ACTOR BloodDemonClone 3110
{ 
spawnid 237
	//$Category Monsters
    Health 300 
    Speed 12 
    Height 56
    Radius 15
    Mass 400
    PainChance 180
    Meleedamage 5 
    REACTIONTIME 8 
    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." 
	
    States 
    { 
    Spawn: 
       SRG2 AB 10 A_Look
       goto Spawn 
    See: 
       SRG2 A 0 A_PlaySound("blooddemon/walk")
       SRG2 AABB 2 A_Chase
       SRG2 C 0 A_PlaySound("blooddemon/walk")
       SRG2 CCDD 2 A_Chase
       goto See 
    Melee: 
	   SRG2 E 0 A_PlaySound("blooddemon/melee")
       SRG2 EF 8 A_FaceTarget
       SRG2 G 8 A_MeleeAttack
       Goto See 
    Pain: 
       SRG2 H 2
       SRG2 H 2 A_Pain
       Goto See
    Death: 
       SRG2 I 8 
			NULL A 0 A_SpawnItemEx("ClassicCreditBoom", 0, 0, 0, 0, 0, 0, 0, 0, 235)
NULL A 1 ACS_Execute(500, 0, 29, 0)
       SRG2 I 8 
       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 650
		DeathFade:
			SRG2 N 2 A_FadeOut(0.1)
			goto DeathFade
    Raise: 
       SRG2 NMLKJI 5 
       Goto See 
    } 
}

ACTOR BloodDemonArm
{
	Radius 8
	Height 8
	Speed 8
	+CLIENTSIDEONLY
	+DOOMBOUNCE
	+DROPOFF
	+Missile
      States
	{
	Spawn:
         SG2A ABCDEFGH 2
         goto Spawn
	Death:
	 SG2A I 2 A_FadeOut(0.1)
	 goto Death
	}
}