ACTOR FuzzClink : NewClinkHeretic 7000
{
	RenderStyle FUZZY
	Obituary "%o was sliced up by a Stealth Clink."
}

ACTOR DoomImpHOC : NewDoomImp 7001
{
	HitObituary "%o was slashed by an imp."
	Obituary "%o was burned by an imp."
}

ACTOR LostSoulHOC : NewLostSoul 7002
{
	Obituary "%o was spooked by a lost soul."
}

ACTOR PainElementalHOC : NewPainElemental 7003
{
	+DONTMORPH
}

ACTOR CacodemonHOC : NewCacodemon 7004
{
	HitObituary "%o got too close to a Cacodemon."
	Obituary "%o was smitten by a Cacodemon."
}

ACTOR BaronOfHellHOC : NewBaronOfHell 7005
{
	+DONTMORPH
	+DONTSQUASH

	HitObituary "%o was ripped open by a Baron of Hell."
	Obituary "%o was bruised by a Baron of Hell."
}

ACTOR CentaurHOC : NewCentaur 7006
{
	HitObituary "%o got sliced by a Centaur."
	Obituary "%o got a taste of %p own medicine."
}

ACTOR CentaurLeaderHOC : NewCentaurLeader 7007
{
	HitObituary "%o got sliced by a Centaur."
	Obituary "%o was blasted by a Centaur."
}

ACTOR BishopHOC : NewBishop 7008
{
	HitObituary "%o was blown away by a Dark Bishop."
	Obituary "%o was damned by a Dark Bishop."
}

ACTOR ArchvileHOC : NewArchvile 7009 // heresiarch in HOC 3
{
	+FIREDAMAGE
	+DONTMORPH
	+DONTSQUASH

	Obituary "%o was incinerated by an Archvile."
}

ACTOR SerpentHOC : NewSerpent 7010
{
	Obituary "%o was surprised by a Stalker."
}

ACTOR SerpentLeaderHOC : NewSerpentLeader 7011
{
	HitObituary "%o was surprised by a Stalker."
	Obituary "%o got slimed by a Stalker."
}

ACTOR WendigoHOC : NewIceGuy 7020
{
	+DONTMORPH

	Obituary "%o was iced by a Wendigo."
}

ACTOR HeresiarchHOC : NewHeresiarch 7030
{
	Obituary "%o had no chance against a Heresiarch."
}

ACTOR NightmareClink : NewClink 7035
{
	+DONTMORPH
	+DONTSQUASH

	HEALTH 100
	SPEED 26
	MELEEDAMAGE 80

    SeeSound "NightmareClinkSight"
    ActiveSound "NightmareClinkActive"

	RenderStyle FUZZY
	Obituary "%o was massacred by a Nightmare Clink."
}

ACTOR OmegaDsparil 7050
{
	SCALE 3.0
	RADIUS 95
	MASS 1000
	HEIGHT 144

	HEALTH 110000
	SPEED 14
	PAINCHANCE 8

    MONSTER
    +BOSS
	+FULLVOLACTIVE
	+FULLVOLDEATH
	+DONTMORPH
	+DONTSQUASH
	DONTHURTSHOOTER

    SeeSound "dsparil/sight"
    ActiveSound "dsparil/active"
	AttackSound "dsparil/attack"
    PainSound "dsparil/pain"
    DeathSound "bigDsparilDeath"

	MISSILETYPE OmegaDsparilShot
	MISSILEHEIGHT 140

	Obituary "%o was pwned by Omega D'Sparil."

	States
	{
		Spawn:
			SOR2 M 0
			SOR2 M 0 ACS_ExecuteAlways(913,0,110000,0,0)//increase health on higher difficulties
			SOR2 MN 15 A_Look
			Loop
		Idle:
			SOR2 MN 15 A_Look
			Loop
		See:
			SOR2 MMNNOOPP 3 A_Chase
			Loop
		Missile:
			SOR2 RS 8 A_FaceTarget
			SOR2 T 8 A_MissileAttack
			SOR2 RS 8 A_FaceTarget
			SOR2 T 8 A_MissileAttack
			SOR2 RS 8 A_FaceTarget
			SOR2 T 4 A_MissileAttack
			SOR2 T 4 A_CustomMissile("OmegaDsparilSpawner", 140, 0, 0)
			Goto See
		Pain:
			SOR2 Q 2
			SOR2 Q 2 A_Pain
			Goto See
		Death:
			SDTH A 0 ACS_ExecuteAlways(914,0,3500)
			SDTH A 8 A_Scream
			SDTH B 8
			SDTH C 7
			SDTH D 7
			SDTH E 7
			SDTH F 7
			SDTH D 7
			SDTH E 7
			SDTH F 7
			SDTH D 7
			SDTH E 7
			SDTH F 7
			SDTH D 7
			SDTH E 7
			SDTH F 7
			SDTH D 7
			SDTH E 7
			SDTH F 7
			SDTH G 7
			SDTH H 7
			SDTH I 20
			SDTH J 6
			SDTH K 6
			SDTH L 6
			SDTH M 6
			SDTH N 6
			SDTH O -1
			Stop
	}
}

ACTOR OmegaDsparilShot : Sorcerer2FX1
{
	DAMAGE ((random(1,8)*400)+(ACS_ExecuteWithResult(912,3,0,0))
	SCALE 2.0
	RADIUS 32

	SeeSound "dsparil/attack"
	DeathSound "CentaurLeaderAttack"
}

ACTOR OmegaDsparilSpawner : Sorcerer2FX2
{
	SCALE 2.0
	RADIUS 32

	SeeSound "dsparil/attack"
	DeathSound "CentaurLeaderAttack"
}

ACTOR OmegaBaron 7051
{
	SCALE 3.0
	RADIUS 88
	MASS 1000
	HEIGHT 144

	HEALTH 75000
	SPEED 10
	PAINCHANCE 4

    MONSTER
    +BOSS
	+FULLVOLACTIVE
	+FULLVOLDEATH
	+DONTMORPH
	+DONTSQUASH
	DONTHURTSHOOTER

    SeeSound "baron/sight"
    ActiveSound "baron/active"
	AttackSound "baron/attack"
    PainSound "baron/pain"
    DeathSound "baron/death"

	MISSILETYPE OmegaBaronShot
	MISSILEHEIGHT 80

	Obituary "%o was mangled by an omega baron"

	States
	{
		Spawn:
			BOSS A 0
			BOSS A 0 ACS_ExecuteAlways(913,0,75000,0,0)//increase health on higher difficulties
			BOSS AB 15 A_Look
			Loop
		Idle:
			BOSS AB 15 A_Look
			Loop
		See:
			BOSS AABBCCDD 3 A_Chase
			Loop
		Missile:
			BOSS EF 8 A_FaceTarget
			BOSS G 0 A_CustomMissile("OmegaBaronShot", 120, 0, -40)
			BOSS G 0 A_CustomMissile("OmegaBaronShot", 120, 0, -20)
			BOSS G 0 A_CustomMissile("OmegaBaronShot", 120, 0, 0)
			BOSS G 0 A_CustomMissile("OmegaBaronShot", 120, 0, 20)
			BOSS G 7 A_CustomMissile("OmegaBaronShot", 120, 0, 40)
			BOSS EF 8 A_FaceTarget
			BOSS G 0 A_CustomMissile("OmegaBaronShot", 120, 0, -30)
			BOSS G 0 A_CustomMissile("OmegaBaronShot", 120, 0, -10)
			BOSS G 0 A_CustomMissile("OmegaBaronShot", 120, 0, 0)
			BOSS G 0 A_CustomMissile("OmegaBaronShot", 120, 0, 10)
			BOSS G 7 A_CustomMissile("OmegaBaronShot", 120, 0, 30)
			BOSS EF 8 A_FaceTarget
			BOSS G 0 A_CustomMissile("OmegaBaronShot", 120, 0, -40)
			BOSS G 0 A_CustomMissile("OmegaBaronShot", 120, 0, -20)
			BOSS G 0 A_CustomMissile("OmegaBaronShot", 120, 0, 0)
			BOSS G 0 A_CustomMissile("OmegaBaronShot", 120, 0, 20)
			BOSS G 7 A_CustomMissile("OmegaBaronShot", 120, 0, 40)
			BOSS EF 8 A_FaceTarget
			BOSS G 0 A_CustomMissile("OmegaBaronShot", 120, 0, -10)
			BOSS G 0 A_CustomMissile("OmegaBaronShot", 120, 0, -5)
			BOSS G 0 A_CustomMissile("OmegaBaronShot", 120, 0, 0)
			BOSS G 0 A_CustomMissile("OmegaBaronShot", 120, 0, 5)
			BOSS G 7 A_CustomMissile("OmegaBaronShot", 120, 0, 10)
			Goto See
		Pain:
			BOSS H 2
			BOSS H 2 A_Pain
			Goto See
		Death:
			BOSS I 0 ACS_ExecuteAlways(914,0,3500)
			BOSS I 8 A_Scream
			BOSS J 8
			BOSS K 8
			BOSS L 8
			BOSS M 8
			BOSS N 8
			BOSS O -1
			Stop
	}
}

ACTOR OmegaBaronShot : BaronBall
{
	DAMAGE ((random(1,8)*100)+(ACS_ExecuteWithResult(912,3,0,0))
	SCALE 2.0
	RADIUS 16
}