ACTOR RevenantR: Revenant 
{
/*
	States
	{		
	Missile:
		SKEL J 0 Bright A_FaceTarget
		SKEL J 10 Bright A_FaceTarget
		TNT1 A 0 A_Jump(128,"MissileRight")
		Goto MissileLeft
	MissileLeft:
		SKEL K 10 A_SpawnProjectile("RevenantTracer",56,-10)
		SKEL K 10 A_FaceTarget
		Goto See
	MissileRight:
		SKEL K 10 A_SpawnProjectile("RevenantTracer",56,10)
		SKEL K 10 A_FaceTarget
		Goto See
	}
	*/
}
/*
ACTOR DMR_RevenantTracer : RevenantTracer replaces RevenantTracer
{
	States
	{
	Spawn:
		TNT1 A 0 NoDelay A_Jump(128,"Homing") 
		FATB AB 2 Bright {
			If(GetCvar("dmr_fancydoom")) {				
				A_SpawnItemEx("DMR_FireballTrail",-12,0,3,frandom(-1,0),frandom(-1,1),frandom(0,1)); 
			}
		}
		Goto Spawn+1
	Homing:
		FATB AB 2 Bright {
			A_Tracer2;
			If(GetCvar("dmr_fancydoom")) {
				A_SpawnItemEx("DMR_FireballTrail",-12,0,3,frandom(-1,0),frandom(-1,1),frandom(0,1)); 
			}
			//always show the smoke, ignoring the config
			A_SpawnItemEx("DMR_SmokeCloud",-12,0,3,frandom(-1,0),frandom(-1,1),frandom(0,1)); 
		}
		Loop
	Death:
		TNT1 AAA 0 {
			If(GetCvar("dmr_fancydoom")) { 
				A_SpawnItemEx("DMR_FireBouncingDebris",random(-1,1),random(-1,1),random(-1,1),frandom(-5,5),frandom(-5,5),frandom(-1,5));
			}
		}
		FBXP A 8 Bright
		FBXP B 6 Bright
		FBXP C 4 Bright
		Stop
	}
}
*/