////ENEMIES////

///Street Cleaner Guy
ACTOR StreetCleanerGuy 3076
{
	Health 1000
	Radius 25 
	Height 70 
	Mass 1000 
	Speed 8 
	PainChance 70 
    Painchance "Stunner", 64
	PainChance "Taunt", 255
	PainChance "Seduction", 255
	PainChance "Kick", 128
    Scale 1.5
	MONSTER 
	+FLOORCLIP 
	SeeSound "chainguy/sight" 
	PainSound "chainguy/pain" 
	DeathSound "chainguy/death" 
	ActiveSound "chainguy/active" 
	AttackSound "StreetClean/StreetCleanerFire" 
	DropItem StreetCleaner
	Obituary "%o was cheaply clocked out by a streetcleaner guy."
	Decal WarzoneBullet
	States 
	{ 
	Spawn: 
	  STCL AB 10 A_Look 
	  Loop 
    See: 
	  STCL A 0 A_SpawnItem("EnemyFootstep",10,15)
	  STCL AABBCCDD 3 A_Chase 
	  Loop 
    Missile:
	  TNT1 A 0 A_JumpIfInventory("Enraged", 1, "SpecialAttack")
	  STCL E 10 A_FaceTarget
	  STCL FF 0 A_CustomMissile("BigGunFireSmoke", 52,13,0,0,0)
      STCL F 0 A_CustomMissile("ShotCaseSpawn2",50,8,0,0,0)
	  STCL FE 8 A_CustomBulletAttack(5, 5, 6, 5, "BulletPuff")
	  STCL EE 0 A_CustomMissile("BigGunFireSmoke", 52,13,0,0,0)
      STCL E 0 A_CustomMissile("ShotCaseSpawn2",50,8,0,0,0)
      STCL F 5 A_CPOSRefire
	  Goto Missile+2
	SpecialAttack:
	  STCL E 15 A_FaceTarget
	  STCL FF 0 A_CustomMissile("BigGunFireSmoke", 52,13,0,0,0)
      STCL F 0 A_CustomMissile("ShotCaseSpawn2",50,8,0,0,0)
	  STCL FE 4 A_CustomBulletAttack(5, 5, 6, 5, "BulletPuff")
	  STCL EE 0 A_CustomMissile("BigGunFireSmoke", 52,13,0,0,0)
      STCL E 0 A_CustomMissile("ShotCaseSpawn2",50,8,0,0,0)
      STCL F 2 A_CPOSRefire
	  Goto SpecialAttack+1
    Pain: 
	  STCL G 3 
	  STCL G 3 A_Pain 
	  Goto See 
	Pain.Stunner:
	  STCL G 3 A_ChangeFlag("NoPain", 1)
	  STCL G 300 A_Pain
	  STCL G 0 A_ChangeFlag("NoPain", 0)
	  Goto See
	Pain.Taunt:
	  TNT1 A 0 A_JumpIfInventory("Enraged", 1, "SpecialAttack")
	  STCL G 0 A_Pain
	  TNT1 A 0 A_ChangeFlag("FASTER", 1)
	  TNT1 A 0 A_ChangeFlag("MISSILEMORE", 1)
	  TNT1 A 0 A_ChangeFlag("MISSILEEVENMORE", 1)
	  STCL G 1 A_FaceTarget
	  STCL G 10
	  TNT1 A 0 A_GiveInventory("Enraged", 1)
	  Goto SpecialAttack
	Pain.Seduction:
	  STCL G 0 
	  TNT1 A 0 A_ChangeFlag("FRIENDLY", 1)
      STCL G 10
	  Goto See
	Pain.Kick:
      STCL G 1 A_Pain
      STCL G 1 A_FaceTarget
      STCL G 0 
      STCL G 0 A_Recoil(10)
      STCL G 18
      Goto See
	Death: 
	  STCL H 5 
	  STCL I 5 A_Scream 
	  STCL J 5 A_NoBlocking 
	  STCL KLM 5 
	  STCL N -1 A_KillMaster 
	  Stop 
	Death.Taunt:
      TNT1 A 0 A_NoBlocking
      TNT1 A 0 ACS_NamedExecute("MileyVirus")
      TNT1 A 0 A_KillMaster
      Stop
    XDeath: 
	  STCL O 5 
	  STCL P 5 A_XScream 
	  STCL Q 5 A_NoBlocking 
	  STCL RS 5 
	  STCL T -1 A_KillMaster
	  Stop 
    Burn:
      STCL A 0 A_Fall
      STCL A 0 A_SpawnItem("BigBlackBurnDeath",1,0,0)
	  STCL A 0 A_KillMaster
      Stop
	Disintegrate:
      STCL G 0 A_Fall
      STCL G 0 A_NoGravity
      STCL G 0 A_KillMaster
      STCL G 6 A_PlaySound("misc/disintegratedeath")
      STCL G 6 Bright A_SetTranslucent(1,1)
      STCL G 5 Bright A_SetTranslucent(0.9,1)
      STCL G 4 Bright A_SetTranslucent(0.8,1)
      STCL G 3 Bright A_SetTranslucent(0.7,1)
      STCL G 3 Bright A_SetTranslucent(0.6,1)
      STCL G 3 Bright A_SetTranslucent(0.4,1)
      STCL G 3 Bright A_SetTranslucent(0.2,1)
      STCL G 3 Bright A_SetTranslucent(0.1,1)
      STCL G 3 Bright A_SetTranslucent(0.05,1)
      STCL G 3 Bright A_SetTranslucent(1,2)
      Stop
    Ice:
	  "####" "#" 0 A_KillMaster
	  "####" "#" 5 A_IceGuyDie
	  Stop
	Crush:
      TNT1 A 0 A_PlaySound("misc/crushed")
	  TNT1 A 0 A_SetScale(1.0)
	  CRS2 A -1
	  Stop
    Raise: 
	  STCL NMLKJIH 5 
	  Goto See 
	} 
}
///Darma SS
ACTOR DarmaSS 3077
{
  obituary "%o was shot'd by an SS Nazi wearing black"
  Health 50
  Radius 20
  Height 56
  Speed 8
  PainChance 170
  Monster
  +FLOORCLIP
  SeeSound "darmass/sight"
  PainSound "darmass/pain"
  DeathSound "darmass/death"
  ActiveSound "darmass/active"
  AttackSound "darmass/attack"
  Obituary "$OB_WOLFSS"
  Dropitem "MicroUzi"
  States
  {
  Spawn:
    DRSS AB 10 A_Look
    Loop
  See:
    DRSS AABBCCDD 3 A_Chase
    Loop
  Missile:
    DRSS E 10 A_FaceTarget
    DRSS F 10 A_FaceTarget
    DRSS G 4 Bright A_CPosAttack
    DRSS F 6 A_FaceTarget
    DRSS G 4 Bright A_CPosAttack
    DRSS F 1 A_CPosRefire
    Goto Missile+1
  Pain:
    DRSS H 3
    DRSS H 3 A_Pain
    Goto See
  Death:
    DRSS I 5
    DRSS J 5 A_Scream
    DRSS K 5 A_NoBlocking
    DRSS L 5
    DRSS M -1
    Stop
  XDeath:
    DRSS N 5 
    DRSS O 5 A_XScream
    DRSS P 5 A_NoBlocking
    DRSS QRSTU 5
    DRSS V -1
    Stop
  Raise:
    DRSS M 5
    DRSS LKJI 5
    Goto See
  Burn:
    DRSS I 0 A_Fall
    DRSS I 0 A_SpawnItem("GenericGuyBurnDeath",1,0,0)
	DRSS I 0 A_KillMaster
    Stop
  }
}
///Spooka Witch
ACTOR spookawitch 3078
{
  Health 60
  Radius 20
  Height 56
  Mass 100
  Speed 8
  PainChance 200
  Monster
  +FLOORCLIP
  SeeSound "spookwitch/sight"
  PainSound "spookwitch/pain"
  DeathSound "spookwitch/death"
  ActiveSound "spookwitch/active"
  Obituary "%o gets witched!!!"
  States
  {
  Spawn:
    WTCH AB 10 A_Look
    Loop
  See:
    WTCH AABBCCDD 3 A_Chase
    Loop
  Melee:
  Missile:
    WTCH EF 8 A_FaceTarget
    WTCH G 6 A_TroopAttack
    Goto See
  Pain:
    WTCH H 2
    WTCH H 2 A_Pain
    Goto See
  Death:
    WTCH I 8
    WTCH J 8 A_Scream
    WTCH K 6
    WTCH L 6 A_NoBlocking
    WTCH M -1
    Stop
  XDeath:
    WTCH N 5
    WTCH O 5 A_XScream
    WTCH P 5
    WTCH Q 5 A_NoBlocking
    WTCH RST 5
    WTCH U -1
    Stop
  Raise:
    WTCH ML 8
    WTCH KJI 6
    Goto See
   Burn:
    WTCH I 0 A_Fall
    WTCH I 0 A_SpawnItem("SpookaWitchBurnDeath",1,0,0)
	WTCH I 0 A_KillMaster
    Stop
  }
}
///Prison Guy
actor prisonguy 3079
{
height 50
mass 100
health 1
monster
activesound "prisonguy/shut"
deathsound "prisonguy/kill"
speed 2
states
{
spawn:
asss a 1 a_look
loop
see:
asss b 4 a_wander
asss c 4 a_chase
goto see
death:
asss d 4 a_scream
asss e 4 a_noblocking
asss f -1
stop
Burn:
    asss d 0 A_Fall
    asss d 0 A_SpawnItem("GenericGuyBurnDeath",1,0,0)
	asss d 0 A_KillMaster
    Stop
}
}
//Scarme Creature i think
ACTOR scarme 3084
{
  Health 200
  Radius 5
  Height 100
  scale 2
  Mass 100
  Speed 8
  PainChance 100
  obituary ".......are you here?.......!"
  meleedamage 5
  Monster
  +BOSS
  +FLOORCLIP
  +BOSSDEATH
  PainSound "monster/scrpain"
  DeathSound "monster/scrdet"
  States
  {
  Spawn:
    SCAR A 2 A_Look
    Loop
  See:
    SCAR A 2 A_Chase
    Loop
  Melee:
    SCAR A 2
	SCAR A 3 A_MeleeAttack 
	Goto See
  Pain:
    SCAR B 1 A_Pain
    Goto See
  Death: 
    SCAR A 2 A_Scream
	SCAR AEBCACBEABECAEBCACBEABECAEBCACBEABECECECECECECECECE 2
	SCAR E 2 A_NoBlocking
	SCAR FG 2
    Stop
	}
}

///Ground Zero Burialist (with no tombstone)
ACTOR GroundZeroBurialistNoTombDrop 3086 
{
    Health 20
	Radius 16
	Height 56
	Mass 100
	Speed 8
	Painchance 160
    painchance "Stunner", 255
	PainChance "Taunt", 255
	DamageFactor Seduction, 0
	PainChance "Kick", 255
    MONSTER
	+COUNTKILL
    SeeSound "zeroguy/sight"
    ActiveSound "zeroguy/active"
	DeathSound "zeroguy/death"
	PainSound "zeroguy/pain"
    MissileType GroundZeroKill
    Obituary "%o just got %p ass buried ground zero!"
    States
    {
	Spawn:
	  ZGUY A 4 A_Look
	  Loop
	See:
	  ZGUY A 0 A_SpawnItem("EnemyFootstep",10,15)
	  ZGUY ABCD 4 A_Chase
	  Loop
    Missile: 
	  TNT1 A 0 A_JumpIfInventory("Enraged", 1, "SpecialAttack")
      ZGUY E 5 A_PlayWeaponSound("doomguyhead/burial")
      ZGUY EEEEE 5 A_FaceTarget
	  ZGUY F 6 A_MissileAttack
	  ZGUY A 4 A_FaceTarget
	  ZGUY A 0 
      Goto See
	SpecialAttack: 
      ZGUY E 5 A_PlayWeaponSound("doomguyhead/burial")
      ZGUY EEE 5 A_FaceTarget
	  ZGUY F 3 A_MissileAttack
	  ZGUY A 2 A_FaceTarget
	  ZGUY A 0 
      Goto See
    Pain:
	  ZGUY G 4
	  ZGUY G 4 A_Pain
	  Goto See
	Pain.Stunner:
	  ZGUY G 3 A_ChangeFlag("NoPain", 1)
	  ZGUY G 300 A_Pain
	  ZGUY G 0 A_ChangeFlag("NoPain", 0)
	  goto See
	Pain.Taunt:
	  TNT1 A 0 A_JumpIfInventory("Enraged", 1, "SpecialAttack")
	  ZGUY G 0 A_Pain
	  TNT1 A 0 A_ChangeFlag("FASTER", 1)
	  TNT1 A 0 A_ChangeFlag("MISSILEMORE", 1)
	  TNT1 A 0 A_ChangeFlag("MISSILEEVENMORE", 1)
	  ZGUY G 1 A_FaceTarget
	  ZGUY G 10
	  TNT1 A 0 A_GiveInventory("Enraged", 1)
	  Goto SpecialAttack
	Pain.Kick:
      TNT1 A 0
	  TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
	  TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
      ZGUY G 0 A_Pain
	  TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
	  TNT1 A 0 A_ChangeFlag("FORCEXYBILLBOARD", 1)
	  TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Pain")
	  ZGUY G 1 A_facetarget
	  TNT1 A 0 ThrustThingZ(0,30,0,1)
	  ZGUY G 0 A_Facetarget
      ZGUY G 3 ThrustThing(angle*256/360+128, 10, 0, 0)
	  TNT1 A 0 A_GiveInventory("IsDown", 1)
      ZGUY GGG 3
	  Goto FallingAfterImpact
    FallingAfterImpact:
	  ZGUY G 1 A_GiveInventory ("FallingHeight", 1)
	  ZGUY G 1 A_CheckFloor ("GetUp")
	  TNT1 A 0 A_JumpIf (momz == 0, "GetUp")
	  Loop
    GetUp:
      TNT1 A 0
	  TNT1 A 0 A_JumpIfInventory ("FallingHeight", 5, "FallingHeightDeath")
	  TNT1 A 0 A_TakeInventory("FallingHeight", 100)
	  TNT1 A 0 A_Stop
	  TNT1 A 0 A_ChangeFlag("SOLID", 0)
	  TNT1 A 0 A_PlaySound("BODYF",6)
	  ZGUY GGG 5 A_JumpIf(momz < 0, "FallingAfterImpact")
      TNT1 A 0 A_TakeInventory("IsDown", 1)
	  ZGUY G 5
	  TNT1 A 0 A_ChangeFlag("FORCEXYBILLBOARD", 0)
	  TNT1 A 0 A_ChangeFlag("SOLID", 1)
      Goto See
    FallingHeightDeath:
      ZGUY G 0 A_Die
      Goto See
	Death:
	  ZGUY H 10
	  ZGUY I 10 A_Scream
	  ZGUY J 10 A_NoBlocking
	  ZGUY KLM 10
	  ZGUY N -1 A_KillMaster
	  Stop
	Death.Taunt:
      TNT1 A 0 A_NoBlocking
      TNT1 A 0 A_SpawnItem("GroundZeroBurialist")
	  TNT1 A 0 A_KillMaster
      Stop
    XDeath:
	  ZGUY O 5
	  ZGUY P 5 A_XScream
	  ZGUY Q 5 A_NoBlocking
	  ZGUY RSTUV 5
	  ZGUY W -1 A_KillMaster
	  Stop
    Burn:
      ZGUY A 0 A_Fall
      ZGUY A 0 A_SpawnItem("GroundZeroBurnDeath",1,0,0)
	  ZGUY A 0 A_KillMaster
      Stop
	Disintegrate:
      ZGUY G 0 A_Fall
      ZGUY G 0 A_NoGravity
      ZGUY G 0 A_KillMaster
      ZGUY G 6 A_PlaySound("misc/disintegratedeath")
      ZGUY G 6 Bright A_SetTranslucent(1,1)
      ZGUY G 5 Bright A_SetTranslucent(0.9,1)
      ZGUY G 4 Bright A_SetTranslucent(0.8,1)
      ZGUY G 3 Bright A_SetTranslucent(0.7,1)
      ZGUY G 3 Bright A_SetTranslucent(0.6,1)
      ZGUY G 3 Bright A_SetTranslucent(0.4,1)
      ZGUY G 3 Bright A_SetTranslucent(0.2,1)
      ZGUY G 3 Bright A_SetTranslucent(0.1,1)
      ZGUY G 3 Bright A_SetTranslucent(0.05,1)
      ZGUY G 3 Bright A_SetTranslucent(1,2)
      Stop
	Ice:
	  "####" "#" 0 A_KillMaster
	  "####" "#" 5 A_IceGuyDie
	  Stop
	Crush:
      TNT1 A 0 A_PlaySound("misc/crushed")
	  POL5 A -1
	  Stop
	Raise:
	  ZGUY MLKJIH 5
	  Goto See
	}
}
///Mindless Man
actor MindlessMan 3089
{ 
  Health 200
  PainChance 180
  Painchance "Stunner", 255
  PainChance "Taunt", 255
  PainChance "Seduction", 255
  PainChance "Kick", 255
  Speed 25
  Radius 20
  Height 48
  Mass 400
  Monster
  MeleeDamage 5
  +FLOORCLIP
  +FASTMELEE
  SeeSound "mndlsact"
  PainSound "mndlspai"
  DeathSound "mndlsdth"
  Obituary "%o got the shit headbutted outta him by a MindlessMan."
  hitobituary "%o got the shit headbutted outta him by a MindlessMan."
  States
  {
  Spawn:
    QMAN AB 10 A_Look
    Loop
  See:
    TNT1 A 0 A_JumpIfInventory("Enraged", 1, "See2")
    QMAN A 0 A_SpawnItem("EnemyFootstep",10,15)
    QMAN AABBCCDD 2 A_Chase
    QMAN A 0 A_PlaySound ("fuggit")
    loop
  See2:
    QMAN A 0 A_SpawnItem("EnemyFootstep",10,15)
    QMAN AABBCCDD 1 A_Chase
    QMAN A 0 A_PlaySound ("fuggit")
    loop
  Melee:
    QMAN EF 6 A_FaceTarget
    QMAN G 2 A_PlaySound ("mndlsatk")
    QMAN A 0 A_PlaySound ("fuggit")
    QMAN G 1 A_MeleeAttack
    goto See 
  Pain:
    QMAN H 2
    QMAN H 4 A_Pain
    goto See 
  Pain.Stunner:
	QMAN H 3 A_ChangeFlag("NoPain", 1)
	QMAN H 300 A_Pain
	QMAN H 0 A_ChangeFlag("NoPain", 0)
	Goto See
  Pain.Taunt:
	TNT1 A 0 A_JumpIfInventory("Enraged", 1, "See2")
	QMAN H 0 A_Pain
	TNT1 A 0 A_ChangeFlag("FASTER", 1)
    QMAN H 1 A_FaceTarget
	QMAN H 10
	TNT1 A 0 A_GiveInventory("Enraged", 1)
	Goto See2
  Pain.Seduction:
	QMAN H 0 
	TNT1 A 0 A_ChangeFlag("FRIENDLY", 1)
    QMAN H 10
	Goto See
  Pain.Kick:
    TNT1 A 0
	TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
	TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
    QMAN H 0 A_Pain
	TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
	TNT1 A 0 A_ChangeFlag("FORCEXYBILLBOARD", 1)
	TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Pain")
	QMAN H 1 A_facetarget
	TNT1 A 0 ThrustThingZ(0,30,0,1)
	QMAN H 0 A_Facetarget
    QMAN H 3 ThrustThing(angle*256/360+128, 10, 0, 0)
	TNT1 A 0 A_GiveInventory("IsDown", 1)
    QMAN HHH 3
	Goto FallingAfterImpact
  FallingAfterImpact:
	QMAN H 1 A_GiveInventory ("FallingHeight", 1)
	QMAN H 1 A_CheckFloor ("GetUp")
	TNT1 A 0 A_JumpIf (momz == 0, "GetUp")
	Loop
  GetUp:
    TNT1 A 0
	TNT1 A 0 A_JumpIfInventory ("FallingHeight", 5, "FallingHeightDeath")
	TNT1 A 0 A_TakeInventory("FallingHeight", 100)
	TNT1 A 0 A_Stop
	TNT1 A 0 A_ChangeFlag("SOLID", 0)
	TNT1 A 0 A_PlaySound("BODYF",6)
	QMAN HHH 5 A_JumpIf(momz < 0, "FallingAfterImpact")
    TNT1 A 0 A_TakeInventory("IsDown", 1)
	QMAN H 5
	TNT1 A 0 A_ChangeFlag("FORCEXYBILLBOARD", 0)
	TNT1 A 0 A_ChangeFlag("SOLID", 1)
    Goto See
  FallingHeightDeath:
    QMAN H 0 A_Die
    Goto See
  Death:
    QMAN I 8 
    QMAN J 8 A_Scream
    QMAN K 4
    QMAN L 4 A_NoBlocking
    QMAN M 4
    QMAN N -1 A_KillMaster
    Stop
  Death.Taunt:
    TNT1 A 0 A_NoBlocking
    TNT1 A 0 A_SpawnItem("Puscifer")
    TNT1 A 0 A_KillMaster
    Stop
  XDeath:
    QMAN I 0 A_Jump (128, "XDeath2")
    QMAN I 5 
    QMAN O 5 A_XScream
    QMAN P 5 A_Scream
    QMAN Q 5 A_NoBlocking
    QMAN RSTU 5
    QMAN V -1 A_KillMaster
    stop
  XDeath2:
    QMAN I 5 
    MMAR A 5 A_XScream
    MMAR B 5 A_Scream
    MMAR C 5 A_NoBlocking
    MMAR DEFG 5
    MMAR H -1 A_KillMaster
    stop 
  Burn:
    QMAN A 0 A_Fall
    QMAN A 0 A_SpawnItem("GenericGuyBurnDeath",1,0,0)
	QMAN A 0 A_KillMaster
    Stop
  Disintegrate:
    QMAN H 0 A_Fall
    QMAN H 0 A_NoGravity
	QMAN H 0 A_KillMaster
    QMAN H 6 A_PlaySound("misc/disintegratedeath")
    QMAN H 6 Bright A_SetTranslucent(1,1)
    QMAN H 5 Bright A_SetTranslucent(0.9,1)
    QMAN H 4 Bright A_SetTranslucent(0.8,1)
    QMAN H 3 Bright A_SetTranslucent(0.7,1)
    QMAN H 3 Bright A_SetTranslucent(0.6,1)
    QMAN H 3 Bright A_SetTranslucent(0.4,1)
    QMAN H 3 Bright A_SetTranslucent(0.2,1)
    QMAN H 3 Bright A_SetTranslucent(0.1,1)
    QMAN H 3 Bright A_SetTranslucent(0.05,1)
    QMAN H 3 Bright A_SetTranslucent(1,2)
    Stop
  Ice:
	"####" "#" 0 A_KillMaster
	"####" "#" 5 A_IceGuyDie
	Stop
  Crush:
    TNT1 A 0 A_PlaySound("misc/crushed")
	POL5 A -1
	Stop
  Raise:
    QMAN MLKJI 5
	Goto See
  }
}
///Madelromdie
ACTOR madelromdie 3090
{
  Health 100
  Radius 20
  Height 84
  Scale 0.3
  MeleeDamage 3
  painchance 230
  Speed 15
  +FLOORCLIP
  +SHOOTABLE
  +BOSS
  +STEALTH
  Obituary ".....U need to go, your soul scares here....."
  SeeSound "monster/mabesee"
  Meleesound "monster/mabehit"
  Deathsound "monster/mabedth"
  States
  {
    Spawn:
	MABE A 1 A_Look
    Loop
	See:
    MABE A 1 A_Chase
    Loop
	Melee: 
    MABE A 7 A_FaceTarget 
    MABE B 7 A_MeleeAttack 
    Goto See
	Pain:
    MABE A 1 
    goto See
	Death:
	MABE A 1 A_Scream
    MABE ACACACACACACACDCDCDCDCDDCADCCDADCADCDCDADCDDDDACACACACACACACDCDCDCDCD 1 
    Stop 
  }
}
///Burning People
ACTOR GenericGuyBurnDeath
{
    Radius 12
    Height 56
    Speed 6
    Scale 0.85
    +FIREDAMAGE
    +FLOORCLIP
    +LOOKALLAROUND
    Obituary "%o was near someone in flames."
    SeeSound "misc/burndeath1"
    RenderStyle Add
    Alpha 0.9
    ExplosionDamage 4
    ExplosionRadius 40
    States
    {
    Spawn:
        BDT1 A 0
        BDT1 A 0 A_Jump(32,7)
        BDT1 DDDDDD 1 Bright A_Look
        Goto Death
        BDT1 E 0 A_PlaySound("misc/burndeath3")
        BDT1 E 0 A_SpawnItem("BurnedSkeleton1",1,0,0)
        BDT1 EEFFGGHHIIJJKKLLMM 3 Bright A_Explode
        BDT1 N 7 Bright
        BDT1 O 8 Bright
        Stop
    See:
        BDT1 A 0 A_Explode
        BDT1 A 0 A_PlaySound("misc/burndeath3")
        BDT1 AAA 1 Bright A_Wander
        BDT1 A 0 A_Explode
        BDT1 AAA 1 Bright A_Wander
        BDT1 B 0 A_Explode
        BDT1 BBB 1 Bright A_Wander
        BDT1 B 0 A_Explode
        BDT1 BBB 1 Bright A_Wander
        BDT1 C 0 A_PlaySound("misc/burndeath3")
        BDT1 C 0 A_Explode
        BDT1 CCC 1 Bright A_Wander
        BDT1 C 0 A_Explode
        BDT1 CCC 1 Bright A_Wander
        BDT1 D 0 A_Explode
        BDT1 DDD 1 Bright A_Wander
        BDT1 D 0 A_Explode
        BDT1 DDD 1 Bright A_Wander
        BDT1 A 0 A_PlaySound("misc/burndeath3")
        BDT1 A 0 A_Explode
        BDT1 AAA 1 Bright A_Wander
        BDT1 A 0 A_Explode
        BDT1 AAA 1 Bright A_Wander
        BDT1 B 0 A_Explode
        BDT1 BBB 1 Bright A_Wander
        BDT1 B 0 A_Explode
        BDT1 BBB 1 Bright A_Wander
        BDT1 C 0 A_Explode
        BDT1 C 0 A_PlaySound("misc/burndeath3")
        BDT1 CCC 1 Bright A_Wander
        BDT1 C 0 A_Explode
        BDT1 CCC 1 Bright A_Wander
        BDT1 D 0 A_Explode
        BDT1 DDD 1 Bright A_Wander
        BDT1 D 0 A_Explode
        BDT1 DDD 1 Bright A_Wander
        BDT1 A 0 A_PlaySound("misc/burndeath3")
        BDT1 A 0 A_Explode
        BDT1 AAA 1 Bright A_Wander
        BDT1 A 0 A_Explode
        BDT1 AAA 1 Bright A_Wander
        BDT1 B 0 A_Explode
        BDT1 BBB 1 Bright A_Wander
        BDT1 B 0 A_Explode
        BDT1 BBB 1 Bright A_Wander
        BDT1 C 0 A_Explode
        BDT1 C 0 A_PlaySound("misc/burndeath3")
        BDT1 CCC 1 Bright A_Chase
        BDT1 C 0 A_Explode
        BDT1 CCC 1 Bright A_Wander
        BDT1 D 0 A_Explode
        BDT1 DDD 1 Bright A_Wander
        BDT1 D 0 A_Explode
        BDT1 DDD 1 Bright A_Wander
        BDT1 A 0 A_PlaySound("misc/burndeath3")
        BDT1 A 0 A_Explode
        BDT1 AAA 1 Bright A_Wander
        BDT1 A 0 A_Explode
        BDT1 AAA 1 Bright A_Wander
        BDT1 B 0 A_Explode
        BDT1 BBB 1 Bright A_Wander
        BDT1 B 0 A_Explode
        BDT1 BBB 1 Bright A_Wander
    Death:
        BDT1 E 0 A_PlaySound("misc/burndeath3")
        BDT1 EEFFGGHHIIJJKKLLMM 3 Bright A_Explode
        BDT1 N 7 Bright
        BDT1 O 8 Bright
        Stop
    }
}
///Burning Ground Zero Man
ACTOR GroundZeroBurnDeath : GenericGuyBurnDeath
{
    SeeSound "zeroguy/burn"
}
///Burning SpookaWitch
ACTOR SpookaWitchBurnDeath : GenericGuyBurnDeath
{
    SeeSound "SpookaWitch/Burnin"
}
///Weightlifer12 (Lifter of Pure Evil
ACTOR Weightlifter12 3093
{
  Health 1500
  PainChance 10
  painchance "Stunner", 64
  DamageFactor Taunt, 0
  DamageFactor Seduction, 0
  Speed 40
  Radius 20
  Height 56
  Mass 400
  meleedamage 25
  DropItem "WeightlifterSteroids" 128
  Monster
  +FLOORCLIP 
  +FASTER 
  +FASTMELEE
  +BOSS
  +LOOKALLAROUND
  +NORADIUSDMG
  +DONTMORPH
  +DONTHURTSPECIES
  SeeSound "weightlifter12/see"
  AttackSound "weightlifter12/attack"
  PainSound "caco/pain"
  DeathSound "I guess he just turned out to be a regular person."
  ActiveSound "weightlifter12/active"
  Obituary "%o just got pwned by weightlifter12 like the dumbass %g was."
  States
  {
  Spawn:
    WL12 A 10 A_Look
    Loop
  See:
    WL12 A 2 A_Chase
    Loop
  Melee:
    WL12 A 8 A_FaceTarget
    WL12 A 8 A_MeleeAttack
    Goto See
  Pain:
    WL12 A 2
    WL12 A 2 A_Pain
    Goto See
  Pain.Stunner:
    WL12 A 2 A_ChangeFlag("NoPain", 1)
    WL12 A 75 A_Pain
    WL12 A 0 A_ChangeFlag("NoPain", 0)
    goto See
  Death:
    MTMR H 10
    MTMR I 10 A_Scream
    MTMR J 10 A_NoBlocking
    MTMR KLM 10
    MTMR N -1 A_KillMaster
    Stop
  Burn:
    PBUR A 1 A_KillMaster
    PBUR A 1 A_Scream
    PBUR A 1 A_NoBlocking
    PBUR AAAABBBBCCCC 2 A_CustomMissile ("SmallFlameTrails", 32, 0, random (0, 180), 2, random (0, 180))
    PBUR DDDDEEEE 2 A_CustomMissile ("SmallFlameTrails", 16, 0, random (0, 180), 2, random (0, 180))
    PBUR EEEEE 4 A_CustomMissile ("SmallFlameTrails", 8, 0, random (0, 180), 2, random (0, 180))
    PBUR EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 6 A_CustomMissile ("PlasmaSmoke", 8, 0, random (0, 180), 2, random (0, 180))
    PBUR E -1
    Stop
  Disintegrate:
    WL12 A 0 A_Fall
    WL12 A 0 A_NoGravity
	WL12 A 0 A_KillMaster
    WL12 A 6 A_PlaySound("misc/disintegratedeath")
    WL12 A 6 Bright A_SetTranslucent(1,1)
    WL12 A 5 Bright A_SetTranslucent(0.9,1)
    WL12 A 4 Bright A_SetTranslucent(0.8,1)
    WL12 A 3 Bright A_SetTranslucent(0.7,1)
    WL12 A 3 Bright A_SetTranslucent(0.6,1)
    WL12 A 3 Bright A_SetTranslucent(0.4,1)
    WL12 A 3 Bright A_SetTranslucent(0.2,1)
    WL12 A 3 Bright A_SetTranslucent(0.1,1)
    WL12 A 3 Bright A_SetTranslucent(0.05,1)
    WL12 A 3 Bright A_SetTranslucent(1,2)
    Stop
  Ice:
	"####" "#" 0 A_KillMaster
	"####" "#" 5 A_IceGuyDie
	Stop
  Crush:
    TNT1 A 0 A_PlaySound("Big Mouth Billy Bass")
	TNT1 A 0 A_SetScale(0.125)
	BBAS A -1
	Stop
  }
}
///Brad
ACTOR Brad 3094
{
   Scale .30
   Health 200
   Radius 10
   Height 40
   Mass 300
   Speed 8
   PainChance 150
   painchance "Stunner", 255
   MONSTER 
   +FLOORCLIP
   +DONTHURTSPECIES
   SeeSound "brad/sight"
   PainSound "Brad/pain"
   DeathSound "brad/death"
   ActiveSound "brad/active"
   Obituary "%o was killed by Brad!"
   Dropitem MicroUzi
   States
   {
   Spawn:
   BRAD A 3 A_Look
   Loop
   See:
   BRAD BBCC 2 A_Chase
   Loop
   Missile:
   BRAD D 15 A_FaceTarget
   BRAD E 0 A_PlaySound ("Brad/attack")
   BRAD E 2 A_CustomBulletAttack (6, 6, 1, 3, "bulletpuff")
   BRAD D 2 A_FaceTarget
   BRAD E 0 A_PlaySound ("Brad/attack")
   BRAD E 2 A_CustomBulletAttack (6, 6, 1, 3, "bulletpuff")
   BRAD D 2 A_FaceTarget
   BRAD D 1 A_SpidRefire
   Goto Missile+1
   Pain:
   BRAD F 3 
   BRAD F 3 A_Pain
   Goto See
   Pain.Stunner:
   BRAD F 3 A_ChangeFlag("NoPain", 1)
   BRAD F 300 A_Pain
   BRAD F 0 A_ChangeFlag("NoPain", 0)
   Goto See
   Death:
   BRAD G 5
   BRAD H 5 A_Scream
   BRAD I 5 A_Fall
   BRAD JKL 5
   BRAD M -1
   Stop
   Xdeath:
   BRAD N 5
   BRAD O 5 A_Xscream
   BRAD P 5
   BRAD Q 5 A_Fall
   BRAD R 40
   BRAD S 1
   BRAD S -1
   Stop
   Raise:
   BRAD MLKJIHG 5
   Goto See
   }
}

actor elsenguy 3097
{
height 50
mass 50
health 1
monster
activesound "elsenguy/sigh"
deathsound "elsenguy/kill"
BloodColor Black
Bloodtype BlackBloodSpatter
speed 2
states
{
spawn:
elsn bbbb 1 a_look
loop
see:
elsn ab 4 a_wander
elsn cb 4 a_wander
goto see
death:
elsn ddd 4 a_scream
elsn e 4 a_noblocking
elsn f 4
elsn g 4
elsn h -4
stop
}
}
///Romero Boulder
ACTOR romeroboulder 3098
{ 

    Health 200
    Radius 20 
    Height 56 
    Speed 18
    MeleeDamage 3 
    PainChance 200 
    MONSTER 
    +FLOORCLIP 
    Obituary "%o got asshole in the face by romeroboulder!" 
    SeeSound "monster/johnsee" 
    MeleeSound "skeleton/melee" 
    PainSound "monster/johnpain" 
    DeathSound "monster/johndth" 
    ActiveSound "monster/johnact" 
    DropItem Berserk
    States 
    { 
    Spawn: 
        ROME K 1 A_Look 
        Loop 
    See: 
        ROME AB 4 A_Chase 
        Loop 
    Melee: 
        ROME B 1 A_FaceTarget 
        ROME C 2 A_MeleeAttack
		ROME C 2 A_SkelFist
        Goto See 
    Pain: 
        ROME D 2 
        ROME D 2 A_Pain 
        Goto See 
    Death: 
        ROME E 5 
        ROME F 5 A_Scream 
        ROME G 5 A_Fall 
        ROME HJI 5 
        ROME I -1 
        Stop 
    Raise: 
        ROME JHGFE 5 
        Goto See 
    } 
}
///Ebil Jebus
Actor CorruptJesus 3105 
{
Monster
Health 1200
Radius 36
Height 60
Mass 2000
Speed 12
PainChance 40
Scale 1.1
MeleeRange 56
SeeSound "CorruptJesus/Sight"
ActiveSound "CorruptJesus/Active"
PainSound "CorruptJesus/Pain"
DeathSound "CorruptJesus/Death"
Obituary "%o was smitten by an Abaddon."
HitObituary "%o became food for an Abaddon."
+FLOAT
+NOGRAVITY
States
	{
	Spawn:
		GEEZ A 10 A_Look
		Loop
	See:
		GEEZ A 3 A_Chase
		Loop
	Pain:
		GEEZ E 2
		GEEZ F 2 A_Pain
		GEEZ E 4
		Goto See
	Missile:
		TNT1 A 0 A_Jump(130,7,13)
		GEEZ BD 5 A_FaceTarget
		GEEZ B 5 Bright A_BasicAttack(8,"none","ChristBall",28)
		GEEZ BD 5 A_FaceTarget
		GEEZ B 5 Bright A_BasicAttack(8,"none","ChristBall",28)
		Goto See
		GEEZ BD 5 A_FaceTarget
		GEEZ B 1 Bright A_CustomMissile("ChristBallSmall",28,3,8)
		GEEZ B 1 Bright A_CustomMissile("ChristBallSmall",28,0,0)
		GEEZ B 3 Bright A_CustomMissile("ChristBallSmall",28,-3,-8)
		TNT1 A 0 A_Jump(80,7)
		Goto See
		GEEZ BD 5 A_FaceTarget
		GEEZ B 1 Bright A_CustomMissile("ChristBallSmall",28,-3,-8)
		GEEZ B 1 Bright A_CustomMissile("ChristBallSmall",28,0,0)
		GEEZ B 3 Bright A_CustomMissile("ChristBallSmall",28,3,8)
		TNT1 A 0 A_Jump(80,1)
		Goto See
		GEEZ BD 5 A_FaceTarget
		GEEZ D 5 Bright A_BasicAttack(8,"none","ChristBall",28)
		Goto See
	Death:
		GEEZ G 6 A_NoBlocking
		GEEZ H 6 A_Scream
		GEEZ IJKLMM 6
		GEEZ M -1 A_SetFloorClip
		Stop
	Raise:
		GEEZ M 6 A_UnSetFloorClip
		GEEZ MMLKJIHG 6
		Goto See
	}
}
///Christ Balls
Actor ChristBall
{
Projectile
Radius 6
Height 8
Speed 20
FastSpeed 30
Damage 10
RenderStyle Add
Decal Cacoscorch
SeeSound "caco/attack"
DeathSound "caco/shotx"
+RANDOMIZE
States
	{
	Spawn:
		JBAL AB 4 BRIGHT
		Loop
	Death:
		JBAL CDE 6 BRIGHT
		Stop
	}
}

Actor ChristBallSmall : CacodemonBall
{
Radius 4
Height 6
Speed 16
FastSpeed 24
Decal HImpScorch
States
	{
	Spawn:
		JBAL FGH 4 Bright
		Loop
	Death:
		JBAL IJKLM 4 Bright
		Stop
	}
}