ACTOR Revenant1: Revenant Replaces Revenant
{
	GibHealth 45
	Health 300

	Damagefactor "Avoid", 0.0	Damagefactor "BHFTOnBarrel", 0.0	Damagefactor "Blood", 0.0
	Damagefactor "CancelTeleportFog", 0.0	Damagefactor "CauseWaterSplash", 0.0	DamageFactor "Crush", 3.0
	Damagefactor "GibRemoving", 0.0	Damagefactor "Glass", 0.0	Damagefactor "HangingHook", 0.0
	Damagefactor "Head", 1.25	Damagefactor "PussyGrab", 0.0	Damagefactor "Repair", 0.0
	Damagefactor "RevenantHitStomach", 1.0	Damagefactor "SpawnMarine", 0.0	Damagefactor "Stealth", 0.0
	Damagefactor "TeleportRemover", 0.0	Damagefactor "Use", 0.0	Damagefactor "Burn", 0.5
	Damagefactor "Fire", 0.5	Damagefactor "Flames", 0.5	Damagefactor "GreenFire", 0.5
	Damagefactor "HumanBBQ", 0.5	Damagefactor "SSG", 5.0	DamageFactor "TankWeakSpot", 0.0
	Damagefactor "ExtremePunches", 5.0	Damagefactor "Fatality", 5.0	Damagefactor "HelperMarineFatallity", 5.0

	PainChance "Head", 255
	PainChance "Taunt", 255
	PainChance "Burn", 16	PainChance "Fire", 16	PainChance "Flames", 16
	PainChance "GreenFire", 16	PainChance "HumanBBQ", 16
	Painchance "RevenantHitStomach", 255	Painchance "RevenantHitLeg", 255

	Monster
	MeleeThreshold 66
	+FLOORCLIP
    BloodType "RevenantBloodz", "RevenantBloodSaw", "RevenantBloodSaw"
	SeeSound "skeleton/sight"
	PainSound "REVOUCH"
	DeathSound "skeleton/death"
	ActiveSound "REVIDLE"
	MeleeSound "skeleton/melee"
	HitObituary "$OB_UNDEADHIT"
	Obituary "$OB_UNDEAD"
	DropItem "RevenantRune", 4
	MaxStepHeight 24
	+DONTHARMSPECIES
	MaxDropOffHeight 32
	DeathHeight 0
	BurnHeight 0
	Radius 20
	Height 58
	Scale 0.9
	Species "Revenant"
	Tag "Revenant"
	States
	{
    Spawn:
		SKEL B 0
		TNT1 A 0 A_GiveInventory("IsARevenant", 1)
		TNT1 A 0 ACS_NamedExecuteAlways("BDCHeckClassicMonsters", 0, 0, 0, 0)//Check if Vanilla Mode is activated
		SKEL B 2
		TNT1 A 0 A_RadiusGive("SlaughterToken", 128, RGF_GIVESELF | RGF_MONSTERS |RGF_CUBE | RGF_NOSIGHT, 1)
		SKEL B 2
		TNT1 A 0 A_JumpIfInventory("SlaughterToken",15,"ReplaceVanilla")
	    TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "FatalityMarine")
		Goto Spawn2

	ReplaceVanilla:
		TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 2 A_ChangeFlag("NOINTERACTION", 1)
		TNT1 A 0 A_SpawnItemEx ("VanillaRevenant",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)
		TNT1 A 2 Thing_Remove(0)
		Stop

	Idle:
	Spawn2:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("HeadshotTarget20", 0, 58)
		SKEL BB 10 A_Look
		Loop

	See:
		SEKL A 0
	    TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "FatalityMarine")

		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 58)
		SKEL AA 2 A_Chase

		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 58)
		SKEL BB 2 A_Chase

		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 58)
		SKEL CC 2 A_Chase

		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 58)
		SKEL DD 2 A_Chase

		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 58)
		SKEL EE 2 A_Chase

		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 58)
		SKEL FF 2 A_Chase
		Loop

	Melee:
	    TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "FatalityMarine")
		TNT1 A 0 A_SpawnItem("HeadshotTarget8", 0, 58)
		SKEL G 0 A_FaceTarget
		TNT1 A 0 ThrustThingZ(0,20,0,1)
		SKEL G 1
		TNT1 A 0 A_Recoil(-3)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 58)
		SKEL G 4 A_PlaySound("skeleton/swing", 1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 58)
		SKEL H 4 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 0, 58)
		TNT1 A 0 A_CustomMissile("RevenantAttack",28,0,0,2)
		SKEL I 6
		TNT1 A 0 A_JumpIfInventory("ZombiemanFatality", 1, "FatalityZombieman")
        TNT1 A 0 A_JumpIfInventory("SergeantFatality", 1, "FatalitySergeant")
        TNT1 A 0 A_JumpIfInventory("ImpFatality", 1, "FatalityImp")

	    TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "FatalityMarine")
		TNT1 A 0 A_SpawnItem("HeadshotTarget8", 0, 58)
		SKEL G 0 A_FaceTarget
		TNT1 A 0 ThrustThingZ(0,20,0,1)
		SKEL R 1
		TNT1 A 0 A_Recoil(-3)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 58)
		SKEL R 4 A_PlaySound("skeleton/swing", 1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 58)
		SKEL S 4 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 0, 58)
		TNT1 A 0 A_CustomMissile("RevenantAttack",28,0,0,2)
		SKEL T 6
		TNT1 A 0 A_JumpIfInventory("ZombiemanFatality", 1, "FatalityZombieman")
        TNT1 A 0 A_JumpIfInventory("SergeantFatality", 1, "FatalitySergeant")
        TNT1 A 0 A_JumpIfInventory("ImpFatality", 1, "FatalityImp")
		Goto See

	Missile:
	    TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "FatalityMarine")
		SKEL K 0 A_FaceTarget
		TNT1 A 0 A_Jump (64, "SpecialAttack")
		TNT1 A 0 A_SpawnItem("HeadshotTarget8", 0, 58)
		SKEL B 8 A_FaceTarget
		TNT1 A 0 A_CustomMissile("revenantseekermissiles",50,10,0,0)
		TNT1 A 0 A_PlaySOund("RLANSHOT", 1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8", 0, 58)
		SKEL J 6 BRIGHT A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 58)
		SKEL K 10
		TNT1 A 0 A_Jump (128, "Missile2")
		Goto See

	Missile2:
		TNT1 A 0 A_SpawnItem("HeadshotTarget8", 0, 58)
		SKEL B 8 A_FaceTarget
		TNT1 A 0 A_CustomMissile("revenantseekermissiles",50,-10,0,0)
		TNT1 A 0 A_PlaySOund("RLANSHOT", 1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8", 0, 58)
		SKEL J 6 BRIGHT A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 58)
		SKEL K 10
		Goto See

	SpecialAttack:
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 58)
		TNT1 A 0 A_PlaySound("skeleton/sight")
		SKLA AB 2
		TNT1 A 0 A_SpawnItem("HeadshotTarget20", 0, 58)
		SKLA CDCECDCE 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget20", 0, 58)
		SKLA BA 2 A_FaceTarget

		TNT1 A 0 A_SpawnItem("HeadshotTarget8", 0, 58)
		SKEL B 8 A_FaceTarget
		TNT1 A 0 A_CustomMissile("revenantmissile",50,10,0,0)
		TNT1 A 0 A_PlaySOund("RLANSHOT", 1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8", 0, 58)
		SKEL J 6 BRIGHT A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 58)
		SKEL K 10

		TNT1 A 0 A_SpawnItem("HeadshotTarget8", 0, 58)
		SKEL B 8 A_FaceTarget
		TNT1 A 0 A_CustomMissile("revenantmissile",50,-10,0,0)
		TNT1 A 0 A_PlaySOund("RLANSHOT", 1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8", 0, 58)
		SKEL J 6 BRIGHT A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 58)
		SKEL K 10

		TNT1 A 0 A_SpawnItem("HeadshotTarget8", 0, 58)
		SKEL B 8 A_FaceTarget
		TNT1 A 0 A_CustomMissile("revenantmissile",50,10,0,0)
		TNT1 A 0 A_PlaySOund("RLANSHOT", 1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8", 0, 58)
		SKEL J 6 BRIGHT A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 58)
		SKEL K 10

		TNT1 A 0 A_SpawnItem("HeadshotTarget8", 0, 58)
		SKEL B 8 A_FaceTarget
		TNT1 A 0 A_CustomMissile("revenantmissile",50,-10,0,0)
		TNT1 A 0 A_PlaySOund("RLANSHOT", 1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8", 0, 58)
		SKEL J 6 BRIGHT A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 58)
		SKEL K 10
		Goto see
	Pain:
	Pain.SHotgun:
	Pain.SSG:
	Pain.Cut:
		SKEL L 5 A_JumpIfInventory("Curbstomp_Marine", 1, "FatalityMarine")
		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 0, 58)
		SKEL L 5 A_Pain
		Goto See

	Pain.Head:
		SKEL L 2 A_JumpIfInventory("Curbstomp_Marine", 1, "FatalityMarine")
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 58)
		SKEL L 2 A_Pain
		Goto See

	Pain.RevenantHitStomach:
		SKEL L 0
		TNT1 A 0 A_GiveInventory("DamagePoint1")
		SKEL L 5 A_JumpIfInventory("DamagePoint1", 5, "ExplodeInHalf")
		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 0, 58)
		SKEL L 5 A_Pain
		Goto See

	Pain.Kick:
        TNT1 A 0 A_FaceTarget
        TNT1 A 0 A_Recoil(6)
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 58)
		SKEL L 6 A_Pain
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 58)
		SKEL L 6
		Goto See

	FatalityMarine:
		TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
		TNT1 A 0 A_PlaySound("BIGSCRE")
		REFP A 8
		EXPL A 0 Radius_Quake (2, 35, 0, 5, 0)
		TNT1 AAA 0 A_CustomMissile ("Brains1", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAA 0 A_CustomMissile ("XDeath1", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("XDeath2", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_PlaySound("XDeath1")
		REFP BCDE 4
		REFP F 8
		REFP GHI 4
		TNT1 A 0 A_PlaySound("XDeath1")
		REFP J 4

		TNT1 A 0 A_TakeInventory("Curbstomp_Marine",1)
		TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
		TNT1 A 0 A_SpawnItem ("MarineFatalizedByRevenant", 1)
		Goto See

	FatalityZombieman:
		TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
		SKF1 A 1 A_Chase("","")
		SKF1 ABC 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("grunt/pain", 1)
		TNT1 A 0 A_PlaySound("CLAP", 4)
		TNT1 A 0 A_SpawnItemEx("MuchBlood2", 0, 60)
		SKF1 D 12

		SKF1 EFG 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("grunt/pain", 1)
		TNT1 A 0 A_PlaySound("CLAP", 4)
		TNT1 A 0 A_SpawnItemEx("MuchBlood2", 0, -60)
		SKF1 H 12 A_FaceTarget

		SKF1 I 1 A_Chase("","")
		SKF1 I 10 A_FaceTarget
		TNT1 A 0 A_TakeInventory("ZombieManFatality",1)
		TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
		TNT1 A 0 A_CustomMissile("ThrowedZombieMan2", 64, 0, 0, 0)
		SKEL HI 4
		Goto See

	FatalitySergeant:
		TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
		SKF2 A 1 A_Chase("","")
		SKF2 ABC 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("grunt/pain", 1)
		TNT1 A 0 A_PlaySound("CLAP", 4)
		TNT1 A 0 A_SpawnItemEx("MuchBlood2", 0, 60)
		SKF2 D 12

		SKF2 EFG 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("grunt/pain", 1)
		TNT1 A 0 A_PlaySound("CLAP", 4)
		TNT1 A 0 A_SpawnItemEx("MuchBlood2", 0, -60)
		SKF2 H 12 A_FaceTarget

		SKF2 I 1 A_Chase("","")
		SKF2 I 10 A_FaceTarget
		TNT1 A 0 A_TakeInventory("SergeantFatality",1)
		TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
		TNT1 A 0 A_CustomMissile("ThrowedSergeant2", 64, 0, 0, 0)
		SKEL HI 4
		Goto See

	FatalityImp:
		TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
		SKF3 A 1 A_Chase("","")
		SKF3 ABC 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("grunt/pain", 1)
		TNT1 A 0 A_PlaySound("CLAP", 4)
		TNT1 A 0 A_SpawnItemEx("MuchBlood2", 0, 60)
		SKF3 D 12

		SKF3 EFG 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("grunt/pain", 1)
		TNT1 A 0 A_PlaySound("CLAP", 4)
		TNT1 A 0 A_SpawnItemEx("MuchBlood2", 0, -60)
		SKF3 H 12 A_FaceTarget

		SKF3 I 1 A_Chase("","")
		SKF3 I 10 A_FaceTarget
		TNT1 A 0 A_TakeInventory("ImpFatality",1)
		TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
		TNT1 A 0 A_CustomMissile("ThrowedImp2", 64, 0, 0, 0)
		SKEL HI 4
		Goto See

	Death.Deletus:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A -1 A_NoBlocking
		Stop

	Death.Minigun:
	Death:
	    TNT1 A 0
		SKEL LM 7
		SKEL N 7 A_Scream
		SKEL O 7
		SKEL P 7
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        TNT1 A 0 A_SpawnItem ("DeadSkeleton", 1)
		TNT1 A -1 A_NoBlocking
        Stop

    Death.Fatality:
		TNT1 A 0
		TNT1 A 0 A_JumpIfIntargetInventory("FistsSelected", 1, 1)
		Goto Death
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 30, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 A 0 A_SpawnItemEx("ArmorCrueltyBonus2", 0, 0, 30, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
        TNT1 A 0 A_Jump(128,5)
        TNT1 A 0 A_GiveToTarget("RevenantFatality", 1)
        Stop
        TNT1 AAAAAAA 0
        TNT1 A 0 A_GiveToTarget("RevenantFatality2", 1)
		TNT1 A -1 A_NoBlocking
		Stop

	Death.HelperMarineFatallity:
		TNT1 A 0
		TNT1 A 0 A_Pain
		TNT1 A 0 A_Scream
        TNT1 A 0 A_GiveToTarget("RevenantFatality", 1)
		TNT1 A -1 A_NoBlocking
        Stop

    Death.Minorhead:
    Death.Head:
		TNT1 A 0 A_JumpIfInTargetInventory("HasPlasmaWeapon", 1, "Death.Plasma")
		TNT1 AAAAA 0 A_CustomMissile ("Xdeath1", 72, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAA 0 A_CustomMissile ("SmallLSPart1", 70, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAA 0 A_CustomMissile ("SmallLSPart3", 70, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAA 0 A_CustomMissile ("LSpart1", 72, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("LSpart3", 72, 0, random (0, 360), 2, random (0, 160))
        TNT1 AA 0 A_CustomMissile ("LSpart2", 72, 0, random (0, 360), 2, random (0, 160))
		REVH A 24
        REVH B 8
		TNT1 A 0 A_XScream
        REVH CD 8
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        TNT1 A 0 A_SpawnItem ("DeadSkeletonNoHead")
		TNT1 A -1 A_NoBlocking
        Stop

	Death.Decaptate:
		TNT1 AAAAAAAA 0 A_CustomMissile ("Xdeath1", 72, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathRevenantHead", 64, 0, random (0, 360), 2, random (50, 130))
        REVH A 24
        REVH B 8
        REVH CD 8
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        TNT1 A 0 A_SpawnItem ("DeadSkeletonNoHead", 1)
		TNT1 A -1 A_NoBlocking
        Stop

    Death.Shotgun:
		TNT1 A 0
		TNT1 A 0 A_JumpIfCloser(128, "Death.SSG")
		Goto Death

	Death.Cut:
	Death.Saw:
	    TNT1 AAA 0 A_CustomMissile ("XDeath1", 30, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAA 0 A_CustomMissile ("RevenantDust", 30, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAA 0 A_CustomMissile ("RevenantDust2", 30, 0, random (0, 360), 2, random (0, 360))
        TNT1 AAA 0 A_CustomMissile ("XDeath1", 37, 0, random (0, 360), 2, random (30, 150))
		TNT1 AA 0 A_CustomMissile ("BigLSPart1", 37, 0, random (0, 360), 2, random (30, 150))
		TNT1 AA 0 A_CustomMissile ("BigLSPart2", 37, 0, random (0, 360), 2, random (30, 150))
		TNT1 AAAAAAA 0 A_CustomMissile ("RevenantPiece", 37, 0, random (0, 360), 2, random (30, 150))
		Goto Death.Rare

	Death.SSG:
	Death.ExtremePunches:
		REDX A 1 A_Scream
		TNT1 A 0
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 360))
		TNT1 AA 0 A_CustomMissile ("XDeath2b", 60, 0, random (0, 360), 2, random (0, 360))
		TNT1 AA 0 A_CustomMissile ("XDeath3b", 60, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_SpawnItem("MuchBlood2", 0, 50)
		TNT1 AAA 0 A_CustomMissile ("RevenantDust", 30, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAA 0 A_CustomMissile ("RevenantDust2", 30, 0, random (0, 360), 2, random (0, 360))
		TNT1 AA 0 A_CustomMissile ("BigLSPart1", 37, 0, random (0, 360), 2, random (30, 150))
		TNT1 AA 0 A_CustomMissile ("BigLSPart2", 37, 0, random (0, 360), 2, random (30, 150))
		TNT1 AAAAAAA 0 A_CustomMissile ("RevenantPiece", 37, 0, random (0, 360), 2, random (30, 150))
		TNT1 A 0 A_SpawnItem ("XDeadSkeleton22", 1)
		TNT1 A 0 A_SpawnItem("HMLSpawner", 0, 40)
	    REDX ABCDEFGHIJK 3
		TNT1 A 0 A_SpawnItem("GrowingBloodPool")
		REDX K -1 A_NoBlocking
        Stop

    Death.SuperPlasma:
    Death.Plasma: Death.Plasma2:
        TNT1 A 0
        TNT1 A 0 A_Scream
        TNT1 AAA 0 A_CustomMissile ("Brutal_FlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
		EXPL AAAA 0 A_CustomMissile ("ExplosionSmoke", 32, 0, random (0, 360), 2, random (0, 360))
		RVDP ABCDEFG 5 BRIGHT A_SpawnItem("BlueFlare",0,30)
        RVDP GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 10 A_CustomMissile ("SmallSmoke", 1, 0, random (0, 360), 2, random (0, 160))
        RVDP G -1 A_NoBlocking
        Stop

	 Death.Fire:
		SKEL LM 4
		SKEL N 4 A_Scream
		SKEL O 4
		SKEL P 1
		TNT1 A 0 A_Playsound("props/redfire")
		CARB NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 2 A_CustomMissile ("FlameTrails", 25, 0, random (0, 360), 2, random (70, 130))
        CARB NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 10 A_CustomMissile ("PlasmaSmoke", 25, 0, random (0, 360), 2, random (70, 130))
        CARB N -1 A_NoBlocking
        Stop

	Death.ExplosiveImpact:
	Death.Explosive:
	XDeath:
		TNT1 A 0
		TNT1 AAAAA 0 A_CustomMissile ("RevenantDust", 60, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAAAA 0 A_CustomMissile ("RevenantDust2", 60, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0 A_CustomMissile ("XDeathRevenantHead", 52, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 67, 0, random (0, 360), 2, random (30, 150))
		TNT1 AA 0 A_CustomMissile ("RevenantArm", 57, 0, random (0, 360), 2, random (30, 150))
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAA 0 A_CustomMissile ("XDeath2b", 60, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAA 0 A_CustomMissile ("XDeath3b", 60, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_SpawnItem("MuchBlood2", 0, 50)
		TNT1 AA 0 A_CustomMissile ("RevenantBonesFast", 57, 0, random (0, 360), 2, random (30, 150))
		TNT1 AAAAA 0 A_CustomMissile ("RevenantPiece", 57, 0, random (0, 360), 2, random (30, 150))
		TNT1 A 0 A_CustomMissile ("RevenantTorso5", 20, 0, random (0, 360), 2, random (30, 150))
		TNT1 A 0 A_SpawnItem("HMLSpawner")
		TNT1 A 0 A_Scream
		REDX ABCDEFGHIJK 3
		TNT1 A 0 A_SpawnItem("GrowingBloodPool")
		REDX K -1 A_NoBlocking
        Stop

	ExplodeInHalf:
	        TNT1 A 0
			TNT1 A 0 A_Die("Rare")
	Death.Rare:
	        TNT1 A 0
		    TNT1 A 0 A_Scream
	        SKEX A 0 A_SpawnItemEx("RevenantU", 0, 0, 32, 0, 0, 0, 0, SXF_NOCHECKPOSITION )
		    TNT1 A 0 A_CustomMissile("RoamingLegs", 0, 0, random (0, 360), 2, random (0, 160))
			TNT1 A -1 A_NoBlocking
			Stop
	Raise:
		TNT1 A 0 A_SpawnItem("PentagramSpawner")
		SKEL Q 5
		SKEL PONML 5
		Goto See

    Pain.KillMe:
    Pain.Taunt:
        TNT1 A 0
		TNT1 A 0 HealThing(2)
        Goto Missile
    Death.KillMe:
    Death.Taunt:
	    Goto Death

	Death.Ice:
	Death.Freeze:
	Death.Frost:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("FrozenRevenant")
		TNT1 A -1 A_NoBlocking
		Stop

	Death.Massacre:
	Death.Minor:
	Goto Death
	}
}

ACTOR RoamingLegs
{
    Radius 8
    Height 32
    Speed 5
	Health 100
	BloodType "RevenantBlood"
	+SHOOTABLE
    +FLOORCLIP
    States
    {
    Spawn:
	Goto See
    See:
        DKEL A 0
        DKEL AABBCCDD 2 A_Wander
		DKEL A 0
        DKEL AABBCCDD 2 A_Wander
        DKEL A 0
        DKEL AABBCCDD 2 A_Wander
		DKEL A 0
        DKEL AABBCCDD 2 A_Wander
		DKEL A 0
        DKEL AABBCCDD 2 A_Wander
		DKEL A 0
        DKEL AABBCCDD 2 A_Wander
		DKEL A 0
        DKEL AABBCCDD 2 A_Wander
        DKEL A 0
        DKEL AABBCCDD 2 A_Wander
		DKEL A 0
        DKEL AABBCCDD 2 A_Wander
		DKEL A 0
        DKEL AABBCCDD 2 A_Wander
		DKEL A 0
        DKEL AABBCCDD 2 A_Wander
	Goto Death
		Death:
		TNT1 A 0 A_NoBlocking
		DKEL EFGHI 4
		TNT1 A 0 A_SpawnItem ("XDeadSkeleton", 1)
		Stop
	Death.Shotgun:
	Death.Minigun:
	XDeath:
		TNT1 AA 0 A_CustomMissile ("RevenantBones", 37, 0, random (0, 360), 2, random (30, 150))
		TNT1 AAAAAAA 0 A_CustomMissile ("RevenantPiece", 37, 0, random (0, 360), 2, random (30, 150))
		TNT1 A 0 A_NOBLOCKING
		Stop
	}
}

ACTOR revenantseekermissiles Replaces RevenantTracer
{
	Game Doom
	SpawnID 53
	Health 10
	Radius 4
	Height 8
	Speed 15
	Damage (random(52,52))
	Projectile
	+THRUGHOST
	+SEEKERMISSILE
	-NOBLOCKMAP
	+SHOOTABLE
	+NOBLOOD
	+NOTELEPORT
	Scale 0.5
	Decal "Scorch"
    damagetype ExplosiveImpact
	SeeSound "skeleton/attack"
	DeathSound "skeleton/tracex"
	Species "Revenant"
	States
	{
	Spawn:
	    FATB AA 1 BRIGHT A_SpawnItemEx("RocketFlare",-20,0)
		TNT1 A 0 A_CustomMissile ("OldschoolRocketSmokeTrail2", 2, 0, random (160, 210), 2, random (-30, 30))
		TNT1 A 0 A_SeekerMissile (2,4, SMF_LOOK)
		Loop

	Xdeath:
	Death:
		TNT1 A 0
		BFE1 A 0 Bright A_Explode(7, 7, 1)
	    EXPL A 0 Radius_Quake (2, 7, 0, 2, 0)
		TNT1 A 0 A_SpawnItem("WhiteShockwaveSmall")
		EXPL A 0 A_CustomMissile ("ExplosionSmoke", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_SpawnItemEx ("UnderwaterExplosion",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("DetectFloorCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("DetectCeilCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        TNT1 AAA 0 A_CustomMissile ("BDExplosionparticles", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AA 0 A_CustomMissile ("BDExplosionparticles2", 0, 0, random (0, 360), 2, random (0, 90))
		EXPL A 0
        TNT1 AAAA 0 A_CustomMissile ("SmallExplosionFlames", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_NOBLOCKING
		TNT1 A 0
		Stop
	}
}

ACTOR RevenantMissile: revenantseekermissiles
{
	Speed 20
	Damage (random(52,52))
	+NOBLOCKMAP
	-SHOOTABLE
	States
	{
	Spawn:
		FATB AA 1 BRIGHT A_SpawnItemEx("RocketFlare",-20,0)
		TNT1 A 0 A_CustomMissile ("OldschoolRocketSmokeTrail2", 2, 0, random (160, 210), 2, random (-30, 30))
		Loop
	}
}

Actor DeadSkeleton: CurbstompedMarine
{
    Radius 18
    Height 16
    Scale 0.9
    +SHOOTABLE
    +NOTELEPORT
    +MOVEWITHSECTOR
    +CORPSE
	+FLOORCLIP
	-SOLID
	+NORADIUSDMG
	damagefactor "Crush", 50.0
    Mass 1000
    Health 100
    damagefactor "Blood", 0.0
    damagefactor "Trample", 0.0
	damagefactor "Saw", 0.3
	bloodtype "RevenantBlood", "RevenantBloodSaw", "RevenantBloodSaw"
States
    {
    Spawn:
	    TNT1 A 0
	    SKEL Q -1
        Stop

		Death.Minigun: Death.Cut: Death: Death.Saw: Death.Shotgun: Death.SSG: death.explosive:
  	    TNT1 A 0 A_NoBlocking
		TNT1 AA 0 A_CustomMissile ("RevenantBones", 5, 0, random (0, 360), 2, random (30, 150))
		TNT1 AAA 0 A_CustomMissile ("RevenantPiece", 5, 0, random (0, 360), 2, random (30, 150))
		TNT1 A 0 A_CustomMissile ("RevenantTorso5", 5, 0, random (0, 360), 2, random (30, 150))
		TNT1 AA 0 A_CustomMissile ("RevenantArm", 7, 0, random (0, 360), 2, random (30, 150))
		TNT1 A 0 A_CustomMissile ("XDeathHalfSkeleton", 32, 0, random (0, 360), 2, random (0, 160))
		Stop

    Death.flames:
    Death.burn:
    Death.Plasma: Death.Plasma2:
        TNT1 A 0
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
        TNT1 AAA 0 A_CustomMissile ("Brutal_FlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
		EXPL AAAAAA 0 A_CustomMissile ("ExplosionSmoke", 32, 0, random (0, 360), 2, random (0, 360))
        CARB NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 10 A_CustomMissile ("SmallSmoke", 1, 0, random (0, 360), 2, random (0, 160))
        CARB N -1
        Stop

	Death.Cut:
	Death.Saw:
		TNT1 A 0
		TNT1 A 0 A_NoBlocking
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 7, 0, random (0, 360), 2, random (30, 150))
		TNT1 AA 0 A_CustomMissile ("RevenantBones", 7, 0, random (0, 360), 2, random (30, 150))
		TNT1 AA 0 A_CustomMissile ("RevenantArm", 7, 0, random (0, 360), 2, random (30, 150))
		TNT1 A 0 A_CustomMissile ("XDeathHalfSkeleton", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("XDeadSkeleton", 1)
		Stop
	}
}

Actor DeadSkeletonNoHead: DeadSkeleton
{Health 100
+SHOOTABLE
Radius 18
Height 16
States
{
	Spawn:
		REVH D 1
		REVH D -1

	Death.Minigun: Death.Cut: Death: Death.Saw: Death.Shotgun: Death.SSG: death.explosive:
  	    TNT1 A 0 A_NoBlocking
		TNT1 AA 0 A_CustomMissile ("RevenantBones", 5, 0, random (0, 360), 2, random (30, 150))
		TNT1 AAA 0 A_CustomMissile ("RevenantPiece", 5, 0, random (0, 360), 2, random (30, 150))
		TNT1 A 0 A_CustomMissile ("RevenantTorso5", 5, 0, random (0, 360), 2, random (30, 150))
		TNT1 AA 0 A_CustomMissile ("RevenantArm", 7, 0, random (0, 360), 2, random (30, 150))
		TNT1 A 0 A_CustomMissile ("XDeathHalfSkeletonNoHead", 32, 0, random (0, 360), 2, random (0, 160))
		Stop

	Death.Cut:
	Death.Saw:
	TNT1 A 0
	TNT1 A 0 A_NoBlocking
	TNT1 AAA 0 A_CustomMissile ("XDeath1", 7, 0, random (0, 360), 2, random (30, 150))
	TNT1 AA 0 A_CustomMissile ("RevenantBones", 7, 0, random (0, 360), 2, random (30, 150))
	TNT1 AA 0 A_CustomMissile ("RevenantArm", 7, 0, random (0, 360), 2, random (30, 150))
	TNT1 A 0 A_CustomMissile ("XDeathHalfSkeletonNoHead", 32, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_SpawnItem ("XDeadSkeleton", 1)
	Stop
	}
}

Actor XDeadSkeleton: DeadSkeleton
{Health 100 States{Spawn:
		DKEL I -1
        Stop
       Death.Minigun: Death.Cut: Death: Death.Saw: Death.Shotgun: Death.SSG: death.explosive:
  	    TNT1 A 0 A_NoBlocking
		TNT1 AA 0 A_CustomMissile ("RevenantBones", 5, 0, random (0, 360), 2, random (30, 150))
		TNT1 AAA 0 A_CustomMissile ("RevenantPiece", 5, 0, random (0, 360), 2, random (30, 150))
		TNT1 A 0 A_CustomMissile ("RevenantTorso5", 5, 0, random (0, 360), 2, random (30, 150))
		Stop}}

Actor XDeadSkeleton22: XDeadSkeleton
{Health 100 States{Spawn:
		DKEL ABCDEFGH 6
		DKEL I -1
        Stop
      }}

Actor BlastedDeadSkeleton: XDeadSkeleton
{Health 100 States{Spawn:
		SKL4 E -1
        Stop
      }}

ACTOR RevenantAttack: BaronBall
{
	Radius 8
	Height 16
	DamageType RVFT
	Projectile
    +THRUGHOST
	RenderStyle Add
	Alpha 0.6
    Damage (random(40,40))
    Speed 20
	SeeSound "none"
	DeathSound "none"
	Decal "none"
	States
	{
	Spawn:
		TNT1 A 6
		Stop
	Death:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("skeleton/melee", 6)
		EXPL AAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 Radius_Quake (1, 7, 0, 1, 0)//(intensity, duration, damrad, tremrad, tid)
		TNT1 A 4
		Stop
	}
}

ACTOR RevenantPiece
{
    Radius 2
    Height 2
    Speed 7
	Mass 3
	BounceFactor 0.4
	BounceCount 4
	+DOOMBOUNCE
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
	+THRUACTORS
    Scale 0.4
    States
    {
    Spawn:
		TNT1 A 0
		TNT1 A 0 Thing_ChangeTID(0,394)
		TNT1 A 0 A_Jump(128,9)
		SPIC ABCDEFGH 2
		wait
		SPIC HGFEDCBA 2
		wait
	Death:
		TNT1 A 0
		TNT1 A 0 A_Jump(128,2)
		SPIC A 401
		Stop
		SPIC E 1
		SPIC E 401
        Stop
    }
}

ACTOR RevenantDust: BrownCloud
{
Scale 0.2
Speed 1
-NOGRAVITY
+THRUACTORS
Gravity 0.1
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Jump(128, 2)
		TNT1 A 0 A_SetScale(-0.2, 0.25)
		TNT1 A 0
        SM5K ABCDEFGHIJKLMNOPQRSTUVWXYZ 1
		Stop

	}
}

ACTOR RevenantDust2: RevenantDust
{
	Scale 0.1
}

actor RevenantBlood : Brutal_Blood
{
	States
	{
	Spawn:
		BSPR A 0
		TNT1 A 0 A_CustomMissile ("SuperGoreMistTiny", 0, 0, random (0, 360), 2, random (0, 90))
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		TNT1 A 0 A_CustomMissile ("RevenantDust", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_CustomMissile ("RevenantPiece", 7, 0, random (0, 360), 2, random (30, 150))
		TNT1 A 0 A_CustomMissile ("RevenantDust2", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_CustomMissile ("WaterBloodCHecker", 7, 0, random (0, 360), 2, random (30, 60))
		Spawn2:
		TNT1 A 0 A_CustomMissile ("Brutal_FlyingBlood", 7, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_CustomMissile ("Brutal_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (20, 90))
		Goto LowBlood
	}
}

actor RevenantBloodSaw : RevenantBlood
{
	-ALLOWPARTICLES
	Speed 1
	states
	{
	Spawn:
		TNT1 A 1
		TNT1 A 0 A_JumpIfInTargetInventory("HasCutingWeapon", 1, "HitSaw", AAPTR_TARGET)
		BSPR A 0
		TNT1 A 0 A_CustomMissile ("SuperGoreMistTiny", 0, 0, random (0, 360), 2, random (0, 90))
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		TNT1 A 0 A_CustomMissile ("RevenantDust", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_CustomMissile ("RevenantPiece", 7, 0, random (0, 360), 2, random (30, 150))
		TNT1 A 0 A_CustomMissile ("RevenantDust2", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_CustomMissile ("WaterBloodCHecker", 7, 0, random (0, 360), 2, random (30, 60))
		Spawn2:
		TNT1 A 0 A_CustomMissile ("Brutal_FlyingBlood", 7, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_CustomMissile ("Brutal_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (20, 90))
		Goto LowBlood

	HitSaw:
		TNT1 A 1
		TNT1 A 0 A_RadiusGive("ChainsawHitRed", 128, RGF_PLAYERS, 1)
		TNT1 A 0 A_RadiusGive("PowerBloodOnVisor", 128, RGF_PLAYERS, 1)
		TNT1 A 0 A_RadiusGive("SawBloodOnVisor", 64, RGF_PLAYERS, 1)
		TNT1 A 0 A_CustomMissile ("BloodmistChainsaw", -10, 0, random (0, 360), 2, random (60, 90))
		TNT1 A 0 A_CustomMissile ("RevenantDust", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_CustomMissile ("RevenantPiece", 7, 0, random (0, 360), 2, random (30, 150))
		TNT1 A 0 A_CustomMissile ("RevenantDust2", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_CustomMissile ("ChainsawWallRedBlood", 0, 0, random (0, 360), 2, random (-10, 80))
		TNT1 A 0 A_PlaySound("CSAWFLESH")
		Stop
	}
}

actor RevenantBloodz: SawBlood
{
	Decal None
	+MISSILE
	PROJECTILE
	states
	{
	Spawn:
		TNT1 A 1
		TNT1 A 0 A_JumpIf((z - floorz) >= 40, "HitArmor")
		TNT1 A 0 A_JumpIf((z - floorz) >= 30, "HitGuts")
	HitBone:
		TNT1 A 1 A_CustomMissile ("RevenantDust", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_CustomMissile ("RevenantPiece", 0, 0, random (0, 360), 2, random (30, 150))
		TNT1 A 0 A_CustomMissile ("RevenantDust2", 0, 0, random (0, 360), 2, random (0, 360))
		Stop
	HitArmor:
	   TNT1 A 1 A_SpawnItem("HitPuff")
	   Stop
	HitGuts:
		TNT1 A 1 A_SpawnItem("RevenantHitStomach")
		TNT1 A 0 A_CustomMissile ("SuperGoreMistTiny", 0, 0, random (0, 360), 2, random (0, 90))
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		TNT1 A 0
		TNT1 A 0 A_PlaySound("misc/xdeath5")
		BSPR A 2
		TNT1 A 0 A_CustomMissile ("WaterBloodCHecker", 7, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_CustomMissile ("Brutal_FlyingBlood", 7, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_CustomMissile ("Brutal_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (20, 90))
		Goto LowBlood
	}
}

ACTOR RevenantBones: RevenantPiece
{
    Speed 9
	BounceFactor 0.3
	Scale 1.0
    States
    {
    Spawn:
		BNP1 ABCDEFGH 4
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		Loop
	Death:
		TNT1 A 0

		BNP1 A -1
		Stop
    }
}

ACTOR RevenantBonesFast: RevenantPiece
{
    Speed 14
	BounceFactor 0.3
	Scale 1.0
    States
    {
    Spawn:
		BNP1 ABCDEFGH 4
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		Loop
	Death:
		TNT1 A 0

		BNP1 A -1
		Stop
    }
}

ACTOR RevenantArm: RevenantPiece
{
    Speed 10
	BounceFactor 0.1
	Scale 1.0
    States
    {
    Spawn:
		BNP2 ABCDEFGH 4
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		Loop
	Death:
		TNT1 A 0

		BNP2 A -1
		Stop
    }
}

ACTOR RevenantTorso5: RevenantPiece
{
    Speed 5
	BounceFactor 0.2
	Scale 1.0
	Radius 9
	Height 18
    States
    {
    Spawn:
		BNP3 ABCD 8
		Loop
	Death:
		TNT1 A 0
		BNP3 A -1
		Stop
    }
}

ACTOR RevenantU
{
	GibHealth 45
	Health 100
	Monster
	+FLOORCLIP
	+MISSILEMORE
	Speed 6

	Damagefactor "Avoid", 0.0	Damagefactor "BHFTOnBarrel", 0.0	Damagefactor "Blood", 0.0
	Damagefactor "CancelTeleportFog", 0.0	Damagefactor "CauseWaterSplash", 0.0	DamageFactor "Crush", 3.0
	Damagefactor "GibRemoving", 0.0	Damagefactor "Glass", 0.0	Damagefactor "HangingHook", 0.0
	Damagefactor "Head", 0.0	Damagefactor "PussyGrab", 0.0	Damagefactor "Repair", 0.0
	Damagefactor "RevenantHitStomach", 1.0	Damagefactor "SpawnMarine", 0.0	Damagefactor "Stealth", 0.0
	Damagefactor "TeleportRemover", 0.0	Damagefactor "Use", 0.0	Damagefactor "Burn", 0.5
	Damagefactor "Fire", 0.5	Damagefactor "Flames", 0.5	Damagefactor "GreenFire", 0.5
	Damagefactor "HumanBBQ", 0.5	Damagefactor "SSG", 5.0	DamageFactor "TankWeakSpot", 0.0
	Damagefactor "ExtremePunches", 5.0	Damagefactor "Fatality", 5.0	Damagefactor "HelperMarineFatallity", 5.0

	PainChance "Head", 255
	PainChance "Taunt", 255
	PainChance "Burn", 16	PainChance "Fire", 16	PainChance "Flames", 16
	PainChance "GreenFire", 16	PainChance "HumanBBQ", 16
	Painchance "RevenantHitStomach", 255	Painchance "RevenantHitLeg", 255

    BloodType "RevenantBlood"
	SeeSound "skeleton/sight"
	PainSound "skeleton/pain"
	DeathSound "skeleton/death"
	ActiveSound "skeleton/active"
	MeleeSound "skeleton/melee"
	HitObituary "$OB_UNDEADHIT"
	Obituary "$OB_UNDEAD"
	MaxStepHeight 24
	+DONTHARMSPECIES
	+NOPAIN
	MaxDropOffHeight 32
	Radius 18
	Height 37
	Species "Revenant"
	States
	{
	Spawn:
		UKEL A 6 A_Look
		Loop

	See:
	    UKEL AAABBBCCC 2 A_chase("","")
		UKEL CDDD 2 A_Chase
		Loop

	Missile:
        UKEL D 10 A_FaceTarget
		UKEL E 10 BRIGHT A_CustomMissile("revenantseekermissiles",20,15,0,0)
		TNT1 A 0 A_Jump(128, "Missile2")
		Goto See

	Missile2:
		UKEL D 10 A_FaceTarget
		UKEL E 10 BRIGHT A_CustomMissile("revenantseekermissiles",20,-15,0,0)
		Goto See

    Death:
  	    TNT1 AAA 0 A_CustomMissile ("RevenantDust", 5, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAA 0 A_CustomMissile ("RevenantDust2", 5, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0 A_CustomMissile ("XDeathRevenantHead", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (30, 150))
		TNT1 AA 0 A_CustomMissile ("RevenantBones", 5, 0, random (0, 360), 2, random (30, 150))
		TNT1 AA 0 A_CustomMissile ("RevenantArm", 5, 0, random (0, 360), 2, random (30, 150))
		TNT1 AAA 0 A_CustomMissile ("RevenantPiece", 5, 0, random (0, 360), 2, random (30, 150))
		TNT1 A 0 A_SpawnItem("HMLSpawner")
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Scream
		TNT1 A 10
		Stop

    Pain.KillMe:
    Pain.Taunt:
        TNT1 A 0
		TNT1 A 0 HealThing(2)
        Goto Missile
    Death.KillMe:
    Death.Taunt:
	    TNT1 A 0 A_NOBLOCKING
        TNT1 A 0 A_SpawnItem("RevenantU")
        Stop
	}
}

actor RevenantHitStomach
{
+MISSILE
PROJECTILE
Damagetype "RevenantHitStomach"
Speed 0
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Explode(3,4)
Stop
 }
}

ACTOR DyingRevenant
{
	Game Doom
	Radius 16
	Height 60
	Health 20
	Mass 999999
	-SOLID
	+SHOOTABLE
	Scale 0.9
	damagefactor "Blood", 0.0    damagefactor "GreenBlood", 0.0    damagefactor "BlueBlood", 0.0    damagefactor "Taunt", 0.0    damagefactor "KillMe", 0.0  damagefactor "Avoid", 0.0  damagefactor "Taunt", 0.0
	States
	{
	Spawn:
		FRVX A 1
		Goto Suffer

	Suffer:
        FRVX AAAAAAAAAAAAAAA 7 A_SpawnItem ("MuchBlood", 0, 40)
		TNT1 A 0 A_Die

	Death:
	    FRVX B 8 A_NoBlocking
		FRVX C -1
		Stop

	XDeath:
	Death.Minigun: Death.Cut: Death.Saw: Death.Shotgun: Death.SSG: death.explosive:
  	    TNT1 A 0 A_NoBlocking
		TNT1 AA 0 A_CustomMissile ("RevenantBones", 5, 0, random (0, 360), 2, random (30, 150))
		TNT1 AAA 0 A_CustomMissile ("RevenantPiece", 5, 0, random (0, 360), 2, random (30, 150))
		TNT1 A 0 A_CustomMissile ("RevenantTorso5", 5, 0, random (0, 360), 2, random (30, 150))
		TNT1 A 0 A_SpawnItem("HMLSpawner")
		Stop
	}
}

actor VeryFuckedUpRevenant: CurbstompedMarine
{
	Scale 0.9
    States
    {
		Spawn:
		REVH L 1900
		Loop
	}
}