Actor EbonHound
{
 Monster
 MeleeRange 400
 Mass 7000
 Health 6000
 MaxStepHeight 64
 MaxDropOffHeight 50
  BloodColor Purple
 
  Damagefactor Dark, 0
 DeathSound "Cerberus/Die"
 SeeSound "Cerberus/See"
 DropItem "RedMana", 256
 ActiveSound ""
 Obituary "%o was swallowed by the Ebon Hound."
 Painchance "Mine", 0
 DamageFactor "SoulToxic", 0.0
 DamageFactor "Cacolich", 0.0
 Damagefactor "Acid", 2.5
 Damagefactor "ObsidianSatyr", 0.0
 Damagefactor "VileFires", 0.0
 Damagefactor "Heterodox", 0.0
 Damagefactor "Damned", 0.0
 Painchance 16
 Species "EbonHound"
 +Boss
 +FloorClip
 +QuickToRetaliate
 +MissileMore
 -Pushable
 +FullVolDeath
 +DontBlast
 +NoRadiusDMG
 Height 128
 Radius 80
 Scale 1.27
 Speed 6
 Tag "\c[c6]Ebon Hound\c-"
 States
  {
   Spawn:
	 EBHA AA 1 A_Look
	 Loop
	GiveUp:
	  TNT1 A 0 A_ClearTarget
	  GoTO Idle
	Idle:
	 TNT1 A 0 A_JumpIfInVENTORY("Beheaded",1,"Idle.Head")
	 tnt1 a 0 A_LookEx(0,0,0,0,0,"See")
	 EBHW AABBCCDDEE 3 A_Wander
	 tnt1 a 0 A_LookEx(0,0,0,0,0,"See")
	 Loop
	Idle.Head:
	 tnt1 a 0 A_LookEx(0,0,0,0,0,"See")
	 EBHW FGHIJ 7 A_Wander
	 tnt1 a 0 A_LookEx(0,0,0,0,0,"See")
	 Loop
	Pain:
	 TNT1 A 0
	 TNT1 A 0 A_JumpIfInventory("Beheaded",1,"Pain.Head")
	 TNT1 A 0 A_PlaySound("Cerberus/Pain",0,1.0,0)
	 TNT1 A 0 A_PlaySound("Cerberus/Pain2",0,1.0,0)
	 TNT1 A 0 A_JumpIfInTargetInventory("truelegendaryruneitem2",1,"Pain.Hard")
	 EBHP A 5
	 TNT1 A 0 A_CustomMissile("PhaseFangSummoner",random(27,58),random(-40,40),
	 random(0,360),2|CMF_TRACKOWNER,random(-90,90))
	 EBHP A 3
	 TNT1 A 0 A_CustomMissile("PhaseFangSummoner",random(27,58),random(-40,40),
	 random(0,360),2|CMF_TRACKOWNER,random(-90,90))
	 EBHP A 3
	 TNT1 A 0 A_CustomMissile("PhaseFangSummoner",random(27,58),random(-40,40),
	 random(0,360),2|CMF_TRACKOWNER,random(-90,90))
	 EBHP A 3
	 TNT1 A 0 A_CustomMissile("PhaseFangSummoner",random(27,58),random(-40,40),
	 random(0,360),2|CMF_TRACKOWNER,random(-90,90))
	 GoTo See
	 Pain.Hard:
	 EBHP A 5
	 TNT1 AA 0 A_CustomMissile("SlowBouncer",62,0,random(0,360),
	 CMF_ABSOLUTEANGLE|CMF_ABSOLUTEPITCH|CMF_AIMDIRECTION,random(0,360))
	 TNT1 AA 0 A_CustomMissile("PhaseFangSummoner",random(27,58),random(-40,40),
	 random(0,360),2|CMF_TRACKOWNER,random(-90,90))
	 EBHP A 3
	 TNT1 AA 0 A_CustomMissile("SlowBouncer",62,0,random(0,360),
	 CMF_ABSOLUTEANGLE|CMF_ABSOLUTEPITCH|CMF_AIMDIRECTION,random(0,360))
	 TNT1 AA 0 A_CustomMissile("PhaseFangSummoner",random(27,58),random(-40,40),
	 random(0,360),2|CMF_TRACKOWNER,random(-90,90))
	 EBHP A 3
	 TNT1 AA 0 A_CustomMissile("SlowBouncer",62,0,random(0,360),
	 CMF_ABSOLUTEANGLE|CMF_ABSOLUTEPITCH|CMF_AIMDIRECTION,random(0,360))
	 TNT1 A 0 A_CustomMissile("PhaseFangSummoner",random(27,58),random(-40,40),
	 random(0,360),2|CMF_TRACKOWNER,random(-90,90))
	 EBHP A 3
	 TNT1 AA 0 A_CustomMissile("SlowBouncer",62,0,random(0,360),
	 CMF_ABSOLUTEANGLE|CMF_ABSOLUTEPITCH|CMF_AIMDIRECTION,random(0,360))
	 TNT1 A 0 A_CustomMissile("PhaseFangSummoner",random(27,58),random(-40,40),
	 random(0,360),2|CMF_TRACKOWNER,random(-90,90))
	 GoTo See
	 Pain.Head:
	 TNT1 A 0 A_PlaySound("Cerberus/Pain",0,1.0,0)
	 TNT1 A 0 A_JumpIfInTargetInventory("truelegendaryruneitem2",1,"Pain.Head.Hard")
	 EBHA E 5
	 TNT1 A 0 A_CustomMissile("PhaseFangSummoner",random(27,58),random(-40,40),
	 random(0,360),2|CMF_TRACKOWNER,random(-90,90))
	 EBHA E 3 A_Jump(8,"Missile")
	 TNT1 A 0 A_CustomMissile("PhaseFangSummoner",random(27,58),random(-40,40),
	 random(0,360),2|CMF_TRACKOWNER,random(-90,90))
	 GoTo See
	 Pain.Head.Hard:
	 EBHA E 5
	 TNT1 AA 0 A_CustomMissile("SlowBouncer",62,0,random(0,360),
	 CMF_ABSOLUTEANGLE|CMF_ABSOLUTEPITCH|CMF_AIMDIRECTION,random(0,360))
	 TNT1 A 0 A_CustomMissile("PhaseFangSummoner",random(27,58),random(-40,40),
	 random(0,360),2|CMF_TRACKOWNER,random(-90,90))
	 TNT1 A 0 A_CustomMissile("PhaseFangSummoner",random(27,58),random(-40,40),
	 random(0,360),2|CMF_TRACKOWNER,random(-90,90))
	 EBHA E 3 A_Jump(8,"Missile")
	 TNT1 AA 0 A_CustomMissile("SlowBouncer",62,0,random(0,360),
	 CMF_ABSOLUTEANGLE|CMF_ABSOLUTEPITCH|CMF_AIMDIRECTION,random(0,360))
	 TNT1 A 0 A_CustomMissile("PhaseFangSummoner",random(27,58),random(-40,40),
	 random(0,360),2|CMF_TRACKOWNER,random(-90,90))
	 TNT1 A 0 A_CustomMissile("PhaseFangSummoner",random(27,58),random(-40,40),
	 random(0,360),2|CMF_TRACKOWNER,random(-90,90))
	 GoTo See
	 ActiveSound:
	 TNT1 A 0
	 TNT1 A 0 A_PlaySound("Cerberus/Active",0,1.0,0)
	 TNT1 A 0 A_PlaySound("Cerberus/Active2",0,1.0,0)
	 GoTo See2
	 ActiveSoundGlobal:
	 TNT1 A 0
	 TNT1 A 0 A_PlaySound("Cerberus/Howl",0,1.0,0,attn_none)
	 GoTo See2
	 ActiveSound2:
	 TNT1 A 0
	 TNT1 A 0 A_PlaySound("Cerberus/Active",0,1.0,0)
	 GoTo See.Head2
	See:
	 TNT1 A 0 A_JumpIfHealthLower(2000,"Behead")
	 TNT1 A 0 A_JumpIfTargetinLOS(2, 180)
     TNT1 A 0 A_Jump(30, "Giveup")
     TNT1 A 0 A_Jump(72, "ActiveSound")
     TNT1 A 0 A_Jump(12, "ActiveSoundGlobal")
	 See2:
	 EBHW AA 1 A_Chase
	 EBHW AAA 1 A_Chase("","")
	 EBHW BB 1 A_Chase
	 EBHW BBB 1 A_Chase("","")
	 EBHW CC 1 A_Chase
	 EBHW CCC 1 A_Chase("","")
	 EBHW DD 1 A_Chase
	 EBHW DDD 1 A_Chase("","")
	 EBHW EE 1 A_Chase
	 EBHW EEE 1 A_Chase("","")
	 GoTo See
	Behead:
	 TNT1 A 0 A_JumpIfInventory("Beheaded",1,"See.Head")
	 TNT1 A 0 A_PlaySound("Cerberus/See",0,1.0,0,attn_none)
	 TNT1 A 0 A_JumpIfInTargetInventory("truelegendaryruneitem2",1,"Behead.Hard")
	 EBHA AAB 4 Bright A_FaceTarget
	 TNT1 AA 0 A_CustomMissile("SlowBouncer",62,0,random(0,360),
	 CMF_ABSOLUTEANGLE|CMF_ABSOLUTEPITCH|CMF_AIMDIRECTION,random(0,360))
	 TNT1 A 0 A_CustomMissile("PhaseFangSummoner",random(27,58),random(-40,40),
	 random(0,360),2|CMF_TRACKOWNER,random(-90,90))
	 TNT1 A 0 A_CustomMissile("PhaseFangSummoner",random(27,58),random(-40,40),
	 random(0,360),2|CMF_TRACKOWNER,random(-90,90))
	 TNT1 AA 0 A_CustomMissile("SlowBouncer",62,0,random(0,360),
	 CMF_ABSOLUTEANGLE|CMF_ABSOLUTEPITCH|CMF_AIMDIRECTION,random(0,360))
	 TNT1 A 0 A_FaceTarget
	 EBHA BB 1 Bright A_CustomMissile("ASComet",75,35,random(10,-6))
	 TNT1 AA 0 A_CustomMissile("SlowBouncer",62,0,random(0,360),
	 CMF_ABSOLUTEANGLE|CMF_ABSOLUTEPITCH|CMF_AIMDIRECTION,random(0,360))
	 EBHA CCD 4 Bright A_FaceTarget
	 TNT1 AA 0 A_CustomMissile("SlowBouncer",62,0,random(0,360),
	 CMF_ABSOLUTEANGLE|CMF_ABSOLUTEPITCH|CMF_AIMDIRECTION,random(0,360))
	 TNT1 A 0 A_CustomMissile("PhaseFangSummoner",random(27,58),random(-40,40),
	 random(0,360),2|CMF_TRACKOWNER,random(-90,90))
	 TNT1 A 0 A_FaceTarget
	 EBHA DDD 1 Bright A_CustomMissile("ASComet",75,-35,random(-10,6))
	 TNT1 AA 0 A_CustomMissile("SlowBouncer",62,0,random(0,360),
	 CMF_ABSOLUTEANGLE|CMF_ABSOLUTEPITCH|CMF_AIMDIRECTION,random(0,360))
	 EBHA C 3
	 TNT1 AA 0 A_CustomMissile("SlowBouncer",62,0,random(0,360),
	 CMF_ABSOLUTEANGLE|CMF_ABSOLUTEPITCH|CMF_AIMDIRECTION,random(0,360))
	 TNT1 AA 0 A_CustomMissile("SlowBouncer",62,0,random(0,360),
	 CMF_ABSOLUTEANGLE|CMF_ABSOLUTEPITCH|CMF_AIMDIRECTION,random(0,360))
	 EBHA AAB 4 Bright A_FaceTarget
	 TNT1 AA 0 A_CustomMissile("SlowBouncer",62,0,random(0,360),
	 CMF_ABSOLUTEANGLE|CMF_ABSOLUTEPITCH|CMF_AIMDIRECTION,random(0,360))
	 TNT1 A 0 A_CustomMissile("PhaseFangSummoner",random(27,58),random(-40,40),
	 random(0,360),2|CMF_TRACKOWNER,random(-90,90))
	 TNT1 A 0 A_FaceTarget
	 EBHA BB 1 Bright A_CustomMissile("ASComet",75,35,random(10,-6))
	 EBHA CCD 4 Bright A_FaceTarget
	 TNT1 A 0 A_CustomMissile("PhaseFangSummoner",random(27,58),random(-40,40),
	 random(0,360),2|CMF_TRACKOWNER,random(-90,90))
	 TNT1 A 0 A_FaceTarget
	 EBHA DDD 1 Bright A_CustomMissile("AdvisorBall",75,-35,random(-10,6))
	 TNT1 A 0 A_CustomMissile("PhaseFangSummoner",random(27,58),random(-40,40),
	 random(0,360),2|CMF_TRACKOWNER,random(-90,90))
	 EBHA C 3
	 TNT1 A 0 A_PlaySound("Cerberus/Pain",0,1.0,0)
	 EBHP A 4 A_GiveInventory("Beheaded",1)
	 EBHP ABBCD 5
	 GoTo Missile.Head
	 Behead.Hard:
	 EBHA AAB 4 Bright A_FaceTarget
	 TNT1 A 0 A_CustomMissile("PhaseFangSummoner",random(27,58),random(-40,40),
	 random(0,360),2|CMF_TRACKOWNER,random(-90,90))
	 TNT1 A 0 A_CustomMissile("PhaseFangSummoner",random(27,58),random(-40,40),
	 random(0,360),2|CMF_TRACKOWNER,random(-90,90))
	 TNT1 A 0 A_FaceTarget
	 EBHA BB 1 Bright A_CustomMissile("ASComet",75,35,random(10,-6))
	 EBHA CCD 4 Bright A_FaceTarget
	 TNT1 A 0 A_CustomMissile("PhaseFangSummoner",random(27,58),random(-40,40),
	 random(0,360),2|CMF_TRACKOWNER,random(-90,90))
	 TNT1 A 0 A_FaceTarget
	 EBHA DDD 1 Bright A_CustomMissile("ASComet",75,-35,random(-10,6))
	 EBHA C 3
	 EBHA AAB 4 Bright A_FaceTarget
	 TNT1 A 0 A_CustomMissile("PhaseFangSummoner",random(27,58),random(-40,40),
	 random(0,360),2|CMF_TRACKOWNER,random(-90,90))
	 TNT1 A 0 A_FaceTarget
	 EBHA BB 1 Bright A_CustomMissile("ASComet",75,35,random(10,-6))
	 EBHA CCD 4 Bright A_FaceTarget
	 TNT1 A 0 A_CustomMissile("PhaseFangSummoner",random(27,58),random(-40,40),
	 random(0,360),2|CMF_TRACKOWNER,random(-90,90))
	 TNT1 A 0 A_FaceTarget
	 EBHA DDD 1 Bright A_CustomMissile("AdvisorBall",75,-35,random(-10,6))
	 TNT1 A 0 A_CustomMissile("PhaseFangSummoner",random(27,58),random(-40,40),
	 random(0,360),2|CMF_TRACKOWNER,random(-90,90))
	 EBHA C 3
	 TNT1 A 0 A_PlaySound("Cerberus/Pain",0,1.0,0)
	 EBHP A 4 A_GiveInventory("Beheaded",1)
	 EBHP ABBCD 5
	 GoTo Missile.Head
	See.Head:
     TNT1 A 0 A_Jump(55, "ActiveSound2")
	 See.Head2:
	 EBHW FFF 1 A_Chase("","")
	 EBHW FF 1 A_Chase
	 EBHW GGG 1 A_Chase("","")
	 EBHW GG 1 A_Chase
	 EBHW HHH 1 A_Chase("","")
	 EBHW HH 1 A_Chase
	 EBHW III 1 A_Chase("","")
	 EBHW II 1 A_Chase
	 EBHW JJJ 1 A_Chase("","")
	 EBHW JJ 1 A_Chase
	 GoTo See.Head
	Run:
	 TNT1 A 0 A_ChangeFlag(Frightened,1)
	 TNT1 A 0 A_JumpIfInventory("Beheaded",1,"Run.Head")
	 EBHW AAAAABBBBB 1 A_Chase("","")
	 TNT1 A 0 A_Jump(75,"Missile")
	 EBHW CCCCC 1 A_Chase("","Missile")
	 EBHW DDDDDEEEEE 1 A_Chase("","")
	 TNT1 A 0 A_ChangeFlag(Frightened,0)
	 GoTo See
	Run.Head:
	 EBHW FFFFFGGGGG 1 A_Chase("","")
	 TNT1 A 0 A_Jump(75,"Missile")
	 EBHW HHHHH 1 A_Chase("","Missile")
	 EBHW IIIIIJJJJJ 1 A_Chase("","")
	 TNT1 A 0 A_ChangeFlag(Frightened,0)
	 GoTo See
	Missile:
	 TNT1 A 0 A_ChangeFlag(Frightened,0)
	 TNT1 A 0 A_JumpIfInventory("Beheaded",1,"Missile.Head")
	 TNT1 A 0 A_JumpIfInTargetInventory("truelegendaryruneitem2",1,"Missile.Hard")
	 TNT1 A 0 A_Jump(88,"SmallBallSpam")
	 Normal:
	 EBHA AAB 5 Bright A_FaceTarget
	 TNT1 A 0 A_FaceTarget
	 EBHA B 1 Bright A_CustomMissile("ASComet",75,35,0)
	 EBHA CCD 5 Bright A_FaceTarget
	 TNT1 A 0 A_FaceTarget
	 EBHA D 1 Bright A_CustomMissile("ASComet",75,-35,0)
	 EBHA C 5
	 EBHA AAB 4 Bright A_FaceTarget
	 TNT1 A 0 A_FaceTarget
	 EBHA BB 1 Bright A_CustomMissile("ASComet",75,35,random(10,-6))
	 EBHA CCD 4 Bright A_FaceTarget
	 TNT1 A 0 A_FaceTarget
	 EBHA DD 1 Bright A_CustomMissile("ASComet",75,-35,random(-10,6))
	 EBHA C 3
	 TNT1 A 0 A_Jump(55,"SmallBallSpam")
	 GoTo See
	 Missile.Hard:
	 TNT1 A 0 A_Jump(88,"Spam.Hard")
	 Hard:
	 EBHA AAB 5 Bright A_FaceTarget
	 TNT1 A 0 A_FaceTarget
	 TNT1 A 0 A_CustomMissile("AdvisorBall",75,35,random(25,-8))
	 EBHA B 1 Bright A_CustomMissile("ASComet",75,35,0)
	 EBHA CCD 5 Bright A_FaceTarget
	 TNT1 A 0 A_FaceTarget
	 TNT1 A 0  A_CustomMissile("AdvisorBall",75,-35,random(-25,8))
	 EBHA D 1 Bright A_CustomMissile("ASComet",75,-35,0)
	 EBHA C 5
	 EBHA AAB 4 Bright A_FaceTarget
	 TNT1 A 0 A_FaceTarget
	 TNT1 A 0 A_CustomMissile("AdvisorBall",75,35,random(25,-8))
	 EBHA BB 1 Bright A_CustomMissile("ASComet",75,35,random(10,-6))
	 EBHA CCD 4 Bright A_FaceTarget
	 TNT1 A 0 A_FaceTarget
	 TNT1 A 0  A_CustomMissile("AdvisorBall",75,-35,random(-25,8))
	 EBHA DD 1 Bright A_CustomMissile("ASComet",75,-35,random(-10,6))
	 EBHA C 3
	 TNT1 A 0 A_Jump(55,"Spam.Hard")
	 GoTo See
	 Spam.Hard:
	 EBHA AAAB 2 Bright A_FaceTarget
	 TNT1 A 0 A_FaceTarget
	 TNT1 AAA 0 A_CustomMissile("HoundDBBall",75,35,random(25,-8))
	 EBHA BBB 1 Bright A_CustomMissile("AdvisorBall",75,35,random(25,-8))
	 EBHA CCCD 2 Bright A_FaceTarget
	 TNT1 A 0 A_FaceTarget
	 TNT1 AAA 0  A_CustomMissile("HoundDBBall",75,-35,random(-25,8))
	 EBHA DDD 1 Bright A_CustomMissile("AdvisorBall",75,-35,random(-25,8))
	 EBHA C 4
	 EBHA AAAB 2 Bright A_FaceTarget
	 TNT1 A 0 A_FaceTarget
	 TNT1 AAA 0 A_CustomMissile("HoundDBBall",75,35,random(25,-8))
	 EBHA BBB 1 Bright A_CustomMissile("AdvisorBall",75,35,random(25,-8))
	 EBHA CCCD 2 Bright A_FaceTarget
	 TNT1 A 0 A_FaceTarget
	 TNT1 AAA 0  A_CustomMissile("HoundDBBall",75,-35,random(-25,8))
	 EBHA DDD 1 Bright A_CustomMissile("AdvisorBall",75,-35,random(-25,8))
	 EBHA C 4
	 GoTo See
	 Melee:
	 TNT1 A 0 A_JumpIfCloser(200,1)
	 GoTo Run
	 TNT1 A 0 A_ChangeFlag(Frightened,0)
	 TNT1 A 0 A_JumpIfInventory("Beheaded",1,"Missile.Head")
	 SmallBallSpam:
	 EBHA AAAB 2 Bright A_FaceTarget
	 TNT1 A 0 A_FaceTarget
	 EBHA BBB 1 Bright A_CustomMissile("AdvisorBall",75,35,random(25,-8))
	 EBHA CCCD 2 Bright A_FaceTarget
	 TNT1 A 0 A_FaceTarget
	 EBHA DDD 1 Bright A_CustomMissile("AdvisorBall",75,-35,random(-25,8))
	 EBHA C 4
	 EBHA AAAB 2 Bright A_FaceTarget
	 TNT1 A 0 A_FaceTarget
	 EBHA BBB 1 Bright A_CustomMissile("AdvisorBall",75,35,random(25,-8))
	 EBHA CCCD 2 Bright A_FaceTarget
	 TNT1 A 0 A_FaceTarget
	 EBHA DDD 1 Bright A_CustomMissile("AdvisorBall",75,-35,random(-25,8))
	 EBHA C 4
	 GoTo See
	Missile.Head:
	 TNT1 A 0 A_JumpIfInTargetInventory("truelegendaryruneitem2",1,"Missile.Head.Hard")
	 EBHA EEF 5 Bright A_FaceTarget
	 TNT1 A 0 A_FaceTarget
	 EBHA F 2 Bright A_CustomMissile("ASComet",75,35,random(8,-5))
	 EBHA E 4
	 EBHA EEF 3 Bright A_FaceTarget
	 TNT1 A 0 A_FaceTarget
	 EBHA FFF 1 Bright A_CustomMissile("AdvisorBall",75,35,random(-25,8))
	 GoTo See.Head
	 Missile.Head.Hard:
	 EBHA EEF 5 Bright A_FaceTarget
	 TNT1 A 0 A_FaceTarget
	 TNT1 AAA 0 A_CustomMissile("HoundDBBall",75,35,random(25,-8))
	 EBHA F 2 Bright A_CustomMissile("ASComet",75,35,random(8,-5))
	 EBHA E 4
	 EBHA EEF 3 Bright A_FaceTarget
	 TNT1 A 0 A_FaceTarget
	 TNT1 AAA 0 A_CustomMissile("HoundDBBall",75,35,random(25,-8))
	 EBHA FFF 1 Bright A_CustomMissile("AdvisorBall",75,35,random(-25,8))
	 GoTo See.Head
	Death:
	 EBHW F 8 A_Scream
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("SlowBouncer",63,0,random(0,360),
		CMF_ABSOLUTEANGLE|CMF_ABSOLUTEPITCH|CMF_AIMDIRECTION,random(0,360))
	 EBHW F 1 A_FadeOut(0.028)
	 Wait
  }
}

Actor Beheaded : Inventory
{ Inventory.MaxAmount 1 }
Actor truelegendaryruneitem2 : Inventory
{ Inventory.MaxAmount 1 }

Actor PhaseFangSummoner
{
  Radius 3
  Height 3
  Speed 8
  Damage 0
  +DontBlast
  +ThruActors
  -NoGravity
  PROJECTILE
  RENDERSTYLE Subtract
  ALPHA 1.0
  States
  {
  Spawn:
  TNT1 A 1
  Death:
  TNT1 A 1
   TNT1 A 0 A_SpawnItemEx(PhaseFang,0,0,0,momx,momy,momz,0,SXF_SETMASTER|SXF_ABSOLUTEVELOCITY|SXF_NOCHECKPOSITION,0)
   Stop
  }
}

Actor PhaseFang : AbyssalHound
{
 Health 290
  PainChance 44
  Species "EbonHound"
 DamageFactor "SoulToxic", 0.0
 DamageFactor "Cacolich", 0.0
 Damagefactor "Acid", 2.5
 Damagefactor "ObsidianSatyr", 0.0
 Damagefactor "VileFires", 0.0
 Damagefactor "Heterodox", 0.0
 Damagefactor "Damned", 0.0
  +ThruSpecies
  BloodColor Purple
  Speed 13
  Radius 39
  Height 58
  Mass 700
  Scale 1.15
  DropItem "LifeEssence" 256 8
  DropItem "HEMArmorBonusMax7" 256
  Obituary "%o was slayed by a Phase Fang."
  SeeSound "PhaseFang/see"
  PainSound "PhaseFang/pain" 
  DeathSound "PhaseFang/death" 
  ActiveSound "PhaseFang/see"
  Tag "\c[c6]Phase Fang\c-"
  States
   {
    Spawn:
	 TNT1 A 0 
	 TNT1 A 0 A_SpawnItemEx("ShadowSmokeGen2",0,0,35)
	 TNT1 A 0 A_GiveInventory("Beheaded",1)
	 TNT1 A 0 A_SetTranslucent(0.45,1)
	 TNT1 A 0 A_ChangeFlag(THRUACTORS,1)
	 TNT1 A 0 A_ChangeFlag(SHOOTABLE,0)
	 TNT1 A 0 A_ChangeFlag(VULNERABLE,1)
	 Idle:
     PFNG A 1
	 PFNG A 1 A_Look
	 Loop
	 Phase:
	 TNT1 A 0 
	 TNT1 A 0 A_SpawnItemEx("ShadowSmokeGen2",0,0,35)
	 TNT1 A 0 A_GiveInventory("Beheaded",1)
	 TNT1 A 0 A_SetTranslucent(0.85,1)
	 TNT1 A 0 A_ChangeFlag(THRUACTORS,1)
	 TNT1 A 0 A_ChangeFlag(SHOOTABLE,0)
	 GoTo See
	 UnPhase:
	 TNT1 A 0 
	 TNT1 A 0 A_SpawnItemEx("ShadowSmokeGen2",0,0,35)
	 TNT1 A 0 A_TakeInventory("Beheaded",1)
	 TNT1 A 0 A_SetTranslucent(1.0,0)
	 TNT1 A 0 A_ChangeFlag(THRUACTORS,0)
	 TNT1 A 0 A_ChangeFlag(SHOOTABLE,1)
	 GoTo See2
	 UnPhase2:
	 TNT1 A 0 
	 TNT1 A 0 A_SpawnItemEx("ShadowSmokeGen2",0,0,35)
	 TNT1 A 0 A_TakeInventory("Beheaded",1)
	 TNT1 A 0 A_SetTranslucent(1.0,0)
	 TNT1 A 0 A_ChangeFlag(THRUACTORS,0)
	 TNT1 A 0 A_ChangeFlag(SHOOTABLE,1)
	 GoTo MissileNext
	See:
	 PFNG AAAABBBBCCCCDDDDEEEEFFFF 1 A_Chase("","")
	 PFNG A 0 A_JumpIfCloser(300,2)
	 PFNG A 0 A_Jump(142,"See2")
	 PFNG A 0 A_Jump(100,"See2")
	 PFNG A 0 A_JumpIfInventory("Beheaded",1,"UnPhase")
	 See2:
	 PFNG A 0 A_JumpIfInventory("Beheaded",1,2)
	 TNT1 A 0 A_Jump(256,2)
	 TNT1 A 0 A_Jump(192,2)
	 PFNG A 0 A_Jump(52,"Phase")
	 PFNG A 0 A_Jump(142,2)
	 Loop
	 PFNG A 0 A_JumpIfCloser(700,"Missile")
     GoTo See
	Missile:
	 TNT1 A 0 
	 PFNG A 0 A_JumpIfInventory("Beheaded",1,"UnPhase2")
	 MissileNext:
	 TNT1 A 0 A_Jump(128,"Lunge")
	 TNT1 A 0 A_Jump(69,"DarkFireBalls")
	 Normal:
	 TNT1 A 0
	 PFNG GGGGGG 1 A_FaceTarget
	 PFNG HH 1 Bright A_FaceTarget
	 TNT1 A 0 A_JumpIfInTargetInventory("truelegendaryruneitem2",1,"Missile.Hard")
	 TNT1 A 0 A_CustomMissile("PainisHarvesterBall",28,0,0)
	 PFNG H 1 Bright
	 PFNG H 3
	 PFNG I 9
	 GoTo See
	 Missile.Hard:
	 TNT1 AA 0 A_CustomMissile("HoundDBBall",28,0,random(-12,12))
	 TNT1 A 0 A_CustomMissile("PainisHarvesterBall",28,0,0)
	 PFNG H 1 Bright
	 PFNG H 3
	 PFNG I 9
	 GoTo See
	 Lunge:
	 TNT1 A 0
	 TNT1 A 0 A_JumpIfCloser(200,1)
	 Goto See
	 PFNG AAAAAAAABBBB 1 A_FaceTarget
	 TNT1 A 0 A_PlaySound("PhaseFang/lunge" )
	 TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,1)
	 TNT1 A 0 ThrustThingZ(0,18,0,1)
	 PFNG CC 1 A_Recoil(-24)
	 PFNG CCCDD 1 A_CustomMissile("PFangLunge",21,0,0,CMF_AIMDIRECTION)
	 PFNG DDDD 1
	 PFNG EEEE 1 A_ScaleVelocity(0.2)
	 TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)
	 PFNG FFFF 1 A_ScaleVelocity(0)
	 Goto See
	 DarkFireBalls:
	 TNT1 A 0
	 PFNG GGGGGGGGG 1 A_FaceTarget
	 PFNG HH 1 Bright A_FaceTarget
	 TNT1 A 0 A_JumpIfInTargetInventory("truelegendaryruneitem2",1,"DarkFireBalls.Hard")
	 TNT1 A 0 A_CustomMissile("AdvisorBall",28,0,random(-11,11))
	 PFNG I 12
	 GoTo See
	 DarkFireBalls.Hard:
	 TNT1 AAA 0 A_CustomMissile("AdvisorBall",28,0,random(-11,11))
	 PFNG I 12
	 GoTo See
	 Pain:
	 PFNG A 0 A_JumpIfInventory("Beheaded",1,2)
	 TNT1 A 0 A_Jump(256,2)
	 TNT1 A 0 A_SpawnItemEx("ShadowSmokeGen2",0,0,35)
	 TNT1 A 0 A_TakeInventory("Beheaded",1)
	 TNT1 A 0 A_SetTranslucent(1.0,0)
	 TNT1 A 0 A_ChangeFlag(THRUACTORS,0)
	 TNT1 A 0 A_ChangeFlag(SHOOTABLE,1)
     PFNG J 2
     PFNG J 4 A_Pain
	 PFNG A 0 A_Jump(248,"Phase")
    Goto See
  Death:
	 TNT1 A 0 A_SpawnItemEx("ShadowSmokeGen2",0,0,35)
	 TNT1 A 0 A_TakeInventory("Beheaded",1)
	 TNT1 A 0 A_SetTranslucent(1.0,0)
	 TNT1 A 0 A_ChangeFlag(THRUACTORS,0)
	 TNT1 A 0 A_ChangeFlag(SHOOTABLE,1)
	 TNT1 A 0 A_JumpIfInTargetInventory("truelegendaryruneitem2",1,"Death.Hard")
    PFNG K 3
    PFNG L 3 A_Scream
		TNT1 A 0 A_CustomMissile("SlowBouncer",32,0,random(0,360),
		CMF_ABSOLUTEANGLE|CMF_ABSOLUTEPITCH|CMF_AIMDIRECTION,random(0,360))
    PFNG M 4
    PFNG N 4 A_NoBlocking
    PFNG OP 3
    PFNG Q 1 A_FadeOut(0.02)
    Wait
	Death.Hard:
	TNT1 A 0 A_DropItem("SoulSphere",1,74)
    PFNG K 3
    PFNG L 3 A_Scream
		TNT1 A 0 A_CustomMissile("SlowBouncer",32,0,random(0,360),
		CMF_ABSOLUTEANGLE|CMF_ABSOLUTEPITCH|CMF_AIMDIRECTION,random(0,360))
    PFNG M 4
    PFNG N 4 A_NoBlocking
    PFNG OP 3
    PFNG Q 1 A_FadeOut(0.02)
    Wait
  }
}


ACTOR PFangLunge
{
   Height 17
   Radius 17
   Speed 19
   Damage (random(6,8))
   Species "Fiends"
   SeeSound ""  
   DeathSound ""
   +HitTracer
   PROJECTILE
   States
   {
   Spawn:
	TNT1 A 2
    Stop
	Death:
	 TNT1 A 0
	 TNT1 A 0 A_GiveInventory("HeterodoxCurse",1,AAPTR_TRACER)
	 TNT1 A 1
	 Stop
    }
}