ACTOR HotDog 30121 
{ 
spawnid 244
Health 300 
PainChance 128
Speed 16 
Radius 30 
Height 50
Mass 500
MeleeDamage 7
MONSTER
+FLOORCLIP
+FIRERESIST
+DONTHURTSPECIES
Obituary "%o burned alive by a hellhound."
HitObituary "A hellhound had %o for dinner."
SeeSound "monster/dogsit"
AttackSound "monster/dogatk"
MeleeSound "monster/dogbit" 
PainSound "monster/dogpai" 
DeathSound "monster/dogdth" 
ActiveSound "monster/dogact"
	
States 
   { 
   Spawn: 
       HDOG AA 10 A_Look 
       Loop 
   See: 
       HDOG AAAABBBBCCCCDDDDEEEEFFFF 1 A_Chase 
       Loop 
   Melee: 
       HDOG GH 6 A_FaceTarget
       HDOG I 6 A_MeleeAttack
       Goto See
   Missile:
       HDOG G 0 A_JumpIfCloser(256,2)
       HDOG G 0
       Goto See
       HDOG G 10 A_FaceTarget 
       HDOG H 1 A_CustomMissile ("DogFire",28,0,0,0,0)
       HDOG H 1 A_CustomMissile ("DogFire",28,0,0,0,0)
       HDOG H 1 A_CustomMissile ("DogFire",28,0,0,0,0)
       HDOG H 1 A_CustomMissile ("DogFire",28,0,0,0,0)
       HDOG H 1 A_CustomMissile ("DogFire",28,0,0,0,0)
       HDOG H 1 A_CustomMissile ("DogFire",28,0,0,0,0)
       HDOG H 1 A_CustomMissile ("DogFire",28,0,0,0,0)
       HDOG H 1 A_CustomMissile ("DogFire",28,0,0,0,0)
       HDOG H 1 A_CustomMissile ("DogFire",28,0,0,0,0)
       HDOG H 1 A_CustomMissile ("DogFire",28,0,0,0,0)
       HDOG H 1 A_CustomMissile ("DogFire",28,0,0,0,0)
       HDOG H 1 A_CustomMissile ("DogFire",28,0,0,0,0)
       HDOG I 6 
       Goto See
   Pain: 
       HDOG J 2 
       HDOG J 2 A_Pain 
       Goto See 
   Death: 
NULL A 0 ACS_Execute(500, 0, 36, 0)
       HDOG K 8 
       HDOG L 8 A_Scream 
       HDOG M 4 
       HDOG N 4 A_NoBlocking 
       HDOG OP 4 
       HDOG Q 650
		DeathFade:
			HDOG Q 2 A_FadeOut(0.1)
			loop
   Raise: 
       HDOG QPONMLK 5 
       Goto See 
   } 
}

ACTOR DogFire
{
   Radius 2
   Height 4
   Speed 16
   Damage 1
   PROJECTILE
   RENDERSTYLE ADD
   DamageType Fire
   ALPHA 0.67
   Scale 0.67
   SeeSound "weapons/bigbrn"
   DeathSound "weapons/bigbrn"
   DONTHURTSHOOTER
   +THRUGHOST
   States
   {
   Spawn:
      NULL A 2 Bright
      FRFX ABCD 2 Bright A_Explode(1,8)
      FRFX D 0 Bright A_Lowgravity
      FRFX EFG 2 Bright A_Explode(1,16)
      FRFX HIJ 2 Bright A_Explode(1,32)
      FRFX KLM 2 Bright A_Explode(1,64)
      FRFX NO 2 Bright
      stop
   Death:
      FRFX HIJ 2 Bright A_Explode(1,32)
      FRFX KLM 2 Bright A_Explode(1,64)
      FRFX NO 2 Bright
      stop
   }
}

ACTOR DogShot
{
   Radius 8
   Height 12
   Speed 16
   Damage 7
   PROJECTILE
   RENDERSTYLE ADD
   DamageType fire
   +THRUGHOST
   SeeSound "monster/dogsht"
   DeathSound "monster/doghit"
   +FIREDAMAGE
   States
   {
   Spawn:
      NULL A 3
      HHFX AABBCC 1 Bright A_CustomMissile("DogTrail",0,0,0,0,0)
      goto Spawn+1
   Death:
      HHFX DFGH 4 Bright
      stop
   }
}

ACTOR DogTrail : BulletPuff
{
   RENDERSTYLE ADD
   +CLIENTSIDEONLY
   States
   {
   Spawn:
      NULL A 5
      HHFX DFGH 3 Bright
      stop
   }
}