Actor Butcher 3528
{
  Obituary "%o was mashed by a Butcher"
  HitObituary "%o was mashed by a Butcher"
  Health 350
  Radius 22
  Height 62
  Mass 600
  Speed 12
  MeleeDamage 3
  PainChance 255
  SeeSound "Butcher/Sight"
  PainSound "Butcher/Pain"
  DeathSound "Butcher/Death"
  ActiveSound "Butcher/Active"
  MeleeSound "Butcher/Melee"
  Monster
  +FloorClip
  States
  {
  Spawn:
    BCHR A 0 acs_executeAlways(750,0,1,0,0)
    BCHR AAAAAAAAAABBBBBBBBBB 1 A_Look
    Loop
  See:
    BCHR AABB 4 A_Chase
    BCHR C 0 A_PlaySoundEx("Butcher/Step", "SoundSlot7", 0)
    BCHR CCDD 4 A_Chase
    BCHR A 0 A_PlaySoundEx("Butcher/Step", "SoundSlot7", 0)
    Loop
  Melee:
    BCHR EF 6 A_FaceTarget
    BCHR G 0 A_PlaySound("Butcher/Miss")
    BCHR G 10 A_MeleeAttack
    Goto See
  Pain:
    BCHR H 0 ACS_ExecuteAlways(402,0,10,0,0)
    BCHR H 0 A_Jump(32,"Pain2")
    Goto See
  Pain2:
    BCHR H 3
    BCHR H 3 A_Pain
    Goto See
  Death:
    BCHR H 12 A_Scream
    BCHR H 2 ACS_ExecuteAlways(400,0,0,0,0)
	BCHR H 2 ACS_ExecuteAlways(402,0,50,0,0)
    BCHR I 0 A_PlaySound("Butcher/Explode")
    BCHR IJK 6
    BCHR L 0 A_FaceTarget
    BCHR L 6 A_SpawnItemEx("ButcherHammer", 0, -18, 24, 3, 0, 3, -85, 128)
    BCHR M 6 A_NoBlocking
    BCHR NOP 6
    BCHR Q 25
    BCHR Q 0
    Stop
  Death.Knife:
    BCHR H 12 A_Scream
    BCHR H 2 ACS_ExecuteAlways(400,0,0,0,0)
	BCHR H 2 ACS_ExecuteAlways(402,0,130,0,0)
    BCHR I 0 A_PlaySound("Butcher/Explode")
    BCHR IJK 6
    BCHR L 0 A_FaceTarget
    BCHR L 6 A_SpawnItemEx("ButcherHammer", 0, -18, 24, 3, 0, 3, -85, 128)
    BCHR M 6 A_NoBlocking
    BCHR NOP 6
    BCHR Q 25
    BCHR Q 0
    Stop
   }
}

Actor ButcherHammer
{
  +DoomBounce
  +NoBlockMap
  Gravity 0.4
  Speed 3
  States
  {
  Spawn:
    BRHM ABCD 5
    BRHM E 512
	BRHM E 0
    Stop
  }
}
