actor Hellhound replaces Demon
{ 
	Speed 8
	Scale .6
	height 32
	radius 20
	health 150
	mass 800
	Monster
	painsound "Hellhound/hurt"
	Deathsound "Hellhound/die"
	SeeSound "Hellhound/sit"
	ActiveSound "Hellhound/act"
	MaxTargetRange 256
	PainChance 180
	AttackSound "Hellhound/melee"
	Obituary "%o was mauled by a Hellhound."
	DropItem "SmallSoul" 100
	PainChance "Basic", 180
	Tag "Hellhound"
	States
	{
  	Spawn:
		HOUN A 10 A_Look 
		Loop
	See:
		HOUN AAAABBBBCCCCDDDDEEEE 1 A_Chase
		HOUN F 0 A_PlaySound("Hellhound/Gallop", CHAN_BODY)
		HOUN FFFF 1 A_Chase
		Loop
	Melee:
		HOUN H 5 A_FaceTarget
		HOUN I 7 A_SargAttack
		HOUN A 7
		Goto See
	Pain:
		HOUN J 3
		HOUN J 5 A_Pain
		Goto See
	Death:
		HOUN K 6
		HOUN L 5 A_Scream
		HOUN M 4
		HOUN N 4 A_NoBlocking
		HOUN O 4
		HOUN P 0 A_PlaySound("Hellhound/Thud")
		HOUN P 4
		HOUN Q 4
		HOUN R -1
		Stop
	Death.Basic:
		TNT1 A 0 A_Jump(16, "KillTaunt")
		HOUN K 6
		HOUN L 5 A_Scream
		HOUN M 4
		HOUN N 4 A_NoBlocking
		HOUN O 4
		HOUN P 0 A_PlaySound("Hellhound/Thud")
		HOUN P 4
		HOUN Q 4
		HOUN R -1
		Stop
	KillTaunt:
		HOUN K 6
		HOUN L 5 A_Scream
		HOUN M 4
		HOUN N 4 A_NoBlocking
		HOUN O 4
		HOUN P 0 A_PlaySound("Hellhound/Thud")
		HOUN P 4
		HOUN Q 4
		HOUN R 10
		HOUN R 0 A_PlaySound("player/killtaunt", CHAN_AUTO)
		HOUN R -1
		Stop
	}
}

actor Hellhound2 : Hellhound replaces Spectre
{
}

actor Hellhound3 : Hellhound replaces YoPretendImaDemon
{
}

actor AdvancedHellhound replaces PainElemental
{ 
	Speed 4
	Scale .4
	Radius 27.5
	Height 35
	health 400
	mass 800
	Monster
	painsound "AdvancedHound/hurt"
	Deathsound "AdvancedHound/die"
	SeeSound "AdvancedHound/sit"
	ActiveSound "AdvancedHound/act"
	MaxTargetRange 256
	PainChance 128
	+DROPOFF
	Obituary "%o was frightened by a Genetically Advanced Hellhound."
	DropItem "LargeSoul" 25
	DropItem "SmallSoul" 255
	PainChance "Basic", 128
	Tag "Genetically Advanced Hellhound"
	States
	{
  	Spawn:
		AHOU A 0 A_JumpIfHealthLower(100, "Spawn2")
		AHOU A 10 A_Look 
		Loop
	Spawn2:
		AHOX A 10 A_Look
		Loop
	See:
		AHOU B 0 A_JumpIfHealthLower(100, "See2")
		AHOU BBBB 1 A_Chase
		AHOU C 0 A_PlaySound("AdvancedHound/step", CHAN_BODY)
		AHOU CCCCDDDD 1 A_Chase
		AHOU E 0 A_PlaySound("AdvancedHound/step", CHAN_BODY)
		AHOU EEEEFFFF 1 A_Chase
		Loop
	See2:
		AHOX BBBB 1 A_Chase
		AHOX C 0 A_PlaySound("AdvancedHound/step", CHAN_BODY)
		AHOX CCCCDDDD 1 A_Chase
		AHOX E 0 A_PlaySound("AdvancedHound/step", CHAN_BODY)
		AHOX EEEEFFFF 1 A_Chase
		Loop
	Missile:
		AHOU G 0 A_JumpIfHealthLower(100, "Missile2")
		AHOU G 5 A_FaceTarget
		AHOU H 7 A_FatAttack2
		AHOU A 7
		AHOU I 5 A_FaceTarget
		AHOU J 7 A_FatAttack1
		AHOU A 7
		Goto See
	Missile2:
		AHOX F 5 A_FaceTarget
		AHOX G 7 A_FatAttack2
		AHOX A 7
		Goto See
	Pain:
		AHOU J 0 A_JumpIfHealthLower(100, "Pain2")
		AHOU J 3
		AHOU J 5 A_Pain
		Goto See
	Pain2:
		AHOU J 0 A_JumpIfHealthLower(99, "Pain3")
		AHOU J 5 A_PlaySound("AdvancedHound/die", CHAN_VOICE)
		AHOU KLMN 5
		Goto See
	Pain3:
		AHOX G 3
		AHOX G 5 A_Pain
		Goto See
	Death:
		AHOX H 5
		AHOX I 5 A_Scream
		AHOX J 5 A_NoBlocking
		AHOX K 0 A_PlaySound("Hellhound/Thud")
		AHOX KLMNOP 5
		AHOX Q -1
		Stop
	Death.Basic:
		AHOX K 0 A_PlaySound("Weapons/CrowbarHitFlesh")
		TNT1 A 0 A_Jump(16, "KillTaunt")
		AHOX H 5
		AHOX I 5 A_Scream
		AHOX J 5 A_NoBlocking
		AHOX K 0 A_PlaySound("Hellhound/Thud")
		AHOX KLMNOP 5
		AHOX Q -1
		Stop
	KillTaunt:
		HOUN K 0 A_PlaySound("Weapons/CrowbarHitFlesh")
		AHOX H 5
		AHOX I 5 A_Scream
		AHOX J 5 A_NoBlocking
		AHOX K 0 A_PlaySound("Hellhound/Thud")
		AHOX KLMNOPQQ 5
		AHOX Q 0 A_PlaySound("player/killtaunt", CHAN_AUTO)
		AHOX Q -1
		Stop
	}
}
