//These used to inherit from their respective doom counterparts but the see state requires them to not inherit or stupid shit happens

ACTOR TSPCaco replaces Cacodemon
{
  BloodColor "00 00 FF"
  PainChance "GasShellDamagePlayer", 13
  //+SEEINVISIBLE
  Health 400
  Radius 31
  Height 56
  Mass 400
  Speed 3
  PainChance 128
  PainChance "Melee", 205
  PainChance "Sling", 255
  Monster
  +FLOAT
  +NOGRAVITY
  SeeSound "caco/sight"
  PainSound "caco/pain"
  DeathSound "caco/death"
  ActiveSound "caco/active"
  Obituary "$OB_CACO"
  HitObituary "$OB_CACOHIT"
  States
  {
  Spawn:
    HEAD A 10 A_Look
    Loop
  See:
    HEAD A 1 A_Chase
    Loop
  Missile:
    HEAD B 0 A_Jump(90,"See")
	HEAD BC 5 A_FaceTarget
    HEAD D 5 Bright A_HeadAttack
    Goto See
  Pain:
    HEAD E 3
    HEAD E 3 A_Pain
    HEAD F 6
    Goto See
  Pain.Sling:
    TNT1 A 0 HealThing(1)
	TNT1 A 0 A_FaceTarget
    TNT1 A 0 A_CustomMissile("MagSlingShot", 32, 0)
	Goto Pain.Melee
  Pain.Melee:
    HEAD E 5
    HEAD E 3 A_Pain
    HEAD F 7
    Goto See
  Death.Uppercut:
	TNT1 A 0 A_FaceTarget
    TNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)
	TNT1 A 0 Thrustthingz(0,27,0,1)
	Goto Death
  Death:
    HEAD G 8
    HEAD H 8 A_Scream
    HEAD IJ 8
    HEAD K 8 A_NoBlocking
    HEAD L -1 A_SetFloorClip
    Stop
  Raise:
    HEAD L 8 A_UnSetFloorClip
    HEAD KJIHG 8
    Goto See
  }
}

ACTOR TSPBaron replaces BaronOfHell
{
  BloodColor "00 66 00"
  PainChance "GasShellDamagePlayer", 5
  //+SEEINVISIBLE
  Health 1000
  Radius 24
  Height 64
  Mass 1000
  Speed 3
  PainChance 50
  PainChance "Melee", 150
  PainChance "Sling", 255
  Monster
  +FLOORCLIP
  +BOSSDEATH
  SeeSound "baron/sight"
  PainSound "baron/pain"
  DeathSound "baron/death"
  ActiveSound "baron/active"
  Obituary "$OB_BARON"
  HitObituary "$OB_BARONHIT"
  States
  {
  Spawn:
    BOSS AB 10 A_Look
    Loop
  See:
    BOSS AAAAAABBBBBBCCCCCCDDDDDD 1 A_Chase
    Loop
  Melee:
	BOSS EF 8 A_FaceTarget
    BOSS G 8 A_BruisAttack
    Goto See
  Missile:
    BOSS E 0 A_Jump(140,"See")
	BOSS EF 8 A_FaceTarget
    BOSS G 8 A_BruisAttack
    Goto See
  Pain:
    BOSS H 2
    BOSS H 2 A_Pain
    Goto See
  Pain.Sling:
    TNT1 A 0 HealThing(1)
	TNT1 A 0 A_FaceTarget
    TNT1 A 0 A_CustomMissile("MagSlingShot", 32, 0)
	Goto Pain.Melee
  Pain.Melee:
    BOSS H 5
    BOSS H 3 A_Pain
    Goto See
  Death.Uppercut:
	TNT1 A 0 A_FaceTarget
    TNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)
	TNT1 A 0 Thrustthingz(0,27,0,1)
	Goto Death
  Death:
    BOSS I 8
    BOSS J 8 A_Scream
    BOSS K 8
    BOSS L 8 A_NoBlocking
    BOSS MN 8
    BOSS O -1 A_BossDeath
    Stop
  Raise:
    BOSS O 8
    BOSS NMLKJI 8
    Goto See
  }
}

ACTOR TSPKnight : TSPBaron replaces HellKnight
{
  BloodColor "00 66 00"
  PainChance "GasShellDamagePlayer", 5
  PainChance "Melee", 180
  PainChance "Sling", 255
  //+SEEINVISIBLE
  Health 500
  -BOSSDEATH
  SeeSound "knight/sight"
  ActiveSound "knight/active"
  PainSound "knight/pain"
  DeathSound "knight/death"
  HitObituary "$OB_KNIGHTHIT"
  Obituary "$OB_KNIGHT"
  States
  {
  Spawn:
    BOS2 AB 10 A_Look
    Loop
  See:
    BOS2 AAAAAABBBBBBCCCCCCDDDDDD 1 A_Chase
    Loop
  Melee:
 	BOS2 EF 8 A_FaceTarget
    BOS2 G 8 A_BruisAttack
    Goto See
  Missile:
    BOS2 E 0 A_Jump(140,"See")
	BOS2 EF 8 A_FaceTarget
    BOS2 G 8 A_BruisAttack
    Goto See
  Pain:
    BOS2 H 2
    BOS2 H 2 A_Pain
    Goto See
  Pain.Sling:
    TNT1 A 0 HealThing(1)
	TNT1 A 0 A_FaceTarget
    TNT1 A 0 A_CustomMissile("MagSlingShot", 32, 0)
	Goto Pain.Melee
  Pain.Melee:
    BOS2 H 5
    BOS2 H 5 A_Pain
    Goto See
  Death.Uppercut:
	TNT1 A 0 A_FaceTarget
    TNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)
	TNT1 A 0 Thrustthingz(0,27,0,1)
	Goto Death
  Death:
    BOS2 I 8
    BOS2 J 8 A_Scream
    BOS2 K 8
    BOS2 L 8 A_NoBlocking
    BOS2 MN 8
    BOS2 O -1
    Stop
  Raise:
    BOS2 O 8
    BOS2 NMLKJI 8
    Goto See
  }
}

ACTOR TSPDemon Replaces Demon
{
  PainChance "GasShellDamagePlayer", 18
  Health 150
  PainChance 180
  PainChance "Melee", 225
  PainChance "Sling", 255
  Speed 7
  Radius 30
  Height 56
  Mass 400
  Monster
  +FLOORCLIP
  SeeSound "demon/sight"
  AttackSound "demon/melee"
  PainSound "demon/pain"
  DeathSound "demon/death"
  ActiveSound "demon/active"
  Obituary "$OB_DEMONHIT" // "%o was bit by a demon."
  States
  {
  Spawn:
    SARG AB 10 A_Look
    Loop
  See:
    SARG AAAABBBBCCCCDDDD 1 A_Chase
    Loop
  Melee:
    //SARG E 0 A_Jump(90,"See")
	SARG EF 8 A_FaceTarget
    SARG G 8 A_SargAttack
    Goto See
  Pain:
    SARG H 2
    SARG H 2 A_Pain
    Goto See
  Pain.Sling:
    TNT1 A 0 HealThing(1)
	TNT1 A 0 A_FaceTarget
    TNT1 A 0 A_CustomMissile("MagSlingShot", 32, 0)
	Goto Pain.Melee
  Pain.Melee:
    SARG H 5
    SARG H 5 A_Pain
    Goto See
  Death.Uppercut:
	TNT1 A 0 A_FaceTarget
    TNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)
	TNT1 A 0 Thrustthingz(0,27,0,1)
	Goto Death
  Death:
    SARG I 8
    SARG J 8 A_Scream
    SARG K 4
    SARG L 4 A_NoBlocking
    SARG M 4
    SARG N -1
    Stop
  Raise:
    SARG N 5
    SARG MLKJI 5
    Goto See
  }
}

ACTOR TSPSpectre : TSPDemon Replaces Spectre
{
  PainChance "GasShellDamagePlayer", 18
  PainChance "Melee", 225
  PainChance "Sling", 255
  +SHADOW
  RenderStyle OptFuzzy
  Alpha 0.5
  SeeSound "spectre/sight"
  AttackSound "spectre/melee"
  PainSound "spectre/pain"
  DeathSound "spectre/death"
  ActiveSound "spectre/active"
  HitObituary "$OB_SPECTREHIT" // "%o was eaten by a spectre."
  States
  {
  Spawn:
    SARG AB 10 A_Look
    Loop
  See:
    SARG AAAABBBBCCCCDDDD 1 A_Chase
    Loop
  Melee:
    //SARG E 0 A_Jump(90,"See")
	SARG EF 8 A_FaceTarget
    SARG G 8 A_SargAttack
    Goto See
  Pain:
    SARG H 2
    SARG H 2 A_Pain
    Goto See
  Pain.Sling:
    TNT1 A 0 HealThing(1)
	TNT1 A 0 A_FaceTarget
    TNT1 A 0 A_CustomMissile("MagSlingShot", 32, 0)
	Goto Pain.Melee
  Pain.Melee:
    SARG H 5
    SARG H 5 A_Pain
    Goto See
  Death.Uppercut:
	TNT1 A 0 A_FaceTarget
    TNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)
	TNT1 A 0 Thrustthingz(0,27,0,1)
	Goto Death
  Death:
    SARG I 8
    SARG J 8 A_Scream
    SARG K 4
    SARG L 4 A_NoBlocking
    SARG M 4
    SARG N -1
    Stop
  Raise:
    SARG N 5
    SARG MLKJI 5
    Goto See
  }
}

ACTOR TSPFatso Replaces Fatso
{
  PainChance "GasShellDamagePlayer", 8
  DamageFactor "GasShellDamagePlayer", 0.52
  //+SEEINVISIBLE
  Health 600
  Radius 48
  Height 64
  Mass 1000
  Speed 2
  PainChance 80
  PainChance "Melee", 200
  PainChance "Sling", 255
  Monster
  +FLOORCLIP
  +BOSSDEATH
  SeeSound "fatso/sight"
  PainSound "fatso/pain"
  DeathSound "fatso/death"
  ActiveSound "fatso/active"
  Obituary "$OB_FATSO"
  States
  {
  Spawn:
    FATT AB 15 A_Look
    Loop
  See:
    FATT AAAAAAAABBBBBBBBCCCCCCCCDDDDDDDDEEEEEEEEFFFFFFFF 1 A_Chase
    Loop
  Missile:
    FATT G 0 A_Jump(190,"See")
	FATT G 20 A_FatRaise
    FATT H 10 Bright A_FatAttack1
    FATT IG 5
    FATT H 10 Bright A_FatAttack2
    FATT IG 5
    FATT H 10 Bright A_FatAttack3
    FATT IG 5
    Goto See
  Pain:
    FATT J 3
    FATT J 3 A_Pain
    Goto See
  Pain.Sling:
    TNT1 A 0 HealThing(1)
	TNT1 A 0 A_FaceTarget
    TNT1 A 0 A_CustomMissile("MagSlingShot", 32, 0)
	Goto Pain.Melee
  Pain.Melee:
    FATT J 5
    FATT J 5 A_Pain
    Goto See
  Death.Uppercut:
	TNT1 A 0 A_FaceTarget
    TNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)
	TNT1 A 0 Thrustthingz(0,27,0,1)
	Goto Death
  Death:
    FATT K 6
    FATT L 6 A_Scream
    FATT M 6 A_NoBlocking
    FATT NOPQRS 6
    FATT T -1 A_BossDeath
    Stop
  Raise:
    FATT R 5
    FATT QPONMLK 5
    Goto See
  }
}
ACTOR TSPPainElemental Replaces PainElemental
{
  PainChance "GasShellDamagePlayer", 13
  //+SEEINVISIBLE
  Health 400
  Radius 31
  Height 56
  Mass 400
  Speed 3
  PainChance 128
  PainChance "Melee", 205
  PainChance "Sling", 255
  Monster
  +FLOAT
  +NOGRAVITY
  SeeSound "pain/sight"
  PainSound "pain/pain"
  DeathSound "pain/death"
  ActiveSound "pain/active"
  States
  {
  Spawn:
    PAIN A 10 A_Look
    Loop
  See:
    PAIN AAAAAABBBBBBCCCCCC 1 A_Chase
    Loop
  Missile:
    PAIN D 0 A_Jump(140,"See")
	PAIN D 5 A_FaceTarget
    PAIN E 5 A_FaceTarget
    PAIN F 4 Bright A_FaceTarget
    PAIN F 1 Bright A_PainAttack("TSPRictus")
    Goto See
  Pain:
    PAIN G 6
    PAIN G 6 A_Pain
    Goto See
  Pain.Sling:
    TNT1 A 0 HealThing(1)
	TNT1 A 0 A_FaceTarget
    TNT1 A 0 A_CustomMissile("MagSlingShot", 32, 0)
	Goto Pain.Melee
  Pain.Melee:
    PAIN G 5
    PAIN G 10 A_Pain
    Goto See
  Death.Uppercut:
	TNT1 A 0 A_FaceTarget
    TNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)
	TNT1 A 0 Thrustthingz(0,27,0,1)
	Goto Death
  Death:
    PAIN H 8 Bright
    PAIN I 8 Bright A_Scream
    PAIN JK 8 Bright
    PAIN L 8 Bright A_PainDie("TSPRictus")
    PAIN M 8 Bright
    Stop
  Raise:
    PAIN MLKJIH 8
    Goto See
  }
}
ACTOR TSPRevenant Replaces Revenant
{
  PainChance "GasShellDamagePlayer", 10
  //+SEEINVISIBLE
  Health 300
  Radius 20
  Height 56
  Mass 500
  Speed 5
  PainChance 100
  PainChance "Melee", 205
  PainChance "Sling", 255
  Monster
  MeleeThreshold 196
  +MISSILEMORE 
  +FLOORCLIP
  SeeSound "skeleton/sight"
  PainSound "skeleton/pain"
  DeathSound "skeleton/death"
  ActiveSound "skeleton/active"
  MeleeSound "skeleton/melee"
  HitObituary "$OB_UNDEADHIT" // "%o was punched by a revenant."
  Obituary "$OB_UNDEAD" // "%o couldn't evade a revenant's fireball."
  States
  {
  Spawn:
    SKEL AB 10 A_Look
    Loop
  See:
    SKEL AAAABBBBCCCCDDDDEEEFFEFF 1 A_Chase
    Loop
  Melee:
	SKEL G 1 A_FaceTarget
    SKEL G 6 A_SkelWhoosh
    SKEL H 6 A_FaceTarget
    SKEL I 6 A_SkelFist
    Goto See
  Missile:
    SKEL G 0 A_Jump(90,"See")
	SKEL J 1 Bright A_FaceTarget
    SKEL J 9 Bright A_FaceTarget
    SKEL K 10 A_SkelMissile
    SKEL K 10 A_FaceTarget
    Goto See
  Pain:
    SKEL L 5
    SKEL L 5 A_Pain
    Goto See
  Pain.Sling:
    TNT1 A 0 HealThing(1)
	TNT1 A 0 A_FaceTarget
    TNT1 A 0 A_CustomMissile("MagSlingShot", 32, 0)
	Goto Pain.Melee
  Pain.Melee:
    SKEL L 5
    SKEL L 7 A_Pain
    Goto See
  Death.Uppercut:
	TNT1 A 0 A_FaceTarget
    TNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)
	TNT1 A 0 Thrustthingz(0,27,0,1)
	Goto Death
  Death:
    SKEL LM 7
    SKEL N 7 A_Scream
    SKEL O 7 A_NoBlocking
    SKEL P 7
    SKEL Q -1
    Stop
  Raise:
    SKEL Q 5
    SKEL PONML 5
    Goto See
  }
}

ACTOR TSPArachnotron Replaces Arachnotron
{
  PainChance "GasShellDamagePlayer", 13
  //+SEEINVISIBLE
  Health 500
  Radius 64
  Height 64
  Mass 600
  Speed 4
  PainChance 128
  PainChance "Melee", 105
  PainChance "Sling", 255
  Monster
  +FLOORCLIP
  +BOSSDEATH
  SeeSound "baby/sight"
  PainSound "baby/pain"
  DeathSound "baby/death"
  ActiveSound "baby/active"
  Obituary "$OB_BABY"
  States
  {
  Spawn:
    BSPI AB 10 A_Look
    Loop
  See:
    BSPI A 20
	Goto See2
  See2:
    BSPI A 0 A_BabyMetal
    BSPI AAAAAABBBBBBCCCCCC 1 A_Chase
    BSPI D 0 A_BabyMetal
    BSPI DDDDDDEEEEEEFFFFFF 1 A_Chase
    Goto See2
  Missile:
    BSPI A 0 A_Jump(140,"See2")
	BSPI A 20 Bright A_FaceTarget
    BSPI G 4 Bright A_BspiAttack
    BSPI H 4 Bright
    BSPI H 1 Bright A_SpidRefire
    Goto Missile+2
  Pain:
    BSPI I 3
    BSPI I 3 A_Pain
    Goto See2
  Pain.Sling:
    TNT1 A 0 HealThing(1)
	TNT1 A 0 A_FaceTarget
    TNT1 A 0 A_CustomMissile("MagSlingShot", 32, 0)
	Goto Pain.Melee
  Pain.Melee:
    BSPI I 5
    BSPI I 5 A_Pain
    Goto See
  Death.Uppercut:
	TNT1 A 0 A_FaceTarget
    TNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)
	TNT1 A 0 Thrustthingz(0,27,0,1)
	Goto Death
  Death:
    BSPI J 20 A_Scream
    BSPI K 7 A_NoBlocking
    BSPI LMNO 7
    BSPI P -1 A_BossDeath
    Stop
  Raise:
    BSPI P 5
    BSPI ONMLKJ 5
    Goto See2
  }
}

ACTOR TSPArchvile //Replaces Archvile
{
  PainChance "GasShellDamagePlayer", 0
  DamageFactor "GasShellDamagePlayer", 0.52
  Health 700
  Radius 20
  Height 56
  Mass 500
  Speed 8
  PainChance 10
  PainChance "Melee", 155
  PainChance "Sling", 255
  Monster
  MaxTargetRange 896
  +QUICKTORETALIATE
  +FLOORCLIP
  +NOTARGET
  SeeSound "vile/sight"
  PainSound "vile/pain"
  DeathSound "vile/death"
  ActiveSound "vile/active"
  MeleeSound "vile/stop"
  Obituary "$OB_VILE"
  States
  {
  Spawn:
    VILE AB 10 A_Look
    Loop
  See:
    VILE AAAABBBBCCCCDDDDEEEFFEFF 1 A_VileChase
    Loop
  Missile:
    VILE G 0 A_Jump(90,"See")
	VILE G 0 Bright A_VileStart
    VILE G 10 Bright A_FaceTarget
    VILE H 8 Bright A_VileTarget
    VILE IJKLMN 8 Bright A_FaceTarget
    VILE O 8 Bright A_VileAttack
    VILE P 20 Bright
    Goto See
  Heal:
    VILE "[\]" 10 Bright
    Goto See
  Pain:
    VILE Q 5   
    VILE Q 5 A_Pain
    Goto See
  Pain.Sling:
    TNT1 A 0 HealThing(1)
	TNT1 A 0 A_FaceTarget
    TNT1 A 0 A_CustomMissile("MagSlingShot", 32, 0)
	Goto Pain.Melee
  Pain.Melee:
    VILE Q 10
    VILE Q 5 A_Pain
    Goto See
  Death.Uppercut:
	TNT1 A 0 A_FaceTarget
    TNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)
	TNT1 A 0 Thrustthingz(0,27,0,1)
	Goto Death
  Death:
    VILE Q 7
    VILE R 7 A_Scream
    VILE S 7 A_NoBlocking
    VILE TUVWXY 7
    VILE Z -1
    Stop
  }
}

ACTOR TSPCyberdemon Replaces Cyberdemon
{
  +DONTRIP
  DamageFactor "GasShellDamagePlayer", 0 //because boss and mouth too high for breathing poison
  //+SEEINVISIBLE
  Health 4000
  Radius 40
  Height 110
  Mass 1000
  Speed 6
  PainChance 20
  PainChance "Melee", 40
  PainChance "Sling", 255
  Monster
  MinMissileChance 160
  +BOSS
  +MISSILEMORE
  +FLOORCLIP
  +NORADIUSDMG
  +DONTMORPH
  +BOSSDEATH
  DropItem CustomCrossbow 10
  SeeSound "cyber/sight"
  PainSound "cyber/pain"
  DeathSound "cyber/death"
  ActiveSound "cyber/active"
  Obituary "$OB_CYBORG"
  States
  {
  Spawn:
    CYBR AB 10 A_Look
    Loop
  See:
    CYBR A 0 A_Hoof
	CYBR AAAAAABBBBBBCCCCCC 1 A_Chase
	CYBR D 0 A_Metal
	CYBR DDDDDD 1 A_Chase
	loop
  Missile:
    CYBR E 0 A_Jump(140,"See")
	CYBR E 6 A_FaceTarget
    CYBR F 12 A_CyberAttack
    CYBR E 12 A_FaceTarget
    CYBR F 12 A_CyberAttack
    CYBR E 12 A_FaceTarget
    CYBR F 12 A_CyberAttack
    Goto See
  Pain:
    CYBR G 10 A_Pain
    Goto See
  Pain.Sling:
    TNT1 A 0 HealThing(1)
	TNT1 A 0 A_FaceTarget
    TNT1 A 0 A_CustomMissile("MagSlingShot", 32, 0)
	Goto See
  Pain.Melee:
    CYBR G 5
    CYBR G 15 A_Pain
    Goto See
  Death:
    CYBR H 10
    CYBR I 10 A_Scream
    CYBR JKL 10
    CYBR M 10 A_NoBlocking
    CYBR NO 10
    CYBR P 30
    CYBR P -1 A_BossDeath
    Stop
  }
}

ACTOR TSPSpiderMastermind Replaces SpiderMastermind
{
  +DONTRIP
  DamageFactor "GasShellDamagePlayer", 0 //because boss and mouth too high for breathing poison
  Health 3000
  Radius 100
  Height 100
  Mass 1000
  Speed 4
  PainChance 40
  PainChance "Melee", 5
  PainChance "Sling", 255
  Monster
  MinMissileChance 160
  +BOSS
  +MISSILEMORE
  +FLOORCLIP
  +NORADIUSDMG
  +DONTMORPH
  +BOSSDEATH
  DropItem CustomCrossbow 10
  SeeSound "spider/sight"
  AttackSound "spider/attack"
  PainSound "spider/pain"
  DeathSound "spider/death"
  ActiveSound "spider/active"
  Obituary "$OB_SPIDER"
  States
  {
  Spawn:
    SPID AB 10 A_Look
    Loop
  See:
    SPID A 0 A_Metal
    SPID AAAAAABBBBBB 1 A_Chase
    SPID C 0 A_Metal
    SPID CCCCCCDDDDDD 1 A_Chase
    SPID E 0 A_Metal
    SPID EEEEEEFFFFFF 1 A_Chase
    Loop
  Missile:
    SPID A 0 A_Jump(140,"See")
	SPID A 20 Bright A_FaceTarget
    SPID G 4 Bright A_SPosAttackUseAtkSound
    SPID H 4 Bright A_SPosAttackUseAtkSound
    SPID H 1 Bright A_SpidRefire
    Goto Missile+2
  Pain:
    SPID I 3
    SPID I 3 A_Pain
    Goto See
  Pain.Sling:
    TNT1 A 0 HealThing(1)
	TNT1 A 0 A_FaceTarget
    TNT1 A 0 A_CustomMissile("MagSlingShot", 32, 0)
	Goto See
  Pain.Melee:
    SPID I 5
    SPID I 5 A_Pain
    Goto See
  Death:
    SPID J 20 A_Scream
    SPID K 10 A_NoBlocking
    SPID LMNOPQR 10
    SPID S 30
    SPID S -1 A_BossDeath
    Stop
  }
}

ACTOR TSPWolfensteinSS replaces WolfensteinSS
{
  Health 50
  Radius 20
  Height 56
  Speed 8
  PainChance 170
  PainChance "Melee", 235
  PainChance "Sling", 255
  Monster
  +FLOORCLIP
  SeeSound "wolfss/sight"
  PainSound "wolfss/pain"
  DeathSound "wolfss/death"
  ActiveSound "wolfss/active"
  AttackSound "wolfss/attack"
  Obituary "$OB_WOLFSS"
  Dropitem TSPPistolAmmo 255
  DropItem MelMipFowty 30
  States
  {
  Spawn:
    SSWV AB 10 A_Look
    Loop
  See:
    SSWV AABBCCDD 3 A_Chase
    Loop
  Missile:
    SSWV E 10 A_FaceTarget
    SSWV F 10 A_FaceTarget
    SSWV G 4 Bright A_CPosAttack
    SSWV F 6 A_FaceTarget
    SSWV G 4 Bright A_CPosAttack
    SSWV F 1 A_CPosRefire
    Goto Missile+1
  Pain:
    SSWV H 3
    SSWV H 3 A_Pain
    Goto See
  Pain.Sling:
    TNT1 A 0 HealThing(1)
	TNT1 A 0 A_FaceTarget
    TNT1 A 0 A_CustomMissile("MagSlingShot", 32, 0)
	Goto Pain.Melee
  Pain.Melee:
    SSWV H 6
    SSWV H 6 A_Pain
    Goto See
  Death.Uppercut:
	TNT1 A 0 A_FaceTarget
    TNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)
	TNT1 A 0 Thrustthingz(0,27,0,1)
	Goto Death
  Death:
    SSWV I 5
    SSWV J 5 A_Scream
    SSWV K 5 A_NoBlocking
    SSWV L 5
    SSWV M -1
    Stop
  XDeath:
    SSWV N 5 
    SSWV O 5 A_XScream
    SSWV P 5 A_NoBlocking
    SSWV QRSTU 5
    SSWV V -1
    Stop
  Raise:
    SSWV M 5
    SSWV LKJI 5
    Goto See 
  }
}