ACTOR Spectro: BullDemon Replaces Spectre
{
    GibHealth 35
	//Radius 30
    Scale 1.1
	Height 52
	Radius 22
	Mass 400
    -FASTER
    damagefactor "Crush", 10.0
    damagefactor "SSG", 5.0
	damagefactor "Avoid", 0.0
	PainChance "Kick", 255
	damagefactor "TeleportRemover", 0.0
	Monster
	damagefactor "Avoid", 0.0
damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
    damagefactor "Shrapnel", 0.3
	damagefactor "SSG", 5.0
	+FLOORCLIP 
	SeeSound "demon/sight"
	AttackSound "demon/melee"
	PainSound "demon/pain"
	DeathSound "demon/death"
	ActiveSound "demon/active"
    BloodType "Brutal_Blood", "BloodSPlatterReplacer", "SawBlood"
	DamageType Eat
	MaxStepHeight 48
	MaxDropOffHeight 48
	DropItem "DemonStrengthRune" 2
	DropItem "SuperBlurSphere" 12
	RenderStyle Add
    Alpha 0.45
	speed 8
	fastspeed 6
	Obituary "%o has been sodomized by a Spectre."
	States
	{
	ReplaceVanilla:
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
		TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 0 A_SpawnItemEx ("VanillaSpectre",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)
		Stop
    Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_ExecuteAlways(796, 0, 0, 0, 0)//Check if Vanilla Mode is activated
	Spawned:
		SPEC AAAAAAAAAAAAAAAAAA 10 BRIGHT A_Look
		Loop
	SpawnVisible:
		
		SARG A 10
		Goto Spawned
		
	See:
        TNT1 A 0 A_SpawnItemEx("FootStep", 0, 0, 30, 0, 0)
		TNT1 A 0 A_JumpIfInTargetInventory("HasInfrared", 1, "SeeVisible")
		SPEC AAABBBAAABBB 1 BRIGHT A_Chase
		Loop
	
	SeeVisible:
		SARG AAABBBCCCDDD 1 A_Chase
		Goto See
	
	Pain:
		SARG H 2
		SARG H 2 A_Pain
		Goto See
	Pain:
		SARG H 2
		SARG H 2 A_Pain
		Goto See
		
	Pain.Shotgun:
         TNT1 A 0 A_Pain
         TNT1 A 0
        //TNT1 A 0 ThrustThingZ(0,30,0,1)
        TNT1 A 0 A_FaceTarget
        TNT1 A 0 A_Recoil (2)
         SARG H 2
		 //DEMP A 4
		 SARG H 2
         Goto See	

    Pain.Kick:
	Pain.HeavyImpact:
         TNT1 A 0 A_Pain
         TNT1 A 0
        //TNT1 A 0 ThrustThingZ(0,30,0,1)
        TNT1 A 0 A_FaceTarget
        TNT1 A 0 A_Recoil (9)
         SARG H 4
		 //DEMP B 6
		 SARG H 4
         Goto See
		 
	Melee:
	    TNT1 A 0
		TNT1 A 0 A_TakeInventory("EnemyMemory", 100)
		TNT1 A 0 A_JumpIfInTargetInventory("ComeEatMeDemon", 1, "MeleeDown")
		SARG E 6 A_FaceTarget
		SARG F 6 A_FaceTarget
		TNT1 A 0 A_CustomMissile("DemonAttack",40,0,0,0)
		SARG G 12 A_CustomMissile("DemonAttack",5,0,0,0)

	TNT1 A 0 A_JumpIfInventory("ZombieManFatality", 1, "FatalityZombieman")
	TNT1 A 0 A_JumpIfInventory("SergeantFatality", 1, "FatalitySergeant")
	TNT1 A 0 A_JumpIfInventory("ImpFatality", 1, "FatalityImp")
	TNT1 A 0 A_JumpIfInventory("ComandoFatality", 1, "FatalityComando")	

     TNT1 A 0 A_JumpIfInventory("EatMe", 1, "Eat")
		Goto See	
	}
}