////TELEPORT STUFF
ACTOR TeleportFog_N  replaces TeleportFog
{
  +NOBLOCKMAP
  +NOTELEPORT
  +NOGRAVITY
  SEESOUND "NINJA/SMOKE"
  RenderStyle Add
  VSPEED 5
  States
  {
  Spawn:
    TFO1 ABCD 5 BRIGHT
	TFO1 D 1 BRIGHT A_FADEOUT
    Stop
  }
}

////TELEPORT STUFF
ACTOR TeleportFog_NI  replaces ItemFog
{
  +NOBLOCKMAP
  +NOTELEPORT
  +NOGRAVITY
  SEESOUND "NINJA/SMOKE"
  RenderStyle Add
  VSPEED 5
  States
  {
  Spawn:
    TFO1 ABCD 5 BRIGHT
	TFO1 D 1 BRIGHT A_FADEOUT
    Stop
  }
}


////gore
ACTOR RANDOM_GORE_BIG2
{
	+Missile
	-SOLID
	+NOBLOCKMAP
	+DROPOFF
	+ACTIVATEIMPACT
	+ACTIVATEPCROSS
	+NOTELEPORT
	BounceCount 4
	Radius 13
	Height 6
	speed 25
	-NoGravity
	bouncetype DOOM
	SeeSound "FIRE/BALL"
	DeathSound "GORE/SPLAT2"
	states
	{
  SPAWN:
	MEAT C 1
	LOOP
  DEATH:
    TNT1 C 0 A_NOBLOCKING
	MEAT C -1
	STOP
	}
}


ACTOR RANDOM_GORE_SMALL2 : RANDOM_GORE_BIG2
{
STATES
	{
  SPAWN:
	MEAT D 1
	LOOP
  DEATH:
    TNT1 A 0 A_NOBLOCKING
	MEAT D -1
	STOP
	}
}

ACTOR RANDOM_GORE_RIBCAGE2 : RANDOM_GORE_BIG2
{
STATES
	{
  SPAWN:
	RIPC B 1
	LOOP
  DEATH:
    TNT1 A 0 A_NOBLOCKING
	RIPC B -1
	STOP
	}
}

ACTOR RANDOM_GORE_SKULL2 : RANDOM_GORE_BIG2
{
STATES
	{
  SPAWN:
	GSKL B 1
	LOOP
  DEATH:
    TNT1 A 0 A_NOBLOCKING
	GSKL B -1
	STOP
	}
}

ACTOR RANDOM_GORE_LIMB2 : RANDOM_GORE_BIG2
{
STATES
	{
  SPAWN:
	GLEG B 1
	LOOP
  DEATH:
    TNT1 A 0 A_NOBLOCKING
    GLEG B -1
	STOP
	}
}


ACTOR RANDOM_GORE_LIMB_3 : RANDOM_GORE_BIG2
{
STATES
	{
  SPAWN:
	GLE2 B 1
	LOOP
  DEATH:
    TNT1 A 0 A_NOBLOCKING
	GLE2 B -1
	STOP
	}
}

ACTOR RANDOM_GORE_EYE2 : RANDOM_GORE_BIG2
{
STATES
	{
  SPAWN:
	GEYE B 1
	LOOP
  DEATH:
    TNT1 A 0 A_NOBLOCKING
	GEYE B -1
	STOP
	}
}

ACTOR RANDOM_GORE_BIG 
{
	+Missile
	-SOLID
	+NOBLOCKMAP
	+DROPOFF
	+ACTIVATEIMPACT
	+ACTIVATEPCROSS
	+NOTELEPORT
	BounceCount 4
	Radius 13
	Height 6
	speed 25
	-NoGravity
	bouncetype DOOM
	SeeSound ""
	DeathSound "GORE/SPLAT2"
	states
	{
  SPAWN:
	MEAT A 1
	LOOP
  DEATH:
    TNT1 A 0 A_NOBLOCKING
	MEAT A -1
	STOP
	}
}

ACTOR Crush_Gore
{
	-SOLID
	+NOBLOCKMAP
	+DROPOFF
	+NOTELEPORT
	Radius 13
	Height 6
	SeeSound ""
	+floorclip
	DeathSound "GORE/SPLAT2"
	states
	{
  SPAWN:
	CRSH A -1 A_NOBLOCKING
	STOP
	}
}


ACTOR RANDOM_GORE_SMALL : RANDOM_GORE_BIG
{
STATES
	{
  SPAWN:
	MEAT B 1
	LOOP
  DEATH:
    TNT1 A 0 A_NOBLOCKING
	MEAT B -1
	STOP
	}
}

ACTOR RANDOM_GORE_RIBCAGE : RANDOM_GORE_BIG
{
STATES
	{
  SPAWN:
	RIPC A 1
	LOOP
  DEATH:
    TNT1 A 0 A_NOBLOCKING
	RIPC A -1
	STOP
	}
}

ACTOR RANDOM_GORE_SKULL : RANDOM_GORE_BIG
{
STATES
	{
  SPAWN:
	GSKL A 1
	LOOP
  DEATH:
    TNT1 A 0 A_NOBLOCKING
	GSKL A -1
	STOP
	}
}

ACTOR RANDOM_GORE_LIMB : RANDOM_GORE_BIG
{
STATES
	{
  SPAWN:
	GLEG A 1
	LOOP
  DEATH:
    TNT1 A 0 A_NOBLOCKING
    GLEG A -1
	STOP
	}
}


ACTOR RANDOM_GORE_LIMB_2 : RANDOM_GORE_BIG
{
STATES
	{
  SPAWN:
	GLE2 A 1
	LOOP
  DEATH:
    TNT1 A 0 A_NOBLOCKING
	GLE2 A -1
	STOP
	}
}

ACTOR RANDOM_GORE_EYE : RANDOM_GORE_BIG
{
STATES
	{
  SPAWN:
	GEYE A 1
	LOOP
  DEATH:
    TNT1 A 0 A_NOBLOCKING
	GEYE A -1
	STOP
	}
}
ACTOR Blue_Dragon replaces LostSoul
{
    species "DragonBody"
//$Category Monsters
	scale 0.75
	health 100
	radius 40
	height 40
	mass 50
	painchance 255
	Monster
	speed 5
	+FLOAT
	+Boss
	+NOGRAVITY
	seesound "drgn/attak"
    attacksound "drgn/attak"
	deathsound "drgn/deth"
	damage 10
	obituary "%o was eaten alive by a dragon"
    tag T_BlueDragon
	game doom
	states
	{
  spawn:
    BLDD A 1 BRIGHT A_LOOK
	LOOP
  SEE:
	BLDD A 0 A_SPAWNITEMEX("DRAGON_BODY3",0,0,0,1,0,0)
	BLDD A 2 A_CHASE
	LOOP
  GOTO SEE
   MISSILE:
    BLDD A 0 A_SPAWNITEMEX("DRAGON_BODY3",0,0,0,1,0,0)
	BLDD A 4 A_FACETARGET
	BLDD A 0 A_SPAWNITEMEX("DRAGON_BODY3",0,0,0,1,0,0)
	BLDD B 15 BRIGHT A_SKULLATTACK(11)
	GOTO SEE
    PAIN.Stamina_Drop:
	  DRGS D 2 BRIGHT
  PAIN:
    BLDD A 4 A_PAIN
	BLDD A 4
	GOTO SEE
	  death.Stamina_Drop:
	  
	  
  DEATH:
    BLDD A 0 A_SPAWNITEMEX("DRAGON_BODY3",0,0,0,1,0,0)
    BLDD A 5 A_SCREAM
	BLDD A 0 A_SPAWNITEMEX("DRAGON_BODY3",0,0,0,1,0,0)
	BLDD A 5 A_NOBLOCKING
	BLDD A 0 A_SPAWNITEMEX("DRAGON_BODY3",0,0,0,1,0,0)
    BLDD A 3 A_SPAWNITEMEX("Blood_Spray", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AA 0 A_SPAWNITEMEX("RANDOM_GORE_EYE", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_BIG", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
    STOP
	death.crush:
	TNT1 A 0 A_SPAWNITEMEX("Crush_Gore")
	STOP
	}
	
}

ACTOR BOSS_ONI Replaces Cyberdemon
{
	health 10000
	height 25
	radius 25
	renderstyle add
	monster
	+Boss
	+MissileMore
	+Float
	+NOgravity
	mass 500
	seesound "drgn/attak"
    attacksound "drgn/attak"
	deathsound "drgn/deth"
	speed 5
	scale 0.75
	PAINCHANCE 255
	states
	{
	SPAWN:
	FBOS A 1 A_LOOK
	LOOP
	SEE:
	FBOS A 1 A_CHASE
	LOOP
	MISSILE:
	FBOS A 1 A_JUMP(25,"Ninja_Minions")
	FBOS A 20 A_FACETARGET
	FBOS B 10 A_customMISSILE("Monster_FierBall")
	FBOS A 5
	GOTO see
	DEATH:
	FBOS A 10 A_NOBLOCKING
	FBOS B 10 A_SCREAM
	FBOS ABABAB 2 A_FADEOUT
	TNT1 A -1
	STOP

	PAIN:
	FBOS C 5 BRIGHT A_PAIN 
	TNT1 A 0  A_SPAWNITEMEX("Glave_use",0,0,0,frandom(5,-5),frandom(5,-5),frandom(5,-5),frandom(0,360))
	TNT1 A 0  A_SPAWNITEMEX("PISTOL_AMMO",0,0,0,frandom(5,-5),frandom(5,-5),frandom(5,-5),frandom(0,360))
	FBOS A 5
	GOTO SEE
    Ninja_Minions:
    FBOS B 12 A_FACETARGET
	TNT1 A 0 A_CUSTOMMISSILE("Final_Boss_Spawner1")
	GOTO MISSILE
	}
}


ACTOR Fire_Spirit replaces ARACHNOTRON
{
//$Category Monsters
	scale 0.50
	health 1500
	radius 40
	height 40
	mass 400
	painchance 255
	Monster
	speed 25
	RENDERSTYLE ADD

  Species "NINJA"
	-FLOAT
	+Boss
  -avoidmelee
  +JUMPDOWN
  +FloorClip
  +MissileMore
  -noblood
	DAMAGETYPE "fire"
	-NOGRAVITY
	seesound "drgn/attak"
    attacksound "drgn/attak"
	deathsound "drgn/deth"
	damage 10
	obituary "%o was Burned alive by a fire spirit"
    tag T_FIRESPIRIT
	game doom
	states
	{
  spawn:
    FI12 AB 4 BRIGHT A_LOOK
	LOOP
  SEE:
	TNT1 A 0 A_CHANGEFLAG("FLOAT",FALSE)
	TNT1 A 0 A_CHANGEFLAG("NOGRAVITY",FALSE)
	FI12 ABCB 4 BRIGHT A_CHASE
	LOOP
  GOTO SEE
   MISSILE:
    TNT1 A 0 A_CHANGEFLAG("FLOAT",1)
	TNT1 A 0 A_CHANGEFLAG("NOGRAVITY",1)
    TNT1 A 0 A_JUMP(55,"FIREBALLS")
	FISP BC 4 BRIGHT A_FACETARGET
	FISP A 4 BRIGHT A_SKULLATTACK(11)
    TNT1 A 0 A_CHANGEFLAG("FLOAT",FALSE)
	TNT1 A 0 A_CHANGEFLAG("NOGRAVITY",FALSE)
	GOTO SEE
	Melee:
	TNT1 A 0 A_CHANGEFLAG("FLOAT",FALSE)
	TNT1 A 0 A_CHANGEFLAG("NOGRAVITY",FALSE)
	 TNT1 A 0 A_JUMP(20,"UpperCut")
	 FI12 F 12 BRIGHT A_FACETARGET
	 TNT1 A 0 A_SkelWhoosh
	 TNT1 A 0 A_ChangeVelocity(20,0,0, CVF_RELATIVE | CVF_RELATIVE )
	 FI12 G 6 BRIGHT A_CustomMeleeAttack(10)
	 FI12 H 12 BRIGHT A_FACETARGET
	 TNT1 A 0 A_SkelWhoosh
	 TNT1 A 0 A_ChangeVelocity(20,0,0, CVF_RELATIVE | CVF_RELATIVE )
	 FI12 F 6 BRIGHT A_CustomMeleeAttack(10)
	 FI12 D 12 BRIGHT A_FACETARGET
	 TNT1 A 0 A_SkelWhoosh
	 TNT1 A 0 A_ChangeVelocity(20,0,0, CVF_RELATIVE | CVF_RELATIVE )
	 FI12 E 6 BRIGHT A_CustomMeleeAttack(10)
    GOTO SEE
	Block:
	TNT1 A 0 A_CHANGEFLAG("FLOAT",FALSE)
	TNT1 A 0 A_CHANGEFLAG("NOGRAVITY",FALSE)
	 TNT1 A 0 A_CHANGEFLAG("NOBLOOD",TRUE)
     TNT1 A 0 A_SetInvulnerable
	 FI12 I 5 BRIGHT A_FACETARGET
	 FI12 I 5 BRIGHT A_FACETARGET
	 FI12 I 5 BRIGHT A_FACETARGET
	 FI12 I 5 BRIGHT A_FACETARGET
	 FI12 I 5 BRIGHT A_FACETARGET
	 FI12 I 5 BRIGHT A_FACETARGET
	 TNT1 A 0 A_UnSetInvulnerable
	 TNT1 A 0 A_CHANGEFLAG("NOBLOOD",FALSE)
	 GOTO SEE
   FIREBALLS:
    FISP CBA 3 A_FACETARGET
	FISP A 5 BRIGHT
	FISP A 3 A_CUSTOMMISSILE("Monster_FierBall")
	    TNT1 A 0 A_CHANGEFLAG("FLOAT",FALSE)
	TNT1 A 0 A_CHANGEFLAG("NOGRAVITY",FALSE)
	GOTO SEE
	  death.Stamina_Drop:
	  
	  
  DEATH:
	TNT1 A 0 A_CHANGEFLAG("FLOAT",FALSE)
	TNT1 A 0 A_CHANGEFLAG("NOGRAVITY",FALSE)
    TNT1 A 0 A_SETSCALE(0.75,0.75)
    FI13 A 1 BRIGHT A_SCREAM
	FI13 A 1 BRIGHT A_NOBLOCKING
    FI13 ABCDEFG 5 BRIGHT 
    STOP
	PAIN.FlashBomb:
	TNT1 A 0 A_CHANGEFLAG("FLOAT",FALSE)
	TNT1 A 0 A_CHANGEFLAG("NOGRAVITY",FALSE)
	  FI12 J 8 BRIGHT
	  FI12 J 8 BRIGHT A_PAIN
	  FI12 J 8 BRIGHT
	  FI12 J 8 BRIGHT A_PAIN
	  FI12 J 8 BRIGHT
	  FI12 J 8 BRIGHT A_PAIN
	  FI12 J 8 BRIGHT
	  FI12 J 8 BRIGHT A_PAIN
	  GOTO PAIN
    PAIN.STAMINA_DROP:
	 	  FIP2 J 2 BRIGHT A_PAIN
	PAIN:
	TNT1 A 0 A_CHANGEFLAG("FLOAT",FALSE)
	TNT1 A 0 A_CHANGEFLAG("NOGRAVITY",FALSE)
	  FI12 A 2 BRIGHT A_PAIN
	  FI12 J 4 BRIGHT
	  FI12 J 4 BRIGHT 
	  TNT1 A 0 BRIGHT A_JUMP(120,"BLOCK")
	  goto SEE
	death.crush:
	TNT1 A 0 A_SPAWNITEMEX("Crush_Gore")
	STOP
	}
	
}

ACTOR Super_Spirit : Fire_Spirit replaces fatso
{

  Species "NINJA"
health 2500
	states
	{
  spawn:
    FI14 AB 4 BRIGHT A_LOOK
	LOOP
  SEE:
	TNT1 A 0 A_CHANGEFLAG("FLOAT",FALSE)
	TNT1 A 0 A_CHANGEFLAG("NOGRAVITY",FALSE)
	FI14 ABCB 4 BRIGHT A_CHASE
	LOOP
  GOTO SEE
   MISSILE:
    TNT1 A 0 A_CHANGEFLAG("FLOAT",1)
	TNT1 A 0 A_CHANGEFLAG("NOGRAVITY",1)
    TNT1 A 0 A_JUMP(55,"FIREBALLS")
	FISP BC 4 BRIGHT A_FACETARGET
	FISP A 4 BRIGHT A_SKULLATTACK(11)
    TNT1 A 0 A_CHANGEFLAG("FLOAT",FALSE)
	TNT1 A 0 A_CHANGEFLAG("NOGRAVITY",FALSE)
	GOTO SEE
	Melee:
	TNT1 A 0 A_CHANGEFLAG("FLOAT",FALSE)
	TNT1 A 0 A_CHANGEFLAG("NOGRAVITY",FALSE)
	 TNT1 A 0 A_JUMP(20,"UpperCut")
	 FI14 F 12 BRIGHT A_FACETARGET
	 TNT1 A 0 A_SkelWhoosh
	 TNT1 A 0 A_ChangeVelocity(20,0,0, CVF_RELATIVE | CVF_RELATIVE )
	 FI14 G 6 BRIGHT A_CustomMeleeAttack(10)
	 FI14 H 12 BRIGHT A_FACETARGET
	 TNT1 A 0 A_SkelWhoosh
	 TNT1 A 0 A_ChangeVelocity(20,0,0, CVF_RELATIVE | CVF_RELATIVE )
	 FI14 F 6 BRIGHT A_CustomMeleeAttack(10)
	 FI14 D 12 BRIGHT A_FACETARGET
	 TNT1 A 0 A_SkelWhoosh
	 TNT1 A 0 A_ChangeVelocity(20,0,0, CVF_RELATIVE | CVF_RELATIVE )
	 FI14 E 6 BRIGHT A_CustomMeleeAttack(10)
    GOTO SEE
	Block:
	TNT1 A 0 A_CHANGEFLAG("FLOAT",FALSE)
	TNT1 A 0 A_CHANGEFLAG("NOGRAVITY",FALSE)
	 TNT1 A 0 A_CHANGEFLAG("NOBLOOD",TRUE)
     TNT1 A 0 A_SetInvulnerable
	 FI14 I 5 BRIGHT A_FACETARGET
	 FI14 I 5 BRIGHT A_FACETARGET
	 FI14 I 5 BRIGHT A_FACETARGET
	 FI14 I 5 BRIGHT A_FACETARGET
	 FI14 I 5 BRIGHT A_FACETARGET
	 FI14 I 5 BRIGHT A_FACETARGET
	 TNT1 A 0 A_UnSetInvulnerable
	 TNT1 A 0 A_CHANGEFLAG("NOBLOOD",FALSE)
	 GOTO SEE
   FIREBALLS:
    FISP CBA 3 A_FACETARGET
	FISP A 5 BRIGHT
	FISP A 3 A_PAINATTACK("Blue_Dragon")
	    TNT1 A 0 A_CHANGEFLAG("FLOAT",FALSE)
	TNT1 A 0 A_CHANGEFLAG("NOGRAVITY",FALSE)
	GOTO SEE
	  death.Stamina_Drop:
	  
	  
  DEATH:
	TNT1 A 0 A_CHANGEFLAG("FLOAT",FALSE)
	TNT1 A 0 A_CHANGEFLAG("NOGRAVITY",FALSE)
    TNT1 A 0 A_SETSCALE(0.75,0.75)
    FI13 A 1 BRIGHT A_SCREAM
	FI13 A 1 BRIGHT A_NOBLOCKING
    FI13 ABCDEFG 5 BRIGHT 
    STOP
	PAIN.FlashBomb:
	TNT1 A 0 A_CHANGEFLAG("FLOAT",FALSE)
	TNT1 A 0 A_CHANGEFLAG("NOGRAVITY",FALSE)
	  FI14 J 8 BRIGHT
	  FI14 J 8 BRIGHT A_PAIN
	  FI14 J 8 BRIGHT
	  FI14 J 8 BRIGHT A_PAIN
	  FI14 J 8 BRIGHT
	  FI14 J 8 BRIGHT A_PAIN
	  FI14 J 8 BRIGHT
	  FI14 J 8 BRIGHT A_PAIN
	  GOTO PAIN
    PAIN.STAMINA_DROP:
	 	  FIP2 J 2 BRIGHT A_PAIN
	PAIN:
	TNT1 A 0 A_CHANGEFLAG("FLOAT",FALSE)
	TNT1 A 0 A_CHANGEFLAG("NOGRAVITY",FALSE)
	  FI14 A 2  BRIGHT A_PAIN
	  FI14 J 4 BRIGHT
	  FI14 J 4 BRIGHT 
	  TNT1 A 0 BRIGHT A_JUMP(120,"BLOCK")
	  goto SEE
	death.crush:
	TNT1 A 0 A_SPAWNITEMEX("Crush_Gore")
	STOP
	}
}

ACTOR DRAGON_BODY3
{
    species "DragonBody"
    DAMAGE 5
	+nogravity
	+Shootable
	HEALTH 10
	scale 0.50
	+noteleport
	+NOCLIP
	states
	{
	spawn:
	 BLDD C 50 A_WEAVE(5,0,-5,0)
	 BLDD C 0 A_SETSCALE(0.25,0.25)
	 BLDD C 50 A_WEAVE(5,0,-5,0)
	 BLDD C 0 A_SETSCALE(0.5,0.25)
	 BLDD C 10 A_WEAVE(5,0,-5,0)
	 DEATH:
	 BLDD C 0
	 STOP
	 Xdeath:
	  REDD A 0 A_DamageMaster(10)
      REDD A 0 A_SPAWNITEMEX("Blood_Spray", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_BIG", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  STOP
	}
}

ACTOR Red_Dragon replaces cacodemon
{
//$Category Monsters
    species "DragonBody"
	scale 1.75
	health 800
	radius 40
	height 40
	mass 400
	painchance 255
	Monster
	speed 6
	+FLOAT
	MeleeRange 100
	+Boss
	+NOGRAVITY
	seesound "drgn/attak"
    attacksound "drgn/attak"
	deathsound "drgn/deth"
	damage 20
	obituary "%o was eaten alive by a dragon"
    tag T_RedDragon
	game doom
	states
	{
  spawn:
    REDD A 1 BRIGHT A_LOOK
	LOOP
  SEE:
	REDD A 0 A_SPAWNITEMEX("DRAGON_BODY",0,0,0,1,0,0,0,SXF_SETMASTER)
    TNT1 A 0 A_WEAVE(2,2,3,3)
	REDD A 2 A_CHASE
	LOOP
  Melee:
    REDD A 0 A_SPAWNITEMEX("DRAGON_BODY",0,0,0,1,0,0)
	REDD A 4 A_FACETARGET
	REDD A 0 A_SPAWNITEMEX("DRAGON_BODY",0,0,0,1,0,0)
	REDD A 4 A_FACETARGET
	REDD A 0 A_SPAWNITEMEX("DRAGON_BODY",0,0,0,1,0,0)
	REDD A 4 A_FACETARGET
	REDD A 0 A_SPAWNITEMEX("DRAGON_BODY",0,0,0,1,0,0)
	REDD B 4 BRIGHT A_SKULLATTACK(11)
	REDD A 0 A_SPAWNITEMEX("DRAGON_BODY",0,0,0,1,0,0)
	REDD A 4 
  GOTO SEE
   MISSILE:
    REDD A 0 A_SPAWNITEMEX("DRAGON_BODY",0,0,0,1,0,0)
	REDD A 4 A_FACETARGET
	REDD A 0 A_SPAWNITEMEX("DRAGON_BODY",0,0,0,1,0,0)
	REDD A 4 A_FACETARGET
	REDD A 0 A_SPAWNITEMEX("DRAGON_BODY",0,0,0,1,0,0)
	REDD A 4 A_FACETARGET
    REDD A 0 A_SPAWNITEMEX("DRAGON_BODY",0,0,0,1,0,0)
	REDD B 8  BRIGHT A_CUSTOMMISSILE("Monster_FierBall")
	REDD A 0 A_SPAWNITEMEX("DRAGON_BODY",0,0,0,1,0,0)
	REDD A 4 
	REDD A 0 A_SPAWNITEMEX("DRAGON_BODY",0,0,0,1,0,0)
	GOTO SEE
    PAIN.Stamina_Drop:
	  DRGS D 2 BRIGHT
  PAIN:
    REDD A 4 A_PAIN
	REDD A 4
	GOTO SEE
	  death.Stamina_Drop:
	  
	  
  DEATH:
    REDD A 0 A_SPAWNITEMEX("DRAGON_BODY",0,0,0,1,0,0)
    REDD A 5 A_SCREAM
	REDD A 0 A_SPAWNITEMEX("DRAGON_BODY",0,0,0,1,0,0)
	REDD A 5 A_NOBLOCKING
	REDD A 0 A_SPAWNITEMEX("DRAGON_BODY",0,0,0,1,0,0)
    REDD A 3 A_SPAWNITEMEX("Blood_Spray", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AA 0 A_SPAWNITEMEX("RANDOM_GORE_EYE", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_BIG", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
    STOP
	death.crush:
	TNT1 A 0 A_SPAWNITEMEX("Crush_Gore")
	STOP
	}
	
}

ACTOR DRAGON_BODY
{
    species "DragonBody"
    DAMAGE 5
	+nogravity
	+Shootable
	HEALTH 10
	scale 1
	+noteleport
	+NOCLIP
	states
	{
	spawn:
	 REDD C 50 A_WEAVE(5,0,-5,0)
	 REDD C 0 A_SETSCALE(1.75,1.75)
	 REDD C 50 A_WEAVE(5,0,-5,0)
	 REDD C 0 A_SETSCALE(1.25,1.5)
	 REDD C 10 A_WEAVE(5,0,-5,0)
	 DEATH:
	 REDD C 0
	 STOP
	 Xdeath:
	  REDD A 0 A_DamageMaster(10)
      REDD A 0 A_SPAWNITEMEX("Blood_Spray", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_BIG", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  STOP
	}
}

ACTOR Dragon replaces PAINELEMENTAL
{
//$Category Monsters
    species "DragonBody"
	scale 1.75
	health 400
	radius 40
	height 40
	mass 400
	painchance 255
	Monster
	speed 5
	+FLOAT
	+Boss
	seesound "drgn/attak"
    attacksound "drgn/attak"
	deathsound "drgn/deth"
	+NOGRAVITY
	damage 10
	obituary "%o was eaten alive by a dragon"
    tag T_Dragon
	game doom
	states
	{
  spawn:
    DRGO A 1 BRIGHT A_LOOK
	LOOP
  SEE:
	DRGO A 0 A_SPAWNITEMEX("DRAGON_BODY2",0,0,0,1,0,0)
    TNT1 A 0 A_WEAVE(2,0,1,0)
	DRGO A 2 A_CHASE
	LOOP
  MISSILE:
    DRGO A 0 A_SPAWNITEMEX("DRAGON_BODY2",0,0,0,1,0,0)
	DRGO A 4 A_FACETARGET
	DRGO A 0 A_SPAWNITEMEX("DRAGON_BODY2",0,0,0,1,0,0)
	DRGO A 0 A_JUMP(50,"FIREBREATH")
	DRGO A 0 A_SPAWNITEMEX("DRAGON_BODY2",0,0,0,1,0,0)
	DRGO B 4 BRIGHT A_SKULLATTACK(8)
  GOTO SEE
  FIREBREATH:
    DRGO A 0 A_SPAWNITEMEX("DRAGON_BODY2",0,0,0,1,0,0)
	DRGO B 4 BRIGHT A_CUSTOMMISSILE("Monster_FierBall")
	DRGO A 0 A_SPAWNITEMEX("DRAGON_BODY2",0,0,0,1,0,0)
	DRGO A 4 
	DRGO A 0 A_SPAWNITEMEX("DRAGON_BODY2",0,0,0,1,0,0)
	GOTO SEE
    PAIN.Stamina_Drop:
	  DRGS D 2 BRIGHT
  PAIN:
    DRGO A 4 A_PAIN
	DRGO A 4
	GOTO SEE
	  death.Stamina_Drop:
	  
	  
  DEATH:
    DRGO A 0 A_SPAWNITEMEX("DRAGON_BODY2",0,0,0,1,0,0)
    DRGO A 5 A_SCREAM
	DRGO A 0 A_SPAWNITEMEX("DRAGON_BODY2",0,0,0,1,0,0)
	DRGO A 5 A_NOBLOCKING
	DRGO A 0 A_SPAWNITEMEX("DRAGON_BODY2",0,0,0,1,0,0)
    DRGO A 3 A_SPAWNITEMEX("Blood_Spray", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AA 0 A_SPAWNITEMEX("RANDOM_GORE_EYE", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_BIG", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
    STOP
	death.crush:
	TNT1 A 0 A_SPAWNITEMEX("Crush_Gore")
	STOP
	}
	
}

ACTOR DRAGON_BODY2
{
    species "DragonBody"
    DAMAGE 5
	+nogravity
    +NOCLIP
	+noteleport
	+shootable
	scale 1.25
	states
	{
	spawn:
	 DRGO C 50 A_WEAVE(5,0,-5,0)
	 DRGO C 0 A_SETSCALE(1.0,1.0)
	 DRGO C 50 A_WEAVE(5,0,-5,0)
	 DEATH:
	 DRGO C 0
	 STOP
	 Xdeath:
	  REDD A 0 A_DamageMaster(10)
      REDD A 0 A_SPAWNITEMEX("Blood_Spray", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_BIG", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  STOP
	}
}



ACTOR Ninja_Minion replaces zombieman
{
//$Category Monsters
  SCALE 0.50
  Health 300
  Radius 20
  Height 56
  Mass 100
  speed 25
  /// gibhealth 50
  PainChance 255
  Monster
  -avoidmelee

  Species "NINJA"
  +JUMPDOWN
  +FloorClip
  +MissileMore
  -noblood
    tag T_Ninja_Minion
	game doom
  states
  {
   spawn:
	 PLA1 AB 10 A_LOOK
	 Loop
	See:
	 PLA1 A 4 A_CHASE("Melee","MISSILE",CHF_NIGHTMAREFAST )
	 PLA1 B 4 A_CHASE("Melee","MISSILE",CHF_NIGHTMAREFAST )
	 PLA1 C 4 A_CHASE("Melee","MISSILE",CHF_NIGHTMAREFAST )
	 PLA1 B 4 A_CHASE("Melee","MISSILE",CHF_NIGHTMAREFAST )
	 LOOP
	MISSILE:
	 PLA1 E 2 A_FACETARGET
	 TNT1 A 0 A_ChangeVelocity(20,0,0, CVF_RELATIVE | CVF_RELATIVE )
	 PLA1 E 2 A_FACETARGET
	 GOTO SEE
	Melee:
	 TNT1 A 0 A_JUMP(20,"UpperCut")
	 TNT1 A 0 A_JUMP(20, "kick_attack")
	 PLAY X 6 A_FACETARGET
	 TNT1 A 0 A_SkelWhoosh
	 TNT1 A 0 A_ChangeVelocity(20,0,0, CVF_RELATIVE | CVF_RELATIVE )
	 PLA1 D 6 A_CustomMeleeAttack(10)
	 PLA1 E 12 A_FACETARGET
	 TNT1 A 0 A_SkelWhoosh
	 TNT1 A 0 A_ChangeVelocity(20,0,0, CVF_RELATIVE | CVF_RELATIVE )
	 PLA1 M 6 A_CustomMeleeAttack(10)
	 PLA1 E 12 A_FACETARGET
	 TNT1 A 0 A_SkelWhoosh
	 TNT1 A 0 A_ChangeVelocity(20,0,0, CVF_RELATIVE | CVF_RELATIVE )
	 PLA1 D 6 A_CustomMeleeAttack(10)
    GOTO SEE
	UpperCut:
	TNT1 A 0 A_PLAYSOUND("ninj/attk1")
	CO1H A 13 a_facetarget
	TNT1 A 0 A_SkelWhoosh
	TNT1 A 0 A_ChangeVelocity(20,0,0, CVF_RELATIVE | CVF_RELATIVE )
	CO1H EAM 6 A_blast
	goto see
	kick_attack:
	  TNT1 A 0 A_PLAYSOUND("ninj/attk1")
	  PLA1 Y 12 A_FACETARGET
	  PLA1 Z 5 A_CustomMeleeAttack(20)
	  PLA1 Y 5
	  GOTO SEE
	PAIN.FlashBomb:
	  PLA1 G 8
	  PLA1 G 8 A_PAIN
	  PLA1 G 8
	  PLA1 G 8 A_PAIN
	  PLA1 G 8
	  PLA1 G 8 A_PAIN
	  PLA1 G 8
	  PLA1 G 8 A_PAIN
	  GOTO PAIN
	PAIN.Stamina_Drop:
	   NPAI A 2  BRIGHT
	PAIN:
	  PLA1 G 4
	  PLA1 G 4 A_PAIN
	  goto SEE
   xdeath:
   DEATH.armor_Break: /// GENERIC GIB
      PLA1 H 0 A_XSCREAM
	  PLA1 H 0 A_NOBLOCKING
	  GORE ABC 3 A_SPAWNITEMEX("Blood_Spray", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AA 0 A_SPAWNITEMEX("RANDOM_GORE_EYE", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_BIG", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_RIBCAGE", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_SKULL", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX("RANDOM_GORE_LIMB", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX(" RANDOM_GORE_LIMB_2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A -1
	  STOP
	  death.Stamina_Drop:
	  

	DEATH:
	  PLA1 H 10 
	  PLA1 I 10 A_PLAYERSCREAM
	  PLA1 J 10 A_NOBLOCKING
	  PLA1 KL 10
	  PLA1 L -1
	  STOP
	  RAISE:
	   TFO1 ABCD 5 BRIGHT
	  GOTO SEE
	DEATH.GUN:
	  PL1B A 10
	  PL1B B 10 A_PLAYERSCREAM
	  PL1B C 10 A_NOBLOCKING
	  PL1B D 10
	  PL1B E 10
	  PL1B F 10
	  PL1B H 10
	  PL1B I 10
	  PL1B J -1
	  STOP
	 Death.Sword_Cut:
	  D1AP A 3 A_SPAWNITEMEX("PLAYER_HEAD2", 0,0,0,Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_TRANSFERTRANSLATION , 0)
	  D1AP AB 10 A_PLAYERSCREAM
	  D1AP CD 10 A_NOBLOCKING
	  D1AP EFEFEF 3 A_SPAWNITEMEX("Blood_Spray", 0,0,0,Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  D1AP GH 10
	  D1AP I -1
	  STOP
	 death.fireextreme:
	  FORE A 2 BRIGHT A_NOBLOCKING
	  FORE B 2 BRIGHT A_PLAYSOUND("fire/ball")
	  FORE C 2
	  FORE D 2 BRIGHT
	  FORE E 2 BRIGHT
	  TNT1 AA 0 A_SPAWNITEMEX("RANDOM_GORE_EYE2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_BIG2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_RIBCAGE2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_SKULL2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX("RANDOM_GORE_LIMB2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX(" RANDOM_GORE_LIMB_3", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  FORE F 4 BRIGHT
	  FORE G 6 BRIGHT 
	  FORE HI 10 BRIGHT
	  FRDS HI 10 /// skeleton sequence
	  TNT1 A 0 A_PLAYSOUND("BONE/FALL")
	  FRDS JKLM 2
	  FRDS M -1
	  STOP
	 death.fire:
	 	  
	  FRDS A 5 BRIGHT A_NOBLOCKING
	  FRDS B 5 BRIGHT A_PLAYSOUND("fire/ball")
	  FRDS D 5 BRIGHT
	  FRDS E 5 BRIGHT
	  FRDS F 5 BRIGHT
	  FRDS G 5 BRIGHT 
	  FRDS HI 10
	  TNT1 A 0 A_PLAYSOUND("BONE/FALL")
	  FRDS JKLM 2
	  FRDS M -1
	  STOP
	death.crush:
	TNT1 A 0 A_SPAWNITEMEX("Crush_Gore")
	STOP
	DEATH.SHOTGUN:
      TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_BIG", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  SHD1 A 10 
	  SHD1 B 7
	  SHD1 CDEFG 5
	  PL1B I 10
	  PL1B J -1
	  STOP
 }
}

ACTOR Ninja_Boss : Ninja_Minion replaces spidermastermind
{
DeathSound "drgn/deth"
Health 5000

  Species "NINJA"
PainChance 155
speed 25
states
	{
	See:
	 PLA1 A 4 A_VileChase
	 PLA1 B 4 A_Chase
	 PLA1 C 4 A_VileChase
	 PLA1 B 4 A_Chase
	 LOOP
	MISSILE:
	 TNT1 A 0 A_JUMP(20,"UpperCut")
	 TNT1 A 0 A_JUMP(20,"NinjaStar_Monsters")
	 TNT1 A 0 A_JUMP(20,"FlashBombs")
	 TNT1 A 0 A_JUMP(20,"Chain")
	 TNT1 A 0 A_JUMP(20,"FireBalls")
	 TNT1 A 0 A_JUMP(20,"Ninja_Minions")
	 PLA1 E 2 A_FACETARGET
	 TNT1 A 0 A_SkelWhoosh
	 TNT1 A 0 A_ChangeVelocity(20,0,5, CVF_RELATIVE | CVF_RELATIVE )
	 NIJK A 5 A_CUSTOMMELEEATTACK(20)
	 PLA1 E 2 A_FACETARGET
	 GOTO SEE
	Melee:
	 PLAY X 6 A_FACETARGET
	 TNT1 A 0 A_SkelWhoosh
	 TNT1 A 0 A_ChangeVelocity(20,0,0, CVF_RELATIVE | CVF_RELATIVE )
	 PLA1 D 6 A_CustomMeleeAttack(10)
	 PLA1 E 12 A_FACETARGET
	 TNT1 A 0 A_SkelWhoosh
	 TNT1 A 0 A_ChangeVelocity(20,0,0, CVF_RELATIVE | CVF_RELATIVE )
	 PLA1 M 6 A_CustomMeleeAttack(10)
	 PLA1 E 12 A_FACETARGET
	 TNT1 A 0 A_SkelWhoosh
	 TNT1 A 0 A_ChangeVelocity(20,0,0, CVF_RELATIVE | CVF_RELATIVE )
	 PLA1 D 6 A_CustomMeleeAttack(10)
    GOTO SEE
	FlashBombs:
	PLA1 E 12 A_FACETARGET
	TNT1 A 0 A_CUSTOMMISSILE("Flash_Bomb")
	goto Missile
	CHAIN:
	PLA1 E 12 A_FACETARGET
	TNT1 A 0 A_CUSTOMMISSILE("HOOK")
	TNT1 A 0 A_CUSTOMMISSILE("HOOK",0,0,-5)
	TNT1 A 0 A_CUSTOMMISSILE("HOOK",0,0,5)
	goto Missile
	FireBalls:
	PLA1 E 12 A_FACETARGET
	TNT1 A 0 A_CUSTOMMISSILE("Monster_FierBall")
	goto Missile
	NinjaStar_Monsters:
	PLA1 E 12 A_FACETARGET
	TNT1 A 0 A_CUSTOMMISSILE("NinjaStar_Monster",8)
	goto Missile
    Ninja_Minions:
    PLA1 E 12 A_FACETARGET
	TNT1 A 0 A_CUSTOMMISSILE("Final_Boss_Spawner1")
	GOTO MISSILE
    xdeath: 
	DEATH.armor_Break:
	DEATH.GUN:
	Death.Sword_Cut:
	death.fire:

    DEATH: /// GENERIC GIB
      PLA1 H 0 A_XSCREAM
	  PLA1 H 0 A_NOBLOCKING
	  GORE ABC 3 A_SPAWNITEMEX("Blood_Spray", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AA 0 A_SPAWNITEMEX("RANDOM_GORE_EYE", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_BIG", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_RIBCAGE", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_SKULL", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX("RANDOM_GORE_LIMB", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX(" RANDOM_GORE_LIMB_2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("BOSS_ONI ",20,20,20,0,0,20)
	  TNT1 A -1
	  STOP
	HEAL:
	 PLA1 E 12 
	 GOTO SEE
	death.crush:
	TNT1 A 0 A_SPAWNITEMEX("Crush_Gore")
	STOP
	}
}

ACTOR Ninja_Stealth : Ninja_Minion replaces spectre
{
  +SHADOW
  RenderStyle OptFuzzy
  Alpha 0.5
    tag T_Ninja_Stealth
	
  Species "NINJA"
	game doom
}

ACTOR RESPAWN_NINJA : Ninja_Minion 
{
   +alwaysrespawn
}

ACTOR Ninja replaces doomimp
{
//$Category Monsters
  SCALE 0.50
  Health 400
  Radius 20
  Height 56
  Mass 100
  speed 25
  PainChance 255
  Monster

  Species "NINJA"
  -avoidmelee
  +JUMPDOWN
  +FloorClip
  +MissileMore
  -noblood
    
    tag T_Ninja
	game doom
  states
  {
   spawn:
	 NINJ AB 10 A_LOOK
	 Loop
	See:
	 NINJ A 4 A_CHASE("Melee","MISSILE",CHF_NIGHTMAREFAST )
	 NINJ B 4 A_CHASE("Melee","MISSILE",CHF_NIGHTMAREFAST )
	 NINJ C 4 A_CHASE("Melee","MISSILE",CHF_NIGHTMAREFAST )
	 NINJ B 4 A_CHASE("Melee","MISSILE",CHF_NIGHTMAREFAST )
	 LOOP
	MISSILE:
	 NINJ E 2 A_FACETARGET
	 TNT1 A 0 A_ChangeVelocity(20,0,10, CVF_RELATIVE | CVF_RELATIVE )
	 NIJK C 5 A_CUSTOMMELEEATTACK(20)
	 NINJ E 2 A_FACETARGET
	 GOTO SEE
	Block:
	 TNT1 A 0 A_CHANGEFLAG("NOBLOOD",TRUE)
     TNT1 A 0 A_SetInvulnerable
	 BLO2 A 5 A_FACETARGET
	 BLO2 A 5 A_FACETARGET
	 BLO2 A 5 A_FACETARGET
	 BLO2 A 5 A_FACETARGET
	 BLO2 A 5 A_FACETARGET
	 BLO2 A 5 A_FACETARGET
	 TNT1 A 0 A_UnSetInvulnerable
	 TNT1 A 0 A_CHANGEFLAG("NOBLOOD",FALSE)
	 GOTO SEE
	kick_attack:
	  TNT1 A 0 A_PLAYSOUND("ninj/attk1")
	  NIJB Y 12 A_FACETARGET
	  NIJB Z 5 A_CustomMeleeAttack(20)
	  NIJB Y 5
	  GOTO SEE
	Melee:
	 TNT1 A 0 A_JUMP(20,"UpperCut")
	 TNT1 A 0 A_JUMP(20,"kick_attack")
	 NIJB X 6 A_FACETARGET
	 TNT1 A 0 A_SkelWhoosh
	 TNT1 A 0 A_ChangeVelocity(20,0,0, CVF_RELATIVE | CVF_RELATIVE )
	 NINJ D 6 A_CustomMeleeAttack(10)
	 NINJ E 15 A_FACETARGET
	 TNT1 A 0 A_SkelWhoosh
	 TNT1 A 0 A_ChangeVelocity(20,0,0, CVF_RELATIVE | CVF_RELATIVE )
	 NJNM A 6 A_CustomMeleeAttack(10)
	 NINJ E 15 A_FACETARGET
	 TNT1 A 0 A_SkelWhoosh
	 TNT1 A 0 A_ChangeVelocity(20,0,0, CVF_RELATIVE | CVF_RELATIVE )
	 NINJ D 6 A_CustomMeleeAttack(10)
    GOTO SEE
	PAIN.FlashBomb:
	  NINJ G 8
	  NINJ G 8 A_PAIN
	  NINJ G 8
	  NINJ G 8 A_PAIN
	  NINJ G 8
	  NINJ G 8 A_PAIN
	  NINJ G 8
	  NINJ G 8 A_PAIN
	  GOTO PAIN
	PAIN.Stamina_Drop:
	   NPAI A 2  BRIGHT
	PAIN:
	  NINJ G 4
	  NINJ G 4 A_PAIN
	  TNT1 A 0 A_JUMP(30,"BLOCK")
	  goto SEE
    GOTO SEE
	UpperCut:
	TNT1 A 0 A_PLAYSOUND("ninj/attk1")
	CO3H A 13 a_facetarget
	TNT1 A 0 A_SkelWhoosh
	TNT1 A 0 A_ChangeVelocity(20,0,0, CVF_RELATIVE | CVF_RELATIVE )
	CO3H EAM 6 A_blast
	goto see
   xdeath:
   DEATH.armor_Break: /// GENERIC GIB
      FNIJ H 0 A_XSCREAM
	  PLA1 H 0 A_NOBLOCKING
	  GORE ABC 3 A_SPAWNITEMEX("Blood_Spray", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AA 0 A_SPAWNITEMEX("RANDOM_GORE_EYE", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_BIG", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_RIBCAGE", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_SKULL", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX("RANDOM_GORE_LIMB", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX(" RANDOM_GORE_LIMB_2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A -1
	  STOP
	  death.Stamina_Drop:
	  

	DEATH:
	  NINJ H 10
	  NINJ I 10 A_PLAYERSCREAM
	  NINJ J 10 A_NOBLOCKING
	  NINJ KL 10
	  NINJ L -1
	  STOP
	DEATH.GUN:
	  NIJB A 10
	  NIJB B 10 A_PLAYERSCREAM
	  NIJB C 10 A_NOBLOCKING
	  NIJB D 10
	  NIJB E 10
	  NIJB F 10
	  NIJB H 10
	  NIJB I 10
	  NIJB J -1
	  STOP
	 Death.Sword_Cut:
	  DEA1 A 3 A_SPAWNITEMEX("Ninja_HEAD", 0,0,0,Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  DEA1 AB 10 A_PLAYERSCREAM
	  DEA1 CD 10 A_NOBLOCKING
	  DEA1 EFEFEF 3 A_SPAWNITEMEX("Blood_Spray", 0,0,0,Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  DEA1 GH 10
	  DEA1 I -1
	  STOP
	 death.fire:
	 	  
	  FRDS A 5 BRIGHT A_NOBLOCKING
	  FRDS B 5 BRIGHT A_PLAYSOUND("fire/ball")
	  FRDS D 5 BRIGHT
	  FRDS E 5 BRIGHT
	  FRDS F 5 BRIGHT
	  FRDS G 5 BRIGHT 
	  FRDS HI 10
	  TNT1 A 0 A_PLAYSOUND("BONE/FALL")
	  FRDS JKLM 2
	  FRDS M -1
	  STOP
	death.crush:
	TNT1 A 0 A_SPAWNITEMEX("Crush_Gore")
	STOP
	 death.fireextreme:
	  FORE A 2 BRIGHT A_NOBLOCKING
	  FORE B 2 BRIGHT A_PLAYSOUND("fire/ball")
	  FORE C 2
	  FORE D 2 BRIGHT
	  FORE E 2 BRIGHT
	  TNT1 AA 0 A_SPAWNITEMEX("RANDOM_GORE_EYE2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_BIG2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_RIBCAGE2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_SKULL2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX("RANDOM_GORE_LIMB2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX(" RANDOM_GORE_LIMB_3", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  FORE F 4 BRIGHT
	  FORE G 6 BRIGHT 
	  FORE HI 10 BRIGHT
	  FRDS HI 10 /// skeleton sequence
	  TNT1 A 0 A_PLAYSOUND("BONE/FALL")
	  FRDS JKLM 2
	  FRDS M -1
	  STOP
	DEATH.SHOTGUN:
      TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_BIG", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  SH2T A 10 
	  SH2T B 7
	  SH2T CDEFG 5
	  NIJB I 10
	  NIJB J -1
	  STOP
	  }
}

ACTOR Armored_SWAT replaces revenant
{
//$Category Monsters
  SCALE 0.50
  Health 1000
  Radius 20
  Height 56
  Mass 100
  speed 25
  PainChance 20
  Monster
  DamageFactor "GUN" , 100.0
  damagefactor "armor_Break", 100.0
  DAMAGEFACTOR normal , 0.25
  DamageFactor "Sword_Cut" , 0.25
  DamageFactor "fireextreme" , 0.25
  DamageFactor "Stamina_Drop" , 0.25
  DamageFactor "Fire" , 0.25
  damagefactor "shotgun" ,  100.0
  Species "NINJA"
  +JUMPDOWN
  +FloorClip
  +MissileMore
  +noblood
  states
  {
   spawn:
	 SWAT AB 10 A_LOOK
	 Loop
	See:
	 SWAT A 4 A_CHASE("Melee","MISSILE",CHF_NIGHTMAREFAST )
	 SWAT B 4 A_CHASE("Melee","MISSILE",CHF_NIGHTMAREFAST )
	 SWAT C 4 A_CHASE("Melee","MISSILE",CHF_NIGHTMAREFAST )
	 SWAT B 4 A_CHASE("Melee","MISSILE",CHF_NIGHTMAREFAST )
	 LOOP
	MISSILE:
	 SWAT A 2 A_FACETARGET
	 TNT1 A 0 A_ChangeVelocity(20,0,5, CVF_RELATIVE | CVF_RELATIVE )
	 SWAT C 5 A_CUSTOMMELEEATTACK(20)
	 SWAT A 2 A_FACETARGET
	 GOTO SEE
	Melee:
	 SWAT D 6 A_FACETARGET
	 TNT1 A 0 A_SkelWhoosh
	 TNT1 A 0 A_ChangeVelocity(20,0,0, CVF_RELATIVE | CVF_RELATIVE )
	 SWAT E 6 A_CustomMeleeAttack(10)
	 SWAT F 15 A_FACETARGET
	 TNT1 A 0 A_SkelWhoosh
	 TNT1 A 0 A_ChangeVelocity(20,0,0, CVF_RELATIVE | CVF_RELATIVE )
	 SWAT A 6 A_CustomMeleeAttack(10)
	 SWAT G 15 A_FACETARGET
	 TNT1 A 0 A_SkelWhoosh
	 TNT1 A 0 A_ChangeVelocity(20,0,0, CVF_RELATIVE | CVF_RELATIVE )
	 SWAT I 6
	 SWAT H 6 A_CustomMeleeAttack(10)
    GOTO SEE

	PAIN.FlashBomb:
	  SWAT J 8
	  SWAT J 8 A_PAIN
	  SWAT J 8
	  SWAT J 8 A_PAIN
	  SWAT J 8
	  SWAT J 8 A_PAIN
	  SWAT J 8
	  SWAT J 8 A_PAIN
	  GOTO PAIN
	PAIN.Stamina_Drop:
		TNT1 A 0 A_CHANGEFLAG("NOBLOOD",FALSE)
	  SWAP A 2  BRIGHT
	pain.fireextreme:
	TNT1 A 0 A_CHANGEFLAG("NOBLOOD",FALSE)
    SWAP A 2  BRIGHT
	PAIN:
	  SWAT J 4
	  SWAT J 4 A_PAIN
	  	TNT1 A 0 A_CHANGEFLAG("NOBLOOD",TRUE)
	  goto SEE
    GOTO SEE
   death.shotgun:
   xdeath: 
   DEATH.armor_Break: /// GENERIC GIB
	DEATH:
	DEATH.GUN:
	death.armorbreak:
	  SWAP B 10 BRIGHT
	  SWAP B 5 A_PLAYSOUND("ARMOR/BREAK")
	  TNT1 A 0 A_PAINATTACK("SWAT")
	  TNT1 A -1
	  STOP
	death.crush:
	TNT1 A 0 A_SPAWNITEMEX("Crush_Gore")
	STOP
	  }
}

ACTOR SWAT replaces WolfensteinSS
{
//$Category Monsters
  SCALE 0.50
  Health 500
  Radius 20
  Height 56
  Mass 100
  speed 25
  PainChance 255
  Monster
 
  Species "NINJA"
  -avoidmelee
  +JUMPDOWN
  +FloorClip
  +MissileMore
  -noblood
  states
  {
   spawn:
	 SWA2 AB 10 A_LOOK
	 Loop
	See:
	 SWA2 A 4 A_CHASE("Melee","MISSILE",CHF_NIGHTMAREFAST )
	 SWA2 B 4 A_CHASE("Melee","MISSILE",CHF_NIGHTMAREFAST )
	 SWA2 C 4 A_CHASE("Melee","MISSILE",CHF_NIGHTMAREFAST )
	 SWA2 B 4 A_CHASE("Melee","MISSILE",CHF_NIGHTMAREFAST )
	 LOOP
	MISSILE:
	 SWA2 A 2 A_FACETARGET
	 TNT1 A 0 A_ChangeVelocity(20,0,5, CVF_RELATIVE | CVF_RELATIVE )
	 SWA2 C 5 A_CUSTOMMELEEATTACK(20)
	 SWA2 A 2 A_FACETARGET
	 GOTO SEE
	Melee:
	 TNT1 A 0 A_JUMP(20,"UpperCut")
	 TNT1 A 0 A_JUMP(20,"kick_attack")
	 SWA2 D 6 A_FACETARGET
	 TNT1 A 0 A_SkelWhoosh
	 TNT1 A 0 A_ChangeVelocity(20,0,0, CVF_RELATIVE | CVF_RELATIVE )
	 SWA2 E 6 A_CustomMeleeAttack(10)
	 SWA2 F 15 A_FACETARGET
	 TNT1 A 0 A_SkelWhoosh
	 TNT1 A 0 A_ChangeVelocity(20,0,0, CVF_RELATIVE | CVF_RELATIVE )
	 SWA2 A 6 A_CustomMeleeAttack(10)
	 SWA2 G 15 A_FACETARGET
	 TNT1 A 0 A_SkelWhoosh
	 TNT1 A 0 A_ChangeVelocity(20,0,0, CVF_RELATIVE | CVF_RELATIVE )
	 SWA2 I 6
	 SWA2 H 6 A_CustomMeleeAttack(10)
    GOTO SEE
	PAIN.FlashBomb:
	  SWA2 J 8
	  SWA2 J 8 A_PAIN
	  SWA2 J 8
	  SWA2 J 8 A_PAIN
	  SWA2 J 8
	  SWA2 J 8 A_PAIN
	  SWA2 J 8
	  SWA2 J 8 A_PAIN
	  GOTO PAIN
	PAIN.Stamina_Drop:
	  SWAP A 2  BRIGHT
	PAIN:
	  SWA2 J 4
	  SWA2 J 4 A_PAIN
	  goto SEE
    GOTO SEE
   xdeath: 
   DEATH.armor_Break: /// GENERIC GIB
      FNIJ H 0 A_XSCREAM
	  PLA1 H 0 A_NOBLOCKING
	  GORE ABC 3 A_SPAWNITEMEX("Blood_Spray", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AA 0 A_SPAWNITEMEX("RANDOM_GORE_EYE", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_BIG", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_RIBCAGE", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_SKULL", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX("RANDOM_GORE_LIMB", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX(" RANDOM_GORE_LIMB_2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A -1
	  STOP
	  death.Stamina_Drop:
	  

	DEATH:
	  SWA2 L 10
	  SWA2 M 10
	  SWA2 N 10 A_PLAYERSCREAM
	  SWA2 O 10 A_NOBLOCKING
	  SWA2 P 10
	  SWA2 P -1
	  STOP
	death.crush:
	TNT1 A 0 A_SPAWNITEMEX("Crush_Gore")
	STOP
   xdeath: 
   DEATH.armor_Break: /// GENERIC GIB
      FNIJ H 0 A_XSCREAM
	  PLA1 H 0 A_NOBLOCKING
	  GORE ABC 3 A_SPAWNITEMEX("Blood_Spray", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AA 0 A_SPAWNITEMEX("RANDOM_GORE_EYE", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_BIG", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_RIBCAGE", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_SKULL", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX("RANDOM_GORE_LIMB", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX(" RANDOM_GORE_LIMB_2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A -1
	  STOP
	 death.fire:
	 	  
	  FRDS A 5 BRIGHT A_NOBLOCKING
	  FRDS B 5 BRIGHT A_PLAYSOUND("fire/ball")
	  FRDS D 5 BRIGHT
	  FRDS E 5 BRIGHT
	  FRDS F 5 BRIGHT
	  FRDS G 5 BRIGHT 
	  FRDS HI 10
	  TNT1 A 0 A_PLAYSOUND("BONE/FALL")
	  FRDS JKLM 2
	  FRDS M -1
	  STOP
	  DEATH.GUN:
	  SW2B ABC 10
	  SW2B D 10 A_SCREAM
	  SW2B E 10 A_NOBLOCKING
	  SW2B FG 10
	  SW2B H -1
	  STOP
	  death.crush:
	  TNT1 A 0 A_SPAWNITEMEX("Crush_Gore")
	STOP
	  }
}

ACTOR Fire_Bomb_Ninja : Ninja replaces shotgunguy
{
//$Category Monsters
  xscale 0.375
    tag T_Fire_Bomb_Ninja
	
  Species "NINJA"
	game doom
  states
  {
   spawn:
	 FNIJ AB 10 A_LOOK
	 Loop
	See:
	 FNIJ A 4 A_CHASE("Melee","MISSILE",CHF_NIGHTMAREFAST )
	 FNIJ B 4 A_CHASE("Melee","MISSILE",CHF_NIGHTMAREFAST )
	 FNIJ C 4 A_CHASE("Melee","MISSILE",CHF_NIGHTMAREFAST )
	 FNIJ B 4 A_CHASE("Melee","MISSILE",CHF_NIGHTMAREFAST )
	 LOOP
	MISSILE:
	 FNIJ E 2 A_FACETARGET
	 TNT1 A 0 A_ChangeVelocity(20,0,0, CVF_RELATIVE | CVF_RELATIVE )
	 TNT1 A 0 A_jump(30, "flashb")
	goto MissileDone
	flashb:
	 TNT1 A 0 A_CUSTOMMISSILE("Flash_Bomb")
	MissileDone:
	 FNIJ E 2 A_FACETARGET
	 GOTO SEE
	 Block:
	 goto ready
	Melee:
	 FNIJ E 15 A_FACETARGET
	 TNT1 A 0 A_SkelWhoosh
	 TNT1 A 0 A_ChangeVelocity(20,0,0, CVF_RELATIVE | CVF_RELATIVE )
	 FNIJ D 6 A_CustomMeleeAttack(10)
	 FNIJ E 15 A_FACETARGET
	 TNT1 A 0 A_SkelWhoosh
	 TNT1 A 0 A_ChangeVelocity(20,0,0, CVF_RELATIVE | CVF_RELATIVE )
	 FNI2 A 6 A_CustomMeleeAttack(10)
	 FNIJ E 15 A_FACETARGET
	 TNT1 A 0 A_SkelWhoosh
	 TNT1 A 0 A_ChangeVelocity(20,0,0, CVF_RELATIVE | CVF_RELATIVE )
	 FNIJ D 6 A_CustomMeleeAttack(10)
    GOTO SEE
	Pain.FlashBomb:
	  goto See
	PAIN.Stamina_Drop:
	   NPAI A 2  BRIGHT
	PAIN:
	  FNIJ G 2
	  FNIJ G 4
	  FNIJ G 4 A_PAIN
	  goto SEE
   xdeath:
   DEATH.armor_Break: /// GENERIC GIB
      FNIJ H 0 A_XSCREAM
	  PLA1 H 0 A_NOBLOCKING
	  GORE ABC 3 A_SPAWNITEMEX("Blood_Spray", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AA 0 A_SPAWNITEMEX("RANDOM_GORE_EYE", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_BIG", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_RIBCAGE", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_SKULL", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX("RANDOM_GORE_LIMB", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX(" RANDOM_GORE_LIMB_2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A -1
	  STOP
	  death.Stamina_Drop:
	  
	DEATH:
	  FNIJ H 10 
	  FNIJ I 10 A_PLAYERSCREAM
	  FNIJ J 10 A_NOBLOCKING
	  FNIJ KL 10
	  FNIJ L -1
	  STOP
	DEATH.GUN:
	  FNIB A 10
	  FNIB B 10 A_PLAYERSCREAM
	  FNIB C 10 A_NOBLOCKING
	  FNIB D 10
	  FNIB E 10
	  FNIB F 10
	  FNIB H 10
	  FNIB I 10
	  FNIB J -1
	  STOP
	 Death.Sword_Cut:
	  DEAF A 3 A_SPAWNITEMEX("Ninja_HEAD_FIRE", 0,0,0,Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  DEAF AB 10 A_PLAYERSCREAM
	  DEAF CD 10 A_NOBLOCKING
	  DEAF EFEFEF 3 A_SPAWNITEMEX("Blood_Spray", 0,0,0,Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  DEAF GH 10
	  DEAF I -1
	  STOP
	 death.fire:
	 	  
	  FRDS A 5 BRIGHT A_NOBLOCKING
	  FRDS B 5 BRIGHT A_PLAYSOUND("fire/ball")
	  FRDS D 5 BRIGHT
	  FRDS E 5 BRIGHT
	  FRDS F 5 BRIGHT
	  FRDS G 5 BRIGHT 
	  FRDS HI 10
	  TNT1 A 0 A_PLAYSOUND("BONE/FALL")
	  FRDS JKLM 2
	  FRDS M -1
	  STOP
	death.crush:
	TNT1 A 0 A_SPAWNITEMEX("Crush_Gore")
	STOP
	DEATH.SHOTGUN:
      TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_BIG", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  SHD6 A 10 
	  SHD6 B 7
	  SHD6 CDEFG 5
	  FNIB I 10
	  FNIB J -1
	  }
}

ACTOR Higher_Assasin : Ninja replaces demon
{
//$Category Monsters
    tag T_Higher_Assassin
	
  Species "NINJA"
	game doom
Health 600
  states
  {
   spawn:
	 NIN2 AB 10 A_LOOK
	 Loop
	See:
	 NIN2 A 4 A_FastChase
	 NIN2 B 4 A_FastChase
	 NIN2 C 4 A_FastChase
	 NIN2 B 4 A_FastChase
	 LOOP
	MISSILE:
	 NIN2 E 2 A_FACETARGET
	 TNT1 A 0 A_ChangeVelocity(20,0,0, CVF_RELATIVE | CVF_RELATIVE )
	 NIN2 E 2 A_FACETARGET
	 GOTO SEE
	Block:
	 TNT1 A 0 A_CHANGEFLAG("NOBLOOD",TRUE)
     TNT1 A 0 A_SetInvulnerable
	 BLO3 A 5 A_FACETARGET
	 BLO3 A 5 A_FACETARGET
	 BLO3 A 5 A_FACETARGET
	 BLO3 A 5 A_FACETARGET
	 BLO3 A 5 A_FACETARGET
	 BLO3 A 5 A_FACETARGET
	 TNT1 A 0 A_UnSetInvulnerable
	 TNT1 A 0 A_CHANGEFLAG("NOBLOOD",FALSE)
	 GOTO SEE
	Melee:
	 TNT1 A 0 A_JUMP(20,"kick_attack")
	 NIN2 X 6 A_FACETARGET
	 TNT1 A 0 A_SkelWhoosh
	 TNT1 A 0 A_ChangeVelocity(20,0,0, CVF_RELATIVE | CVF_RELATIVE )
	 NIN2 D 6 A_CustomMeleeAttack(10)
	 NIN2 E 15 A_FACETARGET
	 TNT1 A 0 A_SkelWhoosh
	 TNT1 A 0 A_ChangeVelocity(20,0,0, CVF_RELATIVE | CVF_RELATIVE )
	 NJM2 A 6 A_CustomMeleeAttack(10)
	 NIN2 E 15 A_FACETARGET
	 TNT1 A 0 A_SkelWhoosh
	 TNT1 A 0 A_ChangeVelocity(20,0,0, CVF_RELATIVE | CVF_RELATIVE )
	 NIN2 D 6 A_CustomMeleeAttack(10)
    GOTO SEE
     kick_attack:
	  TNT1 A 0 A_PLAYSOUND("ninj/attk1")
	  NIN2 Y 12 A_FACETARGET
	  NIN2 Z 5 A_CustomMeleeAttack(20)
	  NIN2 Y 5
	  GOTO SEE
	PAIN.FlashBomb:
	  NIN2 G 8
	  NIN2 G 8 A_PAIN
	  NIN2 G 8
	  NIN2 G 2 A_PAIN
	  NIN2 G 8
	  NIN2 G 8 A_PAIN
	  NIN2 G 8
	  NIN2 G 8 A_PAIN
	  GOTO PAIN
	PAIN.Stamina_Drop:
	   NPAI A 2  BRIGHT
	PAIN:
	  NIN2 G 4
	  NIN2 G 4 A_PAIN
	  TNT1 A 0 A_JUMP(120,"BLOCK")
	  goto SEE
   xdeath: 
   DEATH.armor_Break: /// GENERIC GIB
      PLA1 H 0 A_XSCREAM
	  PLA1 H 0 A_NOBLOCKING
	  GORE ABC 3 A_SPAWNITEMEX("Blood_Spray", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AA 0 A_SPAWNITEMEX("RANDOM_GORE_EYE", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_BIG", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_RIBCAGE", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_SKULL", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX("RANDOM_GORE_LIMB", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX(" RANDOM_GORE_LIMB_2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A -1
	  STOP
	 	  death.Stamina_Drop:
	  

	DEATH:
	  NIN2 H 10
	  NIN2 I 10 A_PLAYERSCREAM
	  NIN2 J 10 A_NOBLOCKING
	  NIN2 KL 10
	  NIN2 L -1
	  STOP
	DEATH.GUN:
	  NIJ2 A 10
	  NIJ2 B 10 A_PLAYERSCREAM
	  NIJ2 C 10 A_NOBLOCKING
	  NIJ2 D 10
	  NIJ2 E 10
	  NIJ2 F 10
	  NIJ2 H 10
	  NIJ2 I 10
	  NIJ2 J -1
	  STOP
	 Death.Sword_Cut:
	  DEA2 A 3 A_SPAWNITEMEX("Ninja_Higher_HEAD", 0,0,0,Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  DEA2 AB 10 A_PLAYERSCREAM
	  DEA2 CD 10 A_NOBLOCKING
	  DEA2 EFEFEF 3 A_SPAWNITEMEX("Blood_Spray", 0,0,0,Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  DEA2 GH 10
	  DEA2 I -1
	  STOP
	 death.fire:
	 	  
	  FRDS A 5 BRIGHT A_NOBLOCKING
	  FRDS B 5 BRIGHT A_PLAYSOUND("fire/ball")
	  FRDS D 5 BRIGHT
	  FRDS E 5 BRIGHT
	  FRDS F 5 BRIGHT
	  FRDS G 5 BRIGHT 
	  FRDS HI 10
	  TNT1 A 0 A_PLAYSOUND("BONE/FALL")
	  FRDS JKLM 2
	  FRDS M -1
	  STOP
	death.crush:
	TNT1 A 0 A_SPAWNITEMEX("Crush_Gore")
	STOP
	DEATH.SHOTGUN:
      TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_BIG", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  SH3T A 10 
	  SH3T B 7
	  SH3T CDEFG 5
	  NIJ2 I 10
	  NIJ2 J -1
	  STOP
	  }
}

ACTOR ChainNinja replaces chaingunguy
{
//$Category Monsters
  SCALE 0.625
  Health 600
  Radius 20
  Height 56
  Mass 100

  Species "NINJA"
  Speed 15
  PainChance 255
  Monster
  -avoidmelee
  -JUMPDOWN
  +FloorClip
  +MissileMore
  -noblood
     tag T_Chain_Ninja
	game doom
  states
  {
   spawn:
	 CHA2 AB 10 A_LOOK
	 Loop
	See:
	 CHA2 A 4 A_CHASE("Melee","MISSILE",CHF_NIGHTMAREFAST )
	 CHA2 B 4 A_CHASE("Melee","MISSILE",CHF_NIGHTMAREFAST )
	 CHA2 C 4 A_CHASE("Melee","MISSILE",CHF_NIGHTMAREFAST )
	 CHA2 B 4 A_CHASE("Melee","MISSILE",CHF_NIGHTMAREFAST )
	 LOOP
	MISSILE:
	 CHA2 D 10 A_FACETARGET
	 TNT1 A 0 A_CUSTOMMISSILE("HOOK",5)
	 CHA2 B 5 A_FACETARGET
	 GOTO SEE
	Block:
	 TNT1 A 0 A_CHANGEFLAG("NOBLOOD",TRUE)
     TNT1 A 0 A_SetInvulnerable
	 BLO4 A 5 A_FACETARGET
	 BLO4 A 5 A_FACETARGET
	 BLO4 A 5 A_FACETARGET
	 BLO4 A 5 A_FACETARGET
	 BLO4 A 5 A_FACETARGET
	 BLO4 A 5 A_FACETARGET
	 TNT1 A 0 A_UnSetInvulnerable
	 TNT1 A 0 A_CHANGEFLAG("NOBLOOD",FALSE)
	 GOTO SEE
	Melee:
      CHA2 D 10 A_CustomMeleeAttack(20)
	  CHA2 B 5
    GOTO SEE
	PAIN.FlashBomb:
	  CHA2 G 2
	  CHA2 G 2 A_PAIN
	  CHA2 G 2
	  CHA2 G 2 A_PAIN
	  CHA2 G 2
	  CHA2 G 2 A_PAIN
	  CHA2 G 2
	  CHA2 G 2 A_PAIN
	  GOTO PAIN
	PAIN.Stamina_Drop:
	   NPAI A 2  BRIGHT
	PAIN:
	  CHA2 G 4
	  CHA2 G 4 A_PAIN
	  TNT1 A 0 A_JUMP(30,"BLOCK")
	  goto SEE
   xdeath: 
   DEATH.armor_Break: /// GENERIC GIB
      PLAY H 0 A_XSCREAM
	  PLAY H 0 A_NOBLOCKING
	  GORE ABC 3 A_SPAWNITEMEX("Blood_Spray", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AA 0 A_SPAWNITEMEX("RANDOM_GORE_EYE", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_BIG", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_RIBCAGE", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_SKULL", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX("RANDOM_GORE_LIMB", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX(" RANDOM_GORE_LIMB_2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A -1
	  STOP
	 	  death.Stamina_Drop:
	  
	DEATH:
	  CHA2 H 10
	  CHA2 I 10 A_PLAYERSCREAM
	  CHA2 J 10 A_NOBLOCKING
	  CHA2 KL 10
	  CHA2 L -1
	  STOP
	DEATH.GUN:
	  CHA3 A 10
	  CHA3 B 10 A_PLAYERSCREAM
	  CHA3 C 10 A_NOBLOCKING
	  CHA3 D 10
	  CHA3 E 10
	  CHA3 F 10
	  CHA3 H 10
	  CHA3 I 10
	  CHA3 J -1
	  STOP
	 Death.Sword_Cut:
	  DEA3 A 3 A_SPAWNITEMEX("Ninja_HEAD_Chain", 0,0,0,Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  DEA3 AB 10 A_PLAYERSCREAM
	  DEA3 CD 10 A_NOBLOCKING
	  DEA3 EFEFEF 3 A_SPAWNITEMEX("Blood_Spray", 0,0,0,Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  DEA3 GH 10
	  DEA3 I -1
	  STOP
	 death.fire:
	 	  
	  FRDS A 5 BRIGHT A_NOBLOCKING
	  FRDS B 5 BRIGHT A_PLAYSOUND("fire/ball")
	  FRDS D 5 BRIGHT
	  FRDS E 5 BRIGHT
	  FRDS F 5 BRIGHT
	  FRDS G 5 BRIGHT 
	  FRDS HI 10
	  TNT1 A 0 A_PLAYSOUND("BONE/FALL")
	  FRDS JKLM 2
	  FRDS M -1
	  STOP
	 death.fireextreme:
	  FORE A 2 BRIGHT A_NOBLOCKING
	  FORE B 2 BRIGHT A_PLAYSOUND("fire/ball")
	  FORE C 2
	  FORE D 2 BRIGHT
	  FORE E 2 BRIGHT
	  TNT1 AA 0 A_SPAWNITEMEX("RANDOM_GORE_EYE2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_BIG2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_RIBCAGE2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_SKULL2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX("RANDOM_GORE_LIMB2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX(" RANDOM_GORE_LIMB_3", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  FORE F 4 BRIGHT
	  FORE G 6 BRIGHT 
	  FORE HI 10 BRIGHT
	  FRDS HI 10 /// skeleton sequence
	  TNT1 A 0 A_PLAYSOUND("BONE/FALL")
	  FRDS JKLM 2
	  FRDS M -1
	  STOP
	death.crush:
	TNT1 A 0 A_SPAWNITEMEX("Crush_Gore")
	STOP
	DEATH.SHOTGUN:
      TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_BIG", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  SH4T A 10 
	  SH4T B 7
	  SH4T CDEFG 5
	  CHA3 I 10
	  CHA3 J -1
	  STOP
	  }
}

ACTOR Hook : LoreShot
{
	projectile
	speed 10
	damage 10
    Height 14
    Radius 10
	states
	{
  Spawn:
	HOOK A 1 BRIGHT A_SPAWNITEMEX("Hook_Trail")
	LOOP
  DEATH:
	HOOK A 1 BRIGHT
	STOP
	}
	
}

ACTOR Hook_Trail
{
	+Noblockmap
	speed 10
	states
	{
  Spawn:
	HOOK A 10 BRIGHT
  DEATH:
	HOOK A 1 BRIGHT
	STOP
	}
	
}


ACTOR Oni_Ninja 
{
//$Category Monsters
  SCALE 0.50
  Health 600
  Radius 20
  Height 56
  Mass 100
  speed 25
  PainChance 255
  Monster
  -avoidmelee
  +JUMPDOWN
  +FloorClip
  +MissileMore
  -noblood
  
  Species "NINJA"
  
     tag T_Oni_Ninja
	game doom
  states
  {
   spawn:
	 SHAO AB 10 A_LOOK
	 Loop
	See:
	 TNT1 A 0 A_SPAWNITEMEX("Shadow_Trail")
	 SHAO A 4 A_CHASE("Melee","MISSILE",CHF_NIGHTMAREFAST )
	 TNT1 A 0 A_SPAWNITEMEX("Shadow_Trail")
	 SHAO B 4 A_CHASE("Melee","MISSILE",CHF_NIGHTMAREFAST )
	 TNT1 A 0 A_SPAWNITEMEX("Shadow_Trail")
	 SHAO C 4 A_CHASE("Melee","MISSILE",CHF_NIGHTMAREFAST )
	 TNT1 A 0 A_SPAWNITEMEX("Shadow_Trail")
	 SHAO B 4 A_CHASE("Melee","MISSILE",CHF_NIGHTMAREFAST )
	 LOOP
	MISSILE:
	 TNT1 A 0 A_Jump(50,"star")
	 SHAO E 2 A_FACETARGET
	 TNT1 A 0 A_ChangeVelocity(10,0,5, CVF_RELATIVE | CVF_RELATIVE )
	 SHAO E 2 A_FACETARGET
	 GOTO SEE
	Star:
	 SHAO E 3 A_PLAYSOUND("")
     SHAO E 5 A_FACETARGET
	 TNT1 A 0 A_CUSTOMMISSILE("NinjaStar_Monster",8)
	 SHAO E 2 A_FACETARGET
	 TNT1 A 0 A_ChangeVelocity(10,0,5, CVF_RELATIVE | CVF_RELATIVE )
	 SHAO E 2 A_FACETARGET
	 GOTO SEE
	 
	Block:
	 TNT1 A 0 A_CHANGEFLAG("NOBLOOD",TRUE)
     TNT1 A 0 A_SetInvulnerable
	 BLO5 A 5 A_FACETARGET
	 BLO5 A 5 A_FACETARGET
	 BLO5 A 5 A_FACETARGET
	 BLO5 A 5 A_FACETARGET
	 BLO5 A 5 A_FACETARGET
	 BLO5 A 5 A_FACETARGET
	 TNT1 A 0 A_UnSetInvulnerable
	 TNT1 A 0 A_CHANGEFLAG("NOBLOOD",FALSE)
	 GOTO MISSILE
	Melee:
	 SHAO E 3 A_PLAYSOUND("ninj/attack")
	 SHAO E 15 A_FACETARGET
	 TNT1 A 0 A_SkelWhoosh
	 TNT1 A 0 A_ChangeVelocity(20,0,0, CVF_RELATIVE | CVF_RELATIVE )
	 SHAO D 6 A_CustomMeleeAttack(10)
	 SHAO E 15 A_FACETARGET
	 TNT1 A 0 A_SkelWhoosh
	 TNT1 A 0 A_ChangeVelocity(20,0,0, CVF_RELATIVE | CVF_RELATIVE )
	 SHAO M 6 A_CustomMeleeAttack(10)
	 SHAO E 15 A_FACETARGET
	 TNT1 A 0 A_SkelWhoosh
	 TNT1 A 0 A_ChangeVelocity(20,0,0, CVF_RELATIVE | CVF_RELATIVE )
	 SHAO D 6 A_CustomMeleeAttack(10)
    GOTO SEE
	PAIN.FlashBomb:
	  SHAO G 8
	  SHAO G 8 A_PAIN
	  SHAO G 8
	  SHAO G 8 A_PAIN
	  SHAO G 8
	  SHAO G 8 A_PAIN
	  SHAO G 8
	  SHAO G 8 A_PAIN
    GOTO PAIN
	PAIN.Stamina_Drop:
	   NPAI A 2  BRIGHT
	PAIN:
	  SHAO G 4
	  SHAO G 4 A_PAIN
	  TNT1 A 0 A_JUMP(150,"BLOCK")
	  goto SEE
   xdeath: 
   DEATH.armor_Break: /// GENERIC GIB
      PLAY H 0 A_XSCREAM
	  PLAY H 0 A_NOBLOCKING
	  GORE ABC 3 A_SPAWNITEMEX("Blood_Spray", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AA 0 A_SPAWNITEMEX("RANDOM_GORE_EYE", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)	
	  TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_BIG", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_RIBCAGE", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_SKULL", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX("RANDOM_GORE_LIMB", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX(" RANDOM_GORE_LIMB_2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A -1
	  STOP
	  death.Stamina_Drop:
	  
	DEATH:
	  SHAO H 10
	  SHAO I 10 A_PLAYERSCREAM
	  SHAO J 10 A_NOBLOCKING
	  SHAO J 10 A_FADEOUT
	  SHAO J -1
	  STOP
	 death.fire:
	  
	  FRDS A 5 BRIGHT A_NOBLOCKING
	  FRDS B 5 BRIGHT A_PLAYSOUND("fire/ball")
	  FRDS D 5 BRIGHT
	  FRDS E 5 BRIGHT
	  FRDS F 5 BRIGHT
	  FRDS G 5 BRIGHT 
	  FRDS HI 10
	  TNT1 A 0 A_PLAYSOUND("BONE/FALL")
	  FRDS JKLM 2
	  FRDS M -1
	  STOP
	death.crush:
	TNT1 A 0 A_SPAWNITEMEX("Crush_Gore")
	STOP
	  }
}

ACTOR Shadow_Trail
{
    SCALE 0.50
	+Noblockmap
	RENDERSTYLE ADD
	alpha 0.75
	-solid
	+NOGRAVITY
	states
	{
  Spawn:
	SHAO AA 4 BRIGHT
  DEATH:
	SHAO A 1 BRIGHT A_FADEOUT
	STOP
	}
	
}

ACTOR YAKUZA replaces archvile
{
//$Category Monsters
  SCALE 0.50
  Health 400
  Radius 20
  Height 56
  Mass 100
  speed 25

  Species "NINJA"
  PainChance 255
  Monster
  -avoidmelee
  +JUMPDOWN
  +FloorClip
  +MissileMore
  -noblood
  
  dropitem "GUN"
      tag T_Yakuza
	game doom
  states
  {
   spawn:
	 YAKU AB 10 A_LOOK
	 Loop
	See:
	 YAKU A 4 A_vileCHASE
	 YAKU B 4 A_vileCHASE
	 YAKU C 4 A_vileCHASE
	 YAKU B 4 A_vileCHASE
	 LOOP

	MISSILE:
	 TNT1 A 0 A_jump(50,"gun")
	 YAKU A 2 A_FACETARGET
	 TNT1 A 0 A_ChangeVelocity(10,0,5, CVF_RELATIVE | CVF_RELATIVE )
	 YAKU B 2 A_FACETARGET
	 GOTO SEE
	GUN:
	 TNT1 A 0 A_PLAYSOUND("PIS/OUT")
	 YAKG A 30 A_FACETARGET
	 TNT1 A 0 A_PLAYSOUND("PIS/FIRE")
	 YAKG B 4 A_CUSTOMMISSILE("Yakuza_Bullet",8)
	 YAKG A 3 A_FACETARGET
	 GOTO SEE
	Melee:
	 YAKU D 15 A_FACETARGET
	 TNT1 A 0 A_SkelWhoosh
	 TNT1 A 0 A_ChangeVelocity(20,0,0, CVF_RELATIVE | CVF_RELATIVE )
	 YAKU E 6 A_CustomMeleeAttack(10)
	 YAKU G 15 A_FACETARGET
	 TNT1 A 0 A_SkelWhoosh
	 TNT1 A 0 A_ChangeVelocity(20,0,0, CVF_RELATIVE | CVF_RELATIVE )
	 YAKU F 6 A_CustomMeleeAttack(10)
	 YAKU D 15 A_FACETARGET
	 TNT1 A 0 A_SkelWhoosh
	 TNT1 A 0 A_ChangeVelocity(20,0,0, CVF_RELATIVE | CVF_RELATIVE )
	 YAKU E 6 A_CustomMeleeAttack(10)
    GOTO SEE
	PAIN.FlashBomb:
	  YAKU H 8
	  YAKU H 8 A_PAIN
	  YAKU H 8
	  YAKU H 8 A_PAIN
	  YAKU H 8
	  YAKU H 8 A_PAIN
	  YAKU H 8
	  YAKU H 8 A_PAIN
	  GOTO PAIN
	PAIN.Stamina_Drop:
		  YPAI H 2 BRIGHT
	PAIN:
	  YAKU H 4
	  YAKU H 4 A_PAIN
	  goto SEE
   xdeath: 
   DEATH.armor_Break: /// GENERIC GIB
      YAKU H 10 A_XSCREAM
	  GORE ABC 3 A_SPAWNITEMEX("Blood_Spray", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AA 0 A_SPAWNITEMEX("RANDOM_GORE_EYE", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_BIG", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_RIBCAGE", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_SKULL", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX("RANDOM_GORE_LIMB", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX(" RANDOM_GORE_LIMB_2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A -1
	  STOP
	  death.Stamina_Drop:
	  

	DEATH:
	  YAKU I 10 A_PLAYERSCREAM
	  YAKU J 10 A_NOBLOCKING
	  YAKU KL 10
	  YAKU L -1
	  STOP
	DEATH.GUN:
	  YAKB A 10
	  YAKB B 10 A_PLAYERSCREAM
	  YAKB C 10 A_NOBLOCKING
	  YAKB D 10
	  YAKB E 10
	  YAKB F 10
	  YAKB G -1
	  STOP
	 Death.Sword_Cut:
	  YADE A 3 A_SPAWNITEMEX("player_HEAD", 0,0,0,Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  YADE AB 10 A_PLAYERSCREAM
	  YADE C 10 A_NOBLOCKING
	  YADE DEDEDEDE 3 A_SPAWNITEMEX("Blood_Spray", 0,0,0,Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  YADE F 10
	  YADE G -1
	  STOP
	 death.fire:
	 	  
	  FRDS A 5 BRIGHT A_NOBLOCKING
	  FRDS B 5 BRIGHT A_PLAYSOUND("fire/ball")
	  FRDS D 5 BRIGHT
	  FRDS E 5 BRIGHT
	  FRDS F 5 BRIGHT
	  FRDS G 5 BRIGHT 
	  FRDS HI 10
	  TNT1 A 0 A_PLAYSOUND("BONE/FALL")
	  FRDS JKLM 2
	  FRDS M -1
	  STOP
	 	 death.fireextreme:
	  FORE A 2 BRIGHT A_NOBLOCKING
	  FORE B 2 BRIGHT A_PLAYSOUND("fire/ball")
	  FORE C 2
	  FORE D 2 BRIGHT
	  FORE E 2 BRIGHT
	  TNT1 AA 0 A_SPAWNITEMEX("RANDOM_GORE_EYE2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_BIG2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_RIBCAGE2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_SKULL2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX("RANDOM_GORE_LIMB2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX(" RANDOM_GORE_LIMB_3", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  FORE F 4 BRIGHT
	  FORE G 6 BRIGHT 
	  FORE HI 10 BRIGHT
	  FRDS HI 10 /// skeleton sequence
	  TNT1 A 0 A_PLAYSOUND("BONE/FALL")
	  FRDS JKLM 2
	  FRDS M -1
	  STOP
	 heal:
	    YAKU A 10
	 goto see
	death.crush:
	TNT1 A 0 A_SPAWNITEMEX("Crush_Gore")
	STOP
	  }
}

ACTOR Oni replaces baronofhell
{
//$Category Monsters
  SCALE 0.50
  Health 1000
  Radius 20
  Height 56
  Mass 100
  Speed 35
  PainChance 255
  Monster
  -avoidmelee
  +JUMPDOWN
  +FloorClip
  +MissileMore
  -noblood
  deathsound "Oni/Death"
  Painsound "Oni/Pain"
  Attacksound "Oni/Attack"
    
	
  Species "NINJA"
      tag T_Oni
	game doom
  states
  {
   spawn:
	 ONI1 AB 10 A_LOOK
	 Loop
	See:
	 ONI1 A 4 A_CHASE("Melee","MISSILE",CHF_NIGHTMAREFAST )
	 ONI1 B 4 A_CHASE("Melee","MISSILE",CHF_NIGHTMAREFAST )
	 ONI1 C 4 A_CHASE("Melee","MISSILE",CHF_NIGHTMAREFAST )
	 ONI1 B 4 A_CHASE("Melee","MISSILE",CHF_NIGHTMAREFAST )
	 LOOP
	MISSILE:
	 ONI1 A 0 A_JUMP(50,"FIREBALL")
	 ONI1 A 2 A_FACETARGET
	 TNT1 A 0 A_ChangeVelocity(20,0,0, CVF_RELATIVE | CVF_RELATIVE )
	 ONI1 B 2 A_FACETARGET
	 GOTO SEE
	FIREBALL:
	 ONI1 D 7 A_FACETARGET
	 ONI1 E 6 BRIGHT A_CUSTOMMISSILE("Monster_FierBall")
	 GOTO SEE
	Block:
	 TNT1 A 0 A_CHANGEFLAG("NOBLOOD",TRUE)
     TNT1 A 0 A_SetInvulnerable
	 ONI1 G 5 A_FACETARGET
	 ONI1 G 5 A_FACETARGET
	 ONI1 G 5 A_FACETARGET
	 ONI1 G 5 A_FACETARGET
	 ONI1 G 5 A_FACETARGET
	 ONI1 G 5 A_FACETARGET
	 TNT1 A 0 A_UnSetInvulnerable
	 TNT1 A 0 A_CHANGEFLAG("NOBLOOD",FALSE)
	 GOTO SEE
	Melee:
	 ONI1 D 15 A_FACETARGET
	 ONI1 D 0 A_SkelWhoosh
	 ONI1 D 15 A_FACETARGET
	 TNT1 A 0 A_ChangeVelocity(20,0,0, CVF_RELATIVE | CVF_RELATIVE )
	 ONI1 E 6 A_CustomMeleeAttack(10)
	 ONI1 D 15 A_FACETARGET
	 TNT1 A 0 A_SkelWhoosh
	 TNT1 A 0 A_ChangeVelocity(20,0,0, CVF_RELATIVE | CVF_RELATIVE )
	 ONI1 F 6 A_CustomMeleeAttack(10)
	 ONI1 D 15 A_FACETARGET
	 TNT1 A 0 A_SkelWhoosh
	 TNT1 A 0 A_ChangeVelocity(20,0,0, CVF_RELATIVE | CVF_RELATIVE )
	 ONI1 E 6 A_CustomMeleeAttack(10)
    GOTO SEE
    PAIN.Stamina_Drop:
	  ONIP D 2 BRIGHT
	PAIN:
	  ONI1 D 4
	  ONI1 D 4 A_PAIN
	  TNT1 A 0 A_JUMP(30,"BLOCK")
	  goto SEE
   xdeath: 
   DEATH.armor_Break: ///Oni always dies in fire death
 	  death.Stamina_Drop:
	  
	  
	DEATH:
	  FRDS A 5 BRIGHT A_NOBLOCKING
	  FRDS B 5 BRIGHT A_PLAYSOUND("fire/ball")
	  FRDS D 5 BRIGHT
	  FRDS E 5 BRIGHT
	  FRDS F 5 BRIGHT
	  FRDS G 5 BRIGHT 
	  FRDS HI 10
	  TNT1 A 0 A_PLAYSOUND("BONE/FALL")
	  FRDS JKLM 2
	  FRDS M -1
	  STOP
	death.crush:
	TNT1 A 0 A_SPAWNITEMEX("Crush_Gore")
	STOP
	  }
}

actor Blue_Oni : Oni replaces hellknight
{ 
//$Category Monsters
  scale 0.50
  Health 800
  Radius 20
  Height 56
  Mass 100
  Speed 35
  PainChance 255
  Monster
  -avoidmelee
  +JUMPDOWN
  +Solid
  +FloorClip
  +MissileMore
  -noblood
  
  Species "NINJA"
  deathsound "Oni/Death"
  Painsound "Oni/Pain"
  Attacksound "Oni/Attack"
    
      tag T_Blue_Oni
	game doom
states
   {
   spawn:
	 ONI2 AB 10 A_LOOK
	 Loop
	See:
	 ONI2 A 4 A_CHASE("Melee","MISSILE",CHF_NIGHTMAREFAST )
	 ONI2 B 4 A_CHASE("Melee","MISSILE",CHF_NIGHTMAREFAST )
	 ONI2 C 4 A_CHASE("Melee","MISSILE",CHF_NIGHTMAREFAST )
	 ONI2 B 4 A_CHASE("Melee","MISSILE",CHF_NIGHTMAREFAST )
	 LOOP
	MISSILE:
	 ONI2 A 0 A_JUMP(50,"FIREBALL")
	 ONI2 A 2 A_FACETARGET
	 TNT1 A 0 A_ChangeVelocity(20,0,0, CVF_RELATIVE | CVF_RELATIVE )
	 ONI2 B 2 A_FACETARGET
	 GOTO SEE
	FIREBALL:
	 ONI2 D 7 A_FACETARGET
	 ONI2 E 6 BRIGHT A_CUSTOMMISSILE("WEAKENING_BALL")
	 GOTO SEE
	Block:
	 TNT1 A 0 A_CHANGEFLAG("NOBLOOD",TRUE)
     TNT1 A 0 A_SetInvulnerable
	 ONI2 G 5 A_FACETARGET
	 ONI2 G 5 A_FACETARGET
	 ONI2 G 5 A_FACETARGET
	 ONI2 G 5 A_FACETARGET
	 ONI2 G 5 A_FACETARGET
	 ONI2 G 5 A_FACETARGET
	 TNT1 A 0 A_UnSetInvulnerable
	 TNT1 A 0 A_CHANGEFLAG("NOBLOOD",FALSE)
	 GOTO SEE
	Melee:
	 ONI2 D 15 A_FACETARGET
	 ONI2 D 0 A_SkelWhoosh
	 TNT1 A 0 A_ChangeVelocity(20,0,0, CVF_RELATIVE | CVF_RELATIVE )
	 ONI2 E 6 A_CustomMeleeAttack(10)
	 ONI2 D 15 A_FACETARGET
	 TNT1 A 0 A_SkelWhoosh
	 TNT1 A 0 A_ChangeVelocity(20,0,0, CVF_RELATIVE | CVF_RELATIVE )
	 ONI2 F 6 A_CustomMeleeAttack(10)
	 ONI2 D 15 A_FACETARGET
	 TNT1 A 0 A_SkelWhoosh
	 TNT1 A 0 A_ChangeVelocity(20,0,0, CVF_RELATIVE | CVF_RELATIVE )
	 ONI2 E 6 A_CustomMeleeAttack(10)
    GOTO SEE
    PAIN.Stamina_Drop:
	  ONIP D 2 BRIGHT
	PAIN:
	  ONI2 D 4
	  ONI2 D 4 A_PAIN
	  TNT1 A 0 A_JUMP(155,"BLOCK")
	  goto SEE
   xdeath: 
   DEATH.armor_Break: ///Oni always dies in fire death
 	  death.Stamina_Drop:
	  
	  
	DEATH:
	  FRDS A 5 BRIGHT A_NOBLOCKING
	  FRDS B 5 BRIGHT A_PLAYSOUND("fire/ball")
	  FRDS D 5 BRIGHT
	  FRDS E 5 BRIGHT
	  FRDS F 5 BRIGHT
	  FRDS G 5 BRIGHT 
	  FRDS HI 10
	  TNT1 A 0 A_PLAYSOUND("BONE/FALL")
	  FRDS JKLM 2
	  FRDS M -1
	  STOP
	death.crush:
	TNT1 A 0 A_CHANGEFLAG("SOLID", 1)
	TNT1 A 0 A_SPAWNITEMEX("Crush_Gore")
	STOP
	  }
	}
	
actor Final_Boss_Spawner1
{
speed 10
projectile
HEIGHT 5
RADIUS 5
STATES
{
spawn:
 CLOD A 1 BRIGHT
LOOP
 DEATH:
  TNT1 A 0 A_SPAWNITEMEX("Minion_Spawner",0,0,0,0,0,0,0,0,0)
  STOP
	}
}
/// spawners

actor Enemy_Encoutners_Basic : RandomSpawner 32001
{
//$Category Monsters
    tag T_Enemy_Encoutners_Basic
	game doom
	dropitem "Minion_Spawner"
	dropitem "Ninja_Spawner"
	dropitem "Minion_Stealth"
	dropitem "Fire_Assasin_Spawner"
	dropitem "Chain_Ninja_Spawner"
}



actor Boss_Spawner : RandomSpawner 32002
{
	dropitem "Yakuza_Spawner"
}

actor Boss_Spawner : RandomSpawner 32003
{
	dropitem "Yakuza_Spawner_2"
}


actor Minion_Spawner
{
+noblockmap
+NOGRAVITY
states
	{
  Spawn:
    TNT1 A 1 
	TNT1 A 0 A_SPAWNITEMEX("Ninja_Minion",random(20,-20) , random(20,-20),0,0,0,0,FRANDOM(10,10),SXF_NOCHECKPOSITION ,0)
	TNT1 A 0 A_SPAWNITEMEX("Ninja_Minion",random(20,-20) , random(20,-20),0,0,0,0,FRANDOM(10,10),SXF_NOCHECKPOSITION ,0)
	TNT1 A 0 A_SPAWNITEMEX("Ninja_Minion",random(20,-20) , random(20,-20),0,0,0,0,FRANDOM(10,10),SXF_NOCHECKPOSITION ,0)
	TNT1 A 0 A_SPAWNITEMEX("Ninja_Minion",random(20,-20) , random(20,-20),0,0,0,0,FRANDOM(10,10),SXF_NOCHECKPOSITION ,0)
	TNT1 A 0 A_SPAWNITEMEX("Ninja_Minion",random(20,-20) , random(20,-20),0,0,0,0,FRANDOM(10,10),SXF_NOCHECKPOSITION ,0)
	stop
	}
}


actor Yakuza_Spawner_2
{
+noblockmap
+NOGRAVITY
states
	{
  Spawn:
    TNT1 A 1 
	TNT1 A 0 A_SPAWNITEMEX("Yakuza",random(20,-20) , random(20,-20),0,0,0,0,FRANDOM(10,10),SXF_NOCHECKPOSITION ,0)
	TNT1 A 0 A_SPAWNITEMEX("Yakuza",random(20,-20) , random(20,-20),0,0,0,0,FRANDOM(10,10),SXF_NOCHECKPOSITION ,0)
	TNT1 A 0 A_SPAWNITEMEX("Ninja",random(20,-20) , random(20,-20),0,0,0,0,FRANDOM(10,10),SXF_NOCHECKPOSITION ,0)
	TNT1 A 0 A_SPAWNITEMEX("Blue_oni",random(20,-20) , random(20,-20),0,0,0,0,FRANDOM(10,10),SXF_NOCHECKPOSITION ,0)
	TNT1 A 0 A_SPAWNITEMEX("Blue_oni",random(20,-20) , random(20,-20),0,0,0,0,FRANDOM(10,10),SXF_NOCHECKPOSITION ,0)
	stop
	}
}

actor Yakuza_Spawner
{
+noblockmap
+NOGRAVITY
states
	{
  Spawn:
    TNT1 A 1 
	TNT1 A 0 A_SPAWNITEMEX("Yakuza",random(20,-20) , random(20,-20),0,0,0,0,FRANDOM(10,10),SXF_NOCHECKPOSITION ,0)
	TNT1 A 0 A_SPAWNITEMEX("Yakuza",random(20,-20) , random(20,-20),0,0,0,0,FRANDOM(10,10),SXF_NOCHECKPOSITION ,0)
	TNT1 A 0 A_SPAWNITEMEX("Ninja",random(20,-20) , random(20,-20),0,0,0,0,FRANDOM(10,10),SXF_NOCHECKPOSITION ,0)
	TNT1 A 0 A_SPAWNITEMEX("oni",random(20,-20) , random(20,-20),0,0,0,0,FRANDOM(10,10),SXF_NOCHECKPOSITION ,0)
	TNT1 A 0 A_SPAWNITEMEX("oni",random(20,-20) , random(20,-20),0,0,0,0,FRANDOM(10,10),SXF_NOCHECKPOSITION ,0)
	stop
	}
}

actor Chain_Ninja_Spawner
{
+noblockmap
+NOGRAVITY
states
	{
  Spawn:
    TNT1 A 1 
	TNT1 A 0 A_SPAWNITEMEX("ChainNinja",random(20,-20) , random(20,-20),0,0,0,0,FRANDOM(10,10),SXF_NOCHECKPOSITION ,0)
	TNT1 A 0 A_SPAWNITEMEX("ChainNinja",random(20,-20) , random(20,-20),0,0,0,0,FRANDOM(10,10),SXF_NOCHECKPOSITION ,0)
	TNT1 A 0 A_SPAWNITEMEX("Ninja",random(20,-20) , random(20,-20),0,0,0,0,FRANDOM(10,10),SXF_NOCHECKPOSITION ,0)
	TNT1 A 0 A_SPAWNITEMEX("Ninja_Minion",random(20,-20) , random(20,-20),0,0,0,0,FRANDOM(10,10),SXF_NOCHECKPOSITION ,0)
	TNT1 A 0 A_SPAWNITEMEX("Ninja_Minion",random(20,-20) , random(20,-20),0,0,0,0,FRANDOM(10,10),SXF_NOCHECKPOSITION ,0)
	stop
	}
}


actor Fire_Assasin_Spawner
{
+noblockmap
+NOGRAVITY
states
	{
  Spawn:
    TNT1 A 1 
	TNT1 A 0 A_SPAWNITEMEX("Fire_Bomb_Ninja",random(20,-20) , random(20,-20),0,0,0,0,FRANDOM(10,10),SXF_NOCHECKPOSITION ,0)
	TNT1 A 0 A_SPAWNITEMEX("Fire_Bomb_Ninja",random(20,-20) , random(20,-20),0,0,0,0,FRANDOM(10,10),SXF_NOCHECKPOSITION ,0)
	TNT1 A 0 A_SPAWNITEMEX("Higher_Assasin",random(20,-20) , random(20,-20),0,0,0,0,FRANDOM(10,10),SXF_NOCHECKPOSITION ,0)
	TNT1 A 0 A_SPAWNITEMEX("Ninja_Minion",random(20,-20) , random(20,-20),0,0,0,0,FRANDOM(10,10),SXF_NOCHECKPOSITION ,0)
	TNT1 A 0 A_SPAWNITEMEX("Ninja_Minion",random(20,-20) , random(20,-20),0,0,0,0,FRANDOM(10,10),SXF_NOCHECKPOSITION ,0)
	stop
	}
}

actor Minion_Stealth
{
+noblockmap
+NOGRAVITY
states
	{
  Spawn:
    TNT1 A 1 
	TNT1 A 0 A_SPAWNITEMEX("Ninja_Stealth",random(20,-20) , random(20,-20),0,0,0,0,FRANDOM(10,10),SXF_NOCHECKPOSITION ,0)
	TNT1 A 0 A_SPAWNITEMEX("Ninja_Stealth",random(20,-20) , random(20,-20),0,0,0,0,FRANDOM(10,10),SXF_NOCHECKPOSITION ,0)
	TNT1 A 0 A_SPAWNITEMEX("Ninja_Stealth",random(20,-20) , random(20,-20),0,0,0,0,FRANDOM(10,10),SXF_NOCHECKPOSITION ,0)
	TNT1 A 0 A_SPAWNITEMEX("Ninja_Stealth",random(20,-20) , random(20,-20),0,0,0,0,FRANDOM(10,10),SXF_NOCHECKPOSITION ,0)
	TNT1 A 0 A_SPAWNITEMEX("Ninja_Stealth",random(20,-20) , random(20,-20),0,0,0,0,FRANDOM(10,10),SXF_NOCHECKPOSITION ,0)
	stop
	}
}


actor Ninja_Spawner
{
+noblockmap
+NOGRAVITY
states
	{
  Spawn:
    TNT1 A 1 
	TNT1 A 0 A_SPAWNITEMEX("Ninja_Minion",random(20,-20) , random(20,-20),0,0,0,0,FRANDOM(10,10),SXF_NOCHECKPOSITION ,0)
	TNT1 A 0 A_SPAWNITEMEX("Ninja",random(20,-20) , random(20,-20),0,0,0,0,FRANDOM(10,10),SXF_NOCHECKPOSITION ,0)
	TNT1 A 0 A_SPAWNITEMEX("Ninja",random(20,-20) , random(20,-20),0,0,0,0,FRANDOM(10,10),SXF_NOCHECKPOSITION ,0)
	TNT1 A 0 A_SPAWNITEMEX("Ninja_Minion",random(20,-20) , random(20,-20),0,0,0,0,FRANDOM(10,10),SXF_NOCHECKPOSITION ,0)
	TNT1 A 0 A_SPAWNITEMEX("Ninja_Minion",random(20,-20) , random(20,-20),0,0,0,0,FRANDOM(10,10),SXF_NOCHECKPOSITION ,0)
	stop
	}
}
