ACTOR MDemon : Demon 
{
  tag Demon
  Health 250 //150
  PainChance 180
  Speed 15 //10
  Radius 30
  Height 56
  Mass 400
  GibHealth -50
  
  //+JUMPDOWN //added 3.3
  
  PainChance "Control", 255
  DamageFactor "Control", 1
  
  DamageFactor "MarineDamage", 1
  DamageFactor "ImpBallDamage", 0.5
  DamageFactor "ZombiesDamage", 0.5
  DamageFactor "CacoDamage", 0.5
  DamageFactor "SkelDamage", 0.5
  DamageFactor "FatsoDamage", 0.5
  DamageFactor "KnightDamage", 0.5
  DamageFactor "ArachDamage", 0.5
  DamageFactor "viledamage", 0.5
  
  MeleeRange 100
  Meleedamage 10
  MONSTER
  
  States
  {
  Spawn:
    SARG A 10 A_Look
	SARG B 10 
	SARG A 0 Thing_SetSpecial (0,226,409,0,health)
    loop
  See:
    SARG AABBCCDD 2 A_Chase
    SARG A 0 A_JumpIf (special != 226,1)
	SARG D 1 A_JUMP(32,"JumpOn")
	loop	
	SARG A 0 Thing_SetSpecial (0,226,409,0,health)
	goto see
  JumpOn:
	SARG E 1 A_FaceTarget
	SARG E 0 A_PlaySound("blooddemon/melee")
	SARG EGF 1 A_MeleeAttack
	SARG E 1 ThrustThingZ(0,15,0,1)
	SARG E 0 A_Recoil (-10)
	SARG E 1 ThrustThingZ(0,15,0,1)
	SARG E 0 A_Recoil (-10)
	SARG E 1 ThrustThingZ(0,15,0,1)
	SARG E 0 A_Recoil (-10)
	SARG E 1 A_FaceTarget
	SARG E 1 A_JumpIfCloser (100,"Melee")
    Goto see
  Melee: 
	SARG E 0 A_PlaySound("blooddemon/melee")
    SARG E 4 A_FaceTarget
    SARG GF 4 A_MeleeAttack
    Goto See 
  Death.Control:
    TNT1 A 0 ACS_Execute(410,0,5)
	TNT1 A 10
	stop
   Death:
    SARG I 8 A_GiveToTarget ("MarineExp",2)
    SARG J 8 A_Scream
    SARG K 4
    SARG L 4 A_NoBlocking
    SARG M 4
    SARG N 500
    Stop 
   XDeath:
    SARG O 8 A_GiveToTarget ("MarineExp",2) 
    SARG P 8 A_XScream
    SARG Q 4 
    SARG R 4 A_NoBlocking
    SARG STU 4 
    SARG V 500
    stop	
  }
}

ACTOR MSpectre : MDemon
{
  tag Spectre
  RenderStyle OptFuzzy
  Alpha 0.5
  +SHADOW
  dropitem "MBlurSphere" 32
  
  States
  {
  Death.Control:
    TNT1 A 0 ACS_Execute(410,0,6)
	TNT1 A 10
	stop
  }
}



ACTOR MBloodDemon replaces BloodDemon
{ 
    tag "Blood Demon"
    Health 400 //300 
    Speed 20 //15
    Height 56
    Radius 30
    Mass 400
    PainChance 180
    Meleedamage 10 //5
    //REACTIONTIME 4 
    MONSTER
    //+FLOORCLIP
    SeeSound "blooddemon/sight"
    PainSound "blooddemon/pain"
    DeathSound "blooddemon/death"
    ActiveSound "blooddemon/active"
    //MeleeSound "blooddemon/melee"
    HitObituary "%o Was chewed up and spat out by a Mech-demon."
	
	//+JUMPDOWN //added 3.3
	
	PainChance "Control", 255
	PainThreshold 200
	
    DamageFactor "Control", 1
  
    DamageFactor "MarineDamage", 1
    DamageFactor "ImpBallDamage", 0.5
    DamageFactor "ZombiesDamage", 0.5
    DamageFactor "CacoDamage", 0.5
    DamageFactor "SkelDamage", 0.5
    DamageFactor "FatsoDamage", 0.5
    DamageFactor "KnightDamage", 0.5
    DamageFactor "ArachDamage", 0.5
    DamageFactor "viledamage", 0.5
	
	MeleeRange 100
	
    States 
    { 
    Spawn: 
       SRG2 A 10 A_Look
	   SRG2 B 10
	   SRG2 A 0 Thing_SetSpecial (0,226,409,0,health)
       Loop 
    See: 
       SRG2 AABBCCDD 2 A_Chase
	   //SRG2 A 0 A_PlaySound("blooddemon/walk")
       SRG2 A 0 A_JumpIf (special != 226,1)
	   SRG2 D 1 A_JUMP(32,"JumpOn")   
	   loop	
	   SRG2 A 0 Thing_SetSpecial (0,226,409,0,health)
	   goto see
	JumpOn:
	   SRG2 E 1 A_FaceTarget
	   SRG2 E 0 A_PlaySound("blooddemon/melee")
	   SRG2 EGF 1 A_MeleeAttack
	   SRG2 E 1 ThrustThingZ(0,15,0,1)
	   SRG2 E 0 A_Recoil (-10)
	   SRG2 E 1 ThrustThingZ(0,15,0,1)
	   SRG2 E 0 A_Recoil (-10)
	   SRG2 E 1 ThrustThingZ(0,15,0,1)
	   SRG2 E 0 A_Recoil (-10)
	   SRG2 E 1 A_FaceTarget
	   SRG2 E 1 A_JumpIfCloser (100,"Melee")
       Goto see
    Melee: 
	   SRG2 E 0 A_PlaySound("blooddemon/melee")
       SRG2 E 4 A_FaceTarget
       SRG2 GF 4 A_MeleeAttack
       Goto See 
    Pain: 
       SRG2 H 2
       SRG2 H 2 A_Pain
       Goto See
    Death: 
       SRG2 I 8 A_GiveToTarget ("MarineExp",4)
       SRG2 I 0 A_FaceTarget
       SRG2 J 0 A_SpawnItemEx("BloodDemonArm", 10, 0, 32, 0, 8, 0, 0, 128)
       SRG2 J 8 A_Scream
       SRG2 K 4 
       SRG2 L 4 A_NoBlocking
       SRG2 M 4 
       SRG2 N 500
       Stop 
    Raise: 
       SRG2 NMLKJI 5 
       Goto See 
	Death.Control:
       TNT1 A 0 ACS_Execute(410,0,23)
	   TNT1 A 10
	   stop  
    } 
}

ACTOR BloodDemonArm
{
	Radius 8
	Height 8
	Speed 8
	+DOOMBOUNCE
	+DROPOFF
	+Missile
      States
	{
	Spawn:
         SG2A ABCDEFGH 2
		 GoTo Death
	Death:
		 SG2A I 250
		 Stop
	}
}
