actor 64Demon : Demon Replaces Demon
{
	Scale 0.75
	states
	{
	Spawn:
	SARG BD 10 A_Look
	loop
	Pain.Vertigo:
	SARG H 0 ThrustThingZ (0, 55, 0, 0)
	SARG H 2
	SARG H 2 A_Pain
	Goto See
  	Crush:
    	POL5 A 0
    	POL5 A 0 A_PlaySound ("Misc/Gibbed")
    	POL5 A -1
    	Stop
	}
}

actor 64StealthDemon : StealthDemon Replaces StealthDemon
{
	Scale 0.75
	states
	{
	Spawn:
	SARG BD 10 A_Look
	loop
	Pain.Vertigo:
	SARG H 0 ThrustThingZ (0, 55, 0, 0)
	SARG H 2
	SARG H 2 A_Pain
	Goto See
  	Crush:
    	POL5 A 0
    	POL5 A 0 A_PlaySound ("Misc/Gibbed")
    	POL5 A -1
    	Stop
	}
}

actor 64Spectre : Spectre Replaces Spectre
{
  Scale 0.75
  Renderstyle Translucent
  Alpha 1
  states
  {
  Spawn:
    SAR2 B 0 A_FadeTo (1, 0.5, false)
    SAR2 B 10 A_Look
    SAR2 D 0 A_FadeTo (1, 0.5, false)
    SAR2 D 10 A_Look
    SAR2 BD 10 A_Look
    Goto Spawn+4
  See:
    SAR2 A 0 A_FadeTo (0.25, 0.125, false)
    SAR2 AA 2 A_Chase
    SAR2 B 0 A_FadeTo (0.25, 0.125, false)
    SAR2 BB 2 A_Chase
    SAR2 C 0 A_FadeTo (0.25, 0.125, false)
    SAR2 CC 2 A_Chase
    SAR2 D 0 A_FadeTo (0.25, 0.125, false)
    SAR2 DD 2 A_Chase
    SAR2 A 0 A_FadeTo (0.25, 0.125, false)
    SAR2 AABBCCDD 2 A_Chase
    goto See+12
  Melee:
    SAR2 E 0 A_JumpIf (alpha == 0.25, 7)
    SAR2 E 0 A_FadeTo (0.25, 0.33, false)
    SAR2 E 8 A_FaceTarget
    SAR2 F 0 A_FadeTo (0.25, 0.33, false)
    SAR2 F 8 A_FaceTarget
    SAR2 G 0 A_FadeTo (0.25, 0.33, false)
    SAR2 G 8 A_SargAttack
    goto See+12
    SAR2 EF 8 A_FaceTarget
    SAR2 G 8 A_SargAttack
    Goto See+12
  Pain:
    SAR2 H 0 A_JumpIf (alpha == 0.25, 5)
    SAR2 H 0 A_FadeTo (0.25, 0.50, false)
    SAR2 H 2
    SAR2 H 0 A_FadeTo (0.25, 0.50, false)
    SAR2 H 2 A_Pain
    goto See+12
    SAR2 H 2
    SAR2 H 2 A_Pain
    Goto See+12
  Pain.Vertigo:
    SAR2 H 0 A_JumpIf (alpha == 0.25, 6)
    SAR2 H 0 ThrustThingZ (0, 55, 0, 0)
    SAR2 H 0 A_FadeTo (0.25, 0.50, false)
    SAR2 H 2
    SAR2 H 0 A_FadeTo (0.25, 0.50, false)
    SAR2 H 2 A_Pain
    goto See+12
    SAR2 H 0 ThrustThingZ (0, 55, 0, 0)
    SAR2 H 2
    SAR2 H 2 A_Pain
    Goto See+12
  Death:
    SAR2 I 8 A_FadeTo (1, 0.1667, false)
    SAR2 J 0 A_FadeTo (1, 0.1667, false)
    SAR2 J 8 A_Scream
    SAR2 K 4 A_FadeTo (1, 0.1667, false)
    SAR2 L 0 A_FadeTo (1, 0.1667, false)
    SAR2 L 4 A_NoBlocking
    SAR2 M 4 A_FadeTo (1, 0.1667, false)
    SAR2 N -1
    stop
  Raise:
    SAR2 NMLKJI 5 A_FadeTo (0.25, 0.1667, false)
    goto See+12
  Crush:
    POL5 A 0
    POL5 A 0 A_PlaySound ("Misc/Gibbed")
    POL5 A -1
    Stop
  }
}

actor NightmareImp 19989
{
  obituary "%o was burned by a Nightmare Imp."
  hitobituary "%o was slashed by a Nightmare Imp."
  health 60
  renderstyle Translucent
  alpha 0.6
  scale 0.75
  speed 14
  painchance 200
  height 56
  radius 20
  mass 100
  meleedamage 3
//  bloodcolor "7B 5A 84"
  MONSTER
  +FLOORCLIP
  seesound "imp/sight"
  painsound "imp/pain"
  deathsound "imp/death"
  activesound "imp/active"
  meleesound "imp/melee"
  missiletype NImpBall
  states
  {
  Spawn:
    TRO2 AB 10 A_Look
    loop
  See:
    TRO2 AABBCCDD 3 A_Chase
    loop
  Melee:
    TRO2 EF 8 A_FaceTarget
    TRO2 G 6 A_MeleeAttack
    goto See
  Missile:
    TRO2 IJ 8 A_FaceTarget
    TRO2 K 6 A_MissileAttack
    goto See
  Pain:
    TRO2 H 2
    TRO2 H 2 A_Pain
    goto See
  Pain.Vertigo:
    TRO2 H 0 ThrustThingZ (0, 55, 0, 0)
    TRO2 H 2
    TRO2 H 2 A_Pain
    Goto See
  Death:
    TRO2 L 8
    TRO2 M 8 A_Scream
    TRO2 N 6
    TRO2 O 6 A_NoBlocking
    TRO2 P -1
    stop
  XDeath:
    TRO2 Q 5
    TRO2 R 5 A_XScream
    TRO2 S 5
    TRO2 T 5 A_NoBlocking
    TRO2 UVW 5
    TRO2 X -1
    stop
  Raise:
    TRO2 PO 8
    TRO2 NML 6
    goto See
  Crush:
    POL5 A 0
    POL5 A 0 A_PlaySound ("Misc/Gibbed")
    POL5 A -1
    Stop
//  Crush:
//    A040 A 0
//    A040 A 0 A_PlaySound ("Misc/Gibbed")
//    A040 A -1
//    Stop
  }
}

actor StealthNightmareImp : NightmareImp 19988
{
  spawnid 120
  obituary "%o thought %g saw a Nightmare Imp."
  hitobituary "%o thought %g saw a Nightmare Imp."
  +STEALTH
}

actor 64DoomImp : DoomImp Replaces DoomImp
{
  scale 0.75
  meleesound "imp/melee"
  meleedamage 3
  missiletype DoomImpBall
  states
  {
  Spawn:
    TROO AB 10 A_Look
    loop
  See:
    TROO AABBCCDD 3 A_Chase
    loop
  Melee:
    TROO EF 8 A_FaceTarget
    TROO G 6 A_MeleeAttack
    goto See
  Missile:
    TROO IJ 8 A_FaceTarget
    TROO K 6 A_MissileAttack
    goto See
  Pain:
    TROO H 2
    TROO H 2 A_Pain
    goto See
  Pain.Vertigo:
    TROO H 0 ThrustThingZ (0, 55, 0, 0)
    TROO H 2
    TROO H 2 A_Pain
    Goto See
  Death:
    TROO L 8
    TROO M 8 A_Scream
    TROO N 6
    TROO O 6 A_NoBlocking
    TROO P -1
    stop
  XDeath:
    TROO Q 5
    TROO R 5 A_XScream
    TROO S 5
    TROO T 5 A_NoBlocking
    TROO UVW 5
    TROO X -1
    stop
  Raise:
    TROO PO 8
    TROO NML 6
    goto See
  Crush:
    POL5 A 0
    POL5 A 0 A_PlaySound ("Misc/Gibbed")
    POL5 A -1
    Stop
  }
}

actor 64StealthDoomImp : StealthDoomImp Replaces StealthDoomImp
{
  scale 0.75
  missiletype DoomImpBall
  meleesound "imp/melee"
  meleedamage 3
  states
  {
  Spawn:
    TROO AB 10 A_Look
    loop
  See:
    TROO AABBCCDD 3 A_Chase
    loop
  Melee:
    TROO EF 8 A_FaceTarget
    TROO G 6 A_MeleeAttack
    goto See
  Missile:
    TROO IJ 8 A_FaceTarget
    TROO K 6 A_MissileAttack
    goto See
  Pain:
    TROO H 2
    TROO H 2 A_Pain
    goto See
  Pain.Vertigo:
    TROO H 0 ThrustThingZ (0, 55, 0, 0)
    TROO H 2
    TROO H 2 A_Pain
    Goto See
  Death:
    TROO L 8
    TROO M 8 A_Scream
    TROO N 6
    TROO O 6 A_NoBlocking
    TROO P -1
    stop
  XDeath:
    TROO Q 5
    TROO R 5 A_XScream
    TROO S 5
    TROO T 5 A_NoBlocking
    TROO UVW 5
    TROO X -1
    stop
  Raise:
    TROO PO 8
    TROO NML 6
    goto See
  Crush:
    POL5 A 0
    POL5 A 0 A_PlaySound ("Misc/Gibbed")
    POL5 A -1
    Stop
  }
}

actor 64ZombieMan : ZombieMan Replaces ZombieMan
{
  scale 0.75
  states
  {
  Pain.Vertigo:
    POSS G 0 ThrustThingZ (0, 55, 0, 0)
    POSS G 3
    POSS G 3 A_Pain
    Goto See
  Crush:
    POL5 A 0
    POL5 A 0 A_PlaySound ("Misc/Gibbed")
    POL5 A -1
    Stop
  }
}

actor 64StealthZombieMan : StealthZombieMan Replaces StealthZombieMan
{
  scale 0.75
  states
  {
  Pain.Vertigo:
    POSS G 0 ThrustThingZ (0, 55, 0, 0)
    POSS G 3
    POSS G 3 A_Pain
    Goto See
  Crush:
    POL5 A 0
    POL5 A 0 A_PlaySound ("Misc/Gibbed")
    POL5 A -1
    Stop
  }
}

actor 64ShotgunGuy : ShotgunGuy Replaces ShotgunGuy
{
  scale 0.75
  speed 8
  states
  {
  Spawn:
    SPOS AB 10 A_Look
    loop
  See:
    SPOS AABBCCDD 4 A_Chase
    loop
  Missile:
    SPOS E 10 A_FaceTarget
    SPOS F 10 bright A_SposAttackUseAtkSound
    SPOS E 10
    Goto See
  Pain:
    SPOS G 3
    SPOS G 3 A_Pain
    Goto See
  Pain.Vertigo:
    SPOS G 0 ThrustThingZ (0, 55, 0, 0)
    SPOS G 3
    SPOS G 3 A_Pain
    Goto See
  Raise:
    SPOS L 5
    SPOS KJIH 5
    goto See
  Crush:
    POL5 A 0
    POL5 A 0 A_PlaySound ("Misc/Gibbed")
    POL5 A -1
    Stop
  }
}

actor 64StealthShotgunGuy : StealthShotgunGuy Replaces StealthShotgunGuy
{
  scale 0.75
  speed 8
  states
  {
  See:
    SPOS AABBCCDD 4 A_Chase
    loop
  Pain.Vertigo:
    SPOS G 0 ThrustThingZ (0, 55, 0, 0)
    SPOS G 3
    SPOS G 3 A_Pain
    Goto See
  Crush:
    POL5 A 0
    POL5 A 0 A_PlaySound ("Misc/Gibbed")
    POL5 A -1
    Stop
  }
}

actor 64BaronOfHell : BaronOfHell Replaces BaronOfHell
{
  missiletype BaronBall2
//  bloodcolor "8C 39 10"
  scale 0.75
  states
  {
  Melee:
  Missile:
    BOSS EF 8 A_FaceTarget
    BOSS G 8 A_BasicAttack (10, "baron/melee", BaronBall2, 32)
    goto See
  Pain.Vertigo:
    BOSS H 0 ThrustThingZ (0, 55, 0, 0)
    BOSS H 2
    BOSS H 2 A_Pain
    Goto See
  Death:
  	BOSS I 8
	BOSS J 8 A_Scream
	BOSS K 8
	BOSS L 8 A_NoBlocking
	BOSS M 8
	BOSS N -1 A_BossDeath
	stop
  Raise:
  	BOSS NMLKJI 8
	goto See
  Crush:
    	POL5 A 0
     	POL5 A 0 A_PlaySound ("Misc/Gibbed")
   	POL5 A -1
    	Stop
//  Crush:
//    A037 A 0
//    A037 A 0 A_PlaySound ("Misc/Gibbed")
//    A037 A -1
//    Stop
  }
}

actor 64StealthBaron : StealthBaron Replaces StealthBaron
{
  missiletype BaronBall2
//  bloodcolor "8C 39 10"
  scale 0.75
  states
  {
  Melee:
  Missile:
    BOSS EF 8 A_FaceTarget
    BOSS G 8 A_BasicAttack (10, "baron/melee", BaronBall2, 32)
    goto See
  Pain.Vertigo:
    BOSS H 0 ThrustThingZ (0, 55, 0, 0)
    BOSS H 2
    BOSS H 2 A_Pain
    Goto See
  Crush:
    POL5 A 0
    POL5 A 0 A_PlaySound ("Misc/Gibbed")
    POL5 A -1
    Stop
//  Crush:
//    A037 A 0
//    A037 A 0 A_PlaySound ("Misc/Gibbed")
//    A037 A -1
//    Stop
  }
}

actor 64Cacodemon : Cacodemon Replaces Cacodemon
{
  scale 0.75
  +MISSILEMORE
  states
  {
  Spawn:
    HEAD ABCD 15 A_Look
    loop
  See:
    HEAD AABBCCDD 3 A_Chase
    loop
  Pain:
    HEAD D 3
    HEAD D 3 A_Pain
    goto See
  Pain.Vertigo:
    HEAD D 0 ThrustThingZ (0, 55, 0, 0)
    HEAD D 3
    HEAD D 3 A_Pain
    Goto See
  Melee:
  Missile:
    HEAD EF 5 A_FaceTarget
    HEAD G 5 bright A_HeadAttack
    goto See
  Death:
    HEAD H 8
    HEAD I 8 A_Scream
    HEAD JK 8
    HEAD L 8 A_NoBlocking
    HEAD M -1 A_SetFloorClip
    stop
  Raise:
    HEAD M 8 A_UnSetFloorClip
    HEAD LKJIH 8
    goto See
  Crush:
    POL5 A 0
    POL5 A 0 A_PlaySound ("Misc/Gibbed")
    POL5 A -1
    Stop
  }
}

actor 64StealthCacodemon : StealthCacodemon Replaces StealthCacodemon
{
  scale 0.75
  +MISSILEMORE
  states
  {
  Spawn:
    HEAD ABCD 15 A_Look
    loop
  See:
    HEAD AABBCCDD 3 A_Chase
    loop
  Pain:
    HEAD D 3
    HEAD D 3 A_Pain
    goto See
  Pain.Vertigo:
    HEAD D 0 ThrustThingZ (0, 55, 0, 0)
    HEAD D 3
    HEAD D 3 A_Pain
    Goto See
  Melee:
  Missile:
    HEAD EF 5 A_FaceTarget
    HEAD G 5 bright A_HeadAttack
    goto See
  Death:
    HEAD H 8
    HEAD I 8 A_Scream
    HEAD JK 8
    HEAD L 8 A_NoBlocking
    HEAD M -1 A_SetFloorClip
    stop
  Raise:
    HEAD M 8 A_UnSetFloorClip
    HEAD LKJIH 8
    goto See
  Crush:
    POL5 A 0
    POL5 A 0 A_PlaySound ("Misc/Gibbed")
    POL5 A -1
    Stop
  }
}

actor 64Cyberdemon : Cyberdemon Replaces Cyberdemon
{
  scale 0.75
  speed 13
  states
  {
  Spawn:
    CYBR F 10 A_Look
    loop
  See:
    CYBR A 3 A_Metal
    CYBR AA 3 A_Chase
    CYBR B 3 A_Hoof
    CYBR BBCCCDDD 3 A_Chase
    Loop
  Pain:
    CYBR F 10 A_Pain
    goto See
  Pain.Vertigo:
    CYBR F 0 ThrustThingZ (0, 55, 0, 0)
    CYBR F 10 A_Pain
    Goto See
  Missile:
    CYBR F 7 A_FaceTarget
    CYBR E 13 A_CustomMissile (Rocket,55,-20,0)
    CYBR F 13 A_FaceTarget
    CYBR E 13 A_CustomMissile (Rocket,55,-20,0)
    CYBR F 13 A_FaceTarget
    CYBR E 13 A_CustomMissile (Rocket,55,-20,0)
    goto See
  Death:
    CYBR G 10
    CYBR G 0 A_Scream
    CYBR G 4 A_SpawnItemEx ("64BossExplosion",0,0,0,0,0,0,0,130)
    CYBR G 4 A_SpawnItemEx ("64BossExplosion",0,0,0,0,0,0,0,130)
    CYBR G 4 A_SpawnItemEx ("64BossExplosion",-20,-20,55,0,0,0,0,130)
    CYBR G 4 A_SpawnItemEx ("64BossExplosion",20,20,110,0,0,0,0,130)
    CYBR G 4 A_SpawnItemEx ("64BossExplosion",20,20,0,0,0,0,0,130)
    CYBR G 4 A_SpawnItemEx ("64BossExplosion",0,0,55,0,0,0,0,130)
    CYBR G 4 A_SpawnItemEx ("64BossExplosion",0,0,110,0,0,0,0,130)
    CYBR G 4 A_SpawnItemEx ("64BossExplosion",-20,-20,0,0,0,0,0,130)
    CYBR G 4 A_SpawnItemEx ("64BossExplosion",20,20,55,0,0,0,0,130)
    CYBR G 4 A_SpawnItemEx ("64BossExplosion",-20,-20,110,0,0,0,0,130)
    CYBR G 4 A_SpawnItemEx ("64BossExplosion",0,0,0,0,0,0,0,130)
    CYBR G 4 A_SpawnItemEx ("64BossExplosion",-20,-20,55,0,0,0,0,130)
    CYBR G 4 A_SpawnItemEx ("64BossExplosion",-20,-20,110,0,0,0,0,130)
    CYBR G 4 A_SpawnItemEx ("64BossExplosion",20,20,0,0,0,0,0,130)
    CYBR G 4 A_SpawnItemEx ("64BossExplosion",20,20,55,0,0,0,0,130)
    CYBR G 4 A_SpawnItemEx ("64BossExplosion",0,0,110,0,0,0,0,130)
    CYBR G 4 A_SpawnItemEx ("64BossExplosion",20,20,0,0,0,0,0,130)
    CYBR H 4 A_SpawnItemEx ("64BossExplosion",0,0,55,0,0,0,0,130)
    CYBR H 4 A_SpawnItemEx ("64BossExplosion",20,20,110,0,0,0,0,130)
    CYBR I 4 A_SpawnItemEx ("64BossExplosion",-20,-20,0,0,0,0,0,130)
    CYBR I 4 A_SpawnItemEx ("64BossExplosion",-20,-20,55,0,0,0,0,130)
    CYBR J 4 A_SpawnItemEx ("64BossExplosion",20,20,110,0,0,0,0,130)
    CYBR J 4 A_SpawnItemEx ("64BossExplosion",-20,-20,0,0,0,0,0,130)
    CYBR K 4 A_SpawnItemEx ("64BossExplosion",20,20,55,0,0,0,0,130)
    CYBR K 4 A_SpawnItemEx ("64BossExplosion",0,0,110,0,0,0,0,130)
    CYBR L 6 A_NoBlocking
    CYBR MN 6
    CYBR O 30
    CYBR O -1 A_BossDeath
    stop
  Crush:
    POL5 A 0
    POL5 A 0 A_PlaySound ("Misc/Gibbed")
    POL5 A -1
    Stop
  }
}

actor 64PainElemental : PainElemental Replaces PainElemental
{
  hitobituary "%o got too close to a Pain Elemental."
  scale 0.75
  meleedamage 8
//  bloodcolor "40 40 40"
  states
  {
  Spawn:
    PAIN A 10 A_Look
    loop
  See:
    PAIN A 3 A_Chase
    loop
//  Melee:
//    PAIN BB 6 A_FaceTarget
//    PAIN C 6 bright A_FaceTarget
//    PAIN C 0 bright A_MeleeAttack
//    goto See
  Missile:
    PAIN BB 6 A_FaceTarget
    PAIN C 6 bright A_FaceTarget
    PAIN C 0 bright A_DualPainAttack
    goto See
  Pain:
    PAIN D 6
    PAIN D 6 A_Pain
    goto See
  Pain.Vertigo:
    PAIN D 0 ThrustThingZ (0, 55, 0, 0)
    PAIN D 6
    PAIN D 6 A_Pain
    Goto See
  Death:
    PAIN E 8 bright
    PAIN F 8 bright A_Scream
    PAIN G 8 bright
    PAIN H 8 bright A_SetTranslucent (0.9)
    PAIN I 5 bright A_PainDie
    PAIN J 5 bright A_SetTranslucent (0.75)
    PAIN K 4 bright A_SetTranslucent (0.5)
    PAIN L 4 bright
    stop
  Raise:
    PAIN LKJIHGFE 8
    goto See
  Crush:
    POL5 A 0
    POL5 A 0 A_PlaySound ("Misc/Gibbed")
    POL5 A -1
    Stop
//  Crush:
//    A044 A 0
//    A044 A 0 A_PlaySound ("Misc/Gibbed")
//    A044 A -1
//    Stop
  }
}

actor 64HellKnight Replaces HellKnight
{
  spawnid 113
  scale 0.75
  obituary "%o was splayed by a Hell Knight"
  hitobituary "%o was gutted by a Hell Knight"
  health 500
  -BOSSDEATH
//  bloodcolor "18 8c 31"
  radius 24
  height 64
  mass 1000
  speed 8
  painchance 50
  seesound "knight/sight"
  painsound "knight/pain"
  deathsound "knight/death"
  activesound "knight/active"
  MONSTER
  +FLOORCLIP
  states
  {
  Spawn:
    BOS2 AB 10 A_Look
    loop
  See:
    BOS2 AABBCCDD 3 A_Chase
    loop
  Melee:
  Missile:
    BOS2 EF 8 A_FaceTarget
    BOS2 G 8 A_BruisAttack
    goto See
  Pain:
    BOS2 H 2
    BOS2 H 2 A_Pain
    goto See
  Pain.Vertigo:
    BOS2 H 0 ThrustThingZ (0, 55, 0, 0)
    BOS2 H 2
    BOS2 H 2 A_Pain
    Goto See
  Death:
    BOS2 I 8
    BOS2 J 8 A_Scream
    BOS2 K 8
    BOS2 L 8 A_NoBlocking
    BOS2 M 8
    BOS2 N -1 A_BossDeath
    stop
  Raise:
    BOS2 NMLKJI 8
    goto See
  Crush:
    POL5 A 0
    POL5 A 0 A_PlaySound ("Misc/Gibbed")
    POL5 A -1
    Stop
//  Crush:
//    A038 A 0
//    A038 A 0 A_PlaySound ("Misc/Gibbed")
//    A038 A -1
//    Stop
  }
}

actor 64StealthHellKnight : 64HellKnight Replaces StealthHellKnight
{
  spawnid 101
  scale 0.75
  obituary "%o thought %g saw a Hell Knight."
  hitobituary "%o thought %g saw a Hell Knight."
  renderstyle Translucent
  alpha 0
  +STEALTH
}

actor 64Arachnotron : Arachnotron Replaces Arachnotron
{
  scale 0.75
  speed 11
  states
  {
  Spawn:
    BSPI AB 10 A_Look
    loop
  See:
    BSPI A 20
    BSPI A 3 A_BabyMetal
    BSPI AABBCCDD 3 A_Chase
    goto See+1
  Missile:
    BSPI A 20 bright A_FaceTarget
    BSPI E 0 bright A_CustomMissile (ArachnotronPlasma,25,-12,2)
    BSPI E 4 bright A_CustomMissile (ArachnotronPlasma,25,12,-2)
    BSPI E 3 bright A_FaceTarget
    BSPI E 1 bright A_SpidRefire
    BSPI E 0 bright A_CustomMissile (ArachnotronPlasma,25,-12,2)
    BSPI E 4 bright A_CustomMissile (ArachnotronPlasma,25,12,-2)
    BSPI E 3 bright A_FaceTarget
    BSPI E 1 bright A_SpidRefire
    BSPI E 0 bright A_CustomMissile (ArachnotronPlasma,25,-12,2)
    BSPI E 4 bright A_CustomMissile (ArachnotronPlasma,25,12,-2)
    BSPI E 3 bright A_FaceTarget
    BSPI E 1 bright A_SpidRefire
    BSPI E 0 bright A_CustomMissile (ArachnotronPlasma,25,-12,2)
    BSPI E 4 bright A_CustomMissile (ArachnotronPlasma,25,12,-2)
    BSPI E 3 bright A_FaceTarget
    BSPI E 1 bright A_SpidRefire
    BSPI E 0 bright A_CustomMissile (ArachnotronPlasma,25,-12,2)
    BSPI E 4 bright A_CustomMissile (ArachnotronPlasma,25,12,-2)
    BSPI E 3 bright A_FaceTarget
    BSPI E 1 bright A_SpidRefire
    loop
  Pain:
    BSPI F 3
    BSPI F 3 A_Pain
    goto See+1
  Pain.Vertigo:
    BSPI F 0 ThrustThingZ (0, 55, 0, 0)
    BSPI F 3
    BSPI F 3 A_Pain
    Goto See+1
  Death:
    BSPI G 20 A_Scream
    BSPI H 7 A_NoBlocking
    BSPI IJK 7
    BSPI L -1 A_BossDeath
    stop
  Raise:
    BSPI LKJIHG 5
    goto See+1
  Crush:
    POL5 A 0
    POL5 A 0 A_PlaySound ("Misc/Gibbed")
    POL5 A -1
    Stop
  }
}

actor 64StealthArachnotron : StealthArachnotron Replaces StealthArachnotron
{
  scale 0.75
  speed 11
  states
  {
  Spawn:
    BSPI AB 10 A_Look
    loop
  See:
    BSPI A 20
    BSPI A 3 A_BabyMetal
    BSPI AABBCCDD 3 A_Chase
    goto See+1
  Missile:
    BSPI A 20 bright A_FaceTarget
    BSPI E 0 bright A_CustomMissile (ArachnotronPlasma,25,-12,2)
    BSPI E 4 bright A_CustomMissile (ArachnotronPlasma,25,12,-2)
    BSPI E 3 bright A_FaceTarget
    BSPI E 1 bright A_SpidRefire
    BSPI E 0 bright A_CustomMissile (ArachnotronPlasma,25,-12,2)
    BSPI E 4 bright A_CustomMissile (ArachnotronPlasma,25,12,-2)
    BSPI E 3 bright A_FaceTarget
    BSPI E 1 bright A_SpidRefire
    BSPI E 0 bright A_CustomMissile (ArachnotronPlasma,25,-12,2)
    BSPI E 4 bright A_CustomMissile (ArachnotronPlasma,25,12,-2)
    BSPI E 3 bright A_FaceTarget
    BSPI E 1 bright A_SpidRefire
    BSPI E 0 bright A_CustomMissile (ArachnotronPlasma,25,-12,2)
    BSPI E 4 bright A_CustomMissile (ArachnotronPlasma,25,12,-2)
    BSPI E 3 bright A_FaceTarget
    BSPI E 1 bright A_SpidRefire
    BSPI E 0 bright A_CustomMissile (ArachnotronPlasma,25,-12,2)
    BSPI E 4 bright A_CustomMissile (ArachnotronPlasma,25,12,-2)
    BSPI E 3 bright A_FaceTarget
    BSPI E 1 bright A_SpidRefire
    BSPI E 0 bright A_CustomMissile (ArachnotronPlasma,25,-12,2)
    BSPI E 4 bright A_CustomMissile (ArachnotronPlasma,25,12,-2)
    BSPI E 3 bright A_FaceTarget
    BSPI E 1 bright A_SpidRefire
    loop
  Pain:
    BSPI F 3
    BSPI F 3 A_Pain
    goto See+1
  Pain.Vertigo:
    BSPI F 0 ThrustThingZ (0, 55, 0, 0)
    BSPI F 3
    BSPI F 3 A_Pain
    Goto See+1
  Death:
    BSPI G 20 A_Scream
    BSPI H 7 A_NoBlocking
    BSPI IJK 7
    BSPI L -1 A_BossDeath
    stop
  Raise:
    BSPI LKJIHG 5
    goto See+1
  Crush:
    POL5 A 0
    POL5 A 0 A_PlaySound ("Misc/Gibbed")
    POL5 A -1
    Stop
  }
}

actor 64LostSoul : LostSoul Replaces LostSoul
{
  scale 0.75
  health 50
  renderstyle Translucent
  reactiontime 8
  Alpha 0.75
  +MISSILEMORE
  +MISSILEEVENMORE
  states
  {
  Spawn:
    SKUL ABC 5 A_Look
    loop
  See:
    SKUL ABC 3 A_Chase
    loop
  Missile:
    SKUL D 10 A_FaceTarget
    SKUL E 4  A_SkullAttack (30)
    SKUL DE 4
    goto Missile+2
  Pain:
    SKUL F 3
    SKUL F 3 A_Pain
    goto See
  Pain.Vertigo:
    SKUL F 0 ThrustThingZ (0, 55, 0, 0)
    SKUL F 3
    SKUL F 3 A_Pain
    Goto See
  Death:
    SKUL G 0 bright
    SKUL G 0 bright A_JumpIf (health < -6000, "Explode")
    SKUL G 6 bright
    SKUL H 6 bright A_Scream
    SKUL I 4 bright
    SKUL J 3 A_NoBlocking
    SKUL KLMNOP 3 A_FadeOut (0.1667)
    stop
  Explode:
    SKUL G 0 bright
    SKUL G 0 bright A_Scream
    SKUL G 6 Bright A_Explode(50, 112)
    SKUL I 4 bright
    SKUL J 3 A_NoBlocking
    SKUL KLMNOP 3 A_FadeOut (0.1667)
    stop
  Crush:
    POL5 A 0
    POL5 A 0 A_PlaySound ("Misc/Gibbed")
    POL5 A -1
    Stop
  }
}

actor 64Fatso : Fatso Replaces Fatso
{
  Scale 0.75
  States
  {
  Missile:
    FATT H 20 A_FatRaise
    FATT G 0 bright A_CustomMissile (FatShot, 48, -25, 0)
    FATT G 10 bright A_CustomMissile (FatShot, 48, 25, -15)
    FATT HH 5 A_FaceTarget
    FATT G 0 bright A_CustomMissile (FatShot, 48, -25, 15)
    FATT G 10 bright A_CustomMissile (FatShot, 48, 25, 0)
    FATT HH 5 A_FaceTarget
    FATT G 0 bright A_CustomMissile (FatShot, 48, -25, 7)
    FATT G 10 bright A_CustomMissile (FatShot, 48, 25, -7)
    FATT HH 5 A_FaceTarget
    goto See
  Pain:
    FATT I 3
    FATT I 3 A_Pain
    goto See
  Pain.Vertigo:
    FATT I 0 ThrustThingZ (0, 55, 0, 0)
    FATT I 3
    FATT I 3 A_Pain
    Goto See
  Death:
    FATT J 6
    FATT K 6 A_Scream
    FATT L 6 A_NoBlocking
    FATT MN 6
    FATT O -1 A_BossDeath
    stop
  Raise:
    FATT ONMLKJ 5
    goto See
  Crush:
    POL5 A 0
    POL5 A 0 A_PlaySound ("Misc/Gibbed")
    POL5 A -1
    Stop
  }
}

actor 64StealthFatso : StealthFatso Replaces StealthFatso
{
  Scale 0.75
  States
  {
  Missile:
    FATT H 20 A_FatRaise
    FATT G 0 bright A_CustomMissile (FatShot, 48, -30, 0)
    FATT G 10 bright A_CustomMissile (FatShot, 48, 30, -6)
    FATT HH 5 A_FaceTarget
    FATT G 0 bright A_CustomMissile (FatShot, 48, -30, 6)
    FATT G 10 bright A_CustomMissile (FatShot, 48, 30, 0)
    FATT HH 5 A_FaceTarget
    FATT G 0 bright A_CustomMissile (FatShot, 48, -30, 6)
    FATT G 10 bright A_CustomMissile (FatShot, 48, 30, -6)
    FATT HH 5 A_FaceTarget
    goto See
  Pain:
    FATT I 3
    FATT I 3 A_Pain
    goto See
  Pain.Vertigo:
    FATT I 0 ThrustThingZ (0, 55, 0, 0)
    FATT I 3
    FATT I 3 A_Pain
    Goto See
  Death:
    FATT J 6
    FATT K 6 A_Scream
    FATT L 6 A_NoBlocking
    FATT MN 6
    FATT O -1 A_BossDeath
    stop
  Raise:
    FATT ONMLKJ 5
    goto See
  Crush:
    POL5 A 0
    POL5 A 0 A_PlaySound ("Misc/Gibbed")
    POL5 A -1
    Stop
  }
}

actor 64SpiderMastermind : SpiderMastermind Replaces SpiderMastermind
{
  AttackSound "weapons/pistol"
  Scale 1.25
  speed 11
  States
  {
  Spawn:
    BSGI AB 10 A_Look
    loop
  See:
    BSGI A 3 A_Metal
    BSGI AABBCCDD 3 A_Chase
    Loop
  Missile:
    BSGI A 20 bright A_FaceTarget
    BSGI E 4 bright A_SposAttackUseAtkSound
    BSGI E 1 bright A_SpidRefire
    BSGI E 4 bright A_SposAttackUseAtkSound
    BSGI E 1 bright A_SpidRefire
    BSGI E 4 bright A_SposAttackUseAtkSound
    BSGI E 1 bright A_SpidRefire
    BSGI E 4 bright A_SposAttackUseAtkSound
    BSGI E 1 bright A_SpidRefire
    BSGI E 4 bright A_SposAttackUseAtkSound
    BSGI E 1 bright A_SpidRefire
    BSGI E 4 bright A_SposAttackUseAtkSound
    BSGI E 1 bright A_SpidRefire
    BSGI E 4 bright A_SposAttackUseAtkSound
    BSGI E 1 bright A_SpidRefire
    BSGI E 4 bright A_SposAttackUseAtkSound
    BSGI E 1 bright A_SpidRefire
    BSGI E 4 bright A_SposAttackUseAtkSound
    BSGI E 1 bright A_SpidRefire
    BSGI E 4 bright A_SposAttackUseAtkSound
    BSGI E 1 bright A_SpidRefire
    loop
  Pain:
    BSGI F 3
    BSGI F 3 A_Pain
    goto See
  Pain.Vertigo:
    BSGI F 0 ThrustThingZ (0, 55, 0, 0)
    BSGI F 3
    BSGI F 3 A_Pain
    Goto See
  Death:
    BSGI G 0 A_Scream
    BSGI G 4 A_SpawnItemEx ("64BossExplosion",0,0,0,0,0,0,0,130)
    BSGI G 4 A_SpawnItemEx ("64BossExplosion",0,0,0,0,0,0,0,130)
    BSGI G 4 A_SpawnItemEx ("64BossExplosion",-64,-64,50,0,0,0,0,130)
    BSGI G 4 A_SpawnItemEx ("64BossExplosion",64,64,100,0,0,0,0,130)
    BSGI G 4 A_SpawnItemEx ("64BossExplosion",64,64,0,0,0,0,0,130)
    BSGI G 4 A_SpawnItemEx ("64BossExplosion",0,0,50,0,0,0,0,130)
    BSGI G 4 A_SpawnItemEx ("64BossExplosion",0,0,100,0,0,0,0,130)
    BSGI G 4 A_SpawnItemEx ("64BossExplosion",-64,-64,0,0,0,0,0,130)
    BSGI G 4 A_SpawnItemEx ("64BossExplosion",64,64,50,0,0,0,0,130)
    BSGI G 4 A_SpawnItemEx ("64BossExplosion",-64,-64,100,0,0,0,0,130)
    BSGI G 4 A_SpawnItemEx ("64BossExplosion",0,0,0,0,0,0,0,130)
    BSGI G 4 A_SpawnItemEx ("64BossExplosion",-64,-64,50,0,0,0,0,130)
    BSGI G 4 A_SpawnItemEx ("64BossExplosion",-64,-64,100,0,0,0,0,130)
    BSGI G 4 A_SpawnItemEx ("64BossExplosion",64,64,0,0,0,0,0,130)
    BSGI G 4 A_SpawnItemEx ("64BossExplosion",64,64,50,0,0,0,0,130)
    BSGI G 4 A_SpawnItemEx ("64BossExplosion",0,0,100,0,0,0,0,130)
    BSGI G 4 A_SpawnItemEx ("64BossExplosion",64,64,0,0,0,0,0,130)
    BSGI G 4 A_SpawnItemEx ("64BossExplosion",0,0,50,0,0,0,0,130)
    BSGI G 4 A_SpawnItemEx ("64BossExplosion",64,64,100,0,0,0,0,130)
    BSGI G 4 A_SpawnItemEx ("64BossExplosion",-64,-64,0,0,0,0,0,130)
    BSGI G 4 A_SpawnItemEx ("64BossExplosion",-64,-64,50,0,0,0,0,130)
    BSGI H 0 A_NoBlocking
    BSGI H 4 A_SpawnItemEx ("64BossExplosion",64,64,100,0,0,0,0,130)
    BSGI H 4 A_SpawnItemEx ("64BossExplosion",-64,-64,0,0,0,0,0,130)
    BSGI I 4 A_SpawnItemEx ("64BossExplosion",64,64,50,0,0,0,0,130)
    BSGI I 4 A_SpawnItemEx ("64BossExplosion",0,0,100,0,0,0,0,130)
    BSGI JK 8
    BSGI L -1 A_BossDeath
    stop
  Crush:
    POL5 A 0
    POL5 A 0 A_PlaySound ("Misc/Gibbed")
    POL5 A -1
    Stop
  }
}

Actor 64Revenant : Revenant Replaces Revenant 
{
  Speed 8  
  States
  {
  See:
    SKEL AABBCCDDEEFF 4 A_Chase
    Loop
  Melee:
    SKEL G 0 A_FaceTarget
    SKEL G 8 A_SkelWhoosh
    SKEL H 8 A_FaceTarget
    SKEL I 8 A_SkelFist
    Goto See
  Missile:
    SKEL J 0 Bright A_FaceTarget
    SKEL J 12 Bright A_FaceTarget
    SKEL K 0 A_CustomMissile (RevenantTracer,56,20,0,0)
    SKEL K 12 A_CustomMissile (RevenantTracer,56,-20,0,0)
    SKEL K 12 A_FaceTarget
    Goto See
  Pain:
    SKEL L 5
    SKEL L 5 A_Pain
    Goto See
  Pain.Vertigo:
    SKEL L 0 ThrustThingZ (0, 55, 0, 0)
    SKEL L 5
    SKEL L 5 A_Pain
    Goto See
  Raise:
    SKEL QPONML 5
    goto See
  Crush:
    POL5 A 0
    POL5 A 0 A_PlaySound ("Misc/Gibbed")
    POL5 A -1
    Stop
  }
}

Actor 64StealthRevenant : StealthRevenant Replaces StealthRevenant 
{
  Speed 8  
  States
  {
  See:
    SKEL AABBCCDDEEFF 4 A_Chase
    Loop
  Melee:
    SKEL G 0 A_FaceTarget
    SKEL G 8 A_SkelWhoosh
    SKEL H 8 A_FaceTarget
    SKEL I 8 A_SkelFist
    Goto See
  Missile:
    SKEL J 0 Bright A_FaceTarget
    SKEL J 12 Bright A_FaceTarget
    SKEL K 0 A_CustomMissile (RevenantTracer,56,20,0,0)
    SKEL K 12 A_CustomMissile (RevenantTracer,56,-20,0,0)
    SKEL K 12 A_FaceTarget
    Goto See
  Pain:
    SKEL L 5
    SKEL L 5 A_Pain
    Goto See
  Pain.Vertigo:
    SKEL L 0 ThrustThingZ (0, 55, 0, 0)
    SKEL L 5
    SKEL L 5 A_Pain
    Goto See
  }
}

ACTOR MotherFBossSpawner : SpecialSpot replaces BossTarget
{
  +NOSECTOR
  +NOBLOCKMAP
  States
  {
  Spawn:
    TNT1 A 1
    TNT1 A -1 A_SpawnSingleItem("MotherDemon",0,0,256)
    Stop
  }
}

ACTOR NoBossEye00 replaces BossEye
{
}

actor Motherdemon 9897
{
  game Doom
  obituary "%o was obliterated by the mother of all demons."
  health 5300
  radius 60
  height 110
  mass 1000
  scale 0.75
  painchance 20
  reactiontime 8
  speed 24
  seesound "mother/sight"
  attacksound "mother/attack"
  painsound "mother/pain"
  deathsound "mother/death"
  activesound "mother/active"
  MONSTER
  +FLOORCLIP
  +BOSS
  +DONTMORPH
  +NORADIUSDMG
  +MISSILEMORE
  +MISSILEEVENMORE
  states
  {
  Spawn:
    MOTH ABCD 13 A_Look
    loop
  See:
    MOTH AAABBBCCCDDD 3 A_Chase
    loop
  Missile:
    MOTH E 8 A_FaceTarget
    MOTH E 0 A_PlaySoundEx ("Mother/attack", "Body")
    MOTH G 0 bright A_CustomMissile (MotherFire,0,0,0,2,0)
    MOTH G 0 bright A_CustomMissile (MotherFire,0,0,90,2,0)
    MOTH G 0 bright A_CustomMissile (MotherFire,0,0,-90,2,0)
    MOTH G 14 bright A_CustomMissile (MotherFire,0,0,180,2,0)
    MOTH E 8 A_FaceTarget
    MOTH F 0 bright A_CustomMissile (MotherBall,100,-25,35)
    MOTH F 0 bright A_CustomMissile (MotherBall,50,-25,35)
    MOTH F 0 bright A_CustomMissile (MotherBall,100,25,-35)
    MOTH F 14 bright A_CustomMissile (MotherBall,50,25,-35)
    MOTH E 8
    goto See
  Pain:
    MOTH H 10
    MOTH H 10 A_Pain
    goto See
  Pain.Vertigo:
    MOTH H 0 ThrustThingZ (0, 55, 0, 0)
    MOTH H 10
    MOTH H 10 A_Pain
    Goto See
  Death:
    MOTH I 10
    MOTH I 0 A_Scream
    MOTH I 4 A_SpawnItemEx ("64BossExplosion",0,0,0,0,0,0,0,130)
    MOTH I 4 A_SpawnItemEx ("64BossExplosion",0,0,0,0,0,0,0,130)
    MOTH I 4 A_SpawnItemEx ("64BossExplosion",-20,-20,55,0,0,0,0,130)
    MOTH I 4 A_SpawnItemEx ("64BossExplosion",20,20,110,0,0,0,0,130)
    MOTH I 4 A_SpawnItemEx ("64BossExplosion",20,20,0,0,0,0,0,130)
    MOTH I 4 A_SpawnItemEx ("64BossExplosion",0,0,55,0,0,0,0,130)
    MOTH I 4 A_SpawnItemEx ("64BossExplosion",0,0,110,0,0,0,0,130)
    MOTH I 4 A_SpawnItemEx ("64BossExplosion",-20,-20,0,0,0,0,0,130)
    MOTH I 4 A_SpawnItemEx ("64BossExplosion",20,20,55,0,0,0,0,130)
    MOTH I 4 A_SpawnItemEx ("64BossExplosion",-20,-20,110,0,0,0,0,130)
    MOTH I 4 A_SpawnItemEx ("64BossExplosion",0,0,0,0,0,0,0,130)
    MOTH I 4 A_SpawnItemEx ("64BossExplosion",-20,-20,55,0,0,0,0,130)
    MOTH I 4 A_SpawnItemEx ("64BossExplosion",-20,-20,110,0,0,0,0,130)
    MOTH I 4 A_SpawnItemEx ("64BossExplosion",20,20,0,0,0,0,0,130)
    MOTH I 4 A_SpawnItemEx ("64BossExplosion",20,20,55,0,0,0,0,130)
    MOTH I 4 A_SpawnItemEx ("64BossExplosion",0,0,110,0,0,0,0,130)
    MOTH I 4 A_SpawnItemEx ("64BossExplosion",20,20,0,0,0,0,0,130)
    MOTH I 4 A_SpawnItemEx ("64BossExplosion",0,0,55,0,0,0,0,130)
    MOTH I 4 A_SpawnItemEx ("64BossExplosion",20,20,110,0,0,0,0,130)
    MOTH J 4 A_SpawnItemEx ("64BossExplosion",-20,-20,0,0,0,0,0,130)
    MOTH J 4 A_SpawnItemEx ("64BossExplosion",-20,-20,55,0,0,0,0,130)
    MOTH K 4 A_SpawnItemEx ("64BossExplosion",20,20,110,0,0,0,0,130)
    MOTH K 4 A_SpawnItemEx ("64BossExplosion",-20,-20,0,0,0,0,0,130)
    MOTH L 0 A_NoBlocking
    MOTH L 4 A_SpawnItemEx ("64BossExplosion",20,20,55,0,0,0,0,130)
    MOTH L 4 A_SpawnItemEx ("64BossExplosion",0,0,110,0,0,0,0,130)
    MOTH MNO 6
    TNT1 A 30
    TNT1 A 0 A_BrainDie
    stop
  Crush:
    POL5 A 0
    POL5 A 0 A_PlaySound ("Misc/Gibbed")
    POL5 A -1
    Stop
  }
}

actor 64Archvile : Archvile Replaces Archvile
{
  -NOTARGET
  states
  {
  Crush:
    POL5 A 0
    POL5 A 0 A_PlaySound ("Misc/Gibbed")
    POL5 A -1
    Stop
  }
}

actor 64StealthArchvile : StealthArchvile Replaces StealthArchvile
{
  -NOTARGET
  states
  {
  Crush:
    POL5 A 0
    POL5 A 0 A_PlaySound ("Misc/Gibbed")
    POL5 A -1
    Stop
  }
}

actor NightmareSpectre : Spectre 3000
{
  health 350
  hitobituary "%o was eaten by a Nightmare Spectre."
  speed 15
  Scale 0.75
  Renderstyle Translucent
  Alpha 0.6
  states
  {
  Spawn:
    SAR3 BD 10 A_Look
    loop
  See:
    SAR3 AABBCCDD 2 A_Chase
    goto See
  Melee:
    SAR3 EF 5 A_FaceTarget
    SAR3 G 5 A_SargAttack
    goto See
  Pain:
    SAR3 H 2
    SAR3 H 2 A_Pain
    goto See
  Death:
    SAR3 I 8
    SAR3 J 8 A_Scream
    SAR3 K 4
    SAR3 L 4 A_NoBlocking
    SAR3 M 4
    SAR3 N -1
    stop
  Raise:
    SAR3 NMLKJI 5
    goto See
  Crush:
    POL5 A 0
    POL5 A 0 A_PlaySound ("Misc/Gibbed")
    POL5 A -1
    Stop
  }
}

actor NightmareCacodemon : Cacodemon 19990
{
  renderstyle translucent
  Species "NightmareCacodemon"
  alpha 0.6
  obituary "%o was scorched by a Nightmare Cacodemon."
  hitobituary "%o was chomped by a Nightmare Cacodemon."
//  bloodcolor "C5 00 28"
  health 700
  speed 15
  scale 0.75
  painchance 96
  states
  {
  Spawn:
    HEA2 ABCD 15 A_Look
    loop
  See:
    HEA2 AABBCCDD 3 A_Chase
    loop
  Pain:
    HEA2 D 3
    HEA2 D 3 A_Pain
    goto See
  Melee:
  Missile:
    HEA2 EF 4 A_FaceTarget
    HEA2 G 4 bright A_BasicAttack (8, "none", "NCacoBall", 28)
    HEA2 EF 4 A_FaceTarget
    HEA2 G 4 bright A_BasicAttack (8, "none", "NCacoBall", 28)
    HEA2 EF 4 A_FaceTarget
    HEA2 G 4 bright A_BasicAttack (8, "none", "NCacoBall", 28)
    goto See
  Death:
    HEA2 H 8
    HEA2 I 8 A_Scream
    HEA2 JK 8
    HEA2 L 8 A_NoBlocking
    HEA2 M -1 A_SetFloorClip
    stop
  Raise:
    HEA2 M 8 A_UnSetFloorClip
    HEA2 LKJIH 8
    goto See
  Crush:
    POL5 A 0
    POL5 A 0 A_PlaySound ("Misc/Gibbed")
    POL5 A -1
    Stop
//  Crush:
//    A039 A 0
//    A039 A 0 A_PlaySound ("Misc/Gibbed")
//    A039 A -1
//    Stop
  }
}

actor 64ChaingunGuy : ChaingunGuy Replaces ChaingunGuy
{
	attacksound "grunt/attack"
	scale 0.75
	States
	{
	Missile:
		CPOS E 10 A_FaceTarget
		CPOS FE 4 BRIGHT A_CustomBulletAttack (5.6, 0, 1, 2, "BulletPuff")
		CPOS F 1 A_CPosRefire
		Goto Missile+1
	Pain.Vertigo:
		CPOS G 0 ThrustThingZ (0, 55, 0, 0)
		CPOS G 3
		CPOS G 3 A_Pain
		Goto See
	Death:
		CPOS H 5
		CPOS I 5 A_Scream
		CPOS J 5 A_NoBlocking
		CPOS KL 5
		CPOS M -1
		stop
	XDeath:
		CPOS N 5
		CPOS O 5 A_XScream
		CPOS Q 5 A_NoBlocking
		CPOS RSTU 5
		CPOS V -1
		stop
	Raise:
		CPOS MLKJHI 5
		goto See
  	Crush:
    		POL5 A 0
    		POL5 A 0 A_PlaySound ("Misc/Gibbed")
    		POL5 A -1
    		Stop
	}
}

actor 64StealthChaingunguy : 64Chaingunguy replaces stealthchaingunguy
{
	renderstyle translucent
	+STEALTH
	alpha 0
}

Actor ScoutTrooper 
{
	Health 30
	Radius 20
	Height 56
	Speed 6
	PainChance 200
	Scale 0.9
	Monster
	+NOTARGET
	+FLOORCLIP 
	+NOBLOOD
	+NOINFIGHTING
	SeeSound "Scout/Alert"
	PainSound "Officer/Pain"
	DeathSound "Officer/Die"
	DropItem "BlasterRifle"
  States
  {
  Spawn:
    TRP3 T 10 A_Look
    Loop
  See:
    TRP3 ABCDEF 2 A_Chase
    Loop
  Missile:
    TRP3 G 6 A_FaceTarget
    TNT1 A 0 A_CustomMissile("PistolBlast", 22, 0, Random(-5,5), 1, Random(-5,5))
    TNT1 A 0 A_PlaySound("BlasterRifleFire")
    TRP3 H 2 Bright A_FaceTarget
    Goto See
  Pain:
    TRP3 J 3
    TRP3 J 3 A_Pain
    Goto See
  Death:
    TRP3 K 5
    TRP3 L 5 A_Scream
    TRP3 M 5 A_NoBlocking
    TRP3 N 5
    TRP3 N -1
  }
}

Actor Stormtrooper 
{
	Health 35
	Radius 20
	Height 56
	Speed 6
	PainChance 200
	Scale 0.9
	Monster
	+NOTARGET
	+FLOORCLIP 
	+NOBLOOD
	+NOINFIGHTING
	SeeSound "Storm/Alert"
	PainSound "Officer/Pain"
	DeathSound "Officer/Die"
	DropItem "BlasterRifle"
	States
	{
	Spawn:
		TRP1 T 1 A_Look
		Loop
	See:
		TRP1 AAAA 2 A_Chase
		TRP1 BBBB 2 A_Chase
		TRP1 CCCC 2 A_Chase
		TRP1 DDDD 2 A_Chase
		TRP1 EEEE 2 A_Chase
		TRP1 FFFF 2 A_Chase
		Loop
	Missile:
		TRP1 G 5  A_FaceTarget
		TNT1 A 0 A_CustomMissile("PistolBlast", 22, 0, Random(-5,5), 1, Random(-5,5))
		TNT1 A 0 A_PlaySound("BlasterRifleFire")
		TRP1 H 5 Bright A_FaceTarget
		Goto See
    Pain:
        TRP3 J 3
        TRP3 J 3 A_Pain
        Goto See
    Death:
        TRP1 K 5
        TRP1 L 5 A_Scream
        TRP1 M 5 A_NoBlocking
        TRP1 N 5
        TRP1 N -1
	}
}

Actor Commando
{
	Health 40
	Radius 20
	Height 56
	Speed 6
	PainChance 200
	Scale 0.9
	Monster
	+NOTARGET
	+FLOORCLIP 
	+NOBLOOD
	+NOINFIGHTING
	SeeSound "Commando/Alert"
	PainSound "Officer/Pain"
	DeathSound "Officer/Die"
	DropItem "cell"
	States
	{
	Spawn:
		COMM O 1 A_Look
		Loop
	See:
		COMM AAAA 2 A_Chase
		COMM BBBB 2 A_Chase
		COMM CCCC 2 A_Chase
		COMM DDDD 2 A_Chase
		Loop
	Missile:
		COMM E 10  A_FaceTarget
		TNT1 A 0 A_CustomMissile("PistolBlast", 32, 0, Random(-5,5), 1, Random(-5,5))
		TNT1 A 0 A_PlaySound("BlasterPistolFire")
		COMM E 5 Bright A_FaceTarget
		Goto See
	Pain:
		COMM P 5
		COMM H 5 A_Pain
		Goto See
	Death:
	    TNT1 A 0 A_Scream
		COMM FG 5 Bright
		COMM JKL 5
		COMM M 5 A_NoBlocking 
		COMM N -1
		Stop
	}
}

Actor Officer
{
	Health 20
	Radius 20
	Height 56
	Speed 6
	PainChance 200
	Scale 0.9
	Monster
	+NOTARGET
	+FLOORCLIP 
	+NOBLOOD 
	+NOTARGET
	+NOINFIGHTING
	SeeSound "Officer/Alert"
	PainSound "Officer/Pain"
	DeathSound "Officer/Die"
	DropItem "cell"
	States
	{
	Spawn:
		OFCR O 1 A_Look
		Loop
	See:
		OFCR AAAA 2 A_Chase
		OFCR BBBB 2 A_Chase
		OFCR CCCC 2 A_Chase
		OFCR DDDD 2 A_Chase
		Loop
	Missile:
		OFCR E 10  A_FaceTarget
		TNT1 A 0 A_CustomMissile("PistolBlast", 32, 0, Random(-5,5), 1, Random(-5,5))
		TNT1 A 0 A_PlaySound("BlasterPistolFire")
		OFCR F 5 Bright A_FaceTarget
		Goto See
	Pain:
		OFCR E 5
		OFCR J 5 A_Pain
		Goto See
	Death:
	    TNT1 A 0 A_Scream
		OFCR GHI 5 Bright
		OFCR KL 5  
		OFCR M 5 A_NoBlocking
		OFCR N -1
		Stop
	}
}

Actor StarWarsSpawner : RandomSpawner replaces WolfensteinSS
{
DropItem "ScoutTrooper"
DropItem "StormTrooper"
DropItem "Commando"
DropItem "Officer"
}

