// D64Stuff Monster code credit goes to Footman.

actor 64ZombieMan : ZombieMan Replaces ZombieMan
{
  Yscale 0.70
  XScale 0.75
  PainChance "Vertigo", 256
  states
  {
  Spawn:
    POSS AB 12 A_Look
    loop
  See:
    POSS AABBCCDD 5 A_Chase
    loop
  Missile:
    POSS E 12 A_FaceTarget
    POSS F 10 BRIGHT A_PosAttack
    POSS E 10
    Goto See
  Pain:
    POSS G 3
    POSS G 3 A_PlaySound ("grunt/pain", CHAN_AUTO)
    Goto See
  Pain.Vertigo:
    POSS G 0 ThrustThingZ (0, 50, 0, 0)
    POSS G 3
    POSS G 3 A_PlaySound ("grunt/pain", CHAN_AUTO)
    Goto See
  Death:
    POSS H 6
    POSS I 6 A_Scream
    POSS J 6 A_NoBlocking
    POSS K 6
    POSS L -1
    stop
  XDeath:
    POSS M 6
	PLYS AAAAAAAAA 0 A_SpawnItemEx("OldBlood", random(-32,32), random(-32,32), random(0, 56), random(-10, 10), random(-10,10), random(5,15), 0, SXF_CLIENTSIDE, 0)
    POSS N 6 A_XScream
	POL5 AAA 0 A_SpawnItemEx("ZombieGibs1", random(-32,32), random(-32,32), random(0, 56), MOMX+random(-10, 10), MOMY+random(-10,10), MOMZ+random(5,15), random(-360,360), SXF_CLIENTSIDE | SXF_ABSOLUTEMOMENTUM | SXF_TRANSFERTRANSLATION, 0)
    POSS O 6 A_NoBlocking
	POL5 AAAAAA 0 A_SpawnItemEx("ZombieGibs2", random(-32,32), random(-32,32), random(0, 56), MOMX+random(-10, 10), MOMY+random(-10,10), MOMZ+random(5,15), random(-360,360), SXF_CLIENTSIDE | SXF_ABSOLUTEMOMENTUM | SXF_TRANSFERTRANSLATION, 0)
    POSS PQRST 6
	POL5 AAAAAA 0 A_SpawnItemEx("ZombieGibs3", random(-32,32), random(-32,32), random(0, 56), MOMX+random(-10, 10), MOMY+random(-10,10), MOMZ+random(5,15), random(-360,360), SXF_CLIENTSIDE | SXF_ABSOLUTEMOMENTUM | SXF_TRANSFERTRANSLATION, 0)
	POL5 AAA 0 A_SpawnItemEx("ZombieGibs4", random(-32,32), random(-32,32), random(0, 56), MOMX+random(-10, 10), MOMY+random(-10,10), MOMZ+random(5,15), random(-360,360), SXF_CLIENTSIDE | SXF_ABSOLUTEMOMENTUM | SXF_TRANSFERTRANSLATION, 0)
	POL5 A 0 A_SpawnItemEx("ZombieGibs5", random(-32,32), random(-32,32), random(0, 56), MOMX+random(-10, 10), MOMY+random(-10,10), MOMZ+random(5,15), random(-360,360), SXF_CLIENTSIDE | SXF_ABSOLUTEMOMENTUM | SXF_TRANSFERTRANSLATION, 0)
    POSS U -1
    stop
  Raise:
    POSS LKJIH 6
    Goto See
  Crush:
    POL5 A 0
    POL5 A 0 A_PlaySound ("Misc/Gibbed")
    POL5 A -1
    Stop
  }
}

actor 64StealthZombieMan : 64ZombieMan Replaces StealthZombieMan
{
  +STEALTH
}

actor 64ShotgunGuy : ShotgunGuy Replaces ShotgunGuy
{
  Yscale 0.70
  XScale 0.75
  PainChance "Vertigo", 256
  states
  {
  Spawn:
    SPOS AB 12 A_Look
    loop
  See:
    SPOS AABBCCDD 4 A_Chase
    loop
  Missile:
    SPOS E 12 A_FaceTarget
    SPOS F 12 BRIGHT A_SposAttackUseAtkSound
    SPOS E 12
    Goto See
  Pain:
    SPOS G 3
    SPOS G 3 A_PlaySound ("shotguy/pain", CHAN_AUTO)
    Goto See
  Pain.Vertigo:
    SPOS G 0 ThrustThingZ (0, 50, 0, 0)
    SPOS G 3
    SPOS G 3 A_Pain
    Goto See
  Death:
    SPOS H 6
    SPOS I 6 A_Scream
    SPOS J 6 A_NoBlocking
    SPOS K 6
    SPOS L -1
    stop
  XDeath:
    SPOS M 6
	PLYS AAAAAAAAA 0 A_SpawnItemEx("OldBlood", random(-32,32), random(-32,32), random(0, 56), random(-10, 10), random(-10,10), random(5,15), 0, SXF_CLIENTSIDE, 0)
    SPOS N 6 A_XScream
POL5 AAA 0 A_SpawnItemEx("ZombieGibs1", random(-32,32), random(-32,32), random(0, 56), MOMX+random(-10, 10), MOMY+random(-10,10), MOMZ+random(5,15), random(-360,360), SXF_CLIENTSIDE | SXF_ABSOLUTEMOMENTUM | SXF_TRANSFERTRANSLATION, 0)
    SPOS O 6 A_NoBlocking
	POL5 AAAAAA 0 A_SpawnItemEx("ZombieGibs2", random(-32,32), random(-32,32), random(0, 56), MOMX+random(-10, 10), MOMY+random(-10,10), MOMZ+random(5,15), random(-360,360), SXF_CLIENTSIDE | SXF_ABSOLUTEMOMENTUM | SXF_TRANSFERTRANSLATION, 0)
    SPOS PQRST 6
	POL5 AAAAAA 0 A_SpawnItemEx("ZombieGibs3", random(-32,32), random(-32,32), random(0, 56), MOMX+random(-10, 10), MOMY+random(-10,10), MOMZ+random(5,15), random(-360,360), SXF_CLIENTSIDE | SXF_ABSOLUTEMOMENTUM | SXF_TRANSFERTRANSLATION, 0)
	POL5 AAA 0 A_SpawnItemEx("ZombieGibs4", random(-32,32), random(-32,32), random(0, 56), MOMX+random(-10, 10), MOMY+random(-10,10), MOMZ+random(5,15), random(-360,360), SXF_CLIENTSIDE | SXF_ABSOLUTEMOMENTUM | SXF_TRANSFERTRANSLATION, 0)
	POL5 A 0 A_SpawnItemEx("ZombieGibs5", random(-32,32), random(-32,32), random(0, 56), MOMX+random(-10, 10), MOMY+random(-10,10), MOMZ+random(5,15), random(-360,360), SXF_CLIENTSIDE | SXF_ABSOLUTEMOMENTUM | SXF_TRANSFERTRANSLATION, 0)
    SPOS U -1
    stop
  Raise:
    SPOS L 6
    SPOS KJIH 6
    goto See
  Crush:
    POL5 A 0
    POL5 A 0 A_PlaySound ("Misc/Gibbed")
    POL5 A -1
    Stop
  }
}

actor 64StealthShotgunGuy : 64ShotgunGuy Replaces StealthShotgunGuy
{
  +STEALTH
}

actor 64Demon : Demon Replaces Demon
{
	YScale 0.80
	XScale 0.85
	PainChance "Vertigo", 256
	states
	{
	Spawn:
	SARG BD 12 A_Look
	loop
	See:
	SARG AABBCCDD 2 A_Chase
	loop
	Melee:
	SARG EF 10 A_FaceTarget
	SARG G 10 A_SargAttack
	Goto See
	Pain:
	SARG H 3
	SARG H 3 A_PlaySound ("demon/pain", CHAN_AUTO)
	Goto See
	Pain.Vertigo:
	SARG H 0 ThrustThingZ (0, 50, 0, 0)
	SARG H 3
	SARG H 3 A_PlaySound ("demon/pain", CHAN_AUTO)
	Goto See
	Death:
	SARG I 9
	SARG J 9 A_Scream
	SARG K 5
	SARG L 5 A_NoBlocking
	SARG M 5
	SARG N -1
	stop
  	Crush:
    	POL5 A 0
    	POL5 A 0 A_PlaySound ("Misc/Gibbed")
    	POL5 A -1
    	Stop
	}
}

actor 64StealthDemon : 64Demon Replaces StealthDemon
{
	+STEALTH
}

actor 64Spectre : Spectre Replaces Spectre
{
  YScale 0.80
  XScale 0.85
  Renderstyle Translucent
  PainChance "Vertigo", 256
  Alpha 0.25
  -SHADOW
  states
  {
  Spawn:
    SAR2 BD 10 A_Look
    Goto Spawn
  See:
    SAR2 AABBCCDD 2 A_Chase
    goto See
  Melee:
    SAR2 EF 10 A_FaceTarget
    SAR2 G 10 A_SargAttack
    goto See
  Pain:
    SAR2 H 3
    SAR2 H 3 A_PlaySound ("spectre/pain", CHAN_AUTO)
    goto See
  Pain.Vertigo:
    SAR2 H 0 ThrustThingZ (0, 50, 0, 0)
    SAR2 H 3
    SAR2 H 3 A_PlaySound ("spectre/pain", CHAN_AUTO)
    goto See
  Death:
    SAR2 I 9
    SAR2 J 9 A_Scream
    SAR2 K 5
    SAR2 L 5 A_NoBlocking
    SAR2 M 5
    SAR2 N -1
    stop
  Raise:
    SAR2 NMLKJI 5
    goto See
  Crush:
    POL5 A 0
    POL5 A 0 A_PlaySound ("Misc/Gibbed")
    POL5 A -1
    Stop
  }
}

actor NightmareSpectre : Spectre 3000
{
  health 350
  hitobituary "%o was eaten by a Nightmare Spectre."
  speed 15
  YScale 0.80
  XScale 0.85
  Renderstyle Translucent
  Alpha 0.6
  states
  {
  Spawn:
    SAR3 BD 10 A_Look
    loop
  See:
    SAR3 AABBCCDD 2 A_Chase
    goto See
  Melee:
    SAR3 EF 5 A_FaceTarget
    SAR3 G 5 A_SargAttack
    goto See
  Pain:
    SAR3 H 2
    SAR3 H 2 A_Pain
    goto See
  Death:
    SAR3 I 8
    SAR3 J 8 A_Scream
    SAR3 K 4
    SAR3 L 4 A_NoBlocking
    SAR3 M 4
    SAR3 N -1
    stop
  Raise:
    SAR3 NMLKJI 5
    goto See
  Crush:
    POL5 A 0
    POL5 A 0 A_PlaySound ("Misc/Gibbed")
    POL5 A -1
    Stop
  }
}

actor 64DoomImp : DoomImp Replaces DoomImp
{
  Yscale 0.70
  XScale 0.75
  meleesound "imp/melee"
  meleedamage 3
  missiletype DoomImpBall
  missileheight 40
  PainChance "Vertigo", 256
  states
  {
  Spawn:
    TROO AB 12 A_Look
    loop
  See:
    TROO AABBCCDD 4 A_Chase
    loop
  Melee:
    TROO EF 8 A_FaceTarget
    TROO G 8 A_MeleeAttack
    goto See
  Missile:
    TROO IJ 8 A_FaceTarget
    TROO K 8 A_MissileAttack
    goto See
  Pain:
    TROO H 3
    TROO H 3 A_PlaySound ("imp/pain", CHAN_AUTO)
    goto See
  Pain.Vertigo:
    TROO H 0 ThrustThingZ (0, 50, 0, 0)
    TROO H 3
    TROO H 3 A_PlaySound ("imp/pain", CHAN_AUTO)
    Goto See
  Death:
    TROO L 8
    TROO M 8 A_Scream
    TROO N 8
    TROO O 8 A_NoBlocking
    TROO P -1
    stop
  XDeath:
    TROO Q 6
    TROO R 6 A_XScream
    TROO S 6
    TROO T 6 A_NoBlocking
    TROO UVW 6
    TROO X -1
    stop
  Raise:
    TROO PO 8
    TROO NML 8
    goto See
  Crush:
    POL5 A 0
    POL5 A 0 A_PlaySound ("Misc/Gibbed")
    POL5 A -1
    Stop
  }
}

actor 64StealthDoomImp : 64DoomImp Replaces StealthDoomImp
{
	+STEALTH
}

actor NightmareImp 19989
{
  Game Doom
  obituary "%o was burned by a Nightmare Imp."
  hitobituary "%o was slashed by a Nightmare Imp."
  health 60
  renderstyle Translucent
  alpha 0.6
  Yscale 0.70
  XScale 0.75
  speed 14
  painchance 200
  height 56
  radius 20
  mass 100
  meleedamage 3
  bloodcolor "7B 5A 84"
  BloodType "nightmareblood"
  MONSTER
  +FLOORCLIP
  seesound "imp/sight"
  painsound "imp/pain"
  deathsound "imp/death"
  activesound "imp/active"
  meleesound "imp/melee"
  missiletype NImpBall
  states
  {
  Spawn:
    TRO2 AB 10 A_Look
    loop
  See:
    TRO2 AABBCCDD 3 A_Chase
    loop
  Melee:
    TRO2 EF 8 A_FaceTarget
    TRO2 G 6 A_MeleeAttack
    goto See
  Missile:
    TRO2 IJ 8 A_FaceTarget
    TRO2 K 6 A_MissileAttack
    goto See
  Pain:
    TRO2 H 2
    TRO2 H 2 A_Pain
    goto See
  Pain.Vertigo:
    TRO2 H 0 ThrustThingZ (0, 55, 0, 0)
    TRO2 H 2
    TRO2 H 2 A_Pain
    Goto See
  Death:
    TRO2 L 8
    TRO2 M 8 A_Scream
    TRO2 N 6
    TRO2 O 6 A_NoBlocking
    TRO2 P -1
    stop
  XDeath:
    TRO2 Q 5
    TRO2 R 5 A_XScream
    TRO2 S 5
    TRO2 T 5 A_NoBlocking
    TRO2 UVW 5
    TRO2 X -1
    stop
  Raise:
    TRO2 PO 8
    TRO2 NML 6
    goto See
  Crush:
    POL5 A 0
    POL5 A 0 A_PlaySound ("Misc/Gibbed")
    POL5 A -1
    Stop
  }
}

actor StealthNightmareImp : NightmareImp 19988
{
  spawnid 120
  obituary "%o thought %g saw a Nightmare Imp."
  hitobituary "%o thought %g saw a Nightmare Imp."
  +STEALTH
}

actor 64Cacodemon : Cacodemon Replaces Cacodemon
{
  Yscale 0.70
  XScale 0.75
  +MISSILEEVENMORE
  PainChance "Vertigo", 256
  states
  {
  Spawn:
    HEAD ABCD 15 A_Look
    loop
  See:
    HEAD AABBCCDD 4 A_Chase
    loop
  Pain:
    HEAD B 3
    HEAD B 6 A_PlaySound ("caco/pain", CHAN_AUTO)
    HEAD B 8
    goto See
  Pain.Vertigo:
    HEAD B 0 ThrustThingZ (0, 50, 0, 0)
    HEAD B 3
    HEAD B 6 A_PlaySound ("caco/pain", CHAN_AUTO)
    HEAD B 8
    Goto See
  Melee:
  Missile:
    HEAD EF 6 A_FaceTarget
    HEAD G 6 A_HeadAttack
    goto See
  Death:
    HEAD H 9
    HEAD I 9 A_Scream
    HEAD JK 9
    HEAD L 9 A_NoBlocking
    HEAD M -1 A_SetFloorClip
    stop
  Raise:
    HEAD M 9 A_UnSetFloorClip
    HEAD LKJIH 9
    goto See
  Crush:
    POL5 A 0
    POL5 A 0 A_PlaySound ("Misc/Gibbed")
    POL5 A -1
    Stop
  }
}

actor 64StealthCacodemon : 64Cacodemon Replaces StealthCacodemon
{
	+STEALTH
}


actor 64HellKnight Replaces HellKnight
{
  spawnid 113
  Yscale 0.70
  XScale 0.75
  obituary "%o was splayed by a Hell Knight"
  hitobituary "%o was gutted by a Hell Knight"
  health 500
  -BOSSDEATH
  bloodcolor "18 8c 31"
  radius 24
  height 64
  mass 1000
  speed 8
  painchance 50
  seesound "knight/sight"
  painsound "knight/pain"
  deathsound "knight/death"
  activesound "knight/active"
  MONSTER
  +FLOORCLIP
  PainChance "Vertigo", 256
  DamageFactor "Railgun", 2.0
  states
  {
  Spawn:
    BOSS A 0 A_SetShootable
    BOSS A 0 A_ChangeFlag ("NODAMAGE", 0)
    BOSS AB 12 A_Look
    Goto Spawn+2
  See:
    BOSS AABBCCDD 4 A_Chase
    loop
  Melee:
  Missile:
    BOSS EF 8 A_FaceTarget
    BOSS G 8 A_BruisAttack
    goto See
  Pain:
    BOSS H 3
    BOSS H 3 A_PlaySound ("knight/pain", CHAN_AUTO)
    goto See
  Pain.Vertigo:
    BOSS H 0 ThrustThingZ (0, 50, 0, 0)
    BOSS H 3
    BOSS H 3 A_PlaySound ("knight/pain", CHAN_AUTO)
    Goto See
  Death:
    BOSS I 9
    BOSS J 9 A_Scream
    BOSS K 9
    BOSS L 9 A_NoBlocking
    BOSS M 9
    BOSS N -1 A_BossDeath
    stop
  Raise:
    BOSS NMLKJI 9
    goto See
  Crush:
    POL5 A 0
    POL5 A 0 A_PlaySound ("Misc/Gibbed")
    POL5 A -1
    Stop
  }
}

actor 64StealthHellKnight : 64HellKnight replaces StealthHellKnight
{
	+STEALTH
}

actor 64BaronOfHell : BaronOfHell Replaces BaronOfHell
{
  bloodcolor "8D 39 10"
  Yscale 0.80
  XScale 0.85
  PainChance "Vertigo", 256
  DamageFactor "Railgun", 2.0
  states
  {
  Spawn:
    BOS2 A 0 A_SetShootable
    BOS2 A 0 A_ChangeFlag ("NODAMAGE", 0)
    BOS2 AB 12 A_Look
    Goto Spawn+2
  See:
    BOS2 AABBCCDD 4 A_Chase
    loop
  Melee:
  Missile:
    BOS2 EF 8 A_FaceTarget
    BOS2 G 8 A_BasicAttack (10, "baron/melee", "64BaronBall", 40)
    goto See
  Pain:
    BOS2 H 3
    BOS2 H 3 A_PlaySound ("baron/pain", CHAN_AUTO)
    Goto See
  Pain.Vertigo:
    BOS2 H 0 ThrustThingZ (0, 50, 0, 0)
    BOS2 H 3
    BOS2 H 3 A_PlaySound ("baron/pain", CHAN_AUTO)
    Goto See
  Death:
  	BOS2 I 9
	BOS2 J 9 A_Scream
	BOS2 K 9
	BOS2 L 9 A_NoBlocking
	BOS2 M 9
	BOS2 N -1 A_BossDeath
	stop
  Raise:
  	BOS2 NMLKJI 9
	goto See
  Crush:
    POL5 A 0
    POL5 A 0 A_PlaySound ("Misc/Gibbed")
    POL5 A -1
    Stop
  }
}

actor 64StealthBaron : 64BaronOfHell Replaces StealthBaron
{
	+STEALTH
}

///////////////////////////////////////////////////////////////////////////////
//				More monsters!  by Footman  Found by Samuzero15tlh           //
///////////////////////////////////////////////////////////////////////////////

actor 64Cyberdemon : Cyberdemon replaces Cyberdemon
{
  Yscale 0.70
  XScale 0.75
  PainChance "Vertigo", 256
  DamageFactor "Railgun", 2.0
  states
  {
    Spawn:
    CYBR AB 10 A_Look
    Loop
  See:
    CYBR A 3 A_Hoof
    CYBR ABBCC 3 A_Chase
    CYBR D 3 A_Metal
    CYBR D 3 A_Chase
    Loop
  Missile:
    CYBR E 6 A_FaceTarget
    CYBR F 12 A_CustomMissile("CoopRocket",0,0,0,0,0)
    CYBR E 12 A_FaceTarget
    CYBR F 12 A_CustomMissile("CoopRocket",0,0,0,0,0)
    CYBR E 12 A_FaceTarget
    CYBR F 12 A_CustomMissile("CoopRocket",0,0,0,0,0)
    Goto See
  Pain:
    CYBR F 10 A_Pain
    Goto See
  Pain.Vertigo:
    CYBR F 0 ThrustThingZ (0, 50, 0, 0)
    CYBR F 3
    CYBR F 3 A_Pain
    Goto See
 Death:
    CYBR G 10
    CYBR G 0 A_Scream
    CYBR G 4 A_SpawnItemEx ("64BossExplosion",0,0,0,0,0,0,0,130)
    CYBR G 4 A_SpawnItemEx ("64BossExplosion",0,0,0,0,0,0,0,130)
    CYBR G 4 A_SpawnItemEx ("64BossExplosion",-20,-20,55,0,0,0,0,130)
    CYBR G 4 A_SpawnItemEx ("64BossExplosion",20,20,110,0,0,0,0,130)
    CYBR G 4 A_SpawnItemEx ("64BossExplosion",20,20,0,0,0,0,0,130)
    CYBR G 4 A_SpawnItemEx ("64BossExplosion",0,0,55,0,0,0,0,130)
    CYBR G 4 A_SpawnItemEx ("64BossExplosion",0,0,110,0,0,0,0,130)
    CYBR G 4 A_SpawnItemEx ("64BossExplosion",-20,-20,0,0,0,0,0,130)
    CYBR G 4 A_SpawnItemEx ("64BossExplosion",20,20,55,0,0,0,0,130)
    CYBR G 4 A_SpawnItemEx ("64BossExplosion",-20,-20,110,0,0,0,0,130)
    CYBR G 4 A_SpawnItemEx ("64BossExplosion",0,0,0,0,0,0,0,130)
    CYBR G 4 A_SpawnItemEx ("64BossExplosion",-20,-20,55,0,0,0,0,130)
    CYBR G 4 A_SpawnItemEx ("64BossExplosion",-20,-20,110,0,0,0,0,130)
    CYBR G 4 A_SpawnItemEx ("64BossExplosion",20,20,0,0,0,0,0,130)
    CYBR G 4 A_SpawnItemEx ("64BossExplosion",20,20,55,0,0,0,0,130)
    CYBR G 4 A_SpawnItemEx ("64BossExplosion",0,0,110,0,0,0,0,130)
    CYBR G 4 A_SpawnItemEx ("64BossExplosion",20,20,0,0,0,0,0,130)
    CYBR H 4 A_SpawnItemEx ("64BossExplosion",0,0,55,0,0,0,0,130)
    CYBR H 4 A_SpawnItemEx ("64BossExplosion",20,20,110,0,0,0,0,130)
    CYBR I 4 A_SpawnItemEx ("64BossExplosion",-20,-20,0,0,0,0,0,130)
    CYBR I 4 A_SpawnItemEx ("64BossExplosion",-20,-20,55,0,0,0,0,130)
    CYBR J 4 A_SpawnItemEx ("64BossExplosion",20,20,110,0,0,0,0,130)
    CYBR J 4 A_SpawnItemEx ("64BossExplosion",-20,-20,0,0,0,0,0,130)
    CYBR K 4 A_SpawnItemEx ("64BossExplosion",20,20,55,0,0,0,0,130)
    CYBR K 4 A_SpawnItemEx ("64BossExplosion",0,0,110,0,0,0,0,130)
    CYBR L 6 A_NoBlocking
    CYBR MN 6
    CYBR O 30
    CYBR O -1 A_BossDeath
    stop
  Crush:
    POL5 A 0
    POL5 A 0 A_PlaySound ("Misc/Gibbed")
    POL5 A -1
    Stop
	}
}

actor 64Arachnotron : Arachnotron replaces Arachnotron
{
  Yscale 0.70
  XScale 0.70
  PainChance "Vertigo", 256
  DamageFactor "Railgun", 2.0
  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 DBBCC 3 A_Chase
    goto see+1
  Missile:
    BSPI A 20 Bright A_FaceTarget
    BSPI D 4 Bright
	BSPI D 0 Bright A_CustomMissile("64ArachnotronPlasma", 20,15,0,0,0)
	BSPI D 0 Bright A_CustomMissile("64ArachnotronPlasma", 20,-15,0,0,0)
    BSPI E 4 Bright
    BSPI E 1 Bright A_SpidRefire
    Goto Missile+1
  Pain:
    BSPI F 10 A_Pain
    Goto See
  Pain.Vertigo:
    BSPI F 0 ThrustThingZ (0, 50, 0, 0)
    BSPI F 3
    BSPI F 3 A_Pain
    Goto See
  Death:
    BSPI G 20 A_Scream
    BSPI H 7 A_NoBlocking
    BSPI IJKL 7
    BSPI L -1 A_BossDeath
    Stop
  Crush:
    POL5 A 0
    POL5 A 0 A_PlaySound ("Misc/Gibbed")
    POL5 A -1
    Stop
	}
}

actor 64StealthArachnotron : 64Arachnotron replaces StealthArachnotron
{
	+STEALTH
}

actor 64Mancubus : Fatso replaces Fatso
{
  Yscale 0.70
  XScale 0.70
  PainChance "Vertigo", 256
  DamageFactor "Railgun", 2.0
  states
  {
  Spawn:
    FATT AB 15 A_Look
    Loop
  See:
    FATT AABBCCDDEEFF 4 A_Chase
    Loop
  Missile:
    FATT H 20 A_FatRaise
    FATT G 10 Bright A_FatAttack1
    FATT H 5
    FATT G 10 Bright A_FatAttack2
    FATT H 5
    FATT G 10 Bright A_FatAttack3
    FATT H 5
    Goto See
  Pain:
    FATT I 3
    FATT I 3 A_Pain
    Goto See
  Pain.Vertigo:
    FATT I 0 ThrustThingZ (0, 50, 0, 0)
    FATT I 3
    FATT I 3 A_Pain
    Goto See
  Death:
    FATT J 6
    FATT K 6 A_Scream
    FATT L 6 A_NoBlocking
    FATT MMNNOO 6
    FATT O -1 A_BossDeath
    Stop
  Raise:
    FATT O 5
    FATT IJKLMNO 5
    Goto See
	  Crush:
    POL5 A 0
    POL5 A 0 A_PlaySound ("Misc/Gibbed")
    POL5 A -1
    Stop
	}
}

actor 64StealthFatso : 64Mancubus replaces StealthFatso
{
	+STEALTH
}

actor 64Painelemental : PainElemental replaces PainElemental
{
  Yscale 0.70
  XScale 0.75
  +MISSILEMORE
  PainChance "Vertigo", 256
	States
	{
	Spawn:
		PAIN A 10 A_Look
		Loop
	See:
		PAIN AAAAAA 3 A_Chase
		Loop
	Missile:
		PAIN B 5 A_FaceTarget
		PAIN C 5 A_FaceTarget
		PAIN C 4 BRIGHT A_FaceTarget
		PAIN B 1 BRIGHT A_DualPainAttack("64LostSoul")
		Goto See
	Pain:
		PAIN D 6
		PAIN D 6 A_Pain
		Goto See
	Death:
		PAIN E 8 BRIGHT
		PAIN F 8 BRIGHT A_Scream
		PAIN GH 8 BRIGHT
		PAIN I 8 BRIGHT A_PainDie
		PAIN J 4 BRIGHT
		PAIN K 2 BRIGHT
		PAIN L 2 BRIGHT
		Stop
	  Crush:
		POL5 A 0
		POL5 A 0 A_PlaySound ("Misc/Gibbed")
		POL5 A -1
    Stop
	}
}

actor 64LostSoul : Lostsoul replaces LostSoul
{
  Yscale 0.95
  XScale 0.80
  +MISSILEMORE
  +MISSILEEvenMORE
  PainChance "Vertigo", 256
	States
	{
	Spawn:
		SKUL ABC 6 BRIGHT A_Look
		Loop
	See:
		SKUL ABC 4 BRIGHT A_Chase
		Loop
	Missile:
		SKUL D 10 BRIGHT A_FaceTarget
		SKUL E 4 BRIGHT A_SkullAttack
		SKUL DE 4 BRIGHT
		Goto Missile+2
	Pain:
		SKUL F 3 BRIGHT
		SKUL F 3 BRIGHT A_Pain
		Goto See
	Death:
		SKUL G 6 BRIGHT
		SKUL H 6 BRIGHT A_Scream
		SKUL I 3 BRIGHT
		SKUL J 3 BRIGHT
		SKUL K 3 BRIGHT
		SKUL L 3 BRIGHT A_NoBlocking
		SKUL M 3
		SKUL N 3
		SKUL O 3
		SKUL P 3
		Stop
	Crush:
		POL5 A 0
		POL5 A 0 A_PlaySound ("Misc/Gibbed")
		POL5 A -1
	}
}

actor 64ChaingunGuy : ChaingunGuy Replaces ChaingunGuy
{
	attacksound "weapons/shotgf"
	scale 0.75
	States
	{
	Missile:
		CPOS E 10 A_FaceTarget
		CPOS FE 4 BRIGHT A_CustomBulletAttack (5.6, 0, 1, 2, "BulletPuff")
		CPOS F 1 A_CPosRefire
		Goto Missile+1
	Pain.Vertigo:
		CPOS G 0 ThrustThingZ (0, 55, 0, 0)
		CPOS G 3
		CPOS G 3 A_Pain
		Goto See
	Death:
		CPOS H 5
		CPOS I 5 A_Scream
		CPOS J 5 A_NoBlocking
		CPOS KL 5
		CPOS M -1
		stop
	XDeath:
		CPOS N 5
		CPOS O 5 A_XScream
		CPOS Q 5 A_NoBlocking
		CPOS RSTU 5
		CPOS V -1
		stop
	Raise:
		CPOS MLKJHI 5
		goto See
  	Crush:
    	POL5 A 0
    	POL5 A 0 A_PlaySound ("Misc/Gibbed")
    	POL5 A -1
    	Stop
	}
}

actor 64StealthChaingunguy : 64Chaingunguy replaces stealthchaingunguy
{
	renderstyle translucent
	+STEALTH
	alpha 0
}

actor 64SpiderMastermind : SpiderMastermind Replaces SpiderMastermind
{
  AttackSound "weapons/chngun"
  Scale 1.25
  speed 11
  States
  {
  Spawn:
    BSGI AB 10 A_Look
    loop
  See:
    BSGI A 3 A_Metal
    BSGI AABBCCDD 3 A_Chase
    Loop
  Missile:
    BSGI A 20 bright A_FaceTarget
    BSGI E 0 bright A_PosAttack
    BSGI E 0 bright A_PosAttack
    BSGI E 4 bright A_PosAttack
    BSGI E 1 bright A_SpidRefire
    BSGI E 0 bright A_PosAttack
    BSGI E 0 bright A_PosAttack
    BSGI E 4 bright A_PosAttack
    BSGI E 1 bright A_SpidRefire
    BSGI E 0 bright A_PosAttack
    BSGI E 0 bright A_PosAttack
    BSGI E 4 bright A_PosAttack
    BSGI E 1 bright A_SpidRefire
    BSGI E 0 bright A_PosAttack
    BSGI E 0 bright A_PosAttack
    BSGI E 4 bright A_PosAttack
    BSGI E 1 bright A_SpidRefire
    BSGI E 0 bright A_PosAttack
    BSGI E 0 bright A_PosAttack
    BSGI E 4 bright A_PosAttack
    BSGI E 1 bright A_SpidRefire
    BSGI E 0 bright A_PosAttack
    BSGI E 0 bright A_PosAttack
    BSGI E 4 bright A_PosAttack
    BSGI E 1 bright A_SpidRefire
    BSGI E 0 bright A_PosAttack
    BSGI E 0 bright A_PosAttack
    BSGI E 4 bright A_PosAttack
    BSGI E 1 bright A_SpidRefire
    BSGI E 0 bright A_PosAttack
    BSGI E 0 bright A_PosAttack
    BSGI E 4 bright A_PosAttack
    BSGI E 1 bright A_SpidRefire
    BSGI E 0 bright A_PosAttack
    BSGI E 0 bright A_PosAttack
    BSGI E 4 bright A_PosAttack
    BSGI E 1 bright A_SpidRefire
    BSGI E 0 bright A_PosAttack
    BSGI E 0 bright A_PosAttack
    BSGI E 4 bright A_PosAttack
    BSGI E 1 bright A_SpidRefire
    loop
  Pain:
    BSGI F 3
    BSGI F 3 A_Pain
    goto See
  Pain.Vertigo:
    BSGI F 0 ThrustThingZ (0, 55, 0, 0)
    BSGI F 3
    BSGI F 3 A_Pain
    Goto See
  Death:
    BSGI G 0 A_Scream
    BSGI G 4 A_SpawnItemEx ("64BossExplosion",0,0,0,0,0,0,0,130)
    BSGI G 4 A_SpawnItemEx ("64BossExplosion",0,0,0,0,0,0,0,130)
    BSGI G 4 A_SpawnItemEx ("64BossExplosion",-64,-64,50,0,0,0,0,130)
    BSGI G 4 A_SpawnItemEx ("64BossExplosion",64,64,100,0,0,0,0,130)
    BSGI G 4 A_SpawnItemEx ("64BossExplosion",64,64,0,0,0,0,0,130)
    BSGI G 4 A_SpawnItemEx ("64BossExplosion",0,0,50,0,0,0,0,130)
    BSGI G 4 A_SpawnItemEx ("64BossExplosion",0,0,100,0,0,0,0,130)
    BSGI G 4 A_SpawnItemEx ("64BossExplosion",-64,-64,0,0,0,0,0,130)
    BSGI G 4 A_SpawnItemEx ("64BossExplosion",64,64,50,0,0,0,0,130)
    BSGI G 4 A_SpawnItemEx ("64BossExplosion",-64,-64,100,0,0,0,0,130)
    BSGI G 4 A_SpawnItemEx ("64BossExplosion",0,0,0,0,0,0,0,130)
    BSGI G 4 A_SpawnItemEx ("64BossExplosion",-64,-64,50,0,0,0,0,130)
    BSGI G 4 A_SpawnItemEx ("64BossExplosion",-64,-64,100,0,0,0,0,130)
    BSGI G 4 A_SpawnItemEx ("64BossExplosion",64,64,0,0,0,0,0,130)
    BSGI G 4 A_SpawnItemEx ("64BossExplosion",64,64,50,0,0,0,0,130)
    BSGI G 4 A_SpawnItemEx ("64BossExplosion",0,0,100,0,0,0,0,130)
    BSGI G 4 A_SpawnItemEx ("64BossExplosion",64,64,0,0,0,0,0,130)
    BSGI G 4 A_SpawnItemEx ("64BossExplosion",0,0,50,0,0,0,0,130)
    BSGI G 4 A_SpawnItemEx ("64BossExplosion",64,64,100,0,0,0,0,130)
    BSGI G 4 A_SpawnItemEx ("64BossExplosion",-64,-64,0,0,0,0,0,130)
    BSGI G 4 A_SpawnItemEx ("64BossExplosion",-64,-64,50,0,0,0,0,130)
    BSGI H 0 A_NoBlocking
    BSGI H 4 A_SpawnItemEx ("64BossExplosion",64,64,100,0,0,0,0,130)
    BSGI H 4 A_SpawnItemEx ("64BossExplosion",-64,-64,0,0,0,0,0,130)
    BSGI I 4 A_SpawnItemEx ("64BossExplosion",64,64,50,0,0,0,0,130)
    BSGI I 4 A_SpawnItemEx ("64BossExplosion",0,0,100,0,0,0,0,130)
    BSGI JK 8
    BSGI L -1 A_BossDeath
    stop
  Crush:
    POL5 A 0
    POL5 A 0 A_PlaySound ("Misc/Gibbed")
    POL5 A -1
    Stop
  }
}

Actor 64Revenant : Revenant Replaces Revenant 
{
  Speed 8  
  States
  {
  See:
    SKEL AABBCCDDEEFF 4 A_Chase
    Loop
  Melee:
    SKEL G 0 A_FaceTarget
    SKEL G 8 A_SkelWhoosh
    SKEL H 8 A_FaceTarget
    SKEL I 8 A_SkelFist
    Goto See
  Missile:
    SKEL J 0 Bright A_FaceTarget
    SKEL J 12 Bright A_FaceTarget
    SKEL K 0 A_CustomMissile (RevenantTracer,56,20,0,0)
    SKEL K 12 A_CustomMissile (RevenantTracer,56,-20,0,0)
    SKEL K 12 A_FaceTarget
    Goto See
  Pain:
    SKEL L 5
    SKEL L 5 A_Pain
    Goto See
  Pain.Vertigo:
    SKEL L 0 ThrustThingZ (0, 55, 0, 0)
    SKEL L 5
    SKEL L 5 A_Pain
    Goto See
  Raise:
    SKEL QPONML 5
    goto See
  Crush:
    POL5 A 0
    POL5 A 0 A_PlaySound ("Misc/Gibbed")
    POL5 A -1
    Stop
  }
}

Actor 64StealthRevenant : StealthRevenant Replaces StealthRevenant 
{
  Speed 8  
  States
  {
  See:
    SKEL AABBCCDDEEFF 4 A_Chase
    Loop
  Melee:
    SKEL G 0 A_FaceTarget
    SKEL G 8 A_SkelWhoosh
    SKEL H 8 A_FaceTarget
    SKEL I 8 A_SkelFist
    Goto See
  Missile:
    SKEL J 0 Bright A_FaceTarget
    SKEL J 12 Bright A_FaceTarget
    SKEL K 0 A_CustomMissile (RevenantTracer,56,20,0,0)
    SKEL K 12 A_CustomMissile (RevenantTracer,56,-20,0,0)
    SKEL K 12 A_FaceTarget
    Goto See
  Pain:
    SKEL L 5
    SKEL L 5 A_Pain
    Goto See
  Pain.Vertigo:
    SKEL L 0 ThrustThingZ (0, 55, 0, 0)
    SKEL L 5
    SKEL L 5 A_Pain
    Goto See
  }
}

Actor Nazi : WolfensteinSS replaces WolfensteinSS
{
Dropitem "sd64_ROTTMP40"
}
