ACTOR LostSoul_2 : LostSoul
{
  Game Doom
  RenderStyle SoulTrans
  Health 100
  Radius 16
  Height 40
  Mass 50
  Speed 5
  Damage (13)
  ReactionTime 16//10
  MinMissileChance 227
  PainChance 256
  PainChance "Dragon", 96
  PainChance "DragonF", 96
  PainChance "Dragonsplosion", 96
  PainChance "RGAFire", 96
  Species "Souls"
  Monster
  +FLOAT
  +NOGRAVITY
  +DONTFALL
  +NOICEDEATH
  +NOBLOOD
  +MISSILEMORE
  +DONTGIB
  SeeSound "skull/melee"
  AttackSound "skull/melee"
  PainSound "skull/melee"
  DeathSound "skull/death"
  ActiveSound "skull/active"
  Obituary "%o was spooked by a lost soul."
  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 "Explosion", 1.6
  DamageFactor "ExplosionF", 1.6
  DamageFactor "ExplosionC", 1.6
  DamageFactor "Stun", 1.2
  DamageFactor "Stun2", 1.2
  DamageFactor "Stun3", 1.2
  DamageFactor "Step", 10.0
  DamageFactor "Revive", 0.0
  DamageFactor "Normal", 1.5
  DamageFactor "NormalExplode", 1.5
  DamageFactor "BarrelBoom", 3.0
  DamageFactor "Ice", 1.5
  DamageFactor "Fire", 1.5
  DamageFactor "RGAFire", 1.5
  DamageFactor "RevenantBall", 1.5
  DamageFactor "Cyber", 2.85
  DamageFactor "ScriptedMarine", 0.75
  DamageFactor "BuildFriendDamage", 1.5
  DamageFactor "SewUpYou", 1.5
  Tag "Lost Soul"
  States
  {
  Spawn:
    SKUL A 0 BRIGHT
    SKUL A 0 BRIGHT A_CheckFlag("Friendly","Idle2")
    SKUL A 0 BRIGHT Thing_SetSpecial(0,226,613,0,random(4,8))
  Idle2:
    SKUL AB 10 BRIGHT A_Look
    Loop
  Idle:
    SKUL AB 10 BRIGHT Light("RGASOUL1") A_Look
    Loop
  See3:
    SKUL B 0 BRIGHT Light("RGASOUL1") A_Stop
  See2:
    SKUL BB 3 BRIGHT Light("RGASOUL1") A_Chase("","")
  See:
    SKUL A 3 BRIGHT Light("RGASOUL1") A_Chase("","Missile")
    SKUL A 3 BRIGHT Light("RGASOUL1") A_Chase("","Missile")
    SKUL B 3 BRIGHT Light("RGASOUL1") A_Chase("","Missile")
    SKUL B 3 BRIGHT Light("RGASOUL1") A_Chase("","Missile")
    SKUL A 3 BRIGHT Light("RGASOUL1") A_Chase("","Missile")
    SKUL A 3 BRIGHT Light("RGASOUL1") A_Chase("","Missile")
    SKUL B 3 BRIGHT Light("RGASOUL1") A_Chase
    SKUL B 3 BRIGHT Light("RGASOUL1") A_Chase("","Missile")
    Goto See
  Melee:
  Missile:
    SKUL C 10 BRIGHT Light("RGASOUL1") A_FaceTarget
    SKUL D 4 BRIGHT Light("RGASOUL1") A_SkullAttack
    SKUL CDCD 4 BRIGHT Light("RGASOUL1")
    SKUL D 0 BRIGHT Light("RGASOUL1") A_JumpIf((MomX*MomX)+(MomY*MomY)+(MomZ*MomZ)<16, "See3")
    Goto Missile+2
  Pain:
    SKUL E 3 BRIGHT Light("RGASOUL1")
    SKUL E 3 BRIGHT Light("RGASOUL1") A_Pain
    Goto See2
  Death.Ice:
  Death:
    SKUL F 0 BRIGHT Light("RGASOUL1") A_CheckFlag("Boss",4)
    SKUL F 6 BRIGHT Light("RGASOUL1") A_NoGravity
    TNT1 A 6 A_SpawnItemEx("ExplosionMain3",0,0,20,0,0,0,0,128,0)
    TNT1 A 24 A_NoBlocking
    Stop
    SKUL F 6 BRIGHT Light("RGASOUL1") A_NoGravity
    TNT1 A 0 A_NoBlocking
    TNT1 A 0 A_Stop
	TNT1 A 6 A_SpawnItemEx("ExplosionMain",0,0,28,0,0,0,0,128,0)
	TNT1 A 0 A_Jump(256,1,2,3)
	TNT1 AAA 3
    TNT1 A 6 A_SpawnItemEx("ExplosionMain",0,0,28,0,0,0,0,128,0)
	TNT1 A 0 A_Jump(256,1,2,3)
	TNT1 AAA 3
    TNT1 A 6 A_SpawnItemEx("ExplosionMain2",0,0,28,0,0,0,0,128,0)
	TNT1 A 0 A_Jump(256,1,2,3)
	TNT1 AAA 3
    TNT1 A 6 A_SpawnItemEx("ExplosionMain2",0,0,28,0,0,0,0,128,0)
	TNT1 A 0 A_Jump(256,1,2,3)
	TNT1 AAA 3
    TNT1 A -1 A_SpawnItemEx("ExplosionMain3",0,0,28,0,0,0,0,128,0)
    Stop
    
  }
}

ACTOR LostSoul_2_Spawned : LostSoul_2
{
  SeeSound ""
  Health 75
  Scale 0.95
  -COUNTKILL
  States
  {
  Spawn:
    SKUL A 0 BRIGHT
    SKUL A 0 BRIGHT A_CheckFlag("Friendly",2)
    SKUL A 0 BRIGHT Thing_SetSpecial(0,226,613,0,random(2,4))
    SKUL A 0 BRIGHT A_FaceTarget
    Goto Missile+2
  Idle2:
    SKUL AB 10 BRIGHT A_Look
    Loop
  }
}

ACTOR LostSoul_2_Spawned_2 : LostSoul_2_Spawned
{
  +NOINFIGHTING
  Health 50
  States
  {
  Spawn:
    SKUL A 0 BRIGHT
    SKUL A 0 BRIGHT A_FaceTarget
    Goto Missile+2
  Idle2:
    SKUL AB 10 BRIGHT A_Look
    Loop
  }
}


actor DamnedSoul : LostSoul
{
  Game Doom
  renderstyle SoulTrans
  Health 80
  Radius 16
  Height 40
  Mass 50
  Speed 7
  Damage (13)
  ReactionTime 12//10
  MinMissileChance 218
  PainChance 256
  PainChance "Dragon", 96
  PainChance "DragonF", 96
  PainChance "Dragonsplosion", 96
  PainChance "RGAFire", 96
  Species "Souls"
  MONSTER
  +FLOAT
  +NOGRAVITY
  +NOICEDEATH
  +DONTFALL
  +NOBLOOD
  +MISSILEMORE
  +DONTGIB
  SeeSound "skull/melee"
  AttackSound "skull/melee"
  PainSound "skull/melee"
  DeathSound "skull/death"
  ActiveSound "skull/active"
  HitObituary "%o was imploded by a damned soul."
  Obituary "%o was imploded by a damned soul."
  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 "Explosion", 1.6
  DamageFactor "ExplosionF", 1.6
  DamageFactor "ExplosionC", 1.6
  DamageFactor "Stun", 1.2
  DamageFactor "Stun2", 1.2
  DamageFactor "Stun3", 1.2
  DamageFactor "Step", 10.0
  DamageFactor "Revive", 0.0
  DamageFactor "Normal", 1.5
  DamageFactor "NormalExplode", 1.5
  DamageFactor "BarrelBoom", 3.0
  DamageFactor "Ice", 1.5
  DamageFactor "Fire", 1.5
  DamageFactor "RGAFire", 1.5
  DamageFactor "RevenantBall", 1.5
  DamageFactor "Cyber", 2.85
  DamageFactor "ScriptedMarine", 0.75
  DamageFactor "BuildFriendDamage", 1.5
  DamageFactor "SewUpYou", 1.5
  Tag "Damned Soul"
  States
  {
  Spawn:
    KSKL A 0 BRIGHT
    KSKL A 0 BRIGHT A_CheckFlag("Friendly","Idle2")
    KSKL A 0 BRIGHT Thing_SetSpecial(0,226,613,0,random(5,10))
  Idle2:
    KSKL AB 10 BRIGHT A_Look
    Loop
  Idle:
    KSKL AB 10 BRIGHT Light("RGASOUL2") A_Look
    Loop
  See3:
    KSKL B 0 BRIGHT Light("RGASOUL2") A_Stop
  See2:
    KSKL BB 4 BRIGHT Light("RGASOUL2") A_Chase("","")
  See:
    KSKL A 4 BRIGHT Light("RGASOUL2") A_Chase("","Missile")
    KSKL A 4 BRIGHT Light("RGASOUL2") A_Chase("","Missile")
    KSKL B 4 BRIGHT Light("RGASOUL2") A_Chase("","Missile")
    KSKL B 4 BRIGHT Light("RGASOUL2") A_Chase("","Missile")
    KSKL A 4 BRIGHT Light("RGASOUL2") A_Chase("","Missile")
    KSKL A 4 BRIGHT Light("RGASOUL2") A_Chase("","Missile")
    KSKL B 4 BRIGHT Light("RGASOUL2") A_Chase
    KSKL B 4 BRIGHT Light("RGASOUL2") A_Chase("","Missile")
    Goto See
  Melee:
    //KSKL A 0 BRIGHT Light("RGASOUL2") A_JumpIfCloser(80,"Explode")
  Missile:
    KSKL C 0 BRIGHT Light("RGASOUL2") A_CheckFlag("Boss","MissileSafe")
    KSKL C 10 BRIGHT Light("RGASOUL2") A_FaceTarget
    KSKL D 0 BRIGHT Light("RGASOUL2") A_SkullAttack
    KSKL DDCCDDCC 2 BRIGHT Light("RGASOUL2") A_JumpIfCloser(80,"Explode")
    KSKL D 0 BRIGHT Light("RGASOUL2") A_JumpIf((MomX*MomX)+(MomY*MomY)+(MomZ*MomZ)<16, "See3")
    Goto Missile+3
  MissileSafe:
    KSKL C 10 BRIGHT Light("RGASOUL2") A_FaceTarget
    KSKL D 0 BRIGHT Light("RGASOUL2") A_SkullAttack
    KSKL DCDC 4 BRIGHT Light("RGASOUL2")
    KSKL D 0 BRIGHT Light("RGASOUL2") A_JumpIf((MomX*MomX)+(MomY*MomY)+(MomZ*MomZ)<16, "See3")
    Goto MissileSafe+2
  Pain:
    KSKL E 0 BRIGHT Light("RGASOUL2")
    KSKL E 3 BRIGHT Light("RGASOUL2")
    //KSKL E 0 BRIGHT Light("RGASOUL2") A_JumpIfCloser(80,"Explode")
    KSKL E 3 BRIGHT Light("RGASOUL2") A_Pain
    goto See2
  Explode:
    KSKL F 0 BRIGHT Light("RGASOUL2")
    KSKL F 0 BRIGHT Light("RGASOUL2") A_Die("Kill")
    goto Death.Kill
  Death.Kill:
    TNT1 F 0 A_SetDamageType("NormalExplode")
    TNT1 F 0 A_NoGravity
    TNT1 A 0 Radius_Quake(2,10,0,6,0)
    TNT1 AAAAAAAAAA 0 A_SpawnItemEx("ImpactSpark2", random(-16,16), random(-16,16), random(-8,12), random(-3,3), random(-3,3), random(-1,2), 0, 128, 0)
    TNT1 A 0 A_CheckFlag("Boss","DeathBoss")
    TNT1 AA 0 A_SpawnItemEx("ExplosionMain2",0,0,20,0,0,0,0,128,0)
    TNT1 A 6 A_Explode(35,109)
    TNT1 A 0 A_Stop
    TNT1 A 24 A_NoBlocking
    Stop
  Death.Ice:
  Death:
    KSKL F 0 BRIGHT Light("RGASOUL2") A_SetDamageType("NormalExplode")
    KSKL F 6 BRIGHT Light("RGASOUL2") A_NoGravity
    TNT1 A 0 Radius_Quake(2,10,0,6,0)
    TNT1 AAAAAAAAAA 0 A_SpawnItemEx("ImpactSpark2", random(-16,16), random(-16,16), random(-8,12), random(-3,3), random(-3,3), random(-1,2), 0, 128, 0)
    TNT1 A 0 A_CheckFlag("Boss","DeathBoss")
    TNT1 AA 0 A_SpawnItemEx("ExplosionMain2",0,0,20,0,0,0,0,128,0)
    TNT1 A 6 A_Explode(35,109)
    TNT1 A 0 A_Stop
    TNT1 A 24 A_NoBlocking
    Stop
  DeathBoss:
    KSKL F 6 BRIGHT Light("RGASOUL2") A_NoGravity
    TNT1 A 0 A_NoBlocking
    TNT1 A 0 A_Stop
	TNT1 A 6 A_SpawnItemEx("ExplosionMain",0,0,28,0,0,0,0,128,0)
	TNT1 A 0 A_Jump(256,1,2,3)
	TNT1 AAA 3
    TNT1 A 6 A_SpawnItemEx("ExplosionMain",0,0,28,0,0,0,0,128,0)
	TNT1 A 0 A_Jump(256,1,2,3)
	TNT1 AAA 3
    TNT1 A 6 A_SpawnItemEx("ExplosionMain2",0,0,28,0,0,0,0,128,0)
	TNT1 A 0 A_Jump(256,1,2,3)
	TNT1 AAA 3
    TNT1 A 6 A_SpawnItemEx("ExplosionMain2",0,0,28,0,0,0,0,128,0)
	TNT1 A 0 A_Jump(256,1,2,3)
	TNT1 AAA 3
    TNT1 A -1 A_SpawnItemEx("ExplosionMain3",0,0,28,0,0,0,0,128,0)
    stop
  }
}

ACTOR DamnedSoul_Spawned : DamnedSoul
{
  SeeSound ""
  Health 60
  Scale 0.95
  -COUNTKILL
  States
  {
  Spawn:
    KSKL A 0 BRIGHT
    KSKL A 0 BRIGHT A_CheckFlag("Friendly",2)
    KSKL A 0 BRIGHT Thing_SetSpecial(0,226,613,0,random(3,6))
    KSKL A 0 BRIGHT A_FaceTarget
    Goto Missile+2
  Idle2:
    KSKL AB 10 BRIGHT A_Look
    Loop
  }
}

ACTOR DamnedSoul_Spawned_2 : DamnedSoul_Spawned
{
  +NOINFIGHTING
  Health 40
  States
  {
  Spawn:
    KSKL A 0 BRIGHT
    KSKL A 0 BRIGHT A_FaceTarget
    Goto Missile+2
  Idle2:
    KSKL AB 10 BRIGHT A_Look
    Loop
  }
}