//**************************************************************************************1*

ACTOR AlandoShotgun : Weapon
{ 
	Weapon.AmmoType "Shell" 
	Weapon.AmmoGive 8 
	Weapon.AmmoUse 1 
                   Weapon.AmmoType2 "sgreload" 
                   Weapon.AmmoUse2 1 
                   Weapon.SelectionOrder 2
	Inventory.PickupSound "misc/w_pkup" 
	Inventory.PickupMessage "You got a Shotgun!" 
	Obituary "%o was blasted away by %k's Shotgun." 
	AttackSound "weapons/shotgf" 
                  Scale 0.8 
	States 
	{ 
	Spawn: 
		SHOT A -1 
		Loop 
	Ready: 
		SHTG A 1 A_WeaponReady 
		Goto Ready
                                     SHTG A 3 A_CheckReload
                                     SHTG B 3
                                     SGRL A 3
                                     SGRL B 3
                                     SGRL C 4 A_PlayWeaponSound("reload/shells")  
                                     SGRL A 3
                                     SGRL B 3
                                     SGRL C 4 A_PlayWeaponSound("reload/shells")  
                                     SGRL A 3
                                     SGRL B 3
                                     SGRL C 4 A_PlayWeaponSound("reload/shells")  
                                     SGRL A 3
                                     SGRL B 3
                                     SGRL C 4 A_PlayWeaponSound("reload/shells")  
                                     SGRL A 3
                                     SGRL B 3
                                     SGRL C 4 A_PlayWeaponSound("reload/shells")  
                                     SGRL A 3
                                     SGRL B 3
                                     SGRL C 4 A_PlayWeaponSound("reload/shells")  
                                     SGRL A 3
                                     SGRL B 3
                                     SGRL C 4 A_PlayWeaponSound("reload/shells")  
                                     SGRL A 3
                                     SGRL B 3
                                     SGRL C 4 A_PlayWeaponSound("reload/shells")  
                                     SHTG C 3
                                     SHTG D 3 A_PlayWeaponSound("gun/sawload")
                                     SHTG C 3 A_TakeInventory("sgreload", 8)
                                     SHTG B 3
                                     Goto Ready
	Deselect: 
		SHTG A 1 A_Lower 
		Loop 
	Select: 
                                      SHTG A 1 A_Raise
                                      SHTG B 3 A_Raise
                                      SHTG C 3 A_Raise
                                      SHTG D 3 A_Raise
                                      SHTG D 0 A_PlaySound("gun/sawload")
                                      SHTG C 3 A_Raise
                                      SHTG B 3 A_Raise
		SHTG A 1 A_Raise 
		Goto Ready
	Fire: 
                                      SHTG A 1 A_JumpIfInventory("sgreload", 8, 10)
		SHTG A 1 A_GunFlash
		SHTG A 2 A_FireBullets(5, 5, 6, 8, "BulletPuff2", 0)
		SHTG B 5 A_GiveInventory("sgreload", 1)
		SHTG C 5
		SHTG D 5 A_FireCustomMissile("ShotgunCasing",400+random(-8,8),-3,0,8)
		SHTG C 5 
		SHTG B 5
		SHTG A 5 
		SHTG A 5 A_Refire
		goto Ready
                                     SHTG A 1 A_PlayWeaponSound("ammo/out")
                                     goto Ready+3
                 Flash: 
		SHTF A 3 BRIGHT A_Light1 
		SHTF B 3 BRIGHT A_Light0
		Stop 
	}
} 

//***************************************************************************************58*

ACTOR SawedoffSG : Weapon
{ 
	Weapon.AmmoType "Shell"
                   Weapon.AmmoType2 "sawreload" 
	Weapon.AmmoGive 6
	Weapon.AmmoUse 1
                   Weapon.AmmoUse2 1
                    Weapon.SelectionOrder 3
	Inventory.PickupSound "misc/w_pkup" 
	Inventory.PickupMessage "You got a Sawed off Shotgun!"
	Obituary "%o was blasted away by %k's Sawed off Shotgun."
	AttackSound "gun/sawoff" 
                  Scale 0.83
	States 
	{ 
	Spawn: 
		SAD1 A -1 
		Loop 
	Ready: 
		SAWD A 1 A_WeaponReady 
		goto ready
                                     SAWD G 3 A_CheckReload
                                     SAWD K 4
                                     SAWD I 3
                                     SAWD J 3 A_PlayWeaponSound("reload/shells")
                                     SAWD K 4
                                     SAWD I 3
                                     SAWD J 3 A_PlayWeaponSound("reload/shells")
                                     SAWD K 4
                                     SAWD I 3
                                     SAWD J 3 A_PlayWeaponSound("reload/shells")
                                     SAWD K 4
                                     SAWD I 3
                                     SAWD J 3 A_PlayWeaponSound("reload/shells")
                                     SAWD K 4
                                     SAWD I 3
                                     SAWD J 3 A_PlayWeaponSound("reload/shells")
                                     SAWD K 4
                                     SAWD I 3
                                     SAWD J 3 A_PlayWeaponSound("reload/shells")
                                     SAWD G 3
                                     SAWD H 3 A_PlayWeaponSound("gun/sawload")
                                     SAWD G 3 A_TakeInventory("sawreload", 6)
                                     SAWD F 3
                                     SAWD E 3
                                     SAWD D 3
                                     SAWD A 3
                                     goto Ready
	Deselect: 
		SAWD A 1 A_Lower 
		Loop 
	Select: 
		SAWD A 1 A_Raise 
		Loop 
	Fire: 
                                      SAWD A 1 A_JumpIfInventory("sawreload", 6, 15) 
		SAWD A 2 A_GunFlash
		SAWD B 3 A_FireBullets(8, 8, 8, 8, "BulletPuff2", 0)
		SAWD C 3 A_GiveInventory("sawreload", 1)
		SAWD D 1
		SAWD E 1
		SAWD F 3
		SAWD G 3
		SAWD H 3 A_PlayWeaponSound("gun/sawload")
                                     SAWD H 0 A_FireCustomMissile("ShotgunCasing",400+random(-8,8),-3,0,8)
                                     SAWD G 3
                                     SAWD F 3
                                     SAWD E 3
                                     SAWD D 3
		SAWD A 3 A_Refire
		goto Ready 
                                     SAWD A 1 A_PlayWeaponSound("ammo/out")
                                     goto Ready+3
                 Flash: 
		NULL B 3 BRIGHT A_Light2 
		NULL C 3 BRIGHT A_Light0
		Stop 
	}
} 

//**************************************************************************************107*

ACTOR DoubleBarrelSG : Weapon
{ 
	Weapon.AmmoType "Shell" 
	Weapon.AmmoGive 8
	Weapon.AmmoUse 1
                   Weapon.SelectionOrder 1
	Inventory.PickupSound "misc/w_pkup" 
	Inventory.PickupMessage "You got a Double Barrel Shotgun!"
	Obituary "%o was owned by %k's Double barrel Shotgun."
	attacksound "weapons/sshotf"
                  Scale 0.7
	States 
	{ 
	Ready: 
    SHT2 A 1 A_WeaponReady
    loop
  Deselect:
    SHT2 A 1 A_Lower
    loop
  Select:
    SHT2 A 1 A_Raise
    loop
  Fire:
    SHT2 A 3
    SHT2 A 0 A_FireBullets (11, 7, 20, 5, "BulletPuff2", 0)
    SHT2 A 7 A_GunFlash
    SHT2 B 7
    SHT2 C 5 A_CheckReload
    SHT2 D 4 A_PlayWeaponSound ("weapons/sshoto")
    SHT2 E 4 A_FireCustomMissile("ShotgunCasing",400+random(-8,8),-3,0,8)
    SHT2 E 0 A_FireCustomMissile("ShotgunCasing",395+random(-8,8),-3,0,8)
    SHT2 F 5 A_PlayWeaponSound ("weapons/sshotl")
    SHT2 G 4
    SHT2 H 0 A_PlayWeaponSound ("weapons/sshotc")
    SHT2 H 5 A_ReFire
    SHT2 A 4 A_ReFire
    goto Ready
  Flash:
    SHT2 I 4 bright A_Light1
    SHT2 J 3 bright A_Light2
    SHT2 J 0 bright A_Light0
    stop
  Spawn:
    SGN2 A -1
    stop
  }
}

//*************************************************************************************156*

ACTOR RiotSG : Weapon
{ 
	Weapon.AmmoType "Shell" 
	Weapon.AmmoGive 6
	Weapon.AmmoUse 1
                     Weapon.SelectionOrder 4
	Inventory.PickupSound "misc/w_pkup" 
	Inventory.PickupMessage "You got a Riot Shotgun!"
	Obituary "%o had no chance with %k's riot shotgun."
	AttackSound "gun/riot"
                   Scale 0.6
	States 
	{ 
	Spawn: 
		RIO1 A -1 
		Loop 
	Ready: 
		RIOT A 1 A_WeaponReady 
		Loop 
	Deselect: 
		RIOT A 1 A_Lower 
		Loop 
	Select: 
		RIOT A 1 A_Raise 
		Loop 
	Fire: 
		RIOT A 0 A_GunFlash
		RIOT A 3 A_FireBullets(8, 8, 6, 8, "BulletPuff2", 0)
                                     RIOT B 3 A_FireCustomMissile("ShotgunCasing",315+random(-8,8),3,0,8)
                                     RIOT B 0 
                                     RIOT C 3
		RIOT A 3 A_ReFire
		goto Ready 
	Flash: 
		RIOF A 3 BRIGHT A_Light2 
		RIOF B 3 BRIGHT A_Light0
		Stop 
	}
} 

//*************************************************************************************197*

ACTOR BFG10000 : Weapon
{ 
	Weapon.AmmoType "Cell" 
	Weapon.AmmoGive 100
	Weapon.AmmoUse 60
                    Weapon.SelectionOrder 20
	Inventory.PickupSound "misc/w_pkup" 
	Inventory.PickupMessage "You got a BFG 10000!"
	Obituary "%o was F.U.C.T. by %k's BFG 10000.(Total ownage baby!)"
	AttackSound "gun/bfg" 
	States 
	{ 
	Spawn: 
		BFG1 A -1 
		Loop 
	Ready: 
		BFGG A 1 A_WeaponReady 
		Loop 
	Deselect: 
		BFGG A 1 A_Lower 
		Loop 
	Select: 
		BFGG A 1 A_Raise 
		Loop 
	Fire: 
		BFGG A 3 A_GunFlash
                                     BFGG A 0 A_PlayWeaponSound("gun/bfg")
                                     BFGG A 8
		BFGG A 8
                                     BFGG A 8
		BFGF A 8
		BFGF B 0 A_FireCustomMissile("BFGBall", 10, 0, 0, 0)
                                     BFGF C 0 A_FireCustomMissile("BFGBall", -10, 0, 0, 0)
                                     BFGF D 0 A_FireCustomMissile("BFGBall", 20, 0, 0, 0)
                                     BFGF E 0 A_FireCustomMissile("BFGBall", -20, 0, 0, 0)  
                                     BFGF E 6 A_FireCustomMissile("BFGBall", 0, 1, 0, 0)
		BFGG A 8 A_Refire
		goto Ready 
                 Flash: 
		BFGG A 3 BRIGHT A_Light1 
		Stop 
	}
} 

//*************************************************************************************242*

ACTOR RazorJack : Weapon
{ 
	Weapon.AmmoType "Bladeammo" 
	Weapon.AmmoGive 5
	Weapon.AmmoUse 1
                    Weapon.SelectionOrder 30
	Inventory.PickupSound "misc/w_pkup" 
	Inventory.PickupMessage "You got a Razor Jack! (Slot 8)"
	Obituary "%o was cut down to size by %k's razor jack."
                   AttackSound "gun/razor"
	States 
	{ 
	Spawn: 
		RAZ1 A -1 
		Loop 
	Ready: 
		RAZR A 1 A_WeaponReady 
		Loop 
	Deselect: 
		RAZR A 1 A_Lower 
		Loop 
	Select: 
		RAZR A 1 A_Raise 
		Loop 
	Fire: 
		RAZR A 5 A_GunFlash 
		RAZR B 5 A_PlayWeaponSound("gun/razor")
		RAZR B 0 A_FireCustomMissile("Blade2", 0, 1, 0, 5) 
		RAZR C 5
		RAZR D 0 A_ReFire 
		goto Ready 
	Flash: 
		RAZR A 5 BRIGHT A_Light1 
		RAZR B 5 BRIGHT A_Light1 
		RAZR C 5 BRIGHT A_Light2 
		RAZR D 5 BRIGHT A_Light0 
		Stop 
	} 
} 

//*************************************************************************************283*

projectile Blade
{
	Sprite BLAD
	Frames "A"
	DeathSprite BDTH
	DeathFrames "BCD"
	Radius 12
	Height 8
	Damage 10
	Speed 100
                  Scale .5
                  LowGravity
                  NoBlockmap
                 ActivatePCross
                 ActivateImpact
                   NoTeleport
	DoomBounce
                   Ripper
                   SpawnSound "gun/razor"
	DeathSound "weap/break"
}

actor Blade2
{
	Radius 6
	Height 6
	Speed 100
	Damage 10
                   Scale 0.25
	Projectile
                    -NOGRAVITY
                   +LOWGRAVITY
                   +DOOMBOUNCE
                   +RIPPER
	SeeSound "gun/metal"
	DeathSound "weap/break"
	States
	{
	Spawn:
		BLAD A 1 A_CustomMissile("Bladetrail", 0, 0, 0)
		Loop
	Death:
		BDTH B 2 
		BDTH CD 2
		Stop
	}
}

ACTOR Bladetrail
{
   +NOCLIP
   +NOGRAVITY
   Speed 0
   Scale 0.25
   RENDERSTYLE ADD
   Alpha 0.3
   States
   {
   Spawn:
   BLAD A 16
   Stop
   }
}

//*************************************************************************************307*

ACTOR Bladeammo : Ammo
{
   Inventory.Amount 1
   Inventory.MaxAmount 30
   Ammo.BackpackAmount 5
   Ammo.BackpackMaxAmount 50
   Inventory.PickupMessage "Picked up a blade."
   Inventory.Icon BLADA0
   Scale .5
   States
   {
   Spawn:
      BLAD A -1
      Stop
   }
}

//**************************************************************************************326*

ACTOR Samurisword : Weapon
{ 
	Inventory.PickupSound "misc/lowang" 
	Inventory.PickupMessage "Picked up a Samuri sword!"
                    Weapon.SelectionOrder 10
	Obituary "%o was sliced like a tomato by %k's samuri sword."
	AttackSound "weapons/knife"
                  +NOALERT 
	States 
	{ 
	Spawn: 
		SWD1 A -1 
		Loop 
	Ready: 
		SWRD A 1 A_WeaponReady 
		Loop 
	Deselect: 
		SWRD A 1 A_Lower 
		Loop 
	Select: 
		SWRD A 1 A_Raise 
		Loop 
	Fire: 
		SWRD B 3 
		SWRD A 3
		SWRD C 3 A_CustomPunch(20, 0, 1)
                                     SWRD D 3 A_CustomPunch(20, 0, 1)
		SWRD D 0 A_PlayWeaponSound("weapons/sword")
		SWRD E 3 A_CustomPunch(20, 0, 1)
                                     SWRD E 0 A_CustomPunch(20, 0, 1)
                                     SWRD E 0 A_CustomPunch(20, 0, 1)
                                     SWRD E 0 A_CustomPunch(20, 0, 1)
                                     SWRD E 0 A_CustomPunch(20, 0, 1)
                                     SWRD E 0 A_CustomPunch(20, 0, 1)
                                     SWRD D 3 A_CustomPunch(20, 0, 1)
                                     SWRD C 3 
                                     SWRD A 3 A_Refire 
		goto Ready 
	} 
} 

//**************************************************************************************368*

ACTOR KoopaShell : Ammo
{
   Inventory.Amount 8
   Inventory.MaxAmount 50
   Ammo.BackpackAmount 2
   Ammo.BackpackMaxAmount 100
   Inventory.PickupMessage "Picked up some koopa shells."
   Inventory.Icon KSHLA0
   Scale 0.5
   States
   {
   Spawn:
      KSHL A -1
      Stop
   }
}

ACTOR FourShell : Shell
{
   Inventory.Amount 8
   Inventory.PickupMessage "Picked up four shells."
   Scale 0.5
   States
   {
   Spawn:
      SHEL A -1
      Stop
   }
}

//***************************************************************************************

ACTOR AlandoAutoSG : Weapon
{ 
	Weapon.AmmoType "KoopaShell" 
	Weapon.AmmoGive 8 
	Weapon.AmmoUse 1 
                   Weapon.AmmoType2 "asgreload" 
                   Weapon.AmmoUse2 1 
                   Weapon.SelectionOrder 9
                   Weapon.UpSound "gun/autosgready"
	Inventory.PickupSound "misc/w_pkup" 
	Inventory.PickupMessage "You got an Auto Shotgun!" 
	Obituary "%o was owned by %k's Auto Shotgun." 
	AttackSound "gun/asgfire" 
                  Scale 0.75
	States 
	{ 
	Spawn: 
		ASGN A -1 
		Loop 
	Ready: 
		ASGG A 1 A_WeaponReady 
		Goto Ready
                                     ASGG A 3 A_CheckReload
                                     ASGR ABCDE 2
                                     ASGR FGHIJ 1
                                     ASGR K 2 A_PlayWeaponSound("reload/shells")  
                                     ASGR LMNO 1
                                     ASGR FGHIJ 1
                                     ASGR K 2 A_PlayWeaponSound("reload/shells") 
                                     ASGR LMNO 1 
                                     ASGR FGHIJ 1
                                     ASGR K 2 A_PlayWeaponSound("reload/shells")  
                                     ASGR LMNO 1
                                     ASGR FGHIJ 1
                                     ASGR K 2 A_PlayWeaponSound("reload/shells")  
                                     ASGR LMNO 1
                                     ASGR FGHIJ 1
                                     ASGR K 2 A_PlayWeaponSound("reload/shells")  
                                     ASGR LMNO 1
                                     ASGR FGHIJ 1
                                     ASGR K 2 A_PlayWeaponSound("reload/shells")  
                                     ASGR LMNO 1
                                     ASGR FGHIJ 1
                                     ASGR K 2 A_PlayWeaponSound("reload/shells")  
                                     ASGR LMNO 1
                                     ASGR FGHIJ 1
                                     ASGR K 2 A_PlayWeaponSound("reload/shells")  
                                     ASGR LMNO 1
                                     ASGR EDCBA 1
                                     ASGR PQRSTU 1
                                     ASGR V 1 A_PlayWeaponSound("reload/uzipull")
                                     ASGR WXYZ 1
                                     ASG2 A 1
                                     ASGG A 1 A_TakeInventory("asgreload", 8)
                                     ASGG A 3
                                     Goto Ready
	Deselect: 
		ASGG A 1 A_Lower 
		Loop 
	Select: 
                                      ASGG A 1 A_Raise
		Loop
	Fire: 
                                      ASGG A 1 A_JumpIfInventory("asgreload", 8, 10)
		ASGG A 1 A_GunFlash
		ASGF A 2 A_FireBullets(6, 6, 10, 10, "ExplodePuff", 0)
		ASGF B 2 A_GiveInventory("asgreload", 1)
		ASGG B 3
		ASGG C 3 A_FireCustomMissile("KoopaCasing",400+random(-8,8),-3,0,8)
		ASGG D 3 
		ASGG E 3
		ASGG F 3 
		ASGG A 3 A_Refire
		goto Ready
                                     ASGG A 1 A_PlayWeaponSound("ammo/out")
                                     goto Ready+3
                 Flash: 
		NULL A 3 BRIGHT A_Light2 
		NULL B 3 BRIGHT A_Light0
		Stop 
	}
} 

//**************************************************************************************386*

ACTOR AlandoPistol : Weapon 
{ 
	Weapon.AmmoType "Clip"
                  Weapon.AmmoType2 "pistolreload"
	Weapon.AmmoGive 10
	Weapon.AmmoUse 1
                   Weapon.AmmoUse2 1
                     Weapon.SelectionOrder 100
	Inventory.PickupSound "misc/w_pkup" 
	Inventory.PickupMessage "You got a glock!"
                  Obituary "%o was shot down by %k."
                   Scale 0.5
                   AttackSound "grunt/attack"
	States 
	{ 
	Spawn: 
		PISS A -1 
		Loop 
	Ready: 
		PISG A 1 A_WeaponReady 
		goto Ready
                                      GLCK E 5
                                      GLCK F 5 A_PlayWeaponSound("load/pistol2")
                                      GLCK F 0 A_FireCustomMissile("EmptyClip", 0, 0, 0, 0)
                                      GLCK E 8 A_TakeInventory("pistolreload", 10)
                                      GLCK G 5 A_PlayWeaponSound("load/pistol1")
                                      GLCK H 3 A_PlayWeaponSound("load/pistollock")
                                      PISG A 3
                                      Goto Ready
	Deselect: 
		PISG A 1 A_Lower 
		Loop 
	Select: 
		PISG A 1 A_Raise 
		Loop 
	Fire: 
                                     PISG A 0 A_JumpIfInventory("pistolreload", 10, 8)
                                     PISG A 1 A_GunFlash
	                  PISG A 2 A_FireBullets(2, 2, 1, 7, "BulletPuff2", 0)
                                     PISG A 0 A_GiveInventory("pistolreload", 1)
		PISG C 2 
		PISG B 2 
                                     PISG C 2 A_FireCustomMissile("BulletCasing",315+random(-8,8),-3,0,8)
                                     PISG A 2 A_ReFire 
		goto Ready 
                                     PISG A 1
                                     Goto Ready+3
                 Flash:
                                  PISF A 3 A_Light2
                                  NULL A 0 A_Light0
                                  Stop
	}
} 

//**************************************************************************************431*

ACTOR AlandoUzi : Weapon
{ 
	Weapon.AmmoType "Clip"
	Weapon.AmmoGive 30
	Weapon.AmmoUse 1
                   Weapon.AmmoUse2 1
                   Weapon.AmmoType2 "uzireload"
                     Weapon.SelectionOrder 10
	Inventory.PickupSound "misc/w_pkup" 
	Inventory.PickupMessage "You got an uzi! Take 'em down gangsta!"
                  Obituary "%o was pawned by %k 's Uzi."
                   Scale 0.5
                   AttackSound "weapons/assaultgun"
	States 
	{ 
	Spawn: 
		RIFL A -1 
		Loop 
	Ready: 
		RIFG A 1 A_WeaponReady 
		goto Ready
                                     UZIG G 3 A_CheckReload
                                     UZIG H 4
                                     UZIG I 4 A_PlayWeaponSound("reload/uziclpout")
                                     UZIG J 4 
                                     UZIG K 4 A_FireCustomMissile("uzireloadclip", 0, 0, 0, 0)
                                     UZIG LM 4
                                     UZIG Y 4 A_PlayWeaponSound("reload/uziclpin")
                                     UZIG Z 4 A_TakeInventory("uzireload", 30)
                                     UZIG P 8
                                     UZIG Q 5 A_PlayWeaponSound("reload/uzipull")
                                     UZIG RS 5
                                     Goto Ready
	Deselect: 
		RIFG A 1 A_Lower 
		Loop 
	Select: 
		RIFG A 1 A_Raise 
	                   Loop
	Fire: 
                                     RIFG A 0 A_JumpIfInventory("uzireload", 30, 10)
                                     RIFG A 1 A_Light2
		RIFG C 2 A_FireBullets(4, 2, 1, 8, "BulletPuff2", 0)
                                     RIFG C 0 A_GiveInventory("uzireload", 1)
                                     RIFG C 0 A_FireCustomMissile("BulletCasing",315+random(-8,8),-3,0,8)
		RIFG D 1 A_FireBullets(4, 2, 1, 8, "Sparky2", 0)
                                     RIFG D 0 A_GiveInventory("uzireload", 1)
                                     RIFG D 0 A_FireCustomMissile("BulletCasing",315+random(-8,8),-3,0,8)
                                     RIFG A 0 A_Light0
                                     RIFG A 0 A_ReFire
		goto Ready 
                                     RIFG A 1 A_PlayWeaponSound("ammo/out")
                                     goto Ready+3
                 Flash:
                                  NULL A 1 A_Light2
                                  NULL A 0 A_Light0
                                  Stop
	}
} 

//**************************************************************************************508*

ACTOR Duelpistols : Weapon
{ 
	Weapon.AmmoType "Clip" 
                   Weapon.AmmoType2 "duelreload"
	Weapon.AmmoGive 20
	Weapon.AmmoUse 1
                   Weapon.AmmoUse2 1
                   Weapon.SelectionOrder 80
	Inventory.PickupSound "misc/w_pkup" 
	Inventory.PickupMessage "You got duel pistols!"
	Obituary "%o was turned into swiss cheese by %k's duel pistols."
	AttackSound "gun/duelpis"
                   Scale .6
	States 
	{ 
	Spawn: 
		DUL1 A -1 
		Loop 
	Ready: 
		DULE A 1 A_WeaponReady 
		goto Ready
                                     DULE A 3
                                     DPIS A 3
                                     DPIS B 3 A_PlayWeaponSound("load/pistol2")
                                     DPIS C 3 A_FireCustomMissile("EmptyClip", 0, 0, 0, 0)
                                     DPIS D 3 A_FireCustomMissile("EmptyClip", 0, 0, 0, 0)
                                     LOD2 A 3
                                     LOAD A 3
                                     LOAD F 3 A_PlayWeaponSound("load/pistol1")
                                     LOAD C 3 A_PlayWeaponSound("load/pistollock")
                                     LOAD E 3
                                     NULL A 3 A_TakeInventory("duelreload", 20)
                                     LOD2 B 3
                                     LOD2 C 1
                                     LOD2 D 3
                                     LOD2 E 3 A_PlayWeaponSound("load/pistol1")
                                     LOD2 F 1 
                                     LOD2 G 3
                                     LOD2 H 3
                                     DULE A 3 A_PlayWeaponSound("load/pistollock")
                                     Goto Ready
	Deselect: 
		DULE A 1 A_Lower 
		Loop 
	Select: 
		DULE A 1 A_Raise 
		Loop 
	Fire: 
                                     DULE A 0 A_JumpIfInventory("duelreload", 20, 11)
		DULE A 0 A_GunFlash
		DULE B 3 A_FireBullets(5, 1, 1, 7, "BulletPuff2", 0)
                                     DULE B 0 A_GiveInventory("duelreload", 1)
                                     DULE B 1 A_FireCustomMissile("BulletCasing",315+random(-8,8),3,0,8)
                                     DULE C 1
		DULE D 3 A_FireBullets(5, 1, 1, 7, "Sparky2", 0)
                                     DULE D 0 A_GiveInventory("duelreload", 1)
                                     DULE D 1 A_FireCustomMissile("BulletCasing",420+random(-8,8),-3,0,8)
                                     DULE E 1
		DULE E 1 A_ReFire
		goto Ready
                                     DULE A 1
                                     goto Ready+3 
	Flash: 
		NULL A 5 BRIGHT A_Light1 
		NULL B 5 BRIGHT A_Light0
		Stop 
	}
} 

//***************************************************************************************

ACTOR SlasherSG : Weapon
{ 
	Weapon.AmmoType "SlasherShell" 
                  Weapon.AmmoType2 "slashreload"
	Weapon.AmmoGive 8
	Weapon.AmmoUse 1
                   Weapon.AmmoUse2 1
                    Weapon.SelectionOrder 6
	Inventory.PickupSound "misc/w_pkup" 
	Inventory.PickupMessage "You got a Slasher Shotgun! (Slot 3)"
	Obituary "%o was ripped to shreads by %k's Slasher Shotgun."
	AttackSound "gun/slash" 
                  Scale 0.8
	States 
	{ 
	Spawn: 
		SLS1 A -1 
		Loop 
	Ready: 
		SLSH A 1 A_WeaponReady 
		goto Ready
                                      SLSH A 3 A_CheckReload
                                     SLSH B 3
                                     REMG G 3
                                     REMG H 3
                                     REMG I 4 A_PlayWeaponSound("reload/shells")  
                                      REMG G 3
                                     REMG H 3
                                     REMG I 4 A_PlayWeaponSound("reload/shells")  
                                      REMG G 3
                                     REMG H 3
                                     REMG I 4 A_PlayWeaponSound("reload/shells")  
                                     REMG G 3
                                     REMG H 3
                                     REMG I 4 A_PlayWeaponSound("reload/shells")  
                                     REMG G 3
                                     REMG H 3
                                     REMG I 4 A_PlayWeaponSound("reload/shells")  
                                    REMG G 3
                                     REMG H 3
                                     REMG I 4 A_PlayWeaponSound("reload/shells")  
                                     REMG G 3
                                     REMG H 3
                                     REMG I 4 A_PlayWeaponSound("reload/shells")   
                                     REMG G 3
                                     REMG H 3
                                     REMG I 4 A_PlayWeaponSound("reload/shells")  
                                     SLSH C 3
                                     SLSH D 3 A_PlayWeaponSound("load/slash")
                                     SLSH C 3 A_TakeInventory("slashreload", 8)
                                     SLSH B 3
                                     Goto Ready
	Deselect: 
		SLSH A 1 A_Lower 
		Loop 
	Select: 
                                     SLSH A 1 A_Raise
                                     SLSH B 3 A_Raise
                                     SLSH C 3 A_Raise
                                     SLSH D 3 A_Raise
                                     SLSH D 0 A_PlaySound("load/slash")
                                     SLSH C 3 A_Raise
                                     SLSH B 3 A_Raise
		SLSH A 1 A_Raise 
		Goto Ready
	Fire: 
                                      SLSH A 1 A_JumpIfInventory("slashreload", 8, 11)
		SLSH A 2 A_GunFlash
                                     SLSH A 0 A_PlayWeaponSound("gun/slash")
		SLSH A 0 A_FireBullets(5, 5, 20, 8, "BulletPuff2", 0)
		SLSH B 6 A_GiveInventory("slashreload", 1)
		SLSH C 6
		SLSH D 6 A_FireCustomMissile("SlashersgCasing",400+random(-8,8),-3,0,8)
		SLSH C 6
		SLSH B 6
		SLSH A 6
		SLSH A 6 A_Refire
		goto Ready 
                                     SLSH A 1 A_PlayWeaponSound("ammo/out")
                                     goto Ready+3
                 Flash: 
		SSHF A 3 BRIGHT A_Light2
                                     NULL A 0 A_Light0 
		Stop 
	}
} 

//******************************************************************************************

ACTOR Shrapnelchaingun : Weapon
{ 
	Weapon.AmmoType "SlasherShell" 
	Weapon.AmmoGive 50
	Weapon.AmmoUse 1
                   Weapon.AmmoType2 "SlasherShell"
                   Weapon.AmmoUse2 1
                     Weapon.SelectionOrder 11
	Inventory.PickupSound "misc/w_pkup" 
	Inventory.PickupMessage "You got a Shrapnel chain gun! (Slot 8)"
	Obituary "%o was torn to pieces by %k's shrapnel chain gun."
	AttackSound "gun/scg"
                   Scale 1.0
	States 
	{ 
	Spawn: 
		2MI1 A -1 
		Loop 
	Ready: 
		2MIN A 1 A_WeaponReady
		Loop 
	Deselect: 
		2MIN A 1 A_Lower 
		Loop 
	Select: 
		2MIN A 1 A_Raise 
		Loop 
	Fire: 
		2MIN A 2 
		2MIN B 2 A_GunFlash
                                     2MIN C 0 A_PlayWeaponSound("gun/scg")
		2MIN C 1 A_FireCustomMissile("SCGMetal", 0, 0, 0, 0)
                                     2MIN C 0 A_FireCustomMissile("SlashersgCasing",400+random(-8,8),-3,0,8)
		2MIN D 1
		2MIN B 2 A_ReFire
		goto Ready 
                   Altfire:
                                     2MIN A 2 
		2MIN B 1 A_GunFlash
                                     2MIN C 0 A_PlayWeaponSound("gun/scg")
		2MIN C 0 A_FireCustomMissile("SCGMetal", 0, 0, 0, 0)
                                     2MIN C 0 A_FireCustomMissile("SlashersgCasing",400+random(-8,8),-3,0,8)
		2MIN D 0
		2MIN B 1 A_ReFire
		goto Ready 
	Flash: 
		MIN2 A 2 BRIGHT A_Light2
		MIN2 B 1 BRIGHT A_Light1
                                     MIN2 C 1 BRIGHT A_Light0
		Stop 
	}
} 

ACTOR SCGMetal
{
   Radius 3
   Height 4
   Speed 70
   Damage 8
   Mass 5000
   Scale 0.35
   +MISSILE
   +HEXENBOUNCE
   +LOWGRAVITY
   States
   {
   Spawn:
      PUFF A 200 Bright
      Stop
   Death:
      BLUD A 2
      BLUD BC 2
      Stop
   }
}

//**************************************************************************************560*

ACTOR SlasherShell : Ammo
{
   Inventory.Amount 8
   Inventory.MaxAmount 50
   Ammo.BackpackAmount 2
   Ammo.BackpackMaxAmount 150
   Inventory.PickupMessage "You picked up four slasher shells."
   Inventory.Icon SSHEA0
   Scale 0.5
   States
   {
   Spawn:
      SSHE A -1
      Stop
   }
}

//**************************************************************************************578*

ACTOR AlandoChaingun : Weapon
{ 
	Weapon.AmmoType "Clip" 
                   Weapon.AmmoType2 "cgreload"
	Weapon.AmmoGive 20
	Weapon.AmmoUse 1
                   Weapon.AmmoUse2 1
                    Weapon.SelectionOrder 21
                    Weapon.UpSound "gun/cgready"
	Inventory.PickupSound "misc/w_pkup" 
	Inventory.PickupMessage "You got a Chaingun!"
	Obituary "%o was turned into a leaky piece of meat by %k's Chaingun."
	AttackSound "weapons/chngun"
	States 
	{ 
	Spawn: 
		MGUN A -1 
		Loop 
	Ready: 
		CHGG A 1 A_WeaponReady 
		Goto Ready
                                      RLD2 A 1 A_CheckReload
                                      RLD2 A 3
                                      RLD2 C 3
                                      RLD2 B 3
                                      RLD2 D 3
                                      RLD2 D 1 A_PlayWeaponSound("reload/m249c")
                                      RLD2 D 0 A_TakeInventory("cgreload", 60)
                                      RLD2 D 2 A_PlayWeaponSound("reload/m249b")
                                      RLD2 D 23
                                      RLD2 B 3 A_PlayWeaponSound("gun/cgready")
                                      RLD2 C 3
                                      RLD2 A 3
                                      CHGG A 1
                                      Goto Ready
	Deselect: 
		CHGG A 1 A_Lower 
		Loop 
	Select: 
		CHGG A 1 A_Raise 
		Loop 
	Fire: 
                                     CHGG A 0 A_JumpIfInventory("cgreload", 60, 9)
		CHGG A 0 A_GunFlash
		CHGG A 4 A_FireBullets(6, 2, 1, 7, "BulletPuff2", 0)
                                     CHGG A 0 A_GiveInventory("cgreload", 1)
                                     CHGG A 0 A_FireCustomMissile("BulletCasing",315+random(-8,8),-3,0,8)
		CHGG B 4 A_FireBullets(6, 2, 1, 7, "Sparky2", 0)
                                      CHGG B 0 A_GiveInventory("cgreload", 1)
                                      CHGG B 0 A_FireCustomMissile("BulletCasing",315+random(-8,8),-3,0,8)
		CHGG B 0 A_ReFire
		goto Ready 
                                     CHGG A 1 A_PlayWeaponSound("ammo/out")
                                     Goto Ready+3
	Flash: 
		CHGF A 4 BRIGHT A_Light2 
		CHGF B 4 BRIGHT A_Light0
		Stop 
	}
} 

//***************************************************************************************618*

ACTOR AlandoMinigun : Weapon
{ 
	Weapon.AmmoType "Clip" 
                   Weapon.AmmoType2 "Clip"
	Weapon.AmmoGive 50
	Weapon.AmmoUse 1
                   Weapon.AmmoUse2 1
                    Weapon.SelectionOrder 23
	Inventory.PickupSound "misc/w_pkup" 
	Inventory.PickupMessage "You got a Small Minigun! (Slot 4)"
	Obituary "%o was turned into a leaky piece of meat by %k's Minigun."
	States 
	{ 
	Spawn: 
		MII1 A -1 
		Loop 
	Ready: 
		MII2 A 1 A_WeaponReady 
		Loop 
	Deselect: 
		MII2 A 1 A_Lower 
		Loop 
	Select: 
		MII2 A 1 A_Raise 
		Loop 
	Fire: 
		MII2 A 3
                                     MII2 B 3 A_GunFlash
                                     MII2 A 0 A_PlayWeaponSound("gun/mini2")
		MII2 A 3 A_FireBullets(2, 2, 1, 10, "BulletPuff2", 0)
                                     MII2 A 0 A_FireCustomMissile("BulletCasing",315+random(-8,8),-3,0,8)
                                      MII2 B 0 A_PlayWeaponSound("gun/mini2")
		MII2 B 3 A_FireBullets(2, 2, 1, 10, "Sparky2", 0)
                                     MII2 B 0 A_FireCustomMissile("BulletCasing",315+random(-8,8),-3,0,8)
		MII2 B 0 A_ReFire
		goto Ready 
                  AltFire:
                                     MII2 A 2
                                     MII2 B 1 A_GunFlash
                                     MII2 A 0 A_PlayWeaponSound("gun/mini3")
		MII2 A 2 A_FireBullets(8, 8, 1, 10, "BulletPuff2", 0)
                                      MII2 A 0 A_FireCustomMissile("BulletCasing",315+random(-8,8),-3,0,8)
                                     MII2 B 0 A_PlayWeaponSound("gun/mini3")
		MII2 B 2 A_FireBullets(8, 8, 1, 10, "Sparky2", 0)
                                     MII2 B 0 A_FireCustomMissile("BulletCasing",315+random(-8,8),-3,0,8)
		MII2 B 0 A_ReFire
		goto Ready 
                  Hold:
                                     MII2 A 1 A_GunFlash
                                     MII2 A 0 A_PlayWeaponSound("gun/mini2")
		MII2 A 3 A_FireBullets(2, 2, 1, 10, "BulletPuff2", 0)
                                     MII2 A 0 A_FireCustomMissile("BulletCasing",315+random(-8,8),-3,0,8)
                                      MII2 B 0 A_PlayWeaponSound("gun/mini2")
		MII2 B 3 A_FireBullets(2, 2, 1, 10, "Sparky2", 0)
                                     MII2 B 0 A_FireCustomMissile("BulletCasing",315+random(-8,8),-3,0,8)
		MII2 B 1 A_ReFire
		goto Ready 
                   AltHold:
                                     MII2 A 0 A_GunFlash
                                     MII2 A 0 A_PlayWeaponSound("gun/mini3")
		MII2 A 2 A_FireBullets(8, 8, 1, 10, "BulletPuff2", 0)
                                     MII2 A 0 A_FireCustomMissile("BulletCasing",315+random(-8,8),-3,0,8)
                                     MII2 B 0 A_PlayWeaponSound("gun/mini3")
		MII2 B 2 A_FireBullets(8, 8, 1, 10, "Sparky2", 0)
                                     MII2 B 0 A_FireCustomMissile("BulletCasing",315+random(-8,8),-3,0,8)
		MII2 B 0 A_ReFire
                                     goto Ready 
	Flash: 
		MIFF A 3 BRIGHT A_Light2 
		MIFF B 3 BRIGHT A_Light0
		Stop 
	}
} 

//**************************************************************************************693*

ACTOR AlandoFlakCannon : Weapon
{ 
	Weapon.AmmoType "Flakammo" 
	Weapon.AmmoGive 10
	Weapon.AmmoUse 1
                    Weapon.SelectionOrder 30
                  Weapon.UpSound "gun/flakready"
	Inventory.PickupSound "misc/w_pkup" 
	Inventory.PickupMessage "Picked up a Flak Cannon! (Slot 5)"
	Obituary "%o was ripped to shreads by %k's Flak Cannon."
                   AttackSound "gun/flak"
	States 
	{ 
	Spawn: 
		FLA1 A -1 
		Loop 
	Ready: 
		FLAK A 1 A_WeaponReady 
		Loop 
	Deselect: 
		FLAK A 1 A_Lower 
		Loop 
	Select: 
		FLAK A 1 A_Raise 
		Loop 
	Fire: 
		FLAF A 5 A_GunFlash 
		FLAF B 5 
		FLAF B 5 A_FireCustomMissile("Flakgrenade2", 0, 1, 0, 5) 
		FLAF B 10
		FLAF B 0 A_ReFire 
		goto Ready 
	Flash: 
		FLAF A 5 BRIGHT A_Light1 
		FLAF B 5 BRIGHT A_Light1 
		FLAF C 5 BRIGHT A_Light2 
		FLAF D 5 BRIGHT A_Light0 
		Stop 
	} 
} 

//**************************************************************************************734*

projectile Flakgrenade
{
	Sprite FLGR
	Frames "A"
	DeathSprite MISL
	DeathFrames "BCD"
	Radius 12
	Height 8
	Damage 22
	Speed 25
                  Scale .5
                  NoBlockmap
                  LowGravity
                 ActivatePCross
                 ActivateImpact
                   NoTeleport
	ExplosionDamage 128
	ExplosionRadius 64
	SpawnSound "gun/flak"
	DeathSound "weapons/rocklx"

}

//**************************************************************************************759*

actor Flakgrenade2
{
	Radius 12
	Height 8
	Speed 25
	Damage 22
                   Scale 0.5
	Projectile
                  +LOWGRAVITY
                  -NOGRAVITY
	ExplosionDamage 64
	ExplosionRadius 64
	SeeSound "gun/flak"
	DeathSound "weapons/rocklx"
	States
	{
	Spawn:
                                      FLGR A 2 A_CustomMissile("Smoketrail",0,0,0)
		Loop
	Death:
		MISL B 2 Bright A_Explode
		MISL CD 2 Bright A_Mushroom("Metalshrapnel" , 10)
                                     MISL D 1 A_CustomMissile("LavaSmoke", 32, 0, 0)
		Stop
	}
}

//**************************************************************************************788*

ACTOR Hotshrapnel
{
	Height 12
	Radius 9
                   Damage 2
	Speed 15
                   Scale 0.7
                   PROJECTILE
                   +DOOMBOUNCE
	- NOGRAVITY
	States
	{
	Spawn:
	   SHRL ABCD 3
	   Goto Spawn+1
	Death:
	   SHRL A 0 
	   SHRL A 0 
	   SHRL A 0 
	   SHRL A 0 
	   SHRL A 0 
	   SHRL A 0 
	   SHRL A 0 
	   SHRL A 350
	   Stop
	   SHRL B -1
	   Stop
	   SHRL C -1
	   Stop
	   SHRL D -1
	   Stop
	   SHRL E -1
	   Stop
	   SHRL F -1
	   Stop
	}
}

ACTOR Metalshrapnel
{
   Radius 3
   Height 4
   Speed 20
   Damage 2
   Translation "160:167=96:111" , "64:79=96:111"
   Mass 5000
   Scale 0.4
   +MISSILE
   +HEXENBOUNCE
   -NOGRAVITY
   States
   {
   Spawn:
      PUFF A 35 Bright
      Stop
   Death:
      BLUD A 2
      BLUD BC 2
      Stop
   }
}

//**************************************************************************************852*

ACTOR Flakammo : Ammo
{
   Inventory.Amount 1
   Inventory.MaxAmount 30
   Ammo.BackpackAmount 1
   Ammo.BackpackMaxAmount 50
   Inventory.PickupMessage "Picked up a Flak shell."
   Inventory.Icon FSHLA0
   Scale .5
   States
   {
   Spawn:
      FSHL A -1
      Stop
   }
}

//**************************************************************************************871*

ACTOR Redeemer : Weapon
{ 
	Weapon.AmmoType "Warammo"
	Weapon.AmmoGive 1
	Weapon.AmmoUse 1
                   Weapon.SelectionOrder 60
                   Weapon.KickBack 1000
	Inventory.PickupSound "misc/w_pkup" 
	Inventory.PickupMessage "You got The Redeemer! (Slot 7)"
                   Obituary "%o was vaporized by %k's Redeemer."
	States 
	{ 
	Spawn: 
		WPHX A -1 
		Loop 
	Ready: 
		PHNX A 1 A_WeaponReady 
		Loop 
	Deselect: 
		PHNX A 1 A_Lower 
		Loop 
	Select: 
		PHNX A 1 A_Raise 
		Loop 
	Fire: 
		PHNX B 7 A_Light2
                                      PHNX B 1 A_Recoil(10)
		PHNX C 12 A_FireCustomMissile("WarHead", 0, 1, 0, 0) 
                                     PHNX C 0 A_Light0
		PHNX B 0 A_ReFire 
		goto Ready 
	}
} 

//**************************************************************************************906*

actor WarHead
{
	Radius 11
	Height 8
	Speed 15
	Damage 200
	Projectile
                  +SKYEXPLODE
	ExplosionDamage 200
	ExplosionRadius 400
	SeeSound "weapons/phoenixshoot"
	DeathSound "player/cyborg/death1"
	States
	{
	Spawn:
		FX04 A 3 A_SeekerMissile(30,30)
                                     FX04 A 0 A_CustomMissile("Smoketrail",0,0,0)
		Loop
	Death:
		KABO B 8 Bright A_Explode
		KABO CD 8 Bright
		Stop
	}
}

ACTOR Smoketrail
{
   +NOCLIP
   +NOGRAVITY
   Speed 0
   Scale 0.8
   RENDERSTYLE ADD
   Alpha 0.2
   States
   {
   Spawn:
   SMOK ABCDE 2
   Stop
   }
}

ACTOR Smoketrail2
{
   +NOCLIP
   +NOGRAVITY
   Speed 0
   Scale 0.7
   RENDERSTYLE ADD
   Alpha 0.2
   States
   {
   Spawn:
   SMOK ABCDE 3 A_CustomMissile("Smoketrail3",0,0,0)
   Stop
   }
}

ACTOR Smoketrail3
{
   +NOCLIP
   +NOGRAVITY
   Speed 0
   Scale 0.3
   RENDERSTYLE ADD
   Alpha 0.2
   States
   {
   Spawn:
   SMOK ABCDE 3
   Stop
   }
}

//**************************************************************************************981*

ACTOR Warammo : Ammo
{
   Inventory.Amount 1
   Inventory.MaxAmount 2
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 2
   Inventory.PickupMessage "Picked up a warhead."
   Inventory.Icon FX04A8A2
   States
   {
   Spawn:
      FX04 A -1
      Stop
   }
}

//**************************************************************************************999*

ACTOR HomingRocketLauncher_A : Weapon
{ 
	Weapon.AmmoType "RocketAmmo"
                   Weapon.AmmoType2 "IceRockAmmo"
	Weapon.AmmoGive 1
	Weapon.AmmoUse 1
                   Weapon.AmmoUse2 1
                    Weapon.SelectionOrder 31
	Inventory.PickupSound "misc/w_pkup" 
	Inventory.PickupMessage "You got a rocket launcher with a homing device in it!"
                   Obituary "%o was blasted away by %k's homing rocket launcher."
	States 
	{ 
	Spawn: 
		LAUN A -1 
		Loop 
	Ready: 
		MISG A 1 A_WeaponReady 
		Loop 
	Deselect: 
		MISG A 1 A_Lower 
		Loop 
	Select: 
		MISG A 1 A_Raise 
		Loop 
	Fire: 
	                  MISG A 2 A_PlaySound("lock/rl2")
                                     MISF A 8 A_Light2
                                     MISF B 1 A_Recoil(5)
		MISF B 7 A_FireCustomMissile("HomingRocket_A", 0, 1, 0, 0) 
		MISF C 3 A_Light0
                                     MISF D 0 A_ReFire 
		goto Ready 
                  AltFire:
                                     MISG A 2 A_PlaySound("lock/rl1")
                                     MISF A 8 A_Light2
                                     MISF B 1 A_Recoil(5)
		MISF B 7 A_FireCustomMissile("IceRocket", 0, 1, 0, 0) 
		MISF C 3 A_Light0
                                     MISF D 0 A_ReFire 
		goto Ready 
	}
} 

//**************************************************************************************1044*

actor HomingRocket_A
{
	Radius 11
	Height 8
	Speed 20
	Damage 12
                   Scale 0.5
	Projectile
	+SeekerMissile
	ExplosionDamage 56
	ExplosionRadius 128
	SeeSound "weapons/rocklf"
	DeathSound "weapons/rocklx"
	States
	{
	Spawn:
		MISL A 1 A_SeekerMissile(30,30)
                                      MISL A 0 A_CustomMissile("Smoketrail3",0,0,0)
		Loop
	Death:
		MISL B 2 Bright A_Explode
		MISL CD 2 Bright A_Mushroom("Hotmetal" , 10)
		Stop
	}
}

actor HomingRocket2
{
	Radius 11
	Height 8
	Speed 22
	Damage 22
                   Translation "112:127=128:143" , "5:8=236:239"
                   Scale 0.20
	Projectile
	+SeekerMissile
	ExplosionDamage 128
	ExplosionRadius 128
	SeeSound "weapons/hrocklf"
	DeathSound "weapons/hrocklx"
	States
	{
	Spawn:
		MIS2 A 1 A_SeekerMissile(30,30)
                                      MIS2 A 0 A_CustomMissile("Smoketrail3",0,0,0)
		Loop
	Death:
		KABO B 2 Bright A_Explode
		KABO CD 2 Bright
		Stop
	}
}

//**************************************************************************************1099*

actor IceRocket
{
	Radius 11
	Height 8
	Speed 20
	Damage 12
                   Scale 0.5
	Projectile
	ExplosionDamage 56
	ExplosionRadius 128
                   DamageType Ice
                   Translation "208:223=192:207" , "176:191=192:207" , "32:47=192:207"
	SeeSound "weapons/rocklf"
	DeathSound "weapons/rocklx"
	States
	{
	Spawn:
		NRKT A 1 
                                     NRKT A 0 A_CustomMissile("Smoketrail3",0,0,0)
		Loop
	Death:
		NRKT B 2 Bright A_Explode
		NRKT CD 2 Bright A_Mushroom("Icemetal" , 10)
		Stop
	}
}

ACTOR Icemetal
{
   Radius 3
   Height 4
   Speed 25
   Damage 2
   Mass 5000
   Translation "160:167=192:207" , "64:79=192:207"
   DamageType Ice
   Scale 0.4
   +MISSILE
   +DOOMBOUNCE
   -NOGRAVITY
   States
   {
   Spawn:
      PUFF A 35 Bright
      Stop
   Death:
      NULL A 1
      NULL A 1
      Stop
   }
}

ACTOR Hotmetal
{
   Radius 3
   Height 4
   Speed 25
   Damage 1
   Mass 5000
   Scale 0.4
   +MISSILE
   +DOOMBOUNCE
   -NOGRAVITY
   States
   {
   Spawn:
      PUFF A 35 Bright
      Stop
   Death:
      NULL A 1
      NULL A 1
      Stop
   }
}

actor Flames
{
	Radius 11
	Height 8
	Speed 25
	Damage 5
                   DamageType Fire
                   Scale 1.0
	Projectile
	SeeSound "weapons/fire"
	States
	{
	Spawn:
		FRTB IHGFEDCBA 2 Bright
		Goto Death
	Death:
		NULL A 0
		Stop
	}
}

//**************************************************************************************1197*

ACTOR IceRockAmmo : Ammo
{
   Inventory.Amount 1
   Inventory.MaxAmount 10
   Ammo.BackpackAmount 1
   Ammo.BackpackMaxAmount 20
   Scale 0.5
   Translation "144:151=96:111"
   Inventory.PickupMessage "Picked up an ice rocket."
   Inventory.Icon NRKTA8A2
   States
   {
   Spawn:
      ROCK A -1
      Stop
   }
}

//******************************************************************************************

ACTOR RapidFireRL : Weapon
{ 
	Weapon.AmmoType "RocketAmmo" 
	Weapon.AmmoGive 50
	Weapon.AmmoUse 1
                    Weapon.AmmoType2 "RocketAmmo"
                   Weapon.AmmoUse2 1
                     Weapon.SelectionOrder 54
	Inventory.PickupSound "misc/w_pkup" 
	Inventory.PickupMessage "You got a Rapid fire rocket launcher! (Slot 5)"
	Obituary "%o was blown away by %k's Rapid fire rocketlauncher."
	AttackSound "gun/scg"
                   Scale 1.0
	States 
	{ 
	Spawn: 
		WMCE A -1 
		Loop 
	Ready: 
		MACE A 1 A_WeaponReady
		Loop 
	Deselect: 
		MACE A 1 A_Lower 
		Loop 
	Select: 
		MACE A 1 A_Raise 
		Loop 
	Fire: 
		MACE A 2 A_GunFlash
                                     MACE B 2 A_FireCustomMissile("MiniMissile2",0+random(-1,1),1,0,0,0)
                                     MACE B 3
                                     MACE B 0 A_PlayWeaponSound("gun/revolve")
                                     MACE CDEF 2
		MACE F 5 A_ReFire
		goto Ready  
                   Altfire: 
                                     MACE B 0 A_PlayWeaponSound("gun/revolve")
                                     MACE CDEF 2
                                     MACE B 8
                                     MACE B 0 A_PlayWeaponSound("gun/revolve")
                                     MACE CDEF 2
                                     MACE B 8
                                     MACE B 0 A_PlayWeaponSound("gun/revolve")
                                     MACE CDEF 2
                                     MACE B 8
                                     MACE B 0 A_PlayWeaponSound("gun/revolve")
                                     MACE CDEF 2
                                     MACE B 8
                                     MACE B 0 A_PlayWeaponSound("gun/revolve")
                                     MACE CDEF 2
                                     MACE B 8
                                     MACE B 0 A_PlayWeaponSound("gun/revolve")
                                     MACE CDEF 2
                                     MACE B 8
		MACE A 10 A_GunFlash
                                     MACE B 3
                                     MACE B 1 A_FireCustomMissile("MiniMissile2",0,1,0,0)
                                     MACE B 0 A_FireCustomMissile("MiniMissile2",1,1,0,0)
                                     MACE B 0 A_FireCustomMissile("MiniMissile2",2,1,0,0)
                                     MACE B 0 A_FireCustomMissile("MiniMissile2",3,1,0,0)
                                     MACE B 0 A_FireCustomMissile("MiniMissile2",-1,1,0,0)
                                     MACE B 0 A_FireCustomMissile("MiniMissile2",-2,1,0,0)
		MACE A 1 A_ReFire
		goto Ready                  
	Flash: 
		NULL A 2 BRIGHT A_Light2
		NULL B 1 BRIGHT A_Light1
                                     NULL C 1 BRIGHT A_Light0
		Stop 
	}
} 

//******************************************************************************************

actor MiniMissile2
{
	Radius 11
	Height 8
	Speed 25
	Damage 18
	Projectile
                  Scale 1.0
	ExplosionDamage 112
	ExplosionRadius 112
	SeeSound "weapons/minimiss"
	DeathSound "weapons/rocklx"
	States
	{
	Spawn:
		MICR A 1 A_SeekerMissile(30,30)
                                      MICR A 0 A_CustomMissile("Smoketrail3",0,0,0)
		Loop
	Death:
		MISL B 4 Bright A_Explode
		MISL CD 4 Bright
		Stop
	}
}


//**************************************************************************************1217*

ACTOR Icegun : Weapon
{ 
	Weapon.AmmoType "Cell" 
                  Weapon.AmmoType2 "Cell"
	Weapon.AmmoGive 40
	Weapon.AmmoUse 1
                   Weapon.AmmoUse2 1
                    Weapon.SelectionOrder 40
	Inventory.PickupSound "misc/w_pkup" 
	Inventory.PickupMessage "You got an ice gun!"
	Obituary "%o was iced by %k's ice gun."
	AttackSound "gun/icer"
                  Scale 0.7
	States 
	{ 
	Spawn: 
		ICE1 A -1 
		Loop 
	Ready: 
		ICEG A 1 A_WeaponReady 
		Loop 
	Deselect: 
		ICEG A 1 A_Lower 
		Loop 
	Select: 
		ICEG A 1 A_Raise 
		Loop 
	Fire: 
		ICEG A 2 
		ICEG B 0 A_GunFlash
		ICEG B 1 A_FireCustomMissile("IcePlasmaBall_", 0, 1, 0, 0)
		ICEG C 2
		ICEG B 3 
		ICEG A 2 A_ReFire
		goto Ready 
                  Altfire:
                                     ICEG A 1
                                     ICEG B 0 A_GunFlash
                                     ICEG B 1 A_FireCustomMissile("IceFlames", 0, 1, 0, 0)
                                     ICEG A 0 A_ReFire
                                     Goto Ready
	Flash: 
		ICEG A 2 BRIGHT A_Light1 
		ICEG A 1 BRIGHT A_Light0
		Stop 
	}
} 

//**************************************************************************************1258*

projectile IcePlasmaBall
{
	Sprite PLSS
	Frames "AB"
	DeathSprite PLSE
	DeathFrames "ABCDE"
	Radius 12
	Height 8
	Damage 10
	Speed 25
        NoBlockmap
        NoGravity
        ActivatePCross
        ActivateImpact
        NoTeleport
        DamageType Ice
	SpawnSound "weapons/plasmaf"
	DeathSound "weapons/plasmax"
}

//**************************************************************************************

actor IcePlasmaBall_
{
	Radius 10
	Height 8
	Speed 25
	Damage 10
                   Scale 0.5
	Projectile
                  RenderStyle Add
                  alpha 0.3
                  DamageType Ice
	SeeSound "weapons/plasmaf"
	DeathSound "weapons/plasmax"
	States
	{
	Spawn:
		PLSS AB 6 Bright
		Loop
	Death:
		PLSE ABCDE 2 Bright A_SpawnDebris("IGparticles")
		Stop
	}
}

ACTOR IGparticles
{
   Health 5
   Radius 3
   Height 4
   Speed 1
   Damage 0
   Mass 5000
   RenderStyle Add
   alpha 0.75
   Translation "160:167=192:207" , "64:79=192:207"
   Scale 0.25
   Projectile
   +HEXENBOUNCE
   -NOGRAVITY
   States
   {
   Spawn:
      PUFF A 10 Bright
      Stop
   Death:
      NULL A 1
      NULL A 1
      Stop
   }
}

actor IceFlames
{
	Radius 11
	Height 8
	Speed 20
	Damage 5
                   DamageType Ice
                   Scale 1.0
	Projectile
                  RenderStyle Add
                  alpha 0.75
	SeeSound "weapons/icemist"
	States
	{
	Spawn:
		PLSK ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 Bright
                                     PLSZ A 1 Bright
		Goto Death
	Death:
		NULL A 0
		Stop
	}
}

//***************************************************************************************

Actor PlasmaRifle_ : Weapon
{
radius 20
height 16
inventory.pickupmessage "You got the plasma gun!"
weapon.selectionorder 41
weapon.kickback 100
weapon.ammotype "Cell"
weapon.ammouse 1
weapon.ammogive 40
Scale 0.65
States
{
Spawn:
     PLAS A -1
     Stop
Ready:
     PLSG A 1 A_WeaponReady
     Loop
Deselect:
      PLSG A 1 A_Lower
      Loop
Select:
      PLSG A 1 A_Raise
      Loop
Fire:
      PLSG A 0 A_FireCustomMissile("PlasmaBall_")
      PLSG A 3 A_GunFlash
      PLSG B 20 A_ReFire
      Goto Ready
Flash:
    PLSF A 0 Bright A_Jump(128, 3)
    PLSF A 4 Bright A_Light1
    PLSF A 0 Bright A_Light0
    Stop
    PLSF B 4 Bright A_Light1
    PLSF B 0 Bright A_Light0
    Stop
     }
}

//**************************************************************************************

actor PlasmaBall_
{
	Radius 10
	Height 8
	Speed 25
	Damage 5
                   Scale 0.5
	Projectile
                  RenderStyle Add
                  alpha 0.75
	SeeSound "weapons/plasmaf"
	DeathSound "weapons/plasmax"
	States
	{
	Spawn:
		PLSS AB 6 Bright
		Loop
	Death:
		PLSE ABCDE 2 Bright A_SpawnDebris("PGparticles")
		Stop
	}
}

ACTOR PGparticles
{
   Radius 4
   Height 4
   Speed 2
   Health 5
   Damage 0
   Mass 5000
   Scale 0.1
   Translation "112:127=192:207"
   +MISSILE
   +HEXENBOUNCE
   -NOGRAVITY
   States
   {
   Spawn:
      PLSS A 10 Bright
      Stop
   Death:
      NULL A 2
      NULL BC 2
      Stop
   }
}

//**************************************************************************************1280*

ACTOR Plasmaprotongun : Weapon
{ 
	Weapon.AmmoType "Cell" 
	Weapon.AmmoGive 20
	Weapon.AmmoUse 1
                    Weapon.SelectionOrder 42
	Inventory.PickupSound "misc/w_pkup" 
	Inventory.PickupMessage "You got a plasma proton gun!"
	Obituary "%o was burned by %k's plasma proton gun."
	AttackSound "gun/plas"
                   Scale 0.7
	States 
	{ 
	Spawn: 
		PLP1 A -1 
		Loop 
	Ready: 
		PLPR A 2 A_WeaponReady
                                     PLPR B 2 A_WeaponReady
                                     PLPR C 2 A_WeaponReady
                                     PLPR D 2 A_WeaponReady
		Loop 
	Deselect: 
		PLPR A 1 A_Lower 
		Loop 
	Select: 
		PLPR A 1 A_Raise 
		Loop 
	Fire: 
		PLPF A 1 
		PLPF B 0 A_GunFlash
		PLPF C 0 A_FireCustomMissile("Plasmaproton_", 0, 1, 0, 0)
		PLPF D 1
		PLPF C 1 
                                     PLPF B 1
		PLPF A 1 A_ReFire
		goto Ready 
	Flash: 
		PLPG A 1 BRIGHT A_Light2
		PLPG B 1 BRIGHT A_Light1
                                     PLPG C 1 BRIGHT A_Light0
                                     PLPG D 1
		Stop 
	}
} 

//**************************************************************************************

actor Plasmaproton_
{
	Radius 12
	Height 8
	Speed 22
	Damage 10
                   Scale 0.20
	Projectile
                  RenderStyle Add
                  alpha 0.7
	SeeSound "gun/plas"
	DeathSound "weapons/plasmax"
                  +NOEXTREMEDEATH
	States
	{
	Spawn:
		BFS1 AB 2 Bright A_CustomMissile("PPtrail", 0, 0, 0)
		Loop
	Death:
		BFE1 ABCDE 2 Bright A_SpawnDebris("PPparticles")
		Stop
	}
}

ACTOR PPtrail
{
   +NOCLIP
   +NOGRAVITY
   Speed 1
   Scale 0.1
   RENDERSTYLE ADD
   Alpha 0.2
   States
   {
   Spawn:
   BFS1 A 1 bright
   Stop
   }
}

ACTOR PPparticles
{
   Radius 4
   Height 4
   Speed 2
   Health 5
   Damage 0
   Mass 5000
   Scale 0.05
   +MISSILE
   +HEXENBOUNCE
   -NOGRAVITY
   States
   {
   Spawn:
      BFS1 A 10 Bright
      Stop
   Death:
      NULL A 2
      NULL BC 2
      Stop
   }
}

//******************************************************************************************

ACTOR PCchaingun : Weapon
{ 
	Weapon.AmmoType "Cell" 
	Weapon.AmmoGive 50
	Weapon.AmmoUse 1
                    Weapon.AmmoType2 "Cell"
                   Weapon.AmmoUse2 1
                     Weapon.SelectionOrder 46
	Inventory.PickupSound "misc/w_pkup" 
	Inventory.PickupMessage "You got a Plasma shell chain gun! (Slot 6)"
	Obituary "%o was melted by %k's Plasma shell chain gun."
	AttackSound "gun/scg"
                   Scale 1.0
	States 
	{ 
	Spawn: 
		WBLS A -1 
		Loop 
	Ready: 
		BLSR A 1 A_WeaponReady
		Loop 
	Deselect: 
		BLSR A 1 A_Lower 
		Loop 
	Select: 
		BLSR A 1 A_Raise 
		Loop 
	Fire: 
		BLSR A 2 A_GunFlash
                                     BLSR D 1 A_FireCustomMissile("PCGBall",0+random(-2,2),1,0,0,0)
                                     BLSR B 3
		BLSR C 1 A_FireCustomMissile("PCGBall",0+random(-2,2),1,0,0,0)
		BLSR C 2 A_ReFire
		goto Ready  
                   Altfire: 
		BLSR A 1 A_GunFlash
                                     BLSR D 1 A_FireCustomMissile("PCGBall2",0+random(-5,5),1,0,0,0)
                                     BLSR B 2
		BLSR C 1 A_FireCustomMissile("PCGBall2",0+random(-5,5),1,0,0,0)
		BLSR C 1 A_ReFire
		goto Ready                  
	Flash: 
		NULL A 2 BRIGHT A_Light2
		NULL B 1 BRIGHT A_Light1
                                     NULL C 1 BRIGHT A_Light0
		Stop 
	}
} 

actor PCGBall
{
	Radius 10
	Height 8
	Speed 45
	Damage 7
                   Scale 0.3
	Projectile
                  RenderStyle Add
                  alpha 0.85
                  +NOEXTREMEDEATH
                  Translation "112:127=192:207"
	SeeSound "gun/pcg"
	DeathSound "weapons/plasmax"
	States
	{
	Spawn:
		CSSF DE 6 Bright
		Loop
	Death:
		CSSF FGHI 2 Bright A_SpawnDebris("PCparticles")
		Stop
	}
}

actor PCGBall2
{
	Radius 10
	Height 8
	Speed 50
	Damage 5
                   Scale 0.1
	Projectile
                  RenderStyle Add
                  alpha 0.85
                  Translation "112:127=192:207"
	SeeSound "gun/pcg2"
	DeathSound "weapons/plasmax"
	States
	{
	Spawn:
		PLSS AB 6 Bright
		Loop
	Death:
		PLSE ABCDE 2 Bright A_SpawnDebris("PCparticles2")
		Stop
	}
}

ACTOR PCparticles
{
   Radius 4
   Height 4
   Speed 2
   Health 5
   Damage 0
   Mass 5000
   Scale 0.1
   RenderStyle Add
   alpha 0.75
   Translation "112:127=192:207"
   +MISSILE
   +HEXENBOUNCE
   -NOGRAVITY
   States
   {
   Spawn:
      CSSF D 10 Bright
      Stop
   Death:
      NULL A 2
      NULL BC 2
      Stop
   }
}

ACTOR PCparticles2
{
   Radius 4
   Height 4
   Speed 2
   Health 5
   Damage 0
   Mass 5000
   Scale 0.05
   Translation "112:127=192:207"
   +MISSILE
   +HEXENBOUNCE
   -NOGRAVITY
   States
   {
   Spawn:
      PLSS A 10 Bright
      Stop
   Death:
      NULL A 2
      NULL BC 2
      Stop
   }
}

//***************************************************************************************

ACTOR Flamethrower_ : Weapon
{ 
	Weapon.AmmoType "Fuel_" 
	Weapon.AmmoGive 100
	Weapon.AmmoUse 1
                    Weapon.SelectionOrder 49
	Inventory.PickupSound "misc/w_pkup" 
	Inventory.PickupMessage "You got a flame thrower! (Slot 8)"
	Obituary "%o was burned to a crisp by %k's flame thrower."
                  Scale 0.6
	States 
	{ 
	Spawn: 
		FLAM A -1 
		Loop 
	Ready: 
		FLMT A 2 Bright A_WeaponReady
                                     FLMT B 2 Bright A_WeaponReady
                                     FLMT C 2 Bright A_WeaponReady
		Loop 
	Deselect: 
		FLMT A 1 Bright  A_Lower 
		Loop 
	Select: 
		FLMT A 1 Bright A_Raise 
		Loop
                  Fire:
                                     FLMT A 1 Bright
                                     FLMT B 0 Bright A_GunFlash
                                     FLMT C 1 Bright A_FireCustomMissile("Flames2", 0, 1, 0, 0)
                                     FLMT B 0 Bright A_ReFire
                                     Goto Ready
	Flash: 
		FLMF A 1 BRIGHT A_Light2 
		FLMF B 1 BRIGHT A_Light0
		Stop 
	}
} 

actor Flames2
{
	Radius 11
	Height 8
	Speed 18
	Damage 10
                   DamageType Fire
                   Scale 0.5
                   +NOEXTREMEDEATH
	Projectile
                   RenderStyle Add
                   Alpha 0.5
                  ExplosionDamage 5
                  ExplosionRadius 32
	SeeSound "weapons/fire"
	States
	{
	Spawn:
		FRTB IHGFEDCBA 2 Bright
		Goto Death
	Death:
		BAL1 CDE 3 Bright A_Explode
		Stop
	}
}

//******************************************************************************************

ACTOR Fuel_ : Ammo
{
   Inventory.Amount 100
   Inventory.MaxAmount 800
   Ammo.BackpackAmount 50
   Ammo.BackpackMaxAmount 1000
   Inventory.PickupMessage "Picked up a fuel tank."
   Inventory.Icon FUELA0
   Scale 0.6
   States
   {
   Spawn:
      FUEL A -1
      Stop
   }
}

//**************************************************************************************1327*

ACTOR Zapper : Weapon
{ 
	Weapon.AmmoType "Cell" 
	Weapon.AmmoGive 40
	Weapon.AmmoUse 1
                   Weapon.SelectionOrder 43
	Inventory.PickupSound "misc/w_pkup" 
	Inventory.PickupMessage "You got the zapper! (Slot 6)"
	Obituary "%o was shocked by %k's zapper."
	AttackSound "gun/lightning"
                   Scale 0.8
	States 
	{ 
	Spawn: 
		LIGH A -1 
		Loop 
	Ready: 
		LIGG A 2 A_WeaponReady
		Loop 
	Deselect: 
		LIGG A 1 A_Lower 
		Loop 
	Select: 
		LIGG A 1 A_Raise 
		Loop 
	Fire: 
		LIGF A 0 A_PlayWeaponSound("gun/lightning")
		LIGF A 1 A_GunFlash
		LIGF A 1 A_FireCustomMissile("Lightningshot", 0, 1, 0, 0)
		LIGF B 1 A_FireCustomMissile("Lightningshot", 0, 1, 0, 0)
		LIGF A 1 A_ReFire
		goto Ready 
	Flash: 
		LIGF A 1 BRIGHT A_Light2
		LIGF B 1 BRIGHT A_Light0
		Stop 
	}
} 

//*************************************************************************************1367*

actor Lightningshot
{
	Radius 8
	Height 8
	Speed 90
	Damage 7
	Projectile
                   +RIPPER
                   +SEEKERMISSILE
                   SeeSound "gun/lightning"
	DeathSound "weapons/plasmax"
	States
	{
	Spawn:
		LSHK A 1 Bright A_CStaffMissileSlither
                                     LSHK A 1 Bright A_SeekerMissile(359,359)
		Loop
	Death:
		PLSE A 2 Bright
		PLSE B 2 Bright
                                     PLSE C 2 Bright
                                     PLSE D 2 Bright
		Stop
	}
}

//*************************************************************************************1395*

projectile Plasmaproton
{
	Sprite BFS1
	Frames "AB"
	DeathSprite BFE1
	DeathFrames "ABCDE"
	Radius 12
	Height 8
	Damage 10
	Speed 22
                   Scale 0.2
        NoBlockmap
        NoGravity
        ActivatePCross
        ActivateImpact
        NoTeleport
	SpawnSound "gun/plas"
	DeathSound "weapons/plasmax"
}

//*************************************************************************************1417*

ACTOR Class2Assaultrifle : Weapon
{ 
	Weapon.AmmoType "Clip" 
                   Weapon.AmmoType2 "arreload"
	Weapon.AmmoGive 50
	Weapon.AmmoUse 1
                   Weapon.AmmoUse2 1
                    Weapon.SelectionOrder 7
	Inventory.PickupSound "misc/w_pkup" 
	Inventory.PickupMessage "You got a Class2 Assault Rifle!"
	Obituary "%o was riddled with holes by %k's C2 Assault Rifle."
	AttackSound "gun/assault"
                   Scale .5
	States 
	{ 
	Spawn: 
		C2A1 A -1 
		Loop 
	Ready: 
		C2AR A 1 A_WeaponReady 
		Goto Ready
                                     C2AR A 1 A_CheckReload
                                     C2AR A 1
                                     RLD1 A 3
                                     RLD1 B 3
                                     RLD1 C 3
                                     RLD1 D 3 A_PlayWeaponSound("reload/uziclpout")
                                     RLD1 D 0 A_FireCustomMissile("class2clip", 0, 0, 0, 0)
                                     RLD1 D 16
                                     RLD1 D 3 A_PlayWeaponSound("load/machgun")
                                     RLD1 C 3 A_TakeInventory("arreload", 50)
                                     RLD1 B 3
                                     RLD1 A 3
                                     C2AR A 1
                                     Goto Ready
	Deselect: 
		C2AR A 1 A_Lower 
		Loop 
	Select: 
		C2AR A 1 A_Raise 
		Loop
	Fire: 
                                      C2AR A 0 A_JumpIfInventory("arreload", 50, 9)
		C2AR A 0 A_GunFlash
		C2AR A 3 A_FireBullets(3, 1, 1, 10, "BulletPuff2", 0)
                                     C2AR A 0 A_GiveInventory("arreload", 1)
                                      C2AR A 0 A_FireCustomMissile("BulletCasing",400+random(-8,8),-3,0,8)
		C2AR B 3 A_FireBullets(3, 1, 1, 10, "Sparky2", 0)
                                      C2AR B 0 A_GiveInventory("arreload", 1)
                                      C2AR B 0 A_FireCustomMissile("BulletCasing",400+random(-8,8),-3,0,8)
		C2AR B 0 A_ReFire
		goto Ready
                                      C2AR A 1 A_PlayWeaponSound("ammo/out")
                                      Goto Ready+3 
	Flash: 
		C2AF A 3 BRIGHT A_Light2
		C2AF B 3 BRIGHT A_Light0
		Stop 
	}
} 

//*************************************************************************************1459*

ACTOR AlandoRailgun : Weapon
{ 
	Weapon.AmmoType "Cell" 
	Weapon.AmmoGive 40
	Weapon.AmmoUse 5
                     Weapon.SelectionOrder 44
                   Weapon.KickBack 192
	Inventory.PickupSound "misc/w_pkup" 
	Inventory.PickupMessage "You got a railgun!"
	States 
	{ 
	Spawn: 
		RAI1 A -1 
		Loop 
	Ready: 
		RAIL A 1 A_WeaponReady 
		Loop 
	Deselect: 
		RAIL A 1 A_Lower 
		Loop 
	Select: 
		RAIL A 1 A_Raise 
		Loop 
	Fire: 
		RAIF A 4
		RAIF B 4 A_GunFlash
		RAIF C 0 A_PlayWeaponSound("weapons/railgf")
		RAIF D 4 A_RailAttack(150, 0, 1, "00 00 FF", "FF FF FF")
		RAIF C 20
		RAIF B 4
                                     RAIF A 0 A_ReFire 
		Goto Ready
	Flash: 
		RLGF A 4 BRIGHT A_Light2 
		RLGF B 4 BRIGHT A_Light0 
		Stop 
	} 
} 

//*************************************************************************************1499*

ACTOR Silencerpistol : Weapon
{
   Inventory.Pickupsound "misc/w_pkup"
   Inventory.PickupMessage "You got the Silencer pistol!"
   Weapon.AmmoType "Clip"
   Weapon.AmmoType2 "silreload"
   Weapon.AmmoGive 10
   Weapon.AmmoUse 1
   Weapon.AmmoUse2 1
     Weapon.SelectionOrder 101
   Obituary "%o was sniped by %k's silencer."
   +NOALERT
   Scale 0.6
   States
   {
   Spawn:
      SIL1 A -1
      Loop
   Ready:
       SILE A 1 A_WeaponReady
      Goto Ready
       24IA A 1 A_CheckReload
       24IA A 1
       24RA ABCDEFGHIJKLMNOPQRST 1
       24RA U 1 A_PlayWeaponSound("load/pistol2")
       24RA U 0 A_FireCustomMissile("EmptyClip", 0, 0, 0, 0)
       24RA U 0 A_TakeInventory("silreload", 12)
       24RA XYZ 1
       24RB ABCDEFGHIJKLMNOPQRS 1
       24RB T 1 A_PlayWeaponSound("load/pistol1")
       24RB UVWXYZ 1
       24RC ABCDEF 1
       24RC G 1 A_PlayWeaponSound("load/sillload")
       24RC HIJKLMNOPQRSTUVWXYZ 1
       24RD ABCDEFGHIJKLMNOPQRSTU 1
       SILE A 1
       Goto Ready
   Deselect:
      SILE A 1 A_Lower
      Loop
   Select:
      SILE A 1 A_Raise
      Goto Ready
   Fire:
      SILE A 2 A_JumpIfInventory("silreload", 12, 11)
      SILE A 2
      SILE B 0 A_PlayWeaponSound("gun/silencer")
      SILE C 0 A_Light1
      SILE A 2 A_FireBullets(4, 3, 1, 10, "BulletPuff2", 0)
      SILE A 0 A_GiveInventory("silreload", 1)
      SILE A 0 A_FireCustomMissile("BulletCasing",400+random(-8,8),-3,0,8)
      SILE D 0 A_Light0
      SILE D 2 
      SILE C 2
      SILE B 2
      Goto Ready
      SILE A 1
      Goto Ready+3
   }
}

//**************************************************************************************1555*

ACTOR AlandoKnife : Weapon
{ 
	Inventory.PickupSound "misc/knifepkup" 
	Inventory.PickupMessage "Picked up a Knife!"
                   Weapon.SelectionOrder 91
	Obituary "%o was slashed by %k."
	AttackSound "weapons/knife"
                  +NOALERT 
                  +NOEXTREMEDEATH
                  Scale 0.7
	States 
	{ 
	Spawn: 
		KNF1 A -1 
		Loop 
	Ready: 
		KNIF A 1 A_WeaponReady 
		Loop 
	Deselect: 
		KNIF A 1 A_Lower 
		Loop 
	Select: 
		KNIF A 1 A_Raise 
		Loop 
	Fire: 
		KNIF A 2  
		KNIF B 2
		KNIF C 2 
		KNIF D 2 
		KNIF E 2 
                                     KNIF F 2 A_CustomPunch(10, 0, 1)
                                     KNIF G 2 
                                     KNIF H 2 
                                     KNIF I 2
                                     KNIF J 2 A_CustomPunch(18, 0, 1)
                                     KNIF K 5 
                                     NULL A 5 A_Refire 
		goto Ready 
	} 
} 

//**************************************************************************************

ACTOR AlandoRailgun2 : Weapon
{ 
	Weapon.AmmoType "Cell" 
	Weapon.AmmoGive 60
	Weapon.AmmoUse 10
                     Weapon.SelectionOrder 48
                   Weapon.KickBack 192
	Inventory.PickupSound "misc/w_pkup" 
	Inventory.PickupMessage "You got a class 2 railgun! (Slot 7)"
	States 
	{ 
	Spawn: 
		RAL2 A -1 
		Loop 
	Ready: 
		RLG2 A 1 A_WeaponReady 
		Loop 
	Deselect: 
		RLG2 A 1 A_Lower 
		Loop 
	Select: 
		RLG2 A 1 A_Raise 
		Loop 
	Fire: 
		RLG2 A 4
		RLG2 A 4 A_Light2
		RGF2 A 0 A_PlayWeaponSound("weapons/rail2")
		RGF2 A 4 A_FireCustomMissile("Superrail", 0, 1, 0, 0)
                                     RGF2 A 0 A_FireCustomMissile("Superrailpart", -3, 0, 0, 0)
                                     RGF2 A 0 A_FireCustomMissile("Superrailpart", 0, 0, 0, 0)
                                     RGF2 A 0 A_FireCustomMissile("Superrailpart", 5, 0, 0, 0)
		RLG2 A 3 A_Light0
		RLG2 A 4
                                     RLG2 A 0 A_ReFire 
		Goto Ready
	} 
} 

//**************************************************************************************

actor Superrail
{
	Radius 4
	Height 4
	Speed 100
	Damage 150
                  ExplosionDamage 128
                  ExplosionRadius 112
                  +NOCLIP
                   Scale 0.5
	Projectile
                  RenderStyle Add
                  alpha 0.90
	SeeSound "weapons/rail2"
	DeathSound "weapons/plasmax"
	States
	{
	Spawn:
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
		IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
                                     IFOG D 1 Bright A_CustomMissile("Supertrail", 0, 0, 0)
                                     IFOG D 0 Bright A_Explode
		Goto Death
	Death:
		PLSK ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 Bright
                                      PLSZ A 1 Bright
		Stop
	}
}

ACTOR Superrailpart
{
   Projectile 
   -NOGRAVITY
  +LOWGRAVITY
   Speed 10
   Scale 0.5
   Damage 4
   RENDERSTYLE ADD
   Alpha 0.85
   States
   {
   Spawn:
   PLSK A 1 Bright 
   Loop
   Death:
    PLSK ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 Bright
    PLSZ A 1 Bright
    NULL A 1
   Stop
   }
}

ACTOR Supertrail
{
   +NOCLIP
   +NOGRAVITY
   Speed 0
   Scale 1.0
   RENDERSTYLE ADD
   Alpha 0.85
   States
   {
   Spawn:
   PLSK A 70 Bright 
   Stop
   }
}

ACTOR Supertrail2
{
   +NOCLIP
   +NOGRAVITY
   Speed 2
   Scale 0.75
   RENDERSTYLE ADD
   Alpha 0.85
   States
   {
   Spawn:
   PLSK A 2 Bright A_CustomMissile("Supertrail3", 0, 0, 0)
   Stop
   }
}

ACTOR Supertrail3
{
   +NOCLIP
   +NOGRAVITY
   Speed 0
   Scale 0.50
   RENDERSTYLE ADD
   Alpha 0.85
   States
   {
   Spawn:
   PLSK A 70 Bright
   Stop
   }
}

//**************************************************************************************

Actor Chainsaw_ : Weapon
{
Obituary "%o was mowed down by %k's chainsaw."
radius 20
height 16
inventory.pickupmessage "You got the chainsaw! Break the law!"
weapon.selectionorder 2200
weapon.upsound "weapons/sawup"
weapon.readysound "weapons/sawidle"
+WEAPON.MELEEWEAPON
Scale 0.55
States
{
Spawn:
     CSAW A -1
     Stop
Ready:
     SAWG CD 4 A_WeaponReady
     Loop
Deselect:
     SAWG C 1 A_Lower
     Loop
Select:
     SAWG C 1 A_Raise
     Loop
Fire:
     SAWG AB 4 A_Saw
     SAWG B 0 A_ReFire
     Goto Ready
     }
}

//*************************************************************************************1597*

ACTOR M249SAW : Weapon
{ 
	Weapon.AmmoType "Clip" 
                   Weapon.AmmoType2 "M249reload"
	Weapon.AmmoGive 100
	Weapon.AmmoUse 1
                   Weapon.AmmoUse2 1
                    Weapon.SelectionOrder 8
	Inventory.PickupSound "misc/w_pkup" 
	Inventory.PickupMessage "You got a M249 SAW!"
	Obituary "%o was gunned down by %k's M249."
	AttackSound "gun/msaw"
	States 
	{ 
	Spawn: 
		SAW1 A -1 
		Loop 
	Ready: 
		M249 A 1 A_WeaponReady 
		goto Ready
                                     M249 D 1 A_CheckReload
                                     M249 DEF 3
                                     M249 G 10 A_PlayWeaponSound("reload/m249c")
                                     M249 HI 5
                                     M249 J 5 A_PlayWeaponSound("reload/m249a")
                                     M249 K 5 A_TakeInventory("M249reload", 100)
                                     M249 K 0 
                                     M249 L 5 A_FireCustomMissile("EmptySAW", 0, 0, 0, 0)
                                     M249 M 3 A_PlayWeaponSound("reload/m249b")
                                     M249 N 3 A_PlayWeaponSound("reload/m249d")
                                     M249 O 3 
                                     M249 P 3
                                     M249 Q 3 A_PlayWeaponSound("reload/m249c")
                                     M249 RS 3
                                     M249 D 3
                                     Goto Ready
	Deselect: 
		M249 A 1 A_Lower 
		Loop 
	Select: 
		M249 A 1 A_Raise 
		Loop 
	Fire: 
                                     M249 A 0 A_JumpIfInventory("M249reload", 100, 9)
		M249 A 0 A_GunFlash
		M249 A 3 A_FireBullets(7, 5, 1, 15, "BulletPuff2", 0)
                                     M249 A 0 A_GiveInventory("M249reload", 1)
                                     M249 A 0 A_FireCustomMissile("SlugCasing",315+random(-8,8),4,0,5)
		M249 B 3 A_FireBullets(7, 5, 1, 15, "Sparky2", 0)
                                     M249 B 0 A_GiveInventory("M249reload", 1)
                                     M249 B 0 A_FireCustomMissile("SlugCasing",315+random(-8,8),4,0,5)
		M249 B 0 A_ReFire
		goto Ready 
                                     M249 A 1 A_PlayWeaponSound("ammo/out")
                                     Goto Ready+3
	Flash: 
		M249 A 3 BRIGHT A_Light2 
		M249 B 3 BRIGHT A_Light0
		Stop 
	}
} 

//*************************************************************************************1637*

ACTOR AWMSniperrifle : Weapon
{
   Inventory.Pickupsound "misc/w_pkup"
   Inventory.PickupMessage "You got the Artic Warfare Magnum Sniper Rifle! (Slot 8)"
   Weapon.AmmoType "Clip"
   Weapon.AmmoType2 "awmreload"
   Weapon.AmmoGive 10
   Weapon.AmmoUse 1
   Weapon.AmmoUse2 1
    Weapon.SelectionOrder 9
   Weapon.KickBack 128
   Obituary "%o was sniped by %k's AWM."
   AttackSound "gun/awm"
   +NOEXTREMEDEATH
   States
   {
   Spawn:
      AWMG A -1
      Loop
   Ready:
       C3FA A 1 A_WeaponReady
      Goto Ready
        C3FA A 1 A_CheckReload
        C3RA EFGHIJKLMNOPQRSTUVWXYZ 1
        C3RB A 1 A_PlayWeaponSound("load/pistol2")
        C3RB A 0 A_TakeInventory("awmreload", 10)
        C3RB A 0 A_FireCustomMissile("class2clip", 0, 0, 0, 0)
        C3RB BCDEFGHIJKLMNOPQRSTUVWXYZ 1
        C3RC ABC 1
        C3RC D 1 A_PlayWeaponSound("reload/awm")
        C3RC EFGHIJKLMNOPQRSTUVWXYZ 1
        C3RD ABCDEFGH 1
        C3FA A 1
        Goto Ready
   Deselect:
      C3FA A 1 A_Lower
      Loop
   Select:
      C3FA A 1 A_Raise
      Loop
   Fire:
      C3FA B 0 A_JumpIfInventory("awmreload", 10, 42)
      C3FA B 1 A_Light2
      C3FA B 0 A_FireBullets(1, 1, 1, 200, "Sparky2", 0)
      C3FA B 0 A_GiveInventory("awmreload", 1)
      C3FA C 1 A_Light0
      C3FA D 1 
      C3FA E 1 
      C3FA F 1 
      C3FA G 1
      C3FA H 1 
      C3FA I 1
      C3FA J 1
      C3FA K 1
      C3FA L 1
      C3FA M 1
      C3FA N 1 
      C3FA O 1 
      C3FA P 1 
      C3FA Q 1 
      C3FA R 1
      C3FA S 1 
      C3FA T 1
      C3FA U 1 A_PlayWeaponSound("gun/awmr")
      C3FA V 1 A_FireCustomMissile("SlugCasing",400+random(-8,8),-3,0,8)
      C3FA W 1
      C3FA X 1
      C3FA Y 1
      C3FA Z 1
      C3FB A 1 
      C3FB B 1 
      C3FB C 1 
      C3FB D 1 
      C3FB E 1
      C3FB F 1 
      C3FB G 1
      C3FB H 1
      C3FB I 1
      C3FB J 1
      C3FB K 1
      C3FB L 1
      C3FB M 1
      C3FB N 4
      Goto Ready
      C3FA A 1 A_PlayWeaponSound("ammo/out")
      Goto Ready+3
   Flash: 
		C3FA A 1 BRIGHT A_Light2
		C3FA B 1 BRIGHT A_Light0
		Stop 
     
   }
}

//*************************************************************************************1714*

ACTOR AlandoTommygun : Weapon
{ 
	Weapon.AmmoType "Clip" 
                   Weapon.AmmoType2 "tomreload"
	Weapon.AmmoGive 50
	Weapon.AmmoUse 1
                   Weapon.AmmoUse2 1
                   Weapon.SelectionOrder 33
	Inventory.PickupSound "misc/w_pkup" 
	Inventory.PickupMessage "You got a tommygun!"
	Obituary "%o was riddled with holes by %k's tommygun."
	AttackSound "gun/tommy"
                   Scale .95
	States 
	{ 
	Spawn: 
		TOM1 A -1 
		Loop 
	Ready: 
		TOMY A 1 A_WeaponReady 
		Goto Ready
                                      TOMY C 2 A_CheckReload
                                      TOMY DEFGHIJKLM 1
                                      TOMY N 2 A_PlayWeaponSound("tomy/reload1")
                                      TOMY OPQRSTU 1
                                      TOMY U 16 A_TakeInventory("tomreload", 50)
                                      TOMY U 0 A_FireCustomMissile("EmptyDrum", 0, 0, 0, 0)
                                      TOMY TSRQPO 1
                                      TOMY N 2 A_PlayWeaponSound("tomy/reload2")
                                      TOMY MLKJIHGFED 1
                                      TOMY C 2 
                                      goto Ready
	Deselect: 
		TOMY A 1 A_Lower 
		Loop 
	Select: 
		TOMY A 1 A_Raise 
		Loop 
	Fire: 
                                     TOMY A 0 A_JumpIfInventory("tomreload", 50, 9)
		TOMY A 1 A_GunFlash
		TOMF A 1 A_FireBullets(5, 3, 1, 5, "BulletPuff2", 0)
                                     TOMF A 0 A_GiveInventory("tomreload", 1)
                                     TOMF A 0 A_FireCustomMissile("BulletCasing",315+random(-8,8),3,0,8)
		TOMF B 1 A_FireBullets(5, 3, 1, 5, "Sparky2", 0)
                                      TOMF B 0 A_GiveInventory("tomreload", 1)
                                      TOMF B 0 A_FireCustomMissile("BulletCasing",315+random(-8,8),3,0,8)
		TOMY A 2 A_ReFire
		goto Ready 
                                     TOMY A 1 A_PlayWeaponSound("ammo/out")
                                     Goto Ready+3
	Flash: 
		NULL A 2 BRIGHT A_Light2 
		NULL B 2 BRIGHT A_Light0
		Stop 
	}
} 

Actor HellBall : BFGBall
{
Height 16
Radius 16
Damage 300
Speed 20
PROJECTILE
+CEILINGHUGGER
DeathSound "gun/hlstdth"
States
{
Spawn:
              HEL1 A 1 Bright A_CustomMissile("Hellrain",4,0,18,2)
              HEL1 B 2 Bright A_CustomMissile("Hellrain",4,0,108,2)
              HEL1 A 1 Bright A_CustomMissile("Hellrain",4,0,198,2)
              HEL1 B 2 Bright A_CustomMissile("Hellrain",4,0,288,2)
              HEL1 A 1 Bright A_CustomMissile("Hellrain",4,0,0,2)
              HEL1 B 2 Bright A_CustomMissile("Hellrain",4,0,36,2)
              HEL1 A 1 Bright A_CustomMissile("Hellrain",4,0,126,2)
              HEL1 B 2 Bright A_CustomMissile("Hellrain",4,0,216,2)
              HEL1 A 1 Bright A_CustomMissile("Hellrain",4,0,306,2)
              HEL1 B 2 Bright A_CustomMissile("Hellrain",4,0,0,2)
              HEL1 A 1 Bright A_CustomMissile("Hellrain",4,0,54,2)
              HEL1 B 2 Bright A_CustomMissile("Hellrain",4,0,144,2)
              HEL1 A 1 Bright A_CustomMissile("Hellrain",4,0,234,2)
              HEL1 B 2 Bright A_CustomMissile("Hellrain",4,0,324,2)
              HEL1 A 1 Bright A_CustomMissile("Hellrain",4,0,0,2)
              HEL1 B 2 Bright A_CustomMissile("Hellrain",4,0,72,2)
              HEL1 A 1 Bright A_CustomMissile("Hellrain",4,0,162,2)
              HEL1 B 2 Bright A_CustomMissile("Hellrain",4,0,252,2)
              HEL1 A 1 Bright A_CustomMissile("Hellrain",4,0,342,2)
              HEL1 B 2 Bright A_CustomMissile("Hellrain",4,0,0,2)
              HEL1 A 1 Bright A_CustomMissile("Hellrain",4,0,0,2)
              HEL1 B 2 Bright A_CustomMissile("Hellrain",4,0,90,2)
              HEL1 A 1 Bright A_CustomMissile("Hellrain",4,0,180,2)
              HEL1 B 2 Bright A_CustomMissile("Hellrain",4,0,270,2)
              HEL1 A 1 Bright A_CustomMissile("Hellrain",4,0,0,2)
              Loop
Death:
            HELE A 0 Bright A_PlaySound("gun/hlstdth")
            HELE A 2 Bright
            HELE B 2 Bright
            HELE C 2 Bright
            HELE D 2 Bright
            HELE E 2 Bright
            HELE F 2 Bright
            HELE G 2 Bright
            HELE H 2 Bright
            HELE I 2 Bright
            HELE J 2 Bright
            HELE K 2 Bright
            HELE L 2 Bright
            HELE M 2 Bright
            HELE N 2 Bright
            HELE O 2 Bright
            HELE P 2 Bright
            HELE Q 2 Bright
            HELE R 2 Bright
            HELE S 2 Bright
            HELE T 2 Bright
            Stop 

       }
}

//*************************************************************************************1821*

actor Hellrain
{
	Radius 8
	Height 8
	Speed 5
                  Projectile
                  Damage 15
                  Scale 1.0
                  ExplosionDamage 100
                  ExplosionRadius 96
                  DamageType Fire
        +NoBlockmap
           -NOGRAVITY
        +ActivatePCross
                   DeathSound "vile/firecrkl"
                   SeeSound "imp/attack"
	States
	{
	Spawn:
		HFIR A 1 Bright
		Loop

	Death:
                                     FIRE AB 2 Bright A_Explode
                                     FIRE BC 2 Bright A_Explode
                                     FIRE DE 2 Bright A_Explode
                                     FIRE FG 2 Bright A_Explode
                                     FIRE H 2 Bright A_Explode
		Stop
	}
}

//*************************************************************************************1855*

actor Hellflame
{
	Radius 8
	Height 8
	Speed 20
                  Projectile
                  Damage 15
                  Scale 1.0
                  ExplosionDamage 100
                  ExplosionRadius 96
                  DamageType Fire
        +NoBlockmap
        +NOGRAVITY
        +ActivatePCross
                   DeathSound "vile/firecrkl"
                   SeeSound "imp/attack"
	States
	{
	Spawn:
		HFIR A 1 Bright
		Loop

	Death:
                                     FIRE AB 2 Bright A_Explode
                                     FIRE BC 2 Bright A_Explode
                                     FIRE DE 2 Bright A_Explode
                                     FIRE FG 2 Bright A_Explode
                                     FIRE H 2 Bright A_Explode
		Stop
	}
}

//*************************************************************************************1889*

actor HellFire
{
	Radius 12
	Height 12
	Speed 1
	Damage 10
	Projectile
                  +NoBlockmap
        +LowGravity
        +NoTeleport
        +DropOff
        +DontFall
        +Missile
	ExplosionDamage 10
	ExplosionRadius 96
                  SeeSound "weapons/plasmax"
	DeathSound "weapons/plasmax"
	States
	{
	Spawn:
		FLBE A 3 Bright A_Explode
                                     FLBE B 3 Bright A_Explode
                                     FLBE C 3 Bright A_Explode
                                     FLBE D 3 Bright A_Explode
                                     FLBE E 3 Bright A_Explode
                                     FLBE F 3 Bright A_Explode
                                     FLBE G 3 Bright A_Explode
                                      FLBE H 3 Bright A_Explode
                                     FLBE I 3 Bright A_Explode
                                     FLBE J 3 Bright A_Explode
                                     FLBE K 3 Bright A_Explode
                                      FLBE J 3 Bright A_Explode
                                     FLBE I 3 Bright A_Explode
                                     FLBE H 3 Bright A_Explode 
                                     FLBE G 3 Bright A_Explode
                                     FLBE F 3 Bright A_Explode
                                     FLBE E 3 Bright A_Explode
                                     FLBE D 3 Bright A_Explode
                                     FLBE C 3 Bright A_Explode
                                     FLBE B 3 Bright A_Explode
                                     FLBE A 3 Bright A_Die
		Loop
	Death:
		NULL A 2 
                                     NULL A 2 
                                     NULL A 2 
                                     NULL A 2 
                                     Stop
	}
}

//*************************************************************************************1942*

ACTOR HellStorm : Weapon
{ 
	Weapon.AmmoType "Cell" 
	Weapon.AmmoGive 60
	Weapon.AmmoUse 80
                    Weapon.SelectionOrder 85
	Inventory.PickupSound "misc/w_pkup" 
	Inventory.PickupMessage "You got the Hell Storm! (Slot 7)"
                   Obituary "%o was scorched by %k 's Hell Storm."
                   Scale 0.8
	States 
	{ 
	Spawn: 
		HLS1 A -1 
		Loop 
	Ready: 
		HLST A 2 A_WeaponReady 
                                     HLST B 2 A_WeaponReady
		Loop 
	Deselect: 
		HLST A 1 A_Lower 
		Loop 
	Select: 
		HLST A 1 A_Raise 
		Loop 
	Fire: 
		HLST A 15 A_PlayWeaponSound("gun/hellstorm")
		HLST B 7 A_GunFlash
		HLST C 2
		HLST D 2 A_FireCustomMissile("HellBall", 0, 1, 0, 0)
                                     HLST D 1 A_FireCustomMissile("HellBall", 0, 1, 0, 0)
                                     HLST D 5
                                     HLST B 0 A_ReFire 
		Goto Ready
	Flash: 
                                     NULL A 3
		HLST C 3 BRIGHT A_Light2 
		HLST D 4 BRIGHT A_Light0 
		Stop 
	} 
} 

//*************************************************************************************1985*

ACTOR AlandoDeserteagle : Weapon
{
   Inventory.Pickupsound "misc/w_pkup"
   Inventory.PickupMessage "You got the Desert Eagle!"
   Weapon.AmmoType "Clip"
   Weapon.AmmoType2 "eaglereload"
   Weapon.AmmoGive 7
   Weapon.AmmoUse 1
   Weapon.AmmoUse2 1
     Weapon.SelectionOrder 93
   Obituary "%o was shot down by %k's desert eagle."
   AttackSound "gun/deseag"
   Scale 0.6
   +NOEXTREMEDEATH
   States
   {
   Spawn:
      DES1 A -1
      Loop
   Ready:
       C4FA A 1 A_WeaponReady
      Goto Ready
       C4RA A 1 A_CheckReload
       C4RA ABCDEFGHIJKLMNOPQR 1
       C4RA S 1 A_PlayWeaponSound("reload/deagle1")
       C4RA S 0 A_FireCustomMissile("EmptyClip", 0, 0, 0, 0)
       C4RA S 0 A_TakeInventory("eaglereload", 7)
       C4RA TUVWXYZ 1
       C4RB ABCDEFGHIJKLMNOP 1
       C4RB Q 1 A_PlayWeaponSound("reload/deagle2")
       C4RB RSTUVWXYZ 1
       C4RC ABCDEFGHIJKLM 1
       C4FA A 1
       Goto Ready
   Deselect:
      C4FA A 1 A_Lower
      Loop
   Select:
      C4FA A 1 A_Raise
      Loop
   Fire:
      C4FA A 0 A_JumpIfInventory("eaglereload", 7, 26)
      C4FA A 1 A_Light2
      C4FA A 0 A_FireBullets(3, 3, 1, 13, "BulletPuff2", 0)
      C4FA A 0 A_GiveInventory("eaglereload", 1)
      C4FA B 1 A_Light0
      C4FA C 1 A_FireCustomMissile("BulletCasing",400+random(-8,8),-3,0,8)
      C4FA E 1 
      C4FA F 1 
      C4FA G 1
      C4FA H 1 
      C4FA I 1
      C4FA J 1
      C4FA K 1
      C4FA L 1
      C4FA M 1
      C4FA N 1
      C4FA O 1 
      C4FA P 0
      C4FA Q 0 
      C4FA R 0
      C4FA S 0 
      C4FA T 0
      C4FA U 0
      C4FA V 0 
      C4FA V 0 
      C4FA W 0
      Goto Ready
      C4FA A 1
      Goto Ready+3
   Flash: 
		C4FA A 1 BRIGHT A_Light2 
		C4FA B 1 BRIGHT A_Light0
		Stop 
     
   }
}

//*************************************************************************************2048*

ACTOR Bombthrow : Weapon
{ 
	Weapon.AmmoType "bombammo" 
	Weapon.AmmoGive 1
	Weapon.AmmoUse 1
                   Weapon.AmmoType2 "bombammo"
                   Weapon.AmmoUse2 1
                    Weapon.SelectionOrder 95
	Inventory.PickupSound "misc/i_pkup" 
	Inventory.PickupMessage "Picked up a time bomb! (Slot 5)"
                  +NOALERT
	States 
	{ 
	Spawn: 
		BOMB A -1 
		Loop 
	Ready: 
		FORF A 1 A_WeaponReady 
		Loop 
	Deselect: 
		FORF A 1 A_Lower 
		Loop
	Select: 
		FORF A 1 A_Raise 
		Loop 
	Fire: 
		FORF A 6
		FORF B 6 A_FireCustomMissile("Bomb1", 0, 1, 0, 0)
                                     FORF A 6 A_Refire
		Goto Ready
                  AltFire:
                                      FORF A 6
		FORF B 6 A_FireCustomMissile("Bomb2", 0, 1, 0, 0)
                                     FORF A 6 A_Refire
		Goto Ready
	} 
} 

//*************************************************************************************2087*

ACTOR Bomb1
{
   Radius 8
   Height 8
   Speed 10
   Damage 1
   Mass 5000
   ExplosionDamage 200
   ExplosionRadius 200
   Scale 1.0
   +MISSILE
   -NOGRAVITY
   States
   {
   Spawn:
      BOMB A 70
      Goto Death
   Death:
      BOMB A 35 Bright A_PlaySound("bomb/beep")
      BOMB B 35 Bright A_PlaySound("bomb/beep")
      BOMB C 35 Bright A_PlaySound("bomb/beep")
      BOMB D 15 Bright A_PlaySound("lock/rl2")
      BNG4 B 0 Bright A_PlaySound("weapons/rocklx")
      BNG4 BCDEFG 1 Bright A_Mushroom("Metal2", 10)
      BNG4 HIJKLMN 1 Bright A_Explode
      NULL A 0
      Stop
   }
}

//*************************************************************************************2119*

ACTOR Bomb2
{
   Radius 8
   Height 8
   Speed 2
   Damage 1
   Mass 5000
   ExplosionDamage 200
   ExplosionRadius 200
   Scale 1.0
   +MISSILE
   +NOGRAVITY
   States
   {
   Spawn:
      BOMB A 35 A_NoGravity
      BOMB A 35 A_Gravity
      Goto Death
   Death:
      BOMB A 35 Bright A_PlaySound("bomb/beep")
      BOMB B 35 Bright A_PlaySound("bomb/beep")
      BOMB C 35 Bright A_PlaySound("bomb/beep")
      BOMB D 15 Bright A_PlaySound("lock/rl2")
      BNG4 B 0 Bright A_PlaySound("weapons/rocklx")
      BNG4 BCDEFG 1 Bright A_Mushroom("Metal2", 10)
      BNG4 HIJKLMN 1 Bright A_Explode
      NULL A 0
      Stop
   }
}

//*************************************************************************************2152*

ACTOR bombammo : Ammo
{
   Inventory.Amount 1
   Inventory.MaxAmount 10
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 15
   Inventory.PickupMessage "Picked up a time bomb."
   Inventory.Icon BOMBA0
   States
   {
   Spawn:
      BOMB A -1
      Stop
   }
} 

//*************************************************************************************2170*

ACTOR Metal2
{
   Radius 3
   Height 4
   Speed 50
   Damage 5
   Mass 5000
   Scale 0.35
   +MISSILE
   +HEXENBOUNCE
   -NOGRAVITY
   States
   {
   Spawn:
      PUFF A 200 Bright
      Stop
   Death:
      BLUD A 2
      BLUD BC 2
      Stop
   }
}

//******************************************************************************************

ACTOR Grenadethrow : Weapon
{ 
	Weapon.AmmoType "Grenammo" 
	Weapon.AmmoGive 1
	Weapon.AmmoUse 1
                    Weapon.SelectionOrder 96
	Inventory.PickupSound "misc/i_pkup" 
	Inventory.PickupMessage "Picked up a Grenade! (Slot 5)"
                  Scale 0.5
                  +NOALERT
	States 
	{ 
	Spawn: 
		PSBG A -1 
		Loop 
	Ready: 
		NULL A 1 A_WeaponReady 
		Loop 
	Deselect: 
		NULL A 1 A_Lower 
		Loop 
		NULL A 1 A_Lower 
		Goto Deselect+2 
	Select: 
		NULL A 1 A_Raise 
		Loop 
	Fire:
                                     NULL A 20 A_PlayWeaponSound("gun/hgren")
                                     TROW A 3
                                     TROW B 3
                                     TROW C 3 A_FireCustomMissile("HandGrenade1", 0, 1, 0, 10)
                                     NULL A 3 A_Refire
		Goto Ready
                 AltFire:
                                    NULL A 20 A_PlayWeaponSound("gun/hgren")
                                     TROW A 3
                                     TROW B 3
                                     TROW C 3 A_ThrowGrenade("HandGrenade1", 0, 10, 4)
                                     NULL A 3 A_Refire
		Goto Ready
                  Flash:
                                   NULL A 6 A_Light0
                                   NULL B 6 A_Light0
                                   NULL C 6 A_Light2
                                   NULL D 6 A_Light1
	} 
} 

//******************************************************************************************

ACTOR Grenammo : Ammo
{
   Inventory.Amount 1
   Inventory.MaxAmount 10
   Ammo.BackpackAmount 5
   Ammo.BackpackMaxAmount 20
   Inventory.PickupMessage "Picked up a Grenade."
   Inventory.Icon PSBGA0
  Scale 0.5
   States
   {
   Spawn:
      PSBG A -1
      Stop
   }
}

//**************************************************************************************

ACTOR HandGrenade1
{
   Radius 8
   Height 8
   Speed 15
   Damage 1
   Mass 5000
   ExplosionDamage 128
   ExplosionRadius 160
   Scale 0.5
  SeeSound "gun/grenbnce"
  DeathSound "gun/grenboom"
   +MISSILE
   -NOGRAVITY
  +HEXENBOUNCE
   States
   {
   Spawn:
      THRW E 2
      THRW F 2
      THRW H 2
      THRW A 2
      THRW B 2
      THRW C 2
      THRW D 2
      THRW G 2
      THRW F 2
      THRW H 2
      THRW A 2
      THRW B 2
      THRW C 2
      THRW D 2
      THRW G 2
      THRW F 2
      THRW H 2
      THRW A 2
      THRW B 2
      THRW C 2
      THRW D 2
      THRW G 2
      THRW F 2
      THRW H 2
      THRW A 2
      THRW B 2
      THRW C 2
      THRW D 2
      THRW G 2
      THRW F 2
      THRW H 2
      THRW A 2
      THRW B 2
      THRW C 2
      THRW D 2
      THRW G 2
      THRW F 2
      THRW H 2
      THRW A 2
      THRW B 2
      THRW C 2
      THRW D 2
      THRW G 2
      THRW F 2
      Goto Death
   Death:
      BNG4 B 0 Bright A_PlaySound("weapons/rocklx")
      BNG4 B 1 Bright A_Mushroom("GrenShrap", 15)
      BNG4 CD 1 Bright A_Explode
      BNG4 EFG 1 Bright 
      BNG4 HIJKLMN 1 Bright 
      NULL A 0
      Stop
   }
}

//*************************************************************************************2170*

ACTOR GrenShrap
{
   Radius 3
   Height 4
   Speed 25
   Damage 5
   Mass 5000
   Scale 0.5
   +MISSILE
   +HEXENBOUNCE
   -NOGRAVITY
   States
   {
   Spawn:
      FRG2 ABCD 3 Bright
      FRG2 ABCD 3 Bright
      FRG2 ABCD 3 Bright
      FRG2 ABCD 3 Bright
       FRG2 ABCD 3 Bright
      FRG2 ABCD 3 Bright
      FRG2 ABCD 3 Bright
      FRG2 ABCD 3 Bright
       FRG2 ABCD 3 Bright
      FRG2 ABCD 3 Bright
      FRG2 ABCD 3 Bright
      FRG2 ABCD 3 Bright
      Goto Death
   Death:
      NULL A 2
      NULL A 2
      Stop
   }
}

//*************************************************************************************2195*

ACTOR AlandoGrenadeLauncher : Weapon
{ 
	Weapon.AmmoType "Grenadebox" 
	Weapon.AmmoGive 6
	Weapon.AmmoUse 1
                    Weapon.SelectionOrder 52
	Inventory.PickupSound "misc/w_pkup" 
	Inventory.PickupMessage "Picked up a grenade launcher!"
	Obituary "%o was blown away by %k's grenade."
                   AttackSound "gun/grenade"
                   Scale 0.6
	States 
	{ 
	Spawn: 
		GLAN A -1 
		Loop 
	Ready: 
		GRLN A 1 A_WeaponReady 
		Loop 
	Deselect: 
		GRLN A 1 A_Lower 
		Loop 
	Select: 
		GRLN A 1 A_Raise 
		Loop 
	Fire: 
		GRLN A 2 A_GunFlash 
		GRLN D 5 A_PlayWeaponSound("gun/grenade")
		GRLN E 5 A_FireCustomMissile("ALGrenade2", 0, 0, 0, 5)
                                     GRLN F 3 A_FireCustomMissile("GrenadeCasing",400+random(-8,8),-3,0,8)
                                     GRLN F 0
		GRLN B 5
                                     GRLN C 5
		GRLN A 0 A_ReFire 
		goto Ready 
	Flash: 
		NULL A 5 BRIGHT A_Light1 
		NULL B 5 BRIGHT A_Light1 
		NULL C 5 BRIGHT A_Light2 
		NULL D 5 BRIGHT A_Light0 
		Stop 
	} 
} 

//******************************************************************************************

ACTOR Grenadebox : Ammo
{
   Inventory.Amount 14
   Inventory.MaxAmount 50
   Ammo.BackpackAmount 3
   Ammo.BackpackMaxAmount 75
   Inventory.PickupMessage "Picked up a box of 40mm grenades."
   Inventory.Icon GADEA0
  Scale 0.6
   States
   {
   Spawn:
      BGRN A -1
      Stop
   }
}

//*************************************************************************************2240*

projectile ALGrenade
{
	Sprite GRED
	Frames "A"
	DeathSprite MISL
	DeathFrames "BCD"
	Radius 12
	Height 8
	Damage 10
	Speed 40
                  NoBlockmap
                 ActivatePCross
                 ActivateImpact
                   NoTeleport
	DoomBounce
                   DamageType Fire
	ExplosionDamage 128
	ExplosionRadius 128
	SpawnSound "weapons/bounce"
	DeathSound "weapons/rocklx"
}

actor ALGrenade2
{
	Radius 12
	Height 8
	Speed 40
	Damage 10
                   Scale 0.75
	Projectile
                   -NOGRAVITY
                   +DOOMBOUNCE
	ExplosionDamage 128
	ExplosionRadius 128
	SeeSound "weapons/bounce"
	DeathSound "weapons/rocklx"
	States
	{
	Spawn:
		GRED A 3 A_CustomMissile("Smoketrail3", 0, 0, 0, 0)
		Loop
	Death:
		EXPL A 1 Bright A_Explode
		EXPL BCD 1 Bright A_SpawnDebris("GFirefrag")
                                     EXPL EFGHIJKLMNOPQRSTU 1 Bright
		Stop
	}
}

actor GFirefrag
{
	Radius 8
	Height 8
	Speed 10
                  Health 10
                  Projectile
                  Damage 5
                  Scale 0.3
                  DamageType Fire
                  +DOOMBOUNCE
        +NoBlockmap
           -NOGRAVITY
        +ActivatePCross
	States
	{
	Spawn:
		FFRA ABCD 1 Bright A_ThrowGrenade("GFFtrail",-30,-1,0)
		Loop

	Death:
                                     PUFF A 3
                                     PUFF B 3
                                     PUFF C 3
                                     PUFF D 3
                                     NULL A 0
		Stop
	}
}

ACTOR GFFtrail
{
   +NOCLIP
   +NOGRAVITY
   Speed 0
   Scale 0.1
   RENDERSTYLE ADD
   Alpha 0.5
   States
   {
   Spawn:
   FFRG ABCDE 2
   Stop
   }
}

//******************************************************************************************

ACTOR Inferno : Weapon
{ 
	Weapon.AmmoType "Cell" 
	Weapon.AmmoGive 60
	Weapon.AmmoUse 60
                    Weapon.SelectionOrder 86
	Inventory.PickupSound "misc/w_pkup" 
	Inventory.PickupMessage "You got the Inferno cannon!"
	States 
	{ 
	Spawn: 
		WCHS A -1 
		Loop 
	Ready: 
		CHLY A 1 A_WeaponReady 
		Loop 
	Deselect: 
		CHLY A 1 A_Lower 
		Loop 
	Select: 
		CHLY A 1 A_Raise 
		Loop 
	Fire: 
		CHLY A 3 
		CHLY B 3 A_GunFlash
		CHLY C 1 A_PlayWeaponSound("gun/inferno")
		CHLY D 3 A_FireCustomMissile("HolyMissile", 0, 1, 0, 0)
                                     CHLY E 3
                                     CHLY A 0 A_ReFire 
		Goto Ready
	Flash: 
		NULL A 3 BRIGHT A_Light2
		NULL A 3 BRIGHT A_Light0 
		Stop 
	} 
} 

//**************************************************************************************

ACTOR AlandoNailgun : Weapon
{ 
	Weapon.AmmoType "NINails" 
	Weapon.AmmoGive 50
	Weapon.AmmoUse 1
                     Weapon.SelectionOrder 15
	Inventory.PickupSound "misc/w_pkup" 
	Inventory.PickupMessage "You got a Nail gun!"
	Obituary "%o was nailed to the wall by %k's nail gun."
	AttackSound "gun/assault"
                   Scale 0.8
	States 
	{ 
	Spawn: 
		NGUN A -1 
		Loop 
	Ready: 
		NALG A 1 A_WeaponReady 
		Loop 
	Deselect: 
		NALG A 1 A_Lower 
		Loop 
	Select: 
		NALG A 1 A_Raise 
		Loop
	Fire: 
		NALG B 2 A_Light2
		NALF A 0 A_FireCustomMissile("Nailpiece", 0, 1, 0, 0)
                                      NALF A 2 A_PlayWeaponSound("gun/nail")
                                      NALG B 2 A_Light1
		NALF A 0 A_FireCustomMissile("Nailpiece", 3, 1, 0, 0)
                                     NALF A 2 A_PlayWeaponSound("gun/nail")
                                     NALG B 2 A_Light0
		NALF A 0 A_FireCustomMissile("Nailpiece", -1, 1, 0, 0)  
                                     NALF A 2 A_PlayWeaponSound("gun/nail")
		NALG B 2 A_ReFire
		goto Ready 
	}
} 

//******************************************************************************************

ACTOR NINails : Ammo
{
   Inventory.Amount 100
   Inventory.MaxAmount 200
   Ammo.BackpackAmount 20
   Ammo.BackpackMaxAmount 350
   Inventory.PickupMessage "Picked up Nine inch Nails."
   Inventory.Icon NBOXA0
   Scale 0.7
   States
   {
   Spawn:
      NBOX A -1
      Stop
   }
}

//**************************************************************************************

actor Nailpiece
{
	Radius 8
	Height 8
	Speed 70
	Damage 6
                   Translation "160:167=88:95" 
                   Scale 0.30
	Projectile
	SeeSound "gun/nail"
	DeathSound "weapons/slugcasing"
	States
	{
	Spawn:
		NAIL A 1 Bright
		Loop
	Death:
		PUFF ABC 2
		Stop
                  XDeath:
                                     BLUD ABC 2
                  Crash:
                                     BLUD ABCD 2
                                     Stop
	}
}

//**************************************************************************************

projectile Nailpiece2
{
	Sprite NAIL
	Frames "A"
	DeathSprite NULL
	DeathFrames "A"
	Radius 8
	Height 8
	Damage 8
	Speed 60
                   Scale 0.5
        NoBlockmap
        NoGravity
        ActivatePCross
        ActivateImpact
        NoTeleport
	SpawnSound "gun/nail"
	DeathSound "weapons/slugcasing"
}

//******************************************************************************************

actor ExplodePuff
{
  spawnid 131
  renderstyle Translucent
  alpha 0.5
  ExplosionDamage 64
  ExplosionRadius 96
  +NOBLOCKMAP
  +NOGRAVITY
  +ALLOWPARTICLES
  DeathSound "weapons/rocklx"
  Scale 1.5
  SeeSound "bullet/bounce"
  AttackSound "bullet/bounce"
  MeleeSound "bullet/bounce"
  states
  {
  Spawn:
    FFRA A 1 Bright A_SpawnDebris("GFirefrag2")
    FFRA B 1 Bright A_SpawnDebris("GFirefrag2")
  Melee:
    FFRG A 1 Bright A_Explode
    FFRG BCDE 2 bright 
    NULL A 0
    stop
  }
}

actor GFirefrag2
{
	Radius 8
	Height 8
	Speed 10
                  Health 2
                  Projectile
                  Damage 1
                  Scale 0.3
                  DamageType Fire
                  +DOOMBOUNCE
        +NoBlockmap
           -NOGRAVITY
        +ActivatePCross
	States
	{
	Spawn:
		FFRA ABCD 1 Bright A_ThrowGrenade("GFFtrail",-30,-1,0)
		Loop

	Death:
                                     PUFF A 3
                                     PUFF B 3
                                     PUFF C 3
                                     PUFF D 3
                                     NULL A 0
		Stop
	}
}

//******************************************************************************************

actor BulletPuff2
{
  spawnid 132
  renderstyle Translucent
  alpha 0.5
  +NOBLOCKMAP
  +NOGRAVITY
  +ALLOWPARTICLES
  Scale 1.0
  SeeSound "bullet/bounce"
  AttackSound "bullet/bounce"
  MeleeSound "bullet/bounce"
  states
  {
  Spawn:
    SMKE A 1 Bright
    SMKE BCDEFGH 2 bright
  Melee:
    NULL A 0
    stop
  }
}

//******************************************************************************************

actor Sparky2
{
  spawnid 133
  +NOBLOCKMAP
  +NOGRAVITY
  +ALLOWPARTICLES
  Scale 1.0
  SeeSound "bullet/bounce"
  AttackSound "bullet/bounce"
  MeleeSound "bullet/bounce"
  states
  {
  Spawn:
    SPUF A 1 Bright A_SpawnDebris("Sparkpiece")
    SPUF A 0 Bright A_SpawnDebris("Sparkpiece")
    SPUF B 1 Bright A_SpawnDebris("Sparkpiece")
    SPUF B 0 Bright A_SpawnDebris("Sparkpiece")
     SPUF C 1 Bright A_SpawnDebris("Sparkpiece")
    SPUF C 0 Bright A_SpawnDebris("SparkPiece")
    SPUF D 1 Bright A_SpawnDebris("Sparkpiece")
    SPUF D 0 Bright A_SpawnDebris("Sparkpiece")
  Melee:
     SPUF D 2 bright
    NULL A 0
    stop
  }
}

ACTOR Sparkpiece
{
   Radius 4
   Height 4
   Health 1
   Speed 1
   Damage 0
   Mass 5000
   Scale 0.20
   +MISSILE
   +HEXENBOUNCE
   -NOGRAVITY
   States
   {
   Spawn:
      PUFF A 16 Bright
      Stop
   Death:
      NULL A 2
      NULL BC 2
      Stop
   }
}

ACTOR Sparky
{
   Radius 4
   Height 4
   Speed 1
   Damage 0
   Mass 5000
   Scale 1.0
   +MISSILE
   +NOGRAVITY
   States
   {
   Spawn:
      SPUF A 1 Bright A_CustomMissile("Sparkpiece", 4, 0, 45)
      SPUF B 1 Bright A_CustomMissile("Sparkpiece", 4, 0, 90)
      SPUF C 1 Bright A_CustomMissile("Sparkpiece", 4, 0, 135)
      SPUF D 1 Bright A_CustomMissile("Sparkpiece", 4, 0, 180)
      Stop
   Death:
      NULL A 2
      NULL BC 2
      Stop
   }
}

//******************************************************************************************

ACTOR ShotgunCasing
{
	Height 12
	Radius 9
	Speed 4
                   Scale 0.5
                   PROJECTILE
	+DOOMBOUNCE
	- NOGRAVITY
	SeeSound "weapons/shtgncasing"
	States
	{
	Spawn:
	   SHLL A 0 A_PlaySound("NULL")
	   SHLL ACBEFD 1
	   Goto Spawn+1
	Death:
	   SHLL A 0 
	   SHLL A 0 
	   SHLL A 0 
	   SHLL A 0 
	   SHLL A 0 
	   SHLL A 0 
	   SHLL A 0 
	   SHLL A 200
	   Stop
	   SHLL B -1
	   Stop
	   SHLL C -1
	   Stop
	   SHLL D -1
	   Stop
	   SHLL E -1
	   Stop
	   SHLL F -1
	   Stop
	}
}

//******************************************************************************************

ACTOR KoopaCasing
{
	Height 12
	Radius 9
	Speed 4
                   Scale 0.5
                   PROJECTILE
	+DOOMBOUNCE
	- NOGRAVITY
                  Translation "176:191=112:127"
	SeeSound "weapons/shtgncasing"
	States
	{
	Spawn:
	   SHLL A 0 A_PlaySound("NULL")
	   SHLL ACBEFD 1
	   Goto Spawn+1
	Death:
	   SHLL A 0 
	   SHLL A 0 
	   SHLL A 0 
	   SHLL A 0 
	   SHLL A 0 
	   SHLL A 0 
	   SHLL A 0 
	   SHLL A 200
	   Stop
	   SHLL B -1
	   Stop
	   SHLL C -1
	   Stop
	   SHLL D -1
	   Stop
	   SHLL E -1
	   Stop
	   SHLL F -1
	   Stop
	}
}

//******************************************************************************************

ACTOR EmptyDrum
{
	Height 12
	Radius 9
	Speed 1
                   Scale 0.8
                   PROJECTILE
	- NOGRAVITY
	SeeSound "weapons/clipdrop"
	States
	{
	Spawn:
	   DRUM A 0 A_PlaySound("NULL")
	   DRUM A 1
	   Goto Spawn+1
	Death:
	   DRUM A 200
	   Stop
	}
}

//******************************************************************************************

ACTOR EmptySAW
{
	Height 12
	Radius 9
	Speed 1
                   Scale 0.7
                   PROJECTILE
	- NOGRAVITY
	SeeSound "weapons/clipdrop"
	States
	{
	Spawn:
	   MSAW A 0 A_PlaySound("NULL")
	   MSAW A 1
	   Goto Spawn+1
	Death:
	   MSAW A 200
	   Stop
	}
}

//******************************************************************************************

ACTOR EmptyClip
{
	Height 12
	Radius 9
	Speed 1
                   Scale 0.35
                   PROJECTILE
	+DOOMBOUNCE
	- NOGRAVITY
	SeeSound "weapons/clipdrop"
	States
	{
	Spawn:
	   CLP1 A 0 A_PlaySound("NULL")
	   CLP1 CFDEBA 2
	   Goto Spawn+1
	Death:
	   CLP1 D 200
	   Stop
	}
}

ACTOR class2clip
{
	Height 12
	Radius 9
	Speed 1
                   Scale 0.6
                   PROJECTILE
	+DOOMBOUNCE
	- NOGRAVITY
	SeeSound "weapons/clipdrop"
	States
	{
	Spawn:
	   CLP3 A 0 A_PlaySound("NULL")
	   CLP3 AGDFCBE 2
	   Goto Spawn+1
	Death:
	   CLP3 E 200
	   Stop
	}
}

ACTOR uzireloadclip
{
	Height 12
	Radius 9
	Speed 1
                   Scale 0.35
                   PROJECTILE
	+DOOMBOUNCE
	- NOGRAVITY
	SeeSound "weapons/clipdrop"
	States
	{
	Spawn:
	   CLP4 A 0 A_PlaySound("NULL")
	   CLP4 CEAFBED 2
	   Goto Spawn+1
	Death:
	   CLP4 D 200
	   Stop
	}
}

//******************************************************************************************

ACTOR BulletCasing
{
	Height 12
	Radius 9
	Speed 3
                   Scale 0.3
	PROJECTILE
	+DOOMBOUNCE
	- NOGRAVITY
	SeeSound "weapons/bulletcasing"
	States
	{
	Spawn:
	   BLLT A 0 A_PlaySound("NULL")
	   BLLT ACBD 1
	   Goto Spawn+1
	Death:
	   BLLT A 0 
	   BLLT A 0 
	   BLLT A 0 
	   BLLT A 0 
	   BLLT A 0 
	   BLLT A 0 
	   BLLT A 0 
	   BLLT A 200
	   Stop
	   BLLT B -1
	   Stop
	   BLLT C -1
	   Stop
	   BLLT D -1
	   Stop
	}
}

//******************************************************************************************

ACTOR SlashersgCasing
{
	Height 12
	Radius 9
	Speed 4
                   Scale 0.5
	PROJECTILE
	+DOOMBOUNCE
	- NOGRAVITY
	SeeSound "weapons/shtgncasing"
	States
	{
	Spawn:
	   SHL2 A 0 A_PlaySound("NULL")
	   SHL2 ACBEFD 1
	   Goto Spawn+1
	Death:
	   SHL2 A 0 
	   SHL2 A 0 
	   SHL2 A 0 
	   SHL2 A 0 
	   SHL2 A 0 
	   SHL2 A 0 
	   SHL2 A 0 
	   SHL2 A 200
	   Stop
	   SHL2 B -1
	   Stop
	   SHL2 C -1
	   Stop
	   SHL2 D -1
	   Stop
	   SHL2 E -1
	   Stop
	   SHL2 F -1
	   Stop
	}
}

//******************************************************************************************

ACTOR SlugCasing
{
	Height 12
	Radius 9
	Speed 5
                   Scale 0.35
	PROJECTILE
	+DOOMBOUNCE
	- NOGRAVITY
	SeeSound "weapons/slugcasing"
	States
	{
	Spawn:
	   CAS7 A 0 A_PlaySound("NULL")
	   CAS7 ACBEFD 1
	   Goto Spawn+1
	Death:
	   CAS7 A 0 
	   CAS7 A 0 
	   CAS7 A 0 
	   CAS7 A 0 
	   CAS7 A 0 
	   CAS7 A 0 
	   CAS7 A 0 
	   CAS7 A 200
	   Stop
	   CAS7 B -1
	   Stop
	   CAS7 C -1
	   Stop
	   CAS7 D -1
	   Stop
	   CAS7 E -1
	   Stop
	   CAS7 F -1
	   Stop
	}
}

//******************************************************************************************

ACTOR GrenadeCasing
{
	Height 12
	Radius 9
	Speed 3
                   Scale 0.6
	PROJECTILE
	+DOOMBOUNCE
	- NOGRAVITY
	SeeSound "weapons/shtgncasing"
	States
	{
	Spawn:
	   CAS6 A 0 A_PlaySound("NULL")
	   CAS6 ACBEFD 1
	   Goto Spawn+1
	Death:
	   CAS6 A 0 
	   CAS6 A 0 
	   CAS6 A 0 
	   CAS6 A 0 
	   CAS6 A 0 
	   CAS6 A 0 
	   CAS6 A 0 
	   CAS6 A 350
	   Stop
	   CAS6 B -1
	   Stop
	   CAS6 C -1
	   Stop
	   CAS6 D -1
	   Stop
	   CAS6 E -1
	   Stop
	   CAS6 F -1
	   Stop
	}
}

//******************************************************************************************

actor RedBlood
{
  spawnid 133
  Speed 2
  Radius 4
  Height 4
  Damage 0
  +MISSILE
  +NOBLOCKMAP
  -NOGRAVITY
  Scale 1.0
  states
  {
  Spawn:
    BLUD A 1 A_SpawnDebris("Bloodpiece")
    BLUD A 0 A_SpawnDebris("Bloodpiece")
    BLUD B 1 A_SpawnDebris("Bloodpiece")
    BLUD B 0 A_SpawnDebris("Bloodpiece")
     BLUD C 1 A_SpawnDebris("Bloodpiece")
    BLUD C 0 A_SpawnDebris("Bloodpiece")
    BLUD A 1 A_SpawnDebris("Bloodpiece")
    BLUD A 0 A_SpawnDebris("Bloodpiece")
 Loop
  Death:
    BLUD ABCA 2
    NULL A 0
    stop
  }
}

ACTOR Bloodpiece
{
   Radius 4
   Height 4
   Health 1
   Speed 10
   Damage 0
   Mass 5000
   Scale 0.3
    Translation "160:167=176:191" , "64:79=176:191"
   +MISSILE
   -NOGRAVITY
   -ACTIVATEIMPACT
   -SOLID
   +GHOST
   States
   {
   Spawn:
      PUFF A 16
      Stop
   Death:
      NULL A 2
      NULL A 2
      Stop
   }
}

//******************************************************************************************

actor InvBlood
{
  spawnid 133
  Speed 2
  Radius 4
  Height 4
   RenderStyle SoulTrans
  Damage 0
  +MISSILE
  +NOBLOCKMAP
  -NOGRAVITY
  Scale 1.0
  states
  {
  Spawn:
    BLUD A 1 A_SpawnDebris("BloodI")
    BLUD A 0 A_SpawnDebris("BloodI")
    BLUD B 1 A_SpawnDebris("BloodI")
    BLUD B 0 A_SpawnDebris("BloodI")
     BLUD C 1 A_SpawnDebris("BloodI")
    BLUD C 0 A_SpawnDebris("BloodI")
    BLUD A 1 A_SpawnDebris("BloodI")
    BLUD A 0 A_SpawnDebris("BloodI")
 Loop
  Death:
    BLUD ABCA 2
    NULL A 0
    stop
  }
}

ACTOR BloodI
{
   Radius 4
   Height 4
   Health 1
   Speed 10
    RenderStyle SoulTrans
   Damage 0
   Mass 5000
   Scale 0.3
    Translation "160:167=176:191" , "64:79=176:191"
   +MISSILE
   -NOGRAVITY
   -ACTIVATEIMPACT
   -SOLID
   +GHOST
   States
   {
   Spawn:
      PUFF A 16
      Stop
   Death:
      NULL A 2
      NULL A 2
      Stop
   }
}

//******************************************************************************************

actor BlueBlood
{
  spawnid 133
  Speed 2
  Radius 4
  Height 4
  Translation "176:191=199:207"
  Damage 0
  +MISSILE
  +NOBLOCKMAP
  -NOGRAVITY
  Scale 1.0
  states
  {
  Spawn:
    BLUD A 1 A_SpawnDebris("BloodB")
    BLUD A 0 A_SpawnDebris("BloodB")
    BLUD B 1 A_SpawnDebris("BloodB")
    BLUD B 0 A_SpawnDebris("BloodB")
     BLUD C 1 A_SpawnDebris("BloodB")
    BLUD C 0 A_SpawnDebris("BloodB")
    BLUD A 1 A_SpawnDebris("BloodB")
    BLUD A 0 A_SpawnDebris("BloodB")
    Stop
  Death:
    BLUD ABCA 2
    NULL A 0
    stop
  }
}

ACTOR BloodB
{
   Radius 4
   Height 4
   Health 1
   Speed 10
   Damage 0
   Mass 5000
   Scale 0.3
    Translation "160:167=199:207" , "64:79=199:207"
   +MISSILE
   -NOGRAVITY
   -ACTIVATEIMPACT
   -SOLID
   +GHOST
   States
   {
   Spawn:
      PUFF A 16
      Stop
   Death:
      NULL A 2
      NULL A 2
      Stop
   }
}

//******************************************************************************************

actor RedBlood2
{
  spawnid 133
  Speed 2
  Radius 4
  Height 4
  Damage 0
  +MISSILE
  +NOBLOCKMAP
  -NOGRAVITY
  Scale 1.0
  states
  {
  Spawn:
    BLUD A 1 A_SpawnDebris("Bloodpiece")
    BLUD A 0 A_SpawnDebris("Bloodpiece")
    BLUD B 1 A_SpawnDebris("Bloodpiece")
    BLUD B 0 A_SpawnDebris("Bloodpiece")
     BLUD C 1 A_SpawnDebris("Bloodpiece")
    BLUD C 0 A_SpawnDebris("Bloodpiece")
    BLUD A 1 A_SpawnDebris("Bloodpiece")
    BLUD A 0 A_SpawnDebris("Bloodpiece")
    Stop
  Death:
    BLUD ABCA 2
    NULL A 0
    stop
  }
}

//******************************************************************************************

actor GreenBlood2
{
  spawnid 133
  Speed 2
  Radius 4
  Height 4
  Damage 0
  Translation "176:191=112:127"
  +MISSILE
  +NOBLOCKMAP
  -NOGRAVITY
  Scale 1.0
  states
  {
  Spawn:
    BLUD A 1 A_SpawnDebris("BloodG")
    BLUD A 0 A_SpawnDebris("BloodG")
    BLUD B 1 A_SpawnDebris("BloodG")
    BLUD B 0 A_SpawnDebris("BloodG")
     BLUD C 1 A_SpawnDebris("BloodG")
    BLUD C 0 A_SpawnDebris("BloodG")
    BLUD A 1 A_SpawnDebris("BloodG")
    BLUD A 0 A_SpawnDebris("BloodG")
    Stop
  Death:
    BLUD ABCA 2
    NULL A 0
    stop
  }
}

//******************************************************************************************

actor NeonBlood
{
  spawnid 133
  Speed 2
  Radius 4
  Height 4
  Translation "176:191=112:117"
  Damage 0
  +MISSILE
  +NOBLOCKMAP
  -NOGRAVITY
  Scale 1.0
  states
  {
  Spawn:
    BLUD A 1 A_SpawnDebris("BloodGN")
    BLUD A 0 A_SpawnDebris("BloodGN")
    BLUD B 1 A_SpawnDebris("BloodGN")
    BLUD B 0 A_SpawnDebris("BloodGN")
     BLUD C 1 A_SpawnDebris("BloodGN")
    BLUD C 0 A_SpawnDebris("BloodGN")
    BLUD A 1 A_SpawnDebris("BloodGN")
    BLUD A 0 A_SpawnDebris("BloodGN")
 Loop
  Death:
    BLUD ABCA 2
    NULL A 0
    stop
  }
}

ACTOR BloodGN
{
   Radius 4
   Height 4
   Health 1
   Speed 10
   Damage 0
   Mass 5000
   Scale 0.3
    Translation "160:167=112:117" , "64:79=112:117" , "176:191=112:117"
   +MISSILE
   -NOGRAVITY
   -ACTIVATEIMPACT
   -SOLID
   +GHOST
   States
   {
   Spawn:
      PUFF A 16
      Stop
   Death:
      NULL A 2
      NULL A 2
      Stop
   }
}

//******************************************************************************************

actor YellowBlood
{
  spawnid 133
  Speed 2
  Radius 4
  Height 4
  Translation "176:191=160:167"
  Damage 0
  +MISSILE
  +NOBLOCKMAP
  -NOGRAVITY
  Scale 1.0
  states
  {
  Spawn:
    BLUD A 1 A_SpawnDebris("BloodY")
    BLUD A 0 A_SpawnDebris("BloodY")
    BLUD B 1 A_SpawnDebris("BloodY")
    BLUD B 0 A_SpawnDebris("BloodY")
     BLUD C 1 A_SpawnDebris("BloodY")
    BLUD C 0 A_SpawnDebris("BloodY")
    BLUD A 1 A_SpawnDebris("BloodY")
    BLUD A 0 A_SpawnDebris("BloodY")
 Loop
  Death:
    BLUD ABCA 2
    NULL A 0
    stop
  }
}

ACTOR BloodY
{
   Radius 4
   Height 4
   Health 1
   Speed 10
   Damage 0
   Mass 5000
   Scale 0.3
    Translation "176:191=160:167"
   +MISSILE
   -NOGRAVITY
   -ACTIVATEIMPACT
   -SOLID
   +GHOST
   States
   {
   Spawn:
      PUFF A 16
      Stop
   Death:
      NULL A 2
      NULL A 2
      Stop
   }
}

//******************************************************************************************

actor GreenBlood
{
  spawnid 133
  Speed 2
  Radius 4
  Height 4
  Damage 0
  Translation "176:191=112:127"
  +MISSILE
  +NOBLOCKMAP
  -NOGRAVITY
  Scale 1.0
  states
  {
  Spawn:
    BLUD A 1 A_SpawnDebris("BloodG")
    BLUD A 0 A_SpawnDebris("BloodG")
    BLUD B 1 A_SpawnDebris("BloodG")
    BLUD B 0 A_SpawnDebris("BloodG")
     BLUD C 1 A_SpawnDebris("BloodG")
    BLUD C 0 A_SpawnDebris("BloodG")
    BLUD A 1 A_SpawnDebris("BloodG")
    BLUD A 0 A_SpawnDebris("BloodG")
 Loop
  Death:
    BLUD ABCA 2
    NULL A 0
    stop
  }
}

ACTOR BloodG
{
   Radius 4
   Height 4
   Health 1
   Speed 10
   Damage 0
   Mass 5000
   Scale 0.3
    Translation "160:167=120:127" , "64:79=120:127"
   +MISSILE
   -NOGRAVITY
   -ACTIVATEIMPACT
   -SOLID
   +GHOST
   States
   {
   Spawn:
      PUFF A 16
      Stop
   Death:
      NULL A 2
      NULL A 2
      Stop
   }
}

//******************************************************************************************

actor MetalA
{
  spawnid 133
  Speed 2
  Radius 4
  Height 4
  Damage 0
  +MISSILE
  +NOBLOCKMAP
  -NOGRAVITY
  Scale 1.0
  states
  {
  Spawn:
    NULL A 4 A_SpawnDebris("MetalBpiece")
 Loop
  Death:
    NULL A 1
    NULL A 0
    stop
  }
}

ACTOR MetalBpiece
{
   Radius 4
   Height 4
   Health 1
   Speed 10
   Damage 0
   Mass 5000
   Scale 0.3
   +MISSILE
   +DOOMBOUNCE
   -NOGRAVITY
   -ACTIVATEIMPACT
   -SOLID
   States
   {
   Spawn:
      BRKP ABC 3
      Loop
   Death:
       BRKP A 70
      NULL A 2
      Stop
   }
}

//******************************************************************************************

actor Blood2
{
	Radius 8
	Height 8
	Speed 4
                  Projectile
        +NoBlockmap
           -NOGRAVITY
        +ActivatePCross
	States
	{
	Spawn:
		BLUD ABC 3
		Loop

	Death:
                                     POLR B 3
                                     PLR2 C 3
                                     POOL A 250
                                     NULL A 2
		Stop
	}
}

//******************************************************************************************

actor Blood3
{
	Radius 8
	Height 8
	Speed 4
                  Health 5
                  Projectile
        +NoBlockmap
         -NOGRAVITY
        +ActivatePCross
	States
	{
	Spawn:
		BBLD ABC 3
		Loop

	Death:
                                     POLB B 3
                                     PLB2 C 3
                                     POOB A 250
                                     NULL A 2
		Stop
	}
}

//******************************************************************************************

actor Blood4
{
	Radius 8
	Height 8
	Speed 4
                  Projectile
        +NoBlockmap
               -NOGRAVITY
        +ActivatePCross
	States
	{
	Spawn:
		NBLD ABC 3
		Loop

	Death:
                                     POLG B 3
                                     POG2 C 3
                                     POOG A 250
                                     NULL A 2
		Stop
	}
}

//******************************************************************************************

actor Blood5
{
	Radius 8
	Height 8
	Speed 4
                  Projectile
                 RENDERSTYLE Add
                 Alpha 0.5
        +NoBlockmap
           -NOGRAVITY
        +ActivatePCross
	States
	{
	Spawn:
		BLUD ABC 3
		Loop

	Death:
                                     POLR B 3
                                     PLR2 C 3
                                     POOL A 250
                                     NULL A 2
		Stop
	}
}

//******************************************************************************************

actor Blood6
{
	Radius 8
	Height 8
	Speed 5
                   Mass 9000000000
                  Projectile
        +NoBlockmap
           -NOGRAVITY
        +LOWGRAVITY
        +ActivatePCross
	States
	{
	Spawn:
		BLUD A 10 A_CustomMissile("Blood2",4,0,0,2)
		Loop

	Death:
                                     POLR B 3
                                     PLR2 C 3
                                     POOL A 250
                                     NULL A 2
		Stop
	}
}

//******************************************************************************************

actor Blood7
{
	Radius 8
	Height 8
	Speed 4
                  Projectile
        +NoBlockmap
               -NOGRAVITY
        +ActivatePCross
                   Translation "112:127=160:167"
	States
	{
	Spawn:
		NBLD ABC 3
		Loop

	Death:
                                     POLG B 3
                                     POG2 C 3
                                     POOG A 250
                                     NULL A 2
		Stop
	}
}

//******************************************************************************************

actor Blood8
{
	Radius 8
	Height 8
	Speed 5
                   Mass 9000000000
                  Projectile
        +NoBlockmap
           -NOGRAVITY
        +LOWGRAVITY
        +ActivatePCross
	States
	{
	Spawn:
		NBLD A 10 A_CustomMissile("Blood4",4,0,0,2)
		Loop

	Death:
                                     POLG B 3
                                     POG2 C 3
                                     POOG A 250
                                     NULL A 2
		Stop
	}
}

//******************************************************************************************

actor Blood9
{
	Radius 8
	Height 8
	Speed 4
                  Projectile
        +NoBlockmap
               -NOGRAVITY
        +ActivatePCross
                   Translation "112:127=112:117"
	States
	{
	Spawn:
		NBLD ABC 3
		Loop

	Death:
                                     POLG B 3
                                     POG2 C 3
                                     POOG A 250
                                     NULL A 2
		Stop
	}
}

//******************************************************************************************

actor Blood10
{
	Radius 8
	Height 8
	Speed 4
                  Projectile
        +NoBlockmap
               -NOGRAVITY
        +ActivatePCross
                   Translation "112:127=251:254"
	States
	{
	Spawn:
		NBLD ABC 3
		Loop

	Death:
                                     POLG B 3
                                     POG2 C 3
                                     POOG A 250
                                     NULL A 2
		Stop
	}
}

//******************************************************************************************

actor Blood11
{
	Radius 8
	Height 8
	Speed 1
                  Projectile
                  Scale 2.0
        +NoBlockmap
           -NOGRAVITY
        +ActivatePCross
	States
	{
	Spawn:
		NULL A 3
		Loop

	Death:
                                     POLR B 3
                                     PLR2 C 3
                                     POOL A 350
                                     NULL A 2
		Stop
	}
}

//******************************************************************************************

actor Blood12
{
	Radius 8
	Height 8
	Speed 3
                   Health 15
                  Projectile
        +NoBlockmap
           -NOGRAVITY
        +ActivatePCross
	States
	{
	Spawn:
		BLUD ABC 3
		Loop

	Death:
                                     POLR B 3
                                     POLR B 250
                                     NULL A 2
		Stop
	}
}

//******************************************************************************************

actor Blood13
{
	Radius 8
	Height 8
	Speed 4
                  Health 1
                  Projectile
        +NoBlockmap
           -NOGRAVITY
        +ActivatePCross
	States
	{
	Spawn:
		BLUD A 2 A_CustomMissile("Blood12", 4, 0, 0, 2)
                                     BLUD B 0 A_CustomMissile("Blood12", 4, 0, 45, 2)
                                     BLUD C 1 A_CustomMissile("Blood12", 4, 0, 90, 2)
                                     BLUD A 2 A_CustomMissile("Blood12", 4, 0, 135, 2)
                                     BLUD B 0 A_CustomMissile("Blood12", 4, 0, 180, 2)
                                     BLUD C 1 A_CustomMissile("Blood12", 4, 0, 225, 2)
                                     BLUD A 2 A_CustomMissile("Blood12", 4, 0, 270, 2)
                                     BLUD B 0 A_CustomMissile("Blood12", 4, 0, 335, 2)
                                     BLUD C 1 A_CustomMissile("Blood12", 4, 0, 360, 2)
		Loop

	Death:
                                     POLR B 3
                                     PLR2 C 250
                                     NULL A 2
		Stop
	}
}

//******************************************************************************************

actor Blood14
{
	Radius 8
	Height 8
	Speed 4
                  Health 15
                  Projectile
         Translation "176:191=160:167"
        +NoBlockmap
           -NOGRAVITY
        +ActivatePCross
	States
	{
	Spawn:
		BLUD ABC 3
		Loop

	Death:
                                     POLR B 3
                                     POLR B 250
                                     NULL A 2
		Stop
	}
}

//******************************************************************************************

actor Blood15
{
	Radius 8
	Height 8
	Speed 4
                  Health 1
                  Projectile
          Translation "176:191=160:167"
        +NoBlockmap
           -NOGRAVITY
        +ActivatePCross
	States
	{
	Spawn:
		BLUD A 2 A_CustomMissile("Blood14", 4, 0, 0, 2)
                                     BLUD B 0 A_CustomMissile("Blood14", 4, 0, 45, 2)
                                     BLUD C 1 A_CustomMissile("Blood14", 4, 0, 90, 2)
                                     BLUD A 2 A_CustomMissile("Blood14", 4, 0, 135, 2)
                                     BLUD B 0 A_CustomMissile("Blood14", 4, 0, 180, 2)
                                     BLUD C 1 A_CustomMissile("Blood14", 4, 0, 225, 2)
                                     BLUD A 2 A_CustomMissile("Blood14", 4, 0, 270, 2)
                                     BLUD B 0 A_CustomMissile("Blood14", 4, 0, 335, 2)
                                     BLUD C 1 A_CustomMissile("Blood14", 4, 0, 360, 2)
		Loop

	Death:
                                     POLR B 3
                                     PLR2 C 250
                                     NULL A 2
		Stop
	}
}

//******************************************************************************************

actor Blood16
{
	Radius 8
	Height 8
	Speed 4
                   Health 15
                  Projectile
        Translation "176:191=112:117"
        +NoBlockmap
           -NOGRAVITY
        +ActivatePCross
	States
	{
	Spawn:
		BLUD ABC 3
		Loop

	Death:
                                     POLR B 3
                                     POLR B 250
                                     NULL A 2
		Stop
	}
}

//******************************************************************************************

actor Blood17
{
	Radius 8
	Height 8
	Speed 4
                  Health 1
                  Projectile
         Translation "176:191=112:117"
        +NoBlockmap
           -NOGRAVITY
        +ActivatePCross
	States
	{
	Spawn:
		BLUD A 2 A_CustomMissile("Blood16", 4, 0, 0, 2)
                                     BLUD B 0 A_CustomMissile("Blood16", 4, 0, 45, 2)
                                     BLUD C 1 A_CustomMissile("Blood16", 4, 0, 90, 2)
                                     BLUD A 2 A_CustomMissile("Blood16", 4, 0, 135, 2)
                                     BLUD B 0 A_CustomMissile("Blood16", 4, 0, 180, 2)
                                     BLUD C 1 A_CustomMissile("Blood16", 4, 0, 225, 2)
                                     BLUD A 2 A_CustomMissile("Blood16", 4, 0, 270, 2)
                                     BLUD B 0 A_CustomMissile("Blood16", 4, 0, 335, 2)
                                     BLUD C 1 A_CustomMissile("Blood16", 4, 0, 360, 2)
		Loop

	Death:
                                     POLR B 3
                                     PLR2 C 250
                                     NULL A 2
		Stop
	}
}

//******************************************************************************************

actor Blood18
{
	Radius 8
	Height 8
	Speed 3
                  Health 15
                  Projectile
        +NoBlockmap
           -NOGRAVITY
        +ActivatePCross
	States
	{
	Spawn:
		NBLD ABC 3
		Loop

	Death:
                                     POLG B 3
                                     POLG B 250
                                     NULL A 2
		Stop
	}
}

//******************************************************************************************

actor Blood19
{
	Radius 8
	Height 8
	Speed 4
                  Health 1
                  Projectile
        +NoBlockmap
           -NOGRAVITY
        +ActivatePCross
	States
	{
	Spawn:
		NBLD A 2 A_CustomMissile("Blood18", 4, 0, 0, 2)
                                     NBLD B 0 A_CustomMissile("Blood18", 4, 0, 45, 2)
                                     NBLD C 1 A_CustomMissile("Blood18", 4, 0, 90, 2)
                                     NBLD A 2 A_CustomMissile("Blood18", 4, 0, 135, 2)
                                     NBLD B 0 A_CustomMissile("Blood18", 4, 0, 180, 2)
                                     NBLD C 1 A_CustomMissile("Blood18", 4, 0, 225, 2)
                                     NBLD A 2 A_CustomMissile("Blood18", 4, 0, 270, 2)
                                     NBLD B 0 A_CustomMissile("Blood18", 4, 0, 335, 2)
                                     NBLD C 1 A_CustomMissile("Blood18", 4, 0, 360, 2)
		Loop

	Death:
                                     POG2 B 3
                                     POG2 C 250
                                     NULL A 2
		Stop
	}
}

//******************************************************************************************

actor Blood20
{
	Radius 8
	Height 8
	Speed 20
                  Projectile
        +NoBlockmap
           -NOGRAVITY
        +ActivatePCross
	States
	{
	Spawn:
		BLUD A 1 A_CustomMissile("Blood12", 4, 0, 0, 2)
                                     BLUD B 0 A_CustomMissile("Blood12", 4, 0, 45, 2)
                                     BLUD C 1 A_CustomMissile("Blood12", 4, 0, 90, 2)
                                     BLUD A 1 A_CustomMissile("Blood12", 4, 0, 135, 2)
                                     BLUD B 0 A_CustomMissile("Blood12", 4, 0, 180, 2)
                                     BLUD C 1 A_CustomMissile("Blood12", 4, 0, 225, 2)
                                     BLUD A 1 A_CustomMissile("Blood12", 4, 0, 270, 2)
                                     BLUD B 0 A_CustomMissile("Blood12", 4, 0, 335, 2)
                                     BLUD C 1 A_CustomMissile("Blood12", 4, 0, 360, 2)
		Loop

	Death:
                                     POLR B 3
                                     PLR2 C 250
                                     NULL A 2
		Stop
	}
}

//******************************************************************************************

actor Splitgib1
{
	Radius 8
	Height 8
	Speed 6
                  Health 3
                   Damage 0
                   Mass 9000000000
                  Projectile
        +DOOMBOUNCE
        +NoBlockmap
           -NOGRAVITY
         +RIPPER
        +ActivatePCross
                   SeeSound "misc/gibs"
	States
	{
	Spawn:
		MEAT C 10 A_CustomMissile("Blood2",4,0,0,2)
		Loop

	Death:
                                     MEAT C 250
                                     NULL A 2
		Stop
	}
}

//******************************************************************************************

actor Splitgib2
{
	Radius 8
	Height 8
	Speed 6
                  Health 2
                   Damage 0
                   Mass 9000000000
                  Projectile
        +DOOMBOUNCE
        +NoBlockmap
           -NOGRAVITY
         +RIPPER
        +ActivatePCross
                   SeeSound "misc/gibs"
	States
	{
	Spawn:
		GIB1 A 10 A_CustomMissile("Blood2",4,0,0,2)
		Loop

	Death:
                                     GIB1 A 250
                                     NULL A 2
		Stop
	}
}

//******************************************************************************************

actor Splitgib3
{
	Radius 8
	Height 8
	Speed 6
                  Health 3
                   Damage 0
                   Mass 9000000000
                  Projectile
        +DOOMBOUNCE
        +NoBlockmap
           -NOGRAVITY
         +RIPPER
        +ActivatePCross
                   SeeSound "misc/gibs"
	States
	{
	Spawn:
		GIB2 A 10 A_CustomMissile("Blood2",4,0,0,2)
		Loop

	Death:
                                     GIB2 A 250
                                     NULL A 2
		Stop
	}
}

//******************************************************************************************

actor Gibs1
{
	Radius 8
	Height 8
	Speed 23
                   Damage 0
                   Mass 9000000000
                  Projectile
        +DOOMBOUNCE
        +NoBlockmap
           -NOGRAVITY
         +RIPPER
        +ActivatePCross
                   SeeSound "misc/gibs"
	States
	{
	Spawn:
		MEAT A 10 A_CustomMissile("Blood2",4,0,0,2)
		Loop

	Death:
                                     MEAT A 250
                                     NULL A 2
		Stop
	}
}

//******************************************************************************************

actor Gibs2
{
	Radius 8
	Height 8
	Speed 23
                  Damage 0
                   Mass 9000000000
                  Projectile
         +DOOMBOUNCE
        +NoBlockmap
           -NOGRAVITY
        +RIPPER
        +ActivatePCross
        SeeSound "misc/gibs"
	States
	{
	Spawn:
		MEAT B 10 A_CustomMissile("Blood2",4,0,0,2)
		Loop

	Death:
                                     MEAT B 250
                                     NULL A 2
		Stop
	}
}

//******************************************************************************************

actor Gibs3
{
	Radius 8
	Height 8
	Speed 23
                  Damage 0
                   Mass 9000000000
                  Projectile
        +DOOMBOUNCE
        +RIPPER
        +NoBlockmap
           -NOGRAVITY
        +ActivatePCross
        SeeSound "misc/gibs"
	States
	{
	Spawn:
		MEAT F 10 A_CustomMissile("Blood2",4,0,0,2)
		Loop

	Death:
                                     MEAT F 250
                                     NULL A 2
		Stop
	}
}

//******************************************************************************************

actor Gibs4
{
	Radius 8
	Height 8
	Speed 23
                  Damage 0
                   Mass 9000000000
                  Projectile
                  Translation "176:191=112:127" , "32:47=120:127"
        +DOOMBOUNCE
        +NoBlockmap
           -NOGRAVITY
         +RIPPER
        +ActivatePCross
         SeeSound "misc/gibs"
	States
	{
	Spawn:
		MEAT A 10 A_CustomMissile("Blood4",4,0,0,2)
		Loop

	Death:
                                     MEAT A 250
                                     NULL A 2
		Stop
	}
}

//******************************************************************************************

actor Gibs5
{
	Radius 8
	Height 8
	Speed 23
                  Damage 0
                   Mass 9000000000
                  Projectile
                  Translation "176:191=160:167" , "32:47=165:167"
        +DOOMBOUNCE
        +NoBlockmap
           -NOGRAVITY
         +RIPPER
        +ActivatePCross
         SeeSound "misc/gibs"
	States
	{
	Spawn:
		MEAT A 10 A_CustomMissile("Blood7",4,0,0,2)
		Loop

	Death:
                                     MEAT A 250
                                     NULL A 2
		Stop
	}
}

//******************************************************************************************

actor BoneGib1
{
	Radius 8
	Height 8
	Speed 15
                   Damage 0
                   Mass 9000000000
                  Projectile
        +DOOMBOUNCE
        +NoBlockmap
         +RIPPER
        -NOGRAVITY
        +ActivatePCross
	States
	{
	Spawn:
		BOP1 A 10 
		Loop

	Death:
                                     BOP1 A 250
                                     NULL A 2
		Stop
	}
}

//******************************************************************************************

actor BoneGib2
{
	Radius 8
	Height 8
	Speed 15
                   Damage 0
                   Mass 9000000000
                  Projectile
        +DOOMBOUNCE
        +NoBlockmap
         +RIPPER
        -NOGRAVITY
        +ActivatePCross
	States
	{
	Spawn:
		BOP3 A 10 
		Loop

	Death:
                                     BOP3 A 250
                                     NULL A 2
		Stop
	}
}

//******************************************************************************************

actor BoneGib3
{
	Radius 8
	Height 8
	Speed 15
                   Damage 0
                   Mass 9000000000
                  Projectile
        +DOOMBOUNCE
        +NoBlockmap
         +RIPPER
        -NOGRAVITY
        +ActivatePCross
	States
	{
	Spawn:
		BOP4 A 10 
		Loop

	Death:
                                     BOP4 A 250
                                     NULL A 2
		Stop
	}
}

//******************************************************************************************

actor BoneGib4
{
	Radius 8
	Height 8
	Speed 15
                   Damage 0
                   Mass 9000000000
                  Projectile
        +DOOMBOUNCE
        +NoBlockmap
         +RIPPER
        -NOGRAVITY
        +ActivatePCross
	States
	{
	Spawn:
		BOP5 A 10 
		Loop

	Death:
                                     BOP5 A 250
                                     NULL A 2
		Stop
	}
}

//******************************************************************************************

actor BoneGib5
{
	Radius 8
	Height 8
	Speed 15
                   Damage 0
                   Mass 9000000000
                  Projectile
        +DOOMBOUNCE
        +NoBlockmap
         +RIPPER
        -NOGRAVITY
        +ActivatePCross
	States
	{
	Spawn:
		BOP6 A 10 
		Loop

	Death:
                                     BOP6 A 250
                                     NULL A 2
		Stop
	}
}

//******************************************************************************************

actor BoneGib6
{
	Radius 8
	Height 8
	Speed 15
                   Damage 0
                   Mass 9000000000
                  Projectile
        +DOOMBOUNCE
        +NoBlockmap
         +RIPPER
        -NOGRAVITY
        +ActivatePCross
	States
	{
	Spawn:
		BOP7 A 10 
		Loop

	Death:
                                     BOP7 A 250
                                     NULL A 2
		Stop
	}
}

//******************************************************************************************

actor BoneGib7
{
	Radius 8
	Height 8
	Speed 15
                   Damage 0
                   Mass 9000000000
                  Projectile
        +DOOMBOUNCE
        +NoBlockmap
         +RIPPER
        -NOGRAVITY
        +ActivatePCross
	States
	{
	Spawn:
		BOP8 A 10 
		Loop

	Death:
                                     BOP8 A 250
                                     NULL A 2
		Stop
	}
}

//******************************************************************************************

actor BoneGib8
{
	Radius 8
	Height 8
	Speed 15
                   Damage 0
                   Mass 9000000000
                  Projectile
        +DOOMBOUNCE
        +NoBlockmap
         +RIPPER
        -NOGRAVITY
        +ActivatePCross
	States
	{
	Spawn:
		BOP9 A 10 
		Loop

	Death:
                                     BOP9 A 250
                                     NULL A 2
		Stop
	}
}

//******************************************************************************************

actor ArchGib1
{
	Radius 8
	Height 8
	Speed 23
                   Damage 0
                   Mass 9000000000
                  Projectile
        +DOOMBOUNCE
        +NoBlockmap
           -NOGRAVITY
         +RIPPER
        +ActivatePCross
        SeeSound "misc/gibs"
	States
	{
	Spawn:
		ARC1 A 10 A_CustomMissile("Blood2",4,0,0,2)
		Loop

	Death:
                                     ARC1 A 250
                                     NULL A 2
		Stop
	}
}

//******************************************************************************************

actor ArchGib2
{
	Radius 8
	Height 8
	Speed 23
                   Damage 0
                   Mass 9000000000
                  Projectile
        +DOOMBOUNCE
        +NoBlockmap
           -NOGRAVITY
         +RIPPER
        +ActivatePCross
        SeeSound "misc/gibs"
	States
	{
	Spawn:
		ARC2 A 10 A_CustomMissile("Blood2",4,0,0,2)
		Loop

	Death:
                                     ARC2 A 250
                                     NULL A 2
		Stop
	}
}

//******************************************************************************************

actor ArchGib3
{
	Radius 8
	Height 8
	Speed 23
                   Damage 0
                   Mass 9000000000
                  Projectile
        +DOOMBOUNCE
        +NoBlockmap
           -NOGRAVITY
         +RIPPER
        +ActivatePCross
        SeeSound "misc/gibs"
	States
	{
	Spawn:
		ARC3 A 10 A_CustomMissile("Blood2",4,0,0,2)
		Loop

	Death:
                                     ARC3 A 250
                                     NULL A 2
		Stop
	}
}

//******************************************************************************************

actor ArchGib4
{
	Radius 8
	Height 8
	Speed 23
                   Damage 0
                   Mass 9000000000
                  Projectile
        +DOOMBOUNCE
        +NoBlockmap
           -NOGRAVITY
         +RIPPER
        +ActivatePCross
        SeeSound "misc/gibs"
	States
	{
	Spawn:
		ARC4 A 10 A_CustomMissile("Blood2",4,0,0,2)
		Loop

	Death:
                                     ARC4 A 250
                                     NULL A 2
		Stop
	}
}

//******************************************************************************************

actor ArchGib5
{
	Radius 8
	Height 8
	Speed 23
                   Damage 0
                   Mass 9000000000
                  Projectile
        +DOOMBOUNCE
        +NoBlockmap
           -NOGRAVITY
         +RIPPER
        +ActivatePCross
         SeeSound "misc/gibs"
	States
	{
	Spawn:
		ARC5 A 10 A_CustomMissile("Blood2",4,0,0,2)
		Loop

	Death:
                                     ARC5 A 250
                                     NULL A 2
		Stop
	}
}

//******************************************************************************************

actor ArchGib6
{
	Radius 8
	Height 8
	Speed 23
                   Damage 0
                   Mass 9000000000
                  Projectile
        +DOOMBOUNCE
        +NoBlockmap
           -NOGRAVITY
         +RIPPER
        +ActivatePCross
        SeeSound "misc/gibs"
	States
	{
	Spawn:
		ARC6 A 10 A_CustomMissile("Blood2",4,0,0,2)
		Loop

	Death:
                                     ARC6 A 250
                                     NULL A 2
		Stop
	}
}

//******************************************************************************************

actor SPHead
{
	Radius 8
	Height 8
	Speed 20
                   Damage 0
                   Mass 9000000000
                  Projectile
        +DOOMBOUNCE
        +NoBlockmap
           -NOGRAVITY
         +RIPPER
        +ActivatePCross
                   SeeSound "misc/gibs"
	States
	{
	Spawn:
		SPHD A 10 A_CustomMissile("Blood13",4,0,0,2)
		Loop

	Death:
                                     SPHD A 250
                                     NULL A 2
		Stop
	}
}

//******************************************************************************************

actor LM1Head
{
	Radius 8
	Height 8
	Speed 20
                   Damage 0
                   Mass 9000000000
                  Projectile
                  Translation "112:127=196:207"
        +DOOMBOUNCE
        +NoBlockmap
           -NOGRAVITY
         +RIPPER
        +ActivatePCross
                   SeeSound "misc/gibs"
	States
	{
	Spawn:
		LHED A 10 A_CustomMissile("Blood13",4,0,0,2)
		Loop

	Death:
                                     LHED A 250
                                     NULL A 2
		Stop
	}
}

//******************************************************************************************

actor LM2Head
{
	Radius 8
	Height 8
	Speed 20
                   Damage 0
                   Mass 9000000000
                  Projectile
                  Translation "112:127=152:159"
        +DOOMBOUNCE
        +NoBlockmap
           -NOGRAVITY
         +RIPPER
        +ActivatePCross
                   SeeSound "misc/gibs"
	States
	{
	Spawn:
		LHED A 10 A_CustomMissile("Blood13",4,0,0,2)
		Loop

	Death:
                                     LHED A 250
                                     NULL A 2
		Stop
	}
}

//******************************************************************************************

actor LM3Head
{
	Radius 8
	Height 8
	Speed 20
                   Damage 0
                   Mass 9000000000
                  Projectile
                  Translation "112:127=64:79"
        +DOOMBOUNCE
        +NoBlockmap
           -NOGRAVITY
         +RIPPER
        +ActivatePCross
                   SeeSound "misc/gibs"
	States
	{
	Spawn:
		LHED A 10 A_CustomMissile("Blood13",4,0,0,2)
		Loop

	Death:
                                     LHED A 250
                                     NULL A 2
		Stop
	}
}

//******************************************************************************************

actor LM4Head
{
	Radius 8
	Height 8
	Speed 20
                   Damage 0
                   Mass 9000000000
                  Projectile
        +DOOMBOUNCE
        +NoBlockmap
           -NOGRAVITY
         +RIPPER
        +ActivatePCross
                   SeeSound "misc/gibs"
	States
	{
	Spawn:
		LHED A 10 A_CustomMissile("Blood13",4,0,0,2)
		Loop

	Death:
                                     LHED A 250
                                     NULL A 2
		Stop
	}
}

//******************************************************************************************

actor HumanHead
{
	Radius 8
	Height 8
	Speed 20
                   Damage 0
                   Translation "112:127=0:0"
                   Mass 9000000000
                  Projectile
        +DOOMBOUNCE
        +NoBlockmap
           -NOGRAVITY
         +RIPPER
        +ActivatePCross
                   SeeSound "misc/gibs"
	States
	{
	Spawn:
		BHED A 10 A_CustomMissile("Blood13",4,0,0,2)
		Loop

	Death:
                                     BHED A 250
                                     NULL A 2
		Stop
	}
}

//******************************************************************************************

actor HumanHead2
{
	Radius 8
	Height 8
	Speed 20
                   Damage 0
                   Mass 9000000000
                  Projectile
        +DOOMBOUNCE
        +NoBlockmap
           -NOGRAVITY
         +RIPPER
        +ActivatePCross
                   SeeSound "misc/gibs"
	States
	{
	Spawn:
		BHED A 10 A_CustomMissile("Blood13",4,0,0,2)
		Loop

	Death:
                                     BHED A 250
                                     NULL A 2
		Stop
	}
}

//******************************************************************************************

actor ZomHead
{
	Radius 8
	Height 8
	Speed 20
                   Damage 0
                   Mass 9000000000
                  Projectile
        +DOOMBOUNCE
        +NoBlockmap
           -NOGRAVITY
         +RIPPER
        +ActivatePCross
                   SeeSound "misc/gibs"
	States
	{
	Spawn:
		ZHD1 A 10 A_CustomMissile("Blood12",4,0,0,2)
		Loop

	Death:
                                     ZHD1 A 250
                                     NULL A 2
		Stop
	}
}

//******************************************************************************************

actor NightVisors : PowerupGiver 2045
{
  spawnid 138
  inventory.pickupmessage "You got Night Vision goggles. Say bye bye to darkness!"
  inventory.pickupsound "powerup/power1"
  inventory.maxamount 0
  powerup.duration 4200
  powerup.type "LightAmp"
  powerup.color "00 FF 00" 0.30
  -COUNTITEM
  +AUTOACTIVATE
  +ALWAYSPICKUP
  Scale 0.5
  States
      {
        Spawn:
                     PVIS A 6
                     PVIS B 6 Bright
                     loop
       }
}

//******************************************************************************************

actor FearSphere : PowerupGiver
{
  spawnid 140
  inventory.pickupmessage "You got a Fear Sphere. Be feared!"
  inventory.maxamount 0
  powerup.duration 1050
  powerup.type "Frightener"
  powerup.color "FF 00 00" 0.60
  Translation "112:127=176:191" , "176:191=96:111"
  -COUNTITEM
  +AUTOACTIVATE
  +ALWAYSPICKUP
  +FLOATBOB
  States
      {
        Spawn:
                     PINV ABCD 6 Bright
                     loop
       }
}

//******************************************************************************************

actor InvulnerabilitySphere_ : PowerupGiver
{
  spawnid 140
  inventory.pickupmessage "You got an invulnerability sphere!"
  inventory.maxamount 0
  powerup.duration 1050
  powerup.type "Frightener"
  powerup.color InverseMap
  -COUNTITEM
  +AUTOACTIVATE
  +ALWAYSPICKUP
  +FLOATBOB
  States
      {
        Spawn:
                     PINV ABCD 6 Bright
                     loop
       }
}

//******************************************************************************************

actor GodSphere : PowerupGiver
{
  spawnid 138
  inventory.pickupmessage "You got the god sphere! Now you are invunerable longer!"
  inventory.pickupsound "powerup/mega"
  inventory.maxamount 0
  powerup.duration 4200
  powerup.type "Invulnerable"
  powerup.color GoldMap
  Translation "128:143=192:207" , "13:15=240:242" , "144:151=240:247"
  -COUNTITEM
  +AUTOACTIVATE
  +ALWAYSPICKUP
  +FLOATBOB
  States
      {
        Spawn:
                     MEGA ABCD 6 Bright
                     loop
       }
}

//******************************************************************************************

actor GhostSystem : PowerupGiver
{
  spawnid 138
  inventory.pickupmessage "You got ghost goggles."
  inventory.pickupsound "powerup/power1"
  inventory.maxamount 0
  powerup.duration 4200
  powerup.type "Ghost"
  powerup.color "00 00 FF" 0.30
  Translation "168:175=192:199" , " 176:183=200:207" , " 184:191=20:247"
  -COUNTITEM
  +AUTOACTIVATE
  +ALWAYSPICKUP
  +GHOST
  Scale 0.5
  States
      {
        Spawn:
                     PVIS A 6
                     PVIS B 6 Bright
                     loop
       }
}

//******************************************************************************************

actor Haste : PowerupGiver
{
  spawnid 138
  inventory.pickupmessage "Haste!"
  inventory.maxamount 0
  powerup.duration 1050
  powerup.type "Speed"
  powerup.color "FF 55 00" 0.30
  Translation "251:254=218:222"
  -COUNTITEM
  +AUTOACTIVATE
  +ALWAYSPICKUP
  +FLOATBOB
  States
      {
        Spawn:
                     HLTH B 6 Bright
                     loop
       }
}

//******************************************************************************************

actor Megahealth : Health
{
spawnid 106
radius 10
height 10
Translation "192:207=80:95" , "240:247=96:103"
inventory.pickupmessage "You got the mega health! +300"
inventory.amount 300
inventory.maxamount 600
inventory.pickupsound "powerup/mega"
+ALWAYSPICKUP
 +AUTOACTIVATE
-COUNTITEM
+FLOATBOB
States
     {
      Spawn:
                   SOUL ABCDCB 5 Bright
                   Loop
      }
}

//******************************************************************************************

actor SoulSphere_ : Health
{
spawnid 106
radius 10
height 10
inventory.pickupmessage "You got a soul sphere! +100"
inventory.amount 100
inventory.maxamount 200
inventory.pickupsound "misc/p_pkup"
+ALWAYSPICKUP
 +AUTOACTIVATE
-COUNTITEM
+FLOATBOB
States
     {
      Spawn:
                   SOUL ABCDCB 5 Bright
                   Loop
      }
}

Actor Monsterrepellant : CustomInventory
{
 inventory.pickupmessage "You got an invisible shield!"
 inventory.pickupsound "misc/p_pkup"
 Translation "251:254=176:191"
 -COUNTITEM
 +FLOATBOB
 States
 {
  Spawn: 
       HLTH B 1
       Loop
 Pickup:
       NULL A 35 A_GiveInventory("Badrepel", 1)
       NULL A 100
       NULL A 35 A_GiveInventory("Badrepel", 1)
       NULL A 100
       NULL A 35 A_GiveInventory("Badrepel", 1)
       NULL A 100
       NULL A 35 A_GiveInventory("Badrepel", 1)
       NULL A 100
       NULL A 35 A_GiveInventory("Badrepel", 1)
       NULL A 100
       NULL A 35 A_GiveInventory("Badrepel", 1)
       NULL A 100
       NULL A 35 A_GiveInventory("Badrepel", 1)
       NULL A 100
       NULL A 35 A_GiveInventory("Badrepel", 1)
       NULL A 100
       NULL A 35 A_TakeInventory("Badrepel", 1)
      Stop
    }
}

Actor Badrepel : ArtiBlastRadius
{
+AUTOACTIVATE
}

//******************************************************************************************

Actor Healthvile : Health
{
radius 20
height 16
inventory.pickupmessage "Picked up a health vile. (+5)"
inventory.amount 5
inventory.maxamount 1000
-COUNTITEM
+ALWAYSPICKUP
+FLOATBOB
Scale 0.35
States
{
Spawn:
     HLTH A 1 Bright
     Loop
    }
}

//******************************************************************************************

Actor Healthglass : Health
{
radius 20
height 16
inventory.pickupmessage "Picked up a health potion. (+10)"
inventory.amount 10
inventory.maxamount 1000
-COUNTITEM
+ALWAYSPICKUP
+FLOATBOB
States
{
Spawn:
     HLTH B 1 Bright
     Loop
    }
}

//******************************************************************************************

Actor Healthbottle : Health
{
radius 20
height 16
inventory.pickupmessage "Picked up a health bottle. (+2)"
inventory.amount 2
inventory.maxamount 350
-COUNTITEM
+ALWAYSPICKUP
+FLOATBOB
Scale 0.7
States
{
Spawn:
     HLTH C 1 Bright
     Loop
    }
}

//******************************************************************************************

actor RedArmor : BasicArmorPickup 2018
{
  inventory.pickupmessage "You got the red armor 100%"
  inventory.icon "ARM1A1"
  armor.saveamount 100
  armor.savepercent 75
  States
      {
       Spawn:
                  ARM1 A 6
                  ARM1 B 6 Bright
                  loop
       }
}

//******************************************************************************************

actor BlueArmor2 : BasicArmorPickup 2019
{
  inventory.pickupmessage "You got the Blue armor 200%"
  inventory.icon "ARM2A1"
  armor.saveamount 200
  armor.savepercent 60
  States
      {
       Spawn:
                  ARM2 A 6
                  ARM2 B 6 Bright
                  loop
       }
}

//******************************************************************************************

actor GoldArmor : BasicArmorPickup 4018
{
  inventory.pickupmessage "You got the gold armor 300%"
  inventory.icon "ARM3A0"
  armor.saveamount 300
  armor.savepercent 55
  Translation "176:191=160:167" , "32:47=160:167"
  States
      {
       Spawn:
                  ARM1 A 6
                  ARM1 B 6 Bright
                  loop
       }
}

//******************************************************************************************

actor BPVest : BasicArmorPickup 4019
{
  inventory.pickupmessage "You got the Bullet Proof vest 50%"
  inventory.icon "BRACA0"
  armor.saveamount 50
  armor.savepercent 85
  +ALWAYSPICKUP
  Scale 0.85
  States
      {
       Spawn:
                  BRAC A 6
                  BRAC A 6 Bright
                  loop
       }
}

//******************************************************************************************

actor GreenArmor2 : BasicArmorPickup 4020
{
  inventory.pickupmessage "You got the green armor 400%"
  inventory.icon "ARM1A0"
  armor.saveamount 400
  armor.savepercent 50
  Translation "176:191=112:127" , "32:47=112:127"
  States
      {
       Spawn:
                  ARM1 A 6
                  ARM1 B 6 Bright
                  loop
       }
}

//******************************************************************************************

actor OrangeArmor : BasicArmorPickup 4021
{
  inventory.pickupmessage "You got the orange armor 500%"
  inventory.icon "ARM4A0"
  armor.saveamount 500
  armor.savepercent 50
  Translation "176:191=213:223" , "32:47=213:223"
  States
      {
       Spawn:
                  ARM1 A 6
                  ARM1 B 6 Bright
                  loop
       }
}

//******************************************************************************************

actor Rocket2
{
	Radius 11
	Height 8
	Speed 20
	Damage 12
                  Scale 0.5
	Projectile
	ExplosionDamage 56
	ExplosionRadius 128
	SeeSound "weapons/rocklf"
	DeathSound "weapons/rocklx"
	States
	{
	Spawn:
		MISL A 1 A_SeekerMissile(30,30)
                                      MISL A 0 A_CustomMissile("Smoketrail3",0,0,0)
		Loop
	Death:
		MISL B 2 Bright A_Explode
		MISL CD 2 Bright A_Mushroom("Hotmetal" , 8)
		Stop
	}
}

//******************************************************************************************

actor Rocket3
{
	Radius 11
	Height 8
	Speed 20
	Damage 20
	Projectile
                  Scale 0.6
	ExplosionDamage 128
	ExplosionRadius 128
	SeeSound "weapons/rocklf"
	DeathSound "weapons/rocklx"
	States
	{
	Spawn:
		ENME A 1 A_SeekerMissile(30,30)
                                      ENME A 0 A_CustomMissile("Smoketrail",0,0,0)
		Loop
	Death:
		MISL B 4 Bright A_Explode
		MISL CD 4 Bright
		Stop
	}
}

//******************************************************************************************

actor Rocket4
{
	Radius 11
	Height 8
	Speed 20
	Damage 20
	Projectile
                  Scale 0.5
	ExplosionDamage 128
	ExplosionRadius 128
	SeeSound "weapons/rocklf"
	DeathSound "weapons/rocklx"
	States
	{
	Spawn:
		SWR2 AB 1 A_SeekerMissile(30,30)
                                      SWR2 A 0 A_CustomMissile("Smoketrail",0,0,0)
		Loop
	Death:
		MISL B 4 Bright A_Explode
		MISL CD 4 Bright
		Stop
	}
}

//*****************************************************************************************
// weapon reload stuff
//*****************************************************************************************

Actor sgreload : Ammo
{
 inventory.icon "SHLLB0"
 inventory.maxamount 8
States
{
 Spawn:
              NULL A 0
              Stop
   }
}

Actor sawreload : Ammo
{
 inventory.icon "SHLLB0"
 inventory.maxamount 6
States
{
 Spawn:
              NULL A 0
              Stop
   }
}

Actor slashreload : Ammo
{
 inventory.icon "SHL2D0"
 inventory.maxamount 8
States
{
 Spawn:
              NULL A 0
              Stop
   }
}

Actor asgreload : Ammo
{
 inventory.icon "KSHLA0"
 inventory.maxamount 8
States
{
 Spawn:
              NULL A 0
              Stop
   }
}

Actor tomreload : Ammo
{
 inventory.icon "DRUMA0"
 inventory.maxamount 50
States
{
 Spawn:
              NULL A 0
              Stop
   }
}

Actor M249reload : Ammo
{
 inventory.icon "MSAWA0"
 inventory.maxamount 100
States
{
 Spawn:
              NULL A 0
              Stop
   }
}

Actor uzireload : Ammo
{
 inventory.icon "CLIPC0"
 inventory.maxamount 30
States
{
 Spawn:
              NULL A 0
              Stop
   }
}

Actor duelreload : Ammo
{
 inventory.icon "CLIPA0"
 inventory.maxamount 20
States
{
 Spawn:
              NULL A 0
              Stop
   }
}

Actor pistolreload : Ammo
{
 inventory.icon "CLIPA0"
 inventory.maxamount 10
States
{
 Spawn:
              NULL A 0
              Stop
   }
}

Actor silreload : Ammo
{
 inventory.icon "CLIPA0"
 inventory.maxamount 12
States
{
 Spawn:
              NULL A 0
              Stop
   }
}


Actor eaglereload : Ammo
{
 inventory.icon "CLIPA0"
 inventory.maxamount 7
States
{
 Spawn:
              NULL A 0
              Stop
   }
}

Actor arreload : Ammo
{
 inventory.icon "CLP3A0"
 inventory.maxamount 50
States
{
 Spawn:
              NULL A 0
              Stop
   }
}

Actor awmreload : Ammo
{
 inventory.icon "CLP3A0"
 inventory.maxamount 10
States
{
 Spawn:
              NULL A 0
              Stop
   }
}

Actor cgreload : Ammo
{
 inventory.icon "NAILA7A3"
 inventory.maxamount 60
States
{
 Spawn:
              NULL A 0
              Stop
   }
}

//*****************************************************************************************
//good guys to help you
//*****************************************************************************************

ACTOR Alando
{ 
    Health 2500
    Radius 20 
    Height 56 
    Speed 24
    Damage 7
    MinMissileChance 10
    PainChance 10
    Translation "112:127=176:191"
    DONTHURTSHOOTER
    MONSTER 
    +JUSTATTACKED
    +DONTGIB
    +FLOORCLIP
    +FRIENDLY 
    +QUICKTORETALIATE 
    +NOBLOCKMONST
    +DROPOFF
    +FULLVOLACTIVE
    +FULLVOLDEATH
    Obituary "%o was accidentally killed by Alando."  
    SeeSound "alando/sight"
    PainSound "alan/pain"
    DeathSound "alan/death1"  
    AttackSound "alando/attack"
    ActiveSound "marine/active"
    DropItem Zapper
    DropItem Shell 128
    DropItem SuperShotgun
    DropItem Stimpack 128
    DropItem ArtiPoisonBagDropper 128
    DropItem Blood12
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
    DropItem Blood13
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
    DropItem Dead2
    States 
    { 
    Spawn: 
        PLAY A 20 A_Look 
        LOOK B 20 A_Look
        PLAY A 20 A_Look
        LOOK C 20 A_Look
        LOOK B 20 A_Look
        Loop 
    See: 
        PLAY AABBCCDD 2 A_FastChase
        Loop 
    Missile: 
        PLAY E 0 A_Jump(128, 6)
        PLAY E 0 A_FaceTarget
        PLAY F 1 Bright A_CustomMissile ("Lightningshot", 32, 0, 0)
        PLAY F 0 Bright A_Recoil(-1)
        PLAY E 1 A_SpidRefire
        Goto Missile+1
        PLAY E 3 A_FaceTarget
        PLAY F 1 Bright A_CustomBulletAttack (11, 7, 15, 8, "BulletPuff2")
        PLAY E 2 A_CustomMissile("ShotgunCasing", 32, 0 , 0)
        PLAY E 0 A_CustomMissile("ShotgunCasing", 32, 0 , 0)
        PLAY E 1 A_FaceTarget
        Goto Missile+1
    Pain: 
        PLAY G 2 
        PLAY G 2 A_Pain 
        Goto See 
    Death: 
        PLAY H 5 
        PLAY I 5 A_Scream 
        PLAY J 5 A_Fall 
        PLAY KLM 5 
        PLAY N -1 
        Stop 
    XDeath: 
        SOLD O 5 
        SOLD P 5 A_XScream 
        SOLD Q 5 A_Fall 
        SOLD RSTUV 5 
        SOLD W -1 
        Stop 
    Raise: 
        PLAY NMLKJIH 5 
        Goto See 
        }
}

//*****************************************************************************************

ACTOR Alando2
{ 
    Health 2500
    Radius 20 
    Height 56 
    Speed 6
    Damage 7
    PainChance 10
    MinMissileChance 10
    Translation "112:127=176:191"
    DONTHURTSHOOTER
    MONSTER 
     +JUSTATTACKED
    +DONTGIB
    +FLOORCLIP
    +FRIENDLY 
    +QUICKTORETALIATE 
    +NOBLOCKMONST
    +FULLVOLACTIVE
    +FULLVOLDEATH
    +NOEXTREMEDEATH
    Obituary "%o was accidentally sniped by Alando."  
    SeeSound "alando/sight"
    PainSound "alan/pain"
    DeathSound "alan/death1"  
    AttackSound "gun/awm"
    ActiveSound "marine/active"
    DropItem AWMSniperrifle
    DropItem Stimpack 128
    DropItem ArtiPoisonBagDropper 128
    DropItem Blood12
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
    DropItem Blood13
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
     DropItem Dead2
    States 
    { 
    Spawn: 
        PLAY A 20 A_Look 
        LOOK B 20 A_Look
        PLAY A 20 A_Look
        LOOK C 20 A_Look
        LOOK B 20 A_Look
        Loop 
    See: 
        PLAY AABBCCDD 2 A_Chase
        Loop 
    Missile: 
        PLAY E 8 A_FaceTarget
        PLAY F 2 Bright A_CustomBulletAttack (1, 1, 1, 250, "Sparky2")
        PLAY E 15 A_PlaySound("gun/awmr")
        PLAY E 0 A_CustomMissile("SlugCasing", 32, 0, 0)
        PLAY E 20 A_SpidRefire
        Goto Missile+1
    Pain: 
        PLAY G 2 
        PLAY G 2 A_Pain 
        Goto See 
    Death: 
        PLAY H 5 
        PLAY I 5 A_Scream 
        PLAY J 5 A_Fall 
        PLAY KLM 5 
        PLAY N -1 
        Stop 
    XDeath: 
        SOLD O 5 
        SOLD P 5 A_XScream 
        SOLD Q 5 A_Fall 
        SOLD RSTUV 5 
        SOLD W -1 
        Stop 
    Raise: 
        PLAY NMLKJIH 5 
        Goto See 
        }
}

//******************************************************************************************

ACTOR Alando3
{ 

    Health 3000
    Radius 20
    Height 56
    Speed 18
    PainChance 190
    Damage 2
   MinMissileChance 20
    Translation "112:127=176:191"
    DONTHURTSHOOTER
    MONSTER 
     +JUSTATTACKED
    +DONTGIB
    +FLOORCLIP
    +FRIENDLY
    +QUICKTORETALIATE 
    +NOBLOCKMONST
     +FULLVOLACTIVE
    +FULLVOLDEATH
    Obituary "%o was accidentally killed by Alan."
    SeeSound "alando/sight"
    PainSound "alan/pain"
    DeathSound "alan/death1"  
   AttackSound "gun/msaw"
    ActiveSound "marine/active"
    DropItem M249SAW
    DropItem Stimpack
    DropItem Blood12
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
    DropItem Blood13
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
     DropItem Dead2
    States
    {
    Spawn:
       PLAY A 20 A_Look 
        LOOK B 20 A_Look
        PLAY A 20 A_Look
        LOOK C 20 A_Look
        LOOK B 20 A_Look
        Loop 
    See:
        PLAY AABBCCDD 2 A_FastChase
        Loop
    Missile:
        PLAY E 0 A_JumpIfCloser(128, 7)
        PLAY E 0 A_FaceTarget
        PLAY F 1 Bright A_CustomBulletAttack (1, 1, 1, 15, "BulletPuff2")
        PLAY F 0 Bright A_Recoil(.2)
        PLAY E 0 A_CustomMissile("SlugCasing", 32, 0, 0)
        PLAY E 2 A_Cposrefire
        Goto Missile+1
        PLAY D 1 A_FaceTarget
        PLAY DCCBBAA 2 A_Recoil(10)
        Goto See
    Pain:
        PLAY G 2
        PLAY G 2 A_Pain
        Goto Missile+8
    Death:
        PLAY H 5
        PLAY I 5 A_Scream
        PLAY J 5 A_Fall
        PLAY KLM 5
        PLAY N -1
        Stop
    XDeath:
        SOLD O 5
        SOLD P 5 A_XScream
        SOLD Q 5 A_Fall
        SOLD RSTU 5
        SOLD V -1
        Stop
    Raise:
        PLAY NMLKJIH 5
        Goto See
    }
} 

//*****************************************************************************************

ACTOR Alando4
{ 
    Health 3500
    Radius 20 
    Height 56 
    Speed 18
    Damage 7
    PainChance 190
    MeleeRange 200
    MeleeDamage 0
    MinMissileChance 30
    Translation "112:127=176:191"
    DONTHURTSHOOTER
    MONSTER 
     +MISSILEMORE
     +JUSTATTACKED
    +DONTGIB
    +FLOORCLIP
    +FRIENDLY 
    +QUICKTORETALIATE 
    +NOBLOCKMONST
    +FULLVOLACTIVE
    +FULLVOLDEATH
    Obituary "%o was accidentally shot by Alando."  
    SeeSound "alando/sight"
    PainSound "alan/pain"
    DeathSound "alan/death1"  
    AttackSound "gun/slash"
    ActiveSound "marine/active"
    DropItem SlasherSG
    DropItem Stimpack 128
    DropItem Blood12
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
    DropItem Blood13
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
     DropItem Dead2
    States 
    { 
    Spawn: 
        PLA3 A 20 A_Look 
        LOK2 B 20 A_Look
        PLA3 A 20 A_Look
        LOK2 C 20 A_Look
        LOK2 B 20 A_Look
        Loop 
    See: 
        PLA3 AABBCCDD 2 A_FastChase
        Loop 
    Missile: 
        PLA3 E 0 A_JumpIfCloser(128, 7)
        PLA3 E 8 A_FaceTarget
        PLA3 F 2 Bright A_CustomBulletAttack (5, 5, 20, 8, "BulletPuff2")
        PLA3 F 0 Bright A_Recoil(1)
        PLA3 E 0 A_CustomMissile("SlasherCasing", 32, 0, 0)
        PLA3 E 1 A_FaceTarget
        Goto Melee
         PLA3 D 1 A_FaceTarget
         PLA3 DCCBBAA 2 A_Recoil(10)
        Goto See
    Melee:
        SHLD A 0 A_SetInvulnerable
        SHLD A 1 A_FaceTarget
        SHLD A 80
        SHLD A 1 A_FaceTarget
        SHLD A 0 A_UnSetInvulnerable
        Goto Missile+9
    Pain: 
        PLA3 G 2 
        PLA3 G 2 A_Pain 
        Goto Missile+1
    Death: 
        PLA3 H 5 
        PLA3 I 5 A_Scream 
        PLA3 J 5 A_Fall 
        PLA3 KLM 5 
        PLA3 N -1 
        Stop 
    XDeath: 
        SOLD O 5 
        SOLD P 5 A_XScream 
        SOLD Q 5 A_Fall 
        SOLD RSTUV 5 
        SOLD W -1 
        Stop 
    Raise: 
        PLA3 NMLKJIH 5 
        Goto See 
        }
}

//*****************************************************************************************

ACTOR Alando5
{ 
    Health 2500
    Radius 20 
    Height 56 
    Speed 18
    Damage 7
    PainChance 10
    MinMissileChance 10
    Translation "112:127=176:191" , "160:167=192:199" , "224:231=196:207" , "208:223=192:207" , "232:235=200:203"
    DONTHURTSHOOTER
    MONSTER 
     +JUSTATTACKED
    +DONTGIB
    +FLOORCLIP
    +FRIENDLY 
    +QUICKTORETALIATE 
    +NOBLOCKMONST
    +FULLVOLACTIVE
    +FULLVOLDEATH
    Obituary "%o was accidentally killed by Alando."  
    SeeSound "alando/sight"
    PainSound "alan/pain"
    DeathSound "alan/death1"  
    AttackSound "shotguy/attack"
    ActiveSound "marine/active"
    DropItem PCchaingun
    DropItem Stimpack 128
    DropItem Blood12
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
    DropItem Blood13
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
     DropItem Dead2
    States 
    { 
    Spawn: 
       PLAY A 20 A_Look 
        LOOK B 20 A_Look
        PLAY A 20 A_Look
        LOOK C 20 A_Look
        LOOK B 20 A_Look
        Loop 
    See: 
        PLAY AABBCCDD 2 A_FastChase
        Loop 
   Missile:
        PLAY E 3 A_FaceTarget
        PLAY F 2 Bright A_CustomMissile ("PCGBall2", 32, 0, 0)
        PLAY F 0 Bright A_Recoil(.3)
        PLAY E 1 A_CposRefire
        Goto Missile+1
       PLAY D 1 A_FaceTarget
       PLAY DCCBBAA 2 A_Recoil(10)
        Goto See
     Melee:
        SHLD A 0 A_SetInvulnerable
        SHLD A 1 A_FaceTarget
        SHLD A 80
        SHLD A 1 A_FaceTarget
        SHLD A 0 A_UnSetInvulnerable
        Goto Missile+6
    Pain: 
        PLAY G 2 
        PLAY G 2 A_Pain 
        Goto Melee
    Death: 
        PLAY H 5 
        PLAY I 5 A_Scream 
        PLAY J 5 A_Fall 
        PLAY KLM 5 
        PLAY N -1 
        Stop 
    XDeath: 
        SOLD O 5 
        SOLD P 5 A_XScream 
        SOLD Q 5 A_Fall 
        SOLD RSTUV 5 
        SOLD W -1 
        Stop 
    Raise: 
        PLAY NMLKJIH 5 
        Goto See 
        }
}

//*****************************************************************************************

ACTOR Alando6
{ 
    Health 2500
    Radius 20 
    Height 56 
    Speed 18
    Damage 7
    PainChance 10
    MinMissileChance 200
    Translation "112:127=176:191"
    DONTHURTSHOOTER
    MONSTER 
     +JUSTATTACKED
    +DONTGIB
    +FLOORCLIP
    +FRIENDLY 
    +QUICKTORETALIATE 
    +NOBLOCKMONST
    +FULLVOLACTIVE
    +FULLVOLDEATH
    Obituary "%o was accidentally killed by Alando."  
    SeeSound "alando/sight"
    PainSound "alan/pain"
    DeathSound "alan/death1"  
    AttackSound "shotguy/attack"
    ActiveSound "marine/active"
    DropItem Stimpack 128
    DropItem Blood12
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
    DropItem Blood13
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
     DropItem Dead2
    States 
    { 
    Spawn: 
       PLAY A 20 A_Look 
        LOOK B 20 A_Look
        PLAY A 20 A_Look
        LOOK C 20 A_Look
        LOOK B 20 A_Look
        Loop 
    See: 
        PLAY AABBCCDD 2 A_Chase
        Loop 
   Missile:
        PLAY E 3 A_FaceTarget
        PLAY F 1 Bright A_CustomMissile ("Flames", 32, 0, 0)
        PLAY F 1 Bright A_CustomMissile ("Flames", 32, 0, 0)
         PLAY F 1 Bright A_CustomMissile ("Flames", 32, 0, 0)
        PLAY F 1 Bright A_CustomMissile ("Flames", 32, 0, 0)
        PLAY F 1 Bright A_CustomMissile ("Flames", 32, 0, 0)
        PLAY F 1 Bright A_CustomMissile ("Flames", 32, 0, 0)
        PLAY F 1 Bright A_CustomMissile ("Flames", 32, 0, 0)
        PLAY F 1 Bright A_CustomMissile ("Flames", 32, 0, 0)
        PLAY F 1 Bright A_CustomMissile ("Flames", 32, 0, 0)
        PLAY F 1 Bright A_CustomMissile ("Flames", 32, 0, 0)
        PLAY E 3 A_FaceTarget
        Goto See
         PLAY D 1 A_FaceTarget
       PLAY DCCBBAA 2 A_Recoil(10)
        Goto See
     Melee:
        SHLD A 0 A_SetInvulnerable
        SHLD A 1 A_FaceTarget
        SHLD A 80
        SHLD A 1 A_FaceTarget
        SHLD A 0 A_UnSetInvulnerable
        Goto Missile+14
    Pain: 
        PLAY G 2 
        PLAY G 2 A_Pain 
        Goto Melee
    Death: 
        PLAY H 5 
        PLAY I 5 A_Scream 
        PLAY J 5 A_Fall 
        PLAY KLM 5 
        PLAY N -1 
        Stop 
    XDeath: 
        SOLD O 5 
        SOLD P 5 A_XScream 
        SOLD Q 5 A_Fall 
        SOLD RSTUV 5 
        SOLD W -1 
        Stop 
    Raise: 
        PLAY NMLKJIH 5 
        Goto See 
        }
}

//******************************************************************************************

ACTOR Marc
{
    Health 2000
    Radius 20
    Height 56
    Speed 18
    PainChance 10
    MinMissileChance 80
    Translation "112:121=198:207" , "122:127=240:245"
    DONTHURTSHOOTER
    MONSTER 
     +JUSTATTACKED
    +DONTGIB
    +FLOORCLIP
    +FRIENDLY
    +QUICKTORETALIATE 
    +NOBLOCKMONST
    +FULLVOLACTIVE
    +FULLVOLDEATH
    SeeSound "marc/sight"
    AttackSound "gun/tommy"
    PainSound "marine/owy"
    DeathSound "marine/yell"
    ActiveSound "marine/active2"
    Obituary "%o was accidentally burned by the plasma gun from Marc."
    DropItem PlasmaRifle_
    DropItem Stimpack
     DropItem AlandoTommygun 128
    DropItem Blood12
    DropItem Blood13
    DropItem Blood13
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
    DropItem Blood13
    DropItem Blood13
     DropItem Dead2
    MissileType PlasmaBall
    States
    {
    Spawn:
        PLAY A 20 A_Look 
        LOOK B 20 A_Look
        PLAY A 20 A_Look
        LOOK C 20 A_Look
        LOOK B 20 A_Look
        Loop 
    See:
        MARC AABBCCDD 2 A_FastChase
        Loop
    Missile:
        MARC E 0 A_Jump(128, 8)
        MARC E 1 A_FaceTarget
        MARC F 1 Bright A_CustomMissile ("PlasmaBall_", 32, 1, 0)
        MARC F 0 Bright A_CustomMissile ("PlasmaBall_", 32, 12, 0)
        MARC F 0 Bright A_CustomMissile ("PlasmaBall_", 32, -8, 0)
        MARC F 0 Bright A_Recoil(-.5)
        MARC E 1 A_SpidRefire
        Goto Missile+1
        MARC E 0 A_FaceTarget 
        MARC F 1 Bright A_CustomBulletAttack (2, 2, 1, 5, "BulletPuff2")
        MARC F 1 A_Recoil(.2)
        MARC E 0 A_CustomMissile("BulletCasing", 32, 0, 0)
        MARC F 1 Bright A_CustomBulletAttack (2, 2, 1, 5, "BulletPuff2")
        MARC F 1 A_Recoil(.2)
        MARC E 0 A_CustomMissile("BulletCasing", 32, 0, 0)
        MARC F 1 Bright A_CustomBulletAttack (2, 2, 1, 5, "Sparky2")
        MARC F 1 A_Recoil(.2)
         MARC E 0 A_CustomMissile("BulletCasing", 32, 0, 0)
        MARC F 1 Bright A_CustomBulletAttack (2, 2, 1, 5, "BulletPuff2")
        MARC F 1 A_Recoil(.2)
        MARC E 0 A_CustomMissile("BulletCasing", 32, 0, 0)
        MARC F 1 Bright A_CustomBulletAttack (2, 2, 1, 5, "Sparky2")
        MARC F 1 A_Recoil(.2)
        MARC E 0 A_CustomMissile("BulletCasing", 32, 0, 0)
        MARC F 1 Bright A_CustomBulletAttack (2, 2, 1, 5, "Sparky2")
        MARC F 1 A_Recoil(.2)
        MARC E 0 A_CustomMissile("BulletCasing", 32, 0, 0)
        MARC F 1 Bright A_CustomBulletAttack (2, 2, 1, 5, "BulletPuff2")
        MARC F 1 A_Recoil(.2)
        MARC E 0 A_CustomMissile("BulletCasing", 32, 0, 0)
        MARC F 1 Bright A_CustomBulletAttack (2, 2, 1, 5, "BulletPuff2")
        MARC F 1 A_Recoil(.2)
         MARC E 0 A_CustomMissile("BulletCasing", 32, 0, 0)
        MARC F 1 Bright A_CustomBulletAttack (2, 2, 1, 5, "BulletPuff2")
        MARC F 1 A_Recoil(.2)
         MARC E 0 A_CustomMissile("BulletCasing", 32, 0, 0)
        MARC F 1 Bright A_CustomBulletAttack (2, 2, 1, 5, "Sparky2")
        MARC F 1 A_Recoil(.2)
        MARC E 0 A_CustomMissile("BulletCasing", 32, 0, 0)
       MARC F 1 Bright A_CustomBulletAttack (2, 2, 1, 5, "BulletPuff2")
        MARC F 1 A_Recoil(.2)
        MARC E 0 A_CustomMissile("BulletCasing", 32, 0, 0)
        MARC F 1 Bright A_CustomBulletAttack (2, 2, 1, 5, "Sparky2")
        MARC F 1 A_Recoil(.2)
        MARC E 0 A_CustomMissile("BulletCasing", 32, 0, 0)
        MARC F 1 Bright A_CustomBulletAttack (2, 2, 1, 5, "Sparky2")
        MARC F 1 A_Recoil(.2)
         MARC E 0 A_CustomMissile("BulletCasing", 32, 0, 0)
        MARC F 1 Bright A_CustomBulletAttack (2, 2, 1, 5, "BulletPuff2")
        MARC F 1 A_Recoil(.2)
        MARC E 0 A_CustomMissile("BulletCasing", 32, 0, 0)
        MARC F 1 Bright A_CustomBulletAttack (2, 2, 1, 5, "Sparky2")
        MARC F 1 A_Recoil(.2)
        MARC E 0 A_CustomMissile("BulletCasing", 32, 0, 0)
        MARC F 1 Bright A_CustomBulletAttack (2, 2, 1, 5, "Sparky2")
        MARC F 1 A_Recoil(.2)
        MARC E 0 A_CustomMissile("BulletCasing", 32, 0, 0)
        MARC F 1 Bright A_CustomBulletAttack (2, 2, 1, 5, "Sparky2")
        MARC F 1 A_Recoil(.2)
        MARC E 0 A_CustomMissile("BulletCasing", 32, 0, 0)
        MARC F 1 Bright A_CustomBulletAttack (2, 2, 1, 5, "BulletPuff2")
        MARC F 1 A_Recoil(.2)
         MARC E 0 A_CustomMissile("BulletCasing", 32, 0, 0)
        MARC F 1 Bright A_CustomBulletAttack (2, 2, 1, 5, "BulletPuff2")
        MARC F 1 A_Recoil(.2)
         MARC E 0 A_CustomMissile("BulletCasing", 32, 0, 0)
        MARC F 1 Bright A_CustomBulletAttack (2, 2, 1, 5, "BulletPuff2")
        MARC F 1 A_Recoil(.2)
        MARC E 0 A_CustomMissile("BulletCasing", 32, 0, 0)
        MARC F 1 Bright A_CustomBulletAttack (2, 2, 1, 5, "BulletPuff2")
        MARC F 1 A_Recoil(.2)
        MARC E 0 A_CustomMissile("BulletCasing", 32, 0, 0)
        MARC F 1 Bright A_CustomBulletAttack (2, 2, 1, 5, "BulletPuff2")
        MARC F 1 A_Recoil(.2)
        MARC E 0 A_CustomMissile("BulletCasing", 32, 0, 0)
        MARC F 1 Bright A_CustomBulletAttack (2, 2, 1, 5, "Sparky2")
        MARC F 1 A_Recoil(.2)
         MARC E 0 A_CustomMissile("BulletCasing", 32, 0, 0)
        MARC F 1 Bright A_CustomBulletAttack (2, 2, 1, 5, "Sparky2")
        MARC F 1 A_Recoil(.2)
         MARC E 0 A_CustomMissile("BulletCasing", 32, 0, 0)
        MARC F 1 Bright A_CustomBulletAttack (2, 2, 1, 5, "BulletPuff2")
        MARC F 1 A_Recoil(.2)
        MARC E 0 A_CustomMissile("BulletCasing", 32, 0, 0)
        MARC E 1 A_CPosRefire 
      Goto Missile+1
    Pain:
        MARC G 3
        MARC G 3 A_Pain
        Goto See
    Death:
        PLAY H 5
        PLAY I 5 A_Scream
        PLAY J 5 A_Fall
        PLAY KLM 5
        PLAY N -1
        Stop
    XDeath:
        MARC O 5
        MARC P 5 A_XScream
        MARC Q 5 A_Fall
        MARC RSTU 5
        MARC V -1
        Stop
    Raise:
        PLAY NMLKJIH 5
        Goto See
    }
}

//******************************************************************************************

ACTOR Marc2
{
    Health 2000
    Radius 20
    Height 56
    Speed 10
    PainChance 190
    MinMissileChance 80
    Translation "112:121=198:207" , "122:127=240:245"
    DONTHURTSHOOTER
    MONSTER 
     +JUSTATTACKED
    +DONTGIB
    +FLOORCLIP
    +FRIENDLY
    +QUICKTORETALIATE 
    +NOBLOCKMONST
    +FULLVOLACTIVE
    +FULLVOLDEATH
    SeeSound "marc/sight"
    AttackSound "gun/tommy"
    PainSound "marine/owy"
    DeathSound "marine/yell"
    ActiveSound "marine/active2"
    Obituary "%o was accidentally shot by the tommy gun from Marc."
    DropItem PlasmaRifle_
    DropItem Stimpack
     DropItem AlandoTommygun 128
    DropItem Blood12
    DropItem Blood13
    DropItem Blood13
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
    DropItem Blood13
    DropItem Blood13
     DropItem Dead2
    MissileType PlasmaBall
    States
    {
    Spawn:
        PLAY A 20 A_Look 
        LOOK B 20 A_Look
        PLAY A 20 A_Look
        LOOK C 20 A_Look
        LOOK B 20 A_Look
        Loop 
    See:
        MARC AABBCCDD 2 A_Chase
        Loop
    Missile:
        MARC E 0 A_JumpIfCloser(96, 7)
        MARC E 1 A_FaceTarget
        MARC E 0 A_CustomMissile("BulletCasing", 32, 0, 0)
        MARC F 0 Bright A_CustomBulletAttack (2, 2, 1, 5, "BulletPuff2")
        MARC F 1 Bright A_Recoil(.2)
        MARC E 0 A_SpidRefire
        Goto Missile+1
        MARC D 1 A_FaceTarget
        MARC DCCBBAA 2 A_Recoil(5)
        Goto See
      Melee:
        SHLD A 0 A_SetInvulnerable
        SHLD A 1 A_FaceTarget
        SHLD A 80
        SHLD A 1 A_FaceTarget
        SHLD A 0 A_UnSetInvulnerable
        Goto Missile+9
    Pain:
        MARC G 3
        MARC G 3 A_Pain
        Goto Melee
    Death:
        PLAY H 5
        PLAY I 5 A_Scream
        PLAY J 5 A_Fall
        PLAY KLM 5
        PLAY N -1
        Stop
    XDeath:
        MARC O 5
        MARC P 5 A_XScream
        MARC Q 5 A_Fall
        MARC RSTU 5
        MARC V -1
        Stop
    Raise:
        PLAY NMLKJIH 5
        Goto See
    }
}

//*****************************************************************************************

ACTOR Marc3
{ 
    Health 2000
    Radius 20 
    Height 56 
    Speed 16
    Damage 7
    MinMissileChance 100
    PainChance 190
    Translation "112:121=198:207" , "122:127=240:245"
    DONTHURTSHOOTER
    MONSTER 
     +JUSTATTACKED
    +DONTGIB
    +FLOORCLIP
    +FRIENDLY 
    +QUICKTORETALIATE 
    +NOBLOCKMONST
    +FULLVOLACTIVE
    +FULLVOLDEATH
    SeeSound "marc/sight"
    AttackSound "shotguy/attack"
    PainSound "marine/owy"
    DeathSound "marine/yell"
    ActiveSound "marine/active2"
    Obituary "%o was accidentally shot by Marc."
    DropItem AlandoShotgun
    DropItem Stimpack 128
    DropItem Blood12
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
    DropItem Blood13
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
     DropItem Dead2
    States 
    { 
    Spawn: 
        PLAY A 20 A_Look 
        LOOK B 20 A_Look
        PLAY A 20 A_Look
        LOOK C 20 A_Look
        LOOK B 20 A_Look
        Loop 
    See: 
        MARC AABBCCDD 2 A_FastChase
        Loop 
    Missile: 
        MARC E 0 A_JumpIfCloser(96, 7)
        MARC E 8 A_FaceTarget
        MARC F 2 Bright A_CustomBulletAttack (5, 5, 6, 8, "BulletPuff2")
        MARC F 0 A_Recoil(1)
        MARC E 0 A_CustomMissile("ShotgunCasing", 32, 0, 0)
        MARC E 2 A_FaceTarget
        Goto Melee
         MARC D 1 A_FaceTarget
        MARC DCCBBAA 2 A_Recoil(5)
        Goto See
    Melee:
        SHLD A 0 A_SetInvulnerable
        SHLD A 1 A_FaceTarget
        SHLD A 80
        SHLD A 1 A_FaceTarget
        SHLD A 0 A_UnSetInvulnerable
        Goto Missile+9
    Pain: 
        MARC G 3 
        MARC G 3 A_Pain 
        Goto Missile
    Death: 
        PLAY H 5
        PLAY I 5 A_Scream
        PLAY J 5 A_Fall
        PLAY KLM 5
        PLAY N -1
        Stop
    XDeath: 
        MARC O 5
        MARC P 5 A_XScream
        MARC Q 5 A_Fall
        MARC RSTU 5
        MARC V -1
        Stop
    Raise: 
        PLAY NMLKJIH 5
        Goto See
        }
}

//******************************************************************************************

ACTOR Charles
{
   Health 2000
   Radius 20
   Height 56
   Speed 14
   PainChance 20
   MinMissileChance 25
   MeleeDamage 5
   Damage 3
   Translation "112:127=184:191"
   DONTHURTSHOOTER
   MONSTER 
    +JUSTATTACKED
    +DONTGIB
   +FLOORCLIP
   +FRIENDLY
   +QUICKTORETALIATE 
   +NOBLOCKMONST
    +DROPOFF
  +FULLVOLACTIVE
    +FULLVOLDEATH
   DropItem Duelpistols
   DropItem Healthbottle
   DropItem Blood12
    DropItem Blood13
    DropItem Blood13
    DropItem Blood13
    DropItem Blood12
    DropItem Blood12
    DropItem Blood13
    DropItem Blood13
     DropItem Dead2
   SeeSound "charles/sight"
   AttackSound "gun/duelpis"
   MeleeSound "player/male/fist"
   PainSound "marine/owy2"
   DeathSound "marine/moan"
   Obituary "%o was accidentally killed by Charles." 
   States 
   { 
   Spawn: 
     DUEL A 20 A_Look 
        LOK4 B 20 A_Look
        DUEL A 20 A_Look
        LOK4 C 20 A_Look
        LOK4 B 20 A_Look
        Loop 
   See: 
      DUEL AABBCCDD 2 A_FastChase 
      Loop 
   Missile: 
      DUEL E 5 A_FaceTarget 
      DUEL F 4 Bright A_CustomBulletAttack (4, 4, 2, 3, "BulletPuff2")
      DUEL F 0 A_Recoil(.5)
      DUEL E 1 A_CustomMissile("BulletCasing", 32, 0, 0)
      DUEL E 0 A_CustomMissile("BulletCasing", 32, 0, 0)
      DUEL E 4 A_CPosRefire 
      Goto Missile+1 
    Melee:
      KICK A 6 A_FaceTarget
      KICK B 6
      KICK C 8 A_MeleeAttack
      KICK B 3 A_SpidRefire
      Goto See
   Pain: 
      DUEL G 3 
      DUEL G 3 A_Pain 
      Goto See 
   Death: 
      DUEL H 5 
      DUEL I 5 A_Scream 
      DUEL J 5 A_Fall 
      DUEL K 5 
      DUEL L -1 
      Stop
    XDeath:
      DUEL M 5
      DUEL N 5 A_XScream
      DUEL N 5
      DUEL P 5 A_Fall
      DUEL QRST 5
      DUEL U -1
      Stop
   Raise: 
      DUEL KJ 5 
      DUEL IH 5 
      Goto See 
   } 
} 

//******************************************************************************************

ACTOR Charles2
{
   Health 2000
   Radius 20
   Height 56
   Speed 14
   PainChance 20
   Damage 3
   MeleeDamage 5
   MinMissileChance 25
   Translation "112:127=184:191"
   DONTHURTSHOOTER
   MONSTER 
    +JUSTATTACKED
    +DONTGIB
   +FLOORCLIP
   +FRIENDLY
   +QUICKTORETALIATE 
   +NOBLOCKMONST
  +FULLVOLACTIVE
    +FULLVOLDEATH
   DropItem Duelpistols
   DropItem Healthbottle
   DropItem Blood12
    DropItem Blood12
    DropItem Blood12
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
    DropItem Blood13
    DropItem Blood13
     DropItem Dead2
   SeeSound "charles/sight"
   AttackSound "gun/duelpis"
   MeleeSound "player/male/fist"
   PainSound "marine/owy2"
   DeathSound "marine/moan"
   Obituary "%o was accidentally killed by Charles." 
   States 
   { 
   Spawn: 
      DUEL A 20 A_Look 
        LOK4 B 20 A_Look
        DUEL A 20 A_Look
        LOK4 C 20 A_Look
        LOK4 B 20 A_Look
        Loop 
   See: 
      DUEL AABBCCDD 2 A_Chase 
      Loop 
   Missile: 
      DUEL E 5 A_FaceTarget 
      DUEL F 4 Bright A_CustomBulletAttack (4, 4, 2, 3, "BulletPuff2")
      DUEL F 0 A_Recoil(.5)
      DUEL E 1 A_CustomMissile("BulletCasing", 32, 0, 0)
      DUEL E 0 A_CustomMissile("BulletCasing", 32, 0, 0)
      DUEL E 4 A_CPosRefire 
      Goto Missile+1 
   Melee:
      KICK A 6 A_FaceTarget
      KICK B 6
      KICK C 8 A_MeleeAttack
      KICK B 3 A_SpidRefire
      Goto See
   Pain: 
      DUEL G 3 
      DUEL G 3 A_Pain 
      Goto See 
   Death: 
      DUEL H 5 
      DUEL I 5 A_Scream 
      DUEL J 5 A_Fall 
      DUEL K 5 
      DUEL L -1 
      Stop
    XDeath:
      DUEL M 5
      DUEL N 5 A_XScream
      DUEL N 5
      DUEL P 5 A_Fall
      DUEL QRST 5
      DUEL U -1
      Stop
   Raise: 
      DUEL KJ 5 
      DUEL IH 5 
      Goto See 
   } 
} 

//******************************************************************************************

ACTOR Charles3
{
   Health 2000
   Radius 20
   Height 56
   Speed 14
   PainChance 90
   MinMissileChance 25
   Damage 3
   Translation "112:127=184:191"
   DONTHURTSHOOTER
   MONSTER
    +JUSTATTACKED
    +DONTGIB 
   +FLOORCLIP
   +FRIENDLY
   +QUICKTORETALIATE 
   +NOBLOCKMONST
  +FULLVOLACTIVE
    +FULLVOLDEATH
   DropItem Class2Assaultrifle
   DropItem Clip
   DropItem Blood12
    DropItem Blood12
    DropItem Blood13
    DropItem Blood13
    DropItem Blood13
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
     DropItem Dead2
   SeeSound "charles/sight"
   AttackSound "gun/assault"
   PainSound "marine/owy2"
   DeathSound "marine/moan"
   Obituary "%o was accidentally killed by Charles." 
   States 
   { 
   Spawn: 
      PLAY A 20 A_Look 
        LOOK B 20 A_Look
        PLAY A 20 A_Look
        LOOK C 20 A_Look
        LOOK B 20 A_Look
        Loop 
   See: 
      PLAY AABBCCDD 2 A_FastChase 
      Loop 
   Missile: 
     PLAY E 0 A_FaceTarget
        PLAY F 1 Bright A_CustomBulletAttack (2, 2, 1, 10, "Sparky2")
        PLAY F 0 A_Recoil(.3)
        PLAY E 0 A_CustomMissile("BulletCasing", 32, 0, 0)
        PLAY E 2 A_Cposrefire
        Goto Missile+1
       PLAY D 1 A_FaceTarget
       PLAY DCCBBAA 2 A_Recoil(6)
       Goto See
     Melee:
        SHLD A 0 A_SetInvulnerable
        SHLD A 1 A_FaceTarget
        SHLD A 80
        SHLD A 1 A_FaceTarget
        SHLD A 0 A_UnSetInvulnerable
        Goto Missile+7
   Pain: 
      PLAY G 3 
      PLAY G 3 A_Pain 
      Goto Melee 
   Death: 
      PLAY H 5 
      PLAY I 5 A_Scream 
      PLAY J 5 A_Fall 
      PLAY K 5 
      PLAY L -1 
      Stop
    XDeath:
      PLAY M 5
      PLAY N 5 A_XScream
      PLAY N 5
      PLAY P 5 A_Fall
      PLAY QRST 5
      PLAY U -1
      Stop
   Raise: 
      PLAY KJ 5 
      DUEL IH 5 
      Goto See 
   } 
} 

//******************************************************************************************

ACTOR Chris
{ 

    Health 2500
    Radius 20
    Height 56
    Speed 14
    PainChance 90
    MinMissileChance 100
    Damage 2
    YScale 1.05
    Translation "112:127=200:207" 
    DONTHURTSHOOTER
    MONSTER 
     +JUSTHIT
    +DONTGIB
    +FLOORCLIP
    +FRIENDLY
    +QUICKTORETALIATE 
    +NOBLOCKMONST
    +FULLVOLACTIVE
    +FULLVOLDEATH
    Obituary "%o was accidentally killed by Chris."
    SeeSound "chris/sight"
    AttackSound "gun/assault"
    PainSound "marine/owy"
    DeathSound "marine/moan2"
    DropItem Class2Assaultrifle
    DropItem HealthBonus
    DropItem ArtiPoisonBagDropper
    DropItem Blood12
    DropItem Blood13
    DropItem Blood13
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
     DropItem Dead2
    States
    {
    Spawn:
        VAR4 A 10 A_Look
        Loop
    See:
        VAR4 AABBCCDD 2 A_Chase
        Loop
    Missile:
        VAR4 E 0 A_FaceTarget
        VAR4 F 1 Bright A_CustomBulletAttack (2, 2, 1, 10, "BulletPuff2")
        VAR4 F 0 A_Recoil(.5)
        VAR4 E 0 A_CustomMissile("BulletCasing", 32, 0, 0)
        VAR4 E 2 A_Cposrefire
        Goto Missile+1
       VAR4 D 1 A_FaceTarget
       VAR4 DCCBBAA 2 A_Recoil(6)
       Goto See
     Melee:
        SH3L A 0 A_SetInvulnerable
        SH3L A 1 A_FaceTarget
        SH3L A 80
        SH3L A 1 A_FaceTarget
        SH3L A 0 A_UnSetInvulnerable
        Goto Missile+7
    Pain:
        VAR4 G 5
        VAR4 G 3 A_Pain
        Goto Melee
    Death:
        VAR4 H 5
        VAR4 I 5 A_Scream
        VAR4 J 5 A_Fall
        VAR4 KLM 5
        VAR4 N -1
        Stop
    XDeath:
        VAR4 O 5
        VAR4 P 5 A_XScream
        VAR4 Q 5 A_Fall
        VAR4 RSTU 5
        VAR4 V -1
        Stop
    Raise:
        VAR4 NMLKJIH 5
        Goto See
    }
} 

//******************************************************************************************

ACTOR Tom
{ 
   Health 2000
   Radius 20 
   Height 56 
   Mass 100 
   Speed 18 
   YScale 1.1
   MinMissileChance 10
   PainChance 20 
   Translation "112:127=240:247"
   DONTHURTSHOOTER
   MONSTER 
    +JUSTATTACKED
    +DONTGIB
   +FLOORCLIP
   +FRIENDLY 
   +NORADIUSDMG
   +NOBLOCKMONST
    +DROPOFF
   +FULLVOLACTIVE
    +FULLVOLDEATH
   SeeSound "tom/sight" 
   PainSound "marine/pain2" 
   Deathsound "marine/scream" 
   DropItem HomingRocketLauncher_A
   DropItem Blood12
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
    DropItem Blood13
    DropItem Blood13
     DropItem Dead2
   Obituary "%o was accidentally blown up by Tom." 
   States 
   { 
   Spawn: 
      VAR6 A 10 A_Look 
      Loop 
   See: 
      VAR6 AABBCCDD 2 A_FastChase 
      Loop 
   Missile: 
      VAR6 EE 4 A_FaceTarget 
      VAR6 F 2 
      VAR6 F 6 Bright A_CustomMissile("HomingRocket_A", 32, 0, 0)
      VAR6 F 2 A_Recoil(8) 
      VAR6 E 4 A_SpidRefire
      Goto Missile+1
   Pain: 
      VAR6 G 2 
      VAR6 G 2 A_Pain 
      Goto See 
   Death: 
      VAR6 H 5 
      VAR6 I 5 A_Scream 
      VAR6 J 5 
      VAR6 K 5 A_Fall
      VAR6 L 5 
      VAR6 M -1 
      Stop 
   XDeath: 
      VAR6 N 5 
      VAR6 O 5 A_XScream 
      VAR6 P 5 
      VAR6 Q 5 A_Fall 
      VAR6 RSTU 5 
      VAR6 V -1    
      Stop 
   Raise: 
      VAR6 MJKJI 5 
      Goto See 
   } 
} 

//******************************************************************************************

ACTOR Tom2
{ 
   Health 2000
   Radius 20 
   Height 56 
   Mass 100 
   Speed 18 
   YScale 1.1
   MinMissileChance 200
   PainChance 20 
   Translation "112:127=240:247"
   DONTHURTSHOOTER
   MONSTER 
    +JUSTATTACKED
    +DONTGIB
   +FLOORCLIP
   +FRIENDLY 
   +NORADIUSDMG
   +NOBLOCKMONST
   +FULLVOLACTIVE
    +FULLVOLDEATH
   SeeSound "tom/sight" 
   PainSound "marine/pain2" 
   Deathsound "marine/scream" 
   DropItem Blood12
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
    DropItem Blood13
    DropItem Blood13
     DropItem Dead2
   Obituary "%o was accidentally killed by Tom." 
   States 
   { 
   Spawn: 
      VAR6 A 10 A_Look 
      Loop 
   See: 
      VAR6 AABBCCDD 2 A_Chase 
      Loop 
   Missile: 
       VAR6 F 3 A_FaceTarget
        VAR6 F 1 Bright A_CustomMissile ("Flames", 32, 0, 0)
        VAR6 F 0 Bright A_Recoil(-0.5)
        VAR6 F 1 A_CposRefire
        Goto Missile+1
   Pain: 
      VAR6 G 2 
      VAR6 G 2 A_Pain 
      Goto See 
   Death: 
      VAR6 H 5 
      VAR6 I 5 A_Scream 
      VAR6 J 5 
      VAR6 K 5 A_Fall
      VAR6 L 5 
      VAR6 M -1 
      Stop 
   XDeath: 
      VAR6 N 5 
      VAR6 O 5 A_XScream 
      VAR6 P 5 
      VAR6 Q 5 A_Fall 
      VAR6 RSTU 5 
      VAR6 V -1    
      Stop 
   Raise: 
      VAR6 MJKJI 5 
      Goto See 
   } 
} 

//******************************************************************************************

ACTOR Rebekah
{
   Health 2000
   Radius 20
   Height 56
   Speed 15
   PainChance 40
   Damage 2
   YScale 1.08
   MinMissileChance 25
   Translation "112:127=0:0"
   DONTHURTSHOOTER
   MONSTER 
    +JUSTHIT
    +DONTGIB
   +FLOORCLIP
   +FRIENDLY
   +QUICKTORETALIATE 
   +NOBLOCKMONST
   +FULLVOLACTIVE
    +FULLVOLDEATH
   DropItem Clip
   DropItem AlandoShotgun
   DropItem HealthBonus
   DropItem Blood12
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
     DropItem Dead2
   AttackSound "grunt/attack"
   PainSound "player/female/pain100_1"
   DeathSound "player/female/death1"
   Obituary "%o was accidentally killed by Rebekah." 
   States 
   { 
   Spawn: 
      RIPL A 20 A_Look 
        LOK5 B 20 A_Look
        RIPL A 20 A_Look
        LOK5 C 20 A_Look
        LOK5 B 20 A_Look
        Loop 
   See: 
      RIPL AABBCCDD 2 A_Chase 
      Loop 
   Missile: 
      RIPL E 0 A_Jump(100, 6)
      RIPL E 1 A_FaceTarget 
      RIPL F 1 Bright A_PosAttack 
      RIPL E 1 A_CustomMissile("BulletCasing", 32, 0, 0)
      RIPL E 0 A_Recoil(.5)
      RIPL E 1 A_CPosRefire 
      Goto Missile+1 
      RIPL E 3 A_FaceTarget
      RIPL F 1 A_PlaySound("shotguy/attack")
      RIPL F 1 Bright A_CustomBulletAttack (5, 5, 6, 8, "BulletPuff2")
      RIPL E 0 A_CustomMissile("ShotgunCasing", 32, 0, 0)
      RIPL E 2 A_FaceTarget
      Goto Melee
     Melee:
        SH4D A 0 A_SetInvulnerable
        SH4D A 1 A_FaceTarget
        SH4D A 80
        SH4D A 1 A_FaceTarget
        SH4D A 0 A_UnSetInvulnerable
        Goto Melee+7
       RIPL D 1 A_FaceTarget
       RIPL DCCBBAA 2 A_Recoil(6)
       Goto See
   Pain: 
      RIPL G 5 
      RIPL G 3 A_Pain 
      Goto Melee
   Death: 
      RIPL H 5 
      RIPL I 5 A_Scream 
      RIPL J 5 A_Fall 
      RIPL K 5 
      RIPL L -1 
      Stop
    XDeath:
      RIPL M 5
      RIPL N 5 A_XScream
      RIPL N 5
      RIPL P 5 A_Fall
      RIPL QRST 5
      RIPL U -1
      Stop
   Raise: 
      RIPL KJ 5 
      RIPL IH 5 
      Goto See 
   } 
} 

//******************************************************************************************

ACTOR Laura
{
    Health 2000
    Radius 20
    Height 56
    Speed 13
    PainChance 50
   YScale 0.85
    MinMissileChance 110
    Translation "112:127=83:95" , "160:167=192:196" , "224:231=192:196" , "208:223=192:196" , "232:235=196:199"
    DONTHURTSHOOTER
    MONSTER 
     +JUSTHIT
    +DONTGIB
    +FLOORCLIP
    +FRIENDLY
    +QUICKTORETALIATE 
    +NOBLOCKMONST
    +FULLVOLACTIVE
    +FULLVOLDEATH
    AttackSound "shotguy/attack"
    PainSound "laura/pain"
    DeathSound "laura/death2"
    Obituary "%o was accidentally zapped by the Zapper from Laura."
    DropItem Zapper
    DropItem HealthBonus
    DropItem Blood12
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
     DropItem Dead2
    MissileType Lightningshot
    States
    {
    Spawn:
        RIPL A 20 A_Look 
        LOK5 B 20 A_Look
        RIPL A 20 A_Look
        LOK5 C 20 A_Look
        LOK5 B 20 A_Look
        Loop 
    See:
        RIPL AABBCCDD 2 A_Chase
        Loop
    Missile:
         RIPL E 0 A_JumpIfCloser(192, 5)
         RIPL E 1 A_FaceTarget
         RIPL F 1 Bright A_CustomMissile ("Lightningshot", 32, 0, 0)
         RIPL E 1 A_SpidRefire
        Goto Missile+1
        RIPL D 1 A_FaceTarget
        RIPL DCCBBAA 2 A_Recoil(8)
        Goto See
     Melee:
        SH4D A 0 A_SetInvulnerable
        SH4D A 1 A_FaceTarget
        SH4D A 80
        SH4D A 1 A_FaceTarget
        SH4D A 0 A_UnSetInvulnerable
        Goto Missile+6
    Pain:
        RIPL G 5
        RIPL G 4 A_Pain
        Goto Melee
    Death:
        RIPL H 5
        RIPL I 5 A_Scream
        RIPL J 5 A_Fall
        RIPL K 5
        RIPL L -1
        Stop
    XDeath:
        RIPL O 5
        RIPL P 5 A_XScream
        RIPL Q 5 A_Fall
        RIPL RSTU 5
        RIPL V -1
        Stop
    Raise:
        RIPL KJIH 5
        Goto See
    }
}

//******************************************************************************************

ACTOR James
{ 
    Health 2000
    Radius 20 
    Height 56 
    Speed 15
    Damage 7
    MinMissileChance 75
    PainChance 190
    Translation 1
    DONTHURTSHOOTER
    MONSTER 
     +JUSTATTACKED
    +DONTGIB
    +FLOORCLIP
    +FRIENDLY 
    +QUICKTORETALIATE 
    +NOBLOCKMONST
    +FULLVOLACTIVE
    +FULLVOLDEATH
    Obituary "%o was accidentally killed by James."  
    SeeSound "james/sight"
    PainSound "player/male/pain100_1"
    DeathSound "marine/yell"  
    AttackSound "alando/attack"
    DropItem DoubleBarrelSG
    DropItem Shell 128
    DropItem Stimpack
    DropItem Blood12
    DropItem Blood12
    DropItem Blood12
    DropItem Blood13
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
    DropItem Blood13
     DropItem Dead2
    States 
    { 
    Spawn: 
       PLA3 A 20 A_Look 
        LOK2 B 20 A_Look
        PLA3 A 20 A_Look
        LOK2 C 20 A_Look
        LOK2 B 20 A_Look
        Loop 
    See: 
        PLA3 AABBCCDD 2 A_Chase 
        Loop 
    Missile: 
        PLA3 E 0 A_JumpIfCloser(64, 7)
        PLA3 E 3 A_FaceTarget 
        PLA3 F 5 Bright A_CustomBulletAttack (11, 7, 15, 8, "BulletPuff2")
        PLA3 E 1 A_CustomMissile("ShotgunCasing", 32, 0, 0)
        PLA3 E 0 A_CustomMissile("ShotgunCasing", 32, 0, 0)
        PLA3 E 3 A_FaceTarget 
        Goto Melee 
        PLA3 D 1 A_FaceTarget
        PLA3 DCCBBAA 2 A_Recoil(6)
        Goto See
      Melee:
        SHLD A 0 A_SetInvulnerable
        SHLD A 1 A_FaceTarget
        SHLD A 80
        SHLD A 1 A_FaceTarget
        SHLD A 0 A_UnSetInvulnerable
        Goto Missile+9
    Pain: 
        PLA3 G 5 
        PLA3 G 3 A_Pain 
        Goto Missile
    Death: 
        PLA3 H 5 
        PLA3 I 5 A_Scream 
        PLA3 J 5 A_Fall 
        PLA3 KLM 5 
        PLA3 N -1 
        Stop 
    XDeath: 
        PLA3 O 5 
        PLA3 P 5 A_XScream 
        PLA3 Q 5 A_Fall 
        PLA3 RSTUV 5 
        PLA3 W -1 
        Stop 
    Raise: 
        PLA3 NMLKJIH 5 
        Goto See 
        }
}

//******************************************************************************************

ACTOR Mike
{ 

    Health 2000
    Radius 20
    Height 56
    Speed 14
    MinMissileChance 80
    PainChance 50
    Damage 2
    Translation "112:127=192:207"
    DONTHURTSHOOTER
    MONSTER 
     +JUSTHIT
    +DONTGIB
    +FLOORCLIP
    +FRIENDLY
    +QUICKTORETALIATE 
    +NOBLOCKMONST
    +FULLVOLACTIVE
    +FULLVOLDEATH
    Obituary "%o was accidentally killed by Mike."
    SeeSound "mike/sight"
    AttackSound "gun/assault"
    PainSound "player/male/pain100_1"
    DeathSound "marine/scream2"
    DropItem Class2Assaultrifle
    DropItem Clip
    DropItem ArtiPoisonBagDropper
    DropItem Blood12
    DropItem Blood13
    DropItem Blood13
    DropItem Blood2
    DropItem Blood2
    DropItem Blood13
    DropItem Blood11
    DropItem Blood
     DropItem Dead1
    States
    {
    Spawn:
        BLUE A 20 A_Look 
        LOOK B 20 A_Look
        BLUE A 20 A_Look
        LOOK C 20 A_Look
        LOOK B 20 A_Look
        Loop 
    See:
        BLUE AABBCCDD 2 A_Chase
        Loop
    Missile:
        BLUE E 0 A_FaceTarget
        BLUE F 1 Bright A_CustomBulletAttack (2, 2, 1, 10, "BulletPuff2")
        BLUE E 0 A_CustomMissile("BulletCasing", 32, 0, 0)
        BLUE E 0 A_Recoil(.4)
        BLUE E 2 A_Cposrefire
        Goto Missile+1
        BLUE D 1 A_FaceTarget
        BLUE DCCBBAA 2 A_Recoil(10)
        Goto See
      Melee:
        SHLD A 0 A_SetInvulnerable
        SHLD A 1 A_FaceTarget
        SHLD A 80
        SHLD A 1 A_FaceTarget
        SHLD A 0 A_UnSetInvulnerable
        Goto Missile+7
    Pain:
        BLUE G 5
        BLUE G 3 A_Pain
        Goto Melee
    Death:
        PLAY H 5
        PLAY I 5 A_Scream
        PLAY J 5 A_Fall
        PLAY KLM 5
        PLAY N -1
        Stop
    XDeath:
        BLUE O 5
        BLUE P 5 A_XScream
        BLUE Q 5 A_Fall
        BLUE RSTU 5
        BLUE U -1
        Stop
    Raise:
        PLAY NMLKJIH 5
        Goto See
    }
} 

//******************************************************************************************

ACTOR Evan
{ 

    Health 2300
    Radius 20
    Height 56
    Speed 18
    PainChance 50
    YScale 1.1
    MinMissileChance 25
    Damage 2
    Translation "112:127=196:207"
    DONTHURTSHOOTER
    MONSTER 
      +JUSTATTACKED
    +DONTGIB
    +FLOORCLIP
    +FRIENDLY
    +QUICKTORETALIATE 
    +NOBLOCKMONST
     +DROPOFF
     +FULLVOLACTIVE
    +FULLVOLDEATH
    Obituary "%o was accidentally killed by Evan."
    SeeSound "evan/sight"
    AttackSound "gun/assault"
    PainSound "marine/owy"
    DeathSound "marine/death2"
    ActiveSound "marine/active"
    DropItem Class2Assaultrifle
    DropItem Stimpack
    DropItem ArtiPoisonBagDropper
    DropItem Blood12
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
    DropItem Blood13
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
     DropItem Dead2
    States
    {
    Spawn:
        VAR2 A 20 A_Look 
        LOK3 B 20 A_Look
        VAR2 A 20 A_Look
        LOK3 C 20 A_Look
        LOK3 B 20 A_Look
        Loop 
    See:
        VAR2 AABBCCDD 2 A_FastChase
        Loop
    Missile:
        VAR2 E 0 A_FaceTarget
        VAR2 F 1 Bright A_CustomBulletAttack (2, 2, 1, 10, "BulletPuff2")
        VAR2 F 0 A_Recoil(.3)
        VAR2 E 0 A_CustomMissile("BulletCasing", 32, 0, 0)
        VAR2 E 2 A_Cposrefire
        Loop
        VAR2 D 1 A_FaceTarget
         VAR2 DCCBBAA 2 A_Recoil(10)
        Goto See
    Melee:
        SH2D A 0 A_SetInvulnerable
        SH2D A 1 A_FaceTarget
        SH2D A 80
        SH2D A 1 A_FaceTarget
        SH2D A 0 A_UnSetInvulnerable
        Goto Missile+7
    Pain:
        VAR2 G 3
        VAR2 G 3 A_Pain
        Goto Missile
    Death:
        VAR2 H 5
        VAR2 I 5 A_Scream
        VAR2 J 5 A_Fall
        VAR2 KLM 5
        VAR2 N -1
        Stop
    XDeath:
        VAR2 O 5
        VAR2 P 5 A_XScream
        VAR2 Q 5 A_Fall
        VAR2 RSTU 5
        VAR2 V -1
        Stop
    Raise:
        VAR2 NMLKJIH 5
        Goto See
    }
} 

//******************************************************************************************

ACTOR Evan2
{ 

    Health 2300
    Radius 20
    Height 56
    Speed 14
    PainChance 50
    YScale 1.1
    MinMissileChance 25
    Damage 2
    Translation "112:127=196:207"
    DONTHURTSHOOTER
    MONSTER 
     +JUSTATTACKED
    +DONTGIB
    +FLOORCLIP
    +FRIENDLY
    +QUICKTORETALIATE 
    +NOBLOCKMONST
     +FULLVOLACTIVE
    +FULLVOLDEATH
    Obituary "%o was accidentally killed by Evan."
    SeeSound "evan/sight"
    AttackSound "gun/assault"
    PainSound "marine/owy"
    DeathSound "marine/death2"
    ActiveSound "marine/active"
    DropItem Class2Assaultrifle
    DropItem Stimpack
    DropItem ArtiPoisonBagDropper
    DropItem Blood12
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
    DropItem Blood13
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
     DropItem Dead2
    States
    {
    Spawn:
        VAR2 A 20 A_Look 
        LOK3 B 20 A_Look
        VAR2 A 20 A_Look
        LOK3 C 20 A_Look
        LOK3 B 20 A_Look
        Loop 
    See:
        VAR2 AABBCCDD 2 A_Chase
        Loop
    Missile:
        VAR2 E 0 A_JumpIfCloser(100, 7)
        VAR2 E 0 A_FaceTarget
        VAR2 F 1 Bright A_CustomBulletAttack (2, 2, 1, 10, "BulletPuff2")
        VAR2 F 0 A_Recoil(.2)
        VAR2 E 0 A_CustomMissile("BulletCasing", 32, 0, 0)
        VAR2 E 2 A_Cposrefire
        Goto Missile+1
        VAR2 D 0 A_FaceTarget
        VAR2 DCCBBAA 2 A_Recoil(8)
        Goto See
     Melee:
        SH2D A 0 A_SetInvulnerable
        SH2D A 1 A_FaceTarget
        SH2D A 80
        SH2D A 1 A_FaceTarget
        SH2D A 0 A_UnSetInvulnerable
        Goto Missile+7
    Pain:
        VAR2 G 3
        VAR2 G 3 A_Pain
        Goto Melee
    Death:
        VAR2 H 5
        VAR2 I 5 A_Scream
        VAR2 J 5 A_Fall
        VAR2 KLM 5
        VAR2 N -1
        Stop
    XDeath:
        VAR2 O 5
        VAR2 P 5 A_XScream
        VAR2 Q 5 A_Fall
        VAR2 RSTU 5
        VAR2 V -1
        Stop
    Raise:
        VAR2 NMLKJIH 5
        Goto See
    }
} 

//******************************************************************************************

ACTOR Evan3
{ 

    Health 2300
    Radius 20
    Height 56
    Speed 18
    PainChance 10
    YScale 1.1
    MinMissileChance 25
    Damage 2
    Translation "112:127=196:207"
    DONTHURTSHOOTER
    MONSTER 
     +JUSTATTACKED
    +DONTGIB
    +FLOORCLIP
    +FRIENDLY
    +QUICKTORETALIATE 
    +NOBLOCKMONST
     +FULLVOLACTIVE
    +FULLVOLDEATH
    +NORADIUSDMG 
    Obituary "%o was accidentally killed by Evan."
    SeeSound "evan/sight"
    AttackSound "gun/assault"
    PainSound "marine/owy"
    DeathSound "marine/death2"
    ActiveSound "marine/active"
    DropItem HomingRocketLauncher_A
    DropItem Stimpack
    DropItem ArtiPoisonBagDropper
    DropItem Blood12
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
    DropItem Blood13
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
     DropItem Dead2
    States
    {
    Spawn:
       VAR2 A 20 A_Look 
        LOK3 B 20 A_Look
        VAR2 A 20 A_Look
        LOK3 C 20 A_Look
        LOK3 B 20 A_Look
        Loop 
    See:
        VAR2 AABBCCDD 2 A_FastChase
        Loop
     Missile: 
      VAR2 EE 4 A_FaceTarget 
      VAR2 F 2 
      VAR2 F 6 Bright A_CustomMissile("HomingRocket_A", 32, 0, 0)
      VAR2 F 2 A_Recoil(8) 
      VAR2 E 4 A_SpidRefire
      Goto Missile+1
    Pain:
        VAR2 G 3
        VAR2 G 3 A_Pain
        Goto See
    Death:
        VAR2 H 5
        VAR2 I 5 A_Scream
        VAR2 J 5 A_Fall
        VAR2 KLM 5
        VAR2 N -1
        Stop
    XDeath:
        VAR2 O 5
        VAR2 P 5 A_XScream
        VAR2 Q 5 A_Fall
        VAR2 RSTU 5
        VAR2 V -1
        Stop
    Raise:
        VAR2 NMLKJIH 5
        Goto See
    }
} 

//******************************************************************************************

ACTOR Bill
{ 

    Health 2000
    Radius 20
    Height 56
    Speed 14
    MinMissileChance 100
    PainChance 190
    Damage 4
    Translation "112:127=251:255"
    DONTHURTSHOOTER
    MONSTER 
     +JUSTHIT
    +DONTGIB
    +FLOORCLIP
    +FRIENDLY
    +QUICKTORETALIATE 
    +NOBLOCKMONST
    +FULLVOLACTIVE
    +FULLVOLDEATH
    Obituary "%o was accidentally killed by Bill."
    SeeSound "bill/sight"
    AttackSound "gun/mini2"
    PainSound "player/male/pain100_1"
    DeathSound "player/male/death1"
    DropItem AlandoMinigun
    DropItem ArtiPoisonBagDropper
    DropItem Blood12
    DropItem Blood13
    DropItem Blood13
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
     DropItem Dead2
    States
    {
    Spawn:
        PLA4 A 10 A_Look
        Loop
    See:
        PLA4 AABBCCDD 2 A_Chase
        Loop
    Missile:
        PLA4 E 1 A_FaceTarget
        PLA4 F 2 Bright A_CustomBulletAttack (3, 3, 1, 12, "Sparky2")
        PLA4 E 0 A_CustomMissile("BulletCasing", 32, 0, 0)
        PLA4 E 1 A_Cposrefire
        Loop
        PLA4 D 1 A_FaceTarget
        PLA4 DCCBBAA 2 A_Recoil(6)
        Goto See
      Melee:
        SHLD A 0 A_SetInvulnerable
        SHLD A 1 A_FaceTarget
        SHLD A 80
        SHLD A 1 A_FaceTarget
        SHLD A 0 A_UnSetInvulnerable
        Goto Missile+6
    Pain:
        PLA4 G 5
        PLA4 G 3 A_Pain
        Goto Melee
    Death:
        PLA4 H 5
        PLA4 I 5 A_Scream
        PLA4 J 5 A_Fall
        PLA4 KLM 5
        PLA4 N -1
        Stop
    XDeath:
        PLA4 O 5
        PLA4 P 5 A_XScream
        PLA4 Q 5 A_Fall
        PLA4 RSTU 5
        PLA4 V -1
        Stop
    Raise:
        PLA4 NMLKJIH 5
        Goto See
    }
} 

//******************************************************************************************

ACTOR Bill2
{ 

    Health 2000
    Radius 20
    Height 56
    Speed 14
    PainChance 190
    MinMissileChance 100
    Damage 4
    Translation "112:127=251:255"
    DONTHURTSHOOTER
    MONSTER 
     +JUSTHIT
    +DONTGIB
    +FLOORCLIP
    +FRIENDLY
    +QUICKTORETALIATE 
    +NOBLOCKMONST
    +FULLVOLACTIVE
    +FULLVOLDEATH
    Obituary "%o was accidentally killed by Bill."
    SeeSound "bill/sight"
    AttackSound "weapons/assaultgun"
    PainSound "marine/funpain1"
    DeathSound "player/male/death1"
    DropItem AlandoUzi
    DropItem AlandoUzi
    DropItem Blood12
    DropItem Blood13
    DropItem Blood13
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
    DropItem Blood13
    DropItem Blood13
     DropItem Dead2
    States
    {
    Spawn: 
      DUEL A 20 A_Look 
        LOK4 B 20 A_Look
        DUEL A 20 A_Look
        LOK4 C 20 A_Look
        LOK4 B 20 A_Look
        Loop 
   See: 
      DUEL AABBCCDD 2 A_Chase 
      Loop 
   Missile: 
      DUEL E 0 A_FaceTarget 
      DUEL F 1 Bright A_CustomBulletAttack (4, 4, 2, 5, "BulletPuff2")
      DUEL F 0 A_Recoil(.3)
      DUEL E 1 A_CustomMissile("BulletCasing", 32, 0, 0)
      DUEL E 0 A_CustomMissile("BulletCasing", 32, 0, 0)
      DUEL E 1 A_CPosRefire 
      Goto Missile+1 
      DUEL D 1 A_FaceTarget
      DUEL DCCBBAA 2 A_Recoil(6)
      Goto See
    Melee:
        SHLD A 0 A_SetInvulnerable
        SHLD A 1 A_FaceTarget
        SHLD A 80
        SHLD A 1 A_FaceTarget
        SHLD A 0 A_UnSetInvulnerable
        Goto Missile+8
   Pain: 
      DUEL G 3 
      DUEL G 3 A_Pain 
      Goto Melee
   Death: 
      DUEL H 5 
      DUEL I 5 A_Scream 
      DUEL J 5 A_Fall 
      DUEL K 5 
      DUEL L -1 
      Stop
    XDeath:
      DUEL M 5
      DUEL N 5 A_XScream
      DUEL N 5
      DUEL P 5 A_Fall
      DUEL QRST 5
      DUEL U -1
      Stop
   Raise: 
      DUEL KJ 5 
      DUEL IH 5 
      Goto See 
    }
} 

//******************************************************************************************

ACTOR Jason
{ 
   Health 1000
   Radius 20 
   Height 56 
   Mass 100 
   Speed 14 
   YScale 1.05
   PainChance 220
   DONTHURTSHOOTER
   MONSTER
    +JUSTHIT
    +DONTGIB 
   +FLOORCLIP
   +FRIENDLY
   +NORADIUSDMG 
   +NOBLOCKMONST
   +FULLVOLACTIVE
    +FULLVOLDEATH
   +QUICKTORETALIATE
   SeeSound "jason/sight" 
   PainSound "marine/owy3" 
   Deathsound "marine/scream2" 
   DropItem AlandoFlakCannon
   DropItem HealthBonus
   DropItem Blood2
    DropItem Blood2
    DropItem Blood2
    DropItem Blood13
    DropItem Blood2
    DropItem Blood13
    DropItem Blood13
    DropItem Blood11
     DropItem Dead1
   Obituary "%o was accidentally blown up by Jason." 
   States 
   { 
   Spawn: 
      VAR6 A 10 A_Look 
      Loop 
   See: 
      VAR6 AABBCCDD 2 A_Chase 
      Loop 
   Missile: 
      VAR6 E 0 A_JumpIfCloser(192, 6)
      VAR6 E 8 A_FaceTarget 
      VAR6 F 5 
      VAR6 F 10 Bright A_CustomMissile("Flakgrenade2", 32, 0, 0)
      VAR6 F 1 A_Recoil(2.5)
      Goto See 
       VAR6 D 0 A_FaceTarget
       VAR6 DCCBBAA 2 A_Recoil(10)
        Goto Missile+1
   Pain: 
      VAR6 G 5 
      VAR6 G 4 A_Pain 
      Goto  Missile+7
   Death: 
      VAR6 H 5 A_Print("Jason has died!")
      VAR6 I 5 A_Scream 
      VAR6 J 5 
      VAR6 K 5 A_Fall
      VAR6 L 5 
      VAR6 M -1 
      Stop 
   XDeath: 
      VAR6 N 5 
      VAR6 O 5 A_XScream 
      VAR6 P 5 
      VAR6 Q 5 A_Fall 
      VAR6 RSTU 5 
      VAR6 V -1    
      Stop 
   Raise: 
      VAR6 MJKJI 5 
      Goto See 
   } 
} 

//******************************************************************************************

ACTOR Joe
{ 
    Health 2000
    Radius 20 
    Height 56 
    Speed 15
    MinMissileChance 100
    Damage 7
    YScale 1.05
    PainChance 20
    Translation "112:127=205:207"
    DONTHURTSHOOTER
    MONSTER 
     +JUSTATTACKED
    +DONTGIB
    +FLOORCLIP
    +FRIENDLY 
    +QUICKTORETALIATE 
    +NOBLOCKMONST
    +FULLVOLACTIVE
    +FULLVOLDEATH
    Obituary "%o was accidentally killed by Joe."  
    SeeSound "joe/sight"
    PainSound "player/male/pain100_1"
    DeathSound "player/male/death1"  
    AttackSound "shotguy/attack"
    DropItem AlandoShotgun
    DropItem Shell 128
    DropItem ArtiHealthDropper 
    DropItem Blood12
    DropItem Blood12
    DropItem Blood12
    DropItem Blood13
    DropItem Blood13
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
     DropItem Dead2
    States 
    { 
    Spawn: 
        PLY2 A 10 A_Look 
        Loop 
    See: 
        PLY2 AABBCCDD 2 A_Chase 
        Loop 
    Missile: 
        PLY2 E 5 A_FaceTarget 
        PLY2 F 5 Bright A_CustomBulletAttack (5, 5, 6, 8, "BulletPuff2")
        PLY2 E 0 A_CustomMissile("ShotgunCasing", 32, 0, 0)
        PLY2 E 5 A_FaceTarget 
        Goto See 
    Pain: 
        PLY2 G 5 
        PLY2 G 3 A_Pain 
        Goto See 
    Death: 
        PLY2 H 5 
        PLY2 I 5 A_Scream 
        PLY2 J 5 A_Fall 
        PLY2 KLM 5 
        PLY2 N -1 
        Stop 
    XDeath: 
        PLY2 O 5 
        PLY2 P 5 A_XScream 
        PLY2 Q 5 A_Fall 
        PLY2 RSTUV 5 
        PLY2 W -1 
        Stop 
    Raise: 
        PLY2 NMLKJIH 5 
        Goto See 
        }
}

//******************************************************************************************

ACTOR David
{ 

    Health 2000
    Radius 20
    Height 56
    Speed 13
    PainChance 10
    MinMissileChance 80
    Damage 1
    Translation "112:127=0:0"
    DONTHURTSHOOTER
    MONSTER 
     +JUSTATTACKED
    +DONTGIB
    +FLOORCLIP
    +FRIENDLY
    +QUICKTORETALIATE 
    +NOBLOCKMONST
    +FULLVOLACTIVE
    +FULLVOLDEATH
    Obituary "%o was accidentally killed by David."
    SeeSound "dave/sight"
    AttackSound "gun/assault"
    PainSound "player/male/pain100_1"
    DeathSound "player/male/death1"
    DropItem Class2Assaultrifle
    DropItem Clip
    DropItem Shell 128
    DropItem Blood12
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
    DropItem Blood13
    DropItem Blood13
    DropItem Blood13
    DropItem Blood12
     DropItem Dead2
    States
    {
    Spawn:
       PLAY A 20 A_Look 
        LOOK B 20 A_Look
        PLAY A 20 A_Look
        LOOK C 20 A_Look
        LOOK B 20 A_Look
        Loop 
    See:
        PLAY AABBCCDD 2 A_FastChase
        Loop
    Missile:
        PLAY E 0 A_FaceTarget
        PLAY F 1 Bright A_CustomBulletAttack (5, 5, 1, 10, "BulletPuff2")
        PLAY E 0 A_CustomMissile("BulletCasing", 32, 0, 0)
        PLAY E 2 A_Cposrefire
        Loop
    Pain:
        PLAY G 3
        PLAY G 3 A_Pain
        Goto See
    Death:
        PLAY H 5
        PLAY I 5 A_Scream
        PLAY J 5 A_Fall
        PLAY KLM 5
        PLAY N -1
        Stop
    XDeath:
        PLAY O 5
        PLAY P 5 A_XScream
        PLAY Q 5 A_Fall
        PLAY RSTU 5
        PLAY V -1
        Stop
    Raise:
        PLAY NMLKJIH 5
        Goto See
    }
} 

//******************************************************************************************

ACTOR TJ
{
   Health 2000
   Radius 20
   Height 56
   Speed 12
   PainChance 190
   YScale 1.03
   MinMissileChance 90
   Translation "112:127=160:167"
   DONTHURTSHOOTER
   MONSTER 
    +JUSTHIT
    +DONTGIB
   +FLOORCLIP
   +FRIENDLY
   +QUICKTORETALIATE 
   +NOBLOCKMONST
  +FULLVOLACTIVE
    +FULLVOLDEATH
   DropItem AlandoShotgun
   DropItem Blood12
    DropItem Blood13
    DropItem Blood13
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
    DropItem Blood13
    DropItem Blood13
     DropItem Dead2
   SeeSound "tj/sight"
   AttackSound "shotguy/attack"
   PainSound "marine/owy3"
   DeathSound "player/male/death1"
   Obituary "%o was accidentally killed by TJ." 
   States 
   { 
    Spawn: 
        PLA3 A 20 A_Look 
        LOK2 B 20 A_Look
        PLA3 A 20 A_Look
        LOK2 C 20 A_Look
        LOK2 B 20 A_Look
        Loop 
    See: 
        PLA3 AABBCCDD 2 A_FastChase 
        Loop 
    Missile: 
        PLA3 E 4 A_FaceTarget 
        PLA3 F 6 Bright A_CustomBulletAttack (5, 5, 6, 8, "BulletPuff2")
        PLA3 E 0 A_CustomMissile("ShotgunCasing", 32, 0, 0)
        PLA3 E 4 A_FaceTarget 
        Goto See 
        PLA3 D 1 A_FaceTarget
        PLA3 DCCBBAA 2 A_Recoil(6)
        Goto See
      Melee:
        SHLD A 0 A_SetInvulnerable
        SHLD A 1 A_FaceTarget
        SHLD A 80
        SHLD A 1 A_FaceTarget
        SHLD A 0 A_UnSetInvulnerable
        Goto Missile+6
    Pain: 
        PLA3 G 5 
        PLA3 G 3 A_Pain 
        Goto Melee 
    Death: 
        PLA3 H 5 
        PLA3 I 5 A_Scream 
        PLA3 J 5 A_Fall 
        PLA3 KLM 5 
        PLA3 N -1 
        Stop 
    XDeath: 
        PLA3 O 5 
        PLA3 P 5 A_XScream 
        PLA3 Q 5 A_Fall 
        PLA3 RSTUV 5 
        PLA3 W -1 
        Stop 
    Raise: 
        PLA3 NMLKJIH 5 
        Goto See 
        }
}

//******************************************************************************************

ACTOR DavidM
{ 
    Health 2300
    Radius 20 
    Height 56 
    Speed 14
    Damage 100
    MinMissileChance 15
    PainChance 20
    Translation "112:127=250:254" , "160:167=192:199" , "224:231=196:207" , "208:223=192:207" , "232:235=200:203"
    RenderStyle Add
    Alpha 0.7
    DONTHURTSHOOTER 
    MONSTER 
     +JUSTATTACKED
    +DONTGIB
    +FLOORCLIP
    +FRIENDLY 
    +QUICKTORETALIATE 
    +VISIBILITYPULSE
    +NOBLOCKMONST
    +FULLVOLACTIVE
    +FULLVOLDEATH
    DropItem Cell
    DropItem AlandoRailgun
    DropItem Blood12
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
    DropItem Blood13
    DropItem Blood13
    DropItem Blood13
    DropItem Blood13
    DropItem Dead2
    Obituary "%o was accidentally railed by David M." 
    SeeSound "dave/sight" 
    PainSound "marine/owy2" 
    DeathSound "marine/moan2"  
    States 
    { 
    Spawn: 
        VAR2 A 20 A_Look 
        LOK3 B 20 A_Look
        VAR2 A 20 A_Look
        LOK3 C 20 A_Look
        LOK3 B 20 A_Look
        Loop 
    See: 
        VAR2 AABBCCDD 2 A_Chase 
        Loop 
    Missile: 
        VAR2 EE 3 A_FaceTarget 
        VAR2 F 3 Bright A_MonsterRail 
        VAR2 E 3 A_FaceTarget 
        Goto See 
    Pain: 
        VAR2 G 4
        VAR2 G 3 A_Pain 
        Goto See 
    Death: 
        VAR2 H 5 
        VAR2 I 5 A_Scream 
        VAR2 J 5 A_Fall 
        VAR2 K 5 
        VAR2 L -1 
        Stop 
    XDeath: 
        VAR2 M 5 
        VAR2 N 5 A_XScream 
        VAR2 O 5 A_Fall 
        VAR2 PQRST 5 
        VAR2 U -1 
        Stop 
    Raise: 
        VAR2 LKJIH 5 
        Goto See 
    } 
} 

//******************************************************************************************

ACTOR Edward
{
    Health 2500
    Radius 20
    Height 56
    Speed 14
    MinMissileChance 120
    PainChance 30
    Translation "112:127=182:191" ,  "160:167=192:199" , "224:231=192:199" , "208:223=192:207" , "232:235=200:203"
    DONTHURTSHOOTER
    MONSTER 
     +JUSTHIT
    +DONTGIB
    +FLOORCLIP
    +FRIENDLY
    +QUICKTORETALIATE 
    +NOBLOCKMONST
   +FULLVOLACTIVE
    +FULLVOLDEATH
    SeeSound "edd/sight"
    AttackSound "shotguy/attack"
    PainSound "marine/owy3"
    DeathSound "marine/moan"
    Obituary "%o was accidentally burned by the plasma gun from Edward."
    DropItem PlasmaRifle_
    DropItem Stimpack
    DropItem Stimpack
    DropItem Blood12
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
     DropItem Dead2
    MissileType PlasmaBall
    States
    {
    Spawn:
        VAR4 A 10 A_Look
        Loop
    See:
        VAR4 AABBCCDD 2 A_Chase
        Loop
    Missile:
        VAR4 E 0 A_JumpIfCloser(160, 6)
        VAR4 E 1 A_FaceTarget
        VAR4 F 1 Bright A_CustomMissile ("PlasmaBall_", 32, 0, 0)
        VAR4 F 0 A_Recoil(.5)
        VAR4 E 1 A_SpidRefire
        Goto Missile+1
        VAR4 D 0 A_FaceTarget
        VAR4 DCCBBAA 2 A_Recoil(8)
        Goto See
     Melee:
        SH3L A 0 A_SetInvulnerable
        SH3L A 1 A_FaceTarget
        SH3L A 80
        SH3L A 1 A_FaceTarget
        SH3L A 0 A_UnSetInvulnerable
        Goto Missile+7
    Pain:
        VAR4 G 3
        VAR4 G 3 A_Pain
        Goto Melee
    Death:
        VAR4 H 5
        VAR4 I 5 A_Scream
        VAR4 J 5 A_Fall
        VAR4 K 5
        VAR4 L -1
        Stop
    XDeath:
        VAR4 O 5
        VAR4 P 5 A_XScream
        VAR4 Q 5 A_Fall
        VAR4 RSTU 5
        VAR4 V -1
        Stop
    Raise:
        VAR4 KJIH 5
        Goto See
    }
}

//******************************************************************************************

ACTOR Lucky
{
   Health 1500
   Radius 10
   Height 32
   Speed 15
   PainChance 10
   MinMissileChance 20
   Damage 2
   Translation "50:76=80:95"
   Scale .5
   DONTHURTSHOOTER
   MONSTER 
    +JUSTATTACKED
    +DONTGIB
   +FLOORCLIP
   +FRIENDLY
   +QUICKTORETALIATE 
   +NOBLOCKMONST
    +DROPOFF
    +FULLVOLACTIVE
    +FULLVOLDEATH
   DropItem Clip
   DropItem AlandoUzi
   DropItem Blood12
    DropItem Blood13
    DropItem Blood12
    DropItem Blood12
    DropItem Blood13
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
    DropItem Dead2
   SeeSound "lucky/sight"
   AttackSound "weapons/assaultgun"
   PainSound "player/male/pain100_1"
   DeathSound "marine/death2"
   ActiveSound "marine/active2"
   Obituary "%o was accidentally killed by Lucky." 
   States 
   { 
   Spawn: 
     PLAY A 20 A_Look 
        LOOK B 20 A_Look
        PLAY A 20 A_Look
        LOOK C 20 A_Look
        LOOK B 20 A_Look
        Loop 
   See: 
      PLAY AABBCCDD 2 A_FastChase 
      Loop 
   Missile: 
      PLAY E 0 A_JumpIfCloser(128, 7)
      PLAY E 1 A_FaceTarget 
      PLAY F 1 Bright A_CustomBulletAttack (2, 2, 1, 5, "BulletPuff2")
      PLAY F 0 A_Recoil(.3)
      PLAY E 0 A_CustomMissile("BulletCasing", 16, 0, 0)
      PLAY E 1 A_CPosRefire 
      Goto Missile+1 
       PLAY D 0 A_FaceTarget
       PLAY DCCBBAA 2 A_Recoil(5)
        Goto Missile+1
   Pain: 
      PLAY G 2 
      PLAY G 2 A_Pain 
      Goto See 
   Death: 
      PLAY H 5 
      PLAY I 5 A_Scream 
      PLAY J 5 A_Fall 
      PLAY K 5 
      PLAY L -1 
      Stop
    XDeath:
      PLAY M 5
      PLAY N 5 A_XScream
      PLAY N 5
      PLAY P 5 A_Fall
      PLAY QRST 5
      PLAY U -1
      Stop
   Raise: 
      PLAY KJ 5 
      PLAY IH 5 
      Goto See 
   } 
} 

//******************************************************************************************

ACTOR Lucky2
{
   Health 1500
   Radius 10
   Height 32
   Speed 15
   PainChance 10
   MinMissileChance 20
   Damage 2
   Translation "50:76=80:95"
   Scale .5
   DONTHURTSHOOTER
   MONSTER 
    +JUSTATTACKED
    +DONTGIB
   +FLOORCLIP
   +FRIENDLY
   +QUICKTORETALIATE 
   +NOBLOCKMONST
    +FULLVOLACTIVE
    +FULLVOLDEATH
   DropItem Clip
   DropItem AlandoUzi
   DropItem Blood13
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
    DropItem Blood12
    DropItem Blood12
    DropItem Blood12
    DropItem Blood13
    DropItem Dead2
   SeeSound "lucky/sight"
   AttackSound "weapons/assaultgun"
   PainSound "player/male/pain100_1"
   DeathSound "marine/death2"
   ActiveSound "marine/active2"
   Obituary "%o was accidentally killed by Lucky." 
   States 
   { 
   Spawn: 
     PLAY A 20 A_Look 
        LOOK B 20 A_Look
        PLAY A 20 A_Look
        LOOK C 20 A_Look
        LOOK B 20 A_Look
        Loop 
   See: 
      PLAY AABBCCDD 2 A_FastChase 
      Loop 
   Missile: 
      PLAY E 0 A_JumpIfCloser(128, 7)
      PLAY E 1 A_FaceTarget 
      PLAY F 1 Bright A_CustomBulletAttack (2, 2, 1, 5, "BulletPuff2")
      PLAY F 0 A_Recoil(.15)
      PLAY E 0 A_CustomMissile("BulletCasing", 16, 0, 0)
      PLAY E 1 A_CPosRefire 
      Goto Missile+1
       PLAY D 0 A_FaceTarget
       PLAY DCCBBAA 2 A_Recoil(5)
        Goto Missile+1 
   Pain: 
      PLAY G 2 
      PLAY G 2 A_Pain 
      Goto See 
   Death: 
      PLAY H 5 
      PLAY I 5 A_Scream 
      PLAY J 5 A_Fall 
      PLAY K 5 
      PLAY L -1 
      Stop
    XDeath:
      PLAY M 5
      PLAY N 5 A_XScream
      PLAY N 5
      PLAY P 5 A_Fall
      PLAY QRST 5
      PLAY U -1
      Stop
   Raise: 
      PLAY KJ 5 
      PLAY IH 5 
      Goto See 
   } 
} 

//******************************************************************************************

ACTOR Rollus
{
   Health 1500
   Radius 10
   Height 32
   Speed 15
   PainChance 11
   MinMissileChance 75
   Damage 2
   Translation "50:76=80:95"
   Scale .5
   DONTHURTSHOOTER
   MONSTER 
    +JUSTATTACKED
    +DONTGIB
   +FLOORCLIP
   +FRIENDLY
   +QUICKTORETALIATE 
   +NOBLOCKMONST
   +FULLVOLACTIVE
    +FULLVOLDEATH
   DropItem AlandoPistol
   DropItem Blood13
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
    DropItem Blood11
     DropItem Dead1
   SeeSound "lucky/sight"
   AttackSound "grunt/attack"
   PainSound "player/male/pain100_1"
   DeathSound "marine/scream2"
   Obituary "%o was accidentally killed by Rollus." 
   States 
   { 
   Spawn: 
      VAR2 A 20 A_Look 
        LOK3 B 20 A_Look
        VAR2 A 20 A_Look
        LOK3 C 20 A_Look
        LOK3 B 20 A_Look
        Loop 
   See: 
      VAR2 AABBCCDD 2 A_Chase 
      Loop 
   Missile: 
      VAR2 E 5 A_FaceTarget 
      VAR2 F 3 Bright A_CustomBulletAttack (4, 4, 1, 5, "BulletPuff2")
      VAR2 F 0 A_Recoil(1)
      VAR2 E 0 A_CustomMissile("BulletCasing", 16, 0, 0)
      VAR2 E 2 A_CPosRefire 
      Goto Missile+1 
   Pain: 
      VAR2 G 3 
      VAR2 G 3 A_Pain 
      Goto See 
   Death: 
      VAR2 H 5 
      VAR2 I 5 A_Scream 
      VAR2 J 5 A_Fall 
      VAR2 K 5 
      VAR2 L -1 
      Stop
    XDeath:
      VAR2 M 5
      VAR2 N 5 A_XScream
      VAR2 N 5
      VAR2 P 5 A_Fall
      VAR2 QRST 5
      VAR2 U -1
      Stop
   Raise: 
      VAR2 KJ 5 
      VAR2 IH 5 
      Goto See 
   } 
} 

//******************************************************************************************

ACTOR Heidi
{ 
    Health 2000
    Radius 20 
    Height 56 
    Speed 11
    Damage 7
    YScale 1.08
    MinMissileChance 100
    PainChance 20
    Translation "112:127=214:223 "
    DONTHURTSHOOTER
    MONSTER 
     +JUSTATTACKED
    +DONTGIB
    +FLOORCLIP
    +FRIENDLY
    +QUICKTORETALIATE 
    +NOBLOCKMONST
   +FULLVOLACTIVE
    +FULLVOLDEATH
    Obituary "%o was accidentally killed by Heidi."  
    PainSound "player/female/pain100_1"
    DeathSound "player/female/death1"  
    AttackSound "shotguy/attack"
    DropItem AlandoShotgun
    DropItem Shell 128
    DropItem HealthBonus
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
    DropItem Blood13
    DropItem Blood13
    DropItem Blood13
     DropItem Dead2
    States 
    { 
    Spawn: 
        RIPL A 20 A_Look 
        LOK5 B 20 A_Look
        RIPL A 20 A_Look
        LOK5 C 20 A_Look
        LOK5 B 20 A_Look
        Loop 
    See: 
        RIPL AABBCCDD 2 A_Chase 
        Loop 
    Missile: 
        RIPL E 4 A_FaceTarget 
        RIPL F 7 Bright A_CustomBulletAttack (5, 5, 6, 8, "BulletPuff2")
        RIPL E 0 A_CustomMissile("ShotgunCasing", 32, 0, 0)
        RIPL E 4 A_FaceTarget 
        Goto See 
        RIPL D 0 A_FaceTarget
        RIPL DCCBBAA 2 A_Recoil(8)
        Goto See
    Melee:
        SH4D A 0 A_SetInvulnerable
        SH4D A 1 A_FaceTarget
        SH4D A 80
        SH4D A 1 A_FaceTarget
        SH4D A 0 A_UnSetInvulnerable
        Goto Missile+6
    Pain: 
        RIPL G 4
        RIPL G 3 A_Pain 
        Goto Melee
    Death: 
        RIPL H 5 
        RIPL I 5 A_Scream 
        RIPL J 5 A_Fall 
        RIPL KLM 5 
        RIPL N -1 
        Stop 
    XDeath: 
        RIPL O 5 
        RIPL P 5 A_XScream 
        RIPL Q 5 A_Fall 
        RIPL RSTUV 5 
        RIPL W -1 
        Stop 
    Raise: 
        RIPL NMLKJIH 5 
        Goto See 
        }
}

//******************************************************************************************

ACTOR Turret
{
   Radius 10
   Height 64
   Mass 10000
   Health 50
   Speed 0
   MinMissileChance 40
   DONTHURTSHOOTER
   MONSTER
   +FRIENDLY
   +NOBLOOD
   +SHOOTABLE
   AttackSound "gun/assault"
   PainSound "player/cyborg/pain100_1"
   DeathSound "player/cyborg/death1"
   DropItem Rocket
   DropItem Rocket
   DropItem Rocket
   States
   {
   Spawn:
   TURR D 1 Thing_ChangeTID(0, 1999)
   TURR D 5 A_PlaySound("turret/see")
   TURR A 5 A_Look
   Goto Spawn+2
   See:
   TURR A 1 Thing_ChangeTID(0, 1999)
   TURR A 5 A_Chase
   Goto See+1
   Missile:
   TURR B 1 Thing_ChangeTID(0, 1999)
   TURR B 0 A_FaceTarget
   TURR B 6 Bright A_CustomBulletAttack(4,1,2,3,"BulletPuff2")
   TURR C 0 A_FaceTarget
   TURR C 6 Bright A_CustomBulletAttack(4,1,2,3,"Sparky2")
   TURR C 0 A_SpidRefire
   Goto Missile+1
   Pain:
   TURR A 0 Thing_ChangeTID(0, 1999)
   TURR D 5
   Goto See
   Death:
   TURR A 5 A_PlaySound("turret/shutdown")
   TURR D 9
   TURR E 9 A_Fall
   BNG4 A 2 Bright A_Explode
   BNG4 B 0 Bright A_Scream
   BNG4 BCDEFGHIJKLMN 2 Bright
   Stop
   }
}

//******************************************************************************************

ACTOR MobileTurret
{
   Health 75
   Radius 10
   Height 32
   Speed 10
   Scale 0.6
   PainChance 200
   DONTHURTSHOOTER
   MONSTER 
   +FLOORCLIP
   +FRIENDLY
   +NOBLOOD
   DropItem Rocket
   SeeSound "turret/see"
   AttackSound "gun/assault"
   PainSound "player/cyborg/pain100_1"
   DeathSound "player/cyborg/death1"
   Obituary "%o was accidentally killed by a mobile turret." 
   States 
   { 
   Spawn: 
      MTUR AA 10 A_Look 
      Loop 
   See: 
      MTUR AABBCCDDEEFF 2 A_Chase 
      Loop 
   Missile: 
      MTUR G 10 A_FaceTarget 
      MTUR H 2 A_CustomBulletAttack(4,1,2,3,"BulletPuff2")
      MTUR G 2 A_CPosRefire 
      Goto Missile+1 
   Pain: 
      MTUR G 3 
      MTUR G 3 A_Pain 
      Goto See 
   Death: 
      BNG4 A 2 Bright A_Explode
   BNG4 B 0 Bright A_Scream
   BNG4 B 0 Bright A_Fall
   BNG4 BCDEFGHIJKLMN 2 Bright
      NULL P -1 
      Stop
    XDeath:
      MTUR M 5
      MTUR N 5 A_XScream
      MTUR O 5
      NULL P 5 A_Fall
      NULL QRST 5
      NULL U -1
      Stop
   Raise: 
      MTUR KJ 5 
      MTUR IH 5 
      Goto See 
   } 
} 

//******************************************************************************************

ACTOR Sandra
{
    Health 2000
    Radius 20
    Height 56
    Speed 18
    YScale 1.05
    MinMissileChance 50
    PainChance 10
    Translation "112:127=88:95" , "50:76=112:127" ,  "160:167=112:119" , "224:231=116:127" , "208:223=112:127"
    DONTHURTSHOOTER
    MONSTER 
     +JUSTATTACKED
    +DONTGIB
    +FLOORCLIP
    +FRIENDLY
    +QUICKTORETALIATE 
    +NOBLOCKMONST
     +DROPOFF
    +FULLVOLACTIVE
    +FULLVOLDEATH
    AttackSound "shotguy/attack"
    PainSound "player/female/pain100_1"
    DeathSound "player/female/death1"
    Obituary "%o was accidentally burned by the plasma proton gun from Sandra."
    DropItem Plasmaprotongun
    DropItem Blood12
    DropItem Blood13
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
    DropItem Blood12
     DropItem Dead2
    MissileType Plasmaproton
    States
    {
    Spawn:
        RIPL A 20 A_Look 
        LOK5 B 20 A_Look
        RIPL A 20 A_Look
        LOK5 C 20 A_Look
        LOK5 B 20 A_Look
        Loop 
    See:
        RIPL AABBCCDD 2 A_FastChase
        Loop
    Missile:
         RIPL E 0 A_Jump(128, 5)
         RIPL E 1 A_FaceTarget
         RIPL F 1 Bright A_CustomMissile ("Plasmaproton_", 32, 0, 0)
         RIPL F 0 A_Recoil(.5)
         RIPL E 1 A_SpidRefire
        Goto Missile+1
         RIPL E 3 A_FaceTarget
         RIPL F 2 Bright A_CustomMissile("Flakgrenade2", 32, 0, 0)
         RIPL E 1 A_FaceTarget
        Goto Missile+1
        RIPL D 0 A_FaceTarget
        RIPL DCCBBAA 2 A_Recoil(8)
        Goto See
    Melee:
        SH4D A 0 A_SetInvulnerable
        SH4D A 1 A_FaceTarget
        SH4D A 80
        SH4D A 1 A_FaceTarget
        SH4D A 0 A_UnSetInvulnerable
        Goto Missile+11
    Pain:
        RIPL G 2
        RIPL G 2 A_Pain
        Goto Melee
    Death:
        RIPL H 5
        RIPL I 5 A_Scream
        RIPL J 5 A_Fall
        RIPL K 5
        RIPL L -1
        Stop
    XDeath:
        RIPL O 5
        RIPL P 5 A_XScream
        RIPL Q 5 A_Fall
        RIPL RSTU 5
        RIPL V -1
        Stop
    Raise:
        RIPL KJIH 5
        Goto See
    }
}

//******************************************************************************************

ACTOR Sandra2
{
    Health 2000
    Radius 20
    Height 56
    Speed 18
    PainChance 10
    YScale 1.05
    MinMissileChance 50
    Translation "112:127=88:95" , "50:76=112:127"
    DONTHURTSHOOTER
    MONSTER 
     +JUSTATTACKED
    +DONTGIB
    +FLOORCLIP
    +FRIENDLY
    +QUICKTORETALIATE 
    +NOBLOCKMONST
    +FULLVOLACTIVE
    +FULLVOLDEATH
    AttackSound "gun/ump"
    PainSound "player/female/pain100_1"
    DeathSound "player/female/death1"
    Obituary "%o was accidentally killed by Sandra."
    DropItem Clip
    DropItem Clip
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
    DropItem Blood12
    DropItem Blood12
    DropItem Blood13
    DropItem Blood12
    DropItem Blood12
     DropItem Dead2
    MissileType Plasmaproton
    States
    {
    Spawn:
        RIPL A 20 A_Look 
        LOK5 B 20 A_Look
        RIPL A 20 A_Look
        LOK5 C 20 A_Look
        LOK5 B 20 A_Look
        Loop 
    See:
        RIPL AABBCCDD 2 A_FastChase
        Loop
    Missile:
         RIPL E 2 A_FaceTarget
         RIPL F 2 Bright A_CustomBulletAttack(4,1,1,8,"BulletPuff2")
         RIPL F 0 A_CustomMissile ("BulletCasing", 32, 0, 0)
         RIPL E 1 A_SpidRefire
        Goto Missile+1
         RIPL D 0 A_FaceTarget
         RIPL DCCBBAA 2 A_Recoil(8)
         Goto See
    Melee:
        SH4D A 0 A_SetInvulnerable
        SH4D A 1 A_FaceTarget
        SH4D A 80
        SH4D A 1 A_FaceTarget
        SH4D A 0 A_UnSetInvulnerable
        Goto Missile+7
    Pain:
        RIPL G 2
        RIPL G 2 A_Pain
        Goto Melee
    Death:
        RIPL H 5
        RIPL I 5 A_Scream
        RIPL J 5 A_Fall
        RIPL K 5
        RIPL L -1
        Stop
    XDeath:
        RIPL O 5
        RIPL P 5 A_XScream
        RIPL Q 5 A_Fall
        RIPL RSTU 5
        RIPL V -1
        Stop
    Raise:
        RIPL KJIH 5
        Goto See
    }
}

//******************************************************************************************

ACTOR Talmar
{
    	Health 1800
    	Radius 20
    	Height 56
    	Speed 5
	Mass 200
    	PainChance 20
                  Translation "112:127=192:199" , "249:249=120:120"
                  XScale 0.8
                  DONTHURTSHOOTER
    	MONSTER 
                   +JUSTHIT
                   +DONTGIB
    	+FLOORCLIP
                  +NOTARGET
                  -COUNTKILL
                   +FRIENDLY
    	MeleeSound "demon/melee"
                   SeeSound "lizardman/sight"
    	PainSound "lizardman/sight"
    	DeathSound "beast/death"
                  ActiveSound "lizardman/active"
    	HitObituary "%o was accidentally killed by Talmar."
    	MeleeDamage 10
                   DropItem Stimpack
                   DropItem HealthBonus
                   DropItem HealthBonus
                   DropItem Blood12
                   DropItem Blood13
                   DropItem Blood12
                   DropItem Blood13
                   DropItem Blood12
                   DropItem Blood13
                   DropItem Blood12
                   DropItem Blood11
                    DropItem Dead1
    	States
    	{
	Spawn:
		LIZM AB 10 A_Look
		Goto Spawn+2
    	See:
        	LIZM AABBCCDD 2 A_Chase
        	Loop
    	Melee:
                   LIZM E 3 A_FaceTarget
                   LIZM F 5 A_MeleeAttack
                   LIZM E 3 A_FaceTarget
                   Goto See                    
    	Pain:
        	LIZM G 3
        	LIZM G 3 A_Pain
        	Goto See
    	Death:
        	LIZM H 5 ACS_ExecuteAlways (200, 0, 2, 0, 0)
        	LIZM I 5 A_Scream
        	LIZM J 5 A_Fall
        	LIZM K 5
        	LIZM L 5
        	LIZM L 5
        	LIZM L -1
		Stop
    	XDeath:
        	TROO O 5 ACS_ExecuteAlways (200, 0, 2, 0, 0)
        	TROO P 5 A_XScream
        	TROO Q 5 A_Fall
        	TROO RST 5
        	TROO U -1
        	Stop
    	Raise:
        	LIZM MLKJIH 5
        	Goto See
    	}
}

ACTOR Brook
{
	Health 2000
	Painchance 30
	Speed 16
	Radius 20
	Height 50
	Mass 100
                   MinMissileChance 40
                  Scale 1.0
	Monster 
                  Translation "112:127=178:191"
	+FLOAT 
                   +NOGRAVITY 
                   +DROPOFF
                   +FRIENDLY
                   +DONTGIB
                   +JUSTATTACKED
                   +QUICKTORETALIATE 
	SeeSound "brook/sight"
	AttackSound "gun/deseag"
	PainSound "brook/pain"
	DeathSound "brook/death"
	ActiveSound "brook/sight"
                   MeleeDamage 5
	MISSILEHEIGHT 25
	Obituary "%o was accidentally shot by Brook."
	HitObituary "%o was hacked by Brook."
                   DropItem Blood13
                   DropItem Blood13
                   DropItem Blood13
                   DropItem Blood2
                   DropItem Blood2
                   DropItem Deserteagle
	States
	{
	Spawn:
		BRKL A 7 A_Look
                                     BRKL A 1 A_Gravity
		Loop
	See:
		BRKL BBC 3 A_Chase
                                     BRKL C 1 A_NoGravity
		Loop

	Missile: 
                                BRKL C 5 A_FaceTarget 
                                BRKL D 4 Bright A_CustomBulletAttack (2, 1, 1, 13, "BulletPuff2")
                                BRKL D 0 A_Recoil(-1)
                                BRKL C 2 A_CustomMissile("BulletCasing", 32, 0, 0)
                                BRKL C 4 A_CPosRefire 
                               Goto Missile+1 
	Pain:
		BRKL B 3
		BRKL B 3 A_Pain
		Goto See
	Death:
		LIZM J 0 A_Fall
		LIZM J 0 A_Scream
		LIZM J 4 A_SetFloorClip
		LIZM J 10
		Wait
	Crash:
		LIZM K 7 A_SetFloorClip
		LIZM L 7 A_PlaySound("himp/death")
		LIZM L 7
		LIZM L -1
		Stop
	Raise:
		LIZM LKJ 5
		Goto Spawn
	}
}

//******************************************************************************************

ACTOR Alanbot
{
    	Health 5000
    	Radius 20
    	Height 64
    	Speed 10
	Mass 1000
                   Translation "112:127=176:191" , "176:191=192:196" , "168:175=192:196" , "160:163=192:196"
    	PainChance 10
    	MONSTER 
    	 DONTHURTSHOOTER 
                   +FLOORCLIP
                   +FRIENDLY
                   +QUICKTORETALIATE 
                   +NORADIUSDMG
                   +NOBLOCKMONST
                   +FLOAT
                   +FLOATBOB
                   +NOBLOOD
                   +NOGRAVITY
                   +DROPOFF
                   +FULLVOLACTIVE
                   +FULLVOLDEATH
                  Obituary "%o was accidentally killed by Alando in his mech warrior."  
    SeeSound "alando/sight"
    PainSound "player/male/pain100_1"
    DeathSound "gun/flak"  
    AttackSound "alando/attack"
    DropItem Alando3
    States 
    { 
    Spawn: 
        ABO1 A 10 A_Look 
        Loop 
    See: 
        ABO1 A 1 A_FastChase
        Loop 
    Missile: 
        ABO1 E 0 A_Jump(128, 5)
        ABO1 E 1 A_FaceTarget
        ABO1 F 1 Bright A_CustomMissile ("Lightningshot", 32, 0, 0)
        ABO1 E 0 A_SpidRefire
        Goto Missile+1
        ABO1 E 2 A_FaceTarget
        ABO1 F 6 Bright A_CustomMissile ("MaulerTorpedo", 32, 0, 0)
        ABO1 E 1
        Goto Missile+1
    Pain: 
        ABO1 G 5 
        ABO1 G 3 A_Pain 
        Goto See 
    Death: 
        ABO1 H 5 
        ABO1 I 5 A_Scream 
        ABO1 J 5 A_Fall 
        ABO1 KLM 5 
        ABO1 N 5
        MISL B 3
        MISL C 3
        MISL D 3
        NULL A -1 
        Stop 
    XDeath: 
        MISL B 3 
        MISL C 3 A_XScream 
        MISL D 3 A_Fall 
        NULL A 1 
        NULL A -1 
        Stop 
        }
}

//******************************************************************************************

ACTOR AlanMech
{
    Health 8000
    Radius 50
    Height 64
    Speed 14
    PainChance 10
    Mass 10000
    Translation "112:127=176:191"
    MONSTER 
    +FLOORCLIP
    +NOBLOOD
    +FRIENDLY
    +NORADIUSDMG
    SeeSound "alando/sight"
    AttackSound "gun/mini3"
    PainSound "player/cyborg/pain100_1"
    DeathSound "player/cyborg/death1"
    Obituary "%o was accidentally blown away by Alan in his bot."
    DropItem Alando5
    States
    {
    Spawn:
        ROBO AA 10 A_Look
        Loop
    See:
        ROBO AABBCCDD 2 A_Chase
        Loop
    Missile:
      ROBO E 0 A_JumpIfCloser(300, 6)
      ROBO EE 4 A_FaceTarget 
      ROBO F 2 
      ROBO F 6 Bright A_CustomMissile("HomingRocket2", 48, 58, 0)
      ROBO E 4 A_SpidRefire
      Goto Missile+1
       ROBO E 1 A_FaceTarget
       ROBO E 0 Bright A_CustomBulletAttack (1, 1, 1, 20, "Sparky2")
       ROBO E 0 A_CustomMissile("BulletCasing", 32, 58, 0)
       ROBO E 1 A_Cposrefire
        Goto Missile+6
    Pain:
        ROBO G 3
        ROBO G 3 A_Pain
        Goto See
    Death:
        ROBO G 1 A_SetSolid
        ROBO G 1 A_SetShootable
        ROBO G 350 A_Fall
        ROBO H 5 A_UnsetSolid
        ROBO H 1 A_UnsetShootable
        ROBO I 5 A_Scream
        ROBO J 5
        NULL  K 5
        NULL  L -1
        Stop
    }
}

//******************************************************************************************

ACTOR Marcbot
{
    	Health 5000
    	Radius 20
    	Height 64
    	Speed 8
	Mass 1000
                   Translation "112:127=196:207" , "176:191=192:196" , "168:175=192:196" , "160:163=192:196"
    	PainChance 10
    	MONSTER 
    	 DONTHURTSHOOTER 
                   +FLOORCLIP
                   +FRIENDLY
                   +QUICKTORETALIATE 
                   +NOBLOCKMONST
                   +NORADIUSDMG
                   +FLOAT
                   +FLOATBOB
                   +NOBLOOD
                   +NOGRAVITY
                   +DROPOFF
                   +FULLVOLACTIVE
    +FULLVOLDEATH
                  Obituary "%o was accidentally killed by Marc in his mech warrior."  
    SeeSound "marc/sight"
    PainSound "player/male/pain100_1"
    DeathSound "gun/flak"  
    AttackSound "alando/attack"
    DropItem Marc
    States 
    { 
    Spawn: 
        ABO1 A 10 A_Look 
        Loop 
    See: 
        ABO1 A 1 A_Chase
        Loop 
    Missile: 
        ABO1 E 0 A_Jump(100, 5)
        ABO1 E 0 A_FaceTarget
        ABO1 F 1 Bright A_CustomMissile ("Lightningshot", 32, 0, 0)
        ABO1 E 1 A_SpidRefire
        Goto Missile+1
        ABO1 E 2 A_FaceTarget
        ABO1 F 2 Bright A_CustomMissile("MaulerTorpedo", 32, 0, 0)
        ABO1 E 1 A_FaceTarget
        Goto Missile+1
    Pain: 
        ABO1 G 5 
        ABO1 G 3 A_Pain 
        Goto See 
    Death: 
        ABO1 H 5 
        ABO1 I 5 A_Scream 
        ABO1 J 5 A_Fall 
        ABO1 KLM 5 
        ABO1 N 5
        MISL B 3
        MISL C 3
        MISL D 3
        NULL A -1 
        Stop 
    XDeath: 
        MISL B 3 
        MISL C 3 A_XScream 
        MISL D 3 A_Fall 
        NULL A 1 
        NULL A -1 
        Stop 
        }
}

//******************************************************************************************

ACTOR MarcMech
{
    Health 8000
    Radius 50
    Height 64
    Speed 10
    PainChance 10
    Mass 10000
    Translation "112:127=196:207"
    MONSTER 
    +FLOORCLIP
    +NOBLOOD
    +FRIENDLY
    +NORADIUSDMG
    SeeSound "marc/sight"
    AttackSound "shotguy/attack"
    PainSound "player/cyborg/pain100_1"
    DeathSound "player/cyborg/death1"
    Obituary "%o was accidentally blown away by Marc in his bot."
    DropItem Marc2
    States
    {
    Spawn:
        ROBO AA 10 A_Look
        Loop
    See:
        ROBO AABBCCDD 2 A_Chase
        Loop
    Missile:
      ROBO E 0 A_JumpIfCloser(192, 6)
      ROBO EE 2 A_FaceTarget 
      ROBO F 2 
      ROBO F 6 Bright A_CustomMissile("Flakgrenade2", 48, 58, 0)
      ROBO E 4 A_SpidRefire
      Goto See
        ROBO F 1 A_FaceTarget
        ROBO F 0 Bright A_CustomMissile ("Flames", 48, 56, 0)
        ROBO F 1 A_CposRefire
        Goto Missile+7
    Pain:
        ROBO G 3
        ROBO G 3 A_Pain
        Goto See
    Death:
        ROBO G 350 A_Fall
        ROBO H 5
        ROBO I 5 A_Scream
        ROBO J 5
        NULL  K 5
        NULL  L -1
        Stop
    }
}

//******************************************************************************************

ACTOR Tombot
{
    	Health 5000
    	Radius 20
    	Height 64
    	Speed 8
	Mass 1000
                   Translation "112:127=240:247"
    	PainChance 10
    	MONSTER 
    	 DONTHURTSHOOTER 
                   +FLOORCLIP
                   +FRIENDLY
                   +QUICKTORETALIATE 
                   +NOBLOCKMONST
                   +FLOAT
                   +NORADIUSDMG
                   +FLOATBOB
                   +NOBLOOD
                   +NOGRAVITY
                   +DROPOFF
                   +FULLVOLACTIVE
    +FULLVOLDEATH
                  Obituary "%o was accidentally killed by Tom in his mech warrior."  
    SeeSound "tom/sight"
    PainSound "player/male/pain100_1"
    DeathSound "gun/flak"  
    AttackSound "alando/attack"
    DropItem Tom
    States 
    { 
    Spawn: 
        ABO1 A 10 A_Look 
        Loop 
    See: 
        ABO1 A 1 A_FastChase
        Loop 
    Missile: 
        ABO1 E 3 A_FaceTarget
        ABO1 F 3 Bright A_CustomMissile ("HomingRocket_A", 32, 0, 0)
        ABO1 F 3 
        Goto See
    Pain: 
        ABO1 G 5 
        ABO1 G 3 A_Pain 
        Goto See 
    Death: 
        ABO1 H 5 
        ABO1 I 5 A_Scream 
        ABO1 J 5 A_Fall 
        ABO1 KLM 5 
        ABO1 N 5
        MISL B 3
        MISL C 3
        MISL D 3
        NULL A -1 
        Stop 
    XDeath: 
        MISL B 3 
        MISL C 3 A_XScream 
        MISL D 3 A_Fall 
        NULL A 1 
        NULL A -1 
        Stop 
        }
}

//******************************************************************************************

ACTOR Luckybot
{
    	Health 3500
    	Radius 12
    	Height 12
    	Speed 9
	Mass 1000
                  Translation "176:191=192:207" , "168:175=192:207" , "160:163=192:207"
                  Scale 0.5
    	PainChance 10
    	MONSTER 
    	 DONTHURTSHOOTER 
                   +FLOORCLIP
                   +FRIENDLY
                   +QUICKTORETALIATE 
                   +NOBLOCKMONST
                   +NORADIUSDMG
                   +FLOAT
                   +FLOATBOB
                   +NOBLOOD
                   +NOGRAVITY
                   +DROPOFF
                   +FULLVOLACTIVE
    +FULLVOLDEATH
                  Obituary "%o was accidentally killed by Lucky in his mini mech warrior."  
    SeeSound "lucky/sight"
    PainSound "player/male/pain100_1"
    DeathSound "gun/flak"  
    AttackSound "alando/attack"
    DropItem Lucky
    States 
    { 
    Spawn: 
        ABO1 A 10 A_Look 
        Loop 
    See: 
        ABO1 A 1 A_FastChase
        Loop 
    Missile: 
        ABO1 E 5 A_FaceTarget
        ABO1 F 2 Bright A_CustomMissile ("PlasmaBall_", 24, 0, 0)
        ABO1 E 1 A_SpidRefire
        Goto Missile+1
    Pain: 
        ABO1 G 5 
        ABO1 G 3 A_Pain 
        Goto See 
    Death: 
        ABO1 H 5 
        ABO1 I 5 A_Scream 
        ABO1 J 5 A_Fall 
        ABO1 KLM 5 
        ABO1 N 5
        MISL B 3
        MISL C 3
        MISL D 3
        NULL A -1 
        Stop 
    XDeath: 
        MISL B 3 
        MISL C 3 A_XScream 
        MISL D 3 A_Fall 
        NULL A 1 
        NULL A -1 
        Stop 
        }
}

//******************************************************************************************

ACTOR Rollerbot
{
    	Health 3500
    	Radius 12
    	Height 12
    	Speed 9
	Mass 1000
                  Translation "176:191=192:207" , "168:175=192:207" , "160:163=192:207" , "13:15=96:111" , "236:239=96:111" , "1:2=96:111" , "32:47=96:111"
                  Scale 0.5
    	PainChance 10
    	MONSTER 
    	 DONTHURTSHOOTER 
                   +FLOORCLIP
                   +FRIENDLY
                   +QUICKTORETALIATE 
                   +NOBLOCKMONST
                   +NORADIUSDMG
                   +FLOAT
                   +FLOATBOB
                   +NOBLOOD
                   +NOGRAVITY
                   +DROPOFF
                   +FULLVOLACTIVE
    +FULLVOLDEATH
                  Obituary "%o was accidentally killed by Rollus in his mini mech warrior."  
    SeeSound "lucky/sight"
    PainSound "player/male/pain100_1"
    DeathSound "gun/flak"  
    AttackSound "alando/attack"
    DropItem Rollus
    States 
    { 
    Spawn: 
        ABO1 A 10 A_Look 
        Loop 
    See: 
        ABO1 A 1 A_Chase
        Loop 
    Missile: 
        ABO1 E 5 A_FaceTarget
        ABO1 F 2 Bright A_CustomMissile ("PlasmaBall_", 24, 0, 0)
        ABO1 E 1 A_SpidRefire
        Goto Missile+1
    Pain: 
        ABO1 G 5 
        ABO1 G 3 A_Pain 
        Goto See 
    Death: 
        ABO1 H 5 
        ABO1 I 5 A_Scream 
        ABO1 J 5 A_Fall 
        ABO1 KLM 5 
        ABO1 N 5
        MISL B 3
        MISL C 3
        MISL D 3
        NULL A -1 
        Stop 
    XDeath: 
        MISL B 3 
        MISL C 3 A_XScream 
        MISL D 3 A_Fall 
        NULL A 1 
        NULL A -1 
        Stop 
        }
}

//******************************************************************************************

ACTOR DaveMbot
{
    	Health 5000
    	Radius 20
    	Height 64
    	Speed 8
	Mass 1000
                   Damage 100
                   Translation "112:127=250:254" , "13:15=96:111" , "236:239=96:111" , "1:2=96:111" , "32:47=96:111" , "176:191=192:200" , "168:175=192:200" , "160:163=192:200"
    	PainChance 10
    	MONSTER 
    	 DONTHURTSHOOTER 
                   +FLOORCLIP
                   +FRIENDLY
                   +QUICKTORETALIATE 
                   +NOBLOCKMONST
                   +FLOAT
                   +NORADIUSDMG
                   +FLOATBOB
                   +NOBLOOD
                   +NOGRAVITY
                   +DROPOFF
                   +FULLVOLACTIVE
    +FULLVOLDEATH
                  Obituary "%o was accidentally killed by David M. in his mech warrior."  
    SeeSound "bill/sight"
    PainSound "player/male/pain100_1"
    DeathSound "gun/flak"  
    DropItem DavidM
    States 
    { 
    Spawn: 
        ABO1 A 10 A_Look 
        Loop 
    See: 
        ABO1 A 1 A_Chase
        Loop 
    Missile: 
        ABO1 E 3 A_FaceTarget 
        ABO1 F 3 Bright A_MonsterRail 
        ABO1 F 3 Bright A_FaceTarget 
        Goto See 
    Pain: 
        ABO1 G 5 
        ABO1 G 3 A_Pain 
        Goto See 
    Death: 
        ABO1 H 5 
        ABO1 I 5 A_Scream 
        ABO1 J 5 A_Fall 
        ABO1 KLM 5 
        ABO1 N 5
        MISL B 3
        MISL C 3
        MISL D 3
        NULL A -1 
        Stop 
    XDeath: 
        MISL B 3 
        MISL C 3 A_XScream 
        MISL D 3 A_Fall 
        NULL A 1 
        NULL A -1 
        Stop 
        }
}

//******************************************************************************************

ACTOR Evanbot
{
    	Health 5000
    	Radius 20
    	Height 64
    	Speed 8
	Mass 1000
                   Damage 5
                   Translation "112:127=196:207" , "13:15=96:111" , "236:239=96:111" , "1:2=96:111" , "32:47=96:111"
    	PainChance 10
    	MONSTER 
    	 DONTHURTSHOOTER 
                   +FLOORCLIP
                   +FRIENDLY
                   +QUICKTORETALIATE 
                   +NOBLOCKMONST
                   +FLOAT
                   +NORADIUSDMG
                   +FLOATBOB
                   +NOBLOOD
                   +NOGRAVITY
                   +DROPOFF
                  +FULLVOLACTIVE
    +FULLVOLDEATH
                  Obituary "%o was accidentally killed by Evan in his mech warrior."  
    SeeSound "evan/sight"
    PainSound "player/male/pain100_1"
    DeathSound "gun/flak"  
    AttackSound "gun/assault"
    DropItem Evan
    States 
    { 
    Spawn: 
        ABO1 A 10 A_Look 
        Loop 
    See: 
        ABO1 A 1 A_Chase
        Loop 
    Missile: 
        ABO1 E 2 A_FaceTarget 
        ABO1 F 1 Bright A_BulletAttack
        ABO1 E 2 A_CposRefire
        Goto Missile+1 
    Pain: 
        ABO1 G 5 
        ABO1 G 3 A_Pain 
        Goto See 
    Death: 
        ABO1 H 5 
        ABO1 I 5 A_Scream 
        ABO1 J 5 A_Fall 
        ABO1 KLM 5 
        ABO1 N 5
        MISL B 3
        MISL C 3
        MISL D 3
        NULL A -1 
        Stop 
    XDeath: 
        MISL B 3 
        MISL C 3 A_XScream 
        MISL D 3 A_Fall 
        NULL A 1 
        NULL A -1 
        Stop 
        }
}

//******************************************************************************************

ACTOR Jamesbot
{
    	Health 5000
    	Radius 20
    	Height 64
    	Speed 8
	Mass 1000
                   Damage 5
                   Translation 1
    	PainChance 10
    	MONSTER 
    	 DONTHURTSHOOTER 
                   +FLOORCLIP
                   +FRIENDLY
                   +QUICKTORETALIATE 
                   +NOBLOCKMONST
                   +NORADIUSDMG
                   +FLOATBOB
                   +NOBLOOD
                   -NOGRAVITY
                   +LOWGRAVITY
                   +DROPOFF
                  +FULLVOLACTIVE
    +FULLVOLDEATH
                  Obituary "%o was accidentally killed by James in his mech warrior."  
    SeeSound "james/sight"
    PainSound "player/male/pain100_1"
    DeathSound "gun/flak"  
    AttackSound "gun/riot"
    DropItem James
    States 
    { 
    Spawn: 
        ABO1 A 10 A_Look 
        Loop 
    See: 
        ABO1 A 1 A_Chase
        Loop 
    Missile: 
        ABO1 E 3 A_FaceTarget 
        ABO1 F 4 Bright A_SposAttack
        ABO1 E 3 A_CposRefire
        Goto Missile+1 
    Pain: 
        ABO1 G 5 
        ABO1 G 3 A_Pain 
        Goto See 
    Death: 
        ABO1 H 5 
        ABO1 I 5 A_Scream 
        ABO1 J 5 A_Fall 
        ABO1 KLM 5 
        ABO1 N 5
        MISL B 3
        MISL C 3
        MISL D 3
        NULL A -1 
        Stop 
    XDeath: 
        MISL B 3 
        MISL C 3 A_XScream 
        MISL D 3 A_Fall 
        NULL A 1 
        NULL A -1 
        Stop 
        }
}

//******************************************************************************************

ACTOR Laurabot
{
    	Health 5000
    	Radius 20
    	Height 64
    	Speed 8
	Mass 1000
                   XScale 0.8
                   Translation "112:127=80:95" , "176:191=192:196" , "168:175=192:196" , "160:163=192:196"
    	PainChance 10
    	MONSTER 
    	 DONTHURTSHOOTER 
                   +FLOORCLIP
                   +FRIENDLY
                   +QUICKTORETALIATE 
                   +NOBLOCKMONST
                   +NORADIUSDMG
                   +FLOAT
                   +FLOATBOB
                   +NOBLOOD
                   +NOGRAVITY
                   +DROPOFF
                   +FULLVOLACTIVE
    +FULLVOLDEATH
                  Obituary "%o was accidentally killed by Laura in her mech warrior."  
    PainSound "player/female/pain100_1"
    DeathSound "gun/flak"  
    AttackSound "alando/attack"
    DropItem Laura
    States 
    { 
    Spawn: 
        ABO1 A 10 A_Look 
        Loop 
    See: 
        ABO1 A 1 A_Chase
        Loop 
    Missile: 
        ABO1 E 2 A_FaceTarget
        ABO1 F 2 Bright A_CustomMissile ("Lightningshot", 32, 0, 0)
        ABO1 E 1 A_SpidRefire
        Goto Missile+1
    Pain: 
        ABO1 G 5 
        ABO1 G 3 A_Pain 
        Goto See 
    Death: 
        ABO1 H 5 
        ABO1 I 5 A_Scream 
        ABO1 J 5 A_Fall 
        ABO1 KLM 5 
        ABO1 N 5
        MISL B 3
        MISL C 3
        MISL D 3
        NULL A -1 
        Stop 
    XDeath: 
        MISL B 3 
        MISL C 3 A_XScream 
        MISL D 3 A_Fall 
        NULL A 1 
        NULL A -1 
        Stop 
        }
}

//******************************************************************************************

ACTOR Rebbot
{
    	Health 5000
    	Radius 20
    	Height 64
    	Speed 8
	Mass 1000
                   XScale 0.8
                   Damage 2
                   Translation "112:127=0:0"
    	PainChance 10
    	MONSTER 
    	 DONTHURTSHOOTER 
                   +FLOORCLIP
                   +FRIENDLY
                   +QUICKTORETALIATE 
                   +NOBLOCKMONST
                   +NORADIUSDMG
                   +FLOAT
                   +FLOATBOB
                   +NOBLOOD
                   +NOGRAVITY
                   +DROPOFF
                   +FULLVOLACTIVE
    +FULLVOLDEATH
                  Obituary "%o was accidentally killed by Rebekah in her mech warrior."  
    PainSound "player/female/pain100_1"
    DeathSound "gun/flak"  
    AttackSound "gun/assault"
    DropItem Rebekah
    States 
    { 
    Spawn: 
        ABO1 A 10 A_Look 
        Loop 
    See: 
        ABO1 A 1 A_Chase
        Loop 
    Missile: 
        ABO1 E 1 A_FaceTarget
        ABO1 F 2 Bright A_BulletAttack
        ABO1 E 1 A_SpidRefire
        Goto Missile+1
    Pain: 
        ABO1 G 5 
        ABO1 G 3 A_Pain 
        Goto See 
    Death: 
        ABO1 H 5 
        ABO1 I 5 A_Scream 
        ABO1 J 5 A_Fall 
        ABO1 KLM 5 
        ABO1 N 5
        MISL B 3
        MISL C 3
        MISL D 3
        NULL A -1 
        Stop 
    XDeath: 
        MISL B 3 
        MISL C 3 A_XScream 
        MISL D 3 A_Fall 
        NULL A 1 
        NULL A -1 
        Stop 
        }
}

//******************************************************************************************

ACTOR Heidibot
{
    	Health 5000
    	Radius 20
    	Height 64
    	Speed 8
	Mass 1000
                   XScale 0.8
                   Damage 2
                   Translation "112:127=214:223"
    	PainChance 10
    	MONSTER 
    	 DONTHURTSHOOTER 
                   +FLOORCLIP
                   +FRIENDLY
                   +QUICKTORETALIATE 
                   +NOBLOCKMONST
                   +NORADIUSDMG
                   +FLOAT
                   +FLOATBOB
                   +NOBLOOD
                   +NOGRAVITY
                   +DROPOFF
                   +FULLVOLACTIVE
    +FULLVOLDEATH
                  Obituary "%o was accidentally killed by Heidi in her mech warrior."  
    PainSound "player/female/pain100_1"
    DeathSound "gun/flak"  
    AttackSound "alando/attack"
    DropItem Heidi
    States 
    { 
    Spawn: 
        ABO1 A 10 A_Look 
        Loop 
    See: 
        ABO1 A 1 A_Chase
        Loop 
    Missile: 
        ABO1 E 2 A_FaceTarget
        ABO1 F 2 Bright A_CustomMissile("Hellflame", 32, 0, 0)
        ABO1 E 2 A_SpidRefire
        Goto Missile+1
    Pain: 
        ABO1 G 5 
        ABO1 G 3 A_Pain 
        Goto See 
    Death: 
        ABO1 H 5 
        ABO1 I 5 A_Scream 
        ABO1 J 5 A_Fall 
        ABO1 KLM 5 
        ABO1 N 5
        MISL B 3
        MISL C 3
        MISL D 3
        NULL A -1 
        Stop 
    XDeath: 
        MISL B 3 
        MISL C 3 A_XScream 
        MISL D 3 A_Fall 
        NULL A 1 
        NULL A -1 
        Stop 
        }
}

//******************************************************************************************

ACTOR Sandrabot
{
    	Health 5000
    	Radius 20
    	Height 64
    	Speed 8
	Mass 1000
                   XScale 0.8
                   Translation "112:127=80:95" , "176:191=112:127" , "168:175=112:127" , "160:163=112:127" , "32:47=112:127" , "13:15=112:127" , "1:2=112:127"
    	PainChance 10
    	MONSTER 
    	 DONTHURTSHOOTER 
                   +FLOORCLIP
                   +FRIENDLY
                   +QUICKTORETALIATE 
                   +NOBLOCKMONST
                   +NORADIUSDMG
                   +FLOAT
                   +FLOATBOB
                   +NOBLOOD
                   +NOGRAVITY
                   +DROPOFF
                   +FULLVOLACTIVE
    +FULLVOLDEATH
                  Obituary "%o was accidentally killed by Sandra in her mech warrior."  
    PainSound "player/female/pain100_1"
    DeathSound "gun/flak"  
    AttackSound "alando/attack"
    DropItem Sandra
    States 
    { 
    Spawn: 
        ABO1 A 10 A_Look 
        Loop 
    See: 
        ABO1 A 1 A_Chase
        Loop 
    Missile: 
        ABO1 E 2 A_FaceTarget
        ABO1 F 2 Bright A_CustomMissile ("Plasmaproton_", 32, 0, 0)
        ABO1 E 1 A_SpidRefire
        Goto Missile+1
    Pain: 
        ABO1 G 5 
        ABO1 G 3 A_Pain 
        Goto See 
    Death: 
        ABO1 H 5 
        ABO1 I 5 A_Scream 
        ABO1 J 5 A_Fall 
        ABO1 KLM 5 
        ABO1 N 5
        MISL B 3
        MISL C 3
        MISL D 3
        NULL A -1 
        Stop 
    XDeath: 
        MISL B 3 
        MISL C 3 A_XScream 
        MISL D 3 A_Fall 
        NULL A 1 
        NULL A -1 
        Stop 
        }
}

//******************************************************************************************

ACTOR Eddhov
{
    	Health 5000
    	Radius 96
    	Height 64
    	Speed 7
	Mass 1000
                   Damage 2
                   Translation "112:127=96:111" , "203:207=182:185" , "240:247=186:191"
    	PainChance 10
    	MONSTER 
    	 DONTHURTSHOOTER 
                   +FLOORCLIP
                   +FRIENDLY
                   +QUICKTORETALIATE 
                   +NOBLOCKMONST
                   +FLOAT
                   +NORADIUSDMG
                   +FLOATBOB
                   +NOBLOOD
                   +NOGRAVITY
                   +DROPOFF
                   +FULLVOLACTIVE
    +FULLVOLDEATH
                  Obituary "%o was accidentally killed by Edward in his hover craft."  
    SeeSound "marc/sight"
    PainSound "player/male/pain100_1"
    DeathSound "spider/death"  
    AttackSound "weapons/chngun"
    DropItem Edward
    States 
    { 
    Spawn: 
        HOVE A 10 A_Look 
        Loop 
    See: 
        HOVE A 2 A_Chase
        Loop 
    Missile: 
        HOVE A 2 A_FaceTarget
        HOVE B 0 A_PlaySound ("gun/scg")
        HOVE B 2 Bright A_CustomMissile ("SCGMetal", 32, 0, 0)
        HOVE C 1 A_SpidRefire
        Goto Missile+1
    Pain: 
        HOVE A 5 
        HOVE A 3 A_Pain 
        Goto See 
    Death: 
        HOVE D 5 
        HOVE E 5 A_Scream 
        HOVE E 5 A_Fall 
        HOVE F 5 
        HOVE F 5
        HOVE F 3
        HOVE F 3
        MISL B 3
        NULL A -1 
        Stop 
    XDeath: 
        MISL B 3 
        MISL C 3 A_XScream 
        MISL D 3 A_Fall 
        NULL A 1 
        NULL A -1 
        Stop 
        }
}

//******************************************************************************************

ACTOR Billhov
{
    	Health 5000
    	Radius 96
    	Height 64
    	Speed 7
	Mass 1000
                   Damage 2
                   Translation "112:127=251:255" , "203:207=251:255" , "240:247=251:255"
    	PainChance 10
    	MONSTER 
    	 DONTHURTSHOOTER 
                   +FLOORCLIP
                   +FRIENDLY
                   +QUICKTORETALIATE 
                   +NOBLOCKMONST
                   +FLOAT
                   +NORADIUSDMG
                   +FLOATBOB
                   +NOBLOOD
                   +NOGRAVITY
                   +DROPOFF
                   +FULLVOLACTIVE
    +FULLVOLDEATH
                  Obituary "%o was accidentally killed by Bill in his hover craft."  
    SeeSound "bill/sight"
    PainSound "player/male/pain100_1"
    DeathSound "spider/death"  
    AttackSound "weapons/chngun"
    DropItem Bill
    States 
    { 
    Spawn: 
        HOVE A 10 A_Look 
        Loop 
    See: 
        HOVE A 2 A_Chase
        Loop 
    Missile: 
        HOVE A 5 A_FaceTarget
        HOVE B 0 A_PlaySound("gun/laser")
        HOVE B 1 Bright A_CustomMissile ("IcePlasmaBall_", 32, 0, 0)
        HOVE B 1 Bright A_CustomMissile ("IcePlasmaBall_", 32, 0, 0)
        HOVE B 1 Bright A_CustomMissile ("IcePlasmaBall_", 32, 0, 0)
        HOVE B 1 Bright A_CustomMissile ("IcePlasmaBall_", 32, 0, 0)
        HOVE B 1 Bright A_CustomMissile ("IcePlasmaBall_", 32, 0, 0)
        HOVE B 1 Bright A_CustomMissile ("IcePlasmaBall_", 32, 0, 0)
        HOVE C 6 
        Goto See
    Pain: 
        HOVE A 5 
        HOVE A 3 A_Pain 
        Goto See 
    Death: 
        HOVE D 5 
        HOVE E 5 A_Scream 
        HOVE E 5 A_Fall 
        HOVE F 5 
        HOVE F 5
        HOVE F 3
        HOVE F 3
        MISL B 3
        NULL A -1 
        Stop 
    XDeath: 
        MISL B 3 
        MISL C 3 A_XScream 
        MISL D 3 A_Fall 
        NULL A 1 
        NULL A -1 
        Stop 
        }
}

//******************************************************************************************

ACTOR Joehov
{
    	Health 5000
    	Radius 96
    	Height 64
    	Speed 7
	Mass 1000
                   Damage 2
                   Translation "112:127=205:207" , "203:207=73:79" , "240:247=75:79"
    	PainChance 10
    	MONSTER 
    	 DONTHURTSHOOTER 
                   +FLOORCLIP
                   +FRIENDLY
                   +QUICKTORETALIATE 
                   +NOBLOCKMONST
                   +FLOAT
                   +NORADIUSDMG
                   +FLOATBOB
                   +NOBLOOD
                   +NOGRAVITY
                   +DROPOFF
                   +FULLVOLACTIVE
    +FULLVOLDEATH
                  Obituary "%o was accidentally killed by Joe in his hover craft."  
    SeeSound "evan/sight"
    PainSound "player/male/pain100_1"
    DeathSound "spider/death"  
    AttackSound "weapons/chngun"
    DropItem Joe
    States 
    { 
    Spawn: 
        HOVE A 10 A_Look 
        Loop 
    See: 
        HOVE A 2 A_Chase
        Loop 
    Missile: 
        HOVE A 5 A_FaceTarget
        HOVE B 2 Bright A_CustomMissile ("IcePlasmaBall_", 32, 0, 0)
        HOVE C 2 A_SpidRefire
        Goto Missile+1
    Pain: 
        HOVE A 5 
        HOVE A 3 A_Pain 
        Goto See 
    Death: 
        HOVE D 5 
        HOVE E 5 A_Scream 
        HOVE E 5 A_Fall 
        HOVE F 5 
        HOVE F 5
        HOVE F 3
        HOVE F 3
        MISL B 3
        NULL A -1 
        Stop 
    XDeath: 
        MISL B 3 
        MISL C 3 A_XScream 
        MISL D 3 A_Fall 
        NULL A 1 
        NULL A -1 
        Stop 
        }
}

//******************************************************************************************

ACTOR Chartank
{
    	Health 5000
    	Radius 32
    	Height 64
    	Speed 8
	Mass 100000
                   Damage 2
                   Translation "112:127=184:191"
    	PainChance 10
    	MONSTER 
    	 DONTHURTSHOOTER 
                   +FLOORCLIP
                   +FRIENDLY
                   +QUICKTORETALIATE 
                   +NOBLOCKMONST
                   +NORADIUSDMG
                   +NOBLOOD
                   +FULLVOLACTIVE
    +FULLVOLDEATH
                  Obituary "%o was accidentally killed by Charles in his tank."  
    SeeSound "charles/sight"
    PainSound "player/male/pain100_1"
    DeathSound "gun/flak"  
    AttackSound "weapons/chngun"
    DropItem Charles
    States 
    { 
    Spawn: 
        TANK A 2 A_Look
        TANK A 2 A_PlaySound("misc/tankrun") 
        Loop 
    See: 
        TANK A 1 A_Chase
        TANK A 1 A_PlaySound("misc/tankmove")
        Loop 
    Missile: 
        TANK A 2 A_FaceTarget 
        TANK B 1 Bright A_BulletAttack
        TANK B 2 A_FaceTarget
        TANK C 1 Bright A_BulletAttack
        TANK C 2 A_CposRefire
        Goto Missile+1
    Pain: 
        TANK A 5 
        TANK A 3 A_Pain 
        Goto See 
    Death: 
        TANK D 5 
        TANK E 5 A_Scream 
        TANK F 5 A_Fall 
        TANK G 5 
        TANK H 3
        TANK I -1
        Stop 
    XDeath: 
        MISL B 3 
        MISL C 3 A_XScream 
        MISL D 3 A_Fall 
        NULL A 1 
        NULL A -1 
        Stop 
        }
}

//******************************************************************************************

ACTOR Miketank
{
    	Health 5000
    	Radius 32
    	Height 64
    	Speed 8
	Mass 100000
                   Damage 2
                   Translation "112:127=192:207"
    	PainChance 10
    	MONSTER 
    	 DONTHURTSHOOTER 
                   +FLOORCLIP
                   +FRIENDLY
                   +QUICKTORETALIATE 
                   +NOBLOCKMONST
                   +NORADIUSDMG
                   +NOBLOOD
                   +FULLVOLACTIVE
    +FULLVOLDEATH
                  Obituary "%o was accidentally killed by Mike in his tank."  
    SeeSound "charles/sight"
    PainSound "player/male/pain100_1"
    DeathSound "gun/flak"  
    AttackSound "weapons/chngun"
    DropItem Mike
    States 
    { 
    Spawn: 
        TANK A 2 A_Look
        TANK A 2 A_PlaySound("misc/tankrun") 
        Loop 
    See: 
        TANK A 1 A_Chase
        TANK A 1 A_PlaySound("misc/tankmove")
        Loop 
    Missile: 
        TANK A 2 A_FaceTarget 
        TANK B 1 Bright A_BulletAttack
        TANK B 2 A_FaceTarget
        TANK C 1 Bright A_BulletAttack
        TANK C 2 A_CposRefire
        Goto Missile+1
    Pain: 
        TANK A 5 
        TANK A 3 A_Pain 
        Goto See 
    Death: 
        TANK D 5 
        TANK E 5 A_Scream 
        TANK F 5 A_Fall 
        TANK G 5 
        TANK H 3
        TANK I -1
        Stop 
    XDeath: 
        MISL B 3 
        MISL C 3 A_XScream 
        MISL D 3 A_Fall 
        NULL A 1 
        NULL A -1 
        Stop 
        }
}

//******************************************************************************************

ACTOR Davetank
{
    	Health 5000
    	Radius 32
    	Height 64
    	Speed 8
	Mass 100000
                   Damage 2
                   Translation "112:127=0:0"
    	PainChance 10
    	MONSTER 
    	 DONTHURTSHOOTER 
                   +FLOORCLIP
                   +FRIENDLY
                   +QUICKTORETALIATE 
                   +NOBLOCKMONST
                   +NORADIUSDMG
                   +NOBLOOD
                   +FULLVOLACTIVE
    +FULLVOLDEATH
                  Obituary "%o was accidentally killed by David in his tank."  
    SeeSound "chris/sight"
    PainSound "player/male/pain100_1"
    DeathSound "gun/flak"  
    AttackSound "weapons/chngun"
    DropItem David
    States 
    { 
    Spawn: 
        TANK A 2 A_Look
        TANK A 2 A_PlaySound("misc/tankrun") 
        Loop 
    See: 
        TANK A 1 A_Chase
        TANK A 1 A_PlaySound("misc/tankmove")
        Loop 
    Missile: 
        TANK A 2 A_FaceTarget 
        TANK B 1 Bright A_BulletAttack
        TANK B 2 A_FaceTarget
        TANK C 1 Bright A_BulletAttack
        TANK C 2 A_CposRefire
        Goto Missile+1
    Pain: 
        TANK A 5 
        TANK A 3 A_Pain 
        Goto See 
    Death: 
        TANK D 5 
        TANK E 5 A_Scream 
        TANK F 5 A_Fall 
        TANK G 5 
        TANK H 3
        TANK I -1
        Stop 
    XDeath: 
        MISL B 3 
        MISL C 3 A_XScream 
        MISL D 3 A_Fall 
        NULL A 1 
        NULL A -1 
        Stop 
        }
}

//******************************************************************************************

ACTOR Chrismech
{
    	Health 5000
    	Radius 32
    	Height 64
    	Speed 10
	Mass 100000
                   Damage 2
                   Translation "128:143=200:207" , "236:239=240:247" , "64:79=204:207"
    	PainChance 10
    	MONSTER 
    	 DONTHURTSHOOTER 
                   +FLOORCLIP
                   +FRIENDLY
                   +QUICKTORETALIATE 
                   +NOBLOCKMONST
                   +NORADIUSDMG
                   +NOBLOOD
                   +FULLVOLACTIVE
    +FULLVOLDEATH
                  Obituary "%o was accidentally killed by Chris in his mech."  
    SeeSound "chris/sight"
    PainSound "player/male/pain100_1"
    DeathSound "gun/flak"  
    AttackSound "weapons/chngun"
    DropItem Chris
    States 
    { 
    Spawn: 
        BOT2 A 2 A_Look
        Loop 
    See: 
        BOT2 ABCD 3 A_Chase
        Loop 
    Missile: 
        BOT2 E 0 A_Jump(128, 9)
        BOT2 E 4 A_FaceTarget 
        BOT2 F 9 Bright A_CustomMissile("HomingRocket_A", 32, 0, 0)
        BOT2 F 1 Bright A_CustomMissile("PlasmaBall_", 32, 0, 0)
        BOT2 F 1 Bright A_CustomMissile("PlasmaBall_", 32, 0, 0)
        BOT2 F 1 Bright A_CustomMissile("PlasmaBall_", 32, 0, 0)
        BOT2 F 1 Bright A_CustomMissile("PlasmaBall_", 32, 0, 0)
        BOT2 E 4 A_CposRefire
        Goto Missile+1
        BOT2 E 4 A_FaceTarget 
        BOT2 F 9 Bright A_CustomMissile("WarHead", 32, 0, 0)
        BOT2 E 4
        Goto Missile+1
    Pain: 
        BOT2 E 5 
        BOT2 E 3 A_Pain 
        Goto See 
    Death: 
        BOT2 G 5 
        BOT2 H 5 A_Scream 
        BOT2 I 5 A_Fall 
        BOT2 J 5 
        BOT2 K 3
        BOT2 L 3
        BOT2 M 3
        BOT2 N 3
        BOT2 O 3
        BOT2 P 3
        BOT2 Q -1
        Stop 
    XDeath: 
        MISL B 3 
        MISL C 3 A_XScream 
        MISL D 3 A_Fall 
        NULL A 1 
        NULL A -1 
        Stop 
        }
}

//******************************************************************************************

ACTOR TJmech
{
    	Health 5000
    	Radius 32
    	Height 64
    	Speed 10
	Mass 100000
                   Damage 2
                   Translation "128:143=160:167" , "236:239=165:167" , "64:79=164:167"
    	PainChance 10
    	MONSTER 
    	 DONTHURTSHOOTER 
                   +FLOORCLIP
                   +FRIENDLY
                   +QUICKTORETALIATE 
                   +NOBLOCKMONST
                   +NORADIUSDMG
                   +NOBLOOD
                   +FULLVOLACTIVE
    +FULLVOLDEATH
                  Obituary "%o was accidentally killed by TJ in his mech."  
    SeeSound "tom/sight"
    PainSound "player/male/pain100_1"
    DeathSound "gun/flak"  
    AttackSound "weapons/chngun"
    DropItem TJ
    States 
    { 
    Spawn: 
        BOT2 A 2 A_Look
        Loop 
    See: 
        BOT2 ABCD 3 A_Chase
        Loop 
    Missile: 
        BOT2 E 0 A_Jump(128, 5)
        BOT2 E 4 A_FaceTarget 
        BOT2 F 9 Bright A_CustomMissile("HomingRocket_A", 32, 0, 0)
        BOT2 E 4 A_CposRefire
        Goto Missile+1
        BOT2 E 4 A_FaceTarget 
        BOT2 E 1 A_PlaySound("gun/fbfg")
        BOT2 F 9 Bright A_CustomMissile("MaulerTorpedo", 32, 0, 0)
        BOT2 E 4
        Goto Missile+1
    Pain: 
        BOT2 E 5 
        BOT2 E 3 A_Pain 
        Goto See 
    Death: 
        BOT2 G 5 
        BOT2 H 5 A_Scream 
        BOT2 I 5 A_Fall 
        BOT2 J 5 
        BOT2 K 3
        BOT2 L 3
        BOT2 M 3
        BOT2 N 3
        BOT2 O 3
        BOT2 P 3
        BOT2 Q -1
        Stop 
    XDeath: 
        MISL B 3 
        MISL C 3 A_XScream 
        MISL D 3 A_Fall 
        NULL A 1 
        NULL A -1 
        Stop 
        }
}

//******************************************************************************************

ACTOR Jasonmech
{
    	Health 5000
    	Radius 38
    	Height 96
    	Speed 10
	Mass 100000
                   Damage 2
                   Scale 1.5
                   Translation "128:143=112:127" , "236:239=124:127" , "64:79=120:127"
    	PainChance 10
    	MONSTER 
    	 DONTHURTSHOOTER 
                   +FLOORCLIP
                   +FRIENDLY
                   +QUICKTORETALIATE 
                   +NOBLOCKMONST
                   +NORADIUSDMG
                   +NOBLOOD
                   +FULLVOLACTIVE
    +FULLVOLDEATH
                  Obituary "%o was accidentally killed by Jason in his mech."  
    SeeSound "jason/sight"
    PainSound "player/male/pain100_1"
    DeathSound "gun/flak"  
    AttackSound "weapons/chngun"
    DropItem Jason
    States 
    { 
    Spawn: 
        BOT2 A 2 A_Look
        Loop 
    See: 
        BOT2 ABCD 3 A_Chase
        Loop 
    Missile: 
        BOT2 E 4 A_FaceTarget 
        BOT2 F 9 Bright A_CustomMissile("IcePlasmaBall_", 32, 0, 0)
        BOT2 E 4 A_CposRefire
        Goto Missile+1
    Pain: 
        BOT2 E 5 
        BOT2 E 3 A_Pain 
        Goto See 
    Death: 
        BOT2 G 5 
        BOT2 H 5 A_Scream 
        BOT2 I 5 A_Fall 
        BOT2 J 5 
        BOT2 K 3
        BOT2 L 3
        BOT2 M 3
        BOT2 N 3
        BOT2 O 3
        BOT2 P 3
        BOT2 Q -1
        Stop 
    XDeath: 
        MISL B 3 
        MISL C 3 A_XScream 
        MISL D 3 A_Fall 
        NULL A 1 
        NULL A -1 
        Stop 
        }
}

//*************************************************************************************1853*
//                                                                      Bad Dudes
//******************************************************************************************

ACTOR BadBlackOps
{ 

    Health 130
    GibHealth -30
    Radius 20
    Height 56
    Speed 10
    PainChance 200
    ExplosionDamage 0
    ExplosionRadius 0
    Damage 1
    Translation "112:127=0:0" , "152:159=0:0" , "9:15=0:0" , "78:79=0:0" , "1:2=0:0" , "128:143=0:0"
    MONSTER 
    +FLOORCLIP
    Obituary "%o was killed by an opposing Black Ops marine."
    SeeSound "blackops/sight"
    AttackSound "gun/ump"
    PainSound "player/male/pain100_1"
    DeathSound "blackops/death"
    DropItem Blood
     DropItem Blood2
      DropItem Blood13
    DropItem Blood13
    States
    {
    Spawn:
        ALTR A 20 A_Look 
        LOOK B 35 A_Look
        ALTR A 20 A_Look
        LOOK C 70 A_Look
        LOOK B 35 A_Look
        Loop 
    See:
         ALTR AABBCCDD 2 A_Chase
        Loop
    Missile:
         ALTR E 2 A_FaceTarget
         ALTR F 2 Bright A_BulletAttack
         ALTR E 2 A_Cposrefire
        Loop
    Pain:
         ALTR G 5 A_ThrowGrenade("RedBlood", 3, 0.5, 6)
         ALTR G 3 A_Pain
        Goto See
    Death:
         ALTR H 5 A_Scream
         ALTR H 0 A_CustomMissile("AlandoKnife", 32, 0, 0)
         ALTR H 0 A_CustomMissile("BPVest", 32, 0, 0)
         ALTR H 0 A_CustomMissile("Clip", 32, 0, 0)
         ALTR H 0 A_CustomMissile("Clip", 32, 0, 0)
         ALTR H 0 A_CustomMissile("Stimpack", 32, 0, 0)
         ALTR I 5 A_Fall
         ALTR J 5 
         ALTR KLM 5
         ALTR N 350
        ALTR N 35 A_SetTranslucent( 0.5, 0)
        ALTR N 35 A_SetTranslucent( 0.25, 0)
         NULL A -1
        Stop
    XDeath:
         PLAY O 0 A_Jump(192, 27)
         PLAY O 5 A_CustomMissile("Clip", 32, 0, 0)
         PLAY O 0 A_CustomMissile("Gibs1", 96, 1, 0)
         PLAY O 0 A_Fall
          PLAY O 0 A_CustomMissile("Gibs2", 96, 12, 45)
         PLAY O 0 A_Fall
          PLAY O 0 A_CustomMissile("Gibs3", 96, -8, 90)
         PLAY O 0 A_Fall
         PLAY O 0 A_CustomMissile("HumanHead", 96, 10, 135)
         PLAY O 0 A_TossGib
         PLAY O 0 A_CustomMissile("Blood6", 96, 20, 180)
         PLAY O 0 A_Fall
         PLAY O 0 A_CustomMissile("Gibs1", 96, -8, 225)
         PLAY O 0 A_TossGib
         PLAY O 0 A_CustomMissile("Gibs2", 96, -5, 270)
         PLAY O 0 A_Fall
         PLAY P 5 A_XScream
         PLAY Q 5 A_Fall
         PLAY RSTU 5
        PLAY V 200
        PLAY V 35 A_SetTranslucent( 0.5, 0)
        PLAY V 35 A_SetTranslucent( 0.25, 0)
       NULL A -1
        Stop
        SPLT A 12 A_CustomMissile("Splitgib1", 96, -5, 270)
        SPLT A 0 A_CustomMissile("Splitgib2", 32, 0, 315)
        SPLT A 0 A_CustomMissile("Splitgib3", 24, -10, 360)
        SPLT A 0 A_CustomMissile("Splitgib1", 96, 5, 270)
        SPLT A 0 A_CustomMissile("Splitgib2", 24, -2, 315)
       SPLT A 0 A_CustomMissile("Splitgib3", 32, 0, 200)
        SPLT A 0 A_CustomMissile("Splitgib1", 96, -5, 360)
        SPLT B 8 A_XScream
        SPLT C 8 A_Fall
        SPLT D 8 A_Fall
        SPLT E 8 A_Fall
        SPLT E 200
        SPLT E 35 A_SetTranslucent( 0.5, 0)
        SPLT E 35 A_SetTranslucent( 0.25, 0)
        NULL A -1
        Stop
    Raise:
         ALTR NMLKJIH 5
        Goto See
Burn:
		BURN A 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN B 5 BRIGHT A_PlaySound ("burndeath")
                                     BURN B 0 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2) 
		BURN C 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN D 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN E 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN F 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN G 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN H 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN I 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN J 5 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2)
		BURN K 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN L 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN M 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN N 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN O 5 BRIGHT A_NoBlocking
                                     BURN O 0 BRIGHT A_ThrowGrenade("Flames3", -40, -1, 2)
		BURN P 5 BRIGHT A_ThrowGrenade("Flames3", -45, 0, 2)
		BURN Q 5 BRIGHT A_ThrowGrenade("Flames3", -45, 1, 2)
		BURN R 5 BRIGHT A_ThrowGrenade("Flames3", -50, 2, 2)
		BURN S 5 BRIGHT A_ThrowGrenade("Flames3", -55, 1, 2)
		BURN T 5 BRIGHT A_ThrowGrenade("Flames3", -55, 0, 2)
		BURN U 5 BRIGHT A_ThrowGrenade("Flames3", -55, -1, 1)
                                     BURN V 5 
		BURN V -1
		Stop
                     Disintegrate:
                                          TFOG A 5 Bright A_Scream
                                          TFOG B 5 Bright A_Fall
                                          TFOG C 5 Bright
                                          TFOG D 5 Bright
                                          TFOG E 5 Bright
                                          TFOG F 5 Bright
                                          TFOG G 5 Bright
                                          TFOG H 5 Bright
                                          TFOG I 5 Bright
                                          TFOG J 5 Bright
                                          Stop
    }
} 

//******************************************************************************************

ACTOR Blackopsbot
{
    Health 2000
    Radius 50
    Height 64
    Speed 6
    PainChance 85
    Mass 10000
    Translation "112:127=0:0"
    MONSTER 
    +FLOORCLIP
    +NOBLOOD
    +NORADIUSDMG
    SeeSound "robo/sight"
    AttackSound "shotguy/attack"
    PainSound "player/cyborg/pain100_1"
    DeathSound "player/cyborg/death1"
    Obituary "%o was blown away by the Blackops rocket bot."
    DropItem BadBlackOps
    DropItem Rocket
    States
    {
    Spawn:
        ROBO AA 10 A_Look
        Loop
    See:
        ROBO AABBCCDD 4 A_Chase
        Loop
    Missile:
        ROBO E 10 A_FaceTarget
        ROBO F 5 A_CustomMissile("Rocket3", 48, 58, 0)
        ROBO E 10 A_FaceTarget
        ROBO F 5 A_CustomMissile("Rocket3", 48, 58, 0)
        ROBO E 10 A_FaceTarget
        ROBO F 5 A_CustomMissile("Rocket3", 48, 58, 0)
        Goto See
    Pain:
        ROBO G 3 A_ThrowGrenade("MetalA", 32, 0.5, 6)
        ROBO G 3 A_Pain
        Goto See
    Death:
        ROBO H 5
        ROBO I 5 A_Scream
        ROBO J 5 A_Fall
        NULL  K 5
        NULL  L -1
        Stop
    }
}

//******************************************************************************************

ACTOR Blackopstank
{
    	Health 5000
    	Radius 32
    	Height 64
    	Speed 8
	Mass 100000
                   Damage 2
                   Translation "112:127=0:0" , "152:159=0:0" , "9:15=0:0" , "78:79=0:0" , "1:2=0:0" , "128:143=0:0" , "144:151=0:0"
    	PainChance 10
    	MONSTER 
                   +FLOORCLIP 
                   +NOBLOCKMONST
                   +NOBLOOD
                   +FULLVOLACTIVE
    +FULLVOLDEATH
                  Obituary "%o was killed by a blackops tank."  
    SeeSound "blackops/sight"
    PainSound "player/male/pain100_1"
    DeathSound "gun/flak"  
    AttackSound "weapons/chngun"
    DropItem BadBlackOps
    States 
    { 
    Spawn: 
        TANK A 2 A_Look
        TANK A 2 A_PlaySound("misc/tankrun") 
        Loop 
    See: 
        TANK A 1 A_Chase
        TANK A 1 A_PlaySound("misc/tankmove")
        Loop 
    Missile: 
        TANK A 2 A_FaceTarget 
        TANK B 1 Bright A_BulletAttack
        TANK B 2 A_FaceTarget
        TANK C 1 Bright A_BulletAttack
        TANK C 2 A_CposRefire
        Goto Missile+1
    Pain: 
        TANK A 5 A_ThrowGrenade("MetalA", 32, 0.5, 6)
        TANK A 3 A_Pain 
        Goto See 
    Death: 
        TANK D 5 
        TANK E 5 A_Scream 
        TANK F 5 A_Fall 
        TANK G 5 
        TANK H 3
       TANK I 200
      TANK I 35 A_SetTranslucent( 0.5, 0)
      TANK I 35 A_SetTranslucent( 0.25, 0)
      NULL A -1
        Stop 
    XDeath: 
        MISL B 3 
        MISL C 3 A_XScream 
        MISL D 3 A_Fall 
        NULL A 1 
        NULL A -1 
        Stop 
        }
}

//******************************************************************************************

ACTOR BadBOPlasma
{
    Health 150
     GibHealth -20
    Radius 20
    Height 56
    Speed 12
    PainChance 100
    Translation  "152:159=0:0" , "9:15=0:0" , "78:79=0:0" , "1:2=0:0" , "128:143=0:0"
    MONSTER 
    +FLOORCLIP
    SeeSound "blackops/sight"
    AttackSound "grunt/attack"
    PainSound "player/male/pain100_1"
    DeathSound "blackops/death"
    Obituary "%o got burned by a plasma Black Ops marine."
    DropItem Blood13
    MissileType GreenPlasmaBall
    States
    {
    Spawn:
        ALTR AB 10 A_Look
        Loop
    See:
        ALTR AABBCCDD 2 A_Chase
        Loop
    Missile:
        ALTR E 10 A_FaceTarget
        ALTR F 5 Bright A_MissileAttack
        ALTR E 5 A_FaceTarget
        ALTR F 5 Bright A_MissileAttack
        ALTR E 5 A_FaceTarget
        ALTR F 5 Bright A_MissileAttack
        ALTR E 5 A_FaceTarget
        ALTR F 5 Bright A_MissileAttack
        ALTR E 5 A_FaceTarget
        ALTR F 5 Bright A_MissileAttack
        Goto See
    Pain:
        ALTR G 3 A_ThrowGrenade("RedBlood", 3, 0.5, 6)
        ALTR G 3 A_Pain
        Goto See
    Death:
        ALTR H 5 A_CustomMissile("Cell", 32, 0, 0)
        ALTR I 5 A_Scream
        ALTR J 5 A_Fall
        ALTR K 5
        ALTR L 200
         ALTR L 35 A_SetTranslucent( 0.5, 0)
         ALTR L 35 A_SetTranslucent( 0.25, 0)
         NULL A -1
        Stop
    XDeath:
         PLAY O 0 A_Jump(160, 27)
         PLAY O 5 A_CustomMissile("Cell", 32, 0, 0)
         PLAY O 0 A_CustomMissile("Gibs1", 96, 1, 0)
         PLAY O 0 A_Fall
          PLAY O 0 A_CustomMissile("Gibs2", 96, 12, 45)
         PLAY O 0 A_Fall
          PLAY O 0 A_CustomMissile("Gibs3", 96, -8, 90)
         PLAY O 0 A_Fall
         PLAY O 0 A_CustomMissile("HumanHead2", 96, 10, 135)
         PLAY O 0 A_TossGib
         PLAY O 0 A_CustomMissile("Blood6", 96, 20, 180)
         PLAY O 0 A_Fall
         PLAY O 0 A_CustomMissile("Gibs1", 96, -8, 225)
         PLAY O 0 A_TossGib
         PLAY O 0 A_CustomMissile("Gibs2", 96, -5, 270)
         PLAY O 0 A_Fall
         PLAY P 5 A_XScream
         PLAY Q 5 A_Fall
         PLAY RSTU 5
        PLAY V 200
        PLAY V 35 A_SetTranslucent( 0.5, 0)
        PLAY V 35 A_SetTranslucent( 0.25, 0)
       NULL A -1
        Stop
       SPLT A 12 A_CustomMissile("Splitgib1", 96, -5, 270)
        SPLT A 0 A_CustomMissile("Splitgib2", 32, 0, 315)
        SPLT A 0 A_CustomMissile("Splitgib3", 24, -10, 360)
        SPLT A 0 A_CustomMissile("Splitgib1", 96, 5, 270)
        SPLT A 0 A_CustomMissile("Splitgib2", 24, -2, 315)
       SPLT A 0 A_CustomMissile("Splitgib3", 32, 0, 200)
        SPLT A 0 A_CustomMissile("Splitgib1", 96, -5, 360)
        SPLT B 8 A_XScream
        SPLT C 8 A_Fall
        SPLT D 8 A_Fall
        SPLT E 8 A_Fall
        SPLT E 200
        SPLT E 35 A_SetTranslucent( 0.5, 0)
        SPLT E 35 A_SetTranslucent( 0.25, 0)
        NULL A -1
        Stop
    Raise:
        ALTR KJIH 5
        Goto See
   Burn:
		BURN A 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN B 5 BRIGHT A_PlaySound ("burndeath")
                                     BURN B 0 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2) 
		BURN C 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN D 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN E 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN F 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN G 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN H 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN I 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN J 5 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2)
		BURN K 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN L 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN M 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN N 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN O 5 BRIGHT A_NoBlocking
                                     BURN O 0 BRIGHT A_ThrowGrenade("Flames3", -40, -1, 2)
		BURN P 5 BRIGHT A_ThrowGrenade("Flames3", -45, 0, 2)
		BURN Q 5 BRIGHT A_ThrowGrenade("Flames3", -45, 1, 2)
		BURN R 5 BRIGHT A_ThrowGrenade("Flames3", -50, 2, 2)
		BURN S 5 BRIGHT A_ThrowGrenade("Flames3", -55, 1, 2)
		BURN T 5 BRIGHT A_ThrowGrenade("Flames3", -55, 0, 2)
		BURN U 5 BRIGHT A_ThrowGrenade("Flames3", -55, -1, 1)
                                     BURN V 5 
		BURN V -1
		Stop
    }
}

//*************************************************************************************1979*

ACTOR ZombieMan2 : ZombieMan
{
                    GibHealth -25
                    ExplosionDamage 0
                    ExplosionRadius 0
                    DropItem Blood
                   DropItem Blood
                   DropItem Blood
                  DropItem Blood
                  DropItem Blood2 128
                   DropItem Clip
                   DropItem AlandoDeserteagle 50
                    DropItem ArtiTorch 10
                   DropItem AlandoPistol
                   DropItem Duelpistols 176
	States
	{
                                     Pain:
                                     POSS G 3 A_ThrowGrenade("RedBlood", 3, 0.5, 4)
                                     POSS G 3 A_Pain
                                     goto See
                                     XDeath:
                                                     POSS M 5 A_TossGib
                                                     POSS M 0 A_CustomMissile("Gibs1", 56, 1, 0)
                                                      POSS M 0 A_CustomMissile("Gibs2", 56, 12, 45)
                                                     POSS M 0 A_CustomMissile("Gibs3", 56, -8, 90)
                                                      POSS M 0 A_CustomMissile("ZomHead", 56, 10, 135)
                                                     POSS M 0 A_CustomMissile("Gibs2", 56, 30, 180)
                                                      POSS M 0 A_CustomMissile("Gibs3", 56, -10, 225)
                                                     POSS N 5 A_XScream
                                                     POSS O 5 A_Fall
                                                     POSS PQRST 5
                                                     POSS U 200
                                                      POSS U 35 A_SetTranslucent( 0.5, 0)
                                                     POSS U 35 A_SetTranslucent( 0.25, 0)
                                                     NULL A -1
                                                     Stop
		Burn:
		BURN A 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN B 5 BRIGHT A_PlaySound ("grunt/pain")
                                     BURN B 0 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2) 
		BURN C 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN D 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN E 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN F 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN G 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN H 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN I 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN J 5 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2)
		BURN K 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN L 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN M 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN N 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN O 5 BRIGHT A_NoBlocking
                                     BURN O 0 BRIGHT A_ThrowGrenade("Flames3", -40, -1, 2)
		BURN P 5 BRIGHT A_ThrowGrenade("Flames3", -45, 0, 2)
		BURN Q 5 BRIGHT A_ThrowGrenade("Flames3", -45, 1, 2)
		BURN R 5 BRIGHT A_ThrowGrenade("Flames3", -50, 2, 2)
		BURN S 5 BRIGHT A_ThrowGrenade("Flames3", -55, 1, 2)
		BURN T 5 BRIGHT A_ThrowGrenade("Flames3", -55, 0, 2)
		BURN U 5 BRIGHT A_ThrowGrenade("Flames3", -55, -1, 1)
                                     BURN V 5 
		BURN V -1
		Stop
                   Disintegrate:
                                          TFOG A 5 Bright A_Scream
                                          TFOG B 5 Bright A_Fall
                                          TFOG C 5 Bright
                                          TFOG D 5 Bright
                                          TFOG E 5 Bright
                                          TFOG F 5 Bright
                                          TFOG G 5 Bright
                                          TFOG H 5 Bright
                                          TFOG I 5 Bright
                                          TFOG J 5 Bright
                                          Stop
                                          
	}
}

//******************************************************************************************

actor ZombieMan3
{
  spawnid 4
  obituary "%o was killed by a zombieman."
  health 20
  radius 20
  height 56
  mass 100
  speed 8
  ExplosionDamage 0
    ExplosionRadius 0
  GibHealth -25
  painchance 200
  seesound "grunt/sight"
  attacksound "grunt/attack"
  painsound "grunt/pain"
  deathsound "grunt/death"
  activesound "grunt/active"
  DropItem Clip
    DropItem Blood
    DropItem Blood
    DropItem Blood
     DropItem Blood
                  DropItem Blood2 128
                   DropItem Clip
                   DropItem AlandoDeserteagle 50
                   DropItem AlandoPistol
  MONSTER
  +FLOORCLIP
  states
  {
  Spawn:
    RFTR AB 10 A_Look
    loop
  See:
    RFTR AABBCCDD 4 A_Chase
    loop
  Missile:
    RFTR E 10 A_FaceTarget
    RFTR F 8 Bright A_PosAttack
    RFTR E 8
    goto See
  Pain:
    RFTR G 3 A_ThrowGrenade("RedBlood", 3, 0.5, 6)
    RFTR G 3 A_Pain
    goto See
  Death:
    RFTR H 5
    RFTR I 5 A_Scream
    RFTR J 5 A_NoBlocking
    RFTR K 5
    RFTR L 200
    RFTR L 35 A_SetTranslucent( 0.5, 0)
    RFTR L 35 A_SetTranslucent( 0.25, 0)
    NULL A -1
    stop
   XDeath:
                                                     RFTR M 5 A_CustomMissile("Gibs1", 56, 1, 0)
                                                     RFTR M 0 A_CustomMissile("Gibs2", 56, 12, 45)
                                                     RFTR M 0 A_CustomMissile("Gibs3", 56, -8, 90)
                                                     RFTR M 0 A_CustomMissile("ZomHead", 56, 10, 135)
                                                     RFTR M 0 A_CustomMissile("Gibs2", 56, 30, 180)
                                                     RFTR M 0 A_CustomMissile("Gibs3", 56, -12, 225)
                                                     RFTR M 0 A_CustomMissile("Gibs1", 56, -5, 270)
                                                     RFTR N 5 A_XScream
                                                     RFTR O 5 A_Fall
                                                     RFTR PQRST 5
                                                     RFTR U 200
                                                      RFTR U 35 A_SetTranslucent( 0.5, 0)
                                                     RFTR U 35 A_SetTranslucent( 0.25, 0)
                                                     NULL A -1
                                                     Stop
		Burn:
		BURN A 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN B 5 BRIGHT A_PlaySound ("grunt/pain")
                                     BURN B 0 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2) 
		BURN C 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN D 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN E 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN F 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN G 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN H 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN I 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN J 5 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2)
		BURN K 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN L 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN M 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN N 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN O 5 BRIGHT A_NoBlocking
                                     BURN O 0 BRIGHT A_ThrowGrenade("Flames3", -40, -1, 2)
		BURN P 5 BRIGHT A_ThrowGrenade("Flames3", -45, 0, 2)
		BURN Q 5 BRIGHT A_ThrowGrenade("Flames3", -45, 1, 2)
		BURN R 5 BRIGHT A_ThrowGrenade("Flames3", -50, 2, 2)
		BURN S 5 BRIGHT A_ThrowGrenade("Flames3", -55, 1, 2)
		BURN T 5 BRIGHT A_ThrowGrenade("Flames3", -55, 0, 2)
		BURN U 5 BRIGHT A_ThrowGrenade("Flames3", -55, -1, 1)
                                     BURN V 5 
		BURN V -1
		Stop
                   Disintegrate:
                                          TFOG A 5 Bright A_Scream
                                          TFOG B 5 Bright A_Fall
                                          TFOG C 5 Bright
                                          TFOG D 5 Bright
                                          TFOG E 5 Bright
                                          TFOG F 5 Bright
                                          TFOG G 5 Bright
                                          TFOG H 5 Bright
                                          TFOG I 5 Bright
                                          TFOG J 5 Bright
                                          Stop
                      Raise:
                                 RFTR KJIH 5
                                 goto See
                                          
	}
}

//******************************************************************************************

actor ZombieMan4
{
  spawnid 4
  obituary "%o was killed by a zombieman."
  health 20
  radius 20
  height 56
  mass 100
  speed 8
  ExplosionDamage 0
    ExplosionRadius 0
  GibHealth -25
  painchance 200
  seesound "grunt/sight"
  attacksound "grunt/attack"
  painsound "grunt/pain"
  deathsound "grunt/death"
  activesound "grunt/active"
  DropItem Clip
  DropItem Blood
                   DropItem Blood
                   DropItem Blood
                  DropItem Blood
                  DropItem Blood2 128
                   DropItem Clip
                   DropItem AlandoDeserteagle 50
                   DropItem AlandoPistol
  MONSTER
  +FLOORCLIP
  states
  {
  Spawn:
    POS2 AB 10 A_Look
    loop
  See:
    POS2 AABBCCDD 4 A_Chase
    loop
  Missile:
    POS2 E 10 A_FaceTarget
    POS2 F 8 Bright A_PosAttack
    POS2 E 8
    goto See
  Pain:
    POS2 G 3 A_ThrowGrenade("RedBlood", 3, 0.5, 6)
    POS2 G 3 A_Pain
    goto See
  Death:
    POS2 H 5
    POS2 I 5 A_Scream
    POS2 J 5 A_NoBlocking
    POS2 K 5
   POS2 L 200
   POS2 L 35 A_SetTranslucent( 0.5, 0)
   POS2 L 35 A_SetTranslucent( 0.25, 0)
   NULL A -1
    stop
   XDeath:
                                                     POS2 M 5 A_CustomMissile("Gibs1", 56, 1, 0)
                                                     POS2 M 0 A_CustomMissile("Gibs2", 56, 12, 45)
                                                      POS2 M 0 A_CustomMissile("Gibs3", 56, -8, 90)
                                                     POS2 M 0 A_CustomMissile("ZomHead", 56, 10, 135)
                                                      POS2 M 0 A_CustomMissile("Gibs2", 56, -12, 180)
                                                     POS2 M 0 A_CustomMissile("Gibs3", 56, 30, 225)
                                                      POS2 M 0 A_CustomMissile("Gibs1", 56, -6, 270)
                                                     POS2 N 5 A_XScream
                                                     POS2 O 5 A_Fall
                                                     POS2 PQRST 5
                                                     POS2 U 200
                                                      POS2 U 35 A_SetTranslucent( 0.5, 0)
                                                     POS2 U 35 A_SetTranslucent( 0.25, 0)
                                                     NULL A -1
                                                     Stop
		Burn:
		BURN A 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN B 5 BRIGHT A_PlaySound ("grunt/pain")
                                     BURN B 0 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2) 
		BURN C 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN D 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN E 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN F 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN G 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN H 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN I 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN J 5 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2)
		BURN K 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN L 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN M 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN N 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN O 5 BRIGHT A_NoBlocking
                                     BURN O 0 BRIGHT A_ThrowGrenade("Flames3", -40, -1, 2)
		BURN P 5 BRIGHT A_ThrowGrenade("Flames3", -45, 0, 2)
		BURN Q 5 BRIGHT A_ThrowGrenade("Flames3", -45, 1, 2)
		BURN R 5 BRIGHT A_ThrowGrenade("Flames3", -50, 2, 2)
		BURN S 5 BRIGHT A_ThrowGrenade("Flames3", -55, 1, 2)
		BURN T 5 BRIGHT A_ThrowGrenade("Flames3", -55, 0, 2)
		BURN U 5 BRIGHT A_ThrowGrenade("Flames3", -55, -1, 1)
                                     BURN V 5 
		BURN V -1
		Stop
                   Disintegrate:
                                          TFOG A 5 Bright A_Scream
                                          TFOG B 5 Bright A_Fall
                                          TFOG C 5 Bright
                                          TFOG D 5 Bright
                                          TFOG E 5 Bright
                                          TFOG F 5 Bright
                                          TFOG G 5 Bright
                                          TFOG H 5 Bright
                                          TFOG I 5 Bright
                                          TFOG J 5 Bright
                                          Stop
  Raise:
    POS2 KJIH 5
    goto See
  }
}

ACTOR ZombieMan5 : ZombieMan
{
                    Translation "112:127=70:79" , "152:159=74:79" , "128:143:96:111"
                    GibHealth -25
                    ExplosionDamage 0
                   ExplosionRadius 0
                    DropItem Blood
                   DropItem Blood
                   DropItem Blood
                  DropItem Blood
                  DropItem Blood2 128
                   DropItem Clip
                  DropItem AlandoDeserteagle 50
                   DropItem AlandoPistol
	States
	{
                                     Pain:
                                                    POSS G 3 A_ThrowGrenade("RedBlood", 3, 0.5, 6)
                                                    POSS G 5 A_Pain
                                                    goto See 
                                     XDeath:
                                                     POSS M 5 A_CustomMissile("Gibs1", 56, 1, 0)
                                                     POSS M 0 A_CustomMissile("Gibs2", 56, 12, 45)
                                                      POSS M 0 A_CustomMissile("Gibs3", 56, -8, 90)
                                                     POSS M 0 A_CustomMissile("ZomHead", 56, -10, 135)
                                                      POSS M 0 A_TossGib
                                                     POSS M 0 A_TossGib
                                                      POSS M 0 A_TossGib
                                                     POSS N 5 A_XScream
                                                     POSS O 5 A_Fall
                                                     POSS PQRST 5
                                                     POSS U 200
                                                      POSS U 35 A_SetTranslucent( 0.5, 0)
                                                     POSS U 35 A_SetTranslucent( 0.25, 0)
                                                     NULL A -1
                                                     Stop
		Burn:
		BURN A 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN B 5 BRIGHT A_PlaySound ("grunt/pain")
                                     BURN B 0 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2) 
		BURN C 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN D 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN E 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN F 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN G 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN H 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN I 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN J 5 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2)
		BURN K 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN L 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN M 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN N 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN O 5 BRIGHT A_NoBlocking
                                     BURN O 0 BRIGHT A_ThrowGrenade("Flames3", -40, -1, 2)
		BURN P 5 BRIGHT A_ThrowGrenade("Flames3", -45, 0, 2)
		BURN Q 5 BRIGHT A_ThrowGrenade("Flames3", -45, 1, 2)
		BURN R 5 BRIGHT A_ThrowGrenade("Flames3", -50, 2, 2)
		BURN S 5 BRIGHT A_ThrowGrenade("Flames3", -55, 1, 2)
		BURN T 5 BRIGHT A_ThrowGrenade("Flames3", -55, 0, 2)
		BURN U 5 BRIGHT A_ThrowGrenade("Flames3", -55, -1, 1)
                                     BURN V 5 
		BURN V -1
		Stop
                   Disintegrate:
                                          TFOG A 5 Bright A_Scream
                                          TFOG B 5 Bright A_Fall
                                          TFOG C 5 Bright
                                          TFOG D 5 Bright
                                          TFOG E 5 Bright
                                          TFOG F 5 Bright
                                          TFOG G 5 Bright
                                          TFOG H 5 Bright
                                          TFOG I 5 Bright
                                          TFOG J 5 Bright
                                          Stop
                                          
	}
}

ACTOR ZombieMan6 : ZombieMan
{
                    Translation "48:63=32:47" , "74:79=42:47" , "16:31=32:47" , "128:143=104:111" , "144:151=104:111"
                    GibHealth -25
                    ExplosionDamage 0
                     ExplosionRadius 0
                    DropItem Blood
                   DropItem Blood
                   DropItem Blood
                  DropItem Blood
                  DropItem Blood2 128
                  DropItem AlandoDeserteagle 50
                   DropItem Clip
                   DropItem AlandoPistol
	States
	{
                                     Pain:
                                                     POSS G 3 A_ThrowGrenade("RedBlood", 3, 0.5, 6)
                                                     POSS G 5 A_Pain
                                                     goto See
                                     XDeath:
                                                     POSS M 5 A_TossGib
                                                     POSS M 0 A_CustomMissile("Gibs1", 56, 1, 0)
                                                      POSS M 0 A_CustomMissile("Gibs2", 56, 12, 45)
                                                     POSS M 0 A_CustomMissile("Gibs3", 56, -8, 90)
                                                      POSS M 0 A_CustomMissile("ZomHead", 56, 10, 135)
                                                     POSS M 0 A_CustomMissile("Gibs2", 56, -6, 180)
                                                      POSS M 0 A_TossGib
                                                     POSS N 5 A_XScream
                                                     POSS O 5 A_Fall
                                                     POSS PQRST 5
                                                      POSS U 350
                                                      POSS U 35 A_SetTranslucent( 0.5, 0)
                                                     POSS U 35 A_SetTranslucent( 0.25, 0)
                                                     NULL A -1
                                                     Stop
		Burn:
		BURN A 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN B 5 BRIGHT A_PlaySound ("grunt/pain")
                                     BURN B 0 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2) 
		BURN C 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN D 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN E 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN F 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN G 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN H 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN I 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN J 5 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2)
		BURN K 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN L 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN M 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN N 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN O 5 BRIGHT A_NoBlocking
                                     BURN O 0 BRIGHT A_ThrowGrenade("Flames3", -40, -1, 2)
		BURN P 5 BRIGHT A_ThrowGrenade("Flames3", -45, 0, 2)
		BURN Q 5 BRIGHT A_ThrowGrenade("Flames3", -45, 1, 2)
		BURN R 5 BRIGHT A_ThrowGrenade("Flames3", -50, 2, 2)
		BURN S 5 BRIGHT A_ThrowGrenade("Flames3", -55, 1, 2)
		BURN T 5 BRIGHT A_ThrowGrenade("Flames3", -55, 0, 2)
		BURN U 5 BRIGHT A_ThrowGrenade("Flames3", -55, -1, 1)
                                     BURN V 5 
		BURN V -1
		Stop
                   Disintegrate:
                                          TFOG A 5 Bright A_Scream
                                          TFOG B 5 Bright A_Fall
                                          TFOG C 5 Bright
                                          TFOG D 5 Bright
                                          TFOG E 5 Bright
                                          TFOG F 5 Bright
                                          TFOG G 5 Bright
                                          TFOG H 5 Bright
                                          TFOG I 5 Bright
                                          TFOG J 5 Bright
                                          Stop
                                          
	}
}

//******************************************************************************************

actor ZombieMan7
{
  spawnid 4
  obituary "%o was killed by a zombieman."
  health 20
  radius 20
  height 56
  mass 100
  speed 8
  ExplosionDamage 0
    ExplosionRadius 0
  Translation "48:63=32:47" , "74:79=42:47" , "16:31=32:47"
  GibHealth -25
  painchance 200
  seesound "grunt/sight"
  attacksound "grunt/attack"
  painsound "grunt/pain"
  deathsound "grunt/death"
  activesound "grunt/active"
  DropItem Clip
  DropItem Blood
                   DropItem Blood
                   DropItem Blood
                  DropItem Blood
                  DropItem Blood2 128
                   DropItem Clip
                   DropItem AlandoDeserteagle 50
                   DropItem AlandoPistol
  MONSTER
  +FLOORCLIP
  states
  {
  Spawn:
    POS2 AB 10 A_Look
    loop
  See:
    POS2 AABBCCD 4 A_Chase
    POS2 D 1 A_CustomMissile("Blood2", 32, 0, 0)
    loop
  Missile:
    POS2 E 10 A_FaceTarget
    POS2 F 8 Bright A_PosAttack
    POS2 E 8
    goto See
  Pain:
    POS2 G 3 A_ThrowGrenade("RedBlood", 3, 0.5, 6)
    POS2 G 3 A_Pain
    goto See
  Death:
    POS2 H 5
    POS2 I 5 A_Scream
    POS2 J 5 A_NoBlocking
    POS2 K 5
   POS2 L 200
   POS2 L 35 A_SetTranslucent( 0.5, 0)
   POS2 L 35 A_SetTranslucent( 0.25, 0)
   NULL A -1
    stop
   XDeath:
                                                     POS2 M 5 A_CustomMissile("Gibs1", 56, 1, 0)
                                                     POS2 M 0 A_CustomMissile("Gibs2", 56, 12, 45)
                                                      POS2 M 0 A_CustomMissile("Gibs3", 56, -8, 90)
                                                     POS2 M 0 A_CustomMissile("ZomHead", 56, 10, 135)
                                                      POS2 M 0 A_CustomMissile("Gibs2", 56, -6, 180) 
                                                     POS2 M 0 A_TossGib
                                                      POS2 M 0 A_TossGib
                                                     POS2 N 5 A_XScream
                                                     POS2 O 5 A_Fall
                                                     POS2 PQRST 5
                                                     POS2 U 200
                                                     POS2 U 35 A_SetTranslucent( 0.5, 0)
                                                     POS2 U 35 A_SetTranslucent( 0.25, 0)
                                                     NULL A -1
                                                     Stop
		Burn:
		BURN A 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN B 5 BRIGHT A_PlaySound ("grunt/pain")
                                     BURN B 0 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2) 
		BURN C 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN D 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN E 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN F 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN G 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN H 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN I 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN J 5 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2)
		BURN K 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN L 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN M 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN N 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN O 5 BRIGHT A_NoBlocking
                                     BURN O 0 BRIGHT A_ThrowGrenade("Flames3", -40, -1, 2)
		BURN P 5 BRIGHT A_ThrowGrenade("Flames3", -45, 0, 2)
		BURN Q 5 BRIGHT A_ThrowGrenade("Flames3", -45, 1, 2)
		BURN R 5 BRIGHT A_ThrowGrenade("Flames3", -50, 2, 2)
		BURN S 5 BRIGHT A_ThrowGrenade("Flames3", -55, 1, 2)
		BURN T 5 BRIGHT A_ThrowGrenade("Flames3", -55, 0, 2)
		BURN U 5 BRIGHT A_ThrowGrenade("Flames3", -55, -1, 1)
                                     BURN V 5 
		BURN V -1
		Stop
                   Disintegrate:
                                          TFOG A 5 Bright A_Scream
                                          TFOG B 5 Bright A_Fall
                                          TFOG C 5 Bright
                                          TFOG D 5 Bright
                                          TFOG E 5 Bright
                                          TFOG F 5 Bright
                                          TFOG G 5 Bright
                                          TFOG H 5 Bright
                                          TFOG I 5 Bright
                                          TFOG J 5 Bright
                                          Stop
  Raise:
    POS2 KJIH 5
    goto See
  }
}

//******************************************************************************************

actor ZombieMan8
{
  spawnid 4
  obituary "%o was killed by a zombieman."
  health 20
  radius 20
  height 56
  mass 100
  speed 8
  ExplosionDamage 0
    ExplosionRadius 0
  Translation "128:143=64:79" , "144:151=64:79" , "160:167=5:8" , "32:47=112:127" , "176:191=112:127"
  GibHealth -25
  BloodColor "green"
  painchance 200
  seesound "grunt/sight"
  attacksound "grunt/attack"
  painsound "grunt/pain"
  deathsound "grunt/death"
  activesound "grunt/active"
  DropItem Clip
    DropItem Blood
    DropItem Blood
    DropItem Blood4
     DropItem Blood4
                  DropItem Blood4 128
                   DropItem Clip
                   DropItem AlandoDeserteagle 50
                   DropItem AlandoPistol
  MONSTER
  +FLOORCLIP
  states
  {
  Spawn:
    RFTR AB 10 A_Look
    loop
  See:
    RFTR AABBCCDD 4 A_Chase
    loop
  Missile:
    RFTR E 10 A_FaceTarget
    RFTR F 8 Bright A_PosAttack
    RFTR E 8
    goto See
  Pain:
    RFTR G 3 A_ThrowGrenade("GreenBlood", 3, 0.5, 6)
    RFTR G 3 A_Pain
    goto See
  Death:
    RFTR H 5
    RFTR I 5 A_Scream
    RFTR J 5 A_NoBlocking
    RFTR K 5
   RFTR L 200
   RFTR L 35 A_SetTranslucent( 0.5, 0)
   RFTR L 35 A_SetTranslucent( 0.25, 0)
   NULL A -1
    stop
   XDeath:
                                                     RFTR M 5 A_CustomMissile("Gibs4", 56, 1, 0)
                                                     RFTR M 0 A_CustomMissile("Gibs4", 56, 12, 45)
                                                     RFTR M 0 A_CustomMissile("Gibs4", 56, -8, 90)
                                                     RFTR M 0 A_CustomMissile("Gibs4", 56, 10, 135)
                                                     RFTR M 0 A_CustomMissile("Gibs4", 56, -6, 180)
                                                     RFTR M 0 A_CustomMissile("Gibs4", 56, 30, 225)
                                                     RFTR M 0 A_CustomMissile("Gibs4", 56, -15, 270)
                                                     RFTR N 5 A_XScream
                                                     RFTR O 5 A_Fall
                                                     RFTR PQRST 5
                                                     RFTR U 200
                                                     RFTR U 35 A_SetTranslucent( 0.5, 0)
                                                     RFTR U 35 A_SetTranslucent( 0.25, 0)
                                                     NULL A -1
                                                     Stop
		Burn:
		BURN A 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN B 5 BRIGHT A_PlaySound ("burndeath")
                                     BURN B 0 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2) 
		BURN C 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN D 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN E 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN F 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN G 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN H 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN I 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN J 5 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2)
		BURN K 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN L 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN M 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN N 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN O 5 BRIGHT A_NoBlocking
                                     BURN O 0 BRIGHT A_ThrowGrenade("Flames3", -40, -1, 2)
		BURN P 5 BRIGHT A_ThrowGrenade("Flames3", -45, 0, 2)
		BURN Q 5 BRIGHT A_ThrowGrenade("Flames3", -45, 1, 2)
		BURN R 5 BRIGHT A_ThrowGrenade("Flames3", -50, 2, 2)
		BURN S 5 BRIGHT A_ThrowGrenade("Flames3", -55, 1, 2)
		BURN T 5 BRIGHT A_ThrowGrenade("Flames3", -55, 0, 2)
		BURN U 5 BRIGHT A_ThrowGrenade("Flames3", -55, -1, 1)
                                     BURN V 5 
		BURN V -1
		Stop
                   Disintegrate:
                                          TFOG A 5 Bright A_Scream
                                          TFOG B 5 Bright A_Fall
                                          TFOG C 5 Bright
                                          TFOG D 5 Bright
                                          TFOG E 5 Bright
                                          TFOG F 5 Bright
                                          TFOG G 5 Bright
                                          TFOG H 5 Bright
                                          TFOG I 5 Bright
                                          TFOG J 5 Bright
                                          Stop
                      Raise:
                                 RFTR KJIH 5
                                 goto See
                                          
	}
}

//******************************************************************************************

actor ZombieMan11
{
  spawnid 4
  obituary "%o was killed by a zombieman."
  health 20
  radius 20
  height 56
  mass 100
  speed 8
  ExplosionDamage 0
    ExplosionRadius 0
  GibHealth -25
  painchance 200
  seesound "grunt/sight"
  attacksound "grunt/attack"
  painsound "grunt/pain"
  deathsound "grunt/death"
  activesound "grunt/active"
  DropItem Clip
  DropItem Blood
                   DropItem Blood
                   DropItem Blood
                  DropItem Blood
                  DropItem Blood2 128
                   DropItem AlandoDeserteagle 50
                   DropItem Clip
                   DropItem AlandoPistol
  MONSTER
  +FLOORCLIP
  states
  {
  Spawn:
    POS3 AB 10 A_Look
    loop
  See:
    POS3 AABBCCDD 4 A_Chase
    loop
  Missile:
    POS3 E 10 A_FaceTarget
    POS3 F 8 Bright A_PosAttack
    POS3 E 8
    goto See
  Pain:
    POS3 G 3 A_ThrowGrenade("RedBlood", 3, 0.5, 6)
    POS3 G 3 A_Pain
    goto See
  Death:
    POS3 H 5
    POS3 I 5 A_Scream
    POS3 J 5 A_NoBlocking
    POS3 K 5
     POS3 L 200
   POS3 L 35 A_SetTranslucent( 0.5, 0)
   POS3 L 35 A_SetTranslucent( 0.25, 0)
   NULL A -1
    stop
   XDeath:
                                                     POS3 M 5 A_CustomMissile("Gibs1", 56, 1, 0)
                                                     POS3 M 0 A_CustomMissile("Gibs2", 56, 12, 45)
                                                      POS3 M 0 A_CustomMissile("Gibs3", 56, -8, 90)
                                                     POS3 M 0 A_CustomMissile("ZomHead", 56, 10, 135)
                                                      POS3 M 0 A_CustomMissile("Gibs2", 56, -12, 180)
                                                     POS3 M 0 A_CustomMissile("Gibs3", 56, 30, 225)
                                                      POS3 M 0 A_CustomMissile("Gibs1", 56, -6, 270)
                                                     POS3 N 5 A_XScream
                                                     POS3 O 5 A_Fall
                                                     POS3 PQRST 5
                                                     POS3 U 200
                                                     POS3 U 35 A_SetTranslucent( 0.5, 0)
                                                    POS3 U 35 A_SetTranslucent( 0.25, 0)
                                                    NULL A -1
                                                     Stop
		Burn:
		BURN A 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN B 5 BRIGHT A_PlaySound ("grunt/pain")
                                     BURN B 0 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2) 
		BURN C 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN D 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN E 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN F 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN G 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN H 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN I 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN J 5 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2)
		BURN K 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN L 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN M 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN N 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN O 5 BRIGHT A_NoBlocking
                                     BURN O 0 BRIGHT A_ThrowGrenade("Flames3", -40, -1, 2)
		BURN P 5 BRIGHT A_ThrowGrenade("Flames3", -45, 0, 2)
		BURN Q 5 BRIGHT A_ThrowGrenade("Flames3", -45, 1, 2)
		BURN R 5 BRIGHT A_ThrowGrenade("Flames3", -50, 2, 2)
		BURN S 5 BRIGHT A_ThrowGrenade("Flames3", -55, 1, 2)
		BURN T 5 BRIGHT A_ThrowGrenade("Flames3", -55, 0, 2)
		BURN U 5 BRIGHT A_ThrowGrenade("Flames3", -55, -1, 1)
                                     BURN V 5 
		BURN V -1
		Stop
                   Disintegrate:
                                          TFOG A 5 Bright A_Scream
                                          TFOG B 5 Bright A_Fall
                                          TFOG C 5 Bright
                                          TFOG D 5 Bright
                                          TFOG E 5 Bright
                                          TFOG F 5 Bright
                                          TFOG G 5 Bright
                                          TFOG H 5 Bright
                                          TFOG I 5 Bright
                                          TFOG J 5 Bright
                                          Stop
  Raise:
    POS3 KJIH 5
    goto See
  }
}

//******************************************************************************************

ACTOR UziZombie
{
   Health 30
   Radius 20
   Height 56
   Speed 8
   PainChance 200
   MONSTER 
   +FLOORCLIP
   Translation "112:127=96:111"
   DropItem AlandoUzi
   DropItem UziClip 160
   DropItem Duelpistols 235
   SeeSound "grunt/sight"
   AttackSound "weapons/assaultgun"
   PainSound "grunt/pain"
   DeathSound "grunt/death"
   ActiveSound "grunt/active"
   Obituary "%o was killed by an uzi zombie." 
   States 
   { 
   Spawn: 
      POSS AB 10 A_Look 
      Loop 
   See: 
      POSS AABBCCDD 4 A_Chase 
      Loop 
   Missile: 
      POSS E 2 A_FaceTarget 
      POSS F 2 Bright A_CustomBulletAttack(10, 3, 1, 3, "BulletPuff2")
      POSS E 1 A_CPosRefire 
      Goto Missile+1 
   Pain: 
      POSS G 3 A_ThrowGrenade("RedBlood", 3, 0.5, 6)
      POSS G 3 A_Pain 
      Goto See 
   Death: 
      POSS H 5 
      POSS I 5 A_Scream 
      POSS J 5 A_Fall 
      POSS K 5 
      POSS L 200
      POSS L 35 A_SetTranslucent( 0.5, 0)
      POSS L 35 A_SetTranslucent( 0.25, 0)
      NULL A -1
      Stop
    XDeath:
      RFTR M 5 A_CustomMissile("Gibs1", 56, 1, 0)
      RFTR M 0 A_CustomMissile("Gibs2", 56, 12, 45)
     RFTR M 0 A_CustomMissile("Gibs3", 56, -8, 90)
     RFTR M 0 A_CustomMissile("ZomHead", 56, 10, 135)
    RFTR M 0 A_CustomMissile("Gibs2", 56, 30, 180)
     RFTR M 0 A_CustomMissile("Gibs3", 56, -12, 225)
     RFTR M 0 A_CustomMissile("Gibs1", 56, -5, 270)
     RFTR N 5 A_XScream
     RFTR O 5
      RFTR P 5 A_Fall
      RFTR QRST 5
    RFTR U 200
      RFTR U 35 A_SetTranslucent( 0.5, 0)
        RFTR U 35 A_SetTranslucent( 0.25, 0)
         NULL A -1
      Stop
   Raise: 
      POSS KJ 5 
      POSS IH 5 
      Goto See 
  Burn:
		BURN A 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN B 5 BRIGHT A_PlaySound ("grunt/pain")
                                     BURN B 0 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2) 
		BURN C 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN D 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN E 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN F 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN G 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN H 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN I 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN J 5 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2)
		BURN K 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN L 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN M 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN N 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN O 5 BRIGHT A_NoBlocking
                                     BURN O 0 BRIGHT A_ThrowGrenade("Flames3", -40, -1, 2)
		BURN P 5 BRIGHT A_ThrowGrenade("Flames3", -45, 0, 2)
		BURN Q 5 BRIGHT A_ThrowGrenade("Flames3", -45, 1, 2)
		BURN R 5 BRIGHT A_ThrowGrenade("Flames3", -50, 2, 2)
		BURN S 5 BRIGHT A_ThrowGrenade("Flames3", -55, 1, 2)
		BURN T 5 BRIGHT A_ThrowGrenade("Flames3", -55, 0, 2)
		BURN U 5 BRIGHT A_ThrowGrenade("Flames3", -55, -1, 1)
                                     BURN V 5 
		BURN V -1
		Stop
   } 
} 

//******************************************************************************************

ACTOR RapidFireTrooper
{
   Health 30
   Radius 20
   Height 56
   Speed 8
   PainChance 200
   MONSTER 
   +FLOORCLIP
   DropItem Clip
   SeeSound "grunt/sight"
   AttackSound "grunt/attack"
   PainSound "grunt/pain"
   DeathSound "grunt/death"
   ActiveSound "grunt/active"
   Obituary "%o was surprised by the zombie's weaponry." 
   States 
   { 
   Spawn: 
      RFTR AB 10 A_Look 
      Loop 
   See: 
      RFTR AABBCCDD 4 A_Chase 
      Loop 
   Missile: 
      RFTR E 10 A_FaceTarget 
      RFTR F 5 Bright A_PosAttack 
      RFTR E 5 A_CPosRefire 
      Goto Missile+1 
   Pain: 
      RFTR G 3 A_ThrowGrenade("RedBlood", 3, 0.5, 6)
      RFTR G 3 A_Pain 
      Goto See 
   Death: 
      RFTR H 5 
      RFTR I 5 A_Scream 
      RFTR J 5 A_Fall 
      RFTR K 5 
    RFTR L 200
     RFTR L 35 A_SetTranslucent( 0.5, 0)
       RFTR L 35 A_SetTranslucent( 0.25, 0)
         NULL A -1
      Stop
    XDeath:
      RFTR M 5 A_CustomMissile("Gibs1", 56, 1, 0)
      RFTR M 0 A_CustomMissile("Gibs2", 56, 12, 45)
     RFTR M 0 A_CustomMissile("Gibs3", 56, -8, 90)
     RFTR M 0 A_CustomMissile("ZomHead", 56, 10, 135)
    RFTR M 0 A_CustomMissile("Gibs2", 56, 30, 180)
     RFTR M 0 A_CustomMissile("Gibs3", 56, -12, 225)
     RFTR M 0 A_CustomMissile("Gibs1", 56, -5, 270)
     RFTR N 5 A_XScream
     RFTR O 5
      RFTR P 5 A_Fall
      RFTR QRST 5
    RFTR U 200
      RFTR U 35 A_SetTranslucent( 0.5, 0)
        RFTR U 35 A_SetTranslucent( 0.25, 0)
         NULL A -1
      Stop
   Raise: 
      RFTR KJ 5 
      RFTR IH 5 
      Goto See 
  Burn:
		BURN A 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN B 5 BRIGHT A_PlaySound ("grunt/pain")
                                     BURN B 0 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2) 
		BURN C 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN D 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN E 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN F 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN G 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN H 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN I 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN J 5 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2)
		BURN K 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN L 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN M 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN N 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN O 5 BRIGHT A_NoBlocking
                                     BURN O 0 BRIGHT A_ThrowGrenade("Flames3", -40, -1, 2)
		BURN P 5 BRIGHT A_ThrowGrenade("Flames3", -45, 0, 2)
		BURN Q 5 BRIGHT A_ThrowGrenade("Flames3", -45, 1, 2)
		BURN R 5 BRIGHT A_ThrowGrenade("Flames3", -50, 2, 2)
		BURN S 5 BRIGHT A_ThrowGrenade("Flames3", -55, 1, 2)
		BURN T 5 BRIGHT A_ThrowGrenade("Flames3", -55, 0, 2)
		BURN U 5 BRIGHT A_ThrowGrenade("Flames3", -55, -1, 1)
                                     BURN V 5 
		BURN V -1
		Stop
   } 
} 

//******************************************************************************************

ACTOR RocketGuy
{ 
   Health 50 
   Radius 20 
   Height 56 
   Mass 100 
   Speed 8 
   PainChance 200 
   Monster 
   +FLOORCLIP 
   SeeSound "grunt/sight" 
   PainSound "grunt/pain" 
   Deathsound "grunt/death" 
   ActiveSound "grunt/active"
   DropItem RocketAmmo
   Obituary "%o was splattered by the zombie's rocket." 
   States 
   { 
   Spawn: 
      MPOS AB 10 A_Look 
      Loop 
   See: 
      MPOS AABBCCDD 3 A_Chase 
      Loop 
   Missile: 
      MPOS EE 10 A_FaceTarget 
      MPOS F 5 
      MPOS G 13 Bright A_CustomMissile("Rocket2", 32, 0, 0)
      Goto See 
   Pain: 
      MPOS H 2 A_ThrowGrenade("RedBlood", 3, 0.5, 6)
      MPOS H 2 A_Pain 
      Goto See 
   Death: 
      MPOS I 5 
      MPOS J 5 A_Scream 
      MPOS K 5 
      MPOS L 5 A_Fall 
      MPOS M 200
        MPOS M 35 A_SetTranslucent( 0.5, 0)
         MPOS M 35 A_SetTranslucent( 0.25, 0)
         NULL A -1
      Stop 
   XDeath: 
        MPOS N 5 A_CustomMissile("Gibs1", 56, 1, 0)
      MPOS N 0 A_CustomMissile("Gibs2", 56, 12, 45)
     MPOS N 0 A_CustomMissile("Gibs3", 56, -8, 90)
     MPOS N 0 A_CustomMissile("ZomHead", 56, 10, 135)
    MPOS N 0 A_CustomMissile("Gibs2", 56, 30, 180)
     MPOS N 0 A_CustomMissile("Gibs3", 56, -12, 225)
     MPOS N 0 A_CustomMissile("Gibs1", 56, -5, 270)
      MPOS O 5 A_XScream 
      MPOS P 5 
      MPOS Q 5 A_Fall 
      MPOS RSTU 5 
      MPOS V 200
        MPOS V 35 A_SetTranslucent( 0.5, 0)
         MPOS V 35 A_SetTranslucent( 0.25, 0)
         NULL A -1
      Stop 
   Raise: 
      MPOS MJKJI 5 
      Goto See 
  Burn:
		BURN A 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN B 5 BRIGHT A_PlaySound ("grunt/pain")
                                     BURN B 0 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2) 
		BURN C 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN D 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN E 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN F 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN G 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN H 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN I 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN J 5 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2)
		BURN K 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN L 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN M 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN N 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN O 5 BRIGHT A_NoBlocking
                                     BURN O 0 BRIGHT A_ThrowGrenade("Flames3", -40, -1, 2)
		BURN P 5 BRIGHT A_ThrowGrenade("Flames3", -45, 0, 2)
		BURN Q 5 BRIGHT A_ThrowGrenade("Flames3", -45, 1, 2)
		BURN R 5 BRIGHT A_ThrowGrenade("Flames3", -50, 2, 2)
		BURN S 5 BRIGHT A_ThrowGrenade("Flames3", -55, 1, 2)
		BURN T 5 BRIGHT A_ThrowGrenade("Flames3", -55, 0, 2)
		BURN U 5 BRIGHT A_ThrowGrenade("Flames3", -55, -1, 1)
                                     BURN V 5 
		BURN V -1
		Stop
   } 
} 

//******************************************************************************************

ACTOR ChainsawZombie
{ 

    Health 30 
    Radius 20 
    Height 56 
    Speed 13 
    MeleeDamage 1 
    PainChance 200 
    MONSTER 
    +FLOORCLIP 
    Obituary "%o was sliced by a madman zombie with a chainsaw!" 
    SeeSound "grunt/sight" 
    MeleeSound "weapons/sawhit" 
    PainSound "grunt/pain" 
    DeathSound "grunt/death" 
    ActiveSound "grunt/active" 
    DropItem Chainsaw_ 
    States 
    { 
    Spawn: 
        CHAN A 4 A_Look 
        CHAN A 4 A_PlayWeaponSound("weapons/sawidle") 
        CHAN A 4 A_Look 
        CHAN B 4 A_PlayWeaponSound("weapons/sawidle") 
        CHAN B 4 A_Look 
        CHAN B 4 A_PlayWeaponSound("weapons/sawidle") 
        Loop 
    See: 
        CHAN A 4 A_Chase 
        CHAN A 4 A_Chase 
        CHAN B 0 A_PlayWeaponSound("weapons/sawidle") 
        CHAN B 4 A_Chase 
        CHAN B 4 A_Chase 
        CHAN C 0 A_PlayWeaponSound("weapons/sawidle") 
        CHAN C 4 A_Chase 
        CHAN C 4 A_Chase 
        CHAN D 0 A_PlayWeaponSound("weapons/sawidle") 
        CHAN D 4 A_Chase 
        CHAN D 4 A_Chase 
        CHAN A 0 A_PlayWeaponSound("weapons/sawidle") 
        Loop 
    Melee: 
        CHAN E 1 A_FaceTarget 
        CHAN F 3 A_M_Saw
        Goto See 
    Pain: 
        CHAN G 5 A_ThrowGrenade("RedBlood", 3, 0.5, 6)
        CHAN G 3 A_Pain 
        Goto See 
    Death: 
        CHAN H 5 
        CHAN I 5 A_Scream 
        CHAN J 5 A_Fall 
        CHAN KLM 5 
        CHAN N 200
          CHAN N 35 A_SetTranslucent( 0.5, 0)
         CHAN N 35 A_SetTranslucent( 0.25, 0)
         NULL A -1
        Stop 
    XDeath:
           CHAN O 5 A_CustomMissile("Gibs1", 56, 1, 0)
      CHAN O 0 A_CustomMissile("Gibs2", 56, 12, 45)
     CHAN O 0 A_CustomMissile("Gibs3", 56, -8, 90)
     CHAN O 0 A_CustomMissile("ZomHead", 56, 10, 135)
    CHAN O 0 A_CustomMissile("Gibs2", 56, 30, 180)
     CHAN O 0 A_CustomMissile("Gibs3", 56, -12, 225)
     CHAN O 0 A_CustomMissile("Gibs1", 56, -5, 270)
        CHAN P 5 A_XScream
        CHAN Q 5 A_Fall
        CHAN RSTUV 5
        CHAN W 200
           CHAN W 35 A_SetTranslucent( 0.5, 0)
          CHAN W 35 A_SetTranslucent( 0.25, 0)
         NULL A -1
        Stop
    Raise: 
        CHAN NMLKJIH 5 
        Goto See 
   Burn:
		BURN A 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN B 5 BRIGHT A_PlaySound ("grunt/pain")
                                     BURN B 0 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2) 
		BURN C 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN D 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN E 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN F 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN G 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN H 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN I 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN J 5 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2)
		BURN K 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN L 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN M 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN N 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN O 5 BRIGHT A_NoBlocking
                                     BURN O 0 BRIGHT A_ThrowGrenade("Flames3", -40, -1, 2)
		BURN P 5 BRIGHT A_ThrowGrenade("Flames3", -45, 0, 2)
		BURN Q 5 BRIGHT A_ThrowGrenade("Flames3", -45, 1, 2)
		BURN R 5 BRIGHT A_ThrowGrenade("Flames3", -50, 2, 2)
		BURN S 5 BRIGHT A_ThrowGrenade("Flames3", -55, 1, 2)
		BURN T 5 BRIGHT A_ThrowGrenade("Flames3", -55, 0, 2)
		BURN U 5 BRIGHT A_ThrowGrenade("Flames3", -55, -1, 1)
                                     BURN V 5 
		BURN V -1
		Stop
    } 
} 

//******************************************************************************************

ACTOR PlasmaZombie
{
    Health 50
    Radius 20
    Height 56
    Speed 8
    PainChance 100
    Translation "112:127=196:207"
    MONSTER 
    +FLOORCLIP
    SeeSound "grunt/sight"
    AttackSound "grunt/attack"
    PainSound "grunt/pain"
    DeathSound "grunt/death"
    ActiveSound "grunt/active"
    Obituary "%o got burned by a plasma zombie."
    DropItem Cell
    MissileType PlasmaBall_
    States
    {
    Spawn:
        ZMAY AB 10 A_Look
        Loop
    See:
        ZMAY AABBCCDD 4 A_Chase
        Loop
    Missile:
        ZMAY E 10 A_FaceTarget
        ZMAY F 5 A_MissileAttack
        ZMAY E 5 A_FaceTarget
        ZMAY F 5 A_MissileAttack
        ZMAY E 5 A_FaceTarget
        ZMAY F 5 A_MissileAttack
        ZMAY E 5 A_FaceTarget
        ZMAY F 5 A_MissileAttack
        ZMAY E 5 A_FaceTarget
        ZMAY F 5 A_MissileAttack
        Goto See
    Pain:
        ZMAY G 3 A_ThrowGrenade("RedBlood", 3, 0.5, 6)
        ZMAY G 3 A_Pain
        Goto See
    Death:
        ZMAY H 5
        ZMAY I 5 A_Scream
        ZMAY J 5 A_Fall
        ZMAY K 5
        ZMAY L 200
         ZMAY L 35 A_SetTranslucent( 0.5, 0)
         ZMAY L 35 A_SetTranslucent( 0.25, 0)
         NULL A -1
        Stop
    XDeath:
  ZMAY O 5 A_CustomMissile("Gibs1", 56, 1, 0)
      ZMAY O 0 A_CustomMissile("Gibs2", 56, 12, 45)
     ZMAY O 0 A_CustomMissile("Gibs3", 56, -8, 90)
     ZMAY O 0 A_CustomMissile("ZomHead", 56, 10, 135)
    ZMAY O 0 A_CustomMissile("Gibs2", 56, 30, 180)
     ZMAY O 0 A_CustomMissile("Gibs3", 56, -12, 225)
     ZMAY O 0 A_CustomMissile("Gibs1", 56, -5, 270)
        ZMAY P 5 A_XScream
        ZMAY Q 5 A_Fall
        ZMAY RSTU 5
      ZMAY V 200
         ZMAY V 35 A_SetTranslucent( 0.5, 0)
         ZMAY V 35 A_SetTranslucent( 0.25, 0)
         NULL A -1
        Stop
    Raise:
        ZMAY KJIH 5
        Goto See
    Burn:
		BURN A 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN B 5 BRIGHT A_PlaySound ("grunt/pain")
                                     BURN B 0 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2) 
		BURN C 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN D 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN E 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN F 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN G 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN H 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN I 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN J 5 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2)
		BURN K 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN L 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN M 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN N 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN O 5 BRIGHT A_NoBlocking
                                     BURN O 0 BRIGHT A_ThrowGrenade("Flames3", -40, -1, 2)
		BURN P 5 BRIGHT A_ThrowGrenade("Flames3", -45, 0, 2)
		BURN Q 5 BRIGHT A_ThrowGrenade("Flames3", -45, 1, 2)
		BURN R 5 BRIGHT A_ThrowGrenade("Flames3", -50, 2, 2)
		BURN S 5 BRIGHT A_ThrowGrenade("Flames3", -55, 1, 2)
		BURN T 5 BRIGHT A_ThrowGrenade("Flames3", -55, 0, 2)
		BURN U 5 BRIGHT A_ThrowGrenade("Flames3", -55, -1, 1)
                                     BURN V 5 
		BURN V -1
		Stop
    }
}

//******************************************************************************************

ACTOR  ShotgunGuy2 : ShotgunGuy
{
                   GibHealth -25
                  ExplosionDamage 0
                  ExplosionRadius 0
                   DropItem Blood
                   DropItem Blood
                   DropItem Blood
                   DropItem Blood2 100
                   DropItem Blood2 128
                   DropItem AlandoShotgun
                   DropItem SawedoffSG 60
                   DropItem ArtiTorch 20
                   DropItem ArtiInvisibility 10
                    DropItem Oneshell 120
                   DropItem Oneshell 100
	States
	{
                                     Pain:
                                               SPOS G 3 A_ThrowGrenade("RedBlood", 3, 0.5, 6)
                                               SPOS G 3 A_Pain
                                               goto See
                                     XDeath:
                                                     SPOS M 5 A_CustomMissile("Gibs1", 56, 1, 0)
                                                     SPOS M 0 A_CustomMissile("Gibs2", 56, 12, 45)
                                                      SPOS M 0 A_CustomMissile("Gibs3", 56, -8, 90)
                                                     SPOS M 0 A_CustomMissile("ZomHead", 56, 10, 135)
                                                      SPOS M 0 A_CustomMissile("Gibs2", 56, -6, 180)
                                                     SPOS M 0 A_TossGib
                                                      SPOS M 0 A_TossGib
                                                     SPOS N 5 A_XScream
                                                     SPOS O 5 A_Fall
                                                     SPOS PQRST 5
                                                     SPOS U 200
                                                     SPOS U 35 A_SetTranslucent( 0.5, 0)
                                                     SPOS U 35 A_SetTranslucent( 0.25, 0)
                                                     NULL A -1
                                                     Stop
		Burn:
		BURN A 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN B 5 BRIGHT A_PlaySound ("grunt/pain")
                                     BURN B 0 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2) 
		BURN C 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN D 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN E 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN F 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN G 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN H 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN I 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN J 5 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2)
		BURN K 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN L 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN M 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN N 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN O 5 BRIGHT A_NoBlocking
                                     BURN O 0 BRIGHT A_ThrowGrenade("Flames3", -40, -1, 2)
		BURN P 5 BRIGHT A_ThrowGrenade("Flames3", -45, 0, 2)
		BURN Q 5 BRIGHT A_ThrowGrenade("Flames3", -45, 1, 2)
		BURN R 5 BRIGHT A_ThrowGrenade("Flames3", -50, 2, 2)
		BURN S 5 BRIGHT A_ThrowGrenade("Flames3", -55, 1, 2)
		BURN T 5 BRIGHT A_ThrowGrenade("Flames3", -55, 0, 2)
		BURN U 5 BRIGHT A_ThrowGrenade("Flames3", -55, -1, 1)
                                     BURN V 5 
		BURN V -1
		Stop
                             Disintegrate:
                                          TFOG A 5 Bright A_Scream
                                          TFOG B 5 Bright A_Fall
                                          TFOG C 5 Bright
                                          TFOG D 5 Bright
                                          TFOG E 5 Bright
                                          TFOG F 5 Bright
                                          TFOG G 5 Bright
                                          TFOG H 5 Bright
                                          TFOG I 5 Bright
                                          TFOG J 5 Bright
                                          Stop

	}
}

actor ShotgunGuy3
{
  spawnid 1
  obituary "%o was shot by a sergeant."
  health 30
  GibHealth -25
  radius 20
  height 56
  mass 100
  speed 8
  ExplosionDamage 0
    ExplosionRadius 0
  painchance 170
  Translation "48:63=32:47"
  seesound "shotguy/sight"
  attacksound "shotguy/attack"
  painsound "shotguy/pain"
  deathsound "shotguy/death"
  activesound "shotguy/active"
   DropItem AlandoShotgun
                   DropItem SawedoffSG 60
  DropItem Blood
                   DropItem Blood
                   DropItem Blood
                   DropItem Blood2 100
                   DropItem Blood2 128
                    DropItem Oneshell 120
                   DropItem Oneshell 100
  MONSTER
  +FLOORCLIP
  states
  {
  Spawn:
    SPOS AB 10 A_Look
    loop
  See:
    SPOS AABBCCDD 4 A_Chase
    loop
  Missile:
    SPOS E 10 A_FaceTarget
    SPOS F 10 bright A_SPosAttack
    SPOS E 10
    goto See
  Pain:
    SPOS G 3 A_ThrowGrenade("RedBlood", 3, 0.5, 6)
    SPOS G 3 A_Pain
    goto See
  Death:
    SPOS H 5
    SPOS I 5 A_Scream
    SPOS J 5 A_NoBlocking
    SPOS K 5
    SPOS L 200
   SPOS L 35 A_SetTranslucent( 0.5, 0)
   SPOS L 35 A_SetTranslucent( 0.25, 0)
   NULL A -1
    stop
   XDeath:
                                                     SPOS M 5 A_CustomMissile("Gibs1", 56, 1, 0)
                                                     SPOS M 0 A_CustomMissile("Gibs2", 56, 12, 45)
                                                      SPOS M 0 A_CustomMissile("Gibs3", 56, -8, 90)
                                                     SPOS M 0 A_CustomMissile("ZomHead", 56, 10, 135)
                                                      SPOS M 0 A_CustomMissile("Gibs2", 56, -6, 180)
                                                     SPOS M 0 A_TossGib
                                                      SPOS M 0 A_TossGib
                                                     SPOS N 5 A_XScream
                                                     SPOS O 5 A_Fall
                                                     SPOS PQRST 5
                                                      SPOS U 200
                                                     SPOS U 35 A_SetTranslucent( 0.5, 0)
                                                    SPOS U 35 A_SetTranslucent( 0.25, 0)
                                                    NULL A -1
                                                     Stop
		Burn:
		BURN A 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN B 5 BRIGHT A_PlaySound ("grunt/pain")
                                     BURN B 0 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2) 
		BURN C 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN D 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN E 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN F 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN G 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN H 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN I 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN J 5 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2)
		BURN K 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN L 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN M 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN N 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN O 5 BRIGHT A_NoBlocking
                                     BURN O 0 BRIGHT A_ThrowGrenade("Flames3", -40, -1, 2)
		BURN P 5 BRIGHT A_ThrowGrenade("Flames3", -45, 0, 2)
		BURN Q 5 BRIGHT A_ThrowGrenade("Flames3", -45, 1, 2)
		BURN R 5 BRIGHT A_ThrowGrenade("Flames3", -50, 2, 2)
		BURN S 5 BRIGHT A_ThrowGrenade("Flames3", -55, 1, 2)
		BURN T 5 BRIGHT A_ThrowGrenade("Flames3", -55, 0, 2)
		BURN U 5 BRIGHT A_ThrowGrenade("Flames3", -55, -1, 1)
                                     BURN V 5 
		BURN V -1
		Stop
                             Disintegrate:
                                          TFOG A 5 Bright A_Scream
                                          TFOG B 5 Bright A_Fall
                                          TFOG C 5 Bright
                                          TFOG D 5 Bright
                                          TFOG E 5 Bright
                                          TFOG F 5 Bright
                                          TFOG G 5 Bright
                                          TFOG H 5 Bright
                                          TFOG I 5 Bright
                                          TFOG J 5 Bright
                                          Stop
  Raise:
    SPOS LKJIH 5
    goto See
  }
}

//******************************************************************************************

actor ShotgunGuy4
{
  spawnid 4
  obituary "%o was killed by a sergeant."
  health 30
  radius 20
  height 56
  mass 100
  speed 8
  ExplosionDamage 0
    ExplosionRadius 0
  Translation "48:63=32:47" , "74:79=42:47" , "16:31=32:47"
  GibHealth -25
  painchance 200
  seesound "grunt/sight"
  attacksound "grunt/attack"
  painsound "grunt/pain"
  deathsound "grunt/death"
  activesound "grunt/active"
   DropItem Shotgun2
  DropItem Blood
                   DropItem Blood
                   DropItem Blood2
                   DropItem Blood2 100
                   DropItem Blood2 128
                    DropItem AlandoShotgun
                   DropItem SawedoffSG 60
                   DropItem Oneshell 120
                   DropItem Oneshell 100
  MONSTER
  +FLOORCLIP
  states
  {
  Spawn:
    SPOS AB 10 A_Look
    loop
  See:
    SPOS AABBCCD 4 A_Chase
    SPOS D 1 A_CustomMissile("Blood2", 32, 0, 0)
    loop
  Missile:
    SPOS E 10 A_FaceTarget
    SPOS F 8 Bright A_SposAttack
    SPOS E 8
    goto See
  Pain:
    SPOS G 3 A_ThrowGrenade("RedBlood", 3, 0.5, 6)
    SPOS G 3 A_Pain
    goto See
  Death:
    SPOS H 5
    SPOS I 5 A_Scream
    SPOS J 5 A_NoBlocking
    SPOS K 5
    SPOS L 200
   SPOS L 35 A_SetTranslucent( 0.5, 0)
   SPOS L 35 A_SetTranslucent( 0.25, 0)
   NULL A -1
    stop
   XDeath:
                                                     SPOS M 5 A_CustomMissile("Gibs1", 56, 1, 0)
                                                     SPOS M 0 A_CustomMissile("Gibs2", 56, 12, 45)
                                                     SPOS M 0 A_CustomMissile("Gibs3", 56, -8, 90)
                                                     SPOS M 0 A_CustomMissile("ZomHead", 56, 10, 135)
                                                     SPOS M 0 A_CustomMissile("Gibs2", 56, -6, 180)
                                                     SPOS M 0 A_CustomMissile("Gibs3", 56, 30, 225)
                                                     SPOS M 0 A_TossGib
                                                     SPOS N 5 A_XScream
                                                     SPOS O 5 A_Fall
                                                     SPOS PQRST 5
                                                    SPOS U 200
                                                    SPOS U 35 A_SetTranslucent( 0.5, 0)
                                                    SPOS U 35 A_SetTranslucent( 0.25, 0)
                                                    NULL A -1
                                                     Stop
		Burn:
		BURN A 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN B 5 BRIGHT A_PlaySound ("grunt/pain")
                                     BURN B 0 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2) 
		BURN C 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN D 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN E 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN F 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN G 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN H 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN I 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN J 5 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2)
		BURN K 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN L 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN M 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN N 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN O 5 BRIGHT A_NoBlocking
                                     BURN O 0 BRIGHT A_ThrowGrenade("Flames3", -40, -1, 2)
		BURN P 5 BRIGHT A_ThrowGrenade("Flames3", -45, 0, 2)
		BURN Q 5 BRIGHT A_ThrowGrenade("Flames3", -45, 1, 2)
		BURN R 5 BRIGHT A_ThrowGrenade("Flames3", -50, 2, 2)
		BURN S 5 BRIGHT A_ThrowGrenade("Flames3", -55, 1, 2)
		BURN T 5 BRIGHT A_ThrowGrenade("Flames3", -55, 0, 2)
		BURN U 5 BRIGHT A_ThrowGrenade("Flames3", -55, -1, 1)
                                     BURN V 5 
		BURN V -1
		Stop
                   Disintegrate:
                                          TFOG A 5 Bright A_Scream
                                          TFOG B 5 Bright A_Fall
                                          TFOG C 5 Bright
                                          TFOG D 5 Bright
                                          TFOG E 5 Bright
                                          TFOG F 5 Bright
                                          TFOG G 5 Bright
                                          TFOG H 5 Bright
                                          TFOG I 5 Bright
                                          TFOG J 5 Bright
                                          Stop
  Raise:
    SPOS KJIH 5
    goto See
  }
}

//******************************************************************************************

actor ShotgunGuy5
{
  spawnid 4
  obituary "%o was killed by a sergeant."
  health 30
  radius 20
  height 56
  mass 100
  speed 8
  ExplosionDamage 0
    ExplosionRadius 0
  Translation "112:127=32:47"
  GibHealth -25
  painchance 200
  seesound "grunt/sight"
  attacksound "gun/sawoff"
  painsound "grunt/pain"
  deathsound "grunt/death"
  activesound "grunt/active"
  DropItem Blood
                   DropItem Blood2
                   DropItem Blood13
                   DropItem Blood13
                   DropItem Blood13
  MONSTER
  +FLOORCLIP
  states
  {
  Spawn:
    BALD AB 10 A_Look
    loop
  See:
    BALD AABBCCDD 4 A_Chase
    loop
  Missile:
    BALD E 10 A_FaceTarget
    BALD F 8 Bright A_CustomBulletAttack(8, 8, 8, 5, "BulletPuff2")
    BALD E 8 A_PlaySound("gun/sawload")
    goto See
  Pain:
    BALD G 3 A_ThrowGrenade("RedBlood", 3, 0.5, 6)
    BALD G 3 A_Pain
    goto See
  Death:
    BALD H 5 A_CustomMissile("SawedoffSG", 32, 0, 0)
    BALD I 5 A_Scream
    BALD J 5 A_NoBlocking
    BALD K 5
    BALD L 5
   BALD M 200
   BALD M 35 A_SetTranslucent( 0.5, 0)
   BALD M 35 A_SetTranslucent( 0.25, 0)
   NULL A -1
    stop
   XDeath:
                                                     BALD O 0 A_CustomMissile("SawedoffSG", 32, 0, 0)
                                                     BALD O 5 A_CustomMissile("Gibs1", 56, 1, 0)
                                                     BALD O 0 A_CustomMissile("Gibs2", 56, 12, 45)
                                                     BALD O 0 A_CustomMissile("Gibs3", 56, -8, 90)
                                                     BALD O 0 A_CustomMissile("ZomHead", 56, -6, 135)
                                                     BALD O 0 A_Fall
                                                     BALD O 0 A_Fall
                                                     BALD O 0 A_Fall
                                                     BALD P 5 A_XScream
                                                     BALD Q 5 A_Fall
                                                     BALD RSTU 5
                                                     BALD V 200
                                                     BALD V 35 A_SetTranslucent( 0.5, 0)
                                                     BALD V 35 A_SetTranslucent( 0.25, 0)
                                                     NULL A -1
                                                     Stop
		Burn:
		BURN A 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN B 5 BRIGHT A_PlaySound ("grunt/pain")
                                     BURN B 0 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2) 
		BURN C 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN D 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN E 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN F 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN G 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN H 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN I 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN J 5 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2)
		BURN K 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN L 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN M 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN N 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN O 5 BRIGHT A_NoBlocking
                                     BURN O 0 BRIGHT A_ThrowGrenade("Flames3", -40, -1, 2)
		BURN P 5 BRIGHT A_ThrowGrenade("Flames3", -45, 0, 2)
		BURN Q 5 BRIGHT A_ThrowGrenade("Flames3", -45, 1, 2)
		BURN R 5 BRIGHT A_ThrowGrenade("Flames3", -50, 2, 2)
		BURN S 5 BRIGHT A_ThrowGrenade("Flames3", -55, 1, 2)
		BURN T 5 BRIGHT A_ThrowGrenade("Flames3", -55, 0, 2)
		BURN U 5 BRIGHT A_ThrowGrenade("Flames3", -55, -1, 1)
                                     BURN V 5 
		BURN V -1
		Stop
                   Disintegrate:
                                          TFOG A 5 Bright A_Scream
                                          TFOG B 5 Bright A_Fall
                                          TFOG C 5 Bright
                                          TFOG D 5 Bright
                                          TFOG E 5 Bright
                                          TFOG F 5 Bright
                                          TFOG G 5 Bright
                                          TFOG H 5 Bright
                                          TFOG I 5 Bright
                                          TFOG J 5 Bright
                                          Stop
  Raise:
    BALD KJIH 5
    goto See
  }
}

//******************************************************************************************

actor ShotgunGuyAuto
{
  spawnid 4
  obituary "%o was killed by a sergeant."
  health 28
  radius 20
  height 56
  mass 100
  speed 8
  ExplosionDamage 0
    ExplosionRadius 0
  Translation "112:120=200:207" , "121:127=240:247"
  GibHealth -25
  painchance 200
  seesound "grunt/sight"
  attacksound "gun/asgfire"
  painsound "grunt/pain"
  deathsound "grunt/death"
  activesound "grunt/active"
  DropItem Blood
                   DropItem Blood2
                   DropItem Blood13
                   DropItem Blood13
                   DropItem Blood13
  MONSTER
  +FLOORCLIP
  states
  {
  Spawn:
    BALD AB 10 A_Look
    loop
  See:
    BALD AABBCCDD 3 A_Chase
    loop
  Missile:
    BALD EEEE 10 A_FaceTarget
    BALD F 8 Bright A_CustomBulletAttack(6, 6, 10, 10, "ExplodePuff")
    BALD E 8
    goto See
  Pain:
    BALD G 3 A_ThrowGrenade("RedBlood", 3, 0.5, 6)
    BALD G 3 A_Pain
    goto See
  Death:
    BALD H 5 A_CustomMissile("AlandoAutoSG", 32, 0, 0)
    BALD I 5 A_Scream
    BALD J 5 A_NoBlocking
    BALD K 5
    BALD L 5
   BALD M 200
   BALD M 35 A_SetTranslucent( 0.5, 0)
   BALD M 35 A_SetTranslucent( 0.25, 0)
   NULL A -1
    stop
   XDeath:
                                                     BALD O 0 A_CustomMissile("AlandoAutoSG", 32, 0, 0)
                                                     BALD O 5 A_CustomMissile("Gibs1", 56, 1, 0)
                                                     BALD O 0 A_CustomMissile("Gibs2", 56, 12, 45)
                                                     BALD O 0 A_CustomMissile("Gibs3", 56, -8, 90)
                                                     BALD O 0 A_CustomMissile("ZomHead", 56, -6, 135)
                                                     BALD O 0 A_Fall
                                                     BALD O 0 A_Fall
                                                     BALD O 0 A_Fall
                                                     BALD P 5 A_XScream
                                                     BALD Q 5 A_Fall
                                                     BALD RSTU 5
                                                     BALD V 200
                                                     BALD V 35 A_SetTranslucent( 0.5, 0)
                                                     BALD V 35 A_SetTranslucent( 0.25, 0)
                                                     NULL A -1
                                                     Stop
		Burn:
		BURN A 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN B 5 BRIGHT A_PlaySound ("grunt/pain")
                                     BURN B 0 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2) 
		BURN C 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN D 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN E 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN F 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN G 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN H 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN I 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN J 5 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2)
		BURN K 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN L 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN M 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN N 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN O 5 BRIGHT A_NoBlocking
                                     BURN O 0 BRIGHT A_ThrowGrenade("Flames3", -40, -1, 2)
		BURN P 5 BRIGHT A_ThrowGrenade("Flames3", -45, 0, 2)
		BURN Q 5 BRIGHT A_ThrowGrenade("Flames3", -45, 1, 2)
		BURN R 5 BRIGHT A_ThrowGrenade("Flames3", -50, 2, 2)
		BURN S 5 BRIGHT A_ThrowGrenade("Flames3", -55, 1, 2)
		BURN T 5 BRIGHT A_ThrowGrenade("Flames3", -55, 0, 2)
		BURN U 5 BRIGHT A_ThrowGrenade("Flames3", -55, -1, 1)
                                     BURN V 5 
		BURN V -1
		Stop
                   Disintegrate:
                                          TFOG A 5 Bright A_Scream
                                          TFOG B 5 Bright A_Fall
                                          TFOG C 5 Bright
                                          TFOG D 5 Bright
                                          TFOG E 5 Bright
                                          TFOG F 5 Bright
                                          TFOG G 5 Bright
                                          TFOG H 5 Bright
                                          TFOG I 5 Bright
                                          TFOG J 5 Bright
                                          Stop
  Raise:
    BALD KJIH 5
    goto See
  }
}

//******************************************************************************************

ACTOR ShotgunSoldier
{ 
    Health 100 
    GibHealth -25
    Radius 20 
    Height 56 
    Speed 8
    Damage 7
    PainChance 150 
    MONSTER 
    +FLOORCLIP 
    Obituary "%o tasted the shotgun soldier's buckshot." 
    SeeSound "shotguy/sight" 
    PainSound "shotguy/pain" 
    DeathSound "shotguy/death" 
    ActiveSound "shotguy/active" 
    AttackSound "alando/attack"
    DropItem DoubleBarrelSG
    DropItem FourShell 128
    DropItem Oneshell 128
    DropItem Oneshell 192
    States 
    { 
    Spawn: 
        SGSD AB 10 A_Look 
        Loop 
    See: 
        SGSD AABBCCDD 4 A_Chase 
        Loop 
    Missile: 
        SGSD EE 8 A_FaceTarget 
        SGSD F 8 Bright A_CustomBulletAttack(11, 7, 21, 5, "BulletPuff2")
        SGSD E 6 A_FaceTarget 
        Goto See 
    Pain: 
        SGSD G 5 A_ThrowGrenade("RedBlood", 3, 0.5, 6)
        SGSD G 3 A_Pain 
        Goto See 
    Death: 
        SGSD H 5 
        SGSD I 5 A_Scream 
        SGSD J 5 A_Fall 
        SGSD KLM 5 
        SGSD N 200
         SGSD N 35 A_SetTranslucent( 0.5, 0)
         SGSD N 35 A_SetTranslucent( 0.25, 0)
         NULL A -1
        Stop 
    XDeath: 
          SGSD O 5 A_CustomMissile("Gibs1", 56, 1, 0)
      SGSD O 0 A_CustomMissile("Gibs2", 56, 12, 45)
     SGSD O 0 A_CustomMissile("Gibs3", 56, -8, 90)
     SGSD O 0 A_CustomMissile("ZomHead", 56, 10, 135)
    SGSD O 0 A_CustomMissile("Gibs2", 56, 30, 180)
     SGSD O 0 A_CustomMissile("Gibs3", 56, -12, 225)
     SGSD O 0 A_CustomMissile("Gibs1", 56, -5, 270)
        SGSD P 5 A_XScream 
        SGSD Q 5 A_Fall 
        SGSD RSTUV 5 
        SGSD W 200
         SGSD W 35 A_SetTranslucent( 0.5, 0)
         SGSD W 35 A_SetTranslucent( 0.25, 0)
         NULL A -1
        Stop 
Burn:
		BURN A 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN B 5 BRIGHT A_PlaySound ("burndeath")
                                     BURN B 0 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2) 
		BURN C 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN D 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN E 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN F 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN G 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN H 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN I 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN J 5 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2)
		BURN K 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN L 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN M 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN N 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN O 5 BRIGHT A_NoBlocking
                                     BURN O 0 BRIGHT A_ThrowGrenade("Flames3", -40, -1, 2)
		BURN P 5 BRIGHT A_ThrowGrenade("Flames3", -45, 0, 2)
		BURN Q 5 BRIGHT A_ThrowGrenade("Flames3", -45, 1, 2)
		BURN R 5 BRIGHT A_ThrowGrenade("Flames3", -50, 2, 2)
		BURN S 5 BRIGHT A_ThrowGrenade("Flames3", -55, 1, 2)
		BURN T 5 BRIGHT A_ThrowGrenade("Flames3", -55, 0, 2)
		BURN U 5 BRIGHT A_ThrowGrenade("Flames3", -55, -1, 1)
                                     BURN V 5 
		BURN V -1
		Stop
    Raise: 
        SGSD NMLKJIH 5 
        Goto See 
    } 
}

//******************************************************************************************

ACTOR Cacodemon_ : Cacodemon
{
                   BloodColor blue
                   DropItem Blood3
                   DropItem Blood3
                   DropItem Blood3
                   DropItem Blood3
                   DropItem Blood3
	States
	{
                   Pain: 
                            HEAD E 3 A_ThrowGrenade("BlueBlood", 3, 0.5, 6)
                            HEAD E 5 A_Pain
                  Goto See
	Death:
		HEAD G 0 A_Fall
		HEAD G 0 A_Scream
		HEAD G 8 A_SetFloorClip
		HEAD H 8
		HEAD I 8
		Wait
	Crash:
		HEAD J 8 A_SetFloorClip
		HEAD K 8 A_Fall
		HEAD L 200
                                     HEAD L 35 A_SetTranslucent( 0.5, 0)
                                     HEAD L 35 A_SetTranslucent( 0.25, 0)
                                     NULL A -1
		Stop
	}
}

//******************************************************************************************

ACTOR BFC : Cacodemon
{
                   BloodColor green
                   Health 8000
                   Speed 20
                   +BOSS
                   PainChance 20
                    Translation "176:191=96:111" , "192:207=112:127" , "16:31=80:95" , "168:175=96:103" , "32:48=96:111"
                   Scale 1.5
	States
	{
                   Missile:
                                  HEAD B 1 A_JumpIfHealthLower(4000, 16)
                                  HEAD B 5 A_FaceTarget
                                  HEAD C 5 A_FaceTarget
                                  HEAD D 5 Bright A_CustomMissile("BaronBall", 32, 0, 0)
                                  HEAD D 2 Bright A_CustomMissile("BaronBall", 32, 0, 0)
                                  HEAD D 2 Bright A_CustomMissile("BaronBall", 32, 0, 0)
                                  HEAD D 2 Bright A_CustomMissile("BaronBall", 32, 0, 0)
                                  HEAD D 2 Bright A_CustomMissile("BaronBall", 32, 0, 0)
                                  HEAD D 2 Bright A_CustomMissile("BaronBall", 32, 0, 0)
                                  HEAD D 2 Bright A_CustomMissile("BaronBall", 32, 0, 0)
                                  HEAD D 2 Bright A_CustomMissile("BaronBall", 32, 0, 0)
                                  HEAD D 2 Bright A_CustomMissile("BaronBall", 32, 0, 0)
                                  HEAD D 2 Bright A_CustomMissile("BaronBall", 32, 0, 0)
                                  HEAD D 2 Bright A_CustomMissile("BaronBall", 32, 0, 0)
                                  HEAD D 2 Bright A_CustomMissile("BaronBall", 32, 0, 0)
                   Goto See
                                  HEAD B 5 A_FaceTarget
                                  HEAD C 5 A_FaceTarget
                                  HEAD D 1 Bright A_CustomMissile("Hellflame", 32, 0, 0)
                                  HEAD D 1 Bright A_CposRefire
                      Goto Missile+16
                    Melee:
                                  HEAD B 5 A_FaceTarget
                                  HEAD C 5 A_FaceTarget
                                  HEAD D 5 Bright A_CustomMissile("Lightningshot", 32, 0, 0)
                                  HEAD D 2 Bright A_CustomMissile("Lightningshot", 32, 0, 0)
                                  HEAD D 2 Bright A_CustomMissile("Lightningshot", 32, 0, 0)
                   Goto See
                  Pain: 
                            HEAD E 3
                            HEAD E 5 A_Pain
                  Goto Melee
	Death:
		HEAD G 0 A_Fall
		HEAD G 0 A_Scream
		HEAD G 8 A_SetFloorClip
		HEAD H 8
		HEAD I 8
		Wait
	Crash:
		HEAD J 8 A_SetFloorClip
		HEAD K 8 A_Fall
                                      HEAD K 1 A_KeenDie
		HEAD L 200
                                     HEAD L 35 A_SetTranslucent( 0.5, 0)
                                     HEAD L 35 A_SetTranslucent( 0.25, 0)
                                     NULL A -1
		Stop
	}
}

//******************************************************************************************

ACTOR EnhancedCacodemon
{ 
	//$Category "ZDoom Monster pack"
   Health 300
   Speed 8 
   Radius 31
   Height 56
   PainChance 128
   Mass 400
   Meleedamage 6 
   REACTIONTIME 8 
   MONSTER
   +NOGRAVITY
   +FLOAT
   SeeSound "caco/sight"
   PainSound "caco/pain"
   DeathSound "caco/death"
   ActiveSound "caco/active"
   HitObituary "%o was mowed down by an enhanced cacodemon." 
   Obituary "%o was made into a snack by the enhanced cacodemon." 
   States 
   { 
   Spawn: 
      ENCD A 10 A_Look 
      Loop 
   See: 
      ENCD A 3 A_Chase 
      Loop 
   Missile: 
      ENCD BC 5 A_FaceTarget 
      ENCD B 0 bright A_CustomMissile("CacodemonBall", 24, 0, 0, 1)
      ENCD B 0 bright A_CustomMissile("CacodemonBall", 24, 0, -8, 1)
      ENCD B 5 bright A_CustomMissile("CacodemonBall", 24, 0, 8, 1)
      Goto See 
   Pain: 
      ENCD D 4 A_ThrowGrenade("RedBlood2", 3, 0.5, 6)
      ENCD D 4 A_Pain 
      ENCD D 5 
      Goto See 
   Death: 
      ENCD E 8 
      ENCD F 8 A_Scream 
      ENCD GH 8 
      ENCD I 8 A_NoBlocking 
      ENCD J 200 A_SetFloorClip
      ENCD J 35 A_SetTranslucent( 0.5, 0)
      ENCD J 35 A_SetTranslucent( 0.25, 0)
       NULL A -1
      Stop 
   Raise: 
      ENCD J 8 A_UnsetFloorClip
      ENCD IHGFE 8 
      Goto See 
   } 
} 

//******************************************************************************************

ACTOR NightmareCacodemon
{ 
	//$Category "ZDoom Monster pack"
   Health 600 
   Speed 6 
   Radius 31 
   Height 56 
   PainChance 96 
   Mass 400 
   Meleedamage 7 
   REACTIONTIME 8 
   MONSTER 
   +NOGRAVITY 
   +FLOAT 
   +GHOST 
   RENDERSTYLE Add 
   ALPHA 0.5 
   SeeSound "caco/sight" 
   PainSound "caco/pain" 
   DeathSound "caco/death" 
   ActiveSound "caco/active" 
   Missiletype CacolanternBall 
   MissileHeight 30
   HitObituary "%o was snuck up on by the Nightmare Cacodemon." 
   Obituary "%o couldn't dodge the Nightmare Cacodemon's fireball." 
   States 
   { 
   Spawn: 
      HED3 A 10 A_Look 
      Loop 
   See: 
      HED3 A 1 A_Chase 
      Loop 
   Missile: 
     HED3 B 0 A_Jump(128,1)
     Goto See
     HED3 B 3 A_FaceTarget 
     HED3 B 3 A_FaceTarget 
     HED3 C 4 A_ComboAttack 
     HED3 B 3 A_FaceTarget 
     HED3 B 3 A_FaceTarget 
     HED3 C 4 A_ComboAttack 
     HED3 B 3 A_FaceTarget 
     HED3 B 3 A_FaceTarget 
     HED3 C 4 A_ComboAttack 
     Goto See 
   Pain: 
      HED3 E 3 A_ThrowGrenade("RedBlood2", 3, 0.5, 6)
      HED3 E 3 A_Pain 
      Goto See 
   Death: 
      HED3 G 8 
      HED3 H 8 A_Scream 
      HED3 IJ 8 
      HED3 K 8 A_NoBlocking 
       HED3 L 200 A_SetFloorClip
      HED3 L 35 A_SetTranslucent( 0.5, 0)
      HED3 L 35 A_SetTranslucent( 0.25, 0)
       NULL A -1
      Stop 
   Raise: 
      HED3 L 8 A_UnsetFloorClip
      HED3 KJIHG 8 
      Goto See 
   } 
} 

//******************************************************************************************

actor DragonFamiliar
{
	//$Category "ZDoom Monster pack"
    Health 25
    Radius 16
    Height 32
    Speed 10
    PainChance 200
    MONSTER 
    +NOGRAVITY
    +FLOAT
    +STRIFEDAMAGE
    SeeSound "dragonfam/see"
    PainSound "dragonfam/pain"
    DeathSound "dragonfam/death"
    ActiveSound "dragonfam/idle"
    Obituary "%o was cooked by a dragon familiar."
    DropItem Blood12
    DropItem Blood12
    DropItem Blood12
    DropItem Blood12
      DropItem Blood12
    DropItem Blood12
    DropItem Blood12
    DropItem Blood12
    DropItem Healthvile 200
    States
    {
    Spawn:
        DFAM ABCD 10 A_Look
        Loop
    See:
        DFAM AABBCCDD 3 A_Chase
        Loop
    Missile:
        DFAM E 0 A_PlaySound("dragonfam/attack")
        DFAM E 0 A_Jump(208,7)
        DFAM E 2 Bright A_FaceTarget
        DFAM E 0 A_CustomMissile("MiniFirePuffNoDamage", 12, 0, 0)
        DFAM E 2 Bright A_FaceTarget
        DFAM E 0 A_CustomMissile("MiniFirePuff", 12, 0, 2)
        DFAM E 2 Bright A_FaceTarget
        DFAM E 0 A_CustomMissile("MiniFirePuff", 12, 0, -2)
        Goto See
        DFAM E 2 Bright A_FaceTarget
        DFAM E 0 A_CustomMissile("MiniFirePuffNoDamage", 12, 0, 0)
        DFAM E 2 Bright A_FaceTarget
        DFAM E 0 A_CustomMissile("MiniFirePuff", 12, 0, 2)
        DFAM E 2 Bright A_FaceTarget
        DFAM E 0 A_CustomMissile("MiniFirePuff", 12, 0, -2)
        Goto Missile+1
    Pain:
        DFAM F 2
        DFAM F 2 A_Pain
        Goto See
    Death:
        DFAM G 0 A_Die
        DFAM G 8 A_NoBlocking 
        DFAM H 8 A_Scream
        DFAM I 6 A_SetFloorClip
        DFAM JKL 6
        DFAM M 200
        DFAM M 35 A_SetTranslucent( 0.5, 0)
        DFAM M 35 A_SetTranslucent( 0.25, 0)
         NULL A -1
        Stop
    }
}

actor MiniFirePuff
{
    Radius 6
    Height 10
    Speed 7
    Damage 1
    PROJECTILE
    RENDERSTYLE ADD
    ALPHA 0.67
    States
    {
    Spawn:
        DFFP ABCDEFGH 2 Bright
    Death:
        DFFP IJKLMNOPQR 2 Bright
        Stop
    }
}

actor MiniFirePuffNoDamage : MiniFirePuff
{
    Damage 0
}

//===========================================================================

ACTOR CacolanternClone
{ 
	//$Category "ZDoom Monster pack"
   Health 600 
   Speed 8 
   Radius 31
   Height 56
   PainChance 128
   Mass 400
   BloodColor orange
   Meleedamage 6 
   REACTIONTIME 8 
   MONSTER
   +NOGRAVITY
   +FLOAT
   SeeSound "caco/sight"
   PainSound "caco/pain"
   DeathSound "caco/death"
   ActiveSound "caco/active"
   Missiletype CacolanternBall 
   MissileHeight 30
   HitObituary "%o admired the Cacolantern's teeth." 
   Obituary "%o couldn't take %h eyes off the eye." 
   States 
   { 
   Spawn: 
      HED2 A 10 bright A_Look 
      Loop 
   See: 
      HED2 A 3 bright A_Chase 
      Loop 
   Missile: 
      HED2 BC 5 bright A_FaceTarget 
      HED2 D 5 bright A_ComboAttack
      Goto See 
   Pain: 
      HED2 E 4 bright
      HED2 E 4 bright A_Pain 
      HED2 F 5 bright
      Goto See 
   Death: 
      HED2 G 8 bright
      HED2 H 8 bright A_Scream 
      HED2 I 8 bright
      HED2 J 8
      HED2 K 8 A_NoBlocking 
      HED2 L 200 A_SetFloorClip
      HED2 L 35 A_SetTranslucent( 0.5, 0)
      HED2 L 35 A_SetTranslucent( 0.25, 0)
       NULL A -1
      Stop 
   Raise: 
      HED2 L 8 A_UnsetFloorClip
      HED2 KJ 8
      HED2 IHG 8 bright 
      Goto See 
   } 
} 

actor CacolanternBall
{
    Radius 13
    Height 8
    Speed 20
    Damage 9
    PROJECTILE
    RENDERSTYLE ADD
    ALPHA 0.67
    SeeSound "imp/attack"
    DeathSound "imp/shotx"
    States
    {
    Spawn:
        BAL8 ABCDEFGH 5 Bright
        Loop
    Death:
        BAL8 IJKL 4 Bright
        Stop
    }
}

//******************************************************************************************

ACTOR TorturedSoul
{ 
	//$Category "ZDoom Monster pack"
   Health 700 
   Speed 8 
   Radius 31 
   Height 56 
   BloodColor green
   PainChance 64 
   Mass 400 
   REACTIONTIME 8 
   MONSTER 
   +NOGRAVITY 
   +FLOAT 
   Explosiondamage 40
   Explosionradius 80
   SeeSound "torturedsoul/sight" 
   PainSound "torturedsoul/pain" 
   DeathSound "torturedsoul/death" 
   ActiveSound "torturedsoul/active" 
   Missiletype TorturedSoulBall 
   Obituary "%o was tormented by the Tortured Soul." 
   States 
   { 
   Spawn: 
      TORT AB 10 A_Look 
      Loop 
   See: 
      TORT AABBCC 3 A_Chase 
      Loop 
   Missile: 
     TORT D 10 A_FaceTarget 
     TORT D 0 A_Jump(128,4) 
     TORT E 4 A_FaceTarget 
     TORT E 0 Bright A_PlaySound("torturedsoul/attack") 
     TORT F 4 Bright A_CustomMissile(TorturedSoulBall, 40, 0, 0) 
     Goto See 
     TORT D 0 A_PlaySound("torturedsoul/poison") 
     TORT D 4 A_CustomMissile(TorturedSoulPoison, 16, 0, 0) 
     Goto See 
   Pain: 
      TORT G 3 A_ThrowGrenade("GreenBlood2", 3, 0.5, 6)
      TORT G 3 A_Pain 
      Goto See 
   Death: 
      TORT H 8 
      TORT I 8 A_Scream 
      TORT JK 8 
      TORT L 0 A_CustomMissile(TorturedSoulPoison, 32, 0, 0) 
      TORT L 0 A_CustomMissile(TorturedSoulPoison, 32, 0, 45) 
      TORT L 0 A_CustomMissile(TorturedSoulPoison, 32, 0, 90) 
      TORT L 0 A_CustomMissile(TorturedSoulPoison, 32, 0, 135) 
      TORT L 0 A_CustomMissile(TorturedSoulPoison, 32, 0, 180) 
      TORT L 0 A_CustomMissile(TorturedSoulPoison, 32, 0, 225) 
      TORT L 0 A_CustomMissile(TorturedSoulPoison, 32, 0, 270) 
      TORT L 0 A_CustomMissile(TorturedSoulPoison, 32, 0, 315) 
      TORT L 8  
      TORT M 8 A_NoBlocking 
      TORT N 8 
      Stop 
   } 
} 

actor TorturedSoulBall 
{ 
    Radius 8 
    Height 6 
    Speed 20 
    Damage 5 
    PROJECTILE 
    RENDERSTYLE ADD 
    ALPHA 0.67 
    DeathSound "imp/shotx" 
    States 
    { 
    Spawn: 
        TRBL AB 4 
        Loop 
    Death: 
        TRBL CDE 4 
        Stop 
    } 
} 

actor TorturedSoulPoison 
{ 
    Radius 24 
    Height 6 
    Speed 5 
    Damage 1 
    +STRIFEDAMAGE 
    +RIPPER 
    PROJECTILE 
    RENDERSTYLE Translucent 
    ALPHA 0.67 
    States 
    { 
    Spawn: 
        TRPS ABCDEFGDEFGDEFGDEFGDEFGDCBA 4 
        Stop 
    Death: 
        TRPS DCBA 4 
        Stop 
    } 
} 

//******************************************************************************************

ACTOR Hellknight_ : Hellknight
{ 
    BloodColor green
    DropItem Blood4
    DropItem Blood4
     DropItem Blood19
    States 
    { 
                Pain:
                                     BOS2 H 5 A_ThrowGrenade("GreenBlood", 5, 0.5, 6)
                                     BOS2 H 3 A_Pain
                                     Goto See
                Death:
		BOS2 H 0 A_Fall
		BOS2 H 0 A_Scream
		BOS2 I 8 A_SetFloorClip
		BOS2 J 8
		BOS2 K 8
                                     BOS2 L 8
                                     BOS2 M 8
                                     BOS2 N 8
		Wait
	Crash:
		BOS2 J 8 A_SetFloorClip
		BOS2 K 8 A_Fall
		BOS2 L 8
                                     BOS2 M 8
                                    BOS2 N 200
                                     BOS2 N 35 A_SetTranslucent( 0.5, 0)
                                     BOS2 N 35 A_SetTranslucent( 0.25, 0)
                                     NULL A -1
		Stop
                      } 
}

//******************************************************************************************

ACTOR Hellknight2 : Hellknight
{ 
    Translation "64:79=105:111" , "48:63=96:104" , "144:151=104:111" , "128:143=96:111" , "13:15=109:111"
    BloodColor green
    DropItem Blood4
    DropItem Blood4
    DropItem Blood19
    States 
    { 
      Pain:
                                     BOS2 H 5 A_ThrowGrenade("GreenBlood", 5, 0.5, 6)
                                     BOS2 H 3 A_Pain
                                     Goto See
    Death:
		BOS2 G 0 A_Fall
		BOS2 H 0 A_Scream
		BOS2 I 8 A_SetFloorClip
		BOS2 J 8
		BOS2 K 8
                                     BOS2 L 8
                                     BOS2 M 8
                                     BOS2 N 8
		Wait
	Crash:
		BOS2 J 8 A_SetFloorClip
		BOS2 K 8 A_Fall
		BOS2 L 8
                                     BOS2 M 8
                                     BOS2 N 200
           BOS2 N 35 A_SetTranslucent( 0.5, 0)
          BOS2 N 35 A_SetTranslucent( 0.25, 0)
         NULL A -1
		Stop
                      } 
}

//===========================================================================

actor Satyr
{
	//$Category "ZDoom Monster pack"
    Health 400
    Radius 24
    Height 64
    Speed 8
    PainChance 50
    Mass 1000
    MONSTER 
    +FLOORCLIP
    Scale .9
    SeeSound "knight/sight"
    PainSound "knight/pain"
    DeathSound "knight/death"
    ActiveSound "knight/active"
    MeleeSound "baron/melee"
    HitObituary "%o was mauled by a satyr."
    MeleeDamage 8
    DropItem Blood13
    States
    {
    Spawn:
        STYR AB 10 A_Look
        Loop
    See:
        STYR AABBCCDD 3 A_Chase
        Loop
    Melee:
        STYR EF 8 A_FaceTarget
        STYR G 8 A_MeleeAttack
        Goto See
    Pain:
        STYR H 2 A_ThrowGrenade("RedBlood", 5, 0.5, 6)
        STYR H 2 A_Pain
        Goto See
    Death:
        STYR I 8
        STYR J 8 A_Scream
        STYR K 8
        STYR L 8 A_Fall
        STYR MN 8
        STYR O 200
        STYR O 35 A_SetTranslucent( 0.5, 0)
        STYR O 35 A_SetTranslucent( 0.25, 0)
         NULL A -1
        Stop
    Raise:
        STYR ONMLKJI 8
        Goto See
    }
}

//******************************************************************************************

ACTOR Baronofhell_ : Baronofhell
{ 
    BloodColor green
     DropItem Blood4
    DropItem Blood4
     DropItem Blood19
    States 
    { 
                   Pain:
                                     BOSS H 5 A_ThrowGrenade("GreenBlood", 5, 0.5, 6)
                                     BOSS H 3 A_Pain
                                     Goto See
    Death:
		BOSS G 0 A_Fall
		BOSS H 0 A_Scream
		BOSS I 8 A_SetFloorClip
		BOSS J 8
		BOSS K 8
                                     BOSS L 8
                                     BOSS M 8
                                     BOSS N 8
		Wait
	Crash:
		BOSS J 8 A_SetFloorClip
		BOSS K 8 A_Fall
		BOSS L 8
                                     BOSS M 8
                                    BOSS N 200
                                     BOSS N 35 A_SetTranslucent( 0.5, 0)
                                     BOSS N 35 A_SetTranslucent( 0.25, 0)
                                     NULL A -1
		Stop
                      } 
}

//******************************************************************************************

ACTOR Baronofhell2 : Baronofhell
{ 
    Translation "16:31=176:187" , "32:47=188:191" , "64:79=105:111" , "48:63=96:104"
    BloodColor green
     DropItem Blood4
    DropItem Blood4
     DropItem Blood19
    States 
    { 
                        Pain:
                                     BOSS H 5 A_ThrowGrenade("GreenBlood", 5, 0.5, 6)
                                     BOSS H 3 A_Pain
                                     Goto See
    Death:
		BOSS G 0 A_Fall
		BOSS H 0 A_Scream
		BOSS I 8 A_SetFloorClip
		BOSS J 8
		BOSS K 8
                                     BOSS L 8
                                     BOSS M 8
                                     BOSS N 8
		Wait
	Crash:
		BOSS J 8 A_SetFloorClip
		BOSS K 8 A_Fall
		BOSS L 8
                                     BOSS M 8
                                     BOSS N 200
                                     BOSS N 35 A_SetTranslucent( 0.5, 0)
                                     BOSS N 35 A_SetTranslucent( 0.25, 0)
                                     NULL A -1
		Stop
                      } 
}

//******************************************************************************************

ACTOR BrownBeast
{
    Health 550
    Radius 40
    Height 60
    Speed 14
    PainChance 100
    Mass 1000
    MONSTER 
    +FLOORCLIP
     SeeSound "beast/sight"
    PainSound "alien/pain"
    DeathSound "beast/death"
    ActiveSound "demon/active"
    MeleeSound "imp/melee"
    Obituary "%o was killed by the WereDragon."
    DropItem Blood13
    DropItem Blood13
    MissileType FatShot
    States
    {
    Spawn:
        BEAS AB 10 A_Look
        Loop
    See:
       BEAS AABBCCDD 4 A_Chase
        Loop
    Missile:
        BEAS E 10 A_FaceTarget
        BEAS F 5 Bright A_MissileAttack
        BEAS F 5 A_FaceTarget
        Goto See
    Melee:
        BEAS E 10 A_FaceTarget
        BEAS F 5 A_MeleeAttack
        BEAS E 5 A_FaceTarget
        Goto See
    Pain:
        BEAS G 3 A_ThrowGrenade("RedBlood", 3, 0.5, 6)
        BEAS G 3 A_Pain
        Goto See
    Death:
        BEAS H 5
        BEAS I 5 A_Scream
        BEAS J 5 A_Fall
        BEAS K 5
        BEAS L 5
        BEAS M 5
        BEAS N 200
           BEAS N 35 A_SetTranslucent( 0.5, 0)
          BEAS N 35 A_SetTranslucent( 0.25, 0)
         NULL A -1
        Stop
    Raise:
        BEAS KJIH 5
        Goto See
    }
}

//******************************************************************************************

ACTOR Satan : Baronofhell
{ 
    Scale 2.0
    Height 128
    Radius 50
    Mass 100000
    Health 4000
    PainChance 40
    MeleeDamage 80
    Speed 18
    MISSILEHEIGHT 100
    +BOSS
    Translation "16:31=176:187" , "32:47=188:191" , "64:79=219:223" , "48:63=215:218"
    BloodColor green
     DropItem Blood8
    DropItem Blood8
     DropItem Blood8
    DropItem Blood8
    DropItem Blood8
   DropItem Blood8
    DropItem Blood8
     DropItem Blood8
    DropItem Blood8
    DropItem Blood8
   DropItem Blood8
    DropItem Blood8
     DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    States 
    { 
    Death:
		BOSS G 0 A_Fall
		BOSS H 0 A_Scream
		BOSS I 8 A_SetFloorClip
		BOSS J 8
		BOSS K 8
                                     BOSS L 8
                                     BOSS M 8
                                     BOSS N 8
		Wait
	Crash:
		BOSS J 8 A_SetFloorClip
		BOSS K 8 A_Fall
		BOSS L 8
                                     BOSS M 8
                                     BOSS N -1
		Stop
                      } 
}

//******************************************************************************************

ACTOR RevenantDropItem : Revenant
{
    GibHealth -30
   +NOBLOOD
   States
   {
     XDeath:
                                                     SKEL R 5 A_CustomMissile("BoneGib1", 56, 1, 0)
                                                     SKEL R 0 A_CustomMissile("BoneGib2", 56, 12, 45)
                                                     SKEL R 0 A_CustomMissile("BoneGib3", 56, -8, 90)
                                                     SKEL R 0 A_CustomMissile("BoneGib4", 56, 10, 135)
                                                     SKEL R 0 A_CustomMissile("BoneGib5", 56, -15, 180)
                                                     SKEL R 0 A_CustomMissile("BoneGib6", 56, 30, 225)
                                                     SKEL R 0 A_CustomMissile("BoneGib7", 56, -6, 270)
                                                     SKEL R 0 A_CustomMissile("BoneGib8", 56, 4, 315)
                                                     SKEL S 5 A_Scream
                                                     SKEL T 5 A_Fall
                                                     SKEL UV 5
                                                     SKEL W 200
                                                     SKEL W 35 A_SetTranslucent( 0.5, 0)
                                                     SKEL W 35 A_SetTranslucent( 0.25, 0)
                                                     NULL A -1
                                                     Stop
       Burn:
                                     BDT3 A 5 BRIGHT A_CustomMissile("Burnfire", 0, 0, 0)
		BDT3 B 5 BRIGHT A_PlaySound ("grunt/pain")
		BDT3 C 5 BRIGHT A_NoBlocking
		BDT3 D 5 BRIGHT
		BDT3 E 5 BRIGHT
		BDT3 F 5 BRIGHT
		BDT3 G 5 BRIGHT
		BDT3 H 5 BRIGHT
		BDT3 I 5 
                                      BDT3 I -1
		Stop
               }
}

//******************************************************************************************

actor Arachnotron_ 68
{
  spawnid 6
  obituary "%o let an arachnotron get %h."
  health 500
  radius 64
  height 64
  mass 600
  speed 12
  painchance 128
  seesound "baby/sight"
  painsound "baby/pain"
  deathsound "baby/death"
  activesound "baby/active"
  DropItem Blood13
  DropItem Blood13
  MONSTER
  +FLOORCLIP
  states
  {
  Spawn:
    BSPI AB 10 A_Look
    loop
  See:
    BSPI A 20
    BSPI A 3 A_BabyMetal
    BSPI ABBCC 3 A_Chase
    BSPI D 3 A_BabyMetal
    BSPI DEEFF 3 A_Chase
    goto See+1
  Missile:
    BSPI A 20 bright A_FaceTarget
    BSPI G 4 bright A_CustomMissile("GreenPlasmaBall", 24, 6, 0)
    BSPI H 4 bright
    BSPI H 1 bright A_SpidRefire
    goto Missile+1
  Pain:
    BSPI I 3 A_ThrowGrenade("RedBlood", 3, 0.5, 6)
    BSPI I 3 A_Pain
    goto See+1
  Death:
    BSPI J 20 A_Scream
    BSPI K 7 A_NoBlocking
    BSPI LMNO 7
    BSPI P -1 A_BossDeath
    stop
  Raise:
    BSPI PONMLKJ 5
    goto See+1
  }
}

//**************************************************************************************

actor GreenPlasmaBall
{
	Radius 10
	Height 8
	Speed 25
	Damage 5
                   Scale 0.5
	Projectile
                  RenderStyle Add
                  alpha 0.75
	SeeSound "weapons/plasmaf"
	DeathSound "weapons/plasmax"
	States
	{
	Spawn:
		APLS AB 6 Bright
		Loop
	Death:
		APBX ABCDE 2 Bright A_SpawnDebris("Gparticles")
		Stop
	}
}

ACTOR Gparticles
{
   Radius 4
   Height 4
   Speed 2
   Health 5
   Damage 0
   Mass 5000
   Scale 0.1
   +MISSILE
   +HEXENBOUNCE
   -NOGRAVITY
   States
   {
   Spawn:
      APLS A 10 Bright
      Stop
   Death:
      NULL A 2
      NULL BC 2
      Stop
   }
}

//******************************************************************************************

actor Fatso_ 
{
  spawnid 112
  obituary "%o was squashed by a mancubus."
  health 600
  radius 48
  height 64
  mass 1000
  speed 8
  painchance 80
  seesound "fatso/sight"
  painsound "fatso/pain"
  deathsound "fatso/death"
  activesound "fatso/active"
  DropItem RedBlood
  MONSTER
  +FLOORCLIP
  states
  {
  Spawn:
    FATT AB 15 A_Look
    loop
  See:
    FATT AABBCCDDEEFF 4 A_Chase
    loop
  Missile:
    FATT G 20 A_FatRaise
    FATT H 10 bright A_FatAttack1
    FATT IG 5 A_FaceTarget
    FATT H 10 bright A_FatAttack2
    FATT IG 5 A_FaceTarget
    FATT H 10 bright A_FatAttack3
    FATT IG 5 A_FaceTarget
    goto See
  Pain:
    FATT J 3 A_ThrowGrenade("RedBlood", 3, 0.5, 6)
    FATT J 3 A_Pain
    goto See
  Death:
    FATT K 6 A_BossDeath
    FATT L 6 A_Scream
    FATT M 6 A_NoBlocking
    FATT NOPQRS 6 
    FATT T -1
    stop
  Raise:
    FATT RQPONMLK 5
    goto See
  }
}

//******************************************************************************************

actor LostSoul_
{
  spawnid 110
  obituary "%o was spooked by a lost soul."
  health 100
  radius 16
  height 56
  mass 50
  speed 8
  damage 3
  Scale 0.8
  painchance 256
  attacksound "skull/melee"
  painsound "skull/pain"
  deathsound "skull/death"
  activesound "skull/active"
  MONSTER
  +FLOAT
  +NOBLOOD
  +NOGRAVITY
  +NOICEDEATH
  +MISSILEMORE
  +DONTFALL
  states
  {
  Spawn:
    SKUL A 5 Bright A_Look
    SKUL A 0 A_ThrowGrenade("Smokepuff", -20, -1, 2)
    SKUL B 5 bright A_Look
    SKUL B 0 A_ThrowGrenade("Smokepuff", -20, -1, 2)
    loop
  See:
    SKUL A 3 Bright A_Chase
    SKUL A 1 Bright A_ThrowGrenade("Smokepuff", -20, -1, 2)
    SKUL B 3 bright A_Chase
    SKUL B 1 Bright A_ThrowGrenade("Smokepuff", -20, -1, 2)
    loop
  Missile:
    SKUL C 9 bright A_FaceTarget
    SKUL D 4 bright A_SkullAttack
    SKUL D 0 Bright A_ThrowGrenade("Smokepuff", -20, -1, 2)
    SKUL CD 4 bright A_ThrowGrenade("Smokepuff", -20, -1, 2)
    goto Missile+2
  Pain:
    SKUL E 3 bright A_ThrowGrenade("Smokepuff", -20, -1, 2)
    SKUL E 3 bright A_Pain
    goto See
  Death:
    SKUL F 6 bright A_ThrowGrenade("Smokepuff", -20, -1, 2)
    SKUL F 0 Bright A_ThrowGrenade("Smokepuff", -20, -1, 2)
    SKUL F 0 Bright A_ThrowGrenade("Smokepuff", -20, -1, 2)
    SKUL G 6 bright A_Scream
    SKUL H 6 bright
    SKUL I 6 bright A_NoBlocking
    SKUL JK 6
    stop
  }
}

actor Smokepuff
{
	Radius 11
	Height 8
	Speed 0
	Damage 0
                   Renderstyle SoulTrans
                   Scale 0.3
	Projectile
	States
	{
	Spawn:
		PUF2 STUVWXYZ 1
                                     PUF3 ABC 1
		Goto Death
	Death:
		NULL A 0
		Stop
	}
}

//******************************************************************************************

actor PainElemental_
{
  spawnid 115
  health 400
  radius 31
  height 56
  mass 400
  speed 8
  painchance 128
  seesound "pain/sight"
  painsound "pain/pain"
  deathsound "pain/death"
  activesound "pain/active"
  MONSTER
  +FLOAT
  +NOGRAVITY
  states
  {
  Spawn:
    PAIN A 10 A_Look
    loop
  See:
    PAIN AABBCC 3 A_Chase
    loop
  Missile:
    PAIN DE 5 A_FaceTarget
    PAIN F 5 bright A_FaceTarget
    PAIN F 0 bright A_PainAttack("LostSoul_")
    goto See
  Pain:
    PAIN G 6 A_ThrowGrenade("RedBlood2", 3, 0.5, 6)
    PAIN G 6 A_Pain
    goto See
  Death:
    PAIN H 8 bright
    PAIN I 8 bright A_Scream
    PAIN JK 8 bright
    PAIN L 8 bright A_PainDie("LostSoul_")
    PAIN M 8 bright
    stop
  Raise:
    PAIN MLKJIH 8
    goto See
  }
}

//******************************************************************************************

ACTOR PlasmaElemental
{ 
   Health 450
   Speed 8
   Radius 31
   Height 56
   PainChance 128
   Mass 400
   BloodColor green
   MONSTER
   +NOGRAVITY
   +FLOAT
   +DROPOFF
   SeeSound "Pain/Sight"
   PainSound "Pain/Pain"
   DeathSound "Pain/Death"
   ActiveSound "Pain/Active"
   Obituary "%o was fried by a Plasma Elemental."
   States 
   {
   Spawn:
      PLEM A 10 A_Look
      Loop
   See:
      PLEM AABBCC 3 A_Chase
      Loop
   Missile: 
      PLEM D 5 A_FaceTarget 
      PLEM E 5 A_FaceTarget 
      PLEM F 1 A_FaceTarget 
      PLEM F 1 Bright A_CustomMissile ("GreenPlasmaBall", 22, 0, 0) 
      PLEM F 1 Bright A_CustomMissile ("GreenPlasmaBall", 22, 0, 0) 
      PLEM F 1 Bright A_CustomMissile ("GreenPlasmaBall", 22, 0, 0) 
      PLEM F 1 Bright A_CustomMissile ("GreenPlasmaBall", 22, 0, 0) 
      Goto See 
   Pain:
      PLEM G 3 A_ThrowGrenade("GreenBlood2", 3, 0.5, 6)
      PLEM G 6 A_Pain
      Goto See
   Death: 
      PLEM H 8 
      PLEM I 8 A_Scream 
      PLEM JK 8 BRIGHT
      PLEM L 8 BRIGHT A_NoBlocking  
      PLEM L 0 A_CustomMissile ("GreenPlasmaBall", 32, 0, -180) 
      PLEM L 0 A_CustomMissile ("GreenPlasmaBall", 32, 0, -160) 
      PLEM L 0 A_CustomMissile ("GreenPlasmaBall", 32, 0, -140) 
      PLEM L 0 A_CustomMissile ("GreenPlasmaBall", 32, 0, -120) 
      PLEM L 0 A_CustomMissile ("GreenPlasmaBall", 32, 0, -100) 
      PLEM L 0 A_CustomMissile ("GreenPlasmaBall", 32, 0, -80)
      PLEM L 0 A_CustomMissile ("GreenPlasmaBall", 32, 0, -60)
      PLEM L 0 A_CustomMissile ("GreenPlasmaBall", 32, 0, -40)
      PLEM L 0 A_CustomMissile ("GreenPlasmaBall", 32, 0, -20)
      PLEM L 0 A_CustomMissile ("GreenPlasmaBall", 32, 0, 0)
      PLEM L 0 A_CustomMissile ("GreenPlasmaBall", 32, 0, 20)
      PLEM L 0 A_CustomMissile ("GreenPlasmaBall", 32, 0, 40)
      PLEM L 0 A_CustomMissile ("GreenPlasmaBall", 32, 0, 60)
      PLEM L 0 A_CustomMissile ("GreenPlasmaBall", 32, 0, 80)
      PLEM L 0 A_CustomMissile ("GreenPlasmaBall", 32, 0, 100)
      PLEM L 0 A_CustomMissile ("GreenPlasmaBall", 32, 0, 120)
      PLEM L 0 A_CustomMissile ("GreenPlasmaBall", 32, 0, 140)
      PLEM L 0 A_CustomMissile ("GreenPlasmaBall", 32, 0, 160)
      PLEM L 0 A_CustomMissile ("GreenPlasmaBall", 32, 0, 180)
      PLEM M 8
      NULL A 0
      Stop
      }
}

//******************************************************************************************

Actor IceGuy_ : IceGuy
{
DropItem Healthglass 100
DropItem Healthvile 100
}

//******************************************************************************************

Actor Ettin_ : Ettin
{
+NOICEDEATH
SeeSound "ettin/sight"
MeleeSound "ettin/hit"
AttackSound "ettin/hit"
PainSound "ettin/pain"
DeathSound "ettin/death"
ActiveSound "ettin/active"
DropItem Blood13
DropItem RedBlood
States
{
       Ice:
              NULL A 1 A_IceGuyDie
              Stop
  }
}

//******************************************************************************************

Actor Knight_ : Knight
{
+NOBLOOD
DropItem Healthvile 128
DropItem Healthvile 128
}
         
//******************************************************************************************

ACTOR DemonDropItem : Demon
{
    GibHealth -30
    ExplosionDamage 0
    ExplosionRadius 0
    DropItem Blood13
    DropItem Blood13
    DropItem Blood12
    DropItem Blood
    DropItem Blood12
     DropItem Blood
    DropItem Blood12
    DropItem Blood
    DropItem Blood2
     DropItem Blood
    DropItem Blood2
     DropItem Blood
     States
    {
                      Pain:
                                     SARG H 5 A_ThrowGrenade("RedBlood", 3, 0.5, 6)
                                     SARG H 3 A_Pain
                                     Goto See
               XDeath:
                                                     SARG O 5 A_TossGib
                                                     SARG O 0 A_CustomMissile("Gibs1", 96, 1, 0)
                                                     SARG O 0 A_Fall
                                                     SARG O 0 A_CustomMissile("Gibs2", 96, 12, 45)
                                                     SARG O 0 A_Fall
                                                     SARG O 0 A_CustomMissile("Gibs3", 96, -8, 90)
                                                     SARG O 0 A_Fall
                                                     SARG O 0 A_CustomMissile("Blood6", 96, 10, 135)
                                                     SARG O 0 A_Fall
                                                     SARG O 0 A_CustomMissile("Blood6", 96, 20, 180)
                                                     SARG O 0 A_Fall
                                                     SARG O 0 A_CustomMissile("Gibs1", 96, -8, 225)
                                                     SARG O 0 A_TossGib
                                                     SARG O 0 A_CustomMissile("Gibs2", 96, -5, 270)
                                                     SARG P 5 A_XScream
                                                     SARG Q 5 A_Fall
                                                     SARG RS 5
                                                   SARG T 200
                                                     SARG T 35 A_SetTranslucent( 0.5, 0)
                                                     SARG T 35 A_SetTranslucent( 0.25, 0)
                                                     NULL A -1
                                                     Stop
 Burn:
		BRN2 A 5 BRIGHT A_CustomMissile("Burnfire", 0, 0, 0)
		BRN2 B 5 BRIGHT A_PlaySound ("demon/pain")
		BRN2 C 5 BRIGHT A_NoBlocking
		BRN2 D 5 BRIGHT
		BRN2 E 5 BRIGHT
		BRN2 F 5 BRIGHT
		BRN2 G 5 BRIGHT
		BRN2 H 5 A_ThrowGrenade("Smokepuff", -30, 0, 1)
                                      BRN2 H -1
		Stop
                     }
}

//******************************************************************************************

ACTOR SpectreDropItem : Spectre 
{
    GibHealth -30
    ExplosionDamage 0
    ExplosionRadius 0
    DropItem Blood5
    DropItem Blood5
    DropItem Blood5
    DropItem Blood5
    DropItem Blood5
    DropItem Blood5
    DropItem Blood5
    States
    {
                 Pain:
                                     SARG H 5 A_ThrowGrenade("InvBlood", 3, 0.5, 6)
                                     SARG H 3 A_Pain
                                     Goto See
               XDeath:
                                                    SARG O 5 A_TossGib
                                                     SARG O 0 A_CustomMissile("Gibs1", 96, 1, 0)
                                                     SARG O 0 A_Fall
                                                     SARG O 0 A_CustomMissile("Gibs2", 96, 12, 45)
                                                     SARG O 0 A_Fall
                                                     SARG O 0 A_CustomMissile("Gibs3", 96, -8, 90)
                                                     SARG O 0 A_Fall
                                                     SARG O 0 A_CustomMissile("Blood6", 96, 10, 135)
                                                     SARG O 0 A_TossGib
                                                     SARG O 0 A_CustomMissile("Blood6", 96, 20, 180)
                                                     SARG O 0 A_Fall
                                                     SARG O 0 A_CustomMissile("Gibs1", 96, -8, 225)
                                                     SARG O 0 A_TossGib
                                                     SARG O 0 A_CustomMissile("Gibs2", 96, -5, 270)
                                                     SARG P 5 A_XScream
                                                     SARG Q 5 A_Fall
                                                     SARG RS 5
                                                     SARG T 200
                                                     SARG T 35 A_SetTranslucent( 0.5, 0)
                                                     SARG T 35 A_SetTranslucent( 0.25, 0)
                                                     NULL A -1
                                                     Stop
                     }
}

//******************************************************************************************

ACTOR SpiderMastermindDropItem : SpiderMastermind
{
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6

}

//******************************************************************************************

Actor Burnfire
{
                   Health 10
	Painchance 255
	Speed 0
	Radius 20
	Height 20
	Mass 100
                  Scale 1.0
                  ExplosionDamage 2
	ExplosionRadius 2
                   DamageType Fire
	+CORPSE
	DeathSound "misc/flamedoom"
	States
	{
	Spawn:
		FRL1 A 2 Bright A_PlaySound("vile/firecrkl")
                                     FRL1 A 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 B 2 Bright A_Explode
                                     FRL1 B 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 C 2 Bright A_Explode
                                     FRL1 C 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 D 2 Bright A_Explode
                                     FRL1 D 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 E 2 Bright A_Explode
                                     FRL1 E 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 F 2 Bright A_Explode
                                     FRL1 F 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 A 2 Bright A_PlaySound("vile/firecrkl")
                                     FRL1 A 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 B 2 Bright A_Explode
                                     FRL1 B 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 C 2 Bright A_Explode
                                     FRL1 C 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 D 2 Bright A_Explode
                                     FRL1 D 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 E 2 Bright A_Explode
                                     FRL1 E 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 F 2 Bright A_Explode
                                     FRL1 F 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                    FRL1 A 2 Bright A_PlaySound("vile/firecrkl")
                                     FRL1 A 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 B 2 Bright A_Explode
                                     FRL1 B 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 C 2 Bright A_Explode
                                     FRL1 C 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 D 2 Bright A_Explode
                                     FRL1 D 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 E 2 Bright A_Explode
                                     FRL1 E 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 F 2 Bright A_Explode
                                     FRL1 F 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 A 2 Bright A_PlaySound("vile/firecrkl")
                                     FRL1 A 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 B 2 Bright A_Explode
                                     FRL1 B 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 C 2 Bright A_Explode
                                     FRL1 C 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 D 2 Bright A_Explode
                                     NULL A 1
		Stop
	Death:
		NULL A 2
                                      Stop
	}
}

//******************************************************************************************

Actor Burnbones
{
                   Health 10
	Painchance 255
	Speed 0
	Radius 20
	Height 20
	Mass 100
                  Scale 0.7
	+CORPSE
	States
	{
	Spawn:
		BDT3 A 5 BRIGHT A_ThrowGrenade("Burnfire", -30, 0, 0.2)
		BDT3 B 5 BRIGHT A_PlaySound ("grunt/pain")
		BDT3 C 5 BRIGHT A_NoBlocking
		BDT3 D 5 BRIGHT
		BDT3 E 5 BRIGHT
		BDT3 F 5 BRIGHT
		BDT3 G 5 BRIGHT
		BDT3 H 5 BRIGHT
		BDT3 I 5 
                                      BDT3 I -1
		Stop
	Death:
		BDT3 I 0
                                     Stop
	}
}

//******************************************************************************************

ACTOR DoomImpDropItem : DoomImp
{
     ExplosionDamage 0
     ExplosionRadius 0
     DropItem Blood
     DropItem Blood
    DropItem Blood
    DropItem Blood13
    DropItem Blood13
    States
    {
                          Pain:
                                     TROO H 5 A_ThrowGrenade("RedBlood", 3, 0.5, 6)
                                     TROO H 3 A_Pain
                                     Goto See
               XDeath:
                                                     TROO O 5 A_TossGib
                                                     TROO O 0 A_CustomMissile("Gibs1", 96, 1, 0)
                                                     TROO O 0 A_Fall
                                                     TROO O 0 A_CustomMissile("Gibs2", 96, 12, 45)
                                                     TROO O 0 A_Fall
                                                     TROO O 0 A_CustomMissile("Gibs3", 96, -8, 90)
                                                     TROO O 0 A_Fall
                                                     TROO O 0 A_CustomMissile("Blood6", 96, 10, 135)
                                                     TROO O 0 A_Fall
                                                     TROO O 0 A_CustomMissile("Blood6", 96, 20, 180)
                                                     TROO O 0 A_Fall
                                                     TROO O 0 A_CustomMissile("Gibs1", 96, -8, 225)
                                                     TROO O 0 A_TossGib
                                                     TROO O 0 A_CustomMissile("Gibs2", 96, -5, 270)
                                                     TROO O 5 A_XScream
                                                     TROO P 5 A_Fall
                                                     TROO QRST 5
                                                     TROO U 200
                                                     TROO U 35 A_SetTranslucent( 0.5, 0)
                                                     TROO U 35 A_SetTranslucent( 0.25, 0)
                                                      NULL A -1
                                                     Stop
                      Burn:
		NULL A 1 A_CustomMissile("Burnbones", 0, 0, 0)
                                     NULL A 1 A_CustomMissile("Burnfire", 0, 0, 0)
                                     Stop
                     Disintegrate:
                                          TFOG A 5 Bright A_Scream
                                          TFOG B 5 Bright
                                          TFOG C 5 Bright
                                          TFOG D 5 Bright
                                          TFOG E 5 Bright
                                          TFOG F 5 Bright
                                          TFOG G 5 Bright
                                          TFOG H 5 Bright
                                          TFOG I 5 Bright
                                          TFOG J 5 Bright
                                          Stop
                     }
}

//******************************************************************************************

ACTOR ArchVileDropItem : ArchVile 64
{
    GibHealth -20
    DropItem Blood2
    DropItem Blood13
    DropItem Blood2
    DropItem Blood13
    DropItem Blood2
    DropItem Blood13
   States
   {
     XDeath:
                                                     VILA A 5 A_CustomMissile("ArchGib1", 56, 1, 0)
                                                     VILA A 0 A_CustomMissile("ArchGib2", 56, 12, 45)
                                                     VILA A 0 A_CustomMissile("ArchGib3", 56, -8, 90)
                                                     VILA A 0 A_CustomMissile("ArchGib4", 56, 10, 135)
                                                     VILA A 0 A_CustomMissile("ArchGib5", 56, -15, 180)
                                                     VILA A 0 A_CustomMissile("ArchGib6", 56, 30, 225)
                                                     VILA A 0 A_CustomMissile("Blood6", 56, -6, 270)
                                                     VILA A 0 A_CustomMissile("Blood6", 56, 4, 315)
                                                     VILA B 5 A_Scream
                                                     VILA C 5 A_Fall
                                                     VILA DEF 5
                                                     VILA G 200
                                                     VILA G 35 A_SetTranslucent( 0.5, 0)
                                                     VILA G 35 A_SetTranslucent( 0.25, 0)
                                                     NULL A -1
                                                     Stop
               }
}

//******************************************************************************************

ACTOR CyberDemonDropItem : CyberDemon
{
     DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem OrangeArmor 50
   States
  {
    Missile:
                 CYBR E 12 A_FaceTarget
                 CYBR F 10 Bright A_CustomMissile("Rocket4", 56, 0, 0)
                 CYBR E 12 A_FaceTarget
                 CYBR F 10 Bright A_CustomMissile("Rocket4", 56, 0, 0)
                 CYBR E 12 A_FaceTarget
                 CYBR F 10 Bright A_CustomMissile("Rocket4", 56, 0, 0)
                 Goto See
       }
}

//******************************************************************************************

ACTOR DestructDemonDropItem : CyberDemon
{
     Health 4000
     BloodColor "green"
     Translation "64:79=101:111" , "48:63=96:100" , "176:191=112:127" , "32:47=125:127"
     DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Blood8
    DropItem Railgun 60
    DropItem OrangeArmor 50
    States
  {
    Missile:
                 CYBR E 12 A_FaceTarget
                 CYBR F 10 Bright A_CustomMissile("Rocket4", 56, 0, 0)
                 CYBR E 12 A_FaceTarget
                 CYBR F 10 Bright A_CustomMissile("Rocket4", 56, 0, 0)
                 CYBR E 12 A_FaceTarget
                 CYBR F 10 Bright A_CustomMissile("Rocket4", 56, 0, 0)
                 Goto See
       }
}

//******************************************************************************************

ACTOR ChaingunGuy2 : ChaingunGuy
{
                   ExplosionDamage 0
                   ExplosionRadius 0
                   DropItem AlandoChaingun
                   DropItem Blood
                   DropItem Blood
                   DropItem Blood
                   DropItem Blood
                   DropItem Blood
                   DropItem Blood
                    DropItem Blood2 100
                   DropItem Blood2 128
                   DropItem Blood2 115
	States
	{
                                     Pain:
                                              CPOS G 3 A_ThrowGrenade("RedBlood", 3, 0.5, 6)
                                              CPOS G 3 A_Pain
                                               goto See
                                     XDeath:
                                                     CPOS O 5 A_TossGib
                                                     CPOS O 0 A_CustomMissile("Gibs1", 56, 1, 0)
                                                      CPOS O 0 A_CustomMissile("Gibs2", 56, 12, 45)
                                                     CPOS O 0 A_CustomMissile("Gibs3", 56, -8, 90)
                                                      CPOS O 0 A_CustomMissile("ZomHead", 56, 10, 135)
                                                     CPOS O 0 A_CustomMissile("Gibs2", 56, 30, 180)
                                                      CPOS O 0 A_CustomMissile("Gibs3", 56, -10, 225)
                                                     CPOS P 5 A_XScream
                                                     CPOS Q 5 A_Fall
                                                     CPOS RS 5
                                                     CPOS T 200
                                                     CPOS T 35 A_SetTranslucent( 0.5, 0)
                                                     CPOS T 35 A_SetTranslucent( 0.25, 0)
                                                     NULL A -1
                                                     Stop
		Burn:
		BURN A 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN B 5 BRIGHT A_PlaySound ("grunt/pain")
                                     BURN B 0 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2) 
		BURN C 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN D 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN E 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN F 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN G 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN H 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN I 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN J 5 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2)
		BURN K 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN L 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN M 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN N 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN O 5 BRIGHT A_NoBlocking
                                     BURN O 0 BRIGHT A_ThrowGrenade("Flames3", -40, -1, 2)
		BURN P 5 BRIGHT A_ThrowGrenade("Flames3", -45, 0, 2)
		BURN Q 5 BRIGHT A_ThrowGrenade("Flames3", -45, 1, 2)
		BURN R 5 BRIGHT A_ThrowGrenade("Flames3", -50, 2, 2)
		BURN S 5 BRIGHT A_ThrowGrenade("Flames3", -55, 1, 2)
		BURN T 5 BRIGHT A_ThrowGrenade("Flames3", -55, 0, 2)
		BURN U 5 BRIGHT A_ThrowGrenade("Flames3", -55, -1, 1)
                                     BURN V 5 
		BURN V -1
		Stop
                    Disintegrate:
                                          TFOG A 5 Bright A_Scream
                                          TFOG B 5 Bright A_Fall
                                          TFOG C 5 Bright
                                          TFOG D 5 Bright
                                          TFOG E 5 Bright
                                          TFOG F 5 Bright
                                          TFOG G 5 Bright
                                          TFOG H 5 Bright
                                          TFOG I 5 Bright
                                          TFOG J 5 Bright
                                          Stop
	}
}

//******************************************************************************************

actor C2ARGuy
{
  spawnid 4
  obituary "%o was killed by a zombie with a C2AR."
  health 50
  radius 20
  height 56
  mass 100
  speed 9
  ExplosionDamage 0
  ExplosionRadius 0
  Damage 7
  Translation "112:127=214:223" , "128:143=32:47"
  GibHealth -30
  painchance 200
  seesound "grunt/sight"
  attacksound "gun/assault"
  painsound "grunt/pain"
  deathsound "grunt/death"
  activesound "grunt/active"
   DropItem Class2Assaultrifle
  DropItem Blood
                   DropItem Blood
                   DropItem Blood2
                   DropItem Blood2 
                   DropItem Blood2
                   DropItem BPVest 8
  MONSTER
  +FLOORCLIP
  states
  {
  Spawn:
    PHOB AB 10 A_Look
    loop
  See:
    PHOB AABBCCDD 3 A_Chase
    loop
  Missile:
    PHOB E 3 A_FaceTarget
    PHOB F 1 Bright A_CustomBulletAttack(8, 8, 1, 7, "BulletPuff2")
    PHOB E 2 A_CposRefire
    Goto Missile+1
  Pain:
    PHOB G 3 A_ThrowGrenade("RedBlood", 3, 0.5, 6)
    PHOB G 3 A_Pain
    goto See
  Death:
    PHOB H 5
    PHOB I 5 A_Scream
    PHOB J 5 A_NoBlocking
    PHOB KLM 5
     PHOB N 200
   PHOB N 35 A_SetTranslucent( 0.5, 0)
   PHOB N 35 A_SetTranslucent( 0.25, 0)
   NULL A -1
    stop
   XDeath:
                                                     PHOB O 5 A_TossGib
                                                     PHOB O 0 A_CustomMissile("Gibs1", 56, 1, 0)
                                                      PHOB O 0 A_CustomMissile("Gibs2", 56, 12, 45)
                                                     PHOB O 0 A_CustomMissile("Gibs3", 56, -8, 90)
                                                      PHOB O 0 A_CustomMissile("ZomHead", 56, 10, 135)
                                                     PHOB O 0 A_CustomMissile("Gibs2", 56, 30, 180)
                                                      PHOB O 0 A_CustomMissile("Gibs3", 56, -10, 225)
                                                     PHOB P 5 A_XScream
                                                     PHOB Q 5 A_Fall
                                                     PHOB RSTUV 5
                                                      PHOB W 200
                                                      PHOB W 35 A_SetTranslucent( 0.5, 0)
                                                      PHOB W 35 A_SetTranslucent( 0.25, 0)
                                                      NULL A -1
                                                     Stop
		Burn:
		BURN A 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN B 5 BRIGHT A_PlaySound ("burndeath")
                                     BURN B 0 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2) 
		BURN C 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN D 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN E 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN F 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN G 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN H 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN I 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN J 5 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2)
		BURN K 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN L 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN M 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN N 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN O 5 BRIGHT A_NoBlocking
                                     BURN O 0 BRIGHT A_ThrowGrenade("Flames3", -40, -1, 2)
		BURN P 5 BRIGHT A_ThrowGrenade("Flames3", -45, 0, 2)
		BURN Q 5 BRIGHT A_ThrowGrenade("Flames3", -45, 1, 2)
		BURN R 5 BRIGHT A_ThrowGrenade("Flames3", -50, 2, 2)
		BURN S 5 BRIGHT A_ThrowGrenade("Flames3", -55, 1, 2)
		BURN T 5 BRIGHT A_ThrowGrenade("Flames3", -55, 0, 2)
		BURN U 5 BRIGHT A_ThrowGrenade("Flames3", -55, -1, 1)
                                     BURN V 5 
		BURN V -1
		Stop
                   Disintegrate:
                                          TFOG A 5 Bright A_Scream
                                          TFOG B 5 Bright A_Fall
                                          TFOG C 5 Bright
                                          TFOG D 5 Bright
                                          TFOG E 5 Bright
                                          TFOG F 5 Bright
                                          TFOG G 5 Bright
                                          TFOG H 5 Bright
                                          TFOG I 5 Bright
                                          TFOG J 5 Bright
                                          Stop
  Raise:
    PHOB KJIH 5
    goto See
  }
}

//******************************************************************************************

actor C2ARGuy2
{
  spawnid 4
  obituary "%o was killed by a zombie with a C2AR."
  health 60
  radius 20
  height 56
  mass 100
  speed 9
  Damage 7
  ExplosionDamage 0
  ExplosionRadius 0
  Translation "112:127=176:191" , "208:223=96:103" , "64:79=32:47" , "160:167=104:111" , "248:248=96:96" , "48:63=96:100" , "232:235=5:8" , "236:239=5:8"
  GibHealth -30
  painchance 200
  seesound "grunt/sight"
  attacksound "gun/assault"
  painsound "grunt/pain"
  deathsound "grunt/death"
  activesound "grunt/active"
   DropItem Class2Assaultrifle
  DropItem Blood
                   DropItem Blood
                   DropItem Blood2
                   DropItem Blood2 
                   DropItem Blood2
                   DropItem BPVest 8
  MONSTER
  +FLOORCLIP
  states
  {
  Spawn:
    PHOB AB 10 A_Look
    loop
  See:
    PHOB AABBCCDD 3 A_Chase
    loop
  Missile:
    PHOB E 3 A_FaceTarget
    PHOB F 1 Bright A_CustomBulletAttack(8, 8, 1, 7, "BulletPuff2")
    PHOB E 2 A_CposRefire
    Goto Missile+1
  Pain:
    PHOB G 3 A_ThrowGrenade("RedBlood", 3, 0.5, 6)
    PHOB G 3 A_Pain
    goto See
  Death:
    PHOB H 5
    PHOB I 5 A_Scream
    PHOB J 5 A_NoBlocking
    PHOB KLM 5
   PHOB N 200
   PHOB N 35 A_SetTranslucent( 0.5, 0)
   PHOB N 35 A_SetTranslucent( 0.25, 0)
   NULL A -1
    stop
   XDeath:
                                                     PHOB O 5 A_TossGib
                                                     PHOB O 0 A_CustomMissile("Gibs1", 56, 1, 0)
                                                      PHOB O 0 A_CustomMissile("Gibs2", 56, 12, 45)
                                                     PHOB O 0 A_CustomMissile("Gibs3", 56, -8, 90)
                                                      PHOB O 0 A_CustomMissile("ZomHead", 56, 10, 135)
                                                     PHOB O 0 A_CustomMissile("Gibs2", 56, 30, 180)
                                                      PHOB O 0 A_CustomMissile("Gibs3", 56, -10, 225)
                                                     PHOB P 5 A_XScream
                                                     PHOB Q 5 A_Fall
                                                     PHOB RSTUV 5
                                                     PHOB W 200
                                                     PHOB W 35 A_SetTranslucent( 0.5, 0)
                                                     PHOB W 35 A_SetTranslucent( 0.25, 0)
                                                     NULL A -1
                                                     Stop
		Burn:
		BURN A 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN B 5 BRIGHT A_PlaySound ("burndeath")
                                     BURN B 0 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2) 
		BURN C 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN D 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN E 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN F 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN G 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN H 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN I 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN J 5 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2)
		BURN K 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN L 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN M 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN N 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN O 5 BRIGHT A_NoBlocking
                                     BURN O 0 BRIGHT A_ThrowGrenade("Flames3", -40, -1, 2)
		BURN P 5 BRIGHT A_ThrowGrenade("Flames3", -45, 0, 2)
		BURN Q 5 BRIGHT A_ThrowGrenade("Flames3", -45, 1, 2)
		BURN R 5 BRIGHT A_ThrowGrenade("Flames3", -50, 2, 2)
		BURN S 5 BRIGHT A_ThrowGrenade("Flames3", -55, 1, 2)
		BURN T 5 BRIGHT A_ThrowGrenade("Flames3", -55, 0, 2)
		BURN U 5 BRIGHT A_ThrowGrenade("Flames3", -55, -1, 1)
                                     BURN V 5 
		BURN V -1
		Stop
                   Disintegrate:
                                          TFOG A 5 Bright A_Scream
                                          TFOG B 5 Bright A_Fall
                                          TFOG C 5 Bright
                                          TFOG D 5 Bright
                                          TFOG E 5 Bright
                                          TFOG F 5 Bright
                                          TFOG G 5 Bright
                                          TFOG H 5 Bright
                                          TFOG I 5 Bright
                                          TFOG J 5 Bright
                                          Stop
  Raise:
    PHOB KJIH 5
    goto See
  }
}

//******************************************************************************************

actor DNEnforcer
{
  spawnid 4
  obituary "%o was killed by the Enforcer."
  health 200
  radius 20
  height 56
  mass 100
  speed 10
  ExplosionDamage 0
  ExplosionRadius 0
  Damage 5
  Translation "112:127=128:143"
  GibHealth -40
  painchance 85
  Scale 0.75
  seesound "enforcer/sight"
  attacksound "weapons/chngun"
  painsound "enforcer/pain"
  deathsound "enforcer/death"
  activesound "enforcer/active"
   DropItem AlandoChaingun
                   DropItem Blood13
                   DropItem Blood2 
                   DropItem Blood2
                   DropItem BPVest 8
  MONSTER
  +FLOORCLIP
  states
  {
  Spawn:
    ENFO AB 10 A_Look
    loop
  See:
    ENFO AABBCCDD 3 A_Chase
    loop
  Missile:
    ENFO E 3 A_FaceTarget
    ENFO F 1 Bright A_CustomBulletAttack(8, 2, 1, 6, "BulletPuff2")
    ENFO E 3 A_CposRefire
    Goto Missile+1
  Pain:
    ENFO G 3 A_ThrowGrenade("RedBlood", 3, 0.5, 6)
    ENFO G 3 A_Pain
    goto See
  Death:
    ENFO H 5
    ENFO I 5 A_Scream
    ENFO J 5 A_NoBlocking
    ENFO KLM 5
    ENFO N 200
   ENFO N 35 A_SetTranslucent( 0.5, 0)
   ENFO N 35 A_SetTranslucent( 0.25, 0)
   NULL A -1
    stop
 Burn:
		BRN2 A 5 BRIGHT A_CustomMissile("Burnfire", 0, 0, 0)
		BRN2 B 5 BRIGHT A_PlaySound ("enforcer/pain")
		BRN2 C 5 BRIGHT A_NoBlocking
		BRN2 D 5 BRIGHT
		BRN2 E 5 BRIGHT
		BRN2 F 5 BRIGHT
		BRN2 G 5 BRIGHT
		BRN2 H 5 A_ThrowGrenade("Smokepuff", -30, 0, 1)
                                      BRN2 H -1
		Stop
  Raise:
    ENFO NMlKJIH 5
    goto See
  }
}

//******************************************************************************************

ACTOR C2Sarge
{ 

    Health 100
    Radius 20
    Height 56
    Speed 10
    PainChance 200
    Damage 1 
    MONSTER 
    +FLOORCLIP
    Obituary "%o was killed by a sargeant with an C2assault rifle."
    SeeSound "grunt/sight"
    AttackSound "gun/assault"
    PainSound "grunt/pain"
    DeathSound "grunt/death"
    DropItem Class2Assaultrifle
     DropItem Healthbottle 90
    States
    {
    Spawn:
        BALD AB 10 A_Look
        Loop
    See:
         BALD AABBCCDD 3 A_Chase
        Loop
    Missile:
         BALD E 1 A_FaceTarget
         BALD F 1 Bright A_BulletAttack
         BALD E 1 A_Cposrefire
        Loop
    Pain:
         BALD G 5 A_ThrowGrenade("RedBlood", 3, 0.5, 6)
         BALD G 3 A_Pain
        Goto See
    Death:
         BALD H 5
         BALD I 5 A_Scream
         BALD J 5 A_Fall
         BALD KLM 5
           BALD N 200
           BALD N 35 A_SetTranslucent( 0.5, 0)
          BALD N 35 A_SetTranslucent( 0.25, 0)
         NULL A -1
        Stop
    XDeath:
  BALD O 5 A_CustomMissile("Gibs1", 56, 1, 0)
      BALD O 0 A_CustomMissile("Gibs2", 56, 12, 45)
     BALD O 0 A_CustomMissile("Gibs3", 56, -8, 90)
     BALD O 0 A_CustomMissile("ZomHead", 56, 10, 135)
    BALD O 0 A_CustomMissile("Gibs2", 56, 30, 180)
     BALD O 0 A_CustomMissile("Gibs3", 56, -12, 225)
     BALD O 0 A_CustomMissile("Gibs1", 56, -5, 270)
         BALD P 5 A_XScream
         BALD Q 5 A_Fall
         BALD RSTU 5
         BALD V 200
           BALD V 35 A_SetTranslucent( 0.5, 0)
          BALD V 35 A_SetTranslucent( 0.25, 0)
         NULL A -1
        Stop
    Raise:
         BALD NMLKJIH 5
        Goto See
    Burn:
		BURN A 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN B 5 BRIGHT A_PlaySound ("burndeath")
                                     BURN B 0 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2) 
		BURN C 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN D 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN E 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN F 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN G 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN H 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN I 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN J 5 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2)
		BURN K 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN L 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN M 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN N 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN O 5 BRIGHT A_NoBlocking
                                     BURN O 0 BRIGHT A_ThrowGrenade("Flames3", -40, -1, 2)
		BURN P 5 BRIGHT A_ThrowGrenade("Flames3", -45, 0, 2)
		BURN Q 5 BRIGHT A_ThrowGrenade("Flames3", -45, 1, 2)
		BURN R 5 BRIGHT A_ThrowGrenade("Flames3", -50, 2, 2)
		BURN S 5 BRIGHT A_ThrowGrenade("Flames3", -55, 1, 2)
		BURN T 5 BRIGHT A_ThrowGrenade("Flames3", -55, 0, 2)
		BURN U 5 BRIGHT A_ThrowGrenade("Flames3", -55, -1, 1)
                                     BURN V 5 
		BURN V -1
		Stop
    }
} 

//******************************************************************************************

ACTOR ZombieMarine
{ 

    Health 100
    Radius 20
    Height 56
    Speed 9
    PainChance 200
    Damage 1
    MONSTER 
    +FLOORCLIP
    Obituary "%o was killed by A Zombie Marine!"
    SeeSound "grunt/sight"
    AttackSound "gun/ump"
    PainSound "grunt/pain"
    DeathSound "grunt/death"
    ActiveSound "grunt/active"
    DropItem Clip
    DropItem Clip
    DropItem Healthbottle 90
    States
    {
    Spawn:
        UDM2 AB 10 A_Look
        Loop
    See:
        UDM2 AABBCCDD 4 A_Chase
        Loop
    Missile:
        UDM2 E 2 A_FaceTarget
        UDM2 F 2 Bright A_BulletAttack
        UDM2 E 2 A_Cposrefire
        Loop
    Pain:
        UDM2 G 5 A_ThrowGrenade("RedBlood", 3, 0.5, 6)
        UDM2 G 3 A_Pain
        Goto See
    Death:
        UDM2 H 5
        UDM2 I 5 A_Scream
        UDM2 J 5 A_Fall
        UDM2 KLM 5
        UDM2 N 200
         UDM2 N 35 A_SetTranslucent( 0.5, 0)
         UDM2 N 35 A_SetTranslucent( 0.25, 0)
         NULL A -1
        Stop
    XDeath:
  UDM2 O 5 A_CustomMissile("Gibs1", 56, 1, 0)
      UDM2 O 0 A_CustomMissile("Gibs2", 56, 12, 45)
     UDM2 O 0 A_CustomMissile("Gibs3", 56, -8, 90)
     UDM2 O 0 A_CustomMissile("ZomHead", 56, 10, 135)
    UDM2 O 0 A_CustomMissile("Gibs2", 56, 30, 180)
     UDM2 O 0 A_CustomMissile("Gibs3", 56, -12, 225)
     UDM2 O 0 A_CustomMissile("Gibs1", 56, -5, 270)
        UDM2 P 5 A_XScream
        UDM2 Q 5 A_Fall
        UDM2 RSTU 5
      UDM2 V 200
         UDM2 V 35 A_SetTranslucent( 0.5, 0)
         UDM2 V 35 A_SetTranslucent( 0.25, 0)
         NULL A -1
        Stop
    Raise:
        UDM2 NMLKJIH 5
        Goto See
    Burn:
		BURN A 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN B 5 BRIGHT A_PlaySound ("burndeath")
                                     BURN B 0 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2) 
		BURN C 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN D 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN E 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN F 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN G 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN H 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN I 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN J 5 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2)
		BURN K 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN L 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN M 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN N 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN O 5 BRIGHT A_NoBlocking
                                     BURN O 0 BRIGHT A_ThrowGrenade("Flames3", -40, -1, 2)
		BURN P 5 BRIGHT A_ThrowGrenade("Flames3", -45, 0, 2)
		BURN Q 5 BRIGHT A_ThrowGrenade("Flames3", -45, 1, 2)
		BURN R 5 BRIGHT A_ThrowGrenade("Flames3", -50, 2, 2)
		BURN S 5 BRIGHT A_ThrowGrenade("Flames3", -55, 1, 2)
		BURN T 5 BRIGHT A_ThrowGrenade("Flames3", -55, 0, 2)
		BURN U 5 BRIGHT A_ThrowGrenade("Flames3", -55, -1, 1)
                                     BURN V 5 
		BURN V -1
		Stop
    }
} 

//******************************************************************************************

Actor WolfensteinSS_
{
Obituary "%o was killed by a Nazi."
Health 50
radius 20
height 56
mass 100
speed 8
painchance 170
SeeSound "wolfss/sight"
AttackSound "wolfss/attack"
PainSound "wolfss/pain"
DeathSound "wolfss/death"
ActiveSound "wolfss/active"
DropItem Clip
MONSTER
+FLOORCLIP
States
{
Spawn:
     SSWV AB 10 A_Look
     Loop
See:
     SSWV AABBCCDD 3 A_Chase
     Loop
Missile:
     SSWV EF 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 A_ThrowGrenade("RedBlood", 3, 0.5, 6)
     SSWV H 3 A_Pain
     Goto See
Death:
     SSWV I 5
     SSWV J 5 A_Scream
     SSWV K 5 A_NoBlocking
     SSWV L 5
     SSWV M 200
   SSWV M 35 A_SetTranslucent( 0.5, 0)
   SSWV M 35 A_SetTranslucent( 0.25, 0)
  NULL A -1
     Stop
XDeath:
     SSWV N 5 A_CustomMissile("Gibs1", 56, 1, 0)
      SSWV N 0 A_CustomMissile("Gibs2", 56, 12, 45)
     SSWV N 0 A_CustomMissile("Gibs3", 56, -8, 90)
     SSWV N 0 A_CustomMissile("ZomHead", 56, 10, 135)
    SSWV N 0 A_CustomMissile("Gibs2", 56, 30, 180)
     SSWV N 0 A_CustomMissile("Gibs3", 56, -12, 225)
     SSWV N 0 A_CustomMissile("Gibs1", 56, -5, 270)
     SSWV O  5 A_XScream
     SSWV P 5 A_NoBlocking
     SSWV QRSTU 5
     SSWV V 200
     SSWV V 35 A_SetTranslucent( 0.5, 0)
     SSWV V 35 A_SetTranslucent( 0.25, 0)
     NULL A -1
     Stop
Raise:
     SSWV MLKJI 5
     Goto See
Burn:
                                     BURN A 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN B 5 BRIGHT A_PlaySound ("burndeath")
                                     BURN B 0 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2) 
		BURN C 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN D 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN E 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN F 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN G 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN H 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN I 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN J 5 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2)
		BURN K 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN L 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN M 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN N 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN O 5 BRIGHT A_NoBlocking
                                     BURN O 0 BRIGHT A_ThrowGrenade("Flames3", -40, -1, 2)
		BURN P 5 BRIGHT A_ThrowGrenade("Flames3", -45, 0, 2)
		BURN Q 5 BRIGHT A_ThrowGrenade("Flames3", -45, 1, 2)
		BURN R 5 BRIGHT A_ThrowGrenade("Flames3", -50, 2, 2)
		BURN S 5 BRIGHT A_ThrowGrenade("Flames3", -55, 1, 2)
		BURN T 5 BRIGHT A_ThrowGrenade("Flames3", -55, 0, 2)
		BURN U 5 BRIGHT A_ThrowGrenade("Flames3", -55, -1, 1)
                                     BURN V 5 
		BURN V -1
		Stop
     }
}

//******************************************************************************************

actor Nazi2 : WolfensteinSS
{
  spawnid 4
  obituary "%o was killed by a Nazi."
  radius 20
  height 56
  mass 100
  Translation "199:207=183:188" , "240:247=189:191"
  GibHealth -30
  painchance 200
  AttackSound "gun/tommy"
   DropItem AlandoTommygun
  states
  {
  Spawn:
    SSWV AB 10 A_Look
    loop
  See:
    SSWV AABBCCDD 3 A_Chase
    loop
  Missile:
    SSWV G 3 A_FaceTarget
    SSWV F 1 Bright A_CustomBulletAttack(8, 2, 1, 3, "BulletPuff2")
    SSWV G 2 A_CposRefire
    Goto Missile+1
  Pain:
    SSWV H 3 A_ThrowGrenade("RedBlood", 3, 0.5, 6)
    SSWV H 3 A_Pain
    goto See
  Death:
    SSWV H 5
    SSWV I 5 A_Scream
    SSWV J 5 A_NoBlocking
    SSWV KL 5
   SSWV M 200
   SSWV M 35 A_SetTranslucent( 0.5, 0)
   SSWV M 35 A_SetTranslucent( 0.25, 0)
  NULL A -1
    stop
   XDeath:
  SSWV N 5 A_CustomMissile("Gibs1", 56, 1, 0)
      SSWV N 0 A_CustomMissile("Gibs2", 56, 12, 45)
     SSWV N 0 A_CustomMissile("Gibs3", 56, -8, 90)
     SSWV N 0 A_CustomMissile("ZomHead", 56, 10, 135)
    SSWV N 0 A_CustomMissile("Gibs2", 56, 30, 180)
     SSWV N 0 A_CustomMissile("Gibs3", 56, -12, 225)
     SSWV N 0 A_CustomMissile("Gibs1", 56, -5, 270)
                                                     SSWV O 5 A_XScream
                                                     SSWV P 5 A_Fall
                                                     SSWV QRSTU 5
                                                     SSWV V 200
           SSWV V 35 A_SetTranslucent( 0.5, 0)
          SSWV V 35 A_SetTranslucent( 0.25, 0)
         NULL A -1
                                                     Stop
  Raise:
    SSWV MLKJIH 5
    goto See
Burn:
                                     BURN A 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN B 5 BRIGHT A_PlaySound ("burndeath")
                                     BURN B 0 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2) 
		BURN C 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN D 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN E 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN F 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN G 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN H 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN I 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN J 5 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2)
		BURN K 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN L 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN M 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN N 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN O 5 BRIGHT A_NoBlocking
                                     BURN O 0 BRIGHT A_ThrowGrenade("Flames3", -40, -1, 2)
		BURN P 5 BRIGHT A_ThrowGrenade("Flames3", -45, 0, 2)
		BURN Q 5 BRIGHT A_ThrowGrenade("Flames3", -45, 1, 2)
		BURN R 5 BRIGHT A_ThrowGrenade("Flames3", -50, 2, 2)
		BURN S 5 BRIGHT A_ThrowGrenade("Flames3", -55, 1, 2)
		BURN T 5 BRIGHT A_ThrowGrenade("Flames3", -55, 0, 2)
		BURN U 5 BRIGHT A_ThrowGrenade("Flames3", -55, -1, 1)
                                     BURN V 5 
		BURN V -1
		Stop
  }
}

actor Flames3
{
	Radius 11
	Height 8
	Speed 0
	Damage 1
                   ExplosionDamage 2
                   ExplosionRadius 5
                   DamageType Fire
                   Scale 0.5
                   +NOEXTREMEDEATH
                  +NOCLIP
	Projectile
                   RenderStyle Add
                   Alpha 0.5
	SeeSound "vile/firecrkl"
	States
	{
	Spawn:
		FRTB A 2 Bright A_PlaySound("vile/firecrkl")
                                     FRTB A 0 Bright A_Explode
                                     FRTB B 2 Bright A_PlaySound("vile/firecrkl")
                                     FRTB B 0 Bright A_Explode
                                     FRTB C 2 Bright A_PlaySound("vile/firecrkl")
                                     FRTB C 0 Bright A_Explode
                                     FRTB D 2 Bright A_PlaySound("vile/firecrkl")
                                     FRTB D 0 Bright A_Explode
                                     FRTB E 2 Bright A_PlaySound("vile/firecrkl")
                                     FRTB E 0 Bright A_Explode
                                     FRTB F 2 Bright A_PlaySound("vile/firecrkl")
                                     FRTB F 0 Bright A_Explode
                                     FRTB G 2 Bright A_PlaySound("vile/firecrkl")
                                     FRTB G 0 Bright A_Explode
                                     FRTB H 2 Bright A_PlaySound("vile/firecrkl")
                                     FRTB H 0 Bright A_Explode
                                     FRTB I 2 Bright A_PlaySound("vile/firecrkl")
                                     FRTB I 0 Bright A_Explode
		Goto Death
	Death:
		PUF2 STUVWXYZ 1
		Stop
	}
}

//******************************************************************************************

ACTOR Barrel2 : ExplosiveBarrel 2035
{
    DropItem Firefrag
    DropItem Firefrag
    DropItem Firefrag
    DropItem Firefrag
    DropItem Firefrag
    DropItem Metal3
    DropItem Metal3
    DropItem Metal3
    DropItem Metal3
    DropItem Metal3
    DropItem Metal3
    DropItem Junk
    DropItem Junk
    DropItem Junk
    DropItem Fire3 128
    DropItem Firestarter
    MissileType Firefrag
    ExplosionDamage 128
    ExplosionRadius 128
    +PUSHABLE
    States
{
Spawn:
       BAR1 A 5 A_ThrowGrenade("toxwaste", -3, -2, 2)
       BAR1 B 5 A_ThrowGrenade("toxwaste", -3, -1, 2)
       BAR1 A 5 A_ThrowGrenade("toxwaste", -3, 2, 2)
       BAR1 B 5 A_ThrowGrenade("toxwaste", -3, 3, 2)
       Loop            
Death:
      BEXP A 2
      BEXP B 2 BRIGHT A_Scream
      BEXP C 2 BRIGHT A_NoBlocking
      BEXP D 2 Bright A_Explode
      BEXP D 0 Bright A_SpawnDebris("Firethings")
      BEXP D 0 BRIGHT A_SpawnDebris("Firefrag")
      BEXP E 2 BRIGHT A_SpawnDebris("Metal3")
      BEXP E 0 Bright A_ThrowGrenade("Smokepuffcloud", -3, 0, 4)
      NULL A 0
      Stop
   }
}

ACTOR Metal3
{
   Radius 3
   Height 4
   Speed 4
  Health 8
   Damage 3
   Mass 5000
   Scale 1.0
   Translation "160:167=112:127" , "64:79=112:127"
   +MISSILE
   +HEXENBOUNCE
   -NOGRAVITY
   States
   {
   Spawn:
      PUFF A 90 Bright
      Stop
   Death:
      BLUD A 2
      BLUD BC 2
      Stop
   }
}

ACTOR toxwaste
{
   Radius 4
   Height 4
   Speed 0
   Health 5
   Damage 0
   Mass 5000
   Scale 0.35
   Translation "160:167=112:127" , "64:79=112:127"
   +MISSILE
   +HEXENBOUNCE
   -NOGRAVITY
   States
   {
   Spawn:
      PUFF A 10 Bright
      Stop
   Death:
      NULL A 2
      NULL BC 2
      Stop
   }
}

//******************************************************************************************

actor Firefrag
{
	Radius 8
	Height 8
	Speed 8
                  Health 8
                  Projectile
                  Damage 5
                  Scale 0.5
                  DamageType Fire
                  +DOOMBOUNCE
        +NoBlockmap
           -NOGRAVITY
        +ActivatePCross
	States
	{
	Spawn:
		FFRA ABCD 1 Bright A_CustomMissile("FFtrail",0,0,0,0)
		Loop

	Death:
                                     PUFF A 3
                                     PUFF B 3
                                     PUFF C 3
                                     PUFF D 3
                                     NULL A 0
		Stop
	}
}

//******************************************************************************************

ACTOR FFtrail
{
   +NOCLIP
   +NOGRAVITY
   Speed 0
   Scale 0.3
   RENDERSTYLE ADD
   Alpha 0.8
   States
   {
   Spawn:
   FFRG ABCDE 3
   Stop
   }
}

//******************************************************************************************

actor Firethings
{
	Radius 8
	Height 8
	Speed 8
                   Health 5
                  Scale 0.25
                  Projectile
                  Damage 3
                  DamageType Fire
                  RenderStyle SoulTrans
        +NoBlockmap
           -NOGRAVITY
         +DOOMBOUNCE
        +ActivatePCross
	States
	{
	Spawn:
		FRTB AB 2 Bright A_CustomMissile("FTtrail", 0, 0, 0, 0)
		Loop

	Death:
                                     PUF2 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1
                                     PUF3 ABC 1
                                     NULL A 0
		Stop
	}
}

//******************************************************************************************

ACTOR FTtrail
{
   +NOCLIP
   +NOGRAVITY
   Speed 0
   Scale 0.15
   RENDERSTYLE ADD
   Alpha 0.4
   States
   {
   Spawn:
   FRTB ABCDEFGHI 3 Bright A_ThrowGrenade("MiniSmoke", -10, 0, 0.1)
   Stop
   }
}

actor Smokepuffcloud
{
	Radius 11
	Height 8
	Speed 0
	Damage 0
                   Renderstyle SoulTrans
                   Scale 1.0
	Projectile
                  +NOGRAVITY
                  +NOCLIP
	States
	{
	Spawn:
		PUF2 STUVWXYZ 2
                                     PUF3 ABC 2
		Goto Death
	Death:
		NULL A 0
		Stop
	}
}

actor MiniSmoke
{
	Radius 11
	Height 8
	Speed 0
	Damage 0
                   Renderstyle SoulTrans
                   Scale 0.15
	Projectile
                  +NOGRAVITY
                  +NOCLIP
	States
	{
	Spawn:
		PUF2 STUVWXYZ 2
                                     PUF3 ABC 2
		Goto Death
	Death:
		NULL A 0
		Stop
	}
}

//******************************************************************************************

actor Firestarter
{
	Radius 8
	Height 8
	Speed 4
                  Health 1
                  Projectile
        +NoBlockmap
           -NOGRAVITY
        +ActivatePCross
	States
	{
	Spawn:
		NULL A 2 A_CustomMissile("Firethings", 4, 0, 0, 2)
                                     NULL A 0 A_CustomMissile("Firethings", 4, 0, 45, 2)
                                     NULL A 1 A_CustomMissile("Firethings", 4, 0, 90, 2)
                                     NULL A 2 A_CustomMissile("Firethings", 4, 0, 135, 2)
                                     NULL A 0 A_CustomMissile("Firethings", 4, 0, 180, 2)
                                     NULL A 1 A_CustomMissile("Firethings", 4, 0, 225, 2)
                                     NULL A 2 A_CustomMissile("Firethings", 4, 0, 270, 2)
                                     NULL A 0 A_CustomMissile("Firethings", 4, 0, 335, 2)
                                     NULL A 1 A_CustomMissile("Firethings", 4, 0, 360, 2)
		Loop

	Death:
                                     NULL A 0
		Stop
	}
}

//******************************************************************************************

Actor RedTorch_ 46
{
 radius 16
 height 68
 +SOLID
 States
{
 Spawn:
      T1RD A 2 Bright A_ThrowGrenade("RedFire", 18, 0, 4)
      Loop
     }
}

actor RedFire
{
	Radius 11
	Height 8
	Speed 0
	Damage 0
                   Renderstyle SoulTrans
                   Scale 0.4
                   Translation "112:119=216:223" , "120:127=176:183"
	Projectile
                  +NOCLIP
	States
	{
	Spawn:
		BAL7 C 5 Bright
		Goto Death
	Death:
		NULL A 0
		Stop
	}
}

Actor BlueTorch_ 44
{
 radius 16
 height 68
 +SOLID
 States
{
 Spawn:
      T1RD A 2 Bright A_ThrowGrenade("BlueFire", 18, 0, 4)
      Loop
     }
}

actor BlueFire
{
	Radius 11
	Height 8
	Speed 0
	Damage 0
                   Renderstyle SoulTrans
                   Scale 0.4
                   Translation "112:127=192:207"
	Projectile
                   +NOCLIP
	States
	{
	Spawn:
		BAL7 C 5 Bright
		Goto Death
	Death:
		NULL A 0
		Stop
	}
}

Actor GreenTorch_ 45
{
 radius 16
 height 68
 +SOLID
 States
{
 Spawn:
      T1RD A 2 Bright A_ThrowGrenade("GreenFire", 18, 0, 4)
      Loop
     }
}

actor GreenFire
{
	Radius 11
	Height 8
	Speed 0
	Damage 0
                   Renderstyle SoulTrans
                   Scale 0.4
	Projectile
                   +NOCLIP
	States
	{
	Spawn:
		BAL7 C 5 Bright
		Goto Death
	Death:
		NULL A 0
		Stop
	}
}

Actor SmallRedTorch_ 57
{
 radius 16
 height 26
 +SOLID
 States
{
 Spawn:
      T2RD A 2 Bright A_ThrowGrenade("RedFire2", -10, 0, 4)
      Loop
     }
}

actor RedFire2
{
	Radius 11
	Height 8
	Speed 0
	Damage 0
                   Renderstyle SoulTrans
                   Scale 0.4
                   Translation "112:119=216:223" , "120:127=176:183"
	Projectile
                  +NOCLIP
	States
	{
	Spawn:
		BAL7 EDC 3 Bright
		Goto Death
	Death:
		NULL A 0
		Stop
	}
}

Actor SmallBlueTorch_ 55
{
 radius 16
 height 26
 +SOLID
 States
{
 Spawn:
      T2RD A 2 Bright A_ThrowGrenade("BlueFire2", -10, 0, 4)
      Loop
     }
}

actor BlueFire2
{
	Radius 11
	Height 8
	Speed 0
	Damage 0
                   Renderstyle SoulTrans
                   Scale 0.4
                  Translation "112:127=192:207"
	Projectile
                  +NOCLIP
	States
	{
	Spawn:
		BAL7 EDC 3 Bright
		Goto Death
	Death:
		NULL A 0
		Stop
	}
}

Actor SmallGreenTorch_ 56
{
 radius 16
 height 26
 +SOLID
 States
{
 Spawn:
      T2RD A 2 Bright A_ThrowGrenade("GreenFire2", -10, 0, 4)
      Loop
     }
}

actor GreenFire2
{
	Radius 11
	Height 8
	Speed 0
	Damage 0
                   Renderstyle SoulTrans
                   Scale 0.4
	Projectile
                  +NOCLIP
	States
	{
	Spawn:
		BAL7 EDC 3 Bright
		Goto Death
	Death:
		NULL A 0
		Stop
	}
}

Actor Flamingbarrel_ 70
{
 radius 20
 height 32
 +SOLID
 States
{
 Spawn:
      F1CN A 2 Bright A_ThrowGrenade("YellowFire", -8, 0, 4)
      Loop
     }
}

actor YellowFire
{
	Radius 11
	Height 8
	Speed 0
	Damage 0
                   Renderstyle SoulTrans
                   Scale 0.2
                   Translation "176:183=224:231" , "184:191=160:167"
	Projectile
                   +NOCLIP
	States
	{
	Spawn:
		BPL2 KLM 3 Bright
		Goto Death
	Death:
		NULL A 0
		Stop
	}
}

//******************************************************************************************

ACTOR Minotaurbig
{
    	Health 900
    	Radius 30
    	Height 72
    	Speed 10
	Mass 20000
    	PainChance 60
    	MONSTER 
    	+FLOORCLIP
    	MeleeSound "mino/melee"
                   SeeSound "mino/sight"
    	PainSound "mino/pain"
    	DeathSound "queen/death"
                  ActiveSound "demon/active"
    	HitObituary "%o was F.U.C.T. by a  Minotaur."
    	MeleeDamage 20
                   Damage 10
                   DropItem Blood2
                   DropItem Blood2
                   DropItem Blood2
                    DropItem Blood13
                   DropItem Blood2
                    DropItem Blood13
                   DropItem Blood2
    	States
    	{
	Spawn:
	                   MINO A 1 A_Look
		MINO A 0
		MINO AB 10 A_Look
		Goto Spawn+2
    	See:
        	MINO AABBCCDD 2 A_Chase
        	Loop
                   Missile:
                                  MINO Z 15 A_SkullAttack
                                 Goto See

    	Melee:
        	MINO E 4 A_FaceTarget
        	MINO F 4 
        	MINO Y 9 A_MeleeAttack
                   Goto See
                 
    	Pain:
        	MINO G 3 A_ThrowGrenade("RedBlood", 8, 0.5, 6)
        	MINO G 3 A_Pain
        	Goto See
    	Death:
        	MINO H 5
        	MINO I 5 A_Scream
        	MINO J 5 A_Fall
        	MINO K 5
        	MINO L 5
        	MINO M 5
        	MINO N 200
                  MINO N 35 A_SetTranslucent( 0.5, 0)
                  MINO N 35 A_SetTranslucent( 0.25, 0)
                  NULL A -1
		Stop
    	XDeath:
        	MINO O 5 A_TossGib
                   MINO O 0 A_TossGib
                   MINO O 0 A_TossGib
                   MINO O 0 A_TossGib
                   MINO O 0 A_TossGib
                   MINO O 0 A_TossGib
                   MINO O 0 A_TossGib
                   MINO O 0 A_TossGib
                   MINO O 0 A_TossGib
                   MINO O 0 A_TossGib
                   MINO O 0 A_TossGib
                   MINO O 0 A_TossGib
                   MINO O 0 A_TossGib
                   MINO O 0 A_TossGib
                   MINO O 0 A_TossGib
                   MINO O 0 A_TossGib
                   MINO O 0 A_TossGib
                    MINO O 0 A_TossGib
                   MINO O 0 A_TossGib
                   MINO O 0 A_TossGib
        	MINO P 5 A_XScream
        	MINO Q 5 A_Fall
        	MINO RSTUV 5
        	MINO W 200
                  MINO W 35 A_SetTranslucent( 0.5, 0)
                  MINO W 35 A_SetTranslucent( 0.25, 0)
                  NULL A -1
        	Stop
    	Raise:
        	MINO MLKJIH 5
        	Goto See
    	}
}

//******************************************************************************************

ACTOR Lizardman
{
    	Health 150
                   GibHealth -50
    	Radius 20
    	Height 56
    	Speed 12
	Mass 200
    	PainChance 150
                  ExplosionDamage 0
                  ExplosionRadius 0
                  Translation "112:127=196:207" , "76:79=190:191" 
    	MONSTER 
    	+FLOORCLIP
                   +THRUGHOST
    	MeleeSound "demon/melee"
                   SeeSound "lizardman/sight"
    	PainSound "lizardman/sight"
    	DeathSound "beast/death"
                  ActiveSound "lizardman/active"
    	HitObituary "%o was killed by a lizardman."
    	MeleeDamage 5
                   DropItem Blood2
                   DropItem Blood13
                    DropItem Blood2
                    DropItem Blood2
                   DropItem Blood2
                   DropItem Blood2
                    DropItem Blood13
                   DropItem Blood
                    DropItem Blood
                   DropItem Blood
                   DropItem Blood
                    DropItem Blood
    	States
    	{
	Spawn:
	                   LIZM A 1 A_Look
		LIZM A 0
		LIZM AB 10 A_Look
		Goto Spawn+2
    	See:
        	LIZM AABBCCDD 2 A_Chase
        	Loop
    	Melee:
        	LIZM E 4 A_FaceTarget
        	LIZM F 4 A_MeleeAttack
        	LIZM E 9
		Goto See
    	Pain:
        	LIZM G 3 A_ThrowGrenade("RedBlood", 3, 0.5, 6)
        	LIZM G 3 A_Pain
        	Goto See
    	Death:
        	LIZM H 5 
        	LIZM I 5 A_Scream
        	LIZM J 5 A_Fall
        	LIZM K 5
        	LIZM L 5
        	LIZM L 5
        	LIZM L 200
                  LIZM L 35 A_SetTranslucent( 0.5, 0)
                  LIZM L 35 A_SetTranslucent( 0.25, 0)
                  NULL A -1
		Stop
    	XDeath:
        	 TROO O 5 A_Fall
                    TROO O 0 A_CustomMissile("Gibs1", 96, 1, 0)
                    TROO O 0 A_Fall
                    TROO O 0 A_CustomMissile("Gibs2", 96, 12, 45)
                    TROO O 0 A_Fall
                    TROO O 0 A_CustomMissile("Gibs3", 96, -8, 90)
                    TROO O 0 A_Fall
                    TROO O 0 A_CustomMissile("LM1Head", 96, 10, 135)
                    TROO O 0 A_Fall
                    TROO O 0 A_CustomMissile("Blood6", 96, 20, 180)
                    TROO O 0 A_TossGib
                    TROO O 0 A_CustomMissile("Gibs1", 96, -8, 225)
                    TROO O 0 A_TossGib
                    TROO O 0 A_CustomMissile("Gibs2", 96, -5, 270)
        	TROO P 5 A_XScream
        	TROO Q 5 A_Fall
        	TROO RSTU 5
        	TROO U 200
                  TROO U 35 A_SetTranslucent( 0.5, 0)
                  TROO U 35 A_SetTranslucent( 0.25, 0)
                  NULL A -1
        	Stop
 Burn:
		BRN2 A 5 BRIGHT A_CustomMissile("Burnfire", 0, 0, 0)
		BRN2 B 5 BRIGHT A_PlaySound ("lizardman/sight")
		BRN2 C 5 BRIGHT A_NoBlocking
		BRN2 D 5 BRIGHT
		BRN2 E 5 BRIGHT
		BRN2 F 5 BRIGHT
		BRN2 G 5 BRIGHT
		BRN2 H 5 A_ThrowGrenade("Smokepuff", -30, 0, 1)
                                      BRN2 H -1
		Stop
    	Raise:
        	LIZM MLKJIH 5
        	Goto See
    	}
}

//******************************************************************************************

ACTOR swamplm
{
    	Health 200
                   GibHealth -50
    	Radius 20
    	Height 56
    	Speed 8
	Mass 200
    	PainChance 150
                  ExplosionDamage 0
                  ExplosionRadius 0
                  Translation "112:127=152:159"
    	MONSTER 
    	+FLOORCLIP
    	MeleeSound "demon/melee"
                   SeeSound "lizardman/sight"
    	PainSound "lizardman/sight"
    	DeathSound "beast/death"
                  ActiveSound "lizardman/active"
    	HitObituary "%o was slashed by a swamp lizardman."
    	MeleeDamage 6
                   DropItem Blood2
                   DropItem Blood2
                   DropItem Blood2
                   DropItem Blood2
                   DropItem Blood13
                    DropItem Blood2
                   DropItem Blood
                    DropItem Blood
                   DropItem Blood
                   DropItem Blood
    	States
    	{
	Spawn:
	                   LIZM A 1 A_Look
		LIZM A 0 
		LIZM AB 10 A_Look
		Goto Spawn+2
    	See:
        	LIZM AABBCCDD 2 A_Chase
        	Loop
    	Melee:
        	LIZM E 4 A_FaceTarget
        	LIZM F 4 A_MeleeAttack
        	LIZM E 9
		Goto See
    	Pain:
        	LIZM G 3 A_ThrowGrenade("RedBlood", 3, 0.5, 6)
        	LIZM G 3 A_Pain
        	Goto See
    	Death:
        	LIZM H 5 
        	LIZM I 5 A_Scream
        	LIZM J 5 A_Fall
        	LIZM K 5
        	LIZM L 5
        	LIZM L 5
        	LIZM L 200
                  LIZM L 35 A_SetTranslucent( 0.5, 0)
                  LIZM L 35 A_SetTranslucent( 0.25, 0)
                  NULL A -1
		Stop
    	XDeath:
        	TROO O 5 A_Fall
                    TROO O 0 A_CustomMissile("Gibs1", 96, 1, 0)
                    TROO O 0 A_Fall
                    TROO O 0 A_CustomMissile("Gibs2", 96, 12, 45)
                    TROO O 0 A_Fall
                    TROO O 0 A_CustomMissile("Gibs3", 96, -8, 90)
                    TROO O 0 A_Fall
                    TROO O 0 A_CustomMissile("LM2Head", 96, 10, 135)
                    TROO O 0 A_Fall
                    TROO O 0 A_CustomMissile("Blood6", 96, 20, 180)
                    TROO O 0 A_TossGib
                    TROO O 0 A_CustomMissile("Gibs1", 96, -8, 225)
                    TROO O 0 A_TossGib
                    TROO O 0 A_CustomMissile("Gibs2", 96, -5, 270)
        	TROO P 5 A_XScream
        	TROO Q 5 A_Fall
        	TROO RSTU 5
        	TROO U 200
                  TROO U 35 A_SetTranslucent( 0.5, 0)
                  TROO U 35 A_SetTranslucent( 0.25, 0)
                  NULL A -1
        	Stop
 Burn:
		BRN2 A 5 BRIGHT A_CustomMissile("Burnfire", 0, 0, 0)
		BRN2 B 5 BRIGHT A_PlaySound ("lizardman/sight")
		BRN2 C 5 BRIGHT A_NoBlocking
		BRN2 D 5 BRIGHT
		BRN2 E 5 BRIGHT
		BRN2 F 5 BRIGHT
		BRN2 G 5 BRIGHT
		BRN2 H 5 A_ThrowGrenade("Smokepuff", -30, 0, 1)
                                      BRN2 H -1
		Stop
    	Raise:
        	LIZM MLKJIH 5
        	Goto See
    	}
}

//******************************************************************************************

ACTOR BerserkerLM
{
    	Health 300
                   GibHealth -70
    	Radius 25
    	Height 60
    	Speed 6
	Mass 200
    	PainChance 150
                  ExplosionDamage 0
                  ExplosionRadius 0
                  Translation "112:127=64:79" , "76:79=155:159"
    	MONSTER 
    	+FLOORCLIP
    	MeleeSound "demon/melee"
                   SeeSound "lizardman/sight"
    	PainSound "lizardman/sight"
    	DeathSound "beast/death"
                  ActiveSound "lizardman/active"
    	HitObituary "%o was slashed by a berserker lizardman."
    	MeleeDamage 10
                   DropItem Blood2
                    DropItem Blood13
                   DropItem Blood2
                   DropItem Blood13
                   DropItem Blood
                   DropItem Blood
                   Scale 1.5
    	States
    	{
	Spawn:
	                   LIZM A 1 A_Look
		LIZM A 0 
		LIZM AB 10 A_Look
		Goto Spawn+2
    	See:
        	LIZM AABBCCDD 2 A_Chase
        	Loop
    	Melee:
        	LIZM E 4 A_FaceTarget
        	LIZM F 4 A_MeleeAttack
        	LIZM E 9
		Goto See
    	Pain:
        	LIZM G 3 A_ThrowGrenade("RedBlood", 5, 0.5, 6)
        	LIZM G 3 A_Pain
        	Goto See
    	Death:
        	LIZM H 5
        	LIZM I 5 A_Scream
        	LIZM J 5 A_Fall
        	LIZM K 5
        	LIZM L 5
        	LIZM L 5
        	LIZM L 200
                  LIZM L 35 A_SetTranslucent( 0.5, 0)
                  LIZM L 35 A_SetTranslucent( 0.25, 0)
                  NULL A -1
		Stop
    	XDeath:
        	TROO O 5 A_Fall
                    TROO O 0 A_CustomMissile("Gibs1", 96, 1, 0)
                    TROO O 0 A_Fall
                    TROO O 0 A_CustomMissile("Gibs2", 96, 12, 45)
                    TROO O 0 A_Fall
                    TROO O 0 A_CustomMissile("Gibs3", 96, -8, 90)
                    TROO O 0 A_Fall
                    TROO O 0 A_CustomMissile("Blood6", 96, 10, 135)
                    TROO O 0 A_Fall
                    TROO O 0 A_CustomMissile("Blood6", 96, 20, 180)
                    TROO O 0 A_TossGib
                    TROO O 0 A_CustomMissile("Gibs1", 96, -8, 225)
                    TROO O 0 A_TossGib
                    TROO O 0 A_CustomMissile("Gibs2", 96, -5, 270)
        	TROO P 5 A_XScream
        	TROO Q 5 A_Fall
        	TROO RSTU 5
        	TROO U 200
                  TROO U 35 A_SetTranslucent( 0.5, 0)
                  TROO U 35 A_SetTranslucent( 0.25, 0)
                  NULL A -1
        	Stop
    	Raise:
        	LIZM MLKJIH 5
        	Goto See
    	}
}

//******************************************************************************************

ACTOR Trexman
{
    	Health 400
                   GibHealth -75
    	Radius 25
    	Height 60
    	Speed 12
	Mass 200
    	PainChance 90
                  ExplosionDamage 0
                  ExplosionRadius 0
                  Translation "112:119=128:135" , "120:127=144:151" , "76:79=236:239" , "0:0=4:4" , "249:249=185:185"
    	MONSTER 
    	+FLOORCLIP
    	MeleeSound "demon/melee"
                   SeeSound "lizardman/sight"
    	PainSound "lizardman/sight"
    	DeathSound "beast/death"
                  ActiveSound "lizardman/active"
    	HitObituary "%o was torn to pieces by a T-rex man."
    	MeleeDamage 18
                   Damage 10
                   DropItem Blood2
                    DropItem Blood13
                   DropItem Blood2
                   DropItem Blood13
                   DropItem Blood
                   DropItem Blood
                   YScale 1.5
                   XScale 1.75
    	States
    	{
	Spawn:
	                   LIZM A 1 A_Look
		LIZM A 0 
		LIZM AB 10 A_Look
		Goto Spawn+2
    	See:
        	LIZM AABBCCDD 2 A_Chase
        	Loop
                   Missile:
                   LZLN A 0 A_FaceTarget
                   LZLN A 10 A_PlaySound("demon/melee")
                   LZLN B 15 A_SkullAttack
                   Goto See
    	Melee:
        	LIZM E 3 A_FaceTarget
        	LIZM F 3 A_MeleeAttack
        	LIZM E 6
		Goto See
    	Pain:
        	LIZM G 3 A_ThrowGrenade("RedBlood", 5, 0.5, 6)
        	LIZM G 3 A_Pain
        	Goto See
    	Death:
        	LIZM H 5
        	LIZM I 5 A_Scream
        	LIZM J 5 A_Fall
        	LIZM K 5
        	LIZM L 5
        	LIZM L 5
        	LIZM L 200
                  LIZM L 35 A_SetTranslucent( 0.5, 0)
                  LIZM L 35 A_SetTranslucent( 0.25, 0)
                  NULL A -1
		Stop
    	XDeath:
        	TROO O 5 A_Fall
                    TROO O 0 A_CustomMissile("Gibs1", 96, 1, 0)
                    TROO O 0 A_Fall
                    TROO O 0 A_CustomMissile("Gibs2", 96, 12, 45)
                    TROO O 0 A_Fall
                    TROO O 0 A_CustomMissile("Gibs3", 96, -8, 90)
                    TROO O 0 A_Fall
                    TROO O 0 A_CustomMissile("Blood6", 96, 10, 135)
                    TROO O 0 A_Fall
                    TROO O 0 A_CustomMissile("Blood6", 96, 20, 180)
                    TROO O 0 A_TossGib
                    TROO O 0 A_CustomMissile("Gibs1", 96, -8, 225)
                    TROO O 0 A_TossGib
                    TROO O 0 A_CustomMissile("Gibs2", 96, -5, 270)
        	TROO P 5 A_XScream
        	TROO Q 5 A_Fall
        	TROO RSTU 5
        	TROO U 200
                  TROO U 35 A_SetTranslucent( 0.5, 0)
                  TROO U 35 A_SetTranslucent( 0.25, 0)
                  NULL A -1
        	Stop
    	Raise:
        	LIZM MLKJIH 5
        	Goto See
    	}
}


//******************************************************************************************

ACTOR Crocman
{
    	Health 120
                   GibHealth -50
    	Radius 20
    	Height 56
    	Speed 16
	Mass 200
    	PainChance 150
                   ExplosionDamage 0
                   ExplosionRadius 0
    	MONSTER 
    	+FLOORCLIP
    	MeleeSound "demon/melee"
                   SeeSound "lizardman/sight"
    	PainSound "lizardman/sight"
    	DeathSound "beast/death"
                  ActiveSound "lizardman/active"
    	HitObituary "%o was killed by a crocodile man."
    	MeleeDamage 5
                   DropItem Blood2
                   DropItem Blood13
                    DropItem Blood2
                   DropItem Blood
                    DropItem Blood
    	States
    	{
	Spawn:
	                   CROC A 1 A_Look
		CROC A 0
		CROC AB 10 A_Look
		Goto Spawn+2
    	See:
        	CROC AABBCCDD 2 A_Chase
        	Loop
    	Melee:
        	CROC E 2 A_FaceTarget
        	CROC F 2 A_MeleeAttack
        	CROC E 3
		Goto See
    	Pain:
        	CROC G 3 A_ThrowGrenade("RedBlood", 3, 0.5, 6)
        	CROC G 3 A_Pain
        	Goto See
    	Death:
        	CROC H 5 
        	CROC I 5 A_Scream
        	CROC J 5 A_Fall
        	CROC K 5
        	CROC L 5
        	CROC L 5
        	CROC L 200
                  CROC L 35 A_SetTranslucent( 0.5, 0)
                  CROC L 35 A_SetTranslucent( 0.25, 0)
                  NULL A -1
		Stop
    	XDeath:
        	TROO O 5 A_Fall
                    TROO O 0 A_CustomMissile("Gibs1", 96, 1, 0)
                    TROO O 0 A_Fall
                    TROO O 0 A_CustomMissile("Gibs2", 96, 12, 45)
                    TROO O 0 A_Fall
                    TROO O 0 A_CustomMissile("Gibs3", 96, -8, 90)
                    TROO O 0 A_Fall
                    TROO O 0 A_CustomMissile("LM4Head", 96, 10, 135)
                    TROO O 0 A_Fall
                    TROO O 0 A_CustomMissile("Blood6", 96, 20, 180)
                    TROO O 0 A_TossGib
                    TROO O 0 A_CustomMissile("Gibs1", 96, -8, 225)
                    TROO O 0 A_TossGib
                    TROO O 0 A_CustomMissile("Gibs2", 96, -5, 270)
        	TROO P 5 A_XScream
        	TROO Q 5 A_Fall
        	TROO RSTU 5
        	TROO U 350
                  TROO U 35 A_SetTranslucent( 0.5, 0)
                  TROO U 35 A_SetTranslucent( 0.25, 0)
                  NULL A -1
        	Stop
 Burn:
		BRN2 A 5 BRIGHT A_CustomMissile("Burnfire", 0, 0, 0)
		BRN2 B 5 BRIGHT A_PlaySound ("lizardman/sight")
		BRN2 C 5 BRIGHT A_NoBlocking
		BRN2 D 5 BRIGHT
		BRN2 E 5 BRIGHT
		BRN2 F 5 BRIGHT
		BRN2 G 5 BRIGHT
		BRN2 H 5 A_ThrowGrenade("Smokepuff", -30, 0, 1)
                                      BRN2 H -1
		Stop
    	Raise:
        	CROC MLKJIH 5
        	Goto See
    	}
}

//******************************************************************************************

ACTOR Desertcroc
{
    	Health 160
                   GibHealth -50
    	Radius 20
    	Height 56
    	Speed 10
	Mass 200
    	PainChance 150
                  ExplosionDamage 0
                  ExplosionRadius 0
                   Translation "112:127=64:79" , "152:159=128:143"
    	MONSTER 
    	+FLOORCLIP
    	MeleeSound "demon/melee"
                   SeeSound "lizardman/sight"
    	PainSound "lizardman/sight"
    	DeathSound "beast/death"
                  ActiveSound "lizardman/active"
    	HitObituary "%o was killed by a desert crocman."
    	MeleeDamage 15
                   DropItem Blood2
                   DropItem Blood13
                    DropItem Blood2
                   DropItem Blood
                    DropItem Blood
    	States
    	{
	Spawn:
	                   CROC A 1 A_Look
		CROC A 0
		CROC AB 10 A_Look
		Goto Spawn+2
    	See:
        	CROC AABBCCDD 2 A_Chase
        	Loop
    	Melee:
        	CROC E 2 A_FaceTarget
        	CROC F 20 A_MeleeAttack
        	CROC E 1
		Goto See
    	Pain:
        	CROC G 3 A_ThrowGrenade("RedBlood", 3, 0.5, 6)
        	CROC G 3 A_Pain
        	Goto See
    	Death:
        	CROC H 5 
        	CROC I 5 A_Scream
        	CROC J 5 A_Fall
        	CROC K 5
        	CROC L 5
        	CROC L 5
        	CROC L 200
                  CROC L 35 A_SetTranslucent( 0.5, 0)
                  CROC L 35 A_SetTranslucent( 0.25, 0)
                  NULL A -1
		Stop
    	XDeath:
        	TROO O 5 A_Fall
                    TROO O 0 A_CustomMissile("Gibs1", 96, 1, 0)
                    TROO O 0 A_Fall
                    TROO O 0 A_CustomMissile("Gibs2", 96, 12, 45)
                    TROO O 0 A_Fall
                    TROO O 0 A_CustomMissile("Gibs3", 96, -8, 90)
                    TROO O 0 A_Fall
                    TROO O 0 A_CustomMissile("LM3Head", 96, 10, 135)
                    TROO O 0 A_Fall
                    TROO O 0 A_CustomMissile("Blood6", 96, 20, 180)
                    TROO O 0 A_TossGib
                    TROO O 0 A_CustomMissile("Gibs1", 96, -8, 225)
                    TROO O 0 A_TossGib
                    TROO O 0 A_CustomMissile("Gibs2", 96, -5, 270)
        	TROO P 5 A_XScream
        	TROO Q 5 A_Fall
        	TROO RSTU 5
        	TROO U 200
                  TROO U 35 A_SetTranslucent( 0.5, 0)
                  TROO U 35 A_SetTranslucent( 0.25, 0)
                  NULL A -1
        	Stop
 Burn:
		BRN2 A 5 BRIGHT A_CustomMissile("Burnfire", 0, 0, 0)
		BRN2 B 5 BRIGHT A_PlaySound ("lizardman/sight")
		BRN2 C 5 BRIGHT A_NoBlocking
		BRN2 D 5 BRIGHT
		BRN2 E 5 BRIGHT
		BRN2 F 5 BRIGHT
		BRN2 G 5 BRIGHT
		BRN2 H 5 A_ThrowGrenade("Smokepuff", -30, 0, 1)
                                      BRN2 H -1
		Stop
    	Raise:
        	CROC MLKJIH 5
        	Goto See
    	}
}

//******************************************************************************************

ACTOR sewergator
{
    	Health 100
                   GibHealth -50
    	Radius 20
    	Height 56
    	Speed 10
	Mass 200
    	PainChance 100
                  Translation "76:79=121:124" 
    	MONSTER 
                  +DROPOFF
    	+FLOORCLIP
    	MeleeSound "demon/melee"
                   SeeSound "lizardman/sight"
    	PainSound "lizardman/sight"
    	DeathSound "beast/death"
                  ActiveSound "lizardman/active"
    	HitObituary "%o was killed by a sewer croc."
    	MeleeDamage 5
                   DropItem Blood2
                   DropItem Blood2
                    DropItem Blood2
                   DropItem Blood2
                    DropItem Blood2
                   DropItem Blood2
                   DropItem Blood
                    DropItem Blood
    	States
    	{
	Spawn:
	                   CROC A 1 A_Look
		CROC A 0
		CROC AB 10 A_Look
		Goto Spawn+2
    	See:
        	CROC AABBCCDD 2 A_Chase
        	Loop
    	Melee:
        	CROC E 4 A_FaceTarget
        	CROC F 4 A_MeleeAttack
        	CROC E 9
		Goto See
    	Pain:
        	CROC G 3 A_ThrowGrenade("RedBlood", 3, 0.5, 6)
        	CROC G 3 A_Pain
        	Goto See
    	Death:
        	CROC H 5 
        	CROC I 5 A_Scream
        	CROC J 5 A_Fall
        	CROC K 5
        	CROC L 5
        	CROC L 5
        	CROC L 200
                  CROC L 35 A_SetTranslucent( 0.5, 0)
                  CROC L 35 A_SetTranslucent( 0.25, 0)
                  NULL A -1
		Stop
    	XDeath:
        	 TROO O 5 A_Fall
                    TROO O 0 A_CustomMissile("Gibs1", 96, 1, 0)
                    TROO O 0 A_TossGib
                    TROO O 0 A_CustomMissile("Gibs2", 96, 12, 45)
                    TROO O 0 A_Fall
                    TROO O 0 A_CustomMissile("Gibs3", 96, -8, 90)
                    TROO O 0 A_TossGib
                    TROO O 0 A_CustomMissile("LM4Head", 96, 10, 135)
                    TROO O 0 A_TossGib
                    TROO O 0 A_CustomMissile("Blood6", 96, 20, 180)
                    TROO O 0 A_TossGib
                    TROO O 0 A_CustomMissile("Gibs1", 96, -8, 225)
                    TROO O 0 A_TossGib
                    TROO O 0 A_CustomMissile("Gibs2", 96, -5, 270)
        	TROO P 5 A_XScream
        	TROO Q 5 A_Fall
        	TROO RSTU 5
        	TROO U 200
                  TROO U 35 A_SetTranslucent( 0.5, 0)
                  TROO U 35 A_SetTranslucent( 0.25, 0)
                  NULL A -1
        	Stop
 Burn:
		BRN2 A 5 BRIGHT A_CustomMissile("Burnfire", 0, 0, 0)
		BRN2 B 5 BRIGHT A_PlaySound ("lizardman/sight")
		BRN2 C 5 BRIGHT A_NoBlocking
		BRN2 D 5 BRIGHT
		BRN2 E 5 BRIGHT
		BRN2 F 5 BRIGHT
		BRN2 G 5 BRIGHT
		BRN2 H 5 A_ThrowGrenade("Smokepuff", -30, 0, 1)
                                      BRN2 H -1
		Stop
    	Raise:
        	CROC MLKJIH 5
        	Goto See
    	}
}

//******************************************************************************************

ACTOR BioLizardman
{
    	Health 350
                   GibHealth -50
    	Radius 20
    	Height 56
    	Speed 12
	Mass 200
    	PainChance 90
                   ExplosionDamage 0
                   ExplosionRadius 0
                  BloodColor "00 FF AA"
                  Translation "112:127=96:111" , "176:191=112:117" , "76:79=108:111" 
    	MONSTER 
    	+FLOORCLIP
    	MeleeSound "demon/melee"
                   SeeSound "lizardman/sight"
    	PainSound "lizardman/sight"
    	DeathSound "beast/death"
                  ActiveSound "lizardman/active"
    	HitObituary "%o was killed by a biolizardman."
    	MeleeDamage 15
                   DropItem Blood9
                   DropItem Blood17
                    DropItem Blood17
                   DropItem Blood9
    	States
    	{
	Spawn:
	                   LIZM A 1 A_Look
		LIZM A 0
		LIZM AB 10 A_Look
		Goto Spawn+2
    	See:
        	LIZM AABBCCDD 2 A_Chase
        	Loop
    	Melee:
        	LIZM E 4 A_FaceTarget
        	LIZM F 4 A_MeleeAttack
        	LIZM E 9
		Goto See
    	Pain:
        	LIZM G 3 A_ThrowGrenade("NeonBlood", 3, 0.5, 6)
        	LIZM G 3 A_Pain
        	Goto See
    	Death:
        	LIZM H 5 
        	LIZM I 5 A_Scream
        	LIZM J 5 A_Fall
        	LIZM K 5
        	LIZM L 5
        	LIZM L 200
                  LIZM L 35 A_SetTranslucent( 0.5, 0)
                  LIZM L 35 A_SetTranslucent( 0.25, 0)
                  NULL A -1
		Stop
    	XDeath:
        	TROO O 5 A_CustomMissile("Gibs4", 96, -10, 315)
                   TROO O 0 A_Fall
                   TROO O 0 A_Fall
                   TROO O 0 A_Fall
                    TROO O 0 A_CustomMissile("Gibs4", 96, 1, 0)
                    TROO O 0 A_CustomMissile("Gibs4", 96, 12, 45)
                    TROO O 0 A_CustomMissile("Gibs4", 96, -8, 90)
                    TROO O 0 A_CustomMissile("Blood4", 96, 10, 135)
                    TROO O 0 A_CustomMissile("Blood4", 96, 20, 180)
                    TROO O 0 A_CustomMissile("Gibs4", 96, -8, 225)
                    TROO O 0 A_CustomMissile("Gibs4", 96, -5, 270)
        	TROO P 5 A_XScream
        	TROO Q 5 A_Fall
        	TROO RSTU 5
                  TROO U 350
                  TROO U 35 A_SetTranslucent( 0.5, 0)
                  TROO U 35 A_SetTranslucent( 0.25, 0)
                  NULL A -1
        	Stop
    	Raise:
        	LIZM MLKJIH 5
        	Goto See
    	}
}

//******************************************************************************************

ACTOR BioLizardman2
{
    	Health 350
                   GibHealth -70
    	Radius 20
    	Height 56
    	Speed 12
	Mass 200
    	PainChance 90
                  BloodColor "00 FF AA"
                  Translation "112:127=80:95" , "176:191=112:117" , "76:79=109:111" 
                  RenderStyle Translucent
                  Alpha 0.8
    	MONSTER 
    	+FLOORCLIP
                  +VISIBILITYPULSE
    	MeleeSound "demon/melee"
                   SeeSound "lizardman/sight"
    	PainSound "lizardman/sight"
    	DeathSound "beast/death"
                  ActiveSound "lizardman/active"
    	HitObituary "%o was killed by a biolizardman."
    	MeleeDamage 13
                   DropItem Blood9
                   DropItem Blood9
                   DropItem Blood17
                   DropItem Blood17
    	States
    	{
	Spawn:
	                   LIZM A 1 A_Look
		LIZM A 0
		LIZM AB 10 A_Look
		Goto Spawn+2
    	See:
        	LIZM AABBCCDD 2 A_Chase
        	Loop
    	Melee:
        	LIZM E 4 A_FaceTarget
        	LIZM F 4 A_MeleeAttack
        	LIZM E 9
		Goto See
    	Pain:
        	LIZM G 3 A_ThrowGrenade("NeonBlood", 3, 0.5, 6)
        	LIZM G 3 A_Pain
        	Goto See
    	Death:
        	LIZM H 5 
        	LIZM I 5 A_Scream
        	LIZM J 5 A_Fall
        	LIZM K 5
        	LIZM L 5
        	LIZM L 5
        	LIZM L 200
           LIZM L 35 A_SetTranslucent( 0.5, 0)
          LIZM L 35 A_SetTranslucent( 0.25, 0)
         NULL A -1
		Stop
    	XDeath:
        	TROO O 5 A_CustomMissile("Gibs4", 96, -10, 315)
                    TROO O 0 A_CustomMissile("Gibs4", 96, 1, 0)
                    TROO O 0 A_CustomMissile("Gibs4", 96, 12, 45)
                    TROO O 0 A_CustomMissile("Gibs4", 96, -8, 90)
                    TROO O 0 A_CustomMissile("Blood4", 96, 10, 135)
                    TROO O 0 A_CustomMissile("Blood4", 96, 20, 180)
                    TROO O 0 A_CustomMissile("Gibs4", 96, -8, 225)
                    TROO O 0 A_CustomMissile("Gibs4", 96, -5, 270)
        	TROO P 5 A_XScream
        	TROO Q 5 A_Fall
        	TROO RSTU 5
        	TROO U 200
           TROO U 35 A_SetTranslucent( 0.5, 0)
          TROO U 35 A_SetTranslucent( 0.25, 0)
         NULL A -1
        	Stop
    	Raise:
        	LIZM MLKJIH 5
        	Goto See
    	}
}

//******************************************************************************************

ACTOR Swampman
{
    	Health 350
                   GibHealth -50
    	Radius 20
    	Height 56
    	Speed 10
	Mass 200
                   Scale 0.6
    	PainChance 50
    	MONSTER 
    	+FLOORCLIP
    	MeleeSound "imp/melee"
                   SeeSound "SerpentSight"
    	PainSound "SerpentPain"
    	DeathSound "SerpentDeath"
                  ActiveSound "lizardman/active"
    	HitObituary "%o was killed by a swamp monster."
    	MeleeDamage 10
                   DropItem Blood13
                   DropItem Blood2
                    DropItem Blood13
                   DropItem Blood2
                    DropItem Blood2
                   DropItem Blood2
                   DropItem Blood2
                   DropItem Blood2
                   DropItem Blood2
                    DropItem Blood2
                   DropItem Blood2
                    DropItem Blood2
                   DropItem Blood2
                   DropItem Blood2
                    DropItem Blood2
                    DropItem Blood2
                   DropItem Blood2
                   DropItem Blood2
                    DropItem Healthvile 90
    	States
    	{
	Spawn:
	                   SRPT AB 10 A_Look
		Goto Spawn+2
    	See:
        	SRPT AABBCCDD 3 A_Chase
        	Loop
                  Missile:
                   SRPT P 3 A_FaceTarget
                   SRPT O 3 A_CustomMissile("ABubble", 45, 0, 0)
                   SRPT O 3
                   Goto See
    	Melee:
        	SRPT E 4 A_FaceTarget
        	SRPT F 9 A_MeleeAttack
        	SRPT F 4
		Goto See
    	Pain:
        	SRPT G 3 A_ThrowGrenade("RedBlood", 4, 0.5, 6)
        	SRPT G 3 A_Pain
        	Goto See
    	Death:
        	SRPT H 5 
        	SRPT I 5 A_Scream
        	SRPT J 5 A_Fall
        	SRPT K 5
        	SRPT L 5
        	SRPT M 5
        	SRPT N 200
                   SRPT N 35 A_SetTranslucent( 0.5, 0)
                   SRPT N 35 A_SetTranslucent( 0.25, 0)
                   NULL A -1
		Stop
    	Raise:
        	SRPT NMLKJIH 5
        	Goto See
    	}
}

//******************************************************************************************

actor ABubble
{
	Radius 8
	Height 8
	Speed 7
                  Projectile
                  Damage 10
        +NoBlockmap
        +FLOATBOB
        +NOGRAVITY
        +ActivatePCross
                   DeathSound "world/lavasizzle"
                   SeeSound "world/sludgegloop"
	States
	{
	Spawn:
		BUBB A 1
		Loop

	Death:
                                     BUBB B 3
                                     BUBB C 3
                                     NULL A 3
		Stop
	}
}

//******************************************************************************************

ACTOR Alien
{
    	Health 80
                   GibHealth -20
    	Radius 20
    	Height 56
    	Speed 14
	Mass 200
    	PainChance 150
                   ExplosionDamage 0
                   ExplosionRadius 0
                   Translation "176:191=160:167"
    	MONSTER 
    	+FLOORCLIP
    	MeleeSound "demon/melee"
                   SeeSound "alien/sight"
    	PainSound "alien/pain"
    	DeathSound "alien/death"
                  ActiveSound "imp/sight2"
                  BloodColor gold
    	HitObituary "%o was killed by an Alien."
    	MeleeDamage 5
                   DropItem Blood7
                    DropItem Blood15
                    DropItem Blood15
                    DropItem Blood7
                    DropItem Blood15
    	States
    	{
	Spawn:
		ALIE A 1 A_Look
		ALIE A 0 
		ALIE AB 10 A_Look
		Goto Spawn+2
    	See:
        	ALIE AABBCCDD 2 A_Chase
        	Loop
    	Melee:
        	ALIE E 4 A_FaceTarget
        	ALIE F 4 A_MeleeAttack
        	ALIE E 9
		Goto See
    	Pain:
        	ALIE G 3 A_ThrowGrenade("YellowBlood", 3, 0.5, 6)
        	ALIE G 3 A_Pain
        	Goto See
    	Death:
        	ALIE H 5 
        	ALIE I 5 A_Scream
        	ALIE J 5 A_Fall
        	ALIE K 5
        	ALIE L 5
        	ALIE M 5
        	ALIE N 200
                   ALIE N 35 A_SetTranslucent( 0.5, 0)
                   ALIE N 35 A_SetTranslucent( 0.25, 0)
                   NULL A -1
		Stop
    	XDeath:
        	TROO O 5 A_CustomMissile("Gibs5", 96, -10, 315)
                   TROO O 0 A_Fall
                    TROO O 0 A_Fall
                    TROO O 0 A_CustomMissile("Gibs5", 96, 1, 0)
                    TROO O 0 A_Fall
                    TROO O 0 A_CustomMissile("Gibs5", 96, 12, 45)
                    TROO O 0 A_CustomMissile("Gibs5", 96, -8, 90)
                    TROO O 0 A_CustomMissile("Blood7", 96, 10, 135)
                    TROO O 0 A_CustomMissile("Blood7", 96, 20, 180)
                    TROO O 0 A_CustomMissile("Gibs5", 96, -8, 225)
                    TROO O 0 A_CustomMissile("Gibs5", 96, -5, 270)
        	TROO P 5 A_XScream
        	TROO Q 5 A_Fall
        	TROO RSTU 5
        	TROO U 200
                   TROO U 35 A_SetTranslucent( 0.5, 0)
                   TROO U 35 A_SetTranslucent( 0.25, 0)
                   NULL A -1
        	Stop
    	Raise:
        	ALIE MLKJIH 5
        	Goto See
    	}
}

//******************************************************************************************

ACTOR Demon2DropItem : Demon
{
    Translation "16:31=96:111" , "32:47=5:8" , "224:231=112:127" , "160:167=112:127"
    GibHealth -30
   ExplosionDamage 0
   ExplosionRadius 0
    DropItem Blood2
    DropItem Blood13
    DropItem Blood2
     DropItem Blood13
    DropItem Blood2
    DropItem Blood2
    DropItem Blood2
     DropItem Blood
    DropItem Blood
     DropItem Blood
    DropItem Blood
     States
    {
                      Pain:
                                     SARG H 5 A_ThrowGrenade("RedBlood", 3, 0.5, 6)
                                     SARG H 3 A_Pain
                                     Goto See
               XDeath:
                                                    SARG O 5 A_Fall
                                                     SARG O 0 A_CustomMissile("Gibs1", 96, 1, 0)
                                                     SARG O 0 A_Fall
                                                     SARG O 0 A_CustomMissile("Gibs2", 96, 12, 45)
                                                     SARG O 0 A_Fall
                                                     SARG O 0 A_CustomMissile("Gibs3", 96, -8, 90)
                                                     SARG O 0 A_Fall
                                                     SARG O 0 A_CustomMissile("Blood6", 96, 10, 135)
                                                     SARG O 0 A_Fall
                                                     SARG O 0 A_CustomMissile("Blood6", 96, 20, 180)
                                                     SARG O 0 A_TossGib
                                                     SARG O 0 A_CustomMissile("Gibs1", 96, -8, 225)
                                                     SARG O 0 A_TossGib
                                                     SARG O 0 A_CustomMissile("Gibs2", 96, -5, 270)
                                                     SARG P 5 A_XScream
                                                     SARG Q 5 A_Fall
                                                     SARG RS 5
                                                     SARG T 200
                                                     SARG T 35 A_SetTranslucent( 0.5, 0)
                                                     SARG T 35 A_SetTranslucent( 0.25, 0)
                                                     NULL A -1
                                                     Stop
Burn:
		BRN2 A 5 BRIGHT A_CustomMissile("Burnfire", 0, 0, 0)
		BRN2 B 5 BRIGHT A_PlaySound ("demon/pain")
		BRN2 C 5 BRIGHT A_NoBlocking
		BRN2 D 5 BRIGHT
		BRN2 E 5 BRIGHT
		BRN2 F 5 BRIGHT
		BRN2 G 5 BRIGHT
		BRN2 H 5 A_ThrowGrenade("Smokepuff", -30, 0, 1)
                                      BRN2 H -1
		Stop
                     }
}

//******************************************************************************************

ACTOR Demon3DropItem : Demon
{
    Translation "16:31=199:207" , "32:47=240:247" , "224:231=176:191" , "160:167=176:191"
    GibHealth -30
    ExplosionDamage 0
    ExplosionRadius 0
    DropItem Blood13
    DropItem Blood12
    DropItem Blood13
    DropItem Blood2
     DropItem Blood
    DropItem Blood2
    DropItem Blood
    DropItem Blood
     DropItem Blood
    DropItem Blood
     DropItem Blood
    DropItem Blood
     States
    {
                               Pain:
                                     SARG H 5 A_ThrowGrenade("RedBlood", 3, 0.5, 6)
                                     SARG H 3 A_Pain
                                     Goto See
               XDeath:
                                                     SARG O 5 A_Fall
                                                     SARG O 0 A_CustomMissile("Gibs1", 96, 1, 0)
                                                     SARG O 0 A_Fall
                                                     SARG O 0 A_CustomMissile("Gibs2", 96, 12, 45)
                                                     SARG O 0 A_Fall
                                                     SARG O 0 A_CustomMissile("Gibs3", 96, -8, 90)
                                                     SARG O 0 A_Fall
                                                     SARG O 0 A_CustomMissile("Blood6", 96, 10, 135)
                                                     SARG O 0 A_Fall
                                                     SARG O 0 A_CustomMissile("Blood6", 96, 20, 180)
                                                     SARG O 0 A_TossGib
                                                     SARG O 0 A_CustomMissile("Gibs1", 96, -8, 225)
                                                     SARG O 0 A_TossGib
                                                     SARG O 0 A_CustomMissile("Gibs2", 96, -5, 270)
                                                     SARG P 5 A_XScream
                                                     SARG Q 5 A_Fall
                                                     SARG RS 5
                                                     SARG T 200
                                                     SARG T 35 A_SetTranslucent( 0.5, 0)
                                                     SARG T 35 A_SetTranslucent( 0.25, 0)
                                                     NULL A -1
                                                     Stop
Burn:
		BRN2 A 5 BRIGHT A_CustomMissile("Burnfire", 0, 0, 0)
		BRN2 B 5 BRIGHT A_PlaySound ("demon/pain")
		BRN2 C 5 BRIGHT A_NoBlocking
		BRN2 D 5 BRIGHT
		BRN2 E 5 BRIGHT
		BRN2 F 5 BRIGHT
		BRN2 G 5 BRIGHT
		BRN2 H 5 A_ThrowGrenade("Smokepuff", -30, 0, 1)
                                      BRN2 H -1
		Stop
                     }
}

//******************************************************************************************

ACTOR Aquashotgunner
{ 
    Health 110
    GibHealth -30
    Radius 20 
    Height 56 
    Speed 10
    Damage 7
    PainChance 150
    Translation "192:207=96:111" , "240:247=107:111"
    MONSTER 
    +FLOORCLIP 
    +QUICKTORETALIATE 
    Obituary "%o was killed by an aqua shotgunner marine."  
    SeeSound "blackops/sight"
    PainSound "player/male/pain001"
    DeathSound "blackops/death"  
    AttackSound "shotguy/attack"
    DropItem AlandoShotgun
    DropItem Shell 75
    DropItem Blood
    DropItem Blood
    DropItem Blood
    DropItem Blood
    DropItem Blood2
    DropItem Blood2
    DropItem Blood2
    DropItem Blood2
    DropItem Blood2
    DropItem Blood2
     DropItem Healthbottle 90
    States 
    { 
    Spawn: 
        BAS2 AB 10 A_Look 
        Loop 
    See: 
        BAS2 AABBCCDD 2 A_Chase 
        Loop 
    Missile: 
        BAS2 E 6 A_FaceTarget 
        BAS2 F 8 Bright A_SPosAttack
        BAS2 E 6 A_FaceTarget 
        Goto See 
    Pain: 
        BAS2 G 5 A_ThrowGrenade("RedBlood", 3, 0.5, 6)
        BAS2 G 3 A_Pain 
        Goto See 
    Death: 
        BAS2 H 5 
        BAS2 I 5 A_Scream 
        BAS2 J 5 A_Fall 
        BAS2 KLM 5 
        BAS2 N 200
        BAS2 N 35 A_SetTranslucent( 0.5, 0)
        BAS2 N 35 A_SetTranslucent( 0.25, 0)
        NULL A -1 
        Stop 
    XDeath: 
        BAS2 O 5 A_TossGib
        BAS2 O 0 A_CustomMissile("Gibs1", 96, 1, 0)
         BAS2 O 0 A_TossGib
          BAS2 O 0 A_CustomMissile("Gibs2", 96, 12, 45)
         BAS2 O 0 A_TossGib
          BAS2 O 0 A_CustomMissile("Gibs3", 96, -8, 90)
         BAS2 O 0 A_TossGib
         BAS2 O 0 A_CustomMissile("Blood6", 96, 10, 135)
         BAS2 O 0 A_TossGib
         BAS2 O 0 A_CustomMissile("Blood6", 96, 20, 180)
         BAS2 O 0 A_TossGib
         BAS2 O 0 A_CustomMissile("Gibs1", 96, -8, 225)
         BAS2 O 0 A_TossGib
         BAS2 O 0 A_CustomMissile("Gibs2", 96, -5, 270)
        BAS2 P 5 A_XScream 
        BAS2 Q 5 A_Fall 
        BAS2 RSTUV 5 
        BAS2 W 200
        BAS2 W 35 A_SetTranslucent( 0.5, 0)
        BAS2 W 35 A_SetTranslucent( 0.25, 0)
        NULL A -1
        Stop 
    Raise: 
        BAS2 NMLKJIH 5 
        Goto See 
    Burn:
		BURN A 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN B 5 BRIGHT A_PlaySound ("burndeath")
                                     BURN B 0 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2) 
		BURN C 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN D 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN E 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN F 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN G 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN H 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN I 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN J 5 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2)
		BURN K 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN L 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN M 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN N 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN O 5 BRIGHT A_NoBlocking
                                     BURN O 0 BRIGHT A_ThrowGrenade("Flames3", -40, -1, 2)
		BURN P 5 BRIGHT A_ThrowGrenade("Flames3", -45, 0, 2)
		BURN Q 5 BRIGHT A_ThrowGrenade("Flames3", -45, 1, 2)
		BURN R 5 BRIGHT A_ThrowGrenade("Flames3", -50, 2, 2)
		BURN S 5 BRIGHT A_ThrowGrenade("Flames3", -55, 1, 2)
		BURN T 5 BRIGHT A_ThrowGrenade("Flames3", -55, 0, 2)
		BURN U 5 BRIGHT A_ThrowGrenade("Flames3", -55, -1, 1)
                                     BURN V 5 
		BURN V -1
		Stop
                    Disintegrate:
                                          TFOG A 5 Bright A_Scream
                                          TFOG B 5 Bright A_Fall
                                          TFOG C 5 Bright
                                          TFOG D 5 Bright
                                          TFOG E 5 Bright
                                          TFOG F 5 Bright
                                          TFOG G 5 Bright
                                          TFOG H 5 Bright
                                          TFOG I 5 Bright
                                          TFOG J 5 Bright
                                          Stop
      }
} 

//******************************************************************************************

actor StrifeGuard
{
  spawnid 4
  obituary "%o was killed by an Acolyte."
  health 100
  radius 20
  height 56
  mass 100
  speed 10
  Damage 5
  +NOBLOOD
  ExplosionDamage 0
    ExplosionRadius 0
  GibHealth -25
  painchance 230
  seesound "guard/sight"
  attacksound "gun/silencer"
  painsound "alien/pain"
  deathsound "guard/death"
  activesound "guard/active"
  DropItem Clip
 DropItem Blood2 128
  DropItem Blood13
 DropItem AlandoDeserteagle 50
 DropItem Silencerpistol
 DropItem RedBlood
  MONSTER
  +FLOORCLIP
  states
  {
  Spawn:
    ALCY AB 10 A_Look
    loop
  See:
    ALCY AABBCCDD 2 A_Chase
    loop
  Missile:
    ALCY E 10 A_FaceTarget
    ALCY F 8 Bright A_CustomBulletAttack(4, 0, 1, 5, "BulletPuff2")
    ALCY E 8
    goto See
  Pain:
    ALCY G 3
    ALCY G 3 A_Pain
    goto See
  Death:
    ALCY H 5
    ALCY I 5 A_Scream
    ALCY J 5 A_NoBlocking
    ALCY K 5
    ALCY L 200
    ALCY L 35 A_SetTranslucent( 0.5, 0)
    ALCY L 35 A_SetTranslucent( 0.25, 0)
    NULL A -1
    stop
   XDeath:
                                                     ALCY M 5 A_CustomMissile("Gibs1", 56, 1, 0)
                                                     ALCY M 0 A_CustomMissile("Gibs2", 56, 12, 45)
                                                     ALCY M 0 A_CustomMissile("Gibs3", 56, -8, 90)
                                                     ALCY M 0 A_CustomMissile("ZomHead", 56, 10, 135)
                                                     ALCY M 0 A_CustomMissile("Gibs2", 56, 30, 180)
                                                     ALCY M 0 A_CustomMissile("Gibs3", 56, -12, 225)
                                                     ALCY M 0 A_CustomMissile("Gibs1", 56, -5, 270)
                                                     ALCY N 5 A_XScream
                                                     ALCY O 5 A_Fall
                                                     ALCY PQRST 5
                                                     ALCY U 200
                                                     ALCY U 35 A_SetTranslucent( 0.5, 0)
                                                     ALCY U 35 A_SetTranslucent( 0.25, 0)
                                                     NULL A -1
                                                     Stop
		Burn:
		BURN A 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN B 5 BRIGHT A_PlaySound ("burndeath")
                                     BURN B 0 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2) 
		BURN C 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN D 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN E 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN F 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN G 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN H 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN I 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN J 5 BRIGHT A_ThrowGrenade("Flames3", -30, 2, 2)
		BURN K 5 BRIGHT A_ThrowGrenade("Flames3", -30, 1, 2)
		BURN L 5 BRIGHT A_ThrowGrenade("Flames3", -30, 0, 2)
		BURN M 5 BRIGHT A_ThrowGrenade("Flames3", -30, -1, 2)
		BURN N 5 BRIGHT A_ThrowGrenade("Flames3", -30, -2, 2)
		BURN O 5 BRIGHT A_NoBlocking
                                     BURN O 0 BRIGHT A_ThrowGrenade("Flames3", -40, -1, 2)
		BURN P 5 BRIGHT A_ThrowGrenade("Flames3", -45, 0, 2)
		BURN Q 5 BRIGHT A_ThrowGrenade("Flames3", -45, 1, 2)
		BURN R 5 BRIGHT A_ThrowGrenade("Flames3", -50, 2, 2)
		BURN S 5 BRIGHT A_ThrowGrenade("Flames3", -55, 1, 2)
		BURN T 5 BRIGHT A_ThrowGrenade("Flames3", -55, 0, 2)
		BURN U 5 BRIGHT A_ThrowGrenade("Flames3", -55, -1, 1)
                                     BURN V 5 
		BURN V -1
		Stop
                   Disintegrate:
                                          TFOG A 5 Bright A_Scream
                                          TFOG B 5 Bright A_Fall
                                          TFOG C 5 Bright
                                          TFOG D 5 Bright
                                          TFOG E 5 Bright
                                          TFOG F 5 Bright
                                          TFOG G 5 Bright
                                          TFOG H 5 Bright
                                          TFOG I 5 Bright
                                          TFOG J 5 Bright
                                          Stop
                      Raise:
                                 ALCY KJIH 5
                                 goto See
                                          
	}
}

//******************************************************************************************

ACTOR OMGMinotaur
{
    	Health 5000
    	Radius 40
    	Height 136
    	Speed 12
	Mass 30000
    	PainChance 80
                  Scale 2.0
                  Translation "64:79=176:191" ,  "236:239=32:47" , "176:191=112:127" , "32:47=112:127"
    	MONSTER 
    	+FLOORCLIP
                   +BOSS
    	MeleeSound "mino/melee"
                   SeeSound "mino/sight"
    	PainSound "mino/pain"
    	DeathSound "queen/death"
                  ActiveSound "demon/active"
                  BloodColor green
    	HitObituary "%o felt some real pain from a Big freekin' Minotaur."
                   Obituary "%o was flamed by the Big freekin' Minotaur."
    	MeleeDamage 60
                   MissileType FatShot
    	States
    	{
	Spawn:
	                   MINO A 1 A_Look
		MINO A 0 ACS_ExecuteAlways (232, 0, 0, 0, 0)
		MINO AB 10 A_Look
		Goto Spawn+2
    	See:
        	MINO AABBCCDD 2 A_Chase
        	Loop
                   Missile:
        	MINO F 5 A_FaceTarget
        	MINO F 2 Bright A_CustomMissile ("FatShot", 160, 53, 0)
        	MINO F 1 A_SpidRefire
		Goto Missile+1
    	Melee:
        	MINO E 4 A_FaceTarget
        	MINO F 4 A_MeleeAttack
        	MINO F 9
		Goto See
    	Pain:
        	MINO G 3
        	MINO G 3 A_Pain
        	Goto See
    	Death:
        	MINO H 5 ACS_ExecuteAlways (200, 0, 2, 0, 0)
        	MINO I 5 A_Scream
        	MINO J 5 A_Fall
        	MINO K 5
        	MINO L 5
        	MINO M 5
        	MINO N -1
		Stop
    	XDeath:
        	MINO O 5 ACS_ExecuteAlways (200, 0, 2, 0, 0)
        	MINO P 5 A_XScream
        	MINO Q 5 A_Fall
        	MINO RSTUV 5
        	MINO W -1
        	Stop
    	Raise:
        	MINO MLKJIH 5
        	Goto See
    	}
} 

//******************************************************************************************

ACTOR Queen
{
    Health 1200
    Radius 40
    Height 78
    Speed 12
    PainChance 30
    Mass 1000
    MeleeDamage 15
    MONSTER 
    +FLOORCLIP
     SeeSound "queen/sight"
    PainSound "alien/pain"
    DeathSound "queen/death"
    ActiveSound "demon/active"
    MeleeSound "queen/sight"
    BloodColor green
    Obituary "%o was killed by the Queen."
    MissileType BaronBall
    States
    {
    Spawn:
        QUEE AB 10 A_Look
        Loop
    See:
       QUEE AABBCCDD 3 A_Chase
        Loop
    Missile:
        QUEE E 10 A_FaceTarget
        QUEE F 1 Bright A_CustomMissile("Lightningshot", 32, 0, 0)
        QUEE F 1 Bright A_CustomMissile("Lightningshot", 32, 0, 0)
        QUEE F 1 Bright A_CustomMissile("Lightningshot", 32, 0, 0)
        QUEE F 1 Bright A_CustomMissile("Lightningshot", 32, 0, 0)
        QUEE F 1 Bright A_CustomMissile("Lightningshot", 32, 0, 0)
        QUEE F 5 A_FaceTarget
        Goto See
    Melee:
        QUEE E 10 A_FaceTarget
        QUEE F 5 A_MeleeAttack
        QUEE E 5 A_FaceTarget
        Goto See
    Pain:
        QUEE G 3 A_ThrowGrenade("GreenBlood", 9, 0.5, 6)
        QUEE G 3 A_Pain
        Goto See
    Death:
        QUEE H 5
        QUEE I 5 A_Scream
        QUEE J 5 A_Fall
        QUEE K 5
        QUEE L 5
        QUEE M 5
        QUEE N -1
        Stop
    XDeath:
        TROO O 5
        TROO P 5 A_XScream
        TROO Q 5 A_Fall
        TROO RSTU 5
        TROO V -1
        Stop
    Raise:
        QUEE KJIH 5
        Goto See
    }
}

//******************************************************************************************

ACTOR ChaosSerp
{
    Health 2500
    Radius 40
    Height 78
    Speed 18
    PainChance 75
    Mass 1000
    MeleeDamage 20
    Translation "112:127=64:79"
    MONSTER 
    +FLOORCLIP
     SeeSound "chaos/sight"
    PainSound "chaos/pain"
    DeathSound "chaos/death"
    ActiveSound "demon/active"
    MeleeSound "chaos/melee"
    Obituary "%o was killed by the Chaos Serpent."
    HitObituary "%o 's head was ripped off by the chaos serpent."
    MissileType BaronBall
    States
    {
    Spawn:
        CSER AB 10 A_Look
        Loop
    See:
       CSER AABBCCDD 3 A_Chase
        Loop
    Missile:
        CSER F 10 A_FaceTarget
        CSER E 1 Bright A_CustomMissile("FatShot", 96, 0, 0)
        CSER E 1 Bright A_CustomMissile("FatShot", 96, 0, 0)
        CSER E 1 Bright A_CustomMissile("FatShot", 96, 0, 0)
        CSER F 5 A_FaceTarget
        Goto See
    Melee:
        CSER F 10 A_FaceTarget
        CSER E 5 A_MeleeAttack
        CSER F 5 A_FaceTarget
        Goto See
    Pain:
        CSER G 3 A_ThrowGrenade("RedBlood", 9, 0.5, 6)
        CSER G 3 A_Pain
        Goto See
    Death:
        CSER H 5
        CSER I 5 A_Scream
        CSER J 5 A_Fall
        CSER K 5
        CSER L 5
        CSER M 5
        CSER N -1
        Stop
    Raise:
        CSER KJIH 5
        Goto See
    }
}

//******************************************************************************************

ACTOR ChaosSerp2
{
    Health 3000
    Radius 40
    Height 96
    Speed 12
    PainChance 100
    Mass 1000
    MeleeDamage 20
    Translation "112:123=152:159" , "124:127=9:12"
    MONSTER 
    +DROPOFF
    +FLOORCLIP
     SeeSound "chaos/sight"
    PainSound "chaos/pain"
    DeathSound "chaos/death"
    ActiveSound "demon/active"
    MeleeSound "chaos/melee"
    Obituary "%o was killed by the sewer Chaos Serpent."
    HitObituary "%o 's head was ripped off by the chaos serpent."
    MissileType BaronBall
    States
    {
    Spawn:
        CSER AB 10 A_Look
        Loop
    See:
       CSER AABBCCDD 3 A_Chase
        Loop
    Missile:
        CSER F 10 A_FaceTarget
        CSER E 1 A_CustomMissile("ABubble", 96, 0, 0)
        CSER E 1 A_CustomMissile("ABubble", 96, 0, 0)
        CSER E 1 A_CustomMissile("ABubble", 96, 0, 0)
         CSER E 1 A_CustomMissile("ABubble", 96, 0, 0)
        CSER E 1 A_CustomMissile("ABubble", 96, 0, 0)
        CSER E 1 A_CustomMissile("ABubble", 96, 0, 0)
         CSER E 1 A_CustomMissile("ABubble", 96, 0, 0)
        CSER E 1 A_CustomMissile("ABubble", 96, 0, 0)
        CSER E 1 A_CustomMissile("ABubble", 96, 0, 0)
        CSER F 5 A_FaceTarget
        Goto See
    Melee:
        CSER F 10 A_FaceTarget
        CSER E 5 A_MeleeAttack
        CSER F 5 A_FaceTarget
        Goto See
    Pain:
        CSER G 3 A_ThrowGrenade("RedBlood", 9, 0.5, 6)
        CSER G 3 A_Pain
        Goto See
    Death:
        CSER H 5
        CSER I 5 A_Scream
        CSER J 5 A_Fall
        CSER K 5
        CSER L 5
        CSER M 5
        CSER N -1
        Stop
    Raise:
        CSER KJIH 5
        Goto See
    }
}

//******************************************************************************************

ACTOR LesserDemon
{
    Health 80
    Radius 20
    Height 56
    Speed 8
    PainChance 100
    Mass 1000
    MeleeDamage 5
    MONSTER 
    +FLOORCLIP
    ExplosionDamage 0
    ExplosionRadius 0
     SeeSound "imp/sight"
    PainSound "alien/pain"
    DeathSound "imp/death"
    ActiveSound "imp/active"
    MeleeSound "imp/melee"
    Obituary "%o was killed by a lesser demon."
    MissileType BaronBall
    DropItem Blood13
    DropItem Blood2
     DropItem Blood13
    DropItem Blood2
    DropItem Blood2
    States
    {
    Spawn:
        BHIM AB 10 A_Look
        Loop
    See:
       BHIM AABBCCDD 3 A_Chase
        Loop
    Missile:
        BHIM E 5 A_FaceTarget
        BHIM F 5
        BHIM G 3 Bright A_CustomMissile("BaronBall", 32, 0, 0)
        BHIM G 0 A_FaceTarget
        Goto See
    Melee:
        BHIM E 10 A_FaceTarget
        BHIM F 5
        BHIM G 5 A_MeleeAttack
        Goto See
    Pain:
        BHIM H 3 A_ThrowGrenade("RedBlood", 3, 0.5, 6)
        BHIM H 3 A_Pain
        Goto See
    Death:
        BHIM I 5
        BHIM J 5 A_Scream
        BHIM K 5 A_Fall
        BHIM L 5
        BHIM M 200
        BHIM M 35 A_SetTranslucent( 0.5, 0)
        BHIM M 35 A_SetTranslucent( 0.25, 0)
        NULL A -1
        Stop
    XDeath:
        BHIM N 5
        BHIM O 5 A_XScream
        BHIM O 5 A_Fall
        BHIM O 0 A_CustomMissile("Gibs1", 96, 1, 0)
        BHIM O 0 A_Fall
        BHIM O 0 A_CustomMissile("Gibs2", 96, 12, 45)
        BHIM O 0 A_Fall
        BHIM O 0 A_CustomMissile("Gibs3", 96, -8, 90)
        BHIM O 0 A_Fall
        BHIM O 0 A_CustomMissile("Blood6", 96, 10, 135)
        BHIM O 0 A_Fall
        BHIM O 0 A_CustomMissile("Blood6", 96, 20, 180)
        BHIM O 0 A_TossGib
        BHIM O 0 A_CustomMissile("Gibs1", 96, -8, 225)
        BHIM O 0 A_TossGib
        BHIM O 0 A_CustomMissile("Gibs2", 96, -5, 270)
        BHIM P 5 A_Fall
        BHIM QRST 5
        BHIM U 200
        BHIM U 35 A_SetTranslucent( 0.5, 0)
        BHIM U 35 A_SetTranslucent( 0.25, 0)
        NULL A -1
        Stop
 Burn:
		NULL A 1 A_CustomMissile("Burnbones", 0, 0, 0)
                                      NULL A 1 A_CustomMissile("Burnfire", 0, 0, 0)
                                     Stop
    Raise:
        BHIM MLKJI 5
        Goto See
    }
}

//******************************************************************************************

ACTOR GreaterImp2
{
    Health 100
    Radius 20
    Height 56
    Speed 8
    PainChance 100
    Mass 1000
    MeleeDamage 8
    ExplosionDamage 0
    ExplosionRadius 0
    Translation "160:167=176:183" , "224:231=176:183"
    MONSTER 
    +FLOORCLIP
     SeeSound "imp/sight"
    PainSound "alien/pain"
    DeathSound "imp/death"
    ActiveSound "imp/active"
    MeleeSound "imp/melee"
    Obituary "%o was killed by a greater imp."
    MissileType FatShot
    DropItem Blood13
    DropItem Blood2
     DropItem Blood13
    DropItem Blood2
    DropItem Blood2
    States
    {
    Spawn:
        IMP2 AB 10 A_Look
        Loop
    See:
       IMP2 AABBCCDD 3 A_Chase
        Loop
    Missile:
        IMP2 E 5 A_FaceTarget
        IMP2 F 5
        IMP2 G 3 Bright A_CustomMissile("GImpfireball", 32, 0, 0)
        IMP2 G 0 A_FaceTarget
        Goto See
    Melee:
        IMP2 E 10 A_FaceTarget
        IMP2 F 5
        IMP2 G 5 A_MeleeAttack
        Goto See
    Pain:
        IMP2 H 3 A_ThrowGrenade("RedBlood", 3, 0.5, 6)
        IMP2 H 3 A_Pain
        Goto See
    Death:
        IMP2 I 5
        IMP2 J 5 A_Scream
        IMP2 K 5 A_Fall
        IMP2 L 5
       IMP2 M 200
       IMP2 M 35 A_SetTranslucent( 0.5, 0)
       IMP2 M 35 A_SetTranslucent( 0.25, 0)
       NULL A -1
        Stop
    XDeath:
        BHIM N 5
        BHIM O 5 A_XScream
        BHIM O 5 A_Fall
        BHIM O 0 A_CustomMissile("Gibs1", 96, 1, 0)
        BHIM O 0 A_Fall
        BHIM O 0 A_CustomMissile("Gibs2", 96, 12, 45)
        BHIM O 0 A_Fall
        BHIM O 0 A_CustomMissile("Gibs3", 96, -8, 90)
        BHIM O 0 A_Fall
        BHIM O 0 A_CustomMissile("Blood6", 96, 10, 135)
        BHIM O 0 A_Fall
        BHIM O 0 A_CustomMissile("Blood6", 96, 20, 180)
        BHIM O 0 A_TossGib
        BHIM O 0 A_CustomMissile("Gibs1", 96, -8, 225)
        BHIM O 0 A_TossGib
        BHIM O 0 A_CustomMissile("Gibs2", 96, -5, 270)
        BHIM P 5 A_Fall
        BHIM QRST 5
        BHIM U 200
        BHIM U 35 A_SetTranslucent( 0.5, 0)
        BHIM U 35 A_SetTranslucent( 0.25, 0)
        NULL A -1
        Stop
 Burn:
		NULL A 1 A_CustomMissile("Burnbones", 0, 0, 0)
                                      NULL A 1 A_CustomMissile("Burnfire", 0, 0, 0)
                                     Stop
    Raise:
        IMP2 MLKJI 5
        Goto See
    }
}

//**************************************************************************************

actor GImpfireball
{
	Radius 8
	Height 8
	Speed 12
	Damage 6
                   Scale 0.30
	Projectile
                  RenderStyle Add
                  alpha 0.6
	SeeSound "imp/attack"
	DeathSound "weapons/plasmax"
	States
	{
	Spawn:
		MANF AB 2 Bright
		Loop
	Death:
		MISL BCD 2 Bright
		Stop
	}
}

//******************************************************************************************

ACTOR Mantor
{
    	Health 8000
    	Radius 40
    	Height 128
    	Speed 12
	Mass 1000
    	PainChance 10
                   BloodColor purple
    	MONSTER 
    	+FLOORCLIP
                   +BOSS
                   +FLOATBOB
                   +FLOAT
                   +NOGRAVITY
                   +PUFFONACTORS
                   +NORADIUSDMG
                   SeeSound "mantor/sight"
    	PainSound "player/cyborg/pain100_1"
                  ActiveSound "vile/active"
    	DeathSound "misc/perfect"
    	HitObituary "%o was terminated by Mantor (the boss)."
                   Obituary "%o was terminated by Mantor (the boss)."
                   MissileType Plasmaproton2
                   DropItem FakeMantor
                    DropItem Blood
                    DropItem Blood
                    DropItem Blood
                    DropItem Blood
                    DropItem Blood
                   DropItem Blood
                   DropItem Blood
                   DropItem Rocket
                   DropItem Rocket
    	States
    	{
	Spawn:
	                   MANT A 1 A_Look
		MANT A 0 ACS_ExecuteAlways (232, 0, 0, 0, 0)
		MANT AB 10 A_Look
		Goto Spawn+2
    	See:
        	MANT AABBCCDD 2 A_Chase
        	Loop
                   Missile:
                   MANT E 0 A_Jump(175, 6)
        	MANT E 9 A_FaceTarget
        	MANT F 4 Bright A_CustomMissile ("MaulerTorpedo", 56, 53, 0)
                   MANT F 4 Bright A_CustomMissile ("MaulerTorpedo", 56, -53, 0)
        	MANT F 12 A_SpidRefire
                  Goto Missile+1
                  MANT E 0 A_Jump(175, 15)
                  MANT E 8 A_FaceTarget
                  MANT F 4 Bright A_CustomMissile ("HomingRocket_A", 56, 53, 0)
                   MANT F 4 Bright A_CustomMissile ("HomingRocket_A", 56, -53, 0)
                   MANT E 8 A_FaceTarget
                   Goto See
                   MANT E 8 A_FaceTarget
                  MANT F 4 Bright A_CustomMissile ("Rocket3", 56, 53, 0)
                   MANT F 4 Bright A_CustomMissile ("Rocket3", 56, -53, 0)
                   MANT E 8 A_FaceTarget
                    MANT F 4 Bright A_CustomMissile ("Rocket3", 56, 53, 0)
                   MANT F 4 Bright A_CustomMissile ("Rocket3", 56, -53, 0)
                   MANT E 8 A_FaceTarget
                   MANT F 4 Bright A_CustomMissile ("Rocket3", 56, 53, 0)
                   MANT F 4 Bright A_CustomMissile ("Rocket3", 56, -53, 0)
                   MANT E 8 A_FaceTarget
                   Goto See
    	Pain:
        	MANT A 7 A_Print("Mantor: Die human!")
        	MANT B 7 A_Pain
        	Goto Missile+13
    	Death:
        	ROBO H 10 Bright A_Print("Mantor: Noooo!!")
        	ROBO I 10 Bright A_Scream
        	ROBO J 10 Bright A_Fall
        	CYBR K 10
        	CYBR L 10
        	CYBR M 10 A_PlaySound("misc/perfect")
        	NULL N -1
		Stop
    	XDeath:
        	ROBO H 10 Bright
        	ROBO I 10 Bright A_Scream
        	ROBO J 10 Bright A_Fall
        	CYBR K 10
        	CYBR L 10
        	CYBR M 10
        	NULL N -1
		Stop
    	}
}

//******************************************************************************************

ACTOR Mantor2
{
    	Health 8000
    	Radius 40
    	Height 128
    	Speed 12
	Mass 1000
    	PainChance 10
                   BloodColor purple
    	MONSTER 
    	+FLOORCLIP
                   +BOSS
                   +FLOATBOB
                   +FLOAT
                   +NOGRAVITY
                   +PUFFONACTORS
                   +NORADIUSDMG
                   SeeSound "mantor/sight"
    	PainSound "player/cyborg/pain100_1"
                  ActiveSound "vile/active"
    	DeathSound "spider/death"
    	HitObituary "%o was terminated by Mantor (the boss)."
                   Obituary "%o was terminated by Mantor (the boss)."
                   MissileType Plasmaproton2
                   DropItem FakeMantor_
                    DropItem Blood
                    DropItem Blood
                    DropItem Blood
                    DropItem Blood
                    DropItem Blood
                   DropItem Blood
                   DropItem Blood
                   DropItem Rocket
                   DropItem Rocket
    	States
    	{
	Spawn:
	                   MANT A 1 A_Look
		MANT A 0 ACS_ExecuteAlways (232, 0, 0, 0, 0)
		MANT AB 10 A_Look
		Goto Spawn+2
    	See:
        	MANT AABBCCDD 2 A_Chase
        	Loop
                   Missile:
                   MANT E 0 A_Jump(175, 6)
        	MANT E 9 A_FaceTarget
        	MANT F 4 Bright A_CustomMissile ("MaulerTorpedo", 56, 53, 0)
                   MANT F 4 Bright A_CustomMissile ("MaulerTorpedo", 56, -53, 0)
        	MANT F 12 A_SpidRefire
		Goto Missile+1
                  MANT E 0 A_Jump(175, 15)
                  MANT E 8 A_FaceTarget
                  MANT F 4 Bright A_CustomMissile ("HomingRocket_A", 56, 53, 0)
                   MANT F 4 Bright A_CustomMissile ("HomingRocket_A", 56, -53, 0)
                   MANT E 8 A_FaceTarget
                   Goto See
                   MANT E 8 A_FaceTarget
                  MANT F 4 Bright A_CustomMissile ("Rocket3", 56, 53, 0)
                   MANT F 4 Bright A_CustomMissile ("Rocket3", 56, -53, 0)
                   MANT E 8 A_FaceTarget
                    MANT F 4 Bright A_CustomMissile ("Rocket3", 56, 53, 0)
                   MANT F 4 Bright A_CustomMissile ("Rocket3", 56, -53, 0)
                   MANT E 8 A_FaceTarget
                   MANT F 4 Bright A_CustomMissile ("Rocket3", 56, 53, 0)
                   MANT F 4 Bright A_CustomMissile ("Rocket3", 56, -53, 0)
                   MANT E 8 A_FaceTarget
                   Goto See
    	Pain:
        	MANT A 7 A_Print("Mantor: Die Human!")
        	MANT B 7 A_Pain
        	Goto Missile+13
    	Death:
        	ROBO H 10 Bright A_Print("Mantor: Noooo!!")
        	ROBO I 10 Bright A_Scream
        	ROBO J 10 Bright A_Fall
        	CYBR K 10
        	CYBR L 10
        	CYBR M 10 A_PlaySound("misc/perfect")
        	NULL N -1
		Stop
    	XDeath:
        	ROBO H 10 Bright
        	ROBO I 10 Bright A_Scream
        	ROBO J 10 Bright A_Fall
        	CYBR K 10
        	CYBR L 10
        	CYBR M 10
        	NULL N -1
		Stop
    	}
}

//******************************************************************************************

projectile Plasmaproton2
{
	Sprite BFS1
	Frames "AB"
	DeathSprite BFE1
	DeathFrames "ABCDE"
	Radius 12
	Height 8
	Damage 1
	Speed 22
                   Scale 0.2
        NoBlockmap
        NoGravity
        ActivatePCross
        ActivateImpact
        NoTeleport
	SpawnSound "weapons/plasmaf"
	DeathSound "weapons/plasmax"
}

//******************************************************************************************

ACTOR FakeMantor
{ 
   Health 400 
   Radius 20 
   Height 56 
   Mass 75 
   Speed 1 
   PainChance 10
   PainSound "demon/pain"
   DeathSound "burndeath2" 
   Monster
   MissileType Blood
   +BOSS 
   +FLOORCLIP
   +PUSHABLE
   +DOOMBOUNCE 
   DropItem Blood2
   DropItem Gibs1
   DropItem Blood6
   DropItem Gibs2
    DropItem Blood2
   DropItem Gibs3
   DropItem Blood6
   DropItem Gibs1
    DropItem Blood2
   DropItem Gibs2
   DropItem Blood2
   DropItem Gibs3
    DropItem Blood2
   DropItem Gibs1
   DropItem Blood2
   DropItem Gibs2
   DropItem Blood2
   DropItem Gibs3
   DropItem Blood2
   DropItem Gibs1
   DropItem Blood6
   DropItem Gibs2
    DropItem Blood2
   DropItem Gibs3
   DropItem Blood6
   DropItem Gibs1
    DropItem Blood2
   DropItem Gibs2
   DropItem Blood2
   DropItem Gibs3
    DropItem Blood2
   DropItem Gibs1
   DropItem Blood2
   DropItem Gibs2
   DropItem Blood2
   DropItem Gibs3
   States 
   { 
   Spawn: 
      MAFA AA 10 A_Look 
      Loop 
   See: 
      MAFA AAAAAAAA 3 A_Chase 
      Loop 
Missile:
         MAFA A 1 A_FaceTarget
         MAFA A 1 A_CustomMissile ("Blood", 32, 0, 88)
         MAFA A 1 A_CustomMissile ("Blood", 32, 0, 88)
         MAFA A 1 A_SpidRefire
        Goto Missile+1
   Death: 
      TROO N 3
      TROO O 6 A_Scream 
      TROO P 6 A_CustomMissile("Gibs1", 96, 1, 45)
      TROO P 0 A_CustomMissile("Gibs2", 100, 12, 90)
       TROO P 0 A_CustomMissile("Gibs3", 64, -8, 135) 
       TROO P 0 A_CustomMissile("Gibs1", 128, 10, 180)
      TROO P 0 A_CustomMissile("Gibs2", 45, 35, 225)
       TROO P 0 A_CustomMissile("Gibs3", 32, 50, 270)
       TROO P 0 A_CustomMissile("Gibs1", 96, -6, 315)
      TROO P 0 A_CustomMissile("Gibs2", 72, -10, 360)
       TROO P 0 A_CustomMissile("Gibs3", 32, 8, 315)
       TROO P 0 A_CustomMissile("Gibs1", 64, 10, 270)
      TROO P 0 A_CustomMissile("Gibs2", 56, 12, 225)
       TROO P 0 A_CustomMissile("Gibs3", 88, -8, 180)
       TROO P 0 A_CustomMissile("Gibs1", 96, 1, 135)
      TROO Q 7 A_Fall 
      TROO R 3
      TROO S 2
      TROO T 1 
      TROO U 100
      TROO U 1 A_BrainDie
      TROO U -1 
      Stop 
   } 
} 

//******************************************************************************************

ACTOR FakeMantor_
{ 
   Health 400 
   Radius 20 
   Height 56 
   Mass 75 
   Speed 1 
   PainChance 10
   PainSound "demon/pain"
   DeathSound "burndeath2" 
   Monster
   MissileType Blood
   +BOSS 
   +FLOORCLIP
   +PUSHABLE
   +DOOMBOUNCE 
   DropItem Blood2
   DropItem Gibs1
   DropItem Blood6
   DropItem Gibs2
    DropItem Blood2
   DropItem Gibs3
   DropItem Blood6
   DropItem Gibs1
    DropItem Blood2
   DropItem Gibs2
   DropItem Blood2
   DropItem Gibs3
    DropItem Blood2
   DropItem Gibs1
   DropItem Blood2
   DropItem Gibs2
   DropItem Blood2
   DropItem Gibs3
   DropItem Blood2
   DropItem Gibs1
   DropItem Blood6
   DropItem Gibs2
    DropItem Blood2
   DropItem Gibs3
   DropItem Blood6
   DropItem Gibs1
    DropItem Blood2
   DropItem Gibs2
   DropItem Blood2
   DropItem Gibs3
    DropItem Blood2
   DropItem Gibs1
   DropItem Blood2
   DropItem Gibs2
   DropItem Blood2
   DropItem Gibs3
   States 
   { 
   Spawn: 
      MAFA AA 10 A_Look 
      Loop 
   See: 
      MAFA AAAAAAAA 3 A_Chase 
      Loop 
Missile:
         MAFA A 1 A_FaceTarget
         MAFA A 1 A_CustomMissile ("Blood", 32, 0, 88)
         MAFA A 1 A_CustomMissile ("Blood", 32, 0, 88)
         MAFA A 1 A_SpidRefire
        Goto Missile+1
   Death: 
      TROO N 3
      TROO O 6 A_Scream 
      TROO P 6 A_CustomMissile("Gibs1", 96, 1, 45)
      TROO P 0 A_CustomMissile("Gibs2", 100, 12, 90)
       TROO P 0 A_CustomMissile("Gibs3", 64, -8, 135) 
       TROO P 0 A_CustomMissile("Gibs1", 128, 10, 180)
      TROO P 0 A_CustomMissile("Gibs2", 45, 35, 225)
       TROO P 0 A_CustomMissile("Gibs3", 32, 50, 270)
       TROO P 0 A_CustomMissile("Gibs1", 96, -6, 315)
      TROO P 0 A_CustomMissile("Gibs2", 72, -10, 360)
       TROO P 0 A_CustomMissile("Gibs3", 32, 8, 315)
       TROO P 0 A_CustomMissile("Gibs1", 64, 10, 270)
      TROO P 0 A_CustomMissile("Gibs2", 56, 12, 225)
       TROO P 0 A_CustomMissile("Gibs3", 88, -8, 180)
       TROO P 0 A_CustomMissile("Gibs1", 96, 1, 135)
      TROO Q 7 A_Fall 
      TROO R 3
      TROO S 2
      TROO T 1
      TROO U -1 
      Stop 
   } 
} 

//******************************************************************************************

ACTOR FakeMantor2
{ 
   Health 400 
   Radius 20 
   Height 56 
   Mass 75 
   Speed 1 
   PainChance 10
   PainSound "demon/pain"
   DeathSound "burndeath2" 
   Monster
   MissileType Blood 
   +FLOORCLIP
   +PUSHABLE
   +DOOMBOUNCE 
   DropItem Blood2
   DropItem Gibs1
   DropItem Blood6
   DropItem Gibs2
    DropItem Blood2
   DropItem Gibs3
   DropItem Blood6
   DropItem Gibs1
    DropItem Blood2
   DropItem Gibs2
   DropItem Blood2
   DropItem Gibs3
    DropItem Blood2
   DropItem Gibs1
   DropItem Blood2
   DropItem Gibs2
   DropItem Blood2
   DropItem Gibs3
   DropItem Blood2
   DropItem Gibs1
   DropItem Blood6
   DropItem Gibs2
    DropItem Blood2
   DropItem Gibs3
   DropItem Blood6
   DropItem Gibs1
    DropItem Blood2
   DropItem Gibs2
   DropItem Blood2
   DropItem Gibs3
    DropItem Blood2
   DropItem Gibs1
   DropItem Blood2
   DropItem Gibs2
   DropItem Blood2
   DropItem Gibs3
   States 
   { 
   Spawn: 
      MAFA AA 10 A_Look 
      Loop 
   See: 
      MAFA AAAAAAAA 3 A_Chase 
      Loop 
Missile:
         MAFA A 1 A_FaceTarget
         MAFA A 1 A_CustomMissile ("Blood", 32, 0, 88)
         MAFA A 1 A_CustomMissile ("Blood", 32, 0, 88)
         MAFA A 1 A_SpidRefire
        Goto Missile+1
   Death: 
      TROO N 3
      TROO O 6 A_Scream 
      TROO P 6 A_CustomMissile("Gibs1", 96, 1, 45)
      TROO P 0 A_CustomMissile("Gibs2", 100, 12, 90)
       TROO P 0 A_CustomMissile("Gibs3", 64, -8, 135) 
       TROO P 0 A_CustomMissile("Gibs1", 128, 10, 180)
      TROO P 0 A_CustomMissile("Gibs2", 45, 35, 225)
       TROO P 0 A_CustomMissile("Gibs3", 32, 50, 270)
       TROO P 0 A_CustomMissile("Gibs1", 96, -6, 315)
      TROO P 0 A_CustomMissile("Gibs2", 72, -10, 360)
       TROO P 0 A_CustomMissile("Gibs3", 32, 8, 315)
       TROO P 0 A_CustomMissile("Gibs1", 64, 10, 270)
      TROO P 0 A_CustomMissile("Gibs2", 56, 12, 225)
       TROO P 0 A_CustomMissile("Gibs3", 88, -8, 180)
       TROO P 0 A_CustomMissile("Gibs1", 96, 1, 135)
      TROO Q 7 A_Fall 
      TROO R 3
      TROO S 2
      TROO T 1
      TROO U -1 
      Stop 
   } 
} 

//******************************************************************************************

ACTOR FakeSphinx
{ 
   Health 400 
   GibHealth -250
   Radius 20 
   Height 56 
   Mass 75 
   Speed 6
   PainChance 10
   Translation "64:79=112:127" , "60:63=112:115"
   Obituary "Sphinx put a bullet through %o 's head."
   AttackSound "weapons/assaultgun"
   PainSound "player/female/pain100_1"
   DeathSound "sphinx/die"
   Monster
   +FLOORCLIP 
   DropItem Blood13
    DropItem Blood13
   DropItem Blood13
    DropItem Blood2
   DropItem Blood2
   DropItem Blood2
   DropItem AlandoUzi
   States 
   { 
   Spawn: 
      SPNX AA 10 A_Look2 
      Loop 
   See: 
      SPNX AAAAAAAA 2 A_FastChase 
      Loop 
Missile:
         SPNX A 2 A_FaceTarget
         SPNX B 2 Bright A_CustomBulletAttack (4, 4, 1, 5, "BulletPuff2")
         SPNX A 2 A_SpidRefire
        Goto Missile+1
   Death: 
      SPNX C 3  A_CustomMissile("SPHead", 32, 8, 180)
      SPNX C 0 A_Print("Head Shot!")
      SPNX C 6 A_Scream 
      SPNX D 6 A_Fall 
      SPNX D 3 A_CustomMissile("Blood6", 43, 0, 0)
      SPNX D 3 A_CustomMissile("Blood6", 43, 0, 0)
      SPNX D 3 A_CustomMissile("Blood2", 43, 0, 0)
      SPNX D 3 A_CustomMissile("Blood2", 43, 0, 0)
      SPNX D 3 A_CustomMissile("Blood2", 43, 0, 0)
      SPNX D 3 A_CustomMissile("Blood2", 43, 0, 0)
      SPNX D 3 A_CustomMissile("Blood2", 43, 0, 0)
      SPNX D 3 A_CustomMissile("Blood2", 43, 0, 0)
      SPNX D 3 A_CustomMissile("Blood2", 43, 0, 0)
      SPNX D 3 A_CustomMissile("Blood2", 43, 0, 0)
      SPNX D 3 A_CustomMissile("Blood2", 43, 0, 0)
      SPNX D 3 A_CustomMissile("Blood2", 43, 0, 0)
      SPNX D 3 A_CustomMissile("Blood2", 43, 0, 0)
      SPNX E 7 A_CustomMissile("Blood2", 43, 0, 0)
      SPNX F 3 A_CustomMissile("Blood2", 38, 0, 0)
      SPNX G 2 A_CustomMissile("Blood6", 10, -4, 0)
      SPNX G 2 A_CustomMissile("Blood2", 10, -4, 45)
      SPNX G 2 A_CustomMissile("Blood6", 10, -4, 0)
      SPNX G 2 A_CustomMissile("Blood2", 10, -4, 135)
      SPNX G 5 A_CustomMissile("Blood2", 8, -4, 180)
      SPNX G 5 A_CustomMissile("Blood2", 8, -4, 225)
      SPNX G 5 A_CustomMissile("Blood2", 8, -4, 270)
      SPNX G 5 A_CustomMissile("Blood2", 8, -4, 335)
       SPNX G 5 A_CustomMissile("Blood2", 6, -4, 360)
      SPNX G 5 A_CustomMissile("Blood2", 6, -4, 335)
      SPNX G 5 A_CustomMissile("Blood2", 6, -4, 270)
      SPNX G 5 A_CustomMissile("Blood2", 6, -4, 225)
      SPNX G 8 A_CustomMissile("Blood2", 6, -4, 180)
      SPNX G 8 A_CustomMissile("Blood2", 4, -4, 135)
      SPNX G 8 A_CustomMissile("Blood2", 4, -4, 90)
      SPNX G 8 A_CustomMissile("Blood6", 4, -4, 0)
       SPNX G 8 A_CustomMissile("Blood2", 4, -4, 45)
      SPNX G 8 A_CustomMissile("Blood6", 4, -4, 0)
      SPNX G 8 A_CustomMissile("Blood2", 4, -4, 90)
      SPNX G 8 A_CustomMissile("Blood6", 2, -4, 0)
       SPNX G 8 A_CustomMissile("Blood2", 2, -4, 180)
      SPNX G 8 A_CustomMissile("Blood6", 2, -4, 0)
      SPNX G 8 A_CustomMissile("Blood2", 2, -4, 270)
      SPNX G 8 A_CustomMissile("Blood6", 2, -4, 0)
      SPNX G 8 A_CustomMissile("Blood2", 1, -4, 360)
      SPNX G 8 A_CustomMissile("Blood2", 1, -4, 335)
      SPNX G 8 A_CustomMissile("Blood2", 1, -4, 270)
      SPNX G 8 A_CustomMissile("Blood2", 1, -4, 225)
      SPNX G 8 A_CustomMissile("Blood11", 1, -4, 0)
      SPNX G -1 
      Stop 
   XDeath:
       TROO N 3
      NULL O 6 A_XScream 
      NULL P 6 A_CustomMissile("Gibs1", 96, 1, 45)
      NULL P 0 A_CustomMissile("Gibs2", 100, 12, 90)
       NULL P 0 A_CustomMissile("Gibs3", 64, -8, 135) 
       NULL P 0 A_CustomMissile("Gibs1", 128, 10, 180)
      NULL P 0 A_CustomMissile("Gibs2", 45, 35, 225)
       NULL P 0 A_CustomMissile("Gibs3", 32, 50, 270)
       NULL P 0 A_CustomMissile("Gibs1", 96, -6, 315)
      NULL P 0 A_CustomMissile("Gibs2", 72, -10, 360)
       NULL P 0 A_CustomMissile("Gibs3", 32, 8, 315)
       NULL P 0 A_CustomMissile("Gibs1", 64, 10, 270)
      NULL P 0 A_CustomMissile("Gibs2", 56, 12, 225)
       NULL P 0 A_CustomMissile("Gibs3", 88, -8, 180)
       NULL P 0 A_CustomMissile("Gibs1", 96, 1, 135)
      NULL Q 7 A_Fall 
      NULL R 3
      NULL S 2
      NULL T 1
      NULL U -1 
      Stop 
   } 
} 

//******************************************************************************************

ACTOR FakeSphinx2
{ 
   Health 400 
   GibHealth -250
   Radius 20 
   Height 56 
   Mass 75 
   Speed 6
   PainChance 10
   Translation "64:79=112:127" , "60:63=112:115"
   Obituary "Sphinx put a bullet through %o 's head."
   AttackSound "weapons/assaultgun"
   PainSound "player/female/pain100_1"
   DeathSound "imp/sight"
   Monster
   +FLOORCLIP 
   DropItem RedCard
   States 
   { 
   Spawn: 
      SPNX AA 10 A_Look2 
      Loop 
   See: 
      SPNX AAAAAAAA 2 A_FastChase 
      Loop 
Missile:
         SPNX A 2 A_FaceTarget
         SPNX B 2 Bright A_CustomBulletAttack (4, 4, 1, 5, "BulletPuff2")
         SPNX A 2 A_SpidRefire
        Goto Missile+1
   Death: 
    TFOG A 5 Bright A_Scream
    TFOG B 5 Bright A_Fall
    TFOG C 5 Bright A_Print("Sphinx: I'll be back, human!")
    TFOG D 5 Bright
    TFOG E 5 Bright
    TFOG F 5 Bright
    TFOG G 5 Bright
    TFOG H 5 Bright
    TFOG I 5 Bright
    TFOG J 5 Bright
     Stop
   XDeath:
    TFOG A 5 Bright A_Scream
    TFOG B 5 Bright A_Fall
    TFOG C 5 Bright
    TFOG D 5 Bright
    TFOG E 5 Bright
    TFOG F 5 Bright
    TFOG G 5 Bright
    TFOG H 5 Bright
    TFOG I 5 Bright
    TFOG J 5 Bright
     Stop
   } 
} 

//******************************************************************************************

ACTOR Sirus
{
    	Health 4000
    	Radius 40
    	Height 128
    	Speed 12
	Mass 1000
    	PainChance 40
                  Translation 1
                   BloodColor black
    	MONSTER 
    	+FLOORCLIP
                   +BOSS
                   +FLOATBOB
                   +FLOAT
                   +NOGRAVITY
                   +NORADIUSDMG
                    +PUFFONACTORS
                   SeeSound "mantor/sight"
    	PainSound "player/cyborg/pain100_1"
                  ActiveSound "vile/active"
    	DeathSound "spider/death"
    	HitObituary "%o was terminated by Sirus (the 2nd boss)."
                   Obituary "%o was terminated by Sirus (the 2nd boss)."
                   MissileType Plasmaproton2
                   DropItem FakeMantor2
                    DropItem Blood
                    DropItem Blood
                    DropItem Blood
                    DropItem Blood
                    DropItem Blood
                   DropItem Blood
                   DropItem Blood
                   DropItem Rocket
                   DropItem Rocket
    	States
    	{
	Spawn:
	                   MANT A 1 A_Look
		MANT A 0 ACS_ExecuteAlways (232, 0, 0, 0, 0)
		MANT AB 10 A_Look
		Goto Spawn+2
    	See:
        	MANT AABBCCDD 2 A_Chase
        	Loop
                   Missile:
        	MANT E 9 A_FaceTarget
        	MANT F 6 Bright A_CustomMissile ("Rocket3", 56, 53, 0)
                   MANT F 6 Bright A_CustomMissile ("Rocket3", 56, -53, 0)
        	MANT F 9 A_SpidRefire
		Goto Missile+1
    	Pain:
        	MANT A 3
        	MANT B 3 A_Pain
        	Goto See
    	Death:
        	ROBO H 10 Bright A_Print("Sirus: Ahhhhh!")
        	ROBO I 10 Bright A_Scream
        	ROBO J 10 Bright A_Fall
        	CYBR K 10
        	CYBR L 10
        	CYBR M 10
        	NULL N -1
		Stop
    	XDeath:
        	NULL O 5 ACS_ExecuteAlways (200, 0, 2, 0, 0)
        	NULL P 5 A_XScream
        	NULL Q 5 A_Fall
        	NULL RSTUV 5
        	NULL W -1
        	Stop
    	}
}

//******************************************************************************************

ACTOR Anton
{
    	Health 3500
    	Radius 40
    	Height 128
    	Speed 12
	Mass 1000
    	PainChance 90
                   BloodColor green
                   Translation 2
    	MONSTER 
    	+FLOORCLIP
                   +BOSS
                   +FLOATBOB
                   +FLOAT
                   +NOGRAVITY
                     +PUFFONACTORS
                   SeeSound "mantor/sight"
    	PainSound "player/cyborg/pain100_1"
                  ActiveSound "vile/active"
    	DeathSound "spider/death"
                  AttackSound "gun/assault"
    	HitObituary "%o was terminated by Anton (the third boss)."
                   Obituary "%o was terminated by Anton (the third boss)."
                   DropItem FakeMantor2
                    DropItem Blood
                    DropItem Blood
                    DropItem Blood
                    DropItem Blood
                    DropItem Blood
                   DropItem Blood
                   DropItem Blood
                   DropItem Rocket
                   DropItem Rocket
    	States
    	{
	Spawn:
	                   MANT A 1 A_Look
		MANT A 0 ACS_ExecuteAlways (232, 0, 0, 0, 0)
		MANT AB 10 A_Look
		Goto Spawn+2
    	See:
        	MANT AABBCCDD 2 A_Chase
        	Loop
                   Missile:
        	MANT E 1 A_FaceTarget
        	MANT F 2 Bright A_CustomBulletAttack (10, 10, 2, 8, "BulletPuff2")
        	MANT F 1 A_SpidRefire
		Goto Missile+1
    	Pain:
        	MANT A 3
        	MANT B 3 A_Pain
        	Goto See
    	Death:
        	ROBO H 10 Bright A_Print("Anton: Damn You! Ahhhh!")
        	ROBO I 10 Bright A_Scream
        	ROBO J 10 Bright A_Fall
        	CYBR K 10
        	CYBR L 10
        	CYBR M 10
        	NULL N -1
		Stop
    	XDeath:
        	NULL O 5 ACS_ExecuteAlways (200, 0, 2, 0, 0)
        	NULL P 5 A_XScream
        	NULL Q 5 A_Fall
        	NULL RSTUV 5
        	NULL W -1
        	Stop
    	}
}

//******************************************************************************************

ACTOR Sphinx
{
    	Health 3000
    	Radius 40
    	Height 96
    	Speed 10
	Mass 1000
                   Translation "80:95=250:252" , "96:111=252:254" , "0:0=120:120"
    	PainChance 50
                   BloodColor blue
    	MONSTER 
                   +QUICKTORETALIATE
    	+FLOORCLIP
                   +BOSS
                   +FLOAT
                   +NOGRAVITY
                   +FLOATBOB
                   SeeSound "alien/sight"
                   AttackSound "gun/assault"
    	PainSound "player/cyborg/pain100_1"
                  ActiveSound "vile/active"
    	DeathSound "spider/death"
    	HitObituary "%o was terminated by Sphinx (the 4th boss)."
                   Obituary "%o was terminated by Sphinx (the 4th boss)."
                   MissileType Plasmaproton2
                   DropItem FakeSphinx2
    	States
    	{
	Spawn:
	                   SPDR A 1 A_Look
		SPDR A 0 ACS_ExecuteAlways (232, 0, 0, 0, 0)
		SPDR A 10 A_Look
		Goto Spawn+2
    	See:
        	SPDR AA 1 A_Chase
        	Loop
                   Missile:
                   SPDR A 0 A_Jump(90, 5)
        	SPDR A 1 A_FaceTarget
        	SPDR B 2 Bright A_CustomBulletAttack (6, 1, 2, 8, "BulletPuff2")
        	SPDR A 1 A_SpidRefire
		Goto Missile+1
                   SPDR A 2 A_FaceTarget
                   SPDR B 6 Bright A_CustomMissile ("Rocket2", 24, 50, 0)
                   SPDR B 6 Bright A_CustomMissile ("Rocket2", 24, -50, 0)
                   SPDR A 2 A_FaceTarget
                   Goto See+1
    	Pain:
        	SPDR A 3
        	SPDR A 3 A_Pain
        	Goto See
    	Death:
        	SPDR A 10 A_Print("Sphinx: Die human!")
        	SPDR A 10 A_Scream
        	SPDR C 10 A_Fall
        	SPDR C 10
        	SPDR C 10
        	SPDR C 35
                  MISL B 1 A_PlaySound("player/cyborg/death1")
        	MISL B 10 Bright A_Explode
                  MISL C 10 Bright
                  NULL A -1
		Stop
    	}
}

//******************************************************************************************

projectile Slug
{
	Sprite PUFF
	Frames "A"
	DeathSprite NULL
	DeathFrames "BCD"
	Radius 14
	Height 10
	Damage 3
	Speed 70
                  Scale 0.4
                  NoBlockmap
                  NoGravity
                 ActivatePCross
                 ActivateImpact
                   NoTeleport

}

//******************************************************************************************

ACTOR Mminion
{
    	Health 750
    	Radius 40
    	Height 96
    	Speed 12
	Mass 1000
    	PainChance 150
                  Scale 0.5
                   Translation 0
                   BloodColor black
    	MONSTER 
    	+FLOORCLIP
                   +FLOATBOB
                   +FLOAT
                   +NOGRAVITY
                   +NOBLOOD
                   SeeSound "mantor/sight"
    	PainSound "player/cyborg/pain100_1"
                  ActiveSound "vile/active"
    	DeathSound "spider/death"
    	HitObituary "%o was terminated by Mantor's minion."
                   Obituary "%o was terminated by Mantor's minion."
                   MissileType Plasmaproton2
                    DropItem Blood
                    DropItem Blood
                    DropItem Blood
                    DropItem Blood
                    DropItem Blood
                   DropItem Blood
                   DropItem Blood
                   DropItem Rocket
                   DropItem Rocket
    	States
    	{
	Spawn:
	                   MANT A 1 A_Look
		MANT A 0 ACS_ExecuteAlways (232, 0, 0, 0, 0)
		MANT AB 10 A_Look
		Goto Spawn+2
    	See:
        	MANT AABBCCDD 2 A_Chase
        	Loop
                   Missile:
        	MANT E 7 A_FaceTarget
        	MANT F 4 Bright A_CustomMissile ("Plasmaproton2", 36, 26, 0)
                   MANT F 4 Bright A_CustomMissile ("Plasmaproton2", 36, -26, 0)
        	MANT F 4 A_SpidRefire
		Goto Missile+1
    	Pain:
        	MANT A 3
        	MANT B 3 A_Pain
        	Goto See
    	Death:
        	ROBO H 10 Bright
        	ROBO I 10 Bright A_Scream
        	ROBO J 10 Bright A_Fall
        	CYBR K 10
        	CYBR L 10
        	CYBR M 10
        	NULL N -1
		Stop
    	XDeath:
        	NULL O 5 ACS_ExecuteAlways (200, 0, 2, 0, 0)
        	NULL P 5 A_XScream
        	NULL Q 5 A_Fall
        	NULL RSTUV 5
        	NULL W -1
        	Stop
    	}
}

//******************************************************************************************

ACTOR Programmer_
{
    Health 350
    Radius 20
    Height 56
    Speed 14
    Scale 0.85
    PainChance 80
    MONSTER 
    +FLOORCLIP
    +NOBLOOD
    SeeSound "pgr/sight"
    PainSound "pgr/pain"
    DeathSound "pgr/death"
    ActiveSound "pgr/active"
    Obituary "%o got burned by the programmer mech."
    MissileType GreenPlasmaBall
    DropItem Firestarter
    States
    {
    Spawn:
        PRGG AB 10 A_Look
        Loop
    See:
        PRGG AABBCCDD 2 A_Chase
        Loop
    Missile:
        PRGG F 2 A_FaceTarget
        PRGG F 2 Bright A_MissileAttack
        PRGG F 1 A_CPosReFire
        Goto Missile
    Pain:
        PRGG H 3 A_ThrowGrenade("MetalA", 3, 0.5, 6)
        PRGG H 3 A_Pain
        Goto See
    Death:
        PRGG H 5
        PRGG I 5 A_Scream
        PRGG J 5 A_Fall
        PRGG KLMNPQO 5
        PRGG O 200
        PRGG O 35 A_SetTranslucent( 0.5, 0)
        PRGG O 35 A_SetTranslucent( 0.25, 0)
         NULL A -1
        Stop
    }
}

//******************************************************************************************

ACTOR BigBot
{
    Health 2000
    Radius 50
    Height 96
    Speed 10
    PainChance 85
    Mass 10000
    ExplosionDamage 8
    ExplosionRadius 128
    MONSTER 
    +FLOORCLIP
    +NOBLOOD
    +BOSS
    SeeSound "robo/sight"
    AttackSound "shotguy/attack"
    PainSound "player/cyborg/pain100_1"
    DeathSound "player/cyborg/death1"
    Obituary "%o was blown away by a big robot."
    DropItem Firestarter
    States
    {
    Spawn:
        ROB3 AA 10 A_Look
        Loop
    See:
        ROB3 AABB 2 A_Chase
        ROB3 C 1 A_PlaySound("robot/foot")
        ROB3 C 1 A_Chase
        ROB3 DDFF 2 A_Chase
        Loop
    Missile:
        ROB3 G 10 A_FaceTarget
        ROB3 H 5 A_CustomMissile("MaulerTorpedo", 48, -58, 0)
        ROB3 G 10 A_FaceTarget
        Goto See
    Pain:
        ROB3 J 3 A_ThrowGrenade("MetalA", 40, 0.5, 6)
        ROB3 J 3 A_Pain
        Goto See
    Death:
        ROB3 K 5
        ROB3 L 5 A_Scream
        ROB3 L 1 A_Explode
        ROB3 M 5 A_Fall
        ROB3  NOP 5
        ROB3 Q 3 A_Scream
        ROB3 Q 1 A_Explode
        ROB3 Q 1 A_Fall
        ROB3 RST 5
        ROB3  T -1
        Stop
    }
}

//******************************************************************************************

ACTOR Humanoidbot
{
    Health 250
    Radius 20
    Height 56
    Speed 8
    PainChance 120
    ExplosionDamage 5
    ExplosionRadius 64
    MONSTER 
    +FLOORCLIP
    +NOBLOOD
    SeeSound "pgr/active"
    PainSound "pgr/pain"
    DeathSound "pgr/death"
    ActiveSound "pgr/sight"
    Obituary "%o was killed by the humanoid robot."
    MissileType Plasmaproton_
    DropItem Cell
    DropItem Firestarter
    States
    {
    Spawn:
        ROBB AB 10 A_Look
        Loop
    See:
        ROBB AABBCCDD 3 A_Chase
        Loop
    Missile:
        ROBB G 5 A_FaceTarget
        ROBB F 3 Bright A_MissileAttack
        ROBB F 3 Bright A_MissileAttack
        ROBB G 1
        Goto See
    Pain:
        ROBB H 3 A_ThrowGrenade("MetalA", 3, 0.5, 6)
        ROBB H 3 A_Pain
        Goto See
    Death:
        ROBB H 5 
        ROBB I 4 A_Scream
        ROBB I 1 A_Explode
        ROBB J 5 A_Fall
        ROBB KLM 5
        ROBB M 200
        ROBB M 35 A_SetTranslucent( 0.5, 0)
        ROBB M 35 A_SetTranslucent( 0.25, 0)
         NULL A -1
        Stop
    }
}

//******************************************************************************************

ACTOR Cyberdemondoom
{
    	Health 5000
    	Radius 30
    	Height 123
    	Speed 10
	Mass 1000
    	PainChance 5
    	MONSTER 
    	+FLOORCLIP
                   +BOSS
                   +NORADIUSDMG
                   SeeSound "cyber/sight"
    	PainSound "cyber/pain"
                  ActiveSound "cyber/active"
    	DeathSound "cyber/death"
                   Obituary "%o was blown away by a cyberdemon with 2 rocket launchers."
                      DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    DropItem Blood6
    	States
    	{
	Spawn:
		SCYB AB 10 A_Look
		Goto Spawn+2
    	See:
        	SCYB A 1 A_Chase
                   SCYB A 3 A_PlaySound("cyber/hoof")
                   SCYB BB 2 A_Chase
                   SCYB C 1 A_Chase
                   SCYB C 3 A_PlaySound("cyber/hoof")
                   SCYB DD 2 A_Chase
        	Loop
                   Missile:
        	SCYB E 9 A_FaceTarget
        	SCYB F 6 Bright A_CustomMissile ("Rocket4", 56, 53, 0)
                   SCYB F 0 Bright A_CustomMissile ("Rocket4", 56, -53, 0)
        	SCYB E 12
                   SCYB E 9 A_FaceTarget
        	SCYB F 6 Bright A_CustomMissile ("Rocket4", 56, 53, 0)
                   SCYB F 0 Bright A_CustomMissile ("Rocket4", 56, -53, 0)
        	SCYB E 12
                   SCYB E 9 A_FaceTarget
        	SCYB F 6 Bright A_CustomMissile ("Rocket4", 56, 53, 0)
                   SCYB F 0 Bright A_CustomMissile ("Rocket4", 56, -53, 0)
        	SCYB E 12
		Goto See
    	Pain:
        	SCYB G 3
        	SCYB G 3 A_Pain
        	Goto See
    	Death:
        	SCYB H 8 Bright A_TossGib
        	SCYB I 8 Bright A_Scream
        	SCYB J 8 Bright A_Fall
        	SCYB K 8 A_KeenDie
        	SCYB L 8
        	SCYB M 8
        	SCYB N 8
                   SCYB O 8
                   SCYB P -1
		Stop
    	}
}

//******************************************************************************************

actor Arachnophyte
{
	//$Category "ZDoom Monster pack"
    Health 2000
    Radius 64
    Height 100
    Speed 6
    PainChance 10
    Mass 1000
    MONSTER 
    +NOGRAVITY
    +FLOATBOB
    +FLOAT
    +BOSS
    SeeSound "spider/sight"
    DeathSound "spider/death"
    Obituary "%o was killed by an Arachnophyte."
    DropItem Blood2
    DropItem Blood6
    DropItem Blood2
    DropItem Blood6
    DropItem Blood2
    DropItem Blood6
    DropItem Blood2
    DropItem Blood6
    DropItem Blood2
    DropItem Blood6
    DropItem Blood2
    DropItem Blood6
    DropItem Blood2
    DropItem Blood6
    States
    {
    Spawn:
        APYT AB 4 A_Look
        Loop
    See:
        APYT AABB 2 A_Chase
        Loop
    Missile:
        APYT BABAB 4 A_FaceTarget
        APYT CD 4 Bright A_SPosAttack
        APYT D 1 A_SpidRefire
        Goto Missile+5
    Death:
        APYT E 8
        APYT F 8 A_Scream
        APYT G 6
        APYT H 6 A_Fall
        APYT I 6
        APYT J 6
        Stop
    }
}

ACTOR FlyingImp
{
	Health 90
	Painchance 200
	Speed 16
	Radius 28
	Height 50
	Mass 100
                  Scale 1.5
                  ExplosionDamage 0
                  ExplosionRadius 0
	Monster 
	+FLOAT 
                   +NOGRAVITY 
                   +DROPOFF
	SeeSound "himp/sight"
	MeleeSound "imp/melee"
	PainSound "himp/pain"
	DeathSound "himp/death"
	ActiveSound "himp/active"
                   MeleeDamage 5
	MISSILEHEIGHT 25
	Obituary "%o got incinerated by a gargoyle."
	HitObituary "%o was hacked by a gargoyle."
                   DropItem Blood13
                   DropItem Blood13
                   DropItem Blood13
                   DropItem Blood2
                   DropItem Blood2
                   DropItem Blood2
                   DropItem Blood2
                   DropItem Blood13
	States
	{
	Spawn:
		IMPX ABCD 10 A_Look
		Loop
	See:
		IMPX AABBCCBB 3 A_Chase
		Loop

	Missile:
		IMPX D 8 A_FaceTarget
		IMPX E 8 A_FaceTarget
		IMPX F 6 Bright A_HeadAttack
		Goto See
	Melee:
		IMPX D 8 A_FaceTarget
		IMPX E 8 A_FaceTarget
		IMPX F 6 A_MeleeAttack
		Goto See
	Pain:
		IMPX G 3 A_ThrowGrenade("RedBlood2", 0, 0, 4)
		IMPX G 3 A_Pain
		Goto See
	Death:
		IMPX G 0 A_Fall
		IMPX G 0 A_Scream
		IMPX G 4 A_SetFloorClip
		IMPX H 4
                                    IMPX I 7 A_SetFloorClip
		IMPX J 7 A_PlaySound("himp/death")
		IMPX K 7
		IMPX L 350
                                      IMPX L 35 A_SetTranslucent( 0.5, 0)
                                      IMPX L 35 A_SetTranslucent( 0.25, 0)
                                      NULL A -1
		Stop
	XDeath:
                                     IMPX M 5 A_CustomMissile("Gibs1", 32, 0 ,0)
                                     IMPX M 0 A_Fall
                                     IMPX M 0 A_Fall
                                     IMPX M 0 A_CustomMissile("Gibs2", 32, 12, 45)
                                     IMPX M 0 A_CustomMissile("Gibs3", 32, -8, 90)
                                     IMPX M 0 A_CustomMissile("Gibs1", 32, 10, 135)
                                     IMPX M 0 A_CustomMissile("Gibs2", 32, -6, 180)
                                     IMPX M 0 A_CustomMissile("Gibs3", 32, 30, 225)
                                     IMPX M 0 A_CustomMissile("Gibs1", 32, 12, 270)
		IMPX M 5 A_XScream
		IMPX N 5 A_SetFloorClip
		IMPX O 5 A_Fall
		IMPX PQ 5
		IMPX R 350
                                     IMPX R 35 A_SetTranslucent( 0.5, 0)
                                     IMPX R 35 A_SetTranslucent( 0.25, 0)
                                     NULL A -1
		Stop
	Burn:
                                     IMPX S 3 A_ThrowGrenade("Flames3", -40, 0, 1.5)
                                     IMPX S 2 A_ThrowGrenade("Flames3", -40, 0, 1.5)
		IMPX S 1 A_Scream
                                     IMPX S 0 A_ThrowGrenade("Flames3", -40, 0, 1.5)
		IMPX S 5 A_SetFloorClip
                                     IMPX S 0 A_ThrowGrenade("Flames3", -40, 0, 1.5)
		IMPX T 5 A_Fall
                                     IMPX T 0 A_ThrowGrenade("Flames3", -40, 0, 1.5)
                                     IMPX VVVVVVVVVVVVVVVVV 4 A_ThrowGrenade("Flames3", -40, 0, 1.5)
                                     IMPX V -1
		Stop
	Raise:
		IMPX G 5
		Goto See
	}
}

ACTOR StoneGargoyle
{
	Health 300
	Painchance 40
	Speed 16
                  Translation  "176:191=96:111" , "32:47=108:111"
                  Scale 2.5
	Radius 30
	Height 56
	Mass 100
	Monster 
	+FLOAT 
                   +NOGRAVITY 
                   +DROPOFF
                   +NOBLOOD
	SeeSound "himp/sight"
	MeleeSound "imp/melee"
	PainSound "himp/pain"
	DeathSound "himp/death"
	ActiveSound "himp/active"
                   MeleeDamage 10
	MISSILEHEIGHT 25
                  MissileType BaronBall
	Obituary "%o got incinerated by a stone gargoyle."
	HitObituary "%o was hacked by a stone gargoyle."
                    DropItem Healthglass 90
	States
	{
	Spawn:
		IMPX ABCD 10 A_Look
		Loop
	See:
		IMPX AABBCCBB 3 A_Chase
		Loop

	Missile:
		IMPX D 8 A_FaceTarget
		IMPX E 8 A_FaceTarget
		IMPX F 6 Bright A_CustomMissile("BaronBall", 32, 0, 0)
		Goto See
	Melee:
		IMPX D 8 A_FaceTarget
		IMPX E 8 A_FaceTarget
		IMPX F 6 A_MeleeAttack
		Goto See
	Pain:
		IMPX G 3
		IMPX G 3 A_Pain
		Goto See
	Death:
		IMPX G 0 A_Fall
		IMPX G 0 A_Scream
		IMPX G 4 A_SetFloorClip
		IMPX H 10
		Wait
	Crash:
		IMPX I 7 A_SetFloorClip
		IMPX J 7 A_PlaySound("himp/death")
		IMPX K 7
		IMPX L 350
                                     IMPX L 35 A_SetTranslucent( 0.5, 0)
                                     IMPX L 35 A_SetTranslucent( 0.25, 0)
                                     NULL A -1
		Stop
	XDeath:
                                     IMPX M 5
		IMPX M 5 A_XScream
		IMPX N 5 A_SetFloorClip
		IMPX O 5 A_Fall
		IMPX PQ 5
		IMPX R 350
                                     IMPX R 35 A_SetTranslucent( 0.5, 0)
                                     IMPX R 35 A_SetTranslucent( 0.25, 0)
                                     NULL A -1
		Stop
	Burn:
		IMPX S 5 A_Scream
		IMPX S 5 A_SetFloorClip
		IMPX T 5 A_Fall
		Wait
	Raise:
		IMPX G 5
		Goto See
	}
}

ACTOR DeathWyvrne_
{
	Health 500
	Painchance 100
	Speed 12
	Radius 28
	Height 60
	Mass 100
                  Scale 1.0
                  ExplosionDamage 0
                  ExplosionRadius 0
	Monster 
	+FLOAT 
                   +NOGRAVITY 
                   +DROPOFF
	SeeSound "dragon/sight"
	PainSound "dragon/pain"
	DeathSound "dragon/death"
	ActiveSound "dragon/active"
                   MeleeDamage 5
	MISSILEHEIGHT 25
	Obituary "%o got incinerated by a Death Wyvrne."
                   DropItem Blood13
                   DropItem Blood2
                   DropItem Blood2
                   DropItem Blood2
                   DropItem Blood2
	States
	{
	Spawn:
		DRGB AABBCCDDCCBB 3 A_Look
		Loop
	See:
		DRGB AABBCCDDCCBB 3 A_Chase
		Loop

	Missile:
		DRGB E 8 A_FaceTarget
		DRGB E 3 A_PlaySound("dragon/attack")
		DRGB E 0 Bright A_CustomMissile("FatShot", 32, 0, 0)
                                      DRGB E 1 A_FaceTarget
                                      DRGB E 0 Bright A_CustomMissile("FatShot", 32, 0, 0)
                                      DRGB E 1 A_FaceTarget
                                      DRGB E 0 Bright A_CustomMissile("FatShot", 32, 0, 0)
                                      DRGB E 1 A_FaceTarget
                                      DRGB E 0 Bright A_CustomMissile("FatShot", 32, 0, 0)
                                      DRGB E 1 A_FaceTarget
                                      DRGB E 0 Bright A_CustomMissile("FatShot", 32, 0, 0)
                                      DRGB E 1 A_FaceTarget
                                      DRGB E 0 Bright A_CustomMissile("FatShot", 32, 0, 0)
                                      DRGB E 1 A_FaceTarget
                                      DRGB E 0 Bright A_CustomMissile("FatShot", 32, 0, 0)
                                      DRGB E 1 A_FaceTarget
                                       DRGB E 0 Bright A_CustomMissile("FatShot", 32, 0, 0)
                                      DRGB E 1 A_FaceTarget
		Goto See
	Pain:
		DRGB F 3 A_ThrowGrenade("RedBlood2", 0, 0, 4)
		DRGB F 3 A_Pain
		Goto See
	Death:
		DRGB G 0 A_Fall
		DRGB G 0 A_Scream
		DRGB H 4 A_SetFloorClip
		DRGB I 10
		Wait
	Crash:
		DRGB J 7 A_SetFloorClip
		DRGB K 7
		DRGB L 7
		DRGB M 350
                                      DRGB M 35 A_SetTranslucent( 0.5, 0)
                                      DRGB M 35 A_SetTranslucent( 0.25, 0)
                                      NULL A -1
		Stop
	Raise:
		DRGB MLKJIHGF 5
		Goto See
	}
}

//******************************************************************************************

ACTOR MegaQueen
{
    Health 10000
    Radius 50
    Height 120
    Speed 10
    Scale 1.7
    PainChance 5
    Mass 1000
    MeleeDamage 25
    MONSTER 
    +FLOORCLIP
     SeeSound "queen/sight"
    PainSound "alien/pain"
    DeathSound "queen/death"
    ActiveSound "demon/active"
    MeleeSound "queen/sight"
    BloodColor green
    Obituary "%o was killed by the Mega Queen."
    MissileType BaronBall
    States
    {
    Spawn:
        QUEE AB 10 A_Look
        Loop
    See:
       QUEE AABBCCDD 3 A_Chase
        Loop
    Missile:
        QUEE E 0 A_JumpIfHealthLower(9990, 19)
        QUEE E 1 A_FaceTarget
        QUEE F 1 Bright A_CustomMissile("Lightningshot", 32, 0, 0)
        QUEE F 1 Bright A_CustomMissile("Lightningshot", 32, 0, 0)
        QUEE F 1 Bright A_CustomMissile("Lightningshot", 32, 0, 0)
        QUEE F 1 Bright A_CustomMissile("Lightningshot", 32, 0, 0)
        QUEE F 1 Bright A_CustomMissile("Lightningshot", 32, 0, 0)
        QUEE F 1 Bright A_CustomMissile("Lightningshot", 32, 0, 0)
        QUEE F 1 Bright A_CustomMissile("Lightningshot", 32, 0, 0)
        QUEE F 1 Bright A_CustomMissile("Lightningshot", 32, 0, 0)
        QUEE F 1 Bright A_CustomMissile("Lightningshot", 32, 0, 0)
        QUEE F 1 Bright A_CustomMissile("Lightningshot", 32, 0, 0)
        QUEE F 1 Bright A_CustomMissile("Lightningshot", 32, 0, 0)
        QUEE F 1 Bright A_CustomMissile("Lightningshot", 32, 0, 0)
        QUEE F 1 Bright A_CustomMissile("Lightningshot", 32, 0, 0)
        QUEE F 1 Bright A_CustomMissile("Lightningshot", 32, 0, 0)
        QUEE F 1 Bright A_CustomMissile("Lightningshot", 32, 0, 0)
        QUEE F 1 A_FaceTarget
        Goto See
        QUEE E 1 A_FaceTarget
        QUEE F 1 Bright A_Mushroom("Lightningshot", 36)
        QUEE E 1 A_SpidRefire
        Goto Missile+1
    Melee:
        QUEE E 10 A_FaceTarget
        QUEE F 5 A_MeleeAttack
        QUEE E 5 A_FaceTarget
        Goto See
    Pain:
        QUEE G 3 A_ThrowGrenade("GreenBlood", 0, 0, 4)
        QUEE G 3 A_Pain
        Goto See
    Death:
        QUEE H 5
        QUEE I 5 A_Scream
        QUEE J 5 A_Fall
        QUEE K 5
        QUEE L 5
        QUEE M 5
        QUEE N -1
        Stop
    XDeath:
        TROO O 5
        TROO P 5 A_XScream
        TROO Q 5 A_Fall
        TROO RSTU 5
        TROO V -1
        Stop
    }
}

//******************************************************************************************

actor Terron
{
    Health 3500
    Radius 40
    Height 128
    Speed 10
    PainChance 10
    Mass 1000
    Damage 3
    MONSTER 
    +DROPOFF
    +BOSS
    SeeSound "mino/sight"
    PainSound "mino/pain"
    DeathSound "queen/death"
    ActiveSound "demon/active"
    AttackSound "weapons/chngun"
    Obituary "%o was killed by Terron the minotaur."
    DropItem Blood13
    DropItem Blood13
    DropItem Blood13
    DropItem Blood2
    DropItem Blood13
    DropItem Blood13
    DropItem Blood13
    DropItem Blood2
    DropItem Blood13
    DropItem Blood13
    DropItem Blood13
    DropItem Blood2
    DropItem Blood13
    DropItem Blood13
    DropItem Blood13
    DropItem Blood2
    DropItem Blood13
    DropItem Blood13
    DropItem Blood13
    DropItem Blood2
    DropItem Blood13
    DropItem Blood13
    DropItem Blood13
    DropItem Blood13
    DropItem Blood2
    DropItem Blood2
    States
    {
    Spawn:
        TMIN AB 10 A_Look
        Loop
    See:
        TMIN AABBCCDD 2 A_Chase
        Loop
    Missile:
        TMIN G 1 A_FaceTarget
        TMIN H 3 Bright A_CustomBulletAttack (10, 2, 1, 5, "BulletPuff2")
        TMIN G 1 A_SpidRefire
        Goto Missile+1
    Pain:
            TMIN I 5 
            TMIN I 5 A_Pain
         Goto See
    Death:
        TMIN J 5 A_Scream
        TMIN K 5 A_Fall
        TMIN L 5 A_Fall
        TMIN M 5
        TMIN NOPQR 5
        TMIN S -1
        Stop
    }
}

//******************************************************************************************

actor Terron2 : Terron
{
  Health 4500
    Radius 40
    Height 128
    Speed 14
    PainChance 10
    Mass 1000
    Damage 5
    BloodColor "green"
    Translation "64:75=96:107" ,  "236:239=108:111" , "176:191=112:127" , "32:47=112:127"
    MONSTER 
    +DROPOFF
    +BOSS
  Obituary "%o was killed by Terron's bio-clone."
    DropItem Blood19
    DropItem Blood19
    DropItem Blood19
    DropItem Blood19
    DropItem Blood19
    DropItem Blood19
    DropItem Blood19
    DropItem Blood19
    DropItem Blood19
    DropItem Blood4
    DropItem Blood4
    DropItem Blood4
    DropItem Blood4
    DropItem Blood4
    DropItem Blood4
    DropItem Blood4
    DropItem Blood4
    DropItem Blood4
    DropItem Blood4
    DropItem Blood4
    DropItem Blood4
    DropItem Blood4
    DropItem Blood4
    DropItem Blood4
    DropItem Blood4
    DropItem Blood4
}

//******************************************************************************************

// Give the Hexen monster a doomednum
actor Serpent_ : Serpent
{
 -NOBLOOD
  DropItem Blood13
  DropItem Blood2
  DropItem Blood13
  DropItem Blood2
  DropItem Blood13
}

//******************************************************************************************

// Give the Hexen monster a doomednum
actor Serpent2 : Serpent
{
   Health 200
   GibHealth -100
   Translation "96:111=128:143" , "152:159=64:71" , "9:12=236:239" , "120:127=72:79"
 -NOBLOOD
  DropItem Blood13
  DropItem Blood2
  DropItem Blood13
  DropItem Blood2
  DropItem Blood13
}

//******************************************************************************************

Actor Fire3
{
                   Health 10
	Painchance 255
	Speed 0
	Radius 20
	Height 20
	Mass 100
                  Scale 1.0
                  ExplosionDamage 5
	ExplosionRadius 5
                   DamageType Fire
	+CORPSE
	DeathSound "misc/flamedoom"
	States
	{
	Spawn:
		FRL1 A 2 Bright A_PlaySound("vile/firecrkl")
                                     FRL1 A 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 B 2 Bright A_Explode
                                     FRL1 B 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 C 2 Bright A_Explode
                                     FRL1 C 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 D 2 Bright A_Explode
                                     FRL1 D 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 E 2 Bright A_Explode
                                     FRL1 E 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 F 2 Bright A_Explode
                                     FRL1 F 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 A 2 Bright A_PlaySound("vile/firecrkl")
                                     FRL1 A 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 B 2 Bright A_Explode
                                     FRL1 B 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 C 2 Bright A_Explode
                                     FRL1 C 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 D 2 Bright A_Explode
                                     FRL1 D 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 E 2 Bright A_Explode
                                     FRL1 E 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 F 2 Bright A_Explode
                                     FRL1 F 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                    FRL1 A 2 Bright A_PlaySound("vile/firecrkl")
                                     FRL1 A 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 B 2 Bright A_Explode
                                     FRL1 B 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 C 2 Bright A_Explode
                                     FRL1 C 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 D 2 Bright A_Explode
                                     FRL1 D 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 E 2 Bright A_Explode
                                     FRL1 E 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 F 2 Bright A_Explode
                                     FRL1 F 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 A 2 Bright A_PlaySound("vile/firecrkl")
                                     FRL1 A 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 B 2 Bright A_Explode
                                     FRL1 B 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 C 2 Bright A_Explode
                                     FRL1 C 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 D 2 Bright A_Explode
                                     FRL1 D 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 E 2 Bright A_Explode
                                     FRL1 E 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 F 2 Bright A_Explode
                                     FRL1 F 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 A 2 Bright A_PlaySound("vile/firecrkl")
                                     FRL1 A 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 B 2 Bright A_Explode
                                     FRL1 B 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 C 2 Bright A_Explode
                                     FRL1 C 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 D 2 Bright A_Explode
                                     FRL1 D 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 E 2 Bright A_Explode
                                     FRL1 E 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 F 2 Bright A_Explode
                                     FRL1 F 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 A 2 Bright A_PlaySound("vile/firecrkl")
                                     FRL1 A 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 B 2 Bright A_Explode
                                     FRL1 B 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 C 2 Bright A_Explode
                                     FRL1 C 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 D 2 Bright A_Explode
                                     FRL1 D 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 E 2 Bright A_Explode
                                     FRL1 E 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 F 2 Bright A_Explode
                                     FRL1 F 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                    FRL1 A 2 Bright A_PlaySound("vile/firecrkl")
                                     FRL1 A 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 B 2 Bright A_Explode
                                     FRL1 B 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 C 2 Bright A_Explode
                                     FRL1 C 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 D 2 Bright A_Explode
                                     FRL1 D 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 E 2 Bright A_Explode
                                     FRL1 E 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 F 2 Bright A_Explode
                                     FRL1 F 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 A 2 Bright A_PlaySound("vile/firecrkl")
                                     FRL1 A 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 B 2 Bright A_Explode
                                     FRL1 B 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 C 2 Bright A_Explode
                                     FRL1 C 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 D 2 Bright A_Explode
                                     FRL1 D 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 E 2 Bright A_Explode
                                     FRL1 E 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 F 2 Bright A_Explode
                                     FRL1 F 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 A 2 Bright A_PlaySound("vile/firecrkl")
                                     FRL1 A 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 B 2 Bright A_Explode
                                     FRL1 B 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 C 2 Bright A_Explode
                                     FRL1 C 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 D 2 Bright A_Explode
                                     FRL1 D 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 E 2 Bright A_Explode
                                     FRL1 E 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 F 2 Bright A_Explode
                                     FRL1 F 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                    FRL1 A 2 Bright A_PlaySound("vile/firecrkl")
                                     FRL1 A 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 B 2 Bright A_Explode
                                     FRL1 B 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 C 2 Bright A_Explode
                                     FRL1 C 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 D 2 Bright A_Explode
                                     FRL1 D 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 E 2 Bright A_Explode
                                     FRL1 E 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 F 2 Bright A_Explode
                                     FRL1 F 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                   FRL1 A 2 Bright A_PlaySound("vile/firecrkl")
                                     FRL1 A 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 B 2 Bright A_Explode
                                     FRL1 B 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 C 2 Bright A_Explode
                                     FRL1 C 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 D 2 Bright A_Explode
                                     FRL1 D 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 E 2 Bright A_Explode
                                     FRL1 E 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 F 2 Bright A_Explode
                                     FRL1 F 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 A 2 Bright A_PlaySound("vile/firecrkl")
                                     FRL1 A 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 B 2 Bright A_Explode
                                     FRL1 B 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 C 2 Bright A_Explode
                                     FRL1 C 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 D 2 Bright A_Explode
                                     FRL1 D 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 E 2 Bright A_Explode
                                     FRL1 E 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     FRL1 F 2 Bright A_Explode
                                     FRL1 F 0 Bright A_ThrowGrenade("Smokepuff", -20, 0, 4)
                                     NULL A 1
		Stop
	Death:
		FRL1 A 2 A_Fall
		FRL1 B 2 A_Scream
		FRL1 C 2 A_SetFloorClip
		FRL1 D 2
		FRL1 E 2
                                      FRL1 F 2
                                      Loop
	}
}

//******************************************************************************************

actor Dead1 : BasicArmorPickup
{
  inventory.pickupmessage "Man Down!!"
  inventory.icon "NULLA0"
   Inventory.PickupSound "turret/see"
  armor.saveamount 0
  armor.savepercent 0
  +ALWAYSPICKUP
  Scale 0.2
  States
      {
       Spawn:
                  JUNK C -1
                  Stop
       }
}

//******************************************************************************************

actor Dead2 : BasicArmorPickup
{
  inventory.pickupmessage "Medic!!"
  inventory.icon "NULLA0"
   Inventory.PickupSound "turret/see"
  armor.saveamount 0
  armor.savepercent 0
  +ALWAYSPICKUP
  Scale 0.2
  States
      {
       Spawn:
                  JUNK C -1
                  Stop
       }
}

//*****************************************************************************************
// monster spawners
//*****************************************************************************************

Actor ZombieManSpawner 3004
{
	+IsMonster
	Radius 20
	States
	{
	Spawn:
		NULL A 0
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("ZombieMan2",1)
		Goto Death
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("ZombieMan3",1)
		Goto Death
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("ZombieMan4",1)
		Goto Death
                                     NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("UziZombie",1)
		Goto Death
                                     NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("ZombieMan5",1)
		Goto Death
                                     NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("ZombieMan6",1)
		Goto Death
                                     NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("ZombieMan7",1)
		Goto Death
                                      NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("ZombieMan8",1)
		Goto Death
                                     NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("ChainsawZombie",1)
		Goto Death
                                     NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("RapidFireTrooper",1)
		Goto Death
		NULL A 1 A_SpawnItem("ZombieMan11",1)
		Stop

	Death:
		NULL A 0
		Stop
	}
}

Actor ShotgunGuySpawner 9
{
	+IsMonster
	Radius 20
	States
	{
	Spawn:
		NULL A 0
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("ShotgunGuy2",1)
		Goto Death
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("ShotgunGuy3",1)
		Goto Death
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("ShotgunGuy4",1)
		Goto Death
                                     NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("ShotgunGuy5",1)
		Goto Death
                                     NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("ShotgunSoldier",1)
		Goto Death
                                     NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("ShotgunGuyAuto",1)
		Goto Death
		NULL A 1 A_SpawnItem("RocketGuy",1)
		Goto Death
	Death:
		NULL A 0
		Stop
	}
}

Actor DemonSpawner 3002
{
	+IsMonster
	Radius 20
	States
	{
	Spawn:
		NULL A 0
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("DemonDropItem",1)
		Goto Death
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("Lizardman",1)
		Goto Death
                                     NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("Demon3DropItem",1)
		Goto Death
                                      NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("Minotaurbig",1)
		Goto Death
                                     NULL A 0
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("swamplm",1)
		Goto Death
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("Demon2DropItem",1)
		Goto Death
                                     NULL A 0
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("Crocman",1)
		Goto Death
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("Desertcroc",1)
		Goto Death
                                     NULL A 0
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("Alien",1)
		Goto Death
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("BerserkerLM",1)
		Goto Death
                                     NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("Demon2DropItem",1)
		Goto Death
                                     NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("Demon3DropItem",1)
		Goto Death
                                      NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("BioLizardman",1)
		Goto Death
		NULL A 1 A_SpawnItem("BioLizardman2",1)
		Stop

	Death:
		NULL A 0
		Stop
	}
}

Actor SpectreSpawner 58
{
	+IsMonster
	Radius 20
	States
	{
	Spawn:
		NULL A 0
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("SpectreDropItem",1)
		Goto Death
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("IceGuy_",1)
		Goto Death
                                     NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("Ettin_",1)
		Goto Death
		NULL A 1 A_SpawnItem("Humanoidbot",1)
		Stop

	Death:
		NULL A 0
		Stop
	}
}

Actor RevenantSpawner 66
{
	+IsMonster
	Radius 20
	States
	{
	Spawn:
		NULL A 0
		NULL A 0 A_Jump(128,2)
		NULL A 1 A_SpawnItem("RevenantDropItem",1)
		Goto Death
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("Knight_",1)
		Goto Death
		NULL A 1 A_SpawnItem("RevenantDropItem",1)
		Stop

	Death:
		NULL A 0
		Stop
	}
}

Actor CyberdemonSpawner 16
{
	+IsMonster
	Radius 20
	States	
	{
	Spawn:
		NULL A 0
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("CyberDemonDropItem",1)
		Goto Death
		NULL A 0 A_Jump(220,2)
		NULL A 1 A_SpawnItem("Mantor2",1)
		Goto Death
                                     NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("Sirus",1)
		Goto Death
                                      NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("Anton",1)
		Goto Death
                                      NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("Sphinx",1)
		Goto Death
                                      NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("Cyberdemondoom",1)
		Goto Death
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("Arachnophyte",1)
		Goto Death
                                      NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("Blackopstank",1)
		Goto Death
                                      NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("Blackopsbot",1)
		Goto Death
                                     NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("Satan",1)
		Goto Death
                                       NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("BFC",1)
		Goto Death
                                      NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("Terron",1)
		Goto Death
                                       NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("Terron2",1)
		Goto Death
		NULL A 1 A_SpawnItem("DestructDemonDropItem",1)
		Stop

	Death:
		NULL A 0
		Stop
	}
}

Actor SpiderMastermindSpawner 7
{
	+IsMonster
	Radius 20
	States	
	{
	Spawn:
		NULL A 0
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("SpiderMastermindDropItem",1)
		Goto Death
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("BigBot",1)
		Goto Death
		NULL A 1 A_SpawnItem("SpiderMastermindDropItem",1)
		Stop

	Death:
		NULL A 0
		Stop
	}
}

Actor ChaingunGuySpawner 65
{
	+IsMonster
	Radius 20
	States
	{
	Spawn:
		NULL A 0
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("ChaingunGuy2",1)
		Goto Death
                                     NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("C2Sarge",1)
		Goto Death
                                       NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("DNEnforcer",1)
		Goto Death
                                      NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("C2ARGuy",1)
		Goto Death
                                      NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("PlasmaZombie",1)
		Goto Death
                                      NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("ZombieMarine",1)
		Goto Death
		NULL A 1 A_SpawnItem("C2ARGuy2",1)
		Stop

	Death:
		NULL A 0
		Stop
	}
}

Actor NaziSpawner 84
{
	+IsMonster
	Radius 20
	States
	{
	Spawn:
		NULL A 0
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("BadBlackOps",1)
		Goto Death
		NULL A 0 A_Jump(160,2)	
		NULL A 1 A_SpawnItem("Aquashotgunner",1)
		Goto Death
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("WolfensteinSS_",1)
		Goto Death
                                     NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("StrifeGuard",1)
		Goto Death
                                     NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("Nazi2",1)
		Goto Death
		NULL A 1 A_SpawnItem("BadBOPlasma",1)
		Stop

	Death:
		NULL A 0
		Stop
	}
}

Actor CacodemonSpawner 3005
{
	+IsMonster
	Radius 20
	States
	{
	Spawn:
		NULL A 0
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("Cacodemon_",1)
		Goto Death
                                      NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("EnhancedCacodemon",1)
		Goto Death
                                      NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("NightmareCacodemon",1)
		Goto Death
                                      NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("CacolanternClone",1)
		Goto Death
                                      NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("FireDemon",1)
		Goto Death
                                     NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("StoneGargoyle",1)
		Goto Death
                                      NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("DeathWyvrne_",1)
		Goto Death
		NULL A 1 A_SpawnItem("FlyingImp",1)
		Stop

	Death:
		NULL A 0
		Stop
	}
}

Actor BaronOfHellSpawner 3003
{
	+IsMonster
	Radius 20
	States
	{
	Spawn:
		NULL A 0
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("Baronofhell_",1)
		Goto Death
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("Queen",1)
		Goto Death
                                      NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("BrownBeast",1)
		Goto Death
                                      NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("ChaosSerp",1)
		Goto Death
                                      NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("ChaosSerp2",1)
		Goto Death
		NULL A 1 A_SpawnItem("Baronofhell2",1)
		Stop

	Death:
		NULL A 0
		Stop
	}
}

Actor ImpSpawner 3001
{
	+IsMonster
	Radius 20
	States
	{
	Spawn:
		NULL A 0
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("DoomImpDropItem",1)
		Goto Death
                                     NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("LesserDemon",1)
		Goto Death
                                      NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("GreaterImp2",1)
		Goto Death
		NULL A 1 A_SpawnItem("DoomImpDropItem",1)
		Stop

	Death:
		NULL A 0
		Stop
	}
}

Actor HellKnightSpawner 69
{
	+IsMonster
	Radius 20
	States
	{
	Spawn:
		NULL A 0
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("Hellknight_",1)
		Goto Death
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("Hellknight2",1)
		Goto Death
                                     NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("Satyr",1)
		Goto Death
                                      NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("Programmer_",1)
		Goto Death
		NULL A 1 A_SpawnItem("Swampman",1)
		Stop

	Death:
		NULL A 0
		Stop
	}
}

Actor PainSpawner 71
{
	+IsMonster
	Radius 20
	States
	{
	Spawn:
		NULL A 0
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("PainElemental_",1)
		Goto Death
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("TorturedSoul",1)
		Goto Death
		NULL A 1 A_SpawnItem("PlasmaElemental",1)
		Stop

	Death:
		NULL A 0
		Stop
	}
}

Actor LostsoulSpawner 3006
{
	+IsMonster
	Radius 20
	States
	{
	Spawn:
		NULL A 0
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("LostSoul_",1)
		Goto Death
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("DragonFamiliar",1)
		Goto Death
		NULL A 1 A_SpawnItem("LostSoul_",1)
		Stop

	Death:
		NULL A 0
		Stop
	}
}

//******************************************************************
// weapon spawner
//******************************************************************

Actor ChainsawSpawner 2005
{
 States
 {
 Spawn:
  NULL A 0
  NULL A 0 A_Jump(160,2)
  NULL A 1 A_SpawnItem("Chainsaw_",1,8)
  Goto Death
  NULL A 0 A_Jump(160,2)
  NULL A 1 A_SpawnItem("AlandoKnife",1,8)
  Goto Death
  NULL A 0 A_Jump(160,2)
  NULL A 1 A_SpawnItem("SamuriSword",1,8)
  Goto Death
  NULL A 1 A_SpawnItem("Chainsaw_",1,8)
  Stop

 Death:
  NULL A 0
  Stop
 }
}

Actor ShotgunSpawner 2001
{
 States
 {
 Spawn:
  NULL A 0
  NULL A 0 A_Jump(160,2)
  NULL A 1 A_SpawnItem("AlandoShotgun",1,8)
  Goto Death
  NULL A 0 A_Jump(160,2)
  NULL A 1 A_SpawnItem("SawedoffSG",1,8)
  Goto Death
   NULL A 0 A_Jump(160,2)
  NULL A 1 A_SpawnItem("AlandoAutoSG",1,8)
  Goto Death
  NULL A 1 A_SpawnItem("RiotSG",1,8)
  Stop

 Death:
  NULL A 0
  Stop
 }
}

Actor SuperShotgunSpawner 82
{
 States
 {
 Spawn:
  NULL A 0
  NULL A 0 A_Jump(160,2)
  NULL A 1 A_SpawnItem("DoubleBarrelSG",1)
  Goto Death
   NULL A 0 A_Jump(160,2)
NULL A 1 A_SpawnItem("AlandoNailgun",1)
Goto Death
  NULL A 0 A_Jump(128,2)
NULL A 1 A_SpawnItem("SlasherSG",1)
Goto Death
  NULL A 1 A_SpawnItem("AWMSniperrifle",1)
  Stop

 Death:
  NULL A 0
  Stop
 }
}

Actor ChaingunSpawner 2002
{
 States
 {
 Spawn:
  NULL A 0
  NULL A 0 A_Jump(160,2)
  NULL A 1 A_SpawnItem("AlandoChaingun",1)
  Goto Death
  NULL A 0 A_Jump(160,2)
  NULL A 1 A_SpawnItem("AlandoMinigun",1)
  Goto Death
  NULL A 0 A_Jump(160,2)
  NULL A 1 A_SpawnItem("Class2Assaultrifle",1) 
  Goto Death
   NULL A 0 A_Jump(160,2)
  NULL A 1 A_SpawnItem("M249SAW",1) 
  Goto Death
NULL A 0 A_Jump(160,2)
  NULL A 1 A_SpawnItem("Shrapnelchaingun",1) 
  Goto Death
   NULL A 0 A_Jump(160,2)
  NULL A 1 A_SpawnItem("AlandoTommygun",1) 
  Goto Death
  NULL A 1 A_SpawnItem("AlandoUzi",1) 
  Stop

 Death:
  NULL A 0
  Stop
 }
}

Actor RocketLauncherSpawner 2003
{
 States
 {
 Spawn:
  NULL A 0
  NULL A 0 A_Jump(160,2)
  NULL A 1 A_SpawnItem("HomingRocketLauncher_A",1)
  Goto Death
  NULL A 0 A_Jump(160,2)
  NULL A 1 A_SpawnItem("AlandoGrenadeLauncher",1)
Goto Death
NULL A 0 A_Jump(160,2)
NULL A 1 A_SpawnItem("RazorJack",1)
Goto Death
NULL A 0 A_Jump(160,2)
NULL A 1 A_SpawnItem("RapidFireRL",1)
Goto Death
NULL A 0 A_Jump(160,2)
NULL A 1 A_SpawnItem("AlandoFlakCannon",1)
Goto Death
  NULL A 0 A_Jump(160,2)
  NULL A 1 A_SpawnItem("Grenadethrow",1) 
  Goto Death
NULL A 1 A_SpawnItem("Bombthrow",1)
Stop

	Death:
		NULL A 0
		Stop
	}
}

Actor PlasmaRifleSpawner 2004
{
	States
	{
	Spawn:
		NULL A 0
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("PlasmaRifle_",1)
		Goto Death
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("AlandoRailgun",1)
		Goto Death
                                     NULL A 0 A_Jump(160,2)
                                     NULL A 1 A_SpawnItem("PCchaingun",1)
                                     Goto Death
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("Icegun",1)
		Goto Death
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("Flamethrower_",1)
		Goto Death
                                     NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("Zapper",1)
		Goto Death
		NULL A 1 A_SpawnItem("Plasmaprotongun",1)
		Stop

	Death:
		NULL A 0
		Stop
	}
}

Actor BFG9000Spawner 2006
{
	States
	{
	Spawn:
		NULL A 0
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("BFG10000",1)
		Goto Death
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("HellStorm",1)
		Goto Death
                                     NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("AlandoRailgun2",1)
		Goto Death
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("Inferno",1)
		Goto Death
		NULL A 1 A_SpawnItem("Redeemer",1)
		Stop

	Death:
		NULL A 0
		Stop
	}
}

//******************************************************************
// powerup spawner
//******************************************************************

Actor BerserkSpawner 2023
{
	States
	{
	Spawn:
		NULL A 0
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("Haste",1)
		Goto Death
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("FearSphere",1)
		Goto Death
		NULL A 1 A_SpawnItem("Berserk",1)
		Stop

	Death:
		NULL A 0
		Stop
	}
}

Actor InvulnerabilitySpawner 2022
{
	States
	{
	Spawn:
		NULL A 0
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("InvulnerabilitySphere_",1)
		Goto Death
		NULL A 0 A_Jump(190,2)
		NULL A 1 A_SpawnItem("GodSphere",1)
		Goto Death
		NULL A 1 A_SpawnItem("InvulnerabilitySphere_",1)
		Stop

	Death:
		NULL A 0
		Stop
	}
}

Actor SoulsphereSpawner 2013
{
	States
	{
	Spawn:
		NULL A 0
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("SoulSphere_",1)
		Goto Death
		NULL A 0 A_Jump(175,2)
		NULL A 1 A_SpawnItem("Megahealth",1)
		Goto Death
		NULL A 1 A_SpawnItem("SoulSphere_",1)
		Stop

	Death:
		NULL A 0
		Stop
	}
}

//******************************************************************
// item spawner
//******************************************************************

ACTOR Oneshell : Shell
{
   Inventory.Amount 1
   Inventory.PickupMessage "Picked up a shotgun shell."
   Scale 0.5
   States
   {
   Spawn:
      SHLL B -1
      Stop
   }
}

ACTOR AmmoBox : Clip
{
   Inventory.Amount 100
   Inventory.PickupMessage "Picked up a box of ammo."
   Scale 0.7
   States
   {
   Spawn:
      AMMO A -1
      Stop
   }
}

ACTOR UziClip : Clip
{
   Inventory.Amount 60
   Inventory.PickupMessage "Picked up an uzi clip."
   Scale 0.35
   States
   {
   Spawn:
      CLIP C -1
      Stop
   }
}

ACTOR M249box : Clip
{
   Inventory.Amount 200
   Inventory.PickupMessage "Picked up a box of M249 Ammo."
   Scale 0.7
   States
   {
   Spawn:
      MSAW A -1
      Stop
   }
}

ACTOR TommyDrum : Clip
{
   Inventory.Amount 100
   Inventory.PickupMessage "Picked up a type 1 tommy gun drum."
   Scale 0.8
   States
   {
   Spawn:
      DRUM A -1
      Stop
   }
}

ACTOR BoxOfRockets : RocketAmmo
{
   Inventory.Amount 10
   Inventory.PickupMessage "Picked up a box o' rockets."
   Scale 0.7
   States
   {
   Spawn:
      BROK A -1
      Stop
   }
}

Actor Shellsspawner 2008
{
DropItem FourShell 255
DropItem KoopaShell 200
DropItem SlasherShell 200
States
{
 Spawn:
      NULL A 0
      NULL A 1 A_NoBlocking
      Stop
  }
}

Actor Ammoboxspawner 2048
{
DropItem AmmoBox 255
DropItem NINails 120
DropItem M249box 98
DropItem UziClip 200
DropItem TommyDrum 128
States
{
Spawn:
      NULL A 0
      NULL A 1 A_NoBlocking
      Stop
  }
}
 
Actor Explosivesspawner 2046
{
DropItem BoxOfRockets 255
DropItem Grenadethrow 100
DropItem Grenadebox 130
States
{
 Spawn:
      NULL A 0
      NULL A 1 A_NoBlocking
      Stop
  }
}

Actor Medkitspawner 2012
{
DropItem Medikit 255
DropItem Healthglass 90
DropItem Healthbottle 120
DropItem Healthvile 100
States
{
 Spawn:
      NULL A 0
      NULL A 1 A_NoBlocking
      Stop
  }
}

Actor Stimpackspawner 2011
{
DropItem Stimpack 255
DropItem Healthbottle 100
DropItem Healthvile 90
States
{
 Spawn:
      NULL A 0
      NULL A 1 A_NoBlocking
      Stop
  }
}

//*************************************************************************
//misc
//*************************************************************************

Actor Alandotalk : SwitchableDecoration
{
 height 41
 radius 20
 +SOLID
 States
{
 Spawn:
 Active:
     PLAY A 1
     Loop
 Inactive:
    PLAY E 2 A_ThrowGrenade("Stimpack", 0, 3, 1)
    Stop
   }
}