actor Revenant_2 : Revenant//RGAMonster
{
  Obituary "%o couldn't evade a revenant's fireball."
  HitObituary "%o was punched by a revenant."
  Health 300
  Radius 20
  Height 56
  Mass 500
  Speed 9
  PainChance 100
  PainChance "Dragon", 50
  PainChance "DragonF", 50
  PainChance "Dragonsplosion", 50
  PainChance "RGAFire", 50
  PainChance "Knife", 255
  PainChance "Explosion", 255
  PainChance "ExplosionF", 255
  PainChance "ExplosionC", 255
  PainChance "NormalExplode", 255
  PainChance "Stun", 255
  PainChance "Stun2", 255
  PainChance "Stun3", 255
  Scale 0.76
  SeeSound "skeleton/sight"
  PainSound "skeleton/pain"
  DeathSound "skeleton/death"
  ActiveSound "skeleton/active"
  MeleeSound ""
  MONSTER
  +FLOORCLIP
  +LONGMELEERANGE
  +MISSILEMORE
  +DONTHARMSPECIES
  //+NOBLOOD
  species "Revenant"
  Translation "112:127=28:47"
  DamageFactor "RevenantBall", 0.0
  DropItem "ARSpawner" 48
  DropItem "MediumAmmo" 128
  DamageFactor "RGABullet", 1.3
  DamageFactor "Shotgungib", 1.0
  DamageFactor "Shotgun", 1.0
  DamageFactor "Dragon", 1.2
  DamageFactor "DragonF", 1.2
  DamageFactor "Dragonsplosion", 1.0
  DamageFactor "Rifle", 1.45
  DamageFactor "Sniper", 1.6
  DamageFactor "Knife", 2.15
  DamageFactor "LMG", 1.8
  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 "Explosion", 1.7
  DamageFactor "ExplosionF", 1.7
  DamageFactor "ExplosionC", 1.7
  DamageFactor "NormalExplode", 1.1
  Tag "Revenant"
  States
  {
  Spawn:
    GSKL A 0
    GSKL A 0 A_CheckFlag("Friendly",2)
    GSKL A 0 Thing_SetSpecial(0,226,613,0,random(12,24))
    GSKL A 20
  Idle:
    GSKL AABB 10 A_Look
    Loop
  See:
    GSKL A 0 A_JumpIfInventory("MonHold",1,"Death")
    GSKL A 0 A_JumpIfInventory("BlindCheck",2,"SeeWeak")
    GSKL AABBCCDDEEFFAABBCCDDEEFF 2 A_Chase
    GSKL AABBCCDDEEFFAABBCCDDEEFF 2 A_Chase
    GSKL F 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0)
    Goto See+2
  SeeWeak:
    GSKL AABBCC 4 A_Chase("","")
    GSKL DDEEFF 4 A_Chase("Melee","")
    GSKL A 0 A_JumpIfInventory("BlindCheck",2,1)
	Goto See+14
    GSKL AABBCCDDEEFF 4 A_Chase
    GSKL F 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0)
    Goto See
  Melee:
    GSKL G 0 A_JumpIfInventory("BlindCheck",2,"MeleeWeak")
    GSKL G 6 A_SkelWhoosh
    GSKL H 4 A_FaceTarget
    GSKL H 2 A_Recoil(-8)
    GSKL I 6 A_CustomMeleeAttack(30,"skeleton/melee","none")
    Goto See
  MeleeWeak:
    GSKL G 8 A_SkelWhoosh
    GSKL H 5 A_FaceTarget
    GSKL H 3 A_Recoil(-5)
    GSKL I 8 A_CustomMeleeAttack(20,"skeleton/melee","none")
    Goto See
  Missile:
    GSKL K 0 A_FaceTarget
    GSKL K 0 A_JumpIfInTargetInventory("PowerInvisibility",1,"MissileDumb2")
    GSKL K 0 A_JumpIfInventory("BlindCheck",2,"MissileDumb")
    GSKL K 0 A_JumpIfInTargetInventory("Perk2_ColdBlooded_PRO",1,"MissileDumb")
    GSKL K 0 A_Jump(127,"MissileDumb")
    GSKL K 10 A_FaceTarget
    GSKL J 0 A_Jump(127,4)
    GSKL J 0 BRIGHT A_FaceTarget
    GSKL J 10 BRIGHT A_CustomMissile("RevMissileLock",44,8)
    GSKL K 10
    Goto See
    GSKL J 0 BRIGHT A_FaceTarget
    GSKL J 10 BRIGHT A_CustomMissile("RevMissileLock",44,-8)
    GSKL K 10
    Goto See
  MissileDumb2:
    GSKL K 10 A_FaceTarget
  MissileDumb:
    GSKL K 10 A_FaceTarget
    GSKL J 0 A_Jump(127,4)
    GSKL J 0 BRIGHT A_FaceTarget
    GSKL J 10 BRIGHT A_CustomMissile("RevMissile",44,8)
    GSKL K 10
    Goto See
    GSKL J 0 BRIGHT A_FaceTarget
    GSKL J 10 BRIGHT A_CustomMissile("RevMissile",44,-8)
    GSKL K 10
    Goto See
  Pain.Stun3:
    GSKL L 0 ACS_NamedExecuteAlways("RefStun",0,2,0,0)
	Goto Pain
  Pain.Stun2:
    GSKL L 0 ACS_NamedExecuteAlways("RefStun",0,1,0,0)
	Goto Pain
  Pain.Stun:
    GSKL L 0 ACS_NamedExecuteAlways("RefStun",0,0,0,0)
	Goto Pain
  Pain.NormalExplode:
  Pain.Sniper:
  Pain.ExplosionF:
  Pain.ExplosionC:
  Pain.Explosion:
    GSKL L 6
    GSKL L 18 A_Pain
    Goto See
  Pain:
    GSKL L 6
    GSKL L 9 A_Pain
    Goto See
  Death:
    GSKL LM 7
    GSKL N 7 A_Scream
    GSKL O 7 A_NoBlocking
    GSKL P 7
    GSKL Q 0 A_CheckFlag("Boss",3)
    GSKL Q 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",2,0,0)) == 1, 2)
    GSKL Q 0 A_Jump(20,"Death2","Death3")
    GSKL QQ 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    GSKL Q 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    GSKL Q -1
    Stop
  Death.Knife:
    GSKL LM 7
    GSKL N 7
    GSKL O 7 A_NoBlocking
    GSKL P 7 A_PlaySound("body/splats")
    GSKL QQ 3 A_SpawnItemEx("ArmorBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    GSKL Q 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    GSKL Q -1
    Stop
  Death2:
    GSKL Q 0 A_Jump(256,1,2,3)
    GSKL QQQQQQ 85 CanRaise
    GSKL Q 0 A_PlayWeaponSound("brain/spit")
    GSKL Q 10 A_SpawnItemEx("ResurrectionFire",0,0,0,0,0,0,0,128,0)
    TNT1 A 15 A_SpawnItemEx("GreenRevenantRes",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS,0)
    Stop
  Death3:
    GSKL Q 0 A_Jump(256,1,2,3)
    GSKL QQQQQQ 85 CanRaise
    GSKL Q 0 A_PlayWeaponSound("brain/spit")
    GSKL Q 10 A_SpawnItemEx("ResurrectionFire",0,0,0,0,0,0,0,128,0)
    TNT1 A 15 A_SpawnItemEx("GreenRevenant2Res",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS,0)
    Stop
  Death.RGAFire:
  Death.Dragonsplosion:
  Death.Dragon:
  Death.DragonF:
  Death.Fire:
    "####" L 1
    "####" A 0 A_GiveInventory("MonHold",1)
	"####" A 0 A_Jump(128,"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("","")
    "####" 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_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
    "####" 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_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
    "####" 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
    "####" 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
    "####" 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_JumpIfInventory("MonHold",3,"Death.Burnt")
	"####" F 0 A_Jump(120,"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)
    "####" # 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
  DeathClean:
    GSKL QQQQQQ 5250 CanRaise
    GSKL QQQQQQQQQ 2 A_FadeOut(0.1)
	Stop
  Raise:
    GSKL Q 0
    GSKL Q 0 A_ChangeFlag("FRIGHTENED",0)
	GSKL Q 0 A_TakeInventory("MonHold",35)
    GSKL Q 5 Thing_SetSpecial(0,226,613,0,random(6,12))
    GSKL PONML 5
    Goto See
  }
}

actor Revenant_2f : Revenant_2
{
  States
  {
  Spawn:
    GSKL A 0
    GSKL A 0 A_CheckFlag("Friendly","Idle")
    GSKL A 0 Thing_SetSpecial(0,226,613,0,random(12,24))
  Idle:
    GSKL AABB 10 A_Look
    Loop
  }
}

actor GreenRevenant : Revenant_2
{
  Obituary "%o was splattered by an assault revenant."
  HitObituary "%o's face was caved in by an assault revenant."
  Health 350
  Radius 20
  Height 56
  Mass 500
  Speed 9
  PainChance 85
  PainChance "Dragon", 43
  PainChance "DragonF", 43
  PainChance "Dragonsplosion", 43
  PainChance "RGAFire", 43
  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 "skeleton/sight"
  PainSound "skeleton/pain"
  DeathSound "skeleton/death"
  ActiveSound "skeleton/active"
  -MISSILEMORE
  MaxTargetRange 1536
  Translation "112:127=[127,37,15]:[0,0,0]"
  DamageFactor "RevenantBall", 0.0
  DropItem "M1014Drop" 48
  DropItem "ShotgunAmmo" 128
  Tag "Assault Revenant"
  States
  {
  Spawn:
    GSKL A 0
    GSKL A 0 A_CheckFlag("Friendly",2)
    GSKL A 0 Thing_SetSpecial(0,226,613,0,random(14,28))
    GSKL A 20
  Idle:
    GSKL AABB 10 A_Look
    Loop
  See:
    GSKL A 0 A_JumpIfInventory("MonHold",1,"Death")
    GSKL A 0 A_JumpIfInventory("BlindCheck",3,"SeeWeak")
    GSKL AABBCCDDEEFFAABBCCDDEEFF 2 A_Chase
    GSKL AABBCCDDEEFFAABBCCDDEEFF 2 A_Chase
    GSKL F 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0)
    Goto See+2
  SeeWeak:
    GSKL AABBCC 4 A_Chase("","")
    GSKL DDEEFF 4 A_Chase("Melee","")
    GSKL A 0 A_JumpIfInventory("BlindCheck",3,1)
	Goto See+14
    GSKL AABBCCDDEEFF 4 A_Chase
    GSKL F 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0)
    Goto See
  Melee:
    GSKL G 0 A_JumpIfInventory("BlindCheck",3,"MeleeWeak")
    GSKL G 6 A_SkelWhoosh
    GSKL H 4 A_FaceTarget
    GSKL H 2 A_Recoil(-8)
    GSKL I 6 A_CustomMeleeAttack(35,"skeleton/melee","none")
    Goto See
  MeleeWeak:
    GSKL G 8 A_SkelWhoosh
    GSKL H 5 A_FaceTarget
    GSKL H 3 A_Recoil(-5)
    GSKL I 8 A_CustomMeleeAttack(25,"skeleton/melee","none")
    Goto See
  Missile:
    GSKL K 0 A_FaceTarget
    GSKL K 0 A_JumpIfInventory("BlindCheck",3,"MissileWeak")
    GSKL K 12 A_FaceTarget
    GSKL J 0 BRIGHT A_PlayWeaponSound("m1014/fire")
    GSKL J 0 BRIGHT A_FaceTarget
    GSKL J 10 BRIGHT A_CustomBulletAttack(15.0, 7.5, 4, 6, "RevenantBulletPuff", 0, FBF_NORANDOM)
    GSKL K 9
    GSKL K 5 A_PlaySound("intervention/open")
    Goto See
  MissileWeak:
    GSKL K 16 A_FaceTarget
    GSKL J 0 BRIGHT A_PlayWeaponSound("m1014/fire")
    GSKL J 0 BRIGHT A_FaceTarget
    GSKL J 10 BRIGHT A_CustomBulletAttack(25.0, 12.5, 4, 6, "RevenantBulletPuff", 0, FBF_NORANDOM)
    GSKL K 9
    GSKL K 5 A_PlaySound("intervention/open")
    Goto See
  Pain.Stun3:
    GSKL L 0 ACS_NamedExecuteAlways("RefStun",0,2,0,0)
	Goto Pain
  Pain.Stun2:
    GSKL L 0 ACS_NamedExecuteAlways("RefStun",0,1,0,0)
	Goto Pain
  Pain.Stun:
    GSKL L 0 ACS_NamedExecuteAlways("RefStun",0,0,0,0)
	Goto Pain
  Pain.NormalExplode:
  Pain.Sniper:
  Pain.ExplosionF:
  Pain.ExplosionC:
  Pain.Explosion:
    GSKL L 6
    GSKL L 18 A_Pain
    Goto See
  Pain:
    GSKL L 6
    GSKL L 9 A_Pain
    Goto See
  Death:
    GSKL LM 7
    GSKL N 7 A_Scream
    GSKL O 7 A_NoBlocking
    GSKL P 7
    GSKL Q 0 A_CheckFlag("Boss",3)
    GSKL Q 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",2,0,0)) == 1, 2)
    GSKL Q 0 A_Jump(17,6)
    GSKL QQQ 4 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    GSKL Q 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    GSKL Q -1
    Stop
    GSKL Q 0 A_Jump(256,1,2,3)
    GSKL QQQQQQ 85 CanRaise
    GSKL Q 0 A_PlayWeaponSound("brain/spit")
    GSKL Q 10 A_SpawnItemEx("ResurrectionFire",0,0,0,0,0,0,0,128,0)
    TNT1 A 15 A_SpawnItemEx("BlueRevenantRes",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS,0)
    Stop
  Death.Knife:
    GSKL LM 7
    GSKL N 7
    GSKL O 7 A_NoBlocking
    GSKL P 7 A_PlaySound("body/splats")
    GSKL QQQ 4 A_SpawnItemEx("ArmorBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    GSKL Q 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    GSKL Q -1
    Stop
  Death.RGAFire:
  Death.Dragonsplosion:
  Death.Dragon:
  Death.DragonF:
  Death.Fire:
    "####" L 1
    "####" A 0 A_GiveInventory("MonHold",1)
	"####" A 0 A_Jump(128,"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("","")
    "####" 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_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
    "####" 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
	"####" D 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
    "####" 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
    "####" 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
    "####" 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_JumpIfInventory("MonHold",3,"Death.Burnt")
	"####" F 0 A_Jump(120,"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)
    "####" # 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
  DeathClean:
    GSKL QQQQQQ 5250 CanRaise
    GSKL QQQQQQQQQ 2 A_FadeOut(0.1)
	Stop
  Raise:
    GSKL Q 0
    GSKL Q 0 A_ChangeFlag("FRIGHTENED",0)
	GSKL Q 0 A_TakeInventory("MonHold",35)
    GSKL Q 5 Thing_SetSpecial(0,226,613,0,random(7,14))
    GSKL PONML 5
    Goto See
  }
}

actor GreenRevenant2 : GreenRevenant
{
  DropItem "StrikerDrop" 48
  DropItem "ShotgunAmmo" 128
  States
  {
  Missile:
    GSKL K 0 A_FaceTarget
    GSKL K 0 A_JumpIfInventory("BlindCheck",3,"MissileWeak")
    GSKL K 12 A_FaceTarget
    GSKL J 0 BRIGHT A_PlayWeaponSound("striker/fire")
    GSKL J 0 BRIGHT A_FaceTarget
    GSKL J 6 BRIGHT A_CustomBulletAttack(15.0, 7.5, 2, 6, "RevenantBulletPuff", 0, FBF_NORANDOM)
	GSKL K 4
    GSKL J 0 BRIGHT A_PlayWeaponSound("striker/fire")
    GSKL J 0 BRIGHT A_FaceTarget
	GSKL J 6 BRIGHT A_CustomBulletAttack(15.0, 7.5, 2, 6, "RevenantBulletPuff", 0, FBF_NORANDOM)
    GSKL K 5
    GSKL K 3 A_PlaySound("intervention/open")
    Goto See
  MissileWeak:
    GSKL K 16 A_FaceTarget
    GSKL J 0 BRIGHT A_PlayWeaponSound("striker/fire")
    GSKL J 0 BRIGHT A_FaceTarget
    GSKL J 6 BRIGHT A_CustomBulletAttack(25.0, 12.5, 2, 6, "RevenantBulletPuff", 0, FBF_NORANDOM)
	GSKL K 4 
    GSKL J 0 BRIGHT A_PlayWeaponSound("striker/fire")
    GSKL J 0 BRIGHT A_FaceTarget
	GSKL J 6 BRIGHT A_CustomBulletAttack(25.0, 12.5, 2, 6, "RevenantBulletPuff", 0, FBF_NORANDOM)
    GSKL K 5
    GSKL K 3 A_PlaySound("intervention/open")
    Goto See
  }
}

actor GreenRevenantf : GreenRevenant
{
  States
  {
  Spawn:
    GSKL A 0
    GSKL A 0 A_CheckFlag("Friendly","Idle")
    GSKL A 0 Thing_SetSpecial(0,226,613,0,random(14,28))
  Idle:
    GSKL AABB 10 A_Look
    Loop
  }
}
actor GreenRevenant2f : GreenRevenant2
{
  States
  {
  Spawn:
    GSKL A 0
    GSKL A 0 A_CheckFlag("Friendly","Idle")
    GSKL A 0 Thing_SetSpecial(0,226,613,0,random(14,28))
  Idle:
    GSKL AABB 10 A_Look
    Loop
  }
}

actor GreenRevenantRes
{
  Translation "112:127=[127,37,15]:[0,0,0]"
  Scale 0.76
  States
  {
  Spawn:
    GSKL QPONML 5
    TNT1 A 5 A_SpawnItemEx("GreenRevenantf",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS,0)
    TNT1 A 15 A_AlertMonsters(16,2)
    Stop
  }
}

actor GreenRevenant2Res
{
  Translation "112:127=[127,37,15]:[0,0,0]"
  Scale 0.76
  States
  {
  Spawn:
    GSKL QPONML 5
    TNT1 A 5 A_SpawnItemEx("GreenRevenant2f",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS,0)
    TNT1 A 15 A_AlertMonsters(16,2)
    Stop
  }
}

actor GoldRevenant : GreenRevenant
{
  Obituary "%o was punctured by a sniper revenant."
  HitObituary "%o was slapped around by a sniper revenant."
  Health 275
  Speed 8
  ReactionTime 6
  MinMissileChance 173
  +MISSILEMORE
  //+MISSILEEVENMORE
  DamageFactor "RevenantBall", 0.0
  DropItem "SniperSpawner" 48
  DropItem "HeavyAmmo" 128
  MaxTargetRange 0
  Tag "Sniper Revenant"
  States
  {
  Spawn:
    RASK A 0
    RASK A 0 A_CheckFlag("Friendly",2)
    RASK A 0 Thing_SetSpecial(0,226,613,0,random(13,26))
    RASK A 20
  Idle:
    RASK AABB 10 A_Look
    Loop
  See2:
    RASK A 0 A_JumpIfInventory("BlindCheck",1,"SeeWeak")
    RASK AABBCCDDEEFF 3 A_Chase("Melee","")
  See:
    RASK A 0 A_JumpIfInventory("MonHold",1,"Death")
    RASK A 0 A_JumpIfInventory("BlindCheck",1,"SeeWeak")
    RASK AABBCCDDEEFFAABBCCDDEEFF 3 A_Chase
    RASK AABBCCDDEEFFAABBCCDDEEFF 3 A_Chase
    RASK F 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0)
    Goto See+2
  SeeWeak:
    RASK AABBCC 5 A_Chase("","")
    RASK DDEEFF 5 A_Chase("Melee","")
    RASK A 0 A_JumpIfInventory("BlindCheck",1,1)
	Goto See+14
    RASK AABBCCDDEEFF 5 A_Chase
    RASK F 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0)
    Goto See
  Melee:
    RASK G 0 A_JumpIfInventory("BlindCheck",1,"MeleeWeak")
    RASK G 7 A_SkelWhoosh
    RASK H 5 A_FaceTarget
    RASK H 2 A_Recoil(-8)
    RASK I 7 A_CustomMeleeAttack(30,"skeleton/melee","none")
    Goto See
  MeleeWeak:
    RASK G 9 A_SkelWhoosh
    RASK H 6 A_FaceTarget
    RASK H 3 A_Recoil(-5)
    RASK I 9 A_CustomMeleeAttack(20,"skeleton/melee","none")
    Goto See
  Missile:
    RASK K 0 A_FaceTarget
    RASK K 0 A_JumpIfInventory("BlindCheck",1,"MissileWeak")
    RASK K 0 A_Jump(71,"Missile2")
    RASK KKK 5 A_FaceTarget
    RASK J 0 BRIGHT A_PlayWeaponSound("m14/fire")
    RASK J 0 BRIGHT A_FaceTarget
    RASK J 3 BRIGHT A_CustomBulletAttack(7.5, 3.75, 1, 8, "RevenantBulletPuff", 4096, FBF_NORANDOM)
    RASK J 0 BRIGHT A_PlayWeaponSound("m14/fire")
    RASK J 0 BRIGHT A_FaceTarget
    RASK J 7 BRIGHT A_CustomBulletAttack(7.5, 3.75, 1, 8, "RevenantBulletPuff", 4096, FBF_NORANDOM)
    RASK K 5
    RASK K 5 A_PlaySound("intervention/close")
    Goto See
  MissileWeak:
    RASK KKKKK 5 A_FaceTarget
    RASK J 0 BRIGHT A_PlayWeaponSound("m14/fire")
    RASK J 0 BRIGHT A_FaceTarget
    RASK J 3 BRIGHT A_CustomBulletAttack(12.5, 6.25, 1, 8, "RevenantBulletPuff", 4096, FBF_NORANDOM)
    RASK J 0 BRIGHT A_PlayWeaponSound("m14/fire")
    RASK J 0 BRIGHT A_FaceTarget
    RASK J 7 BRIGHT A_CustomBulletAttack(12.5, 6.25, 1, 8, "RevenantBulletPuff", 4096, FBF_NORANDOM)
    RASK K 10
    RASK K 5 A_PlaySound("intervention/close")
    Goto See2
  Missile2:
    RASK KKKKK 5 A_FaceTarget
    RASK J 0 BRIGHT A_PlayWeaponSound("barrett/fire")
    RASK J 0 BRIGHT A_FaceTarget
    RASK J 3 BRIGHT A_CustomBulletAttack(5.0, 2.5, 1, 9, "RevenantBulletPuff", 4096, FBF_NORANDOM)
    RASK J 0 BRIGHT A_PlayWeaponSound("barrett/fire")
    RASK J 0 BRIGHT A_FaceTarget
    RASK J 7 BRIGHT A_CustomBulletAttack(5.0, 2.5, 1, 9, "RevenantBulletPuff", 4096, FBF_NORANDOM)
    RASK K 10
    RASK K 5 A_PlaySound("intervention/close")
    Goto See2
  Pain.Stun3:
    RASK L 0 ACS_NamedExecuteAlways("RefStun",0,2,0,0)
	Goto Pain
  Pain.Stun2:
    RASK L 0 ACS_NamedExecuteAlways("RefStun",0,1,0,0)
	Goto Pain
  Pain.Stun:
    RASK L 0 ACS_NamedExecuteAlways("RefStun",0,0,0,0)
	Goto Pain
  Pain.NormalExplode:
  Pain.Sniper:
  Pain.ExplosionF:
  Pain.ExplosionC:
  Pain.Explosion:
    RASK L 6
    RASK L 18 A_Pain
    Goto See
  Pain:
    RASK L 6
    RASK L 9 A_Pain
    Goto See
  Death:
    RASK LM 7
    RASK N 7 A_Scream
    RASK O 7 A_NoBlocking
    RASK P 7
    RASK Q 0 A_CheckFlag("Boss",3)
    RASK Q 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",2,0,0)) == 1, 2)
    RASK Q 0 A_Jump(20,"Death2","Death3")
    RASK QQ 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    RASK Q 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    RASK Q -1
    Stop
  Death.Knife:
    RASK LM 7
    RASK N 7
    RASK O 7 A_NoBlocking
    RASK P 7 A_PlaySound("body/splats")
    RASK QQ 3 A_SpawnItemEx("ArmorBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    RASK Q 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    RASK Q -1
    Stop
  Death2:
    RASK Q 0 A_Jump(256,1,2,3)
    RASK QQQQQQ 85 CanRaise
    RASK Q 0 A_PlayWeaponSound("brain/spit")
    RASK Q 10 A_SpawnItemEx("ResurrectionFire",0,0,0,0,0,0,0,128,0)
    TNT1 A 15 A_SpawnItemEx("GreenRevenantRes",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS,0)
    Stop
  Death3:
    RASK Q 0 A_Jump(256,1,2,3)
    RASK QQQQQQ 85 CanRaise
    RASK Q 0 A_PlayWeaponSound("brain/spit")
    RASK Q 10 A_SpawnItemEx("ResurrectionFire",0,0,0,0,0,0,0,128,0)
    TNT1 A 15 A_SpawnItemEx("GreenRevenant2Res",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS,0)
    Stop
  Death.RGAFire:
  Death.Dragonsplosion:
  Death.Dragon:
  Death.DragonF:
  Death.Fire:
    "####" L 1
    "####" A 0 A_GiveInventory("MonHold",1)
	"####" A 0 A_Jump(128,"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("","")
    "####" 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_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
    "####" 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_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
    "####" 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
    "####" 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
    "####" 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_JumpIfInventory("MonHold",3,"Death.Burnt")
	"####" F 0 A_Jump(120,"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)
    "####" # 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
  DeathClean:
    RASK QQQQQQ 5250 CanRaise
    RASK QQQQQQQQQ 2 A_FadeOut(0.1)
	Stop
  Raise:
    RASK Q 0
    RASK Q 0 A_ChangeFlag("FRIGHTENED",0)
	RASK Q 0 A_TakeInventory("MonHold",35)
    RASK Q 5 Thing_SetSpecial(0,226,613,0,random(7,12))
    RASK PONML 5
    Goto See
  }
}

actor GoldRevenantf : GoldRevenant
{
  Tag "Sniper Revenant"
  States
  {
  Spawn:
    RASK A 0
    RASK A 0 A_CheckFlag("Friendly","Idle")
    RASK A 0 Thing_SetSpecial(0,226,613,0,random(13,26))
  Idle:
    RASK AABB 10 A_Look
    Loop
  }
}

actor GoldRevenantRes
{
  Scale 0.76
  States
  {
  Spawn:
    RASK QPONML 5
    TNT1 A 5 A_SpawnItemEx("GoldRevenantf",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS,0)
    TNT1 A 15 A_AlertMonsters(16,2)
    Stop
  }
}

actor BlueRevenant : GreenRevenant
{
  Obituary "%o was shattered by a revenant lord's fireball."
  HitObituary "%o's skull was shattered by a revenant lord."
  Health 450
  Speed 11
  Scale 0.78
  PainChance 70
  PainChance "Dragon", 35
  PainChance "DragonF", 35
  PainChance "Dragonsplosion", 35
  PainChance "RGAFire", 35
  PainChance "Knife", 255
  PainChance "Explosion", 255
  PainChance "ExplosionF", 255
  PainChance "ExplosionC", 255
  PainChance "NormalExplode", 255
  PainChance "Stun", 255
  PainChance "Stun2", 255
  PainChance "Stun3", 255
  +MISSILEMORE
  Translation "112:127=[63,63,63]:[0,0,0]"
  DropItem "LauncherSpawner" 48
  DropItem "ExplosiveAmmo" 96
  Tag "Revenant Lord"
  States
  {
  Spawn:
    GSKL A 0
    GSKL A 0 A_CheckFlag("Friendly","Idle")
    GSKL A 0 Thing_SetSpecial(0,226,613,0,random(18,36))
  Idle:
    GSKL AABB 10 A_Look
    Loop
  See:
    GSKL A 0 A_JumpIfInventory("MonHold",1,"Death")
    GSKL A 0 A_JumpIfInventory("BlindCheck",4,"SeeWeak")
    GSKL AABBCCDDEEFFAABBCCDDEEFF 2 A_Chase
    GSKL AABBCCDDEEFFAABBCCDDEEFF 2 A_Chase
    GSKL F 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0)
    Goto See+2
  SeeWeak:
    GSKL AABBCC 4 A_Chase("","")
    GSKL DDEEFF 4 A_Chase("Melee","")
    GSKL A 0 A_JumpIfInventory("BlindCheck",4,1)
	Goto See+14
    GSKL AABBCCDDEEFF 4 A_Chase
    GSKL F 0 A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0)
    Goto See
  Melee:
    GSKL G 0 A_JumpIfInventory("BlindCheck",4,"MeleeWeak")
    GSKL G 5 A_SkelWhoosh
    GSKL H 3 A_FaceTarget
    GSKL H 2 A_Recoil(-9)
    GSKL I 5 A_CustomMeleeAttack(45,"skeleton/melee","none")
    Goto See
  MeleeWeak:
    GSKL G 7 A_SkelWhoosh
    GSKL H 4 A_FaceTarget
    GSKL H 3 A_Recoil(-6)
    GSKL I 7 A_CustomMeleeAttack(35,"skeleton/melee","none")
    Goto See
  Missile:
    GSKL K 0 A_FaceTarget
    GSKL K 0 A_JumpIfInTargetInventory("PowerInvisibility",1,"MissileDumb2")
    GSKL K 0 A_JumpIfInventory("BlindCheck",4,"MissileDumb")
    GSKL K 0 A_JumpIfInTargetInventory("Perk2_ColdBlooded_PRO",1,"MissileDumb")
    GSKL K 0 A_Jump(127,"MissileDumb")
    GSKL K 10 A_FaceTarget
    GSKL J 0 BRIGHT A_FaceTarget
    GSKL J 0 BRIGHT A_CustomMissile("BlueRevMissileLock",44,-8)
    GSKL J 10 BRIGHT A_CustomMissile("BlueRevMissileLock",44,8)
    GSKL K 10
    Goto See
  MissileDumb2:
    GSKL K 10 A_FaceTarget
  MissileDumb:
    GSKL K 10 A_FaceTarget
    GSKL J 0 BRIGHT A_FaceTarget
    GSKL J 0 BRIGHT A_CustomMissile("BlueRevMissile",44,-8)
    GSKL J 10 BRIGHT A_CustomMissile("BlueRevMissile",44,8)
    GSKL K 10
    Goto See
  Pain.Stun3:
    GSKL L 0 ACS_NamedExecuteAlways("RefStun",0,2,0,0)
	Goto Pain
  Pain.Stun2:
    GSKL L 0 ACS_NamedExecuteAlways("RefStun",0,1,0,0)
	Goto Pain
  Pain.Stun:
    GSKL L 0 ACS_NamedExecuteAlways("RefStun",0,0,0,0)
	Goto Pain
  Pain.NormalExplode:
  Pain.Sniper:
  Pain.ExplosionF:
  Pain.ExplosionC:
  Pain.Explosion:
    GSKL L 5
    GSKL L 15 A_Pain
    Goto See
  Pain:
    GSKL L 5
    GSKL L 7 A_Pain
    Goto See
  Death:
    GSKL LM 7
    GSKL N 7 A_Scream
    GSKL O 7 A_NoBlocking
    GSKL P 7
    GSKL Q 0 A_CheckFlag("Boss",3)
    GSKL Q 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",2,0,0)) == 1, 2)
    GSKL Q 0 A_Jump(14,9)
    GSKL QQQQQQ 4 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    GSKL Q 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    GSKL Q -1
    Stop
    GSKL Q 0 A_Jump(256,1,2,3)
    GSKL QQQQQQ 85 CanRaise
    GSKL Q 0 A_PlayWeaponSound("brain/spit")
    GSKL Q 10 A_SpawnItemEx("ResurrectionFire",0,0,0,0,0,0,0,128,0)
    TNT1 A 15 A_SpawnItemEx("SuperRevenantRes",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS,0)
    Stop
  Death.Knife:
    GSKL LM 7
    GSKL N 7 A_Scream
    GSKL O 7 A_NoBlocking
    GSKL P 7 A_PlaySound("body/splats")
    GSKL QQQQQQ 4 A_SpawnItemEx("ArmorBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    GSKL Q 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    GSKL Q -1
    Stop
  Death.RGAFire:
  Death.Dragonsplosion:
  Death.Dragon:
  Death.DragonF:
  Death.Fire:
    "####" L 1
    "####" A 0 A_GiveInventory("MonHold",1)
	"####" A 0 A_Jump(128,"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("","")
    "####" 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_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
    "####" 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_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
    "####" 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
    "####" 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
    "####" 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_JumpIfInventory("MonHold",3,"Death.Burnt")
	"####" F 0 A_Jump(120,"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
  DeathClean:
    GSKL QQQQQQ 5250 CanRaise
    GSKL QQQQQQQQQ 2 A_FadeOut(0.1)
	Stop
  Raise:
    GSKL Q 0
    GSKL Q 0 A_ChangeFlag("FRIGHTENED",0)
	GSKL Q 0 A_TakeInventory("MonHold",35)
    GSKL Q 5 Thing_SetSpecial(0,226,613,0,random(9,18))
    GSKL PONML 5
    Goto See
  }
}

actor BlueRevenantRes
{
  Scale 0.78
  Translation "112:127=[31,31,31]:[0,0,0]"
  States
  {
  Spawn:
    GSKL QPONML 5
    TNT1 A 5 A_SpawnItemEx("BlueRevenant",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS,0)
    TNT1 A 15 A_AlertMonsters(16,2)
    Stop
  }
}

actor SuperRevenant : Revenant_2
{
  Obituary "%o was bombarded by a revenant god."
  HitObituary "%o was pounded into the ground by a revenant god."
  Health 2000//1875//1500//750
  Radius 20
  Height 56
  Mass 1000
  Speed 12
  Scale 0.82//0.86
  MinMissileChance 160
  PainChance 20
  PainChance "Sniper", 40
  PainChance "Dragon", 10
  PainChance "DragonF", 10
  PainChance "Dragonsplosion", 10
  PainChance "RGAFire", 10
  PainChance "Knife", 255
  PainChance "Explosion", 255
  PainChance "ExplosionF", 255
  PainChance "ExplosionC", 255
  PainChance "NormalExplode", 255
  PainChance "Stun", 20
  PainChance "Stun2", 20
  PainChance "Stun3", 20
  +QUICKTORETALIATE
  +NOBLOOD
  -COUNTKILL
  +NOICEDEATH
  -LONGMELEERANGE
  +DONTMORPH
  SeeSound "skeleton/sightgod"
  PainSound "skeleton/paingod"
  DeathSound "skeleton/death"
  ActiveSound "skeleton/activegod"
  Translation "112:127=[255,255,255]:[55,27,15]"
  DamageFactor "Explosion", 2.0
  DamageFactor "ExplosionF", 2.0
  DamageFactor "ExplosionC", 1.7
  DamageFactor "NormalExplode", 1.4
  DamageFactor "RevenantBall", 0.0
  DamageFactor "Fire", 0.77//0.54//0.8
  DamageFactor "Dragon", 0.54//0.8
  DamageFactor "DragonF", 0.63//0.8
  DamageFactor "Dragonsplosion", 0.45//0.67
  DamageFactor "RGAFire", 0.77//0.54//0.8
  Tag "Revenant God"
  States
  {
  Spawn:
    GSKL A 0 BRIGHT
    GSKL A 0 BRIGHT A_CheckFlag("Friendly","Idle")
    GSKL A 0 BRIGHT Thing_SetSpecial(0,226,613,0,random(70,100))//35,50))
  Idle:
    GSKL AA 2 BRIGHT A_Look
    GSKL AAAA 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL AA 2 BRIGHT A_Look
    GSKL AAAA 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL AA 2 BRIGHT A_Look
    GSKL AAAA 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL AA 2 BRIGHT A_Look
    GSKL AAAA 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL AA 2 BRIGHT A_Look
    GSKL AAAA 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL AA 2 BRIGHT A_Look
    GSKL AAAA 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL BB 2 BRIGHT A_Look
    GSKL BBBB 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL BB 2 BRIGHT A_Look
    GSKL BBBB 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL BB 2 BRIGHT A_Look
    GSKL BBBB 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL BB 2 BRIGHT A_Look
    GSKL BBBB 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL BB 2 BRIGHT A_Look
    GSKL BBBB 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL BB 2 BRIGHT A_Look
    GSKL BBBB 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    Loop
  See:
    GSKL AA 2 BRIGHT A_Chase("","Missile")
    GSKL AA 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL BB 2 BRIGHT A_Chase
    GSKL BB 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL CC 2 BRIGHT A_Chase
    GSKL CC 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL C 0 BRIGHT A_Jump(224,2)
    GSKL C 0 BRIGHT ThrustThing(angle*256/360+64, random(-16,16), 0, 0)
    GSKL DD 2 BRIGHT A_Chase
    GSKL DD 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL EE 2 BRIGHT A_Chase
    GSKL EE 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL FF 2 BRIGHT A_Chase
    GSKL FF 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL F 0 BRIGHT A_SpawnItemEx("ZombieStepDamage",0,0,28,0,0,0,0,0,0)
    GSKL K 0 BRIGHT A_Jump(224,"See")
    GSKL K 0 BRIGHT ThrustThing(angle*256/360+64, random(-16,16), 0, 0)
    loop
  Melee:
    GSKL G 2 BRIGHT A_SkelWhoosh
    GSKL GG 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL G 2 BRIGHT A_FaceTarget
    GSKL GG 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL H 2 BRIGHT A_FaceTarget
    GSKL HH 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL H 2 BRIGHT A_Recoil(-12)
    GSKL HH 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL I 2 BRIGHT A_CustomMeleeAttack(35,"skeleton/melee","none")
    GSKL II 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL I 2 BRIGHT
    GSKL II 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL H 2 BRIGHT A_FaceTarget
    GSKL HH 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL H 2 BRIGHT A_Recoil(-12)
    GSKL HH 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL I 2 BRIGHT A_CustomMeleeAttack(35,"skeleton/melee","none")
    GSKL II 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL I 2 BRIGHT
    GSKL II 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL H 2 BRIGHT A_FaceTarget
    GSKL HH 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL H 2 BRIGHT A_Recoil(-12)
    GSKL HH 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL I 2 BRIGHT A_CustomMeleeAttack(35,"skeleton/melee","none")
    GSKL II 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL I 2 BRIGHT
    GSKL II 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL I 0 BRIGHT A_Jump(47,"Melee")
    GSKL I 0 BRIGHT A_Jump(47,"Missile")
    Goto See
  Missile:
    GSKL K 0 BRIGHT A_Jump(192,2)
    GSKL K 0 BRIGHT ThrustThing(angle*256/360+64, random(-16,16), 0, 0)
    GSKL K 2 BRIGHT A_FaceTarget
    GSKL KK 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL K 2 BRIGHT A_FaceTarget
    GSKL KK 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL K 2 BRIGHT A_FaceTarget
    GSKL KK 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL K 2 BRIGHT A_FaceTarget
    GSKL KK 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL K 2 BRIGHT A_FaceTarget
    GSKL KK 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL K 0 BRIGHT A_Jump(63,"Missile3")
  Missile2:
    GSKL J 4 BRIGHT A_CustomMissile("WeakRevMissile",52,-8,random(-175,125)/100.00)
    GSKL JJJJ 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL K 4 BRIGHT A_FaceTarget
    GSKL KKKK 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL J 4 BRIGHT A_CustomMissile("WeakRevMissile",52,8,random(-125,175)/100.00)
    GSKL JJJJ 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL K 4 BRIGHT A_FaceTarget
    GSKL KKKK 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL J 4 BRIGHT A_CustomMissile("WeakRevMissile",52,-8,random(-175,125)/100.00)
    GSKL JJJJ 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL K 4 BRIGHT A_FaceTarget
    GSKL KKKK 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL J 4 BRIGHT A_CustomMissile("WeakRevMissile",52,8,random(-125,175)/100.00)
    GSKL JJJJ 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL K 4 BRIGHT A_FaceTarget
    GSKL KKKK 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    HEAD E 0 BRIGHT A_Jump(47,"Missile2")
    HEAD E 0 BRIGHT A_Jump(47,"Missile")
    Goto See
  Missile3:
    GSKL k 0 BRIGHT A_PlaySound("skeleton/sightgod",2)
    GSKL K 0 BRIGHT A_Jump(32,2)
    GSKL K 0 BRIGHT A_JumpIfCloser(384,"Missile4")
    GSKL KK 2 BRIGHT A_FaceTarget
    GSKL KKKK 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL J 0 BRIGHT A_PlayWeaponSound("m79/firealt")
    GSKL J 4 BRIGHT A_CustomMissile("StrongRevMissile",52,-8,random(-175,125)/100.00)
    GSKL JJJJ 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL KK 2 BRIGHT A_FaceTarget
    GSKL KKKK 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL J 0 BRIGHT A_PlayWeaponSound("m79/firealt")
    GSKL J 4 BRIGHT A_CustomMissile("StrongRevMissile",52,-8,random(-175,125)/100.00)
    GSKL JJJJ 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL K 4 BRIGHT A_FaceTarget
    GSKL KKKK 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL K 4 BRIGHT A_FaceTarget
    GSKL KKKK 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL K 4 BRIGHT A_FaceTarget
    GSKL KKKK 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    HEAD E 0 BRIGHT A_Jump(23,"Missile3")
    HEAD E 0 BRIGHT A_Jump(47,"Missile")
    Goto See
  Missile4:
    GSKL KK 2 BRIGHT A_FaceTarget
    GSKL KKKK 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL J 0 BRIGHT A_PlaySoundEx("dragon/fire",1)
    GSKL JJJJ 1 BRIGHT A_CustomMissile("VileFlamerFire",52,-8,random(-1250,750)/100.00)
    GSKL JJJJ 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL J 0 BRIGHT A_FaceTarget
    GSKL JJJJ 1 BRIGHT A_CustomMissile("VileFlamerFire",52,8,random(-750,1250)/100.00)
    GSKL JJJJ 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL J 0 BRIGHT A_FaceTarget
    GSKL JJJJ 1 BRIGHT A_CustomMissile("VileFlamerFire",52,-8,random(-1250,750)/100.00)
    GSKL JJJJ 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL J 0 BRIGHT A_FaceTarget
    GSKL JJJJ 1 BRIGHT A_CustomMissile("VileFlamerFire",52,8,random(-750,1250)/100.00)
    GSKL JJJJ 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL K 4 BRIGHT A_FaceTarget
    GSKL KKKK 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL K 4 BRIGHT A_FaceTarget
    GSKL KKKK 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL K 4 BRIGHT A_FaceTarget
    GSKL KKKK 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    HEAD E 0 BRIGHT A_Jump(23,"Missile4")
    HEAD E 0 BRIGHT A_Jump(47,"Missile")
    Goto See
  Pain.Stun3:
    Stop
  Pain.Stun2:
    Stop
  Pain.Stun:
    Stop
  Pain.Explosion:
    Stop
  Pain.ExplosionF:
    Stop
  Pain.ExplosionC:
    Stop
  Pain.RGAFire:
  Pain.Dragon:
  Pain.DragonF:
  Pain.Dragonsplosion:
  Pain.Fire:
    GSKL L 0 BRIGHT A_Jump(240,2)
    GSKL L 0 BRIGHT ThrustThing(angle*256/360+64, random(-16,16), 0, 0)
    GSKL L 3 BRIGHT A_Jump(8,"Missile")
    GSKL LLL 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL L 3 BRIGHT A_Pain
    GSKL LLL 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    Goto See
  Pain.Sniper:
    GSKL L 0 BRIGHT ThrustThing(angle*256/360+64, random(-16,16), 0, 0)
    GSKL L 3 BRIGHT A_Jump(32,"Missile")
    GSKL LLL 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL L 3 BRIGHT A_Pain
    GSKL LLL 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    Goto See
  Pain:
    GSKL L 0 BRIGHT A_Jump(80,2)
    GSKL L 0 BRIGHT ThrustThing(angle*256/360+64, random(-16,16), 0, 0)
    GSKL L 3 BRIGHT A_Jump(16,"Missile")
    GSKL LLL 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL L 3 BRIGHT A_Pain
    GSKL LLL 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    Goto See
  Death.Knife:
    SPID I 0 A_GiveToTarget("RandomKillstreak",1)
    Stop
  Death.RGAFire:
    SPID I 0 A_GiveToTarget("RandomKillstreak",1)
    Stop
  Death.Dragon:
    SPID I 0 A_GiveToTarget("RandomKillstreak",1)
    Stop
  Death.DragonF:
    SPID I 0 A_GiveToTarget("RandomKillstreak",1)
    Stop
  Death.Dragonsplosion:
    SPID I 0 A_GiveToTarget("RandomKillstreak",1)
    Stop
  Death.Fire:
    SPID I 0 A_GiveToTarget("RandomKillstreak",1)
    Stop
  Death.FireCont:
    Stop
  Death.Burnt:
    Stop
  Death.Ice:
    "####" # 0 A_GiveToTarget("RandomKillstreak",1)
  Death:
    GSKL M 4 BRIGHT
    GSKL MMMM 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL M 3 BRIGHT
    GSKL MMM 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL N 4 BRIGHT
    GSKL NNNN 0 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    GSKL N 3 BRIGHT
    TNT1 A 0 A_NoBlocking
    TNT1 A 0 A_Stop
    TNT1 AAAAAA 0 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-8,8),random(-8,8),random(2,8),0,0,0)
    TNT1 AAAAAA 0 A_SpawnItemEx("ArmorBonus_3",0,0,0,random(-8,8),random(-8,8),random(2,8),0,0,0)
    TNT1 A 0 Radius_Quake(1,40,0,6,0)
    TNT1 AA 10 A_SpawnItemEx("ExplosionMain",0,0,28,0,0,0,0,128,0)
    TNT1 AA 10 A_SpawnItemEx("ExplosionMain2",0,0,28,0,0,0,0,128,0)
    TNT1 A 10 A_SpawnItemEx("ExplosionMain3",0,0,28,0,0,0,0,128,0)
    TNT1 A 30 A_SpawnItemEx("ExplosionMain3",0,0,28,0,0,0,0,128,0)
    Stop
  Raise:
    Stop
  }
}

actor SuperRevenantRes
{
  Scale 0.82
  Translation "112:127=[255,255,255]:[55,27,15]"
  States
  {
  Spawn:
    GSKL QQQ 5 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    TNT1 A 0 A_Explode(20,70,0)
    TNT1 A 0 A_SpawnItemEx("ExplosionMain3",0,0,28,0,0,0,0,128,0)
    GSKL PO 5 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    TNT1 A 0 A_Explode(30,100,0)
    TNT1 A 0 A_SpawnItemEx("ExplosionMain2",0,0,28,0,0,0,0,128,0)
    GSKL NM 5 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    TNT1 A 0 A_Explode(40,130,0)
    TNT1 A 0 A_SpawnItemEx("ExplosionMain",0,0,28,0,0,0,0,128,0)
    GSKL L 5 BRIGHT A_SpawnItemEx("FireFlare",random(-15,15),random(-15,15),random(0,40),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    TNT1 A 5 A_SpawnItemEx("SuperRevenant",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS,0)
    TNT1 A 15 A_AlertMonsters(16,2)
    Stop
  }
}

actor RevMissile replaces RevenantTracer
{
  Obituary "%o felt the heat of a revenant's fireball."
  Radius 10
  Height 8
  Speed 10
  Damage (28)
  RenderStyle Add
  Alpha 0.6
  Scale 0.3
  SeeSound "skeleton/attack"
  PROJECTILE
  +FORCERADIUSDMG
  +FORCEXYBILLBOARD
  Decal RevenantScorch
  DamageType "NormalExplode"
  States
  {
  Spawn:
    8BLX B 1 BRIGHT A_SpawnItemEx("RevMissileTrail",0,0,0,0,0,0,0,128,0)
    loop
  Death:
    TNT1 A 0 BRIGHT Radius_Quake(2,10,0,4,0)
    TNT1 A 0 BRIGHT A_Explode(14,72,0)
    TNT1 AAAAAAAAAA 0 A_SpawnItemEx("ImpactSpark2", random(-16,16), random(-16,16), random(-8,12), random(-3,3), random(-3,3), random(-1,3), 0, 128, 0)
    TNT1 A 10 A_SpawnItemEx("ExplosionMain3",0,0,0,0,0,0,0,128,0)
    TNT1 A 15
    Stop
  }
}

actor RevMissileLock : RevMissile
{
  +SEEKERMISSILE
  States
  {
  Spawn:
    8BLX B 1 BRIGHT A_SpawnItemEx("RevMissileTrail",0,0,0,0,0,0,0,128,0)
    8BLX B 1 BRIGHT A_SpawnItemEx("RevMissileTrail",0,0,0,0,0,0,0,128,0)
    8BLX B 0 BRIGHT A_SpawnItemEx("RevMissileTrail",0,0,0,0,0,0,0,128,0)
    8BLX B 0 BRIGHT A_SpawnItemEx("FlightSmokePuff",-8,0,0,0,0,0,0,128,0)
    8BLX B 1 BRIGHT A_SeekerMissile(0,17,SMF_PRECISE)//12 18
    8BLX B 1 BRIGHT A_SpawnItemEx("RevMissileTrail",0,0,0,0,0,0,0,128,0)
    loop
  }
}

actor BlueRevMissile : RevMissile
{
  Obituary "%o was shattered by a revenant lord's fireball."
  Radius 10
  Height 8
  Speed 10
  Damage (20)
  RenderStyle Add
  Alpha 1
  Scale 0.5
  SeeSound "skeleton/attack"
  PROJECTILE
  +FORCERADIUSDMG
  +FORCEXYBILLBOARD
  States
  {
  Spawn:
    SHK2 A 1 BRIGHT A_SpawnItemEx("BlueRevMissileTrail",0,0,0,0,0,0,0,128,0)
    loop
  Death:
    TNT1 A 0 BRIGHT Radius_Quake(2,10,0,3,0)
    TNT1 A 0 BRIGHT A_Explode(10,72,0)
    TNT1 AAAAAAAAAA 0 A_SpawnItemEx("ImpactSpark2", random(-16,16), random(-16,16), random(-8,12), random(-3,3), random(-3,3), random(-1,3), 0, 128, 0)
    TNT1 A 10 A_SpawnItemEx("ExplosionMain3",0,0,0,0,0,0,0,128,0)
    TNT1 A 15
    Stop
  }
}

actor BlueRevMissileLock : BlueRevMissile
{
  +SEEKERMISSILE
  States
  {
  Spawn:
    SHK2 A 1 BRIGHT A_SpawnItemEx("BlueRevMissileTrail",0,0,0,0,0,0,0,128,0)
    SHK2 A 1 BRIGHT A_SpawnItemEx("BlueRevMissileTrail",0,0,0,0,0,0,0,128,0)
    SHK2 A 0 BRIGHT A_SpawnItemEx("BlueRevMissileTrail",0,0,0,0,0,0,0,128,0)
    SHK2 A 0 BRIGHT A_SpawnItemEx("FlightSmokePuff",-8,0,0,0,0,0,0,128,0)
    SHK2 A 1 BRIGHT A_SeekerMissile(0,20,SMF_PRECISE)//14 21
    SHK2 A 1 BRIGHT A_SpawnItemEx("BlueRevMissileTrail",0,0,0,0,0,0,0,128,0)
    loop
  }
}


actor WeakRevMissile : RevMissile
{
  Obituary "%o was bombarded by a revenant god."
  Radius 10
  Height 8
  Speed 15
  Damage (20)
  RenderStyle Add
  Alpha 0.75
  Scale 0.3
  SeeSound "skeleton/attack"
  PROJECTILE
  +FORCERADIUSDMG
  +FORCEXYBILLBOARD
  States
  {
  Spawn:
    8BLX B 1 BRIGHT A_SpawnItemEx("RevMissileTrail",0,0,0,0,0,0,0,128,0)
    loop
  Death:
    TNT1 A 0 BRIGHT Radius_Quake(2,10,0,3,0)
    TNT1 A 0 BRIGHT A_Explode(10,72,0)
    TNT1 AAAAAAAAAA 0 A_SpawnItemEx("ImpactSpark2", random(-16,16), random(-16,16), random(-8,12), random(-3,3), random(-3,3), random(-1,3), 0, 128, 0)
    TNT1 A 10 A_SpawnItemEx("ExplosionMain3",0,0,0,0,0,0,0,128,0)
    TNT1 A 15
    Stop
  }
}

actor StrongRevMissile : RevMissile
{
  Speed 30
  Damage (40)
  States
  {
  Spawn:
    8BLX B 1 BRIGHT A_SpawnItemEx("RevMissileTrail",0,0,0,0,0,0,0,128,0)
    8BLX B 0 BRIGHT A_SpawnItemEx("FireFlare",random(-5,5),random(-5,5),random(-15,-5),random(-2,2),random(-2,2),random(-1,4),0,128,0)
    loop
  Death:
    TNT1 A 0 BRIGHT Radius_Quake(2,10,0,3,0)
    TNT1 A 0 BRIGHT A_Explode(20,104,0)
    TNT1 AAAAAAAAAA 0 A_SpawnItemEx("ImpactSpark2", random(-16,16), random(-16,16), random(-8,12), random(-3,3), random(-3,3), random(-1,3), 0, 128, 0)
    TNT1 AA 0 A_SpawnItemEx("ExplosionMain2",0,0,0,0,0,0,0,128,0)
    TNT1 A 25
    Stop
  }
}

actor RevMissileTrail
{
  RenderStyle Add
  alpha 0.6
  +NOCLIP
  +NOGRAVITY
  +FORCEXYBILLBOARD
  +CLIENTSIDEONLY
  Scale 0.3
  States
  {
  Spawn:
    8BLX B 5 BRIGHT
    8BLX B 1 BRIGHT A_FadeOut(0.15)
    Goto Spawn+1
  }
}

actor BlueRevMissileTrail
{
  RenderStyle Add
  alpha 1
  +NOCLIP
  +NOGRAVITY
  +FORCEXYBILLBOARD
  +CLIENTSIDEONLY
  Scale 0.5
  States
  {
  Spawn:
    SHK2 A 4 BRIGHT
    SHK2 A 1 BRIGHT A_FadeOut(0.2)
    Goto Spawn+1
  }
}

actor Revenant_2Stealth : Revenant_2
{
  +STEALTH
  RenderStyle Translucent
  Alpha 0
  States
  {
  Death:
    GSKL LM 7
    GSKL N 7 A_Scream
    GSKL O 7 A_NoBlocking
    GSKL P 7
    GSKL QQ 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    GSKL Q 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    GSKL Q -1
    Stop
  Death2:
    Stop
  Death3:
    Stop
  }
}

actor GoldRevenantStealth : GoldRevenant
{
  +STEALTH
  RenderStyle Translucent
  Alpha 0
  States
  {
  Death:
    RASK LM 7
    RASK N 7 A_Scream
    RASK O 7 A_NoBlocking
    RASK P 7
    RASK QQ 3 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    RASK Q 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    RASK Q -1
    Stop
  Death2:
    Stop
  Death3:
    Stop
  }
}

actor GreenRevenantStealth : GreenRevenant
{
  +STEALTH
  RenderStyle Translucent
  Alpha 0
  States
  {
  Death:
    GSKL LM 7
    GSKL N 7 A_Scream
    GSKL O 7 A_NoBlocking
    GSKL P 7
    GSKL QQQ 4 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    GSKL Q 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    GSKL Q -1
    Stop
  }
}

actor GreenRevenant2Stealth : GreenRevenant2
{
  +STEALTH
  RenderStyle Translucent
  Alpha 0
  States
  {
  Death:
    GSKL LM 7
    GSKL N 7 A_Scream
    GSKL O 7 A_NoBlocking
    GSKL P 7
    GSKL QQQ 4 A_SpawnItemEx("HealthBonus_3",0,0,0,random(-2,2),random(-2,2),random(2,5),0,0,0)
    GSKL Q 0 A_JumpIf((ACS_NamedExecuteWithResult("RefCheckVar",3,0,0) % 2) == 1, "DeathClean")
    GSKL Q -1
    Stop
  }
}