Class CoolBlueDemon : Demon
{
	States
	{
	Spawn:
		CBSA AB 10 A_Look;
		Loop;
	See:
		CBSA AABBCCDD 2 Fast A_Chase;
		Loop;
	Melee:
		CBSA EF 8 Fast A_FaceTarget;
		CBSA G 8 Fast A_SargAttack;
		Goto See;
	Pain:
		CBSA H 2 Fast;
		CBSA H 2 Fast A_Pain;
		Goto See;
	Death:
		CBSA I 8;
		CBSA J 8 A_Scream;
		CBSA K 4;
		CBSA L 4 A_NoBlocking;
		CBSA M 4;
		CBSA N -1;
		Stop;
	Raise:
		CBSA N 5;
		CBSA MLKJI 5;
		Goto See;
	}
}

Class CoolBlueDoomImp : DoomImp
{
	States
	{
	Spawn:
		CBTR AB 10 A_Look;
		Loop;
	See:
		CBTR AABBCCDD 3 A_Chase;
		Loop;
	Melee:
	Missile:
		CBTR EF 8 A_FaceTarget;
		CBTR G 6 A_TroopAttack ;
		Goto See;
	Pain:
		CBTR H 2;
		CBTR H 2 A_Pain;
		Goto See;
	Death:
		CBTR I 8;
		CBTR J 8 A_Scream;
		CBTR K 6;
		CBTR L 6 A_NoBlocking;
		CBTR M -1;
		Stop;
	XDeath:
		CBTR N 5;
		CBTR O 5 A_XScream;
		CBTR P 5;
		CBTR Q 5 A_NoBlocking;
		CBTR RST 5;
		CBTR U -1;
		Stop;
	Raise:
		CBTR ML 8;
		CBTR KJI 6;
		Goto See;
	}
}

Class CoolBlueZombieMan : ZombieMan
{
 	States
	{
	Spawn:
		CBPO AB 10 A_Look;
		Loop;
	See:
		CBPO AABBCCDD 4 A_Chase;
		Loop;
	Missile:
		CBPO E 10 A_FaceTarget;
		CBPO F 8 A_PosAttack;
		CBPO E 8;
		Goto See;
	Pain:
		CBPO G 3;
		CBPO G 3 A_Pain;
		Goto See;
	Death:
		CBPO H 5;
		CBPO I 5 A_Scream;
		CBPO J 5 A_NoBlocking;
		CBPO K 5;
		CBPO L -1;
		Stop;
	XDeath:
		CBPO M 5;
		CBPO N 5 A_XScream;
		CBPO O 5 A_NoBlocking;
		CBPO PQRST 5;
		CBPO U -1;
		Stop;
	Raise:
		CBPO K 5;
		CBPO JIH 5;
		Goto See;
	}
}

Class CoolBlueLostSoul : LostSoul
{
	States
	{
	Spawn:
		CBSK AB 10 BRIGHT A_Look;
		Loop;
	See:
		CBSK AB 6 BRIGHT A_Chase;
		Loop;
	Missile:
		CBSK C 10 BRIGHT A_FaceTarget;
		CBSK D 4 BRIGHT A_SkullAttack;
		CBSK CD 4 BRIGHT;
		Goto Missile+2;
	Pain:
		CBSK E 3 BRIGHT;
		CBSK E 3 BRIGHT A_Pain;
		Goto See;
	Death:
		CBSK F 6 BRIGHT;
		CBSK G 6 BRIGHT A_Scream;
		CBSK H 6 BRIGHT;
		CBSK I 6 BRIGHT A_NoBlocking;
		CBSK J 6;
		CBSK K 6;
		Stop;
	}
}

class CoolBlueCacodemon : Cacodemon
{
	States
	{
	Spawn:
		CBHE A 10 A_Look;
		Loop;
	See:
		CBHE A 3 A_Chase;
		Loop;
	Missile:
		CBHE B 5 A_FaceTarget;
		CBHE C 5 A_FaceTarget;
		CBHE D 5 BRIGHT A_HeadAttack;
		Goto See;
	Pain:
		CBHE E 3;
		CBHE E 3 A_Pain;
		CBHE F 6;
		Goto See;
	Death:
		CBHE G 8;
		CBHE H 8 A_Scream;
		CBHE I 8;
		CBHE J 8;
		CBHE K 8 A_NoBlocking;
		CBHE L -1 A_SetFloorClip;
		Stop;
	Raise:
		CBHE L 8 A_UnSetFloorClip;
		CBHE KJIHG 8;
		Goto See;
	}
}

class CoolBluePainElemental : PainElemental
{
	States
	{
	Spawn:
		CBPA A 10 A_Look;
		Loop;
	See:
		CBPA AABBCC 3 A_Chase;
		Loop;
	Missile:
		CBPA D 5 A_FaceTarget;
		CBPA E 5 A_FaceTarget;
		CBPA F 5 BRIGHT A_FaceTarget;
		CBPA F 0 BRIGHT A_PainAttack("CoolBlueLostSoul");
		Goto See;
	Pain:
		CBPA G 6;
		CBPA G 6 A_Pain;
		Goto See;
	Death:
		CBPA H 8 BRIGHT;
		CBPA I 8 BRIGHT A_Scream;
		CBPA JK 8 BRIGHT;
		CBPA L 8 BRIGHT A_PainDie("CoolBlueLostSoul");
		CBPA M 8 BRIGHT;
		Stop;
	Raise:
		CBPA MLKJIH 8;
		Goto See;
	}
}

class CoolBlueArachnotronPlasma : ArachnotronPlasma
{
	States
	{
	Spawn:
		CBAS AB 5 BRIGHT;
		Loop;
	Death:
		CBAX ABCDE 5 BRIGHT;
		Stop;
	}
}

Class CoolBlueArachnotron : Arachnotron
{
	States
	{
	Spawn:
		CBBS AB 10 A_Look;
		Loop;
	See:
		CBBS A 20;
		CBBS A 3 A_BabyMetal;
		CBBS ABBCC 3 A_Chase;
		CBBS D 3 A_BabyMetal;
		CBBS DEEFF 3 A_Chase;
		Goto See+1;
	Missile:
		CBBS A 20 BRIGHT A_FaceTarget;
		CBBS G 4 BRIGHT A_SpawnProjectile("CoolBlueArachnotronPlasma");
		CBBS H 4 BRIGHT;
		CBBS H 1 BRIGHT A_SpidRefire;
		Goto Missile+1;
	Pain:
		CBBS I 3;
		CBBS I 3 A_Pain;
		Goto See+1;
	Death:
		CBBS J 20 A_Scream;
		CBBS K 7 A_NoBlocking;
		CBBS LMNO 7;
		CBBS P -1 A_BossDeath;
		Stop;
	Raise:
		CBBS P 5;
		CBBS ONMLKJ 5;
		Goto See+1;
	}
}

class CoolBlueBaronBall : BaronBall
{
	States
	{
	Spawn:
		CBB7 AB 4 BRIGHT;
		Loop;
	Death:
		CBB7 CDE 6 BRIGHT;
		Stop;
	}
}

Class CoolBlueHellKnight : HellKnight
{
	States
	{
	Spawn:
		CBB2 AB 10 A_Look;
		Loop;
	See:
		CBB2 AABBCCDD 3 A_Chase;
		Loop;
	Melee:
	Missile:
		CBB2 EF 8 A_FaceTarget;
		CBB2 G 8 A_SpawnProjectile("CoolBlueBaronBall");
		Goto See;
	Pain:
		CBB2 H  2;
		CBB2 H  2 A_Pain;
		Goto See;
	Death:
		CBB2 I  8;
		CBB2 J  8 A_Scream;
		CBB2 K  8;
		CBB2 L  8 A_NoBlocking;
		CBB2 MN 8;
		CBB2 O -1;
		Stop;
	Raise:
		CBB2 O 8;
		CBB2 NMLKJI  8;
		Goto See;
	}
}

Class CoolBlueFatso : Fatso
{
	States
	{
	Spawn:
		CBFA AB 15 A_Look;
		Loop;
	See:
		CBFA AABBCCDDEEFF 4 A_Chase;
		Loop;
	Missile:
		CBFA G 20 A_FatRaise;
		CBFA H 10 BRIGHT A_FatAttack1;
		CBFA IG 5 A_FaceTarget;
		CBFA H 10 BRIGHT A_FatAttack2;
		CBFA IG 5 A_FaceTarget;
		CBFA H 10 BRIGHT A_FatAttack3;
		CBFA IG 5 A_FaceTarget;
		Goto See;
	Pain:
		CBFA J 3;
		CBFA J 3 A_Pain;
		Goto See;
	Death:
		CBFA K 6;
		CBFA L 6 A_Scream;
		CBFA M 6 A_NoBlocking;
		CBFA NOPQRS 6;
		CBFA T -1 A_BossDeath;
		Stop;
	 Raise:
		CBFA R 5;
		CBFA QPONMLK 5;
		Goto See;
	}
}

Class CoolBlueRevenantTracer : RevenantTracer
{
	States
	{
	Spawn:
		CBFB AB 2 BRIGHT A_Tracer;
		Loop;
	Death:
		FBXP A 8 BRIGHT;
		FBXP B 6 BRIGHT;
		FBXP C 4 BRIGHT;
		Stop;
	}
}

Class CoolBlueRevenant : Revenant
{
	States
	{
	Spawn:
		CBSL AB 10 A_Look;
		Loop;
	See:
		CBSL AABBCCDDEEFF 2 A_Chase;
		Loop;
	Melee:
		CBSL G 0 A_FaceTarget;
		CBSL G 6 A_SkelWhoosh;
		CBSL H 6 A_FaceTarget;
		CBSL I 6 A_SkelFist;
		Goto See;
	Missile:
		CBSL J 0 BRIGHT A_FaceTarget;
		CBSL J 10 BRIGHT A_FaceTarget;
		CBSL K 10 A_SpawnProjectile("CoolBlueRevenantTracer");
		CBSL K 10 A_FaceTarget;
		Goto See;
	Pain:
		CBSL L 5;
		CBSL L 5 A_Pain;
		Goto See;
	Death:
		CBSL LM 7;
		CBSL N 7 A_Scream;
		CBSL O 7 A_NoBlocking;
		CBSL P 7;
		CBSL Q -1;
		Stop;
	Raise:
		CBSL Q 5;
		CBSL PONML 5;
		Goto See;
	}
}

Class CoolBlueSpiderMastermind : SpiderMastermind
{
	States
	{
	Spawn:
		CBSP AB 10 A_Look;
		Loop;
	See:
		CBSP A 3 A_Metal;
		CBSP ABB 3 A_Chase;
		CBSP C 3 A_Metal;
		CBSP CDD 3 A_Chase;
		CBSP E 3 A_Metal;
		CBSP EFF 3 A_Chase;
		Loop;
	Missile:
		CBSP A 20 BRIGHT A_FaceTarget;
		CBSP G 4 BRIGHT A_SPosAttackUseAtkSound;
		CBSP H 4 BRIGHT A_SPosAttackUseAtkSound;
		CBSP H 1 BRIGHT A_SpidRefire;
		Goto Missile+1;
	Pain:
		CBSP I 3;
		CBSP I 3 A_Pain;
		Goto See;
	Death:
		CBSP J 20 A_Scream;
		CBSP K 10 A_NoBlocking;
		CBSP LMNOPQR 10;
		CBSP S 30;
		CBSP S -1 A_BossDeath;
		Stop;
	}
}

Class CoolBlueArchvile : Archvile
{
	States
	{
	Spawn:
		CBVI AB 10 A_Look;
		Loop;
	See:
		CBVI AABBCCDDEEFF 2 A_VileChase;
		Loop;
	Missile:
		CBVI G 0 BRIGHT A_VileStart;
		CBVI G 10 BRIGHT A_FaceTarget;
		CBVI H 8 BRIGHT A_VileTarget;
		CBVI IJKLMN 8 BRIGHT A_FaceTarget;
		CBVI O 8 BRIGHT A_VileAttack;
		CBVI P 20 BRIGHT;
		Goto See;
	Heal:
		CBVI [\] 10 BRIGHT;
		Goto See;
	Pain:
		CBVI Q 5;
		CBVI Q 5 A_Pain;
		Goto See;
	Death:
		CBVI Q 7;
		CBVI R 7 A_Scream;
		CBVI S 7 A_NoBlocking;
		CBVI TUVWXY 7;
		CBVI Z -1;
		Stop;
	}
}

Class CoolBlueAllmap : Allmap
{
	States
	{
	Spawn:
		CBPM ABCDCB 6 Bright;
		Loop;
	}
}

Class CoolBlueArmorBonus : ArmorBonus
{
	States
	{
	Spawn:
		CBN2 ABCDCB 6;
		Loop;
	}
}

Class CoolBlueBlueArmor : BlueArmor
{
	States
	{
  Spawn:
    CBA2 A 6;
    CBA2 B 6 Bright;
    Loop;
  }
}

Class CoolBlueHealthBonus : HealthBonus
{
	States
	{
	Spawn:
		CBN1 ABCDCB 6;
		Loop;
	}
}

Class CoolBlueSoulsphere : Soulsphere
{
	States
	{
	Spawn:
		CBSO ABCDCB 6 Bright;
		Loop;
	}
}

Class CoolBlueMegasphere : Megasphere
{
	States
	{
	Spawn:
		CBMG ABCD 6 Bright;
		Loop;
	Pickup:
		TNT1 A 0 A_GiveInventory("BlueArmorForMegasphere", 1);
		TNT1 A 0 A_GiveInventory("MegasphereHealth", 1);
		Stop;
	}
}

Class CoolBlueShortBlueTorch : ShortBlueTorch
{
	States
	{
	Spawn:
	CBBT ABCD 4 Bright;
	Loop;
	}
}

