Foreword by HiM
Changes done by HiM. Contact: 123.neo@protonmail.com
Co-modding, ideas by Johnny Blaze (JB). Contact: johnnyblaze27@optimum.net

The origins for MOP is based on english version of MOP source (original has russian ranks):
http://www.moddb.com/mods/mopjmod/downloads/release-mopjmod
Single WAD file and update with weapon ACS modding was created by JB, called "MOP4Chillax_D2.2" long time ago.
This was the WAD used for many years, on many servers. No changes were done.

Modding on top of "MOP4Chillax_D2.2" by HiM started around October/November 2016.
Changes done from version 1.0 till 2.9.9 without changelog as experiment/fun by HiM.
Project went more popular and ChangeLog started at 2.9.9.
Some fork modding on top of HiM mod emerge on various servers, good to know mod is worth putting time and effort into :)
Best gameplay!

Changes in 3.0.0:
- AssaultRifle removes scope on weapon switc or AltFire (regular)
- Railgun removes scope on weapon switch or AltFire (regular)
- Cybers and Annix take Apocalypse yamato collateral damage at 5% not 10%
- Archvile take Apocalypse yamato collateral damage at 2% not 3%
- Apocalypse take yamato damage from another Apocalypse at 15% not 10% (immune to itself)
- Apocalypse removed flag +QUICKTORETALIATE to do less collateral damage
- Puppet controlled Cyber, Annix take 5% damage from Apocalypse yamato (was instant death before)
- Puppet controlled Archvile take 2% damage from Apocalypse yamato (was instant death before)
- Adjusted ACS 3001. No effect. Powerup can not be taken or replaced until expires in ZAN 2.1.2.
  Full brigntness keeps till player changes level or dies, spectates.
  
Changes in 3.0.1:
- Marine RocketLaucher homing missile AltFireY has increased seeker range (10 to 20)
- Marine RocketLaucher homing missile AltFireY can avoid wall (bounce) max 3 times
- Marine PlasmaRifle homing missile AltFireY has increased seeker range (10 to 20)
- Marine PlasmaRifle homing missile AltFireY can avoid wall (bounce) max 3 times
- Monster SpiderMastermind has 4500HP, alwaysfast, take only 15% annix yamato damage
- Puppet SpiderMastermind has 4500HP, take only 15% annix yamato damage, added AltFireX and AltFireY
- Puppet SpiderPlasma added AltFireX and AltFireY, faster movement
- Puppet SpiderChaingun added AltFireX and AltFireY, faster movement, health 500 
- Monster SpiderChaingun health 500
- Puppet CacoLantern added AltFireX and AltFireY
- Puppet Cyber homing missile AltFireY improved, avoid wall (bounce) max 3 times
- Puppet Revenant homing missile AltFireY improved, avoid wall (bounce) max 3 times
- Monster Apocalypse shoots Yamato higher from ground

Changes in 3.1:
- Pork health increase from 2000hp to 3000hp
- Pork weapon damage per bite decreased from 3hp to 1hp (was overpowered)
- Puppet Master can not suicide possessed monster (trolling)
- Marine can not suicide on instant, takes 4 attempts with 10sec timeout (trolling)
- Marines have Kicking with leg weapon enabled (bind in controls)
  Marines do 1-2% damage to other Marines
  Pig has 200% damage on Kicking
- KirovCaco to Marines damage increased from 0.25 to 0.33
- KirovCaco speed increased from 30 to 40
- KirovCaco removed flag QuickToRetaliate (attacking other monsters)
- Shadow speed increased from 25 to 40
- Added new Monster RevenantGrenadier (shoots skeleton grenade)
- Marine Teamkilling auto-control added, if Teamkills (and suicides) more than 7
  All weapons except Pistol are removed, all upgrades, removed, rank down to Noob

Changes in 3.2:
- Puppet Ghost immunized against new damagetypes (monsteres, marines), 
  in event it might occur (ghost already is +NONSHOOTABLE)
- Puppet Ghost can go through all walls (+NOCLIP)
- Marine weapon taunt sounds added
- Marine 2 death sounds added (heretic game)

Changes in 3.3:
- Duke Taunt update, remove DN04 (ill be back, not a duke sound)
- Marine Railgun balancing: speed increased by 1 tick, damage decrease random(18,25)x5 to random(16,20)x5
- Marine AssaultRifle balancing: AltFireX scope damage increase from 12 (regular is 9) to 15
- Marine AssaultRifle balancing: AltFireY sniper damage increase from random(200,400) to random(300,450)
- Monster RevenantGrenadier attack agressiveness: health 450, alwaysfast, 200hp pain threshold, 2 grenades
- Monster MKirovCaco attack agressiveness: alwaysfast, quicktoretaliate
- Monster Demon Pinky attack agressiveness: health 150 to 300, speed 10 to 15 
- Monster Demon Pinky Mech attack agressiveness: health 300 to 400, speed 15 to 20, melee 5 to 10, no leg sound
- Monsters do not attack each other (all Cacos, Chaingunguys), +NOINFIGHTING flag
- Monster Demon Pinkies can jump of ledges if close to marine
- Monster Annix and AnnixApocalypse take only 12% of Marine superweapon damage
- Puppet Demon Pinky Mech health 300 to 400, no leg sound
- Puppet Annix take only 12% of Marine superweapon damage

Changes in 3.4:
- Puppet Ghost noclip rollback (+NOCLIP removed due to some issues)
- Puppet MAbaddon grenade damage reduced from 100% to 50%
- Puppet Revenant grenade damage reduced from 100% to 50% (self damage 10%)
- Puppet Cyber rocked and grenade cluster reload time increased from 8 tics to 25 tics
- Puppet CyberAnnix rocked and grenade cluster reload time increased from 12 tics to 25 tics
- Marine teamdamage changed for BFG splash from 0 to 3%
- Marine teamdamage changed for Rockets and Grenades from 0 to 3% (fixed AltfireX rocket damage)
- Marine tamdamage leg kick basic changed from 2.4% to 3% (some kicks had no damage)
- Marine tamdamage leg kick powered changed from 0.6% to 1% (some kicks had no damage)
- Marine corpse should not trigger or exit level (NOTRIGGER added on death, removed on spawn)
- Marine teamkiller deranking disables any weapon pickup (-PICKUP flag)
- Monster added CyberDemonSeeker with 3 seeker missiles

Changes in 3.5:
- Marine teamkiller deranking takes effect across levels (-PICKUP on current and next levels)
  Print messages more explanatory
- Monster RevenantGrenadier marine damage decreased from 100% to 33% (was OP)
- Removed all floor splash effects (created lag&CPU hog for Chillax maps 11,13,21 etc as each monster move on floor
  triggers spawning sprites
- Monster Revenant has projectile smoke fire sprite removed (created lag&CPU hog for Chillax maps 12,13 etc,)
  Some projectiles might still have smoke
- Monster RevenantGrenadier can be revived by Archvile (corpse stays)
- Monster Shadow -ALWAYSFAST flag removed to allow random moves
- Monster Demon Pinky, Demon Pinky Mech corpse remove decreased from 1000 to 500 tics,
  Arm dissaper from never to 250 tics (lag Chillax map 21 etc)
- Monster Demon jumpoff flag removed

Changes in 3.6:
- Floor splash effect update to be removed from network fraffic,
  added 1 tick as TNT1 and +CLIENTSIDEONLY (created lag on server)
- Monster MDarkImp attack agressivenes: health 120 to 300, speed 10 to 15, 
  no pain, alwaysfast, seekermissile homing agressive, can be raised by arch, changed spawnchanges
- Monster MCyberDemonSeeker has bit higher chance of spawning
- Monster MBloodDemon Mech does not have pain (no stop on bullets)
- Monster MRevenant, Commando and Grenadier have no tracer smoke (network traffic, lag),
  TracerSmoke is +CLIENTSIDEONLY.
- Monster Grenadier has larger delay between grenades, can also shoot Plasma

Changes in 3.7:
- Monster added MCyberDemonRail with railgun, agressive +ALWAYSFAST
- Monster MCyberDemonSeeker agressiveness, +ALWAYSFAST
- Monster all cybers take 90% marine railgun damage, MCyberDemonRail take 45%
- Monster&Puppet seeker missile PCybRocket2 now bounces (monster annix, seeker)

Changes in 3.8:
- Monster MCyberDemonRail no infighting with other monsters (only marines)
- Monster MCyberDemonRail has 4 shots, faster reload, changed charge sound, quiter rail sound, less damage random(100,130)
- Marine TeamkillPunish ACS message now in 1 paragraph

Changes in 3.9:
- AltFireZ functionality added through ACS
- Puppet CyberDemon added AltFireZ mode with 4x Railgun (100-130 damage each)
- Puppet CyberAnnixilator added AltFireZ mode with double 4x Railgun (100-130 damage each
- Marine PlasmaRifle added AltFireZ mode with Ripper plasma burst
- Monster cybers (all) do no infighting (only cyber rail before) - does not work
- Monster CyberRail charge time increased from 60 to 80 tics
- Marine RocketLauncher not given at spawn. Need to pick up (use AssaultShotgun grenade)
- Puppet Ghost AltFireX burn speed increased from 30 to 10 tics
- Marine AdvPistol, AssaultShotgun, AssaultRifle, DBShotgun recoil added (vertical move)
- Marine AssaultRifle informative messages for AltFireX and AltFireY modes added
- Marine AssaultShotgun added AltFireX (grenade) and AltFireY (slug) modes

Changes in 4.0:
- Marine PlasmaRifle AltFireZ Ripper bounces 3 times
- Monster DarkImp homing range reduced (spam)

Changes in 4.1:
- Monster Grenadier, CyberAnnix, CyberSeeker missile seek range reduced to 5\10 and
  bounce count reduced from 3 to 1 (less spam)
- Monster AnnixApocalypse does 800 HP self damage after Yamato launch (around 6 shots)
  Marine exp for this monster reduced to 0 (engine issue, all players get points)
- Puppet Archivile gets 100HP by raising monster (to counter HP loss on unraisable monsters)
- Monster CyberRail spawning chances reduced by 50%, have normal Cyber instead
- Monster CyberRail damage reduced by 50% (50/65 HP)

Changes in 4.2:
- Puppet ArachPlasma added AltFireZ
- Puppet Archile added AltFireX and AltFireY firing modes
- Puppet Pinky HP increased, Punky and Spectre 350HP, MechDemon 500HP
- Monster AnnixApocalypse does 200 HP self damage after Yamato launch

Changes in 4.3:
- Puppet CyberDemon and Annixilator homing missile bounces 2 times instead of none 
- Puppet Archivile AltFireX attack tweaked: blast soound, blast power direct hit increase
- Puppet ArachPlasma AltFireY blast power direct hit increase, speed 12, blast power 5000
- Puppet Archivile AltFireY attack tweaked: fire rail spawn height decreased, random fire tail move
- Puppet DoubleChaingunGuy added AltFire X Y Z, health 150 to 200, heal 2HP
- Puppet ArachtronPlasma, ArachtronGun, Revenant, all 3 barons, 2 fatso,
  Caco and CacoLantern added/fixed healing
- Marine BFG gun added limited AltFireX 12 Star shots

Changes in 4.4:
- Monster Apocalypse randomly drops MegaSphere instead of InvulnerabilitySphere,
  chance decreased from 96\255 to 128\255
- Puppet Ghost grap monster on fast weapons (sv_fastweapons 1, sv_fastweapons 2) 
  same way as with normal weapons. Might be better, but issue with ACS_ExecuteAlways(406) on fast weapons,
  there is time delay before new monster can be grabbed (Fire state not active for while at all)
- Puppet ArachtronPlasma BFF AltFire Y and Star AltFire Z weapon delay reduced from 30 to 20 tics
- Puppet Archvile FireRail AltFire Y weapon delay reduced from 30 to 20 tics
- Puppet PainElemental and LostSoul healing added

Changes in 4.5:
- Marine Vulcan added AltFire X Y Z. Barrel needs spin to use (AltFire).
  Heat to max 750 degrees (bullets). ACS added to remove 15 degrees each 5 seconds and
  reset to 0 start of each level. All Vulcan bullets have tracers, AltFire X Y Z rico sounds.

Changes in 4.6:
- Marine Vulcan fire bright animation fixed for 0 tick sprites
- Marine Chaigun fire added tracer animation
- Marine AssaultRifle fire added tracer animation
- Marine AssaultRifle AltFire Y sniper mode sound added from CounterStrike AWP
- Marine AssaultRifle AltFire Z added grenade launcher
- Marine deranked pistol added WEAPON.CHEATNOTWEAPON (give weapons does not result in deranking)
- Puppet MasterMind, ArachtronPlasma, ArachtronChain AltFireZ fast railgun,
  ArachtronChain BFG moved to AltFire Y, removed BFG star shot
- Marine HomingRocket and HomingPlasma angle reduced from 45/90 to 30/60 to have more smooth trajectory
- Marine AssaultShotgun Added AltFireZ grenade launcher, AltFire Y rail damage increase
  from 120/150 to 150/180, AltFire X rapid 2x fire with more spread
  
Changes in 4.7:
- Monster Behphegor gives 7 experience points (was missing)
- ACS MMASTER source added from "mop050_jmod011plus", current compiled one from "mop050_jmod008plus" saved 
  as "Mmaster_jmod008.o" (in case need roll back),
  This is added to enable further improvements regarding ACS as source for current mod was not available.
- ACS MMASTER Marine Pig kill awards reinforcement reduced from 4 to 2 (-1+2=1)
- ACS MMASTER kill% to exit (tokillforexit) variable level increased from 50% (GetLevelInfo(LEVELINFO_TOTAL_MONSTERS)/2) to 80% (/5)
- ACS MMASTER script 425 Marine Pig morph does not remove weapons (vulcan, plasma, bfg)
- ACS MMASTER title changed to "Master of Puppets MOD"
- ACS MMASTER Max marine reinforcements reduced from 85 to 75 (as was before)
- Marine death sound added MDeath5 (brutal doom)
- Monster MKirovCaco HP reduced from 3000 to 2500

Changes in 4.7.1:
- ACS MMASTER fix counter of active puppeteers (was missing counter, missing on hud)

Changes in 4.8:
- Marine BFG weapon AltFire X Gravity Wave Blast has 3 consecutive gravity waves on explosion,
  12 by 3 in total. Animation added. Monsters woken up.
- Marine BFG weapon AltFire Y Gravity Wave Shield has 7 consecutive gravity waves on explosion,
  3 by 7 in total. Animation added. Monsters woken up.
  
Changes in 4.8.1:
- Marine BFG AltFire X and Y added parameter to affect gravity (engine issue)

Changes in 4.9:
- Marine BFG AltFire added for Black Hole implosion 3 shots,
  switched order of AltFire X Y Z, doubled force to 10000 for AltFire X, charge animation
- Marine RocketLauncher added AltFire Z, napalm

Changes in 5.0:
- Marine RocketLauncher AltFire Z reload time decreased by 5 ticks,
  6 extra fire crackers added
- Marine BFG AltFire Y Black Hole Implosion added damage and radius, 3 to 6 per level
- Puppet Arch added AltFire Z Napalm Ripper, 50% damagefactor to marines,
  AltFire Y Ripper added speed increased from 8 to 12 and bounce count from 3 to 4
  
Changes in 5.1:
- Puppet Arch Altfire Z does full damage (not 50%), longer burn time block added,
  homing fire does small damage, faster. AltFire Z looks at target only 2x. 10 tick faster reload, movement slows down on firing
- Pullet Arch AltFire Y ripper has double speed from 12 to 24, reload time decreased from 30 to 15
- Puppet Cyber AltFire Z rail has 5 instead of 4 shots, damage increase from 100-130 to 120-150
- Puppet Cyber Annix AltFire Z rail has damage increase from 100-130 to 120-150, firing speed 3 less tics per double rail
- Marine RocketLauncher AltFire Z has longer burn time block added
- Marine PlasmaRifle AltFire Z balanced with 12 to 10 ball decrease per shot
- Marine BFG AltFire Y Black Hole blast radius increased, increased damage

Changes in 5.2:
- ACS NightVision is now permanently switched on respawns (switch off on next level),
  for PuppetMasters still need to switch on as actors change.
- Monster all Cybers and MasterMind now take radius damage (-NORADIUSDMG)
- Marine PlasmaRifle X Z projectile sound update from Quake3
- Marine BFG AltFire X Y Z update. X has less radius from 512 to 300, Y has less radius from 6000 to 300,
  Z has 21 shots instead of 7, less radius from 512 to 300.
  A_Blast still kills monsters above walls (A_ThrustThing, TrustThing does not work), 
  that break some levels, but should be less cases now.
  
Changes in 5.3:
- Marine PlasmaRifle sound fix (was firing sound on weapon drop)
- Marine start Green armor decreased from 100 to 75 (original is 50)
- Spectator can have NightVision enabled
- Puppet Fatso added AltFireZ fire ripper rail
- Puppet Fatso Hectebus added AltFireZ fire ripper rail (2x),
  AltFire Y improved (faster reload)
- Puppet Arachtron Plasma AltFire Y radius decreased from 512 to 300
- Monster Cybers dropped spheres can be picket up without glitch (-FLOORCLIP)

Changes in 5.4:
- Rollback: Monster Cybers added back +FLOORCLIP
- Rollback: Cybers and MasterMind take no radious damage (BFG)
- Rollback: Marine start Green armor 100
- Puppet DoubleChaingunner AltFire Z improved, with cooldown. Max health from 200 to 350.
- Puppet Fatso and Hectebus AltFire Z rip damage increase from 5 to 10
- Puppet Arch AltFire Z rip cracker damage increase from 1 to 2
- Puppet Arch AltFire X A_Blast reduced from 384 to 100, added 90 HP damage on direct hit
- Puppet Arachtron A+Blast radius decreased from 300 to 100, increased A_Explode damage ranges
- Puppet Pinky health fix to max 350, 500 (typo in parameters)
- Rollback: Marine BFG  X Y Z A_Blast radius decreased 300 to 100, X Y increased A_Explode damage to close range and more in mid range
- Marines need 75% kill on level not 80% to exit

Changes in 5.5:
- Rollback: Marine corpse is given trigger ability (flying corpse, marine not pushing space to respawn). ChangeFlag removed, NOTRIGGER.
  Possibly impacting voodoo doll not triggering doors.
- Rollback: Marine Pig is given trigger ability. ChangeFlag removed, NOTRIGGER.
  Possibly impacting voodoo doll not triggering doors (pig on trolley).
- Puppet Cybers have homing missile seeker angle doubled from 5/10 to 10/20.
- Puppet Revenant given Cyber homing missile angle properties.
- TeamInfo update to have Marines as 5801 and Puppeteers as 5804 (from 4 teams)

Changes in 5.6:
- Monster DarkImp removed 200HP pain threshold (spamming), painchance 32/255 (was 200/255)
- Marine Vulcan weapon AltFire XYZ has double tracers
- Monster Pinky demons have random 32/255 chance for JumpOn target with bite, bite range increased to 100,
  Basic demon has higher bite rate (from MechDemon)

Changes in 5.7:
- Monster MDemon and Spectre fix to deal damage (meleedamage 10), spawner for MSpectre added to replace default monster
- Monster Pinky spawner includes MSpectre to be spawned (1 piky/3 mech, to 2 pinky, 1 spectre, 9 mech)
- Monster Zombieman and ShotgunGuy spawner now includes all 6 types of zombies, not just 3 per each,
  spawn changes balanced
- Puppet Spectre has healing added on run
- Puppet CacoLantern has healing increased from 2 to 5
- Puppet AssaultShotgunGuy made stronger. Health 70 to 250, Heal 5, Speed 0.5 to 0.75,
  primary fire 6 to 12 pellets, damage per pellet 5 to 6
- Puppet ChaingunGuy made stronger. Health 80 to 160, Heal 5, Speed 0.5 to 0.75,
  primary fire damage per bullet 6 to 9
- Puppet DoubleShotgunGuy made stronger. Health 100 to 200, Heal 5, Speed 0.7 to 0.75,
  primary fire 16 to 32 pellets, damage per pellet 6 to 9
- Puppet ShotgunGuy made stronger. Health 30 to 120, Heal 5, Speed 0.5 to 0.75,
  primary fire 7 to 12 pellets, damage per pellet 5 to 8
- Puppet RifleGuy made stronger. Health 20 to 100, Heal 5, Speed 0.5 to 0.75,
  primary fire damage per bullet 8 to 16
- Puppet ChainsawGuy made stronger. Health 90 to 120, Heal 5, Speed 0.95 to 1.1,
  primary fire damage per saw 2 to 10
- Puppet PlasmaGuy made stronger. Health 50 to 250, Heal 5, Speed 0.65 to 0.75,
  primary fire plasma 3 to 8 shot bursts
- Puppet DoubleChaingunGuy heal increased from 2 to 5
- Puppet monsters damagefactor to railgun reduced from 0.7 to 0.35, except Cybers
- Puppet monsters damagefactor to other than railgun reduced from 0.7 to 0.5, except cybers
- Puppet Mastermind damagefactor reduced to all marine weapons to 0.7, railgun to 0.5
- Puppet Cybers BFG damagefactor reduced from 1 to 0.7, marine rail damage from 0.9 to 0.7
- Marine leg kick damagefactor for marines increased from 0.03 to 0.25, powered 0.01 to 0.1

Changes in 5.8:
- Puppet Imp made stronger. Health 60 to 180, Heal 5, Speed 0.5 to 0.75,
  primary fire 1 to 5 shots (1 straight, 4 spread)
- Puppet DarkImp made stronger. Health 120 to 300 (same as monster), Heal 5, Speed 0.5 to 0.75,
  primary fire 1 to 5 shots (1 straight, 4 spread)
- Puppet Shadow made stronger. Health 160 to 320, Heal 10 (same), Speed 1.2 to 1.5,
  primary fire 1 to 5 shots (1 straight, 4 spread), always 5 shots
- Puppet SoulHarvester made stronger. Health 100 to 200, Heal 5, Speed 0.5 to 0.75,
  primary fire 1 to 5 shots (1 straight, 4 spread), always 5 shots
- Puppet PlasmaGuy, DoubleShotgunGuy, AssaultShotgunGuy healing increased from 5 to 10
- Puppet all Zombies, Chaingun and Revenant all have jump height 10 (same as marine)
- Puppet ChainsawZombie health increased from 120 to 180
- Monster spawner ChaingunGuy and Imp how spawns all 6 zombie rifleman in addition, balanced
- Monster ZombieRifle health increase 20 to 50
- Monster ZombieChansaw health increase 90 to 120, melee damage 3 to 12, no idle sound
- Monster ZombiePlasma health increase 50 to 120
- Monster ZombieShotgun health increase 30 to 60
- Monster ZombieAssaultShotgun health increase 70 to 120
- Monster ZombiePlasma, ZombieAssaultShotgun can be revived by Archvile
- Monster Cybs and Mastermind are quick to retaliate (+QUICKTORETALIATE)
- Monster Archvile added 1/7 chance of spawning MArchvileExorcist (alwaysfast)

Changes in 5.9:
- Balancing: Puppet Hectebus AltFire Y takes longer time to fire/reload
- Balancing: Puppet AssaultShotgunGuy deal less damage (was mostly instakill),
  damage per pellet reduced from 9 to 6
- Balancing: Puppet AssaultShotgunGuy, PlasmaGuy, Shadow and DoubleShotgunGuy heal 5 not 10 points
- Balancing: Puppet imps fire spread is now random(-15,15) not (-5,5)
- Puppet AssaultShotgunGuy given AltFire X Y Z modes (faster shoot, cartridge, grenade)
- Puppet Zombies and Imps (except SoulHarvester), Fatsos are disabled autoaim (+WEAPON.NOAUTOAIM)
- Marine BFT AltFire Z shield has 25% more duration, AltFire X and Y projectile speed increased 12 to 24
- Marine can roll left and right (brutal doom), ACS 3012-3013, ACS 3004 updated (crouch&moveleft&back, crouch&moveright&back),
  this needs server to be with "compat_ClientsSendFullButtonInfo TRUE"
- Marine can kick automatically, ACS 3014 (all 4 move keys pressed), thrust with kick forward up
- Marine Leg Kick takes 2x more distance, 200 kickback added for impacted
- Marine Yamato has 90 seconds charging on each level (Yamato mod is separate, but ACS 3015 added here)

Changes in 6.0:
- Balancing: Number of Apocalypse spawn reduced by 1/30 unit and given to CyberRail,
  Apocalypse spawn is now not 3/30 but 2/30 or 1 of 15 cybers.
- Splitted and renamed Custom ACS as CustACS with additional CustACSZ for non common zandronum functions, added to loading
- Respawn invulnerability MSpawnProt increased from 140 to 150 tics (35 tics = 1 second)
- Added teleport exit invulnerability MTeleProt 100 tics (need a way to add it during teleport with ACS)
- Balancing: Puppet Abaddon marine rail damage increased from 35% to 50%
- Balancing: Puppet AssaultShotgunner primary and AltFireX damage reduced from 6 to 5 per pellet, spread slightly increased,
  primary fire reload slightly increased, AltFire Y has 12 pellets, 3 damage per pellet
- Balancing: Puppet Rifle zombie reload spead increased
- Balancing: Puppet Chainsaw zombie healing is when running not firing, 10 HP
- Monster KirovCaco health decreased from 2500 to 2000 HP, experience reduced from 50 to 15

Changes in 6.1:
- Puppet DoubleChaingunner AltFire Z reload increased from 12 to 16 tics
- Puppet SingleChaingunner added AltFire Z Y Z, healt increased from 160 to 200
- Puppet Chaingunners added ricochet and tracer animations for AltFires X Y Z
- Puppet SSGzombie added AltFireX with single barrel shot (more accuracy, 2x less damage per shot)
- Puppet RifleZombie health increase from 100 to 200, added AltFireX with 4 burst rico
- Puppet ChansawZombie health increase from 180 to 200, heal 1 per reload, damage 10 to 20 per saw, melee range 150
- Puppet PlasmaZombie plasma shots increase 8 to 12 per reload
- Puppet MasterMind AltFireZ min rail damage increased from random(16,25)*2 to random(16,25)*3
- Puppet Cyber homing missile improved (from PuppetRevenant), PuppetCybRocket2 and PuppetCybRocket3
- Puppet Cyber AltFireZ homing missile is pack of 3 launch
- Puppet Pinky, MechPinkie and Spectre melee range 180 given

Changes in 6.2:
- Fix: ACTOR PuppetBulletRico damagetype changed from "MarineDamage" to "ZombiesDamage"
- Puppet Chaingun zombie AltFireX balacing with 9 to 7 HP per bullet reduce
- Puppet DoubleChaingun zombie max health reduced from 350 to 300
- Puppet SSG zombie damage reduce per pelled from 6 to 5. Double shot 32 pellets*5. Single shot 16 pellets*5,
  removed 3 tic lag before shots, added recoil.
- Puppet Chainsaw zombie speed increased from 1.1 to 1.25
- Marine SSG weapon added AltFireX with 2 shots. From 22 pellets increased to 32 pellets, damage 6 per pellet.
  Accuracy main shot is 5/5, AltFireX is 3.5/3.5
- Monster spawners for Zombie and ShotGunGuy have equal chance for all 6 types of monsters
- Monster Cyber Apocalypse spawning chance reduced a bit 

Changes in 6.3:
- Puppet ShotGunGuy health increased from 120 to 200
- Puppet RifleZombie AltFireX balancing: delay between bursts 24 tics, spread increased to 4/3
- Puppet Archvile MarineRail damagefactor increased from 35% to 50%
- Puppet AssaultShotgunGuy AltFireY increased damage. 6 rapid shots with 12pellets*3damage increased to 16 pellets*3damage.
- Puppet Pinky, MechPinky and Spectre update to heal only when walking, remove ghost shadow spawn.
- Marine AssaultRifle AltFireX scope mode available on weapon pickup (upgrade needed for AltFire Y, Z, secondary)
- Marine ACS fix: RUnlock6 given at Mrank13 (light vulcan), RUnlock7 given at Mrank14 (Railgun rapid AltFire),
  ACS 426 update with new values, Marine no unlock mode not Vulcan 35% speed, but 50%. With unlock 95%.
  Railgun weapon update for AltFire if no upgrade (no fire).
- ACS update not to reduce reinforcements if Marine is AFK (never moved on a map, or after respawn on map). 
  Added inventory "PlayerActiveMove" in ACS 411 update with condition not to reduce, if idle.
  Updated ACS 3004 to remove inventory on death (net), added ACS 3016, 3017 to check actual input activity on enter or respawn.
  If Marine becomes AFK during play (actually played after respawn), reinforcement will still be reduced by 1.
- ACS update 411 for Puppets and marines to clear all skulls on death.
  "Teamkill" inventory made undroppable, cleared on new level start in OPEN script 3009, Mskull cleared in 3009.
  Puppets now can see level total kills on HUD.
  
Changes in 6.4:
- Puppet Archvile speed fix due to ACS 426 marine update,
  Firing was 10% not 35% speed. Primary and AltFireX is 35% speed, AltFireY, AltFireZ increased to 60%.
- Puppet HellKnight damage increased from 13 to 15, speed 23 to 32, projectile animation, moving speed from 0.5 to 0.70, no autoaim
- Puppet BaronOfHell AltFireX has fast projectile from 23 to 32 speed, no autoaim
- Puppet Belphegor AltFireX has fast projectile from 23 to 32 speed, projectile taken from BaronOfHell (explode),
  projectile animation added, no autoaim

Changes in 6.5:
- Marine respawn protection increased from 150 tics (4.3 sec) to 225 tics (6.4 sec), 50% more.
- Marine respawn protection added Gold color that wears off
- Marine respawn protection added on level ENTER, not just RESPAWN, ACS 412 updated.
- Marine Vulcan without upgrade move speed increased from 50% to 70%, with upgrade 95% as regular speed.
- Marine has key switch to on/off automatic PlayerRollAutoFlag for RollLeft RollRight, ACS 3018, updated ACS 3012, 3013.
- Marine RollLeft RollRight now separate ACS scripts that can be binded as keys, ACS 3019, 3020.
- Marine Roll delay decreased from 100 tics to 65 tics, ACS 3012, 3013, 3019, 3020.
- Marine reload fix for SSG, 10 tics of reload after last sequence
- Marine BFG overuse primary cools down by 1 shot every 5 secs
- Puppet ArachtronPlasma BFG refire rate decreased, added 20 tics on reload
- Puppet RifleZombie AltFireX spread increased from 4/3 to 6/6, damage 15 to 10 per bullet (4 burst)
- Puppet Barrel health increase from 20 to 100, death or fire results in blast (black hole implode)
- Puppet SSG zombie reload fix for SSG, 18 tics of reload after last sequence

Changes in 6.6:
- Puppet Zombie Shotgunner, SSG, AssaultShotgunner drop just weapon, no shells. Assault shotgun dropped, shotgun replaced with MShotgun
- Puppet ArachtronGunner and Mastermind have bullet tracers and recoil effects
- Puppet Zombie Plasma added delay 5 tics between 4 plasma bursts, drops PlasmaRifle and not cell
- Puppet Zombie Rifle drops AssaultRifle and not clip
- Puppet Zombie Chainsaw drops Chainsaw
- Full Brightness switch is now permanent across levels (MFullBrightnessFlag), ACS 3001 text notification update
- Monster KirovCaco A_SkullAttack speed 16 added, added tics before and after
- Marine BFG AltFireZ added MShieldProt temporary 6 sec (210 tics) invulnerability with green tint
- Marine BFG AltFireX and AltFireY increased blast push radius from 100 to 150
- Marine BFG Ball updated with blast damage from AltFireX single shot (some range removed)

Changes in 6.7:
- Puppet Knight, BaronOfHell, Belphegor balancing, projectile damage decrease from 15 to 10, explode from 8 to 6.
- Puppet Knight, BaronOfHell, Belphegor balancing, melee damage from 15 increased to 25.
- [Major] Puppet Ghost voodoo doll fix. Now spawn on trolley will activate switches if Player0 is Puppet.
  Updated Ghost states: Initial parameters are trigger, gravity, no float. 
  Spawn state just loops (instead going to See directly). See state sets all flags as per Puppet to fly,
  not trigger any lines, walk through monsters, grab monsters etc.
  Initial Height and Radius parameters need to be more than 0 to trigger voodoo trolley (set to Radius 16, Height 0).
  Radius 1 does not roll over trolley, therefore set same as marine 16. 
  Reset back to 0 does not work in Zandronum (A_SetSize(0,0,1)), will not go through walls. 
  Possibly with ACS can be set if needed (APROP_radius, APROP_height by SetPlayerProperty).
- Puppet zombies with hitscan weapons drop weapon on death.
  Somehow in Death scene after 0 tick weapon is spawn, Puppet sometimes morphed to Marine!
  Weapon drop for all zombies put after 16 tics.
- Marine health regeneration if below 25 HP, inventory MarineHealthRegen added, ACS 3021,
  heart beat sound added, red screen flash added.
- Puppet Revenant Homing rocket damage decreased from 96 to 64.

Changes in 6.8:
- Puppet ShotgunGuy zombie XDeath sprite fix
- Marine heal ACS 3021 hurt red flash increased from 0.3 to 0.4 intensity,
  Heal increased from 25 to 30 HP.
- MMaster ACS 413 updated for HUD counts of marines, puppeteers. Puppeteers were not properly updated.
  Added Total Player counter.
  
Changes in 6.9:
- ACS script 413 for HUD net traffic optimize, run not each 10 tics, but each 50 tics (bit more a second).
- Puppet ShotgunGuy zombie XDeath sprite fix.

Changes in 7.0:
- Marine PlasmaRifle homing projectile scanning distance reduced to default 10x64 from 20x64 (net lags).
- Marine RocketLauncher homing projectile scanning distance reduced to default 10x64 from 20x64 (net lags).
- ACS script 413 for HUD net traffic optimize, 50 to 70 tics (2 seconds).
- ACS script 401 update for marine reinforcements, nightmare is 2x not 3x. 
  If there are 75, and monster count is large, add 5-25 more,
  If there are 75 and monster count is small, reduce 5-35.
- Marine new weapon QuadShotgun, given at plasma spread upgrade.

Changes in 7.1:
- Marine BFG AltFire teleport, telestomp fix.
- Marine QuadShotgun noautoaim flag added, reduced recoil (no QSSG jumps) changed from A_ChangeVelocity to recoil 15.
  Added AltFireX with 4 rapid shots, added recoil ricochet visuals and ricochet sounds.
- Puppet Cyber railgun rail damage reduced to random 80-100 //100-130, 120-150
- Puppet Annixilator railgun rail damage reduced to random 40-50 (2 paralel rails), total 80-100.
- Puppet Annixilator can shoot only 5 nukes per puppet per level, only after 90 minutes in level.
  Counter PuppetYamatoLimit, ACS 3009 update to reset counter on level change, damage thing reduced from 2000 to 1000.
  ACS update to make 90sec inventory undroppable (instead of shared key).
- BaronOfHell AltFireY self damage increased from 70 to 140, Belhphegor AltFireY self damage increased from 100 to 200. 
- Puppet HellKnight, BaronOfHell, Belphegor,Archvile, Abaddon, Falso, Hectebus, Revenant, Arachtron, ArachGunner, DoubleChaingunner,
  Pinkie, MechPinkie, Spectre damage factor from marines increased from 0.5 (some 0.35 rail) to 0.6 all.
- Puppet ZombieShotgunGuy damage decreased from 12x8 to 12x6.
- Puppet Zombie AssaultShotgunGuy damage decreased for Fire and AltFireX from 12x5 to 10x5.
- Puppet Zombie Rifle AltFireX damage decreased from 4x10 to 4x8. 
  
Changes in 7.2:
- Puppet BaronOfHell AltFireY self damage decreased from from 140 to 100. 
- Puppet Belhphegor AltFireY self damage increased from 200 to 100. 
- Marine Quad Shotgun main fire fix of sequence, first fire, then recoil and angle change.
  AltFireX recoil reduced from 2 to 1 per shot.
- Marine PlasmaRifle AltFire Y homing limitation 300 with cooldown 3 per 5sec.
- Marine RocketLauncher AltFire Y homing limitation 30 with cooldown random(0,1) per 5sec.
- Marine Vulcan Primary limitation 1500 with cooldown 25 per 5sec (slow firing rate when overheat).
- Puppet Cyber Annixilator max 3 Yamato per level (5 was not working). Self damage 1000 to 2000.
- All inventory with Doomkey changed to Inventory with undroppable flag.
  Reset on next level included in ACS 3009.
- Marine ACS 3007 script update as CourtMartialled is undroppable inventory.
- Marine HUD added cooldown numbers for weapons: VulcanPrimary, VulcanXYZ, RocketY, PlasmaY, BFG splash.

Changes in 7.3:
- Marine Vulcan Primary counter fix on refire, cooldown 25 to 50.
  Counter increased from 1500 to 1750.

Changes in 7.4:
- Marine Vulcan Primary counter limitation removed.

Changes in 7.5:
- Marine RocketLauncher AltFire Y homing limitation removed.
- Marine PlasmaRifle AltFire Y homing limitation removed.
- Marine Vulcan XYZ counter counts per each shot not by 4/8 (total is the same).
  Cooldown increased from 15 to 20 bullets per 5sec.
- Marine BFG Splash cooldown increased from 1 to 2 per 5 seconds.
- Marine RocketLauncher AltFire Z speed increased from 12 to 15.
  Added 4 more flame crackers.
  
Changes in 7.6:
- Marines un rank-up get full 100% health
- Marine Quad SSG main recoil reduce from 15 to 5, kickback increase from 700 to 900,
  Added AltFireY with slower refire, but much higher accuracy, bullet mass increased 5 to 7, extremedamage.
  ACS 3004 and 3009 added QuadSingleShotUsed clearing. AltFireY does single shots not burts, reload counters added to states.
- Marine AssaultRifle AltFireY delay fix 3 tics to 0 tics.
- Marine RailGun fire delay fix 3 tics to 0 tics, gunflash after that.
- Marine given carrying MedPack with 100 health on level each start. ACS 3010 updated, updated for marines only, 1hp per 5 seconds.
  ACS 3022 and 3023 added, 3023 added in key binds. Can heal if at least 10 HP charged.
- Marine BFG AltFireYZ charging time decreased from 240 to 170, sound pitch edited.
- Monster CyberDemonRail takes 90% from marine Railgun damage instead of 45% before (roll back).
- Puppet Ghost See and See2 states separated for loop.

Changes in 7.7:
- [Major] Replaced ACS library MWEP with WWEP2 for 64 player support, ACS source added.
- Removed old ACS compilation Mmaster_jmod008.o (no issues using newer source observed).
- ACS 534 update to give sound message on puppet death only, not to all players (including dying marines).
  Sould is all distance.
- Monsters added name TAG.

Changes in 7.8:
- Removed decorate references for ACS 520 (MasterGuns) and 571 (CyberDemonClass, ArchileClass, MasterMindClass).
  ACS 520 and 571 source added and commented out to keep in MMASTER ACS.
- Monsters have name TAG.
- [Major] PreviousWeapon switch LAG fix. Updated ACS 480, 487, 488 to NET instead of clientside.
  A_Raise states fixed across weapons.
  Marine SPAWN state separated from SpawnLoop. Invantory HavGun made undroppable with max 1, ACS 3004 updated to clear on death.
  ACS 480 added delay 70 to allow previous weapon to raise. There were cases when current weapon overwrote previous weapon.
  Marine weapon Railgun and BFG Select/raise/ready states changed to have quicker raise for previous weapon switch (animation eeded to complete).
- Pistol for deranked added firing sound.

Changes in 7.9:
- New Monster FallenColonel added as random spawner. Has 1000 health, 4 weapons BFG ball, BFG splash, railgun, 3 homing rockets.
- New Puppet FallenColonel added to be grabbed, 3 altfires X Y Z. ACS update scripts 410 and 419. 
- Puppet monster death taunt "Gotcha" script 534 updated to reduce volume from 127 to 75. Sound only random 1 in 5 cases (no spam).
- Puppet Cyber, Cyber Annihillator primary rocket fire speed increased from 20 to 30 (+50%), 
  homing rocket bounce count increased from 2 to 3.
- Puppet homing rockets improved for Cyber, Cyber Annihillator and Revenant, targeting from 4 to 1 tick in spawn.
  Cyber, Cyber Annihillator added +screenseeker flag.
- Puppet Cyber homing rocket count increased from 3 to 4 (cooldown increased 16 to 20 tics), 
  Cyber Annihillator added 2 extra homing rockets.
- Puppet Fatso and Hectebus have small explosion damage A_Explode (4,64,0,0) (hard to hit crouching marine).
- Puppet PlasmaZombie has 3 burst on refire.
- ACS 410 updated with all monster types (drop on altfire). Still need to add them on grab/drop.

Changes in 8.0:
- Monster fix PCybRocket primary rocket speed rollback from 30 to 20 (PuppetCybRocket has 30).
- Monster FallenColonel Railgun damage reduce from random(120,180)*5 to random(75,100). Dealth sound fix.
- Puppet FallenColonel fix for weapon animation on idle (4 sprites). Removed bullet sound, BFG splash and Railgun sound fix.
- Marine reinforcement slight incremental increase over 1600 monsters, ACS 401 update.
- Marine last weapon give on respawn update, ACS 488 delay increased from 3 to 4 tics (sometimes last weapon was not given).
- Marine respawn protection increased by 20 tics from 225 to 245 (6.4 to 7 seconds).

Changes in 8.1:
- Marine Railgun AltFire Z mode added with rapid rail beam with ricochet from walls.
- Marine BFG AltFire X damage radius increase on less than in 64 block size (direct or near hit), projectile speed increased 24 to 30,
  basic damage increased from 20 to 25. A_Blast speed push increase from 20  to 30.
- Marine deranking ACS 3006 updated with removing Quad SSG (was missing).
- Monster MFallenColonel balancing: cannot be raised by Arches (expire in 1000 tics), BFG splash count incresed from 8 to 12,
  BFG ball disabled telestomp ability, weapons attacksound "" sound fix removing bullet sound from actor.
- Puppet FallenColonel balancing: Railgun cooldown tics increased from 30 to 45, BFG splashed count increased from 8 to 10,
  BFG splashes cooldown increased from 50 to 60 tics.
- Puppet HellKnight balancing: speed increase from 0.7 to 0.85, jump height increase from 6 to 8.
- Puppet Red Cacodemon has 3 shots instead of 1, health increase from 400 to 500.
- Puppet Caco Lantern shot speed increased from 16 to 25.

Changes in 8.2:
- Marine Railgun AltFire Z fixes: teleport added, firing does not push away enemies but rip them,
  damage balanced between size of projectile and exposure per tick 70-80 damage (was 75-100 with push),
  trail decrease from 30 tics to 25 tics, bounce count increased from 6 to 7, no spread straight fire forward,
  smooth switch from zoomed AltFireX and AltFireY scopes.
- Marine added individual death counter "MarineManDown", undroppable, ACS 3009 updated to reset each level.
  Marine Class state update to add counter in all death types. Fixed Pain.KPlasma state that ended in death not SpawnLoop.
  Counter added to Marine huds in SBARINFO as grey counter.
- Marine Fist/Fists damage type for MFistPuff changed from "MarineDamage" (0 friendly damange) 
  to "MarineKickBasic" 25% from punch, berserk added new MFistPuffPowered with "MarineKickPowered" 10% from punch.
  Updated MFists berser damage 23 to 25 as basic fist. "MarineKickPowered" for leg and punch reduced from 0.1 to 0.07.
- Monster DarkImp painchance added from 32/256 to 48/256 (do less attack back when fired from rapid weapon).
- Monster DarkImp, PlasmaZombie, AssaultShotgunZombie, Belphegor, Abaddon, Hectebus, RevenantGrenadier 
  has 1/3 chance of not able to be revived by Archeville (before was infinite revival).
- Monster Archeville and ArchevilleExorcist reduced chance to not be able to be revived by Arches from 1/4 to 1/3.

Changes in 8.3:
- Marine on weapon switch (deselect state) AltFire X Y Z is removed, so that next weapon starts with primary fire.
  This was enabled on respawn and deselect with scope weapons like Railgun, AssaultRifle, but not all weapons.
  Weapons with default Deselect state missing in weapons added Deselect state from general decorate.
- Marine AssaultRifle AltFire fix. Scope and AltFire X Y Z was not removed until upgrade.

Changes in 8.4:
- Monster Fallen Colonel balancing. Take more marine damage: factor 0.5 to 0.6, superweapon 0.07 to 0.2.
  Monster infight damage reduced from 0.5 to 0.25 across all monster damages. ZombiesDamage 0.5 to 0.1 (less recoil and self damage).
  Spawner chance reduced for zombieman and shotgunguy (factor 2 to 3 increased for all other monsters).
  Added obituary message. Updated ACS 417 to have puppet HUD sprite with BFG marine instead of zombie rifleman.
- Puppet Fallen Colonel balancing. Take more damage marine: factor 0.5 to 0.6, superweapon 0.07 to 0.1.
  Railgun damage reduced from random(120,180)*5 to random(125,200).
- Monster Kirov grenades now explode with 0/1/2 bounces, not 9. 
  Replaced A_SkullAttack with Thrust, alwaysfast flag removed. Slightly reduced spawner chance.
- Marine ranking message updated for Lightweight Vulcan Cannon.

Changes in 8.5:
- Marine MSpulsphere is not picked up if player already has 200 health (-INVENTORY.ALWAYSPICKUP).
  Green and Blue armor added same flag (same effect). 
- Marine MMegasphere is not picked up if player already has 200 health and 200 armor (-INVENTORY.ALWAYSPICKUP). ACS 3024 added.
- Marine reinforcement fix for small levels. ACS 401 updated, simplified counter. 75 reinforcements by default,
  nightmare has 2x, non-boss level adjustment as before (large levels more, small levels less), boss level 75 (2x if nightmare).
- Puppet Annixillator yamato limit per level increased 3 to 5, nuke self damage reduced from 2000 to 1500.

Changes in 8.6:
- Monster Fallen Colonel randomly (52/256, 20%) drops golden armor with 300 points and 75% absorption rate.
  Can be equipped together with Megashphere, but not if already has 200/200 health armor.
  Spawn and HUD sprites changed to Gold color. Textures added scaling for AICONG, green and blue armor to 10/7.
  HUD placement centered to 5/189 instead of 5/190.
  Green Armor has absorption rate 33.3%, Blue Armor 50%. Golden Armor keeps more health at expense of armor.
- Monster chance of dropping weapon reduced not to spawn too many weapons around.
  Out of 256 chance, chaingunners 64 to 32, SSG AssaultSG Plasma 64 to 32, Chainsaw 256 to 32, Shotgun 256 to 0.

Changes in 8.7:
- Marine Golden Armor capacity increase from 300 to 350 (drains fast at 75% absorption).
- Marine AssaultShotgun AltFireX damage increase per pellet 6 to 8 points.
- Monster Fallen Colonel drops Golden Armor more often (77/256, 30%).
- Puppet Fallen Colonel dying with ghost always drops Golden Armor.
- Puppet Hell Knight added AltFire X Y Z.
- Puppet Baron of Hell and Belphegor added AltFire Z ramming. MeleeRange 130 option added. Melee state punch faster after 4 ticks not 8, 4 added later.

Changes in 8.8:
- Monster Belphegor AltFire Z fix (was not working)
- Puppet Fallen Colonel balancing, railgun damage increase random(125,200) to random(150,250)

Changes in 8.9:
- Monster Cyber Anihillator Apocalypse always explodes on death with Yamato.
- Puppet Cyber Anihillator Apocalypse randomly 1 in 2 explodes on death with Yamato.
- Monster Spider Mastermind added flag +NOINFIGHTING (as all cybers have),
  Spider Mastermind and all Cybers added flag not to be infighted by other monsters (+NOTARGET).
- Monster Cyber Anihillator and Puppet Cyber Anihillator health increase from 4500 to 5000.
- Monster Spider Mastermind and Puppet Spider Mastermind health increase from 4500 to 5000.
- Puppet Cyber AltFire Z railgun damage increase from 80-100 to 100-120.
- Puppet Cyber Anihillator AltFire railgun damage increase from 40-50 (per rail) to 50-60 (per rail).
- Marine MSpawnProt reduced from 245 to 210 tics (7 to 6 secs).
- Monster Spider Mastermind and Cybers have 0.03 of monster Yamato damage (was 0.05, 0.15 Spider).
- Marine Advanced Pistol AltFire added 5 tick delay after burst.
- Marine Assault Shotgun AltFire X double shot damage per pellet reduced from 8 to 7 (regular is 6).
- Monster Cyber Anihillator Apocalypse spawner chance increased from 3 to 4 shares.
- Puppet Baron of Hell and Belphegor AltFire Z improve, punch moved up in animation few ticks.
- Puppet Spectre Spawn and See states have brutal Spectre sprites with eyes only. Full body only when fire or die.

Changes in 9.0:
- Monster FallenColonel blood color changed from red to darkgreen. 
  BFG Splash fix (FallenColonelMBFG10kShot) for distance, reload time incresed, damage reduced from 50 to 10.
  Can not hurt sampe species flag (except bfg spray for all monsters), damage type changed to ZombiesFCDamage, 0 to same species.
- Monster SpiderMastermind fire damage increase (8-16), decorate update replacing built in A_SPosAttack. Bullet tracers added.
  Richchet sounds added.
- Puppet FallenColonel blood color changed from red to darkgreen.
- Puppet Ghost push limitation 5 times, with cooldown 1 each 30 secs. ACS 3009 updated for inventory PuppetPushLimit removal level start.
  ACS 3025 added to cooldown each 30 secs 1 push. Ghost decorate states updated.
  
Changes in 9.1:
- Monster FallenColonel BFG splash fly speed increased from 15 to 20.
- Marine Invuln deflect mode remove (counts as teamkill somehow) from all Invulnerability items.
- Puppet Ghost added AltFire Z mode (monster heal by 2 HP on radius 600 each 1 tick).
- Puppet AltFireY push limitation increased from 5 to 8.
- Puppet AltFire XYZ is on refire mode with one time message, if fire button released, XYZ is reset to 0 (can possess).
  Many novice players got lost with unable to possess monster until AltFire XY or Z is switched off manually.
- Puppet Annixillator primary fire update (2fast, 2 homing, 2 fast, 2 homing) instead of 4 homing pack in middle.
- Puppet Cyber and Annixillator homing rocket has 2 tics instead of 1 in spawn.
- Puppet Archville projectile radius increase from 4-10, larger fire cracker sprite radius 10, Z mode kept 4,
  AltFireZ tweak.
  
Changes in 9.2:
- Puppet Cyber and Annixillator deathreactor state fix to exclude A_BossDeath and TID change in beginning not after spawning nuke.
- Puppet Ghost AltFireX flame is now limited 54 with cooldown 12 each 30 seconds, but does 1/3 flame damage (random 1-8) HP damage.
  ACS 3009 and 3025 updated with new inventory PuppetFlameLimit. ForcePain flag added.
- Puppet Ghost AltFireY fix to include overuse check on start of fire not just before refire.
- Puppet Ghost AltFireZ heal 3HP instead of 2HP.
- Puppet Archvile AltFireZ starting fire MVileFireP damage reduce 2 to 1 (random 1-8 not 2-16) as there are 5 flames.