actor dickwizard : archvile replaces archvile
{
	states
	{
	Pain:
		VILE Q 3 a_playsound ("monsters/bighurt",0)
		"####" "#" 1 bright Thing_SetTranslation(0, 4242)
		"####" "#" 2 bright A_Pain
		"####" "#" 2 bright 
		"####" "#" 1 Thing_SetTranslation(0, 0)
		"####" "#" 2 
		goto see
	pain.zelda:
		TNT1 A 0
		VILE Q 1 a_playsound ("monsters/zeldahurt",0)
		VILE Q 1 bright Thing_SetTranslation(0, 4242)
		VILE Q 2 bright A_Pain
		VILE Q 1 bright Thing_SetTranslation(0, 0)
		VILE Q 1 bright Thing_SetTranslation(0, 4242)
		VILE Q 1 bright Thing_SetTranslation(0, 0)
		VILE Q 1 bright Thing_SetTranslation(0, 4242)
		VILE Q 1 Thing_SetTranslation(0, 0)
		Goto See
	death:
	xdeath:
		TNT1 A 0
		TNT1 A 0 a_scream
		TNT1 A 0 a_noblocking
		TNT1 A 0 Thing_SetTranslation(0, 0)
		TNT1 A 0 a_playsound ("monsters/bighurt",0)
		TNT1 A 0 a_spawnitemex("vilegib1",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("vilegib2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("vilegib2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("vilegib3",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("vilegib3",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("vilegib4",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("vilegib4",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 1 a_spawnitemex ("monsterdie",0,0,35)
		VDED ABCDEFG 3
		VDED H 2
		TNT1 AAAAA 0 a_spawnitemex ("droppeditemspawner",frandom(-20,20),frandom(-35,30),frandom(20,35))
		VDED H -1
		stop
	death.beamice:
		VILE Q 1
		VILE Q 1
		TNT1 A 0 a_scream
		TNT1 A 0 a_noblocking
		VILE Q 1 bright Thing_SetTranslation(0, 4243)
		"####" "#" 80 bright
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 a_spawnitemex("icebeam",0,0,30,frandom(-40,40),frandom(-40,40),frandom(0,1))
		TNT1 A 0 a_playsound ("monsters/bighurt",0)
		TNT1 A 0 a_spawnitemex("icevilegib1",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icevilegib2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icevilegib2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icevilegib2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icevilegib3",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icevilegib3",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icevilegib4",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icevilegib4",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("icevilegib4",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 1 a_spawnitemex ("monsterdie",0,0,35)
		VDED ABCDEFG 3
		VDED H 2
		TNT1 AAAAA 0 a_spawnitemex ("droppeditemspawner",frandom(-20,20),frandom(-35,30),frandom(20,35))
		VDED H -1 
		stop
	death.zelda:
		TNT1 A 0
		TNT1 A 0 Thing_SetTranslation(0, 0)
		TNT1 A 0 a_scream
		TNT1 A 0 a_noblocking
		CLTS H 0 a_playsound ("monsters/zeldahurt",0)
		TNT1 A 1 a_spawnitemex ("zeldamonsterdie",0,0,35)
		TNT1 A 0 a_playsound ("monsters/zeldadeath",0)
		TNT1 A 0 a_stop
		VDED ABCDEFG 3
		VDED H 2
		TNT1 AAAAA 0 a_spawnitemex ("droppeditemspawner",frandom(-20,20),frandom(-35,30),frandom(20,35))
		VDED H -1
		wait
	}
}


actor vilegib1 : zombiegib1
{
	states
	{
	spawn:
		VIG1 ABCD 1
		loop
	death:
		TNT1 A 1
		stop
	}
}

actor vilegib2 : zombiegib1
{
	states
	{
	spawn:
		VIG2 ABCD 1
		loop
	}
}

actor vilegib3 : zombiegib1
{
	states
	{
	spawn:
		VIG3 ABCD 1
		loop
	}
}

actor vilegib4 : zombiegib1
{
	states
	{
	spawn:
		VIG4 ABCD 1
		loop
	}
}


actor icevilegib1
{
	projectile
	+ripper
	+thruspecies
	+doombounce
	species "player"
	damage (10)
	-nogravity
	Radius 30
	Height 15
	damagetype "beamice"
	+bright
	states
	{
	spawn:
        TNT1 A 0
        TNT1 A 0 Thing_SetTranslation(0, 4243)
        TNT1 A 0 A_Jump (256, "spawnmain")
	spawnmain:
		VIG1 ABCD 1
		loop
	death:
		TNT1 A 1
		stop
	}
}

actor icevilegib2 : icevilegib1
{
	states
	{
	spawnmain:
		VIG2 ABCD 1
		loop
	}
}

actor icevilegib3 : icevilegib1
{
	states
	{
	spawnmain:
		VIG3 ABCD 1
		loop
	}
}

actor icevilegib4 : icevilegib1
{
	states
	{
	spawnmain:
		VIG4 ABCD 1
		loop
	}
}
