ACTOR Enemy1 Replaces Zombieman
{
  Health 20
  PainChance 180
  Speed 12
  Radius 10
  Height 80
  Mass 400
  Monster
  +FLOORCLIP
  SeeSound "en1/see"
  AttackSound ""
  DeathSound "en1/ded"
  ActiveSound "en1/act"
  Obituary "$OB_DEMONHIT" // "%o was bit by a demon."
  Scale 0.64
  States
  {
  Spawn:
    MDL2 DDCCBBAABBCCDD 10 A_Look
    Loop
  See:
    MDL1 A 1 A_Chase
	MDL1 A 0 A_PlaySound ("enemy/running",CHAN_6,1.0,false,1.5)
	MDL1 B 0 A_Recoil(-2)
	MDL1 B 2 A_Chase
	MDL1 C 1 A_Chase
	MDL1 D 0 A_Recoil(-2)
	MDL1 D 2 A_Chase
	MDL1 E 1 A_Chase
	MDL1 F 0 A_Recoil(-2)
	MDL1 F 2 A_Chase
	MDL1 G 1 A_Chase
	MDL1 H 0 A_Recoil(-2)
	MDL1 H 2 A_Chase
	MDL1 I 1 A_Chase
	MDL1 J 0 A_Recoil(-2)
	MDL1 J 2 A_Chase
    Loop
  Melee:
	MDL1 A 0
	MDL1 A 0 A_PlaySound ("en1/atk",CHAN_VOICE)
    MDL1 LM 1 A_FaceTarget
	MDL1 NO 1 A_Recoil(-3)
    MDL1 P 1 A_CustomMeleeAttack(3,"en1/hit","en1/mis")
	MDL1 QRSTUV 1 A_FaceTarget
	MDL1 WXY 1 A_Recoil(-3)
	MDL1 Z 1 A_CustomMeleeAttack(3,"en1/hit","en1/mis")
	MDL2 ABCD 1 A_FaceTarget
    Goto See
  Death:
    TNT1 A 0
    TNT1 A 0 A_Scream
    TNT1 A 0 A_NoBlocking
    MDL2 EFGHIJ 2
	MDL2 K 0 A_PlaySound("enemy/fallover",CHAN_6,1.0,false,0.9)
	MDL2 KLMNOPQRSTUVWX 2
    MDL2 X 350
	MDL2 T 350
	MDL2 X 350
	MDL2 XXX 0
	MDL2 A 0
    Stop
  }
}

ACTOR Enemy1AlwaysAmbush : Enemy1
{
+AMBUSH
}

ACTOR Enemy1NoSound : Enemy1
{
  SeeSound "nosnd"
  ActiveSound "nosnd"
}
