//the spider boss
ACTOR InfernalSpider //29999
{
  Radius 72
  Height 120
  Health 12000
  Speed 30
  mass 99999
  meleerange 76
  meleedamage 12
  painchance 3
  translation "152:159=216:223,9:9=223:223,76:70=216:223,129:132=216:223"
  scale 2.0
  SeeSound "spider2/sight"
  DeathSound "spider2/death"
  PainSound "spider2/pain"
  ActiveSound "spider2/active"
  Obituary "%o was burned to ashes by the Infernal Spider"
  HitObituary "%o was eaten by the Infernal Spider"
  MONSTER
  +BOSS
  +NORADIUSDMG
  +MISSILEMORE
  +MISSILEEVENMORE
  +DONTHURTSPECIES
  +NOTARGET
  +FLOORCLIP
  States
  {
  Spawn:
   SPI2 A 1 A_Look
   loop
  See:
   TNT1 A 0 A_jumpifcloser(1024,9)
   SPI2 E 12 A_Facetarget
   MNTR E 0 A_Playsound ("spider/step")
   MNTR E 0 A_setinvulnerable
   MNTR E 0 A_Skullattack
   SPI2 U 5 Thrustthingz (0, 82, 0, 1)
   SPI2 U 38 A_JumpIf (z-floorz<24,1)
   MNTR A 0
   MNTR A 0 A_Playsound ("spider/land")
   MNTR A 0 A_Unsetinvulnerable
   SPI2 A 1 A_stop
   SPI2 ABCD 2 A_Chase
   MNTR A 0 A_playsound ("spider/step")
   SPI2 ABCD 2 A_Chase
   MNTR A 0 A_playsound ("spider/step")
   SPI2 ABCD 2 A_Chase
   MNTR A 0 A_playsound ("spider/step")
   SPI2 ABCD 2 A_Chase
   MNTR A 0 A_playsound ("spider/step")
   SPI2 ABCD 2 A_Chase
   MNTR A 0 A_playsound ("spider/step")
   SPI2 ABCD 2 A_Chase
   MNTR A 0 A_playsound ("spider/step")
   loop
  Melee:
   MNTR E 0 A_Facetarget
   MNTR E 0 A_XScream
   SPI2 E 5 A_Meleeattack
   SPI2 A 13 A_Facetarget
   goto see
  Missile:
   MNTR V 0 A_Jump (82,15)
   MNTR V 0 A_Jump (32,8)
   SPI2 U 5 A_Facetarget
   SPI2 X 2 A_custommissile("flameshot", 24, 0, -8, 0)
   SPI2 X 2 A_custommissile("flameshot", 24, 0, 0, 0)
   SPI2 X 2 A_custommissile("flameshot", 24, 0, 8, 0)
   SPI2 X 3 A_Facetarget
   SPI2 U 5
   goto see
   SPI2 E 5 A_Facetarget
   SPI2 E 6 A_throwgrenade("minispider", 85, 10, 20)
   SPI2 E 6 A_throwgrenade("minispider", 85, 10, 20)
   SPI2 E 6 A_throwgrenade("minispider", 85, 10, 20)
   SPI2 E 5
   goto see
   SPI2 E 5 A_Facetarget
   SPI2 U 5 A_Playsound("spider2/sight")
   MNTR W 0 A_Facetarget
   SPI2 X 5 A_Custommissile("Hellripper", 128, 0, 0, 0)
   SPI2 X 17 A_Facetarget
   SPI2 X 2 A_custommissile("flameshot", 24, 0, -8, 0)
   SPI2 X 2 A_custommissile("flameshot", 24, 0, 0, 0)
   SPI2 X 2 A_custommissile("flameshot", 24, 0, 8, 0)
   SPI2 U 5 A_Facetarget
   goto see
   Pain:
	SPI2 E 2 A_Pain
	MNTR E 0 A_Facetarget
	SPI2 E 6 A_throwgrenade("minispider", 85, 10, 20)
	SPI2 E 6 A_throwgrenade("minispider", 85, 10, 20)
	SPI2 E 6 A_throwgrenade("minispider", 85, 10, 20)
	goto see
   Death:
	MNTR A 0 A_Scream
	MNTR A 0 A_Setfloorclip
	MNTR A 0 A_Burst("archvilefire2")
	stop
}
}

ACTOR flameshot : fatshot
{
Speed 25
SeeSound "skeleton/attack"
Decal Scorch
States
{
Spawn:
SXAL ABC 5 BRIGHT
loop
Death:
SXAL DEFGH 3 BRIGHT
stop
}
}
Actor Hellripper : fatshot
{
Health 5
Speed 50
Damage 30
Explosionradius 64
ExplosionDamage 50
SeeSound "skeleton/attack"
Decal Scorch
States
{
Spawn:
TNT1 A 1 Bright A_Custommissile("archvilefire2",0,0,90,0)
TNT1 A 0 A_Custommissile("archvilefire2",0,0,-90,0)
TNT1 A 0 A_JumpIf (z-floorz<24,1)
loop
TNT1 A 0 A_Explode
TNT1 A 0 ThrustThingZ (0, random(2,3), 0, 0)
loop
Death:
TNT1 B 5 A_Burst("archvilefire2")
stop
}
}

Actor Archvilefire2 : archvilefire
{
Damage 5
Speed 4
}

ACTOR minispider //19999
{
health 200
radius 26
height 42
speed 38
Painchance 200
Obituary "%o was eaten by a spider"
HitObituary "%o was eaten by a spider"
Species "InfernalSpider"
SeeSound "spider2/sight"
DeathSound "spider2/pain"
PainSound "spider2/pain"
ActiveSound "spider2/sight"
translation 1
translation "96:111=64:79"
scale 1.0
meleedamage 6
MONSTER
+LOOKALLAROUND
+NOTARGET
States
{
spawn:
GAYS A 1 A_Look
loop
See:
GAYS ABCD 1 A_chase
loop
Melee:
GAYS E 5 A_Facetarget
GAYS E 0 A_XScream
GAYS E 8 A_Meleeattack
goto see
Pain:
GAYS A 2 A_Pain
GAYS A 2
goto see
Death:
GAYR FEDC 5 A_Setfloorclip
GAYR B 5 A_Scream
GAYR A 5 A_Die
stop
}
}

//Soulharvester
actor SoulHarvester //3117
{
	//$Category Monsters
	Health 100
	Radius 20
	Height 56
	Speed 8
	PainChance 160
	MONSTER
	+FLOORCLIP
	+MISSILEMORE
	Species "DoomImp"
	SeeSound "harvester/sight"
	PainSound "imp/pain"
	DeathSound "harvester/death"
	ActiveSound "imp/active"
	MeleeSound "imp/melee"
	Obituary "%o couldn't evade the soul harvester's attack."
	MissileType SoulHarvesterBall
	MeleeDamage 3
	States
	{
	Spawn:
		SLHV AB 10 A_Look
		Loop
	See:
		SLHV AABBCCDD 3 A_Chase
		Loop
	Melee:
	Missile:
		SLHV EFG 4 A_FaceTarget
		SLHV HIJK 5 Bright A_FaceTarget
		SLHV L 8 Bright A_MissileAttack
		SLHV M 10
		Goto See
	Pain:
		SLHV N 3
		SLHV N 3 A_Pain
		Goto See
	Death:
		SLHV O 7 A_Scream
		SLHV PQR 7
		SLHV S 6 A_CustomMissile("SoulHarvesterGhost", 32, 0, 0)
		SLHV T 6 A_Fall
		SLHV UV 5
		SLHV W -1
		Stop
	XDeath:
		SLHV X 6 A_Xscream
		SLHV Y 6 A_CustomMissile("SoulHarvesterGhost", 32, 0, 0)
		SLHV TTT 2 Bright A_MissileAttack
		SLHV Z 5
		SLHV [ 5 A_Fall
		SLHV ] 5
		SLHW A -1
		Stop
	Raise:
		SLHV WVUTSRQPO 5
		Goto See
	}
}

actor SoulHarvesterBall
{
	Radius 8
	Height 6
	Scale 0.4
	Speed 9
	Damage 2
	+SEEKERMISSILE
	+MTHRUSPECIES
	PROJECTILE
	Renderstyle ADD
	SeeSound "harvester/scream"
	DeathSound "imp/shotx"
	Decal DoomImpScorch
	States
	{
	Spawn:
		SHBA A  0 A_CustomMissile("SoulBallTrail", 0, 0, 180)
		SHBA AB 2 Bright A_SeekerMissile (10,20/*,SFM_PRECISE*/)
		Loop
	Death:
		SHBA CDEFGHIJKL 4 Bright
		Stop
	}
}

actor SoulHarvesterGhost
{
	Radius 1
	Height 1
	Speed 0
	PROJECTILE
	RENDERSTYLE ADD
	ALPHA 0.7
	+NOCLIP
	SeeSound "harvester/ghost"
	States
	{
	Spawn:
	Death:
		SHGH ABCDEFG 4 Bright
		Stop
	}
}

actor SoulBallTrail
{
	Radius 1
	Height 1
	Speed 0
	PROJECTILE
	RENDERSTYLE ADD
	ALPHA 0.5
	+NOCLIP
	States
	{
	Spawn:
	Death:
		SBTR H 6
		SBTR ABCDEFG 4 Bright
		Stop
	}
}


//Cybruiser
ACTOR Cybruiser : Hellknight //30128
{
Health 2000
Radius 24
Height 64
Mass 1000
Speed 8
PainChance 20
MONSTER
MeleeDamage 10
Obituary "%o was blown away by a Cyborg Goatman."
HitObituary "%o was smashed by a Cyborg Goatman."
+FLOORCLIP
+MISSILEMORE
+BOSS
+DONTHURTSPECIES
SeeSound "monster/brusit"
PainSound "baron/pain"
DeathSound "monster/brudth"
MeleeSound "baron/melee"
States
   {
   Spawn:
	   BRU2 AB 10 A_Look
	   Loop
   See:
	   BRU2 A 1 A_Playsound("monster/bruwlk")
	   BRU2 A 2 A_Chase
	   BRU2 A 3 A_Chase
	   BRU2 BB 3 A_Chase
	   BRU2 C 1 A_Playsound("monster/bruwlk")
	   BRU2 C 2 A_Chase
	   BRU2 C 3 A_Chase
	   BRU2 DD 3 A_Chase
	   Loop
   Missile:
	   BRU2 E 8 A_FaceTarget
	   BRU2 F 12 Bright A_CustomMissile("BruiserMissile",38,15,0,0)
	   BRU2 E 12 A_FaceTarget
	   BRU2 F 12 Bright A_CustomMissile("BruiserMissile",38,15,0,0)
	   BRU2 E 12 A_FaceTarget
	   BRU2 F 12 Bright A_CustomMissile("BruiserMissile",38,15,0,0)
	   Goto See
   Melee:
	   BRU2 GH 8 A_FaceTarget
	   BRU2 I 8 A_MeleeAttack
	   Goto See
   Pain:
	   BRU2 J 2
	   BRU2 J 2 A_Pain
	   Goto See
   Death:
	   BRU2 K 6 Bright A_Scream
	   BRU2 LMN 6 Bright
	   BRU2 O 6 Bright A_NoBlocking
	   BRU2 QRS 6 Bright
	   BRU2 T -1 A_BossDeath
	   Stop
   }
}

ACTOR BruiserMissile
{
   Radius 8
   Height 12
   Speed 20
   Damage 10
   Scale 1.0
   SpawnID 251
   PROJECTILE
   RENDERSTYLE Normal
   +THRUGHOST
   SeeSound "monster/brufir"
   DeathSound "weapons/hellex"
   DONTHURTSHOOTER
   +FIREDAMAGE
   States
   {
   Spawn:
	  FBRS A 1 Bright
	  FBRS A 1 Bright A_SpawnItem("BruiserTrail",0,0)
	  loop
   Death:
	  BAL3 C 0 A_SetTranslucent (0.67,1)
	  BAL3 C 6 Bright
	  BAL3 D 6 Bright A_Explode(64,64,0)
	  BAL3 E 6 Bright
	  stop
   }
}

ACTOR BruiserTrail
{
   Radius 3
   Height 3
   RENDERSTYLE Translucent
   Alpha 0.67
   PROJECTILE
   States
   {
   Spawn:
	  TNT1 A 3 Bright
	  PUFF ABCD 4 BRIGHT
	  Stop
   }
}


//Shadow
ACTOR Shadow //3126
{
	//$Category Monsters
	Health 80
	Radius 20
	Height 56
	Mass 100
	RenderStyle "Translucent"
	Alpha 0.7
	Speed 8
	PainChance 200
	Monster
	+FLOORCLIP
	PainSound "Shadow/pain"
	DeathSound "Shadow/death"
	ActiveSound "Shadow/active"
	Obituary "%o was assassinated by a shadow."
	MissileType ShadowBall
	States
	{
	Spawn:
	See:
		SHDW A 15
		SHDW AAA 1 A_Chase
		SHDW A 0 A_CustomMissile("ShadowGhostA", 0, 0, 0)
		SHDW BBB 1 A_Chase
		SHDW B 0 A_CustomMissile("ShadowGhostB", 0, 0, 0)
		SHDW CCC 1 A_Chase
		SHDW C 0 A_CustomMissile("ShadowGhostC", 0, 0, 0)
		SHDW DDD 1 A_Chase
		SHDW D 0 A_CustomMissile("ShadowGhostD", 0, 0, 0)
		SHDW AAA 1 A_Chase
		SHDW A 0 A_CustomMissile("ShadowGhostA", 0, 0, 0)
		SHDW BBB 1 A_Chase
		SHDW B 0 A_CustomMissile("ShadowGhostB", 0, 0, 0)
		SHDW CCC 1 A_Chase
		SHDW C 0 A_CustomMissile("ShadowGhostC", 0, 0, 0)
		SHDW DDD 1 A_Chase
		SHDW D 0 A_CustomMissile("ShadowGhostD", 0, 0, 0)
		Goto See+1
	Missile:
		SHDW E 30 A_FaceTarget
		SHDW F 5
		SHDW G 5 BRIGHT A_MissileAttack
		SHDW F 5
		SHDW E 20
		SHDW E 1 A_SpidRefire
		Goto Missile+1
	Pain:
		SHDW H 4
		SHDW H 4 A_Pain
		Goto See+1
	Death:
		SHDW I 6 A_Scream
		SHDW J 5
		SHDW K 5 A_CustomMissile("Shadowtorso", 0, 0, 0)
		SHDW L 5 A_Fall
		SHDW MNO 6
		SHDW P -1
		Stop
	XDeath:
		SHDX A 8
		SHDX B 6 A_XScream
		SHDX C 6
		SHDX D 6 A_Fall
 		SHDX E 6
 		SHDX F 6
		SHDX G -1
		Stop
	Raise:
		SHDW M 8
		SHDW KLJI 8
		Goto See
	}
}

ACTOR ShadowBall
{
	Radius 6
	Height 8
	Speed 12
	Damage 4
	Projectile
	+RANDOMIZE
	RenderStyle "ADD"
	Alpha 0.75
	SeeSound "Shadow/attack"
	DeathSound "imp/shotx"
	MissileType ShadowTrail
	Missileheight 0
	Decal DoomImpScorch
	States
	{
	Spawn:
		SBAL ABC 4 BRIGHT A_MissileAttack
		Loop
	Death:
		SBAL C 5 Bright
		SBAL DEFGH 4 BRIGHT
		Stop
	}
}

ACTOR ShadowGhostA
{
	Radius 4
	Height 8
	Speed 0
	Damage 0
	Mass 75
	RenderStyle "Translucent"
	Alpha 0.3
	PROJECTILE
	States
	{
	Spawn:
		SHDW A 10
		Stop
	}
}

ACTOR ShadowGhostB : ShadowGhostA
{
	States
	{
	Spawn:
		SHDW B 10
		Stop
	}
}

ACTOR ShadowGhostC : ShadowGhostA
{
	States
	{
	Spawn:
		SHDW C 10
		Stop
	}
}

ACTOR ShadowGhostD : ShadowGhostA
{
	States
	{
	Spawn:
		SHDW D 10
		Stop
	}
}

ACTOR Shadowtorso
{
	Radius 12
	Height 15
	Speed 1
	Mass 5000
	RenderStyle "Translucent"
	alpha 0.7
	+Doombounce
	  States
	{
	Spawn:
		 SHDW QRS 5
		 SHDW T 5 A_Fall
		 SHDW U 5
		 SHDW V -1
		 Stop
	}
}

actor ShadowTrail
{
	Radius 1
	Height 1
	Speed 0
	PROJECTILE
	RENDERSTYLE ADD
	ALPHA 0.6
	+NOCLIP
	States
	{
	Spawn:
	 SHTR ABCDEF 4 Bright
		Stop
	}
}

// Plasma Zombie
ACTOR PlasmaZombie //3205
{
	Health 60
	Radius 20
	Height 56
	Speed 8
	PainChance 100
	MONSTER
	+FloorClip
	SEESOUND "grunt/sight"
	ATTACKSOUND "grunt/attack"
	PAINSOUND "grunt/pain"
	DEATHSOUND "grunt/death"
	ACTIVESOUND "grunt/active"
	OBITUARY "%o got burned by a plasma zombie."
	DropItem Cell
	MissileType PlasmaBall
	states
	{
	Spawn:
		ZMAY AB 10 A_Look
		Loop
	See:
		ZMAY AABBCCDD 4 A_Chase
		Loop
	Missile:
		ZMAY E 10 A_FaceTarget
		ZMAY F 5 A_MissileAttack
		ZMAY E 5 A_FaceTarget
		ZMAY F 5 A_MissileAttack
		ZMAY E 5 A_FaceTarget
		ZMAY F 5 A_MissileAttack
		ZMAY E 5 A_FaceTarget
		ZMAY F 5 A_MissileAttack
		ZMAY E 5 A_FaceTarget
		ZMAY F 5 A_MissileAttack
		Goto See
	Pain:
		ZMAY G 3
		ZMAY G 3 A_Pain
		Goto See
	Death:
		ZMAY H 5
		ZMAY I 5 A_Scream
		ZMAY J 5 A_Fall
		ZMAY K 5
		ZMAY L -1
		Stop
	XDeath:
		ZMAY O 5
		ZMAY P 5 A_XScream
		ZMAY Q 5 A_Fall
		ZMAY RSTU 5
		ZMAY V -1
		Stop
	Raise:
		ZMAY KJIH 5
		Goto See
	}
}


// Heresy Lord
ACTOR LordofHeresy //3121
{
	//$Category "ZDoom Monster pack"
	Health 1250
	Radius 20
	Height 56
	Speed 13
	PainChance 50
	bloodcolor darkolivegreen
	Mass 1000
	MONSTER
	+FLOORCLIP
	Obituary "%o was annihilated by a Fabulous Winged Goatman."
	SeeSound "LordOfHeresy/sight"
	PainSound "demon/pain"
	DeathSound "LordOfHeresy/death"
	ActiveSound "LordOfHeresy/act"
	States
	{
	Spawn:
		LOHS AB 10 A_Look
		Loop
	See:
		LOHS AABBCCDD 4 A_Chase
		Loop
	Missile:
		LOHS E 0 A_Jump(85,5)
		LOHS E 0 A_Jump(128,9)
		LOHS E 8 A_FaceTarget
		LOHS F 8 A_FaceTarget
		LOHS G 8 A_BruisAttack
		Goto See
		LOHS E 8 A_FaceTarget
		LOHS F 8 A_FaceTarget
		LOHS G 0 A_Custommissile ("BaronBall", 32, 0, 8)
		LOHS G 0 A_Custommissile ("BaronBall", 32, 0, 0)
		LOHS G 8 A_Custommissile ("BaronBall", 32, 0, -8)
		Goto See
		LOHS E 8 A_FaceTarget
		LOHS F 8 A_FaceTarget
		LOHS G 0 A_Custommissile ("BaronBall", 32, 0, -20)
		LOHS G 8 A_Custommissile ("BaronBall", 32, 0, 0)
		LOHS E 8 A_FaceTarget
		LOHS F 8 A_FaceTarget
		LOHS G 0 A_Custommissile ("BaronBall", 32, 0, 20)
		LOHS G 8 A_Custommissile ("BaronBall", 32, 0, 0)
		LOHS E 8 A_FaceTarget
		LOHS F 8 A_FaceTarget
		LOHS G 0 A_Custommissile ("BaronBall", 32, 0, -12)
		LOHS G 8 A_Custommissile ("BaronBall", 32, 0, 12)
		Goto See
	Pain:
		LOHS H 5
		LOHS H 5 A_Pain
		Goto See
	Death:
		LOHS I 8
		LOHS J 8 A_Scream
		LOHS K 8 A_Fall
		LOHS LMN 8
		LOHS O -1
		Stop
	Raise:
		LOHS ONMLKJI 5
		Goto See
	}
}

// Blood Fiend
ACTOR Bloodfiend : Demon //30100
{
Health 250
PainChance 140
Speed 12
Radius 30
Height 56
Mass 450
MONSTER
+FloorClip
+LongMeleeRange
+DontHurtSpecies
OBITUARY "%o died from the toxic blood of a Bloodfiend."
HITOBITUARY "%o was eaten by a Bloodfiend."
SEESOUND "monster/sg2sit"
ATTACKSOUND "monster/sg2atk"
PAINSOUND "demon/pain"
DEATHSOUND "demon/death"
ACTIVESOUND "demon/sg2act"
states
   {
   Spawn:
	   SAR2 AB 10 A_Look
	   Loop
   See:
	   SAR2 AABBCCDD 2 A_Chase
	   Loop
   Melee:
	   SAR2 EF 8 A_FaceTarget
	   SAR2 G 8 A_SargAttack
	   Goto See
   Missile:
	   SAR2 GF 8 A_FaceTarget
	   SAR2 E 0 A_PlaySound ("Weapons/bloodf")
	   SAR2 E 0 A_CustomMissile ("Bloodshot",22,0,-1,0,0)
	   SAR2 E 8 A_CustomMissile ("Bloodshot",22,0,1,0,0)
	   Goto See
   Pain:
	   SAR2 H 2
	   SAR2 H 2 A_Pain
	   Goto See
   Death:
	   SAR2 I 8
	   SAR2 J 8 A_Scream
	   SAR2 K 4
	   SAR2 L 4 A_NoBlocking
	   SAR2 M 4
	   SAR2 N -1
	   Stop
	XDeath:
	   SAR2 O 5
	   SAR2 P 5 A_XScream
	   SAR2 Q 5 A_NoBlocking
	   SAR2 RSTUV 5
	   SAR2 W -1
	   Stop
   Raise:
	   SAR2 NMLKJI 5
	   Goto See
   }
}

ACTOR Bloodshot
{
   Radius 3
   Height 3
   Speed 20
   Damage 2
   PROJECTILE
   RENDERSTYLE TRANSLUCENT
   ALPHA 0.80
   +THRUGHOST
   DeathSound "weapons/bloodx"
   States
   {
   Spawn:
	  FBLD A 2 Bright A_CStaffMissileSlither
	  FBLD A 0 A_SpawnItem("Bloodtrail",0,0)
	  FBLD B 2 Bright A_CStaffMissileSlither
	  FBLD B 0 A_SpawnItem("Bloodtrail",0,0)
	  loop
   Death:
	  FBLD CDE 3 Bright
	  stop
   }
}

ACTOR Bloodtrail
{
   Radius 1
   Height 1
   PROJECTILE
   RENDERSTYLE TRANSLUCENT
   ALPHA 0.67
   States
   {
   Spawn:
	  TNT1 A 3
	  FBLD FGH 3 BRIGHT
	  Stop
   }
}

ACTOR Lurker : Bloodfiend //30101
{
RENDERSTYLE TRANSLUCENT
Obituary "%o didn't see the lurker that was shooting at him."
HitObituary "%o didn't see the lurker right in front of him."
//DropItem BloodAmmo
ALPHA 0.25
//SpawnID 171
}

// Bruiser Demon
ACTOR BruiserDemon //3333
{
	//$Category Monsters
	Health 2500
	Radius 24
	Height 64
	Mass 2000
	Speed 8
	PainChance 15
	Monster
	+BOSS
	+FLOORCLIP
	+LOOKALLAROUND
	+MISSILEEVENMORE
	+NORADIUSDMG
	MissileType BruiserBall
	SeeSound "superbaron/scream"
	PainSound "superbaron/pain"
	DeathSound "superbaron/death"
	ActiveSound "superbaron/act"
	MeleeSound "baron/melee"
	Obituary "%o was slaughtered by a Bruiserdemon."
	HitObituary "%o was cremated by a Bruiserdemon."
	MeleeDamage 20
	Scale 1.25
	States
	{
	Spawn:
		BRUS AB 10 Bright A_Look
		Loop
	See:
		BRUS AABBCCDD 3 Bright A_Chase
		Loop
	Melee:
		BRUS E 6 Bright A_FaceTarget
		BRUS F 6 Bright A_FaceTarget
		BRUS G 6 Bright A_ComboAttack
		Goto See
	Missile:
		BRUS E 0 A_Jump(144, 8)
		BRUS EF 6 Bright A_FaceTarget
		BRUS G 6 Bright A_MissileAttack
		BRUS G 0 A_Jump(96, 1)
		Goto See
		BRUS HI 6 Bright A_FaceTarget
		BRUS J 6 Bright A_MissileAttack
		Goto See
		BRUS E 0 A_Jump(96, 20)
		BRUS E 6 Bright A_FaceTarget
		BRUS F 4 Bright A_FaceTarget
		BRUS F 2 Bright A_Custommissile("BruiserBall2",56,0,-40,0)
		BRUS G 1 Bright A_Custommissile("BruiserBall2",56,0,-30,0)
		BRUS G 1 Bright A_Custommissile("BruiserBall2",56,0,-20,0)
		BRUS G 1 Bright A_Custommissile("BruiserBall2",56,0,-10,0)
		BRUS G 1 Bright A_Custommissile("BruiserBall2",56,0,0,0)
		BRUS G 1 Bright A_Custommissile("BruiserBall2",56,0,10,0)
		BRUS G 1 Bright A_Custommissile("BruiserBall2",56,0,20,0)
		BRUS G 0 A_Jump(96, 1)
		Goto See
		BRUS H 6 Bright A_FaceTarget
		BRUS I 4 Bright A_FaceTarget
		BRUS I 2 Bright A_Custommissile("BruiserBall2",56,0,40,0)
		BRUS J 1 Bright A_Custommissile("BruiserBall2",56,0,30,0)
		BRUS J 1 Bright A_Custommissile("BruiserBall2",56,0,20,0)
		BRUS J 1 Bright A_Custommissile("BruiserBall2",56,0,10,0)
		BRUS J 1 Bright A_Custommissile("BruiserBall2",56,0,0,0)
		BRUS J 1 Bright A_Custommissile("BruiserBall2",56,0,-10,0)
		BRUS J 1 Bright A_Custommissile("BruiserBall2",56,0,-20,0)
		Goto See
		BRUS KL 6 Bright A_FaceTarget
		BRUS M 2 Bright A_Custommissile("BruiserFireSpawner",16,0,-15,0)
		BRUS M 2 Bright A_Custommissile("BruiserFireSpawner",16,0,0,0)
		BRUS M 2 Bright A_Custommissile("BruiserFireSpawner",16,0,15,0)
		Goto See
	Pain:
		BRUS N 5 Bright A_Pain
 		Goto See
	Death:
		BRUD A 6 Bright A_Scream
		BRUD A 0 A_CustomMissile("BruiserFireSpawner", 4, 2, 0)
		BRUD A 0 A_CustomMissile("BruiserFireSpawner", 4, 2, 10)
		BRUD A 0 A_CustomMissile("BruiserFireSpawner", 4, 2, 20)
		BRUD A 0 A_CustomMissile("BruiserFireSpawner", 4, 2, 30)
		BRUD A 0 A_CustomMissile("BruiserFireSpawner", 4, 2, 40)
		BRUD A 0 A_CustomMissile("BruiserFireSpawner", 4, 2, 50)
		BRUD A 0 A_CustomMissile("BruiserFireSpawner", 4, 2, 60)
		BRUD A 0 A_CustomMissile("BruiserFireSpawner", 4, 2, 70)
		BRUD A 0 A_CustomMissile("BruiserFireSpawner", 4, 2, 80)
		BRUD A 0 A_CustomMissile("BruiserFireSpawner", 4, 2, 90)
		BRUD A 0 A_CustomMissile("BruiserFireSpawner", 4, 2, 100)
		BRUD A 0 A_CustomMissile("BruiserFireSpawner", 4, 2, 110)
		BRUD A 0 A_CustomMissile("BruiserFireSpawner", 4, 2, 120)
		BRUD A 0 A_CustomMissile("BruiserFireSpawner", 4, 2, 130)
		BRUD A 0 A_CustomMissile("BruiserFireSpawner", 4, 2, 140)
		BRUD A 0 A_CustomMissile("BruiserFireSpawner", 4, 2, 150)
		BRUD A 0 A_CustomMissile("BruiserFireSpawner", 4, 2, 160)
		BRUD A 0 A_CustomMissile("BruiserFireSpawner", 4, 2, 170)
		BRUD A 0 A_CustomMissile("BruiserFireSpawner", 4, 2, 180)
		BRUD A 0 A_CustomMissile("BruiserFireSpawner", 4, 2, 190)
		BRUD A 0 A_CustomMissile("BruiserFireSpawner", 4, 2, 200)
		BRUD A 0 A_CustomMissile("BruiserFireSpawner", 4, 2, 210)
		BRUD A 0 A_CustomMissile("BruiserFireSpawner", 4, 2, 220)
		BRUD A 0 A_CustomMissile("BruiserFireSpawner", 4, 2, 230)
		BRUD A 0 A_CustomMissile("BruiserFireSpawner", 4, 2, 240)
		BRUD A 0 A_CustomMissile("BruiserFireSpawner", 4, 2, 250)
		BRUD A 0 A_CustomMissile("BruiserFireSpawner", 4, 2, 260)
		BRUD A 0 A_CustomMissile("BruiserFireSpawner", 4, 2, 270)
		BRUD A 0 A_CustomMissile("BruiserFireSpawner", 4, 2, 280)
		BRUD A 0 A_CustomMissile("BruiserFireSpawner", 4, 2, 290)
		BRUD A 0 A_CustomMissile("BruiserFireSpawner", 4, 2, 300)
		BRUD A 0 A_CustomMissile("BruiserFireSpawner", 4, 2, 310)
		BRUD A 0 A_CustomMissile("BruiserFireSpawner", 4, 2, 320)
		BRUD A 0 A_CustomMissile("BruiserFireSpawner", 4, 2, 330)
		BRUD A 0 A_CustomMissile("BruiserFireSpawner", 4, 2, 340)
		BRUD A 0 A_CustomMissile("BruiserFireSpawner", 4, 2, 350)

		BRUD BCD 4 Bright
		BRUD EFG 4 Bright
		BRUD H 4 Bright A_Fall
		BRUD IJKLMNOP 4 Bright
		BRUD QRSTUV 4
		BRUD W -1
		Stop
	}
}

ACTOR BruiserBall
{
	Radius 16
	Height 16
	Speed 18
	Damage 16
	Projectile
	+RANDOMIZE
	RenderStyle "ADD"
	Alpha 0.9
	SeeSound "imp/attack"
	DeathSound "imp/shotx"
	MissileType BruiserBallTrail
	Missileheight 0
	States
	{
	Spawn:
		BRBA AABB 2 BRIGHT A_MissileAttack
		Loop
	Death:
		BRBA KLMNOPQRSTUVWX 3 Bright
		Stop
	}
}

ACTOR BruiserBall2
{
	Radius 8
	Height 8
	Speed 10
	Damage 8
	Projectile
	+RANDOMIZE
	RenderStyle "ADD"
	Alpha 0.9
	SeeSound "imp/attack"
	DeathSound "imp/shotx"
	States
	{
	Spawn:
		BRB2 AB 6 BRIGHT
		Loop
	Death:
		BRB2 CDEFGHI 3 Bright
		Stop
	}
}

ACTOR BruiserFireSpawner
{
	SpawnID 180
	Radius 8
	Height 8
	Speed 12
	Damage 0
	+THRUACTORS
	+FLOORHUGGER
	+BLOODLESSIMPACT
	Projectile
	MissileType BruiserFire
	Missileheight 0
	States
	{
	Spawn:
		TNT1 A 3 Bright A_CustomMissile("BruiserFire")
  		TNT1 A 3
  		TNT1 A 3
		Loop
	Death:
		TNT1 A 6
		Stop
	}
}

actor BruiserBallTrail
{
	Radius 1
	Height 1
	Speed 0
	PROJECTILE
	RENDERSTYLE ADD
	ALPHA 0.70
	+NOCLIP
	States
	{
	Spawn:
	 	BRBA CDEFGHIJ 4 Bright
	 	Stop
	}
}

ACTOR BruiserFire
{
	Radius 1
	Height 1
	Speed 0
	Damage 20
	PROJECTILE
	RENDERSTYLE ADD
	ALPHA 0.9
	+NOCLIP
	+FLOORHUGGER
	SeeSound "weapons/rocklx"
	States
		{
		Spawn:
  		XXBF AB 3 Bright
		XXBF C 3 Bright A_Explode(48,128,FALSE)
		XXBF DEFGHIJKLMNOPQRST 3 Bright
	 	Stop
		}
}

// Death Incarnate
ACTOR Incarnate //30115
{
Health 400
Radius 20
Height 56
Mass 500
Speed 12
Damage 1
MeleeDamage 7
PainChance 32
MONSTER
+FLOORCLIP
+MISSILEMORE
+SHORTMISSILERANGE
+DONTHURTSPECIES
+NOTARGET
- COUNTKILL
Obituary "%o was killed by a Death Incarnate's glaring eyes."
HitObituary "%o was beaten to death by a Death Incarnate."
SeeSound "monster/incsit"
PainSound "skeleton/pain"
DeathSound "monster/incdth"
ActiveSound "monster/incact"
AttackSound "monster/incatk"
MeleeSound "monster/inchit"
States
   {
   Spawn:
	   INCA AB 10 A_Look
	   Loop
   See:
	   INCA AABBCCDDEEFF 2 A_Chase
	   Loop
   Melee:
	   INCA G 0 A_Jump(128,5)
	   INCA G 0 A_FaceTarget
	   INCA G 6 A_SkelWhoosh
	   INCA H 6 A_FaceTarget
	   INCA I 6 A_MeleeAttack
	   Goto See
	   INCA R 0 A_FaceTarget
	   INCA R 5 A_SkelWhoosh
	   INCA S 5 A_FaceTarget
	   INCA T 5 A_MeleeAttack
	   INCA G 0 A_FaceTarget
	   INCA G 5 A_SkelWhoosh
	   INCA H 5 A_FaceTarget
	   INCA I 5 A_MeleeAttack
	   Goto See
   Missile:
	   INCA J 5 A_FaceTarget
	   INCA J 5
	   INCA U 10 Bright A_CustomBulletAttack(6,3,3,3,"DIpuff",1024)
	   INCA K 10
	   Goto See
   Pain:
	   INCA L 5
	   INCA L 5 A_Pain
	   Goto See
   Death:
	   INCA L 0 A_Jump(192,7)
	   INCA LM 7
	   INCA N 7 A_Scream
	   INCA O 7 A_NoBlocking
	   INCA P 7
	   INCA Q -1
	   Stop
	   INCA LM 7
	   INCA N 7 A_Scream
	   INCA O 7 A_NoBlocking
	   INCA P 7
	   INCA Q 175
	   INCA Q 0 A_Jump(128,7)
	   INCA Q 120
	   INCA Q 0 A_Jump(128,1)
	   INCA Q 80
	   INCA Q 0 A_Jump(128,1)
	   INCA Q 80
	   INCA Q 0 A_Jump(128,1)
	   INCA Q 80
	   INCA Q 0 A_SpawnItem("DIHealer",0,0)
	   INCA Q -1
	   Stop
   XDeath:
	   INCX A 10 Bright A_Playsound("monster/incexp")
	   INCX BC 5 Bright
	   INCX D 5 Bright A_NoBlocking
	   INCX D 0 A_SpawnItem("HS",0,32)
	   INCX EFGHIJ 5 Bright
	   INCX K -1
   Raise:
	   INCA Q 0 A_KillChildren
	   INCA QPONML 5
	   Goto See
   }
}

ACTOR DIHealer
{
Health 1
Radius 0
Height 1
Mass 1000
Speed 0
Damage 0
MeleeDamage 0
RENDERSTYLE NONE
PAINCHANCE 0
ReactionTime 8
MONSTER
+DONTGIB
+NOTARGET
+INVULNERABLE
+NOCLIP
+NONSHOOTABLE
+LOOKALLAROUND
- COUNTKILL
States
   {
   Spawn:
	   WRAI AB 10 A_Look
	   Loop
   See:
	   WRAI AABB 3 A_VileChase
	   WRAI A 0 A_CountDown
	   Loop
   Heal:
	   WRAI A 1
	   Goto Death
   Pain:
	   WRAI A 3
	   WRAI A 3 A_Pain
	   Goto See
   Death:
	   WRAI E 4 A_Noblocking
	   WRAI F 5 A_Scream
	   WRAI GHIJ 4
	   Stop
   }
}

ACTOR DIPuff
{
	Radius 0
	Height 1
	PROJECTILE
	States
	{
	Spawn:
		TNT1 A 2
		Stop
	}
}


// Hades Sphere
ACTOR HS //30116
{
  //$Title "Hades Sphere"
  //$Category Monsters
  Health 35
  Radius 24
  Height 48
  Mass 3000
  Speed 10
  Obituary "%o was blown away by a Hades Sphere."
  Monster
  SeeSound "monster/hadsit"
  DeathSound "monster/hadexp"
  +LOOKALLAROUND
  +DONTGIB
  +NOTARGET
  +NOGRAVITY
  +FLOAT
  +DONTFALL
  +FORCEXYBILLBOARD
  //+DONTHARMCLASS // [MagicWazard] See "notes" below
  States
  {
  Spawn:
    TNT1 A 1 Bright A_Look
    Loop
  See:
    HADE EFGH 4 Bright
  SeeLoop:
    HADE A 2 Bright A_Playsound("monster/hadwlk")
    HADE ABBCCDD 2 Bright A_GiveInventory("HS_SpecialChase", 1) // [Blue Shadow] Conditional A_Chase
    TNT1 A 0 A_CheckFlag("SKULLFLY", "SeeLoop") // [Blue Shadow] Don't bother trying to teleport out while "skull-flying"
    TNT1 A 0 A_Jump(32, "TeleportOut")
    Loop
  TeleportOut:
    TNT1 A 0 A_UnSetSolid
    TNT1 A 0 A_UnSetShootable
    HADE H 5 Bright A_Playsound("monster/hadtel")
    HADE GFEIJKL 4 Bright
  SeeTeleport:
    TNT1 AAAAAAAA 2 A_Chase(0)
    TNT1 A 0 A_Jump(96, "TeleportIn")
    Loop
  TeleportIn:
    HADE L 3 Bright A_Playsound("monster/hadtel")
    HADE KJIEFG 4 Bright
    TNT1 A 0 A_SetShootable
    TNT1 A 0 A_SetSolid
    Goto SeeLoop
  Melee:
    TNT1 A 0 A_SetInvulnerable
    HADE HGFE 4 Bright
    TNT1 A 0 A_UnSetInvulnerable
    TNT1 A 0 A_SetShootable
    TNT1 A 0 A_Die
    Stop
  Death:
    HADE A 10 A_Changeflag(NOGRAVITY, FALSE)
    TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_SetTranslucent(0.9, 1)
	TNT1 A 0 A_Scream
	HADE M 4 Bright A_Explode(112, 112, XF_NOTMISSILE)
    HADE NOPQ 5 Bright
    Stop
  Death.Ice:
    "####" "#" 0 A_ChangeFlag("NOGRAVITY", FALSE)
    Goto GenericFreezeDeath
  }
}

// [MagicWazard] NOTES: +DONTHARMCLASS was originally enabled, but HS were still
// able to damage each other with self-destructs due to way the self-destruct
// was coded. Now that the self-destruct code has been changed, they are
// invulnerable to each others' explosions if that flag is enabled. Keep
// +DONTHARMCLASS disabled if you want the HS to be vunlerable to each others'
// explosions! Remove the comments and enable the flag if you want the HS to be
// immune to other HS' self-destruct damage.


// [Blue Shadow] Depending on whether or not the Hades Sphere is currently flying
// (due to A_SkullAttack), choose the appropriate "chase mode".
ACTOR HS_SpecialChase : CustomInventory
{
  States
  {
  Pickup:
    TNT1 A 0 A_CheckFlag("SKULLFLY", "ThrustChase")
    TNT1 A 0 A_Chase
    Stop
  ThrustChase:
    TNT1 A 0 A_Chase("", "")
    Stop
  }
}

// Demolisher Demon
ACTOR Demolisher : SpiderMastermind//30110
{
Obituary "%o felt the power of the Spider-Demolisher."
Health 6000
Radius 96
Height 100
Mass 1000
Speed 16
PainChance 20
MONSTER
+NOTARGET
+FLOORCLIP
+BOSS
+MISSILEEVENMORE
+NORADIUSDMG
SeeSound "monster/demsit"
AttackSound "monster/dematk"
PainSound "spider/pain"
DeathSound "monster/demdth"
ActiveSound "spider/active"
States
   {
   Spawn:
	   DEMO AB 10 A_Look
	   Loop
   See:
	   DEMO A 3 A_Metal
	   DEMO ABB 3 A_Chase
	   DEMO C 3 A_Metal
	   DEMO CDD 3 A_Chase
	   DEMO E 3 A_Metal
	   DEMO EFF 3 A_Chase
	   Loop
   Missile:
	   DEMO A 0 A_Jump (128,20)
	   DEMO A 20 BRIGHT A_FaceTarget
	   DEMO T 1 BRIGHT A_Playsound ("weapons/bfgf")
	   DEMO T 4 BRIGHT A_FaceTarget
	   DEMO T 4 BRIGHT A_FaceTarget
	   DEMO T 5 BRIGHT A_FaceTarget
	   DEMO T 5 BRIGHT A_FaceTarget
	   DEMO T 5 BRIGHT A_FaceTarget
	   DEMO T 5 BRIGHT A_FaceTarget
	   DEMO U 10 BRIGHT A_CustomMissile ("BFGBall",32,0,0)
	   DEMO T 0 A_Jump (128,10)
	   DEMO T 1 BRIGHT A_Playsound ("weapons/bfgf")
	   DEMO T 4 BRIGHT A_FaceTarget
	   DEMO T 4 BRIGHT A_FaceTarget
	   DEMO T 5 BRIGHT A_FaceTarget
	   DEMO T 5 BRIGHT A_FaceTarget
	   DEMO T 5 BRIGHT A_FaceTarget
	   DEMO T 5 BRIGHT A_FaceTarget
	   DEMO U 10 BRIGHT A_CustomMissile ("BFGBall",32,0,0)
	   DEMO T 0 A_Jump (192,1)
	   Goto See
	   DEMO A 20 BRIGHT A_FaceTarget
	   DEMO G 0 A_SPosAttack
	   DEMO G 4 BRIGHT A_SPosAttack
	   DEMO H 0 A_SPosAttack
	   DEMO H 4 BRIGHT A_SPosAttack
	   DEMO H 1 BRIGHT A_SpidRefire
	   Goto Missile+21
   Pain:
	   DEMO I 3
	   DEMO I 3 A_Pain
	   Goto See
   Death:
	DEMO J 0 A_Jump(128,"Death.Supremacy")
	DEMO J 20 Bright A_Scream
	DEMO K 10 Bright A_NoBlocking
	DEMO LMNOPQR 10 Bright
	DEMO S 30
	DEMO S -1 A_BossDeath
	Stop
   Death.Supremacy:
	XBIG A 8 
	XBIG B 8 Bright A_Scream
	XBIG C 8 A_SpawnItemEx("SupremeFiend",0,0,30,0,0,3,0,0)
	XBIG D 8
	XBIG E 8 A_BossDeath
	Stop
	}
}

// Rocket Zombie
ACTOR RocketZombie : Shotgunguy //3202
{

   Health 50
   Radius 20
   Height 56
   Mass 100
   Speed 8
   PainChance 200
   Monster
   +FLOORCLIP
   SeeSound "grunt/sight"
   PainSound "grunt/pain"
   Deathsound "grunt/death"
   ActiveSound "grunt/active"
   DropItem RocketAmmo
   Obituary "%o was splattered by a Rocket Zombie's rocket."
   States
   {
   Spawn:
	  MPOS AB 10 A_Look
	  Loop
   See:
	  MPOS AABBCCDD 3 A_Chase
	  Loop
   Missile:
	  MPOS EE 10 A_FaceTarget
	  MPOS F 5 Bright
	  MPOS G 13 A_CyberAttack
	  Goto See
   Pain:
	  MPOS H 2
	  MPOS H 2 A_Pain
	  Goto See
   Death:
      TNT1 A 0 A_Jump(64, "Death.Kamikaze")
	  MPOS I 5
	  MPOS J 5 A_Scream
	  MPOS K 5
	  MPOS L 5 A_Fall
	  MPOS M -1
	  Stop
   XDeath:
      TNT1 A 0 A_Jump(64, "Death.Kamikaze")
	  MPOS N 5
	  MPOS O 5 A_XScream
	  MPOS P 5
	  MPOS Q 5 A_Fall
	  MPOS RSTU 5
	  MPOS V -1
	  Stop
	Death.Kamikaze:
	  TNT1 A 0 A_SpawnItemEx("SuicideBomber")
	  Stop
   Raise:
	  MPOS MJKJI 5
	  Goto See
   }
}

// Satyr
actor Satyr //3109
{
	//$Category Monsters
	Health 400
	Radius 18
	Height 48
	Scale 0.75
	Speed 15
	PainChance 50
	Mass 350
	MONSTER
	+FLOORCLIP
	SeeSound "satyr/sight"
	PainSound "knight/pain"
	DeathSound "satyr/death"
	ActiveSound "knight/active"
	MeleeSound "baron/melee"
	HitObituary "%o was mauled by a satyr."
	MeleeDamage 8
	MeleeThreshold 100
	States
	{
	Spawn:
		STYR AB 10 A_Look
		Loop
	See:
		STYR AABBCCDD 3 A_Chase
		Loop
	Missile:
		TNT1 A 0 A_ChangeFlag(SLIDESONWALLS, 1)
		STYR XXXXXX 2 A_FaceTarget
		TNT1 A 0 A_PlaySound("mummy/attack1", CHAN_VOICE)
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_Recoil(-38)
		STYR YYYY 2 A_CustomMissile ("SatyrLeapAttack", 20, 0, 0, CMF_AIMDIRECTION, 0)
		TNT1 A 0 A_ScaleVelocity(0.15)			
		TNT1 A 0 A_ChangeFlag(SLIDESONWALLS, 0)
		Goto See
	Melee:
		STYR EF 6 A_FaceTarget
		STYR G 6 A_MeleeAttack
		STYR PQ 5 A_FaceTarget
		STYR R 6 A_MeleeAttack
		Goto See
	Pain:
		STYR H 2
		STYR H 2 A_Pain
		Goto See
	Death:
		TNT1 A 0 A_Jump(128, "AltDeath")
		STYR I 5
		STYR J 5 A_Scream
		STYR K 6
		STYR L 7 A_Fall
		STYR M 4
		STYR N 4
		STYR O -1
		Stop
	AltDeath:
		STYR S 5
		STYR T 5 A_Scream
		STYR U 6 A_Fall
		STYR V 4
		STYR W -1
		Stop
	XDeath:
		STYX A 4
		STYX B 4 A_XScream
		STYX C 4
		STYX D 4 A_Fall
		STYX EFGHI 4
		STYX J -1
		Stop
	Raise:
		STYR ONMLKJI 8
		Goto See
	}
}

actor SatyrLeapAttack
{
	radius 30
	height 40	
	speed 38
	damage 5
	PROJECTILE
	+SEEKERMISSILE
	states{
		spawn:
			TNT1 A 1 
			stop
		death:
			TNT1 A 1
			stop
	}
}

// Afrit

ACTOR Afrit //3120
{
	//$Category "ZDoom Monster pack"
   Health 800
   Speed 6
   SpawnID 233
   Radius 24
   Height 72
   PainChance 50
   Mass 500
   Meleedamage 10
   SeeSound "baron/sight"
   PainSound "baron/pain"
   DeathSound "baron/death"
   ActiveSound "baron/active"
   MeleeSound "baron/melee"
   Missiletype "AfritBall"
   MissileHeight 44
   REACTIONTIME 8
   MONSTER
   +NORADIUSDMG
   +NOGRAVITY
   +NOBLOOD
   +FLOATBOB
   +FLOAT
   Obituary "%o was scorched by an Afrit"
   HitObituary "%o found the Afrit too hot to handle."
   States
   {
   Spawn:
	  FRIT ABCD 4 Bright A_Look
	  Loop
   See:
	  FRIT A 0 A_CustomMissile("OrbitComet", 44, 0, 0)
	  FRIT A 0 A_CustomMissile("OrbitComet2", 44, 0, 180)
	  FRIT AABBCCDD 2 Bright A_Chase
	  Goto See +2
   Melee:
	  FRIT S 0 A_Jump(64,4)
	  FRIT ST 6 Bright A_FaceTarget
	  FRIT U 6 Bright A_ComboAttack
	  Goto See +2
	  FRIT F 0 A_CustomMissile("HellFireFX", 44, 0, 0)
	  FRIT E 6 Bright A_FaceTarget
	  FRIT F 6 Bright A_CustomMissile("HellFire", 44, 0, 0)
	  FRIT G 6 Bright A_FaceTarget
	  Goto See +2
   Missile:
	  FRIT S 0 A_Jump(64,8)
	  FRIT S 0 A_Jump(128,4)
	  FRIT ST 6 Bright A_FaceTarget
	  FRIT U 6 Bright A_ComboAttack
	  Goto See +2
	  FRIT EF 6 Bright A_FaceTarget
	  FRIT G 6 Bright A_CustomMissile("Comet", 44, 0, 0)
	  Goto See +2
	  FRIT F 0 A_CustomMissile("HellFireFX", 44, 0, 0)
	  FRIT E 6 Bright A_FaceTarget
	  FRIT F 6 Bright A_CustomMissile("HellFire", 44, 0, 0)
	  FRIT G 6 Bright A_FaceTarget
	  Goto See +2
   Pain:
	  FRIT HH 4 Bright A_Pain
	  Goto See +2
   Death:
	  FRIT I 0 A_NoGravity
	  FRIT I 6 Bright A_Scream
	  FRIT I 0 A_PlaySound("dragonfam/attack")
	  FRIT J 5 Bright A_NoBlocking
	  FRIT KLMNOPQR 4 Bright
	  Stop
   }
}

actor AfritBall
{
	Radius 6
	Height 8
	Speed 15
	Damage 8
	PROJECTILE
	RENDERSTYLE ADD
	ALPHA 0.8
	SeeSound "imp/attack"
	DeathSound "imp/shotx"
	States
	{
	Spawn:
		FRTM AB 5 Bright
		Loop
	Death:
		FRTM CDE 6 Bright
		Stop
	}
}

actor Comet
{
	Radius 6
	Height 8
	Speed 10
	Damage 5
	SpawnID 250
	ExplosionDamage 40
	ExplosionRadius 80
	Scale .55
	PROJECTILE
	SeeSound "comet/launch"
	DeathSound "comet/explosion"
	MissileType CometTail
	MissileHeight 0
	States
	{
	Spawn:
		COMT AAAABBBBCCCC 1 Bright A_MissileAttack
		Loop
	Death:
		COMT D 3 Bright A_CustomMissile("CometDeathGlow", 0, 0, 0)
		COMT E 3 Bright
		COMT E 0 A_CustomMissile("CometDeath", 0, 0, 0)
		Stop
	}
}

actor CometTail
{
	PROJECTILE
	RENDERSTYLE ADD
	+NOCLIP
	ALPHA 0.4
	States
	{
	Spawn:
		FRTB ABCDEFGHI 1 Bright
		Stop
	}
}

actor CometDeathGlow : CometTail
{
	Scale 2.0
	Alpha 0.6
	States
	{
	Spawn:
		FRTB ABCDEFGHI 3 Bright
		Stop
	}
}

actor CometDeath
{
	PROJECTILE
	RENDERSTYLE ADD
	+NOCLIP
	ALPHA 0.7
	States
	{
	Spawn:
		COMT FGHI 3 Bright
		Stop
	}
}

actor OrbitComet : Comet
{
	 SeeSound ""
	 +NOCLIP
	 Scale .28
	 Speed 5
	 MissileType OrbitCometTail
	 MissileHeight 0
	 States
	 {
	 Spawn:
		 COMT AABBCC 1 Bright A_MissileAttack
		 COMT A 0 A_CustomMissile("OrbitComet", 0, 0, 75)
		 COMT A 0 A_MissileAttack
		 Stop
	 }
}

actor OrbitComet2 : OrbitComet
{
	 MissileType OrbitCometTail
	 MissileHeight 0
	 States
	 {
	 Spawn:
		 COMT AABBCC 1 Bright A_MissileAttack
		 COMT A 0 A_CustomMissile("OrbitComet2", 0, 0, -75)
		 COMT A 0 A_MissileAttack
		 Stop
	 }
}

actor OrbitCometTail : CometTail
{
	Scale .5
}

actor HellFireFX
{
	PROJECTILE
	RENDERSTYLE ADD
	ALPHA 0.8
	Speed 1
	Damage 0
	Radius 6
	Height 8
	States
	{
	Spawn:
		COMT I 0
		COMT I 3 Bright A_SetTranslucent(0.5)
		COMT HGF 3 Bright A_SetTranslucent(0.8)
		COMT E 3 Bright A_SetTranslucent(0.6)
		COMT D 3 Bright A_SetTranslucent(0.4)
		COMT C 3 Bright A_SetTranslucent(0.2)
		Stop
	}
}

ACTOR HellFire
{
	 +NOBLOCKMAP
	 +MISSILE
	 +DROPOFF
	 Speed 5
	 Damage 0
	 SeeSound "catharsi/shotdth"
	 DeathSound "dragonfam/attack"
	 States
	 {
	 Spawn:
		  TNT1 A 1
		  Loop
	 Death:
		  TNT1 A 0 A_CustomMissile("HellFire1", 0, 0, -180)
		  TNT1 A 0 A_CustomMissile("HellFire1", 0, 16, -175)
		  TNT1 A 0 A_CustomMissile("HellFire1", 0, 32, -170)
		  TNT1 A 0 A_CustomMissile("HellFire1", 0, -16, -185)
		  TNT1 A 0 A_CustomMissile("HellFire1", 0, -32, -190)
		  Stop
	 }
}

ACTOR HellFire1
{
	 +NOCLIP
	 +MISSILE
	 +DROPOFF
	 Speed 2
	 Damage 2
	 States
	 {
	 Spawn:
		  TNT1 A 10 A_CustomMissile("HellFire2", 0, 0, 0)
		  TNT1 A 10 A_CustomMissile("HellFire2", 0, 16, 0)
		  TNT1 A 0 A_PlaySound("dragonfam/attack")
		  TNT1 A 10 A_CustomMissile("HellFire2", 0, -16, 0)
		  TNT1 A 0 A_PlaySound("dragonfam/attack")
		  TNT1 A 10 A_CustomMissile("HellFire2", 0, 0, 0)
		  TNT1 A 10 A_CustomMissile("HellFire2", 0, 16, 0)
		  TNT1 A 0 A_PlaySound("dragonfam/attack")
		  TNT1 A 10 A_CustomMissile("HellFire2", 0, -16, 0)
		  TNT1 A 0 A_PlaySound("dragonfam/attack")
		  TNT1 A 10 A_CustomMissile("HellFire2", 0, 0, 0)
		  TNT1 A 10 A_CustomMissile("HellFire2", 0, 16, 0)
		  TNT1 A 0 A_PlaySound("dragonfam/attack")
		  TNT1 A 10 A_CustomMissile("HellFire2", 0, -16, 0)
		  TNT1 A 0 A_PlaySound("dragonfam/attack")
		  TNT1 A 10 A_CustomMissile("HellFire2", 0, 0, 0)
		  TNT1 A 10 A_CustomMissile("HellFire2", 0, 16, 0)
		  TNT1 A 0 A_PlaySound("dragonfam/attack")
		  TNT1 A 10 A_CustomMissile("HellFire2", 0, -16, 0)
		  TNT1 A 0 A_PlaySound("dragonfam/attack")
		  TNT1 A 10 A_CustomMissile("HellFire2", 0, 0, 0)
		  TNT1 A 10 A_CustomMissile("HellFire2", 0, 16, 0)
		  TNT1 A 0 A_PlaySound("dragonfam/attack")
		  TNT1 A 10 A_CustomMissile("HellFire2", 0, -16, 0)
		  TNT1 A 0 A_PlaySound("dragonfam/attack")
		  Stop
	 }
}

ACTOR HellFire2
{
	 +NOCLIP
	 +MISSILE
	 +DROPOFF
	 +RANDOMIZE
	 Scale 1.5
	 Speed 1
	 Damage 2
	 RENDERSTYLE ADD
	 ALPHA 0.67
	 ExplosionDamage 3
	 ExplosionRadius 64
	 DeathSound "dragonfam/attack"
	 States
	 {
	 Spawn:
		  TNT1 A 8
		  FRTF A 3 Bright
		FRTF A 0 A_Explode
		FRTF B 3 Bright
		FRTF B 0 A_Explode
		FRTF C 3 Bright
		FRTF C 0 A_Explode
		  FRTF C 0
		  FRTF C 0 A_Jump(191,4)
		  FRTF C 0 A_CustomMissile("HellFire2", 0, 24, 0)
		  FRTF C 0 A_CustomMissile("HellFire2", 0, 0, 0)
		  FRTF C 0 A_CustomMissile("HellFire2", 0, -24, 0)
		  TNT1 A 0 A_PlaySound("afrit/hellfire")
		  FRTF DEFGHIJKLMNO 3 Bright
		  Stop
	 }
}

// Suicide Bomber
actor SuicideBomber //22099
{
  obituary "%o was killed by a Kamikaze Zombie."
  health 80
  radius 20
  height 56
  mass 100
  speed 15
  painchance 20
  seesound "suicide/sit"
  attacksound "shotguy/death"
  painsound "shotguy/pain"
  deathsound "shotguy/death"
  MONSTER
  +FLOORCLIP
  states
  {
  Spawn:
	BMBE AB 10 A_Look
	loop
  See:
	BMBE ABCD 3 A_Chase
	BMBE A 0 A_PlaySound("suicide/scream")
	loop
  Melee:
	BMBE A 0 A_Die
	stop
  Pain:
	BMBE A 3
	BMBE A 3 A_Pain
	goto See
  Death:
	BMBE M 0 A_Explode (50, 128, XF_NOTMISSILE)
	BMBE M 5 bright A_PlaySound ("weapons/rocklx")
	BMBE N 5 bright A_XScream
	BMBE O 5 A_NoBlocking
	BMBE PQRST 5
	BMBE U -1
	stop
  }
}

//Catharsi
ACTOR Catharsi //29123
{
  OBITUARY "%o was blasted by a catharsi."
  Health 120
  Radius 20
  Height 56
  Mass 100
  Speed 8
  PainChance 140
  SEESOUND "catharsi/sit"
  PAINSOUND "catharsi/pain"
  DEATHSOUND "catharsi/death"
  ACTIVESOUND "imp/active"
  MONSTER
  +FloorClip
  states
  {
  Spawn:
	SDDM AB 10 A_Look
	Loop
  See:
	SDDM AABBCCDD 3 A_Chase
	Loop
  Missile:
	SDDM E 0 A_Jump(128, 15)
	SDDM E 4
	SDDM E 10 A_FaceTarget
	SDDM F 2 BRIGHT A_CustomMissile("CatharsiBall", 30, 8, -4, 0)
	SDDM E 2
	SDDM F 2 BRIGHT A_CustomMissile("CatharsiBall", 30, 8, 0, 0)
	SDDM E 2
	SDDM F 2 BRIGHT A_CustomMissile("CatharsiBall", 30, 8, 4, 0)
	SDDM E 2
	SDDM F 2 BRIGHT A_CustomMissile("CatharsiBall", 30, 8, 8, 0)
	SDDM E 2
	SDDM F 2 BRIGHT A_CustomMissile("CatharsiBall", 30, 8, 12, 0)
	SDDM E 2
	SDDM F 2 BRIGHT A_CustomMissile("CatharsiBall", 30, 8, 16, 0)
	SDDM E 2
	Goto See
	SDDM E 4
	SDDM E 10 A_FaceTarget
	SDDM F 2 BRIGHT A_CustomMissile("CatharsiBall", 30, 8, 4, 0)
	SDDM E 2
	SDDM F 2 BRIGHT A_CustomMissile("CatharsiBall", 30, 8, 0, 0)
	SDDM E 2
	SDDM F 2 BRIGHT A_CustomMissile("CatharsiBall", 30, 8, -4, 0)
	SDDM E 2
	SDDM F 2 BRIGHT A_CustomMissile("CatharsiBall", 30, 8, -8, 0)
	SDDM E 2
	SDDM F 2 BRIGHT A_CustomMissile("CatharsiBall", 30, 8, -12, 0)
	SDDM E 2
	SDDM F 2 BRIGHT A_CustomMissile("CatharsiBall", 30, 8, -16, 0)
	SDDM E 2
	Goto See
  Pain:
	SDDM G 3
	SDDM G 3 A_Pain
	Goto See
  Death:
	SDDM H 5
	SDDM I 5 A_Scream
	SDDM J 5 A_NoBlocking
	SDDM J 0 A_SpawnItem("CatharsiDetonator", 0, 30)
	SDDM KLM 5
	SDDM N -1
	Stop
  XDeath:
	SDDM O 5
	SDDM P 5 A_XScream
	SDDM Q 5 A_NoBlocking
	SDDM RSTUV 5
	SDDM W -1
	Stop
  Raise:
	SDDM NMLKJIH 5
	Goto See
  }
}

ACTOR CatharsiBall
{
  Radius 12
  Height 16
  Scale 2.0
  Speed 15
  Damage 3
  RENDERSTYLE Add
  SEESOUND "catharsi/shotsit"
  DEATHSOUND "catharsi/shotdth"
  PROJECTILE
  +Randomize
  states
  {
  Spawn:
	SDFB A 4 BRIGHT
	Loop
  Death:
	SDFB BCDE 6 BRIGHT
	stop
  }
}

ACTOR CatharsiDetonator
{
  Radius 6
  Height 8
  Speed 0
  SEESOUND "catharsi/shotsit"
  DEATHSOUND "catharsi/shotdth"
  MONSTER
  Scale 0.75
  +FloatBob
  +Randomize
  +NoGravity
  +NoBlood
  +ForceXYBillboard
  +Shootable
  states
  {
  Spawn:
	NADE A 3 A_PlaySound("catharsi/thermtick")
	NADE BCDAB 3
	NADE C 2
	NADE C 1 A_PlaySound("catharsi/thermtick")
	NADE DABCDA 3
	NADE B 1 A_PlaySound("catharsi/thermtick")
	NADE B 2
	NADE CDABC 3 
	NADE D 1 A_PlaySound("catharsi/thermtick")
	NADE D 2
	NADE ABCDA 3
	NADE B 1 A_PlaySound("catharsi/thermtick")
	NADE B 2
	NADE CDABC 3
	NADE D 1
	NADE E 0 A_CustomMissile("CatharsiBall", 4, 2, 0)
	NADE E 0 A_CustomMissile("CatharsiBall", 4, 2, 20)
	NADE E 0 A_CustomMissile("CatharsiBall", 4, 2, 40)
	NADE E 0 A_CustomMissile("CatharsiBall", 4, 2, 60)
	NADE E 0 A_CustomMissile("CatharsiBall", 4, 2, 80)
	NADE E 0 A_CustomMissile("CatharsiBall", 4, 2, 100)
	NADE E 0 A_CustomMissile("CatharsiBall", 4, 2, 120)
	NADE E 0 A_CustomMissile("CatharsiBall", 4, 2, 140)
	NADE E 0 A_CustomMissile("CatharsiBall", 4, 2, 160)
	NADE E 0 A_CustomMissile("CatharsiBall", 4, 2, 180)
	NADE E 0 A_CustomMissile("CatharsiBall", 4, 2, 200)
	NADE E 0 A_CustomMissile("CatharsiBall", 4, 2, 220)
	NADE E 0 A_CustomMissile("CatharsiBall", 4, 2, 240)
	NADE E 0 A_CustomMissile("CatharsiBall", 4, 2, 260)
	NADE E 0 A_CustomMissile("CatharsiBall", 4, 2, 280)
	NADE E 0 A_CustomMissile("CatharsiBall", 4, 2, 300)
	NADE E 0 A_CustomMissile("CatharsiBall", 4, 2, 320)
	NADE E 0 A_CustomMissile("CatharsiBall", 4, 2, 340)
	NADE EFGHIJ 3 BRIGHT 
	TNT1 A 0 A_Die
	Stop
  Death:
	TNT1 A 0
	Stop
  }
}

//Terminator
ACTOR Terminator //30666
{
Health 7000
Radius 24
Height 64
Mass 1500
Speed 12
PainChance 8
scale 1.5
MONSTER
Obituary "%o was liquidated by a Terminator."
+FLOORCLIP
+MISSILEMORE
+BOSS
+DONTHURTSPECIES
+NORADIUSDMG
Missiletype Grenadeblast
Damagefactor "Redblast", 0.0
SeeSound "monster/termsit"
PainSound "monster/termpin"
DeathSound "monster/termdth"
ActiveSound "Terminator/termact"
States
   {
   Spawn:
	   TERM AB 10 A_Look
	   Loop
   See:
	   TERM A 1 A_Playsound("Terminator/terstepA")
	   TERM A 3 A_Chase
	   TERM A 4 A_Chase
	   TERM B 4 A_Chase
	   TERM B 4 A_Chase
	   TERM C 1 A_Playsound("Terminator/terstepA")
	   TERM C 3 A_Chase
	   TERM C 4 A_Chase
	   TERM D 4 A_Chase
	   TERM D 4 A_Chase
	   Loop
   Pain:
	   TERM L 3
	   TERM L 3 A_Pain
	   Goto See
   Missile:
	   TERM E 0 A_Jump(192, 5)
	   TERM E 8 A_FaceTarget
	   TERM F 8 Bright A_CustomMissile("TerminatorBlaster",38,15,0,0)
	   TERM E 0 A_jump(128, 1)
	   Goto See
	   TERM E 8 A_Spidrefire
	   Goto Missile+1
	   TERM G 0 A_Jump(160, 9)
	   TERM G 2 A_Facetarget
	   TERM H 1 Bright A_CustomBulletAttack (15, 8, 2, 4, "Terminatorpuff")
	   TERM H 1 Bright A_Playsound("Terminator/tershotB")
	   TERM G 2 A_Facetarget
	   TERM I 1 Bright A_CustomBulletAttack (15, 8, 2, 4, "Terminatorpuff")
	   TERM I 1 Bright A_Playsound("Terminator/tershotB")
	   TERM G 0 A_jump(16, 2)
	   TERM G 1 A_Spidrefire
	   Goto Missile+7
	   TERM J 0 A_Jump(128, 3)
	   TERM J 8 A_Facetarget
	   TERM K 8 Bright A_CustomMissile("Redstar", 38, -15, 0, 0)
	   Goto See
	   TERM J 0 A_Jumpifcloser(192, 3)
	   TERM J 8 A_Facetarget
	   TERM K 8 Bright A_CustomMissile("Redgrenade", 38, -15, 0, 0)
	   Goto See
	   TERM J 8 A_Facetarget
	   TERM K 8 Bright A_CustomMissile("Redstar", 38, -15, 0, 0)
	   Goto See
   Death:
	   TERM M 6 A_Scream
	   TERM N 4
	   TERM OPQ 4 Bright
	   TERM R 0 A_CustomMissile("TerminatorHead", 90, 15, -170, 0)
	   TERM R 0 A_CustomMissile("TerminatorShoulder", 75, 60, -70, 0)
	   TERM R 4 Bright A_CustomMissile("TerminatorArm", 0, 60, -90, 0)
	   TERM STUV 4 Bright
	   TERM W 4
	   TERM X 6 A_Fall
	   TERM Y 6
	   TERM Z 1 A_Playsound("Terminator/terstepA")
	   TERM Z 5
	   TERM [ -1
	   Stop
   }
}

ACTOR TerminatorBlaster
{
   Radius 8
   Height 12
   Speed 24
   Damage 15
   SpawnID 251
   PROJECTILE
   RENDERSTYLE ADD
   alpha 0.85
   +THRUGHOST
   SeeSound "monster/brufir"
   DeathSound "weapons/hellex"
   DONTHURTSHOOTER
   States
   {
   Spawn:
	  BLST A 1 Bright
	  loop
   Death:
	  BLST B 6 Bright A_Explode(40,72,1)
	  BLST CDEFGHIJKL 3 Bright
	  stop
   }
}

actor Redstar
{
	Radius 10
	Height 20
	Speed 13
	Damage 10
	Scale 0.6
	+SEEKERMISSILE
	PROJECTILE
	RENDERSTYLE ADD
	ALPHA 0.8
	SeeSound "Terminator/tershotA"
	DeathSound "imp/shotx"
	States
	{
	Spawn:
		STAR A 3 Bright A_SeekerMissile (10,15)
		STAR B 3 Bright A_SeekerMissile (10,15)
		STAR C 3 Bright A_SeekerMissile (10,15)
		STAR D 3 Bright A_SeekerMissile (10,15)
		Loop
	Death:
		STAR EFGHIJKLMNO 3 Bright
		Stop
	}
}

actor Redgrenade
{
	Radius 6
	Height 12
	Speed 20
	Damage 5
	PROJECTILE
	+DoomBounce
	-NoGravity
	RENDERSTYLE ADD
	ALPHA 0.8
	DeathSound "imp/shotx"
	States
	{
	Spawn:
		TGND A 0
		TGND A 1 Bright Thrustthingz(0, 24, 0, 1)
		TGND A 1 Bright A_Playsound("Terminator/tershotA")
		TGND BBBBCCCCAAAA 1 Bright A_custommissile("grenadetrail",0,0,0,0,0)
		TGND A 0 A_Jumpifcloser(48, 1)
		Goto Spawn+3
	Death:
		STAR E 3 Bright A_Explode(40,72,1)
		STAR E 0 A_custommissile("grenadeblast",0,0,0,2,0)
		STAR E 0 A_custommissile("grenadeblast",0,0,20,2,0)
		STAR E 0 A_custommissile("grenadeblast",0,0,40,2,0)
		STAR E 0 A_custommissile("grenadeblast",0,0,60,2,0)
		STAR E 0 A_custommissile("grenadeblast",0,0,80,2,0)
		STAR E 0 A_custommissile("grenadeblast",0,0,100,2,0)
		STAR E 0 A_custommissile("grenadeblast",0,0,120,2,0)
		STAR E 0 A_custommissile("grenadeblast",0,0,140,2,0)
		STAR E 0 A_custommissile("grenadeblast",0,0,160,2,0)
		STAR E 0 A_custommissile("grenadeblast",0,0,180,2,0)
		STAR E 0 A_custommissile("grenadeblast",0,0,200,2,0)
		STAR E 0 A_custommissile("grenadeblast",0,0,220,2,0)
		STAR E 0 A_custommissile("grenadeblast",0,0,240,2,0)
		STAR E 0 A_custommissile("grenadeblast",0,0,260,2,0)
		STAR E 0 A_custommissile("grenadeblast",0,0,280,2,0)
		STAR E 0 A_custommissile("grenadeblast",0,0,300,2,0)
		STAR E 0 A_custommissile("grenadeblast",0,0,320,2,0)
		STAR E 0 A_custommissile("grenadeblast",0,0,340,2,0)
		STAR FGHIJKLMNO 3 Bright
		Stop
	}
}

ACTOR Grenadetrail
{
   	PROJECTILE
   	+NOCLIP
		Renderstyle ADD
	Alpha 0.6
	DamageType Redblast
	States
	{
	Spawn:
		TGTR ABCDEFGHI 4 Bright
		Stop
	}
}


actor Grenadeblast
{
	Radius 6
	Height 12
	Speed 5
	Damage 4
	PROJECTILE
	RENDERSTYLE ADD
	+Ripper
	ALPHA 0.8
	SeeSound "imp/attack"
	DeathSound "imp/shotx"
	States
	{
	Spawn:
		TGBL ABCDEFGHIJK 2 Bright
		stop
	}
}


ACTOR Terminatorpuff : Bulletpuff
{
		Renderstyle ADD
	Alpha 0.75
	scale 0.75
	Decal Bulletchip
	States
	{
	Spawn:
	Melee:
		TPUF A 2 Bright
		TPUF A 0 A_Jump(128,10)
		TPUF BCDEFGH 2 Bright
		Stop
		TPUF IJKLMNO 2 Bright
		Stop
	}
}

ACTOR TerminatorArm
{
	Radius 12
	Height 15
	Speed 3
	Mass 1000
	scale 1.5
	+DOOMBOUNCE
	  States
	{
	Spawn:
		 TARM A 5
		 TARM B 5 A_Fall
		 TARM CDE 5
		 TARM F -1
		 Stop
	}
}

actor TerminatorHead
{
	Radius 6
	Height 8
	Speed 10
	Mass 1000
	+DOOMBOUNCE
	+DROPOFF
	+Missile
	scale 1.5

	States
	{
	Spawn:
		THAD DEFGHABC 2
		loop
	Death:
		THAD I -1
		loop
	}
}

actor TerminatorShoulder
{
	Radius 8
	Height 8
	Speed 8
	Mass 1000
	+DOOMBOUNCE
	+DROPOFF
	+Missile
	scale 1.5

	States
	{
	Spawn:
		TSHO ABCDEFGH 2
		loop
	Death:
		TSHO I -1
		loop
	}
}

actor EvilmarineSSG : MarineSSG //16555
{
  seesound "grunt/sight"
  activesound "grunt/active"
  painsound "grunt/pain"
  deathsound "grunt/death"
  States
  {
 	Pain:
		PLAY G 4
		PLAY G 4 A_Pain
		goto See
  }
}

actor EvilmarinePlasma : MarinePlasma //16556
{
  seesound "grunt/sight"
  activesound "grunt/active"
  painsound "grunt/pain"
  deathsound "grunt/death"
  States
  {
 	Pain:
		PLAY G 4
		PLAY G 4 A_Pain
		goto See
  }
}

ACTOR VaderOrakel //8666
{
	//$Category Decoration
	+Solid
	Height 64
	Radius 24
	States
	{
	Spawn:
		ORBY A -1
		Stop
	}
}
actor T667TWO_Zombie : ZombieMan //30667
{
  dropitem T667TWO_Zombie2
  states
  {
  Death:
	POSS M 5
	POSS N 5 A_XScream
	POSS O 5 A_NoBlocking
	POSS PQRST 5
	POSS U -1
	stop
  }
}

actor T667TWO_Zombie2 : ZombieMan //30668
{

  dropitem T667TWO_Zombie3
  renderstyle Translucent
  alpha 0.5
  states
  {
  Death:
	POSS M 5
	POSS N 5 A_XScream
	POSS O 5 A_NoBlocking
	POSS PQRST 5
	POSS U -1
	stop
  }
}

actor T667TWO_Zombie3 : ZombieMan //30669
{
  renderstyle OptFuzzy
  alpha 0.5
  states
  {
  Death:
	POSS M 5
	POSS N 5 A_XScream
	POSS O 5 A_NoBlocking
	POSS PQRST 5
	POSS U -1
	stop
  }
}


ACTOR Diabloist : Archvile //30112
{
Obituary "%o was set ablaze by a Flamebringer."
Health 1400
Radius 20
Height 56
Mass 500
Speed 15
PainChance 10
BloodColor "08 08 08"
MONSTER
+FIRERESIST
+FLOORCLIP
+NOTARGET
+NORADIUSDMG
+MISSILEMORE
+BOSS
+DONTHURTSPECIES
SeeSound "monster/diasit"
PainSound "monster/diapai"
DeathSound "monster/diadth"
ActiveSound "monster/diaact"
States
   {
   Spawn:
	   DIAB AB 10 A_Look
	   Loop
   See:
	   DIAB AABBCCDDEEFF 2 A_Chase
	   Loop
   Missile:
	   DIAB G 0 A_Jump (180,21)
	   DIAB G 0 A_FaceTarget
	   DIAB GH 3 BRIGHT A_FaceTarget
	   DIAB I 3 A_CustomMissile ("DFire",32,0,0)
	   DIAB HGHIHGHIHGHIGHI 3 BRIGHT A_FaceTarget
	   DIAB G 0 A_Jump (128,31)
	   Goto See
	   DIAB N 5 BRIGHT A_FaceTarget
	   DIAB O 5 BRIGHT A_CustomMissile ("DFlare",40,0,random(-4,4))
	   DIAB P 0 A_FaceTarget
	   DIAB P 5 BRIGHT A_CustomMissile ("DFlare",40,0,random(-4,4))
	   DIAB N 0 A_FaceTarget
	   DIAB N 5 BRIGHT A_CustomMissile ("DFlare",40,0,random(-4,4))
	   DIAB O 0 A_FaceTarget
	   DIAB O 5 BRIGHT A_CustomMissile ("DFlare",40,0,random(-4,4))
	   DIAB P 0 A_FaceTarget
	   DIAB P 5 BRIGHT A_CustomMissile ("DFlare",40,0,random(-4,4))
	   DIAB N 0 A_FaceTarget
	   DIAB N 5 BRIGHT A_CustomMissile ("DFlare",40,0,random(-4,4))
	   DIAB O 0 A_FaceTarget
	   DIAB O 5 BRIGHT A_CustomMissile ("DFlare",40,0,random(-4,4))
	   DIAB P 0 A_FaceTarget
	   DIAB P 5 BRIGHT A_CustomMissile ("DFlare",40,0,random(-4,4))
	   DIAB N 0 A_FaceTarget
	   DIAB N 5 BRIGHT A_CustomMissile ("DFlare",40,0,random(-4,4))
	   DIAB O 0 A_FaceTarget
	   DIAB O 5 BRIGHT A_CustomMissile ("DFlare",40,0,random(-4,4))
	   DIAB P 0 A_FaceTarget
	   DIAB P 5 BRIGHT A_CustomMissile ("DFlare",40,0,random(-4,4))
	   DIAB N 0 A_FaceTarget
	   DIAB N 5 BRIGHT A_CustomMissile ("DFlare",40,0,random(-4,4))
	   DIAB O 0 A_FaceTarget
	   DIAB P 5 BRIGHT
	   DIAB P 0 A_Jump (64,3)
	   DIAB P 0 A_Jump (128,14)
	   Goto See
	   DIAB GHIJKLM 5 BRIGHT A_FaceTarget
	   DIAB N 5 BRIGHT A_FaceTarget
	   DIAB O 1 BRIGHT A_Playsound ("weapons/firbfi")
	   DIAB O 4 BRIGHT A_CustomMissile ("DMissile",32,0,0)
	   DIAB P 5 BRIGHT
	   DIAB P 0 A_Jump (128,1)
	   Goto See
	   DIAB [ 8 BRIGHT A_FaceTarget
	   DIAB \ 8 BRIGHT A_FaceTarget
	   DIAB ] 0 A_CustomMissile ("DTracer",0,-40,0)
	   DIAB ] 8 BRIGHT A_CustomMissile ("DTracer",0,40,0)
	   Goto See
   Pain:
	   DIAB Q 5
	   DIAB Q 5 A_Pain
	   Goto See
   Death:
	   DIAB Q 7
	   DIAB R 7 A_Scream
	   DIAB S 7 A_NoBlocking
	   DIAB TUVW 7
	   DIAB XY 5
	   DIAB Z -1
	   Stop
   }
}

Actor DFire
{
   Obituary "%o was set ablaze by a Flamebringer."
   Radius 0
   Height 1
   Speed 0
   RENDERSTYLE ADD
   DamageType fire
   ALPHA 1.00
   +NOGRAVITY
   +SEEKERMISSILE
   +NOTARGET
   +NODAMAGETHRUST
   States
   {
   Spawn:
	  HLFR A 2 Bright A_StartFire
	  TNT1 A 0
	  HLFR B 2 Bright A_Fire
	  TNT1 A 0
	  HLFR A 2 Bright A_Fire
	  TNT1 A 0
	  HLFR B 2 Bright A_Fire
	  TNT1 A 0
	  HLFR C 2 Bright A_FireCrackle
	  TNT1 A 0
	  HLFR B 2 Bright A_Fire
	  TNT1 A 0 A_Explode(2,32)
	  HLFR C 2 Bright A_Fire
	  TNT1 A 0 A_Explode(2,32)
	  HLFR B 2 Bright A_Fire
	  TNT1 A 0 A_Explode(2,32)
	  HLFR C 2 Bright A_Fire
	  TNT1 A 0 A_Explode(2,32)
	  HLFR D 2 Bright A_Fire
	  TNT1 A 0 A_Explode(3,32)
	  HLFR C 2 Bright A_Fire
	  TNT1 A 0 A_Explode(3,32)
	  HLFR D 2 Bright A_Fire
	  TNT1 A 0 A_Explode(3,32)
	  HLFR C 2 Bright A_Fire
	  TNT1 A 0 A_Explode(3,32)
	  HLFR D 2 Bright A_Fire
	  TNT1 A 0 A_Explode(4,32)
	  HLFR E 2 Bright A_Fire
	  TNT1 A 0 A_Explode(4,32)
	  HLFR D 2 Bright A_Fire
	  TNT1 A 0 A_Explode(4,32)
	  HLFR E 2 Bright A_Fire
	  TNT1 A 0 A_Explode(4,32)
	  HLFR D 2 Bright A_Fire
	  TNT1 A 0 A_Explode(5,32)
	  HLFR E 2 Bright A_FireCrackle
	  TNT1 A 0 A_Explode(5,32)
	  HLFR F 2 Bright A_Fire
	  TNT1 A 0 A_Explode(5,32)
	  HLFR E 2 Bright A_Fire
	  TNT1 A 0 A_Explode(5,32)
	  HLFR F 2 Bright A_Fire
	  TNT1 A 0 A_Explode(6,32)
	  HLFR E 2 Bright A_Fire
	  TNT1 A 0 A_Explode(6,32)
	  HLFR F 2 Bright A_Fire
	  TNT1 A 0 A_Explode(6,32)
	  HLFR G 2 Bright A_Fire
	  TNT1 A 0 A_Explode(6,32)
	  HLFR H 2 Bright A_Fire
	  TNT1 A 0 A_Explode(5,32)
	  HLFR G 2 Bright A_Fire
	  TNT1 A 0 A_Explode(4,32)
	  HLFR H 2 Bright A_Fire
	  TNT1 A 0 A_Explode(3,32)
	  HLFR G 2 Bright A_Fire
	  TNT1 A 0 A_Explode(2,32)
	  HLFR H 2 Bright A_Fire
	  stop
   }
}

ACTOR DFlare
{
   Radius 5
   Height 5
   Speed 25
   Damage 4
   SpawnID 252
   RENDERSTYLE ADD
   DamageType fire
   ALPHA 0.85
   PROJECTILE
   +THRUGHOST
   Obituary "%o was set ablaze by a Flamebringer."
   Seesound "weapons/firmfi"
   DeathSound "weapons/firex4"
   States
   {
   Spawn:
	  VBAL AB 3 Bright A_CustomMissile("MFlareFX",0,0,0,0)
	  loop
   Death:
	  CBAL CDEFG 3 Bright
	  stop
   }
}

ACTOR DMissile : CFlameMissile
{
+THRUGHOST
}

ACTOR DTracer
{
   Radius 5
   Height 5
   Speed 15
   ReactionTime 175
   Damage 10
   ExplosionDamage 64
   ExplosionRadius 64
   DamageType fire
   RenderStyle ADD
   Alpha 0.67
   PROJECTILE
   +SEEKERMISSILE
   +FLOORHUGGER
   +THRUGHOST
   -NOGRAVITY
   Obituary "%o was set ablaze by a Flamebringer."
   Seesound "weapons/diasht"
   DeathSound "weapons/firex3"
   States
   {
   Spawn:
	  TNT1 A 1 Bright A_SeekerMissile (10,15)
	  TNT1 A 0 A_Countdown
	  TNT1 A 0 A_CustomMissile("DTracerPuff",0,0,0,0)
	  loop
   Death:
	  FTRA K 4 Bright
	  FTRA L 4 Bright A_Explode
	  FTRA MNO 3 Bright
	  stop
   }
}

ACTOR MFlareFX
{
   Radius 0
   Height 1
   Speed 0
   PROJECTILE
   RENDERSTYLE ADD
   ALPHA 0.67
   States
   {
   Spawn:
	  FDFX ABCDEF 4 Bright
	  Stop
   }
}

ACTOR DTracerPuff
{
   Radius 1
   Height 1
   Speed 0
   RENDERSTYLE ADD
   DamageType fire
   ALPHA 0.67
   PROJECTILE
   +FLOORHUGGER
   -NOGRAVITY
   States
   {
   Spawn:
	  FTRA ABCDEFGHIJ 3 Bright A_Explode(4,8)
	  stop
   }
}

ACTOR DMissileTrail : CFlameFloor
{
+THRUGHOST
}

ACTOR DMissileCircle : CircleFlame
{
+THRUGHOST
}

actor XXLBall
{
  spawnid 207
  radius 6
  height 8
  speed 10
  damage 9
  renderstyle Translucent
  alpha 0.3
  seesound ""
  deathsound "weapons/firex4"
  PROJECTILE
  +RANDOMIZE
  states
  {
  Spawn:
	XXL1 AB 4 bright
	loop
  Death:
	XXL1 CDE 6 bright
	stop
  }
}
