Actor ARBBunBun 900
{
  +SHOOTABLE
  +NOTAUTOAIMED
  +CANPASS 
  Health 80
  Radius 10
  Height 15
  Speed 4
  Mass 50
  Scale 1
  PainChance 255
  States
  {
  Spawn:
    ARBI A 10
	Goto See
  See:
	ARBR AABBCCAABBCCAABBCC 3 A_Wander
	TNT1 A 0
	{
		if (Random(0, 255) < 25)
		{
			A_PlaySound("ARBSqueaks");
		}
	}
	TNT1 A 0 A_Jump(28,"Still")
	Loop
  Still:
	ARBI A 50
	TNT1 A 0
	{
		if (Random(0, 255) < 25)
		{
			A_PlaySound("ARBPurrs");
		}
	}
	ARBI A 50
	TNT1 A 0 A_Jump(56,"Chew")
	TNT1 A 0 A_Jump(28,"See")
  Chew:
	ARBI BBBB 3
	{
		if (Random(0, 255) < 25)
		{
			A_PlaySound("ARBRabbitChew");
		}
	}
	ARBI CCCDDDCCCDDDCCCDDDCCCDDDCCC 3
	ARBI B 10
	TNT1 A 0 A_Jump(28,"Still")
	TNT1 A 0 A_Jump(56,"See")
	loop
  Pain:
	ARBR A 1
	TNT1 A 0 A_SpawnItem("SmallBloodPool")
	Goto RunAway
  RunAway:
	TNT1 A 0 A_ChangeFlag("Frightened", True)
	TNT1 A 0 A_SetSpeed(10,AAPTR_DEFAULT)
	ARBR AABBCCAABBCCAABBCCAABBCCAABBCC 2 A_Chase
	TNT1 A 0 A_SpawnItem("BloodSplatter")
	TNT1 A 0 A_SpawnItem("SmallBloodPool")
	ARBR AABBCCAABBCCAABBCCAABBCCAABBCC 2 A_Chase
	TNT1 A 0 A_SpawnItem("BloodSplatter")
	TNT1 A 0 A_SpawnItem("SmallBloodPool")
	ARBR AABBCCAABBCCAABBCCAABBCCAABBCC 2 A_Chase
	TNT1 A 0 A_SpawnItem("BloodSplatter")
	TNT1 A 0 A_SpawnItem("SmallBloodPool")
	ARBR AABBCCAABBCCAABBCCAABBCCAABBCC 2 A_Chase
	TNT1 A 0 A_SpawnItem("BloodSplatter")
	TNT1 A 0 A_SpawnItem("SmallBloodPool")
	ARBR AABBCCAABBCCAABBCCAABBCCAABBCC 2 A_Chase
	TNT1 A 0 A_SpawnItem("BloodSplatter")
	TNT1 A 0 A_SpawnItem("SmallBloodPool")
	TNT1 A 0 A_SetSpeed(4,AAPTR_DEFAULT)
	TNT1 A 0 A_ChangeFlag("Frightened", False)
	Goto See
  Death:
	TNT1 A 0 A_SpawnItem("SmallBloodPool")
	ARBD A 1 A_PlaySound("ARBRabDeath")
	ARBD AABBBBCCCCDDDDEEEEFFFFGGGG 3
	ARBD G -1
	Stop
  }
}

actor ARBShotgunGuy : ShotgunGuy 901
{
	Tag "ShotgunGuy"
	Height 68
	Radius 24
	Health 60
	XScale 1.2
	YScale 1.2
	Dropitem ""
}

actor ARBZombieMan : ZombieMan 902
{
	Tag "ZombieMan"
	Height 68
	Radius 24
	Health 60
	XScale 1.2
	YScale 1.2
	Dropitem ""
}

actor ARBChaingunGuy : ChaingunGuy 903
{
	Tag "ChaingunGuy"
	Height 68
	Radius 24
	Health 140
	XScale 1.2
	YScale 1.2
	Dropitem ""
}

actor ARBBigTree 904
{
	Radius 16
	Height 108
	ProjectilePassHeight -16
	+SOLID
	
	States
	{
	Spawn:
		ARB1 A -1
		Stop
	}
}

actor ARBMedTreeOne 905
{
	Radius 8
	Height 72
	ProjectilePassHeight -16
	+SOLID
	
	States
	{
	Spawn:
		ARB2 A -1
		Stop
	}
}

actor ARBMedTreeTwo 906
{
	Radius 8
	Height 72
	ProjectilePassHeight -16
	+SOLID
	
	States
	{
	Spawn:
		ARB3 A -1
		Stop
	}
}

actor ARBBiggerTree 907
{
	Radius 16
	Height 108
	ProjectilePassHeight -16
	+SOLID
	
	States
	{
	Spawn:
		ARB4 A -1
		Stop
	}
}

actor ARBImp : DoomImp 908
{
	Tag "DoomImp"
	Height 68
	Radius 24
	Health 120
	XScale 1.2
	YScale 1.2
}

actor ARBArachnotron : Arachnotron 909
{
	Tag "Arachnotron"
	Height 84
	Radius 84
	Health 1000
	XScale 1.5
	YScale 1.5
}

actor ARBDemon : Demon 910
{
	Tag "Demon"
	Height 72
	Radius 34
	Speed  12
	Health 300
	XScale 1.5
	YScale 1.5
}

actor ARBBloodyTwitch : BloodyTwitch 911
{
	Radius 8
	Height 8
	-SOLID
	-SPAWNCEILING
}

ACTOR ARBMDL01 912
{
	Radius 16
	Height 16	
	
	States {
		Spawn:
			PLAY A -1
			Stop
	}
}

actor ARBPainElemental : PainElemental 913
{
	Tag "PainElemental"
	Height 128
	Radius 64
	Speed  26
	Health 2000
	XScale 2
	YScale 2
	+MISSILEMORE
	+NORADIUSDMG
	DropItem "RedCard"
	
	States
	{
		Missile:
		PAIN D 3 A_FaceTarget
		PAIN E 3 A_FaceTarget
		PAIN F 3 Bright A_FaceTarget
		PAIN F 3 Bright A_CyberAttack
		Goto See
	}
}

actor ARBRevenant : Revenant 914
{
	Tag "Revenant"
	Height 96
	Radius 32
	Health 800
	XScale 1.5
	YScale 1.5
	
	States
	{
	Missile:
		SKEL J 0 BRIGHT A_FaceTarget
		SKEL J 10 BRIGHT A_FaceTarget
		SKEL K 10 A_SpawnProjectile("RevenantTracer", 100, -18)
		SKEL K 10 A_FaceTarget
		Goto See
	}
}