//#include "DEC2"
actor Ghost2Ball
{
    Radius 8
    Height 6
    Speed 10
    Damage 5
    scale 1
    //+SEEKERMISSILE 
    PROJECTILE
    ALPHA 0.8
    SeeSound "BULBEXP2"
    DeathSound "imp/shotx"
    States
    {
    Spawn:
        GHBL A 2 bright
        Goto Spawn
    Death:
        GHBL B 0 Bright A_Scream
        GHBL B 0 Bright A_Fall
        GHBL B 4 Bright A_CustomMissile("HellFire", 0, 0, 0)
        GHBL B 0 Bright A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        GHBL B 0 Bright A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        GHBL B 0 Bright A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        GHBL B 0 Bright A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        GHBL B 0 Bright A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        GHBL B 0 Bright A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        GHBL C 2 Bright A_CustomMissile("HellFire", 0, -32, -300)
        GHBL CCCCCCCCCCC 0 Bright A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        GHBL C 2 Bright A_CustomMissile("HellFire", 0, 32, -120)
        GHBL CCCCCCCCCCC 0 Bright A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        GHBL D 4 Bright 
        GHBL DDDDDDDDDD 0 Bright A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        GHBL EEEEE 0 Bright A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        GHBL E 4 Bright 
        Stop      
    }
}
actor MyBall2
{
    Radius 8
    Height 6
    Speed 10
    Damage 3
    scale 0.8
    //+SEEKERMISSILE
    PROJECTILE
    ALPHA 0.8
    SeeSound "imp/attack"
    DeathSound "CBLAST1"
    States
    {
    Spawn:
        MBBB AB 0   
        MBBB AB 0   
        MBBB AB 2 bright
        Goto Spawn + 2
    Death:
        MBBB C 4 Bright A_Scream
  	MBBB DDDDDDDDDDDD 0 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        MBBB D 4 Bright A_Fall
        MBBB E 4 Bright 
        MBBB EEEEEEEEEEEEE 0 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        MBBB FFFFFFFFFF 0 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        MBBB F 4 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        MBBB G 4 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        MBBB GGGGGGG 0 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        MBBB H 4 
        MBBB I 4 
        Stop
    }
}
ACTOR Sparkles
{   
	Radius 5
	Height 5
	Speed 10
	+Missile
	//+lowgravity
	+NoBlockmap
	+NoTeleport
	+NODAMAGETHRUST
	+ACTIVATEIMPACT
	SCALE 0.25
	States
	{
	Spawn:
		PWT2 ABCDABCDABCDABCDABCD 1 Bright 
		Stop
 	death:
 		PWT2 E 2 A_Scream
       		PWT2 F 2 A_Fall
       		PWT2 GHI 2
 		Stop
	}
} 

ACTOR Clownkey1 : Key 14419
{
   +ALWAYSPICKUP
   Scale .25
   Inventory.PickupMessage "You got a clown key!"
   Inventory.PickupSound "misc/i_pkup"
   Inventory.Icon PKEYA0
   States
   {
   Spawn:
      PKEY A -1
      Stop
   }
} 
ACTOR Clownkey2 : Key 14420
{
   +ALWAYSPICKUP
   Scale .25
   Inventory.PickupMessage "You got a clown key!"
   Inventory.PickupSound "misc/i_pkup"
   Inventory.Icon PKEYB0
   States
   {
   Spawn:
      PKEY B -1
      Stop
   }
}
ACTOR Clownkey3 : Key 14422
{
   +ALWAYSPICKUP
   Scale .25
   Inventory.PickupMessage "You picked up a key."
   Inventory.PickupSound "misc/i_pkup"
   Inventory.Icon PKEYC0
   States
   {
   Spawn:
      PKEY C -1
      Stop
   }
} 
ACTOR Clownkey4 : Key 14479
{
   +ALWAYSPICKUP
   Scale .25
   Inventory.PickupMessage "You picked up a key."
   Inventory.PickupSound "misc/i_pkup"
   Inventory.Icon PKEYC0
   States
   {
   Spawn:
      PKEY D -1
      Stop
   }
}
Clownkey11
{      
       DoomEdNum 10021
       Sprite PKEY
       Frames "10:A"
       Scale .25
       Radius 8
       Height 8
}
Clownkey22
{      
       DoomEdNum 10022
       Sprite PKEY
       Frames "10:B"
       Scale .25
       Radius 8
       Height 8
}
ACTOR ClownSouls : Ammo 30201
{
   Scale 1.0
   +FloatBob 
   Inventory.Amount 6
   Inventory.MaxAmount 400
   Ammo.BackpackAmount 5
   Ammo.BackpackMaxAmount 800
   Inventory.PickupMessage "You picked up a clown soul."
   Inventory.PickupSound "misc/i_pkup"
   Inventory.Icon LITEE0
   States
   {
   Spawn:
      LITE BCDEDC 3
      Loop
   }
}
ACTOR GoreWorm 30031
{
    Health 20
    Radius 8
    Height 4
    Speed 3
    Mass 20
    PainChance 200
    MONSTER 
    +FLOORCLIP +RANDOMIZE 
    scale 0.75
    MELEEDAMAGE 1
    SeeSound "HSEE"
    PainSound "HAND1"
    DeathSound ""
    ActiveSound "HAND1"
    MeleeSound "SKULBITE"
    Obituary "%o duh" 
    States
    {
    Spawn:
        WORM A 20 A_UnSetShootable
        WORM A 4 A_SetShootable
        WORM A 4 A_Look
        Goto Spawn + 2
    See:   
      	WORM ABCB 3 A_Wander
        WORM A 0 A_JumpIfHealthLower (6, 2)
        Loop
        WORM A 0 A_Jump (64,1)
     	WORM ABCB 1 A_Wander
        Goto See 
    Pain:
        WORM A 8 A_Pain 
      	Goto See 
    Melee:
        WORM C 0
      	Goto Death
    Death:
    	WORM A 5 A_CustomMissile("ZGut2", 0, 0, 30) 
     	WORM B 2 A_PlaySound("splat11")
     	WORM B 2 A_TossGib
      	WORM B 3 A_Scream 
        WORM C 2 A_TossGib
      	WORM C 1 A_CustomMissile("BSplatter", 0, 0, 0, 1)
      	WORM C 5 A_CustomMissile("ZGut3", 0, 0, -40)   
      	Stop 
    }
}
projectile Rain3
   {
       SpawnNum 255
       Sprite RAIN
       Frames "24:A"
       DeathSprite RAIN
       DeathFrames "A"
       Radius 1
       Height 2
       scale .75 
       ALPHA 0.8
       RenderStyle STYLE_Translucent
      // RENDERSTYLE ADD
       Speed 0
       Damage 0
       NoBlockmap
       ActivatePCross
       ActivateImpact
       NoTeleport
       SpawnSound ""
       DeathSound ""
       DamageType Ice
       DoNotHurtShooter
   }
   
projectile  GreenDrop 
   {
       SpawnNum 254
       Sprite DROP
       Frames "24:A*"
       DeathSprite RAIN
       DeathFrames "A"
       Radius 1
       Height 2
       scale .5
       //ALPHA 0.8
       //RenderStyle STYLE_Translucent
       Speed 0
       Damage 0
       NoBlockmap
       ActivatePCross
       ActivateImpact
       NoTeleport
       SpawnSound ""
       DeathSound ""
       DamageType Ice
       DoNotHurtShooter
   }

actor Rain 6660
{
     Health 2
     Radius 1
     Height 1
     +SPAWNCEILING +NOGRAVITY +RANDOMIZE +CEILINGHUGGER 
     Speed 0
     Mass 5
     +NOGRAVITY
     +NOTARGET 
     +FloatBob
     PainChance 0
     SeeSound ""
     DeathSound ""
     States
     {
     Spawn:
      RAIN B 10  A_Look 
      Loop
     See: 
      RAIN B 0 A_JumpIfCloser(512,3)
      RAIN B 1 
      Loop
      RAIN B 1 
      RAIN B 1
      RAIN B 0 A_Jump (64,10) //
      RAIN B 0 A_Jump (96,15) // Randomizes the pattern a little
      RAIN B 0 A_Jump (128,5) //
      RAIN B 9   A_CustomMissile("Rain3", -8, 4, 45,0) 
      RAIN B 3   A_CustomMissile("Rain3", -8, -4, 0,0)    
      RAIN B 9   A_CustomMissile("Rain3", -8, 16, 180,0) 
      RAIN B 11  A_CustomMissile("Rain3", -8, 0, 30,0)   
      RAIN B 15  A_CustomMissile("Rain3", -8, -24, -30,0) 
      RAIN B 13  A_CustomMissile("Rain3", -8, 10, 90,0) 
      RAIN B 17  A_CustomMissile("Rain3", -8, -8, 300,0) 
      RAIN B 1   A_CustomMissile("Rain3", -8, 20, 0,0) 
      RAIN B 6   A_CustomMissile("Rain3", -8, 12, 60,0) 
      RAIN B 12  A_CustomMissile("Rain3", -8, 0, -60,0)   
      RAIN B 13  A_CustomMissile("Rain3", -8, 20, 90,0) 
      RAIN B 12  A_CustomMissile("Rain3", -8, -20, 200,0) 
      RAIN B 8   A_CustomMissile("Rain3", -8, 28, -170,0) 
      RAIN B 6   A_CustomMissile("Rain3", -8, 32, 233,0) 
      RAIN B 13  A_CustomMissile("Rain3", -8, 28, 110,0) 
      RAIN B 9   A_CustomMissile("Rain3", -8, 14, 20,0) 
      RAIN B 3   A_CustomMissile("Rain3", -8, 32, 0,0)    
      RAIN B 9   A_CustomMissile("Rain3", -8, 20, 10,0) 
      RAIN B 11  A_CustomMissile("Rain3", -8, 0, 30,0)   
      RAIN B 15  A_CustomMissile("Rain3", -8, 24, 30,0) 
      RAIN B 13  A_CustomMissile("Rain3", -8, -10, -90,0) 
      RAIN B 17  A_CustomMissile("Rain3", -8, 8, -300,0) 
      RAIN B 1   A_CustomMissile("Rain3", -8, -20, 0,0) 
      RAIN B 6   A_CustomMissile("Rain3", -8, -12, -60,0) 
      RAIN B 12  A_CustomMissile("Rain3", -8, 19, 0,0)   
      RAIN B 13  A_CustomMissile("Rain3", -8, -20, -90,0) 
      RAIN B 12  A_CustomMissile("Rain3", -8, -20, -200,0) 
      RAIN B 8   A_CustomMissile("Rain3", -8, 28, -170,0) 
      RAIN B 6   A_CustomMissile("Rain3", -8, -32, 233,0) 
      RAIN B 13  A_CustomMissile("Rain3", -8, -32, -110,0) 
      RAIN B 2   
      Loop
   Pain: 
      RAIN B 4  A_Pain 
      Goto See + 10
   Death: 
      RAIN B 3  A_Scream 
      RAIN B 3  A_NoBlocking 
      Stop 
     }
}

actor GreenDropSpawn : Rain  6661
{
	States
    	{
	Spawn:
      		RAIN B 10  A_Look 
      		Loop
    	See: 	
    		RAIN B 0 A_JumpIfCloser(512,3)
    		RAIN B 1
    		Loop
    		RAIN B 1
    		RAIN B 0 A_Jump (64,2) 
    		RAIN B 60   A_CustomMissile("GreenDrop", -2, 0, 0,0) 
    		RAIN B 100   A_CustomMissile("GreenDrop", -2, 0, 0,0) 
    		RAIN B 90   A_CustomMissile("GreenDrop", -2, 0, 0,0) 
    		Loop
   	Pain: 
      		RAIN B 4  A_Pain 
      		Goto See
   	Death: 
     		RAIN B 3  A_Scream 
      		RAIN B 3  A_NoBlocking 
      		Stop 
      	}
}
//=========================================================================
ACTOR Fluffy2 32120
{
    Health 100
    Radius 25
    Height 56
    Speed 40
    Mass 250
    PainChance 80
    MONSTER
    +FLOORCLIP +NOCLIP
    +NOLIFTDROP
    MELEEDAMAGE 2
    SeeSound "BHIT1"
    PainSound "BHIT5"
    DeathSound "BTALK3"
    ActiveSound "BTALK7"
    MeleeSound "BCHOMP"
    HitObituary "%o was playing with Fluffy!"
    MissileHeight 12
    MissileType SkullSeeker
    States 
    {
    Spawn:
        FLUF A 2 A_Look
        Loop
    See:
   	FLUF ABCBJ 2 A_Chase
   	FLUF KL 1   
   	FLUF M 1 A_CustomMissile("ZGut", 0, 0, 0,0)
  	FLUF M 1 A_PlaySound("SPLAT5")
   	FLUF LK 1
   	FLUF J 1 A_Jump(124,2) 
        GoTo See
        FLUF K 0  
        FLUF K 0 A_CustomMissile("JSkull_Image1", 0, 0, 0,1) 
	GoTo See
     Missile:   
    	FLUF A 0 A_Jump(124,8)
    	FLUF A 0 A_Jump(156,2) 
    	FLUF A 0 A_Jump(99,10)
     	FLUF AB 4 A_FaceTarget 
     	FLUF C 6 A_ComboAttack
     	Goto See 
     	FLUF AB 2 A_FaceTarget
     	FLUF C 4 A_CustomMissile("SkullSeeker", 28, -4, 0, 1)
     	Goto See 
     	FLUF AB 2 A_FaceTarget
     	FLUF C 2 A_CustomMissile("SkullSeeker", 28, -12, -60, 1)
     	FLUF B 4 A_FaceTarget
     	FLUF C 2 A_CustomMissile("SkullSeeker", 28, -4, 60, 1)
     	Goto See 
     	FLUF AB 2 A_FaceTarget
     	FLUF C 4 A_CustomMissile("SkullSeeker", 28, 12, 0, 1)
     	Goto See 
    Pain:
        FLUF C 2
        FLUF C 3 A_Pain
        Goto See 
    Melee:
        FLUF ABC 4  
        FLUF B  6 A_MeleeAttack
        Goto See
    Death:
        FLUF JKLMN 10 
        FLUF N 100 
        GoTo Raise
    Raise:
       FLUF MLKJ 10
       GoTo See
    }
}
ACTOR MiniFluffy 3194
{
    Health 60
    Radius 8
    Height 25
    Speed 6
    Mass 40
    PainChance 80
    MONSTER
    +FLOORCLIP
    MELEEDAMAGE 1
    SeeSound "BHIT1"
    PainSound "BHIT5"
    DeathSound "BTALK3"
    ActiveSound "BTALK7"
    MeleeSound "BCHOMP"
    HitObituary "%o was playing with Fluffy!"
    States 
    {
    Spawn:
        RAIN B 5 A_Look
        Loop
    See:
    	SBUN HHHHIIIJJ 3
   	SBUN ABCCB 1 A_Chase
        GoTo See + 10
    Pain:
        SBUN D 8  A_Pain
        SBUN E 8 A_UnSetShootable
        SBUN F 100 
        SBUN F 0 A_Jump(128,3) 
        SBUN E 8 
        SBUN D 8 A_SetShootable
        Goto See + 10
        SBUN F 8 A_UnSetShootable
        SBUN F 100  
        SBUN E 8 A_SetShootable
        Goto See + 10
    Melee:
        SBUN ABC 4  
        SBUN B  6 A_MeleeAttack
        Goto See + 10
    Death:
        SBUN DEF 8 
        SBUN G -1
        Stop

    } 
}
ACTOR JumpingSkull 32121
{
    Health 40
    Radius 8
    Height 20
    Speed 9
    Mass 20
    PainChance 90
    MONSTER 
    DropItem ClownSouls 10
    +FLOORCLIP +RANDOMIZE +COUNTKILL +CANPASS   
    MELEEDAMAGE 1
    SeeSound "LAUGH1"
    PainSound "SKULPN2"
    DeathSound "JDIE"
    ActiveSound "LAUGH1"
    MeleeSound "SKULBITE"
    HitObituary "%o was bitten by a bouncing skull."
    States
    {
    Spawn:
        JSKL A 4 A_Look
        Loop
    See:
        JSKL ABCB 2 A_Chase
        Loop
    Pain:
        JSKL B 4 A_Pain
        Goto See
    Melee:
        JSKL A 3 A_FaceTarget 
        JSKL B 3 A_FaceTarget 
        JSKL C 4 A_MeleeAttack
        JSKL B 3 A_FaceTarget 
       
        Goto See
    Death:
        JSKL A 5 A_Scream
        JSKL D 4 A_Fall
        JSKL D 4 A_TossGib
        JSKL D 0 A_TossGib
        JSKL D 0 A_TossGib
        JSKL D 0 A_TossGib
        JSKL D 0 A_TossGib
        JSKL E 8 A_CustomMissile("ZGut2", 0, 0, 30) 
        JSKL F 8 A_CustomMissile("ZGut3", 0, 0, -40) 
        JSKL G 8 A_CustomMissile("ZGut2", 0, 0, 90) 
        JSKL H 8 A_CustomMissile("ZGut3", 0, 0, 180) 
        JSKL I -1 
        Stop
    }
}
ACTOR JumpingSkull2 : JumpingSkull 3646 //spawns skull ghosts
{
    Health 40
    Speed 10
    Radius 8
    Height 32
    MELEEDAMAGE 1
    MeleeSound "BCHOMP"
    Scale 1.2
    RENDERSTYLE Translucent
    ALPHA 0.67
    States
    {
    Spawn:
        JSKL A 4 A_Look
        Loop
    See:
        JSKL ABCB 2 A_Chase
        JSKL A 0 A_CustomMissile("PennywiseHead2",  8, 0, random(-180, 180), 2, random(0, 30))
        Loop
    Pain:
        JSKL B 4 A_Pain
        Goto See
    Melee:
        JSKL A 3 A_FaceTarget 
        JSKL B 3 A_FaceTarget 
        JSKL C 4 A_MeleeAttack
        JSKL B 3 A_FaceTarget 
        Goto See
    Death:
        JSKL A 5 A_Scream
        JSKL D 4 A_Fall
        JSKL D 4 A_TossGib
        BBLD A 0 A_custommissile("BloodSpeck2", 8, 0, random(-180, 180), 2, random(-180, 180))
        JSKL D 0 A_TossGib
        JSKL D 0 A_TossGib
        JSKL D 0 A_custommissile("BloodSpeck2", 8, 0, random(-180, 180), 2, random(-180, 180))
        JSKL D 0 A_custommissile("BloodSpeck2", 8, 0, random(-180, 180), 2, random(-180, 180))
        JSKL D 0 A_TossGib
        JSKL D 0 A_custommissile("BloodSpeck2", 8, 0, random(-180, 180), 2, random(-180, 180))
        JSKL D 0 A_TossGib
        JSKL D 0 A_custommissile("BloodSpeck2", 8, 0, random(-180, 180), 2, random(-180, 180))
        JSKL E 8 A_CustomMissile("ZGut2", 0, 0, 30) 
        JSKL F 8 A_CustomMissile("ZGut3", 0, 0, -40) 
        JSKL G 8 A_CustomMissile("ZGut2", 0, 0, 90) 
        JSKL H 8 A_CustomMissile("ZGut3", 0, 0, 180) 
        JSKL I -1 
        Stop
    }
}
actor PennywiseHead2 
{ 
   Health 2
   Speed 2 
   +FloatBob +NOGRAVITY 
   MELEEDAMAGE 1
   RENDERSTYLE Translucent
   ALPHA 0.25
   scale 0.25
   MeleeSound ""
   Obituary "%o got killed by an evil spirit." 
   States 
   { 
   Spawn: 
   	CFHD AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAFGHIJKLMN 4  A_Look
      	Stop
   See: 
    CFHD ADED 3 A_Chase
   	CFHD ADED 3 A_CStaffMissileSlither 
   	CFHD ADED 3  A_BishopMissileWeave
	CFHD ADED 3 A_Chase
	CFHD ADED 3  A_CStaffMissileSlither
	CFHD ADED 3 A_Wander
	CFHD ADED 3  A_BishopMissileWeave
	CFHD ADED 3  A_CStaffMissileSlither
	CFHD ADED 3 A_Chase
	CFHD ADED 3  A_BishopMissileWeave
	CFHD ADED 3 A_Wander
	CFHD ADED 3  A_CStaffMissileSlither
	CFHD FGHIJKLMN 4
        Stop
    Melee:
        CFHD D 4 A_FaceTarget  
        CFHD E 3 A_FaceTarget 
        CFHD D 3 A_MeleeAttack
        CFHD A 3 A_FaceTarget 
		CFHD FGHIJKLMN 4
     	Stop
  
   }
}

ACTOR JSkull_Image1
{    
	Speed 8
	+FloatBob +NOGRAVITY 
	MELEEDAMAGE 1
	RENDERSTYLE Translucent
   	ALPHA 0.67
	States
    	{
    	Spawn:
        	JSKL A 60 A_Look
        	JSKL A 0 A_Jump(200,2)  
        	Stop
        	Loop
        See:
        	JSKL ABCBABCBABCB  2 A_Chase
        	JSKL A 0 A_CustomMissile("JSkull_Image2", 0, 0, 0) 
       		Stop
	Melee:
        	JSKL A 3 A_FaceTarget 
             	JSKL C 4 A_MeleeAttack
        	STOP 
    	}
}
ACTOR JSkull_Image2
{    
	Speed 8
	+FloatBob +NOGRAVITY 
	MELEEDAMAGE 1
	RENDERSTYLE Translucent
   	ALPHA 0.5
    	States
    	{
    	Spawn:
        	JSKL A 60 A_Look
        	JSKL A 0 A_Jump(200,2)  
        	Stop
        	Loop
        See:
        	JSKL ABCBABCBABCB  2 A_Chase
        	JSKL A 0 A_CustomMissile("JSkull_Image3", 0, 0, 0) 
       		Stop
       	Melee:
        	JSKL A 3 A_FaceTarget 
             	JSKL C 4 A_MeleeAttack
        	STOP 
    	}
}
ACTOR JSkull_Image3
{    
	Speed 8
	+FloatBob +NOGRAVITY 
	MELEEDAMAGE 1
	RENDERSTYLE Translucent
   	ALPHA 0.33
    	States
    	{
    	Spawn:
        	JSKL A 60 A_Look
        	JSKL A 0 A_Jump(200,2)  
        	Stop
        	Loop
        See:
        	JSKL ABCBABCBABCB  2 A_Chase
       		Stop
       	Melee:
        	JSKL A 3 A_FaceTarget 
             	JSKL C 4 A_MeleeAttack
        	STOP 
    	}
}
ACTOR Bingo 4110
{ 
   Health 400 
   Speed 5 
   Radius 18
   Height 56
   PainChance 128
   Mass 300
   Meleedamage 1 
   REACTIONTIME 8 
   MONSTER
   DropItem GasRocketLauncher 255
   DropItem ClownSouls 75
   +FLOORCLIP +NOGRAVITY +FLOAT +PUSHABLE +NORADIUSDMG 
   +FloatBob +SPAWNFLOAT 
   scale 0.85
   SeeSound "CHEDSEE"
   PainSound "REVN3"
   DeathSound ""
   ActiveSound "CHEDLAF"
   Obituary "%o got blasted by a freaky clown head." 
   MissileHeight 12
   MissileType RevRocket
   States 
   { 
   Spawn: 
      CHED A 10  A_Look 
      Loop 
   See: 
      CHED A 2 A_PlaySound("DRONE")
      CHED A 2 A_CustomMissile("RFlame", -8, 0, 0, 1)  
      CHED A 2   A_FastChase
      CHED A 2 A_CustomMissile("RFlame", -8, 0, 0, 1)  
      CHED A 2   A_FastChase
      CHED A 2 A_CustomMissile("RFlame", -8, 0, 0, 1)  
      CHED A 2   A_Chase
      CHED A 2 A_CustomMissile("RFlame", -8, 0, 0, 1)  
      CHED A 2   A_Chase
      Goto See
  Missile:   
     CHED A 0 A_Jump(104,9)
     CHED A 0 A_Jump(136,2) 
     CHED A 0 A_Jump(88,13)
     CHED A 4 A_FaceTarget 
     CHED A 6 Bright A_ComboAttack
     Goto See 
     CHED A 2 Bright A_FaceTarget
     CHED A 2 Bright A_CustomMissile("RevRocket", 12, -4, 0, 1)
     CHED A 4 
     Goto See 
     CHED A 2 Bright A_FaceTarget
     CHED A 2 Bright A_CustomMissile("RevRocket", 12, -12, -60, 1)
     CHED A 2 Bright A_FaceTarget
     CHED A 2 Bright A_CustomMissile("RevRocket", 12, -4, 60, 1)
     CHED A 4 
     Goto See 
     CHED A 4 Bright A_FaceTarget
     CHED A 2 Bright A_CustomMissile("RevRocket", 12, 12, 0, 1)
      CHED A 4 
     Goto See 
   Pain: 
      CHED A 4  A_Pain 
      Goto See 
   Death: 
      CHED A 1 A_Scream 
      CHED B 6  A_NoBlocking 
      CHED CD 6
      CHED EFGHIJKL 4
      CHED M 4
      
      Stop 
   
     
   } 
} 
ACTOR TinyBingo : Bingo 4179
{ 
   Health 35 
   Speed 6 
   Radius 9
   Height 24
   PainChance 128
   Mass 300
   Meleedamage 1 
   REACTIONTIME 8 
   MONSTER
   DropItem ClownSouls 10
   +FLOORCLIP +NOGRAVITY +FLOAT +PUSHABLE 
   +FloatBob +SPAWNFLOAT 
   scale 0.35
   SeeSound "TINY2"
   PainSound "TINYPAIN"
   DeathSound "TINYDIE"
   ActiveSound "TINYACT"
   Obituary "%o got blasted by a freaky clown head." 
   MissileHeight 12
   MissileType MyBall
   States 
   { 
   Spawn: 
      CHED A 10  A_Look 
      Loop 
   See: 
      CHED A 2   A_Chase
      Goto See
  Missile:   
     CHED A 4 A_FaceTarget 
     CHED A 2 Bright A_CustomMissile("MyBall", 12, -4, 0, 1)
     CHED A 4 
     Goto See 
   Pain: 
      CHED A 4  A_Pain 
      Goto See 
   Death: 
      CHED A 1 A_Scream 
      CHED B 6  A_NoBlocking 
      CHED CD 6
      CHED EFGHIJKL 4
      CHED M 4     
      Stop    
   } 
} 
actor RevTrail
{
    PROJECTILE
    RENDERSTYLE ADD
    +NOCLIP
    Scale .5
    ALPHA 0.4
    States
    {
    Spawn:
        RAIN B 3
        LITE EEDDCCBBAA 2 Bright
        Stop
    }
}
actor RFlame
{
    +NOCLIP
    Speed 0
    PROJECTILE
    RENDERSTYLE ADD
    ALPHA 0.4
    Scale .8
    SeeSound ""
    DeathSound ""
    MissileHeight 0
    States
    {
    Spawn:
        RFLM AB 4 Bright A_CustomMissile("RevTrail", 15, 0, 0, 1)
        stop
    Death:
        RFLM  A 1 A_Scream
        RFLM  A 1 A_Fall
        stop
    }
}
actor RevRocket
{
    Radius 8
    Height 6
    Speed 12
    Damage 2
    Scale .55
    +SEEKERMISSILE
    PROJECTILE
    SeeSound "REVRCK"
    DeathSound "EXPLODE"
    ExplosionRadius 96
    ExplosionDamage 12
    States
    {
    Spawn:
        RRCK A 1 A_SeekerMissile (30,40)
        RRCK A 1 A_CustomMissile("RevTrail",0, 0, 0)
        RRCK A 1 A_PlaySound("HISS")
        RRCK A 0 A_custommissile("ClownSpark", 8, 0, random(-180, 180), 2, random(-180, 180))
        RRCK A 1 A_CustomMissile("RevTrail", 0, 0, 0, 1)  
        RRCK A 1 A_CustomMissile("RevTrail", 0, 0, 0, 1)
        RRCK A 0 A_custommissile("ClownSpark", 8, 0, random(-180, 180), 2, random(-180, 180))
        RRCK A 1 A_CustomMissile("RevTrail", 0, 0, 0, 1)  
        RRCK A 1 A_CustomMissile("RevTrail", 0, 0, 0, 1) 
        RRCK A 0 A_custommissile("ClownSpark", 8, 0, random(-180, 180), 2, random(-180, 180))
        RRCK A 1 A_CustomMissile("RevTrail", 0, 0, 0, 1)  
        RRCK A 1 A_CustomMissile("RevTrail", 0, 0, 0, 1)  
        RRCK A 1 A_CustomMissile("RevTrail", 0, 0, 0, 1)
        RRCK A 0 A_custommissile("ClownSpark", 8, 0, random(-180, 180), 2, random(-180, 180))
        RRCK A 1 A_CustomMissile("RevTrail", 0, 0, 0, 1)
        RRCK A 0 A_custommissile("ClownSpark", 8, 0, random(-180, 180), 2, random(-180, 180))
        RRCK A 1 A_CustomMissile("RevTrail", 0, 0, 0, 1)  
        Loop
    Death:
        GLOB A 4 Bright 
        GLOB B 4 Bright A_Explode
        GLOB B 2 Bright A_CustomMissile(HappyCloud, 16, 8, 135,1) 
        GLOB BBBBBBB 0 A_CustomMissile("Sparkles", 4,4, random(-180, 180), 2, random(-180, 180))
        GLOB B 2 Bright A_CustomMissile(HappyCloud, 12, 0, 90,1) 
        GLOB B 2 Bright A_CustomMissile(HappyCloud, 16, -8, -135,1) 
        GLOB C 2 Bright A_CustomMissile(HappyCloud, 16, 0, -200,1) 
        GLOB CCCCCCC 0 A_CustomMissile("Sparkles", 4, 4, random(-180, 180), 2, random(-180, 180))
        GLOB D 2 Bright A_CustomMissile(HappyCloud, 18, 0, 45,1) 
        GLOB E 2 Bright A_CustomMissile(HappyCloud, 16, 8, 300,1) 
        GLOB E 2 Bright A_CustomMissile(HappyCloud, 16, 0, 200,1)
        GLOB EEEEEEE 0 A_CustomMissile("Sparkles", 4, 4, random(-180, 180), 2, random(-180, 180))
        GLOB F 2 Bright A_CustomMissile(HappyCloud, 22, -8, 315,1) 
        GLOB G 2 Bright A_CustomMissile(HappyCloud, 16, 0, 270,1) 
        GLOB G 2 Bright A_CustomMissile(HappyCloud, 12, 8, 180,1) 
        GLOB H 4 Bright 
        Stop
    }
}
actor HappyCloud
{ 
    Radius 32 
    Height 32 
    Speed 3 
    Damage 1 
    +STRIFEDAMAGE 
    +RIPPER 
    PROJECTILE 
    //DONTHURTSHOOTER   
    RENDERSTYLE Translucent 
    ALPHA 0.67 
    States 
    { 
    Spawn: 
        CLOD ABCBABCBABCBABCBABCDCBABCDCBCBABCDEFG 6 
        Stop 
    Death: 
        CLOD ABCDEFG 4 
        Stop 
    } 
} 
actor ClownGhost 32128
{ 
   Health 300 
   Speed 5 
   Radius 16
   Height 48
   PainChance 128
   Mass 400
   Meleedamage 1 
   gibhealth -400
   REACTIONTIME 8 
   MONSTER
   DropItem ClownSouls 75
   +FLOORCLIP +NOCLIP +NOGRAVITY +FLOAT +FloatBob +DONTHURTSPECIES +NOTARGET
   RENDERSTYLE Translucent
   ALPHA 0.67
   SeeSound ""
   PainSound "GHSTPAIN"
   DeathSound "GHSTDIE"
   ActiveSound "GIDLE"  
   MeleeSound "imp/melee"
   Obituary "%o got killed by a clown ghost." 
   MissileHeight 12
   MissileType SkullSeeker2 
   States 
   { 
   Spawn: 
   	GHOS C 10  A_Look
      	Loop
   See: 
   	GHOS D 10 A_Chase
   	GHOS E 10 A_Chase
   	GHOS F 10 A_Chase
   	GHOS A 0 A_Jump(128,6)
      	GHOS A 4 A_Chase
        GHOS A 4 A_Chase     
      	GHOS A 4 A_Chase        
	GHOS A 4 A_Chase     
      	Goto See + 3
      	GHOS B 1 Bright A_Chase
      	GHOS B 1 Bright A_Chase
      	GHOS B 1 Bright A_Chase
      	GHOS B 1 Bright A_Chase
      	GHOS B 1 Bright A_Chase
	GHOS B 1 Bright A_Chase
	GHOS B 1 Bright A_Chase
	GHOS B 1 Bright A_Chase
	GHOS B 1 Bright A_Chase
	GHOS B 1 Bright A_Chase
	GHOS B 1 Bright A_Chase
	GHOS B 1 Bright A_Chase
	GHOS B 1 Bright A_Chase
	GHOS B 1 Bright  A_Chase
	GHOS B 1 Bright A_Chase
      	Goto See + 3
    Melee:
        GHOS A 4 A_FaceTarget  
        GHOS F 3 A_FaceTarget 
        GHOS G 3 A_MeleeAttack
        GHOS F 3 A_FaceTarget 
     	Goto See + 3
    Missile: 
        GHOS F 4 A_Jump (245,3)
     	GHOS F 4 A_FaceTarget 
       	GHOS G 6 A_ComboAttack
        GHOS F 1 A_Chase 
        GHOS G 1 A_Chase 
        GHOS G 1 A_Chase 
        GHOS G 1 A_Chase 
        GHOS G 1 A_Chase 
        GHOS G 1 A_Chase 
        GHOS G 1 A_Chase 
        GHOS F 1 A_Chase 
     	Goto See + 3
   Pain: 
      	GHOS A 4  A_Pain 
      	Goto See + 3
   Death: 
      	GHOS B 1 A_Scream 
      	GHOS F 8 A_NoBlocking 
        GHOS E 8 //A_custommissile("ClownSoulFloat1", 8, random(-15, 15), random(-180, 180), 2, random(80, 100))
        GHOS D 8 A_PlaySound("BOONBITE")
        GHOS C 0 A_CustomMissile("Balloon_Black", 8, 0, 0, 1)
      	Stop 
   } 
}
actor ClownSpawner 14765
{   
   Health 300 
   Speed 10 
   Radius 2
   Height 2
   Mass 400
   REACTIONTIME 8 
   MONSTER
   +NOCLIP +NOGRAVITY +FLOAT +FloatBob +lookallaround 
   RENDERSTYLE Translucent
   ALPHA 0.67
	states
	{
	spawn:
		NULL AAAA 1 a_look
		loop 
	see:
		LITE A 1 A_Chase
		LITE A 6 A_Jump (96,5)
		LITE A 6 A_Jump (128,5)
		LITE A 6 A_Jump (160,5)
		LITE A 6 A_Jump (255,5)
		LITE A 0 
		Stop
		LITE A 0 A_custommissile("ClownSoulFloat1", 8, random(-15, 15), random(-180, 180), 2, random(80, 100))
   		Stop
   		LITE A 0 A_custommissile("ClownSoulFloat2", 8, random(-15, 15), random(-180, 180), 2, random(80, 100))
   		Stop
   		LITE A 0 A_custommissile("ClownSoulFloat3", 8, random(-15, 15), random(-180, 180), 2, random(80, 100))
   		Stop
   		LITE A 0 A_custommissile("ClownSoulFloat4", 8, random(-15, 15), random(-180, 180), 2, random(80, 100))
   		Stop
	}
}
actor ClownSoulFloat1
{
    Radius 8
    Height 6
    Speed 4
    scale 0.5
    +FloatBob 
    renderstyle translucent
    PROJECTILE
    ALPHA 0.8
    States
    {
    Spawn:
        SOLL A 2 A_BishopMissileWeave
        Goto Spawn
     Death:
        GLOB BAH 2
        Stop
    }
}
actor ClownSoulFloat2 : ClownSoulFloat1
{
    States
    {
    Spawn:
        SOLL B 2 
        Goto Spawn
     Death:
        GLOB BAH 2
        Stop
    }
}
actor ClownSoulFloat3 : ClownSoulFloat1
{
    States
    {
    Spawn:
        SOLL D 2 
        Goto Spawn
     Death:
        GLOB BAH 2
        Stop
    }
}
actor ClownSoulFloat4 : ClownSoulFloat1
{
    States
    {
    Spawn:
        SOLL E 2 
        Goto Spawn
     Death:
        GLOB BAH 2
        Stop
    }
}
actor ClownGhost2 32111
{ 
   Health 150
   Speed 6 
   Radius 16
   Height 48
   PainChance 128
   Mass 400
   Meleedamage 3 
   REACTIONTIME 8 
   MONSTER
   DropItem ClownSouls 100
   +FLOORCLIP +NOCLIP +NOGRAVITY +FLOAT +FloatBob +NORADIUSDMG +NOTARGET
   RENDERSTYLE Translucent
   ALPHA 0.67
   SeeSound ""
   PainSound "GHS2PAN"
   DeathSound "GHS2PAN"
   ActiveSound "GHS2ACT"
   MeleeSound "imp/melee"
   Obituary "%o got killed by a clown ghost." 
    MissileHeight 15
   MissileType Ghost2Ball
   States 
   { 
   Spawn: 
   	GST2 AB 10  A_Look
      	Loop
   See: 
   	GST2 A 1 A_JumpIfCloser(1500,5)
   	GST2 AABB 1 A_Chase 
   	Loop
	GST2 A 0 A_CustomMissile("HellFire2", 0, 0, 0)
   	GST2 AABB 1 A_Chase
        Goto See
    Melee:
        GST2 A 4 A_FaceTarget  
        GST2 B 3 A_FaceTarget 
        GST2 C 3 A_MeleeAttack
        GST2 B 3 A_FaceTarget 
     	Goto See
    Missile:
     	GST2 B 4 A_FaceTarget 
       	GST2 C 6 A_ComboAttack
        GST2 B 4 A_Chase 
      	Goto See
   Pain: 
      	GST2 B 4  A_Pain 
      	Goto See
   Death: 
      	GST2 D 1 A_Scream 
        GST2 D 2 A_TossGib
      	GST2 E 2 A_CustomMissile("BSplatter", 16, 0,0, 1)
        GST2 E 2 A_TossGib
        GST2 F 2 A_NoBlocking 
        GST2 F 2 A_TossGib
        GST2 G 2 A_CustomMissile("HellFire1", 8, 0, -180)
        GST2 G 2 A_TossGib
        GST2 H 2 A_TossGib
        GST2 H 2 A_TossGib
       	Stop   
   }
}
actor Bulby 3906
{ 
   Health 200 
   Speed 5 
   Radius 16
   Height 32
   PainChance 128
   Mass 400
   Meleedamage 1 
   Scale .7
   MONSTER
   DropItem ClownSouls 30
   +FLOORCLIP +FLOAT +NOTARGET //+NORADIUSDMG 
   SeeSound "BOTTLE2"
   PainSound "GHS2PAIN"
   DeathSound "BOTTLE2"
   ActiveSound "BULBSEE"  
   MeleeSound "imp/melee"
   Obituary "%o got killed by Bulby." 
   MissileType BulbyBall
   States 
   { 
   Spawn: 
   	LDEM A 2 A_UnSetShootable
   	LDEM A 2 A_Look
      	Loop
   See: 
   	LLLL A 16  A_UnSetShootable
   	LLLL B 7
   	LLLL C 7
   	LDEM A 6 
   	LDEM B 6 
   	LDEM C 5
   	LDEM D 5 
   	LDEM E 4
   	LDEM F 2 A_NoGravity 
  	LDEM F 2 A_SetShootable
   	LDEM G 2 A_Chase
     	Goto See + 10
   Melee: 
   	LDEM G 3 A_FaceTarget 
        LDEM H 3 A_FaceTarget 
        LDEM I 3 A_MeleeAttack
        LDEM H 3 A_FaceTarget 
     	Goto See + 10
   Missile:  
   	LDEM G 3 A_Jump(88,6)
    	LDEM G 3 A_FaceTarget 
    	LDEM H 3 A_FaceTarget 
        LDEM I 0 A_PlaySound("BULBEXP2")
        LDEM I 2 Bright A_CustomMissile("BulbyBall", 12, -4, 0, 1)
        LDEM H 4 
       Goto See + 10
        LDEM G 4 A_FaceTarget 
        LDEM H 4 A_FaceTarget 
        LDEM I 1 A_PlaySound("BULBEXP2")
        LDEM I 3 Bright A_CustomMissile("BulbyBall2", 12, -4, 0, 1)
        LDEM H 4 
       Goto See + 10
       
   Pain: 
      	LDEM J 4  A_Pain 
      	Goto See + 10
   Death: 
      	LDEM J 1 A_Scream 
        LDEM K 1 A_TossGib
      	LDEM K 1 A_CustomMissile("BSplatter", 0, 0, 0, 1) 
        LDEM K 1 A_TossGib
        LDEM K 2 A_PlaySound("splat11")
      	LDEM K 2 A_CustomMissile("BulbyGib1", 24, 16, 60, 1)
        LDEM K 2 A_TossGib
        LDEM L 2 A_CustomMissile("BSplatter", 40, -16, -32, 1)
        LDEM L 2 A_TossGib
        LDEM L 2 A_CustomMissile("BulbyGib2", 16, 8, -30, 1)
        LDEM L 2 A_TossGib
        LDEM M 4 A_NoBlocking 
        LDEM M 2 A_CustomMissile("BulbyGib3", 32, -16, -60, 1)
        LDEM M 2 A_TossGib
        LDEM N 2 A_CustomMissile("BSplatter", 24, 30, 32, 1)
        LDEM N 2 A_TossGib
        LDEM N 2 A_CustomMissile("BSplatter", 20, 32, 0, 1)
        LDEM N 2 A_TossGib
        LDEM N -1
      	Stop   
   }    
}
actor MegaBulby : Bulby 3989
{ 
   Health 400 
   Speed 6 
   Radius 32
   Height 64
   PainChance 64
   Mass 400
   Meleedamage 1 
   Scale 1.5
   MONSTER
   DropItem ClownSouls 200
   +FLOORCLIP +FLOAT +NORADIUSDMG +NOGRAVITY +FloatBob +NOTARGET
   SeeSound "GHSTPAIN"
   PainSound "GHSTPAIN"
   DeathSound "GHSTPAIN"
   ActiveSound "GHSTATT"
   MeleeSound "imp/melee"
   Obituary "%o got killed by Mega Bulby." 
   MissileType BulbyBall3
   States 
   { 
   Spawn: 
   	LDEM G 2 A_Look
      	Loop
   See: 
   	LDEM G 0 
   	LDEM G 0 
  	LDEM G 2 A_Chase
     	Goto See + 2
   Melee: 
        LDEM H 3 A_FaceTarget 
        LDEM I 3 A_MeleeAttack
        LDEM H 3 A_FaceTarget 
     	Goto See + 2
   Missile:  
   	LDEM G 3 A_Jump(5,5)
    	LDEM G 3 A_FaceTarget 
        LDEM H 3 A_FaceTarget 
        LDEM I 0 A_PlaySound("BULBEXP2")
        LDEM I 2 Bright A_CustomMissile("BulbyBall3", 24, -4,0, 1)
        LDEM H 4 
       Goto See + 2
        LDEM G 4 A_FaceTarget 
        LDEM H 4 A_FaceTarget 
        LDEM I 4 Bright A_CustomMissile("BulbyBall3", 24, -4, 0, 1)
        LDEM H 4 
       Goto See + 2
       
   Pain: 
      	LDEM J 4  A_Pain 
      	Goto See + 2
   Death: 
      	LDEM J 1 A_Scream 
      	LDEM K 1 A_CustomMissile("BSplatter", 0, 0, 0, 1) 
        LDEM K 1 A_TossGib
        LDEM K 1 A_PlaySound("GHSTPAIN")
        LDEM K 1 A_TossGib
      	LDEM K 2 A_CustomMissile("BulbyGib1", 24, 20, 60, 1)
        LDEM K 2 A_TossGib
        LDEM L 2 A_CustomMissile("BSplatter", 40, -18, -32, 1)
        LDEM L 2 A_TossGib
        LDEM L 1 A_CustomMissile("BulbyGib2", 16, 8, -30, 1)
        LDEM L 2 A_TossGib
        LDEM L 1 A_CustomMissile("BulbyGib3", 32, -32, -30, 1)
        LDEM L 2 A_TossGib
        LDEM M 2 A_NoBlocking 
        LDEM M 2 A_TossGib
        LDEM M 1 A_CustomMissile("BulbyGib3", 32, -16, -60, 1)
        LDEM M 1 A_TossGib
        LDEM M 1 A_CustomMissile("BulbyGib3", 32, -16, -60, 1)
        LDEM M 1 A_TossGib
        LDEM N 2 A_CustomMissile("BSplatter", 24, 30, 32, 1)
        LDEM N 2 A_TossGib
        LDEM N 1 A_CustomMissile("BSplatter", 20, 32, 0, 1)
        LDEM N 1 A_TossGib
        LDEM N 1 A_CustomMissile("BSplatter", 15, -16, 0, 1)
        LDEM N 1 A_TossGib
        LDEM N 2 A_IceGuyDie 
      	Stop   
   }    
}
actor BulbyGib1 3905
{
    +DOOMBOUNCE
    Radius 4
    Height 8
    Speed 4
    scale 0.7
    States
    {
    Spawn:
        LDEM O 4
        Loop
    }
}
actor BulbyGib2 3988
{
    +DOOMBOUNCE
    Radius 4
    Height 8
    Speed 4
    scale 0.7
    States
    {
    Spawn:
        LDEM P 4
        Loop
    }
}
actor BulbyGib3 3907
{
    +DOOMBOUNCE
    Speed 4
    Radius 4
    Height 8
    scale 0.7
    States
    {
    Spawn:
        LDEM Q 4
        Loop
    }
}
actor Beefy 4333
{
    Health 120
    Radius 20
    Height 56
    Speed 8
    PainChance 200
    MONSTER 
    DropItem ClownSouls 20
    +FLOORCLIP
    SeeSound "BEEFSEE"
    PainSound "GHS2PAN"
    DeathSound "GHS2PAN"
    ActiveSound "BEEFY"
    MeleeSound "imp/melee"
    Obituary "%o was killed by beefy."
    HitObituary "%o was killed by beefy."
    MissileHeight 32
    MissileType MyBall2
    States
    {
    Spawn:
        CIMP AB 10 A_Look
        Loop
    See:
        CIMP AABBCCDD 3 A_Chase
        Loop
    Pain:
        CIMP L 2
        CIMP L 2 A_Pain
        Goto See
    Melee:
        CIMP J 8 A_FaceTarget
        CIMP K 6 A_ComboAttack
        Goto See
    Missile:
        CIMP J 0 A_Jump(128,4)
        CIMP J 9 A_FaceTarget
        CIMP K 9 A_CustomMissile("MyBall2", 32, 0, 0)
        Goto See
        CIMP J 4 A_FaceTarget
        CIMP J 4 A_FaceTarget
        CIMP K 6 A_CustomMissile("MyBall2", 32, 0, 0)
        CIMP J 8 A_FaceTarget
        CIMP J 0 A_Jump(128,5)
        CIMP J 8 A_FaceTarget
        CIMP K 6 A_CustomMissile("MyBall3", 32, 0, 0)
        CIMP J 8 A_FaceTarget
        Goto See
        CIMP J 4 A_FaceTarget
        CIMP J 4 A_FaceTarget
        CIMP K 9 A_CustomMissile("MyBall3", 32, 0, 0)
        CIMP J 8 A_FaceTarget
        Goto See
    Death:
        CIMP E 8 A_Scream
        CIMP F 4 A_CustomMissile("Gibb3", 20, -1, -60, 1)
        CIMP F 4 A_TossGib
        CIMP G 1 A_Fall
        CIMP G 1 A_TossGib
        CIMP G 1 A_CustomMissile("Gibb1", 16, -2, -30, 1)
        CIMP G 1 A_TossGib
        CIMP G 1 A_CustomMissile("BSplatter", 2,0,0, 1)
        CIMP G 1 A_TossGib
        CIMP G 1 A_CustomMissile("Gibb2", 14, 2, -10, 1)
        CIMP G 0 A_TossGib
        CIMP G 1 A_PlaySound("splat11")
        CIMP G 1 A_CustomMissile("BSplatter", 14, 0, 0, 1)
        CIMP H 1 A_CustomMissile("Gibb4", 12, 3, 32, 1)
        CIMP H 1 A_TossGib
        CIMP H 1 A_CustomMissile("Gibb5", 10, 3, 0, 1)
        CIMP H 1 A_TossGib
        CIMP H 1 A_CustomMissile("BSplatter", 10, 1, 16, 1)
        CIMP H 1 A_CustomMissile("BeefyHead", -20, 0, 0)
        CIMP H 1 A_TossGib
        CIMP H 1 A_CustomMissile("BSplatter", 16, -1, -16, 1) 
        CIMP H 1 A_TossGib
        CIMP H 2 A_CustomMissile("Gibb3", 4, 3, 0, 1)
        CIMP I -1
        Stop
    XDeath:
    	CIMP E 4 A_Scream
        CIMP E 4 A_TossGib
        CIMP F 4 A_CustomMissile("Gibb3", 20, 0, -60, 1)
        CIMP F 4 A_TossGib
        CIMP F 1 A_Fall
        CIMP F 1 A_TossGib
        CIMP G 1 A_CustomMissile("Gibb1", 16, 0, -10, 1)
        CIMP G 0 A_TossGib
        CIMP G 1 A_CustomMissile("BSplatter", 38,0,0, 1)
        CIMP G 1 A_TossGib
        CIMP G 1 A_CustomMissile("Gibb2", 14, 0, -30, 1)
        CIMP G 1 A_TossGib
        CIMP G 1 A_PlaySound("splat11")
        CIMP G 0 A_TossGib
        CIMP G 1 A_CustomMissile("BSplatter", 24, 0, 0, 1)
        CIMP H 1 A_TossGib
        CIMP H 1 A_CustomMissile("Gibb4", 12, 0, 32, 1)
        CIMP H 1 A_TossGib
        CIMP H 1 A_CustomMissile("Gibb5", 10, 0, 0, 1)
        CIMP H 0 A_TossGib
        CIMP H 1 A_CustomMissile("BSplatter", 24, 0, 16, 1)
        CIMP H 1 A_CustomMissile("BeefyHead", -20, 0, 0)
        CIMP H 1 A_TossGib
        CIMP H 1 A_CustomMissile("BSplatter", 16, 0, -16, 1) 
        CIMP H 1 A_TossGib
        CIMP H 3 A_CustomMissile("Gibb3", 4, 0, 0, 1)
        CIMP I -1
        Stop
    }
}
ACTOR BlackBear 3191
{
    Health 8
    Radius 8
    Height 20
    Speed 9
    Mass 20
    PainChance 90
    MONSTER 
    +FLOORCLIP +NOCLIP +RANDOMIZE +COUNTKILL +CANPASS +DONTOVERLAP 
    Scale 0.75
    MELEEDAMAGE 1
    SeeSound ""
    PainSound ""
    DeathSound ""
    ActiveSound "BLACK"
    MeleeSound ""
    HitObituary "%o was blown up by a demonized teddy bear."
    ExplosionRadius 40
    ExplosionDamage 11
    States
    {
    Spawn:
        BBER AB 4 A_Look
        Loop
    See:
        BBER ABCD 2 A_Chase
        Loop
    Pain:
        BBER B 4 A_Pain
        Goto See
    Melee:
        BBER A 1 A_MeleeAttack
        BBER A 1 A_Scream
        BBER A 1 A_Fall
        BBER A 1 A_Explode  
        BBER A 0 A_PlaySound("splat11")
        BBER A 1 A_CustomMissile("BSplatter", 0, 0, 0, 1)
        Stop
    Death:
        BBER A 1 A_Scream
        BBER A 1 A_Fall
        BBER A 0 A_Jump(200,2) 
        BBER A 1 A_Explode
        BBER A 0 
        BBER A 0 A_PlaySound("splat11")
        BBER A 0 A_CustomMissile("BSplatter", 0, 0, 0, 1)
		BBER A 0 A_custommissile("BlackSplatter1", 6, 0, random(-180, 180), 2, random(0, 180))
		BBER AAA 0 A_custommissile("BlackSplatter2", 6, 0, random(-180, 180), 2, random(0, 180))		
		BBER A 1
        Stop
    }
}
ACTOR BlackSplatter1
{   
	Radius 5
	Height 5
	Speed 4
	+Missile
	+lowgravity
	+NoBlockmap
	+NoTeleport
	SCALE 0.75
	States
	{
	Spawn:
		BBSH ABCD 2 
		Loop
 	death:
		BBSH E 0 A_custommissile("BlackSplatter3", 6, 0, 0, 2, 0)		
 		BBSH EFGHI 16
 		Stop
	}
} 
ACTOR BlackSplatter2
{   
	Radius 5
	Height 5
	Speed 4
	+Missile
	+lowgravity
	+NoBlockmap
	+NoTeleport
	SCALE 0.75
	States
	{
	Spawn:
		BBSP ABC 2 
		Loop
 	death:
		BBSP D 0 A_custommissile("BlackSplatter3", 6, 0, 0, 2, 0)	
 		BBSP DEF 16
 		Stop
	}
} 
ACTOR BlackSplatter3
{   
	Radius 5
	Height 5
	Speed 0
	+Missile
	+lowgravity
	+NoBlockmap
	+NoTeleport
	SCALE 0.75
	States
	{
	Spawn:
		BBSE ABC 2 
		Stop
	}
} 
ACTOR BigBertha2 3192
{ 
   Health 675 
   Speed 6 
   Radius 24
   Height 92
   PainChance 128
   Mass 500
   Meleedamage 1 
   REACTIONTIME 8 
   MONSTER
   +FLOORCLIP +NOGRAVITY +FLOAT
   scale 1.25
   SeeSound "BIRTHA3"
   PainSound "BIRTHA1"
   DeathSound "BIRTHA1"
   ActiveSound "BIRTHA2"
   Obituary "%o touched big birtha's puke." 
   MissileHeight 12
   MissileType BlackBear
   States 
   { 
   Spawn: 
      BRTH A 10  A_Look 
      Loop 
   See: 
      BRTH AAB 4   A_Chase
      Goto See
   Missile: 
     BRTH A 0 A_Jump(128,15)  
     BRTH A 4 A_FaceTarget 
     BRTH ABCDH 4 A_FaceTarget 
     BRTH EF 4 A_FaceTarget 
     BRTH G 3 A_CustomMissile("BlackBlob", 12, 0, 0, 1)
     BRTH G 0 A_CustomMissile("BlackBlob", 12, 12, 0, 1)
     BRTH G 0 A_CustomMissile("BlackBlob", 12, -12, 0, 1)
     BRTH DC 4 
     Goto See 
     BRTH ABC 4 A_FaceTarget 
     BRTH D 2 Bright A_CustomMissile("BirthaBall", 48, 0, 0, 1)
     BRTH C 4 A_FaceTarget 
     Goto See 
   Pain: 
      BRTH A 4  A_Pain 
      Goto See 
   Death: 
      BRTH I 7 A_Scream 
      BRTH J 6  A_NoBlocking 
      BRTH K 6
      BRTH L 4
      BRTH MN 4
      BRTH N 0 A_CustomMissile("BlackBlob", 12, 0, 0, 1) 
      BRTH N 0 A_CustomMissile("BlackBlob", 12, 12, 0, 1) 
      BRTH N 0 A_CustomMissile("BlackBlob", 12, -13, 0, 1) 
      BRTH N 0 A_CustomMissile("BlackBlob", 12, -16, 0, 1) 
      BRTH N 0 A_CustomMissile("BlackBlob", 12, 18, 0, 1) 
      BRTH O 4     
      Stop    
   } 
}
actor BirthaBall
{
    Radius 8
    Height 6
    Speed 15
    Damage 5
    scale 1
    //+SEEKERMISSILE
    PROJECTILE
    //ALPHA 0.8
    SeeSound ""
    DeathSound "BIRFIRE"
    States
    {
    Spawn:
        BRTF AB 0 A_SeekerMissile (10,10)  
        BRTF AB 2 bright A_CStaffMissileSlither 
        Loop
    Death:
		BRTF CCC 0 A_custommissile("BlackSplatter2", 6, 0, random(-180, 180), 2, random(0, 180))
        BRTF C 4 Bright A_Scream
        BRTF D 4 Bright A_Fall
        BRTF E 4 Bright 
        Stop
    }
}
ACTOR BlackBlob
{    
	Speed 0
	+FloorHugger
	States
    	{
    	Spawn:
        	BSPN A 4 A_Look
        	Loop
        See:
        	BSPN ABCD 2 A_Chase
        	BSPN D 0 A_CustomMissile("BlackBear", 0, 0, 0) 
       		Stop
    	}
}
Actor BeefyHead 3977
{
    +DOOMBOUNCE
    Radius 12
    Height 8
    HEALTH 2
    Mass 25
    Speed 4
    scale 0.7
    +SHOOTABLE +LOWGRAVITY 
    States
    { 
    Spawn:
        BEFH A 4
        Loop
    Death:
        RAIN A 2 A_Jump(200,2)
        RAIN A 2 
        RAIN A 2 A_PlaySound("splat11")
        RAIN A 2 A_CustomMissile("BSplatter", 0, 0, 0, 1)
        RAIN A 0 A_Scream
        RAIN B 0 A_Fall 
        Stop
    }
    
}
actor Gibb1 3978
{   
    HEALTH 1
    +SHOOTABLE +LOWGRAVITY 
    DropItem BloodSplashBase
    DropItem BloodSplashBase
    DropItem BloodSplashBase
    DropItem Blood
    DropItem Blood
    Radius 4
    Height 8
    Speed 3
    States
    {
    Spawn:
    	METT B 3 A_CustomMissile("Blood", 0, 0, 0, 1)
    	METT B 3 A_CustomMissile("Blood", 0, 3, 0, 1)
    	METT B 3 A_CustomMissile("Blood", 0, 0, 0, 1)
    	METT B 3 A_CustomMissile("Blood", 0, 0, 3, 1)
    	METT B 3 A_CustomMissile("Blood", 0, 0, -2, 1)
    	METT B 3 A_CustomMissile("Blood", 0, 0, 0, 1)
    	METT B 3 A_CustomMissile("Blood", 0, 0, 0, 1)
    	METT B 3 A_CustomMissile("Blood", 0, -2, 0, 1)
    	METT B 3 A_CustomMissile("Blood", 0, 0, 0, 1)
    	METT B 6 
        METT B 6 
        GoTo Spawn + 10
    Death:
        RAIN A 2 A_PlaySound("splat11")
        RAIN A 2 A_CustomMissile("BSplatter", 0, 0, 0, 1)
        RAIN A 0 A_Scream
        RAIN B 0 A_Fall 
        Stop
    }
}

actor Gibb2 3979 
{   
    HEALTH 1
    +SHOOTABLE +LOWGRAVITY 
    DropItem BloodSplashBase
    DropItem BloodSplashBase
    DropItem BloodSplashBase
    DropItem Blood
    DropItem Blood
    Radius 4
    Height 8
    Speed 3
    States
    {
    Spawn:
        METT C 3 A_CustomMissile("Blood", 0, 0, 0, 1)
    	METT C 3 A_CustomMissile("Blood", 0, 3, 0, 1)
    	METT C 3 A_CustomMissile("Blood", 0, 0, 0, 1)
    	METT C 3 A_CustomMissile("Blood", 0, 0, 3, 1)
    	METT C 3 A_CustomMissile("Blood", 0, 0, -2, 1)
    	METT C 3 A_CustomMissile("Blood", 0, 0, 0, 1)
    	METT C 3 A_CustomMissile("Blood", 0, 0, 0, 1)
    	METT C 3 A_CustomMissile("Blood", 0, -2, 0, 1)
    	METT C 3 A_CustomMissile("Blood", 0, 0, 0, 1)
    	METT C 6 
        METT C 6 
        GoTo Spawn + 10
        
    Death:
        RAIN A 2 A_PlaySound("splat11")
        RAIN A 2 A_CustomMissile("BSplatter", 0, 0, 0, 1)
        RAIN A 0 A_Scream
        RAIN B 0 A_Fall 
        Stop
    }
}
actor Gibb3 3980 
{   
     HEALTH 1
    +SHOOTABLE +LOWGRAVITY 
    DropItem BloodSplashBase
    DropItem BloodSplashBase
    DropItem BloodSplashBase
    DropItem Blood
    DropItem Blood
    Radius 4
    Height 8
    Speed 3
    States
    {
    Spawn:
        METT D 3 A_CustomMissile("Blood", 0, 0, 0, 1)
    	METT D 3 A_CustomMissile("Blood", 0, 3, 0, 1)
    	METT D 3 A_CustomMissile("Blood", 0, 0, 0, 1)
    	METT D 3 A_CustomMissile("Blood", 0, 0, 3, 1)
    	METT D 3 A_CustomMissile("Blood", 0, 0, -2, 1)
    	METT D 3 A_CustomMissile("Blood", 0, 0, 0, 1)
    	METT D 3 A_CustomMissile("Blood", 0, 0, 0, 1)
    	METT D 3 A_CustomMissile("Blood", 0, -2, 0, 1)
    	METT D 3 A_CustomMissile("Blood", 0, 0, 0, 1)
    	METT D 6 
        METT D 6 
        GoTo Spawn + 10
        
    Death:
        RAIN A 2 A_PlaySound("splat11")
        RAIN A 2 A_CustomMissile("BSplatter", 0, 0, 0, 1)
        RAIN A 0 A_Scream
        RAIN B 0 A_Fall 
        Stop
    }
}
actor Gibb4 3981
{   
   HEALTH 1
    +SHOOTABLE +LOWGRAVITY 
    DropItem BloodSplashBase
    DropItem BloodSplashBase
    DropItem BloodSplashBase
    DropItem Blood
    DropItem Blood
    Radius 4
    Height 8
    Speed 3
    States
    {
    Spawn:
        MEAT E 3 A_CustomMissile("Blood", 0, 0, 0, 1)
    	MEAT E 3 A_CustomMissile("Blood", 0, 3, 0, 1)
    	MEAT E 3 A_CustomMissile("Blood", 0, 0, 0, 1)
    	MEAT E 3 A_CustomMissile("Blood", 0, 0, 3, 1)
    	MEAT E 3 A_CustomMissile("Blood", 0, 0, -2, 1)
    	MEAT E 3 A_CustomMissile("Blood", 0, 0, 0, 1)
    	MEAT E 3 A_CustomMissile("Blood", 0, 0, 0, 1)
    	MEAT E 3 A_CustomMissile("Blood", 0, -2, 0, 1)
    	MEAT E 3 A_CustomMissile("Blood", 0, 0, 0, 1)
    	MEAT E 3 
        MEAT E 3 
        GoTo Spawn + 10
        
    Death:
        RAIN A 2 A_PlaySound("splat11")
        RAIN A 2 A_CustomMissile("BSplatter", 0, 0, 0, 1)
        RAIN A 0 A_Scream
        RAIN B 0 A_Fall 
        Stop
    }
}
actor Gibb5 3982
{   
   HEALTH 1
    +SHOOTABLE +LOWGRAVITY 
    DropItem BloodSplashBase
    DropItem BloodSplashBase
    DropItem BloodSplashBase
    DropItem Blood
    DropItem Blood
    Radius 4
    Height 8
    Speed 3
    States
    {
    Spawn:
        MEAT F 3 A_CustomMissile("Blood", 0, 0, 0, 1)
    	MEAT F 3 A_CustomMissile("Blood", 0, 3, 0, 1)
    	MEAT F 3 A_CustomMissile("Blood", 0, 0, 0, 1)
    	MEAT F 3 A_CustomMissile("Blood", 0, 0, 3, 1)
    	MEAT F 3 A_CustomMissile("Blood", 0, 0, -2, 1)
    	MEAT F 3 A_CustomMissile("Blood", 0, 0, 0, 1)
    	MEAT F 3 A_CustomMissile("Blood", 0, 0, 0, 1)
    	MEAT F 3 A_CustomMissile("Blood", 0, -2, 0, 1)
    	MEAT F 3 A_CustomMissile("Blood", 0, 0, 0, 1)
    	MEAT F 6 
        MEAT F 6 
        GoTo Spawn + 10
        
    Death:
        RAIN A 2 A_PlaySound("splat11")
        RAIN A 2 A_CustomMissile("BSplatter", 0, 0, 0, 1)
        RAIN A 0 A_Scream
        RAIN B 0 A_Fall 
        Stop
    }
}
actor Balloon_Black 4175
{
Radius 12
Height 40
HEALTH 2
Mass 25
+SHOOTABLE +NOGRAVITY +HEXENBOUNCE +PUSHABLE +FloatBob 
+NOLIFTDROP +DONTOVERLAP +CANNOTPUSH +NOBLOCKMONST    
DropItem Blood 255 8
DropItem Blood
DropItem Blood
DropItem Blood
DropItem Blood
DropItem Blood
DropItem Blood
DropItem BloodSplashBase
DropItem BloodSplashBase 
DropItem BloodSplashBase 
DropItem BloodSplashBase  
DropItem ClownSouls 155
PainSound "pop1"
DeathSound "pop1"
States
    {
    Spawn:
        BLCK E 4 
        Loop
    See:
        BLCK E 4 
        Loop
    Pain:
        BLCK E 4
        Goto See
    Death:
        GHOS C 2 A_Scream
        BLCK A 2 A_Fall
        BLCK B 1 A_CustomMissile("BSplatter", 40, 0, 0, 1)
        BLCK B 1 A_CustomMissile("Swirl", 40, -32, 45)   
        BLCK D 1 A_CustomMissile("Swirl", 40, 32, 90)  
        BLCK D 1 A_CustomMissile("Swirl", 40, 32, 45)  
        BLCK E 1 A_CustomMissile("Swirl", 40, 32, 180)  
        BLCK E 1 A_CustomMissile("Swirl", 40, 32, -45)  
        Stop
    }
}

//=========================================================================
actor ZGut
{
    +DOOMBOUNCE
    Speed 2
    scale 1.0
    States
    {
    Spawn:
        PUDL AAAAABBBBCCCC 5
        Stop
    }
}
//=========================================================================
actor SkullSeeker
{
    Radius 8
    Height 6
    Speed 9
    Damage 6
    Scale 0.3
    +SEEKERMISSILE
    PROJECTILE
    //RENDERSTYLE ADD
    //ALPHA 0.67
    SeeSound "BHIT5"
    DeathSound "BHIT3"
    States
    {
    Spawn:
        GHST AB 4 A_SeekerMissile (5,20)
        Loop
    Death:
        GHST CDEFG 4 Bright
        Stop
    }
}
actor SkullSeeker2 : SkullSeeker
{
	Damage 2
    SeeSound "GHSTATT"
    States
    {
    Spawn:
        GHST AB 4 A_SeekerMissile (5,20)
        Loop
    Death:
        GHST CDEFG 4 Bright
        Stop
    }
}


//================Balloons===============================================
actor Balloon_Red 3112
{
Radius 12
Height 40
HEALTH 2
Mass 25
+SHOOTABLE +NOGRAVITY +HEXENBOUNCE +PUSHABLE +FloatBob +SPAWNFLOAT 
+NOLIFTDROP +DONTOVERLAP +CANNOTPUSH +NOBLOCKMONST    
DropItem Blood 255 8
DropItem Blood
DropItem Blood
DropItem Blood
DropItem Blood
DropItem Blood
DropItem Blood
DropItem BloodSplashBase
DropItem BloodSplashBase 
DropItem BloodSplashBase 
DropItem BloodSplashBase  
PainSound "pop1"
DeathSound "pop1"
States
    {
    Spawn:
        BOON A 4 
        Loop
    See:
        BOON A 4 
        Loop
    Pain:
        BOON A 4
        Goto See
    Death:
        BOON B 2 A_Scream
        BOON C 2 A_Fall
        BOON D 2 A_CustomMissile("BSplatter", 40, 0, 0, 1)
        BOON E 2
        BOON F 2
        BOON G 2
        Stop
    }
}
/*=======================*/

actor Balloon_Yellow 3113
{
Radius 12
Height 40
HEALTH 2
Mass 25
+SHOOTABLE +NOGRAVITY +HEXENBOUNCE +PUSHABLE +FloatBob +SPAWNFLOAT 
+NOLIFTDROP +NOBLOOD +DONTOVERLAP +CANNOTPUSH +NOBLOCKMONST     
PainSound "pop1"
DeathSound "pop1"
States
    {
    Spawn:
        BNYL A 4 
        Loop
    See:
        BNYL A 4 
        Loop
    Pain:
        BOON A 4
        Goto See
    Death:
        BNYL B 2 A_Scream
        BNYL C 2 A_Fall
        BNYL DEF 2   
        Stop
    }
}
/*=======================*/

actor Balloon_Red2 3114
{
Radius 12
Height 40
HEALTH 2
Mass 25
+SHOOTABLE +PUSHABLE +CANNOTPUSH +DROPOFF +CANPASS +NOBLOCKMONST 
DropItem Blood 255 8
DropItem Blood
DropItem Blood
DropItem Blood
DropItem Blood
DropItem Blood
DropItem Blood
DropItem BloodSplashBase
DropItem BloodSplashBase 
DropItem BloodSplashBase 
DropItem BloodSplashBase  
PainSound "pop1"
DeathSound "pop1"
States
    {
    Spawn:
        BOON A 4 
        Loop
    See:
        BOON A 4 
        Loop
    Pain:
        BOON A 4
        Goto See
    Death:
        BOON B 2 A_Scream
        BOON C 2 A_Fall
        BOON D 2 A_CustomMissile("BSplatter", 40, 0, 0, 1)
        BOON E 2
        BOON F 2
        BOON G 2
        Stop
    }
}
actor Balloon_Green 3116
{
Radius 12
Height 40
HEALTH 2
Mass 25
+SHOOTABLE 
+NOGRAVITY
+HEXENBOUNCE
+PUSHABLE 
+FloatBob
+SPAWNFLOAT 
+NOLIFTDROP
+NOBLOOD
+DONTOVERLAP
+CANNOTPUSH
+NOBLOCKMONST 
DropItem Clip    60
DropItem Shell   50
DropItem HealthBonus   40
DropItem ArmorBonus   40
DropItem Medikit   5
DropItem Stimpack   10

PainSound "pop1"
DeathSound "pop1"
States
    {
    Spawn:
        GBON A 4 
        Loop
    See:
        GBON A 4 
        Loop
    Pain:
        GBON A 4
        Goto See
    Death:
        GBON B 2 A_Scream
        GBON C 2 A_Fall
        GBON DEFG 3   
        Stop
    }
}
actor Balloon_Blue 3193
{
Radius 12
Height 40
HEALTH 2
Mass 25
+SHOOTABLE +NOGRAVITY +HEXENBOUNCE +PUSHABLE +FloatBob +SPAWNFLOAT 
+NOLIFTDROP +NOBLOOD +DONTOVERLAP +CANNOTPUSH +NOBLOCKMONST 
DropItem HealthBonus   40
DropItem HealthBonus   40
DropItem HealthBonus   40
DropItem ArmorBonus   40
DropItem ArmorBonus   40
DropItem ArmorBonus   40
PainSound "pop1"
DeathSound "pop1"
States
    {
    Spawn:
        BLUB A 4 
        Loop
    See:
        BLUB A 4 
        Loop
    Pain:
        BLUB A 4
        Goto See
    Death:
        BLUB B 2 A_Scream
        BLUB C 2 A_Fall
        BLUB DEF 3   
        Stop
    }
}
actor Balloon_Rotten 4787
{
Radius 12
Height 40
HEALTH 2
Mass 25
+SHOOTABLE +NOGRAVITY +HEXENBOUNCE +PUSHABLE +FloatBob +SPAWNFLOAT 
+NOLIFTDROP +NOBLOOD +DONTOVERLAP +CANNOTPUSH +NOBLOCKMONST 
DropItem JumpingSkull 255
PainSound "pop1"
DeathSound "pop1"
States
    {
    Spawn:
        BROT A 4 
        Loop
    See:
        BROT A 4 
        Loop
    Pain:
        BROT A 4
        Goto See
    Death:
        BROT B 2 A_Scream
        BROT C 2 A_PlaySound("BHIT5")
        BROT D 3 A_Fall  
        Stop
    }
}
ACTOR PossessedBalloon 3115
{
    Health 15
    Radius 15
    Height 40
    Speed 2
    Mass 20
    PainChance 50
    MONSTER 
    +FLOORCLIP
    +NOGRAVITY
    +FLOAT
    +COUNTKILL
    +CANPASS
    +PUSHABLE
    +FloatBob
    DropItem Blood 255 8
    DropItem Blood
    DropItem Blood
    DropItem Blood
    DropItem Blood
    DropItem Blood
    DropItem Blood
    DropItem BloodSplashBase
    DropItem BloodSplashBase 
    DropItem BloodSplashBase 
    DropItem BloodSplashBase  
    MELEEDAMAGE 1
    SeeSound ""
    PainSound "BOONBITE"
    DeathSound ""
    ActiveSound "BLOONACT"
    MeleeSound "BOONBITE"
    HitObituary "%o wanted to float with all the pretty balloons."
    States
    {
    Spawn:
        BSTN A 2 A_Look
        Loop
    See:
        BSTN A 2 A_Chase
        Loop
    Pain:
        BSTN B 3 A_Pain
        Goto See
    Melee:
        BSTN BC 4
        BSTN  D 4 A_MeleeAttack
        BSTN  CB  4 
       
        Goto See
    Death:
        BSTN B 3
        BSTN C 3 A_custommissile("BloodSpeck1", 8, 0, random(-180, 180), 2, random(0, 90))
        BSTN D 3 A_Scream
		BSTN DDDDDD 0 A_custommissile("BloodSpeck1", 8, 0, random(-180, 180), 2, random(0, 90))
        BSTN E 3 A_Fall
		BSTN EEEEE 0 A_custommissile("BloodSpeck1", 8, 0, random(-180, 180), 2, random(0, 90))
        BSTN F 3 A_custommissile("BalloonSoul", 28, 0, random(-180, 180), 2, random(-15, 80))
        BSTN GHIJKLM 3
        Stop
    }
}
//================Plants/Trees===============================================
FruitTree1
{      
       DoomEdNum 20005 
       Sprite GREN
       Frames "10:A"
       Solid
       Radius 32
       Height 128
}
FruitTree2
{      
       DoomEdNum 20006 
       Sprite GREN
       Frames "10:B"
       Solid
       Radius 32
       Height 128
}
FruitTree3
{      
       DoomEdNum 20007 
       Sprite GREN
       Frames "10:C"
       Solid
       Radius 32
       Height 128
}
Blossom1
{      
       DoomEdNum 20008 
       Sprite BLSM
       Frames "10:A"
       Solid
       Radius 32
       Height 110
}
Blossom2
{      
       DoomEdNum 20009 
       Sprite BLSM
       Frames "10:B"
       Solid
       Radius 32
       Height 110
}
Blossom3
{      
       DoomEdNum 20010
       Sprite BLSM
       Frames "10:C"
       Solid
       Radius 24
       Height 112
}
Poplar
{      
       DoomEdNum 20011
       Sprite POPL
       Frames "10:A"
       Solid
       Radius 32
       Height 112
}
GreenTree
{      
       DoomEdNum 20012
       Sprite GRNN
       Frames "10:A"
       Solid
       Radius 28
       Height 112
}
Dead_Tree1
{
	DoomEdNum 4116
	Sprite DED1
       	Frames "10:A"
       	Solid
      	Radius 24
       	Height 112
}
Dead_Tree2 
{
	DoomEdNum 4117
	Sprite DED2
       	Frames "10:A"
       	Solid
      	Radius 24
       	Height 112
}
Dead_Tree3 
{
	DoomEdNum 4118
	Sprite DED3
       	Frames "10:A"
       	Solid
      	Radius 24
       	Height 112
}
CandyTree1
{      
       DoomEdNum 20002 
       Sprite CTRE
       Frames "10:A"
       Solid
       Radius 24
       Height 80
}
CandyTree2
{      
       DoomEdNum 20003 
       Sprite CTRE
       Frames "10:B"
       Solid
       Radius 24
       Height 80
}
TwistStump1
{      
       DoomEdNum 20004 
       Sprite PTRE
       Frames "10:A"
       Solid
       Radius 24
       Height 112
}
GardenStalk1 
{
       DoomEdNum 4177
       Sprite GARD
       Frames "10:A"
       Radius 4
       Height 64
     
}
GardenStalk2 
{
       DoomEdNum 4178
       Sprite GARD
       Frames "10:B"
       Radius 4
       Height 64
     
}
//=============================MISC=============================================
actor Web2 20000
{
     Radius 8
     Height 16
     +SPAWNCEILING 
     +NOGRAVITY
     RENDERSTYLE ADD
     ALPHA 0.35
     Mass 5
     States
     {
     Spawn:
      WEB3 A 10  
      Loop
     }
}
actor Web3 20001
{
     Radius 8
     Height 16
     RENDERSTYLE ADD
     ALPHA 0.35
     +SPAWNCEILING 
     +NOGRAVITY
     Mass 5
     States
     {
     Spawn:
      WEB2 A 10  
      Loop
     }
}

OldDesklamp
{      
       DoomEdNum 4111
       Sprite OLD6
       Frames "10:A"
       Solid
       Scale .8
       Radius 12
       Height 40
}
Lamp2
{      
       DoomEdNum 3899
       Sprite LMMP
       Frames "10:A"
       Solid
       scale .8
       Radius 12
       Height 40
}
Lamp3
{      
       DoomEdNum 3900
       Sprite LMMP
       Frames "10:B"
       Solid
       scale .8
       Radius 12
       Height 40
}

Lamp4
{      
       DoomEdNum 3901
       Sprite LMMP
       Frames "10:C"
       Solid
       scale .8
       Radius 12
       Height 40
}
FloorLamp
{      
       DoomEdNum 3681
       Sprite FRLP
       Frames "10:A"
       Solid
       scale .8
       Radius 12
       Height 40
}
FloorLamp2
{      
       DoomEdNum 3682
       Sprite FRLP
       Frames "10:B"
       Solid
       scale .8
       Radius 12
       Height 40
}
LampShade
{      
       DoomEdNum 3683
       Sprite FRLP
       Frames "10:C"
       scale .8
       Radius 12
       Height 16
}
actor Transformer 4114
{
     Radius 10
     Height 48 
     Health 100
     Mass 4000
     +SOLID +NOBLOOD +SPAWNCEILING +NOGRAVITY +SHOOTABLE +NORADIUSDMG +NOCLIP
     SeeSound ""
     DeathSound "TRANEXP"
     Mass 5
     States
     {
     	Spawn:
      		TRAN A 10  
      		Loop
       	See:
        	TRAN A 2 
        	Loop
    	Pain:
        	TRAN A 3 A_Pain
        	Goto See
     	Death:
   		TRAN B 3 Bright A_NoGravity
         	TRAN B 3 Bright A_Scream 
        	TRAN C 3 Bright A_CustomMissile(TransformerSpark1, 0, 8, 0) 
        	TRAN C 3 Bright A_CustomMissile(TransformerSpark1, 0, -16, 135) 
        	TRAN C 0 Bright	A_CustomMissile(TransformerSpark1, 0, 24, 270) 
        	TRAN D 3 Bright A_CustomMissile(TransformerSpark1, 0, 0, 90) 
        	TRAN D 3 Bright A_CustomMissile(TransformerSpark1, 0, 16, 45) 
        	TRAN EFG 6 Bright
        	TRAN H -1
     }
}
actor LightBulb : Transformer 4176
{
	Radius 5
     	Height 16
     	Health 2
     	Mass 1000
     	SeeSound ""
     	DeathSound "BOTTLE2"
     	Scale 0.2
     	States
     	{
     	Spawn:
      		LBUB A 10  
      		Loop
       	See:
        	LBUB A 2 
        	Loop
    	Pain:
        	LBUB A 3 A_Pain
        	Goto See
     	Death:
   		LBUB A 3 Bright A_NoGravity
         	LBUB B 3 Bright A_Scream
         	LBUB C 3
         	LBUB D -1
        }
     
}
actor LightBulb2 3904
{
     Radius 5
     Height 16
     Health 2
     +SOLID +NOBLOOD +SPAWNCEILING +NOGRAVITY +SHOOTABLE +NORADIUSDMG +NOCLIP
     Speed 0
     Mass 5
     Scale 0.2
     PainChance 0
     SeeSound ""
     DeathSound ""
     States
     {
     Spawn:
      LBUB A 10  
      Loop
     See: 
      LBUB A 8
      Loop
   Pain: 
      LBUB A 4  A_Pain 
      Goto See
   Death: 
      LBUB A 3  A_Scream 
      LBUB D 3  A_NoBlocking 
      LBUB D 3
      LBUB D 3  A_CustomMissile("Bulby", 0, 0, -16,0) 
      Stop 
     }
}
actor TransformerBlocker 4115 	
{				
	Radius 10
     	Height 48 
     	+Solid
     	+SPAWNCEILING 
    	+NOGRAVITY
    	+INVULNERABLE 
     States
     {
     	Spawn:
      		RAIN B 10  
      		Loop
     }
     
}
projectile TransformerSpark1
   {
       SpawnNum 253
       Sprite SPAR
       Frames "24:A*"
       DeathSprite SPAR
       DeathFrames "A*"
       Radius 1
       Height 2
       scale .3 
       //ALPHA 0.8
       //RenderStyle STYLE_Translucent
       Speed 0
       Damage 0
       NoBlockmap
       ActivatePCross
       ActivateImpact
       NoTeleport
       SpawnSound ""
       DeathSound ""
   }
/*==================================================================*/
actor Swirl
{
    Radius 6
    Height 8
    +NOCLIP
    +FloatBob
    +NOGRAVITY
    +NOTARGET 
    +NOLIFTDROP
    +FLOAT
    Speed 5
    Scale .25
    PROJECTILE
    SeeSound ""
    DeathSound ""
    MissileHeight 0
    States
    {
    Spawn:
        LITE AAAAAAAAAAA 4 
        LITE AAABBBCCCDDDEEEDDDCCCBBB 1 Bright 
        LITE A   0 Bright A_CustomMissile("Swirl", 0, 0, -10) 
        LITE A 0 Bright   
        Stop
    Death:
        LITE A 1 A_Scream
        LITE A 1 A_Fall
        stop
    }
}
/*==================================================================*/
actor Swarm 3297
{
     Health 2
     Radius 4
     Height 16
     Speed 0
     Mass 5
     +NOGRAVITY
     +NOTARGET 
     +FloatBob
     +FLOAT
     PainChance 0
     SeeSound ""
     DeathSound ""
     States
     {
     Spawn:
      LITE A 10  A_Look 
      Loop
     See: 
      LITE A 80   A_CustomMissile("Swirl", 64, 32, 180)
      LITE A 5  A_CustomMissile("Swirl", 64, 32, 180)      
      SPRT A 3   
      Goto See + 3
   Pain: 
      LITE A 4  A_Pain 
      Goto See + 3
   Death: 
      LITE A 3  A_Scream 
      LITE A 3  A_NoBlocking 
      Stop 
     }
}
/*==================================================================*/
actor RetardDrink1 4000
{
Radius 6
Height 9
HEALTH 2
Mass 25
scale .85
+SHOOTABLE 
+HEXENBOUNCE
+NOBLOOD
+DONTOVERLAP
+CANNOTPUSH
+NOBLOCKMONST     
DeathSound "CANPOP"
States
    {
    Spawn:
        CAN1 A 4 
        Loop
    See:
        CAN1 A 4 
        Loop
    Pain:
        CAN1 A 4
        Goto See
    Death:
        CAN1 B 2 A_Scream
        CAN1 BCD 4 A_Fall
        CAN1 E -1
        Stop
    }
}
/*==================================================================*/
actor RetardDrink2 : RetardDrink1 4101
{

States
    {
    Spawn:
        CAN2 A 4 
        Loop
    See:
        CAN2 A 4 
        Loop
    Pain:
        CAN2 A 4
        Goto See
    Death:
        CAN2 B 2 A_Scream
        CAN2 BCD 4 A_Fall
        CAN2 E -1
        Stop
    }
}
/*==================================================================*/
actor RetardDrink3 : RetardDrink1  4102
{

States
    {
    Spawn:
        CAN3 A 4 
        Loop
    See:
        CAN3 A 4 
        Loop
    Pain:
        CAN3 A 4
        Goto See
    Death:
        CAN3 B 2 A_Scream
        CAN3 BCD 4 A_Fall
        CAN3 E -1
        Stop
    }
}
/*==================================================================*/
actor RetardDrink4 :  RetardDrink1 4103
{
States
    {
    Spawn:
        CAN4 A 4 
        Loop
    See:
        CAN4 A 4 
        Loop
    Pain:
        CAN4 A 4
        Goto See
    Death:
        CAN4 B 2 A_Scream
        CAN4 BCD 4 A_Fall
        CAN4 E -1
        
        Stop
    }
}
/*==================================================================*/
actor TippedBottle1 4104
{
Radius 6
Height 9
HEALTH 2
Mass 25
scale .5
+SHOOTABLE 
+HEXENBOUNCE
+NOBLOOD
+DONTOVERLAP
+CANNOTPUSH
+NOBLOCKMONST     
DeathSound "BOTTLE2"
States
    {
    Spawn:
        OLD1 A 4 
        Loop
    See:
        OLD1 A 4 
        Loop
    Pain:
        OLD1 A 4
        Goto See
    Death:
        OLD1 B 2 A_Scream
        OLD1 BCD 4 A_Fall
        OLD1 E -1
        Stop
    }
}
/*==================================================================*/
actor StandingBottle1 4105
{
	Radius 6
	Height 9
	HEALTH 2
	Mass 25
	scale .5
	+SHOOTABLE 
	+HEXENBOUNCE
	+NOBLOOD
	+DONTOVERLAP
	+CANNOTPUSH
	+NOBLOCKMONST 
	RENDERSTYLE Translucent
        ALPHA 0.50
	DeathSound "BOTTLE2"
	States
   	 {
   	 Spawn:
      	  	OLD2 A 4 
       	 	Loop
   	 See:
       	 	OLD2 A 4 
       	 	Loop
   	 Pain:
       	 	OLD2 A 4
        	Goto See
   	 Death:
       	 	OLD2 B 2 A_Scream
        	OLD2 BCDE 4 A_Fall
        	OLD2 F -1
        	Stop
    	}
}
actor StandingBottle2 4108
{
	Radius 6
	Height 9
	HEALTH 2
	Mass 25
	scale .5
	+SHOOTABLE 
	+HEXENBOUNCE
	+NOBLOOD
	+DONTOVERLAP
	+CANNOTPUSH
	+NOBLOCKMONST 
	RENDERSTYLE Translucent
        ALPHA 0.80
	DeathSound "BOTTLE2"
	States
   	 {
   	 Spawn:
      	  	OLD3 A 4 
       	 	Loop
   	 See:
       	 	OLD3 A 4 
       	 	Loop
   	 Pain:
       	 	OLD3 A 4
        	Goto See
   	 Death:
       	 	OLD3 B 2 A_Scream
        	OLD3 BCD 4 A_Fall
        	OLD3 E -1
        	Stop
    	}
}
actor StandingBottle3 4109
{
	Radius 6
	Height 9
	HEALTH 2
	Mass 25
	scale .5
	+SHOOTABLE 
	+HEXENBOUNCE
	+NOBLOOD
	+DONTOVERLAP
	+CANNOTPUSH
	+NOBLOCKMONST 
	RENDERSTYLE Translucent
        ALPHA 0.50
	DeathSound "BOTTLE2"
	States
   	 {
   	 Spawn:
      	  	OLD4 A 4 
       	 	Loop
   	 See:
       	 	OLD4 A 4 
       	 	Loop
   	 Pain:
       	 	OLD4 A 4
        	Goto See
   	 Death:
       	 	OLD4 B 2 A_Scream
        	OLD4 BCD 4 A_Fall
        	OLD4 E -1
        	Stop
    	}
}
ClownFigure1
{      
        DoomEdNum 3198
        Sprite FIGR
        Frames "100:A, 4:EFG"
	Scale .3
	Radius 4
        Height 8
}
ClownFigure2
{      
        DoomEdNum 3199
        Sprite FIGR
        Frames "10:B"
	Scale .3
	Radius 4
        Height 8
}
ClownFigure3
{      
        DoomEdNum 3200
        Sprite FIGR
        Frames "10:C"
	Scale .3
	Radius 4
        Height 8
}


actor PennywiseToy1 4106
{      
        HEALTH 1
	Mass 250
	Scale .3
        Radius 8
        Height 16
        MONSTER 
        DeathSound ""
        States
   	 {
   	 Spawn:
      	  	PTOY A 4 A_Look
       	 	Loop
   	 See:
       	 	PTOY A 4 
       	 	Loop
   	 Pain:
       	 	PTOY A 4
        	Goto See
   	 Death:
   		PTOY A 1 A_Scream
   		PTOY A 1 A_Fall
       	 	PTOY A -1
           	Stop
    	}
}

Trikey
{      
       DoomEdNum 4107
       Sprite TRIC
       Frames "10:A"
	Scale .6
	Solid
       Radius 25
       Height 32
}
//=========================================STEAM========================================
actor SteamVent1 4112
{        
     Radius 4
     Height 4
     Speed 0
     Mass 5
    States
    {
    Spawn:
        RAIN B 20 A_Look 
        Loop
    See: 
    	RAIN B 0 A_JumpIfCloser(2000,3)
    	RAIN B 1
    	Loop
    	RAIN B 1
        RAIN B 30 A_CustomMissile("cloud", 4, 0, 0, 1)
        Loop
    Pain:
        RAIN B 4
        Goto See
    Death:
        RAIN B 4 
        Stop
    }
}
actor SteamVent2 4113
{       
     Radius 4
     Height 4
     Speed 0
     Mass 5   
     +NOCLIP
    States
    {
    Spawn:
        RAIN B 20 A_Look 
        Loop
    See: 
    	RAIN B 0 A_JumpIfCloser(2000,3)
    	RAIN B 1
    	Loop
    	RAIN B 1
        RAIN B 20 A_CustomMissile("big1", 8, 0, 0, 1)
        Loop
    Pain:
        RAIN B 4
        Goto See
    Death:
        RAIN B 4 
        Stop
    }
}
actor cloud
{
    PROJECTILE
    RENDERSTYLE ADD
    +NOCLIP
    Scale 1.0
    ALPHA 0.8
    States
    {
    Spawn:
        STEM E 8 A_Look 
        STEM E 8 A_CustomMissile("cloud1", 4, 0, 0, 1)
        Stop
    }
}
actor cloud1
{
    PROJECTILE
    RENDERSTYLE ADD
    +NOCLIP
    Scale 1.0
    ALPHA 0.8
    States
    {
    Spawn:
        STEM D 8 A_Look 
        STEM D 8 A_CustomMissile("cloud2", 4, 0, 0, 1)
        Stop
    }
}

actor cloud2 : cloud1
{
    RENDERSTYLE ADD
    ALPHA 0.7
    States
    {
    Spawn:
        STEM C 8 A_Look 
        STEM C 8 A_CustomMissile("cloud3", 4, 0, 0, 1)
        Stop
    }
}

actor cloud3 : cloud1
{
    RENDERSTYLE ADD
    ALPHA 0.5
    States
    {
    Spawn:
        STEM B 8 A_Look 
        STEM B 8 A_CustomMissile("cloud4", 4, 0, 0, 1)
        Stop
    }
}

actor cloud4 : cloud1
{
    RENDERSTYLE ADD
    ALPHA 0.2
    States
    {
    Spawn:
        STEM A 8 
        Stop
    }
}
actor big1
{
    PROJECTILE
    RENDERSTYLE ADD
    +NOCLIP
    Scale 1.5
    ALPHA 0.8
    States
    {
    Spawn:
        STEM E 4 A_Look 
        STEM E 4 A_CustomMissile("big2", 8, 0, 0, 1)
        Stop
    }
}
actor big2 : big1
{
    +NOCLIP
    ALPHA 0.7
    States
    {
    Spawn:
        STEM D 4 A_Look 
        STEM D 4 A_CustomMissile("big3", 8, 0, 0, 1)
        Stop
    }
}

actor big3 : big1
{
    ALPHA 0.6
    States
    {
    Spawn:
        STEM C 4 A_Look 
        STEM C 4 A_CustomMissile("big4", 8, 0, 0, 1)
        Stop
    }
}

actor big4 : big1
{
    ALPHA 0.4
    States
    {
    Spawn:
        STEM B 4 A_Look 
        STEM B 4 A_CustomMissile("big5", 8, 0, 0, 1)
        Stop
    }
}
actor big5 : big1
{
    ALPHA 0.3
    States
    {
    Spawn:
        STEM B 4 A_Look 
        Stop
    }
}
Newspaper1
{      
       DoomEdNum 4200
       Sprite NEWS
       Scale .5
       Frames "10:A"
       Radius 8
       Height 8
}
Newspaper2
{      
       DoomEdNum 4201
       Sprite NEWS
       Scale .5
       Frames "10:B"
       Radius 8
       Height 8
}
//==============================================================================
actor BSplatter
{   
    +Nogravity
    +NOCLIP
    States
    {
    Spawn:
        BBLD ABCDE 4
        Stop
    }
}
actor MyBall
{
    Radius 8
    Height 6
    Speed 15
    Damage 1
    scale 0.5
    //+SEEKERMISSILE
    PROJECTILE
    ALPHA 0.8
    SeeSound "TINY"
    DeathSound "imp/shotx"
    States
    {
    Spawn:
        ORBB AB 0 A_SeekerMissile (10,10)  
        ORBB AB 0   
        ORBB AB 2 bright A_CStaffMissileSlither 
        Goto Spawn + 2
    Death:
        ORBB C 4 Bright A_Scream
        ORBB D 4 Bright A_Fall
        ORBB E 4 Bright 
        Stop
    }
}
actor BulbyBall
{
    Radius 8
    Height 6
    Speed 10
    Damage 2
    //+SEEKERMISSILE
    PROJECTILE
    ALPHA 0.8
    SeeSound ""
    DeathSound "BULBEXP"
    ExplosionRadius 48
    ExplosionDamage 16
    States
    {
    Spawn:
        BBBL A 2 bright A_CustomMissile("bsmoke", 6, 0, 0, 0)
        BBBL A 2 bright A_CustomMissile("bsmoke", 6, 0, 0, 0) 
        BBBL B 2 bright A_CustomMissile("bsmoke", 6, 0, 0, 0)
        BBBL B 2 bright A_CustomMissile("bsmoke", 6, 0, 0, 0)
        BBBL C 2 bright A_CustomMissile("bsmoke", 6, 0, 0, 0)
        BBBL C 2 bright A_CustomMissile("bsmoke", 6, 0, 0, 0)
        BBBL B 2 bright A_CustomMissile("bsmoke", 6, 0, 0, 0)
        BBBL B 2 bright A_CustomMissile("bsmoke", 6, 0, 0, 0)
        Loop
    Death:
    	BBBL D 1 Bright A_Fall
        BBBL D 4 Bright A_Explode
        BBBL E 4 Bright A_Scream
        BBBL FG 4 Bright 
        Stop
    }
}
actor BulbyBall2
{
    Radius 8
    Height 6
    Speed 10
    Damage 3
    scale .9
    +SEEKERMISSILE 
    PROJECTILE
    ALPHA 0.8
    DeathSound "BULBEXP"
    ExplosionRadius 64
    ExplosionDamage 24
    States
    {
    Spawn:
    	BBBL A 2 A_SeekerMissile (5,5)
    	BBBL A 2 bright A_CustomMissile("bsmoke", 6, 0, 0, 1)
        BBBL B 2 bright A_CustomMissile("bsmoke", 6, 0, 0, 1)
        BBBL B 2 bright A_CustomMissile("bsmoke", 6, 0, 0, 1) 
        BBBL C 2 bright A_CustomMissile("bsmoke", 6, 0, 0, 1)
        BBBL C 2 bright A_CustomMissile("bsmoke", 6, 0, 0, 1)
        BBBL B 2 bright A_CustomMissile("bsmoke", 6, 0, 0, 1)
        BBBL B 2 bright A_CustomMissile("bsmoke", 6, 0, 0, 1) 
        Loop
    Death:
    	BBBL D 1 Bright A_Fall
        BBBL D 4 Bright A_Explode
        BBBL E 4 Bright A_Scream
        BBBL FG 4 Bright 
        Stop
    }
}
actor BulbyBall3
{
    Radius 16
    Height 16
    Speed 12
    Damage 3
    scale 1.4
    +SEEKERMISSILE
    PROJECTILE
    ALPHA 0.8
    SeeSound "GHSTATT"
    DeathSound "BULBEXP"
    ExplosionRadius 96
    ExplosionDamage 32
    States
    {
    Spawn:
    	BBBL A 2 A_SeekerMissile (10,10)
    	BBBL A 2 bright A_CustomMissile("bsmoke", 6, 0, 0, 1)
        BBBL B 2 bright A_CustomMissile("bsmoke", 6, 0, 0, 1)
        BBBL B 2 bright A_CustomMissile("bsmoke", 6, 0, 0, 1) 
        BBBL C 2 bright A_CustomMissile("bsmoke", 6, 0, 0, 1)
        BBBL C 2 bright A_CustomMissile("bsmoke", 6, 0, 0, 1)
        BBBL B 2 bright A_CustomMissile("bsmoke", 6, 0, 0, 1)
        BBBL B 2 bright A_CustomMissile("bsmoke", 6, 0, 0, 1) 
        Loop
    Death:
    	BBBL D 1 Bright A_Fall
        BBBL D 4 Bright A_Explode
        BBBL E 4 Bright A_Scream
        BBBL FG 4 Bright 
        Stop
    }
}
actor bsmoke
{
    PROJECTILE
    RENDERSTYLE ADD
    +NOCLIP
    Scale 1.0
    ALPHA 0.4
    States
    {
    Spawn:
        RAIN A 4 A_Look 
        SPAR CBA 7 
        Stop
    }
}

actor MyBall3
{
    Radius 8
    Height 6
    Speed 5
    Damage 4
    scale 1.0
    +SEEKERMISSILE
    PROJECTILE
    ALPHA 0.8
    SeeSound "imp/attack"
    DeathSound "EXPLODE"
    ExplosionRadius 48
    ExplosionDamage 20
    States
    {
    Spawn:
    	MBBB A 2 A_SeekerMissile (5,5)
        MBBB B 2 bright A_CustomMissile("RevTrail", 0, 0, 0, 1)
        
        Loop
    Death:
        GLOB A 4 Bright A_Scream
        GLOB B 4 Bright A_Fall
        GLOB C 4 Bright 
        GLOB DEFGH 4
        Stop
    }
}
actor Orbit 
{
    Radius 6
    Height 8
    +NOCLIP
    +FloatBob
    +NOGRAVITY
    +NOTARGET 
    +NOLIFTDROP
    +FLOAT
    Speed 5
    Scale .25
    PROJECTILE
    SeeSound ""
    DeathSound ""
    MissileHeight 0	
    MissileHeight 0
    States
    {
    Spawn:
        ORBB ABABABABABAB 4 Bright 
        ORBB A 0 Bright A_CustomMissile("Orbit", 0, 0, -10) 
        ORBB A 0 Bright   
        Stop
    Death:
        ORBB A 1 Bright A_Scream
        ORBB A 1 Bright A_Fall
        stop
    }
}
actor Vortex 3897
{
     Health 2
     Radius 1
     Height 1
     Speed 0
     Mass 5
     +NOGRAVITY
     +NOTARGET 
     +FloatBob
     +FLOAT
     PainChance 0
     SeeSound ""
     DeathSound ""
     States
     {
     Spawn:
      LITE A 10  A_Look 
      Loop
     See: 
      LITE A 8    A_CustomMissile("Orbit", 12, 0, 45)
      LITE A 3    A_CustomMissile("Orbit", 12, 0, 45)
      LITE A 9    A_CustomMissile("Orbit", 12, 0, 45)
      LITE A 11   A_CustomMissile("Orbit", 12, 0, 45)
      LITE A 15   A_CustomMissile("Orbit", 12, 0, 45)
      LITE A 13   A_CustomMissile("Orbit", 12, 0, 45)
      LITE A 17   A_CustomMissile("Orbit", 12, 0, 45)
      LITE A 18   A_CustomMissile("Orbit", 12, 0, 45)
      LITE A 6    A_CustomMissile("Orbit", 12, 0, 45)
      LITE A 12   A_CustomMissile("Orbit", 12, 0, 45)
      LITE A 12    A_CustomMissile("Orbit", 12, 0, 45)
      LITE A 3    A_CustomMissile("Orbit", 12, 0, 45)
      LITE A 9    A_CustomMissile("Orbit", 12, 0, 45)
      LITE A 11   A_CustomMissile("Orbit", 12, 0, 45)
      LITE A 15   A_CustomMissile("Orbit", 12, 0, 45)
      LITE A 13   A_CustomMissile("Orbit", 12, 0, 45)
      LITE A 17   A_CustomMissile("Orbit", 12, 0, 45)
      LITE A 18   A_CustomMissile("Orbit", 12, 0, 45)
      LITE A 6    A_CustomMissile("Orbit", 12, 0, 45)
      LITE A 12   A_CustomMissile("Orbit", 12, 0, 45)
      LITE A 2   
      Goto See + 20
   Pain: 
      LITE A 4  A_Pain 
      Goto See + 20
   Death: 
      LITE A 3  A_Scream 
      LITE A 3  A_NoBlocking 
      Stop 
     }
}
Chair1
{      
       DoomEdNum 3898
       Sprite CHAR
       Frames "10:A"
       Solid
       scale .5 
       Radius 16
       Height 32
}
Chair2
{      
       DoomEdNum 3833
       Sprite CHAR
       Frames "10:B"
       Solid
       scale .5 
       Radius 16
       Height 32
}
Table_Round
{      
       DoomEdNum 3680
       Sprite TABL
       Frames "10:A"
       Solid
       scale .75 
       Radius 16
       Height 32
}
actor TeleSprite 1367
{        
    Radius 16
    Height 32
    Speed 0
    Mass 5
    +NOGRAVITY +FLOAT   
    States
    {
    Spawn:
        TFOG BCDC 10 
        Loop
    See: 
        TFOG BCDC  10 
        Loop
    Death:
        TFOG B 10 
        Stop
    }
}
actor BulbBallDrop
{
    Radius 6
    Height 16
    Speed 10
    Damage 3
    scale 0.9
    PROJECTILE
    ALPHA 0.8
    DeathSound "BULBEXP"
    ExplosionRadius 80
    ExplosionDamage 48
    States
    {
    Spawn:
        BBBL AB 0 A_LowGravity  
        BBBL AABBCCBB 2 bright
        Goto Spawn + 1
    Death:
        BBBL D 2 Bright A_Fall
        BBBL D 4 Bright A_Explode
        BBBL E 4 Bright A_Scream
        BBBL FG 4 Bright 
        Stop
    }   
}
actor Soul1
{
    Radius 1
    Height 1
    Speed 10
    Damage 1
    scale 0.8
    +FloatBob 
    PROJECTILE
    RENDERSTYLE Add
    ALPHA 0.60
    States
    {
    Spawn:
        SOLL AA 2 A_LowGravity  
        SOLL AA 2 A_BishopMissileWeave
        Goto Spawn + 1
    Death:
        SOLL A 3 Bright A_Scream
        GLOB BAH 3 Bright A_Fall
        Stop
    }
}
actor Soul2 : Soul1
{
        PROJECTILE
        RENDERSTYLE Add
        ALPHA 0.8
	scale 1.3
    States
    {
    Spawn:
        SOLL BB 2 A_LowGravity  
        SOLL BB 2 A_BishopMissileWeave
        Goto Spawn + 1
    Death:
        SOLL B 3 Bright A_Scream
        GLOB BAH 3 Bright A_Fall
        Stop
    }
}
actor Soul3 : Soul1
{
        PROJECTILE
        RENDERSTYLE Add
        ALPHA 0.6
	scale 1
    States
    {
    Spawn:
        SOLL DD 2 A_LowGravity  
        SOLL DD 2 A_BishopMissileWeave
        Goto Spawn + 1
    Death:
        SOLL D 3 Bright A_Scream
        GLOB BAH 3 Bright A_Fall
        Stop
    }
}
actor Soul4 : Soul1
{
        PROJECTILE
        RENDERSTYLE Add
        ALPHA 0.6
	scale 1
    States
    {
    Spawn:
        SOLL EE 2 A_LowGravity  
        SOLL EE 2 A_BishopMissileWeave
        Goto Spawn + 1
    Death:
        SOLL E 3 Bright A_Scream
        GLOB BAH 3 Bright A_Fall
        Stop
    }
}
actor  BunnySoul : TeleSprite 1368
{        
    +RANDOMIZE
    RENDERSTYLE Add
    Scale 0.6
    ALPHA 0.8
    States
    {
    Spawn:
        FLUF AAAAABCB 10 
        Loop
    See: 
        FLUF AAAAABCB 10 
        Loop
    Death:
        FLUF AAAAABCB  10 
        Stop
    }
}
actor ZGut3
{
    +DOOMBOUNCE
    Radius 2
    Height 2
    Speed 2
    scale 0.4
    States
    {
    Spawn:
        GUTT AABBCCDDEEFFGGFFGGHHGGHHGGHHGG 5
        GUTT HHHH 30
        Stop
    }
}

actor ZGut2
{
    +DOOMBOUNCE
    Radius 2
    Height 2
    Speed 2
    scale 0.4
    States
    {
    Spawn:
        GUT2 AABBCCDDEEFFGGFFGGFFGGFFGGFF 5
        GUT2 GGGG 30
        Stop
    }
}
ACTOR EvilDeadHand 32212
{
    Health 20
    Radius 8
    Height 16
    Speed 5
    Mass 20
    PainChance 200
    MONSTER 
    +FLOORCLIP +RANDOMIZE 
    scale 0.75
    MELEEDAMAGE 1
    SeeSound "HSEE"
    PainSound "HAND1"
    DeathSound "HAND3"
    ActiveSound "HAND1"
    MeleeSound "SKULBITE"
    Obituary "%o was scratched the Evil Dead hand." 
    States
    {
    Spawn:
        HAND A 4 A_Look
        Loop
    See:
        HAND A 0 A_Jump(200,5)
      	HAND A 0 A_CustomMissile("ZGut2", 0, 0, 180)  
      	HAND A 0 A_Jump(250,2)
      	HAND A 0 A_CustomMissile("ZGut3", 0, 0, 0)     
      	HAND ABCB 2 A_Chase 
        Loop
    Pain:
        HAND B 8 A_Pain 
      	Goto See 
    Melee:
        HAND C 6 A_FaceTarget 
      	HAND A 6 A_MeleeAttack
      	HAND B 6
      	Goto See 
    Death:
    	HAND D 5 A_CustomMissile("ZGut2", 0, 0, 30) 
     	HAND E 2 A_PlaySound("splat11")
      	HAND E 3 A_Scream 
      	HAND F 0 A_CustomMissile("BSplatter", 0, 0, 0, 1)
      	HAND F 5 A_CustomMissile("ZGut3", 0, 0, -40)   
      	HAND G 5 A_Fall 
      	HAND H -1 
      	Stop 
    }
}

ACTOR HellFire2
{
     +NOCLIP +MISSILE +DROPOFF +RANDOMIZE +FLOORHUGGER 
     Scale 1.5
     Speed 0
     Damage 0
     RENDERSTYLE ADD
     ALPHA 0.67
     ExplosionDamage 4
     ExplosionRadius 64
     DeathSound ""
     States
     {
     Spawn:
          RAIN B 4
          GHFF ABC 3 Bright
          GHFF C 0 A_Explode
          GHFF C 0 A_Jump(240,4)
          GHFF C 0 A_CustomMissile("HellFire2", 0, 24, 0)
          GHFF C 0 A_CustomMissile("HellFire2", 0, 0, 0)
          GHFF C 0 A_CustomMissile("HellFire2", 0, -24, 0)
          GHFF DEFGHIJ 3 Bright
          Stop
     }
}
ACTOR HellFire1
{
     +NOCLIP
     +MISSILE
     +DROPOFF
     Speed 2
     Damage 0
     States
     {
     Spawn:
          RAIN B 10 A_CustomMissile("HellFire2", 0, 0, 0)
          RAIN B 10 A_CustomMissile("HellFire2", 0, 16, 0)
          RAIN B 10 A_CustomMissile("HellFire2", 0, -16, 0)
          RAIN B 10 A_CustomMissile("HellFire2", 0, 0, 0)
          RAIN B 10 A_CustomMissile("HellFire2", 0, 16, 0)     
          Stop
     }
}
ACTOR HellFire
{
     +NOBLOCKMAP
     +MISSILE
     +DROPOFF
     Speed 5
     Damage 0
     DeathSound ""
     States
     {
     Spawn:
          RAIN B 1
          Loop
     Death:
          RAIN B 0 Bright A_CustomMissile("HellFire1", 0, 0, -180)
          RAIN B 0 Bright A_CustomMissile("HellFire1", 0, 16, -175)
          RAIN B 0 Bright A_CustomMissile("HellFire1", 0, 32, -170)
          RAIN B 0 Bright A_CustomMissile("HellFire1", 0, -16, -185)
          RAIN B 0 Bright A_CustomMissile("HellFire1", 0, -32, -190)
          Stop
     }
}
Flower1
{
	DoomEdNum 9404
	Sprite FLOW
       	Frames "10:A"
      	Radius 8
       	Height 8
}
Flower3
{
	DoomEdNum 9405
	Sprite FLOW
       	Frames "10:B"
      	Radius 8
       	Height 8
}
Toy_Teddy1
{
	DoomEdNum 9401
	Sprite TEDD
       	Frames "10:A"
      	Radius 8
       	Height 8
        Scale 0.3
}
Toy_Teddy2
{
	DoomEdNum 9402
	Sprite TEDD
       	Frames "10:B"
      	Radius 8
       	Height 8
        Scale 0.3
}
Toy_Teddy3
{
	DoomEdNum 9403
	Sprite TEDD
       	Frames "10:C"
      	Radius 8
       	Height 8
        Scale 0.3
}
Kid_Chair1
{
	DoomEdNum 9406
	Sprite KIDC
       	Frames "10:A"
        Solid
        scale 0.8
      	Radius 16
       	Height 8
}
Kid_Chair1a
{
	DoomEdNum 9407
	Sprite KIDC
       	Frames "10:C"
        Solid
        scale 0.8
      	Radius 16
       	Height 8
}
Book1
{
	DoomEdNum 9408
	Sprite BOOK
       	Frames "10:A"
        scale 0.5
      	Radius 16
       	Height 8
}
ACTOR Chunky 3647
{
    Health 2
    Radius 2
    Height 8
    Speed 0
    Mass 20
    PainChance 90
    MONSTER 
    +FLOORCLIP +NOGRAVITY +FLOAT +NOCLIP
    SeeSound ""
    PainSound ""
    DeathSound ""
    ActiveSound ""
    MeleeSound ""
    States
    {
    Spawn:
        RAIN B 4 A_Look
        Loop
    See:
        RAIN B 2 A_Chase
	RAIN B 8 A_CustomMissile("Gibb3", 20, -16, -30, 1)
        RAIN B 1 A_CustomMissile("Gibb1", 16, -24, -20, 1)
        RAIN B 1 A_CustomMissile("BSplatter", 38,0,0, 1)
        RAIN B 2 A_CustomMissile("Gibb2", 14, 20, 30, 1)
        RAIN B 1 A_PlaySound("splat11")
        RAIN B 2 A_CustomMissile("BSplatter", 24, 0, 0, 1)
        RAIN B 1 A_CustomMissile("Gibb4", 22, 30, 32, 1)
        RAIN B 1 A_CustomMissile("Gibb5", 20, 32, 0, 1)
        RAIN B 1 A_CustomMissile("BSplatter", 24, 16, 16, 1)
        RAIN B 2 A_CustomMissile("BSplatter", 16, -16, -16, 1) 
        RAIN B 3 A_CustomMissile("Gibb3", 16, 32, 0, 1)
        Stop
    Pain:
        RAIN B 4 A_Pain
        RAIN B 8 A_CustomMissile("Gibb3", 20, -16, -30, 1)
        RAIN B 1 A_CustomMissile("Gibb1", 16, -24, -20, 1)
        RAIN B 1 A_CustomMissile("BSplatter", 38,0,0, 1)
        RAIN B 2 A_CustomMissile("Gibb2", 14, 20, 30, 1)
        RAIN B 1 A_PlaySound("splat11")
        RAIN B 2 A_CustomMissile("BSplatter", 24, 0, 0, 1)
        RAIN B 1 A_CustomMissile("Gibb4", 22, 30, 32, 1)
        RAIN B 1 A_CustomMissile("Gibb5", 20, 32, 0, 1)
        RAIN B 1 A_CustomMissile("BSplatter", 24, 16, 16, 1)
        RAIN B 2 A_CustomMissile("BSplatter", 16, -16, -16, 1) 
        RAIN B 3 A_CustomMissile("Gibb3", 16, 32, 0, 1)
        Stop
    Death:
        RAIN B 0 A_Scream
        RAIN B 0 A_Fall
	RAIN B 8 A_CustomMissile("Gibb3", 20, -16, -30, 1)
        RAIN B 1 A_CustomMissile("Gibb1", 16, -24, -20, 1)
        RAIN B 1 A_CustomMissile("BSplatter", 38,0,0, 1)
        RAIN B 2 A_CustomMissile("Gibb2", 14, 20, 30, 1)
        RAIN B 1 A_PlaySound("splat11")
        RAIN B 2 A_CustomMissile("BSplatter", 24, 0, 0, 1)
        RAIN B 1 A_CustomMissile("Gibb4", 22, 30, 32, 1)
        RAIN B 1 A_CustomMissile("Gibb5", 20, 32, 0, 1)
        RAIN B 1 A_CustomMissile("BSplatter", 24, 16, 16, 1)
        RAIN B 2 A_CustomMissile("BSplatter", 16, -16, -16, 1) 
        RAIN B 3 A_CustomMissile("Gibb3", 16, 32, 0, 1)
        Stop
    }
}
ACTOR Chunky2 : Chunky  3645
{
    States
    {
    Spawn:
        RAIN B 4 A_Look
        Loop
    See:
        RAIN B 2 A_Chase
	RAIN B 3 A_CustomMissile("ZGut2", 0, 0, 30) 
        RAIN B 3 A_CustomMissile("ZGut3", 0, 0, -40) 
        RAIN B 3 A_CustomMissile("ZGut2", 0, 0, 15) 
        RAIN B 3 A_CustomMissile("ZGut3", 0, 0, -15) 
	RAIN B 3 A_CustomMissile("ZGut2", 0, 0, 0) 
        RAIN B 3 A_CustomMissile("ZGut3", 0, 0, -20) 
        RAIN B 3 A_CustomMissile("ZGut2", 0, 0, 20) 
        RAIN B 3 A_CustomMissile("ZGut3", 0, 0, -25) 
        Stop
    Pain:
        RAIN B 4 A_Pain
        GoTo See
    Death:
        RAIN B 0 A_Scream
        RAIN B 0 A_Fall
	RAIN B 3 A_CustomMissile("ZGut2", 0, 0, 30) 
        RAIN B 3 A_CustomMissile("ZGut3", 0, 0, -40) 
        RAIN B 3 A_CustomMissile("ZGut2", 0, 0, 15) 
        RAIN B 3 A_CustomMissile("ZGut3", 0, 0, -15) 
	RAIN B 3 A_CustomMissile("ZGut2", 0, 0, 0) 
        RAIN B 3 A_CustomMissile("ZGut3", 0, 0, -20) 
        RAIN B 3 A_CustomMissile("ZGut2", 0, 0, 20) 
        RAIN B 3 A_CustomMissile("ZGut3", 0, 0, -25) 
        Stop
    }
}

actor Chandelier666 3677
{
     Radius 8
     Height 24
     +SPAWNCEILING  +NOGRAVITY +SOLID
     Scale 0.6
     Mass 50
     States
     {
     Spawn:
      CHND A 10  
      Loop
     }
}
ACTOR FatFly 3679
{
   PainChance 128
   SeeSound ""
   PainSound ""
   DeathSound ""
   ActiveSound ""
   MeleeSound ""
    Health 2
    Radius 8
    Height 8
    Speed -12
    Mass 5
    PainChance 0
    Scale	0.5
    +SHOOTABLE +COUNTKILL +CANPUSHWALLS 
    +ACTIVATEMCROSS +FloatBob 
    +CANPASS +ISMONSTER	+FLOORCLIP +SPAWNFLOAT +FLOAT +NOGRAVITY 
    DropItem Blood
    DropItem Blood
    DropItem Blood
    DropItem Blood
    States 
    {
    Spawn:
        FLYY AB 2 A_Look
        FLYY ABAB 2 
        Loop
    See:
        FLYY ABAB 2 A_Chase        
        Loop
    Pain:
        FLYY A 2
        Goto See
    Death:
        FLYY A 1 A_Scream
        FLYY B 1 A_Fall
       
        Stop
    
    }
}
actor TapeRecorder 29201
{
	Radius 6
	Height 9
	HEALTH 8
	Mass 25
	scale .3
	+SHOOTABLE +NOBLOOD 
	DeathSound "BOTTLE2"
	States
   	 {
   	 Spawn:
      	  	RECD A 4 A_Look
       	 	Loop
   	 See:
       	 	RECD A 4 
       	 	Loop
   	 Pain:
       	 	RECD A 4
        	Goto See
   	 Death:
       	 	RECD A 2 A_Scream
        	RECD A 4 A_Fall
        	RECD A -1
        	Stop
    	}
}
GoreSkull
{      
       DoomEdNum 29202
       Sprite GBNN
       Frames "10:A"
       scale .5 
       Radius 16
       Height 32
}
GoreBone
{      
       DoomEdNum 29203
       Sprite GBNN
       Frames "10:B"
       scale .5
       Radius 16
       Height 32
}
ClownCandle
{      
       DoomEdNum 29204
       Sprite PCAN
       Frames "6:A*B*C*"
       scale .5
       Radius 8
       Height 16
}
actor CottonCandy1 29205
{
     Radius 16
     Height 56
     +SPAWNCEILING  +NOGRAVITY +SOLID
     Scale 1
     Mass 50
     States
     {
     Spawn:
      CTTN A 10  
      Loop
     }
}
actor CottonCandy2 29206
{
     Radius 16
     Height 72
     +SPAWNCEILING  +NOGRAVITY +SOLID
     Scale 1
     Mass 50
     States
     {
     Spawn:
      CTTN B 10  
      Loop
     }
}
actor CottonCandy3 29207
{
     Radius 16
     Height 56
     +SPAWNCEILING  +NOGRAVITY +SOLID
     Scale 1
     Mass 50
     States
     {
     Spawn:
      CTTN C 10  
      Loop
     }
}
actor CottonCandy4 14767
{
     Radius 16
     Height 40
     +SPAWNCEILING  +NOGRAVITY +SOLID
     Scale 1
     Mass 50
     States
     {
     Spawn:
      CTTN D 10  
      Loop
     }
}
actor PennywiseHead 14421
{ 
   Health 450
   Speed 11 
   Radius 16
   Height 48
   PainChance 128
   Mass 400
   Meleedamage 3 
   REACTIONTIME 8 
   MONSTER
   DropItem ClownSouls 100
   +FLOORCLIP +NOGRAVITY +FLOAT +FloatBob +NORADIUSDMG +NOTARGET
   SeeSound ""
   PainSound ""
   DeathSound ""
   ActiveSound ""
   MeleeSound "imp/melee"
   Obituary "%o got killed by Pennywise." 
   MissileHeight 15
   MissileType Ghost2Ball
   States 
   { 
   Spawn: 
   	CFHD A 10  A_Look
      	Loop
   See: 
   	CFHD A 1 A_Chase 
   	CFHD A 1 A_Chase 
	CFHD A 1 A_Chase 
	CFHD A 1 A_Chase 
        Goto See
    Melee:
        CFHD D 4 A_FaceTarget  
        CFHD E 3 A_FaceTarget 
        CFHD D 3 A_MeleeAttack
        CFHD A 3 A_FaceTarget 
     	Goto See
    Missile:
     	CFHD D 4 A_FaceTarget 
       	CFHD E 6 A_ComboAttack
        CFHD D 4 A_Chase 
      	Goto See
   Pain: 
      	CFHD E 4  A_Pain 
      	Goto See
   Death: 
      	CFHD F 1 A_Scream 
        CFHD G 2 A_TossGib
      	CFHD H 2 A_CustomMissile("BSplatter", 16, 0,0, 1)
        CFHD I 2 A_TossGib
        CFHD J 2 A_NoBlocking 
        CFHD K 2 
        CFHD L 2 A_CustomMissile("HellFire1", 8, 0, -180)
        CFHD M 2 
        CFHD N 2 		
       	Stop   
   }
}

ACTOR CCloud1 3675
{
    Health 2
    Radius 1
    Height 1
    Speed 1
    Mass 5
    PainChance 0
    Scale		2
    MONSTER
    +NOGRAVITY +GHOST 
    States
    {
    Spawn:
        CUMU A 8 A_Look
        Loop
    See:
        CUMU A 8 A_Chase
        Loop
    Pain:
        CUMU A 4
        Goto See
    Death:
        CUMU A 2 A_Scream
        CUMU A 2 A_Fall     
        Stop
    }
}
ACTOR CCloud2 3676
{
    Health 2
    Radius 1
    Height 1
    Speed 1
    Mass 5
    PainChance 0
    Scale		2
    MONSTER
    +NOGRAVITY +GHOST 
    States
    {
    Spawn:
        CUMU B 8 A_Look
        Loop
    See:
        CUMU B 8 A_Chase
        Loop
    Pain:
        CUMU B 4
        Goto See
    Death:
        CUMU B 2 A_Scream
        CUMU B 2 A_Fall     
        Stop
    }
}
ACTOR GutFlinger : Weapon 30028
{
     Weapon.SelectionOrder 1150
     Inventory.PickupSound "misc/w_pkup" 
     Weapon.AmmoType "ClownSouls" 
     Weapon.AmmoGive 5 
     Weapon.AmmoUse 1
	 Weapon.SlotNumber 5
     Inventory.Pickupmessage "You got the Gut Flinger!" 
     AttackSound "" 
     Scale 1
     States 
     { 
     Spawn: 
        CCCC F -1 
        LOOP 
     Ready: 
        CCCC A 1 A_WeaponReady 
        LOOP 
     Deselect: 
        CCCC A 1 A_Lower 
        LOOP 
     Select: 
        CCCC A 1 A_Raise 
        LOOP 
     Fire: 
        CCCC A 1 A_JumpIfNoAmmo(8) 
        CCCC B 0 A_PlaySound("GUTFIRE") 
	CCCC B 1 A_FireCustomMissile("FlyingGut", 0, 2, 5, 1)
        CCCC E 1
        CCCC EDCB 3
        Goto Ready 
        CCCC E 0
        Goto Deselect
     } 
} 
actor SpiralBall
{
    Radius 8
    Height 6
    Speed 14
    Damage 5
    scale 1
    +SEEKERMISSILE +FloatBob 
    PROJECTILE
    ALPHA 0.8
    SeeSound "TINY"
    DeathSound "imp/shotx"
    States
    {
    Spawn:
        ORBB AB 1 bright A_CStaffMissileSlither 
        Goto Spawn
     Death:
        ORBB C 4 Bright A_Scream
        ORBB D 4 Bright A_Fall
        ORBB E 4 Bright 
        Stop
    }
}
//========================================================================
//========================================================================
//======================ClownGrenade=====================================
//========================================================================
//========================================================================
ACTOR ClownGrenade : Weapon 30029
{
     Weapon.SelectionOrder 1400
     Inventory.PickupSound "misc/w_pkup" 
     Weapon.AmmoType "CGrenadeAmmo" 
     Weapon.AmmoGive 5 
     Weapon.AmmoUse 1
	 Weapon.SlotNumber 1
     Inventory.Pickupmessage "You picked up some clown grenades"
     AttackSound "" 
     +FloatBob 
     Scale .3
     States 
     { 
     Spawn: 
        CGRD ABCDEFGHIJKL 3
        LOOP 
     Ready: 
        GHND ABCDEFFFFFEDCBAA 1 A_WeaponReady 
        LOOP 
     Deselect: 
        GHND A 1 A_Lower 
        LOOP 
     Select: 
        GHND A 1 A_Raise 
        LOOP 
     Fire: 
        GHND I 4
        GHND G 4 A_FireCustomMissile("CGrenade", 0, 1, 0, 1)
        GHND H 10 
        Goto Ready 
     } 
}
actor CGrenade
{
    Radius 8
    Height 16
    Speed 25
    Damage 2
    Scale .5
    +Missile +NOTELEPORT
    SeeSound ""
    DeathSound ""
    ExplosionRadius 256
    ExplosionDamage 128
    States
    {
    Spawn:
        CGRD ABCDEFGHIJKL 3 A_CustomMissile("cloud", 4, 0, 0, 1)  
        Goto Spawn 
     Death: 
       	CGRD M 0 A_Jump (128,12)
       	CGRD MMMMMMMMMM 3
       	CGRD M 0 A_Jump (255,11)
        CGRD NNNNNNNNNN 3
        PBFF A 0 A_Explode
        PBFF A 0 A_PlaySound("BULBEXP") 
        GHFF AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_custommissile("GrenadeSpark", 2, 0, random(-180, 180), 2, random(0, 180))
        GHFF AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_custommissile("GrenadeSpark", 2, 0, random(-180, 180), 2, random(0, 180))
        GHFF A 1
        GHFF AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_custommissile("GrenadeSpark", 2, 0, random(-180, 180), 2, random(0, 180))        
        GHFF AAAAAAAAAAAAAAAAA 0 A_custommissile("GrenadeSpark2", 2, 0, random(-180, 180), 2, random(0, 180))
        GHFF BC 4 A_custommissile("GrenadeSpark", 2, 0, random(-180, 180), 2, random(0, 180))
        GHFF DDDDEEEE 1 
        GHFF FFFFGGGG 1 
        GHFF HI 4 
        GHFF J 4 
        Stop
    }
}
Actor GrenadeSpark
{
    Radius 2
    Height 2
    Speed 17
    +Missile +NOTELEPORT
    scale 1
    damage 8
    SeeSound ""
    DeathSound ""
    States
    {
    Spawn:
        //CRZY R 2 Bright ThrustThing( (angle*random(-256,256))/360, 4, 0, 0)
        CRZY R 1 Bright 
        Goto Spawn
     Death:
 	PWT2 G 3 Bright 
	PWT2 H 3 Bright 
        PWT2 IIIIIIIII 3 Bright 
		PWH4 JJJJJJJJJKKKKKKKKKLLLLLLLLLLLLL 3 Bright 
        Stop
    }
}
Actor GrenadeSpark2
{
    Radius 2
    Height 2
    Speed 17
    +Missile +NOTELEPORT
    scale 1.5
    damage 25
    SeeSound ""
    DeathSound ""
    States
    {
    Spawn:
        //CRZY R 2 Bright ThrustThing( (angle*random(-256,256))/360, 4, 0, 0)
        CRZY PQR 1 Bright //A_CustomMissile("cloud", 4, 0, 0, 1)  
        Goto Spawn
     Death:
 	PWT2 G 3 Bright 
	PWT2 H 3 Bright 
        PWT2 I 3 Bright 
        Stop
    }
}
ACTOR CGrenadeAmmo: Ammo 30215
{
   +FloatBob 
   Scale .5
   Inventory.Amount 6
   Inventory.MaxAmount 100
   Ammo.BackpackAmount 2
   Ammo.BackpackMaxAmount 200
   Inventory.PickupMessage "You picked up some clown grenades."
   Inventory.PickupSound "misc/i_pkup"
   Inventory.Icon CGRDA0
   States
   {
   Spawn:
      CGRD ABCDEF 2
      CGRD G 2 A_CustomMissile("cloud", 4, 0, 0, 1)  
      CGRD HIJKL 2
      Loop
   }
} 
//========================================================================
//========================================================================
//========================================================================
ACTOR GoreBalloon : Weapon 30030
{
     Weapon.SelectionOrder 1500
     Inventory.PickupSound "misc/w_pkup" 
     Weapon.AmmoType "GoreBalloons" 
     Weapon.AmmoGive 5 
     Weapon.AmmoUse 1
	 Weapon.SlotNumber 6
     Inventory.Pickupmessage "You got some gore balloons!" 
     Obituary "%o wanted %k's balloon."
     Scale 0.75
     States 
     { 
     Spawn: 
        BLNN J -1 
        LOOP 
     Ready: 
     	//BLNN A 0 A_JumpIfNoAmmo(6) 
        BLNN ABCD 6 A_WeaponReady 
        LOOP 
        BLNN AA 1 
        Goto Deselect
     Deselect: 
        BLNN E 2 A_Lower 
        Loop
        //BLNN I 6
        //BLNN H 6
        //Goto DeSelect + 3
     Select: 
        BLNN E 2 A_Raise 
        LOOP 
     Fire: 
        BLNN A 1 
        BLNN FG 2
        BLNN I 6 A_FireCustomMissile("GoreBalloon666", 0, 1, 4, 1)
        BLNN IH 6
        BLNN A 0 
        Goto Select
     } 
}
actor GoreBalloon666
{
    Radius 8
    Height 6
    Speed 13
    Damage 6
    scale 1
    +SEEKERMISSILE +FloatBob 
    PROJECTILE
    ALPHA 0.8
    SeeSound ""
    DeathSound "pop1"
    States
    {
    Spawn:
    	BOON A 4 A_SeekerMissile (30,40)
        BOON A 4 A_CustomMissile("Blood", 24, 0, 0, 1)
        Goto Spawn
     Death:
        BOON B 2 A_Scream
        BOON C 2 A_Fall
        BOON C 0 A_custommissile("BloodSpeck2", 8, 0, random(-180, 180), 2, random(-180, 180))
        BOON D 1 A_CustomMissile("BSplatter", 0, 0, 45, 1)
        BOON D 1 A_TossGib
        BOON E 1 A_CustomMissile("FlyingGut", 4, 0, 225, 1)
        BOON C 0 A_custommissile("BloodSpeck1", 8, 0, random(-180, 180), 2, random(-180, 180))
        BOON E 1 A_TossGib
        BOON E 1 A_CustomMissile("FlyingGut", 8, 0, 90, 1)
        BOON E 0 A_custommissile("BloodSpeck2", 8, 0, random(-180, 180), 2, random(-180, 180))
        BOON F 1 A_CustomMissile("FlyingGut", 12, 0, 270, 1)
        BOON F 1 A_TossGib
        BOON F 0 A_CustomMissile("FlyingGut", 12, 0, 30,1)
        BOON C 0 A_custommissile("BloodSpeck1", 8, 0, random(-180, 180), 2, random(-180, 180))
        BOON F 0 A_CustomMissile("FlyingGut", 12, 0, 270, 1)
        BOON C 0 A_CustomMissile("FlyingGut", 8, 0, random(-180, 180), 2, random(-180, 180))
        BOON C 0 A_CustomMissile("FlyingGut", 8, 0, random(-180, 180), 2, random(-180, 180))
        BOON C 0 A_CustomMissile("FlyingGut", 8, 0, random(-180, 180), 2, random(-180, 180))
        BOON F 1 A_TossGib
        BOON F 1 A_CustomMissile("BSplatter", 4, 0, -90, 1)
        BOON F 0 A_custommissile("BloodSpeck3", 8, 0, random(-180, 180), 2, random(-180, 180))
        BOON F 0 A_CustomMissile("FlyingGut", 4, 0, -300, 1)
        BOON G 1 A_CustomMissile("FlyingGut", 8, 0, 180, 1)
        BOON G 0 A_custommissile("BloodSpeck2", 8, 0, random(-180, 180), 2, random(-180, 180))
        BOON G 1 A_TossGib
        BOON G 0 A_CustomMissile("FlyingGut", 8, 0, 300, 1)
        BOON G 0 A_custommissile("BloodSpeck3", 8, 0, random(-180, 180), 2, random(-180, 180))
        BOON G 0 A_Jump (240,2) 
        BOON G 0 A_CustomMissile("GoreWorm", 16, 0, 0, 1)
        BOON C 0 A_custommissile("BloodSpeck1", 8, 0, random(-180, 180), 2, random(-180, 180))
        BOON G 0 A_TossGib
        BOON G 0 A_TossGib
        BOON G 0 A_TossGib
        BOON G 0 A_TossGib
        BOON G 1 A_TossGib
        BOON G 0 A_custommissile("BloodSpeck2", 8, 0, random(-180, 180), 2, random(-180, 180))
        BOON G 1 A_CustomMissile("FlyingGut", 0, 0, 45, 1)
        BOON G 0 A_custommissile("BloodSpeck1", 8, 0, random(-180, 180), 2, random(-180, 180))
        Stop
    }
}
ACTOR GoreBalloons : Ammo 30202
{
   Scale .2
   Inventory.Amount 6
   Inventory.MaxAmount 50
   Ammo.BackpackAmount 6
   Ammo.BackpackMaxAmount 100
   Inventory.PickupMessage "You picked up some gore balloons!"
   Inventory.PickupSound "misc/i_pkup"
   Inventory.Icon BLNNJ0
   States
   {
   Spawn:
      BLNN J -1
      Stop
   }
} 
//============================================================================
//============================================================================
//============================================================================
//============================================================================
ACTOR GasRocketLauncher : Weapon 30203
{
     Weapon.SelectionOrder 1050
     Inventory.PickupSound "misc/w_pkup" 
     Weapon.AmmoType "ClownSouls" 
     Weapon.AmmoGive 20 
     Weapon.AmmoUse 5
	 Weapon.SlotNumber 7
     Inventory.Pickupmessage "You got the Gas Rocket Launcher" 
     Obituary "%o choked on %k's gas."
     AttackSound "" 
     Scale 0.75
     States 
     { 
     Spawn: 
        PRCK V -1 
        LOOP 
     Ready: 
        PRCK G 1 A_WeaponReady 
        LOOP 
     Deselect: 
        PRCK G 1 A_Lower 
        LOOP 
     Select: 
        PRCK D 1 A_Raise 
        LOOP 
     Fire: 
        PRCK G 0 
        PRCK W 4 A_FireCustomMissile("RevRocket2", 0, 1, 4, 1)
        PRCK A 4 A_PlaySound("RRELOAD")
        PRCK BCDE 4
        PRCK F 4 
        PRCK G 4  
        PRCK G 0 
        Goto Ready 
     } 
} 
actor RevRocket2 : RevRocket
{
    Speed 18
    Damage 5
}
ACTOR PopcornGun : Weapon 30204
{
     Weapon.SelectionOrder 100
     Inventory.PickupSound "misc/w_pkup" 
     Weapon.AmmoType "PopcornPiece" 
     Weapon.AmmoGive 20 
     Weapon.AmmoUse 1
	 Weapon.SlotNumber 8
     Inventory.Pickupmessage "You got the Popcorn Gun! Don't eat the popcorn..." 
     Obituary "%o ate some of %k's popcorn."
     AttackSound "" 
     Scale 0.75
     States 
     { 
     Spawn: 
        PPPG A -1 
        LOOP 
     Ready: 
        PGUN AAACCCDDDEEEFFFGGG 1 A_WeaponReady 
        LOOP 
     Deselect: 
        PGUN A 1 A_Lower 
        LOOP 
     Select: 
        PGUN A 1 A_Raise 
        LOOP 
     Fire:   
        PGUN A 0 A_Jump (200,5)
        PGUN A 0 A_PlaySound("POPFIRE")
        PGUN A 4 A_FireCustomMissile("Popcorn1", -1, 1, 4, 1)
        PGUN A 0 A_FireCustomMissile("Popcorn2", 0, 0, 6, 1)
        PGUN B 2 A_FireCustomMissile("Popcorn3", 1, 0, 5, 1)
        PGUN A 0 A_Jump (144,5)
        PGUN A 0 A_PlaySound("POPFIRE")
        PGUN A 2 A_FireCustomMissile("Popcorn11", -1, 0, 4, 2)
        PGUN A 0 A_FireCustomMissile("Popcorn2", -4, 1, 5, 1)
        PGUN A 0 A_FireCustomMissile("Popcorn1", 2, 0, 4, 1)
        PGUN A 0 A_Jump (128,5)
        PGUN A 0 A_PlaySound("POPFIRE")
        PGUN A 4 A_FireCustomMissile("Popcorn3", -2, 0, 3, 1)
        PGUN B 2 A_FireCustomMissile("Popcorn2", -2, 1, 4, -2)
        PGUN A 0 A_FireCustomMissile("Popcorn2", 4, 0, 0, 1)
        PGUN A 0 A_Jump (96,4)
        PGUN A 0 A_FireCustomMissile("Popcorn2", -3, 0, 4, 1)
        PGUN A 0 A_PlaySound("POPFIRE")
        PGUN A 0 A_FireCustomMissile("Popcorn3", 3, 0, 0, 1)
        PGUN A 0 A_Jump (96,5)
        PGUN A 2 A_FireCustomMissile("Popcorn1", 2, 0, 5, 1)
        PGUN A 0 A_FireCustomMissile("Popcorn2", 0, 0, 0, 1)
        PGUN A 0 A_PlaySound("POPFIRE")
        PGUN B 1 A_FireCustomMissile("Popcorn3", -2, 1, 0, 1)
        PGUN A 0 A_Jump (64,4)
        PGUN A 0 A_PlaySound("POPFIRE")
        PGUN A 4 A_FireCustomMissile("Popcorn3", -1, 0, 4, 1)
        PGUN A 2 A_FireCustomMissile("Popcorn2", 1, 0, 0, 1)
        PGUN A 0 A_Jump (64,4)
        PGUN B 1 A_FireCustomMissile("BurntPopcorn1", 0, 0, 5, 1)
        PGUN A 0 A_Jump (128,2)
        PGUN A 1 A_FireCustomMissile("BurntPopcorn1", 0, 0, 5, 1)
        PGUN A 0 
        Goto Ready 
     } 
}
ACTOR PopcornPiece : Ammo 4832
{
   Scale 0.25
   +FloatBob 
   +DONTOVERLAP
   Inventory.Amount 6
   Inventory.MaxAmount 400
   Ammo.BackpackAmount 5
   Ammo.BackpackMaxAmount 800
   Inventory.PickupMessage "You picked up some popcorn, don't eat it."
   Inventory.PickupSound "misc/i_pkup"
   Inventory.Icon PGSPA0
   States
   {
   Spawn:
   	LITE B 0 A_Jump (32,3)
   	LITE B 0 A_Jump (96,3)
   	LITE B 0 A_Jump (255,3)
   	PCRN A -1
   	Stop
   	PCCN A -1
   	Stop
   	PCCC A -1
   	Stop
   }
}
Actor Popcorn_Shrap1
{
    Radius 2
    Height 2
    Speed 3
    +Missile +lowgravity +NOTELEPORT
    scale 0.5
    SeeSound ""
    DeathSound ""
    States
    {
    Spawn:
        //CRZY P 2 Bright ThrustThing( (angle*random(-256,256))/360, 1, 0, 0)
        SHRA ABC 2 Bright ThrustThing( (angle*random(-256,256))/360, 1, 0, 0)
        SHRA C 0 Bright A_Jump (128,3)
        SHRA DE 2 Bright ThrustThing( (angle*random(-256,256))/360, 1, 0, 0)
        SHRA ABC 2 Bright 
        Goto Spawn
     Death:
	SHRA DDEE 3 Bright 
        Stop
    }
}
Actor Popcorn_Shrap2
{
    Radius 2
    Height 2
    Speed 3
    +Missile +lowgravity +NOTELEPORT
    scale 0.5
    SeeSound ""
    DeathSound ""
    States
    {
    Spawn:
        //CRZY P 2 Bright ThrustThing( (angle*random(-256,256))/360, 1, 0, 0)
        SHRB ABC 2 Bright ThrustThing( (angle*random(-256,256))/360, 1, 0, 0)
        SHRB C 0 Bright A_Jump (128,3)
        SHRB DE 2 Bright ThrustThing( (angle*random(-256,256))/360, 1, 0, 0)
        SHRB ABC 2 Bright 
        Goto Spawn
     Death:
	SHRB DDEE 3 Bright 
        Stop
    }
}
Actor Popcorn_Shrap3
{
    Radius 2
    Height 2
    Speed 3
    +Missile +lowgravity +NOTELEPORT
    scale 0.5
    SeeSound ""
    DeathSound ""
    States
    {
    Spawn:
        //CRZY P 2 Bright ThrustThing( (angle*random(-256,256))/360, 1, 0, 0)
        SHRC ABC 2 Bright ThrustThing( (angle*random(-256,256))/360, 1, 0, 0)
        SHRC C 0 Bright A_Jump (128,3)
        SHRC DE 2 Bright ThrustThing( (angle*random(-256,256))/360, 1, 0, 0)
        SHRC ABC 2 Bright 
        Goto Spawn
     Death:
	SHRC DDEE 3 Bright 
        Stop
    }
}
Actor Popcorn_Shrap4
{
    Radius 2
    Height 2
    Speed 3
    +Missile +lowgravity +NOTELEPORT
    scale 0.5
    SeeSound ""
    DeathSound ""
    States
    {
    Spawn:
        //CRZY P 2 Bright ThrustThing( (angle*random(-256,256))/360, 1, 0, 0)
        SHRD ABC 2 Bright ThrustThing( (angle*random(-256,256))/360, 1, 0, 0)
        SHRD C 0 Bright A_Jump (128,3)
        SHRD DE 2 Bright ThrustThing( (angle*random(-256,256))/360, 1, 0, 0)
        SHRD ABC 2 Bright 
        Goto Spawn
     Death:
	SHRD DDEE 3 Bright 
        Stop
    }
}
Actor Popcorn_Shrap5
{
    Radius 2
    Height 2
    Speed 3
    +Missile +lowgravity +NOTELEPORT
    scale 0.5
    SeeSound ""
    DeathSound ""
    States
    {
    Spawn:
        //CRZY P 2 Bright ThrustThing( (angle*random(-256,256))/360, 4, 0, 0)
        SHRE ABC 2 Bright ThrustThing( (angle*random(-256,256))/360, 1, 0, 0)
        SHRE C 0 Bright A_Jump (128,3)
        SHRE DE 2 Bright ThrustThing( (angle*random(-256,256))/360, 1, 0, 0)
        SHRE ABC 2 Bright 
        Goto Spawn
     Death:
	SHRE DDEE 3 Bright 
        Stop
    }
}
Actor Popcorn_Shrap6
{
    Radius 2
    Height 2
    Speed 5
    +Missile +lowgravity +NOTELEPORT
    scale 0.3
    SeeSound ""
    DeathSound ""
    States
    {
    Spawn:
        //CRZY P 2 Bright ThrustThing( (angle*random(-256,256))/360, 4, 0, 0)
        CRZY PQR 1 Bright 
        Goto Spawn
     Death:
 	GLOB B 3 Bright 
	GLOB A 3 Bright 
        GLOB H 3 Bright 
        Stop
    }
}
Actor Popcorn_Shrap7
{
    Radius 2
    Height 2
    Speed 6
	Damage 7
    +Missile +lowgravity +NOTELEPORT
    scale 0.75
    SeeSound ""
    DeathSound ""
    States
    {
    Spawn:
        //CRZY P 2 Bright ThrustThing( (angle*random(-256,256))/360, 4, 0, 0)
        CRZY PQR 1 Bright 
        Goto Spawn
     Death:
 	GLOB B 3 Bright 
	GLOB A 3 Bright 
        GLOB H 3 Bright 
        Stop
    }
}
actor Popcorn1
{
    Radius 8
    Height 6
    Speed 20
    Damage 5
    scale 0.25
    PROJECTILE
    ALPHA 0.8
    SeeSound ""
    DeathSound ""
    States
    {
    Spawn:
        PCRN ABCDEFGH 2 
        Goto Spawn
     Death:
     	PCRN A 0 A_custommissile("Popcorn_Shrap1", 2, 0, random(-180, 180), 2, random(0, 180))
        PCRN A 0 A_Gravity
        PCRN A 0 A_custommissile("Popcorn_Shrap2", 2, 0, random(-180, 180), 2, random(0, 180))
        PCRN A 0 A_custommissile("Popcorn_Shrap6", 2, 0, random(-180, 180), 2, random(0, 180))
        PCRN A 0 A_Scream
        PCRN A 1 A_Jump (250,2)
        PCRN A 0 A_CustomMissile("CrawlingPopcorn", 16, 0, 0, 1)
        Stop
        PCRN A 1
        Stop
    }
}
actor Popcorn11
{
    Radius 8
    Height 6
    Mass 5
    Speed 20
    Damage 5
    scale 0.25
    PROJECTILE
    ALPHA 0.8
    SeeSound ""
    DeathSound ""
    States
    {
    Spawn:
        PCRN HGFEDCBA 2 
        PCRN A 0 A_Jump (128,2)
        PCRN A 0 A_Gravity
        PCRN A 1 
        PCRN A 0 A_Jump (8,2)
        PCRN A 0 A_NoGravity
        PCRN HGFEDCBA 2 
        Goto Spawn
     Death:
     	PCRN A 0 A_custommissile("Popcorn_Shrap3", 2, 0, random(-180, 180), 2, random(0, 180))
        PCRN A 0 A_Gravity
        PCRN A 0 A_custommissile("Popcorn_Shrap1", 2, 0, random(-180, 180), 2, random(0, 180))
        PCRN A 0 A_custommissile("Popcorn_Shrap2", 2, 0, random(-180, 180), 2, random(0, 180))
        PCRN A 0 A_Scream
        PCRN A 1
        Stop
    }
}
actor Popcorn2 : Popcorn1
{
    Scale 0.3
    States
    {
    Spawn:
        PCCN ABCDEFGH 2 
        PCCN A 0 A_Jump (64,2)
        PCCN ABCDEFGH 2	A_BishopMissileWeave
        PCCN ABCDEFGH 2 
        Goto Spawn
     Death:
     	PCCN A 0 A_custommissile("Popcorn_Shrap4", 2, 0, random(-180, 180), 2, random(0, 180))
     	PCCN A 0 A_Gravity
     	PCCN A 0 A_custommissile("Popcorn_Shrap5", 2, 0, random(-180, 180), 2, random(0, 180))
     	PCCN A 0 A_custommissile("Popcorn_Shrap6", 2, 0, random(-180, 180), 2, random(0, 180))
        PCCN A 0 A_Scream
        PCCN A 1
        Stop
    }
}
actor Popcorn3 : Popcorn1
{
    States
    {
    Spawn:
        PCCC HGFEDCBA 2 
        PCCC A 0 A_Jump (128,2)
        PCCC A 0 A_Gravity
        PCCC H 1 
        PCCC A 0 A_Jump (8,2)
        PCCC A 0 A_NoGravity
        PCCC HGFEDCBA 2 
        Goto Spawn
     Death:
        PCCC A 0 A_custommissile("Popcorn_Shrap1", 2, 0, random(-180, 180), 2, random(0, 180))
        PCCC A 0 A_Gravity
        PCCC A 0 A_custommissile("Popcorn_Shrap2", 2, 0, random(-180, 180), 2, random(0, 180))
     	PCCC A 0 A_custommissile("Popcorn_Shrap6", 2, 0, random(-180, 180), 2, random(0, 180))
        PCCC A 0 A_Scream
        PCCC A 0
        Stop
    }
}

actor BurntPopcorn1
{
    Radius 8
    Height 6
    Speed 14
    Damage 5
    scale 0.25
    +LOWGRAVITY 
    PROJECTILE
    ALPHA 0.8
    SeeSound ""
    DeathSound ""
    States
    {
    Spawn:
        PBRN HGFEDCBA 2 
        PBRN A 0 A_Jump (96,2)
        PBRN A 0 A_Gravity
        PBRN H 1 
        PBRN A 0 A_Jump (8,2)
        PBRN A 0 A_NoGravity
        PBRN HGFEDCBA 2 
        Goto Spawn
     Death:
        PBRN A 4 A_Gravity
        PBRN A 4 A_Scream
        PBRN AAAA 1
        Stop
    }
}
ACTOR CrawlingPopcorn 4815
{
    Health 5
    Radius 2
    Height 2
    Speed 1
    Mass 20
    PainChance 200
    MONSTER 
    +FLOORCLIP +RANDOMIZE 
    scale 0.25
    MELEEDAMAGE 1
    SeeSound "POPC"
    PainSound "POPC"
    DeathSound "POPC"
    ActiveSound "POPC"
    MeleeSound ""
    Obituary "%o duh" 
    States
    {
    Spawn:
        CRWL A 4 A_Look
        Loop
    See:
        CRWL A 0 A_Jump (32,5)
      	CRWL ABCB 5 A_Wander
        Loop
        CRWL ABCB 5 
        CRWL A 1 A_PlaySound("POPC")
        CRWL A 0 A_Jump (3,1)
        Loop
        CRWL A 0
        GoTo Death
    Pain:
        CRWL A 8 A_Pain 
      	Goto See 
    Melee:
        CRWL C 0
      	Goto See 
    Death:
    	CRWL ABCBABCBABCABCBABCBABC  1
    	CRWL ABCBABCBABCABCBABCBABC  2
    	CRWL ABCBABCBABCABCBABCBABC  3
    	CRWL ABCBABCBABCABCBABCBA  4
    	CRWL ABCBABCBABCABCBABC  5
    	CRWL ABCBABCBABCBABCB 7
    	CRWL ABCBABCBABCBA 9
    	CRWL ABCBABCBABC 13
    	CRWL ABCBABCBA 15
    	CRWL ABCBABC 17
    	CRWL ABCBA 19
    	CRWL ABC 21
    	CRWL AAAAAAAA 16
      	Stop 
    }
}
ACTOR CrawlingPopcorn2 : CrawlingPopcorn 4824 //doesn't die off
{
    States
    {
    Spawn:
        CRWL A 4 A_Look
        Loop
    See:
        CRWL A 0 A_Jump (32,5)
      	CRWL ABCB 5 A_Wander
        Loop
        CRWL ABCB 5 
        CRWL A 1 A_PlaySound("POPC")
        Loop 
    Pain:
        CRWL A 8 A_Pain 
      	Goto See 
    Melee:
        CRWL C 0
      	Goto See 
    Death:
    	CRWL ABCBABCBABCABCBABCBABC  1
    	CRWL ABCBABCBABCABCBABCBABC  2
    	CRWL ABCBABCBABCABCBABCBABC  3
    	CRWL ABCBABCBABCABCBABCBA  4
    	CRWL ABCBABCBABCABCBABC  5
    	CRWL ABCBABCBABCBABCB 7
    	CRWL ABCBABCBABCBA 9
    	CRWL ABCBABCBABC 13
    	CRWL ABCBABCBA 15
    	CRWL ABCBABC 17
    	CRWL ABCBA 19
    	CRWL ABC 21
    	CRWL AAAAAAAA 16
      	Stop 
    }
}

ACTOR CrazyBall2 : Weapon 30205
{
     Weapon.SelectionOrder 3000
     Inventory.PickupSound "misc/w_pkup" 
     Weapon.AmmoType "CzBall" 
     Weapon.AmmoGive 1 
     Weapon.AmmoUse 1
	 Weapon.SlotNumber 9
     Inventory.Pickupmessage "You got a crazy ball, use it wisely..." 
     AttackSound "" 
     Scale 0.6
     +Floatbob
     States 
     { 
     Spawn: 
     	CRZY A 0 A_Jump(240,2)
     	CRZY A 0 A_PlaySound("CRZ") 
     	CRZY AAAAAA 8
        CRZY BCDODCB 2 
        CRZY A 0 A_Jump(128,3)		//Randomize
        CRZY AAAAAA 8
        LOOP       
     Ready: 
        HCRZ A 1 A_WeaponReady 
        LOOP 
     Deselect: 
        HCRZ A 1 A_Lower 
        LOOP 
     Select: 
        HCRZ A 1 A_Raise 
        LOOP 
     Fire: 
        HCRZ A 1 A_JumpIfNoAmmo(5) 
        HCRZ B 0 
	HCRZ B 6
        HCRZ B 6
        HCRZ C 10 A_FireCustomMissile("CrazyBall", 0, 2, 5, 5)
        Goto Select
        HCRZ C 0
        GoTo Deselect
     } 
} 
actor CrazyBall
{
    Radius 8
    Height 16
    Speed 25
    Damage 2
    Scale .6
    +ACTIVATEIMPACT
    +ACTIVATEPCROSS
    //+NOBLOCKMAP
    +DROPOFF
    +NOTELEPORT
    DropItem BloodSplashBase
    DropItem Blood
    DropItem Blood
    SeeSound ""
    DeathSound ""
    ExplosionRadius 128
    ExplosionDamage 64
    States
    {
    Spawn:
        CRZY AAAA 20 A_PlaySound("CRZCLIK3") 
        CRZY BCD 8
        CRZY D 0 A_Explode
        CRZY D 1 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(0, 70))
        CRZY D 0 A_custommissile("CrazyBalls", 12, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 0 A_custommissile("CrazyBalls", 14, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 0 A_custommissile("CrazyBalls", 6, 0, random(-180, 180), 2, random(-10, 180))
        CRZY O 1 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 0 A_custommissile("CrazyBalls", 12, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 0 A_custommissile("CrazyBalls", 14, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 0 A_custommissile("CrazyBalls", 6, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 1 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(-10, 70))
        CRZY D 0 A_custommissile("CrazyBalls", 12, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 0 A_custommissile("CrazyBalls", 14, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 0 A_custommissile("CrazyBalls", 6, 0, random(-180, 180), 2, random(0, 180))
        CRZY O 1 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(-10, 180))
        CRZY O 0 A_custommissile("CrazyBalls", 12, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 0 A_custommissile("CrazyBalls", 14, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 0 A_custommissile("CrazyBalls", 6, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 0 A_PlaySound("CRZ") 
        CRZY D 0 A_Jump(1, 2)
        GoTo Spawn + 7
        CRZY D 0 A_Explode
        CRZY D 1 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(0, 70))
        CRZY D 0 A_custommissile("CrazyBalls", 12, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 0 A_custommissile("CrazyBalls", 14, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 0 A_custommissile("CrazyBalls", 6, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 1 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 0 A_custommissile("CrazyBalls", 12, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 0 A_custommissile("CrazyBalls", 14, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 0 A_custommissile("CrazyBalls", 6, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 1 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(-10, 70))
        CRZY D 0 A_custommissile("CrazyBalls", 12, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 0 A_custommissile("CrazyBalls", 14, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 0 A_custommissile("CrazyBalls", 6, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 1 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 0 A_custommissile("CrazyBalls", 12, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 0 A_custommissile("CrazyBalls", 14, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 0 A_custommissile("CrazyBalls", 6, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 0 A_Explode
        CRZY O 1 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(0, 70))
        CRZY D 0 A_custommissile("CrazyBalls", 12, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 0 A_custommissile("CrazyBalls", 14, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 0 A_custommissile("CrazyBalls", 6, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 1 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 0 A_custommissile("CrazyBalls", 12, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 0 A_custommissile("CrazyBalls", 14, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 0 A_custommissile("CrazyBalls", 6, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 1 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(-10, 70))
        CRZY D 1 A_custommissile("CrazyBalls", 12, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 0 A_custommissile("CrazyBalls", 14, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 0 A_custommissile("CrazyBalls", 6, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 1 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 1 A_custommissile("CrazyBalls", 12, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 1 A_custommissile("CrazyBalls", 14, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 1 A_custommissile("CrazyBalls", 6, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 0 A_PlaySound("CRZ") 
        CRZY D 0 A_Explode
        CRZY D 1 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(0, 70))
        CRZY D 0 A_custommissile("CrazyBalls", 12, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 1 A_custommissile("CrazyBalls", 14, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 0 A_custommissile("CrazyBalls", 6, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 1 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 2 A_custommissile("CrazyBalls", 12, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 0 A_custommissile("CrazyBalls", 14, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 1 A_custommissile("CrazyBalls", 6, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 1 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(-10, 70))
        CRZY D 2 A_custommissile("CrazyBalls", 12, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 1 A_custommissile("CrazyBalls", 14, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 1 A_custommissile("CrazyBalls", 6, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 1 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 1 A_custommissile("CrazyBalls", 12, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 1 A_custommissile("CrazyBalls", 14, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 1 A_custommissile("CrazyBalls", 6, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 2 A_PlaySound("CRZ") 
        CRZY D 0 A_Explode
        CRZY D 1 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(0, 70))
        CRZY D 0 A_custommissile("CrazyBalls", 12, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 2 A_custommissile("CrazyBalls", 14, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 1 A_custommissile("CrazyBalls", 6, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 1 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(0, 180))
        CRZY O 2 A_custommissile("CrazyBalls", 12, 0, random(-180, 180), 2, random(0, 180))
        CRZY O 1 A_custommissile("CrazyBalls", 14, 0, random(-180, 180), 2, random(-10, 180))
        CRZY O 2 A_custommissile("CrazyBalls", 6, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 1 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(-10, 70))
        CRZY D 1 A_custommissile("CrazyBalls", 12, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 2 A_custommissile("CrazyBalls", 14, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 1 A_custommissile("CrazyBalls", 6, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 1 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 2 A_custommissile("CrazyBalls", 12, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 2 A_custommissile("CrazyBalls", 14, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 1 A_custommissile("CrazyBalls", 6, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 0 A_Explode
        CRZY D 1 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 2 A_custommissile("CrazyBalls", 12, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 2 A_custommissile("CrazyBalls", 14, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 1 A_custommissile("CrazyBalls", 6, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 1 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(0, 180))
        CRZY O 2 A_custommissile("CrazyBalls", 12, 0, random(-180, 180), 2, random(-10, 180))
        CRZY O 2 A_custommissile("CrazyBalls", 14, 0, random(-180, 180), 2, random(-10, 180))
        CRZY O 2 A_custommissile("CrazyBalls", 6, 0, random(-180, 180), 2, random(0, 180))
        CRZY O 1 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 2 A_custommissile("CrazyBalls", 12, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 2 A_custommissile("CrazyBalls", 14, 0, random(-180, 180), 2, random(-10, 180))
        CRZY O 1 A_custommissile("CrazyBalls", 6, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 0 A_Jump(32, 2)
        GoTo Spawn + 80
        CRZY D 0 A_PlaySound("CRZ") 
        CRZY D 0 A_Explode
        CRZY D 2 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(-10, 180))
        CRZY O 2 A_custommissile("CrazyBalls", 12, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 2 A_custommissile("CrazyBalls", 14, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 2 A_custommissile("CrazyBalls", 6, 0, random(-180, 180), 2, random(0, 180))
        CRZY O 3 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(0, 180))
        CRZY O 2 A_custommissile("CrazyBalls", 12, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 1 A_custommissile("CrazyBalls", 14, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 1 A_custommissile("CrazyBalls", 6, 0, random(-180, 180), 2, random(-10, 180))
        CRZY O 4 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(0, 180))
        CRZY O 2 A_custommissile("CrazyBalls", 12, 0, random(-180, 180), 2, random(0, 180))
        CRZY O 2 A_custommissile("CrazyBalls", 14, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 2 A_custommissile("CrazyBalls", 6, 0, random(-180, 180), 2, random(0, 180))	        
        CRZY O 5 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 2 A_custommissile("CrazyBalls", 12, 0, random(-180, 180), 2, random(-10, 180))
        CRZY O 3 A_custommissile("CrazyBalls", 14, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 3 A_custommissile("CrazyBalls", 6, 0, random(-180, 180), 2, random(-10, 180))
        CRZY O 4 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 2 A_custommissile("CrazyBalls", 10, 0, random(-180, 180), 2, random(0, 180))
        CRZY O 0 A_PlaySound("CRZ") 
        CRZY D 4 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(0, 180))
        CRZY O 1 A_custommissile("CrazyBalls", 10, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 4 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(-10, 180))
        CRZY O 1 A_custommissile("CrazyBalls", 10, 0, random(-180, 180), 2, random(-10, 180))
        CRZY O 4 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 2 A_custommissile("CrazyBalls", 10, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 4 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 2 A_custommissile("CrazyBalls", 10, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 4 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 3 A_custommissile("CrazyBalls", 10, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 4 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(-10, 180))
        CRZY O 5 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 4 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 5 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 6 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 7 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 8 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 9 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 10 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 11 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 12 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 14 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 17 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 20 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 25 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 30 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 35 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(0, 180))
        CRZY DD 15 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(-10, 180))
        CRZY DD 15 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(0, 180))
        CRZY DDD 15 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(0, 180))
        CRZY DDDD 15 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(0, 180))
        CRZY DDDDD 15 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 20 A_PlaySound("CRZ6")
        CRZY D 20 A_Explode
        CRZY C 0 A_PlaySound("CRZCLIK3") 
        CRZY CBBBB 20
        CRZY B 20 A_PlaySound("CRZCLIK3") 
        CRZY B 20
        PBFF B 3 Bright
        CRZY D 0 A_custommissile("CrazyFlash", 12,-2,0,2,0)
        CRZY DDDDDDDDDD 0 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        CRZY DD 0 A_custommissile("Popcorn_Shrap1", 2, 0, random(-180, 180), 2, random(0, 180))
        CRZY DDDDDDDDDDDDDDDDDDDDDDDDDDDDD 0 A_custommissile("Popcorn_Shrap7", 2, 0, random(-180, 180), 2, random(0, 180))
        PBFF D 0 A_PlaySound("TRANEXP")
		PBFF D 0 
        CRZY D 0 A_custommissile("CrazyBits1", 12, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 0 A_custommissile("CrazyBits2", 12, 0, random(-180, 180), 2, random(0, 180))
        PBFF C 3 Bright A_custommissile("CrazyFlash", 4,2,0,2,0)
        CRZY CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_custommissile("Popcorn_Shrap7", 2, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 0 A_custommissile("CrazyBits3", 12, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 0 A_custommissile("CrazyBits4", 12, 0, random(-180, 180), 2, random(0, 180))
        PBFF D 3 Bright A_custommissile("CrazyFlash", 16,-4,0,2,0)
        CRZY DDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 0 A_custommissile("Popcorn_Shrap7", 2, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 0 A_custommissile("CrazyBits5", 11, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 0 A_custommissile("CrazyBits6", 11, 0, random(-180, 180), 2, random(0, 180))
        PBFF E 3 Bright A_custommissile("CrazyFlash", 8,4,0,2,0)
        CRZY EEEEEEEEEEEEEEEEEEEEEEE 0 A_custommissile("Popcorn_Shrap7", 2, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 0 A_custommissile("CrazyBits7", 9, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 0 A_custommissile("CrazyBits8", 9, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 0 A_custommissile("CrazyBits9", 8, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 0 A_custommissile("CrazyBits10", 8, 0, random(-180, 180), 2, random(0, 180))
        PBFF F 3 Bright 
        Stop
    }
}
ACTOR CrazyFlash
{
	+Nogravity
	States
	{
	Spawn:	
	PBFF BCDEF 3 Bright
	Stop
	}
}
ACTOR CrazyBits1
{
	Radius 5
	Height 5
	Speed 4
	Scale .6
	States
	{
	Spawn:	
	CRZY E 15 A_Jump (3,1)
	goto Spawn
	CRZY E 15
	Stop
	}
}	
ACTOR CrazyBits2 : CrazyBits1
{
	States
	{
	Spawn:	
	CRZY F 15 A_Jump (3,1)
	goto Spawn
	CRZY F 15
	Stop
	}
}	
ACTOR CrazyBits3 : CrazyBits1
{
	States
	{
	Spawn:	
	CRZY G 15 A_Jump (3,1)
	goto Spawn
	CRZY G 15
	Stop
	}
}
ACTOR CrazyBits4 : CrazyBits1
{
	States
	{
	Spawn:	
	CRZY H 15 A_Jump (3,1)
	goto Spawn
	CRZY H 15
	Stop
	}
}
ACTOR CrazyBits5 : CrazyBits1
{
	States
	{
	Spawn:	
	CRZY I 15 A_Jump (3,1)
	goto Spawn
	CRZY I 15
	Stop
	}
}
ACTOR CrazyBits6 : CrazyBits1
{
	States
	{
	Spawn:	
	CRZY J 15 A_Jump (3,1)
	goto Spawn
	CRZY J 15
	Stop
	}
}
ACTOR CrazyBits7 : CrazyBits1
{
	States
	{
	Spawn:	
	CRZY K 15 A_Jump (3,1)
	goto Spawn
	CRZY K 15
	Stop
	}
}
ACTOR CrazyBits8 : CrazyBits1
{
	States
	{
	Spawn:	
	CRZY L 15 A_Jump (3,1)
	goto Spawn
	CRZY L 15
	Stop
	}
}
ACTOR CrazyBits9 : CrazyBits1
{
	States
	{
	Spawn:	
	CRZY M 15 A_Jump (3,1)
	goto Spawn
	CRZY M 15
	Stop
	}
}
ACTOR CrazyBits10 : CrazyBits1
{
	States
	{
	Spawn:	
	CRZY N 15 A_Jump (3,1)
	goto Spawn
	CRZY N 15
	Stop
	}
}
Actor CrazyBalls
{
	
    Radius 8
    Height 6
    Speed 3
    Damage 9
    scale 0.6
    PROJECTILE
    ALPHA 0.8
    SeeSound ""
    DeathSound ""
    States
    {
    Spawn:
        CRZY P 2 Bright ThrustThing( (angle*random(-256,256))/360, 4, 0, 0)
        CRZY Q 2 Bright ThrustThing( (angle*random(-256,256))/360, 4, 0, 0)
        CRZY R 2 Bright ThrustThing( (angle*random(-256,256))/360, 4, 0, 0)
        CRZY S 2 Bright ThrustThing( (angle*random(-256,256))/360, 4, 0, 0)
        CRZY P 2 Bright ThrustThing( (angle*random(-256,256))/360, 4, 0, 0)
        CRZY Q 2 Bright ThrustThing( (angle*random(-256,-128))/360, 4, 0, 0)
        CRZY R 2 Bright ThrustThing( (angle*random(-256,-128))/360, 4, 0, 0)
        CRZY S 2 Bright ThrustThing( (angle*random(-256,256))/360, 4, 0, 0)
        CRZY Q 2 Bright ThrustThing( (angle*random(-256,256))/360, 4, 0, 0)
        CRZY P 2 Bright ThrustThing( (angle*random(-256,256))/360, 4, 0, 0)
        CRZY S 2 Bright ThrustThing( (angle*random(128,256))/360, 4, 0, 0)
        CRZY R 2 Bright ThrustThing( (angle*random(128,256))/360, 4, 0, 0)
        CRZY Q 2 Bright ThrustThing( (angle*random(-256,256))/360, 4, 0, 0)
        CRZY S 2 Bright ThrustThing( (angle*random(-256,256))/360, 4, 0, 0)
        CRZY R 2 Bright ThrustThing( (angle*random(-256,256))/360, 4, 0, 0)
        Goto Spawn
     Death:
        GLOB B 3 Bright 
	GLOB A 3 Bright A_Scream
        GLOB H 3 Bright A_Fall
        Stop
    }
}
actor MegaClownSoul : ClownSouls 30206
{
  inventory.pickupmessage "You picked up a mega clown soul."
  inventory.amount 50
  Inventory.PickupSound "misc/p_pkup"
  states
  {
  Spawn:
    SAMM AAABBCCBB 3
    Loop
  }
}
ACTOR ClownSpark
{   
	renderstyle add
	Radius 5
	Height 5
	Speed 5
	DontHurtShooter
	+Missile
	//+lowgravity
	+NoBlockmap
	+NoTeleport
	+NOCLIP
	+NODAMAGETHRUST
	-ACTIVATEIMPACT
	SCALE 0.6
	States
	{
	Spawn:
		SPRK AAAAAAAAAAAAAAAAAAA 2 Bright 
		Stop
 	death:
 		LITE A 4
 		Stop
	}
} 
ACTOR SoulAttack
{   
	renderstyle add
	Radius 6
	Height 10
	Speed 6
	Damage 5
	+Missile
	+lowgravity
	+NoBlockmap
	+NoTeleport
	+NODAMAGETHRUST
	RENDERSTYLE Translucent
  	ALPHA 0.5
	SCALE 0.6
	States
	{
	Spawn:
		SEEK AAAAAAAAAAAAAAAAAAAAAA 2 Bright 
		GLOB B 1 Bright 
		GLOB A 3 Bright A_Scream
        	GLOB H 3 Bright A_Fall
		Stop
 	death:
 		GLOB B 1 Bright 
		GLOB A 3 Bright A_Scream
        	GLOB H 3 Bright A_Fall
 		Stop
	}
} 
ACTOR BloodSpeck1
{   
	Radius 5
	Height 5
	Speed 5
	scale 0.75
	DontHurtShooter
        //RENDERSTYLE Translucent
  	//ALPHA 0.67
	//+Missile
	+lowgravity
	+NoBlockmap
	+NoTeleport
	+NOCLIP
	+NODAMAGETHRUST
	-ACTIVATEIMPACT
	States
	{
	Spawn:
		BDRP CCCCCCCCCCCCCCCCBBBBBBBBBBBBBBBBBBBBBBBAAAAAAAAAAAAAAAAAAAA 2
		BDRP AAAAAAAAAAAAAAAAAAA 2
		Stop
 	death:
 		BDRP A 4
 		Stop
	}
} 
ACTOR BloodSpeck2 : BloodSpeck1
{   
	States
	{
	Spawn:
		BDRP BBBBBBBBBBBBBBBBBBB 2
		BDRP BBBBBBBBBBBBBBBBBBB 2
		Stop
 	death:
 		BDRP B 4
 		Stop
	}
} 
ACTOR BloodSpeck3 : BloodSpeck1
{   
	States
	{
	Spawn:
		BDRP CCCCCCCCCCCCCCCCCCC 2
		BDRP CCCCCCCCCCCCCCCCCCC 2
		Stop
 	death:
 		BDRP C 4 
 		Stop
	}
} 
actor FlyingGut
{
    Radius 8
    Height 6
    Speed 13
    Damage 5
    Scale .8
    +Missile
    +Lowgravity
    DropItem Blood
    DropItem Blood
    DropItem Blood
    DropItem Blood
    ExplosionRadius 80
    ExplosionDamage 48
    DeathSound "splat11"
    States
    {
    Spawn:
        SPLT ABCDEF 3 
        Loop
    Death:
    	BBLD A 2 A_Explode
	BBLD A 0 A_custommissile("BloodSpeck2", 8, 0, random(-180, 180), 2, random(-180, 180))
	BBLD A 0 A_custommissile("BloodSpeck2", 8, 0, random(-180, 180), 2, random(-180, 180))
        BBLD AB  2 A_CustomMissile("ZGut2", 0, 0, 180) 
        BBLD B 0 A_custommissile("BloodSpeck2", 8, 0, random(-180, 180), 2, random(-180, 180))
        BBLD B 0 A_custommissile("BloodSpeck2", 8, 0, random(-180, 180), 2, random(-180, 180))
        BBLD BC  2 A_CustomMissile("ZGut3", 0, 0, 180) 
        BBLD C 0 A_custommissile("BloodSpeck2", 8, 0, random(-180, 180), 2, random(-180, 180))
        BBLD C 0 A_custommissile("BloodSpeck2", 8, 0, random(-180, 180), 2, random(-180, 180))
        BBLD D 4 
        BBLD D 0 A_custommissile("BloodSpeck2", 8, 0, random(-180, 180), 2, random(-180, 180))
        BBLD D 0 A_custommissile("BloodSpeck2", 8, 0, random(-180, 180), 2, random(-180, 180))
        BBLD D 0 A_custommissile("BloodSpeck2", 8,0, random(-180, 180), 2, random(-180, 180))
        BBLD E 2 
        BBLD E 0 A_custommissile("BloodSpeck2", 8, 0, random(-180, 180), 2, random(-180, 180))
        BBLD E 0 A_custommissile("BloodSpeck2", 8, 0, random(-180, 180), 2, random(-180, 180))
        BBLD E 0 A_custommissile("BloodSpeck2", 8, 0, random(-180, 180), 2, random(-180, 180))
        BBLD E 0 A_custommissile("BloodSpeck2", 8, 0, random(-180, 180), 2, random(-180, 180))
        BBLD E 3 
        Stop
    }
}
ACTOR PennywiseFace 14766
{   
   Health 300 
   Speed 0 
   Radius 2
   Height 2
   Mass 400
   REACTIONTIME 8 
   MONSTER
   +NOCLIP +NOGRAVITY +FLOAT +FloatBob +lookallaround 
   RENDERSTYLE Translucent
   ALPHA 0.67
   Scale 3
	states
	{
	spawn:
		
		ITFC AAAA 1 a_look
		loop 
	see:
		ITFC A 1 A_Chase
		ITFC AAAAAAAAAA 8	
   		Loop
   	Death:	
   		ITFC A 4
   		ITFC A 4
   		ITFC A 4
   		Stop
	}
}
actor SuperBertha  14768
{ 
   Health 4000 
   Speed 7 
   Radius 50
   Height 144
   PainChance 128
   Mass 40000
   Meleedamage 1 
   REACTIONTIME 8 
   MONSTER
   +FLOORCLIP  +NOGRAVITY +FLOAT +FloatBob
   SeeSound ""
   PainSound "GHSTPAIN"
   DeathSound "GHSTDIE"
   ActiveSound "BCLICK5"
   MeleeSound "imp/melee"
   Obituary "%o got killed by a clown ghost." 
   Scale 1.25
   States
    {
    Spawn:
    	BBTH A 2 A_SetInvulnerable
        BBTH A 2 A_Look
        Loop
    See:
    	BBTH A 2 A_SetInvulnerable
        BBTH A 2 A_Chase
        Loop
    Missile:   
     	BBTH A 0 A_JumpIfCloser(200,2)
        BBTH A 0 
        Goto See
        BBTH A 0 A_FaceTarget  
        BBTH B 1 //A_PlaySound("BEAT667")
        BBTH B 0 A_custommissile("SoulAttack", 45, 0, random(-45, 45), 2, random(-20, 20))
        BBTH B 1 A_FaceTarget 
        BBTH B 0 A_custommissile("SoulAttack", 45, 0, random(-45, 45), 2, random(-20, 20))
	BBTH B 1 A_FaceTarget 
        BBTH B 0 A_custommissile("SoulAttack", 45, 0, random(-45, 45), 2, random(-20, 20))
        BBTH B 1 A_FaceTarget 
        BBTH B 0 A_custommissile("SoulAttack", 45, 0, random(-45, 45), 2, random(-20, 20))
        BBTH B 0 A_custommissile("SoulAttack", 45, 0, random(-45, 45), 2, random(-20, 20))
        BBTH B 1 A_FaceTarget 
        BBTH B 0 A_custommissile("SoulAttack", 45, 0, random(-45, 45), 2, random(-20, 20))
	BBTH B 1 A_FaceTarget 
        BBTH B 0 A_custommissile("SoulAttack", 45, 0, random(-45, 45), 2, random(-20, 20))
        BBTH B 1 A_FaceTarget 
        BBTH B 0 A_custommissile("SoulAttack", 45, 0, random(-45, 45), 2, random(-20, 20))
        BBTH B 0 A_custommissile("SoulAttack", 45, 0, random(-45, 45), 2, random(-20, 20))
        BBTH B 1 A_FaceTarget 
        BBTH B 0 A_custommissile("SoulAttack", 45, 0, random(-45, 45), 2, random(-20, 20))
	BBTH B 1 A_FaceTarget 
        BBTH B 0 A_custommissile("SoulAttack", 45, 0, random(-45, 45), 2, random(-20, 20))
        BBTH B 1 A_FaceTarget 
        BBTH B 0 A_custommissile("SoulAttack", 45, 0, random(-45, 45), 2, random(-20, 20))
	BBTH B 1 
     	Goto See
    Pain:
        BBTH C 3 A_Pain
        Goto See
    Melee:
        BBTH BA 1 A_FaceTarget 
        BBTH C 4  A_MeleeAttack
        BBTH AB 4 A_FaceTarget 
        Goto See
    Death:
        BBTH B 3 A_Scream
        BBTH B 3 
        BBTH B 2 A_CustomMissile("BSplatter", 64, -16, -32, 1)
        BBTH B 2 A_CustomMissile("BSplatter", 32, -32, 0, 1)
        BBTH B 2 A_CustomMissile("BSplatter", 16, 32, 32, 1)
        BBTH B 2 A_CustomMissile("BSplatter", 128, -48, 64, 1)
        BBTH B 2 A_CustomMissile("BSplatter", 144, 48, -16, 1)
        BBTH B 2 A_CustomMissile("BSplatter", 40, 0, 0, 1)
        BBTH B 2 A_CustomMissile("BSplatter", 112, 64, 16, 1)
        BBTH B 2 A_CustomMissile("BSplatter", 64, 128, 72, 1)
        BBTH B 2 A_CustomMissile("BSplatter", 8, 96, -104, 1)
        BBTH C 2 A_CustomMissile("BSplatter", 144, 144, 0, 1)
        BBTH B 2 A_CustomMissile("BSplatter", 64, -16, -32, 1)
        BBTH B 2 A_CustomMissile("BSplatter", 32, -32, 0, 1)
        BBTH B 2 A_CustomMissile("BSplatter", 16, 32, 32, 1)
        BBTH B 2 A_CustomMissile("BSplatter", 128, -48, 64, 1)
        BBTH B 2 A_CustomMissile("BSplatter", 144, 48, -16, 1)
        BBTH B 2 A_CustomMissile("BSplatter", 40, 0, 0, 1)
        BBTH B 2 A_CustomMissile("BSplatter", 112, 64, 16, 1)
        BBTH B 2 A_CustomMissile("BSplatter", 64, 128, 72, 1)
        BBTH B 2 A_CustomMissile("BSplatter", 8, 96, -104, 1)
        BBTH C 2 A_CustomMissile("BSplatter", 144, 144, 0, 1)
        SPL2 ABCDE 4 A_Fall
        Stop
    }
}
//pistol code modified from code on zdoom wiki
actor Pistol2 : DoomWeapon 5010 //The definition as of the development of Skulltag.
{
  Game Doom
  Weapon.SelectionOrder 1900
  Weapon.AmmoUse 1
  Weapon.AmmoGive 20
  Weapon.AmmoType "Clip"
  Weapon.SlotNumber 2
  Obituary "$OB_MPPISTOL" // "%o was tickled by %k's pea shooter."
  +WEAPON.WIMPY_WEAPON
  Inventory.Pickupmessage "$PICKUP_PISTOL_DROPPED" // "Picked up a pistol."
  States
  {
  Ready:
    PISG A 1 A_WeaponReady
    Loop
  Deselect:
    PISG A 1 A_Lower
    Loop
  Select:
    PISG A 1 A_Raise
    Loop
  Fire:
    PISG A 4
    PISG B 0 A_FireBullets (0, 0, 5, 1, "BulletPuff")
    PISG B 0 A_FireBullets (0, 0, 5, 1, "BulletPuff")
    PISG B 0 A_FireBullets (0, 0, 5, 1, "BulletPuff")
    PISG B 0 A_PlaySound("PISTOL22") 
    PISG B 0 A_GunFlash
    PISG B 6
    PISG C 4
    PISG B 5 A_ReFire
    Goto Ready
  Flash:
    PISF A 7 Bright A_Light1
    Goto LightDone
    PISF A 7 Bright A_Light0
    Goto LightDone
  Spawn:
    PIST A -1
    Stop
  }
}
ACTOR BouncingClown 4822
{
    Health 400
    Radius 24
    Height 112
    Speed 11
    Mass 2000
    PainChance 25
    MONSTER 
    +FLOORCLIP +RANDOMIZE +COUNTKILL +CANPASS +NODAMAGE  
    MELEEDAMAGE 2
    SeeSound "GAURD11"
    PainSound "GAURD12"
    DeathSound "GAURD12"
    ActiveSound "GAURD11"
    MeleeSound "BCHOMP"
    HitObituary "%o was killed by a bouncing clown."
    States
    {
    Spawn:
        BCWN AB 4 A_Look
        Loop
    See:
    	BCWN A 2
    	BCWN A 2 A_Chase
    	BCWN B 2
    	BCWN B 2 A_Chase
        BCWN CC 2 A_Chase
        BCWN B 4
        BCWN A 0 A_JumpIfCloser(1024,1)
        Loop
        BCWN A 0 A_PlaySound("GAURD13")
        BCWN A 0 A_custommissile("BloodSpeck1", 8, 0, random(-180, 180), 2, random(0, 90))
        BCWN A 0 A_custommissile("BloodSpeck1", 8, 0, random(-180, 180), 2, random(0, 90))
        BCWN A 0 A_custommissile("BloodSpeck1", 8, 0, random(-180, 180), 2, random(0, 90))
        BCWN A 0 A_custommissile("BloodSpeck1", 8, 0, random(-180, 180), 2, random(0, 90))
        BCWN A 0 A_custommissile("BloodSpeck1", 8, 0, random(-180, 180), 2, random(0, 90))
        BCWN A 0 A_custommissile("BloodSpeck1", 8, 0, random(-180, 180), 2, random(0, 90))
        BCWN A 0 A_custommissile("BloodSpeck1", 8, 0, random(-180, 180), 2, random(0, 90))
        BCWN A 0
        Loop
    Pain:
        BCWN D 5 A_Pain
        BCWN E 0 A_SetReflective
        BCWN E 0 A_SetInvulnerable
        BCWN E 4
        BCWN FFFF 2 A_custommissile("BloodSpeck1", 8, 0, random(-180, 180), 2, random(0, 90))
        BCWN GGGG 1 A_custommissile("BloodSpeck1", 8, 0, random(-180, 180), 2, random(0, 90))
        BCWN HHHH 1 A_custommissile("BloodSpeck1", 8, 0, random(-180, 180), 2, random(0, 90))
        BCWN IIII 1 A_custommissile("BloodSpeck1", 8, 0, random(-180, 180), 2, random(0, 90))
        BCWN JJJJ 1 A_custommissile("BloodSpeck1", 8, 0, random(-180, 180), 2, random(0, 90))
	BCWN JJJJJ	  10 
	BCWN JIHGFED 5
	BCWN D	0 A_UnSetReflective
	BCWN D	0 A_UnSetInvulnerable
        Goto See
    Melee:
        BCWN A 3 A_FaceTarget 
        BCWN B 3 A_FaceTarget 
        BCWN C 4 A_MeleeAttack
        BCWN B 3 A_FaceTarget 
        Goto See
    Death:
        BCWN D 5 A_Scream
        BCWN E 0
        BCWN E 0 
        BCWN E 4
        BCWN FFFF 2 A_custommissile("BloodSpeck1", 8, 0, random(-180, 180), 2, random(0, 90))
        BCWN GGGG 1 A_custommissile("BloodSpeck1", 8, 0, random(-180, 180), 2, random(0, 90))
        BCWN HHHH 1 A_custommissile("BloodSpeck1", 8, 0, random(-180, 180), 2, random(0, 90))
        BCWN IIII 1 A_custommissile("BloodSpeck1", 8, 0, random(-180, 180), 2, random(0, 90))
        BCWN JJJJ 1 A_custommissile("BloodSpeck1", 8, 0, random(-180, 180), 2, random(0, 90))
	BCWN JJ	  10 
	BCWN J	  0 
  	Stop
    }
}
ACTOR BabyClown 4823
{
    Health 88
    Radius 8
    Height 32
    Speed 15
    Mass 60
    PainChance 200
    MONSTER 
    Scale 0.25
    DropItem ClownSouls 64
    +FLOORCLIP +RANDOMIZE +COUNTKILL +CANPASS   +randomize
    MELEEDAMAGE 3
    SeeSound ""
    PainSound "BYHURT"
    DeathSound "BYHURT"
    ActiveSound "BYCLWN"
    MeleeSound "CLWNBITE"
    HitObituary "%o was killed by a bouncing clown."
    States
    {
    Spawn:
        BCWN AB 4 A_Look
        Loop
    See:
    	BCWN A 1
    	BCWN A 2 
    	BCWN B 1 A_Chase
    	BCWN B 2 A_Chase
        BCWN CC 2 A_Chase
        BCWN B 2
        Loop
    Pain:
        BCWN B 4 A_Pain
        Goto See
    Melee:
        BCWN A 3 A_FaceTarget 
        BCWN B 0 A_PlaySound("CLWNBITE")
        BCWN B 3 A_FaceTarget
        BCWN C 4 A_MeleeAttack
        BCWN B 3 A_FaceTarget
        BCWN B 0 A_PlaySound("CLWNBITE")
        Goto See
    Death:
        BCWN D 5 A_Scream
        BCWN E 4 A_Fall
        BCWN FFFF 2 A_custommissile("BloodSpeck1", 8, 0, random(-180, 180), 2, random(0, 90))
        BCWN GGGG 1 A_custommissile("BloodSpeck1", 8, 0, random(-180, 180), 2, random(0, 90))
        BCWN HHHH 1 A_custommissile("BloodSpeck1", 8, 0, random(-180, 180), 2, random(0, 90))
        BCWN IIII 1 A_custommissile("BloodSpeck1", 8, 0, random(-180, 180), 2, random(0, 90))
        BCWN JJJJ 1 A_custommissile("BloodSpeck1", 8, 0, random(-180, 180), 2, random(0, 90))
        BCWN K 8 
        BCWN L 8 A_CustomMissile("cloud1", 12, 0, 0, 1)
        BCWN M 8 A_CustomMissile("cloud1", 12, 0, 1)
        BCWN N -1 A_CustomMissile("cloud1", 12, 0, 0, 1)
        Stop
    }
}
ACTOR BabyClown2 4825
{
    Health 75
    Radius 8
    Height 32
    Speed 15
    Mass 60
    PainChance 200
    MONSTER 
    Scale 0.25
    DropItem ClownSouls 64
    +FLOORCLIP +RANDOMIZE +COUNTKILL +CANPASS   
    MELEEDAMAGE 3
    SeeSound ""
    PainSound "BYHURT"
    DeathSound "BYHURT"
    ActiveSound "BYCLWN"
    MeleeSound "CLWNBITE"
    HitObituary "%o was killed by a bouncing clown."
    States
    {
    Spawn:
        CRWL A 4 A_Look
        Loop
    See:
    	PCWN ABC 5
    	BCWN A 1
    	BCWN A 2 
    	BCWN B 1 A_Chase
    	BCWN B 2 A_Chase
        BCWN CC 2 A_Chase
        BCWN B 2
        Goto See + 4
    Pain:
        BCWN B 4 A_Pain
        Goto See + 4
    Melee:
        BCWN A 3 A_FaceTarget 
        BCWN B 0 A_PlaySound("CLWNBITE")
        BCWN B 3 A_FaceTarget
        BCWN C 4 A_MeleeAttack
        BCWN B 3 A_FaceTarget
        BCWN B 0 A_PlaySound("CLWNBITE")
        Goto See + 4
    Death:
        BCWN D 5 A_Scream
        BCWN E 4 A_Fall
        BCWN FFFF 2 A_custommissile("BloodSpeck1", 8, 0, random(-180, 180), 2, random(0, 90))
        BCWN GGGG 1 A_custommissile("BloodSpeck1", 8, 0, random(-180, 180), 2, random(0, 90))
        BCWN HHHH 1 A_custommissile("BloodSpeck1", 8, 0, random(-180, 180), 2, random(0, 90))
        BCWN IIII 1 A_custommissile("BloodSpeck1", 8, 0, random(-180, 180), 2, random(0, 90))
        BCWN JJJJ 1 A_custommissile("BloodSpeck1", 8, 0, random(-180, 180), 2, random(0, 90))
        BCWN K 8 
        BCWN L 8 A_CustomMissile("cloud1", 12, 0, 0, 1)
        BCWN M 8 A_CustomMissile("cloud1", 12, 0, 1)
        BCWN N -1 A_CustomMissile("cloud1", 12, 0, 0, 1)
        Stop
    }
}
actor PennySeeker
{
    Radius 8
    Height 6
    Speed 12
    Damage 6
    Scale 1
    +SEEKERMISSILE
    PROJECTILE
    //RENDERSTYLE ADD
    //ALPHA 0.67
    SeeSound ""
    DeathSound "CBLAST2"
    States
    {
    Spawn:
        PBFF AB 4 Bright A_SeekerMissile (5,20)
        Loop
    Death:
        PBFF C 4 Bright	A_custommissile("ClownSpark", 8, 0, random(-180, 180), 2, random(-180, 180))
        PBFF D 4 Bright	A_custommissile("ClownSpark", 8, 0, random(-180, 180), 2, random(-180, 180))
        PBFF E 4 Bright	A_custommissile("ClownSpark", 8, 0, random(-180, 180), 2, random(-180, 180))
        PBFF F 4 Bright	A_custommissile("ClownSpark", 8, 0, random(-180, 180), 2, random(-180, 180))
        Stop
    }
}

actor Pennywise 3672
{
    Health 600
    Radius 40
    Height 112
    Speed 8
    PainChance 200
    MONSTER 
    minmissilechance 40
    scale 1.25
    +FLOORCLIP +NORADIUSDMG +FULLVOLACTIVE +NOTARGET
    SeeSound ""
    PainSound "PENHURT"	
    DeathSound ""
    ActiveSound "ITACTIVE"
    MeleeSound "imp/melee"
    Obituary "%o was killed by Pennywise the Dancing Clown."
    HitObituary "%o was killed by Pennywise the Dancing Clown."
    MissileHeight 96
    MissileType PennySeeker
    States
    {
    Spawn:
        PLIT J 10 A_Look
        Loop
    See:
    	PLIT QPONMLJKIHGFEDCB 2
    	PENY A 0 A_SetInvulnerable
        PENY AABBCCDD 3 A_Chase
        //PENY A 0 A_Jump (8,2)
        //PENY A 0 
        Goto See + 16
       // PENY A 0 A_SetShadow
       // PENY EEEEEEEEEEEEEEEEEEEEEEE 1 A_Chase
       // PENY EEEEEEEEEEEEEEEEEEEEEEE 1 A_Chase
       // PENY A 0 A_ClearShadow 
       // Goto See + 16
    Pain:
    	PENY F 0 A_SetInvulnerable
        PENY F 8 A_Pain
        PENY F 5 A_custommissile("SkullSeeker666", 96,0,random(-180, 180),1,random(-20, 20))
        PENY F 5 A_custommissile("SkullSeeker666", 96,0,random(-180, 180),1,random(-20, 20))
        PENY F 5 A_custommissile("SkullSeeker666", 96,0,random(-180, 180),1,random(-20, 20))
        PENY F 5 A_custommissile("SkullSeeker666", 96,0,random(-180, 180),1,random(-20, 20))
        PENY F 10 A_custommissile("SkullSeeker666", 96,0,random(-180, 180),1,random(-20, 20))
        Goto See + 16
    Melee:
        PENY E 1 A_FaceTarget 
        PENY E 1 A_custommissile("SoulAttack", 80, random(-4, 4), random(-45, 45), 2, random(-20, 20))
        PENY E 1 A_custommissile("SoulAttack", 32, random(-4, 4), random(-45, 45), 2, random(-20, 20))
        Goto See + 16     
    Missile:
    	PENY A 0 A_ClearShadow 
    	PENY E 0 A_UnSetInvulnerable
    	PENY A 0 A_Jump (32,4)
        PENY E 9 A_FaceTarget  
       // PENY E 4 A_CustomMissile("PennySeeker", 96, 0, 0,1) 
        PENY E 4 A_CustomMissile("Deadlight", 96, 0, 0,1) 
	PENY E 9 A_FaceTarget 
	Goto See + 16
	PENY E 9 A_FaceTarget
	PENY E 4 A_CustomMissile("Deadlight", 96, 0, 0,1)
	PENY E 9 A_FaceTarget
        Goto See + 16
    Death:
        PENY G 8 A_Scream
        PENY GGGG 8
        PENY H 8 
        PENY IJ 8
        PENY K  8 A_Fall 
        PENY L 1 A_CustomMissile("cloud1", random(24, 40), 0, 0, 0, 0)
        PENY L 1 A_CustomMissile("cloud1", random(24, 40), 0, 0, 0, 0)
        PENY L 0 A_CustomMissile("Sparkles", 8, random(-16, 16), random(-180, 180), 2, random(-180, 180))
        PENY L 1 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        PENY L 1 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        PENY LLLL 0 A_CustomMissile("cloud1", random(24, 40), random(-4, 4), 0, 0, 0)
        PENY L 1 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        PENY LLL 1 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        PENY L 1 A_CustomMissile("cloud1", random(24, 40), random(-16, 16), 0, 0, 0)
        PENY L 0 A_CustomMissile("cloud1", random(24, 40), random(-16, 16), 0, 0, 0)
        PENY LLLL 0 A_CustomMissile("cloud1", random(24, 40), random(-8, 8), 0, 0, 0)
        PENY L 1 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        PENY L 1 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        PENY L 1 A_CustomMissile("cloud1", random(24, 40), random(-16, 16), 0, 0, 0)
        PENY L 0 A_CustomMissile("cloud1", random(24, 40), random(-16, 16), 0, 0, 0)
        PENY LLL 0 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        PENY L 1 A_CustomMissile("cloud1", random(24, 40), random(-4, 4), 0, 0, 0)
        PENY LLL 1 A_CustomMissile("cloud1", random(24, 40), random(-2, 2), 0, 0, 0)
        PENY MM 1 A_CustomMissile("cloud1", random(16, 32), random(-2, 2), 0, 0, 0)
        PENY MM 1 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        PENY MM 1 A_CustomMissile("cloud1", random(16, 32), 0, 0, 0, 0)
        PENY MM 1 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        PENY MMM 0 A_CustomMissile("cloud1", random(16, 32), random(-4, 4), 0, 0, 0)
        PENY MM 1 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        PENY MM 0 A_CustomMissile("cloud1", random(16, 32), 0, 0, 0, 0)
        PENY MMM 1 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        PENY MM 0 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        PENY MM 1 A_CustomMissile("cloud1", random(16, 32), random(-16, 16), 0, 0, 0)
        PENY MM 0 A_CustomMissile("cloud1", random(16, 32), random(-4, 4), 0, 0, 0)
        PENY MM 1 A_CustomMissile("cloud1", random(16, 32), random(-16, 16), 0, 0, 0)
        PENY N 1 A_CustomMissile("cloud1", random(14, 30), random(-2, 2), 0, 0, 0)
        PENY NNN 1 A_CustomMissile("cloud1", random(14, 30), random(-32, 32), 0, 0, 0)
        PENY NNNN 1 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        PENY N 1 A_CustomMissile("cloud1", random(14, 30), random(-16, 16), 0, 0, 0)
        PENY NN 1 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        PENY NN 1 A_CustomMissile("cloud1", random(14, 30), random(-16, 16), 0, 0, 0)
        PENY NNN 1 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        PENY NN 1 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        PENY N 1 A_CustomMissile("cloud1", random(14, 30), random(-16, 16), 0, 0, 0)
        PENY NN 1 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        PENY N 1 A_CustomMissile("cloud1", random(14, 30), random(-16, 16), 0, 0, 0)
        PENY O 1 A_CustomMissile("cloud1", random(12, 24), random(-16, 16), 0, 0, 0)
        PENY OOO 1 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        PENY OOO 1 A_CustomMissile("cloud1", random(12, 24), random(-16, 16), 0, 0, 0)
        PENY OOOO 1 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        PENY OOO 1  A_CustomMissile("cloud1", random(12, 24), random(-16, 16), 0, 0, 0)
        PENY OOOO 1 A_CustomMissile("cloud1", random(12, 24), random(-16, 16), 0, 0, 0)
        PENY OO 1 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        PENY OOOO 1 A_CustomMissile("cloud1", random(12, 24), random(-16, 16), 0, 0, 0)
        PENY PPPP 1 A_CustomMissile("cloud1", random(12, 20), random(-16, 16), 0, 0, 0)
        PENY PPPP 1 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        PENY PPPPP 1 A_CustomMissile("cloud1", random(12, 20), random(-16, 16), 0, 0, 0) 
        PENY PPPP 1 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        PENY PPPPP 1 A_CustomMissile("cloud1", random(12, 20), random(-16, 16), 0, 0, 0)
        PENY PPPPP 1 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        PENY PPPP 1 A_CustomMissile("cloud1", random(12, 20), random(-16, 16), 0, 0, 0)
        PENY PPPPP 1 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        PENY PPPP 1 A_CustomMissile("cloud1", random(12, 20), random(-16, 16), 0, 0, 0)
        PENY QQQQQQ 1 A_CustomMissile("cloud1", random(10, 18), random(-16, 16), 0, 0, 0)
        PENY QQQQQQ 1 A_CustomMissile("cloud1", random(10, 18), random(-16, 16), 0, 0, 0)
        PENY QQQQQQ 1 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        PENY QQQQQQ 1 A_CustomMissile("cloud1", random(10, 18), random(-16, 16), 0, 0, 0)
        PENY QQQQQQ 1 A_CustomMissile("cloud1", random(10, 18), random(-16, 16), 0, 0, 0)
        PENY QQQQQQ 1 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        PENY QQQQQQ 1 A_CustomMissile("cloud1", random(10, 18), random(-16, 16), 0, 0, 0)
        PENY QQQQQQ 1 A_CustomMissile("cloud1", random(10, 18), random(-16, 16), 0, 0, 0)
        PENY QQQQQQ 0 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        PENY RRRRRRR 1 A_CustomMissile("cloud1", random(10, 16), random(-16, 16), 0, 0, 0)
        PENY RRRRRRR 1 A_CustomMissile("cloud1", random(10, 16), random(-16, 16), 0, 0, 0)
        PENY RRRRRRR 0 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        PENY RRRRRRR 1 A_CustomMissile("cloud1", random(10, 16), random(-16, 16), 0, 0, 0)
        PENY RRRRRRR 1 A_CustomMissile("cloud1", random(10, 16), random(-16, 16), 0, 0, 0)
        PENY RRRRRRR 0 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        PENY RRRRRRR 1 A_CustomMissile("cloud1", random(10, 16), random(-16, 16), 0, 0, 0)
        PENY RRRRRRR 1 A_CustomMissile("cloud1", random(10, 16), random(-16, 16), 0, 0, 0)
        PENY RRRRRRR 0 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        PENY SSSSSSSS 1 A_CustomMissile("cloud1", random(8, 14), random(-16, 16), 0, 0, 0)
        PENY SSSSSSSS 1 A_CustomMissile("cloud1", random(8, 14), random(-16, 16), 0, 0, 0)
        PENY SSSSSSSS 0 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        PENY SSSSSSSS 1 A_CustomMissile("cloud1", random(8, 14), random(-16, 16), 0, 0, 0)
        PENY SSSSSSSS 1 A_CustomMissile("cloud1", random(8, 14), random(-16, 16), 0, 0, 0)
        PENY SSSSSSSS 1 A_CustomMissile("cloud1", random(8, 14), random(-16, 16), 0, 0, 0)
        PENY SSSSSSSS 0 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        PENY SSSSSSSS 1 A_CustomMissile("cloud1", random(8, 14), random(-16, 16), 0, 0, 0)
        PENY TTTTTTTTT 1 A_CustomMissile("cloud1", random(8, 12), random(-16, 16), 0, 0, 0)
        PENY TTTTTTTTT 1 A_CustomMissile("cloud1", random(8, 12), random(-16, 16), 0, 0, 0)
        PENY TTTTTTTTT 0 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        PENY TTTTTTTTT 1 A_CustomMissile("cloud1", random(8, 12), random(-16, 16), 0, 0, 0)
        PENY TTTTTTTTT 1 A_CustomMissile("cloud1", random(8, 12), random(-16, 16), 0, 0, 0)
        PENY TTTTTTTTT 1 A_CustomMissile("cloud1", random(8, 12), random(-16, 16), 0, 0, 0)
        PENY TTTTTTTTT 0 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        PENY UUUUUUUUUU 1 A_CustomMissile("cloud1", random(6, 10), random(-16, 16), 0, 0, 0)
        PENY UUUUUUUUUU 1 A_CustomMissile("cloud1", random(6, 10), random(-16, 16), 0, 0, 0)
        PENY UUUUUUUUUU 1 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180)) 
        PENY UUUUUUUUUU 1 A_CustomMissile("cloud1", random(6, 10), random(-16, 16), 0, 0, 0)
        PENY UUUUUUUUUU 1 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180)) 
        PENY UUUUUUUUUU 1 A_CustomMissile("cloud1", random(6, 10), random(-16, 16), 0, 0, 0)
        PENY UUUUUUUUUU 1 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180)) 
        PENY VVVVVVVVVVVV 1 A_CustomMissile("cloud1", random(6, 8),random(-16, 16), 0, 0, 0)
        PENY VVVVVVVVVVVV 0 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180)) 
        PENY VVVVVVVVVVVV 1 A_CustomMissile("cloud1", random(6, 8), random(-16, 16), 0, 0, 0) 
        PENY VVVVVVVVVVVV 0 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180)) 
        PENY VVVVVVVVVVVV 1 A_CustomMissile("cloud1", random(6, 8),random(-16, 16), 0, 0, 0)
        PENY VVVVVVVVVVVV 0 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180)) 
        PENY WWWWWWWWWWWWWW 1 A_CustomMissile("cloud1", random(4, 8), random(-16, 16), 0, 0, 0)
        PENY WWWWWWWWWWWWWW 1 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180)) 
        PENY WWWWWWWWWWWWWW 1 A_CustomMissile("cloud1", random(4, 8), random(-16, 16), 0, 0, 0)
        PENY WWWWWWWWWWWWWW 1 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180)) 
        PENY WWWWWWWWWWWWWW 1 A_CustomMissile("cloud1", random(4, 8), random(-16, 16), 0, 0, 0)        
        PENY XXXXXXXXXXXXXXXX 1 A_CustomMissile("cloud1", random(2, 8), random(-16, 16), 0, 0, 0)
        PENY XXXXXXXXXXXXXXXX 1 A_CustomMissile("cloud1", random(2, 8), random(-16, 16), 0, 0, 0)
        PENY XXXXXXXXXXXXXXXX 1 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        PENY XXXXXXXXXXXXXXXX 1 A_CustomMissile("cloud1", random(2, 8), random(-16, 16), 0, 0, 0)
        PENY XXXXXXXXXXXXXXXX 1 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        PENY XXXXXXXXXXXXXXXX 1 A_CustomMissile("cloud1", random(2, 8), random(-16, 16), 0, 0, 0)
        PENY YYYYYYYYYYYYYYYYYYYY 5 A_CustomMissile("cloud1", random(0, 8), random(-16, 16), 0, 0, 0)
        PENY Z -1
        Stop
    }
}
actor ClownSpawner2 4786
{   
   Health 300 
   Speed 0 
   Radius 2
   Height 2
   Mass 400
   REACTIONTIME 8 
   MONSTER
   +NOCLIP +NOGRAVITY +FLOAT +FloatBob +lookallaround 
   RENDERSTYLE Translucent
   ALPHA 0.67
	states
	{
	spawn:
		LITE A 1 a_look
		loop 
	see:
		LITE A 1 A_Chase
		LITE A 6 A_Jump (96,5)
		LITE A 6 A_Jump (128,5)
		LITE A 6 A_Jump (160,5)
		LITE A 6 A_Jump (255,5)
		LITE A 0 
		Loop
		LITE A 20 A_custommissile("ClownSoulFloat1", 16, random(-15, 15), random(-180, 180), 2, random(80, 100))
   		Loop
   		LITE A 20 A_custommissile("ClownSoulFloat2", 16, random(-15, 15), random(-180, 180), 2, random(80, 100))
   		Loop
   		LITE A 20 A_custommissile("ClownSoulFloat3", 16, random(-15, 15), random(-180, 180), 2, random(80, 100))
   		Loop
   		LITE A 20 A_custommissile("ClownSoulFloat4", 16, random(-15, 15), random(-180, 180), 2, random(80, 100))
   		Loop
	}
}
actor Deadlight2
{
	scale 2
	Speed 1
	RENDERSTYLE Translucent
        ALPHA 0.05
	PROJECTILE
	States
    	{
   	Spawn:
   	  PWHT ABCDCB 1
   	  PWHT ABCDCB 2
   	  PWHT ABCDCB 3
   	  PWHT ABCDCB 3
   	  PWHT ABCD 4	
   	  Stop
   	Death:
          PWHT ABCD 4 Bright 
          Stop
        }
}		
actor Deadlight
{
    Radius 8
    Height 6
    Speed 14
    Damage 5
    Scale 1
    +SEEKERMISSILE
    PROJECTILE
    SeeSound ""
    DeathSound "TRANEXP"
    ExplosionRadius 96
    ExplosionDamage 12
    States
    {
    Spawn:
        PWT2 A 1 A_SeekerMissile (30,40)
        PWT2 B 1 A_CustomMissile("Deadlight2",0, 0, 0)
        PWT2 C 1 
        PWT2 D 1 
        PWT2 ABCD 1
        PWT2 A 1 A_SeekerMissile (30,40)
        PWT2 B 1 A_CustomMissile("Deadlight2",0, 0, 0)
        //PWT2 C 1 A_CustomMissile("CrazyBalls",8,0, random(-45, 45), 0)
        PWT2 D 1 
        PWT2 ABCD 1
        Loop
    Death:
        PWT2 E 4 Bright 
        PWT2 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        PWT2 F 4 Bright A_Explode
        PWT2 FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 0 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        PWT2 GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG  0 A_CustomMissile("Sparkles", 8, 0, random(-180, 180), 2, random(-180, 180))
        PWT2 GHI 4 Bright
		PWH4 JKL 4 Bright
        Stop
    }
}

actor BalloonSoul
{
    Radius 8
    Height 6
    Speed 25
    Damage 2
    Scale .75
    RENDERSTYLE Translucent
    ALPHA 0.30
    Projectile
    +NOGRAVITY +FLOAT +FloatBob +NOCLIP
    SeeSound ""
    DeathSound ""
    States
    {
    Spawn:
        SEEK AAAAAAA 32 A_CStaffMissileSlither 
        Stop
    Death:
        SEEK A 4 
        Stop
    }
}
actor PennyMorph2 : BalloonSoul
{
    Scale 0.6
    Speed 14
    SeeSound "ITACTIVE"
    RENDERSTYLE Translucent
    ALPHA 0.5
    States
    {
    Spawn:
        GHOS BBBBBB 32 A_CStaffMissileSlither 
        Stop
    Death:
        GHOS B 4 
        Stop
    }
}  

actor PennyMorph 
{
    MONSTER 
    Scale 2
    States
    {
    spawn:
	LITE A 1 A_look
	loop 
    see:
	LITE A 1 A_Chase	
   	GoTo Death
    Death:
        LITE A 2 A_CustomMissile("PennyMorph2", 160, 0, 270, 2, 0)
        Stop
    }
}  
actor BalloonSoulSpawner 4788
{   
   Health 300 
   Speed 0 
   Radius 2
   Height 2
   Mass 400
   REACTIONTIME 8 
   MONSTER
   +NOCLIP +NOGRAVITY +FloatBob +lookallaround 
   RENDERSTYLE Translucent
   ALPHA 0.67
	states
	{
	spawn:
		LITE A 1 a_look
		loop 
	see:
		LITE A 1 A_Chase
   		LITE A 20 A_custommissile("BalloonSoul", 16, 0, random(-180, 180), 2, random(-180, 180))
   		Loop
	}
}
actor HeartPart1 4789
{
    Radius 2
    Height 4
    Speed 25
    Damage 2
    Scale 2
    Health 1
    +NOGRAVITY +RANDOMIZE +Noclip
    SeeSound ""
    DeathSound ""
    States
    {
    Spawn:
    	GUT2 CDEFED 8 A_Look
    	Loop
    See:
        GUT2 CDEFED 8 A_SetInvulnerable
        Loop
    Death:
        SPL2 ABCDE 4 
        Stop
    }
}
actor HeartPart2 4790
{
    Radius 2
    Height 4
    Damage 2
    Scale 2
    Health 1
    +NOGRAVITY +RANDOMIZE +Noclip
    SeeSound ""
    DeathSound ""
    States
    {
    Spawn:
    	GUTT EEDD  8 A_Look
    	Loop
    See:
        GUTT EEDD 8 A_SetInvulnerable
        Loop
    Death:
        SPL2 ABCDE 4 
        Stop
    }
}
actor HeartPart3 4791
{
    Radius 2
    Height 4
    Damage 2
    Scale 2
    Health 1
    +NOGRAVITY +RANDOMIZE +Noclip
    SeeSound ""
    DeathSound ""
    States
    {
    Spawn:
    	SPLT EEDD 8 A_Look
    	Loop
    See:
        SPLT EEDD 8 A_SetInvulnerable
        Loop
    Death:
        SPL2 ABCDE 4 
        Stop
    }
}
actor HeartPart4 4792
{
    Radius 2
    Height 4
    Damage 2
    Scale 4
    Health 1
    +NOGRAVITY +RANDOMIZE +Noclip
    SeeSound ""
    DeathSound ""
    States
    {
    Spawn:
    	GUT2 CDEFED  8 A_Look
    	Loop
    See:
        GUT2 CDEFED 8 A_SetInvulnerable
        Loop
    Death:
        SPL2 ABCDE 4 
        Stop
    }
}
actor HeartPart5 4793 
{
    Radius 2
    Height 4
    Damage 2
    Scale 8
    Health 1
    +NOGRAVITY +RANDOMIZE +Noclip
    SeeSound ""
    DeathSound ""
    States
    {
    Spawn:
    	GUT2 CDEFED  8 A_Look
    	Loop
    See:
        GUT2 CDEFED 8 A_SetInvulnerable
        Loop
    Death:
        SPL2 ABCDE 4 
        Stop
    }
}
actor HeartGibbed 4794 
{
    Radius 8
    Height 6
    Damage 2
    Scale 8
    +NOGRAVITY +NOCLIP +RANDOMIZE 
    SeeSound ""
    DeathSound ""
    States
    {
    Spawn:
        LITE AAAAAAAAAAAAAAAAAAAA 1 A_TossGib
        LITE AAAAAAAAAAAAAAAAAAAA 1 A_TossGib
        LITE AAAAAAAAAAAAAAAAAAAA 1 A_TossGib
        LITE AAAAAAAAAAAAAAAAAAAA 1 A_TossGib
        LITE AAAAAAAAAAAAAAAAAAAA 1 A_TossGib
        LITE AAAAAAAAAAAAAAAAAAAA 1 A_TossGib
        LITE AAAAAAAAAAAAAAAAAAAA 1 A_TossGib
        LITE AAAAAAAAAAAAAAAAAAAA 1 A_TossGib
        LITE AAAAAAAAAAAAAAAAAAAA 1 A_TossGib
        LITE AAAAAAAAAAAAAAAAAAAA 1 A_TossGib
        LITE AAAAAAAAAAAAAAAAAAAA 1 A_TossGib
        LITE AAAAAAAAAAAAAAAAAAAA 1 A_TossGib
        LITE AAAAAAAAAAAAAAAAAAAA 1 A_TossGib
        LITE AAAAAAAAAAAAAAAAAAAA 1 A_TossGib
        Stop
    Death:
        SPL2 ABCDE 4 
        Stop
    }
}
actor SkullSeeker666
{
    Radius 8
    Height 6
    Speed 9
    Damage 3
    Scale 1
    +SEEKERMISSILE
    PROJECTILE
    //RENDERSTYLE ADD
    //ALPHA 0.67
    SeeSound ""	
    DeathSound "BHIT3"
    States
    {
    Spawn:
        GHST ABABABABABABABABABABAB 4 A_SeekerMissile (5,20)
        GHST ABABABABABAB 4 A_SeekerMissile (5,20)
        GHST ABABABABABABABABCDEFG 4 A_SeekerMissile (5,20)
        Stop
    Death:
        GHST CDEFG 4 Bright
        Stop
    }
}
actor HeartPart6 4795 
{
    Radius 2
    Height 4
    Damage 2
    Scale 8
    Health 1
    Monster
    +NOGRAVITY +Noclip
    SeeSound ""
    DeathSound ""
    States
    {
    Spawn:
    	GUT2 C 8 A_Look
    	Loop
    See:
        GUT2 CDEFED 8 A_SetInvulnerable
        Loop
    Death:
        SPL2 ABCDE 4 
        Stop
    }
}
actor FloatingCandle 4811
{
     Radius 4
     Height 8
     +NOGRAVITY +Noclip +Floatbob
     Scale 0.5
     Mass 50
     States
     {
     Spawn:
      PCAN ABC 6 Bright 
      Loop
     }
}
//4829 - 4831 popcorn bags
actor PopcornBag1 4830
{
Radius 9
Height 16
HEALTH 2
Mass 25
scale .25
DropItem PopcornPiece 255
DropItem PopcornPiece 255
DropItem PopcornPiece 255
+SHOOTABLE 
+HEXENBOUNCE
+NOBLOOD
+DONTOVERLAP
+CANNOTPUSH
+NOBLOCKMONST     
DeathSound "CANPOP"
States
    {
    Spawn:
        PBAG AAAAAAAA 4
        PBAG A 0 A_Jump (64,2)
        Loop
        PBAG AAAABCB 4
   	Loop
    Death:
        PBAG D 2 A_Scream
        PBAG D 1 A_Fall
        PBAG D 1 A_custommissile("CrawlingPopcorn", 16, 0, random(-180, 180), 2, random(-180, 180))
        PBAG D 1 A_custommissile("PopcornDebris1", 16, 0, random(-180, 180), 2, random(-180, 180))
        PBAG D 1 A_custommissile("PopcornDebris1", 16, 0, random(-180, 180), 2, random(-180, 180))
        PBAG D 0 A_custommissile("PopcornDebris2", 16, 0, random(-180, 180), 2, random(-180, 180))
        PBAG D 1 A_custommissile("PopcornDebris1", 16, 0, random(-180, 180), 2, random(-180, 180))
        PBAG D 1 A_custommissile("PopcornDebris2", 16, 0, random(-180, 180), 2, random(-180, 180))
        PBAG D 1 A_custommissile("PopcornDebris3", 16, 0, random(-180, 180), 2, random(-180, 180))
        PBAG D 1 A_custommissile("PopcornDebris3", 16, 0, random(-180, 180), 2, random(-180, 180))
        PBAG D 0 A_custommissile("PopcornDebris2", 16, 0, random(-180, 180), 2, random(-180, 180))
        PBAG D 1 A_custommissile("PopcornDebris1", 16, 0, random(-180, 180), 2, random(-180, 180))
        PBAG E 0 A_custommissile("PopcornDebris2", 16, 0, random(-180, 180), 2, random(-180, 180))
        PBAG E 0 A_custommissile("PopcornDebris2", 16, 0, random(-180, 180), 2, random(-180, 180))
        PBAG E 1 A_custommissile("PopcornDebris1", 16, 0, random(-180, 180), 2, random(-180, 180))
        PBAG E 1 A_custommissile("PopcornDebris3", 16, 0, random(-180, 180), 2, random(-180, 180))
        PBAG E 0 A_custommissile("PopcornDebris2", 16, 0, random(-180, 180), 2, random(-180, 180))
        PBAG E 0 A_custommissile("PopcornDebris2", 16, 0, random(-180, 180), 2, random(-180, 180))
        PBAG E 1 A_custommissile("PopcornDebris1", 16, 0, random(-180, 180), 2, random(-180, 180))
        PBAG E 0 A_custommissile("PopcornDebris2", 16, 0, random(-180, 180), 2, random(-180, 180))
        PBAG E 1 A_custommissile("PopcornDebris2", 16, 0, random(-180, 180), 2, random(-180, 180))
        PBAG E 1 A_custommissile("PopcornDebris1", 16, 0, random(-180, 180), 2, random(-180, 180))
        PBAG E 1 A_custommissile("CrawlingPopcorn", 16, 0, random(-180, 180), 2, random(-180, 180))
        PBAG E 0 A_custommissile("PopcornDebris2", 16, 0, random(-180, 180), 2, random(-180, 180))
        PBAG E 0 A_custommissile("PopcornDebris2", 16, 0, random(-180, 180), 2, random(-180, 180))
        PBAG E 1 A_custommissile("PopcornDebris3", 16, 0, random(-180, 180), 2, random(-180, 180))
        PBAG E 0 A_custommissile("PopcornDebris2", 16, 0, random(-180, 180), 2, random(-180, 180))
        PBAG F 1 
        PBAG F 1 
        PBAG F -1
        Stop
    }
}
actor PopcornBag2 4831
{
Radius 9
Height 16
HEALTH 2
Mass 25
scale .25
DropItem PopcornPiece 255
DropItem PopcornPiece 255
DropItem PopcornPiece 255
+SHOOTABLE 
+HEXENBOUNCE
+NOBLOOD
+DONTOVERLAP
+CANNOTPUSH
+NOBLOCKMONST     
DeathSound "CANPOP"
States
    {
    Spawn:
        PBAG GGGGGGGG 4
        PBAG A 0 A_Jump (64,2)
        Loop
        PBAG GGGGHIH 4
   	Loop
    Death:
        PBAG J 2 A_Scream
        PBAG J 1 A_Fall
        PBAG J 1 A_custommissile("PopcornDebris3", 16, 0, random(-180, 180), 2, random(-180, 180))
        PBAG J 1 A_custommissile("PopcornDebris1", 16, 0, random(-180, 180), 2, random(-180, 180))
        PBAG J 1 A_custommissile("PopcornDebris1", 16, 0, random(-180, 180), 2, random(-180, 180))
        PBAG J 0 A_custommissile("PopcornDebris2", 16, 0, random(-180, 180), 2, random(-180, 180))
        PBAG J 1 A_custommissile("PopcornDebris1", 16, 0, random(-180, 180), 2, random(-180, 180))
        PBAG J 1 A_custommissile("PopcornDebris2", 16, 0, random(-180, 180), 2, random(-180, 180))
        PBAG J 1 A_custommissile("CrawlingPopcorn", 16, 0, random(-180, 180), 2, random(-180, 180))
        PBAG J 1 A_custommissile("PopcornDebris3", 16, 0, random(-180, 180), 2, random(-180, 180))
        PBAG J 0 A_custommissile("PopcornDebris2", 16, 0, random(-180, 180), 2, random(-180, 180))
        PBAG J 1 A_custommissile("PopcornDebris1", 16, 0, random(-180, 180), 2, random(-180, 180))
        PBAG K 0 A_custommissile("PopcornDebris2", 16, 0, random(-180, 180), 2, random(-180, 180))
        PBAG K 0 A_custommissile("PopcornDebris2", 16, 0, random(-180, 180), 2, random(-180, 180))
        PBAG K 1 A_custommissile("PopcornDebris1", 16, 0, random(-180, 180), 2, random(-180, 180))
        PBAG K 1 A_custommissile("PopcornDebris3", 16, 0, random(-180, 180), 2, random(-180, 180))
        PBAG K 0 A_custommissile("PopcornDebris2", 16, 0, random(-180, 180), 2, random(-180, 180))
        PBAG K 0 A_custommissile("PopcornDebris2", 16, 0, random(-180, 180), 2, random(-180, 180))
        PBAG K 1 A_custommissile("PopcornDebris1", 16, 0, random(-180, 180), 2, random(-180, 180))
        PBAG K 0 A_custommissile("PopcornDebris2", 16, 0, random(-180, 180), 2, random(-180, 180))
        PBAG K 1 A_custommissile("PopcornDebris2", 16, 0, random(-180, 180), 2, random(-180, 180))
        PBAG K 1 A_custommissile("PopcornDebris1", 16, 0, random(-180, 180), 2, random(-180, 180))
        PBAG K 1 A_custommissile("CrawlingPopcorn", 16, 0, random(-180, 180), 2, random(-180, 180))
        PBAG K 0 A_custommissile("PopcornDebris2", 16, 0, random(-180, 180), 2, random(-180, 180))
        PBAG K 0 A_custommissile("PopcornDebris2", 16, 0, random(-180, 180), 2, random(-180, 180))
        PBAG K 1 A_custommissile("PopcornDebris3", 16, 0, random(-180, 180), 2, random(-180, 180))
        PBAG K 0 A_custommissile("PopcornDebris2", 16, 0, random(-180, 180), 2, random(-180, 180))
        PBAG K 1 
        PBAG L 1 
        PBAG L -1
        Stop
    }
}
ACTOR PopcornDebris1
{   
	Radius 5
	Height 5
	Speed 10
	DontHurtShooter
	+Missile
	//+lowgravity
	+NoBlockmap
	+NoTeleport
	+NODAMAGETHRUST
	+ACTIVATEIMPACT
	SCALE 0.25
	States
	{
	Spawn:
		PCCC AAAAAAAAAAAAAAAAAAA 2 
		Stop
 	death:
 		PCCC AAAAAAAAAAAAAAAAAAA 16
 		Stop
	}
} 
ACTOR PopcornDebris2 : PopcornDebris1
{
	States
	{
	Spawn:
		PCRN AAAAAAAAAAAAAAAAAAA 2 
		Stop
 	death:
 		PCRN AAAAAAAAAAAAAAAAAAA 16
 		Stop
	}
}
ACTOR PopcornDebris3 : PopcornDebris1
{
	States
	{
	Spawn:
		PCCN AAAAAAAAAAAAAAAAAAA 2 
		Stop
 	death:
 		PCCN AAAAAAAAAAAAAAAAAAA 16
 		Stop
	}
}
actor PopcornBag3 4829
{
	Scale 0.25
	Radius 9
	Height 16
	Mass 25
	States
	{
	Spawn:
        PBAG L 4
        Loop      
        }
}
ACTOR CzBall : Ammo 4835
{
   Scale 0.6
   +FloatBob 
   Inventory.Amount 1
   Inventory.MaxAmount 25
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount 50
   Inventory.PickupMessage "You picked up a clown soul."
   Inventory.PickupSound "misc/i_pkup"
   Inventory.Icon LITEE0
   States
   {
   Spawn:
   	CRZY A 8 A_GiveToTarget ("CrazyBall2",1)
   	CRZY AAAAAA 8
      	CRZY BCDODCB 2
     	Loop
   }
}
actor CrazyBallAlive 4838
{
    Radius 9
    Height 18
    Speed 25
    Damage 2
    Scale 0.6
    Monster
    +NODAMAGE  +Noblood +Noclip +NORADIUSDMG +Notarget
    SeeSound ""
    DeathSound ""
    ExplosionRadius 128
    ExplosionDamage 64
    States
    {
    Spawn: 
     	CRZY A 8 A_Look
    	Loop
    See:
        LITE A 0 A_Explode
        CRZY D 1 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(0, 70))
        CRZY D 0 A_custommissile("CrazyBalls", 12, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 0 A_custommissile("CrazyBalls", 14, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 0 A_custommissile("CrazyBalls", 6, 0, random(-180, 180), 2, random(-10, 180))
        CRZY O 1 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 0 A_custommissile("CrazyBalls", 12, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 0 A_custommissile("CrazyBalls", 14, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 0 A_custommissile("CrazyBalls", 6, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 1 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(-10, 70))
        CRZY D 0 A_custommissile("CrazyBalls", 12, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 0 A_custommissile("CrazyBalls", 14, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 0 A_custommissile("CrazyBalls", 6, 0, random(-180, 180), 2, random(0, 180))
        CRZY O 1 A_custommissile("CrazyBalls", 8, 0, random(-180, 180), 2, random(-10, 180))
        CRZY O 0 A_custommissile("CrazyBalls", 12, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 0 A_custommissile("CrazyBalls", 14, 0, random(-180, 180), 2, random(-10, 180))
        CRZY D 0 A_custommissile("CrazyBalls", 6, 0, random(-180, 180), 2, random(0, 180))
        CRZY D 0 A_PlaySound("CRZ") 
        Loop
    }
}

