
ACTOR Reven : Revenant Replaces Revenant
{
	Game Doom
	SpawnID 20
	Health 250
	Radius 15
	Height 56
	Mass 500
	Speed 10
	PainChance 100
	DamageFactor "BoomHeadShot", 0.3
	PainChance "BoomHeadShot", 255
	
	Monster
	MeleeThreshold 196
	+NOBLOOD
	+MISSILEMORE 
	+FLOORCLIP
	SeeSound "skeleton/sight"
	PainSound "skeleton/pain"
	DeathSound "skeleton/death"
	ActiveSound "skeleton/active"
	MeleeSound "skeleton/melee"
	HitObituary "$OB_UNDEADHIT"
	Obituary "$OB_UNDEAD"
	States
	{
	Spawn:
	TNT1 A 0 A_SpawnItem("HeadShotBox10", 2, 63, 0)
		SKEL B 7 A_Look
		Loop
	See:
	TNT1 A 0 A_SpawnItem("HeadShotBox10", 2, 63, 0)
		SKEL AA 2 A_Chase
	TNT1 A 0 A_SpawnItem("HeadShotBox10", 2, 63, 0)
		SKEL BB 2 A_Chase
	TNT1 A 0 A_SpawnItem("HeadShotBox10", 2, 63, 0)
		SKEL CC 2 A_Chase
	TNT1 A 0 A_SpawnItem("HeadShotBox10", 2, 63, 0)
		SKEL DD 2 A_Chase
	TNT1 A 0 A_SpawnItem("HeadShotBox10", 2, 63, 0)
		SKEL EE 2 A_Chase
	TNT1 A 0 A_SpawnItem("HeadShotBox10", 2, 63, 0)
		SKEL FF 2 A_Chase
		Loop
		
	Melee:
	TNT1 A 0 A_SpawnItem("HeadShotBox20", 2, 63, 0)
		SKEL G 1 A_FaceTarget
		SKEL G 6 A_SkelWhoosh
		SKEL H 6 A_FaceTarget
		SKEL I 6 A_SkelFist
		Goto See
	Missile:
	TNT1 A 0 A_SpawnItem("HeadShotBox30", 0, 63, 0)
		SKEL J 1 BRIGHT A_FaceTarget 
		SKEL J 9 BRIGHT A_FaceTarget
		SKEL K 10 A_SkelMissile
		SKEL K 10 A_FaceTarget
		Goto See
	Pain:
	TNT1 A 0 A_SpawnItem("HeadShotBox10", 0, 63, 0)
		SKEL L 5
		SKEL L 5 A_Pain
		Goto See
	Death:
		SKEL LM 7
		SKEL N 7 A_Scream
		SKEL O 7 A_NoBlocking
		SKEL P 7
		SKEL Q -1
		Stop
		
	Death.BoomHeadShot:
		REVH A 1 A_Scream
		REVH A 1 A_NoBlocking
		REVH A 5
		REVH BCD 7
		REVH D -1
	Loop
	
	Raise:
		SKEL Q 5
		SKEL PONML 5
		Goto See
	}
}

ACTOR RevenantTracer1 : RevenantTracer Replaces RevenantTracer
{
	Game Doom
	SpawnID 53
	Radius 11
	Height 8
	Speed 13
	Damage 10
	Projectile 
	+SEEKERMISSILE 
	+RANDOMIZE
	SeeSound "skeleton/attack"
	DeathSound "skeleton/tracex"
	RenderStyle Add
	States
	{
	Spawn:
		FATB AB 2 BRIGHT A_Tracer
		Loop
	Death:
		FBXP A 8 BRIGHT
		FBXP B 6 BRIGHT
		FBXP C 4 BRIGHT
		Stop
	}
}
