actor MRevenantCommando : MRevenant
{
  tag "skeleton commando"
  health 300
  radius 20
  height 56
  mass 500
  speed 10
  Scale 0.85

  PainChance "Control", 255
  DamageFactor "Control", 1
  
  // Takes damage from 
  DamageFactor "MarineDamage", 1
  DamageFactor "ImpBallDamage", 0.5
  DamageFactor "ZombiesDamage", 0.5
  DamageFactor "CacoDamage", 0.5
  DamageFactor "FatsoDamage", 0.5
  DamageFactor "KnightDamage", 0.5
  DamageFactor "ArachDamage", 0.5
  DamageFactor "viledamage", 0.5
  // immune to
  DamageFactor "SkelDamage", 0
  DamageFactor "SkelDamageGren", 0
  
  Obituary "%o was smashed by skeleton commando"
  
  states
  {
  Spawn:
    SKEL A 10 A_Look 
	SKEL B 10
	SKEL A 0 Thing_SetSpecial (0,226,409,0,health)
   loop
  See:
    SKEL AABBCCDDEEFF 2 A_Chase
    SKEL A 0 A_JumpIf (special != 226,1) 
	loop	
	SKEL A 0 Thing_SetSpecial (0,226,409,0,health)
	goto see

  Missile:
    SKEL J 10 Bright A_FaceTarget
    SKEL J 0 A_JUMP(76,"TRACER")
    SKEL K 10 A_CustomMissile("RevMissileCommando",58)
    GOTO SEE
  TRACER:
    SKEL K 10 A_SkelMissile
    SKEL K 10 A_FaceTarget
    Goto See



  Death.Control:
    TNT1 A 0 ACS_Execute(410,0,8)
	TNT1 A 10
	stop
  Death:
    SKEL A 0 A_GiveToTarget ("MarineExp",4)
    SKEL LM 7
    SKEL N 7 A_Scream
    SKEL O 7 A_NoBlocking
    SKEL P 7 
    SKEL Q 1000
    stop	
  }
}

actor MRevenantTracerCommando : RevenantTracer
{
  DamageType "SkelDamage"
}



ACTOR RevMissileCommando
{
   Radius 8
   Height 11
   Speed 6 //18
   Damage 15
   PROJECTILE
   DeathSound "weapons/hrlexp"
   ExplosionDamage 96
   ExplosionRadius 96
   +SeekerMissile
   +Rockettrail
   +RANDOMIZE
   +DEHEXPLOSION
   Damagetype "SkelDamage"
   SeeSound "weapons/hrlfir"
   Decal Scorch
   
   BounceCount 1 //added 3.0.1
   +CANBOUNCEWATER //added 3.0.1
   +DOOMBOUNCE //added 3.0.1
   +NOBOUNCESOUND //added 3.0.1
   +NOWALLBOUNCESND //added 3.0.1
   
   States
   {
   Spawn:
      HMIS A 4 Bright A_SeekerMissile (5,10) //12,20
      HMIS A 4 Bright
      HMIS A 2 Bright A_SeekerMissile (5,10) //5,15
      HMIS A 2 Bright
      goto Spawn+2
   Death:
      MISL B 8 bright A_Explode(96,96)
      MISL C 6 bright
      MISL D 4 bright
      stop
   }
}
