
ACTOR NewZombieMan replaces Zombieman 3004
{
	Game Doom
	SpawnID 4
	Health 20
	Radius 20
	Height 56
	Speed 8
	PainChance 200
	Monster
	+FLOORCLIP
	MaxStepHeight 32
	MaxDropOffHeight 168
	Species "Enemy"
	+DONTHARMSPECIES
	+NOINFIGHTING
	Damagefactor "HellFire", 0.0
	Damagefactor "Enemy", 0.0
	SeeSound "grunt/sight"
	AttackSound "grunt/attack"
	PainSound "grunt/pain"
	DeathSound "grunt/death"
	ActiveSound "grunt/active"
	Obituary "$OB_ZOMBIE"
	DropItem "Clip"
	DropItem "CreditDrop"
	DropItem "RandomPowerup",3,1
	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
		POSS K 5
		POSS L 5000
		Stop
	XDeath:
		POSS M 5
		POSS N 5 A_XScream
		POSS O 5 A_NoBlocking
		POSS PQRST 5
		POSS U 5000
		Stop
	Raise:
		POSS K 5
		POSS JIH 5
		Goto See
	}
}

ACTOR HealthZombieMan
{
	Game Doom
	Health 27
	Radius 20
	Height 56
	Speed 9
	PainChance 200
	Monster
	+FLOORCLIP
	Species "Enemy"
	+DONTHARMSPECIES
	+NOINFIGHTING
	Damagefactor "HellFire", 0.0
	MaxStepHeight 32
	MaxDropOffHeight 168
	SeeSound "grunt/sight"
	AttackSound "grunt/attack"
	PainSound "grunt/pain"
	DeathSound "grunt/death"
	ActiveSound "grunt/active"
	Obituary "$OB_ZOMBIE"
	DropItem "Clip"
	DropItem "HealthBonus"
	DropItem "HealthBonus"
	DropItem "CreditDrop"
	DropItem "RandomPowerup",3,1
	States
	{
	Spawn:
		POZ2 AB 10 A_Look
		Loop
	See:
		POZ2 AABBCCDD 4 A_Chase
		Loop
	Missile:
		POZ2 E 9 A_FaceTarget
		POZ2 E 1 bright
		POZ2 F 8 bright A_PosAttack
		POZ2 E 8
		Goto See
	Pain:
		POZ2 G 3
		POZ2 G 3 A_Pain
		Goto See
	Death:
		POZ2 H 5
		POZ2 I 5 A_Scream
		POZ2 J 5 A_NoBlocking
		POZ2 K 5
		POZ2 L 5000
		Stop
	XDeath:
		POZ2 M 5
		POZ2 N 5 A_XScream
		POZ2 O 5 A_NoBlocking
		POZ2 PQRST 5
		POZ2 U 5000
		Stop
	Raise:
		POZ2 K 5
		POZ2 JIH 5
		Goto See
	}
}

ACTOR ArmorZombieMan
{
	Game Doom
	Health 24
	Radius 20
	Height 56
	Speed 8
	PainChance 150
	Monster
	+FLOORCLIP
	+NOINFIGHTING
	Species "Enemy"
	+DONTHARMSPECIES
	Damagefactor "HellFire", 0.0
	MaxStepHeight 32
	MaxDropOffHeight 168
	SeeSound "grunt/sight"
	AttackSound "grunt/attack"
	PainSound "grunt/pain"
	DeathSound "grunt/death"
	ActiveSound "grunt/active"
	Obituary "$OB_ZOMBIE"
	DropItem "Clip"
	DropItem "ArmorBonus"
	DropItem "ArmorBonus"
	DropItem "CreditDrop"
	DropItem "RandomPowerup",3,1
	States
	{
	Spawn:
		POZ3 AB 10 A_Look
		Loop
	See:
		POZ3 AABBCCDD 4 A_Chase
		Loop
	Missile:
		POZ3 E 9 A_FaceTarget
		POZ3 E 1 bright
		POZ3 F 8 bright A_PosAttack
		POZ3 E 8
	Pain:
		POZ3 G 3
		POZ3 G 3 A_Pain
		Goto See
	Death:
		POZ3 H 5
		POZ3 I 5 A_Scream
		POZ3 J 5 A_NoBlocking
		POZ3 K 5
		POZ3 L 5000
		Stop
	XDeath:
		POZ3 M 5
		POZ3 N 5 A_XScream
		POZ3 O 5 A_NoBlocking
		POZ3 PQRST 5
		POZ3 U 5000
		Stop
	Raise:
		POZ3 K 5
		POZ3 JIH 5
		Goto See
	}
}

ACTOR DamageZombieMan
{
	Game Doom
	Health 20
	Radius 20
	Height 56
	Speed 9
	PainChance 200
	Monster
	+FLOORCLIP
	+NOINFIGHTING
	Species "Enemy"
	+DONTHARMSPECIES
	MaxStepHeight 32
	MaxDropOffHeight 168
	SeeSound "grunt/sight"
	AttackSound "grunt/attack"
	PainSound "grunt/pain"
	DeathSound "grunt/death"
	ActiveSound "grunt/active"
	Obituary "$OB_ZOMBIE"
	DropItem "Clip"
	DropItem "Clip"
	DropItem "CreditDrop"
	DropItem "RandomPowerup",3,1
	States
	{
	Spawn:
		POZ4 AB 10 A_Look
		Loop
	See:
		POZ4 AABBCCDD 4 A_Chase
		Loop
	Missile:
		POZ4 E 6 A_FaceTarget
		POSS E 0 A_PlaySound ("grunt/attack")
		POSS F 8 A_CustomBulletAttack (16, 0, 1, random(2,5) * 4, "BulletPuff", 0, CBAF_NORANDOM)
		POZ4 E 4
		Goto See
	Pain:
		POZ4 G 3
		POZ4 G 3 A_Pain
		Goto See
	Death:
		POZ4 H 5
		POZ4 I 5 A_Scream
		POZ4 J 5 A_NoBlocking
		POZ4 K 5
		POZ4 L 5000
		Stop
	XDeath:
		POZ4 M 5
		POZ4 N 5 A_XScream
		POZ4 O 5 A_NoBlocking
		POZ4 PQRST 5
		POZ4 U 5000
		Stop
	Raise:
		POZ4 K 5
		POZ4 JIH 5
		Goto See
	}
}

ACTOR NewShotgunGuy replaces ShotgunGuy 9
{
	Game Doom
	SpawnID 1
	Health 30
	Radius 20
	Height 56
	Mass 100
	Speed 8
	PainChance 170
	Monster
	MaxStepHeight 32
	MaxDropOffHeight 168
	+FLOORCLIP
	+NOINFIGHTING
	Species "Enemy"
	+DONTHARMSPECIES
	SeeSound "shotguy/sight"
	AttackSound "shotguy/attack"
	PainSound "shotguy/pain"
	DeathSound "shotguy/death"
	ActiveSound "shotguy/active"
	Obituary "$OB_SHOTGUY"
	DropItem "2Shells"
	DropItem "CreditDrop"
	DropItem "RandomPowerup",3,1
	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
		SPOS K 5
		SPOS L 5000
		Stop
	XDeath:
		SPOS M 5
		SPOS N 5 A_XScream
		SPOS O 5 A_NoBlocking
		SPOS PQRST 5
		SPOS U 5000
		Stop
	Raise:
		SPOS L 5
		SPOS KJIH 5
		Goto See
	}
}

ACTOR NewChaingunGuy replaces ChaingunGuy
{
	Game Doom
	SpawnID 2
	Health 70
	Radius 20
	Height 56
	Mass 100
	Speed 8
	PainChance 170
	Monster
	MaxStepHeight 32
	MaxDropOffHeight 168
	+FLOORCLIP
	+NOINFIGHTING
	Species "Enemy"
	+DONTHARMSPECIES
	SeeSound "chainguy/sight"
	PainSound "chainguy/pain"
	DeathSound "chainguy/death"
	ActiveSound "chainguy/active"
	AttackSound "chainguy/attack"
	Obituary "$OB_CHAINGUY"
	Dropitem "Clip"
	Dropitem "Clip"
	Dropitem "2CreditDrop"
	DropItem "RandomPowerup",3,1
	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
		CPOS KLM 5
		CPOS N 5000
		Stop
	XDeath:
		CPOS O 5 
		CPOS P 5 A_XScream
		CPOS Q 5 A_NoBlocking
		CPOS RS 5
		CPOS T 5000
		Stop
	Raise:
		CPOS N 5
		CPOS MLKJIH 5
		Goto See
	}
}

ACTOR OmegaZombieMan 10004
{
	Game Doom
	Health 60
	Radius 20
	Height 56
	Speed 12
	PainChance 125
	Monster
	+FLOORCLIP
	+NOINFIGHTING
	Species "Enemy"
	+DONTHARMSPECIES
	MaxStepHeight 32
	MaxDropOffHeight 168
	SeeSound "grunt/sight"
	AttackSound "grunt/attack"
	PainSound "grunt/pain"
	DeathSound "grunt/death"
	ActiveSound "grunt/active"
	Obituary "$OB_ZOMBIE"
	DropItem "HealthBonus"
	DropItem "HealthBonus"
	DropItem "ArmorBonus"
	DropItem "ArmorBonus"
	DropItem "2CreditDrop"
	DropItem "Clip"
	DropItem "Clip"
	DropItem "RandomPowerup",3,1
	States
	{
	Spawn:
		POZO AB 10 A_Look
		Loop
	See:
		POZO AABBCCDD 4 A_Chase
		Loop
	Missile:
		POZO E 9 A_FaceTarget
		POZO E 3 bright
		POZO F 2 bright A_PosAttack
		POZO E 3 bright
		POZO F 2 bright A_PosAttack
		POZO E 3 bright
		POZO F 2 bright A_PosAttack
		POZO E 8
		Goto See
	Pain:
		POZO G 3
		POZO G 3 A_Pain
		Goto See
	Death:
		POZO H 5
		POZO I 5 A_Scream
		POZO J 5 A_NoBlocking
		POZO K 5
		POZO L 5000
		Stop
	XDeath:
		POZO M 5
		POZO N 5 A_XScream
		POZO O 5 A_NoBlocking
		POZO PQRST 5
		POZO U 5000
		Stop
	Raise:
		POZO K 5
		POZO JIH 5
		Goto See
	}
}

// Hell

ACTOR NewDoomImp replaces DoomImp
{
	Health 60
	Radius 20
	Height 56
	Mass 100
	Speed 8
	PainChance 200
	Monster
	+FLOORCLIP
	Species "Enemy"
	+DONTHARMSPECIES
	+NOINFIGHTING
	MaxStepHeight 36
	MaxDropOffHeight 96
	SeeSound "imp/sight"
	PainSound "imp/pain"
	DeathSound "imp/death"
	ActiveSound "imp/active"
	HitObituary "$OB_IMPHIT"
	Obituary "$OB_IMP"
	Dropitem "2CreditDrop"
	Dropitem "Clip"
	DropItem "RandomPowerup",4,1
	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 5000
		Stop
	XDeath:
		TROO N 5
		TROO O 5 A_XScream
		TROO P 5
		TROO Q 5 A_NoBlocking
		TROO RST 5
		TROO U 5000
		Stop
	Raise:
		TROO MLKJI 8
		Goto See
	}
}

ACTOR NewDemon replaces Demon
{
	Health 150
	PainChance 180
	Speed 10
	Radius 30
	Height 56
	Mass 400
	Monster
	+FLOORCLIP
	+NOINFIGHTING
	Species "Enemy"
	+DONTHARMSPECIES
	MaxStepHeight 30
	MaxDropOffHeight 64
	SeeSound "demon/sight"
	AttackSound "demon/melee"
	PainSound "demon/pain"
	DeathSound "demon/death"
	ActiveSound "demon/active"
	Obituary "$OB_DEMONHIT"
	Dropitem "2CreditDrop"
	Dropitem "CreditDrop"
	Dropitem "SuperHealthBonus"
	Dropitem "Shell"
	DropItem "RandomPowerup",4,1
	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 5000
		Stop
	Raise:
		SARG N 5
		SARG MLKJI 5
		Goto See
	}
}

ACTOR NewSpectre : NewDemon replaces Spectre
{
	+SHADOW
	RenderStyle OptFuzzy
	Alpha 0.5
	SeeSound "spectre/sight"
	AttackSound "spectre/melee"
	PainSound "spectre/pain"
	DeathSound "spectre/death"
	ActiveSound "spectre/active"
	HitObituary "$OB_SPECTREHIT"
}

ACTOR NewLostSoul replaces LostSoul
{
	Health 100
	Radius 16
	Height 56
	Mass 50
	Speed 8
	Damage 3
	PainChance 256
	Monster
	+FLOAT +NOGRAVITY +MISSILEMORE +DONTFALL +NOICEDEATH
	+NOINFIGHTING
	Species "Enemy"
	+DONTHARMSPECIES
	Damagefactor "HellFire", 0.0
	MaxStepHeight 36
	MaxDropOffHeight 96
	AttackSound "skull/melee"
	PainSound "skull/pain"
	DeathSound "skull/death"
	ActiveSound "skull/active"
	RenderStyle SoulTrans
	Obituary "$OB_SKULL"
	Dropitem "2CreditDrop"
	Dropitem "Clip"
	Dropitem "Clip"
	Dropitem "HealthBonus"
	DropItem "RandomPowerup",4,1
	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
	}
}

ACTOR PELostSoul : NewLostSoul
{
	Dropitem "HealthBonus"
}

ACTOR NewBaronOfHell replaces BaronOfHell
{
	Health 1000
	Radius 24
	Height 64
	Mass 1000
	Speed 8
	PainChance 50
	Monster
	+FLOORCLIP
	+BOSSDEATH
	+NOINFIGHTING
	Species "Enemy"
	+DONTHARMSPECIES
	BloodColor "Green"
	MaxStepHeight 36
	MaxDropOffHeight 96
	SeeSound "baron/sight"
	PainSound "baron/pain"
	DeathSound "baron/death"
	ActiveSound "baron/active"
	Obituary "$OB_BARON"
	HitObituary "$OB_BARONHIT"
	Dropitem "5CreditDrop"
	Dropitem "ArmorBonus"
	Dropitem "ArmorBonus"
	DropItem "ClipBox"
	DropItem "Clip"
	DropItem "RandomPowerup",4,1
	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 5000 A_BossDeath   
		Stop
	Raise:
		BOSS O 8
		BOSS NMLKJI  8
		Goto See
	}
}

ACTOR NewHellKnight : NewBaronOfHell replaces HellKnight
{
	Health 500
	-BOSSDEATH
	SeeSound "knight/sight"
	ActiveSound "knight/active"
	PainSound "knight/pain"
	DeathSound "knight/death"
	HitObituary "$OB_KNIGHTHIT"
	Obituary "$OB_KNIGHT"
	Dropitem "2CreditDrop"
	Dropitem "CreditDrop"
	Dropitem "ArmorBonus"
	Dropitem "ArmorBonus"
	DropItem "ClipBox"
	DropItem "RandomPowerup",4,1
	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 5000
		Stop
	Raise:
		BOS2 O 8
		BOS2 NMLKJI  8
		Goto See
	}
}

ACTOR NewCacodemon replaces Cacodemon
{
	Health 400
	Radius 31
	Height 56
	Mass 400
	Speed 8
	PainChance 128
	Monster
	+FLOAT +NOGRAVITY
	+NOINFIGHTING
	Species "Enemy"
	+DONTHARMSPECIES
	MaxStepHeight 36
	MaxDropOffHeight 96
	BloodColor "Blue"
	SeeSound "caco/sight"
	PainSound "caco/pain"
	DeathSound "caco/death"
	ActiveSound "caco/active"
	Obituary "$OB_CACO"
	HitObituary "$OB_CACOHIT"
	Dropitem "2CreditDrop"
	Dropitem "CreditDrop"
	Dropitem "HealthBonus"
	Dropitem "Cell"
	DropItem "RandomPowerup",4,1
	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:
		HEAD G 8
		HEAD H 8 A_Scream
		HEAD I 8
		HEAD J 8
		HEAD K 8 A_NoBlocking
		HEAD L 5000 A_SetFloorClip
		Stop
	Raise:
		HEAD L 8 A_UnSetFloorClip
		HEAD KJIHG 8
		Goto See
	}
}

ACTOR NewFatso replaces Fatso
{
	Health 600
	Radius 48
	Height 64
	Mass 1000
	Speed 8
	PainChance 80
	Monster
	+FLOORCLIP
	+BOSSDEATH
	+NOINFIGHTING
	Species "Enemy"
	+DONTHARMSPECIES
	MaxStepHeight 36
	MaxDropOffHeight 96
	SeeSound "fatso/sight"
	PainSound "fatso/pain"
	DeathSound "fatso/death"
	ActiveSound "fatso/active"
	Obituary "$OB_FATSO"
	Dropitem "2CreditDrop"
	Dropitem "2CreditDrop"
	Dropitem "CreditDrop"
	Dropitem "RocketAmmo"
	DropItem "RandomPowerup",4,1
	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 A_FaceTarget
		FATT H 10 BRIGHT A_FatAttack2
		FATT IG 5 A_FaceTarget
		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 5000 A_BossDeath    
	     Stop
	 Raise:
		FATT R 5
		FATT QPONMLK 5
		Goto See
	}
}

ACTOR NewArachnotron replaces Arachnotron
{
	Health 500
	Radius 48
	Height 64
	Mass 600
	Speed 12
	PainChance 128
	Monster
	+FLOORCLIP
	+BOSSDEATH
	+NOINFIGHTING
	Species "Enemy"
	+DONTHARMSPECIES
	MaxStepHeight 36
	MaxDropOffHeight 96
	SeeSound "baby/sight"
	PainSound "baby/pain"
	DeathSound "baby/death"
	ActiveSound "baby/active"
	Obituary "$OB_BABY"
	Dropitem "2CreditDrop"
	Dropitem "2CreditDrop"
	Dropitem "Cell"
	DropItem "RandomPowerup",4,1
	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 5000 A_BossDeath
		Stop
    Raise:
		BSPI P 5
		BSPI ONMLKJ 5
		Goto See+1
	}
}

ACTOR NewPainElemental replaces PainElemental
{
	Health 400
	Radius 31
	Height 56
	Mass 400
	Speed 8
	PainChance 128
	Monster
	+FLOAT 
	+NOGRAVITY
	+NOINFIGHTING
	Species "Enemy"
	+DONTHARMSPECIES
	MaxStepHeight 36
	MaxDropOffHeight 96
	SeeSound "pain/sight"
	PainSound "pain/pain"
	DeathSound "pain/death"
	ActiveSound "pain/active"
	Dropitem "2CreditDrop"
	Dropitem "CreditDrop"
	DropItem "HealthBonus"
	DropItem "HealthBonus"
	DropItem "Shell"
	DropItem "RandomPowerup",4,1
	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("PELostSoul")
		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("PELostSoul")
		PAIN M 8 BRIGHT
		Stop
	Raise:
		PAIN MLKJIH 8
		Goto See
	}
}

ACTOR NewRevenant replaces Revenant
{
	Health 300
	Radius 20
	Height 56
	Mass 500
	Speed 10
	PainChance 100
	Monster
	MeleeThreshold 196
	+MISSILEMORE 
	+FLOORCLIP
	+NOINFIGHTING
	Species "Enemy"
	+DONTHARMSPECIES
	MaxStepHeight 36
	MaxDropOffHeight 96
	SeeSound "skeleton/sight"
	PainSound "skeleton/pain"
	DeathSound "skeleton/death"
	ActiveSound "skeleton/active"
	MeleeSound "skeleton/melee"
	HitObituary "$OB_UNDEADHIT"
	Obituary "$OB_UNDEAD"
	Dropitem "3CreditDrop"
	DropItem "RocketAmmo"
	DropItem "RocketAmmo"
	DropItem "RandomPowerup",4,1
	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 0 BRIGHT A_FaceTarget 
		SKEL J 10 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 5000
		Stop
	Raise:
		SKEL Q 5
		SKEL PONML 5
		Goto See
	}
}

ACTOR NewArchvile replaces Archvile
{
	Health 700
	Radius 20
	Height 56
	Mass 500
	Speed 15
	PainChance 10
	Monster
	MaxTargetRange 896
	+QUICKTORETALIATE 
	+FLOORCLIP 
	+NOTARGET
	+NOINFIGHTING
	Species "Enemy"
	+DONTHARMSPECIES
	Damagefactor "HellFire", 0.0
	MaxStepHeight 36
	MaxDropOffHeight 96
	SeeSound "vile/sight"
	PainSound "vile/pain"
	DeathSound "vile/death"
	ActiveSound "vile/active"
	MeleeSound "vile/stop"
	Obituary "$OB_VILE"
	Dropitem "5CreditDrop"
	Dropitem "SuperHealthBonus"
	Dropitem "SuperHealthBonus"
	DropItem "RandomPowerup",6,1
	States
	{
	Spawn:
		VILE AB 10 A_Look
		Loop
	See:
		TNT1 A 0 A_Jump(2,"Summon")
		VILE AABBCCDDEEFF 2 A_Chase
		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
	Summon: //Corpse despawn logic fucks up healing, so summon instead
		TNT1 A 0 A_PlaySound("DSSLOP") //Gib Sound
		TNT1 A 0 A_SpawnItem("ArchvileSpawn",80)
		TNT1 A 0 A_Recoil(5)
		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 5000
		Stop
	}
}

ACTOR NewCyberdemon replaces Cyberdemon
{
	Health 4000
	Radius 38 //Reduced from 40
	Height 80 //Reduced height from 110 so his tall ass can fit thru some doorways
	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"
	DropItem "5CreditDrop"
	DropItem "5CreditDrop"
	DropItem "RocketBox"
	DropItem "RocketBox"
	DropItem "RandomPowerup",50,1
	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 Cybruiser : BaronOfHell 30128
{ 
  Health 600
  Radius 24 
  Height 64 
  Mass 1000 
  Speed 8 
  PainChance 20 
  Monster
  MeleeDamage 10
  Obituary "%o was blown away by a Cybruiser."
  HitObituary "%o was smashed by a Cybruiser."
  +FloorClip
  +MissileMore
  +DontHurtSpecies
  MaxStepHeight 32
  MaxDropOffHeight 168
	Species "Enemy"
	+DONTHARMSPECIES
  SeeSound "monster/brusit" 
  PainSound "baron/pain" 
  DeathSound "monster/brudth"
  MeleeSound "baron/melee"
  Dropitem "RocketAmmo"
  Dropitem "RocketAmmo"
  Dropitem "2CreditDrop"
  Dropitem "2CreditDrop"
  DropItem "RandomPowerup",3,1
  States 
  { 
  Spawn: 
    BRUS AB 10 A_Look 
    Loop 
  See:
    BRUS A 1 A_Playsound("monster/bruwlk")
    BRUS A 2 A_Chase
    BRUS A 3 A_Chase
    BRUS BB 3 A_Chase
    BRUS C 1 A_Playsound("monster/bruwlk")
    BRUS C 2 A_Chase
    BRUS C 3 A_Chase 
    BRUS DD 3 A_Chase
    Loop 
  Missile:
    BRUS E 8 A_FaceTarget 
    BRUS F 12 Bright A_CustomMissile("BruiserMissile",38,15,0,0)
    BRUS E 12 A_FaceTarget
    BRUS F 12 Bright A_CustomMissile("BruiserMissile",38,15,0,0)
    BRUS E 12 A_FaceTarget
    BRUS F 12 Bright A_CustomMissile("BruiserMissile",38,15,0,0)
    Goto See
  Melee:
    BRUS GH 8 A_FaceTarget
    BRUS I 8 A_MeleeAttack
    Goto See
  Pain: 
    BRUS J 2 
    BRUS J 2 A_Pain 
    Goto See 
  Death: 
    BRUS K 6 Bright A_Scream
    BRUS LMN 6 Bright
    BRUS O 6 Bright A_NoBlocking
    BRUS QR 6 Bright
    BRUS S 6
    BRUS T 5000 A_BossDeath
    Stop
  } 
}

Actor BruiserMissile
{
  Radius 8
  Height 12
  Speed 20
  Damage 15
  Scale 1.0
  Projectile
  RenderStyle Normal
  +ThruGhost
  SeeSound "monster/brufir"
  DeathSound "weapons/hellex"
  DontHurtShooter
  +FireDamage
  Decal Scorch
  States
  {
  Spawn: 
    FBRS A 1 Bright
    FBRS A 1 Bright A_SpawnItemEx("BruiserTrail",0,0,0,0,0,0,0,128)
    Loop
  Death:
    BAL3 C 0 Bright A_SetTranslucent(0.67,1)
    BAL3 C 6 Bright A_Explode(96,64,0)
    BAL3 D 6 Bright 
    BAL3 E 6 Bright
    Stop
  }
}

Actor BruiserTrail
{   
  Radius 3
  Height 3
  RenderStyle Translucent
  Alpha 0.67
  Projectile
  States
  {
  Spawn:
    TNT1 A 3 Bright
    PUFF ABCD 4 BRIGHT
    Stop 
  }
}

ACTOR HazmatGunner
{
	Game Doom
	obituary "%o was melted by a Hazmat Gunner."
	health 155
	mass 90
	speed 12
	Radius 20
	Height 52
	painchance 100
	+NOINFIGHTING
	Species "Enemy"
	+DONTHARMSPECIES
	seesound "grunt/sight"
	painsound "grunt/pain"
	deathsound "grunt/death"
	activesound "grunt/active"
	attacksound "hazmat/tazer"
	Dropitem "Cell"
	Dropitem "Cell"
	Dropitem "3CreditDrop"
	DropItem "SuperArmorBonus"
	DropItem "RandomPowerup",3,1
	MONSTER
	+FLOORCLIP
  States
  {
   Spawn:
    HMZP AB 6 A_Look
    loop
  See:
    HMZP AABBCCDD 2 A_Chase
    loop
  Missile:
    HMZP E 1 A_FaceTarget
    HMZP F 1 BRIGHT A_CustomMissile("PlasmaBall",32,0,0,0)
    HMZP E 1
	HMZP F 1 BRIGHT A_CustomMissile("PlasmaBall",32,0,0,0)
    HMZP E 1
	HMZP F 1 BRIGHT A_CustomMissile("PlasmaBall",32,0,0,0)
    HMZP E 1
    goto See
  Pain:
    HMZP G 3
    HMZP G 3 A_Pain
    goto See
  Death:
    HMZP H 5
    HMZP I 5 A_Scream
    HMZP J 5 A_NoBlocking
    HMZP K 5
    HMZP L 5000
    stop
  XDeath:
    HMZP M 5
    HMZP N 5 A_XScream
    HMZP O 5 A_NoBlocking
    HMZP PQRST 5
    HMZP U 5000
    stop
  Raise:
    HMZP LKJIH 5
    goto See
  }
}

//HELL MONSTAS
actor DarkImp
{
    Health 110
    Radius 20
    Height 56
    Speed 9
    PainChance 200
    MONSTER 
    +FLOORCLIP
	+NOINFIGHTING
	Species "Enemy"
	+DONTHARMSPECIES
	MaxStepHeight 36
	MaxDropOffHeight 96
    SeeSound "imp/sight"
    PainSound "imp/pain"
    DeathSound "imp/death"
    ActiveSound "imp/active"
    MeleeSound "imp/melee"
    Obituary "%o was cursed by a dark imp."
    HitObituary "%o was touched by a dark imp."
    MissileType DarkFast
    MeleeDamage 4
    Dropitem "2CreditDrop"
	Dropitem "Clip"
	Dropitem "Clip"
	Dropitem "HealthBonus"
	DropItem "RandomPowerup",4,1
    States
    {
    Spawn:
        DRKS AB 10 A_Look
        Loop
    See:
        DRKS AABBCCDD 3 A_Chase
        Loop
    Melee:
    Missile:
        DRKS EF 8 A_FaceTarget
        DRKS G 6 A_ComboAttack
        Goto See
    Pain:
        DRKS H 2
        DRKS H 2 A_Pain
        Goto See
    Death:
        DRKS I 8
        DRKS J 8 A_Scream
        DRKS K 6
        DRKS L 6 A_Fall
        DRKS M 5000
        Stop
    XDeath:
        DRKI N 5
        DRKI O 5 A_XScream
        DRKI P 5
        DRKI Q 5 A_Fall
        DRKI RST 5
        DRKI U 5000
        Stop
    Raise:
        DRKS ML 8
        DRKS KJI 6
        Goto See
    }
}

actor DarkFast
{
    Radius 8
    Height 6
    Speed 18
    Damage 4
    PROJECTILE
    RENDERSTYLE ADD
    ALPHA 0.67
    SeeSound "imp/attack"
    DeathSound "imp/shotx"
    MISSILEHEIGHT 0
    Decal DoomImpScorch
    States
    {
    Spawn:
        DKB1 AB 4 Bright
        Loop
    Death:
        DKB1 CDE 4 Bright
        Stop
    }   
}

actor SuperDevil : NewDoomImp
{
	obituary "%o was destroyed by a Super Devil."
	hitobituary "%o was ripped apart by a Super Devil."
	health 180 
	radius 20
	height 56
	mass 120
	speed 10
	painchance 160
	+DONTHARMCLASS
	+NOINFIGHTING
	Species "Enemy"
	+DONTHARMSPECIES
	Damagefactor "HellFire", 0.0
	MaxStepHeight 36
	MaxDropOffHeight 96
	MeleeDamage 6
	seesound "monster/dvlsit"
	painsound "monster/dvlpai"
	deathsound "monster/dvldth"
	activesound "monster/dvlact"
	MONSTER
	+FLOORCLIP
	Dropitem "2CreditDrop"
	Dropitem "Shell"
	Dropitem "HealthBonus"
	DropItem "RandomPowerup",4,1
  States
  {
  Spawn:
    TRN2 AB 10 A_Look
    loop
  See:
    TRN2 AABBCCDD 3 A_Chase
    loop
  Melee:
  Missile:
    TRN2 EF 6 A_FaceTarget
    TRN2 G 4 A_BruisAttack
    TRN2 B 2
    TRN2 VW 6 A_FaceTarget
    TRN2 X 4 A_BruisAttack
    TRN2 E 0 A_Jump(200,9)
    TRN2 D 2
    TRN2 EF 6 A_FaceTarget
    TRN2 G 4 A_BruisAttack
    TRN2 B 2
    TRN2 VW 6 A_FaceTarget
    TRN2 X 4 A_BruisAttack
    TRN2 B 0
    goto See
  Pain:
    TRN2 H 2
    TRN2 H 2 A_Pain
    goto See
  Death:
    TRN2 I 8
    TRN2 J 8 A_Scream
    TRN2 K 6
    TRN2 L 6 A_NoBlocking
    TRN2 M -1
    stop
  XDeath:
    TRN2 N 5
    TRN2 O 5 A_XScream
    TRN2 P 5
    TRN2 Q 5 A_NoBlocking
    TRN2 RST 5
    TRN2 U 5000
    stop
  Raise:
    TRN2 ML 8
    TRN2 KJI 6
    goto See
  }
}

ACTOR Cacolantern
{ 
	//$Category "ZDoom Monster pack"
   Health 600 
   Speed 8 
   Radius 31
   Height 56
   PainChance 128
   Mass 400
   Meleedamage 6 
   REACTIONTIME 8 
   BloodColor "EB 6F 0F"
   MONSTER
   +NOGRAVITY
   +FLOAT
   +NOINFIGHTING
	Species "Enemy"
	+DONTHARMSPECIES
	Damagefactor "HellFire", 0.0
	MaxStepHeight 36
	MaxDropOffHeight 96
   SeeSound "caco/sight"
   PainSound "caco/pain"
   DeathSound "caco/death"
   ActiveSound "caco/active"
   Missiletype CacolanternBall 
   MissileHeight 30
   HitObituary "%o admired the Cacolantern's teeth." 
   Obituary "%o couldn't take %h eyes off the eye." 
   Dropitem "2CreditDrop"
   Dropitem "2CreditDrop"
   DropItem "HealthBonus"
   DropItem "HealthBonus"
   Dropitem "Cell"
   Dropitem "Cell"
   DropItem "RandomPowerup",4,1
   States 
   { 
   Spawn: 
      HED2 A 10 bright A_Look 
      Loop 
   See: 
      HED2 A 3 bright A_Chase 
      Loop 
   Missile: 
      HED2 BC 5 bright A_FaceTarget 
      HED2 D 5 bright A_ComboAttack
      Goto See 
   Pain: 
      HED2 E 4 bright
      HED2 E 4 bright A_Pain 
      HED2 F 5 bright
      Goto See 
   Death: 
      HED2 G 8 bright
      HED2 H 8 bright A_Scream 
      HED2 I 8 bright
      HED2 J 8
      HED2 K 8 A_NoBlocking 
      HED2 L 5000 A_SetFloorClip
      Stop 
   Raise: 
      HED2 L 8 A_UnsetFloorClip
      HED2 KJ 8
      HED2 IHG 8 bright 
      Goto See 
   } 
}

actor CacolanternBall
{
    Radius 13
    Height 8
    Speed 22
    Damage 9
    PROJECTILE
    RENDERSTYLE ADD
    ALPHA 0.67
    SeeSound "imp/attack"
    DeathSound "imp/shotx"
    Decal CacoScorch
    States
    {
    Spawn:
        BAL8 ABCDEFGH 5 Bright
        Loop
    Death:
        BAL8 IJKL 4 Bright
        Stop
    }
}
Actor Abaddon
{
	Monster
	Health 1000
	Radius 36
	Height 60
	Mass 2000
	Speed 12
	PainChance 40
	Scale 1.1
	MeleeRange 56
	+NOINFIGHTING
	Species "Enemy"
	+DONTHARMSPECIES
	Damagefactor "HellFire", 0.0
	MaxStepHeight 36
	MaxDropOffHeight 96
	MeleeDamage 8
	SeeSound "Abaddon/Sight"
	ActiveSound "Abaddon/Active"
	PainSound "Abaddon/Pain"
	DeathSound "Abaddon/Death"
	Obituary "%o was smitten by an Abaddon."
	HitObituary "%o became food for an Abaddon."
   Dropitem "5CreditDrop"
   DropItem "SuperHealthBonus"
   Dropitem "CellPack"
   DropItem "RandomPowerup",4,1
	+FLOAT
	+NOGRAVITY
States
	{
	Spawn:
		HED3 A 10 A_Look
		Loop
	See:
		HED3 A 3 A_Chase
		Loop
	Pain:
		HED3 E 2
		HED3 E 2 A_Pain
		HED3 F 4
		Goto See
	Missile:
		TNT1 A 0 A_Jump(130,7,13)
		HED3 BC 5 A_FaceTarget
		HED3 D 5 Bright A_BasicAttack(8,"none","AbaddonBall",28)
		HED3 BC 5 A_FaceTarget
		HED3 D 5 Bright A_BasicAttack(8,"none","AbaddonBall",28)
		Goto See
		HED3 BC 5 A_FaceTarget
		HED3 D 1 Bright A_CustomMissile("AbaddonBallSmall",28,3,8)
		HED3 D 1 Bright A_CustomMissile("AbaddonBallSmall",28,0,0)
		HED3 D 3 Bright A_CustomMissile("AbaddonBallSmall",28,-3,-8)
		TNT1 A 0 A_Jump(80,7)
		Goto See
		HED3 BC 5 A_FaceTarget
		HED3 D 1 Bright A_CustomMissile("AbaddonBallSmall",28,-3,-8)
		HED3 D 1 Bright A_CustomMissile("AbaddonBallSmall",28,0,0)
		HED3 D 3 Bright A_CustomMissile("AbaddonBallSmall",28,3,8)
		TNT1 A 0 A_Jump(80,1)
		Goto See
		HED3 BC 5 A_FaceTarget
		HED3 D 5 Bright A_BasicAttack(8,"none","AbaddonBall",28)
		Goto See
	Death:
		HED3 G 6 A_NoBlocking
		HED3 H 6 A_Scream
		HED3 IJKLMN 6
		HED3 O 2500 A_SetFloorClip
		Stop
	Raise:
		HED3 O 6 A_UnSetFloorClip
		HED3 NMLKJIHG 6
		Goto See
	}
}

Actor AbaddonBall
{
	Projectile
	Radius 6
	Height 8
	Speed 25
	FastSpeed 30
	Damage 10
	RenderStyle Add
	Decal Cacoscorch
	SeeSound "caco/attack"
	DeathSound "caco/shotx"
	+RANDOMIZE
	States
		{
		Spawn:
			BAL3 AB 4 BRIGHT
			Loop
		Death:
			BAL3 CDE 6 BRIGHT
			Stop
	}
}

Actor AbaddonBallSmall : CacodemonBall
{
Radius 4
Height 6
Speed 20
FastSpeed 24
Decal HImpScorch
States
	{
	Spawn:
		BAL3 FGH 4 Bright
		Loop
	Death:
		BAL3 IJKLM 4 Bright
		Stop
	}
}

ACTOR Belphegor
{ 
   //Modified by michael9r9r to have more attacks
   Health 1200 
   Speed 8
   Radius 24
   Height 64
   PainChance 50
   Mass 1000
   Meleedamage 15 
   BloodColor "Green"
   SeeSound "baron/sight"
   PainSound "baron/pain"
   DeathSound "baron/death"
   ActiveSound "baron/active"
   MeleeSound "baron/melee"
   REACTIONTIME 8 
   MONSTER 
	+FLOORCLIP
	+NOINFIGHTING
	Species "Enemy"
	+DONTHARMSPECIES
	Damagefactor "HellFire", 0.0
	MaxStepHeight 36
	MaxDropOffHeight 96
   Missiletype BelphegorBall 
   Obituary "%o was incinerated by a Belphegor." 
   HitObituary "the last thing %o saw was the Belphegor's abs." 
    DropItem "5CreditDrop"
	DropItem "CreditDrop"
	DropItem "SuperArmorBonus"
	DropItem "ClipBox"
	DropItem "ClipBox"
    DropItem "RandomPowerup",4,1
   States 
   { 
   Spawn: 
      BOS3 AB 8 A_Look 
      Loop 
   See: 
      BOS3 AABBCCDD 3 A_Chase 
      Loop 
   Missile: 
	  TNT1 A 0 A_Jump(96,"Missile2")
      BOS3 E 8 A_FaceTarget 
      BOS3 F 8 A_FaceTarget 
      BOS3 G 8 Bright A_ComboAttack 
      BOS3 F 8 A_FaceTarget 
      BOS3 G 8 Bright A_ComboAttack 
      BOS3 F 8 A_FaceTarget 
      BOS3 G 8 Bright A_ComboAttack 
      Goto See 
	Missile2: 
      BOS3 E 8 A_FaceTarget 
      BOS3 F 8 A_FaceTarget 
	  TNT1 A 0 A_CustomMissile("BelphegorBall",32,0,-20)
	  TNT1 A 0 A_CustomMissile("BelphegorBall",32,0,20)
      BOS3 G 8 BRIGHT A_ComboAttack 
      Goto See 
   Melee: 
      BOS3 EF 8 A_FaceTarget 
      BOS3 G 8 A_ComboAttack 
      Goto See 
   Pain: 
      BOS3 H 2 
      BOS3 H 2 A_Pain 
      Goto See 
   Death: 
      BOS3 I 8 
      BOS3 J 8 A_Scream 
      BOS3 K 8 
      BOS3 L 8 A_NoBlocking 
      BOS3 MN 8  
      BOS3 O -1 
      Stop 
   Raise: 
      BOS3 ONMLKJI 8 
      Goto See 
   } 
}

ACTOR BelphegorBall
{
    Radius 6
    Height 8
    Speed 25
    Damage 10
    PROJECTILE
    RENDERSTYLE ADD
    ALPHA 0.67
    SeeSound "imp/attack"
    DeathSound "imp/shotx"
    Decal BaronScorch
    States
    {
    Spawn:
        BAL7 AB 5 Bright
        Loop
    Death:
        BAL7 CDE 6 Bright
        Stop
    }
}

ACTOR LordofHeresy
{
    Health 1500
    Radius 20
    Height 56
    Speed 13
    PainChance 30
    BloodColor "Green"
	MeleeDamage 20 
    Mass 1000
	+NOINFIGHTING
	Species "Enemy"
	+DONTHARMSPECIES
	Damagefactor "HellFire", 0.0
	MaxStepHeight 36
	MaxDropOffHeight 96
    Obituary "%o was annihilated by the heresy lord."
    SeeSound "LordOfHeresy/sight"
    PainSound "demon/pain"
    DeathSound "LordOfHeresy/death"
    ActiveSound "LordOfHeresy/act"
	DropItem "5CreditDrop"
	DropItem "SuperArmorBonus"
	DropItem "ClipBox"
	DropItem "ClipBox"
    DropItem "RandomPowerup",4,1
    MONSTER
    +FLOORCLIP
    States
    {
    Spawn:
        LOHS AB 7 A_Look
        Loop
    See:
        LOHS AABBCCDD 4 A_Chase
        Loop
    Missile:
        LOHS E 0 A_Jump(85,5)
        LOHS E 0 A_Jump(128,9)
        LOHS E 6 A_FaceTarget
        LOHS F 6 A_FaceTarget
        LOHS G 6 A_Custommissile ("LOHBall", 32, 0, 0)
		LOHS E 6 A_FaceTarget
        LOHS F 6 A_FaceTarget
        LOHS G 6 A_Custommissile ("LOHBall", 32, 0, 0)
        Goto See
        LOHS E 8 A_FaceTarget
        LOHS F 8 A_FaceTarget
        LOHS G 0 A_Custommissile ("LOHBall", 32, 0, 8)
        LOHS G 0 A_Custommissile ("LOHBall", 32, 0, 0)
        LOHS G 8 A_Custommissile ("LOHBall", 32, 0, -8)
        Goto See
        LOHS E 8 A_FaceTarget
        LOHS F 8 A_FaceTarget
        LOHS G 0 A_Custommissile ("LOHBall", 32, 0, -20)
        LOHS G 8 A_Custommissile ("LOHBall", 32, 0, 0)
        LOHS E 8 A_FaceTarget
        LOHS F 8 A_FaceTarget
        LOHS G 0 A_Custommissile ("LOHBall", 32, 0, 20)
        LOHS G 8 A_Custommissile ("LOHBall", 32, 0, 0)
        LOHS E 8 A_FaceTarget
        LOHS F 8 A_FaceTarget
        LOHS G 0 A_Custommissile ("LOHBall", 32, 0, -12)
        LOHS G 8 A_Custommissile ("LOHBall", 32, 0, 12)
        Goto See
    Pain:
        LOHS H 5
        LOHS H 5 A_Pain
        Goto See
    Death:
        LOHS I 8
        LOHS J 8 A_Scream
        LOHS K 8 A_Fall
        LOHS LMN 8
        LOHS O 5000
        Stop
    Raise:
        LOHS ONMLKJI 5
        Goto See
    }
}


ACTOR LOHBall
{
    Radius 6
    Height 8
    Speed 30
    Damage 13
    PROJECTILE
    RENDERSTYLE ADD
    ALPHA 0.67
    SeeSound "imp/attack"
    DeathSound "imp/shotx"
    Decal BaronScorch
    States
    {
    Spawn:
        BAL7 AB 5 Bright
        Loop
    Death:
        BAL7 CDE 6 Bright
        Stop
    }
}

ACTOR BloodDemon
{ 
	//$Category Monsters
    Health 300 
    Speed 12 
    Height 56
    Radius 30
    Mass 400
    PainChance 180
    MeleeDamage 6 
    ReactionTime 8 
    MONSTER
    +FLOORCLIP
	+NOINFIGHTING
	Species "Enemy"
	+DONTHARMSPECIES
	Damagefactor "HellFire", 0.0
	MeleeRange 48
	MaxStepHeight 36
	MaxDropOffHeight 96
    SeeSound "blooddemon/sight"
    PainSound "blooddemon/pain"
    DeathSound "blooddemon/death"
    ActiveSound "blooddemon/active"
    //MeleeSound "blooddemon/melee"
    HitObituary "%o Was chewed up and spat out by a Blood-demon." 
	Dropitem "3CreditDrop"
	DropItem "SuperHealthBonus"
	DropItem "Shells"
	DropItem "Shells"
    DropItem "RandomPowerup",4,1
    States 
    { 
    Spawn: 
       SRG2 AB 8 A_Look
       Loop 
    See: 
       SRG2 A 0 A_PlaySound("blooddemon/walk")
       SRG2 AABB 2 A_Chase
       SRG2 C 0 A_PlaySound("blooddemon/walk")
       SRG2 CCDD 2 A_Chase
       Loop 
    Melee: 
	   SRG2 E 0 A_PlaySound("blooddemon/melee")
	   TNT1 A 0 A_FaceTarget
	   TNT1 A 0 A_Recoil(-3)
       SRG2 EF 5 A_FaceTarget
	    TNT1 A 0 A_Recoil(-3)
       SRG2 G 5 A_MeleeAttack
       Goto See 
    Pain: 
       SRG2 H 2
       SRG2 H 2 A_Pain
       Goto See
    Death: 
       SRG2 I 8 
       SRG2 I 0 A_FaceTarget
       SRG2 J 0 A_SpawnItemEx("BloodDemonArm", 10, 0, 32, 0, 8, 0, 0, 128)
       SRG2 J 8 A_Scream
       SRG2 K 4 
       SRG2 L 4 A_NoBlocking
       SRG2 M 4 
       SRG2 N 5000
       Stop 
    Raise: 
       SRG2 NMLKJI 5 
       Goto See 
    } 
}

ACTOR BloodDemonArm
{
	Radius 8
	Height 8
	Speed 8
	+DOOMBOUNCE
	+DROPOFF
	+Missile
      States
	{
	Spawn:
         SG2A ABCDEFGH 2
         Loop
	Death:
	 SG2A I -1
	 Loop
	}
}

Actor NightmareDemon
{
	Health 360
	Radius 33
	Height 60
	Scale 1.1
	Speed 16
	Mass 200
	PainChance 150
	RenderStyle Translucent
	MeleeDamage 8
	Alpha 0.8
	Monster
	+FloorClip
	+LongMeleeRange
	+NOINFIGHTING
	Species "Enemy"
	+DONTHARMSPECIES
	Damagefactor "HellFire", 0.0
	MaxStepHeight 36
	MaxDropOffHeight 96
	SeeSound "NightmareDemon/sight"
	AttackSound "NightmareDemon/melee"
	PainSound "NightmareDemon/pain"
	DeathSound "NightmareDemon/death"
	ActiveSound "NightmareDemon/active"
	Obituary "%o was spooked by a Nightmare Demon."
	Dropitem "2CreditDrop"
	Dropitem "2CreditDrop"
	DropItem "SuperHealthBonus"
	DropItem "HealthBonus"
	DropItem "Shells"
	DropItem "Shells"
	DropItem "Shells"
	DropItem "RandomPowerup",4,1
  States
  {
  Spawn:
		NMDM AB 10 A_look
		Loop
  See:
	TNT1 A 0 A_PlaySound("blooddemon/walk")
    NMDM AABB 2 A_Chase
	TNT1 A 0 A_PlaySound("blooddemon/walk")
    NMDM CCDD 2 A_Chase
    Loop
  Melee:
    NMDM E 4 A_FaceTarget
	TNT1 A 0 A_Recoil(-4)
    NMDM F 4 A_FaceTarget
	TNT1 A 0 A_Recoil(-4)
    NMDM G 4 A_SargAttack
	TNT1 A 0 A_Recoil(-4)
    Goto See
  Missile:
    NMDM O 4 A_FaceTarget
    NMDM P 6 A_CustomMissile("NDemonBall", 24, 0, 0)
    Goto See
  Pain:
    NMDM H 2
    NMDM H 2 A_Pain
    Goto See
  Death:
    NMDM I 5
    NMDM J 5 A_Scream
    NMDM K 5
    NMDM L 5 A_Fall
    NMDM M 5
    NMDM N 5000
    Stop
  Raise:
    NMDM MLKJI 5
    Goto See
  }
}

Actor NDemonBall //NIGHTMARE DEMON - Fireball
{
  Radius 8
  Height 6
  Speed 12
  Damage 4
  Projectile
  SeeSound "64ball/shoot"
  DeathSound "64ball/explode"
  Decal BaronScorch
  States
  {
  Spawn:
    NMBL AB 3 Bright
    Loop
  Death:
    NMBL CDEFGH 4 Bright
    Stop
  }
}

ACTOR CitadelKnight
{
    Health 1600
    Radius 20
    Height 56
    Speed 10
    PainChance 30
    BloodColor "Blue"
	MeleeDamage 21 
    Mass 1100
	+NOINFIGHTING
	Species "Enemy"
	+DONTHARMSPECIES
	Damagefactor "HellFire", 0.0
	MaxStepHeight 36
	MaxDropOffHeight 96
    Obituary "%o was annihilated by a Citadel Knight."
    SeeSound "LordOfHeresy/sight"
    PainSound "demon/pain"
    DeathSound "LordOfHeresy/death"
    ActiveSound "LordOfHeresy/act"
	DropItem "5CreditDrop"
	DropItem "SuperArmorBonus"
	DropItem "ClipBox"
	DropItem "ClipBox"
    DropItem "RandomPowerup",4,1
    MONSTER
    +FLOORCLIP
    States
    {
    Spawn:
        CITK AB 6 A_Look
        Loop
    See:
        CITK AABBCCDD 3 A_Chase
        Loop
    Missile:
        TNT1 A 0 A_Jump(64,"SpreadAttack")
		TNT1 A 0 A_Jump(64,"Wave")
        CITK E 7 A_FaceTarget
        CITK F 7 A_FaceTarget
		CITK G 0 A_Custommissile ("CitadelKnightBall", 32, 0, -10)
		CITK G 0 A_Custommissile ("CitadelKnightBall", 32, 0, 10)
        CITK G 7 A_CustomComboAttack ("CitadelKnightBall", 32, 20)
		TNT1 A 0 A_Jump(96,"Missile")
        Goto See
	SpreadAttack:
        CITK E 9 A_FaceTarget
        CITK F 9 A_FaceTarget
        CITK G 0 A_Custommissile ("CitadelKnightBall", 32, 0, 0)
        CITK G 0 A_Custommissile ("CitadelKnightBall", 32, 0, 8)
		CITK G 0 A_Custommissile ("CitadelKnightBall", 32, 0, 16)
        CITK G 0 A_Custommissile ("CitadelKnightBall", 32, 0, -8)
        CITK G 7 A_Custommissile ("CitadelKnightBall", 32, 0, -16)
		TNT1 A 0 A_Jump(64,"SpreadAttack")
        Goto See
	Wave:
        CITK E 2 A_FaceTarget
        CITK F 2 A_FaceTarget
        CITK G 2 A_Custommissile ("CitadelKnightBall", 32, 0, -48)
		CITK E 2 A_FaceTarget
        CITK F 2 A_FaceTarget
        CITK G 2 A_Custommissile ("CitadelKnightBall", 32, 0, -36)
		CITK E 2 A_FaceTarget
        CITK F 2 A_FaceTarget
        CITK G 2 A_Custommissile ("CitadelKnightBall", 32, 0, -24)
		CITK E 2 A_FaceTarget
        CITK F 2 A_FaceTarget
        CITK G 2 A_Custommissile ("CitadelKnightBall", 32, 0, -12)
		CITK E 2 A_FaceTarget
        CITK F 2 A_FaceTarget
        CITK G 2 A_Custommissile ("CitadelKnightBall", 32, 0, 0)
		CITK E 2 A_FaceTarget
        CITK F 2 A_FaceTarget
        CITK G 2 A_Custommissile ("CitadelKnightBall", 32, 0, 12)
		CITK E 2 A_FaceTarget
        CITK F 2 A_FaceTarget
        CITK G 2 A_Custommissile ("CitadelKnightBall", 32, 0, 24)
		CITK E 2 A_FaceTarget
        CITK F 2 A_FaceTarget
        CITK G 2 A_Custommissile ("CitadelKnightBall", 32, 0, 36)
		CITK E 2 A_FaceTarget
        CITK F 2 A_FaceTarget
        CITK G 2 A_Custommissile ("CitadelKnightBall", 32, 0, 48)
		TNT1 A 0 A_Jump(64,"Wave")
        Goto See
    Pain:
        CITK H 5
        CITK H 5 A_Pain
        Goto See
    Death:
        CITK I 8
        CITK J 8 A_Scream
        CITK K 8 A_Fall
        CITK LMN 8
        CITK O 5000
        Stop
    Raise:
        CITK ONMLKJI 5
        Goto See
    }
}

actor CitadelKnightBall
{
    Radius 6
    Height 8
    Speed 35
    Damage 15
    PROJECTILE
    RENDERSTYLE ADD
    ALPHA 0.90
    SeeSound "64ball/shoot"
	DeathSound "64ball/explode"
    Decal BaronScorch
    States
    {
    Spawn:
        CTKB AB 5 Bright
        Loop
    Death:
        CTKB CDE 6 Bright
        Stop
    }
}

ACTOR RavenousOne
{ 
	//$Category Monsters
    Health 700 
    Speed 10
    Height 64
    Radius 36
    Mass 400
    PainChance 80
    MeleeDamage 10 
    ReactionTime 6 
	Scale 1.2
    MONSTER
    +FLOORCLIP
	+NOINFIGHTING
	Species "Enemy"
	+DONTHARMSPECIES
	Damagefactor "HellFire", 0.0
	BloodColor "D2 B4 8C"
	MeleeRange 72
	MaxStepHeight 36
	MaxDropOffHeight 96
    SeeSound "blooddemon/sight"
    PainSound "blooddemon/pain"
    DeathSound "blooddemon/death"
    ActiveSound "blooddemon/active"
    //MeleeSound "blooddemon/melee"
    HitObituary "%o was torn to bloody ribbons by a Ravenous One." 
	Dropitem "2CreditDrop"
	Dropitem "2CreditDrop"
	DropItem "SuperHealthBonus"
	DropItem "Shells"
	DropItem "Shells"
    DropItem "RandomPowerup",4,1
    States 
    { 
    Spawn: 
       SRG4 AB 4 A_Look
       Loop 
    See: 
       SRG4 A 0 A_PlaySound("blooddemon/walk")
       SRG4 AABB 1 A_Chase
       SRG4 C 0 A_PlaySound("blooddemon/walk")
       SRG4 CCDD 1 A_Chase
       Loop
    Melee: 
	   SRG4 E 0 A_PlaySound("blooddemon/melee")
	   TNT1 A 0 A_FaceTarget
	   TNT1 A 0 A_Recoil(-8)
       SRG4 EF 2 A_FaceTarget
	   TNT1 A 0 A_Recoil(-8)
       SRG4 G 4 A_MeleeAttack
       Goto See 
    Pain: 
       SRG4 H 2
       SRG4 H 2 A_Pain
       Goto See
    Death: 
       SRG4 I 8 
       SRG4 I 0 A_FaceTarget
       SRG4 J 8 A_Scream
       SRG4 K 4 
       SRG4 L 4 A_NoBlocking
       SRG4 M 4 
       SRG4 N 5000
       Stop 
    Raise: 
       SRG4 NMLKJI 5 
       Goto See 
    } 
}

Actor Immolator
{
	Monster
	Health 1200
	Radius 40
	Height 64
	Mass 2000
	Speed 14
	PainChance 40
	Scale 1.2
	MeleeRange 56
	+NOINFIGHTING
	Species "Enemy"
	+DONTHARMSPECIES
	Damagefactor "HellFire", 0.0
	MaxStepHeight 36
	MaxDropOffHeight 96
	MeleeDamage 8
	SeeSound "Abaddon/Sight"
	ActiveSound "Abaddon/Active"
	PainSound "Abaddon/Pain"
	DeathSound "Abaddon/Death"
	Obituary "%o was smitten by an Immolator."
	HitObituary "%o became food for an Immolator."
	Dropitem "5CreditDrop"
	DropItem "SuperHealthBonus"
	Dropitem "CellPack"
	DropItem "RandomPowerup",4,1
	+FLOAT
	+NOGRAVITY
States
	{
	Spawn:
		HED4 A 10 A_Look
		Loop
	See:
		HED4 A 3 A_Chase
		Loop
	Pain:
		HED4 E 2
		HED4 E 2 A_Pain
		HED4 F 4
		Goto See
	Missile:
		TNT1 A 0 A_Jump(64,"Spread")
		HED4 BC 6 A_FaceTarget
		HED4 D 6 Bright A_BasicAttack(8,"none","ImmolatorBall",28)
		HED4 BC 6 A_FaceTarget
		HED4 D 6 Bright A_BasicAttack(8,"none","ImmolatorBall",28)
		HED4 BC 6 A_FaceTarget
		HED4 D 6 Bright A_BasicAttack(8,"none","ImmolatorBall",28)
		Goto See
	Spread:
		HED4 BC 10 A_FaceTarget
		TNT1 A 0 A_Custommissile ("ImmolatorBall", 28, 0, 10)
		TNT1 A 0 A_Custommissile ("ImmolatorBall", 28, 0, -10)
		TNT1 A 0 A_Custommissile ("ImmolatorBall", 28, 0, 20)
		TNT1 A 0 A_Custommissile ("ImmolatorBall", 28, 0, -20)
		HED4 D 5 Bright A_BasicAttack(8,"none","ImmolatorBall",28)
		Goto See
	Death:
		HED4 G 8
		HED4 H 8 A_Scream 
		HED4 I 8
		HED4 J 8
		HED4 K 8 A_NoBlocking 
		HED4 L 5000 A_SetFloorClip
		Stop
	}
}

Actor ImmolatorBall
{
  Radius 8
  Height 10
  Speed 25
  Damage 18
  Scale 1.20
  Projectile
  RenderStyle Add
  Alpha 0.8
  SeeSound "Imp/Attack"
  DeathSound "Afrit/Hellfire"
  Decal BaronScorch
  States
  {
  Spawn:
    FRTM AB 5 Bright
    Loop
  Death:
	TNT1 A 0 A_SpawnItemEx("HellFire1")
    FRTM CDE 8 Bright
    Stop
  }
}

ACTOR BFGDemon
{
	Health 1500
	Radius 38
	Height 68
	Scale 1.3
	Mass 600
	Speed 12
	PainChance 32
	Monster
	+FLOAT +NOGRAVITY
	+NOINFIGHTING
	Species "Enemy"
	+DONTHARMSPECIES
	MaxStepHeight 36
	MaxDropOffHeight 96
	BloodColor "Green"
	SeeSound "caco/sight"
	PainSound "caco/pain"
	DeathSound "caco/death"
	ActiveSound "caco/active"
	Obituary "%o was atomized by a BFG Demon."
	Dropitem "5CreditDrop"
	DropItem "SuperHealthBonus"
	Dropitem "CellPack"
	DropItem "RandomPowerup",4,1
	States
	{
	Spawn:
		HED5 A 8 A_Look
		Loop
	See:
		HED5 A 2 A_Chase
		Loop
	Missile:
		TNT1 A 0 A_Jump(64,"Spread")
		HED5 B 5 A_FaceTarget
		HED5 C 5 A_FaceTarget
		TNT1 A 0 A_PlaySound ("weapons/bfgf")
		HED5 D 5 BRIGHT A_BasicAttack(8,"none","ZombieBFGBall",28)
		Goto See
	Spread:
		HED5 BC 10 A_FaceTarget
		TNT1 A 0 A_PlaySound ("weapons/bfgf")
		TNT1 A 0 A_Custommissile ("ZombieBFGBall", 28, 0, 25)
		TNT1 A 0 A_Custommissile ("ZombieBFGBall", 28, 0, -25)
		HED5 D 5 Bright A_BasicAttack(8,"none","ZombieBFGBall",28)
		Goto See
	Pain:
		HED5 E 3
		HED5 E 3 A_Pain
		HED5 F 6
		Goto See
	Death:
		HED5 G 8
		HED5 H 8 A_Scream
		HED5 I 8
		HED5 J 8
		HED5 K 8 A_NoBlocking
		HED5 L 5000 A_SetFloorClip
		Stop
	Raise:
		HED5 L 8 A_UnSetFloorClip
		HED5 KJIHG 8
		Goto See
	}
}
ACTOR Eldervile
{
	Health 1100
	Radius 24
	Height 64
	Scale 1.2
	Mass 500
	Speed 15
	PainChance 10
	Monster
	MaxTargetRange 1024
	+QUICKTORETALIATE 
	+FLOORCLIP 
	+NOTARGET
	Species "Enemy"
	DamageFactor "Fire",0.0
	DamageFactor "HellFire",0.0
	+DONTHARMSPECIES
	MaxStepHeight 36
	MaxDropOffHeight 96
	BloodColor "Green"
	SeeSound "vile/sight"
	PainSound "vile/pain"
	DeathSound "vile/death"
	ActiveSound "vile/active"
	MeleeSound "vile/stop"
	Obituary "%o met an Eldervile."
	Dropitem "5CreditDrop"
	Dropitem "SuperHealthBonus"
	Dropitem "SuperHealthBonus"
	DropItem "RandomPowerup",10,1
	States
	{
	Spawn:
		EVLE AB 8 A_Look
		Loop
	See:
		EVLE AABBCCDDEEFF 2 A_Chase
		Loop
	Missile:
		TNT1 A 0 A_Jump(48,"Missile2")
		TNT1 A 0 A_Jump(48,"Missile3")
		EVLE G 0 BRIGHT A_VileStart
		EVLE G 8 BRIGHT A_FaceTarget 
		EVLE H 6 BRIGHT A_VileTarget("EldervileFire")
		EVLE IJKLMN 6 BRIGHT A_FaceTarget 
		EVLE O 6 BRIGHT A_VileAttack("vile/stop",30,110,110,1.5,"Fire")
		EVLE P 15 BRIGHT
		Goto See
	Missile2:
		TNT1 A 0 A_VileStart
		EVLE G 8 BRIGHT A_FaceTarget 
		TNT1 A 0 BRIGHT A_Custommissile ("CitadelKnightBall", 32, 0, -20)
		TNT1 A 0 BRIGHT A_Custommissile ("CitadelKnightBall", 32, 0, -10)
		TNT1 A 0 BRIGHT A_Custommissile ("CitadelKnightBall", 32, 0, 10)
		EVLE H 6 BRIGHT A_Custommissile ("CitadelKnightBall", 32, 0, 20)
		EVLE I 6 BRIGHT A_FaceTarget 
		TNT1 A 0 BRIGHT A_Custommissile ("CitadelKnightBall", 32, 0, -10)
		TNT1 A 0 BRIGHT A_Custommissile ("CitadelKnightBall", 32, 0, 10)
		EVLE J 6 BRIGHT A_Custommissile ("CitadelKnightBall", 32, 0, 0)
		EVLE K 6 BRIGHT A_FaceTarget 
		TNT1 A 0 BRIGHT A_Custommissile ("CitadelKnightBall", 32, 0, -20)
		TNT1 A 0 BRIGHT A_Custommissile ("CitadelKnightBall", 32, 0, -10)
		TNT1 A 0 BRIGHT A_Custommissile ("CitadelKnightBall", 32, 0, 10)
		EVLE L 6 BRIGHT A_Custommissile ("CitadelKnightBall", 32, 0, -20)
		EVLE M 6 BRIGHT A_FaceTarget 
		TNT1 A 0 BRIGHT A_Custommissile ("CitadelKnightBall", 32, 0, -10)
		TNT1 A 0 BRIGHT A_Custommissile ("CitadelKnightBall", 32, 0, 10)
		EVLE N 6 BRIGHT A_Custommissile ("CitadelKnightBall", 32, 0, 0)
		EVLE O 6 BRIGHT 
		TNT1 A 0 BRIGHT A_Custommissile ("CitadelKnightBall", 32, 0, 0)
		TNT1 A 0 BRIGHT A_Custommissile ("CitadelKnightBall", 32, 0, -10)
		TNT1 A 0 BRIGHT A_Custommissile ("CitadelKnightBall", 32, 0, -20)
		TNT1 A 0 BRIGHT A_Custommissile ("CitadelKnightBall", 32, 0, -30)
		TNT1 A 0 BRIGHT A_Custommissile ("CitadelKnightBall", 32, 0, 10)
		TNT1 A 0 BRIGHT A_Custommissile ("CitadelKnightBall", 32, 0, 20)
		TNT1 A 0 BRIGHT A_Custommissile ("CitadelKnightBall", 32, 0, 30)
		EVLE P 15 BRIGHT
		Goto See
	Missile3:
		TNT1 A 0 A_VileStart
		EVLE GHIJKLMN 5 BRIGHT A_FaceTarget 
		EVLE O 3 BRIGHT A_Custommissile ("CitadelKnightBall", 32, 0, 0)
		EVLE O 3 BRIGHT A_Custommissile ("CitadelKnightBall", 32, 0, 5)
		EVLE O 3 BRIGHT A_Custommissile ("CitadelKnightBall", 32, 0, 10)
		EVLE O 3 BRIGHT A_Custommissile ("CitadelKnightBall", 32, 0, 15)
		EVLE O 3 BRIGHT A_Custommissile ("CitadelKnightBall", 32, 0, 20)
		EVLE O 3 BRIGHT A_Custommissile ("CitadelKnightBall", 32, 0, 25)
		EVLE O 3 BRIGHT A_Custommissile ("CitadelKnightBall", 32, 0, 20)
		EVLE O 3 BRIGHT A_Custommissile ("CitadelKnightBall", 32, 0, 15)
		EVLE O 3 BRIGHT A_Custommissile ("CitadelKnightBall", 32, 0, 10)
		EVLE O 3 BRIGHT A_Custommissile ("CitadelKnightBall", 32, 0, 5)
		EVLE O 3 BRIGHT A_Custommissile ("CitadelKnightBall", 32, 0, 0)
		EVLE O 3 BRIGHT A_Custommissile ("CitadelKnightBall", 32, 0, -5)
		EVLE O 3 BRIGHT A_Custommissile ("CitadelKnightBall", 32, 0, -10)
		EVLE O 3 BRIGHT A_Custommissile ("CitadelKnightBall", 32, 0, -15)
		EVLE O 3 BRIGHT A_Custommissile ("CitadelKnightBall", 32, 0, -20)
		EVLE O 3 BRIGHT A_Custommissile ("CitadelKnightBall", 32, 0, -25)
		EVLE O 3 BRIGHT A_Custommissile ("CitadelKnightBall", 32, 0, -20)
		EVLE O 3 BRIGHT A_Custommissile ("CitadelKnightBall", 32, 0, -15)
		EVLE O 3 BRIGHT A_Custommissile ("CitadelKnightBall", 32, 0, -10)
		EVLE O 3 BRIGHT A_Custommissile ("CitadelKnightBall", 32, 0, -5)
		EVLE O 3 BRIGHT A_Custommissile ("CitadelKnightBall", 32, 0, 0)
		EVLE P 15 BRIGHT
		Goto See
	Pain:
		EVLE Q 4   
		EVLE Q 4 A_Pain
		Goto See
	Death:
		EVLE Q 7
		EVLE R 7 A_Scream
		EVLE S 7 A_NoBlocking
		EVLE TUVWXY 7
		EVLE Z 5000
		Stop
	}
}

ACTOR EldervileFire
{
	+NOBLOCKMAP +NOGRAVITY
	RenderStyle Add
	Alpha 1
	States
	{
	Spawn:
		EFRE A 2 BRIGHT  A_StartFire
		EFRE BAB 2 BRIGHT  A_Fire
		EFRE C 2 BRIGHT  A_FireCrackle
		EFRE BCBCDCDCDEDED 2 BRIGHT  A_Fire
		EFRE E 2 BRIGHT  A_FireCrackle
		EFRE FEFEFGHGHGH 2 BRIGHT  A_Fire
		Stop
	}
}

ACTOR AgonyElemental
{
	Health 800
	Radius 33
	Height 60
	Scale 1.1
	Mass 400
	Speed 9
	PainChance 96
	BloodColor "Blue"
	Monster
	+FLOAT 
	+NOGRAVITY
	+NOINFIGHTING
	Species "Enemy"
	+DONTHARMSPECIES
	MaxStepHeight 36
	MaxDropOffHeight 96
	SeeSound "pain/sight"
	PainSound "pain/pain"
	DeathSound "pain/death"
	ActiveSound "pain/active"
	Obituary "%o was enveloped in Agony by an Elemental."
	Dropitem "3CreditDrop"
	DropItem "Shell"
	DropItem "Shell"
	DropItem "RandomPowerup",4,1
	States
	{
	Spawn:
		AGOE A 10 A_Look
		Loop
	See:
		AGOE AABBCC 3 A_Chase
		Loop
	Missile:
		AGOE D 5 A_FaceTarget
		AGOE E 5 A_FaceTarget
		AGOE F 4 BRIGHT A_FaceTarget
		AGOE F 1 BRIGHT A_PainAttack("AETormentedSoul")
		Goto See
	Pain:
		AGOE G 6
		AGOE G 6 A_Pain
		Goto See
	Death:
		AGOE H 8 BRIGHT
		AGOE I 8 BRIGHT A_Scream
		AGOE JK 8 BRIGHT
		AGOE L 8 BRIGHT A_PainDie("AETormentedSoul")
		AGOE M 8 BRIGHT
		Stop
	}
}

ACTOR TormentedSoul
{
	Health 250
	Radius 18
	Height 60
	Scale 1.1
	Mass 150
	Speed 10
	Damage 5
	PainChance 200
	Monster
	+FLOAT +NOGRAVITY +MISSILEMORE +DONTFALL +NOICEDEATH
	+NOINFIGHTING +NOBLOOD
	Species "Enemy"
	+DONTHARMSPECIES
	Damagefactor "HellFire", 0.0
	MaxStepHeight 36
	MaxDropOffHeight 96
	AttackSound "skull/melee"
	PainSound "skull/pain"
	DeathSound "skull/death"
	ActiveSound "skull/active"
	RenderStyle SoulTrans
	Obituary "%o met a Tormented Soul."
	Dropitem "2CreditDrop"
	Dropitem "ClipBox"
	Dropitem "SuperHealthBonus"
	DropItem "RandomPowerup",4,1
	States
	{
	Spawn:
		TSOU AB 10 BRIGHT A_Look
		Loop
	See:
		TSOU AB 6 BRIGHT A_Chase
		Loop
	Missile:
		TSOU C 10 BRIGHT A_FaceTarget
		TSOU D 4 BRIGHT A_SkullAttack
		TSOU CD 4 BRIGHT
		Goto Missile+2
	Pain:
		TSOU E 3 BRIGHT
		TSOU E 3 BRIGHT A_Pain
		Goto See
	Death:
		TSOU F 6 BRIGHT
		TSOU G 6 BRIGHT A_Scream
		TSOU H 6 BRIGHT
		TSOU I 6 BRIGHT A_NoBlocking
		TSOU J 6
		TSOU K 6
		Stop
	}
}

ACTOR AETormentedSoul : TormentedSoul
{
	Dropitem "SuperHealthBonus"
}
