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
  DamageFactor "ZombieTankDamage", 0.1
  
  MeleeRange 60
  Meleedamage 10
  MONSTER
  
  States
  {
  Spawn:
    WARG A 10 A_Look
	WARG B 10 
	WARG A 0 Thing_SetSpecial (0,226,409,0,health)
    loop
  See:
    WARG AABBCCDD 2 A_Chase
    WARG A 0 A_JumpIf (special != 226,1)
	WARG D 1 A_JUMP(32,"JumpOn")
	loop	
	WARG A 0 Thing_SetSpecial (0,226,409,0,health)
	goto see
  JumpOn:
	WARG E 1 A_FaceTarget
	WARG E 0 A_PlaySound("blooddemon/melee")
	WARG EGF 1 A_MeleeAttack
	WARG E 1 ThrustThingZ(0,15,0,1)
	WARG E 0 A_Recoil (-10)
	WARG E 1 ThrustThingZ(0,15,0,1)
	WARG E 0 A_Recoil (-10)
	WARG E 1 ThrustThingZ(0,15,0,1)
	WARG E 0 A_Recoil (-10)
	WARG E 1 A_FaceTarget
	WARG E 1 A_JumpIfCloser (100,"Melee")
    Goto see
  Melee: 
	WARG E 0 A_PlaySound("blooddemon/melee")
    WARG E 4 A_FaceTarget
    WARG GF 4 A_MeleeAttack
    Goto See 
  Death.Control:
    TNT1 A 0 ACS_Execute(410,0,5)
	TNT1 A 10
	stop
  Pain: 
       WARG H 2
       WARG H 2 A_Pain
       Goto See
   Death:
    WARG I 8 A_GiveToTarget ("MarineExp",2)
    WARG J 8 A_Scream
    WARG K 4
    WARG L 4 A_NoBlocking
    WARG M 4
    WARG N 500
    Stop 
   XDeath:
    WARG O 8 A_GiveToTarget ("MarineExp",2) 
    WARG P 8 A_XScream
    WARG Q 4 
    WARG R 4 A_NoBlocking
    WARG STU 4 
    WARG V 500
    stop	
  }
}

ACTOR MSpectre : MDemon
{
  tag Spectre
  RenderStyle Shaded
  Stencilcolor "Green"
  Alpha 0.4
  Health 250 //150
  PainChance 180
  Speed 15 //10
  Radius 30
  Height 56
  Mass 400
  GibHealth -50
  HitObituary "%o was Irradiated by a Glowing Spectre."
  //+JUMPDOWN //added 3.3
  BloodColor "Green"
  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
  DamageFactor "ZombieTankDamage", 0.1
  
  MeleeRange 60
  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(410,0,6)
	TNT1 A 10
	stop
   Pain: 
       SARG H 2
       SARG H 2 A_Pain
       Goto See
   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 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
	DamageFactor "ZombieTankDamage", 0.1
	
	MeleeRange 60
	
    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
	}
}
