Actor DemonVein 10001
{
	Health 25000
	Height 64
	Radius 16
	Monster
	painchance 200
	
	Obituary	"%o was owned... lol"
	
	States
	{
		Spawn:
			VEIN A 1 A_Look
			loop
		See:
			VEIN A 1 A_Chase
			loop
		Pain:
			VEIN A 1 A_Pain
			VEIN A 10 ACS_Execute(616, 0, 0, 0, 0)
			goto See
		Death:
			VEIN A 1 A_Scream
			VEIN A 1 A_NoBlocking
			Stop
	}
}

ACTOR DemonCore 10002
{
	Health 50000
	Height 64
	Radius 16
	Monster
	painchance 200
	
	Obituary	"%o was blowen away by the demon core!"
	
	States
	{
		Spawn:
			DCRE A 1 A_Look
		goto Spawn
		See:
			DCRE A 1 A_Chase
		goto See
		Missile:
			DCRE A 1 A_FaceTarget
			DCRE A 3 A_CustomMissile("RevenantTracer",32,0,0,0)
			DCRE A 3 A_FaceTarget
			DCRE A 3 A_CustomMissile("RevenantTracer",32,0,0,0)
			DCRE A 3 A_FaceTarget
			DCRE A 3 A_CustomMissile("RevenantTracer",32,0,0,0)
			DCRE A 32
			DCRE A 0 A_CPosRefire
			Goto See
		Pain:
			DCRE A 1 A_Pain
			DCRE A 10 ACS_Execute(616, 0, 0, 0, 0)
			goto See
		Death:
			DCRE A 1 A_Scream
			DCRE A 1 A_NoBlocking
			MISL BCD 5
                     	MISL A 0 ACS_Execute(125, 0, 3, 0, 0)
			MISL BCD 5
		Stop
	}
}

ACTOR DemonTurret 10003
{
	Health 12000
	Height 64
	Radius 16
	Monster
	painchance 0
	
	Obituary	"%o was blowen away by a demon turret!"
	
	States
	{
		Spawn:
		DTRT A 1 A_Look
		goto Spawn
		See:
		DTRT A 1 A_Chase
		goto See
		Missile:
		DTRT A 1 A_FaceTarget
		DTRT A 3 A_CustomMissile("RevenantTracer",32,0,0,0)
		DTRT A 3 A_FaceTarget
		DTRT A 3 A_CustomMissile("RevenantTracer",32,0,0,0)
		DTRT A 3 A_FaceTarget
		DTRT A 3 A_CustomMissile("RevenantTracer",32,0,0,0)
		DTRT A 32
		DTRT A 0 A_CPosRefire
		Goto See
		Pain:
		DTRT A 3
		goto See
		Death:
		DTRT A 2
		TNT1 A 2 A_Scream
		MISL BCD 5
		Stop
	}
}

ACTOR DemonWall 10004
{
	Health 5000
	Height 64
	Radius 32
	+SOLID
	+SHOOTABLE
	
	States
	{
		Spawn:
			DWLL A 1
			goto Spawn
		Death:
			DWLL A 2
			DWLL B 2 A_PlaySound("d/demonwall", CHAN_AUTO)
			DWLL B 1 A_SpawnItem ("splatEmitter_Lite" , 0, 0, 0, 0)
			DWLL B 1
			DWLL B -1
			Stop
	}
}
