actor newplayer : doomplayer
{
	States
	{
		grow:
			tnt1 a 0 a_setsize(2.0, 2.0, false)
			goto see	
		shrink:
			tnt1 a 0 a_Setsize(16.0,56.0,false)
			goto see
	}  
}

actor tinyplayer : doomplayer
{
  scale 0.25
  player.viewheight 11
  Radius 4
  Height 18
}

actor regularplayer : doomplayer
{
  scale 1
  player.viewheight 41
  Radius 16
  Height 56
}

actor hiddenbarrel
{

  //$Category CBM Monsters
  //$Title Hidden Barrel
  
  Health 1
  PainChance 180
  Speed 10
  Radius 30
  Height 56
  Mass 400
  Monster
  +FLOORCLIP
  -COUNTKILL
  SeeSound "demon/sight"
  AttackSound "demon/melee"
  PainSound "demon/pain"
  DeathSound "demon/death"
  ActiveSound "demon/active"
  Obituary "%o was blown up by a possessed barrel."
  States
  {
  Spawn:
  Regular:
    BSNK hi 10 
    Loop
  Hunt:
    BSNK hi 10 A_Look
    Loop 	
  Missile:
    BSNK hi 10     
  See:
    BSNK hiFG 20 A_Chase
    Loop	
  Pain:	
  Melee:
  Death:
    BSNK A 5 Bright
    BSNK B 5 Bright A_Scream
    BSNK C 5 Bright
    BSNK D 5 Bright A_Explode
    BSNK E 10 Bright
    TNT1 A 1050 Bright A_BarrelDestroy
    TNT1 A -1
    Stop
  }
}

actor cbmlever : SwitchingDecoration 
{

  //$Category CBM Decorations
  //$Title Lever
  
  Radius 8
  Height 16
  Scale 0.125
  Health 10
  Activation THINGSPEC_Activate
  +USESPECIAL
 
  states
  {
	spawn:
	CBM1 A 1
    Loop
	
	active:
	CBM1 ABCDE 25
	CBM2 E 1
    wait
	
	/*
	inactive:
	CBM2 EDCBA 25
	CBM1 A 1
    wait
    */
  }

}

ACTOR BoneDeco 
{
  //$Category CBM Decorations
  //$Title Pile of bones

  States
  {
  Spawn:
    DBNE A -1
    Stop
  }
}

ACTOR Eye1Deco 
{
  //$Category CBM Decorations
  //$Title Eye ball follow

  States
  {
  Spawn:
    eyes A -1
    Stop
  }
}

ACTOR Eye2Deco 
{
  //$Category CBM Decorations
  //$Title Eye ball

  States
  {
  Spawn:
    eyeb A -1
    Stop
  }
}

ACTOR BonzaiDeco : BigTree 
{
  //$Category CBM Decorations
  //$Title Bonzai Tree

  Radius 8
  Height 25
  scale 0.25

}

ACTOR BonzaiDeco2 : TorchTree 
{
  //$Category CBM Decorations
  //$Title Bonzai Tree 2

  Radius 4
  Height 14
  scale 0.25

}

ACTOR RealStimpack : Health 
{
  //$Category CBM Items
  //$Title Red stimpack

  Inventory.Amount 10
  Inventory.PickupMessage "$GOTSTIM" // "Picked up a stimpack."
  States
  {
  Spawn:
    STMP A -1
    Stop
  }
}

ACTOR RealMedikit : Health 
{
  //$Category CBM Items
  //$Title Red medikit

  Inventory.Amount 25
  Inventory.PickupMessage "$GOTMEDIKIT" // "Picked up a medikit."
  Health.LowMessage 25, "$GOTMEDINEED" // "Picked up a medikit that you REALLY need!"
  States
  {
  Spawn:
    MEDK A -1
    Stop
  }
}

ACTOR RealBerserk : CustomInventory 
{
  //$Category CBM Items
  //$Title EPO kit

  +COUNTITEM
  +INVENTORY.ALWAYSPICKUP
  Inventory.PickupMessage "$GOTBERSERK" // "Berserk!"
  Inventory.PickupSound "misc/p_pkup"
  States
  {
  Spawn:
    BSPK A -1
    Stop
  Pickup:
    TNT1 A 0 A_GiveInventory("PowerStrength")
    TNT1 A 0 HealThing(100, 0)
    //TNT1 A 0 A_SelectWeapon("Fist")
    Stop
  }
}

ACTOR MUDEYEBALL
{
  Radius 6
  Height 8
  Speed 20
  Damage 8
  Projectile 
  +RANDOMIZE
  RenderStyle Add
  Alpha 1
  SeeSound "fatso/attack"
  DeathSound "fatso/shotx"
  States
  {
  Spawn:
    eyeb A 4 Bright
    Loop
  Death:
    eyeb B 8 Bright
    eyeb C 6 Bright
    eyeb D 4 Bright
    Stop
  }
}
  
ACTOR Muddemon 
{
  //$Category CBM Monsters
  //$Title Mud demon (Mancubus stationary)

  Health 600
  Radius 31
  Height 56
  Mass 400
  Speed 0
  PainChance 128
  Monster
  +BOSSDEATH
  +FLOORCLIP
  BloodColor "red"
  SeeSound "caco/sight"
  PainSound "caco/pain"
  DeathSound "caco/death"
  ActiveSound "caco/active"
  Obituary "$OB_CACO"
  HitObituary "$OB_CACOHIT"
  dropitem "ghostapple"
  States
  {
  Spawn:
    mCAC e 10 A_Look
    Loop
  See:
    mCAC A 3 A_Chase
    Loop
  Missile:
    mcac AB 20 A_FatRaise
    mcac CD 10 Bright A_FatAttack1("MUDEYEBALL")
    mcac AB 5 A_FaceTarget
    mcac CD 10 Bright A_FatAttack2("MUDEYEBALL")
    mcac AB 5 A_FaceTarget
    mcac CD 10 Bright A_FatAttack3("MUDEYEBALL")
    mcac AB 5 A_FaceTarget
    Goto See
  Pain:
    mcac e 30 A_Pain
    Goto See
  Death:
    mcac a 8  
    mcac b 8 A_Scream
    mcac c 8 A_NoBlocking
    mcac d 8 A_BossDeath
    tnt1 A -1 
    Stop
  Raise:
    mcac dcba 8
    Goto See
  }
}

ACTOR RollingAlien 
{
  //$Category CBM Monsters
  //$Title Rolling alien demon (Nonflying caco)

  Health 400
  Radius 63
  Height 82
  Mass 400
  Speed 8
  PainChance 128
  Monster
  +FLOORCLIP
  bloodcolor "red"
  SeeSound "caco/sight"
  PainSound "caco/pain"
  DeathSound "caco/death"
  ActiveSound "caco/active"
  Obituary "$OB_CACO"
  HitObituary "$OB_CACOHIT"
  States
  {
  Spawn:
    //UDRC TSA 5
    //UDRC A 10 A_Look
    //UDRC AST 5
	UDRC m 10 A_Look
	Loop
  See:
    UDRC MNOPPPQRM 3 A_Chase
    Loop
  Missile:
    //UDRC TSA 5
    UDRC BC 5 A_FaceTarget
    UDRC D 5 Bright A_HeadAttack
    //UDRC AST 5
	Goto See
  Pain:
    UDRC A 3
    UDRC U 3 A_Pain
    Goto See
  Death:
    UDRC TSA 5
    UDRC FG 8
    UDRC H 8 A_Scream
    UDRC IJ 8
    UDRC K 8 A_NoBlocking
    UDRC L -1 
    Stop
  Raise:
    UDRC L 8 
    UDRC KJIHG 8
    Goto See
  }
}

ACTOR RubberkeendemonBall
{
  Radius 6
  Height 8
  Speed 10
  FastSpeed 20
  Damage 10
  Projectile
  +RANDOMIZE
  +ZDOOMTRANS
  RenderStyle Add
  Alpha 1
  SeeSound "caco/attack"
  DeathSound "caco/shotx"
  States
  {
  Spawn:
    xcbl AB 4 Bright
    Loop
  Death:
    xcbl CDE 6 Bright
   Stop
  }
}

ACTOR Rubberkeendemon 
{
  //$Category CBM Monsters
  //$Title Rubber keen demon (Hellknight)

  Health 400
  Radius 80
  Height 80
  Mass 400
  Speed 8
  PainChance 128
  Monster
  +FLOORCLIP
  bloodcolor "red"
  SeeSound "caco/sight"
  PainSound "caco/pain"
  DeathSound "caco/death"
  ActiveSound "caco/active"
  Obituary "$OB_CACO"
  HitObituary "$OB_CACOHIT"
  States
  {
  Spawn:
    XCAC A 10 A_Look
    Loop
  See:
    XCAC A 1 A_PlaySound("rubber/boing", CHAN_5) 
    //XCAC AMNMAOOOOOAMNMA 3 A_Chase
	XCAC AMNMA 3 
    XCAC O 3 A_Chase
    XCAC AMNMA 3
	Loop
  Missile:
    XCAC AB 5 A_FaceTarget
    XCAC CD 5 Bright A_CustomComboAttack("RubberkeendemonBall", 32, 10 * random(1, 8))
    Goto See
  Pain:
    XCAC E 3
    XCAC E 3 A_Pain
    XCAC F 6
    Goto See
  Death:
    XCAC G 8
    XCAC H 8 A_Scream
    XCAC IJ 8
    XCAC K 8 A_NoBlocking
    XCAC L -1 //A_SetFloorClip
    Stop
  Raise:
    XCAC L 8 //A_UnSetFloorClip
    XCAC KJIHG 8
    Goto See
  }
}

ACTOR VorticonAlien 
{
  //$Category CBM Monsters
  //$Title Vorticon alien demon (Caco)

  Health 400
  Radius 63
  Height 82
  Mass 400
  Speed 8
  PainChance 128
  Monster
  BloodColor "red"
  +FLOAT
  +NOGRAVITY
  SeeSound "caco/sight"
  PainSound "caco/pain"
  DeathSound "caco/death"
  ActiveSound "caco/active"
  Obituary "$OB_CACO"
  HitObituary "$OB_CACOHIT"
  States
  {
  Spawn:
    VCAC A 10 A_Look
    Loop
  See:
    VCAC A 3 A_Chase
    Loop
  Missile:
    VCAC BC 5 A_FaceTarget
    VCAC D 5 Bright A_HeadAttack
    Goto See
  Pain:
    VCAC E 3
    VCAC E 3 A_Pain
    VCAC F 6
    Goto See
  Death:
    VCAC G 8
    VCAC H 8 A_Scream
    VCAC IJ 8
    VCAC K 8 A_NoBlocking
    VCAC L -1 A_SetFloorClip
    Stop
  Raise:
    VCAC L 8 A_UnSetFloorClip
    VCAC KJIHG 8
    Goto See
  }
}

ACTOR AlienBaron 
{
  //$Category CBM Monsters
  //$Title Alien baron demon (Baron)

  Health 1000
  Radius 24
  Height 64
  Mass 1000
  Speed 8
  PainChance 50
  Monster
  +FLOORCLIP
  +BOSSDEATH
  BloodColor "green"
  SeeSound "baron/sight"
  PainSound "baron/pain"
  DeathSound "baron/death"
  ActiveSound "baron/active"
  Obituary "$OB_BARON"
  HitObituary "$OB_BARONHIT"
  States
  {
  Spawn:
    ABAR AB 10 A_Look
    Loop
  See:
    ABAR AABBCCDD 3 A_Chase
    Loop
  Melee:
  Missile:
    ABAR EF 8 A_FaceTarget
    ABAR G 8 A_BruisAttack
    Goto See
  Pain:
    ABAR H 2
    ABAR H 2 A_Pain
    Goto See
  Death:
    ABAR I 8
    ABAR J 8 A_Scream
    ABAR K 8
    ABAR L 8 A_NoBlocking
    ABAR MN 8
    ABAR O -1 A_BossDeath
    Stop
  Raise:
    ABAR O 8
    ABAR NMLKJI 8
    Goto See
  }
}

ACTOR VorticonCaco 
{
  //$Category CBM Monsters
  //$Title Vorticon caco demon (Caco)

  Health 400
  Radius 31
  Height 56
  Mass 400
  Speed 8
  PainChance 128
  Monster
  +FLOAT
  +NOGRAVITY
  BloodColor "red"
  SeeSound "caco/sight"
  PainSound "caco/pain"
  DeathSound "caco/death"
  ActiveSound "caco/active"
  Obituary "$OB_CACO"
  HitObituary "$OB_CACOHIT"
  States
  {
  Spawn:
    ACAC A 10 A_Look
    Loop
  See:
    ACAC A 3 A_Chase
    Loop
  Missile:
    ACAC BC 5 A_FaceTarget
    ACAC D 5 Bright A_HeadAttack
    Goto See
  Pain:
    ACAC E 3
    ACAC E 3 A_Pain
    ACAC F 6
    Goto See
  Death:
    ACAC G 8
    ACAC H 8 A_Scream
    ACAC IJ 8
    ACAC K 8 A_NoBlocking
    ACAC L -1 A_SetFloorClip
    Stop
  Raise:
    ACAC L 8 A_UnSetFloorClip
    ACAC KJIHG 8
    Goto See
  }
}

ACTOR SpinBall : CacodemonBall
{
  scale 0.5
}

ACTOR Cacospin 
{
  //$Category CBM Monsters
  //$Title Drunk caco demon (Caco)

  Health 200
  Radius 15
  Height 28
  Mass 200
  Speed 10
  PainChance 128
  Monster
  +FLOAT
  +NOGRAVITY
  scale 0.5
  //+floatbob
  bloodcolor "blue"
  SeeSound "caco/sight"
  PainSound "caco/pain"
  DeathSound "caco/death"
  ActiveSound "caco/active"
  Obituary "%o was crushed by a caco spinner demon."
  States
  {
  Spawn:
    SPIN A 10 A_Look
    Loop
  See:
    SPIN mnopqrst 3 A_Chase
    Loop
  Missile:
    SPIN BC 5 A_FaceTarget
    SPIN D 5 Bright A_CustomComboAttack("SpinBall", 32, 10 * random(1, 6))
    Goto See
  Pain:
    SPIN a 3
    SPIN E 3 A_Pain
    SPIN F 6
    Goto See
  Death:
    SPIN G 8
    SPIN H 8 A_Scream
    SPIN IJ 8
    SPIN K 8 A_NoBlocking
    SPIN L -1 A_SetFloorClip
    Stop
  Raise:
    SPIN L 8 A_UnSetFloorClip
    SPIN KJIHG 8
    Goto See
  }
}

ACTOR TrippingCacodemon 
{
  //$Category CBM Monsters
  //$Title Fried caco demon (Caco)

  Health 200
  Radius 31
  Height 56
  Mass 400
  Speed 12
  PainChance 128
  Monster
  +FLOAT
  +NOGRAVITY
  bloodcolor "blue"
  SeeSound "caco/sight"
  PainSound "caco/pain"
  DeathSound "caco/death"
  ActiveSound "caco/active"
  Obituary "%o was crushed by a tripping caco like demon."

States
  {
  Spawn:
    MCHD A 10 A_Look
    Loop
  See:
    MCHD A 3 A_Chase
    Loop
  Missile:
    MCHD BC 5 A_FaceTarget
    MCHD D 5 Bright A_HeadAttack
    Goto See
  Pain:
    MCHD E 3
    MCHD E 3 A_Pain
    MCHD F 6
    Goto See
  Death:
    MCHD G 8
    MCHD H 8 A_Scream
    MCHD IJ 8
    MCHD K 8 A_NoBlocking
    MCHD L -1 A_SetFloorClip
    Stop
  Raise:
    MCHD L 8 A_UnSetFloorClip
    MCHD KJIHG 8
    Goto See
  }
}

ACTOR Rubberdemon 
{
  //$Category CBM Monsters
  //$Title Rubber demon (Nonflying caco)

  Health 400
  Radius 80
  Height 80
  Mass 400
  Speed 8
  PainChance 128
  Monster
  +FLOORCLIP
  bloodcolor "blue"
  SeeSound "caco/sight"
  PainSound "caco/pain"
  DeathSound "caco/death"
  ActiveSound "caco/active"
  Obituary "%o was crushed by a rubber demon."
  States
  {
  Spawn:
    BOUN A 10 A_Look
    Loop
  See:
    BOUN A 1 A_PlaySound("rubber/boing", CHAN_5) 
    BOUN MNMAOAMNMA 3 A_Chase
    Loop
  Missile:
    BOUN BC 5 A_FaceTarget
    BOUN D 5 Bright A_HeadAttack
    Goto See
  Pain:
    BOUN E 3 A_Pain
    BOUN F 3 
    BOUN PQRSTUVW 6
    Goto See
  Death:
    BOUN G 8
    BOUN H 8 A_Scream
    BOUN IJ 8
    BOUN K 8 A_NoBlocking
    BOUN L -1 //A_SetFloorClip
    Stop
  Raise:
    BOUN L 8 //A_UnSetFloorClip
    BOUN KJIHG 8
    Goto See
  }
}

ACTOR KeendemonBall
{
  Radius 6
  Height 16
  Speed 15
  FastSpeed 20
  Damage 8
  Projectile
  +RANDOMIZE
  RenderStyle SoulTrans
  Alpha 1
  SeeSound "keen/laser"
  DeathSound "baron/shotx"
  Decal "BaronScorch"
  States
  {
  Spawn:
    KCBL AB 4 Bright
    Loop
  Death:
    KCBL CDE 6 Bright
    Stop
  }
}

ACTOR Keendemon 
{
  //$Category CBM Monsters
  //$Title Keen demon (Flying baron)

  Health 1000
  Radius 31
  Height 56
  Mass 400
  Speed 8
  PainChance 128
  Monster
  +FLOAT
  +NOGRAVITY
  bloodcolor "red"
  SeeSound "caco/sight"
  PainSound "caco/pain"
  DeathSound "caco/death"
  ActiveSound "caco/active"
  Obituary "%o was killed by a Caconder Keen."
  HitObituary "%o was eaten by a Cacmander Keen."
  States
  {
  Spawn:
    KCAC A 10 A_Look
    Loop
  See:
    KCAC A 3 A_Chase
    Loop
  Missile:
    KCAC BC 5 A_FaceTarget
    KCAC D 5 Bright A_CustomComboAttack("KeendemonBall", 32, 10 * random(1, 8))
    Goto See
  Pain:
    KCAC E 3
    KCAC E 3 A_Pain
    KCAC F 6
    Goto See
  Death:
    KCAC GH 8
    KCAC IJ 8 A_Scream
    KCAC KL 8
    KCAC MN 8 A_NoBlocking
    KCAC OP 8
    KCAC P -1 A_SetFloorClip
    Stop
  Raise:
    KCAC PONML 8 A_UnSetFloorClip
    KCAC KJIHG 8
    Goto See
  }
}

ACTOR Cacowirl 
{
  //$Category CBM Monsters
  //$Title Insane caco demon (Caco)

  Health 400
  Radius 31
  Height 56
  Mass 400
  Speed 8
  PainChance 128
  Monster
  +FLOAT
  +NOGRAVITY
  //+floatbob
  bloodcolor "blue"
  SeeSound "caco/sight"
  PainSound "caco/pain"
  DeathSound "caco/death"
  ActiveSound "caco/active"
  Obituary "$OB_CACO"
  HitObituary "$OB_CACOHIT"
  States
  {
  Spawn:
    WIRL A 10 A_Look
    Loop
  See:
    WIRL aumnopqrstva 3 A_Chase
    Loop
  Melee:	
  Missile:
    WIRL BC 5 A_FaceTarget
    WIRL D 5 Bright A_HeadAttack
    Goto See
  Pain:
    WIRL a 3
    WIRL E 3 A_Pain
    WIRL F 6
    Goto See
  Death:
    WIRL G 8
    WIRL H 8 A_Scream
    WIRL IJ 8 
    WIRL K 8 A_NoBlocking
    WIRL L -1 A_SetFloorClip
    Stop
  Raise:
    WIRL L 8 A_UnSetFloorClip
    WIRL KJIHG 8
    Goto See
  }
}

ACTOR SnowBall
{
  Radius 6
  Height 16
  Speed 15
  FastSpeed 20
  Damage 8
  Projectile
  +RANDOMIZE
  RenderStyle Add
  Alpha 1
  SeeSound "baron/attack"
  DeathSound "baron/shotx"
  Decal "BaronScorch"
  States
  {
  Spawn:
    snBL AB 4 Bright
    Loop
  Death:
    snBL CDE 6 Bright
    Stop
  }
}

ACTOR SnowDemon
{
  //$Category CBM Monsters
  //$Title Snow demon (Weak hellknight)

  Health 150
  PainChance 180
  Speed 10
  Radius 30
  Height 56
  Mass 400
  Monster
  +FLOORCLIP
  bloodcolor "red"
  SeeSound "demon/sight"
  AttackSound "demon/melee"
  PainSound "demon/pain"
  DeathSound "demon/death"
  ActiveSound "demon/active"
  Obituary "%o was bit by a snow demon."
  HitObituary "%o was blasted by a snow demon."  
  States
  {
  Spawn:
    SNOW AB 10 A_Look
    Loop
  See:
    SNOW AABBCCDD 2 Fast A_Chase
    Loop
  Melee:
  Missile:
    SNOW EF 8 Fast A_FaceTarget
    SNOW G 8 Fast A_CustomComboAttack("SnowBall", 32, 10 * random(1, 8), "baron/melee")
    Goto See
  Pain:
    SNOW H 2 Fast
    SNOW H 2 Fast A_Pain
    Goto See
  Death:
    SNOW I 8
    SNOW J 8 A_Scream
    SNOW K 4
    SNOW L 4 A_NoBlocking
    SNOW M 4
    SNOW N -1
    Stop
  Raise:
    SNOW N 5
    SNOW MLKJI 5
    Goto See
  }
}

ACTOR WindSkull 
{
  //$Category CBM Monsters
  //$Title Wind skull (Lost soul)

  Health 50
  Radius 16
  Height 56
  Mass 50
  Speed 8
  Damage 5
  PainChance 256
  Monster
  +FLOAT
  +NOGRAVITY
  +MISSILEMORE
  +DONTFALL
  +NOICEDEATH
  bloodcolor "grey"
  AttackSound "skull/melee"
  PainSound "skull/pain"
  DeathSound "skull/death"
  ActiveSound "skull/active"
  RenderStyle SoulTrans
  Obituary "%o was blown away by a wind skull."
  States
  {
  Spawn:
    SKWD G 10 A_Look
    Loop
  See:
    SKWD ABC 6 A_Chase
    Loop
  Missile:
    SKWD ABC 10 Bright A_FaceTarget
    SKWD I 4 Bright A_SkullAttack
    SKWD ABC 4 Bright
    Goto Missile+2
  Pain:
    SKWD ABC 3 Bright
    SKWD H 3 Bright A_Pain
    Goto See
  Death:
    SKWD D 6 Bright A_Scream
    SKWD E 6 Bright
    SKWD F 6 Bright A_NoBlocking
    Stop
  }
}

ACTOR PAINHELMET 
{
  //$Category CBM Monsters
  //$Title Pain helmet (Pain elemental)

  Health 1000
  Radius 40
  Height 72
  Mass 400
  Speed 8
  PainChance 128
  Monster
  +FLOAT
  +NOGRAVITY
  bloodcolor "red"
  SeeSound "pain/sight"
  PainSound "pain/pain"
  DeathSound "pain/death"
  ActiveSound "pain/active"
  Obituary "%o was killed by a PAIN HELMET."
  HitObituary "%o was eaten by a PAIN HELMET."
  States
  {
  Spawn:
    HELM A 10 A_Look
    Loop
  See:
    HELM A 3 A_Chase
    Loop
  Missile:
    HELM B 5 A_FaceTarget
    HELM C 5 A_FaceTarget
    HELM D 5 Bright A_FaceTarget
    HELM D 0 Bright A_PainAttack("WindSkull")
    Goto See
  Pain:
    HELM E 6
    HELM E 6 A_Pain
    Goto See
  Death:
    HELM FG 8 Bright
    HELM HI 8 Bright A_Scream
    HELM JK 8 Bright
    HELM L 8 Bright A_PainDie("WindSkull")
    HELM L 1 Bright
    Stop
  Raise:
    HELM LKJIHGF 8
    Goto See
  }
}

ACTOR QueenClone  
{
  //$Category CBM Monsters
  //$Title Caged queen (Commander keen)

  Health 100
  Radius 16
  Height 56
  Mass 10000000
  PainChance 256
  +SOLID
  +SPAWNCEILING
  +NOGRAVITY
  +SHOOTABLE
  +COUNTKILL
  +NOICEDEATH
  +ISMONSTER
  BloodColor "red"
  PainSound "keen/pain"
  DeathSound "keen/death"
  DropItem "SpriteCan"
  States
  {
  Spawn:
    CAGE A -1
    Loop
  Death:
    CAGE B 6 A_Scream
    CAGE C 6 A_KeenDie
    CAGE DEFGH	6 
	CAGE I -1
    Stop
  Pain:
    CAGE B 4
    CAGE B 8 A_Pain
    Goto Spawn
  }
}

ACTOR Pawn
{
  //$Category CBM Monsters
  //$Title Pawn blue (Weak pinky)

  Health 10
  Radius 4
  Height 18
  Speed 4
  PainChance 200
  Monster
  +FLOORCLIP
  BloodColor "red"
  SeeSound "pawn/prepare"
  AttackSound "pawn/battle1"
  PainSound "pawn/hurt1"
  DeathSound "pawn/die"
  ActiveSound "pawn/arr2"
  Obituary "%o was killed by a mini soldier."
  scale 0.5

  //Species "Blue"
  //+donthurtspecies

  //DropItem "Clip"

  States
  {
  Spawn:
    PAWN A 10 A_Look
    Loop
	
  See:
    PAWN AB 8 A_Chase
    Loop
	
  Melee:
	pawn a 8 A_FaceTarget
	pawn c 8 A_CustomMeleeAttack(random(1, 10), "skeleton/melee") 
	Goto See
		
  Pain:
    PAWN D 10 A_Pain
    Goto See
	
  Death:
    PAWN d 4
    PAWN e 8  
    PAWN f 8
    PAWN g 8
    PAWN h 8
    PAWN i 8
    PAWN j 8
    PAWN k 8
    PAWN l 8 A_Scream
    PAWN m 8 A_NoBlocking
    PAWN n 8
    PAWN o -1
    Stop
	
	/*
  XDeath:
    POSS M 5
    POSS N 5 A_XScream
    POSS O 5 A_NoBlocking
    POSS PQRST 5
    POSS U -1
    Stop
  Raise:
    POSS K 5
    POSS JIH 5
    Goto See
	*/
	
  }
}

ACTOR AmigaKnight 
{
  //$Category CBM Monsters
  //$Title Knight blue (Weak pinky)

  Health 20
  Radius 4
  Height 18
  Speed 4
  PainChance 200
  Monster
  +FLOORCLIP
  BloodColor "red"
  SeeSound "grunt/sight"
  AttackSound "grunt/attack"
  PainSound "grunt/pain"
  DeathSound "grunt/death"
  ActiveSound "grunt/active"
  Obituary "%o was killed by a mini knight."
  scale 0.5

  //Species "Blue"
  //+donthurtspecies

  //DropItem "Clip"

  States
  {
  Spawn:
    knig A 10 A_Look
    Loop
  See:
    knig AB 8 A_Chase
    Loop
	
  Melee:
	knig a 8 A_FaceTarget
	knig c 8 A_CustomMeleeAttack(random(1, 10), "skeleton/melee") 
	Goto See
		
  Pain:
    knig D 10 A_Pain
    Goto See
	
  Death:
    knig d 4
    knig e 8  
    knig f 8
    knig g 8
    knig h 8
    knig i 8
    knig j 8
    knig k 8
    knig l 8 A_Scream
    knig m 8 A_NoBlocking
    knig n 8
    knig o 8
    knig p 8
    knig q 8
    knig r 8
    knig s 8
    knig t 8
    knig u 8
    knig v 8
    knig w -1
    Stop
	
	/*
  XDeath:
    POSS M 5
    POSS N 5 A_XScream
    POSS O 5 A_NoBlocking
    POSS PQRST 5
    POSS U -1
    Stop
  Raise:
    POSS K 5
    POSS JIH 5
    Goto See
	*/
	
  }
}

ACTOR BigPawn : Pawn 
{
  //$Category CBM Monsters
  //$Title Pawn blue big (Weak pinky)

  health 40
  speed 12
  scale 1.0
  Radius 20
  Height 70
  Obituary "%o was killed by a soldier."

 States
  {
  Melee:
	pawn a 8 A_FaceTarget
	pawn c 8 A_CustomMeleeAttack(random(1, 40), "skeleton/melee") 
	Goto See
  }
}

ACTOR BigKnight : AmigaKnight  
{
  //$Category CBM Monsters
  //$Title Knight blue big (Weak pinky)

  health 80
  speed 8
  scale 1.0
  Radius 20
  Height 70
  Obituary "%o was killed by a knight."

 States
  {
  Melee:
	pawn a 8 A_FaceTarget
	pawn c 8 A_CustomMeleeAttack(random(1, 40), "skeleton/melee") 
	Goto See
  }
}

ACTOR TechLichKing 
{
  //$Category CBM Monsters
  //$Title Tech lich king (Pain elemental)

  Health 400
  Radius 31
  Height 56
  Mass 400
  Speed 8
  PainChance 128
  Monster
  +FLOAT
  +NOGRAVITY
  +floatbob
  BloodColor "red"
  SeeSound "pain/sight"
  PainSound "pain/pain"
  DeathSound "pain/death"
  ActiveSound "pain/active"
  Obituary "%o was slain by a tech lich king."  
  States
  {
  Spawn:
    TLKN A 3 A_Look
    Loop
  See:
    TLKN A 3 A_Chase
    Loop
  Missile:
    TLKN CD 6 Bright
    TLKN EF 6 Bright A_FaceTarget
    TLKN GH 6 Bright A_FaceTarget
    TLKN IS 6 Bright A_FaceTarget
    TLKN JT 6 Bright A_FaceTarget	
    TLKN J 0 Bright A_PainAttack(LostBishop)
    Goto See
  Pain:
    TLKN B 6
    TLKN B 6 A_Pain
    Goto See
  Death:
    TLKN K 6 Bright
    TLKN LM 12 Bright A_Scream
    TLKN N 6 Bright
    TLKN O 6 Bright	
    TLKN PQ 12 Bright A_PainDie(LostBishop)
    TLKN R 6 Bright
    Stop
  Raise:
    TLKN RQPONMLK 24
    Goto See
  }
}

ACTOR LostBishop  
{
  //$Category CBM Monsters
  //$Title Lost bishop (Lost soul)

  Health 100
  Radius 16
  Height 56
  Mass 50
  Speed 8
  Damage 3
  PainChance 256
  Monster
  +FLOAT
  +noclip
  +NOGRAVITY
  +MISSILEMORE
  +DONTFALL
  +NOICEDEATH
  Bloodcolor "Grey"
  AttackSound "skull/melee"
  PainSound "skull/pain"
  DeathSound "skull/death"
  ActiveSound "skull/active"
  RenderStyle SoulTrans
  Obituary "%o was spooked by a lost bishop."
  States
  {
  Spawn:
    BISH A 3 Bright A_Look
    Loop
  See:
    BISH ABCD 12 Bright A_Chase
    Loop
  Missile:
    BISH E 3 Bright A_FaceTarget
    BISH F 3 Bright A_SkullAttack
    BISH GF 6 Bright
    Goto Missile+2
  Pain:
    BISH AB 6 Bright
    BISH CD 6 Bright A_Pain
    Goto See
  Death:
    BISH EF 6 Bright
    BISH GH 6 Bright A_Scream
    BISH IJ 6 Bright
    BISH KL 6 Bright A_NoBlocking
    BISH MN 6 Bright
    BISH OP 6 Bright
    BISH Q 3 	
    Stop
  }
}

ACTOR DemonZombieMan  
{
  //$Category CBM Monsters
  //$Title Defiled zombieman (Zombieman)

  Health 20
  Radius 20
  Height 56
  Speed 8
  PainChance 200
  Monster
  +FLOORCLIP
  BloodColor "red"
  SeeSound "grunt/sight"
  AttackSound "grunt/attack"
  PainSound "grunt/pain"
  DeathSound "grunt/death"
  ActiveSound "grunt/active"
  Obituary "$OB_ZOMBIE" // "%o was killed by a zombieman."
  DropItem "Clip"
  States
  {
  Spawn:
    PPOS AB 10 A_Look
    Loop
  See:
    PPOS AABBCCDD 4 
    PPOS AAvvwwxx 4 A_Chase
    Loop
  Missile:
    PPOS E 4 A_FaceTarget
    PPOS F 8 A_PosAttack
    PPOS E 4
	PPOS ayay 4
	PPOS AAvvwwxx 4
    Goto See
  Pain:
    PPOS ayay 4
    PPOS G 1 A_Pain
    Goto See
  Death:
    PPOS H 5
    PPOS I 5 A_Scream
    PPOS J 5 A_NoBlocking
    PPOS K 5
    PPOS L -1
    Stop
  XDeath:
    PPOS M 5
    PPOS N 5 A_XScream
    PPOS O 5 A_NoBlocking
    PPOS PQRST 5
    PPOS U -1
    Stop
  Raise:
    PPOS K 5
    PPOS JIH 5
    Goto See
  }
}

ACTOR MoonImp  
{
  //$Category CBM Monsters
  //$Title Drugged imp (Doomimp)

  Health 60
  Radius 20
  Height 56
  Mass 100
  Speed 4
  PainChance 200
  Monster
  +FLOORCLIP
  BloodColor "red"
  SeeSound "imp/sight"
  PainSound "imp/pain"
  DeathSound "imp/death"
  ActiveSound "imp/active"
  HitObituary "$OB_IMPHIT"
  Obituary "$OB_IMP"
  States
  {
  Spawn:
    ITRO VW 10 A_Look
    Loop
  See:
    ITRO VVWWXXYY 3 A_Chase
    Loop
  Melee:
  Missile:
    ITRO EF 8 A_FaceTarget
    ITRO G 6 A_CustomComboAttack("DoomImpBall", 32, 3 * random(1, 8), "imp/melee") //A_TroopAttack
    ITRO AABBCCDD 3
	Goto See
  Pain:
    ITRO H 2
    ITRO H 2 A_Pain
    Goto See
  Death:
    ITRO I 8
    ITRO J 8 A_Scream
    ITRO K 6
    ITRO L 6 A_NoBlocking
    ITRO M -1
    Stop
  XDeath:
    ITRO N 5
    ITRO O 5 A_XScream
    ITRO P 5
    ITRO Q 5 A_NoBlocking
    ITRO RST 5
    ITRO U -1
    Stop
  Raise:
    ITRO ML 8
    ITRO KJI 6
    Goto See
  }
}

ACTOR TrippingCacodemonVanilla : Cacodemon 
{
  //$Category CBM Monsters
  //$Title Crazed caco demon (Caco)

bloodcolor "blue"

States
  {
  Spawn:
    MCH2 A 10 A_Look
    Loop
  See:
    MCH2 A 3 A_Chase
    Loop
  Missile:
    MCH2 BC 5 A_FaceTarget
    MCH2 D 5 Bright A_HeadAttack
    Goto See
  Pain:
    MCH2 E 3
    MCH2 E 3 A_Pain
    MCH2 F 6
    Goto See
  Death:
    MCH2 G 8
    MCH2 H 8 A_Scream
    MCH2 IJ 8
    MCH2 K 8 A_NoBlocking
    MCH2 L -1 A_SetFloorClip
    Stop
  Raise:
    MCH2 L 8 A_UnSetFloorClip
    MCH2 KJIHG 8
    Goto See
  }
}

ACTOR FleshBaron : BaronOfHell  
{
  //$Category CBM Monsters
  //$Title Flesh baron demon (Baron)

bloodcolor "green"

States
  {
  Spawn:
    FBOS AB 10 A_Look
    Loop
  See:
    FBOS AABBCCDD 3 A_Chase
    Loop
  Melee:
    FBOS Q 1 A_SetTranslucent(0.5, 1)
    FBOS P 4 A_FaceTarget
    FBOS Q 4 A_SargAttack
    FBOS P 4 A_Pain
    FBOS Q 4 A_SargAttack
    FBOS P 1 A_SetTranslucent(1.0, 0)	
    Goto See
  Missile:
    FBOS EF 8 A_FaceTarget
    FBOS G 8 A_BruisAttack
    Goto See
  Pain:
    FBOS H 2
    FBOS H 2 A_Pain
    Goto See
  Death:
    FBOS I 8
    FBOS J 8 A_Scream
    FBOS K 8
    FBOS L 8 A_NoBlocking
    FBOS MN 8
    FBOS O -1 A_BossDeath
    Stop
  Raise:
    FBOS O 8
    FBOS NMLKJI 8
    Goto See
  }
}

ACTOR BarrelBot  
{
  //$Category CBM Monsters
  //$Title Barrel bot (Barrel)

  Health 60
  Radius 10
  //+SOLID
  //+SHOOTABLE
  +NOBLOOD
  //+ACTIVATEMCROSS
  +DONTGIB
  +NOICEDEATH
  +OLDRADIUSDMG
  BloodColor "green"
  DeathSound "world/barrelx"
  Obituary "%o went boom."
  PainChance 180
  Speed 10
  Height 56
  Mass 400
  Monster
  +FLOORCLIP
  SeeSound "demon/sight"
  AttackSound "demon/melee"
  PainSound "demon/pain"
  ActiveSound "demon/active"
  DropItem "Goldchainplasmagun"
  States
  {
  Spawn:
    BARB J 1 A_Look  
    Loop
  See:
    BARB ABEF 12 Fast A_Chase
    Loop
  Melee:
    BARB AB 6 Fast A_FaceTarget
    BARB CD 6 Fast A_SargAttack
    Goto See
  Pain:
    BARB AB 6 A_Pain
    Goto See	
  Death:
    BARB G 6 Bright A_Scream
    BARB H 6 Bright A_Explode
    BARB I 6 Bright
    BARB A 1050 Bright A_BarrelDestroy
    BARB A 6 A_Respawn
    Wait
  }
}

ACTOR ZombieKnight  
{
  //$Category CBM Monsters
  //$Title Zombie knight demon (Super baron)

  Health 2000
  Radius 40
  Height 110
  Mass 1000
  Speed 12
  PainChance 50
  Monster
  +FLOORCLIP
  +BOSSDEATH
  BloodColor "green"
  SeeSound "somezombie/see"
  PainSound "somezombie/pain"
  DeathSound "somezombie/die"
  ActiveSound "somezombie/active"
  
  HitObituary "%o was slammed by a cursed Will Knight."
  Obituary "%o was hit by a cursed Will Knight."
  
  States
  {
  Spawn:
    WILL AB 10 A_Look 
    Loop
  See:
    WILL AABBCCDD 3 A_Chase
    Loop
  Missile:
    WILL EF 8 A_FaceTarget
    WILL G 8 A_CustomRailgun(65, 0, "Green", "White")
    Goto See
  Pain:
    WILL H 2
    WILL H 2 A_Pain
    Goto See
  Death:
    WILL I 8
    WILL J 8 A_Scream
    WILL K 8
    WILL L 8 A_NoBlocking
    WILL MN 8
    WILL O -1
    Stop
  Raise:
    WILL O 8
    WILL NMLKJI 8
    Goto See
  }
}

ACTOR ScienceExperiment : ShotgunGuy  
{
  
  //$Category CBM Monsters  
  //$Title Science Experiment (Shotgunguy)
  Obituary "You got shot by a science experiment!"
  BloodColor "red"

  States
  {
  Spawn:
    MMAN AB 10 A_Look
    Loop
  See:
    MMAN AABBCCDD 3 A_Chase
    Loop
  Missile:
    MMAN E 10 A_FaceTarget
    MMAN F 10 Bright A_SPosAttackUseAtkSound
    MMAN E 10
    Goto See
  Pain:
    MMAN G 3
    MMAN G 3 A_Pain
    Goto See
  Death:
    MMAN H 5
    MMAN I 5 A_Scream
    MMAN J 5 A_NoBlocking
    MMAN K 5
    MMAN L -1
    Stop
  XDeath:
    MMAN M 5
    MMAN N 5 A_XScream
    MMAN O 5 A_NoBlocking
    MMAN PQRST 5
    MMAN U -1
    Stop
  Raise:
    MMAN L 5
    MMAN KJIH 5
    Goto See
  }
}

actor CyberDuckDemon  
{
	//$Category CBM Monsters
    //$Title Cyber duck demon (Cyberdemon)

	Obituary "%o was crushed by a fashionable cyberdemon."
	Health 3500
	Radius 40
	Height 110
	Mass 1000
	Speed 15
	PainChance 20
	SeeSound "cyber/sight"
	PainSound "cyber/pain"
	DeathSound "cyber/death"
	ActiveSound "cyber/active"
	bloodcolor "red"
	MONSTER
	+BOSS
	+FLOORCLIP
	+NORADIUSDMG
	+DONTMORPH
	+MISSILEMORE
  States
  {
  Spawn:
    CYBD AB 10 A_Look
    Loop
  See:
    CYBD A 3 A_Hoof
	CYBD A 3 A_PlaySound("cyberduckdemon/quack", CHAN_5)
	CYBD A 3 A_PlaySound("cyber/hoof", CHAN_6)	
    CYBD ABBCC 3 A_Chase
    CYBD D 3 A_Metal
    CYBD D 3 A_Chase
    Loop
  Missile:
    CYBD E 6 A_FaceTarget
    CYBD F 12 A_CyberAttack
    CYBD E 12 A_FaceTarget
    CYBD F 12 A_CyberAttack
    CYBD E 12 A_FaceTarget
    CYBD F 12 A_CyberAttack
    Goto See
  Pain:
    CYBD G 10 A_Pain
    Goto See
  Death:
    CYBD H 10
    CYBD I 10 A_Scream
    CYBD JKL 10
    CYBD M 10 A_NoBlocking
    CYBD NO 10
    CYBD P 30
    CYBD P -1 A_BossDeath
    Stop
  }
}

ACTOR Gentleman  
{
  //$Category CBM Monsters
  //$Title Gentleman (Wolfenstein)

  Health 50
  Radius 20
  Height 56
  Speed 8
  PainChance 170
  Monster
  +FLOORCLIP
  bloodcolor "red"
  SeeSound "angus/cuppa"
  AttackSound "wolfss/attack"
  PainSound "angus/knackered"
  DeathSound "angus/bits"
  ActiveSound "angus/active"
  Obituary "%o was killed by a gentleman."
  Dropitem "Clip"
  States
  {
  Spawn:
    GENT AB 10 A_Look
    Loop
  See:
    GENT AABBCCDD 3 A_Chase
    Loop
  Missile:
    GENT E 10 A_FaceTarget
    GENT F 10 A_FaceTarget
    GENT G 4 Bright A_CPosAttack
    GENT F 6 A_FaceTarget
    GENT G 4 Bright A_CPosAttack
    GENT F 1 A_CPosRefire
    Goto Missile+1
  Pain:
    GENT H 3
    GENT H 3 A_Pain
    Goto See
  Death:
    GENT I 5
    GENT J 5 A_Scream
    GENT K 5 A_NoBlocking
    GENT L 5
    GENT M -1
    Stop
  XDeath:
    GENT N 5 
    GENT O 5 A_XScream
    GENT P 5 A_NoBlocking
    GENT QRSTU 5
    GENT V -1
    Stop
  Raise:
    GENT M 5
    GENT LKJI 5
    Goto See 
  }
}

ACTOR CoolZzap
{
  Radius 4
  Height 4
  Speed 15
  FastSpeed 20
  Damage 10
  Projectile
  +SEEKERMISSILE
  +RANDOMIZE
  //RenderStyle Add
  RenderStyle SoulTrans
  Alpha 1
  SeeSound "coolguy/lasergun"
  DeathSound "baron/shotx"
  Decal "BaronScorch"
  States
  {
  Spawn:
    CBLL AB 4 Bright A_Tracer
    Loop
  Death:
    CBLL CDE 6 Bright
    Stop
  }
}

ACTOR Coolman  
{
  //$Category CBM Monsters
  //$Title Cool man (Revenant)

  Health 300
  Radius 20
  Height 56
  Speed 10
  PainChance 100
  Monster
  +FLOORCLIP
  +MISSILEMORE 
  bloodcolor "red"
  SeeSound "grunt/sight"
  AttackSound "coolguy/lasergun"
  PainSound "grunt/pain"
  DeathSound "grunt/death"
  ActiveSound "grunt/active"
  Obituary "%o was killed by a coolman."
  Dropitem "GoldLaserShotgun"
  States
  {
  Spawn:
    COOL AB 10 A_Look
    Loop
  See:
    COOL AABBCCDD 3 A_Chase
    Loop
  Missile:
    COOL E 10 A_FaceTarget
    COOL F 10 A_FaceTarget
    COOL G 4 Bright A_CustomMissile("CoolZzap", 48)
    COOL F 6 A_FaceTarget
    COOL G 4 Bright A_CustomMissile("PurpleLaserBeam", 48)
    COOL F 1 A_CPosRefire
    Goto Missile+1
  Pain:
    COOL H 3
    COOL H 3 A_Pain
    Goto See
  Death:
    COOL I 5
    COOL J 5 A_Scream
    COOL K 5 A_NoBlocking
    COOL L 5
    COOL M -1
    Stop
  XDeath:
    COOL N 5 
    COOL O 5 A_XScream
    COOL P 5 A_NoBlocking
    COOL QRSTU 5
    COOL V -1
    Stop
  Raise:
    COOL M 5
    COOL LKJI 5
    Goto See 
  }
}

ACTOR RubberdemonVanilla 
{
  //$Category CBM Monsters
  //$Title Rubber demon red (Nonflying caco)

  Health 400
  Radius 80
  Height 80
  Mass 400
  Speed 8
  PainChance 128
  Monster
  +FLOORCLIP
  bloodcolor "blue"
  SeeSound "caco/sight"
  PainSound "caco/pain"
  DeathSound "caco/death"
  ActiveSound "caco/active"
  Obituary "$OB_CACO"
  HitObituary "$OB_CACOHIT"
  States
  {
  Spawn:
    rubb A 10 A_Look
    Loop
  See:
    rubb A 1 A_PlaySound("rubber/boing", CHAN_5) 
    rubb MNMAOAMNMA 3 A_Chase
    Loop
  Missile:
    rubb BC 5 A_FaceTarget
    rubb D 5 Bright A_HeadAttack
    Goto See
  Pain:
    rubb E 3
    rubb E 3 A_Pain
    rubb F 6
    Goto See
  Death:
    rubb G 8
    rubb H 8 A_Scream
    rubb IJ 8
    rubb K 8 A_NoBlocking
    rubb L -1 //A_SetFloorClip
    Stop
  Raise:
    rubb L 8 //A_UnSetFloorClip
    rubb KJIHG 8
    Goto See
  }
}

ACTOR KeenBrain 
{
  //$Category CBM Monsters
  //$Title Keen brain (Boss brain)

  Health 250
  Mass 10000000
  PainChance 255
  +SOLID
  +SHOOTABLE
  +NOICEDEATH
  +OLDRADIUSDMG
  bloodcolor "red"
  PainSound "brain/pain"
  DeathSound "brain/death"
  States
  {
  BrainExplode:
    MISL BC 10 Bright
    MISL D 10 A_BrainExplode
    Stop
  Spawn:
    knrm A -1
    Stop
  Pain:
    knrm B 36 A_BrainPain
    Goto Spawn
  Death:
    knrm A 100 A_BrainScream
    knrm AA 10
    knrm A -1 A_BrainDie
    Stop
  }
}

ACTOR GreenPawnWH : Pawn  
{
  //$Category CBM Monsters
  //$Title Pawn green warhammer (Weak pinky)

  Species "Green"
  +donthurtspecies

  States
  {
  Raise:
  Spawn:
    PWN2 A 1 A_AlertMonsters
    PWN2 A 10 A_Look
    Loop
	
  See:
    PWN2 A 1 A_AlertMonsters
    PWN2 AB 8 A_Chase
    Loop
	
  Melee:
	pwn2 a 8 A_FaceTarget
	pwn2 c 8 A_CustomMeleeAttack(random(1, 10), "skeleton/melee") 
	Goto See
		
  Pain:
    PWN2 D 10 A_Pain
    Goto See
	
  Death:
    PWN2 d 4
    PWN2 e 8  
    PWN2 f 8
    PWN2 g 8
    PWN2 h 8
    PWN2 i 8
    PWN2 j 8
    PWN2 k 8
    PWN2 l 8 A_Scream
    PWN2 m 8 A_NoBlocking
    PWN2 n 8
    PWN2 o -1
    Stop	
  }
}

ACTOR GreenKnightWH : AmigaKnight  
{
  //$Category CBM Monsters
  //$Title Knight green warhammer (Weak pinky)

  Species "Green"
  +donthurtspecies

  States
  {
  Raise:
  Spawn:
    kni2 A 1 A_AlertMonsters
    kni2 A 10 A_Look
    Loop
  See:
    kni2 A 1 A_AlertMonsters
    kni2 AB 8 A_Chase
    Loop
	
  Melee:
	kni2 a 8 A_FaceTarget
	kni2 c 8 A_CustomMeleeAttack(random(1, 10), "skeleton/melee") 
	Goto See
				
  Pain:
    kni2 D 10 A_Pain
    Goto See
	
  Death:
    kni2 d 4
    kni2 e 8  
    kni2 f 8
    kni2 g 8
    kni2 h 8
    kni2 i 8
    kni2 j 8
    kni2 k 8
    kni2 l 8 A_Scream
    kni2 m 8 A_NoBlocking
    kni2 n 8
    kni2 o 8
    kni2 p 8
    kni2 q 8
    kni2 r 8
    kni2 s 8
    kni2 t 8
    kni2 u 8
    kni2 v 8
    kni2 w -1
    Stop
	
  }
}

ACTOR BluePawnWH  
{
  //$Category CBM Monsters
  //$Title Pawn blue warhammer (Weak pinky)
 
  Health 10
  Radius 4
  Height 18
  Speed 4
  PainChance 200
  Monster
  +FLOORCLIP
  BloodColor "red"
  SeeSound "pawn/prepare"
  AttackSound "pawn/battle1"
  PainSound "pawn/hurt1"
  DeathSound "pawn/die"
  ActiveSound "pawn/arr2"
  Obituary "%o was killed by a mini soldier."
  scale 0.5

  Species "Blue"
  +donthurtspecies

  //DropItem "Clip"

  States
  {
  Raise:
  Spawn:
    PAWN A 1 A_AlertMonsters
    PAWN A 10 A_Look
    Loop
	
  See:
    PAWN A 1 A_AlertMonsters 
    PAWN AB 8 A_Chase
    Loop
	
  Melee:
	pawn a 8 A_FaceTarget
	pawn c 8 A_CustomMeleeAttack(random(1, 10), "skeleton/melee") 
	Goto See
		
  Pain:
    PAWN D 10 A_Pain
    Goto See
	
  Death:
    PAWN d 4
    PAWN e 8  
    PAWN f 8
    PAWN g 8
    PAWN h 8
    PAWN i 8
    PAWN j 8
    PAWN k 8
    PAWN l 8 A_Scream
    PAWN m 8 A_NoBlocking
    PAWN n 8
    PAWN o -1
    Stop
  }
}

actor MyBestBuds : RandomSpawner 
{
    DropItem "CoolMan"
    DropItem "GentleMan"
}

ACTOR BlueKnight  
{
  //$Category CBM Monsters
  //$Title Knight blue warhammer (Weak pinky)

  Species "Blue"
  +donthurtspecies

  Health 20
  Radius 4
  Height 18
  Speed 4
  PainChance 200
  Monster
  +FLOORCLIP
  BloodColor "red"
  SeeSound "grunt/sight"
  AttackSound "grunt/attack"
  PainSound "grunt/pain"
  DeathSound "grunt/death"
  ActiveSound "grunt/active"
  Obituary "%o was killed by a mini knight."
  scale 0.5

  //Species "Blue"
  //+donthurtspecies

  //DropItem "Clip"

  States
  {
  Raise:
  Spawn:
    knig A 1 A_AlertMonsters
    knig A 10 A_Look
    Loop
  See:
    knig A 1 A_AlertMonsters
    knig AB 8 A_Chase
    Loop
	
  Melee:
	knig a 8 A_FaceTarget
	knig c 8 A_CustomMeleeAttack(random(1, 10), "skeleton/melee") 
	Goto See
		
  Pain:
    knig D 10 A_Pain
    Goto See
	
  Death:
    knig d 4
    knig e 8  
    knig f 8
    knig g 8
    knig h 8
    knig i 8
    knig j 8
    knig k 8
    knig l 8 A_Scream
    knig m 8 A_NoBlocking
    knig n 8
    knig o 8
    knig p 8
    knig q 8
    knig r 8
    knig s 8
    knig t 8
    knig u 8
    knig v 8
    knig w -1
    Stop
	
  }
}

ACTOR BigGentleman : Gentleman  
{
  //$Category CBM Monsters
  //$Title Big Gentleman (Wolfenstein)

  Health 200
  Radius 80
  Height 224
  Speed 12
  scale 4.0
}
