actor Arachnotron_2 : Arachnotron//RGAMonster
{
  Obituary "%o let an arachnotron get %h."
  Health 500
  Radius 56
  Height 56
  Mass 600
  Speed 12
  PainChance 64
  PainChance "Dragon", 32
  PainChance "DragonF", 32
  PainChance "Dragonsplosion", 32
  PainChance "RGAFire", 32
  PainChance "Knife", 255
  PainChance "Explosion", 255
  PainChance "ExplosionF", 255
  PainChance "ExplosionC", 255
  PainChance "NormalExplode", 255
  PainChance "Stun", 255
  PainChance "Stun2", 255
  PainChance "Stun3", 255
  SeeSound "baby/sight"
  PainSound "baby/pain"
  DeathSound "baby/death"
  ActiveSound "baby/active"
  MONSTER
  +FLOORCLIP
  +BOSSDEATH
  +DONTHURTSPECIES
  Species "Arachnotrons"
  DamageFactor "RGABullet", 1.3
  DamageFactor "Rifle", 1.45
  DamageFactor "Knife", 2.15
  DamageFactor "BigPistol", 1.9
  DamageFactor "Cyber", 1.9
  DamageFactor "Stun", 1.2
  DamageFactor "Stun2", 1.2
  DamageFactor "Stun3", 1.2
  DamageFactor "BarrelBoom", 2.0
  DamageFactor "ScriptedMarine", 0.6
  DamageFactor "Step", 10.0
  DamageFactor "Revive", 0.0
  DamageFactor "Dragon", 0.9
  DamageFactor "DragonF", 0.9
  DamageFactor "Dragonsplosion", 0.75
  DamageFactor "RGAFire", 0.95//0.9
  DamageFactor "Explosion", 2.0
  DamageFactor "ExplosionF", 2.0
  DamageFactor "ExplosionC", 2.0
  DamageFactor "NormalExplode", 1.4
  DamageFactor "Sniper", 1.76
  DamageFactor "LMG", 1.98
  DamageFactor "Shotgungib", 1.1
  DamageFactor "Shotgun", 1.1
  DamageFactor "BuildFriendDamage", 1.2
  DamageFactor "SewUpYou", 1.2
  //DropItem "MachineGunSpawner" 2
  Tag "Arachnotron"
  Translation "192:207=169:191"
  States
  {
  Spawn:
    BSPI A 0
    BSPI A 0 A_CheckFlag("Friendly","Idle")
    BSPI A 0 Thing_SetSpecial(0,226,613,0,random(20,35))
  Idle:
    BSPI A 10 A_Look
    Loop
  See:
    BSPI A 15 A_FaceTarget
  SeeCont2:
    BSPI A 10
  SeeCont:
    BSPI A 0 A_JumpIfInventory("MonHold",1,"Death")
    BSPI A 0 A_JumpIfInventory("BlindCheck",2,"SeeBlind")
    BSPI AABBCC 3 A_Chase("","Missile")
    BSPI D 0 A_PlaySound("baby/walk")
    BSPI DDEEFF 3 A_Chase("","Missile")
    BSPI A 0 A_PlaySound("baby/walk")
    BSPI AABBCC 3 A_Chase("","Missile")
    BSPI D 0 A_PlaySound("baby/walk")
    BSPI DDEE 3 A_Chase("","Missile")
    BSPI FF 3 A_Chase
    BSPI A 0 A_PlaySound("baby/walk")
    BSPI AABBCC 3 A_Chase("","Missile")
    BSPI D 0 A_PlaySound("baby/walk")
    BSPI DDEEFF 3 A_Chase("","Missile")
    BSPI A 0 A_PlaySound("baby/walk")
    BSPI AABBCC 3 A_Chase("","Missile")
    BSPI D 0 A_PlaySound("baby/walk")
    BSPI DDEE 3 A_Chase("","Missile")
    BSPI FF 3 A_Chase
    BSPI A 0 A_PlaySound("baby/walk")
    BSPI A 0 A_SpawnItemEx("ArachStepDamage",0,0,32,0,0,0,0,0,0)
    goto SeeCont+1
  SeeBlind:
    BSPI AABBCC 4 A_Chase("","")
    BSPI D 0 A_PlaySound("baby/walk")
    BSPI DDEEFF 4 A_Chase("","Missile")
    BSPI A 0 A_PlaySound("baby/walk")
    BSPI A 0 A_JumpIfInventory("BlindCheck",2,1)
    goto SeeCont+14
    BSPI AABBCC 4 A_Chase("","")
    BSPI D 0 A_PlaySound("baby/walk")
    BSPI DDEE 4 A_Chase("","Missile")
    BSPI FF 4 A_Chase
    BSPI A 0 A_PlaySound("baby/walk")
    BSPI A 0 A_SpawnItemEx("ArachStepDamage",0,0,32,0,0,0,0,0,0)
    goto SeeCont+28
  Melee:
  Missile:
    BSPI A 0 A_Jump(72,"Missile2","Missile3")
    BSPI A 20 A_FaceTarget
    BSPI A 0 A_JumpIfInventory("BlindCheck",2,6)
    BSPI H 0 BRIGHT A_FaceTarget
    BSPI H 4 BRIGHT A_Custommissile("ArachnotronPlasma2",27,0,random(-150,150)/100.00,CMF_OFFSETPITCH,random(-75,75)/100.00)
    BSPI G 4 BRIGHT
    BSPI G 1 BRIGHT A_MonsterRefire(20,"SeeCont2")
	BSPI G 0 BRIGHT A_Jump(8,"SeeCont2")
    goto Missile+2
    BSPI H 0 BRIGHT A_FaceTarget
    BSPI H 4 BRIGHT A_Custommissile("ArachnotronPlasma2",27,0,random(-1000,1000)/100.00,CMF_OFFSETPITCH,random(-500,500)/100.00)
    BSPI G 6 BRIGHT
    BSPI G 1 BRIGHT A_MonsterRefire(20,"SeeCont2")
	BSPI G 0 BRIGHT A_Jump(24,"SeeCont2")
    goto Missile+2
  Missile2:
    BSPI A 16 A_FaceTarget
    BSPI A 0 A_JumpIfInventory("BlindCheck",2,11)
    BSPI H 0 BRIGHT A_FaceTarget
    BSPI H 2 BRIGHT A_Custommissile("ArachnotronPlasma2",27,0,-1)
    BSPI G 1 BRIGHT A_FaceTarget
    BSPI H 2 BRIGHT A_Custommissile("ArachnotronPlasma2",27,0,3)
    BSPI G 1 BRIGHT A_FaceTarget
    BSPI H 2 BRIGHT A_Custommissile("ArachnotronPlasma2",27,0,-3)
    BSPI G 1 BRIGHT A_FaceTarget
    BSPI H 2 BRIGHT A_Custommissile("ArachnotronPlasma2",27,0,1)
    BSPI G 1 BRIGHT
    BSPI A 5
    goto SeeCont
    BSPI H 0 BRIGHT A_FaceTarget
    BSPI H 2 BRIGHT A_Custommissile("ArachnotronPlasma2",27,0,random(-1600,1400)/100.00,CMF_OFFSETPITCH,random(-750,750)/100.00)
    BSPI G 2 BRIGHT A_FaceTarget
    BSPI H 2 BRIGHT A_Custommissile("ArachnotronPlasma2",27,0,random(-1200,1800)/100.00,CMF_OFFSETPITCH,random(-750,750)/100.00)
    BSPI G 2 BRIGHT A_FaceTarget
    BSPI H 2 BRIGHT A_Custommissile("ArachnotronPlasma2",27,0,random(-1800,1200)/100.00,CMF_OFFSETPITCH,random(-750,750)/100.00)
    BSPI G 2 BRIGHT A_FaceTarget
    BSPI H 2 BRIGHT A_Custommissile("ArachnotronPlasma2",27,0,random(-1400,1600)/100.00,CMF_OFFSETPITCH,random(-750,750)/100.00)
    BSPI G 2 BRIGHT
    BSPI A 10
    goto SeeCont
  Missile3:
    BSPI A 12 A_FaceTarget
    BSPI A 0 A_JumpIfInventory("BlindCheck",2,7)
    BSPI H 0 BRIGHT A_FaceTarget
    BSPI H 3 BRIGHT A_Custommissile("ArachnotronPlasma2",26)
    BSPI G 2 BRIGHT A_FaceTarget
    BSPI H 3 BRIGHT A_Custommissile("ArachnotronPlasma2",26)
    BSPI G 2 BRIGHT
    BSPI A 5
	goto SeeCont
    BSPI H 0 BRIGHT A_FaceTarget
    BSPI H 3 BRIGHT A_Custommissile("ArachnotronPlasma2",27,0,random(-1000,1000)/100.00,CMF_OFFSETPITCH,random(-500,500)/100.00)
    BSPI G 3 BRIGHT A_FaceTarget
    BSPI H 3 BRIGHT A_Custommissile("ArachnotronPlasma2",27,0,random(-1000,1000)/100.00,CMF_OFFSETPITCH,random(-500,500)/100.00)
    BSPI G 3 BRIGHT
    BSPI A 10
	goto SeeCont
  Pain.Stun3:
    BSPI I 0 ACS_NamedExecuteAlways("RefStun",0,2,0,0)
	goto Pain
  Pain.Stun2:
    BSPI I 0 ACS_NamedExecuteAlways("RefStun",0,1,0,0)
	goto Pain
  Pain.Stun:
    BSPI I 0 ACS_NamedExecuteAlways("RefStun",0,0,0,0)
	goto Pain
  Pain.NormalExplode:
  Pain.Sniper:
  Pain.ExplosionF:
  Pain.ExplosionC:
  Pain.Explosion:
    BSPI I 3
    BSPI I 9 A_Pain
    goto SeeCont
  Pain:
    BSPI I 3
    BSPI I 3 A_Pain
    goto SeeCont
  Death:
    BSPI J 20 A_Scream
    BSPI K 7 A_NoBlocking
    BSPI LMNO 7 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-3,3),random(-3,3),random(2,5),0,0,0)
    BSPI P 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, 2)
    BSPI P -1 A_BossDeath
    Stop
    BSPI P 5250 CanRaise A_BossDeath
    BSPI PPPPP 5250 CanRaise
    BSPI PPPPPPPPP 2 A_FadeOut(0.1)
    Stop
  Death.Knife:
    BSPI J 20 A_Scream
    BSPI K 7 A_NoBlocking
    BSPI LMNO 7 A_SpawnItemEx("ArmorBonus_3",0,0,0,random(-3,3),random(-3,3),random(2,5),0,0,0)
    BSPI P 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, 2)
    BSPI P -1 A_BossDeath
    Stop
    BSPI P 5250 CanRaise A_BossDeath
    BSPI PPPPP 5250 CanRaise
    BSPI PPPPPPPPP 2 A_FadeOut(0.1)
    Stop
  Death.RGAFire:
  Death.Dragonsplosion:
  Death.Dragon:
  Death.DragonF:
  Death.Fire:
    "####" I 1
    "####" A 0 A_GiveInventory("MonHold",1)
	"####" A 0 A_Jump(144,"Death.Burnt")
    "####" A 0 A_ChangeFlag("FRIGHTENED",1)
    "####" A 0 A_Pain
    "####" AA 0 A_SpawnItemEx("FireFlareBig", random(-2,2), random(-2,2), random(14,26), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    "####" AA 2 A_Chase("","")
    "####" BB 0 A_SpawnItemEx("FireFlareBig", random(-2,2), random(-2,2), random(14,26), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    "####" BB 2 A_Chase("","")
    "####" CC 0 A_SpawnItemEx("FireFlareBig", random(-2,2), random(-2,2), random(14,26), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    "####" CC 2 A_Chase("","")
    "####" D 0 A_PlaySound("baby/walk2")
    "####" DD 0 A_SpawnItemEx("FireFlareBig", random(-2,2), random(-2,2), random(14,26), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    "####" DD 2 A_Chase("","")
    "####" EE 0 A_SpawnItemEx("FireFlareBig", random(-2,2), random(-2,2), random(14,26), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    "####" EE 2 A_Chase("","")
    "####" FF 0 A_SpawnItemEx("FireFlareBig", random(-2,2), random(-2,2), random(14,26), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    "####" FF 2 A_Chase("","")
    "####" A 0 A_PlaySound("baby/walk2")
    "####" A 0 A_ChangeFlag("FRIGHTENED",0)
    "####" AA 0 A_SpawnItemEx("FireFlareBig", random(-2,2), random(-2,2), random(14,26), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    "####" AA 2 A_Wander
    "####" BB 0 A_SpawnItemEx("FireFlareBig", random(-2,2), random(-2,2), random(14,26), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    "####" BB 2 A_Wander
    "####" CC 0 A_SpawnItemEx("FireFlareBig", random(-2,2), random(-2,2), random(14,26), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    "####" CC 2 A_Wander
    "####" D 0 A_PlaySound("baby/walk2")
    "####" DD 0 A_SpawnItemEx("FireFlareBig", random(-2,2), random(-2,2), random(14,26), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    "####" DD 2 A_Wander
    "####" EE 0 A_SpawnItemEx("FireFlareBig", random(-2,2), random(-2,2), random(14,26), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    "####" EE 2 A_Wander
    "####" FF 0 A_SpawnItemEx("FireFlareBig", random(-2,2), random(-2,2), random(14,26), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    "####" FF 2 A_Wander
    "####" F 0 A_PlaySound("baby/walk2")
	"####" F 0 A_Jump(32,"Death.Burnt")
  Death.FireCont:
    "####" A 0 A_Jump(48,2)
    "####" A 0 A_Pain
    "####" AA 0 A_SpawnItemEx("FireFlareBig", random(-2,2), random(-2,2), random(14,26), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    "####" AA 2 A_Wander
    "####" BB 0 A_SpawnItemEx("FireFlareBig", random(-2,2), random(-2,2), random(14,26), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    "####" BB 2 A_Wander
    "####" CC 0 A_SpawnItemEx("FireFlareBig", random(-2,2), random(-2,2), random(14,26), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    "####" CC 2 A_Wander
    "####" D 0 A_PlaySound("baby/walk2")
    "####" DD 0 A_SpawnItemEx("FireFlareBig", random(-2,2), random(-2,2), random(14,26), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    "####" DD 2 A_Wander
    "####" EE 0 A_SpawnItemEx("FireFlareBig", random(-2,2), random(-2,2), random(14,26), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    "####" EE 2 A_Wander
    "####" FF 0 A_SpawnItemEx("FireFlareBig", random(-2,2), random(-2,2), random(14,26), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    "####" FF 2 A_Wander
    "####" A 0 A_PlaySound("baby/walk2")
    "####" AA 0 A_SpawnItemEx("FireFlareBig", random(-2,2), random(-2,2), random(14,26), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    "####" AA 2 A_Wander
    "####" BB 0 A_SpawnItemEx("FireFlareBig", random(-2,2), random(-2,2), random(14,26), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    "####" BB 2 A_Wander
    "####" CC 0 A_SpawnItemEx("FireFlareBig", random(-2,2), random(-2,2), random(14,26), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    "####" CC 2 A_Wander
    "####" D 0 A_PlaySound("baby/walk2")
    "####" DD 0 A_SpawnItemEx("FireFlareBig", random(-2,2), random(-2,2), random(14,26), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    "####" DD 2 A_Wander
    "####" EE 0 A_SpawnItemEx("FireFlareBig", random(-2,2), random(-2,2), random(14,26), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    "####" EE 2 A_Wander
    "####" FF 0 A_SpawnItemEx("FireFlareBig", random(-2,2), random(-2,2), random(14,26), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    "####" FF 2 A_Wander
    "####" F 0 A_PlaySound("baby/walk2")
	"####" F 0 A_JumpIfInventory("MonHold",3,"Death.Burnt")
	"####" F 0 A_Jump(136,"Death.Burnt")
	"####" F 0 A_GiveInventory("MonHold",1)
	goto Death.FireCont
  Death.Ice:
    "####" # 0 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" # 0 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" # 0 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" # 0 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" # 5 A_GenericFreezeDeath
    "----" A 1 A_FreezeDeathChunks
    wait
  Death.Burnt:
    "####" # 0 A_Jump(128,"Death")
    "####" # 0 A_SpawnItemEx("RGABurnt",0,0,0,0,0,0,0,128,0)
	goto Death
  Raise:
    BSPI P 0
    BSPI P 0 A_ChangeFlag("FRIGHTENED",0)
	BSPI P 0 A_TakeInventory("MonHold",35)
    BSPI P 5 Thing_SetSpecial(0,226,613,0,random(11,17))
    BSPI ONMLKJ 5
    goto SeeCont
  }
}

actor ArachnoSpectre : Arachnotron_2
{
  Obituary "%o let a Shadowtron get %h."
  Health 400
  Speed 14
  +SHADOW
  +CANTSEEK
  +BRIGHT
  RenderStyle Subtract//OptFuzzy
  Alpha 0.2//0.35//0.5
  Translation "0:2=[255,255,255]:[232,240,248]", "3:4=[180,180,180]:[0,0,0]",
  "5:8=[228,228,228]:[248,248,248]", "9:12=[208,200,224]:[240,232,255]",
  "13:15=[176,196,212]:[192,212,228]", "16:47=[0,72,72]:[188,255,255]",
  "48:79=[0,20,32]:[212,220,240]", "80:111=[16,16,16]:[220,220,220]",
  "112:127=[136,0,144]:[244,232,248]", "128:143=[64,88,112]:[172,192,208]",
  "144:151=[94,124,156]:[188,204,228]", "152:159=[132,128,156]:[200,192,216]",
  "160:167=[0,0,140]:[140,212,255]", "168:175=[0,0,0]:[0,224,224]",
  "176:191=[0,255,255]:[188,255,255]", "192:199=[0,24,24]:[0,228,228]",
  "200:207=[0,255,255]:[172,255,255]", "208:215=[0,0,0]:[0,128,228]",
  "216:223=[12,140,232]:[255,255,255]", "224:231=[0,0,0]:[0,0,255]",
  "232:235=[88,192,255]:[120,220,255]", "236:239=[176,196,216]:[208,228,244]",
  "240:247=[172,255,255]:[255,255,255]", "248:249=[0,96,188]:[0,24,180]",
  "250:250=[0,132,0]:[0,132,0]", "250:254=[0,255,0]:[144,255,148]",
  "255:255=[88,148,148]:[88,148,148]"//wth is even this? worst workaround colorflip for subtract render
  Tag "Shadowtron"
  States
  {
  Spawn:
    BSPI A 0
    BSPI A 0 A_CheckFlag("Friendly",2)
    BSPI A 0 Thing_SetSpecial(0,226,613,0,random(20,35))
    BSPI A 0 A_GiveInventory("Perk2_ColdBlooded_PRO",1)
  Idle:
    BSPI A 10 A_Look
    Loop
  }
}

ACTOR Augnotron : Arachnotron//RGAMonster
{
  Obituary "%o was blasted by an augnotron."
  Health 650
  Radius 56
  Height 56
  Mass 600
  Speed 12
  PainChance 60
  PainChance "Dragon", 30
  PainChance "DragonF", 30
  PainChance "Dragonsplosion", 30
  PainChance "RGAFire", 30
  PainChance "Knife", 255
  PainChance "Explosion", 255
  PainChance "ExplosionF", 255
  PainChance "ExplosionC", 255
  PainChance "NormalExplode", 255
  PainChance "Stun", 255
  PainChance "Stun2", 255
  PainChance "Stun3", 255
  SeeSound "baby/sight"
  PainSound "baby/pain"
  DeathSound "baby/death"
  ActiveSound "baby/active"
  MONSTER
  +FLOORCLIP
  +BOSSDEATH
  +DONTHURTSPECIES
  BloodColor "FF BB 11"
  Species "Arachnotrons"
  DamageFactor "RGABullet", 1.3
  DamageFactor "Rifle", 1.45
  DamageFactor "Knife", 2.15
  DamageFactor "BigPistol", 1.9
  DamageFactor "Cyber", 1.9
  DamageFactor "Stun", 1.2
  DamageFactor "Stun2", 1.2
  DamageFactor "Stun3", 1.2
  DamageFactor "BarrelBoom", 2.0
  DamageFactor "ScriptedMarine", 0.6
  DamageFactor "Step", 10.0
  DamageFactor "Revive", 0.0
  DamageFactor "Dragon", 0.9
  DamageFactor "DragonF", 0.9
  DamageFactor "Dragonsplosion", 0.75
  DamageFactor "RGAFire", 0.95//0.9
  DamageFactor "Explosion", 2.0
  DamageFactor "ExplosionF", 2.0
  DamageFactor "ExplosionC", 2.0
  DamageFactor "NormalExplode", 1.4
  DamageFactor "Sniper", 1.76
  DamageFactor "LMG", 1.98
  DamageFactor "Shotgungib", 1.1
  DamageFactor "Shotgun", 1.1
  DamageFactor "BuildFriendDamage", 1.2
  DamageFactor "SewUpYou", 1.2
  //DropItem "MachineGunSpawner" 2
  Tag "Augnotron"
  Translation "64:79=32:47", "160:167=176:191"//"208:223=168:183", 
  States
  {
  Spawn:
    BSP2 A 0
    BSP2 A 0 A_CheckFlag("Friendly","Idle")
    BSP2 A 0 Thing_SetSpecial(0,226,613,0,random(35,50))
  Idle:
    BSP2 A 10 A_Look
    Loop
  See:
    BSP2 A 10 A_FaceTarget
  SeeCont2:
    BSP2 A 10
  SeeCont:
    BSP2 A 0 A_JumpIfInventory("MonHold",1,"Death")
    BSP2 A 0 A_JumpIfInventory("BlindCheck",3,"SeeBlind")
    BSP2 AABBCC 3 A_Chase("","Missile")
    BSP2 D 0 A_PlaySound("baby/walk")
    BSP2 DDEEFF 3 A_Chase("","Missile")
    BSP2 A 0 A_PlaySound("baby/walk")
    BSP2 AABBCC 3 A_Chase("","Missile")
    BSP2 D 0 A_PlaySound("baby/walk")
    BSP2 DDEE 3 A_Chase("","Missile")
    BSP2 FF 3 A_Chase
    BSP2 A 0 A_PlaySound("baby/walk")
    BSP2 AABBCC 3 A_Chase("","Missile")
    BSP2 D 0 A_PlaySound("baby/walk")
    BSP2 DDEEFF 3 A_Chase("","Missile")
    BSP2 A 0 A_PlaySound("baby/walk")
    BSP2 AABBCC 3 A_Chase("","Missile")
    BSP2 D 0 A_PlaySound("baby/walk")
    BSP2 DDEE 3 A_Chase("","Missile")
    BSP2 FF 3 A_Chase
    BSP2 A 0 A_PlaySound("baby/walk")
    BSP2 A 0 A_SpawnItemEx("ArachStepDamage",0,0,32,0,0,0,0,0,0)
    Goto SeeCont+1
  SeeBlind:
    BSP2 AABBCC 4 A_Chase("","")
    BSP2 D 0 A_PlaySound("baby/walk")
    BSP2 DDEEFF 4 A_Chase("","Missile")
    BSP2 A 0 A_PlaySound("baby/walk")
    BSP2 A 0 A_JumpIfInventory("BlindCheck",3,1)
    goto SeeCont+14
    BSP2 AABBCC 4 A_Chase("","")
    BSP2 D 0 A_PlaySound("baby/walk")
    BSP2 DDEE 4 A_Chase("","Missile")
    BSP2 FF 4 A_Chase
    BSP2 A 0 A_PlaySound("baby/walk")
    BSP2 A 0 A_SpawnItemEx("ArachStepDamage",0,0,32,0,0,0,0,0,0)
    Goto SeeCont+28
  Melee:
  Missile:
    BSP2 A 0 A_Jump(64,"Missile2")
    BSP2 A 20 A_FaceTarget
    BSP2 A 0 BRIGHT A_JumpIfInventory("BlindCheck",3,8)
    BSP2 R 0 BRIGHT A_FaceTarget
    BSP2 R 3 BRIGHT A_Custommissile("SpiderBlasterBall",27,4,random(-200,200)/100.00,CMF_OFFSETPITCH,random(-100,100)/100.00)
    BSP2 G 1 BRIGHT A_FaceTarget
    BSP2 H 0 BRIGHT A_FaceTarget
    BSP2 H 3 BRIGHT A_Custommissile("SpiderBlasterBall",27,-2,random(-200,200)/100.00,CMF_OFFSETPITCH,random(-100,100)/100.00)
    BSP2 Q 1 BRIGHT A_MonsterRefire(20,"SeeCont2")
    BSP2 Q 0 BRIGHT A_Jump(8,"SeeCont2")
    Goto Missile+2
    BSP2 R 0 BRIGHT A_FaceTarget
    BSP2 R 3 BRIGHT A_Custommissile("SpiderBlasterBall",27,4,random(-1500,1000)/100.00,CMF_OFFSETPITCH,random(-750,750)/100.00)
    BSP2 G 2 BRIGHT A_FaceTarget
    BSP2 H 0 BRIGHT A_FaceTarget
    BSP2 H 3 BRIGHT A_Custommissile("SpiderBlasterBall",27,-2,random(-1500,1000)/100.00,CMF_OFFSETPITCH,random(-750,750)/100.00)
    BSP2 Q 2 BRIGHT A_MonsterRefire(20,"SeeCont2")
    BSP2 Q 0 BRIGHT A_Jump(24,"SeeCont2")
    Goto Missile+2
  Missile2:
    BSP2 A 12 A_FaceTarget
    BSP2 A 0 A_JumpIfInventory("BlindCheck",3,11)
    BSP2 R 0 BRIGHT A_FaceTarget
    BSP2 R 2 BRIGHT A_Custommissile("SpiderBlasterBall",27,4)
    BSP2 G 1 BRIGHT A_FaceTarget
    BSP2 H 2 BRIGHT A_Custommissile("SpiderBlasterBall",27,-2)
    BSP2 Q 1 BRIGHT A_FaceTarget
    BSP2 R 2 BRIGHT A_Custommissile("SpiderBlasterBall",27,4)
    BSP2 G 1 BRIGHT A_FaceTarget
    BSP2 H 2 BRIGHT A_Custommissile("SpiderBlasterBall",27,-2)
    BSP2 Q 1
    BSP2 A 6
	goto SeeCont
    BSP2 R 0 BRIGHT A_FaceTarget
    BSP2 R 2 BRIGHT A_Custommissile("SpiderBlasterBall",27,4,random(-1500,1500)/100.00,CMF_OFFSETPITCH,random(-750,750)/100.00)
    BSP2 G 2 BRIGHT A_FaceTarget
    BSP2 H 2 BRIGHT A_Custommissile("SpiderBlasterBall",27,-2,random(-1500,1500)/100.00,CMF_OFFSETPITCH,random(-750,750)/100.00)
    BSP2 Q 2 BRIGHT A_FaceTarget
    BSP2 R 2 BRIGHT A_Custommissile("SpiderBlasterBall",27,4,random(-1500,1500)/100.00,CMF_OFFSETPITCH,random(-750,750)/100.00)
    BSP2 G 2 BRIGHT A_FaceTarget
    BSP2 H 2 BRIGHT A_Custommissile("SpiderBlasterBall",27,-2,random(-1500,1500)/100.00,CMF_OFFSETPITCH,random(-750,750)/100.00)
    BSP2 Q 2
    BSP2 A 11
	goto SeeCont
  Pain.Stun3:
    BSP2 I 0 ACS_NamedExecuteAlways("RefStun",0,2,0,0)
	goto Pain
  Pain.Stun2:
    BSP2 I 0 ACS_NamedExecuteAlways("RefStun",0,1,0,0)
	goto Pain
  Pain.Stun:
    BSP2 I 0 ACS_NamedExecuteAlways("RefStun",0,0,0,0)
	goto Pain
  Pain.NormalExplode:
  Pain.Sniper:
  Pain.ExplosionF:
  Pain.ExplosionC:
  Pain.Explosion:
    BSP2 I 3
    BSP2 I 9 A_Pain
    goto SeeCont
  Pain:
    BSP2 I 3
    BSP2 I 3 A_Pain
    goto SeeCont
  Death:
    BSP2 J 20 A_Scream
    BSP2 K 7 A_NoBlocking
    BSP2 LM 7 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-3,3),random(-3,3),random(2,5),0,0,0)
    BSP2 N 4 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-3,3),random(-3,3),random(2,5),0,0,0)
    BSP2 N 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-3,3),random(-3,3),random(2,5),0,0,0)
    BSP2 O 7 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-3,3),random(-3,3),random(2,5),0,0,0)
    BSP2 P 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, 2)
    BSP2 P -1 A_BossDeath
    Stop
    BSP2 P 5250 CanRaise A_BossDeath
    BSP2 PPPPP 5250 CanRaise
    BSP2 PPPPPPPPP 2 A_FadeOut(0.1)
    Stop
  Death.Knife:
    BSP2 J 20 A_Scream
    BSP2 K 7 A_NoBlocking
    BSP2 LM 7 A_SpawnItemEx("ArmorBonus_3",0,0,0,random(-3,3),random(-3,3),random(2,5),0,0,0)
    BSP2 N 4 A_SpawnItemEx("ArmorBonus_3",0,0,0,random(-3,3),random(-3,3),random(2,5),0,0,0)
    BSP2 N 3 A_SpawnItemEx("ArmorBonus_3",0,0,0,random(-3,3),random(-3,3),random(2,5),0,0,0)
    BSP2 O 7 A_SpawnItemEx("ArmorBonus_3",0,0,0,random(-3,3),random(-3,3),random(2,5),0,0,0)
    BSP2 P 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, 2)
    BSP2 P -1 A_BossDeath
    Stop
    BSP2 P 5250 CanRaise A_BossDeath
    BSP2 PPPPP 5250 CanRaise
    BSP2 PPPPPPPPP 2 A_FadeOut(0.1)
    Stop
  Death.RGAFire:
  Death.Dragonsplosion:
  Death.Dragon:
  Death.DragonF:
  Death.Fire:
    "####" I 1
    "####" A 0 A_GiveInventory("MonHold",1)
	"####" A 0 A_Jump(144,"Death.Burnt")
    "####" A 0 A_ChangeFlag("FRIGHTENED",1)
    "####" A 0 A_Pain
    "####" AA 0 A_SpawnItemEx("FireFlareBig", random(-2,2), random(-2,2), random(14,26), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    "####" AA 2 A_Chase("","")
    "####" BB 0 A_SpawnItemEx("FireFlareBig", random(-2,2), random(-2,2), random(14,26), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    "####" BB 2 A_Chase("","")
    "####" CC 0 A_SpawnItemEx("FireFlareBig", random(-2,2), random(-2,2), random(14,26), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    "####" CC 2 A_Chase("","")
    "####" D 0 A_PlaySound("baby/walk2")
    "####" DD 0 A_SpawnItemEx("FireFlareBig", random(-2,2), random(-2,2), random(14,26), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    "####" DD 2 A_Chase("","")
    "####" EE 0 A_SpawnItemEx("FireFlareBig", random(-2,2), random(-2,2), random(14,26), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    "####" EE 2 A_Chase("","")
    "####" FF 0 A_SpawnItemEx("FireFlareBig", random(-2,2), random(-2,2), random(14,26), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    "####" FF 2 A_Chase("","")
    "####" A 0 A_PlaySound("baby/walk2")
    "####" A 0 A_ChangeFlag("FRIGHTENED",0)
    "####" AA 0 A_SpawnItemEx("FireFlareBig", random(-2,2), random(-2,2), random(14,26), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    "####" AA 2 A_Wander
    "####" BB 0 A_SpawnItemEx("FireFlareBig", random(-2,2), random(-2,2), random(14,26), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    "####" BB 2 A_Wander
    "####" CC 0 A_SpawnItemEx("FireFlareBig", random(-2,2), random(-2,2), random(14,26), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    "####" CC 2 A_Wander
    "####" D 0 A_PlaySound("baby/walk2")
    "####" DD 0 A_SpawnItemEx("FireFlareBig", random(-2,2), random(-2,2), random(14,26), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    "####" DD 2 A_Wander
    "####" EE 0 A_SpawnItemEx("FireFlareBig", random(-2,2), random(-2,2), random(14,26), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    "####" EE 2 A_Wander
    "####" FF 0 A_SpawnItemEx("FireFlareBig", random(-2,2), random(-2,2), random(14,26), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    "####" FF 2 A_Wander
    "####" F 0 A_PlaySound("baby/walk2")
	"####" F 0 A_Jump(32,"Death.Burnt")
  Death.FireCont:
    "####" A 0 A_Jump(48,2)
    "####" A 0 A_Pain
    "####" AA 0 A_SpawnItemEx("FireFlareBig", random(-2,2), random(-2,2), random(14,26), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    "####" AA 2 A_Wander
    "####" BB 0 A_SpawnItemEx("FireFlareBig", random(-2,2), random(-2,2), random(14,26), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    "####" BB 2 A_Wander
    "####" CC 0 A_SpawnItemEx("FireFlareBig", random(-2,2), random(-2,2), random(14,26), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    "####" CC 2 A_Wander
    "####" D 0 A_PlaySound("baby/walk2")
    "####" DD 0 A_SpawnItemEx("FireFlareBig", random(-2,2), random(-2,2), random(14,26), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    "####" DD 2 A_Wander
    "####" EE 0 A_SpawnItemEx("FireFlareBig", random(-2,2), random(-2,2), random(14,26), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    "####" EE 2 A_Wander
    "####" FF 0 A_SpawnItemEx("FireFlareBig", random(-2,2), random(-2,2), random(14,26), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    "####" FF 2 A_Wander
    "####" A 0 A_PlaySound("baby/walk2")
    "####" AA 0 A_SpawnItemEx("FireFlareBig", random(-2,2), random(-2,2), random(14,26), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    "####" AA 2 A_Wander
    "####" BB 0 A_SpawnItemEx("FireFlareBig", random(-2,2), random(-2,2), random(14,26), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    "####" BB 2 A_Wander
    "####" CC 0 A_SpawnItemEx("FireFlareBig", random(-2,2), random(-2,2), random(14,26), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    "####" CC 2 A_Wander
    "####" D 0 A_PlaySound("baby/walk2")
    "####" DD 0 A_SpawnItemEx("FireFlareBig", random(-2,2), random(-2,2), random(14,26), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    "####" DD 2 A_Wander
    "####" EE 0 A_SpawnItemEx("FireFlareBig", random(-2,2), random(-2,2), random(14,26), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    "####" EE 2 A_Wander
    "####" FF 0 A_SpawnItemEx("FireFlareBig", random(-2,2), random(-2,2), random(14,26), random(-1,1), random(-3,1), random(1,2), 0, 128, 24)
    "####" FF 2 A_Wander
    "####" A 0 A_PlaySound("baby/walk2")
	"####" F 0 A_JumpIfInventory("MonHold",3,"Death.Burnt")
	"####" F 0 A_Jump(136,"Death.Burnt")
	"####" F 0 A_GiveInventory("MonHold",1)
	goto Death.FireCont
  Death.Ice:
    "####" # 0 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" # 0 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" # 0 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" # 0 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" # 0 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" # 0 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    "####" # 5 A_GenericFreezeDeath
    "----" A 1 A_FreezeDeathChunks
    wait
  Death.Burnt:
    "####" # 0 A_Jump(128,"Death")
    "####" # 0 A_SpawnItemEx("RGABurnt",0,0,0,0,0,0,0,128,0)
	goto Death
  Raise:
    BSP2 P 0
    BSP2 P 0 A_ChangeFlag("FRIGHTENED",0)
	BSP2 P 0 A_TakeInventory("MonHold",35)
    BSP2 P 5 Thing_SetSpecial(0,226,613,0,random(16,24))
    BSP2 ONMLKJ 5
    Goto SeeCont
  }
}

actor SpiderBlasterBall
{
  Radius 6
  Height 8
  Speed 25
  Damage (13)
  renderstyle Add
  alpha 0.9
  SeeSound "bfg/alt"
  DeathSound "bfg/explode2"
  PROJECTILE
  Scale 0.4
  Decal DoomImpScorch
  +FORCEXYBILLBOARD
  States
  {
  Spawn:
    SHK2 A -1 BRIGHT
    loop
  Death:
    TNT1 AAAAAA 0 A_SpawnItemEx("ImpactSpark2",0,0,0,random(-2,2),random(-2,2),random(-2,2),0,128,64)
    TNT1 A 15 A_SpawnItemEx("ExplosionSmall3", 0, 0, 0, 0, 0, 0, 0, 128, 0)
    Stop
  }
}

actor Arachnotron_2Stealth : Arachnotron_2
{
  +STEALTH
  RenderStyle Translucent
  Alpha 0
}

ACTOR AugnotronStealth : Augnotron
{
  +STEALTH
  RenderStyle Translucent
  Alpha 0
}