	Actor AltdeathDemon : Demon replaces Demon
	{
	Gibhealth -75 //Ensures that normal attacks (IE SSG) don't gib them from 100% health.
	States
	{
	
	//Smooth Doom stuff here
	
		Spawn:
		SARG ZA 10 A_Look
		Loop
		
		Idle:
		SARG ZA 12 A_Look
		Loop
		
		See:
		SSRG AABCDDEF 2 fast A_Chase
		Loop
	
		Melee:
		SSRG G 8 fast A_FaceTarget
		SSRG GGGHIII 1 fast A_FaceTarget
		SSRG J 1 fast
		SSRG K 1 fast A_SargAttack
		SSRG L 4 fast
		SSRG G 3 fast
		Goto See
	
		Pain:
		SSRG M 1
		SSRG N 2 
		SSRG M 1 A_Pain
		Goto See
		
	//End Smooth Doom stuff
	
		Death:
	    TNT1 A 0 A_Jump(32, "AltDeath", "AltDeath7") //Lost arm death
		TNT1 A 0 A_Jump(64, "AltDeath2") //Reverse death
		TNT1 A 0 A_Jump(10, "AltDeath3", "AltDeath4") //Headshot death
		TNT1 A 0 A_Jump(16, "AltDeath5", "AltDeath6", "AltDeath8", "AltDeath9") //Overkill death
		SARG I 8
		SARG J 8 A_Scream
		SARG K 4
		SARG L 4 A_NoBlocking
		SARG M 4
		SARG N -1
		Stop
	
	AltDeath: 
    SAAR A 8 
    SAAR B 0 A_FaceTarget
    SAAR B 0 A_SpawnItemEx("DemonArm", 10, 0, 32, 0, 8, 0, 0, 128)
    SAAR B 8 A_Scream
    SAAR C 4 
    SAAR D 4 A_NoBlocking
    SAAR E 4 
    SAAR F -1 
    Stop 
	
	
	//Demon Alt death 2
		AltDeath2:
		S2RG I 8
		S2RG J 8 A_Scream
		S2RG K 4
		S2RG L 4 A_NoBlocking
		S2RG M 4
        S2RG N -1
		Stop
		
		//Demon Alt death 3
		AltDeath3:
		SARH A 5
		SARH B 5 A_XScream
		SARH C 4 A_NoBlocking
		SARH D -1
		Stop
		
		//Mirror of 3
		AltDeath4:
		SRH2 A 5
		SRH2 B 5 A_XScream
		SRH2 C 4 A_NoBlocking
		SRH2 D -1
		Stop
		
		AltDeath5:
		SAR1 O 4 A_XScream
		SAR1 P 4 A_NoBlocking
		SAR1 QRS 4
		SAR1 T -1
		Stop
		
		//Mirror of AltDeath5
		AltDeath6:
		SAR2 O 4 A_XScream
		SAR2 P 4 A_NoBlocking
		SAR2 QRS 4
		SAR2 T -1
		Stop
		
		AltDeath7: 
		SAAR P 8 
		SAAR Q 0 A_FaceTarget
		SAAR Q 0 A_SpawnItemEx("DemonArm2", 10, 0, 32, 0, -9, 0, 0, 128)
		SAAR Q 8 A_Scream
		SAAR R 4 
		SAAR S 4 A_NoBlocking
		SAAR T 4 
		SAAR U -1 
		Stop
		
		AltDeath8:
		XDMN A 5
		XDMN B 5 A_XScream
		XDMN C 5
		XDMN D 5 A_NoBlocking
		XDMN E 5
        XDMN F -1
		Stop
		
		// Mirror of AltDeath8
		AltDeath9:
		XDM2 A 5
		XDM2 B 5 A_XScream
		XDM2 C 5
		XDM2 D 5 A_NoBlocking
		XDM2 E 5
        XDM2 F -1
		Stop
		
		//Gib death
		XDeath:
		TNT1 A 0 A_Jump(128, "XDeath2")
		SGIB A 5
		SGIB B 5 A_XScream
		SGIB C 5 A_NoBlocking
		SGIB DEFGHI 5 
		SGIB J -1
		Stop
		
		//Gib death
		XDeath2:
		SGI2 A 5
		SGI2 B 5 A_XScream
		SGI2 C 5 A_NoBlocking
		SGI2 DEFGHI 5 
		SGI2 J -1
		Stop
		
		
		}
	}
	
	//Spectre
	
	Actor AltdeathSpectre : Spectre replaces Spectre
	{
	Gibhealth -75 //Ensures that normal attacks (IE SSG) don't gib them from 100% health
	+SHADOW
	Obituary "%o was mauled by a Spectre."
	Alpha 0.5
	RenderStyle OptFuzzy
	States
	{
	
		//Smooth Doom stuff here
	
		Spawn:
		SARG AB 10 fast A_Look
		Loop
		
		See:
		SSRG AABCDDEF 2 fast A_Chase
		Loop
	
		Melee:
		SSRG G 8 fast A_FaceTarget
		SSRG GGGHIII 1 fast A_FaceTarget
		SSRG J 1 fast
		SSRG K 1 fast A_SargAttack
		SSRG L 4 fast
		SSRG G 3 fast
		Goto See
	
		Pain:
		SSRG M 1
		SSRG N 2 
		SSRG M 1 A_Pain
		Goto See
		
	//End Smooth Doom stuff

	
		Death:
	    TNT1 A 0 A_Jump(32, "AltDeath", "AltDeath7") //Lost arm death
		TNT1 A 0 A_Jump(64, "AltDeath2") //Reverse death
		TNT1 A 0 A_Jump(10, "AltDeath3", "AltDeath4") //Headshot death
		TNT1 A 0 A_Jump(16, "AltDeath5", "AltDeath6", "AltDeath8", "AltDeath9") //Overkill death
		SARG I 8
		SARG J 8 A_Scream
		SARG K 4
		SARG L 4 A_NoBlocking
		SARG M 4
		SARG N -1
		Stop
	
		AltDeath: 
		SAAR A 8 
		SAAR B 0 A_FaceTarget
		SAAR B 0 A_SpawnItemEx("SpectreArm", 10, 0, 32, 0, 8, 0, 0, 128)
		SAAR B 8 A_Scream
		SAAR C 4 
		SAAR D 4 A_NoBlocking
		SAAR E 4 
		SAAR F -1 
		Stop 
	
	
	//Demon Alt death 2
		AltDeath2:
		S2RG I 8
		S2RG J 8 A_Scream
		S2RG K 4
		S2RG L 4 A_NoBlocking
		S2RG M 4
        S2RG N -1
		Stop
		
		//Demon Alt death 3
		AltDeath3:
		SARH A 5
		SARH B 5 A_XScream
		SARH C 4 A_NoBlocking
		SARH D -1
		Stop
		
		//Mirror of 3
		AltDeath4:
		SRH2 A 5
		SRH2 B 5 A_XScream
		SRH2 C 4 A_NoBlocking
		SRH2 D -1
		Stop
		
		AltDeath5:
		SAR1 O 4 A_XScream
		SAR1 P 4 A_NoBlocking
		SAR1 QRS 4
		SAR1 T -1
		Stop
		
		//Mirror of AltDeath5
		AltDeath6:
		SAR2 O 4 A_XScream
		SAR2 P 4 A_NoBlocking
		SAR2 QRS 4
		SAR2 T -1
		Stop
		
		AltDeath7: 
		SAAR P 8 
		SAAR Q 0 A_FaceTarget
		SAAR Q 0 A_SpawnItemEx("SpectreArm2", 10, 0, 32, 0, -9, 0, 0, 128)
		SAAR Q 8 A_Scream
		SAAR R 4 
		SAAR S 4 A_NoBlocking
		SAAR T 4 
		SAAR U -1 
		Stop 
		
		AltDeath8:
		XDMN A 5
		XDMN B 5 A_XScream
		XDMN C 5
		XDMN D 5 A_NoBlocking
		XDMN E 5
        XDMN F -1
		Stop
		
		// Mirror of AltDeath8
		AltDeath9:
		XDM2 A 5
		XDM2 B 5 A_XScream
		XDM2 C 5
		XDM2 D 5 A_NoBlocking
		XDM2 E 5
        XDM2 F -1
		Stop
		
		//Gib death
		XDeath:
		TNT1 A 0 A_Jump(128, "XDeath2")
		SGIB A 5
		SGIB B 5 A_XScream
		SGIB C 5 A_NoBlocking
		SGIB DEFGHI 5 
		SGIB J -1
		Stop
		
		//Gib death
		XDeath2:
		SGI2 A 5
		SGI2 B 5 A_XScream
		SGI2 C 5 A_NoBlocking
		SGI2 DEFGHI 5 
		SGI2 J -1
		Stop
		
		
		}
		
}