ACTOR Enemy2 Replaces Doomimp
{
  Health 80
  PainChance 180
  Speed 12
  Radius 10
  Height 80
  Mass 400
  Monster
  +FLOORCLIP
  SeeSound "en2/see"
  AttackSound "en2/atk"
  DeathSound "en2/ded"
  ActiveSound "en2/act"
  Obituary "$OB_DEMONHIT" // "%o was bit by a demon."
  Scale 0.64
  MaxTargetRange 480
  States
  {
  //ABCDEFGHIJKLMNOPQRSTUVWXYZ
  Spawn:
    MDL1 ABCDEFGHGFEDCBA 10 A_Look
    Loop
  See:
	MDL1 A 1
	Goto See2
	See2:
    MDL1 I 0
	MDL1 I 0 A_PlaySound ("enemy/walking/1",CHAN_6,1.0,false,0.6)
	MDL1 IJKLMNOPQ 2 A_Chase
    Loop
	
	Missile:
	MDL2 A 0
	MDL2 A 0 A_PlaySound ("en2/atk2",CHAN_VOICE)
	MDL2 A 2 A_FaceTarget
	MDL2 B 0 ThrustThingZ(0,50,0,0)
	MDL2 B 0 A_Recoil(-35)
	MDL2 BCD 3 A_SargAttack
	MDL2 E 3
	Goto MissileLoop
	MissileLoop:
	MDL2 EEFFGG 3 A_CheckFloor("MissileEnd")
	Goto MissileLoop2
	MissileLoop2:
	MDL2 G 1 A_CheckFloor("MissileEnd")
	MDL2 G 0 A_SargAttack
	MDL2 G 1 A_CheckFloor("MissileEnd")
	MDL2 G 0 A_SargAttack
	Loop
	MissileEnd:
	MDL2 G 0
	MDL2 G 0 A_PlaySound ("en2/land",CHAN_6)
	MDL2 HIJKL 3
	Goto See
	
  Melee:
    MDL1 RS 2 A_FaceTarget
	MDL1 T 2 A_Recoil(-3)
    MDL1 U 2 A_SargAttack
	MDL1 VWXYZ 2 A_FaceTarget
    Goto See
  Death:
    TNT1 A 0
    TNT1 A 0 A_Scream
    TNT1 A 0 A_NoBlocking
	MDL1 A 2 A_Recoil(5)
    MDL2 MNOPQR 3
	MDL2 S 0 A_PlaySound("enemy/fallover",CHAN_6,1.0,false,0.9)
	MDL2 STUVW 3
    MDL2 W 350
	MDL2 X 350
	MDL2 W 350
	MDL2 XXX 0
	MDL2 A 0
    Stop
  }
}
