ACTOR VanillaZombieMan
{
	Game Doom
	SpawnID 4
	Health 20
	Radius 20
	Height 56
	Speed 8
	PainChance 200
	Monster
	+FLOORCLIP
	SeeSound "grunt/sight"
	AttackSound "grunt/attack"
	PainSound "grunt/pain"
	DeathSound "grunt/death"
	ActiveSound "grunt/active"
	Obituary "$OB_ZOMBIE"
	DropItem "Clip2Spawner"
	Tag "Zombieman"
	Damagefactor "TeleportRemover", 0.0
	States
	{
	Spawn:
		POSS AB 10 A_Look
		Loop
	See:
		POSS AABBCCDD 4 A_Chase
		Loop
	Missile:
		POSS E 10 A_FaceTarget
		POSS F 8 A_PosAttack
		POSS E 8
		Goto See
	Pain:
		POSS G 3
		POSS G 3 A_Pain
		Goto See
	Death:
		POSS H 5
		POSS I 5 A_Scream
		POSS J 5 A_NoBlocking
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		POSS K 5
		POSS L -1
		Stop
	XDeath:
		POSS M 5
		POSS N 5 A_XScream
		POSS O 5 A_NoBlocking
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		POSS PQRST 5
		POSS U -1
		Stop
	Raise:
		POSS K 5
		POSS JIH 5
		Goto See
	}
}

ACTOR VanillaShotgunGuy
{
	Game Doom
	SpawnID 1
	Health 30
	Radius 20
	Height 56
	Mass 100
	Speed 8
	PainChance 170
	Monster
	+FLOORCLIP
	SeeSound "shotguy/sight"
	AttackSound "shotguy/attack"
	PainSound "shotguy/pain"
	DeathSound "shotguy/death"
	ActiveSound "shotguy/active"
	Obituary "$OB_SHOTGUY"
	DropItem "ShotgunSpawner"
	Tag "Shotgun Guy"
	Damagefactor "TeleportRemover", 0.0
	States
	{
	Spawn:
		SPOS AB 10 A_Look
		Loop
	See:
		SPOS AABBCCDD 3 A_Chase
		Loop
	Missile:
		SPOS E 10 A_FaceTarget
		SPOS F 10 BRIGHT A_SposAttackUseAtkSound
		SPOS E 10
		Goto See
	Pain:
		SPOS G 3
		SPOS G 3 A_Pain
		Goto See
	Death:
		SPOS H 5
		SPOS I 5 A_Scream
		SPOS J 5 A_NoBlocking
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		SPOS K 5
		SPOS L -1
		Stop
	XDeath:
		SPOS M 5
		SPOS N 5 A_XScream
		SPOS O 5 A_NoBlocking
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		SPOS PQRST 5
		SPOS U -1
		Stop
	Raise:
		SPOS L 5
		SPOS KJIH 5
		Goto See
	}
}

ACTOR VanillaChaingunGuy
{
	Game Doom
	SpawnID 2
	Health 70
	Radius 20
	Height 56
	Mass 100
	Speed 8
	PainChance 170
	Monster
	+FLOORCLIP
	SeeSound "chainguy/sight"
	PainSound "chainguy/pain"
	DeathSound "chainguy/death"
	ActiveSound "chainguy/active"
	AttackSound "chainguy/attack"
	Obituary "$OB_CHAINGUY"
	Dropitem "ChaingunSpawner"
	Tag "Chaingun Guy"
	Damagefactor "TeleportRemover", 0.0
	States
	{
	Spawn:
		CPOS AB 10 A_Look
		Loop
	See:
		CPOS AABBCCDD 3 A_Chase
		Loop
	Missile:
		CPOS E 10 A_FaceTarget
		CPOS FE 4 BRIGHT A_CPosAttack
		CPOS F 1 A_CPosRefire
		Goto Missile+1
	Pain:
		CPOS G 3
		CPOS G 3 A_Pain
		Goto See
	Death:
		CPOS H 5
		CPOS I 5 A_Scream
		CPOS J 5 A_NoBlocking
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		CPOS KLM 5
		CPOS N -1
		Stop
	XDeath:
		CPOS O 5
		CPOS P 5 A_XScream
		CPOS Q 5 A_NoBlocking
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		CPOS RS 5
		CPOS T -1
		Stop
	Raise:
		CPOS N 5
		CPOS MLKJIH 5
		Goto See
	}
}

ACTOR VanillaWolfensteinSS
{
	Game Doom
	SpawnID 116
	Health 50
	Radius 20
	Height 56
	Speed 8
	PainChance 170
	Monster
	+FLOORCLIP
	SeeSound "wolfss/sight"
	PainSound "wolfss/pain"
	DeathSound "wolfss/death"
	ActiveSound "wolfss/active"
	AttackSound "wolfss/attack"
	Obituary "$OB_WOLFSS"
	Dropitem "Clip2Spawner"
	Tag "Wolfenstein SS"
	Damagefactor "TeleportRemover", 0.0
	States
	{
	Spawn:
		SSWV AB 10 A_Look
		Loop
	See:
		SSWV AABBCCDD 3 A_Chase
		Loop
	Missile:
		SSWV E 10 A_FaceTarget
		SSWV F 10 A_FaceTarget
		SSWV G 4 BRIGHT A_CPosAttack
		SSWV F 6 A_FaceTarget
		SSWV G 4 BRIGHT A_CPosAttack
		SSWV F 1 A_CPosRefire
		Goto Missile+1
	Pain:
		SSWV H 3
		SSWV H 3 A_Pain
		Goto See
	Death:
		SSWV I 5
		SSWV J 5 A_Scream
		SSWV K 5 A_NoBlocking
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		SSWV L 5
		SSWV M -1
		Stop
	XDeath:
		SSWV N 5
		SSWV O 5 A_XScream
		SSWV P 5 A_NoBlocking
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		SSWV QRSTU 5
		SSWV V -1
		Stop
	Raise:
		SSWV M 5
		SSWV LKJI 5
		Goto See
	}
}

ACTOR VanillaImp
{
	Game Doom
	SpawnID 5
	Health 60
	Radius 20
	Height 56
	Mass 100
	Speed 8
	PainChance 200
	Monster
	+FLOORCLIP
	SeeSound "imp/sight"
	PainSound "imp/pain"
	DeathSound "imp/death"
	ActiveSound "imp/active"
	HitObituary "$OB_IMPHIT"
	Obituary "$OB_IMP"
	Tag "Imp"
	Damagefactor "TeleportRemover", 0.0
	States
	{
	Spawn:
		TROO AB 10 A_Look
		Loop
	See:
		TROO AABBCCDD 3 A_Chase
		Loop
	Melee:
	Missile:
		TROO EF 8 A_FaceTarget
		TROO G 6 A_TroopAttack
		Goto See
	Pain:
		TROO H 2
		TROO H 2 A_Pain
		Goto See
	Death:
		TROO I 8
		TROO J 8 A_Scream
		TROO K 6
		TROO L 6 A_NoBlocking
		TROO M -1
		Stop
	XDeath:
		TROO N 5
		TROO O 5 A_XScream
		TROO P 5
		TROO Q 5 A_NoBlocking
		TROO RST 5
		TROO U -1
		Stop
	Raise:
		TROO MLKJI 8
		Goto See
	}
}

ACTOR VanillaDemon
{
	Game Doom
	SpawnID 8
	Health 150
	PainChance 180
	Speed 10
	Radius 30
	Height 56
	Mass 400
	Monster
	+FLOORCLIP
	SeeSound "demon/sight"
	AttackSound "demon/melee"
	PainSound "demon/pain"
	DeathSound "demon/death"
	ActiveSound "demon/active"
	Obituary "$OB_DEMONHIT"
	Tag "Demon"
	Damagefactor "TeleportRemover", 0.0
	States
	{
	Spawn:
		SARG AB 10 A_Look
		Loop
	See:
		SARG AABBCCDD 2 Fast A_Chase
		Loop
	Melee:
		SARG EF 8 Fast A_FaceTarget
		SARG G 8 Fast A_SargAttack
		Goto See
	Pain:
		SARG H 2 Fast
		SARG H 2 Fast A_Pain
		Goto See
	Death:
		SARG I 8
		SARG J 8 A_Scream
		SARG K 4
		SARG L 4 A_NoBlocking
		SARG M 4
		SARG N -1
		Stop
	Raise:
		SARG N 5
		SARG MLKJI 5
		Goto See
	}
}

ACTOR VanillaSpectre : VanillaDemon
{
	Game Doom
	SpawnID 9
	+SHADOW
	RenderStyle OptFuzzy
	Alpha 0.5
	SeeSound "spectre/sight"
	AttackSound "spectre/melee"
	PainSound "spectre/pain"
	DeathSound "spectre/death"
	ActiveSound "spectre/active"
	HitObituary "$OB_SPECTREHIT"
	Tag "Spectre"
	Damagefactor "TeleportRemover", 0.0
}

ACTOR VanillaBaronOfHell
{
	Game Doom
	SpawnID 3
	Health 1000
	Radius 24
	Height 64
	Mass 1000
	Speed 8
	PainChance 50
	Monster
	+FLOORCLIP
	+BOSSDEATH
	SeeSound "baron/sight"
	PainSound "baron/pain"
	DeathSound "baron/death"
	ActiveSound "baron/active"
	Obituary "$OB_BARON"
	HitObituary "$OB_BARONHIT"
	Tag "Baron of Hell"
	Damagefactor "TeleportRemover", 0.0
	BloodType "Green_Blood", "GreenSawBlood", "GreenSawBlood"
	BloodColor "DarkGreen"
	States
	{
	Spawn:
		BOSS AB 10 A_Look
		Loop
	See:
		BOSS AABBCCDD 3 A_Chase
		Loop
	Melee:
	Missile:
		BOSS EF 8 A_FaceTarget
		BOSS G 8 A_BruisAttack
		Goto See
	Pain:
		BOSS H  2
		BOSS H  2 A_Pain
		Goto See
	Death:
		BOSS I  8
		BOSS J  8 A_Scream
		BOSS K  8
		BOSS L  8 A_NoBlocking
		BOSS MN 8
		BOSS O -1 A_BossDeath
		Stop
	Raise:
		BOSS O 8
		BOSS NMLKJI  8
		Goto See
	}
}

ACTOR VanillaHellKnight : VanillaBaronOfHell
{
	Game Doom
	SpawnID 113
	Health 500
	-BOSSDEATH
	SeeSound "knight/sight"
	ActiveSound "knight/active"
	PainSound "knight/pain"
	DeathSound "knight/death"
	HitObituary "$OB_KNIGHTHIT"
	Obituary "$OB_KNIGHT"
	Tag "Hell Knight"
	Damagefactor "TeleportRemover", 0.0
	BloodType "Green_Blood", "GreenSawBlood", "GreenSawBlood"
	BloodColor "DarkGreen"
	States
	{
	Spawn:
		BOS2 AB 10 A_Look
		Loop
	See:
		BOS2 AABBCCDD 3 A_Chase
		Loop
	Melee:
	Missile:
		BOS2 EF 8 A_FaceTarget
		BOS2 G 8 A_BruisAttack
		Goto See
	Pain:
		BOS2 H  2
		BOS2 H  2 A_Pain
		Goto See
	Death:
		BOS2 I  8
		BOS2 J  8 A_Scream
		BOS2 K  8
		BOS2 L  8 A_NoBlocking
		BOS2 MN 8
		BOS2 O -1
		Stop
	Raise:
		BOS2 O 8
		BOS2 NMLKJI  8
		Goto See
	}
}

ACTOR VanillaCacodemon
{
	Game Doom
	SpawnID 19
	Health 400
	Radius 31
	Height 56
	Mass 400
	Speed 8
	PainChance 128
	Monster
	+FLOAT +NOGRAVITY
	SeeSound "caco/sight"
	PainSound "caco/pain"
	DeathSound "caco/death"
	ActiveSound "caco/active"
	Obituary "$OB_CACO"
	HitObituary "$OB_CACOHIT"
	Tag "Cacodemon"
	Damagefactor "TeleportRemover", 0.0
	bloodtype "Blue_Blood", "BlueSawBlood", "BlueSawBlood"
	bloodcolor "Blue"
	States
	{
	Spawn:
		HEAD A 10 A_Look
		Loop
	See:
		HEAD A 3 A_Chase
		Loop
	Missile:
		HEAD B 5 A_FaceTarget
		HEAD C 5 A_FaceTarget
		HEAD D 5 BRIGHT A_HeadAttack
		Goto See
	Pain:
		HEAD E 3
		HEAD E 3 A_Pain
		HEAD F 6
		Goto See
	Death:
		// [BB] In ST A_NoBlocking is called in the beginning of the death state.
		HEAD G 8 A_NoBlocking
		HEAD H 8 A_Scream
		HEAD I 8
		HEAD J 8
		HEAD K 8
		HEAD L -1 A_SetFloorClip
		Stop
	Raise:
		HEAD L 8 A_UnSetFloorClip
		HEAD KJIHG 8
		Goto See
	}
}

ACTOR VanillaRevenant
{
	Game Doom
	SpawnID 20
	Health 300
	Radius 20
	Height 56
	Mass 500
	Speed 10
	PainChance 100
	Monster
	MeleeThreshold 196
	+MISSILEMORE
	+FLOORCLIP
	SeeSound "skeleton/sight"
	PainSound "skeleton/pain"
	DeathSound "skeleton/death"
	ActiveSound "skeleton/active"
	MeleeSound "skeleton/melee"
	HitObituary "$OB_UNDEADHIT"
	Obituary "$OB_UNDEAD"
	Tag "Revenant"
	Damagefactor "TeleportRemover", 0.0
	BloodType "RevenantBloodz", "RevenantBloodSaw", "RevenantBloodSaw"
	States
	{
	Spawn:
		SKEL AB 10 A_Look
		Loop
	See:
		SKEL AABBCCDDEEFF 2 A_Chase
		Loop
	Melee:
		SKEL G 1 A_FaceTarget
		SKEL G 6 A_SkelWhoosh
		SKEL H 6 A_FaceTarget
		SKEL I 6 A_SkelFist
		Goto See
	Missile:
		SKEL J 1 BRIGHT A_FaceTarget
		SKEL J 9 BRIGHT A_FaceTarget
		SKEL K 10 A_SkelMissile
		SKEL K 10 A_FaceTarget
		Goto See
	Pain:
		SKEL L 5
		SKEL L 5 A_Pain
		Goto See
	Death:
		SKEL LM 7
		SKEL N 7 A_Scream
		SKEL O 7 A_NoBlocking
		SKEL P 7
		SKEL Q -1
		Stop
	Raise:
		SKEL Q 5
		SKEL PONML 5
		Goto See
	}
}

ACTOR VanillaFatso
{
	Game Doom
	SpawnID 112
	Health 600
	Radius 48
	Height 64
	Mass 1000
	Speed 8
	PainChance 80
	Monster
	+FLOORCLIP
	+BOSSDEATH
	SeeSound "fatso/sight"
	PainSound "fatso/pain"
	DeathSound "fatso/death"
	ActiveSound "fatso/active"
	Obituary "$OB_FATSO"
	Tag "Fatso"
	Damagefactor "TeleportRemover", 0.0
	States
	{
	Spawn:
		FATT AB 15 A_Look
		Loop
	See:
		FATT AABBCCDDEEFF 4 A_Chase
		Loop
	Missile:
		FATT G 20 A_FatRaise
		FATT H 10 BRIGHT A_FatAttack1
		FATT IG 5
		FATT H 10 BRIGHT A_FatAttack2
		FATT IG 5
		FATT H 10 BRIGHT A_FatAttack3
		FATT IG 5
		Goto See
	Pain:
		FATT J 3
		FATT J 3 A_Pain
		Goto See
    Death:
		FATT K 6
		FATT L 6 A_Scream
		FATT M 6 A_NoBlocking
		FATT NOPQRS 6
		FATT T -1 A_BossDeath
		Stop
	 Raise:
		FATT R 5
		FATT QPONMLK 5
		Goto See
	}
}

ACTOR VanillaArchvile
{
	Game Doom
	SpawnID 111
	Health 700
	Radius 20
	Height 56
	Mass 500
	Speed 15
	PainChance 10
	Monster
	MaxTargetRange 896
	+QUICKTORETALIATE
	+FLOORCLIP
	+NOTARGET
	SeeSound "vile/sight"
	PainSound "vile/pain"
	DeathSound "vile/death"
	ActiveSound "vile/active"
	MeleeSound "vile/stop"
	Obituary "$OB_VILE"
	Tag "Archvile"
	Damagefactor "TeleportRemover", 0.0
	States
	{
	Spawn:
		VILE AB 10 A_Look
		Loop
	See:
		VILE AABBCCDDEEFF 2 A_VileChase
		Loop
	Missile:
		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
	Heal:
		VILE "[\]" 10 BRIGHT
		Goto See
	Pain:
		VILE Q 5
		VILE Q 5 A_Pain
		Goto See
	Death:
		VILE Q 7
		VILE R 7 A_Scream
		VILE S 7 A_NoBlocking
		VILE TUVWXY 7
		VILE Z -1
		Stop
	}
}

ACTOR VanillaSpiderMastermind
{
	Game Doom
	SpawnID 7
	Health 3000
	Radius 128
	Height 100
	Mass 1000
	Speed 12
	PainChance 40
	Monster
	MinMissileChance 160
	+BOSS
	+MISSILEMORE
	+FLOORCLIP
	+NORADIUSDMG
	+DONTMORPH
	+BOSSDEATH
	SeeSound "spider/sight"
	AttackSound "spider/attack"
	PainSound "spider/pain"
	DeathSound "spider/death"
	ActiveSound "spider/active"
	Obituary "$OB_SPIDER"
	Tag "Spider Mastermind"
	Damagefactor "TeleportRemover", 0.0
	States
	{
	Spawn:
		SPID AB 10 A_Look
		Loop
	See:
		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
		Loop
	Missile:
		SPID A 20 BRIGHT A_FaceTarget
		SPID G 4 BRIGHT A_SPosAttackUseAtkSound
		SPID H 4 BRIGHT A_SposAttackUseAtkSound
		SPID H 1 BRIGHT A_SpidRefire
		Goto Missile+1
	Pain:
		SPID I 3
		SPID I 3 A_Pain
		Goto See
	Death:
		SPID J 20 A_Scream
		SPID K 10 A_NoBlocking
		SPID LMNOPQR 10
		SPID S 30
		SPID S -1 A_BossDeath
		Stop
	}
}

ACTOR VanillaCyberdemon
{
	Game Doom
	SpawnID 114
	Health 4000
	Radius 40
	Height 110
	Mass 1000
	Speed 16
	PainChance 20
	Monster
	MinMissileChance 160
	+BOSS
	+MISSILEMORE
	+FLOORCLIP
	+NORADIUSDMG
	+DONTMORPH
	+BOSSDEATH
	SeeSound "cyber/sight"
	PainSound "cyber/pain"
	DeathSound "cyber/death"
	ActiveSound "cyber/active"
	Obituary "$OB_CYBORG"
	Tag "Cyberdemon"
	Damagefactor "TeleportRemover", 0.0
	States
	{
	Spawn:
		CYBR AB 10 A_Look
		Loop
	See:
		CYBR A 3 A_Hoof
		CYBR ABBCC 3 A_Chase
		CYBR D 3 A_Metal
		CYBR D 3 A_Chase
		Loop
	Missile:
		CYBR E 6 A_FaceTarget
		CYBR F 12 A_CyberAttack
		CYBR E 12 A_FaceTarget
		CYBR F 12 A_CyberAttack
		CYBR E 12 A_FaceTarget
		CYBR F 12 A_CyberAttack
		Goto See
	Pain:
		CYBR G 10 A_Pain
		Goto See
	Death:
		CYBR H 10
		CYBR I 10 A_Scream
		CYBR JKL 10
		CYBR M 10 A_NoBlocking
		CYBR NO 10
		CYBR P 30
		CYBR P -1 A_BossDeath
		Stop
	}
}

ACTOR VanillaArachnotron
{
	Game Doom
	SpawnID 6
	Health 500
	Radius 64
	Height 64
	Mass 600
	Speed 12
	PainChance 128
	Monster
	+FLOORCLIP
	+BOSSDEATH
	SeeSound "baby/sight"
	PainSound "baby/pain"
	DeathSound "baby/death"
	ActiveSound "baby/active"
	Obituary "$OB_BABY"
	Tag "Arachnotron"
	Damagefactor "TeleportRemover", 0.0
	States
	{
	Spawn:
		BSPI AB 10 A_Look
		Loop
	See:
		BSPI A 20
		BSPI A 3 A_BabyMetal
		BSPI ABBCC 3 A_Chase
		BSPI D 3 A_BabyMetal
		BSPI DEEFF 3 A_Chase
		Goto See+1
	Missile:
		BSPI A 20 BRIGHT A_FaceTarget
		BSPI G 4 BRIGHT A_BspiAttack
		BSPI H 4 BRIGHT
		BSPI H 1 BRIGHT A_SpidRefire
		Goto Missile+1
	Pain:
		BSPI I 3
		BSPI I 3 A_Pain
		Goto See+1
	Death:
		BSPI J 20 A_Scream
		BSPI K 7 A_NoBlocking
		BSPI LMNO 7
		BSPI P -1 A_BossDeath
		Stop
    Raise:
		BSPI P 5
		BSPI ONMLKJ 5
		Goto See+1
	}
}

ACTOR VanillaPainElemental
{
	Game Doom
	SpawnID 115
	Health 400
	Radius 31
	Height 56
	Mass 400
	Speed 8
	PainChance 128
	Monster
	+FLOAT
	+NOGRAVITY
	SeeSound "pain/sight"
	PainSound "pain/pain"
	DeathSound "pain/death"
	ActiveSound "pain/active"
	Tag "PainElemental"
	Damagefactor "TeleportRemover", 0.0
	States
	{
	Spawn:
		PAIN A 10 A_Look
		Loop
	See:
		PAIN AABBCC 3 A_Chase
		Loop
	Missile:
		PAIN D 5 A_FaceTarget
		PAIN E 5 A_FaceTarget
		PAIN F 4 BRIGHT A_FaceTarget
		PAIN F 1 BRIGHT A_PainAttack("VanillaLostSoul")
		Goto See
	Pain:
		PAIN G 6
		PAIN G 6 A_Pain
		Goto See
	Death:
		PAIN H 8 BRIGHT
		PAIN I 8 BRIGHT A_Scream
		PAIN JK 8 BRIGHT
		PAIN L 8 BRIGHT A_PainDie
		PAIN M 8 BRIGHT
		Stop
	Raise:
		PAIN MLKJIH 8
		Goto See
	}
}

ACTOR VanillaLostSoul
{
	Game Doom
	SpawnID 110
	Health 100
	Radius 16
	Height 56
	Mass 50
	Speed 8
	Damage 3
	PainChance 256
	Monster
	+FLOAT +NOGRAVITY +MISSILEMORE +DONTFALL +NOICEDEATH +NOBLOODDECALS
	AttackSound "skull/melee"
	PainSound "skull/pain"
	DeathSound "skull/death"
	ActiveSound "skull/active"
	RenderStyle SoulTrans
	Obituary "$OB_SKULL"
	Tag "Lost Soul"
	Damagefactor "TeleportRemover", 0.0
	BloodType "LostSoulBlood"
	States
	{
	Spawn:
		SKUL AB 10 BRIGHT A_Look
		Loop
	See:
		SKUL AB 6 BRIGHT A_Chase
		Loop
	Missile:
		SKUL C 10 BRIGHT A_FaceTarget
		SKUL D 4 BRIGHT A_SkullAttack
		SKUL CD 4 BRIGHT
		Goto Missile+2
	Pain:
		SKUL E 3 BRIGHT
		SKUL E 3 BRIGHT A_Pain
		Goto See
	Death:
		SKUL F 6 BRIGHT
		SKUL G 6 BRIGHT A_Scream
		SKUL H 6 BRIGHT
		SKUL I 6 BRIGHT A_NoBlocking
		SKUL J 6
		SKUL K 6
		Stop
	}
}