//Sprite From Skulltag
ACTOR BloodDemon : Demon 16000
{
	Health 300
	PainChance 140
	Obituary "$OB_BLOODDEMON_MELEE"
	States
	{
	Spawn:
		SRG2 AB 10 A_Look
		Loop
	See:
		SRG2 AABBCCDD 2 A_Chase
		Loop
	Pain:
		SRG2 H 2
		SRG2 H 2 A_Pain
		Goto See
	Melee:
		SRG2 EF 8 A_FaceTarget
		SRG2 G 8 A_SargAttack
		Goto See
	Death:
		SRG2 I 8
		SRG2 J 8 A_Scream
		SRG2 K 4
		SRG2 L 4 A_NoBlocking
		SRG2 M 4
		SRG2 N -1
		Stop
	Raise:
		SRG2 NMLKJI 5
		Goto See
	}
}

//Sprite From Doom 64 Skulltag Stuff
actor 64BloodDemon : BloodDemon Replaces BloodDemon
{
	//$Color 12
	//$Category Doom64ThingsVoid
	Radius 24
	Height 80
	Tag "Blood Demon"
	states
	{
	Spawn:
	  SRG2 BD 10 A_Look
	  loop
  Pain.Vertigo:
	SRG2 H 0 ThrustThingZ(0, 55, 0, 0)
	SRG2 H 2
	SRG2 H 2 A_Pain
	Goto See
		Crush:
			A027 A 0
			A027 A 0 A_PlaySound("misc/gibbed")
			A027 A -1
			Stop
	}
}

//Sprite From Skulltag
actor DarkImp : DoomImp 16001 // [RT] Inherits from the DoomImp for convenience
{
  game Doom
  obituary "$OB_DARKIMP"
  hitobituary "$OB_DARKIMP_MELEE"
  health 120
  missiletype DarkImpBall
  states
  {
  Spawn:
    DIMP AB 10 A_Look
    loop
  See:
    DIMP AABBCCDD 3 A_Chase
    loop
  Melee:
  Missile:
    DIMP EF 8 A_FaceTarget
    DIMP G 6 A_ComboAttack  // See DarkImpBall
    goto See
  Pain:
    DIMP H 2
    DIMP H 2 A_Pain
    goto See
  Death:
    DIMP I 8
    DIMP J 8 A_Scream
    DIMP K 6
    DIMP L 6 A_NoBlocking
    DIMP M -1
    stop
  XDeath:
    DIMP N 5
    DIMP O 5 A_XScream
    DIMP P 5
    DIMP Q 5 A_NoBlocking
    DIMP RST 5
    DIMP U -1
    stop
  Raise:
    DIMP ML 8
    DIMP KJI 6
    goto See
  }
}

//Sprite From Doom 64 Skulltag Stuff
actor 64DarkImp : DarkImp Replaces DarkImp
{
	//$Color 12
	//$Category Doom64ThingsVoid
	Radius 24
	Height 86
  missiletype DarkImpBall
  meleedamage 3
  meleesound "imp/melee"
	Species "64DarkImp"
	+MISSILEMORE
	Tag "Dark Imp"
  states
  {
  Spawn:
    DIMP AB 10 A_Look
    loop
  See:
    DIMP AABBCCDD 3 A_Chase
    loop
  Melee:
    DIMP EF 8 A_FaceTarget
    DIMP G 6 A_MeleeAttack
    goto See
  Missile:
    DIMP IJ 8 A_FaceTarget
    DIMP K 6 A_CustomMissile("64DarkImpBall", 64)
    goto See
  Pain:
    DIMP H 2
    DIMP H 2 A_Pain
    goto See
  Pain.Vertigo:
	DIMP H 0 ThrustThingZ(0, 55, 0, 0)
	DIMP H 2
	DIMP H 2 A_Pain
	Goto See
  Death:
    DIMP L 8
    DIMP M 8 A_Scream
    DIMP N 6
    DIMP O 6 A_NoBlocking
    DIMP P -1
    stop
  XDeath:
    DIMP Q 5
    DIMP R 5 A_XScream
    DIMP S 5
    DIMP T 5 A_NoBlocking
    DIMP UVW 5
    DIMP X -1
    stop
  Raise:
    DIMP PO 8
    DIMP NML 6
    goto See
		Crush:
			A027 A 0
			A027 A 0 A_PlaySound("misc/gibbed")
			A027 A -1
			Stop
  }
}

//Sprite From Skulltag
ACTOR Cacolantern : Cacodemon 16002
{
	Health 800
	Obituary "$OB_CACOLANTERN"
	HitObituary "$OB_CACOLANTERN_MELEE"
	States
	{
	Spawn:
		HED2 A 10 A_Look
		Loop
	See:
		HED2 A 3 A_Chase
		Loop
	Pain:
		HED2 E 3
		HED2 E 3 A_Pain
		HED2 F 6
		Goto See
	Missile:
		HED2 BC 5 A_FaceTarget
		HED2 D 5 BRIGHT A_BasicAttack (8, "None", "CacolanternBall", 32)
		Goto See
	Death:
		HED2 G 8 A_NoBlocking
		HED2 H 8 A_Scream
		HED2 IJK 8
		HED2 L -1 A_SetFloorClip
		Stop
	Raise:
		HED2 L 8 A_UnsetFloorClip
		HED2 KJIHG 8
		Goto See
	}
}

//Sprite From Doom 64 Skulltag Stuff
actor 64Cacolantern : Cacolantern Replaces Cacolantern
{
	//$Color 12
	//$Category Doom64ThingsVoid
	Radius 45
	Height 90
	Mass 600
	+MISSILEMORE
    Species "64Cacolantern"
    bloodcolor "ff 80 00"
	Tag "Cacolantern"
  states
  {
  Spawn:
    HED2 ABCD 15 A_Look
    loop
  See:
    HED2 AABBCCDD 3 A_Chase
    loop
  Pain:
    HED2 D 3
    HED2 D 3 A_Pain
    goto See
  Pain.Vertigo:
	HED2 D 0 ThrustThingZ(0, 55, 0, 0)
	HED2 D 3
	HED2 D 3 A_Pain
	Goto See
  Melee:
  Missile:
    HED2 EF 5 A_FaceTarget
    HED2 G 5 A_BasicAttack (8, "none", CacolanternBall, 48)
    goto See
  Death:
	HED2 H 0 A_ChangeFlag("THRUACTORS", TRUE)
	HED2 H 0 A_ChangeFlag("BLOCKEDBYSOLIDACTORS", FALSE)
	HED2 H 0 A_ScaleVelocity(0.50)
    HED2 H 8
    HED2 I 8 A_Scream
    HED2 JK 8
    HED2 L 8 A_NoBlocking
    HED2 M -1 A_SetFloorClip
    stop
  Raise:
    HED2 M 8 A_UnSetFloorClip
    HED2 LKJIH 8
    goto See
		Crush:
			A027 A 0
			A027 A 0 A_PlaySound("misc/gibbed")
			A027 A -1
			Stop
  }
}

//Sprite From Skulltag
ACTOR Abaddon : Cacolantern 16003
{
	Health 1200
	Speed 12
	PainChance 40
	Obituary "$OB_ABADDON"
	HitObituary "$OB_ABADDON_MELEE"
	States
	{
	Spawn:
		HED3 A 10 A_Look
		Loop
	See:
		HED3 A 3 A_Chase
		Loop
	Pain:
		HED3 E 3
		HED3 E 3 A_Pain
		HED3 F 6
		Goto See
	Missile:
		HED3 BC 5 A_FaceTarget
		HED3 D 5 BRIGHT A_BasicAttack (8, "None", "AbaddonBall", 32)
		HED3 BC 5 A_FaceTarget
		HED3 D 5 BRIGHT A_BasicAttack (8, "None", "AbaddonBall", 32)
		Goto See
	Death:
		HED3 G 0 A_ChangeFlag("THRUACTORS", TRUE)
		HED3 G 0 A_ChangeFlag("BLOCKEDBYSOLIDACTORS", FALSE)
		HED3 G 0 A_ScaleVelocity(0.50)
		HED3 G 8 A_NoBlocking
		HED3 H 8 A_Scream
		HED3 IJK 8
		HED3 L -1 A_SetFloorClip
		Stop
	Raise:
		HED3 L 8 A_UnSetFloorClip
		HED3 KJIHG 8
		Goto See
	}
}

//Sprite From Doom 64 Skulltag Stuff
actor 64Abaddon : Abaddon Replaces Abaddon
{
	//$Color 12
	//$Category Doom64ThingsVoid
	Radius 45
	Height 90
	Mass 600
	+MISSILEMORE
    Species "64Abaddon"
	Tag "Abaddon"
  states
  {
  Spawn:
    HED3 ABCD 15 A_Look
    loop
  See:
    HED3 AABBCCDD 3 A_Chase
    loop
  Pain:
    HED3 D 3
    HED3 D 3 A_Pain
    goto See
  Pain.Vertigo:
	HED3 D 0 ThrustThingZ(0, 55, 0, 0)
	HED3 D 3
	HED3 D 3 A_Pain
	Goto See
  Melee:
  Missile:
    HED3 EF 5 A_FaceTarget
    HED3 G 5 A_BasicAttack (8, "None", AbaddonBall, 48)
    HED3 EF 5 A_FaceTarget
    HED3 G 5 A_BasicAttack (8, "None", AbaddonBall, 48)
    goto See
  Death:
    HED3 H 8
    HED3 I 8 A_Scream
    HED3 JK 8
    HED3 L 8 A_NoBlocking
    HED3 M -1 A_SetFloorClip
    stop
  Raise:
    HED3 M 8 A_UnSetFloorClip
    HED3 LKJIH 8
    goto See
		Crush:
			A027 A 0
			A027 A 0 A_PlaySound("misc/gibbed")
			A027 A -1
			Stop
  }
}

//Sprite From Skulltag
ACTOR Belphegor : HellKnight 16004
{
	Health 1500
	PainChance 25
	SeeSound "baron/sight"
	PainSound "baron/pain"
	DeathSound "baron/death"
	ActiveSound "baron/active"
	Obituary "$OB_BELPHEGOR"
	HitObituary "$OB_BELPHEGOR_MELEE"
	States
	{
	Spawn:
		BOS3 AB 10 A_Look
		Loop
	See:
		BOS3 AABBCCDD 3 A_Chase
		Loop
	Pain:
		BOS3 H 2
		BOS3 H 2 A_Pain
		Goto See
	Melee:
	Missile:
		BOS3 EF 6 A_FaceTarget
		BOS3 G 6 A_BasicAttack (10, "baron/melee", "BelphegorBall", 32)
		BOS3 EF 6 A_FaceTarget
		BOS3 G 6 A_BasicAttack (10, "baron/melee", "BelphegorBall", 32)
		BOS3 EF 6 A_FaceTarget
		BOS3 G 6 A_BasicAttack (10, "baron/melee", "BelphegorBall", 32)
		Goto See
	Death:
		BOS3 I 8
		BOS3 J 8 A_Scream
		BOS3 K 8
		BOS3 L 8 A_NoBlocking
		BOS3 MN 8
		BOS3 O -1 A_BossDeath
		Stop
	Raise:
		BOS3 ONMLKJI 8
		Goto See
	}
}

//Sprite From Doom 64 Skulltag Stuff
actor 64Belphegor : Belphegor Replaces Belphegor
{
	//$Color 12
	//$Category Doom64ThingsVoid
	Species "64Belphegor"
    bloodcolor "18 8C 31"
	Tag "Belphegor"
  states
  {
  Pain:
    BOS3 H 2
    BOS3 H 2 A_Pain
    goto See
  Pain.Vertigo:
	BOS3 H 0 ThrustThingZ(0, 55, 0, 0)
	BOS3 H 2
	BOS3 H 2 A_Pain
	Goto See
	Melee:
	Missile:
		BOS3 EF 6 A_FaceTarget
		BOS3 G 6 A_BasicAttack (10, "baron/melee", "64BelphegorBall", 52)
		BOS3 EF 6 A_FaceTarget
		BOS3 G 6 A_BasicAttack (10, "baron/melee", "64BelphegorBall", 52)
		BOS3 EF 6 A_FaceTarget
		BOS3 G 6 A_BasicAttack (10, "baron/melee", "64BelphegorBall", 52)
		Goto See
  Death:
    BOS3 I 8
    BOS3 J 8 A_Scream
    BOS3 K 8
    BOS3 L 8 A_NoBlocking
    BOS3 M 8
    BOS3 N -1 A_BossDeath
    stop
  Raise:
    BOS3 NMLKJI 8
    goto See
		Crush:
			A027 A 0
			A027 A 0 A_PlaySound("misc/gibbed")
			A027 A -1
			Stop
  }
}

//Sprite From Skulltag
ACTOR Hectebus : Fatso 16005
{
   Health 1200
   PainChance 20
   Obituary "$OB_HECTEBUS"
   States
   {
   Spawn:
      HECT AB 15 A_Look
      Loop
   See:
      HECT AABBCCDDEEFF 4 A_Chase
      Loop
   Pain:
      HECT J 3
      HECT J 3 A_Pain
      Goto See
   Missile:
      //These Next 2 states replace A_FatRaise and A_HectRaise
      HECT G 0 A_PlaySound("fatso/raiseguns")
      HECT G 20 A_FaceTarget
      HECT H 0 A_CustomMissile("HectShot",28,0,0,2,0)
      HECT H 0 A_CustomMissile("HectShot",28,0,5.625,2,0)
      HECT H 0 A_CustomMissile("HectShot",28,0,11.25,2,0)
      HECT H 10 BRIGHT
      HECT IG 5 A_FaceTarget
      HECT H 0 A_CustomMissile("HectShot",28,0,0,2,0)
      HECT H 0 A_CustomMissile("HectShot",28,0,-5.625,2,0)
      HECT H 0 A_CustomMissile("HectShot",28,0,-11.25,2,0)
      HECT H 10 BRIGHT
      HECT IG 5 A_FaceTarget
      HECT H 0 A_CustomMissile("HectShot",28,0,-11.25,2,0)
      HECT H 0 A_CustomMissile("HectShot",28,0,-5.625,2,0)
      HECT H 0 A_CustomMissile("HectShot",28,0,0,2,0)
      HECT H 0 A_CustomMissile("HectShot",28,0,-5.625,2,0)
      HECT H 0 A_CustomMissile("HectShot",28,0,-11.25,2,0)
      HECT H 10 BRIGHT
      HECT IG 5 A_FaceTarget
      Goto See
   Death:
      HECT K 6
      HECT L 6 A_Scream
      HECT M 6 A_NoBlocking
      HECT NOPQRS 6
      HECT T -1
      Stop
   Raise:
      HECT RQPONMLK 5
      Goto See
   }
}

//Sprite From Doom 64 Skulltag Stuff
actor 64Hectebus : Hectebus Replaces Hectebus
{
	//$Color 12
	//$Category Doom64ThingsVoid
	XScale 1.1
	Radius 52
	Height 104
    Species "64Hectebus"
    bloodcolor "a0 d0 00"
	Tag "Hectebus"
  States
  {
  Missile:
    HECT H 20 A_FatRaise
    HECT G 0 A_CustomMissile ("64HectShot",56,0,0,1)
    HECT G 0 A_CustomMissile ("64HectShot",56,0,5.625,1)
    HECT G 0 A_CustomMissile ("64HectShot",56,0,11.25,1)
    HECT G 0 A_CustomMissile ("64HectShot",56,0,16.875,1)
    HECT G 10
    HECT HH 5 A_FaceTarget
    HECT G 0 A_CustomMissile ("64HectShot",56,0,0,1)
    HECT G 0 A_CustomMissile ("64HectShot",56,0,-5.625,1)
    HECT G 0 A_CustomMissile ("64HectShot",56,0,-11.25,1)
    HECT G 0 A_CustomMissile ("64HectShot",56,0,-16.875,1)
    HECT G 10
    HECT HH 5 A_FaceTarget
    HECT G 0 A_CustomMissile ("64HectShot",56,0,-11.25,1)
    HECT G 0 A_CustomMissile ("64HectShot",56,0,-5.625,1)
    HECT G 0 A_CustomMissile ("64HectShot",56,0,0,1)
    HECT G 0 A_CustomMissile ("64HectShot",56,0,5.625,1)
    HECT G 0 A_CustomMissile ("64HectShot",56,0,11.25,1)
    HECT G 10
    HECT HH 5 A_FaceTarget
    goto See
  Pain:
    HECT I 3
    HECT I 3 A_Pain
    goto See
  Pain.Vertigo:
	HECT I 0 ThrustThingZ(0, 55, 0, 0)
	HECT I 3
	HECT I 3 A_Pain
	Goto See
  Death:
    HECT J 6
    HECT K 6 A_Scream
    HECT L 6 A_NoBlocking
    HECT MN 6
    HECT O -1 A_BossDeath
    stop
  Raise:
    HECT ONMLKJ 5
    goto See
		Crush:
			A027 A 0
			A027 A 0 A_PlaySound("misc/gibbed")
			A027 A -1
			Stop
  }
}

//Sprite From Skulltag
ACTOR SuperShotgunGuy 16006
{
   Game Doom
   Health 120
   Radius 20
   Height 56
   Mass 100
   Speed 8
   PainChance 170
   SeeSound "chainguy/sight"
   PainSound "chainguy/pain"
   DeathSound "chainguy/death"
   ActiveSound "chainguy/active"
   AttackSound "ssgguy/attack"
   MONSTER
   +FLOORCLIP
   Obituary "$OB_SSGGUY"
   DropItem "SuperShotgun"
   States
   {
      Spawn:
         GPOS AB 10 A_Look
         Loop
      See:
         GPOS AABBCCDD 4 A_Chase
         Loop
      Missile:
         GPOS E 10 A_FaceTarget
         GPOS F 8 Bright A_CustomBulletAttack(8, 7, 7, 5, "BulletPuff")
         GPOS E 8
         Goto See
      Pain:
         GPOS G 3
         GPOS G 3 A_Pain
         Goto See
      Death:
         GPOS H 5
         GPOS I 5 A_Scream
         GPOS J 5 A_NoBlocking
         GPOS KLM 5
         GPOS N -1
         Stop
      XDeath:
         GPOS O 5
         GPOS P 5 A_XScream
         GPOS Q 5 A_NoBlocking
         GPOS RS 5
         GPOS T -1
         Stop
      Raise:
         GPOS LKJIH 5
         Goto See
   }
}

//Sprite From Doom 64 Skulltag Stuff
actor 64SuperShotgunGuy : SuperShotgunGuy Replaces SuperShotgunGuy
{
	//$Color 12
	//$Category Doom64ThingsVoid
	Radius 22
	Height 80
	attacksound "weapons/sshotf"
	Dropitem "64SuperShotgun"
	Tag "Super Shotgun Guy"
	States
	{
    Missile:
		TNT1 A 0 A_JumpIf(CallACS("DropCasings") == 1, "DropCasingsMissile")
        GPOS E 10 A_FaceTarget
        GPOS F 8 A_CustomBulletAttack(8, 7, 7, 5, "64BulletPuff")
        GPOS E 8
        Goto See
    DropCasingsMissile:
        GPOS E 10 A_FaceTarget
        GPOS F 8 A_CustomBulletAttack(8, 7, 7, 5, "64BulletPuff")
		TNT1 A 0 A_SpawnItemEx ("ShellCasing",5,10,35,0,random(0.3,1.7),random(0.3,1),64,32,0)
		TNT1 A 0 A_SpawnItemEx ("ShellCasing",7,10,35,0,random(0.2,1.4),random(0.2,0.8),64,32,0)	
        GPOS E 8
        Goto See
	Death:
		GPOS H 5
		GPOS I 5 A_Scream
		GPOS J 5 A_NoBlocking
		GPOS KL 5
		GPOS M -1
		stop
  Pain.Vertigo:
	GPOS G 0 ThrustThingZ(0, 55, 0, 0)
	GPOS G 3
	GPOS G 3 A_Pain
	Goto See
	XDeath:
		GPOS N 5
		GPOS O 5 A_XScream
		GPOS Q 5 A_NoBlocking
		GPOS RSTU 5
		GPOS V -1
		stop
	Raise:
		GPOS MLKJHI 5
		goto See
		Crush:
			A027 A 0
			A027 A 0 A_PlaySound("misc/gibbed")
			A027 A -1
			Stop
	}
}

//Sprite From Brutal Doom 64
ACTOR 64ChaingunGuy2 : ChaingunGuy replaces ChaingunGuy 16007
{
  //$Color 12
  //$Category Doom64ThingsVoid
  Radius 22
  Height 80
  Scale 0.98
  AttackSound "weapons/chngun"
  Dropitem "64Chaingun"
  States
  {
  Spawn:
    CPOS AB 10 A_Look
    Loop
  See:
    CPOS AABBCCDD 3 A_Chase
    Loop
  Missile:
	TNT1 A 0 A_JumpIf(CallACS("DropCasings") == 1, "DropCasingsMissile")
	CPOS E 10 A_FaceTarget
	CPOS FE 4 A_CustomBulletAttack (7, 7, 1, 4, "64BulletPuff")
	CPOS F 1 A_CPosRefire
    Goto Missile+1
  DropCasingsMissile:
	CPOS E 10 A_FaceTarget
	CPOS FE 4 A_CustomBulletAttack (7, 7, 1, 4, "64BulletPuff")
	TNT1 A 0 A_SpawnItemEx ("BulletCasing",15,22,30,0,random(1,3.3),random(0.2,4.3),random(0,30),32,0)
	CPOS F 1 A_CPosRefire
    Goto DropCasingsMissile+1
  Pain:
    CPOS G 3
    CPOS G 3 A_Pain
    Goto See
  Pain.Vertigo:
	CPOS G 0 ThrustThingZ(0, 55, 0, 0)
	CPOS G 3
	CPOS G 3 A_Pain
	Goto See
  Death:
    CPOS H 5
    CPOS I 5 A_Scream
    CPOS J 5 A_NoBlocking
    CPOS KL 5
    CPOS M -1
    Stop
  XDeath:
    CPOS N 5 
    CPOS O 5 A_XScream
    CPOS P 5 A_NoBlocking
    CPOS QRS 5
    CPOS TUV -1
    Stop
  Raise:
    CPOS M 5
    CPOS LKJIH 5
    Goto See
		Crush:
			A027 A 0
			A027 A 0 A_PlaySound("misc/gibbed")
			A027 A -1
			Stop
  }
}

//Sprite From Brutal Doom 64
actor 64RifleGuy : 64ChaingunGuy2 16008
{
	//$Color 12
	//$Category Doom64ThingsVoid
	Scale 1
    Obituary "$OB_RIFLEGUY"
	attacksound "grunt/attack"
    Dropitem "64AssaultRifle"
	Tag "Rifle Guy"
	States
	{
  Spawn:
    RPOS AB 10 A_Look
    Loop
  See:
    RPOS AABBCCDD 3 A_Chase
    Loop
    Missile:
		TNT1 A 0 A_JumpIf(CallACS("DropCasings") == 1, "DropCasingsMissile")
		RPOS E 10 A_FaceTarget
		RPOS F 4 A_CustomBulletAttack (5, 5, 1, 4, "64BulletPuff")
		RPOS E 4 A_FaceTarget
		RPOS F 4 A_CustomBulletAttack (5, 5, 1, 4, "64BulletPuff")
		RPOS E 4 A_FaceTarget
		RPOS F 4 A_CustomBulletAttack (5, 5, 1, 4, "64BulletPuff")
		RPOS E 4 A_FaceTarget
	    RPOS F 4 A_CustomBulletAttack (5, 5, 1, 4, "64BulletPuff")
	    RPOS E 4 A_FaceTarget
	    RPOS F 4 A_CustomBulletAttack (5, 5, 1, 4, "64BulletPuff")
	    RPOS E 8
        Goto See
    DropCasingsMissile:
		RPOS E 10 A_FaceTarget
		RPOS F 4 A_CustomBulletAttack (5, 5, 1, 4, "64BulletPuff")
		TNT1 A 0 A_SpawnItemEx ("BulletCasing",15,22,30,0,random(1,3.3),random(0.2,4.3),random(0,30),32,0)
		RPOS E 4 A_FaceTarget
		RPOS F 4 A_CustomBulletAttack (5, 5, 1, 4, "64BulletPuff")
		TNT1 A 0 A_SpawnItemEx ("BulletCasing",15,22,30,0,random(1,3.3),random(0.2,4.3),random(0,30),32,0)
		RPOS E 4 A_FaceTarget
		RPOS F 4 A_CustomBulletAttack (5, 5, 1, 4, "64BulletPuff")
		TNT1 A 0 A_SpawnItemEx ("BulletCasing",15,22,30,0,random(1,3.3),random(0.2,4.3),random(0,30),32,0)
		RPOS E 4 A_FaceTarget
	    RPOS F 4 A_CustomBulletAttack (5, 5, 1, 4, "64BulletPuff")
		TNT1 A 0 A_SpawnItemEx ("BulletCasing",15,22,30,0,random(1,3.3),random(0.2,4.3),random(0,30),32,0)
	    RPOS E 4 A_FaceTarget
	    RPOS F 4 A_CustomBulletAttack (5, 5, 1, 4, "64BulletPuff")
		TNT1 A 0 A_SpawnItemEx ("BulletCasing",15,22,30,0,random(1,3.3),random(0.2,4.3),random(0,30),32,0)
	    RPOS E 8
        Goto See
  Pain:
    RPOS G 3
    RPOS G 3 A_Pain
    Goto See
  Pain.Vertigo:
	RPOS G 0 ThrustThingZ(0, 55, 0, 0)
	RPOS G 3
	RPOS G 3 A_Pain
	Goto See
	Death:
		RPOS H 5
		RPOS I 5 A_Scream
		RPOS J 5 A_NoBlocking
		RPOS KL 5
		RPOS M -1
		stop
	XDeath:
		RPOS N 5
		RPOS O 5 A_XScream
		RPOS Q 5 A_NoBlocking
		RPOS RSTU 5
		RPOS V -1
		stop
	Raise:
		RPOS MLKJHI 5
		goto See
		Crush:
			A027 A 0
			A027 A 0 A_PlaySound("misc/gibbed")
			A027 A -1
			Stop
	}
}

//Sprite From Brutal Doom 64
ACTOR 64Revenant2 : Revenant replaces Revenant 16009
{
  //$Color 12
  //$Category Doom64ThingsVoid
  Speed 7 
  Scale 0.8
  hEIGHT 72
  HEALTH 300
  Species "64Revenant2"
  States
  {
  Spawn:
    SKEL AB 10 A_Look
    Loop
  See:
    SKEL AABBCCDDEEFF 2 A_Chase
    Loop
  Melee:
  Missile:
    SKEL J 0 A_FaceTarget
    SKEL G 12 A_FaceTarget
    SKEL K 0 A_CustomMissile ("64TracerMissile",65,20,0,0)
    SKEL G 6
	SKEL K 0 A_CustomMissile ("64TracerMissile",65,-20,0,0)
    SKEL G 6
    SKEL G 12 A_FaceTarget
    Goto See
  Pain:
    SKEL H 5
    SKEL H 5 A_Pain
    Goto See
  Pain.Vertigo:
	SKEL H 0 ThrustThingZ(0, 55, 0, 0)
	SKEL H 5
	SKEL H 5 A_Pain
	Goto See
  Death:
    SKEL M 7
    SKEL N 7 A_Scream
    SKEL O 7 A_NoBlocking
    SKEL P 7
    SKEL Q -1
    Stop
  Raise:
    SKEL Q 5
    SKEL PONM 5
    Goto See
		Crush:
			A027 A 0
			A027 A 0 A_PlaySound("misc/gibbed")
			A027 A -1
			Stop
  }
}

//Sprite From Doom 64 - Unabsolved
ACTOR 64Archvile2 : Archvile replaces Archvile 16010
{
  //$Color 12
  //$Category Doom64ThingsVoid
  Speed 7 
  hEIGHT 72
  States
  {
  Spawn:
    COUN AB 10 A_Look
    Loop
  See:
    COUN AAABBBCCCDDD 2 A_VileChase
    Loop
  Missile:
    COUN E 0 A_VileStart
    COUN F 10 A_FaceTarget
    COUN G 8 A_VileTarget
    COUN GGG 8 A_FaceTarget
    COUN G 8 A_VileAttack
    COUN F 20
    Goto See
  Heal:
    COUN EFGF 10
    Goto See
  Pain:
    COUN A 5   
    COUN A 5 A_Pain
    Goto See
  Pain.Vertigo:
	COUN A 0 ThrustThingZ(0, 55, 0, 0)
	COUN A 5
	COUN A 5 A_Pain
	Goto See
  Death:
    COUN M 7
    COUN N 7 A_Scream
    COUN O 7 A_NoBlocking
    COUN P 7
    COUN Q -1
    Stop
		Crush:
			A027 A 0
			A027 A 0 A_PlaySound("misc/gibbed")
			A027 A -1
			Stop
  }
}

//Sprite From MetaDoom
ACTOR 64SpiderMastermind2 : SpiderMastermind replaces SpiderMastermind 16011
{
  //$Color 12
  //$Category Doom64ThingsVoid
  Health 3000
  Radius 100
  Height 100
  Speed 14
  PainChance 15
  Species "64SpiderMastermind2"
  AttackSound "weapons/chngun"
  States
  {
  Spawn:
    SPID AB 10 A_Look
    Loop
  See:
    SPID A 3 A_Metal
    SPID ABB 3 A_Chase
    SPID C 3 A_Metal
    SPID CDD 3 A_Chase
    SPID E 3 A_Metal
    SPID EFF 3 A_Chase
    Loop
  Missile:
    SPID A 20 A_FaceTarget
    SPID G 4 A_SPosAttackUseAtkSound
    SPID H 4 A_SPosAttackUseAtkSound
    SPID H 1 A_SpidRefire
    Goto Missile+1
  Pain:
    SPID I 3
    SPID I 3 A_Pain
    Goto See
  Pain.Vertigo:
	SPID I 0 ThrustThingZ(0, 55, 0, 0)
	SPID I 3
	SPID I 3 A_Pain
	Goto See
  Death:
    SPID J 20 A_Scream
    SPID K 10 A_NoBlocking
    SPID LM 10
    SPID N 30
    SPID N -1 A_BossDeath
    Stop
		Crush:
			A027 A 0
			A027 A 0 A_PlaySound("misc/gibbed")
			A027 A -1
			Stop
  }
}

//Sprite From Brutal Doom 64
actor 64HellHound : 64Demon 16012
{
    //$Color 12
    //$Category Doom64ThingsVoid
	Health 800
	Speed 12
	Species "64HellHound"
	obituary "%o was scorched by hell hound."
    hitobituary "%o is now dog food."
	Tag "Hell Hound"
	states
	{
	Spawn:
	HEHR AB 10 A_Look
	loop
	
	See:
	HEHR AABBCCDD 2 A_Chase
	Loop
	
	Melee:
	HEHR F 4 A_FaceTarget
	TNT1 A 0 A_Recoil(-2)
	HEHR G 4 A_FaceTarget
	TNT1 AA 0 A_SargAttack
	HEHR H 4 A_SargAttack
	HEHR G 4 A_FaceTarget
	Goto See
	
	Missile:
	HEHR F 4 A_FaceTarget
	HEHR G 4 A_FaceTarget
	TNT1 A 0 A_CustomMissile("CacodemonBall", 36, -9, random(-1, 1), 1, random(-1, 1))
	TNT1 A 0 A_CustomMissile("CacodemonBall", 36, 9, random(-1, 1), 1, random(-1, 1))
	HEHR H 4
	HEHR G 4 A_FaceTarget
	Goto See
	
	Pain:
	HEHR I 2
	HEHR I 2 A_Pain
	Goto See
	
  Pain.Vertigo:
	HEHR I 0 ThrustThingZ(0, 55, 0, 0)
	HEHR I 2
	HEHR I 2 A_Pain
	Goto See
	
  	Crush:
    	POL5 A 0
    	POL5 A 0 A_PlaySound ("Misc/Gibbed")
    	POL5 A -1
    	Stop
	
	Death:
		HEHR I 8
		HEHR J 8 A_Scream
		HEHR K 4
		HEHR L 4 A_NoBlocking
		HEHR M 4
		HEHR M -1
		Stop
		
	Raise:
		HEHR MLKJI 5
		goto See		
		Crush:
			A027 A 0
			A027 A 0 A_PlaySound("misc/gibbed")
			A027 A -1
			Stop
	}
}

//Sprite From Brutal Doom 64 - Project Nightmare
ACTOR 64Annihilator : 64Cyberdemon 16013
{
  //$Color 12
  //$Category Doom64ThingsVoid
  Health 4600
  Speed 14
  PainChance 15
  Species "64Annihilator"
  SeeSound "monster/annsit" 
  DeathSound "monster/anndth" 
  Obituary "%o was annihilated by annihilator."
  Tag "Annihilator"
  States
  {
  Spawn:
    A64A AB 10 A_Look
    Loop
   See: 
       A64A A 3 A_Playsound ("monster/anhoof")
       A64A ABBCC 3 A_Chase 
       A64A D 3 A_Playsound ("monster/anhoof") 
       A64A D 3 A_Chase 
       Loop 
   Missile:
       A64A E 0 A_Jump (128,11)
       A64A E 6 A_FaceTarget 
       A64A F 0 A_CustomMissile ("64CyberRocket",80,25,0)
       A64A F 12 A_CustomMissile ("64CyberRocket",80,-25,0)
       A64A E 12 A_FaceTarget 
       A64A F 0 A_CustomMissile ("64CyberRocket",80,25,0)
       A64A F 12 A_CustomMissile ("64CyberRocket",75,-25,0) 
       A64A E 12 A_FaceTarget 
       A64A F 0 A_CustomMissile ("64CyberRocket",80,25,0)
       A64A F 12 A_CustomMissile ("64CyberRocket",80,-25,0)
       A64A E 0 A_Jump (128,1)
       Goto See
       A64A E 6 A_FaceTarget 
       A64A F 0 A_CustomMissile ("64CyberRocket",80,25,0)
       A64A F 12 A_CustomMissile ("64CyberRocket",80,-25,0)
       A64A E 12 A_FaceTarget 
       A64A F 0 A_CustomMissile ("64CyberRocket",80,25,0)
       A64A F 12 A_CustomMissile ("64CyberRocket",75,-25,0) 
       A64A E 12 A_FaceTarget 
       A64A F 0 A_CustomMissile ("64CyberRocket",80,25,0)
       A64A F 12 A_CustomMissile ("64CyberRocket",80,-25,0)  
       Goto See 
  Pain:
    A64A B 10 A_Pain
    Goto See
  Pain.Vertigo:
	A64A B 0 ThrustThingZ(0, 55, 0, 0)
	A64A B 10 A_Pain
	Goto See
		Death:
			A64A H 10
			A64A H 0 A_Scream
			A64A H 4 A_SpawnItemEx("64BossExplosion", 0, 0, 0, 0, 0, 0, 0, 130)
			A64A H 4 A_SpawnItemEx("64BossExplosion", 0, 0, 0, 0, 0, 0, 0, 130)
			A64A H 4 A_SpawnItemEx("64BossExplosion", -20, -20, 55, 0, 0, 0, 0, 130)
			A64A H 4 A_SpawnItemEx("64BossExplosion", 20, 20, 110, 0, 0, 0, 0, 130)
			A64A H 4 A_SpawnItemEx("64BossExplosion", 20, 20, 0, 0, 0, 0, 0, 130)
			A64A H 4 A_SpawnItemEx("64BossExplosion", 0, 0, 55, 0, 0, 0, 0, 130)
			A64A H 4 A_SpawnItemEx("64BossExplosion", 0, 0, 110, 0, 0, 0, 0, 130)
			A64A H 4 A_SpawnItemEx("64BossExplosion", -20, -20, 0, 0, 0, 0, 0, 130)
			A64A H 4 A_SpawnItemEx("64BossExplosion", 20, 20, 55, 0, 0, 0, 0, 130)
			A64A H 4 A_SpawnItemEx("64BossExplosion", -20, -20, 110, 0, 0, 0, 0, 130)
			A64A H 4 A_SpawnItemEx("64BossExplosion", 0, 0, 0, 0, 0, 0, 0, 130)
			A64A H 4 A_SpawnItemEx("64BossExplosion", -20, -20, 55, 0, 0, 0, 0, 130)
			A64A H 4 A_SpawnItemEx("64BossExplosion", -20, -20, 110, 0, 0, 0, 0, 130)
			A64A H 4 A_SpawnItemEx("64BossExplosion", 20, 20, 0, 0, 0, 0, 0, 130)
			A64A H 4 A_SpawnItemEx("64BossExplosion", 20, 20, 55, 0, 0, 0, 0, 130)
			A64A H 4 A_SpawnItemEx("64BossExplosion", 0, 0, 110, 0, 0, 0, 0, 130)
			A64A H 4 A_SpawnItemEx("64BossExplosion", 20, 20, 0, 0, 0, 0, 0, 130)
			A64A I 4 A_SpawnItemEx("64BossExplosion", 0, 0, 55, 0, 0, 0, 0, 130)
			A64A I 4 A_SpawnItemEx("64BossExplosion", 20, 20, 110, 0, 0, 0, 0, 130)
			A64A J 4 A_SpawnItemEx("64BossExplosion", -20, -20, 0, 0, 0, 0, 0, 130)
			A64A J 4 A_SpawnItemEx("64BossExplosion", -20, -20, 55, 0, 0, 0, 0, 130)
			A64A K 4 A_SpawnItemEx("64BossExplosion", 20, 20, 110, 0, 0, 0, 0, 130)
			A64A K 4 A_SpawnItemEx("64BossExplosion", -20, -20, 0, 0, 0, 0, 0, 130)
			A64A L 4 A_SpawnItemEx("64BossExplosion", 20, 20, 55, 0, 0, 0, 0, 130)
			A64A L 4 A_SpawnItemEx("64BossExplosion", 0, 0, 110, 0, 0, 0, 0, 130)
			A64A M 6 A_NoBlocking
			A64A MNO 6
			A64A P 30
			A64A Q -1 A_BossDeath
			Stop
		Crush:
			A027 A 0
			A027 A 0 A_PlaySound("misc/gibbed")
			A027 A -1
			Stop
  }
}

//Sprite From Doom 64 - Unabsolved
ACTOR 64Arachnobaron : 64Arachnotron 16014
{
  //$Color 12
  //$Category Doom64ThingsVoid
  Health 1320
  Radius 56
  Height 88
  PainChance 50
  Species "64Arachnobaron"
  SeeSound "baron/sight"
  PainSound "baron/pain"
  DeathSound "baron/death"
  AttackSound "NULL"
  ActiveSound "baron/active"
  Obituary "%o was lit up by an arachnobaron."
  Dropitem "RSDArachnobaron"
  Tag "Arachnobaron"
  States
  {
  Spawn:
    ARNO AB 10 A_Look
    Loop
  See:
    ARNO A 20
  Seep:
    ARNO A 3 A_BabyMetal
    ARNO ABBCC 3 A_Chase
    ARNO D 3 A_BabyMetal
    ARNO DEE 3 A_Chase
    Loop
  Missile:
    ARNO F 10 A_FaceTarget 
    ARNO F 0 A_Jump(64,"Strafe")
	ARNO G 0 A_PlaySound("weapons/minigun")
    ARNO G 0 A_CustomBulletAttack(18, 3, 1, random(1,5)*3, "64BulletPuff", 0, CBAF_NORANDOM) 
    ARNO G 4 A_CustomBulletAttack(18, 3, 1, random(1,5)*3, "64BulletPuff", 0, CBAF_NORANDOM)
	ARNO G 0 A_PlaySound("weapons/minigun")
    ARNO G 0 A_CustomBulletAttack(18, 3, 1, random(1,5)*3, "64BulletPuff", 0, CBAF_NORANDOM)  
    ARNO G 0 A_CustomBulletAttack(18, 3, 1, random(1,5)*3, "64BulletPuff", 0, CBAF_NORANDOM) 
    ARNO F 4 a_facetarget
    ARNO F 1 A_jump(64,"seep")
    Goto Missile+1
  Strafe:
    ARNO F 0 A_FaceTarget 
	ARNO A 0 A_Chase(0,0,CHF_FASTCHASE)
    ARNO AA 1 A_FaceTarget 
    ARNO A 0 A_BabyMetal
    ARNO BB 1 A_FaceTarget 
    ARNO F 0 A_Stop
	ARNO A 0 A_Chase(0,0,CHF_FASTCHASE)
    ARNO CC 1 A_FaceTarget 
    ARNO A 0 A_BabyMetal
    ARNO DD 1 A_FaceTarget 
    ARNO F 0 A_Stop
	ARNO G 0 A_PlaySound("weapons/minigun")
    ARNO G 1 A_CustomBulletAttack(18, 3, 1, random(1,5)*3, "64BulletPuff", 0, CBAF_NORANDOM)
	ARNO G 0 A_PlaySound("weapons/minigun")
    ARNO G 1 A_CustomBulletAttack(18, 3, 1, random(1,5)*3, "64BulletPuff", 0, CBAF_NORANDOM)
    ARNO E 1 A_FaceTarget 
    ARNO E 0 A_jump(200,"Strafe")
    ARNO E 0 A_jump(128,"Missile")
    Goto Seep
  Pain:
    ARNO B 1
    ARNO B 2 A_Pain
    ARNO B 1 A_jump(200,"Missile")
    Goto See+1
  Pain.Vertigo:
	ARNO B 0 ThrustThingZ(0, 55, 0, 0)
	ARNO B 1
	ARNO B 2 A_Pain
	Goto See+1
  Death:
    ARNO H 20 A_Scream
    ARNO I 7 A_NoBlocking
    ARNO JKL 7
    ARNO M -1 A_BossDeath
    Stop
	Raise:
		ARNO MLKJIH 5
		goto See
		Crush:
			A027 A 0
			A027 A 0 A_PlaySound("misc/gibbed")
			A027 A -1
			Stop
   }
}

actor RSDArachnobaron : RandomSpawner
{
	Dropitem "64ClipBox" 255 70
	Dropitem "64Minigun" 255 30
}

//Sprite From Doom 64 - Unabsolved
ACTOR 64Unraveller : 64HellKnight 16015
{
  //$Color 12
  //$Category Doom64ThingsVoid
  Health 570
  Radius 26
  Height 98
  Species "64Unraveller"
  Obituary "%o was haunted by an unraveller." 
  HitObituary "%o was cut by an unraveller." 
  meleesound "shank"
  Tag "Unraveller"
  
  States
  {
  Spawn:
	TNT1 A 0 //A_ChangeFlag ("STEALTH", 0)
    UNRA AB 10 A_Look
	TNT1 A 0 A_FadeIn(0.1)
    Loop
  See:
    UNRA A 0 a_jumpifcloser(384,"CloseChase")  
	
	TNT1 A 0 A_SetTranslucent(0.2)//A_ChangeFlag ("STEALTH", 1)
	TNT1 A 0 //A_FadeIn(0.1)
	UNRA A 0 A_SpawnItemEx("64UnravellerBall", random(-16,16), random(-16,16), random(16,72), 0,0,random(1,4), random(-360,360), SXF_CLIENTSIDE, 200)
    UNRA A 3 A_Chase
	UNRA A 0 A_SpawnItemEx("64UnravellerBall", random(-16,16), random(-16,16), random(16,72), 0,0,random(1,4), random(-360,360), SXF_CLIENTSIDE, 200)
    UNRA A 3 A_Chase
	UNRA A 0 A_SpawnItemEx("64UnravellerBall", random(-16,16), random(-16,16), random(16,72), 0,0,random(1,4), random(-360,360), SXF_CLIENTSIDE, 200)
    UNRA B 3 A_Chase
	UNRA A 0 A_SpawnItemEx("64UnravellerBall", random(-16,16), random(-16,16), random(16,72), 0,0,random(1,4), random(-360,360), SXF_CLIENTSIDE, 200)
    UNRA B 3 A_Chase
	Loop
  CloseChase:
	TNT1 A 0 //A_ChangeFlag ("STEALTH", 0)
	TNT1 A 0 A_FadeIn(0.1)
    UNRA AABB 4 A_Chase//A_FastChase
    Goto See
  Pain:
	TNT1 A 0 //A_ChangeFlag ("STEALTH", 0)
	TNT1 A 0 A_FadeIn(0.4)
    UNRA A 1 A_Pain
    Goto See
  Pain.Vertigo:
	UNRA A 0 ThrustThingZ(0, 55, 0, 0)
	UNRA A 1 A_Pain
	Goto See
  Missile:
	TNT1 A 0 //A_ChangeFlag ("STEALTH", 0)
	TNT1 A 0 A_FadeIn(0.1)
    UNRA C 1 A_FaceTarget
	TNT1 A 0 A_FadeIn(0.1)
    UNRA C 1 A_FaceTarget
	TNT1 A 0 A_FadeIn(0.1)
    UNRA C 1 A_FaceTarget
	TNT1 A 0 A_FadeIn(0.1)
    UNRA D 1 A_FaceTarget
	TNT1 A 0 A_FadeIn(0.1)
    UNRA D 2 A_FaceTarget
    UNRA E 5 A_BruisAttack
    UNRA E 6 A_FaceTarget
    UNRA A 0 a_jumpifcloser(384,"CloseChase")  
    UNRA E 6 A_SetTranslucent(0.4)//A_ChangeFlag ("STEALTH", 1)
    Goto See
   Melee:
	TNT1 A 0 //A_ChangeFlag ("STEALTH", 0)
	TNT1 A 0 A_FadeIn(1.0)
    UNRA E 3 A_FaceTarget
	DEMA A 0 A_Playsoundex("swordswing","soundslot7")
    UNRA D 6 A_CustomMeleeAttack(random(1,8)*8,"shank","none","Extreme",true)
    UNRA C 6 A_FaceTarget
    Goto See
   
   Death:
	TNT1 A 0 //A_ChangeFlag ("STEALTH", 0)
	TNT1 A 0 A_FadeIn(1.0)
    UNRA F 8
    UNRA G 8 A_Scream
    UNRA H 4
    UNRA I 4 A_NoBlocking
    UNRA J 4
    UNRA K -1
    Stop
	
	Raise:
		UNRA KJIHGF 5
		goto See
		Crush:
			A027 A 0
			A027 A 0 A_PlaySound("misc/gibbed")
			A027 A -1
			Stop
  }
}

//Sprite From Doom 64 - Unabsolved
ACTOR 64Snakedemon : 64Cyberdemon 16016
{
  //$Color 12
  //$Category Doom64ThingsVoid
  Health 5000
  Speed 16
  Species "64Snakedemon"
  SeeSound "snake/see"
  Obituary "%o bowed before the snake demon."
  Tag "Snake Demon"
  States
  {
  Spawn:
    CYSN AB 10 A_Look
    Loop
  See:
    CYSN A 0 A_Hoof
    CYSN AABBCC 3 A_Chase   //3
    Loop
  Missile:
    CYSN D 6 A_FaceTarget
    CYSN E 0 A_custommissile("64SnakedemonBall",80,-16,random(-1,1))
    CYSN E 12 A_custommissile("64SnakedemonBall",80,16,random(-1,1))
    CYSN D 12 A_FaceTarget
	CYSN D 0 A_Jump(64,"See")
    CYSN E 0 A_custommissile("64SnakedemonBall",80,-16,random(-1,1))
    CYSN E 12 A_custommissile("64SnakedemonBall",80,16,random(-1,1))
    CYSN D 12 A_FaceTarget
	CYSN D 0 A_Jump(128,"See")
    CYSN E 0 A_custommissile("64SnakedemonBall",80,-16,random(-1,1))
    CYSN E 12 A_custommissile("64SnakedemonBall",80,16,random(-1,1))
    CYSN D 6 A_FaceTarget
    Goto See
  Pain:
    CYSN A 10 A_Pain
    Goto See
  Pain.Vertigo:
	SPO2 G 0 ThrustThingZ(0, 55, 0, 0)
	CYSN A 10 A_Pain
	Goto See
  Death:
    CYSN F 10
    CYSN G 0 A_Scream
    CYSN GGGGGHHHHH 2 A_SpawnItemEx("64BossExplosion",random(-20,20),random(-20,20),random(0,100), 0,0,0, 0,130, 64)
    CYSN I 0 A_NoBlocking
    CYSN IIIIIJJJJJKKKKK 2 A_SpawnItemEx("64BossExplosion",random(-20,20),random(-20,20),random(0,100), 0,0,0, 0,130, 64)
    CYSN L 30
    CYSN M -1 A_BossDeath
    Stop
		Crush:
			A027 A 0
			A027 A 0 A_PlaySound("misc/gibbed")
			A027 A -1
			Stop
  }
}

//Sprite From Doom 64 - Unabsolved
ACTOR 64Lasher : 64Fatso 16017
{
  //$Color 12
  //$Category Doom64ThingsVoid
  Health 550
  Speed 12
  PainChance 50
  Species "64Lasher"
  SeeSound "lasher/see"
  PainSound "lasher/pain"
  DeathSound "lasher/death"
  ActiveSound "lasher/active"
  meleesound "lasher/hit"
  Obituary "%o was whipped by a lasher."
  Tag "Lasher"
meleerange 104//120
meleedamage 6//8


renderstyle translucent
alpha 1
  States
  {
  Spawn:
    LASH ABC 10 A_Look
    Loop
  See:
    LASH AABBCCBB 3 A_Chase
   
    Loop
  Melee:
    LASH D 0 A_PlaySound("swordswing")
    LASH DC 5 A_FaceTarget
    LASH B 5 A_meleeattack
    Goto See
   Missile:
  
    LASH D 0 A_PlaySound("lasher/attack")
    LASH DC 5 A_FaceTarget
    LASH KK 0 A_custommissile("64UnravellerBall",random(40,64),random(8,32),random(-8,8),0,random(-8,8))
    LASH K 5 A_custommissile("64UnravellerBall",random(40,64),random(8,32),random(-8,8),0,random(-8,8))
    Goto See
  Pain:
   LASH B 2
    LASH B 2 A_Pain
    Goto See
  Pain.Vertigo:
	LASH B 0 ThrustThingZ(0, 55, 0, 0)
	LASH B 2
	LASH B 2 A_Pain
	Goto See
  
  Death:
    LASH J 5
    LASH E 5 A_Scream
    LASH F 5
    LASH G 5 A_NoBlocking
    LASH H 3
    LASH I -1 A_BossDeath
    Stop
	
	Raise:
		LASH IHGFEJ 5
		goto See
	
		Crush:
			A027 A 0
			A027 A 0 A_PlaySound("misc/gibbed")
			A027 A -1
			Stop
  
  }
}

//Sprite From Super Doom 64
ACTOR 64NightmareSpectre : 64BloodDemon 16018
{
    //$Color 12
    //$Category Doom64ThingsVoid
	RenderStyle Translucent
	Alpha 0.60
	Obituary "%o was chomped on by a nightmare spectre."
    BloodColor "18 8C 31"
	Tag "Nightmare Spectre"
	States
	{
		Spawn:
			SAR3 A 0 A_SetTranslucent(1.0, 0)
			SAR3 BD 10 A_Look
			Goto Spawn+1
		See:
			SAR3 A 0 A_SetTranslucent(1.0, 0)
			SAR3 AA 2 A_Chase
			SAR3 B 0 A_SetTranslucent(0.75, 0)
			SAR3 BB 2 A_Chase
			SAR3 C 0 A_SetTranslucent(0.50, 0)
			SAR3 CC 2 A_Chase
			SAR3 D 0 A_SetTranslucent(0.25, 0)
			SAR3 DD 2 A_Chase
			SAR3 A 0 A_SetTranslucent(0.20, 0)
			SAR3 AABBCCDD 2 A_Chase
			Goto See+12
		Melee:
			SAR3 E 0 A_SetTranslucent(0.20, 0)
			SAR3 EF 8 A_FaceTarget
			SAR3 G 8 A_SargAttack
			Goto See+12
		Pain:
			SAR3 H 0 A_SetTranslucent(0.20, 0)
			SAR3 H 2
			SAR3 H 2 A_Pain
			Goto See+12
  Pain.Vertigo:
	SAR3 H 0 ThrustThingZ(0, 55, 0, 0)
	SAR3 H 2
	SAR3 H 2 A_Pain
	Goto See+12
		Death:
			SAR3 I 8 A_FadeIn(0.20)
			SAR3 J 0 A_FadeIn(0.20)
			SAR3 J 8 A_Scream
			SAR3 K 4 A_FadeIn(0.20)
			SAR3 L 0 A_FadeIn(0.20)
			SAR3 L 4 A_NoBlocking
			SAR3 M 4 A_FadeIn(0.20)
			SAR3 N 0 A_SetTranslucent(1.0, 0)
			SAR3 N -1
			Stop
		Raise:
			SAR3 N 5
			SAR3 M 5 A_SetTranslucent(0.90, 0)
			SAR3 L 5 A_SetTranslucent(0.70, 0)
			SAR3 K 5 A_SetTranslucent(0.60, 0)
			SAR3 J 5 A_SetTranslucent(0.40, 0)
			SAR3 I 5 A_SetTranslucent(0.20, 0)
			Goto See+12
		Crush:
			A027 A 0
			A027 A 0 A_PlaySound("misc/gibbed")
			A027 A -1
			Stop
	}
}

//Sprite From Doom 64 - Unabsolved
ACTOR 64VenomLord : 64HellKnight 16019
{
  //$Color 12
  //$Category Doom64ThingsVoid
  Health 700
  Species "64VenomLord"
  SeeSound "knight2/sight"
  DeathSound "knight2/death"
  HitObituary "%o was scorched by the venom lord."
  Obituary "%o was scorched by the venom lord."
  Tag "Venom Lord"
  meleedamage 3//4
  meleerange 94
  meleesound "shank"
  States
  {
  Spawn:
    VENO AB 10 A_Look
    Loop
  See:
    VENO AABBCC 3 A_Chase
    Loop
  Melee:
	DEMA A 0 A_Playsound("swordswing")
    VENO DE 3 A_FaceTarget
    VENO F 7 a_meleeattack
	veno a 0 A_Facetarget
	DEMA A 0 A_Playsound("swordswing")
    VENO D 2 a_meleeattack
	VENO B 1
	VENO BBBBB 1 a_jump(88, "see")
	Goto See
  Missile:
    VENO DE 6 A_FaceTarget
    VENO F 8 A_CustomComboAttack("64BelphegorBall", 32, 10 * random(1, 8), "baron/melee")
    Goto See
  Pain:
    VENO A 2
    VENO A 2 A_Pain
    Goto See
  Pain.Vertigo:
	VENO A 0 ThrustThingZ(0, 55, 0, 0)
	VENO A 2
	VENO A 2 A_Pain
	Goto See
  Death:
    VENO G 8
    VENO H 8 A_Scream
    VENO I 8
    VENO J 8 A_NoBlocking
    VENO K 8
    VENO L -1 A_BossDeath
    Stop
	Raise:
		VENO LKJIHG 5
		goto See
		Crush:
			A027 A 0
			A027 A 0 A_PlaySound("misc/gibbed")
			A027 A -1
			Stop
  
  }
}

//Sprite From Doom 64 - Unabsolved
ACTOR 64BaronCentaur : 64BaronOfHell 16020
{
  //$Color 12
  //$Category Doom64ThingsVoid
  maxtargetrange 900
  Health 1600
  Radius 24
  Species "64BaronCentaur"
  meleesound "shank"
  SeeSound "baron2/sight"
  PainSound "Thamuz/Pain"
  DeathSound "Thamuz/death"
  meleesound "shank"

  Obituary "%o was impaled by a baron's centaur javelin."
  HitObituary "%o was shanked by a baron's centaur."
  
  Tag "Baron Centaur"
  
  States
  {
  Spawn:
    JACE A 0 a_jumpifinventory("64baronjavelinammo",999,"spearspawn")
    JACE AB 10 A_Look
    Loop
  spearSpawn:	
    JACE B 10 A_Look
    Loop
  See:
    JACE A 0 a_jumpifinventory("64baronjavelinammo",999,"spearsee")
	
    JACE A 0 a_jumpifcloser(900,"normalrun")  
  FastRun:
    JACE AAABBBCCCDDD 2 A_Chase
	Goto See
  NormalRun:
    JACE AAABBBCCCDDD 3 A_Chase
    Goto See
  Spearsee:
  TNT1 A 0 A_ChangeFlag ("NOPAIN", 1)
  JACE AAABBBCCCDDD 2 A_Chase
  loop
  Melee:
  JACE E 0 a_jumpifinventory("64baronjavelinammo",999,"spearmelee")
  Goto Spearmelee
  Missile:
    JACE E 0 a_jumpifinventory("64baronjavelinammo",999,"spearsee")
    JACE EE 8 A_FaceTarget
    JACE F 0 A_giveinventory("64baronjavelinammo",1)
    JACE F 4 A_custommissile("64baronjavelin",56,16,0)
    JACE G 4 A_facetarget
    Goto See
  Spearmelee:
  JACE EF 3 a_facetarget
  JACE G 8 A_CustomMeleeAttack(random(5,15)*8,"shank","none")
  JACE F 6
  JACE E 4
  goto see
  Pain:
    JACE A 0 a_jumpifinventory("64baronjavelinammo",999,"spearpain")
    JACE A 2 
    JACE A 2 a_pain
    Goto See
	
  Pain.Vertigo:
	JACE A 0 ThrustThingZ(0, 55, 0, 0)
	JACE A 2
	JACE A 2 A_Pain
	Goto See
 
 spearPain:
    
    JACE A 2
    JACE A 2 a_pain
    Goto See
 
  Death:
  TNT1 A 0 A_ChangeFlag ("NOPAIN", 0)
    JACE H 8
    JACE I 8 A_Scream
    JACE J 8
    JACE K 8 A_NoBlocking
    JACE L 8
    JACE M -1 A_BossDeath
    Stop
	Raise:
		JACE MLKJIH 5
		goto See
		Crush:
			A027 A 0
			A027 A 0 A_PlaySound("misc/gibbed")
			A027 A -1
			Stop
 
  }
}

//Sprite From Doom 64 - Unabsolved
ACTOR 64Blunderbore : 64Fatso 16021
{
  //$Color 12
  //$Category Doom64ThingsVoid
  Health 1000
  PainChance 45
  Species "64Blunderbore"
  SeeSound "fatso2/sight"
  DeathSound "fatso2/death"
  Obituary "%o was smashed by a blunderbore."
  Tag "Blunderbore"
  States
  {
  Spawn:
    BLUN ABC 10 A_Look
    Loop
  See:
    BLUN AABBCCBB 5 A_Chase  
    Loop
  Missile:
  
    BLUN AB 3 A_FaceTarget
    BLUN C 3 A_custommissile("64blunderboreball",32,0,0)
    Goto See
  Pain:
    BLUN B 2
    BLUN B 2 A_Pain
    Goto See
  Pain.Vertigo:
	BLUN B 0 ThrustThingZ(0, 55, 0, 0)
	BLUN B 2
	BLUN B 2 A_Pain
	Goto See
  
  Death:
    BLUN DE 5
    BLUN F 5 A_Scream
    BLUN G 5
    BLUN H 5 A_NoBlocking
    BLUN I 5
    BLUN I -1 A_BossDeath
    Stop
	
	Raise:
		BLUN IHGFED 5
		goto See
	
		Crush:
			A027 A 0
			A027 A 0 A_PlaySound("misc/gibbed")
			A027 A -1
			Stop
  
  }
}

//Sprite From Doom 64 - Unabsolved
ACTOR 64EnslavedKnight : 64Demon 16022
{
  //$Color 12
  //$Category Doom64ThingsVoid
  Health 330
  Radius 24
  Height 86
  PainChance 90
  meleerange 48
  Scale 1.3
  SeeSound "fatso/sight"
  PainSound "fatso/pain"
  DeathSound "fatso/death"
  ActiveSound "fatso/active"
  Obituary "%o was smashed by an enslaved knight."
  Tag "Enslaved Knight"
  States
  {
  Spawn:
    ENSL AB 10 A_Look
    Loop
  See:
    ENSL AABBCCDD 2 A_Chase
    Loop
  Melee:
    ENSL E 1 A_FaceTarget
    BAB0 E 0 A_Recoil(-6)
    ENSL E 1 A_FaceTarget
    BAB0 E 0 A_Recoil(-1)
    ENSL E 1 A_FaceTarget
    BAB0 E 0 A_Recoil(-1)
    ENSL E 1 A_FaceTarget
    BAB0 E 0 A_Recoil(-1)
    ENSL E 1 A_FaceTarget
    BAB0 E 0 A_Recoil(-1)
    ENSL F 1 A_FaceTarget
    BAB0 E 0 A_Recoil(-1)
    ENSL F 1 A_FaceTarget
    BAB0 E 0 A_Recoil(-1)
    ENSL F 1 A_FaceTarget
    BAB0 E 0 A_Recoil(-1)
    ENSL F 1 A_FaceTarget
    BAB0 E 0 A_Recoil(-1)
    ENSL F 1 A_FaceTarget
    BAB0 E 0 A_Recoil(-1)
    ENSL G 5 A_CustomMeleeAttack(random(1,10)*4,"skeleton/melee","swordswing")
	ENSL GGG 3 A_Jump(128, "See")
    Goto See
  Pain:
   ENSL E 1
   ENSL E 1 A_Pain
    Goto See
  Pain.Vertigo:
	ENSL E 0 ThrustThingZ(0, 55, 0, 0)
	ENSL E 1
	ENSL E 1 A_Pain
	Goto See
  
  Death:
    ENSL H 5
    ENSL I 5 A_Scream
    ENSL J 5
    ENSL K 5 A_NoBlocking
    ENSL L 3
    ENSL L -1 A_BossDeath
    Stop
	
	Raise:
		ENSL LKJIH 5
		goto See
	
		Crush:
			A027 A 0
			A027 A 0 A_PlaySound("misc/gibbed")
			A027 A -1
			Stop
  
  }
}

//Sprite From Doom 64 - Unabsolved
ACTOR 64BruiserDemon : 64BaronOfHell 16023
{
  //$Color 12
  //$Category Doom64ThingsVoid
  Health 1700
  Species "64BruiserDemon"
  SeeSound "baron2/sight"
  DeathSound "baron2/death"
  meleesound "shank"
  MissileType 64BruiserBall
  Obituary "%o was slaughtered by a bruiser demon."
  HitObituary "%o was cremated by a bruiser demon."
  Tag "Bruiser Demon"
  MeleeDamage 10
  States
  {
        Spawn:
		BR64 AB 10 Bright A_Look 
		Loop
	See:
		BR64 AABBCCDD 3 Bright A_Chase
		Loop
	Melee:
		BR64 E 6 Bright A_FaceTarget
		BR64 F 6 Bright A_FaceTarget
		BR64 G 6 Bright A_ComboAttack
		Goto See
	Missile:
		BR64 E 0 Bright A_Jump(144, 8)
		BR64 EF 6 Bright A_FaceTarget
		BR64 G 6 Bright A_MissileAttack
		BR64 G 0 Bright A_Jump(96, 1)
		Goto See
		BR64 EF 6 Bright A_FaceTarget
		BR64 G 6 Bright A_MissileAttack
		Goto See
		BR64 E 0 Bright A_Jump(96, 20)
		BR64 E 6 Bright A_FaceTarget
		BR64 F 4 Bright A_FaceTarget
		BR64 F 2 Bright A_Custommissile("64BruiserBall2",56,0,-40,0)
		BR64 G 1 Bright A_Custommissile("64BruiserBall2",56,0,-30,0)
		BR64 G 1 Bright A_Custommissile("64BruiserBall2",56,0,-20,0)
		BR64 G 1 Bright A_Custommissile("64BruiserBall2",56,0,-10,0)
		BR64 G 1 Bright A_Custommissile("64BruiserBall2",56,0,0,0)
		BR64 G 1 Bright A_Custommissile("64BruiserBall2",56,0,10,0)
		BR64 G 1 Bright A_Custommissile("64BruiserBall2",56,0,20,0)
		BR64 G 0 Bright A_Jump(96, 1)
		Goto See
		BR64 E 6 Bright A_FaceTarget
		BR64 F 4 Bright A_FaceTarget
		BR64 G 2 Bright A_Custommissile("64BruiserBall2",56,0,40,0)
		BR64 G 1 Bright A_Custommissile("64BruiserBall2",56,0,30,0)
		BR64 G 1 Bright A_Custommissile("64BruiserBall2",56,0,20,0)
		BR64 G 1 Bright A_Custommissile("64BruiserBall2",56,0,10,0)
		BR64 G 1 Bright A_Custommissile("64BruiserBall2",56,0,0,0)
		BR64 G 1 Bright A_Custommissile("64BruiserBall2",56,0,-10,0)
		BR64 G 1 Bright A_Custommissile("64BruiserBall2",56,0,-20,0)
		Goto See
		BR64 HI 6 Bright A_FaceTarget
		BR64 J 6 Bright
		BR64 J 0 Bright A_Custommissile("64BruiserFireSpawner",16,0,-15,0)
		BR64 J 0 Bright A_Custommissile("64BruiserFireSpawner",16,0,0,0)
		BR64 J 2 Bright A_Custommissile("64BruiserFireSpawner",16,0,15,0)
		Goto See
	Pain:
		BR64 B 5 Bright A_Pain
 		Goto See
  Pain.Vertigo:
	BR64 B 0 ThrustThingZ(0, 55, 0, 0)
	BR64 B 5 Bright A_Pain
	Goto See
  Death:
    BR64 K 6
    BR64 L 6 A_Scream
    BR64 M 6
    BR64 N 6 A_NoBlocking
    BR64 OPQRST 6
    BR64 U -1 A_BossDeath
    Stop
	Raise:
		Crush:
			A027 A 0
			A027 A 0 A_PlaySound("misc/gibbed")
			A027 A -1
			Stop
  }
}

//Sprite From Doom 64 - Unabsolved
ACTOR 64BaronWarrior : 64BaronOfHell 16024
{
  //$Color 12
  //$Category Doom64ThingsVoid
  maxtargetrange 900
  Health 1400
  Species "64BaronWarrior"
  meleesound "shank"
  SeeSound "baron2/sight"
  DeathSound "baron2/death"

  Obituary "%o was impaled by a baron's warrior javelin."
  HitObituary "%o was shanked by a baron's warrior."
  
  Tag "Baron Warrior"
  
  States
  {
  Spawn:
    SKIR A 0 a_jumpifinventory("64baronjavelinammo",999,"spearspawn")
    SKIR AB 10 A_Look
    Loop
  spearSpawn:	
    SKIR B 10 A_Look
    Loop
  See:
    SKIR A 0 a_jumpifinventory("64baronjavelinammo",999,"spearsee")
	
    SKIR A 0 a_jumpifcloser(900,"normalrun")  
  FastRun:
    SKIR AAABBBCCCDDD 2 A_Chase
	Goto See
  NormalRun:
    SKIR AAABBBCCCDDD 3 A_Chase
    Goto See
  Spearsee:
  TNT1 A 0 A_ChangeFlag ("NOPAIN", 1)
  SKIR AAABBBCCCDDD 2 A_Chase
  loop
  Melee:
  SKIR E 0 a_jumpifinventory("64baronjavelinammo",999,"spearmelee")
  Goto Spearmelee
  Missile:
    SKIR E 0 a_jumpifinventory("64baronjavelinammo",999,"spearsee")
    SKIR EE 8 A_FaceTarget
    SKIR F 0 A_giveinventory("64baronjavelinammo",1)
    SKIR F 4 A_custommissile("64baronjavelin",56,16,0)
    SKIR G 4 A_facetarget
    Goto See
  Spearmelee:
  SKIR EF 3 a_facetarget
  SKIR G 8 A_CustomMeleeAttack(random(5,15)*8,"shank","none")
  SKIR F 6
  SKIR E 4
  goto see
  Pain:
    SKIR A 0 a_jumpifinventory("64baronjavelinammo",999,"spearpain")
    SKIR A 2 
    SKIR A 2 a_pain
    Goto See
	
  Pain.Vertigo:
	SKIR A 0 ThrustThingZ(0, 55, 0, 0)
	SKIR A 2
	SKIR A 2 A_Pain
	Goto See
 
 spearPain:
    
    SKIR A 2
    SKIR A 2 a_pain
    Goto See
 
  Death:
  TNT1 A 0 A_ChangeFlag ("NOPAIN", 0)
    SKIR H 8
    SKIR I 8 A_Scream
    SKIR J 8
    SKIR K 8 A_NoBlocking
    SKIR L 8
    SKIR M -1 A_BossDeath
    Stop
	Raise:
		SKIR MLKJIH 5
		goto See
		Crush:
			A027 A 0
			A027 A 0 A_PlaySound("misc/gibbed")
			A027 A -1
			Stop
 
  }
}

//Sprite From Doom 64 - Unabsolved
ACTOR 64BaboonDemon : 64Demon 16025
{
  //$Color 12
  //$Category Doom64ThingsVoid
  Health 250
  PainChance 100
  meleerange 96
  maxtargetrange 296
  SeeSound "baboon/attack"
  AttackSound "baboon/attack"
  PainSound "baboon/pain"
  DeathSound "baboon/death"
  ActiveSound "baboon/active"
  Obituary "%o was shredded by a baboon demon."
  BloodColor "18 8C 31"
  Tag "Baboon Demon"
  States
  {
  Spawn:
    BAB0 AB 10 A_Look
    Loop
  See:
    BAB0 AABBCCDD 2 A_Chase
    Loop
  Missile:
	BAB0 E 0 A_JumpIfCloser(88,"Melee")
	BAB0 E 0 A_PlaySound ("baboon/attack")
    BAB0 E 1 A_FaceTarget
    BAB0 E 0 A_Recoil(-10)
    BAB0 E 1 A_FaceTarget
    BAB0 E 0 A_Recoil(-4)
	
	BAB0 E 0 ThrustThingZ(0, random(28,32), 0, 0)
    BAB0 E 1 A_FaceTarget
    BAB0 E 0 A_Recoil(-2)
    BAB0 E 1 A_FaceTarget
    BAB0 E 0 A_Recoil(-2)
	BAB0 E 0 A_JumpIfCloser(88,"Melee")
    BAB0 E 1 A_FaceTarget
    BAB0 E 0 A_Recoil(-1)
	BAB0 E 0 A_JumpIfCloser(88,"Melee")
    BAB0 E 1 A_FaceTarget
    BAB0 E 0 A_Recoil(-1)
	BAB0 E 0 A_JumpIfCloser(88,"Melee")
    BAB0 E 1 A_FaceTarget
    BAB0 E 0 A_Recoil(-1)
  Melee:
    BAB0 E 0 A_Playsoundex("demon/melee","soundslot5")
    BAB0 E 1 A_FaceTarget
    BAB0 E 0 A_Recoil(-3)
    BAB0 E 1 A_FaceTarget
    BAB0 E 0 A_Recoil(-3)
    BAB0 F 1 A_CustomMeleeAttack(random(2,6)*4,"shank","swordswing","Extreme") 
    BAB0 FF 1 a_facetarget
    BAB0 GG 6 a_facetarget
    Goto See
  Pain:
    BAB0 C 2
    BAB0 C 0 A_Jump(32,"MissileMaybe")
    BAB0 C 2 A_Pain
    Goto See
  Pain.Vertigo:
	BAB0 C 0 ThrustThingZ(0, 55, 0, 0)
	BAB0 C 2
	BAB0 C 2 A_Pain
	Goto See
  MissileMaybe:
    BAB0 C 0 A_Pain
	BAB0 E 0 A_JumpIfCloser(384,"Missile")
    BAB0 C 2
	Goto See
  Death:
    BAB0 H 8
    BAB0 I 8 A_Scream
    BAB0 J 4
    BAB0 K 4 A_NoBlocking
    BAB0 L 4
    BAB0 M -1
    Stop
	Raise:
		BAB0 MLKJIH 5
		goto See
		Crush:
			A027 A 0
			A027 A 0 A_PlaySound("misc/gibbed")
			A027 A -1
			Stop
  
  }
}

//Sprite From Brutal Doom 64 - Project Nightmare
actor 64NightmareCacodemon : 64Cacodemon 16026
{
    //$Color 12
    //$Category Doom64ThingsVoid
	Health 600
	+MISSILEMORE
    Species "64NightmareCacodemon"
	RenderStyle Translucent
	Alpha 0.60
	Obituary "%o was burnt by nightmare cacodemon."
	Tag "Nightmare Cacodemon"
  states
  {
  Spawn:
    HED4 ABCD 15 A_Look
    loop
  See:
    HED4 AABBCCDD 3 A_Chase
    loop
  Pain:
    HED4 D 3
    HED4 D 3 A_Pain
    goto See
  Pain.Vertigo:
	HED4 D 0 ThrustThingZ(0, 55, 0, 0)
	HED4 D 3
	HED4 D 3 A_Pain
	Goto See
  Missile:
    HED4 EF 5 A_FaceTarget
	HED4 G 5 A_CustomComboAttack("64CacodemonBall", 48, 10 * random(1, 6), "imp/melee")
	HED4 EF 5 A_FaceTarget
	HED4 G 5 A_CustomComboAttack("64CacodemonBall", 48, 10 * random(1, 6), "imp/melee")
	goto See
  Death:
	HED4 H 0 A_ChangeFlag("THRUACTORS", TRUE)
	HED4 H 0 A_ChangeFlag("BLOCKEDBYSOLIDACTORS", FALSE)
	HED4 H 0 A_ScaleVelocity(0.50)
    HED4 H 8
    HED4 I 8 A_Scream
    HED4 JK 8
    HED4 L 8 A_NoBlocking
    HED4 M -1 A_SetFloorClip
    stop
  Raise:
    HED4 M 8 A_UnSetFloorClip
    HED4 LKJIH 8
    goto See
		Crush:
			A027 A 0
			A027 A 0 A_PlaySound("misc/gibbed")
			A027 A -1
			Stop
  }
}

//Sprite From Doom 64 - Unabsolved
ACTOR 64BaronArcher : 64BaronOfHell 16027
{
  //$Color 12
  //$Category Doom64ThingsVoid
  Health 1400
  Species "64BaronArcher"
  Monster
  +missilemore
  +missileevenmore
  +QUICKTORETALIATE
  minmissilechance 20
    meleedamage 2
    meleerange 80
  meleesound "shank"
  SeeSound "baron2/sight"
  DeathSound "baron2/death"
  Obituary "%o was slain by a baron archer."
  HitObituary "%o tasted a archer baron's blade."
  Tag "Baron Archer"
  States
  {
  Spawn:
    BABO AB 10 A_Look
    Loop
  See:
    BABO A 0 a_jumpifinventory("swordtoken",1,"meleesee")
    BABO A 0 a_jumpifcloser(256,"tosword")
    
    BABO A 2 A_Chase
    BABO A 0 a_jumpifcloser(256,"tosword")
    BABO A 2 A_Chase
    BABO A 0 a_jumpifcloser(256,"tosword")
    BABO B 2 A_Chase
    BABO B 0 a_jumpifcloser(256,"tosword")
    BABO B 2 A_Chase
    BABO B 0 a_jumpifcloser(256,"tosword")
    BABO C 2 A_Chase
    BABO C 0 a_jumpifcloser(256,"tosword")
    BABO C 2 A_Chase
    BABO C 0 a_jumpifcloser(256,"tosword")
    BABO D 2 A_Chase
    BABO D 0 a_jumpifcloser(256,"tosword")
    BABO D 2 A_Chase
    BABO D 0 a_jumpifcloser(256,"tosword")
    
    loop
    
    Meleesee:
    BABP A 0 a_jumpifcloser(254,4)
    BABP A 0 a_takeinventory("meleetoken",1)
    BABP A 0 a_jumpifinventory("meleetoken",1,2)
    BABP A 0 a_jump(256,"tobow")
    BABP A 0 a_chase   
    BABP AA 1 a_Facetarget    
    BABP A 1      
    BABP A 0 a_jumpifcloser(254,4)
    BABP A 0 a_takeinventory("meleetoken",1)
    BABP A 0 a_jumpifinventory("meleetoken",1,2)
    BABP A 0 a_jump(256,"tobow")
    BABP A 0 a_chase   
    BABP AA 1 a_Facetarget   
    BABP A 1   
    
    BABP B 0 a_jumpifcloser(254,4)
    BABP B 0 a_takeinventory("meleetoken",1)
    BABP B 0 a_jumpifinventory("meleetoken",1,2)
    BABP B 0 a_jump(256,"tobow")
    BABP A 0 a_chase   
    BABP BB 1 a_Facetarget  
    BABP B 1            
    BABP B 0 a_jumpifcloser(254,4)
    BABP B 0 a_takeinventory("meleetoken",1)
    BABP B 0 a_jumpifinventory("meleetoken",1,2)
    BABP B 0 a_jump(256,"tobow")
    BABP A 0 a_chase   
    BABP BB 1 a_Facetarget 
    BABP B 1   
    
    BABP C 0 a_jumpifcloser(254,4)
    BABP C 0 a_takeinventory("meleetoken",1)
    BABP C 0 a_jumpifinventory("meleetoken",1,2)
    BABP C 0 a_jump(256,"tobow")
    BABP A 0 a_chase   
    BABP CC 1 a_Facetarget   
    BABP C 1           
    BABP C 0 a_jumpifcloser(254,4)
    BABP C 0 a_takeinventory("meleetoken",1)
    BABP C 0 a_jumpifinventory("meleetoken",1,2)
    BABP C 0 a_jump(256,"tobow")
    BABP A 0 a_chase   
    BABP CC 1 a_Facetarget 
    BABP C 1   
    
    BABP D 0 a_jumpifcloser(254,4)
    BABP D 0 a_takeinventory("meleetoken",1)
    BABP D 0 a_jumpifinventory("meleetoken",1,2)
    BABP D 0 a_jump(256,"tobow")
    BABP A 0 a_chase   
    BABP DD 1 a_Facetarget   
    BABP D 1       
    BABP D 0 a_jumpifcloser(254,4)
    BABP D 0 a_takeinventory("meleetoken",1)
    BABP D 0 a_jumpifinventory("meleetoken",1,2)
    BABP D 0 a_jump(256,"tobow")
    BABP A 0 a_chase   
    BABP DD 1 a_Facetarget 
    BABP D 1   
    
    goto see
  
  tosword:
  BABO A 0 a_giveinventory("meleetoken",10)
  BABO A 0 a_giveinventory("swordtoken",1)
  BABO RSTUV 2
  goto see
  
  tobow:
  BABO A 0 a_takeinventory("meleetoken",99)
  BABO A 0 a_takeinventory("swordtoken",99)
  BABO VUTSR 2
  goto see
  
  
  melee:
  
  DEMA A 0 A_Playsound("swordswing")
  BABP EF 3 a_facetarget
  BABP GGG 1 a_meleeattack
  BABP GGG 3
  goto see
  
  
  Missile:
    BABO E 0 a_jumpifinventory("swordtoken",1,"meleemissile")
    BABO EFGHIJKLMNOP 2 A_FaceTarget
    BABO P 0 a_jumpifcloser(768,"missile2")
    BABO Q 8 A_custommissile("64baronatarmsmissileball",55,8,0)
    
     
    BABO Q 10 a_jump(128,"see")
    
    
    Goto missile
 missile2:
    BABO Q 8 A_custommissile("64baronatarmsmissileball2",45,20,0) 
    BABO Q 0 a_jump(32,"see") 
    BABO EGIKMOP 1 A_FaceTarget  
    BABO Q 8 A_custommissile("64baronatarmsmissileball2",45,20,0) 
    BABO Q 0 a_jump(32,"see")    
    BABO EGIKMOP 1 A_FaceTarget  
    BABO Q 8 A_custommissile("64baronatarmsmissileball2",45,20,0)  
    
    BABO Q 10 a_jump(128,"see")
    
    
    
    Goto missile
  
  
  meleemissile:
  BABP EF 3 a_facetarget
  BABP G 1 a_custommissile("64Baronatarmsmeleeball",42,0,-16)
  BABP G 1 a_custommissile("64Baronatarmsmeleeball",42,0,-8)
  BABP G 1 a_custommissile("64Baronatarmsmeleeball",42,0,0)
  BABP G 1 a_custommissile("64Baronatarmsmeleeball",42,0,8)
  BABP G 1 a_custommissile("64Baronatarmsmeleeball",42,0,16)
  BABP G 3 a_facetarget
  
  goto see
  
  Pain:
    BABO A 0 a_jumpifinventory("swordtoken",1,"swordpain")
    BABO A 2
    BABO A 2 A_Pain
    Goto See
	
  Pain.Vertigo:
	BABO A 0 ThrustThingZ(0, 55, 0, 0)
	BABO A 2
	BABO A 2 A_Pain
	Goto See
  
  swordPain:
    BABP A 2
    BABP A 2 A_Pain
    Goto See
  
  
  Death:
    BABP H 8
    BABP I 8 A_Scream
    BABP K 8
    BABP K 8 A_NoBlocking
    BABP LM 8
    BABP M -1 A_BossDeath
    Stop
	
	Raise:
		BABP MLKIH 5
		goto See
	
		Crush:
			A027 A 0
			A027 A 0 A_PlaySound("misc/gibbed")
			A027 A -1
			Stop 
  }
}

//Sprite From Doom 64 - Unabsolved
actor 64NailGuy : 64ChaingunGuy2 16028
{
    //$Color 12
    //$Category Doom64ThingsVoid
	Scale 1
    Obituary "$OB_NAILGUY"
	attacksound "NULL"
    DropItem "RSDNailGuy"
	Tag "Nail Guy"
	States
	{
  Spawn:
    ZDGY AB 10 A_Look
    Loop
  See:
    ZDGY AABBCCDD 3 A_Chase
    Loop
    Missile:
		ZDGY E 10 A_FaceTarget
		TNT1 A 0 A_PlaySound("nailgun/fire")
		ZDGY F 4 A_custommissile("64NailShot",32,0,0)
		ZDGY E 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("nailgun/fire")
		ZDGY F 4 A_custommissile("64NailShot",32,0,0)
		ZDGY E 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("nailgun/fire")
		ZDGY F 4 A_custommissile("64NailShot",32,0,0)
		ZDGY E 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("nailgun/fire")
	    ZDGY F 4 A_custommissile("64NailShot",32,0,0)
	    ZDGY E 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("nailgun/fire")
	    ZDGY F 4 A_custommissile("64NailShot",32,0,0)
	    ZDGY E 8
        Goto See
  Pain:
    ZDGY G 3
    ZDGY G 3 A_Pain
    Goto See
  Pain.Vertigo:
	ZDGY G 0 ThrustThingZ(0, 55, 0, 0)
	ZDGY G 3
	ZDGY G 3 A_Pain
	Goto See
	Death:
		ZDGY H 5
		ZDGY I 5 A_Scream
		ZDGY J 5 A_NoBlocking
		ZDGY KLM 5
		ZDGY N -1
		stop
	XDeath:
		ZDGY O 5
		ZDGY Q 5 A_XScream
		ZDGY R 5 A_NoBlocking
		ZDGY STUV 5
		ZDGY W -1
		stop
	Raise:
		ZDGY NMLKJHI 5
		goto See
		Crush:
			A027 A 0
			A027 A 0 A_PlaySound("misc/gibbed")
			A027 A -1
			Stop
	}
}

actor RSDNailGuy : RandomSpawner
{
    DropItem "64NailAmmo" 255 70
    Dropitem "64Nailgun" 255 30
}

ACTOR 64MarineBot2 : 64MarineBot REPLACES 64MarineBot 16060
{
	//$Color 10
	//$Category Doom64ThingsVoid
	Species "64MarineBot2"
	States
	{
  Missile:
	TNT1 A 0 A_JumpIf(CallACS("DropCasings") == 1, "DropCasingsMissile")
    PLAY E 10 A_FaceTarget
    PLAY F 8 A_PosAttack
    PLAY E 8
    Goto See
  DropCasingsMissile:
    PLAY E 10 A_FaceTarget
    PLAY F 8 A_PosAttack
	TNT1 A 0 A_SpawnItemEx ("BulletCasing",15,22,30,0,random(1,3.3),random(0.2,4.3),random(0,30),32,0)
    PLAY E 8
    Goto See
	}
}

ACTOR 64ZombieMan2 : 64ZombieMan REPLACES ZombieMan 16059
{
	//$Color 10
	//$Category Doom64ThingsVoid
	States
	{
  Missile:
	TNT1 A 0 A_JumpIf(CallACS("DropCasings") == 1, "DropCasingsMissile")
    POSS E 10 A_FaceTarget
    POSS F 8 A_PosAttack
    POSS E 8
    Goto See
  DropCasingsMissile:
    POSS E 10 A_FaceTarget
    POSS F 8 A_PosAttack
	TNT1 A 0 A_SpawnItemEx ("BulletCasing",15,22,30,0,random(1,3.3),random(0.2,4.3),random(0,30),32,0)
    POSS E 8
    Goto See
	}
}

//Sprite From Doom 64 - Unabsolved
ACTOR 64BeheadedRocketeer : 64ZombieMan2 16029
{
  //$Color 12
  //$Category Doom64ThingsVoid
  Health 100
  Obituary "%o was killed by a beheaded rocketeer."
  Dropitem "RSDBeheadedRocketeer"
  Tag "Beheaded Rocketeer"
  States
  {
  Spawn:
    BERO AB 10 A_Look
    Loop
  See:
    BERO A 0
  Shmee:
    BERO AABBCCDD 4 A_Chase
    Loop
  Missile:
    BERO E 8 A_FaceTarget
    BERO F 8 A_custommissile("64Rocket",32,16,0)
    BERO EAEAE 6 a_facetarget
    BERO E 0 A_Jump(24,"Shmee")
    Goto See
  Pain:
    BERO B 3
    BERO B 3 A_Pain
    Goto See
  Pain.Vertigo:
	BERO B 0 ThrustThingZ(0, 55, 0, 0)
	BERO B 3
	BERO B 3 A_Pain
	Goto See
  Death:
    BERO G 5
    BERO H 5 A_Scream
    BERO I 5 A_NoBlocking
    BERO J 5
    BERO K -1
    Stop 
  Raise:
    BERO KJ 5
    BERO IHG 5
    Goto See
		Crush:
			A027 A 0
			A027 A 0 A_PlaySound("misc/gibbed")
			A027 A -1
			Stop
  }
}

actor RSDBeheadedRocketeer : RandomSpawner
{
    DropItem "64RocketBox" 255 70
    DropItem "64RocketLauncher" 255 30
}

actor 64PlasmaZombie : 64ZombieMan2 16030
{
    //$Color 12
    //$Category Doom64ThingsVoid
    Health 100
    Obituary "%o was burned by plasma zombie."
	attacksound "NULL"
    DropItem "RSDPlasmaZombie"
	Tag "Plasma Zombie"
	States
	{
  Spawn:
    ZMAY AB 10 A_Look
	TNT1 A 0 A_PlaySound("weapons/plasmaidle")
    Loop
  See:
     ZMAY AABBCCDD 3 A_Chase
	TNT1 A 0 A_PlaySound("weapons/plasmaidle")
    Loop
    Missile:
		TNT1 A 0 A_JumpIf(CallACS("ClassicAnims") == 1, "ClassicMissile")
		ZMAY E 10 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/plasmaf")
		ZMAY F 4 A_custommissile("64PlasmaBall",32,0,0)
		ZMAY E 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/plasmaf")
		ZMAY F 4 A_custommissile("64PlasmaBall",32,0,0)
		ZMAY E 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/plasmaf")
		ZMAY F 4 A_custommissile("64PlasmaBall",32,0,0)
		ZMAY E 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/plasmaf")
	    ZMAY F 4 A_custommissile("64PlasmaBall",32,0,0)
	    ZMAY E 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/plasmaf")
	    ZMAY F 4 A_custommissile("64PlasmaBall",32,0,0)
	    ZMAY E 8
        Goto See
    ClassicMissile:
		ZMAY E 10 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/plasmaf")
		ZMAY F 4 A_custommissile("64ClassicPlasmaBall",32,0,0)
		ZMAY E 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/plasmaf")
		ZMAY F 4 A_custommissile("64ClassicPlasmaBall",32,0,0)
		ZMAY E 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/plasmaf")
		ZMAY F 4 A_custommissile("64ClassicPlasmaBall",32,0,0)
		ZMAY E 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/plasmaf")
	    ZMAY F 4 A_custommissile("64ClassicPlasmaBall",32,0,0)
	    ZMAY E 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/plasmaf")
	    ZMAY F 4 A_custommissile("64ClassicPlasmaBall",32,0,0)
	    ZMAY E 8
        Goto See
  Pain:
    ZMAY G 3
    ZMAY G 3 A_Pain
    Goto See
  Pain.Vertigo:
	ZMAY G 0 ThrustThingZ(0, 55, 0, 0)
	ZMAY G 3
	ZMAY G 3 A_Pain
	Goto See
  Death:
    ZMAY H 5
    POSS I 5 A_Scream
    POSS J 5 A_NoBlocking
    POSS K 5
    POSS L -1
    Stop
  Raise:
    POSS KJI 5
    ZMAY H 5
    Goto See
		Crush:
			A027 A 0
			A027 A 0 A_PlaySound("misc/gibbed")
			A027 A -1
			Stop
	}
}

actor RSDPlasmaZombie : RandomSpawner
{
    DropItem "64Cell" 255 70
    DropItem "64ElectricCell" 255 40
    DropItem "64PlasmaRifle" 255 30
}

ACTOR 64ShotgunGuy2 : 64ShotgunGuy REPLACES ShotgunGuy 16058
{
	//$Color 12
	//$Category Doom64ThingsVoid
	States
	{
		Missile:
			TNT1 A 0 A_JumpIf(CallACS("DropCasings") == 1, "DropCasingsMissile")
			SPOS E 10 A_FaceTarget
			SPOS F 10 A_SPosAttackUseAtkSound
			SPOS E 10
			Goto See
		DropCasingsMissile:
			SPOS E 10 A_FaceTarget
			SPOS F 10 A_SPosAttackUseAtkSound
			TNT1 A 0 A_SpawnItemEx ("ShellCasing",5,10,35,0,random(0.3,1.7),random(0.3,1),64,32,0)
			SPOS E 10
			Goto See
	}
}

//Sprite From Super Doom 64
ACTOR 64ShotgunGuy3 : 64ShotgunGuy2 16031
{
  //$Color 12
  //$Category Doom64ThingsVoid
  Health 70
  States
  {
  Spawn:
    SPO2 AB 10 A_Look
    Loop
  See:
    SPO2 AABBCCDD 3 A_Chase
    Loop
  Missile:
	TNT1 A 0 A_JumpIf(CallACS("DropCasings") == 1, "DropCasingsMissile")
    SPO2 E 10 A_FaceTarget
    SPO2 F 10 A_SPosAttackUseAtkSound
    SPO2 E 10
    Goto See
  DropCasingsMissile:
    SPO2 E 10 A_FaceTarget
    SPO2 F 10 A_SPosAttackUseAtkSound
	TNT1 A 0 A_SpawnItemEx ("ShellCasing",5,10,35,0,random(0.3,1.7),random(0.3,1),64,32,0)
    SPO2 E 10
    Goto See
  Pain:
    SPO2 G 3
    SPO2 G 3 A_Pain
    Goto See
  Pain.Vertigo:
	SPO2 G 0 ThrustThingZ(0, 55, 0, 0)
	SPO2 G 3
	SPO2 G 3 A_Pain
	Goto See
  Death:
    SPO2 H 5
    SPO2 I 5 A_Scream
    SPO2 J 5 A_NoBlocking
    SPO2 K 5
    SPO2 L -1
    Stop
  XDeath:
    SPO2 M 5
    SPO2 N 5 A_XScream
    SPO2 O 5 A_NoBlocking
    SPO2 PQRST 5
    SPO2 U -1
    Stop
  Raise:
    SPO2 L 5
    SPO2 KJIH 5
    Goto See
		Crush:
			A027 A 0
			A027 A 0 A_PlaySound("misc/gibbed")
			A027 A -1
			Stop
  }
}

//Sprite From Brutal Doom 64
actor 64WolfensteinSS2 : WolfensteinSS Replaces WolfensteinSS 16032
{
    //$Color 12
    //$Category Doom64ThingsVoid
	Radius 22
	Height 80
	Scale 1.4
	attacksound "grunt/attack"
    Dropitem "64AssaultRifle"
	Tag "Nazi Soldier"
	States
	{
  Spawn:
    NAZI AB 10 A_Look
    Loop
  See:
    NAZI AAABBBCCC 3 A_Chase
    Loop
    Missile:
		TNT1 A 0 A_JumpIf(CallACS("DropCasings") == 1, "DropCasingsMissile")
		NAZI E 10 A_FaceTarget
		NAZI F 4 A_CustomBulletAttack (5, 5, 1, 4, "64BulletPuff")
		NAZI E 4 A_FaceTarget
		NAZI F 4 A_CustomBulletAttack (5, 5, 1, 4, "64BulletPuff")
		NAZI E 4 A_FaceTarget
		NAZI F 4 A_CustomBulletAttack (5, 5, 1, 4, "64BulletPuff")
		NAZI E 4 A_FaceTarget
	    NAZI F 4 A_CustomBulletAttack (5, 5, 1, 4, "64BulletPuff")
	    NAZI E 4 A_FaceTarget
	    NAZI F 4 A_CustomBulletAttack (5, 5, 1, 4, "64BulletPuff")
	    NAZI E 8
        Goto See
    DropCasingsMissile:
		NAZI E 10 A_FaceTarget
		NAZI F 4 A_CustomBulletAttack (5, 5, 1, 4, "64BulletPuff")
		TNT1 A 0 A_SpawnItemEx ("BulletCasing",15,22,30,0,random(1,3.3),random(0.2,4.3),random(0,30),32,0)
		NAZI E 4 A_FaceTarget
		NAZI F 4 A_CustomBulletAttack (5, 5, 1, 4, "64BulletPuff")
		TNT1 A 0 A_SpawnItemEx ("BulletCasing",15,22,30,0,random(1,3.3),random(0.2,4.3),random(0,30),32,0)
		NAZI E 4 A_FaceTarget
		NAZI F 4 A_CustomBulletAttack (5, 5, 1, 4, "64BulletPuff")
		TNT1 A 0 A_SpawnItemEx ("BulletCasing",15,22,30,0,random(1,3.3),random(0.2,4.3),random(0,30),32,0)
		NAZI E 4 A_FaceTarget
	    NAZI F 4 A_CustomBulletAttack (5, 5, 1, 4, "64BulletPuff")
		TNT1 A 0 A_SpawnItemEx ("BulletCasing",15,22,30,0,random(1,3.3),random(0.2,4.3),random(0,30),32,0)
	    NAZI E 4 A_FaceTarget
	    NAZI F 4 A_CustomBulletAttack (5, 5, 1, 4, "64BulletPuff")
		TNT1 A 0 A_SpawnItemEx ("BulletCasing",15,22,30,0,random(1,3.3),random(0.2,4.3),random(0,30),32,0)
	    NAZI E 8
        Goto See
  Pain:
    NAZI G 3
    NAZI G 3 A_Pain
    Goto See
  Pain.Vertigo:
	NAZI G 0 ThrustThingZ(0, 55, 0, 0)
	NAZI G 3
	NAZI G 3 A_Pain
	Goto See
	Death:
		NAZI H 5
		NAZI I 5 A_Scream
		NAZI J 5 A_NoBlocking
		NAZI K 5
		NAZI L -1
		stop
	Raise:
		NAZI LKJIH 5
		goto See
		Crush:
			A027 A 0
			A027 A 0 A_PlaySound("misc/gibbed")
			A027 A -1
			Stop
	}
}

//Sprite From Doom 64 - Unabsolved
ACTOR 64Revenant3 : 64Revenant2 16053
{
  //$Color 12
  //$Category Doom64ThingsVoid
  Scale 1
  HEALTH 570
  Species "64Revenant3"
  States
  {
  Spawn:
    SKE2 AB 10 A_Look
    Loop
  See:
    SKE2 AAABBBCCCDDD 2 A_Chase
    Loop
  Melee:
    SKE2 H 0 A_FaceTarget
    SKE2 H 6 A_SkelWhoosh
    SKE2 I 6 A_FaceTarget
    SKE2 J 6 A_SkelFist
    Goto See
  Missile:
    SKE2 E 0 A_FaceTarget
    SKE2 E 12 A_FaceTarget
    SKE2 F 0 A_CustomMissile ("64TracerMissile",74,20,0,0)
    SKE2 F 6
	SKE2 F 0 A_CustomMissile ("64TracerMissile",74,-20,0,0)
    SKE2 F 6
    SKE2 E 12 A_FaceTarget
    Goto See
  Pain:
    SKE2 H 5
    SKE2 H 5 A_Pain
    Goto See
  Pain.Vertigo:
	SKE2 H 0 ThrustThingZ(0, 55, 0, 0)
	SKE2 H 5
	SKE2 H 5 A_Pain
	Goto See
  Death:
    SKE2 K 7
    SKE2 L 7 A_Scream
    SKE2 M 7 A_NoBlocking
    SKE2 N 7
    SKE2 O -1
    Stop
  Raise:
    SKE2 O 5
    SKE2 NMLK 5
    Goto See
		Crush:
			A027 A 0
			A027 A 0 A_PlaySound("misc/gibbed")
			A027 A -1
			Stop
  }
}

//Sprite From Doom 64 - Unabsolved
ACTOR 64Gorvenant : 64Revenant3 16054
{
  //$Color 12
  //$Category Doom64ThingsVoid
  Scale 1
  HEALTH 1140
  HitObituary "%o was punched by a gorvenant."
  Obituary "%o was cremated by a gorvenant."
  Species "64Gorvenant"
  bloodcolor "a0 d0 00"
  Tag "Gorvenant"
  States
  {
  Spawn:
    GORV AB 10 A_Look
    Loop
  See:
    GORV AAABBBCCCDDD 2 A_Chase
    Loop
  Melee:
    GORV H 0 A_FaceTarget
    GORV H 6 A_SkelWhoosh
    GORV I 6 A_FaceTarget
    GORV J 6 A_SkelFist
    Goto See
  Missile:
    GORV E 0 A_FaceTarget
    GORV E 12 A_FaceTarget
    GORV F 0 A_CustomMissile ("64TracerMissile2",74,20,0,0)
    GORV F 6
	GORV F 0 A_CustomMissile ("64TracerMissile2",74,-20,0,0)
    GORV F 6
    GORV E 12 A_FaceTarget
    Goto See
  Pain:
    GORV H 5
    GORV H 5 A_Pain
    Goto See
  Pain.Vertigo:
	GORV H 0 ThrustThingZ(0, 55, 0, 0)
	GORV H 5
	GORV H 5 A_Pain
	Goto See
  Death:
    GORV K 7
    GORV L 7 A_Scream
    GORV M 7 A_NoBlocking
    GORV N 7
    GORV O -1
    Stop
  Raise:
    GORV O 5
    GORV NMLK 5
    Goto See
		Crush:
			A027 A 0
			A027 A 0 A_PlaySound("misc/gibbed")
			A027 A -1
			Stop
  }
}

ACTOR 64BaronLord : 64BaronOfHell 16055
{
	  //$Color 12
	  //$Category Doom64ThingsVoid
      Health 3700
      radius 36
      Height 96
	  mass 2000
      speed 16
      scale 1.5
      painchance 20
      SeeSound "baron2/sight"
      DeathSound "baron2/death"
	  Species "64BaronLord"
	  bloodcolor "80 00 00"
      obituary "%o was bruised by the baron lord."
	  Tag "Baron Lord"
      
      States
      {
  Spawn:
    BOS4 AB 10 A_Look
    Loop
  See:
    BOS4 AABBCCDD 3 A_Chase
    Loop
  Pain:
    BOS4 H 2
    BOS4 H 2 A_Pain
    goto See
  Pain.Vertigo:
	BOS4 H 0 ThrustThingZ(0, 55, 0, 0)
	BOS4 H 2
	BOS4 H 2 A_Pain
	Goto See
	Melee:
      		Missile:
      			BOS4 EF 4 A_Facetarget
      			BOS4 G 0 A_CustomMissile("64BaronLordBall", 80, 10, 0)
      			BOS4 G 0 A_CustomMissile("64BaronLordBall", 80, 10, 15)
            		BOS4 G 4 A_CustomMissile("64BaronLordBall", 80, 10, -15)
            		BOS4 EF 4 A_Facetarget
            		BOS4 G 0 A_CustomMissile("64BaronLordBall", 80, 10, 0)
      			BOS4 G 0 A_CustomMissile("64BaronLordBall", 80, 10, 15)
            		BOS4 G 4 A_CustomMissile("64BaronLordBall", 80, 10, -15)
            		BOS4 EF 4 A_Facetarget
            		BOS4 G 0 A_CustomMissile("64BaronLordBall", 80, 10, 0)
      			BOS4 G 0 A_CustomMissile("64BaronLordBall", 80, 10, 15)
            		BOS4 G 4 A_CustomMissile("64BaronLordBall", 80, 10, -15)
            		BOS4 EF 4 A_Facetarget
            		BOS4 G 0 A_CustomMissile("64BaronLordBall", 80, 10, 0)
      			BOS4 G 0 A_CustomMissile("64BaronLordBall", 80, 10, 15)
            		BOS4 G 4 A_CustomMissile("64BaronLordBall", 80, 10, -15)
            		BOS4 EF 4 A_Facetarget
            		BOS4 G 0 A_CustomMissile("64BaronLordBall", 80, 10, 0)
      			BOS4 G 0 A_CustomMissile("64BaronLordBall", 80, 10, 15)
            		BOS4 G 8 A_CustomMissile("64BaronLordBall", 80, 10, -15)
      			Goto See
  Death:
    BOS4 I 8
    BOS4 J 8 A_Scream
    BOS4 K 8
    BOS4 L 8 A_NoBlocking
    BOS4 M 8
    BOS4 N -1 A_BossDeath
    stop
  Raise:
		Crush:
			A027 A 0
			A027 A 0 A_PlaySound("misc/gibbed")
			A027 A -1
			Stop
      		}	
}

ACTOR 64Thamuz : 64Cyberdemon 16056
{
  //$Color 12
  //$Category Doom64ThingsVoid
  Health 5000
  Mass 2000
  Scale 1.1
  PainChance 20
  SeeSound "Thamuz/Idlesight"
  PainSound "Thamuz/Pain"
  DeathSound "Thamuz/death"
  ActiveSound "Thamuz/Idlesight"
  BloodColor "18 8C 31"
  Obituary "%o fell before Thamuz."
  Species "64Thamuz"
  Tag "Thamuz"
  States
  {
  Spawn:
    DCYB A 10 A_Look
    Loop
  See:
    DCYB A 3 A_Chase
    TNT1 A 0 A_SpawnItemEx("64DarkCyberGhostA",0,0,0,0,0,0,0,128)
    DCYB A 3 A_Chase
    TNT1 A 0 A_SpawnItemEx("64DarkCyberGhostA",0,0,0,0,0,0,0,128)
    DCYB A 3 A_Chase
    TNT1 A 0 A_SpawnItemEx("64DarkCyberGhostB",0,0,0,0,0,0,0,128)
    DCYB B 3 A_Chase
    TNT1 A 0 A_SpawnItemEx("64DarkCyberGhostB",0,0,0,0,0,0,0,128)
    DCYB C 3 A_Chase
    TNT1 A 0 A_SpawnItemEx("64DarkCyberGhostC",0,0,0,0,0,0,0,128)
    DCYB C 3 A_Chase
    TNT1 A 0 A_SpawnItemEx("64DarkCyberGhostC",0,0,0,0,0,0,0,128)
    DCYB D 3 A_Chase
    TNT1 A 0 A_SpawnItemEx("64DarkCyberGhostD",0,0,0,0,0,0,0,128)
    DCYB D 3 A_Chase
    TNT1 A 0 A_SpawnItemEx("64DarkCyberGhostD",0,0,0,0,0,0,0,128)
    Loop
  Missile:
	TNT1 A 0 A_JumpIf(CallACS("ClassicAnims") == 1, "ClassicMissile")
    DCYB AE 3 A_FaceTarget
    DCYB E 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/plasmaf")
    DCYB F 4 A_CustomMissile("64ThamuzPlasmaBall",80,-38,0)
    DCYB E 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/plasmaf")
    DCYB F 4 A_CustomMissile("64ThamuzPlasmaBall",80,-38,0)
    DCYB E 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/plasmaf")
    DCYB F 4 A_CustomMissile("64ThamuzPlasmaBall",80,-38,0)
    DCYB E 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/plasmaf")
    DCYB F 4 A_CustomMissile("64ThamuzPlasmaBall",80,-38,0)
    DCYB E 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/plasmaf")
    DCYB F 4 A_CustomMissile("64ThamuzPlasmaBall",80,-38,0)
    DCYB E 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/plasmaf")
    DCYB F 4 A_CustomMissile("64ThamuzPlasmaBall",80,-38,0)
    DCYB E 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/plasmaf")
    DCYB F 4 A_CustomMissile("64ThamuzPlasmaBall",80,-38,0)
    DCYB E 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/plasmaf")
    DCYB F 4 A_CustomMissile("64ThamuzPlasmaBall",80,-38,0)
    DCYB E 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/plasmaf")
    DCYB F 4 A_CustomMissile("64ThamuzPlasmaBall",80,-38,0)
    DCYB E 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/plasmaf")
    DCYB F 4 A_CustomMissile("64ThamuzPlasmaBall",80,-38,0)
    Goto See
  ClassicMissile:
    DCYB AE 3 A_FaceTarget
    DCYB E 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/plasmaf")
    DCYB F 4 A_CustomMissile("64ClassicThamuzPlasmaBall",80,-38,0)
    DCYB E 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/plasmaf")
    DCYB F 4 A_CustomMissile("64ClassicThamuzPlasmaBall",80,-38,0)
    DCYB E 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/plasmaf")
    DCYB F 4 A_CustomMissile("64ClassicThamuzPlasmaBall",80,-38,0)
    DCYB E 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/plasmaf")
    DCYB F 4 A_CustomMissile("64ClassicThamuzPlasmaBall",80,-38,0)
    DCYB E 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/plasmaf")
    DCYB F 4 A_CustomMissile("64ClassicThamuzPlasmaBall",80,-38,0)
    DCYB E 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/plasmaf")
    DCYB F 4 A_CustomMissile("64ClassicThamuzPlasmaBall",80,-38,0)
    DCYB E 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/plasmaf")
    DCYB F 4 A_CustomMissile("64ClassicThamuzPlasmaBall",80,-38,0)
    DCYB E 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/plasmaf")
    DCYB F 4 A_CustomMissile("64ClassicThamuzPlasmaBall",80,-38,0)
    DCYB E 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/plasmaf")
    DCYB F 4 A_CustomMissile("64ClassicThamuzPlasmaBall",80,-38,0)
    DCYB E 4 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/plasmaf")
    DCYB F 4 A_CustomMissile("64ClassicThamuzPlasmaBall",80,-38,0)
    Goto See
  Pain:
	DCYB F 10 A_Pain
	Goto See
  Pain.Vertigo:
	DCYB F 0 ThrustThingZ(0, 5, 0, 0)
	DCYB F 10 A_Pain
	Goto See
		Death:
			DCYB G 10
			DCYB G 0 A_Scream
			DCYB G 4 A_SpawnItemEx("64BossExplosion", 0, 0, 0, 0, 0, 0, 0, 130)
			DCYB G 4 A_SpawnItemEx("64BossExplosion", 0, 0, 0, 0, 0, 0, 0, 130)
			DCYB G 4 A_SpawnItemEx("64BossExplosion", -20, -20, 55, 0, 0, 0, 0, 130)
			DCYB G 4 A_SpawnItemEx("64BossExplosion", 20, 20, 110, 0, 0, 0, 0, 130)
			DCYB G 4 A_SpawnItemEx("64BossExplosion", 20, 20, 0, 0, 0, 0, 0, 130)
			DCYB G 4 A_SpawnItemEx("64BossExplosion", 0, 0, 55, 0, 0, 0, 0, 130)
			DCYB G 4 A_SpawnItemEx("64BossExplosion", 0, 0, 110, 0, 0, 0, 0, 130)
			DCYB G 4 A_SpawnItemEx("64BossExplosion", -20, -20, 0, 0, 0, 0, 0, 130)
			DCYB G 4 A_SpawnItemEx("64BossExplosion", 20, 20, 55, 0, 0, 0, 0, 130)
			DCYB G 4 A_SpawnItemEx("64BossExplosion", -20, -20, 110, 0, 0, 0, 0, 130)
			DCYB G 4 A_SpawnItemEx("64BossExplosion", 0, 0, 0, 0, 0, 0, 0, 130)
			DCYB G 4 A_SpawnItemEx("64BossExplosion", -20, -20, 55, 0, 0, 0, 0, 130)
			DCYB G 4 A_SpawnItemEx("64BossExplosion", -20, -20, 110, 0, 0, 0, 0, 130)
			DCYB G 4 A_SpawnItemEx("64BossExplosion", 20, 20, 0, 0, 0, 0, 0, 130)
			DCYB G 4 A_SpawnItemEx("64BossExplosion", 20, 20, 55, 0, 0, 0, 0, 130)
			DCYB G 4 A_SpawnItemEx("64BossExplosion", 0, 0, 110, 0, 0, 0, 0, 130)
			DCYB G 4 A_SpawnItemEx("64BossExplosion", 20, 20, 0, 0, 0, 0, 0, 130)
			DCYB H 4 A_SpawnItemEx("64BossExplosion", 0, 0, 55, 0, 0, 0, 0, 130)
			DCYB H 4 A_SpawnItemEx("64BossExplosion", 20, 20, 110, 0, 0, 0, 0, 130)
			DCYB I 4 A_SpawnItemEx("64BossExplosion", -20, -20, 0, 0, 0, 0, 0, 130)
			DCYB I 4 A_SpawnItemEx("64BossExplosion", -20, -20, 55, 0, 0, 0, 0, 130)
			DCYB J 4 A_SpawnItemEx("64BossExplosion", 20, 20, 110, 0, 0, 0, 0, 130)
			DCYB J 4 A_SpawnItemEx("64BossExplosion", -20, -20, 0, 0, 0, 0, 0, 130)
			DCYB K 4 A_SpawnItemEx("64BossExplosion", 20, 20, 55, 0, 0, 0, 0, 130)
			DCYB K 4 A_SpawnItemEx("64BossExplosion", 0, 0, 110, 0, 0, 0, 0, 130)
			DCYB L 6 A_NoBlocking
			DCYB MN 6
			DCYB O 30
			DCYB O -1 A_BossDeath
			Stop
		Crush:
			A027 A 0
			A027 A 0 A_PlaySound("misc/gibbed")
			A027 A -1
			Stop
  }
}

ACTOR 64FeatherDemon : 64MotherDemon 16057
{
	//$Color 12
	//$Category Doom64ThingsVoid
	Health 4000
	Speed 22
	Scale 1.1
	SeeSound "feather/sight"
	AttackSound "feather/attack"
	PainSound "feather/pain"
	DeathSound "feather/death"
	ActiveSound "feather/active"
	BloodColor "18 8C 31"
	Obituary "%o was obliterated by the feather of all demons."	
	Tag "Feather Demon"
	States
	{
		Spawn:
			REC2 ABCD 13 A_Look
			Loop
		See:
			REC2 AAABBBCCCDDD 3 A_Chase
			Loop
		Missile:
			REC2 E 8 A_FaceTarget
			REC2 E 0 A_PlaySoundEx("feather/attack", "BODY")
			REC2 G 0 BRIGHT A_CustomMissile("64FeatherFire", 0, 0, 0, 2, 0)
			REC2 G 0 BRIGHT A_CustomMissile("64FeatherFire", 0, 0, 90, 2, 0)
			REC2 G 0 BRIGHT A_CustomMissile("64FeatherFire", 0, 0, -90, 2, 0)
			REC2 G 14 BRIGHT A_CustomMissile("64FeatherFire", 0, 0, 180, 2, 0)
			REC2 E 8 A_FaceTarget //                height, horiz offset, angle
			REC2 F 0 BRIGHT A_CustomMissile("64FeatherBall", 144, -25, 90) // TOP LEFT, was 100, -25, 35
			REC2 F 0 BRIGHT A_CustomMissile("64FeatherBall", 72, -50, 90) // BOTTOM LEFT, was 50, -50, 35
			REC2 F 0 BRIGHT A_CustomMissile("64FeatherBall", 144, 25, -90) // TOP RIGHT, was 100, 25, -35
			REC2 F 14 BRIGHT A_CustomMissile("64FeatherBall", 72, 50, -90) // BOTTOM RIGHT, was 50, 50, -35
			REC2 E 8
			Goto See
		Pain:
			REC2 H 10
			REC2 H 10 A_Pain
			Goto See
		Pain.Vertigo:
			REC2 H 0 ThrustThingZ(0, 5, 0, 0)
			REC2 H 10
			REC2 H 10 A_Pain
			Goto See
		Death:
			REC2 I 10
			REC2 I 0 A_Scream
			REC2 I 4 A_SpawnItemEx("64BossExplosion", 0, 0, 0, 0, 0, 0, 0, 130)
			REC2 I 4 A_SpawnItemEx("64BossExplosion", 0, 0, 0, 0, 0, 0, 0, 130)
			REC2 I 4 A_SpawnItemEx("64BossExplosion", -20, -20, 55, 0, 0, 0, 0, 130)
			REC2 I 4 A_SpawnItemEx("64BossExplosion", 20, 20, 110, 0, 0, 0, 0, 130)
			REC2 I 4 A_SpawnItemEx("64BossExplosion", 20, 20, 0, 0, 0, 0, 0, 130)
			REC2 I 4 A_SpawnItemEx("64BossExplosion", 0, 0, 55, 0, 0, 0, 0, 130)
			REC2 I 4 A_SpawnItemEx("64BossExplosion", 0, 0, 110, 0, 0, 0, 0, 130)
			REC2 I 4 A_SpawnItemEx("64BossExplosion", -20, -20, 0, 0, 0, 0, 0, 130)
			REC2 I 4 A_SpawnItemEx("64BossExplosion", 20, 20, 55, 0, 0, 0, 0, 130)
			REC2 I 4 A_SpawnItemEx("64BossExplosion", -20, -20, 110, 0, 0, 0, 0, 130)
			REC2 I 4 A_SpawnItemEx("64BossExplosion", 0, 0, 0, 0, 0, 0, 0, 130)
			REC2 I 4 A_SpawnItemEx("64BossExplosion", -20, -20, 55, 0, 0, 0, 0, 130)
			REC2 I 4 A_SpawnItemEx("64BossExplosion", -20, -20, 110, 0, 0, 0, 0, 130)
			REC2 I 4 A_SpawnItemEx("64BossExplosion", 20, 20, 0, 0, 0, 0, 0, 130)
			REC2 I 4 A_SpawnItemEx("64BossExplosion", 20, 20, 55, 0, 0, 0, 0, 130)
			REC2 I 4 A_SpawnItemEx("64BossExplosion", 0, 0, 110, 0, 0, 0, 0, 130)
			REC2 I 4 A_SpawnItemEx("64BossExplosion", 20, 20, 0, 0, 0, 0, 0, 130)
			REC2 I 4 A_SpawnItemEx("64BossExplosion", 0, 0, 55, 0, 0, 0, 0, 130)
			REC2 I 4 A_SpawnItemEx("64BossExplosion", 20, 20, 110, 0, 0, 0, 0, 130)
			REC2 J 4 A_SpawnItemEx("64BossExplosion", -20, -20, 0, 0, 0, 0, 0, 130)
			REC2 J 4 A_SpawnItemEx("64BossExplosion", -20, -20, 55, 0, 0, 0, 0, 130)
			REC2 K 4 A_SpawnItemEx("64BossExplosion", 20, 20, 110, 0, 0, 0, 0, 130)
			REC2 K 4 A_SpawnItemEx("64BossExplosion", -20, -20, 0, 0, 0, 0, 0, 130)
			REC2 L 0 A_NoBlocking
			REC2 L 4 A_SpawnItemEx("64BossExplosion", 20, 20, 55, 0, 0, 0, 0, 130)
			REC2 L 4 A_SpawnItemEx("64BossExplosion", 0, 0, 110, 0, 0, 0, 0, 130)
			REC2 MNO 6
			TNT1 A 30
			TNT1 A 0 A_BossDeath
			Stop
		Crush:
			A027 A 0
			A027 A 0 A_PlaySound("misc/gibbed")
			A027 A -1
			Stop
	}
}

actor RSShotgunGuy : RandomSpawner Replaces ShotgunGuy
{
    DropItem "64ShotgunGuy2" 255 90
    DropItem "64ShotgunGuy3" 255 30
    DropItem "64ChaingunGuy2" 255 20
    DropItem "64SuperShotgunGuy" 255 10
    DropItem "64NailGuy" 255 7
    DropItem "64PlasmaZombie" 255 6
    DropItem "64BeheadedRocketeer" 255 4
}

actor RSShotgunGuySH : RandomSpawner
{
    DropItem "64ShotgunGuy3" 255 90
    DropItem "64ChaingunGuy2" 255 80
    DropItem "64SuperShotgunGuy" 255 70
    DropItem "64NailGuy" 255 67
    DropItem "64PlasmaZombie" 255 66
    DropItem "64BeheadedRocketeer" 255 64
}

actor RSZombieMan : RandomSpawner Replaces ZombieMan
{
    DropItem "64ZombieMan2" 255 90
    DropItem "64RifleGuy" 255 20
}

actor RSDoomImp : RandomSpawner Replaces DoomImp
{
    DropItem "64DoomImp" 255 90
    DropItem "64NightmareImp" 255 50
    DropItem "64DarkImp" 255 20
}

actor RSDoomImpSH : RandomSpawner
{
    DropItem "64NightmareImp" 255 90
    DropItem "64DarkImp" 255 60
}

actor RSDemon : RandomSpawner Replaces Demon
{
    DropItem "64Demon" 255 90
    DropItem "64BloodDemon" 255 20
    DropItem "64BaboonDemon" 255 12
    DropItem "64EnslavedKnight" 255 10
}

actor RSDemonSH : RandomSpawner
{
    DropItem "64BloodDemon" 255 90
    DropItem "64NightmareSpectre" 255 82
    DropItem "64BaboonDemon" 255 74
    DropItem "64EnslavedKnight" 255 72
}

actor RSSpectre : RandomSpawner Replaces Spectre
{
    DropItem "64Spectre" 255 90
    DropItem "64NightmareSpectre" 255 20
}

actor RSCacodemon : RandomSpawner Replaces Cacodemon
{
    DropItem "64Cacodemon" 255 90
    DropItem "64NightmareCacodemon" 255 30
    DropItem "64Cacolantern" 255 20
    DropItem "64Abaddon" 255 10
}

actor RSCacodemonSH : RandomSpawner
{
    DropItem "64NightmareCacodemon" 255 90
    DropItem "64Cacolantern" 255 80
    DropItem "64Abaddon" 255 70
}

actor RSHellKnight : RandomSpawner Replaces HellKnight
{
    DropItem "64HellKnight" 255 90
    DropItem "64Revenant2" 255 50
    DropItem "64Revenant3" 255 30
    DropItem "64Unraveller" 255 20
    DropItem "64VenomLord" 255 12
    DropItem "64ShadowKnight" 255 10
    DropItem "64Gorvenant" 255 8
}

actor RSHellKnightSH : RandomSpawner
{
    DropItem "64Revenant2" 255 90
    DropItem "64Revenant3" 255 70
    DropItem "64Unraveller" 255 60
    DropItem "64VenomLord" 255 52
    DropItem "64ShadowKnight" 255 50
    DropItem "64Gorvenant" 255 48
}

actor RSBaronOfHell : RandomSpawner Replaces BaronOfHell
{
    DropItem "64BaronOfHell" 255 90
    DropItem "64Belphegor" 255 30
    DropItem "64HellHound" 255 20
    DropItem "64BaronWarrior" 255 15
    DropItem "64BaronArcher" 255 13
    DropItem "64BruiserDemon" 255 12
    DropItem "64Archvile2" 255 10
}

actor RSBaronOfHellSH : RandomSpawner
{
    DropItem "64Belphegor" 255 90
    DropItem "64HellHound" 255 80
    DropItem "64BaronWarrior" 255 75
    DropItem "64BaronArcher" 255 73
    DropItem "64BruiserDemon" 255 72
    DropItem "64Archvile2" 255 70
}

actor RSFatso : RandomSpawner Replaces Fatso
{
    DropItem "64Fatso" 255 90
    DropItem "64Lasher" 255 20
    DropItem "64Blunderbore" 255 15
    DropItem "64Hectebus" 255 10
}

actor RSFatsoSH : RandomSpawner
{
    DropItem "64Lasher" 255 90
    DropItem "64Blunderbore" 255 85
    DropItem "64Hectebus" 255 80
}

actor RSArachnotron : RandomSpawner Replaces Arachnotron
{
    DropItem "64Arachnotron" 255 90
    DropItem "64Arachnobaron" 255 10
    DropItem "64BaronCentaur" 255 5
}

actor RSArachnotronSH : RandomSpawner
{
    DropItem "64Arachnobaron" 255 90
    DropItem "64BaronCentaur" 255 85
}

actor RSCyberdemon : RandomSpawner Replaces Cyberdemon
{
    DropItem "64Cyberdemon" 255 90
    DropItem "64Snakedemon" 255 20
    DropItem "64BaronLord" 255 15
    DropItem "64Annihilator" 255 10
    DropItem "64Thamuz" 255 8
    DropItem "64FeatherDemon" 255 1
}

ACTOR 64BossEye2 : BossEye REPLACES BossEye
{
	DropItem "DoomImp", 255, 50
	DropItem "Demon", 255, 40
	DropItem "Spectre", 255, 30
	DropItem "PainElemental", 255, 10
	DropItem "Cacodemon", 255, 30
	DropItem "Arachnotron", 255, 20
	DropItem "Fatso", 255, 30
	DropItem "HellKnight", 255, 24
	DropItem "BaronOfHell", 255, 10
}

ACTOR 64SpawnShot2 : SpawnShot Replaces SpawnShot
{
	Scale 1.2
}

ACTOR 64SpawnFire2 : SpawnFire REPLACES SpawnFire { }