ACTOR sfDemon replaces Demon
{
	Game Doom
	SpawnID 8
	Health 150
	PainChance 180
	Speed 10
	Radius 15
	Height 56
	Mass 400
	Monster
	+FLOORCLIP +FASTER +FASTMELEE
	SeeSound "demon/sight"
	AttackSound "demon/melee"
	PainSound "demon/pain"
	DeathSound "demon/death"
	ActiveSound "demon/active"
	Obituary "$OB_DEMONHIT" // "%o was bit by a demon."
	
	states
	{
		Spawn:
			SARG AB 10 A_Look
			goto Spawn
		See:
			SARG AABBCCDD 2 A_Chase
			goto See
		Melee:
			SARG EF 8 A_FaceTarget
			SARG G 8 A_SargAttack
			goto See
		Pain:
			SARG H 2
			SARG H 2 A_Pain
			goto See
		Death:
			SARG I 2
			NULL A 0 A_SpawnItemEx("ClassicCreditBoom", 0, 0, 0, 0, 0, 0, 0, 0, 235)
			SARG I 8 ACS_Execute(500, 0, 1, 0)
			SARG J 8 A_Scream
			SARG K 4
			SARG L 4 A_NoBlocking
			SARG M 4
			SARG N 650
		DeathFade:
			SARG N 2 A_FadeOut(0.1)
			goto DeathFade
		Raise:
			SARG N 5
			SARG MLKJI 5
			goto See
	}
}

ACTOR sfTeamDemon
{
	Health 150
	PainChance 180
	Speed 10
	Radius 15
	Height 56
	Mass 400
	Monster
	+FLOORCLIP +FASTER +FASTMELEE +FRIENDLY -ISMONSTER
	renderstyle add
	SeeSound "demon/sight"
	AttackSound "demon/melee"
	PainSound "demon/pain"
	DeathSound "demon/death"
	ActiveSound "demon/active"
	Obituary "$OB_DEMONHIT" // "%o was bit by a demon."
	
	//Protect from marine damage
	DamageFactor "MarineFire", 0.0
	DamageFactor "MarineFire2", 0.0
	DamageFactor "MarineFire3", 0.0
	
	states
	{
		Spawn:
			SARG AB 10 A_Look
			goto Spawn
		See:
			SARG AABBCCDD 2 A_Chase
			goto See
		Melee:
			SARG EF 8 A_FaceTarget
			SARG G 8 A_SargAttack
			goto See
		Pain:
			SARG H 2
			SARG H 2 A_Pain
			goto See
		Death:
			SARG I 2
			SARG I 8 ACS_Execute(500, 0, 1, 0)
			SARG J 8 A_Scream
			SARG K 4
			SARG L 4 A_NoBlocking
			SARG M 4
			SARG N 650
		DeathFade:
			SARG N 2 A_FadeOut(0.1)
			goto DeathFade
		Raise:
			SARG N 5
			SARG MLKJI 5
			goto See
	}
}

ACTOR sfArachnotron replaces Arachnotron
{
	spawnid 6
	obituary "%o let an arachnotron get %h."
	health 500
	radius 64
	height 64
	mass 600
	speed 12
	painchance 128
	seesound "baby/sight"
	painsound "baby/pain"
	deathsound "baby/death"
	activesound "baby/active"
	MONSTER
	+FLOORCLIP
	
	states
	{
		Spawn:
			BSPI AB 10 A_Look
			goto Spawn
		See:
			BSPI A 20
			BSPI A 3 A_BabyMetal
			BSPI ABBCC 3 A_Chase
			BSPI D 3 A_BabyMetal
			BSPI DEEFF 3 A_Chase
			goto See+1
		Missile:
			BSPI A 20 bright A_FaceTarget
			BSPI G 4 bright A_BspiAttack    // See ArachnotronPlasma
			BSPI H 4 bright
			BSPI H 1 bright A_SpidRefire
			goto Missile+1
		Pain:
			BSPI I 3
			BSPI I 3 A_Pain
			goto See+1
		Death:
			BSPI J 2
			NULL A 0 A_SpawnItemEx("ClassicCreditBoom", 0, 0, 0, 0, 0, 0, 0, 0, 235)
			BSPI J 1 ACS_Execute(500, 0, 2, 0)
			BSPI J 20 A_Scream
			BSPI K 7 A_NoBlocking
			BSPI LMNO 7
			BSPI P 0 A_BossDeath
			BSPI P 650 A_BossDeath
		DeathFade:
			BSPI P 2 A_FadeOut(0.1)
			goto DeathFade
		Raise:
			BSPI PONMLKJ 5
			goto See+1
	}
}

ACTOR sfArchvile replaces Archvile
{
	Game Doom
	SpawnID 111
	Health 700
	Radius 20
	Height 56
	Mass 500
	Speed 15
	PainChance 10
	Monster
	MaxTargetRange 896
	+QUICKTORETALIATE 
	+FLOORCLIP 
	+NOTARGET
	SeeSound "vile/sight"
	PainSound "vile/pain"
	DeathSound "vile/death"
	ActiveSound "vile/active"
	MeleeSound "vile/stop"
	Obituary "$OB_VILE" // "%o was incinerated by an archvile."
	
	states
	{
		Spawn:
			VILE AB 10 A_Look
			goto Spawn
		See:
			VILE AABBCCDDEEFF 2 A_VileChase
			goto See
		Missile:
			VILE G 0 BRIGHT A_VileStart
			VILE G 10 BRIGHT A_FaceTarget
			VILE H 8 BRIGHT A_VileTarget
			VILE IJKLMN 8 BRIGHT A_FaceTarget
			VILE O 8 BRIGHT A_VileAttack
			VILE P 20 BRIGHT
			goto See
		Heal:
			VILE "[\]" 10 BRIGHT
			goto See
		Pain:
			VILE Q 5   
			VILE Q 5 A_Pain
			goto See
		Death:
			VILE Q 2
			NULL A 0 A_SpawnItemEx("ClassicCreditBoom", 0, 0, 0, 0, 0, 0, 0, 0, 235)
			VILE Q 7 ACS_Execute(500, 0, 3, 0)
			VILE R 7 A_Scream
			VILE S 7 A_NoBlocking
			VILE TUVWXY 7
			VILE Z 650
		DeathFade:
			VILE Z 2 A_FadeOut(0.1)
			goto DeathFade
	}
}

ACTOR sfBaronOfHell replaces BaronOfHell
{
	spawnid 3
	obituary "%o was bruised by a Baron of Hell."
	hitobituary "%o was ripped open by a Baron of Hell."
	health 1000
	radius 24
	height 64
	mass 1000
	speed 8
	painchance 50
	seesound "baron/sight"
	painsound "baron/pain"
	deathsound "baron/death"
	activesound "baron/active"
	
	MONSTER
	+FLOORCLIP
	+BOSSDEATH
	states
	{
		Spawn:
			BOSS AB 10 A_Look
			goto Spawn
		See:
			BOSS AABBCCDD 3 A_Chase
			goto See
		Melee:
		Missile:
			BOSS EF 8 A_FaceTarget
			BOSS G 8 A_BruisAttack  // See BaronBall
			goto See
		Pain:
			BOSS H 2
			BOSS H 2 A_Pain
			goto See
		Death:
			BOSS I 2
			NULL A 0 A_SpawnItemEx("ClassicCreditBoom", 0, 0, 0, 0, 0, 0, 0, 0, 235)
			BOSS I 8 ACS_Execute(500, 0, 4, 0)
			BOSS J 8 A_Scream
			BOSS K 8
			BOSS L 8 A_NoBlocking
			BOSS MN 8
			BOSS O 1 A_BossDeath
			BOSS O 650
		DeathFade:
			BOSS O 2 A_FadeOut(0.1)
			goto DeathFade
		Raise:
			BOSS ONMLKJI 8
			goto See
	}
}

ACTOR sfTeamBaronOfHell
{
	obituary "%o was bruised by a Baron of Hell."
	hitobituary "%o was ripped open by a Baron of Hell."
	health 1000
	radius 24
	height 64
	mass 1000
	speed 8
	painchance 50
	seesound "baron/sight"
	painsound "baron/pain"
	deathsound "baron/death"
	activesound "baron/active"
	MONSTER
	+FLOORCLIP
	+BOSSDEATH
	+FRIENDLY
	-ISMONSTER
	renderstyle add
	
	//Protect from marine damage
	DamageFactor "MarineFire", 0.0
	DamageFactor "MarineFire2", 0.0
	DamageFactor "MarineFire3", 0.0
	
	states
	{
		Spawn:
			BOSS AB 10 A_Look
			goto Spawn
		See:
			BOSS AABBCCDD 3 A_Chase
			goto See
		Melee:
		Missile:
			BOSS EF 8 A_FaceTarget
			BOSS G 8 A_CustomMissile("FriendlyBaronBall")
			goto See
		Pain:
			BOSS H 2
			BOSS H 2 A_Pain
			goto See
		Death:
			BOSS I 2
			NULL A 0 A_SpawnItemEx("ClassicCreditBoom", 0, 0, 0, 0, 0, 0, 0, 0, 235)
			BOSS I 8 ACS_Execute(500, 0, 4, 0)
			BOSS J 8 A_Scream
			BOSS K 8
			BOSS L 8 A_NoBlocking
			BOSS MN 8
			BOSS O 1 A_BossDeath
			BOSS O 650
		DeathFade:
			BOSS O 2 A_FadeOut(0.1)
			goto DeathFade
		Raise:
			BOSS ONMLKJI 8
			goto See
	}
}

ACTOR sfHellKnight replaces HellKnight
{
	spawnid 113
	obituary "%o was splayed by a Hell Knight."
	hitobituary "%o was gutted by a Hell Knight."
	health 500
	radius 24
	height 64
	mass 1000
	speed 8
	painchance 50
	seesound "knight/sight"
	painsound "knight/pain"
	deathsound "knight/death"
	activesound "knight/active"
	
	MONSTER
	+FLOORCLIP
	states
	{
		Spawn:
			BOS2 AB 10 A_Look
			goto Spawn
		See:
			BOS2 AABBCCDD 3 A_Chase
			goto See
		Melee:
		Missile:
			BOS2 EF 8 A_FaceTarget
			BOS2 G 8 A_BruisAttack //See BaronBall
			goto See
		Pain:
			BOS2 H 2
			BOS2 H 2 A_Pain
			goto See
		Death:
			BOS2 I 2
			NULL A 0 A_SpawnItemEx("ClassicCreditBoom", 0, 0, 0, 0, 0, 0, 0, 0, 235)
			BOS2 I 8 ACS_Execute(500, 0, 5, 0)
			BOS2 J 8 A_Scream
			BOS2 K 8
			BOS2 L 8 A_NoBlocking
			BOS2 MN 8
			BOS2 O 0 A_BossDeath
			BOS2 O 650
		DeathFade:
			BOS2 O 2 A_FadeOut(0.1)
			goto DeathFade
		Raise:
			BOS2 ONMLKJI 8
			goto See
	}
}

ACTOR sfTeamHellKnight
{
	obituary "%o was splayed by a Hell Knight."
	hitobituary "%o was gutted by a Hell Knight."
	health 500
	radius 24
	height 64
	mass 1000
	speed 8
	painchance 50
	seesound "knight/sight"
	painsound "knight/pain"
	deathsound "knight/death"
	activesound "knight/active"
	MONSTER
	-ISMONSTER
	+FLOORCLIP
	+FRIENDLY
	renderstyle add
	
	//Protect from marine damage
	DamageFactor "MarineFire", 0.0
	DamageFactor "MarineFire2", 0.0
	DamageFactor "MarineFire3", 0.0
	
	states
	{
		Spawn:
			BOS2 AB 10 A_Look
			goto Spawn
		See:
			BOS2 AABBCCDD 3 A_Chase
			goto See
		Melee:
		Missile:
			BOS2 EF 8 A_FaceTarget
			BOS2 G 8 A_CustomMissile("FriendlyBaronBall")
			goto See
		Pain:
			BOS2 H 2
			BOS2 H 2 A_Pain
			goto See
		Death:
			BOS2 I 2
			BOS2 I 8 ACS_Execute(500, 0, 5, 0)
			BOS2 J 8 A_Scream
			BOS2 K 8
			BOS2 L 8 A_NoBlocking
			BOS2 MN 8
			BOS2 O 0 A_BossDeath
			BOS2 O 650
		DeathFade:
			BOS2 O 2 A_FadeOut(0.1)
			goto DeathFade
		Raise:
			BOS2 ONMLKJI 8
			goto See
	}
}

ACTOR sfCacodemon replaces Cacodemon
{
	spawnid 19
	obituary "%o was smitten by a cacodemon."
	hitobituary "%o got too close to a cacodemon."
	health 400
	radius 31
	height 56
	mass 400
	speed 8
	painchance 128
	seesound "caco/sight"
	painsound "caco/pain"
	deathsound "caco/death"
	activesound "caco/active"
	attacksound "caco/melee"
	
	MONSTER
	+FLOAT
	+NOGRAVITY
	states
	{
		Spawn:
			HEAD A 10 A_Look
			goto Spawn
		See:
			HEAD A 3 A_Chase
			goto See
		Missile:
			HEAD BC 5 A_FaceTarget
			HEAD D 5 bright A_HeadAttack    // See CacodemonBall
			goto See
		Pain:
			HEAD E 3
			HEAD E 3 A_Pain
			HEAD F 6
			goto See
		Death:
			HEAD G 2
			NULL A 0 A_SpawnItemEx("ClassicCreditBoom", 0, 0, 0, 0, 0, 0, 0, 0, 235)
			HEAD G 8 ACS_Execute(500, 0, 6, 0)
			HEAD H 8 A_Scream
			HEAD IJ 8
			HEAD K 8 A_NoBlocking
			HEAD L 0 A_SetFloorClip
			HEAD L 650
		DeathFade:
			HEAD L 2 A_FadeOut(0.1)
                        goto DeathFade
		Raise:
			HEAD L 8 A_UnSetFloorClip
			HEAD KJIHG 8
			goto See
	}
}

ACTOR sfCyberdemon replaces Cyberdemon
{
	spawnid 114
	obituary "%o was splattered by a cyberdemon."
	health 4000
	radius 25//40
	height 64//86//110
	mass 1000
	speed 16
	painchance 20
	seesound "cyber/sight"
	painsound "cyber/pain"
	deathsound "cyber/death"
	activesound "cyber/active"
	MONSTER
	//+BOSS
	+FLOORCLIP
	+NORADIUSDMG
	+DONTMORPH
	+MISSILEMORE
	
	states
	{
		Spawn:
			CYBR AB 10 A_Look
			goto Spawn
		See:
			CYBR A 3 A_Hoof
			CYBR ABBCC 3 A_Chase
			CYBR D 3 A_Metal
			CYBR D 3
			goto See
		Missile:
			CYBR E 6 A_FaceTarget
			CYBR F 12 A_CyberAttack //See Rocket
			CYBR E 12 A_FaceTarget
			CYBR F 12 A_CyberAttack
			CYBR E 12 A_FaceTarget
			CYBR F 12 A_CyberAttack
			goto See
		Pain:
			CYBR G 10 A_Pain
			NULL A 0 A_SpawnItemEx("ClassicCreditBoom", 0, 0, 0, 0, 0, 0, 0, 0, 235)
			goto See
		Death:
			CYBR H 2
			CYBR H 10 ACS_Execute(500, 0, 7, 0)
			CYBR I 10 A_Scream
			CYBR JKL 10
			CYBR M 10 A_NoBlocking
			CYBR NO 10
			CYBR P 30
			CYBR P -1 A_BossDeath
	}
}

ACTOR sfTeamCyberdemon
{
	obituary "%o was splattered by a cyberdemon."
	health 4000
	radius 40
	height 110
	mass 1000
	speed 16
	painchance 20
	seesound "cyber/sight"
	painsound "cyber/pain"
	deathsound "cyber/death"
	activesound "cyber/active"
	MONSTER
	-ISMONSTER
	+BOSS
	+FLOORCLIP
	+NORADIUSDMG
	+DONTMORPH
	+MISSILEMORE
	+FRIENDLY
	renderstyle add
	
	//Protect from marine damage
	DamageFactor "MarineFire", 0.0
	DamageFactor "MarineFire2", 0.0
	DamageFactor "MarineFire3", 0.0
	
	
	states
	{
		Spawn:
			CYBR AB 10 A_Look
			goto Spawn
		See:
			CYBR A 3 A_Hoof
			CYBR ABBCC 3 A_Chase
			CYBR D 3 A_Metal
			CYBR D 3
			goto See
		Missile:
			CYBR E 6 A_FaceTarget
			CYBR F 12 A_CustomMissile("FriendlyRocket")
			CYBR E 12 A_FaceTarget
			CYBR F 12 A_CustomMissile("FriendlyRocket")
			CYBR E 12 A_FaceTarget
			CYBR F 12 A_CustomMissile("FriendlyRocket")
			goto See
		Pain:
			CYBR G 10 A_Pain
			goto See
		Death:
			CYBR H 2
			CYBR H 10 ACS_Execute(500, 0, 7, 0)
			CYBR I 10 A_Scream
			CYBR JKL 10
			CYBR M 10 A_NoBlocking
			CYBR NO 10
			CYBR P 30
			CYBR P -1 A_BossDeath
	}
}



ACTOR sfChaingunGuy replaces ChaingunGuy
{
	spawnid 2
	obituary "%o was perforated by a chaingunner."
	health 70
	radius 20
	height 56
	mass 100
	speed 8
	painchance 170
	seesound "chainguy/sight"
	attacksound "chainguy/attack"
	painsound "chainguy/pain"
	deathsound "chainguy/death"
	activesound "chainguy/active"
	
	MONSTER
	+FLOORCLIP
	states
	{
		Spawn:
			CPOS AB 10 A_Look
			goto Spawn
		See:
			CPOS AABBCCDD 3 A_Chase
			goto See
		Missile:
			CPOS E 10 A_FaceTarget
			CPOS FE 4 bright A_CPosAttack
			CPOS F 1 A_CPosRefire
			goto Missile+1
		Pain:
			CPOS G 3
			CPOS G 3 A_Pain
			goto See
		Death:
			CPOS H 2
			NULL A 0 A_SpawnItemEx("ClassicCreditBoom", 0, 0, 0, 0, 0, 0, 0, 0, 235)
			CPOS H 5 ACS_Execute(500, 0, 8, 0)
			CPOS I 5 A_Scream
			CPOS J 5 A_NoBlocking
			CPOS KLM 5
			CPOS N 650
		DeathFade:
			CPOS N 2 A_FadeOut(0.1)
			goto DeathFade
		XDeath:
			CPOS O 2
			CPOS O 5 ACS_Execute(500, 0, 8, 1)
			CPOS P 5 A_XScream
			CPOS Q 5 A_NoBlocking
			CPOS RS 5
			CPOS T 650
		XDeathFade:
			CPOS T 2 A_FadeOut(0.1)
			goto XDeathFade
		Raise:
			CPOS NMLKJIH 5
			goto See
	}
}

ACTOR sfDoomImp replaces DoomImp
{
	spawnid 5
	obituary "%o was burned by an imp."
	hitobituary "%o was slashed by an imp."
	health 60
	radius 20
	height 56
	mass 100
	speed 8
	painchance 200
	seesound "imp/sight"
	painsound "imp/pain"
	deathsound "imp/death"
	activesound "imp/active"
	
	MONSTER
	+FLOORCLIP
	states
	{
		Spawn:
			TROO AB 10 A_Look
			goto Spawn
		See:
			TROO AABBCCDD 3 A_Chase
			goto See
		Melee:
		Missile:
			TROO EF 8 A_FaceTarget
			TROO G 6 A_TroopAttack  // See DoomImpBall
			goto See
		Pain:
			TROO H 2
			TROO H 2 A_Pain
			goto See
		Death:
			TROO I 2
			NULL A 0 A_SpawnItemEx("ClassicCreditBoom", 0, 0, 0, 0, 0, 0, 0, 0, 235)
			TROO I 8 ACS_Execute(500, 0, 9, 0)
			TROO J 8 A_Scream
			TROO K 6
			TROO L 6 A_NoBlocking
			TROO M 650
		DeathFade:
			TROO M 2 A_FadeOut(0.1)
			goto DeathFade
		XDeath:
			POSS A 0 A_SpawnItem ("splatEmitter_Lite" , 0, 0, 0, 0)
			TROO N 2
			TROO N 5 ACS_Execute(500, 0, 9, 1)
			TROO O 5 A_XScream
			TROO P 5
			TROO Q 5 A_NoBlocking
			TROO RST 5
			TROO U 650
		XDeathFade:
			TROO U 2 A_FadeOut(0.1)
			goto XDeathFade
		Raise:
			TROO ML 8
			TROO KJI 6
			goto See
	}
}

ACTOR sfFatso replaces Fatso
{
	spawnid 112
	obituary "%o was squashed by a mancubus."
	health 600
	radius 20
	height 56
	mass 1000
	speed 8
	painchance 80
	seesound "fatso/sight"
	painsound "fatso/pain"
	deathsound "fatso/death"
	activesound "fatso/active"
	
	MONSTER
	+FLOORCLIP
	states
	{
		Spawn:
			FATT AB 15 A_Look
			goto Spawn
		See:
			FATT AABBCCDDEEFF 4 A_Chase
			goto See
		Missile:
			FATT G 20 A_FatRaise
			FATT H 10 bright A_FatAttack1  // See FatShot
			FATT IG 5 A_FaceTarget
			FATT H 10 bright A_FatAttack2
			FATT IG 5 A_FaceTarget
			FATT H 10 bright A_FatAttack3
			FATT IG 5 A_FaceTarget
			goto See
		Pain:
			FATT J 3
			FATT J 3 A_Pain
			goto See
		Death:
			FATT K 2
			NULL A 0 A_SpawnItemEx("ClassicCreditBoom", 0, 0, 0, 0, 0, 0, 0, 0, 235)
			FATT K 6 ACS_Execute(500, 0, 10, 0)
			FATT L 6 A_Scream
			FATT M 6 A_NoBlocking
			FATT NOPQRS 6
			FATT T 0 A_BossDeath
			FATT T 650
		DeathFade:
			FATT T 2 A_FadeOut(0.1)
			goto DeathFade
		Raise:
			FATT RQPONMLK 5
			goto See
	}
}

ACTOR sfLostSoul replaces LostSoul
{
	spawnid 110
	obituary "%o was spooked by a lost soul."
	health 100
	radius 16
	height 56
	mass 50
	speed 8
	damage 3
	painchance 256
	renderstyle SoulTrans
	attacksound "skull/melee"
	painsound "skull/pain"
	deathsound "skull/death"
	activesound "skull/active"
	
	MONSTER
	+FLOAT
	+NOGRAVITY
	+NOICEDEATH
	+MISSILEMORE
	+DONTFALL
	states
	{
		Spawn:
			SKUL AB 10 bright A_Look
			goto Spawn
		See:
			SKUL AB 6 bright A_Chase
			goto See
		Missile:
			SKUL C 10 bright A_FaceTarget
			SKUL D 4 bright A_SkullAttack
			SKUL CD 4 bright
			goto Missile+2
		Pain:
			SKUL E 3 bright
			SKUL E 3 bright A_Pain
			goto See
		Death:
			SKUL F 2 bright
			NULL A 0 A_SpawnItemEx("ClassicCreditBoom", 0, 0, 0, 0, 0, 0, 0, 0, 235)
			SKUL F 6 bright ACS_Execute(500, 0, 11, 0)
			SKUL G 6 bright A_Scream
			SKUL H 6 bright
			SKUL I 6 bright A_NoBlocking
			SKUL JK 6
			stop
	}
}

ACTOR sfTeamLostSoul
{
	spawnid 110
	obituary "%o was spooked by a lost soul."
	health 100
	radius 16
	height 56
	mass 50
	speed 8
	damage 3
	painchance 256
	renderstyle SoulTrans
	attacksound "skull/melee"
	painsound "skull/pain"
	deathsound "skull/death"
	activesound "skull/active"
	MONSTER
	+FLOAT
	+NOGRAVITY
	+NOICEDEATH
	+MISSILEMORE
	+DONTFALL
	+FRIENDLY
	-ISMONSTER
	renderstyle add
	
	//Protect from marine damage
	DamageFactor "MarineFire", 0.0
	DamageFactor "MarineFire2", 0.0
	DamageFactor "MarineFire3", 0.0

	states
	{
		Spawn:
			SKUL AB 10 bright A_Look
			goto Spawn
		See:
			SKUL AB 6 bright A_Chase
			goto See
		Missile:
			SKUL C 10 bright A_FaceTarget
			SKUL D 4 bright A_SkullAttack
			SKUL CD 4 bright
			goto Missile+2
		Pain:
			SKUL E 3 bright
			SKUL E 3 bright A_Pain
			goto See
		Death:
			SKUL F 2 bright
			SKUL F 6 bright ACS_Execute(500, 0, 11, 0)
			SKUL G 6 bright A_Scream
			SKUL H 6 bright
			SKUL I 6 bright A_NoBlocking
			SKUL JK 6
			stop
	}
}

ACTOR sfRevenant replaces Revenant
{
	spawnid 20
	obituary "%o couldn't evade a revenant's fireball."
	hitobituary "%o was punched by a revenant."
	health 300
	radius 20
	height 56
	mass 500
	speed 10
	painchance 100
	seesound "skeleton/sight"
	painsound "skeleton/pain"
	deathsound "skeleton/death"
	activesound "skeleton/active"
	
	MONSTER
	+FLOORCLIP
	+LONGMELEERANGE
	+MISSILEMORE
	states
	{
		Spawn:
			SKEL AB 10 A_Look
			goto Spawn
		See:
			SKEL AABBCCDDEEFF 2 A_Chase
			goto See
		Melee:
			SKEL G 0 A_FaceTarget
			SKEL G 6 A_SkelWhoosh
			SKEL H 6 A_FaceTarget
			SKEL I 6 A_SkelFist
			goto See
		Missile:
			SKEL J 0 bright A_FaceTarget
			SKEL J 10 bright A_FaceTarget
			SKEL K 10 A_SkelMissile         // See RevenantTracer
			SKEL K 10 A_FaceTarget
			goto See
		Pain:
			SKEL L 5
			SKEL L 5 A_Pain
			goto See
		Death:
			SKEL L 2
			NULL A 0 A_SpawnItemEx("ClassicCreditBoom", 0, 0, 0, 0, 0, 0, 0, 0, 235)
			SKEL LM 7 ACS_Execute(500, 0, 12, 0)
			SKEL N 7 A_Scream
			SKEL O 7 A_NoBlocking
			SKEL P 7
			SKEL Q 650
		DeathFade:
			SKEL Q 2 A_FadeOut(0.1)
			goto DeathFade
		Raise:
			SKEL QPONML 5
			goto See
	}
}

ACTOR sfTeamRevenant
{
	obituary "%o couldn't evade a revenant's fireball."
	hitobituary "%o was punched by a revenant."
	health 300
	radius 20
	height 56
	mass 500
	speed 10
	painchance 100
	seesound "skeleton/sight"
	painsound "skeleton/pain"
	deathsound "skeleton/death"
	activesound "skeleton/active"
	
	MONSTER
	-ISMONSTER
	+FLOORCLIP
	+LONGMELEERANGE
	+MISSILEMORE
	+FRIENDLY
	renderstyle add
	
	//Protect from marine damage
	DamageFactor "MarineFire", 0.0
	DamageFactor "MarineFire2", 0.0
	DamageFactor "MarineFire3", 0.0
	states
	{
		Spawn:
			SKEL AB 10 A_Look
			goto Spawn
		See:
			SKEL AABBCCDDEEFF 2 A_Chase
			goto See
		Melee:
			SKEL G 0 A_FaceTarget
			SKEL G 6 A_SkelWhoosh
			SKEL H 6 A_FaceTarget
			SKEL I 6 A_SkelFist
			goto See
		Missile:
			SKEL J 0 bright A_FaceTarget
			SKEL J 10 bright A_FaceTarget
			SKEL K 10 A_CustomMissile("FriendlyRevenantTracer")
			SKEL K 10 A_FaceTarget
			goto See
		Pain:
			SKEL L 5
			SKEL L 5 A_Pain
			goto See
		Death:
			SKEL L 2
			SKEL LM 7 ACS_Execute(500, 0, 12, 0)
			SKEL N 7 A_Scream
			SKEL O 7 A_NoBlocking
			SKEL P 7
			SKEL Q 650
		DeathFade:
			SKEL Q 2 A_FadeOut(0.1)
			goto DeathFade
		Raise:
			SKEL QPONML 5
			goto See
	}
}

ACTOR sfSpiderMastermind replaces SpiderMastermind
{
	spawnid 7
	obituary "%o stood in awe of the spider demon."
	health 3000
	radius 128
	height 100
	mass 1000
	speed 12
	painchance 40
	seesound "spider/sight"
	attacksound "spider/attack"
	painsound "spider/pain"
	deathsound "spider/death" 
	activesound "spider/active"
	
	MONSTER
	+BOSS
	+FLOORCLIP
	+NORADIUSDMG
	+DONTMORPH
	+MISSILEMORE
	states
	{
		Spawn:
			SPID AB 10 A_Look
			goto Spawn
		See:
			SPID A 3 A_Metal
			SPID ABB 3 A_Chase
			SPID C 3 A_Metal
			SPID CDD 3 A_Chase
			SPID E 3 A_Metal
			SPID EFF 3 A_Chase
			goto See
		Missile:
			SPID A 20 bright A_FaceTarget
			SPID GH 4 bright A_SPosAttack
			SPID H 1 bright A_SpidRefire
			goto Missile+1
		Pain:
			SPID I 3
			SPID I 3 A_Pain
			goto See
		Death:
			SPID J 2
			NULL A 0 A_SpawnItemEx("ClassicCreditBoom", 0, 0, 0, 0, 0, 0, 0, 0, 235)
			SPID J 1 ACS_Execute(500, 0, 13, 0)
			SPID J 20 A_Scream
			SPID K 10 A_NoBlocking
			SPID LMNOPQR 10
			SPID S 30
			SPID S -1 A_BossDeath
			stop
	}
}

ACTOR sfZombieMan replaces ZombieMan
{
	spawnid 4
	obituary "%o was killed by a zombieman."
	health 20
	radius 20
	height 56
	mass 100
	speed 8
	painchance 200
	seesound "grunt/sight"
	attacksound "grunt/attack"
	painsound "grunt/pain"
	deathsound "grunt/death"
	activesound "grunt/active"
	
	MONSTER
	+FLOORCLIP
	states
	{
		Spawn:
			POSS AB 10 A_Look
			goto Spawn
		See:
			POSS AABBCCDD 4 A_Chase
			goto See
		Missile:
			POSS E 10 A_FaceTarget
			POSS F 8 A_PosAttack
			POSS E 8
			goto See
		Pain:
			POSS G 3
			POSS G 3 A_Pain
			goto See
		Death:
			POSS H 2
			POSS H 5 ACS_Execute(500, 0, 14, 0)
			POSS I 5 A_Scream
			POSS J 5 A_NoBlocking
			POSS K 5
			POSS L 650
		DeathFade:
			POSS L 2 A_FadeOut(0.1)
			goto DeathFade
		XDeath:
			POSS A 0 A_SpawnItem ("splatEmitter_Lite" , 0, 0, 0, 0)
			NULL A 0 A_SpawnItemEx("ClassicCreditBoom", 0, 0, 0, 0, 0, 0, 0, 0, 235)
			POSS M 2
			POSS M 5 ACS_Execute(500, 0, 14, 1)
			POSS N 5 A_XScream
			POSS O 5 A_NoBlocking
			POSS PQRST 5
			POSS U 650
		XDeathFade:
			POSS U 2 A_FadeOut(0.1)
			goto XDeathFade
		Raise:
			POSS KJIH 5
			goto See
	}
}

ACTOR sfShotgunGuy replaces ShotgunGuy
{
	spawnid 1
	obituary "%o was shot by a sergeant."
	health 30
	radius 20
	height 56
	mass 100
	speed 8
	painchance 170
	seesound "shotguy/sight"
	attacksound "shotguy/attack"
	painsound "shotguy/pain"
	deathsound "shotguy/death"
	activesound "shotguy/active"
	
	MONSTER
	+FLOORCLIP
	states
	{
		Spawn:
			SPOS AB 10 A_Look
			goto Spawn
		See:
			SPOS AABBCCDD 3 A_Chase
			goto See
		Missile:
			SPOS E 10 A_FaceTarget
			SPOS F 10 bright A_SPosAttack
			SPOS E 10
			goto See
		Pain:
			SPOS G 3
			SPOS G 3 A_Pain
			goto See
		Death:
			SPOS H 2
			NULL A 0 A_SpawnItemEx("ClassicCreditBoom", 0, 0, 0, 0, 0, 0, 0, 0, 235)
			SPOS H 2 ACS_Execute(500, 0, 15, 0)
			SPOS I 5 A_Scream
			SPOS J 5 A_NoBlocking
			SPOS K 5
			SPOS L 650
		DeathFade:
			SPOS L 2 A_FadeOut(0.1)
			goto DeathFade
		XDeath:
			POSS A 0 A_SpawnItem ("splatEmitter_Lite" , 0, 0, 0, 0)
			SPOS M 2
			SPOS M 2 ACS_Execute(500, 0, 15, 1)
			SPOS N 5 A_XScream
			SPOS O 5 A_NoBlocking
			SPOS PQRST 5
			SPOS U 650
		XDeathFade:
			SPOS U 2 A_FadeOut(0.1)
			goto XDeathFade
		Raise:
			SPOS LKJIH 5
			goto See
	}
}

//Preventing team-killing

actor FriendlyBaronBall : BaronBall { DamageType "MarineFire" }

actor FriendlyRocket : Rocket { DamageType "MarineFire" }

actor FriendlyRevenantTracer : RevenantTracer { DamageType "MarineFire" }

