ACTOR Revenant1: Revenant Replaces Revenant
{
	GibHealth 45
	Health 300
	
	Damagefactor "Avoid", 0.0	Damagefactor "BHFTOnBarrel", 0.0	Damagefactor "Blood", 0.0
	Damagefactor "CancelTeleportFog", 0.0	Damagefactor "CauseWaterSplash", 0.0	Damagefactor "Crush", 10.0
	Damagefactor "Cut", 10.0	Damagefactor "Extremepunches", 2.0	Damagefactor "Fatality", 5.0
	Damagefactor "FriendBullet", 1.0	Damagefactor "GibRemoving", 0.0	Damagefactor "Glass", 0.1
	Damagefactor "HangingHook", 0.0	Damagefactor "Head", 1.5	Damagefactor "HeadKick", 1.0
	Damagefactor "HelperMarineFatallity", 2.0	Damagefactor "KillMe", 1.0	Damagefactor "Leg", 0.5
	Damagefactor "LowKick", 0.5	Damagefactor "MonsterKnocked", 1.0	Damagefactor "PussyGrab", 0.0
	Damagefactor "Repair", 0.0	Damagefactor "RevenantHitStomach", 0.0	Damagefactor "Saw", 10.0
	Damagefactor "Slide", 0.5	Damagefactor "SpawnMarine", 0.0	Damagefactor "Taunt", 1.0
	Damagefactor "TeleportRemover", 0.0	Damagefactor "Use", 0.0	Damagefactor "Burn", 0.5
	Damagefactor "Fire", 0.5	Damagefactor "Flames", 0.5	Damagefactor "GreenFire", 0.5
	Damagefactor "HumanBBQ", 0.5

	PainChance "Avoid", 0	PainChance "Burn", 16	PainChance "Cut", 255
	PainChance "ExplosiveImpact", 255	PainChance "Extremepunches", 255	PainChance "Fatality", 255
	PainChance "Fire", 16	PainChance "Flames", 16	PainChance "GreenFire", 16
	PainChance "Head", 255	PainChance "HelperMarineFatallity", 255	PainChance "HumanBBQ", 16
	PainChance "Kick", 255	PainChance "LowKick", 255	PainChance "Melee", 255
	PainChance "MonsterKnocked", 255	PainChance "Saw", 255	PainChance "Slide", 255
	PainChance "Stealth", 255	PainChance "Taunt", 255	PainChance "Trample", 255
	Painchance "RevenantHitStomach", 255	Painchance "RevenantHitLeg", 255
	
	Monster
	MeleeThreshold 120
	+FLOORCLIP
    BloodType "RevenantBloodz", "RevenantBloodz", "RevenantBloodz"
	SeeSound "skeleton/sight"
	PainSound "REVOUCH"
	DeathSound "skeleton/death"
	ActiveSound "REVIDLE"
	MeleeSound "skeleton/melee"
	HitObituary "$OB_UNDEADHIT"
	Obituary "$OB_UNDEAD"
	DropItem "HealthPlusNoCount" 16
	MaxStepHeight 24
	+DONTHURTSPECIES
	MaxDropOffHeight 32
	DeathHeight 0
	BurnHeight 0
	Radius 18
	Height 58
	Scale 0.9
	Tag "Revenant"
	MeleeRange 100
	States
	{
	ReplaceVanilla:
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
		TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 0 A_SpawnItemEx ("VanillaRevenant",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)
		Stop
		
	Idle:
	LookingForPlayer:
	    TNT1 A 0 A_GiveInventory("SKImp", 1)
	    TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 50)
		SKEL B 10 A_Look
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 50)
		SKEL B 10 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 50)
		SKEL B 10 A_Look
		TNT1 A 0 A_SetAngle(angle - 40)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 50)
		SKEL B 10 A_Look
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 50)
		SKEL B 10 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 50)
		SKEL B 10 A_Look
		TNT1 A 0 A_SetAngle(angle + 40)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 50)
		SKEL B 10 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 50)
		SKEL B 10 A_Look
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 50)
		SKEL B 10 A_Look
		
		SKEL A 0 A_Wander
		SKEL AA 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 0, 50)
		
		SKEL B 0 A_Wander
		SKEL BB 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 0, 50)
		
		SKEL C 0 A_Wander
		SKEL CC 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 0, 50)
		
		SKEL D 0 A_Wander
		SKEL DD 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 0, 50)

		TNT1 A 0 A_jump(128, "LookingForPlayer")

		SKEL A 0 A_Wander
		SKEL AA 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 0, 50)
		
		SKEL B 0 A_Wander
		SKEL BB 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 0, 50)
		
		SKEL C 0 A_Wander
		SKEL CC 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 0, 50)
		
		SKEL D 0 A_Wander
		SKEL DD 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6", 0, 50)
		Goto LookingForPlayer

	ForgetTarget:
		TNT1 A 0 A_ClearTarget
		TNT1 A 0 A_TakeInventory("EnemyMemory", 25)
		TNT1 A 0 A_GiveInventory("LookingForPlayer", 1)
		Goto LookingForPlayer
	
    Spawn:
		SKEL B 0
		TNT1 A 0 ACS_NamedExecuteAlways("BDCHeckClassicMonsters", 0, 0, 0, 0)//Check if Vanilla Mode is activated
	    TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "FatalityMarine")
		TNT1 A 0 A_GiveInventory("IsARevenant", 1)
	Spawn2:
		TNT1 A 0
		SKEL B 10 A_Look
		TNT1 A 0 A_CheckSight("Spawn2")
		Loop

	See:
		SKEL A 0
		SKEL A 0 A_TakeInventory("EnemyMemory", 10)
		
	LookingForPlayer:	
	    TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "FatalityMarine")
		TNT1 A 0 A_JumpIfInventory("EnemyMemory", 15, "ForgetTarget")
		TNT1 A 0 A_GiveInventory("EnemyMemory", 1)
        //TNT1 A 0 A_SpawnItemEx("FootSep", 0, 0, 20, 0, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 50)
		SKEL AA 2 A_Chase
		
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 50)
		SKEL BB 2 A_Chase
		
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 50)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 50)
		SKEL CC 2 A_Chase
		
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 50)
		SKEL DD 2 A_Chase
		
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 50)
		SKEL EE 2 A_Chase

		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 50)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 50)
		SKEL FF 2 A_Chase

		TNT1 A 0 A_JumpIfInTargetInventory("IsInvisible", 1, "ForgetTarget")
		
		TNT1 A 0 A_CheckSight("LookingForPlayer")
		Goto See

	Melee:
	    TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "FatalityMarine")
		TNT1 A 0 A_SpawnItem("HeadshotTarget8", 0, 50)
		SKEL G 0 A_FaceTarget
		TNT1 A 0 ThrustThingZ(0,20,0,1)
		SKEL G 1
		TNT1 A 0 A_Recoil(-3)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 50)
		SKEL G 4 A_PlaySound("skeleton/swing", 1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 50)
		SKEL H 4 A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("HeadshotTarget6", 0, 0, 58)
		TNT1 A 0 A_CustomMissile("RevenantAttack",10,0,0,2)
		TNT1 A 0 A_CustomMissile("RevenantAttack",50,0,0,2)
		SKEL I 6
		TNT1 A 0 A_JumpIfInventory("ZombiemanFatality", 1, "FatalityZombieman")
        TNT1 A 0 A_JumpIfInventory("SergeantFatality", 1, "FatalitySergeant")
        TNT1 A 0 A_JumpIfInventory("ImpFatality", 1, "FatalityImp")

	    TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "FatalityMarine")
		TNT1 A 0 A_SpawnItem("HeadshotTarget8", 0, 50)
		SKEL G 0 A_FaceTarget
		TNT1 A 0 ThrustThingZ(0,20,0,1)
		SKEL R 1
		TNT1 A 0 A_Recoil(-3)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 50)
		SKEL R 4 A_PlaySound("skeleton/swing", 1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 50)
		SKEL S 4 A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("HeadshotTarget6", 0, 0, 58)
		TNT1 A 0 A_CustomMissile("RevenantAttack",10,0,0,2)
		TNT1 A 0 A_CustomMissile("RevenantAttack",50,0,0,2)
		SKEL T 6
		TNT1 A 0 A_JumpIfInventory("ZombiemanFatality", 1, "FatalityZombieman")
        TNT1 A 0 A_JumpIfInventory("SergeantFatality", 1, "FatalitySergeant")
        TNT1 A 0 A_JumpIfInventory("ImpFatality", 1, "FatalityImp")
		Goto See	

	Missile:
	    TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "FatalityMarine")
		SKEL K 0 A_FaceTarget
		TNT1 A 0 A_Jump (64, "SpecialAttack")
        TNT1 A 0 A_Jump (128, "Missile2")
		TNT1 A 0 A_SpawnItem("HeadshotTarget8", 0, 50)
		SKEL B 8 A_FaceTarget 
		TNT1 A 0 A_CustomMissile("revenantseekermissiles",50,10,0,0)
		TNT1 A 0 A_PlaySOund("RLANSHOT", 1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8", 0, 50)
		SKEL J 6 BRIGHT A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 50)
		SKEL K 10
		Goto See
		
	Missile2:	
		TNT1 A 0 A_SpawnItem("HeadshotTarget8", 0, 50)
		SKEL B 8 A_FaceTarget 
		TNT1 A 0 A_CustomMissile("revenantseekermissiles",50,-10,0,0)
		TNT1 A 0 A_PlaySOund("RLANSHOT", 1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8", 0, 50)
		SKEL J 6 BRIGHT A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 50)
		SKEL K 10
		Goto See

	SpecialAttack:
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 50)
		TNT1 A 0 A_PlaySound("skeleton/sight")
		SKLA AB 2
		TNT1 A 0 A_SpawnItem("HeadshotTarget20", 0, 50)
		SKLA CDCECDCE 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget20", 0, 50)
		SKLA BA 2 A_FaceTarget

		TNT1 A 0 A_SpawnItem("HeadshotTarget8", 0, 50)
		SKEL B 8 A_FaceTarget 
		TNT1 A 0 A_CustomMissile("revenantmissile",50,10,0,0)
		TNT1 A 0 A_PlaySOund("RLANSHOT", 1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8", 0, 50)
		SKEL J 6 BRIGHT A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 50)
		SKEL K 10
		
		TNT1 A 0 A_SpawnItem("HeadshotTarget8", 0, 50)
		SKEL B 8 A_FaceTarget 
		TNT1 A 0 A_CustomMissile("revenantmissile",50,-10,0,0)
		TNT1 A 0 A_PlaySOund("RLANSHOT", 1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8", 0, 50)
		SKEL J 6 BRIGHT A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 50)
		SKEL K 10
		
		TNT1 A 0 A_SpawnItem("HeadshotTarget8", 0, 50)
		SKEL B 8 A_FaceTarget 
		TNT1 A 0 A_CustomMissile("revenantmissile",50,10,0,0)
		TNT1 A 0 A_PlaySOund("RLANSHOT", 1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8", 0, 50)
		SKEL J 6 BRIGHT A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 50)
		SKEL K 10
		
		TNT1 A 0 A_SpawnItem("HeadshotTarget8", 0, 50)
		SKEL B 8 A_FaceTarget 
		TNT1 A 0 A_CustomMissile("revenantmissile",50,-10,0,0)
		TNT1 A 0 A_PlaySOund("RLANSHOT", 1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget8", 0, 50)
		SKEL J 6 BRIGHT A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 50)
		SKEL K 10
		Goto see
	Pain:
	    TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "FatalityMarine")
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 50)
		TNT1 A 0 A_JumpIfInventory("DamagePoint1", 5, "ExplodeInHalf")
		SKEL L 5
		SKEL L 5 A_Pain
		Goto See
		
	Pain.Head:
	    TNT1 A 0 A_JumpIfInventory("Curbstomp_Marine", 1, "FatalityMarine")
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 50)
		SKEL L 2
		SKEL L 2 A_Pain
		Goto See	
		
	Pain.SHotgun:
	Pain.SSG:
	Pain.Cut:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("DamagePoint1", 1, "ExplodeInHalf")
		SKEL L 5
		SKEL L 5 A_Pain
		Goto See	
		
	Pain.RevenantHitStomach:
		SKEL L 0
		TNT1 A 0 A_GiveInventory("DamagePoint1")
		TNT1 A 0 A_JumpIfInventory("DamagePoint1", 5, "ExplodeInHalf")
		SKEL L 1 A_Pain
		Goto Pain
		
	Pain.RevenantHitLeg:
		SKEL L 1
		TNT1 A 0 A_GiveInventory("DamagePoint2")
		SKEL L 1 A_Pain
		TNT1 A 0 A_JumpIfInventory("DamagePoint2", 7, "GotLegRemoved")
		Goto See	

	Pain.Kick:
        TNT1 A 0 A_FaceTarget
        TNT1 A 0 A_Recoil(6)
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 50)
		SKEL L 6 A_Pain  
		TNT1 A 0 A_SpawnItem("HeadshotTarget10", 0, 50)
		SKEL L 6
		Goto See

	   FatalityMarine:
        TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
		TNT1 A 0 A_PlaySound("BIGSCRE")
       REFP A 30
	    EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)
        TNT1 AAA 0 A_CustomMissile ("Brains1", 50, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAA 0 A_CustomMissile ("XDeath1", 50, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("XDeath2", 50, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
       TNT1 A 0 A_PlaySound("XDeath1")
	   REFP BCDE 8
	   REFP F 40
	   REFP GHI 4
	   TNT1 A 0 A_PlaySound("XDeath1")
	   REFP J 20

        TNT1 A 0 A_TakeInventory("Curbstomp_Marine",1)
        TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
TNT1 A 0 A_SpawnItem ("MarineFatalizedByRevenant", 1)
Goto See		

	FatalityZombieman:
		TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		SKF1 A 1 A_Chase("","")
		SKF1 ABC 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("grunt/pain", 1)
		TNT1 A 0 A_PlaySound("CLAP", 4)
		TNT1 A 0 A_SpawnItemEx("MuchBlood2", 0, 60)
		SKF1 D 12

		SKF1 EFG 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("grunt/pain", 1)
		TNT1 A 0 A_PlaySound("CLAP", 4)
		TNT1 A 0 A_SpawnItemEx("MuchBlood2", 0, -60)
		SKF1 H 12 A_FaceTarget

		SKF1 I 1 A_Chase("","")
		SKF1 I 10 A_FaceTarget
		TNT1 A 0 A_TakeInventory("ZombieManFatality",1)
		TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 1)
		TNT1 A 0 A_CustomMissile("ThrowedZombieManPatch", 64, 0, 0, 0) 
		SKEL HI 4
		Goto See
		
	FatalitySergeant:
		TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		SKF2 A 1 A_Chase("","")
		SKF2 ABC 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("grunt/pain", 1)
		TNT1 A 0 A_PlaySound("CLAP", 4)
		TNT1 A 0 A_SpawnItemEx("MuchBlood2", 0, 60)
		SKF2 D 12

		SKF2 EFG 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("grunt/pain", 1)
		TNT1 A 0 A_PlaySound("CLAP", 4)
		TNT1 A 0 A_SpawnItemEx("MuchBlood2", 0, -60)
		SKF2 H 12 A_FaceTarget
		
		SKF2 I 1 A_Chase("","")
		SKF2 I 10 A_FaceTarget
		TNT1 A 0 A_TakeInventory("SergeantFatality",1)
		TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 1)
		TNT1 A 0 A_CustomMissile("ThrowedSergeantPatch", 64, 0, 0, 0) 
		SKEL HI 4
		Goto See

	FatalityImp:
		TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		SKF3 A 1 A_Chase("","")
		SKF3 ABC 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("grunt/pain", 1)
		TNT1 A 0 A_PlaySound("CLAP", 4)
		TNT1 A 0 A_SpawnItemEx("MuchBlood2", 0, 60)
		SKF3 D 12

		SKF3 EFG 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("grunt/pain", 1)
		TNT1 A 0 A_PlaySound("CLAP", 4)
		TNT1 A 0 A_SpawnItemEx("MuchBlood2", 0, -60)
		SKF3 H 12 A_FaceTarget
		
		SKF3 I 1 A_Chase("","")
		SKF3 I 10 A_FaceTarget
		TNT1 A 0 A_TakeInventory("ImpFatality",1)
		TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 1)
		TNT1 A 0 A_CustomMissile("ThrowedImpPatch", 64, 0, 0, 0) 
		SKEL HI 4
		Goto See

	Death.Deletus:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 0 A_NoBlocking
		Stop
		
	Death:
	    TNT1 A 0
		SKEL LM 7
		SKEL N 7 A_Scream
		SKEL O 7
		SKEL P 7
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        TNT1 A 0 A_SpawnItem ("DeadSkeleton", 1)
        Stop

    Death.Fatality:
        TNT1 A 0 A_NoBlocking
		TNT1 A 0
		TNT1 A 0 A_JumpIfIntargetInventory("FistsSelected", 1, 1)
		Goto Death
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 30, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 A 0 A_SpawnItemEx("ArmorCrueltyBonus2", 0, 0, 30, frandom (-2.5, 2.5), frandom (-2.5, 2.5), 5)
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
        TNT1 A 0 A_Jump(128,5)
        TNT1 A 0 A_GiveToTarget("RevenantFatality", 1)
        Stop
        TNT1 AAAAAAA 0
        TNT1 A 0 A_GiveToTarget("RevenantFatality2", 1)
        TNT1 A 1
        TNT1 A 0
		Stop
		
	Death.HelperMarineFatallity:
	TNT1 A 0
	TNT1 A 1 A_Pain
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_GiveToTarget("RevenantFatality", 1)
        Stop

    Death.Minorhead:
    Death.Head:
		TNT1 A 0 A_JumpIfInTargetInventory("HasPlasmaWeapon", 1, "Death.Plasma")
		TNT1 AAAAA 0 A_CustomMissile ("Xdeath1", 72, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAAA 0 A_CustomMissile ("SmallLSPart1", 70, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAA 0 A_CustomMissile ("SmallLSPart3", 70, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAA 0 A_CustomMissile ("LSpart1", 72, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("LSpart3", 72, 0, random (0, 360), 2, random (0, 160))
        TNT1 AA 0 A_CustomMissile ("LSpart2", 72, 0, random (0, 360), 2, random (0, 160))
		REVH A 24
        REVH B 8 A_NoBlocking
		TNT1 A 0 A_XScream
        REVH CD 8
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        TNT1 A 0 A_SpawnItem ("DeadSkeletonNoHead")
        Stop
		
	Death.Decaptate:
		TNT1 AAAAAAAA 0 A_CustomMissile ("Xdeath1", 72, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathRevenantHead", 64, 0, random (0, 360), 2, random (50, 130))
        REVH A 24
        REVH B 8 A_NoBlocking
        REVH CD 8
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        TNT1 A 0 A_SpawnItem ("DeadSkeletonNoHead", 1)
        Stop	

    Death.Shotgun:
	TNT1 A 0
	TNT1 A 0 A_JumpIfCloser(200, "Death.SSG")
	Goto Death
	
	Death.Minigun:
	TNT1 A 0
	TNT1 A 0 A_Jump(100, "SpecialDeath")
	Goto Death
	
	Death.ExplosiveImpact:
	TNT1 A 0
	TNT1 A 0 A_JumpIfHealthLower(-40, "XDeath")
	Goto SpecialDeath
	
	Death.Cut:
	Death.Saw:
    SpecialDeath:
	    TNT1 AAA 0 A_CustomMissile ("XDeath1", 30, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAA 0 A_CustomMissile ("RevenantDust", 30, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAA 0 A_CustomMissile ("RevenantDust2", 30, 0, random (0, 360), 2, random (0, 360))
        TNT1 AAA 0 A_CustomMissile ("XDeath1", 37, 0, random (0, 360), 2, random (30, 150))
		TNT1 AA 0 A_CustomMissile ("BigLSPart1", 37, 0, random (0, 360), 2, random (30, 150))
		TNT1 AA 0 A_CustomMissile ("BigLSPart2", 37, 0, random (0, 360), 2, random (30, 150))
		TNT1 AAAAAAA 0 A_CustomMissile ("RevenantPiece", 37, 0, random (0, 360), 2, random (30, 150))
	    TNT1 A 0 A_Jump(64, "Death.Rare")
		Goto Death.Rare
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Scream
	    SKEX A 100 A_SpawnItem("RevenantU", 0, 40)
		SKEX BCDE 6
        TNT1 A 0 A_SpawnItem ("XDeadSkeleton", 1)
        Stop
		
	Death.SSG:
	Death.ExtremePunches:
		REDX A 1
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 360))
		TNT1 AA 0 A_CustomMissile ("XDeath2b", 60, 0, random (0, 360), 2, random (0, 360))
		TNT1 AA 0 A_CustomMissile ("XDeath3b", 60, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_SpawnItem("MuchBlood2", 0, 50)
		TNT1 AAA 0 A_CustomMissile ("RevenantDust", 30, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAA 0 A_CustomMissile ("RevenantDust2", 30, 0, random (0, 360), 2, random (0, 360))
		TNT1 AA 0 A_CustomMissile ("BigLSPart1", 37, 0, random (0, 360), 2, random (30, 150))
		TNT1 AA 0 A_CustomMissile ("BigLSPart2", 37, 0, random (0, 360), 2, random (30, 150))
		TNT1 AAAAAAA 0 A_CustomMissile ("RevenantPiece", 37, 0, random (0, 360), 2, random (30, 150))
		TNT1 A 0 A_SpawnItem ("XDeadSkeleton22", 1)
		TNT1 A 0 A_SpawnItem("HellishMissileLauncher", 0, 40)
	    REDX ABCDEFGHIJK 3
		TNT1 A 0 A_SpawnItem("GrowingBloodPool")
		REDX K -1
        Stop	
		
	Death.Blast:
	    TNT1 AAA 0 A_CustomMissile ("XDeath1", 30, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAA 0 A_CustomMissile ("RevenantDust", 30, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAA 0 A_CustomMissile ("RevenantDust2", 30, 0, random (0, 360), 2, random (0, 360))
        TNT1 AA 0 A_CustomMissile ("XDeath2b", 16, 0, random (0, 360), 2, random (30, 150))
		TNT1 AAAA 0 A_CustomMissile ("RevenantPiece", 37, 0, random (0, 360), 2, random (30, 150))
		TNT1 A 0 A_CustomMissile ("MuchBlood2", 60, 0, random (0, 360), 2, random (0, 160))
	    SKL4 A 6
		SKL4 BBBBBBBBBBBB 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, random (0, 360), 2, random (30, 110))
		SKL4 CD 4 A_CustomMissile ("Brutal_LiquidBlood", 10, 0, random (0, 360), 2, random (30, 110))
        TNT1 A 0 A_SpawnItem ("BlastedDeadSkeleton", 1)
        Stop
		
    Death.SuperPlasma:
    Death.Plasma: Death.Plasma2:
        TNT1 A 0
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
        TNT1 AAA 0 A_CustomMissile ("Brutal_FlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
		EXPL AAAA 0 A_CustomMissile ("ExplosionSmoke", 32, 0, random (0, 360), 2, random (0, 360))
		RVDP ABCDEFG 5 BRIGHT A_SpawnItem("BlueFlare3",0,30)
        RVDP GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 10 A_CustomMissile ("SmallSmoke", 1, 0, random (0, 360), 2, random (0, 160))
        RVDP G -1
        Stop
	
	 Death.Fire:
		SKEL LM 4
		SKEL N 4 A_Scream
		SKEL O 4 A_NoBlocking
		SKEL P 1
		TNT1 A 0 A_Playsound("props/redfire")
		CARB NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 2 A_CustomMissile ("FlameTrails", 25, 0, random (0, 360), 2, random (70, 130))
        CARB NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 10 A_CustomMissile ("PlasmaSmoke", 25, 0, random (0, 360), 2, random (70, 130))
        CARB N -1
        Stop

	XDeath:
		TNT1 AAAAA 0 A_CustomMissile ("RevenantDust", 60, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAAAA 0 A_CustomMissile ("RevenantDust2", 60, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0 A_CustomMissile ("XDeathRevenantHead", 52, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 67, 0, random (0, 360), 2, random (30, 150))
		TNT1 AA 0 A_CustomMissile ("RevenantArm", 57, 0, random (0, 360), 2, random (30, 150))
		TNT1 AA 0 A_CustomMissile ("MetalShard1", 50, 0, random (0, 360), 2, random (30, 160))
		TNT1 AA 0 A_CustomMissile ("MetalShard2", 50, 0, random (0, 360), 2, random (30, 160))
		TNT1 AA 0 A_CustomMissile ("MetalShard3", 50, 0, random (0, 360), 2, random (30, 160))
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 60, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAA 0 A_CustomMissile ("XDeath2b", 60, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAA 0 A_CustomMissile ("XDeath3b", 60, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_SpawnItem("MuchBlood2", 0, 50)
		TNT1 AAAAA 0 A_CustomMissile ("RevenantBonesFast", 57, 0, random (0, 360), 2, random (30, 150))
		TNT1 AAAAA 0 A_CustomMissile ("RevenantPiece", 57, 0, random (0, 360), 2, random (30, 150))
		TNT1 A 0 A_CustomMissile ("RevenantTorso5", 20, 0, random (0, 360), 2, random (30, 150))
		TNT1 A 0 A_SpawnItem("HellishMissileLauncher")
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Scream
		REDX ABCDEFGHIJK 3
		TNT1 A 0 A_SpawnItem("GrowingBloodPool")
		REDX K -1
        Stop
		
	ExplodeInHalf:
			TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
	Death.Rare:
	        TNT1 A 0 A_NoBlocking
		    TNT1 A 0 A_Scream
	        SKEX A 0 A_SpawnItemEx("RevenantU", 0, 0, 40, 0, 0, 0, 0, SXF_NOCHECKPOSITION )
		    TNT1 A 0 A_CustomMissile ("RoamingLegs", 0, 0, random (0, 360), 2, random (0, 160))
			Stop
	Raise:
    SKEL Q 5
    SKEL PONML 5
    Goto See
		
    Pain.KillMe:
    Pain.Taunt:
        TNT1 A 0
		TNT1 A 0 HealThing(1)
        Goto Missile
    Death.KillMe:
    Death.Taunt:
	    TNT1 A 0 A_ChangeFlag("SOLID", 0)
        TNT1 A 0 A_SpawnItem("Revenant")
        Stop
	
	Death.Ice:
	Death.Freeze:
	Death.Frost:
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	TNT1 A 0 A_ChangeFlag("SOLID", 0)
	TNT1 A 0 A_SpawnItem("FrozenRevenant")
	Stop
	
	Death.Massacre:
	Goto Death
	}
}

ACTOR RoamingLegs
{
    Radius 8
    Height 32
    Speed 5
	Health 80
	BloodType "RevenantBlood"
	+SHOOTABLE
    +FLOORCLIP
    States
    {
    Spawn:
	Goto See
    See:
        DKEL A 0
        DKEL AABBCCDD 2 A_Wander
		DKEL A 0
        DKEL AABBCCDD 2 A_Wander
        DKEL A 0
        DKEL AABBCCDD 2 A_Wander
		DKEL A 0
        DKEL AABBCCDD 2 A_Wander
		DKEL A 0
        DKEL AABBCCDD 2 A_Wander
		DKEL A 0
        DKEL AABBCCDD 2 A_Wander
		DKEL A 0
        DKEL AABBCCDD 2 A_Wander
        DKEL A 0
        DKEL AABBCCDD 2 A_Wander
		DKEL A 0
        DKEL AABBCCDD 2 A_Wander
		DKEL A 0
        DKEL AABBCCDD 2 A_Wander
		DKEL A 0
        DKEL AABBCCDD 2 A_Wander
	Goto Death
		Death:
		TNT1 A 0 A_NoBlocking
		DKEL EFGHI 4
		TNT1 A 0 A_SpawnItem ("XDeadSkeleton", 1)
		Stop
	Death.Shotgun:
	Death.Minigun:
	XDeath:
	TNT1 AAAA 0 A_CustomMissile ("RevenantBones", 37, 0, random (0, 360), 2, random (30, 150))
		TNT1 AAAAAAA 0 A_CustomMissile ("RevenantPiece", 37, 0, random (0, 360), 2, random (30, 150))
		Stop
   Crush:
		TNT1 A 0
		TNT1 AAAA 0 A_SpawnItemEx ("BodyRemovalThing",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 1 A_XScream
		Stop
	}
}

ACTOR revenantseekermissiles Replaces RevenantTracer
{
	Game Doom
	SpawnID 53
	Radius 10
	Height 4
	Speed 15
	FastSpeed 25
	Damage (random(40,40))
	PROJECTILE
	+THRUGHOST
	+SEEKERMISSILE
	Scale 0.5
    damagetype "Explosive"
	SeeSound "skeleton/attack"
	DeathSound "skeleton/tracex"
	States
	{
	Spawn:
	    FATB AA 1 BRIGHT A_SpawnItemEx("YellowFlareSmall",-10,0)
		TNT1 A 0 A_SpawnItemEx("OldschoolRocketSmokeTrail2", 0, 0, 0, 0, 0, 0, 0, 0, 128) 
		TNT1 A 0 A_CustomMissile ("OldschoolRocketSmokeTrail2", 2, 0, random (160, 210), 2, random (-30, 30))
		TNT1 A 0 A_SeekerMissile (3,6, SMF_LOOK)
		Loop

	SpawnUnderwater:
		FATB A 1 BRIGHT A_SpawnItem("RedFlareSmall",0,0)
		TNT1 A 0 A_CustomMissile ("BUBULZ", 0, 0, random (0, 360), 2, random (0, 180))
		FATB B 1 BRIGHT A_SpawnItem("RedFlareSmall",0,0)
		TNT1 A 0 A_CustomMissile ("BUBULZ", 0, 0, random (0, 360), 2, random (0, 180))
		TNT1 A 0 A_SeekerMissile (2,4)
		Goto Spawn
		
	Xdeath:	
	Death:
		TNT1 A 0
		BFE1 A 0 Bright A_Explode(7, 120, 1)
		Goto Explodez
	Explodez:	
	    EXPL A 0 Radius_Quake (6, 54, 0, 15, 0)
		TNT1 A 0 A_SpawnItem("WhiteShockwaveSmall")
		EXPL A 0 A_CustomMissile ("ExplosionSmoke", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_SpawnItemEx ("UnderwaterExplosion",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("DetectFloorCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("DetectCeilCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        TNT1 AAA 0 A_CustomMissile ("BDExplosionparticles", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AA 0 A_CustomMissile ("BDExplosionparticles2", 0, 0, random (0, 360), 2, random (0, 90))
		EXPL A 0
        TNT1 AAAA 0 A_CustomMissile ("SmallExplosionFlames", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0
		Stop
		
	}
}

ACTOR RevenantMissile: revenantseekermissiles
{
	Speed 20
	FastSpeed 30
	States
	{
	Spawn:
		FATB AA 1 BRIGHT A_SpawnItemEx("YellowFlareSmall",-10,0)
		TNT1 A 0 A_SpawnItemEx("OldschoolRocketSmokeTrail2", 0, 0, 0, 0, 0, 0, 0, 0, 128) 
		TNT1 A 0 A_CustomMissile ("OldschoolRocketSmokeTrail2", 2, 0, random (160, 210), 2, random (-30, 30))
		Loop
	}
}

Actor DeadSkeleton: CurbstompedMarine
{
    Radius 4
    Height 18
    Scale 1.0
    +SHOOTABLE
    +NOTELEPORT
    +MOVEWITHSECTOR
    +CORPSE
	+FLOORCLIP
	-SOLID
	+NORADIUSDMG
	damagefactor "Crusher", 50.0
    Mass 1000
    Health 200
    damagefactor "Blood", 0.0
    damagefactor "Trample", 0.0
	damagefactor "Saw", 0.3
	bloodtype "RevenantBlood", "RevenantBloodSaw", "RevenantBloodSaw"
States
    {
    Spawn:
	    TNT1 A 0
	    SKEL Q -1
        Stop

		Death.Minigun: Death.Cut: Death: Death.Saw: Death.Shotgun: Death.SSG: Death.Blast:
  	    TNT1 A 0 A_NoBlocking
		TNT1 AAAA 0 A_CustomMissile ("RevenantBones", 5, 0, random (0, 360), 2, random (30, 150))
		TNT1 AAA 0 A_CustomMissile ("RevenantPiece", 5, 0, random (0, 360), 2, random (30, 150))
		TNT1 A 0 A_CustomMissile ("RevenantTorso5", 5, 0, random (0, 360), 2, random (30, 150))
		TNT1 AA 0 A_CustomMissile ("RevenantArm", 7, 0, random (0, 360), 2, random (30, 150))
		TNT1 A 0 A_CustomMissile ("XDeathHalfSkeleton", 32, 0, random (0, 360), 2, random (0, 160))
		Stop

    Death.flames:
    Death.burn:
    Death.Plasma: Death.Plasma2:
        TNT1 A 0
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
        TNT1 AAA 0 A_CustomMissile ("Brutal_FlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
		EXPL AAAAAA 0 A_CustomMissile ("ExplosionSmoke", 32, 0, random (0, 360), 2, random (0, 360))
        CARB NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 10 A_CustomMissile ("SmallSmoke", 1, 0, random (0, 360), 2, random (0, 160))
        CARB N -1
        Stop
		
	Death.Cut:
	Death.Saw:
	TNT1 A 0
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 7, 0, random (0, 360), 2, random (30, 150))
		TNT1 AAA 0 A_CustomMissile ("RevenantBones", 7, 0, random (0, 360), 2, random (30, 150))
		TNT1 AA 0 A_CustomMissile ("RevenantArm", 7, 0, random (0, 360), 2, random (30, 150))
	TNT1 A 0 A_CustomMissile ("XDeathHalfSkeleton", 32, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_SpawnItem ("XDeadSkeleton", 1)
	Stop
	}}

Actor NotDeadSkeleton: DeadSkeleton
{Health 50 
damagefactor "Kick", 50.0
-THRUACTORS
-CORPSE
Radius 1
States{Spawn:
		SKEL Q 500
		SKEL PONML 5
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_fall
        TNT1 A 0 A_SpawnItem ("Revenant1", 3)
		TNT1 A 1
		TNT1 A 0 A_SpawnItem("KillMe")
		Stop
		}}

Actor DeadSkeletonNoHead: DeadSkeleton
{Health 200 
+SHOOTABLE
Radius 4
Height 18
States{
Spawn:
		REVH D 1
		REVH D -1
        Stop }}

Actor XDeadSkeleton: DeadSkeleton
{Health 200 States{Spawn:
		DKEL I -1
        Stop    
       Death.Minigun: Death.Cut: Death: Death.Saw: Death.Shotgun: Death.SSG: Death.Blast:
  	    TNT1 A 0 A_NoBlocking
		TNT1 AAAA 0 A_CustomMissile ("RevenantBones", 5, 0, random (0, 360), 2, random (30, 150))
		TNT1 AAA 0 A_CustomMissile ("RevenantPiece", 5, 0, random (0, 360), 2, random (30, 150))
		TNT1 A 0 A_CustomMissile ("RevenantTorso5", 5, 0, random (0, 360), 2, random (30, 150))
		Stop}}
		
Actor XDeadSkeleton22: XDeadSkeleton
{Health 200 States{Spawn:
		DKEL ABCDEFGH 6
		DKEL I -1
        Stop    
      }}

Actor BlastedDeadSkeleton: XDeadSkeleton
{Health 200 States{Spawn:
		SKL4 E -1
        Stop    
      }}

ACTOR REvenantAttack: BaronBall
{
	Radius 8
	Height 16
	DamageType RVFT
	Projectile 
	+RANDOMIZE
	+FORCEXYBILLBOARD
    +THRUGHOST
	RenderStyle Add
	Alpha 0.6
    Damage (random(15,15))
    Speed 28
	//HitObituary "$OB_IMPHIT"
	SeeSound "none"
	DeathSound "none"
	Decal "none"
	States
	{
	Spawn:
		
		TNT1 A 2 BRIGHT
		Stop
	Death:
		TNT1 A 0 BRIGHT
		TNT1 A 0 A_PlaySound("skeleton/melee", 6)
		EXPL AAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)
		TNT1 A 4
		Stop
	}
}

ACTOR RevenantPiece
{
    Radius 2
    Height 2
    Speed 7
	Mass 3
	BounceFactor 0.4
	BounceCount 4
	+DOOMBOUNCE
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
	+THRUACTORS
    Scale 0.4
    States
    {
    Spawn:
		TNT1 A 0
		TNT1 A 0 Thing_ChangeTID(0,394)
		TNT1 A 0 A_Jump(128,9)
		SPIC ABCDEFGH 2
		wait
		SPIC HGFEDCBA 2
		wait
	Death:
		TNT1 A 0
		TNT1 A 0 A_Jump(128,2)
		SPIC A 401
		Stop
		SPIC E 1
		SPIC E 401
        Stop
    }
}

ACTOR RevenantDust: RevenantPiece
{
    Speed 10
	BounceFactor 0.3
	Scale 0.6
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		SPIC I 5
		Loop
	Death:
		TNT1 A 0
		SPIC I 401
		Stop
    }
}

ACTOR RevenantDust2: RevenantDust
{
    Speed 8
	BounceFactor 0.2
	Scale 0.3
}

actor RevenantBlood : Blood
{
Decal BrutalBloodSplat
 game Doom
+FORCEXYBILLBOARD
+GHOST
+NOBLOCKMAP
+NOGRAVITY
+NOCLIP
-DONTSPLASH
-ALLOWPARTICLES 
Speed 0
 states
 {
  Spawn:
        TNT1 A 0
        TNT1 AAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAA 0 A_CustomMissile ("RevenantDust", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAA 0 A_CustomMissile ("RevenantDust2", 0, 0, random (0, 360), 2, random (0, 360))
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        TNT1 A 0 A_CustomMissile ("Brutal_FlyingBlood", 7, 0, random (0, 360), 2, random (30, 150))
		TNT1 A 0 A_CustomMissile ("RevenantPiece", 7, 0, random (0, 360), 2, random (30, 150))
		TNT1 A 0 A_SpawnItem ("SuperGoreMistTiny")
        BLOD BCD 0
        stop

	Splash:
        BLOD A 0
		TNT1 AAA 0 A_CustomMissile ("Underblood1", 7, 0, random (0, 360), 2, random (30, 150))
        stop
 }
}

actor RevenantBloodSaw : RevenantBlood
{
 states
 {
  Spawn:
        TNT1 A 0
        TNT1 A 0 A_CustomMissile ("BloodmistChainsaw", 0, 0, random (0, 360), 2, random (60, 90))
		TNT1 A 0 A_CustomMissile ("RevenantDust", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_CustomMissile ("RevenantDust2", 0, 0, random (0, 360), 2, random (0, 360))
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
        TNT1 A 0 A_RadiusGive("ChainsawHitRed", 200, RGF_PLAYERS | RGF_MONSTERS , 1)
        stop
 }
}

ACTOR RevenantBones: RevenantPiece
{
    Speed 9
	BounceFactor 0.3
	Scale 1.0
    States
    {
    Spawn:
		BNP1 ABCDEFGH 4
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		Loop
	Death:
		TNT1 A 0
		TNT1 A 0 A_QueueCorpse
		BNP1 A -1
		Stop
    }
}

ACTOR RevenantBonesFast: RevenantPiece
{
    Speed 14
	BounceFactor 0.3
	Scale 1.0
    States
    {
    Spawn:
		BNP1 ABCDEFGH 4
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		Loop
	Death:
		TNT1 A 0
		TNT1 A 0 A_QueueCorpse
		BNP1 A -1
		Stop
    }
}

ACTOR RevenantArm: RevenantPiece
{
    Speed 10
	BounceFactor 0.1
	Scale 1.0
    States
    {
    Spawn:
		BNP2 ABCDEFGH 4
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		Loop
	Death:
		TNT1 A 0
		TNT1 A 0 A_QueueCorpse
		BNP2 A -1
		Stop
    }
}

ACTOR RevenantTorso5: RevenantPiece
{
    Speed 5
	BounceFactor 0.2
	Scale 1.0
    States
    {
    Spawn:
		BNP3 ABCD 8
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		Loop
	Death:
		TNT1 A 0
		TNT1 A 0 A_QueueCorpse
		BNP3 A -1
		Stop
    }
}

ACTOR RevenantU
{
	GibHealth 45
	Health 150
	Monster
	MeleeThreshold 196
	+FLOORCLIP
	+MISSILEMORE
	Speed 6
    
	Damagefactor "Avoid", 0.0	Damagefactor "BHFTOnBarrel", 0.0	Damagefactor "Blood", 0.0
	Damagefactor "CancelTeleportFog", 0.0	Damagefactor "CauseWaterSplash", 0.0	Damagefactor "Crush", 10.0
	Damagefactor "Cut", 10.0	Damagefactor "Extremepunches", 2.0	Damagefactor "Fatality", 5.0
	Damagefactor "FriendBullet", 1.0	Damagefactor "GibRemoving", 0.0	Damagefactor "Glass", 0.1
	Damagefactor "HangingHook", 0.0	Damagefactor "Head", 1.5	Damagefactor "HeadKick", 1.0
	Damagefactor "HelperMarineFatallity", 2.0	Damagefactor "KillMe", 1.0	Damagefactor "Leg", 0.5
	Damagefactor "LowKick", 0.5	Damagefactor "MonsterKnocked", 1.0	Damagefactor "PussyGrab", 0.0
	Damagefactor "Repair", 0.0	Damagefactor "RevenantHitStomach", 0.0	Damagefactor "Saw", 10.0
	Damagefactor "Slide", 0.5	Damagefactor "SpawnMarine", 0.0	Damagefactor "Taunt", 1.0
	Damagefactor "TeleportRemover", 0.0	Damagefactor "Use", 0.0	Damagefactor "Burn", 0.5
	Damagefactor "Fire", 0.5	Damagefactor "Flames", 0.5	Damagefactor "GreenFire", 0.5
	Damagefactor "HumanBBQ", 0.5

	PainChance "Avoid", 0	PainChance "Burn", 16	PainChance "Cut", 255
	PainChance "ExplosiveImpact", 255	PainChance "Extremepunches", 255	PainChance "Fatality", 255
	PainChance "Fire", 16	PainChance "Flames", 16	PainChance "GreenFire", 16
	PainChance "Head", 255	PainChance "HelperMarineFatallity", 255	PainChance "HumanBBQ", 16
	PainChance "Kick", 255	PainChance "LowKick", 255	PainChance "Melee", 255
	PainChance "MonsterKnocked", 255	PainChance "Saw", 255	PainChance "Slide", 255
	PainChance "Stealth", 255	PainChance "Taunt", 255	PainChance "Trample", 255
	Painchance "RevenantHitStomach", 255	Painchance "RevenantHitLeg", 255
	
    BloodType "RevenantBlood"
	SeeSound "skeleton/sight"
	PainSound "skeleton/pain"
	DeathSound "skeleton/death"
	ActiveSound "skeleton/active"
	MeleeSound "skeleton/melee"
	HitObituary "$OB_UNDEADHIT"
	Obituary "$OB_UNDEAD"
	MaxStepHeight 24
	+DONTHURTSPECIES
	+NOPAIN
	+NOTARGET
	MaxDropOffHeight 32
	Radius 18
	Height 37
	States
	{
	Spawn:
		UKEL A 6 A_Look
		Loop

	See:
	    UKEL AAABBBCCC 2 A_chase("","")
		UKEL CDDD 2 A_Chase
		Loop

	Missile:
        UKEL E 10 A_FaceTarget
		TNT1 A 0 A_Jump(128, "Missile2")
		UKEL F 10 A_CustomMissile("revenantseekermissiles",20,15,0,0)
		Goto See
		
	Missile2:	
		UKEL E 1 A_FaceTarget
		UKEL F 10 A_CustomMissile("revenantseekermissiles",20,-15,0,0)
		Goto See

    Death:
  	    TNT1 AAA 0 A_CustomMissile ("RevenantDust", 5, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAA 0 A_CustomMissile ("RevenantDust2", 5, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0 A_CustomMissile ("XDeathRevenantHead", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (30, 150))
		TNT1 AA 0 A_CustomMissile ("RevenantBones", 5, 0, random (0, 360), 2, random (30, 150))
		TNT1 AA 0 A_CustomMissile ("RevenantArm", 5, 0, random (0, 360), 2, random (30, 150))
		TNT1 AA 0 A_CustomMissile ("MetalShard1", 5, 0, random (0, 360), 2, random (30, 160))
		TNT1 AA 0 A_CustomMissile ("MetalShard2", 5, 0, random (0, 360), 2, random (30, 160))
		TNT1 AA 0 A_CustomMissile ("MetalShard3", 5, 0, random (0, 360), 2, random (30, 160))
		TNT1 AAA 0 A_CustomMissile ("RevenantBones", 5, 0, random (0, 360), 2, random (30, 150))
		TNT1 AAA 0 A_CustomMissile ("RevenantPiece", 5, 0, random (0, 360), 2, random (30, 150))
		TNT1 A 0 A_SpawnItem("HellishMissileLauncher")
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Scream
		TNT1 A 10
		Stop

    Pain.KillMe:
    Pain.Taunt:
        TNT1 A 0
        Goto Missile
    Death.KillMe:
    Death.Taunt:
	    TNT1 A 0 A_ChangeFlag("SOLID", 0)
        TNT1 A 0 A_SpawnItem("RevenantU")
        Stop
	}
}

actor RevenantBloodz: SawBlood
{
Decal None
+MISSILE
PROJECTILE
 states
 {
  
  HitMetal:
	   TNT1 A 1
	   TNT1 A 0 A_SpawnItem("HitPuff")
	   Stop
  HitGuts:
		TNT1 A 0
		TNT1 A 0 A_CHangeFlag("FRIENDLY", 0)
		TNT1 A 1
		TNT1 A 0 A_RadiusGive("ChainsawHitRed", 200, RGF_PLAYERS | RGF_MONSTERS , 1)
		TNT1 A 0 A_RadiusGive("PowerBloodOnVisor", 200, RGF_PLAYERS | RGF_MONSTERS , 1)
		TNT1 A 0 A_SpawnItem("Blood")
		TNT1 A 0 A_SpawnItem("RevenantHitStomach")
		Stop
  SPAWN:
		tnt1 a 1
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		TNT1 A 0 A_JumpIf((z - floorz) > 48, "HitMetal")
		TNT1 A 0 A_JumpIf((z - floorz) > 40, "HitGuts")
		TNT1 A 0 A_RadiusGive("ChainsawHitRed", 200, RGF_PLAYERS | RGF_MONSTERS , 1)
		TNT1 A 0 A_RadiusGive("PowerBloodOnVisor", 200, RGF_PLAYERS | RGF_MONSTERS , 1)
		TNT1 AAA 0 A_CustomMissile ("RevenantDust", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AA 0 A_CustomMissile ("RevenantDust2", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_CustomMissile ("RevenantPiece", 0, 0, random (0, 360), 2, random (30, 150))
		Stop
		
 }
}

actor RevenantHitStomach
{
+MISSILE
PROJECTILE
Damagetype "RevenantHitStomach"
Speed 0
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Explode(3,4)
Stop
 }
}