
ACTOR Vile : Archvile Replaces Archvile
{
	Game Doom
	SpawnID 111
	Health 700
	Radius 20
	Height 56
	Mass 500
	Speed 15
	PainChance 10
	DamageFactor "BoomHeadShot", 0.3
	PainChance "BoomHeadShot", 255
	Monster
	MaxTargetRange 896
	+QUICKTORETALIATE 
	+FLOORCLIP 
	+NOTARGET
	SeeSound "vile/sight"
	PainSound "vile/pain"
	DeathSound "vile/death"
	ActiveSound "vile/active"
	MeleeSound "vile/stop"
	Obituary "$OB_VILE"
	States
	{
	Spawn:
	TNT1 A 0 A_SpawnItem("HeadShotBox10", 10, 63, 0)
		VILE B 10 A_Look
		Loop
	See:
	TNT1 A 0 A_SpawnItem("HeadShotBox5", 10, 63, 0)
		VILE AA 2 A_VileChase
	TNT1 A 0 A_SpawnItem("HeadShotBox5", 10, 63, 0)
		VILE BB 2 A_VileChase
	TNT1 A 0 A_SpawnItem("HeadShotBox5", 10, 63, 0)
		VILE CC 2 A_VileChase
	TNT1 A 0 A_SpawnItem("HeadShotBox5", 10, 63, 0)
		VILE DD 2 A_VileChase
	TNT1 A 0 A_SpawnItem("HeadShotBox5", 10, 63, 0)
		VILE EE 2 A_VileChase
	TNT1 A 0 A_SpawnItem("HeadShotBox5", 10, 63, 0)
		VILE FF 2 A_VileChase
		Loop
		
	Missile:
	TNT1 A 0 A_SpawnItem("HeadShotBox20", 10, 63, 0)
		VILE G 0 BRIGHT A_VileStart
		VILE G 10 BRIGHT A_FaceTarget 
		VILE H 8 BRIGHT A_VileTarget
	TNT1 A 0 A_SpawnItem("HeadShotBox50", 10, 63, 0)
		VILE IJKLMN 8 BRIGHT A_FaceTarget 
	TNT1 A 0 A_SpawnItem("HeadShotBox30", 10, 63, 0)
		VILE O 8 BRIGHT A_VileAttack
		VILE P 20 BRIGHT
		Goto See
	Heal:
	TNT1 A 0 A_SpawnItem("HeadShotBox50", 10, 63, 0)
		VILE "[\]" 10 BRIGHT
		Goto See
	Pain:
	TNT1 A 0 A_SpawnItem("HeadShotBox10", 10, 63, 0)
		VILE Q 5   
		VILE Q 5 A_Pain
		Goto See
	Death:
		VILE Q 7
		VILE R 7 A_Scream
		VILE S 7 A_NoBlocking
		VILE TUVWXY 7
		VILE Z -1
		Stop
		
	Death.BoomHeadShot:
	VID2 A 1 A_Scream
	VID2 A 1 A_NoBlocking
	VID2 A 5
	VID2 BCDEG 7
	VID2 H -1
	Stop
	}
}

