarget   
	MMDR F 0 bright A_custommissile("energybolt2",50,30,random(-20,20))
    MMDR F 3 bright A_custommissile("energybolt2",50,-30,random(-20,20)) 
	MMDR F 0 A_facetarget 
	MMDR F 0 bright A_custommissile("energybolt2",50,30,random(-20,20))
    MMDR F 3 bright A_custommissile("energybolt2",50,-30,random(-20,20))
	MMDR F 0 A_facetarget 
	MMDR F 0 bright A_custommissile("energybolt2",50,30,random(-20,20))
    MMDR F 3 bright A_custommissile("energybolt2",50,-30,random(-20,20)) 
	MMDR F 0 A_facetarget 
	MMDR F 0 bright A_custommissile("energybolt2",50,30,random(-20,20))
    MMDR F 3 bright A_custommissile("energybolt2",50,-30,random(-20,20))
	MMDR F 0 A_facetarget 
	MMDR F 0 bright A_custommissile("energybolt2",50,30,random(-20,20))
    MMDR F 3 bright A_custommissile("energybolt2",50,-30,random(-20,20))
	MMDR F 0 A_facetarget 
	MMDR F 0 bright A_custommissile("energybolt2",50,30,random(-20,20))
    MMDR F 3 bright A_custommissile("energybolt2",50,-30,random(-20,20))
    MMDR GG 3 bright A_facetarget
    goto See
  Bolt2:
    MMDR EEEE 5 A_facetarget     
    MMDR F 0 bright A_custommissile("energybolt",50,30)
    MMDR F 10 bright A_custommissile("energybolt",50,-30)    
    MMDR GG 3 bright A_facetarget
    goto See
  Laser:
    MMDR EEEE 5 A_facetarget
    MMDR E 0 A_playsound("charge",CHAN_WEAPON,1,0,0)
    MMDR JKLKJ 5 bright A_facetarget
    MMDR JKLKJ 4 bright A_facetarget
    MMDR JKLKJ 3 bright A_facetarget
    MMDR JKLKJ 2 bright A_facetarget
    MMDR JKLKJ 1 bright A_facetarget 
    MMDR JKLKJ 1 bright A_facetarget 
    MMDR M 0 A_playsound("laser",Chan_AUTO,1,0,0)
    MMDR M 0 A_givetotarget("flash")
    MMDR MNOOOOOOOOO 1 bright A_custommissile("laserbeam",60,0,0)    
    goto see        
  Death:
    MMDR P 10 BRIGHT A_Scream
    MMDR QRS 10 BRIGHT
    MMDR T 10 BRIGHT A_NoBlocking
    MMDR U 10 BRIGHT
    MMDR V 10 BRIGHT
    MMDR W -1 A_BossDeath
    stop
  }
}

actor energybolt
{
  Radius 6
  Height 16
  Speed 20
  Damage 10
  RenderStyle Add
  Alpha 1
  scale 1.5
  SeeSound "bolt"
  DeathSound "weapons/rocklx"
  Decal "Scorch"
  Projectile
  +SEEKERMISSILE
  states
  {
  Spawn:
    MMDB A 1 bright A_Tracer
    loop
  Death:
    MMDB HIJKL 3 bright
    stop
  }
}

ACTOR Facebot replaces cacodemon 21013
{
    Health 335
    Painchance 35
    Speed 14
    Radius 32
    +NOBLOOD
	+FLOAT
    +NOGRAVITY
    Height 64
	scale 1.3
    Mass 400
	seesound "spiderac"
    activesound "spiderac"
    Obituary "%o was melted by a Face Bot"
    MONSTER 
    +FLOORCLIP
    States
    {
    Spawn:
        BOTT A 10 A_Look
        Loop
    See:
        BOTT A 3 A_Chase
        Loop
    Missile:
        BOTT AAAAA 1 A_FaceTarget
        BOTT B 0 BRIGHT A_CustomMissile("energybolt2",25,32,359,0)
        BOTT B 0 BRIGHT A_CustomMissile("energybolt2",35,32,359,0)
        BOTT B 0 BRIGHT A_CustomMissile("energybolt2",25,-29,359,0)
        BOTT B 3 BRIGHT A_CustomMissile("energybolt2",35,-29,359,0)
        goto see
    Pain:
        BOTT A 4 A_Pain
        Goto See
	Crash:
		BMZO A 3 bright A_PlaySound ("NEW_EXP")
		BMZO BCDEFGHIJ 3 bright  
  		stop
    Death:
        BOTT A 16 A_NoBlocking
		BOTT A 250
		BMZO A 3 bright A_PlaySound ("NEW_EXP")
		BMZO BCDEFGHIJ 3 bright  
		stop
    }
}


actor energybolt2 : energybolt
{
  Speed 12
  Damage 3
  scale 0.8
  DeathSound "caco/shotx"
  -SEEKERMISSILE
  states
  {
  Spawn:
    MMDB A 1 bright
    loop
  Death:
    MMDB HIJKL 3 bright
    stop
  }
}

actor laserbeam
{
  Radius 20
  Height 20
  Speed 40
  Damage 20
  RenderStyle Add
  Alpha 1
  DeathSound "weapons/bfgx"
  Projectile
  +RIPPER
  states
  {
  Spawn:
    KAMS A 1 bright
    loop
  Death:
    KAXP B 3 bright A_Explode
    KAXP CDEFGHIJKLM 3 bright
    stop
  }
}

actor flash : CustomInventory
{  
  +INVENTORY.QUIET
  +INVENTORY.UNDROPPABLE
  +INVENTORY.ALWAYSPICKUP
  +INVENTORY.AUTOACTIVATE       
  +COUNTITEM
  inventory.amount 1
  inventory.maxamount 0
  states
  {
  pickup:
    NULL A 1 A_SetBlend("white",1,100)    
    stop

  }
}


actor HeadMan replaces fatso 10400
{
  obituary "%o was toasted by a head monster."
  health 150
  radius 30
  height 56
  mass 400
  speed 8
  painchance 200
  seesound "headman/sight"
  painsound "headman/pain"
  deathsound "headman/death"
  activesound "headman/active"
  MONSTER
  +FLOORCLIP
  states
  {
  Spawn:
    BHED B 10 A_Look
    loop
  See:
    BHED AABBCCBB 3 A_Chase
    loop
  Missile:
    BHED B 8 A_FaceTarget
    BHED D 8 A_PlaySound ("Headman/Attack")
    BHED D 8 A_CustomMissile ("ElectroPlasmaBlast", 24, 0, random (-5, 5))
    BHED B 8 A_FaceTarget
    goto See
  Pain:
    BHED E 2
    BHED E 2 A_Pain
    goto See
  Death:
    BHED F 4
    BHED G 4 A_Scream
    BHED HI 4
    BHED J 4 A_NoBlocking
    BHED K -1
    stop
  Raise:
    BHED KJIHGF 4
    goto See
  }
}

actor ElectroPlasmaBlast
{
  Radius 6
  Height 8
  Speed 20
  Damage 8
  Projectile
  scale .60
  +RANDOMIZE
  +BLOODLESSIMPACT
  RenderStyle Add
  Alpha 0.75
  SeeSound "electricplasma/shoot"
  DeathSound "electricplasma/hit"
  States
  {
  Spawn:
    EBLT GH 0 bright A_SpawnItem("ElectroPlasmaBlastTrail")
    EBLT GH 2 bright A_BishopMissileWeave
    loop
  Death:
    EBLT IJK 3 bright
    stop
  }
}

actor ElectroPlasmaBlastTrail
{
  Radius 13
  Height 8
  Speed 20
  Damage 0
  Projectile
  +RANDOMIZE
  RenderStyle Add
  Alpha 0.75
  States
  {
  Spawn:
    EBLT ABC 3 bright A_BishopMissileWeave
    goto death
  Death:
    EBLT DEF 4 bright A_FadeOut(0.5)
    loop
  }
}


actor demontiny : demon replaces demon 20030
{
scale 0.5
health 45
speed 4
radius 12
height 18
 SeeSound "TINYSIT"
  PainSound "TINYPAIN"
  DeathSound "TINYDTH"
  ActiveSound "TINYACT"
  AttackSound "TINYATK"
  states
   {
  Spawn:
    SARG AB 5 A_Look
    Loop
  See:
    SARG AABBCCDD 1 A_Chase
    Loop
  Melee:
    SARG EF 4 A_FaceTarget
	SARG G 0 //A_Playsound ("TINYATK")
    SARG G 4 A_CustomMeleeAttack (2,"dsempty","dsempty",0,1)
    Goto See
  Pain:
    SARG H 1
    SARG H 1 A_Pain
    Goto See
  Death:
    SARG I 4
    SARG J 4 A_Scream
    SARG K 2
    SARG L 2 A_NoBlocking
    SARG M 2
    SARG N -1
    Stop
  Raise:
    SARG N 3
    SARG MLKJI 3
    Goto See
  }
}

actor ROTTplatform 20002
{
 Radius 32
 Height 16
 +Solid
 +NoGravity
 Scale .53
states
  {
  Spawn:
    PLAT A 1
    loop
  }
}

Actor Gardentree1 10008
{
  Radius 20
  Height 90
  +Solid 
  States
  {
  Spawn:
    PLAN A -1
    Stop
  }
}

Actor Gardentree2 10007
{
  Radius 20
  Height 90
  +Solid
  States
  {
  Spawn:
    PLAN B -1
    Stop
  }
}

Actor Gardenbush1 10006
{
  Radius 24
  Height 30
  +Solid
  States
  {
  Spawn:
    PLAN C -1
    Stop
  }
}

Actor Gardenbush2 10005
{
  Radius 16
  Height 30
  +Solid
  States
  {
  Spawn:
    PLAN D -1
    Stop
  }
}

Actor Gardenbush3 10004
{
  Radius 16
  Height 30
  +Solid
  States
  {
  Spawn:
    PLAN E -1
    Stop
  }
}



ACTOR IceJet 20043
{
Radius 12
Height 64
Damage 15
Scale 0.64
Speed 0
PainChance 0
+FLOORCLIP
-FIREDAMAGE
  Translation "208:223=192:198","160:167=192:199","224:231=192:198"
  DamageType Icy
States
{
Spawn:
	FIRU A 32
	FIRU B 0 bright A_PlaySound("FireJet")
	FIRU B 2 bright A_Detonate
	FIRU CD 2 bright
	FIRU EF 2 bright A_Detonate
	FIRU GH 2 bright
	FIRU IJ 2 bright A_Detonate
	FIRU KL 2 bright
	FIRU MN 2 bright A_Detonate
	FIRU OP 2 bright
	FIRU QR 2 bright A_Detonate
	FIRU ST	2 bright
	FIRU UV 2 bright A_Detonate
	FIRU W 3 bright
	Loop
}
}

Actor PowerSlow : PowerSpeed
{
  Speed 0.5
  Inventory.Icon "MEGAA0"
}

actor IcedPower : PowerupGiver 
{ 
  Inventory.PickupMessage "Frozen!" 
  Powerup.color Cyan 0.11
  Inventory.MaxAmount 0 
  Powerup.Type Slow
  Powerup.Duration -5 
  +AutoActivate
  +Inventory.AlwaysPickup
  +QUIET
  states 
  { 
  Spawn: 
    TNT1 A 1
    Fail
  } 
}


actor ROTTplatform2 20003
{
 Radius 32
 Height 16
 +Solid
 +NoGravity
 +FLOATBOB
 Scale .53
states
  {
  Spawn:
    PLAT A 1
    loop
  }
}

actor ROTTplatform3 20004
{
 Radius 32
 Height 16
 +Solid
 +NoGravity
 +FLOATBOB
 Scale .53
states
  {
  Spawn:
    PLAT A 4 A_SentinelBob
    loop
  }
}

ACTOR SpinBlade 20007
{
Radius 32
Height 64
Damage 40
Scale 0.64
Speed 0
PainChance 0
+FLOORCLIP
+SOLID
States
{
Spawn:
	BLAD A 0 A_PlaySound("SpinBlade")
	BLAD ABC 3 A_Detonate
	BLAD C 0 A_PlaySound("SpinBlade")
	BLAD DEF 3 A_Detonate
	BLAD F 0 A_PlaySound("SpinBlade")
	BLAD GHI 3 A_Detonate
	Loop
}
}

ACTOR FireJet 20008
{
Radius 12
Height 64
Damage 20
Scale 0.64
Speed 0
PainChance 0
+FLOORCLIP
+FIREDAMAGE
States
{
Spawn:
	FIRU A 56
	FIRU B 0 bright A_PlaySound("FireJet")
	FIRU B 2 bright A_Detonate
	FIRU CD 2 bright
	FIRU EF 2 bright A_Detonate
	FIRU GH 2 bright
	FIRU IJ 2 bright A_Detonate
	FIRU KL 2 bright
	FIRU MN 2 bright A_Detonate
	FIRU OP 2 bright
	FIRU QR 2 bright A_Detonate
	FIRU ST	2 bright
	FIRU UV 2 bright A_Detonate
	FIRU W 3 bright
	Loop
}
}



actor demoncrate replaces arachnotron 12802
{
  health 450
  mass 400
  scale 1
  height 64
  radius 48
  painchance 255
  obituary "%o was destroyed by a demonic crate."
  speed 12
  painsound "CratePain"
  AttackSound "grunt/attack"
  MONSTER
  +DONTHURTSPECIES
  +NOTARGET
  +NOBLOOD
  +FLOAT
  +NOGRAVITY
  states
  {
  Spawn:
    BOXX A 9 a_look
    loop
  See:
    BOXX AABBCCDDCCBB 3 A_Chase
    loop
  Missile:
    BOXX A 1 A_Jump(256,"Missile1","Missile2")
    goto See
	Missile1:
    BOXX E 10 A_FaceTarget
    BOXX FE 4 bright A_CPosAttack
    BOXX F 1 A_CPosRefire
    goto Missile1+1
	Missile2:
    BOXX D 5 A_FaceTarget
    BOXX D 10 bright A_CustomMissile ("FatShot",32,0)
    BOXX D 1
    goto see
  Pain:
    BOXX A 1 A_Pain
    goto See
  Death:
    BOXX A 16
	BOXX A 1 A_PlaySound ("weapons/rocklx")
	BOXX A 1 A_Burst("pyroblastss")
    stop
  }
}

ACTOR Livingshish replaces archvile 6433
{
  Health 600
  Radius 20
  Height 56
  Mass 500
  Speed 23
  PainChance 100
  Monster
  MaxTargetRange 896
  +FLOORCLIP 
  +NOTARGET
  +DONTHURTSPECIES
  SeeSound "grunt/pain"
  PainSound "vile/pain"
  DeathSound "grunt/sight"
  ActiveSound "grunt/sight"
  MeleeSound "grunt/sight"
  Obituary "%o's head exploded thanks to a living shish kebab."
  States
  {
  Spawn:
    PIEE A 10 A_Look
    Loop
  See:
    PIEE AB 2 A_VileChase
	PIEE C 2 A_Playsound ("grunt/death")
	PIEE DE 2 A_VileChase
	PIEE F 2 A_Playsound ("grunt/death")
	PIEE GH 2 A_VileChase
	PIEE A 2 A_Playsound ("grunt/death")
    Loop
  Missile:
	PIEE A 3 A_FaceTarget
	PIEE ABCDEFGH 1 A_CustomMissile ("Bloodshot",random(10,50),0,random(1,360))
	PIEE ABCDEFGH 1 A_CustomMissile ("Bloodshot",random(10,50),0,random(1,360))
	PIEE A 1
    Goto See
  Heal: 
  PIEE A 0 A_PlaySoundEx("DaRevive", "SoundSlot7")
    PIEE ABCDEFGHABCDEFGHABCDEFGH 1
    Goto See
  Pain:
    PIEE ABCDEFGH 1 A_Pain
    Goto See
  Death:
    PIEE A 0 A_Playsound ("GoingCritical")
    PIEE ABCDEFGHABCDEFGHABCDEFGHABCDEFGH 1
	PIEE H 0 A_NoBlocking
	TNT1 A 3 A_CustomMissile("touhouexplosion",-32,0)
	PLAY W -1
    Stop
  }
}

actor touhouexplosion
{
  Game Doom
  Radius 1
  Height 1
  Speed 0
  Damage 0
  Projectile
  SeeSound "DAEXPLOD"
  DeathSound "DAEXPLOD"
  Obituary "%o exploded."
  States
  {
  Spawn:
    TOHO A 1 bright Radius_Quake(10,24,0,32,0)
    TOHO A 2 bright A_Explode(255,180,0)
    TOHO BCDEFG 3 bright
    stop
  Death:
    TOHO A 1 bright Radius_Quake(10,24,0,32,0)
    TOHO A 2 bright A_Explode(255,180,0)
    TOHO BCDEFG 3 bright
    stop
  }
}

actor FatCacodemon : fatso replaces Cyberdemon 12804
{
health 3000
scale 1.4
Radius 55
  Height 88
  +BOSS
  +DONTHURTSPECIES
obituary "%o was flattened by a bloated cacodemon."
SeeSound "caco/sight"
PainSound "caco/pain"
DeathSound "caco/death"
ActiveSound "caco/active"
speed 12
painchance 10
  Translation "48:79=176:191"
  States
  {
  Spawn:
    ZFAT AB 15 A_Look
    Loop
  See:
    ZFAT AABBCCDDEEFF 4 A_Chase
    Loop
  Missile:
    ZFAT G 0 A_Jump(255,"Missile1","Missile2","Missile3","Missile4")
	Missile1:
	ZFAT G 20 A_FaceTarget
	ZFAT H 0 Bright A_CustomMissile ("suicidecaco", 20, -40, 4)
	ZFAT H 0 Bright A_CustomMissile ("suicidecaco", 20, 40, 4)
    ZFAT IG 4 A_FaceTarget
	Goto See
	Missile2:
	ZFAT G 20 A_FaceTarget
    ZFAT H 10 Bright A_DualPainAttack ("CacodemonTiny")
	Goto See
	Missile3:
	ZFAT G 20 A_FaceTarget
	ZFAT I 0 Bright A_CustomMissile ("CacodemonBall2", 75, 0, random(-5,5))
	ZFAT I 0 Bright A_CustomMissile ("CacodemonBall2", 75, 0, random(-5,5))
    ZFAT I 1 Bright A_CustomMissile ("CacodemonBall2", 75, 0, random(-5,5))
	ZFAT I 1 A_FaceTarget
	ZFAT I 0 Bright A_CustomMissile ("CacodemonBall2", 75, 0, random(-5,5))
	ZFAT I 0 Bright A_CustomMissile ("CacodemonBall2", 75, 0, random(-5,5))
    ZFAT I 1 Bright A_CustomMissile ("CacodemonBall2", 75, 0, random(-5,5))
	ZFAT I 1 A_FaceTarget
	ZFAT I 0 Bright A_CustomMissile ("CacodemonBall2", 75, 0, random(-5,5))
	ZFAT I 0 Bright A_CustomMissile ("CacodemonBall2", 75, 0, random(-5,5))
    ZFAT I 1 Bright A_CustomMissile ("CacodemonBall2", 75, 0, random(-5,5))
	ZFAT I 1 A_FaceTarget
	ZFAT I 0 Bright A_CustomMissile ("CacodemonBall2", 75, 0, random(-5,5))
	ZFAT I 0 Bright A_CustomMissile ("CacodemonBall2", 75, 0, random(-5,5))
    ZFAT I 1 Bright A_CustomMissile ("CacodemonBall2", 75, 0, random(-5,5))
	ZFAT I 1 A_FaceTarget
	ZFAT I 0 Bright A_CustomMissile ("CacodemonBall2", 75, 0, random(-5,5))
	ZFAT I 0 Bright A_CustomMissile ("CacodemonBall2", 75, 0, random(-5,5))
    ZFAT I 1 Bright A_CustomMissile ("CacodemonBall2", 75, 0, random(-5,5))
	ZFAT I 1 A_FaceTarget
	ZFAT I 0 Bright A_CustomMissile ("CacodemonBall2", 75, 0, random(-5,5))
	ZFAT I 0 Bright A_CustomMissile ("CacodemonBall2", 75, 0, random(-5,5))
    ZFAT I 1 Bright A_CustomMissile ("CacodemonBall2", 75, 0, random(-5,5))
	ZFAT I 1 A_FaceTarget
	ZFAT I 0 Bright A_CustomMissile ("CacodemonBall2", 75, 0, random(-5,5))
	ZFAT I 0 Bright A_CustomMissile ("CacodemonBall2", 75, 0, random(-5,5))
    ZFAT I 1 Bright A_CustomMissile ("CacodemonBall2", 75, 0, random(-5,5))
    Goto See
	Missile4:
	ZFAT G 20 A_FaceTarget
	ZFAT I 10 Bright A_CustomMissile ("CacodemonBallBigo", 75, 0, 0)
    ZFAT G 20 A_FaceTarget
	ZFAT I 10 Bright A_CustomMissile ("CacodemonBallBigo", 75, 0, 0)
	ZFAT G 20 A_FaceTarget
	ZFAT I 10 Bright A_CustomMissile ("CacodemonBallBigo", 75, 0, 0)
    Goto See
  Pain:
    ZFAT J 3
    ZFAT J 3 A_Pain
    Goto See
  Death:
    ZFAT K 6
    ZFAT L 6 A_Scream
    ZFAT M 6 A_NoBlocking
    ZFAT NOPQRS 6
    ZFAT T -1 A_BossDeath
    Stop
  }
}

actor suicidecaco : RevenantTracer
{
scale 0.6
  Translation "176:191=96:111"
  speed 15
States
  {
  Spawn:
    HEAD ABC 2 bright A_Tracer
    HEAD D 2 Bright A_Tracer
	HEAD D 0 A_SpawnItem("shed1",0,0,0)
    goto Spawn+1
  Death:
    MISL B 8 Bright
	BAL2 E 0 A_CustomMissile ("CacodemonBall", 16, 0, 0)
	BAL2 E 0 A_CustomMissile ("CacodemonBall", 16, 0, 60)
	BAL2 E 0 A_CustomMissile ("CacodemonBall", 16, 0, 120)
	BAL2 E 0 A_CustomMissile ("CacodemonBall", 16, 0, 180)
	BAL2 E 0 A_CustomMissile ("CacodemonBall", 16, 0, 240)
	BAL2 E 0 A_CustomMissile ("CacodemonBall", 16, 0, 300)
    MISL C 6 Bright
    MISL D 4 Bright
    Stop
  }
}

actor shed1
{
  Radius 1
  Height 1
  Speed 0
  Damage 0
  scale 0.6
  RenderStyle Add
  alpha 0.75
  Translation "176:191=96:111"
  Projectile
  +RANDOMIZE
  states
  {
  Spawn:
    HEAD D 12
    stop
  Death:
    HEAD D 1
    stop
  }
}

Actor CacodemonTiny : Cacodemon
{
health 200
radius 16
height 28
mass 200
scale 0.6
+NOTARGET
+DONTHURTSPECIES
}

ACTOR CacodemonBall2 : CacodemonBall
{
  Speed 20
  FastSpeed 40
}


ACTOR CacodemonBallBigo : CacodemonBall
{
  Speed 25
  Damage 25
  +DONTHURTSPECIES
  scale 2
  States
  {
  Spawn:
    BAL2 AB 4 Bright
    Loop
  Death:
    BAL2 CD 2 Bright
	BAL2 E 0 A_CustomMissile ("CacodemonBall", 16, 0, 0)
	BAL2 E 0 A_CustomMissile ("CacodemonBall", 16, 0, 30)
	BAL2 E 0 A_CustomMissile ("CacodemonBall", 16, 0, 60)
	BAL2 E 0 A_CustomMissile ("CacodemonBall", 16, 0, 90)
	BAL2 E 0 A_CustomMissile ("CacodemonBall", 16, 0, 120)
    BAL2 E 0 A_CustomMissile ("CacodemonBall", 16, 0, 160)
	BAL2 E 0 A_CustomMissile ("CacodemonBall", 16, 0, 190)
	BAL2 E 0 A_CustomMissile ("CacodemonBall", 16, 0, 210)
	BAL2 E 0 A_CustomMissile ("CacodemonBall", 16, 0, 240)
	BAL2 E 0 A_CustomMissile ("CacodemonBall", 16, 0, 270)
	BAL2 E 0 A_CustomMissile ("CacodemonBall", 16, 0, 300)
	BAL2 E 0 A_CustomMissile ("CacodemonBall", 16, 0, 330)
	BAL2 E 0 A_CustomMissile ("CacodemonBall2", 16, 0, 0)
	BAL2 E 0 A_CustomMissile ("CacodemonBall2", 16, 0, 30)
	BAL2 E 0 A_CustomMissile ("CacodemonBall2", 16, 0, 60)
	BAL2 E 0 A_CustomMissile ("CacodemonBall2", 16, 0, 90)
	BAL2 E 0 A_CustomMissile ("CacodemonBall2", 16, 0, 120)
    BAL2 E 0 A_CustomMissile ("CacodemonBall2", 16, 0, 160)
	BAL2 E 0 A_CustomMissile ("CacodemonBall2", 16, 0, 190)
	BAL2 E 0 A_CustomMissile ("CacodemonBall2", 16, 0, 210)
	BAL2 E 0 A_CustomMissile ("CacodemonBall2", 16, 0, 240)
	BAL2 E 0 A_CustomMissile ("CacodemonBall2", 16, 0, 270)
	BAL2 E 0 A_CustomMissile ("CacodemonBall2", 16, 0, 300)
	BAL2 E 0 A_CustomMissile ("CacodemonBall2", 16, 0, 330)
	BAL2 E 2 Bright
   Stop
  }
}

actor Bloatous : FatCacodemon 12865
{
health 10000
scale 6.0
radius 200
height 320
+BOSS
speed 24
obituary "%o was eaten by king bloatous."
States
  {
  Missile:
    ZFAT G 0 A_Jump(255,"Missile1","Missile2","Missile3","Missile4")
	Missile1:
	ZFAT G 20 A_FaceTarget
    ZFAT H 10 bright 
	ZFAT H 0 bright A_CustomMissile("globshot",45,0,0)
	ZFAT H 0 bright A_CustomMissile("globshot",45,0,3)
	ZFAT H 0 bright A_CustomMissile("globshot",45,0,6)
	ZFAT H 0 bright A_CustomMissile("globshot",45,0,9)
	ZFAT H 0 bright A_CustomMissile("globshot",45,0,12)
	ZFAT H 0 bright A_CustomMissile("globshot",45,0,15)
	ZFAT H 0 bright A_CustomMissile("globshot",45,0,-3)
	ZFAT H 0 bright A_CustomMissile("globshot",45,0,-6)
	ZFAT H 0 bright A_CustomMissile("globshot",45,0,-9)
	ZFAT H 0 bright A_CustomMissile("globshot",45,0,-12)
	ZFAT H 10 bright A_CustomMissile("globshot",45,0,-15)
    ZFAT IG 5 A_FaceTarget
	ZFAT H 0 bright A_CustomMissile("globshot",45,0,0)
	ZFAT H 0 bright A_CustomMissile("globshot",45,0,3)
	ZFAT H 0 bright A_CustomMissile("globshot",45,0,6)
	ZFAT H 0 bright A_CustomMissile("globshot",45,0,9)
	ZFAT H 0 bright A_CustomMissile("globshot",45,0,12)
	ZFAT H 0 bright A_CustomMissile("globshot",45,0,15)
	ZFAT H 0 bright A_CustomMissile("globshot",45,0,-3)
	ZFAT H 0 bright A_CustomMissile("globshot",45,0,-6)
	ZFAT H 0 bright A_CustomMissile("globshot",45,0,-9)
	ZFAT H 0 bright A_CustomMissile("globshot",45,0,-12)
	ZFAT H 10 bright A_CustomMissile("globshot",45,0,-15)
    ZFAT IG 5 A_FaceTarget
	ZFAT H 0 bright A_CustomMissile("globshot",45,0,0)
	ZFAT H 0 bright A_CustomMissile("globshot",45,0,3)
	ZFAT H 0 bright A_CustomMissile("globshot",45,0,6)
	ZFAT H 0 bright A_CustomMissile("globshot",45,0,9)
	ZFAT H 0 bright A_CustomMissile("globshot",45,0,12)
	ZFAT H 0 bright A_CustomMissile("globshot",45,0,15)
	ZFAT H 0 bright A_CustomMissile("globshot",45,0,-3)
	ZFAT H 0 bright A_CustomMissile("globshot",45,0,-6)
	ZFAT H 0 bright A_CustomMissile("globshot",45,0,-9)
	ZFAT H 0 bright A_CustomMissile("globshot",45,0,-12)
	ZFAT H 10 bright A_CustomMissile("globshot",45,0,-15)
    ZFAT IG 5 A_FaceTarget
	Goto See
	Missile2:
	ZFAT G 20 A_FaceTarget
    ZFAT H 10 Bright A_DualPainAttack ("CacodemonTiny")
	ZFAT G 20 A_FaceTarget
    ZFAT H 10 Bright A_DualPainAttack ("Doomguyhead")
	ZFAT G 20 A_FaceTarget
    ZFAT H 10 Bright A_DualPainAttack ("CacodemonTiny")
	ZFAT G 20 A_FaceTarget
    ZFAT H 10 Bright A_DualPainAttack ("Doomguyhead")
	Goto See
	Missile3:
	ZFAT G 20 A_FaceTarget
	ZFAT H 0 Bright A_CustomMissile ("CacodemonBallbigo", 225, 0, 4)
	ZFAT H 0 Bright A_CustomMissile ("CacodemonBallbigo", 225, 0, 0)
    ZFAT H 5 Bright A_CustomMissile ("CacodemonBallbigo", 225, 0, -4)
	ZFAT H 0 Bright A_CustomMissile ("CacodemonBallbigo", 225, 0, 4)
	ZFAT H 0 Bright A_CustomMissile ("CacodemonBallbigo", 225, 0, 0)
    ZFAT H 5 Bright A_CustomMissile ("CacodemonBallbigo", 225, 0, -4)
	ZFAT H 0 Bright A_CustomMissile ("CacodemonBallbigo", 225, 0, 4)
	ZFAT H 0 Bright A_CustomMissile ("CacodemonBallbigo", 225, 0, 0)
    ZFAT H 15 Bright A_CustomMissile ("CacodemonBallbigo", 225, 0, -4)
    Goto See
	Missile4:
	ZFAT G 20 A_FaceTarget
	ZFAT H 20 Bright A_CustomMissile ("CacodemonBallMan", 75, 0, 0)
	ZFAT H 20 Bright A_CustomMissile ("CacodemonBallMan", 75, 0, 0)
    Goto See
	Death:
    ZFAT K 6
    ZFAT L 6 A_Scream
    ZFAT M 6 A_NoBlocking
    ZFAT NOPQRS 6
    ZFAT T -1 A_BossDeath
    Stop
  }
}

actor globshot
{
  Game Doom
  SpawnID 153
  Radius 15
  Height 15
  Speed 35
  Damage 35
  Projectile 
  +RANDOMIZE
  scale 1.6
  SeeSound "fatso/attack"
  DeathSound "fatso/shotx"
  States
  {
  Spawn:
    MANF AB 4 bright
    loop
  Death:
    MISL B 8 bright
    MISL C 6 bright
    MISL D 4 bright
    stop
  }
}

ACTOR CacodemonBallMan : CacodemonBall
{
  Speed 25
  Damage 70
  +DONTHURTSPECIES
  scale 3
  States
  {
  Spawn:
    BAL2 A 1 Bright
	BAL2 A 0 A_CustomMissile ("CacodemonBall2", 2, 0, random(0,360))
	BAL2 B 1 Bright
	BAL2 B 0 A_CustomMissile ("CacodemonBall2", 2, 0, random(0,360))
    Loop
  }
}

actor pyroblastss
{
  Radius 1
  Height 1
  Speed 8
  Damage 0
  Projectile
  +RANDOMIZE
  Obituary "%o died."
  States
  {
  Spawn:
    MISL B 8 bright
    MISL C 6 bright
    MISL D 4 bright
    stop
  Death:
    TNT1 A 1
    stop
  }
}

actor Fat
{
  Radius 1
  Height 1
  Speed 12
  Damage 15
  scale 0.4
  Projectile 
  +RANDOMIZE
  -NOGRAVITY
  gravity 0.250
  States
  {
  Spawn:
    POSS M 3
    POSS N 3 
    POSS PQRST 3
    POSS U -1
    stop
  Death:
    POSS M 3
    POSS N 3
    POSS PQRST 3
    POSS U 30
    stop
  }
}


actor Fat2
{
  Radius 1
  Height 1
  Speed 17
  Damage 12
  scale 0.4
  Projectile 
  +RANDOMIZE
  -NOGRAVITY
  gravity 0.125
  States
  {
  Spawn:
    POSS M 3
    POSS N 3 
    POSS PQRST 3
    POSS U -1
    stop
  Death:
    POSS M 3
    POSS N 3
    POSS PQRST 3
    POSS U 30
    stop
  }
}

ACTOR Bloodshot
{
   Radius 3
   Height 3
   Speed 20
   Damage 2
   scale 0.7
   PROJECTILE
   RENDERSTYLE TRANSLUCENT
   ALPHA 0.80
   +THRUGHOST
   DeathSound "weapons/bloodx"
   States
   {
   Spawn:
      BOOP A 2 Bright A_CStaffMissileSlither
      BOOP A 0 A_SpawnItem("Bloodtrail",0,0)
      BOOP A 2 Bright A_CStaffMissileSlither
      BOOP A 0 A_SpawnItem("Bloodtrail",0,0)
      loop
   Death:
      FBLD CDE 3 Bright
      stop
   }
}

ACTOR Bloodtrail
{   
   Radius 1
   Height 1
   PROJECTILE
   RENDERSTYLE TRANSLUCENT
   ALPHA 0.67
   States
   {
   Spawn:
      NULL A 3
      FBLD FGH 3 BRIGHT
      Stop 
   }
}











ACTOR SpinBladeNoGravity 20047
{
Radius 32
Height 64
Damage 40
Scale 0.64
Speed 0
PainChance 0
mass 1234567890
+FLOORCLIP
+SOLID
+NOGRAVITY
States
{
Spawn:
	BLAD A 0 A_PlaySound("SpinBlade")
	BLAD ABC 1 A_Detonate
	BLAD DEF 1 A_Detonate
	BLAD GHI 1 A_Detonate
	BLAD C 0 A_PlaySound("SpinBlade")
	BLAD ABC 1 A_Detonate
	BLAD DEF 1 A_Detonate
	BLAD GHI 1 A_Detonate
	BLAD F 0 A_PlaySound("SpinBlade")
	BLAD ABC 1 A_Detonate
	BLAD DEF 1 A_Detonate
	BLAD GHI 1 A_Detonate
	Loop
}
}


ACTOR mmmspiky 6660
{
Radius 18
Height 64
Damage 15
Scale 0.55
Speed 0
PainChance 0
+FLOORCLIP
   States
   {
   Spawn:
   //returnofthetriadomg
       SPEA G 30 
       SPEA H 2
       SPEA I 2
       SPEA A 0
       SPEA J 2 a_playsound("SPIKY")
       SPEA K 2 A_SetSolid
       SPEA L 2 A_explode(8,34)
       SPEA M 2
       SPEA N 2 A_explode(8,34)
       SPEA O 2
       SPEA P 2 A_explode(8,34)
       SPEA A 2
       SPEA B 2 A_explode(8,34)
       SPEA C 2
       SPEA D 2 A_explode(8,34)
       SPEA E 2
       SPEA F 2 
       SPEA G 0 A_UnsetSolid
       SPEA A 0
       LOOP
       
   }

}


ACTOR GoldenEagle2 10115
{
Radius 16
Height 60
+SOLID
States
{
Spawn:
	EAG2 A -1
	Stop
}
}

actor GoldPillarYellow 10111
{
radius 18
height 50
+SOLID
states
{
spawn:
	GLDP A 0
	GLDP A 1 A_SpawnItem("YellowPillarOrb", 0, 44)
	GLDP A -1
	stop
}
}

actor GoldPillarBlue : GoldPillarYellow 10112
{
states
{
spawn:
	GLDP A 0
	GLDP A 1 A_SpawnItem("BluePillarOrb", 0, 44)
	GLDP A -1
	stop
}
}

actor GoldPillarGreen : GoldPillarYellow 10113
{
states
{
spawn:
	GLDP A 0
	GLDP A 1 A_SpawnItem("GreenPillarOrb", 0, 44)
	GLDP A -1
	stop
}
}

actor GoldPillarRed : GoldPillarYellow 10114
{
states
{
spawn:
	GLDP A 0
	GLDP A 1 A_SpawnItem("RedPillarOrb", 0, 44)
	GLDP A -1
	stop
}
}

///////////Color Orbs
actor YellowPillarOrb
{
+NOINTERACTION
states
{
spawn:
	YKMK A -1 bright
	stop
}
}
actor BluePillarOrb : YellowPillarOrb
{
states
{
spawn:
	BKMK A -1 bright
	stop
}
}
actor GreenPillarOrb : YellowPillarOrb
{
states
{
spawn:
	GKMK A -1 bright
	stop
}
}
actor RedPillarOrb : YellowPillarOrb
{
states
{
spawn:
	RKMK A -1 bright
	stop
}
}

ACTOR SerpentBrazierGold 10102
{
  Radius 16
  Height 56
  +SOLID
  States
  {
  Spawn:
    YNAK ABCDEFG 3 Bright
    Loop
  }
}

Actor BlackEvilEye : EvilEye 10103
{
States
	{
		Spawn:
			BAYE ABCB 6 BRIGHT
			Loop
	}
}

Actor BlueEvilEye : EvilEye 10104
{
States
	{
		Spawn:
			BEYE ABCB 6 BRIGHT
			Loop
	}
}

Actor GrayEvilEye : EvilEye 10105
{
States
	{
		Spawn:
			GEYE ABCB 6 BRIGHT
			Loop
	}
}

Actor PurpleEvilEye : EvilEye 10106
{
States
	{
		Spawn:
			PEYE ABCB 6 BRIGHT
			Loop
	}
}

Actor RedEvilEye : EvilEye 10107
{
States
	{
		Spawn:
			REYE ABCB 6 BRIGHT
			Loop
	}
}

Actor YellowEvilEye : EvilEye 10108
{
States
	{
		Spawn:
			YEYE ABCB 6 BRIGHT
			Loop
	}
}


ACTOR TinyFatso : Fatso/* replaces Fatso */10440
{
//$Category BR2
  Health 160
  radius 30
  height 56
  mass 400
  speed 4
  PainChance 80
  scale 0.6
  activesound "DSMNACT"
  seesound "XSMANSIT"
  painsound"XSMNPAIN"
  deathsound"XSMANDTH"
  
  obituary "%o was burned up by a tiny mancubus!"
   DamageFactor Stuffs, 0.0
  States
  {
  Spawn:
    FATT AB 8 A_Look
    Loop
  See:
    FATT AABBCCDDEEFF 2 A_Chase
    Loop
  Missile:
	FATT G 0 A_Playsound("XSMANATK")
    FATT G 20 A_FaceTarget
    FATT H 10 Bright A_FatAttack1("TinyFatShot")
    FATT IG 5
    FATT H 10 Bright A_FatAttack2("TinyFatShot")
    FATT IG 5
    FATT H 10 Bright A_FatAttack3("TinyFatShot")
    FATT IG 5
    Goto See
  Pain:
    FATT J 2
    FATT J 2 A_Pain
    Goto See
  Death:
    FATT K 3
    FATT L 3 A_Scream
    FATT M 3 A_NoBlocking
    FATT NOPQRS 3
    FATT T -1
    Stop
  Raise:
    FATT R 3
    FATT QPONMLK 3
    Goto See
  }
}

ACTOR TinyFatshot : FatShot
{
  Radius 4
  Height 5
  Speed 13
  Damage 2
  scale 0.5
  States
  {
  Spawn:
    MANF AB 2 Bright
    Loop
  Death:
    MISL B 4 Bright
    MISL C 3 Bright
    MISL D 2 Bright
    Stop
  }
}



ACTOR megamind 23321
{
//$Category BR2
  Health 600
  Radius 32
  Height 64
  Mass 1234567890
  Speed 18
  PainChance 0
  Monster
  +FLOORCLIP
  +FLOATBOB
  SeeSound "DADSEE"
  PainSound "DADSEE"
  DeathSound "DADDTH"
  ActiveSound "DSAMBC5"
  Obituary "$OB_FATSO"
  
  States
  {
  Spawn:
    NOXX A 1 A_Look
    Loop
  See:
    NOXX AAABBBCCCDDDEEEFFF 3 A_Chase
	NOXX F 0 A_Jump(150,"Leggy")
    Loop
  Leggy:
	NOZZ A 0 ACS_NamedExecuteAlways("MegaMindColorYellow", 0)
	NOXX A 1 A_PlaySound("GRAVCHAN",7,1.0,0)
    NOXX AAAAA 1
  LegLoop:
    NOXX A 0 A_PlaySound("gibbage/xstep")
	NOXX AAABBB 1 A_Chase
	NOXX A 0 A_PlaySound("gibbage/xstep")
	NOXX CCCDDD 1 A_Chase
    Loop
  Missile:
	NOZZ A 0 A_Jump(127,"Missile2")
	NOZZ A 0 A_JumpIfCloser(256,"Missile1")
	
	NOZZ A 0 ACS_NamedExecuteAlways("MegaMindColorGreen", 0)
	NOZZ A 20 A_PlaySound("DADATK")
	
	NOYY A 0 A_PlaySound("HEADLASR")
	NOYY B 0 A_CustomMissile("MyBall9", 72, -4, -2, 1)
	NOYY B 0 A_CustomMissile("MyBall9", 72, 4, 2, 1)
	NOYY B 0 A_CustomMissile("MyBall9", 72, -4, 0, 1)
	NOYY B 4 A_CustomMissile("MyBall9", 72, 4, 0, 1)
	
	NOYY B 0 A_PlaySound("HEADLASR")
	NOYY B 0 A_CustomMissile("MyBall9", 72, -4, -2, 1)
	NOYY B 0 A_CustomMissile("MyBall9", 72, 4, 2, 1)
	NOYY B 0 A_CustomMissile("MyBall9", 72, -4, 0, 1)
	NOYY B 4 A_CustomMissile("MyBall9", 72, 4, 0, 1)
	
	NOYY B 0 A_PlaySound("HEADLASR")
	NOYY B 0 A_CustomMissile("MyBall9", 72, -4, -2, 1)
	NOYY B 0 A_CustomMissile("MyBall9", 72, 4, 2, 1)
	NOYY B 0 A_CustomMissile("MyBall9", 72, -4, 0, 1)
	NOYY B 4 A_CustomMissile("MyBall9", 72, 4, 0, 1)
	
	NOYY B 0 A_PlaySound("HEADLASR")
	NOYY B 0 A_CustomMissile("MyBall9", 72, -4, -2, 1)
	NOYY B 0 A_CustomMissile("MyBall9", 72, 4, 2, 1)
	NOYY B 0 A_CustomMissile("MyBall9", 72, -4, 0, 1)
	NOYY B 4 A_CustomMissile("MyBall9", 72, 4, 0, 1)
	
	NOYY B 0 A_PlaySound("HEADLASR")
	NOYY B 0 A_CustomMissile("MyBall9", 72, -4, -2, 1)
	NOYY B 0 A_CustomMissile("MyBall9", 72, 4, 2, 1)
	NOYY B 0 A_CustomMissile("MyBall9", 72, -4, 0, 1)
	NOYY B 3 A_CustomMissile("MyBall9", 72, 4, 0, 1)
	NOZZ B 1 ACS_NamedExecuteAlways("MegaMindColorNormal", 0)
	Goto See
  Missile1:
	NOZZ A 0 ACS_NamedExecuteAlways("MegaMindColorBlue", 0)
	NOZZ A 13 A_PlaySound("DADATK")
	NOZZ B 30 A_CustomMissile("mindblast2",72,0,random(1,-1))
	NOZZ B 10 ACS_NamedExecuteAlways("MegaMindColorNormal", 0)
    Goto See
   Missile2:
	NOZZ A 0 ACS_NamedExecuteAlways("MegaMindColorRed", 0)
	NOZZ A 20 A_PlaySound("DADATK")
	NOZZ H 0 A_Playsound("DSPLANN")
	NOZZ H 0 A_CustomMissile ("InsanityPlasma6", 72, 0, 0)
	NOZZ H 0 A_CustomMissile ("InsanityPlasma5", 72, 0, 0)
	NOZZ H 0 A_CustomMissile ("InsanityPlasma4", 72, 0, 0)
	NOZZ H 0 A_CustomMissile ("InsanityPlasma3", 72, 0, 0)
	NOZZ H 0 A_CustomMissile ("InsanityPlasma2", 72, 0, 0)
	NOZZ H 0 A_Playsound("DSPLANN")
    NOZZ B 14 A_CustomMissile ("InsanityPlasma", 72, 0, 0)
	NOZZ H 0 A_CustomMissile ("InsanityPlasma6", 72, 0, 0)
	NOZZ H 0 A_CustomMissile ("InsanityPlasma5", 72, 0, 0)
	NOZZ H 0 A_CustomMissile ("InsanityPlasma4", 72, 0, 0)
	NOZZ H 0 A_CustomMissile ("InsanityPlasma3", 72, 0, 0)
	NOZZ H 0 A_CustomMissile ("InsanityPlasma2", 72, 0, 0)
	NOZZ H 0 A_Playsound("DSPLANN")
    NOZZ B 14 A_CustomMissile ("InsanityPlasma", 72, 0, 0)
	NOZZ H 0 A_CustomMissile ("InsanityPlasma6", 72, 0, 0)
	NOZZ H 0 A_CustomMissile ("InsanityPlasma5", 72, 0, 0)
	NOZZ H 0 A_CustomMissile ("InsanityPlasma4", 72, 0, 0)
	NOZZ H 0 A_CustomMissile ("InsanityPlasma3", 72, 0, 0)
	NOZZ H 0 A_CustomMissile ("InsanityPlasma2", 72, 0, 0)
    NOZZ B 14 A_CustomMissile ("InsanityPlasma", 72, 0, 0)
    NOZZ B 10 ACS_NamedExecuteAlways("MegaMindColorNormal", 0)
    Goto See
  Pain:
    NOXX A 3 A_Pain
    Goto See
  Death:
    NOXX A 0 A_Scream
    NOXX A 0 A_NoBlocking
    TNT1 A 5 A_Burst("pyroblastssX")
    Stop
  Raise:
    stop
  }
}


actor pyroblastssX
{
  Radius 1
  Height 1
  Speed 8
  Damage 0
  Projectile
  scale 0.7
  +RANDOMIZE
  Obituary "%o died."
  translation"0:255=112:127"
  States
  {
  Spawn:
    MISL B 8 bright
    MISL C 6 bright
    MISL D 4 bright
    stop
  Death:
    TNT1 A 1
    stop
  }
}

actor MyBall9
{
    Radius 8
    Height 6
    Speed 25
    Damage 1
    scale 0.25
    //+SEEKERMISSILE
    PROJECTILE
    RENDERSTYLE NORMAL
    DeathSound "imp/shotx"
	//translation"112:127=192:207"
    States
    {
    Spawn:
		WEMP A 0 Bright A_SpawnItemEx("WandOfEmbersTrail9", 2, 0, 0, 0, 0, 0, 0, 128)
		WEMP A 0 Bright A_SpawnItemEx("WandOfEmbersTrail9", 0, 0, 0, 0, 0, 0, 0, 128)
		WEMP A 0 Bright A_SpawnItemEx("WandOfEmbersTrail9", -2, 0, 0, 0, 0, 0, 0, 128)
		WEMP A 0 Bright A_SpawnItemEx("WandOfEmbersTrail9", -4, 0, 0, 0, 0, 0, 0, 128)
		WEMP A 0 Bright A_SpawnItemEx("WandOfEmbersTrail9", -6, 0, 0, 0, 0, 0, 0, 128)
		WEMP A 0 Bright A_SpawnItemEx("WandOfEmbersTrail9", -8, 0, 0, 0, 0, 0, 0, 128)
		WEMP A 0 Bright A_SpawnItemEx("WandOfEmbersTrail9", -10, 0, 0, 0, 0, 0, 0, 128)
		WEMP A 0 Bright A_SpawnItemEx("WandOfEmbersTrail9", -12, 0, 0, 0, 0, 0, 0, 128)
		WEMP A 0 Bright A_SpawnItemEx("WandOfEmbersTrail9", -14, 0, 0, 0, 0, 0, 0, 128)
		WEMP A 0 Bright A_SpawnItemEx("WandOfEmbersTrail9", -16, 0, 0, 0, 0, 0, 0, 128)
		WEMP A 0 Bright A_SpawnItemEx("WandOfEmbersTrail9", -18, 0, 0, 0, 0, 0, 0, 128)

		
		
	    ORBB A 1 bright
        Goto Spawn + 2
    Death:
        ORBB C 4 Bright A_Scream
        ORBB D 4 Bright A_Fall
        ORBB E 4 Bright 
        Stop
    }
}


Actor WandOfEmbersTrail9
{   
  Radius 2
  Height 2
  Damage 0
  Scale 0.25
  Projectile
  -BloodSplatter
  +BloodlessImpact
  RENDERSTYLE NORMAL
  //translation"112:127=192:199"
  States
  {
  Spawn:
 TNT1 A 1
	ORBB A 1 bright
    Stop 
  }
}

actor mindblast2
{
  Game Doom
  SpawnID 129
  Radius 40
  Height 40
  Speed 32
  Damage 3
  RenderStyle Normal
  Alpha 1.0
  scale 0.9
  SeeSound "mindblas"
  Projectile
  +RANDOMIZE
  +RIPPER
  states
  {
  Spawn:
    MI02 ABCDEFGHIJKLMNOPQRST 1 bright
    stop
  Death:
    MI02 T 1 bright
    stop
  }
}

//Stolen from caustlab.wad. =P
actor minicyb : cyberdemon 21657
{
//$Category BR2
	health 400
	MASS 999999
	speed 4
	Radius 27
  Height 60
	scale 0.52
	painchance 150
	-missilemore 
	-BOSS
	+DONTFALL
    +SPAWNCEILING
    +NOGRAVITY
	 DamageFactor Stuffs, 0.0
	Translation "48:79=196:207"
	minmissilechance 320
	obituary "%o was splattered by a mini blue cyberdemon that walks on the ceiling and shoots plasma balls that bounce off walls, ceilings, and floors."
	states
	{
	spawn:
		RBYC AB 10 a_look
		loop
	see:
		RBYC A 2 a_hoof
		RBYC ABBCC 2 a_chase
		RBYC D 2 a_metal
		RBYC D 2 a_chase
		loop
	missile:
		RBYC E 6 a_facetarget
		RBYC E 6 a_playsound("DSPLAZ")
		RBYC F 12 a_custommissile("bouncybfgball",10,-10)
		RBYC E 12 a_facetarget
		RBYC E 6 a_facetarget
		RBYC E 6 a_playsound("DSPLAZ")
		RBYC F 12 a_custommissile("bouncybfgball",10,-10)
		RBYC E 12 a_facetarget
		goto see
	pain:
		RBYC G 10 a_pain
		goto see
	death:
		RBYC H 1 a_nogravity
		RBYC H 9
		RBYC I 10 a_scream
		RBYC JKL 10
		RBYC M 10 a_noblocking
		RBYC NO 10
		RBYC P 30
		RBYC P -1
		stop
	}
}

actor bouncybfgball : bfgball
{
	radius 3
	height 2
	damage 1
	scale 0.25
	gravity 0.05
	-nogravity +hexenbounce
	DeathSound "imp/shotx"
	states
	{
		spawn:
		BFS1 ABABABABABABABABABABABABABAB 4 bright
		BFS1 ABABABABABABABABABABABABABAB 4 bright
		BFS1 A 1 a_scream
		goto death
		death:
		BFE1 AB 4 bright
		BFE1 C 4 bright A_Explode(7, 48)
		BFE1 DEF 4 bright
		stop
	}
}


ACTOR BarrelSoldier : Zombieman/* replaces wolfensteinSS */12495
{
//$Category BR2
  Health 125
  PainChance 70
  seesound "BarrelAppear"
  painsound "BARLOW"
  DeathSound "world/barrelx"
  ActiveSound "grunt/active"
   Obituary "%o was surprised by a gun-wielding explosive barrel."
  +DONTHURTSPECIES
  +NOBLOOD
  +DONTGIB
  +NOICEDEATH
  +OLDRADIUSDMG
   DamageFactor Stuffs, 0.0
  States
  {
  Spawn:
    GPOS AB 10 A_Look
    Loop
  See:
    GPOS AABBCCDD 3 A_Chase
    Loop
  Missile:
    GPOS E 10 A_FaceTarget
	GPOS F 0 Bright A_CustomMissile ("BarrelShot", 32, 0, random(-4,4))  
	GPOS F 0 Bright A_CustomMissile ("BarrelShot2", 32, 0, random(-1,1))  
    GPOS F 10 Bright A_CustomMissile ("BarrelShot", 32, 0, random(-4,4))  
    GPOS E 10
    Goto See
  Pain:
    GPOS G 3
    GPOS G 3 A_Pain
    Goto See
  Death:
    GPOS H 12
    GPOS I 5 A_Scream
	GPOS J 1 A_Explode
    GPOS J 4 A_NoBlocking
    GPOS KLMN 5
    GPOS O -1
    Stop
  }
}

ACTOR BarrelShot : rocket
{
  Speed 13
  Damage 1
  scale 0.3
  -ROCKETTRAIL
  DeathSound "imp/shotx"
  Obituary "%o was surprised by a gun-wielding explosive barrel."
  States
  {
  Spawn:
    BAR1 AB 1 Bright
    Loop
  Death:
    MISL B 8 Bright A_Explode(7, 48)
    MISL C 6 Bright
    MISL D 4 Bright
    Stop
  }
}

ACTOR BarrelShot2 : BarrelShot
{
  Speed 10
  scale 0.4
  -ROCKETTRAIL
  Obituary "%o was surprised by a gun-wielding explosive barrel."
  States
  {
  Death:
    MISL B 8 Bright A_Explode(17, 48)
    MISL C 6 Bright
    MISL D 4 Bright
    Stop
  }
}

ACTOR ChainsawSoul/* replaces lostsoul */12806
{
//$Category BR2
  Health 90
  Radius 16
  Height 48
  Speed 14
  Damage 0
  PainChance 160
  MeleeRange 46
  Monster
  bloodcolor "Black"
  +MISSILEMORE
  +NOINFIGHTING
  +DONTFALL
  +NOICEDEATH
  RenderStyle Normal
  seesound "SawSee"
  Obituary "%o was cut in half by the living chainsaw"
  var int user_already;
  States
  {
  Spawn:
    RPCP B 1 Bright A_Look
    Loop
  See:
	RPCP B 15 A_JumpIf(user_already==1440,"TrueSee")
    RPCP B 1 ThrustThingZ(0,32,0,1)
	RPCP B 3 A_ChangeFlag("FLOAT",True)
	RPCP B 3 A_ChangeFlag("NOGRAVITY",True)
	RPCP B 0 A_Stop
  TrueSee:
	RPCP B 0 A_SetUserVar("user_already",1440)
    RPCP BBBB 2 Bright A_Chase
	RPCP B 0 Bright A_PlaySound("SAWIDLE",7,1.0,0)
    goto TrueSee
  Missile:
    RPCP A 0 Bright A_PlaySound("SawAtk",7,1.0,0)
    RPCP AAAA 1 Bright A_FaceTarget
    RPCP A 4 Bright A_SkullAttack(27)
	RPCP A 0 Bright A_PlaySound("",7,1.0,0)
    RPCP A 4 Bright
    Goto Missile+7
  Melee:
   RPCP B 0 A_FaceTarget
   RPCP BBB 4 A_CustomMeleeAttack(random(2, 3), "SawHit","SawAtk")
   goto TrueSee
  Pain:
    RPCP B 3 Bright A_Stop
    RPCP B 3 Bright A_Pain
    goto TrueSee
  Death:
    RPCP C 0 Bright A_Stop
	RPCP C 0 ThrustThingZ(0,64,1,0)
	RPCP C 0 A_ChangeFlag("FLOAT",false)
	RPCP C 0 A_ChangeFlag("NOGRAVITY",false)
	RPCP C 1 A_PlaySound("CHAINDTH",7,1.0,0)
    RPCP C 1 A_NoBlocking
    RPCP C -1
    Stop
  }
}


ACTOR FountainGreenBlood
{
  Radius 2
  Height 2
  Scale 0.75
  RenderStyle Translucent
  Alpha 0.75
  +NOBLOCKMAP
  +MOVEWITHSECTOR
  States
  {
  Spawn:
    NFOU ABCD 3
    Loop
  }
}














ACTOR CybH 20027
{
//$Category BR2
  Health 180
  Radius 16
  Height 56
  Mass 1234567890
  Speed 7
  scale 1.4
  Damage 15
  PainChance 96
  Monster
  +FLOAT
  +NOGRAVITY
  +MISSILEMORE
  +DONTFALL
  +NOICEDEATH
  translation "176:191=112:127"
  seesound "DSAMBC5"
  AttackSound ""
  PainSound "cyber/pain"
  DeathSound "cyber/death"
  ActiveSound "DSAMBC5"
  Obituary "%o was spooked by a floating cyberdemon head."
  States
  {
  Spawn:
    CYHD AB 10 BRIGHT A_Look
    Loop
  See:
    CYHD A 1 BRIGHT A_Chase
    Loop
  Missile: 
    CYHD C 10 BRIGHT A_FaceTarget
    CYHD D 0 A_CustomMissile("MyBall", 26, -12, 0, 1)
	CYHD D 11 A_CustomMissile("MyBall", 26, 12, 0, 1)
	CYHD C 10 BRIGHT A_FaceTarget
	CYHD D 0 A_CustomMissile("MyBall", 26, -12, 0, 1)
	CYHD D 11 A_CustomMissile("MyBall", 26, 12, 0, 1)
	CYHD C 10 BRIGHT A_FaceTarget
	CYHD D 0 A_CustomMissile("MyBall", 26, -12, 0, 1)
	CYHD D 11 A_CustomMissile("MyBall", 26, 12, 0, 1)
    goto See
  Pain:
    CYHD E 3 BRIGHT
    CYHD E 3 BRIGHT A_Pain
	CYHD E 0 BRIGHT A_Stop
    Goto See   
  Death:
    CYHD F 6 BRIGHT
    CYHD G 6 BRIGHT A_Scream
    CYHD H 6 BRIGHT
    MISL B 6 BRIGHT A_NoBlocking
    MISL C 6
    MISL D 6
    Stop
  }
}

actor MyBall
{
    Radius 8
    Height 6
    Speed 20
    Damage 1
    scale 0.25
    //+SEEKERMISSILE
    PROJECTILE
    RENDERSTYLE NORMAL
    SeeSound "HEADLASR"
    DeathSound "imp/shotx"
    States
    {
    Spawn:
		WEMP A 0 Bright A_SpawnItemEx("WandOfEmbersTrail", 2, 0, 0, 0, 0, 0, 0, 128)
		WEMP A 0 Bright A_SpawnItemEx("WandOfEmbersTrail", 0, 0, 0, 0, 0, 0, 0, 128)
		WEMP A 0 Bright A_SpawnItemEx("WandOfEmbersTrail", -2, 0, 0, 0, 0, 0, 0, 128)
		WEMP A 0 Bright A_SpawnItemEx("WandOfEmbersTrail", -4, 0, 0, 0, 0, 0, 0, 128)
		WEMP A 0 Bright A_SpawnItemEx("WandOfEmbersTrail", -6, 0, 0, 0, 0, 0, 0, 128)
		WEMP A 0 Bright A_SpawnItemEx("WandOfEmbersTrail", -8, 0, 0, 0, 0, 0, 0, 128)
		WEMP A 0 Bright A_SpawnItemEx("WandOfEmbersTrail", -10, 0, 0, 0, 0, 0, 0, 128)
		WEMP A 0 Bright A_SpawnItemEx("WandOfEmbersTrail", -12, 0, 0, 0, 0, 0, 0, 128)
		WEMP A 0 Bright A_SpawnItemEx("WandOfEmbersTrail", -14, 0, 0, 0, 0, 0, 0, 128)
		WEMP A 0 Bright A_SpawnItemEx("WandOfEmbersTrail", -16, 0, 0, 0, 0, 0, 0, 128)
		WEMP A 0 Bright A_SpawnItemEx("WandOfEmbersTrail", -18, 0, 0, 0, 0, 0, 0, 128)

		
		
	    ORBB A 1 bright
        Goto Spawn + 2
    Death:
        ORBB C 4 Bright A_Scream
        ORBB D 4 Bright A_Fall
        ORBB E 4 Bright 
        Stop
    }
}


Actor WandOfEmbersTrail
{   
  Radius 2
  Height 2
  Damage 0
  Scale 0.25
  Projectile
  -BloodSplatter
  +BloodlessImpact
  RENDERSTYLE NORMAL
  States
  {
  Spawn:
 TNT1 A 1
	ORBB A 1 bright
    Stop 
  }
}

//taken from armageddon invasion :P
actor DoomImp2 18942
{
//$Category BR2
  obituary "%o was burned by an imp."
  hitobituary "%o was slashed by an imp."
  health 60
  radius 20
  height 56
  mass 99999
  speed 8
  painchance 200
  seesound "imp/sight"
  painsound "imp/pain"
  deathsound "imp/death"
  activesound "imp/active"
  MONSTER
  bloodtype bloodtest
  +DONTFALL
  +SPAWNCEILING
  +NOGRAVITY
  states
  {
  Spawn:
    TROP AB 10 A_Look
    loop
  See:
    TROP AABBCCDD 3 A_Chase
    loop
  Missile:
    TROP EF 8 A_FaceTarget
    TROP G 6 A_CustomMissile("DoomImpBall", 20, -10, 0)
    goto See
  Pain:
    TROP H 2
    TROP H 2 A_Pain
    goto See
  Death:
    TROP I 8
    TROP J 8 A_Scream
    TROP K 6
    TROP L 6 A_NoBlocking
    TROP M -1
    stop
    }
}


ACTOR bloodtest
{
  Mass 5
  +NOBLOCKMAP
  +NOTELEPORT
  +DONTFALL
  +SPAWNCEILING
  +NOGRAVITY
  States
  {
  Spawn:
    BLUD CBA 8
    Stop
  Spray:
    SPRY ABCDEF 3
    SPRY G 2
    Stop
  }
}


ACTOR ArachRider : Arachnotron 10331
{
//$Category BR2
  Health 500
  Speed 11
  Radius 56
  Height 56
  +FLOORCLIP
  +BOSSDEATH
  PainChance 150
  SeeSound "baby/sight"
  PainSound "baby/pain"
  DeathSound "baby/death"
  ActiveSound "baby/active"
  Obituary "$OB_BABY"
  dropitem "chaingunguy"
  States
  {
  Spawn:
    zspi AB 10 A_Look
    Loop
  See:
    zspi A 20
    zspi A 2 A_BabyMetal
    zspi ABBCC 2 A_Chase
    zspi D 2 A_BabyMetal
    zspi DEEFF 2 A_Chase
    Goto See+1
  Missile:
    zspi A 20 Bright A_FaceTarget
    zspi G 3 Bright A_CustomMissile("ArachnotronPlasma2")
	zspi H 0 bright A_PlaySound("grunt/attack", CHAN_WEAPON)
    zspi H 3 bright A_CustomBulletAttack(22.5, 0, 1, random(1,5)*2, "BulletPuff", 0, CBAF_NORANDOM)
    zspi H 1 Bright A_SpidRefire
    Goto Missile+1
  Pain:
    zspi I 3
    zspi I 3 A_Pain
    Goto See+1
  }
}

ACTOR ArachnotronPlasma2 : ArachnotronPlasma
{
  Radius 12
  Height 7
  Damage 3
  Projectile
  +RANDOMIZE
  RenderStyle Add 
  scale 0.8
  Alpha 0.75
  SeeSound "baby/attack"
  DeathSound "baby/shotx"
  States
  {
  Spawn:
    APLS AB 5 Bright
    Loop
  Death:
    APBX ABCDE 5 Bright
    Stop
  }
}