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// REVENANTS				//
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ACTOR NewRevenants Replaces Revenant
{
	Health 300
	GibHealth 50
	Radius 20
	Height 56
	Mass 500
	Speed 10
	PainChance 100
	MeleeThreshold 196
	MONSTER 
	+MISSILEMORE 
	+FLOORCLIP
	SeeSound "skeleton/sight"
	PainSound "skeleton/pain"
	DeathSound "skeleton/death"
	ActiveSound "skeleton/active"
	MeleeSound "skeleton/melee"
	HitObituary "$OB_UNDEADHIT"
	Obituary "$OB_UNDEAD"
	DropItem "ArmorBonus"
	States
	{
	Spawn:
		SKEL AB 10 A_Look
	Loop
		
	See:
		SKEL AABBCCDDEEFF 2 A_Chase
	Loop
		
	Melee:
		SKEL G 1 A_FaceTarget
		SKEL G 6 A_SkelWhoosh
		SKEL H 6 A_FaceTarget
		SKEL I 6 A_SkelFist
	Goto See
		
	Missile:
		SKEL J 1 BRIGHT A_FaceTarget 
		SKEL J 9 BRIGHT A_FaceTarget
		SKEL K 10 A_SkelMissile
		SKEL K 10 A_FaceTarget
	Goto See
		
	Pain:
		SKEL L 5
		SKEL L 5 A_Pain
	Goto See

	Death.SmallBullets:
		TNT1 A 0 A_CustomMissile("ThickBloodSlatter", 20,  0, random(0, 500), 2, random(0, 190))
		TNT1 AA 0 A_CustomMissile("UniversalBloodSlatter", 20,  0, random(0, 500), 2, random(0, 190))
		TNT1 AAA 0 A_CustomMissile("FlyingBlood", 20,  0, random(0, 360), 2, random(0, 90))
		SKEL LM 4
		SKEL N 4 A_Scream
		SKEL O 4 A_NoBlocking
		SKEL P 4
		SKEL Q -1
	Stop
		
	Death:
		TNT1 A 1 A_PlaySound ("BIGDETH", CHAN_5)
		TNT1 A 0 A_CustomMissile("FlyingBlood", 20,  0, random(0, 360), 2, random(0, 90))
		TNT1 AAA 0 A_CustomMissile("ThickBloodSlatter", 20,  0, random(0, 500), 2, random(0, 190))
		TNT1 AA 0 A_CustomMissile("UniversalBloodSlatter", 20,  0, random(0, 500), 2, random(0, 190))
		TNT1 AAA 0 A_CustomMissile("FlyingBlood", 20,  0, random(0, 360), 2, random(0, 90))
		TNT1 A 0 A_CustomMissile("OrgansFlying", 20,  0, random(0, 500), 2, random(0, 190))
		SKEL LM 7
		SKEL N 7 A_Scream
		SKEL O 7 A_NoBlocking
		SKEL P 7
		SKEL Q -1
	Stop
	
	Death:
		TNT1 A 1 A_PlaySound ("BIGDETH", CHAN_5)
		TNT1 AAA 0 A_CustomMissile("FlyingBlood", 20,  0, random(0, 360), 2, random(0, 90))
		TNT1 AAA 0 A_CustomMissile("OrgansFlying", 20,  0, random(0, 500), 2, random(0, 190))
		TNT1 AAA 0 A_CustomMissile("ThickBloodSlatter", 20,  0, random(0, 500), 2, random(0, 190))
		TNT1 AAA 0 A_CustomMissile("UniversalBloodSlatter", 20,  0, random(0, 500), 2, random(0, 190))
		TNT1 AAA 0 A_CustomMissile("FlyingBlood", 20,  0, random(0, 360), 2, random(0, 90))
		TNT1 A 0 A_CustomMissile("GoreChunk1", 20,  0, random(0, 360), 2, random(0, 90))
		TNT1 A 0 A_CustomMissile("XDeathMonster", 20,  0, random(0, 360), 2, random(0, 90))
		TNT1 A 0 A_CustomMissile("XDeathMonster2", 20,  0, random(0, 360), 2, random(0, 90))
		TNT1 AA 0 A_CustomMissile("IntestinalGutsFlying", 20,  0, random(0, 500), 2, random(0, 190))
		TNT1 A 0 A_CustomMissile("RibsFlying", 20,  0, random(0, 500), 2, random(0, 190))
		TNT1 A 0 A_CustomMissile("OrgansFlying", 20,  0, random(0, 500), 2, random(0, 190))
		TNT1 A 0 A_CustomMissile("TorsoFlying", 20,  0, random(0, 500), 2, random(0, 190))
		TNT1 A 0 A_CustomMissile("GoreChunk2", 20,  0, random(0, 360), 2, random(0, 90))
		SKEL LM 7
		SKEL N 7 A_Scream
		SKEL O 7 A_NoBlocking
		SKEL P 7
		SKEL Q -1
	Stop

	XDeath:
		TNT1 A 0 A_Playsound ("BIGDETH", 1, 128, FALSE)
		TNT1 A 0 A_CustomMissile("FunnyFlyingRevenantHead", 100,  0, random(0, 360), 2, random(0, 90))
		TNT1 A 0 A_CustomMissile("XRevenantTorsoDeath", 100,  0, random(0, 360), 2, random(0, 90))
		TNT1 AAA 0 A_CustomMissile("FlyingBlood", 20,  0, random(0, 360), 2, random(0, 90))
		TNT1 AAA 0 A_CustomMissile("FlyingBlood", 20,  0, random(0, 360), 2, random(0, 90))
		TNT1 AAA 0 A_CustomMissile("FlyingBlood", 20,  0, random(0, 360), 2, random(0, 90))
		TNT1 AAAA 0 A_CustomMissile("UniversalBloodSlatter", 20,  0, random(0, 500), 2, random(0, 190))
		TNT1 AAAA 0 A_CustomMissile("ThickBloodSlatter", 20,  0, random(0, 500), 2, random(0, 190))
		TNT1 AAAA 0 A_CustomMissile("FlyingBlood", 20,  0, random(0, 360), 2, random(0, 90))
		TNT1 AAAA 0 A_CustomMissile("ThickBloodSlatter", 20,  0, random(0, 500), 2, random(0, 190))
		TNT1 AAAA 0 A_CustomMissile("UniversalBloodSlatter", 20,  0, random(0, 500), 2, random(0, 190))
		TNT1 AAAA 0 A_CustomMissile("ThickBloodSlatter", 20,  0, random(0, 500), 2, random(0, 190))
		TNT1 AA 0 A_CustomMissile("FlyingBlood", 20,  0, random(0, 360), 2, random(0, 90))
		TNT1 AA 0 A_CustomMissile("ThickBloodSlatter", 20,  0, random(0, 500), 2, random(0, 190))
		TNT1 A 0 A_CustomMissile("XDeathMonster", 20,  0, random(0, 360), 2, random(0, 90))
		TNT1 AAAA 0 A_CustomMissile("XDeathMonster2", 20,  0, random(0, 360), 2, random(0, 90))
		TNT1 AAA 0 A_CustomMissile("IntestinalGutsFlying", 20,  0, random(0, 500), 2, random(0, 190))
		TNT1 AA 0 A_CustomMissile("RibsFlying", 20,  0, random(0, 500), 2, random(0, 190))
		TNT1 AA 0 A_CustomMissile("OrgansFlying", 20,  0, random(0, 500), 2, random(0, 190))
		TNT1 A 0 A_CustomMissile("TorsoFlying", 20,  0, random(0, 500), 2, random(0, 190))
		TNT1 A 0 A_CustomMissile("GoreChunk2", 20,  0, random(0, 360), 2, random(0, 90))
		TNT1 A 0 A_CustomMissile("GoreChunk1", 20,  0, random(0, 360), 2, random(0, 90))
		TNT1 A 0 A_CustomMissile("GoreChunkSuper", 20,  0, random(0, 360), 2, random(0, 90))
		TNT1 A -1
	Stop
		
	Raise:
		SKEL Q 5
		SKEL PONML 5
	Goto See
	}
}

///////////////////////////////////////
ACTOR FunnyFlyingRevenantHead
{
	Radius 8
	Height 8
	Mass 1
	Speed 24
	BounceType Doom
	+NOBLOCKMAP
	+MISSILE
	+NOTELEPORT
	+BOUNCEONWALLS
	+SKYEXPLODE
	+BOUNCEONCEILINGS
	+MOVEWITHSECTOR
	+CLIENTSIDEONLY
	+RIPPER
	+BLOODLESSIMPACT 
	-DONTSPLASH
	+THRUGHOST
	DamageType Blood
	DeathSound "LILGORE4"
	Decal BloodSuperSplatter
	States
{
	Spawn:
		REZZ ABCD 3 A_CustomMissile ("FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
	Loop
	
	Death:
		TNT1 A 0 A_SpawnItem("BloodSpot",0,0,0,1)
		REZZ A -1
	Stop
		
	Splash:
		TNT1 A 0
	Stop
	}
}

///////////////////////////////////////
ACTOR XRevenantTorsoDeath
{
	Radius 8
	Height 8
	Mass 1
	Speed 24
	+NOBLOCKMAP
	+MISSILE
	+NOTELEPORT
	+SKYEXPLODE
	+BOUNCEONCEILINGS
	+MOVEWITHSECTOR
	-DONTSPLASH
	+THRUGHOST
	DeathSound "LILGORE5"
	Decal BloodSuperSplatter
	States
{
	Spawn:
		SKZZ BCDE 5 A_CustomMissile ("FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
	Loop
	
	Death:
		TNT1 A 0 A_SpawnItem("BloodSpot",0,0,0,1)
		TNT1 A 0 A_CustomMissile ("ThickBloodSlatter", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_CustomMissile ("UniversalBloodSlatter", 0, 0, random (0, 360), 2, random (0, 360))
		SKZZ A -1
	Stop
		
	Splash:
		TNT1 A 0
	Stop
	}
}