Actor GoonOrder: Inventory { Inventory.MaxAmount 1 }
Actor GoonFear : Inventory { Inventory.MaxAmount 20 }
Actor GoonRally : Inventory { Inventory.MaxAmount 1 }
Actor GoonScared : Inventory { Inventory.MaxAmount 1 }
Actor GoonWimp : Inventory { Inventory.MaxAmount 1 }
Actor SporeOpen : Inventory { Inventory.MaxAmount 1 }
Actor EmptyAwake: Inventory { Inventory.MaxAmount 1 }
Actor BWDose: Inventory { Inventory.MaxAmount 1 }
Actor harpoonhit: Inventory { Inventory.MaxAmount 1 }
Actor FollowMe: Inventory { Inventory.MaxAmount 1 }

ACTOR PistolThug: actor replaces zombieman
{
  Health 30
  Radius 15
  Height 58
  mass 80
  Speed 8
  species human
  PainChance 256
  damagefactor "wendigo",0.0
  painchance "wendigo",256
  Monster
  +FLOORCLIP
  +NOINFIGHTSPECIES
  +missilemore
  +avoidmelee
  scale 0.8
  Decal "BulletChip"
  SeeSound "vulture/sight"
  PainSound "goon/pain"
  DeathSound "goon/death"
  Obituary "%o was shot down by a Vulture Thug."
  DropItem "NinemilAmmo"
  States
  {
  Spawn:
    VUL1 V 10 A_Look
    Loop
  //Switching
  See:
    VUL1 A 0 A_AlertMonsters(150)
    VUL1 A 0 A_ChangeFlag("MissileEvenMore", 0)
	VUL1 A 0 A_TakeInventory("GoonRally", 1)
	VUL1 A 0 A_TakeInventory("GoonWimp", 1)
	VUL1 A 0 A_TakeInventory("GoonScared", 1)
	VUL1 A 0 A_JumpIfHealthLower(5, "ScaredSwitch")
	VUL1 A 0 A_JumpIfInventory("GoonFear", 15, "ScaredSwitch")
    VUL1 A 0 A_JumpIfInventory("GoonOrder", 1, "WanderSwitch")
	//Normal Mode
	VUL1 AABBCCDD 2 A_Chase
	VUL1 A 0 A_checksight("ambushsee")
	VUL1 A 0 A_CheckProximity("AggressiveSwitch","pistolthug",256.0,2,CPXF_ANCESTOR)
	loop
	 //Aggressive Mode
  AggressiveSwitch:
    VUL1 A 0 A_ChangeFlag("MissileEvenMore", 1)
    Goto AggressiveSee
  AggressiveSee:
	VUL1 AABBCCDD 2 A_Chase
	VUL1 A 0 A_JumpIfHealthLower(10, "See")
	VUL1 A 0 A_checksight("see")
    goto see
  //Search Mode
  WanderSwitch:
    VUL1 A 0 A_ClearTarget
    Goto WanderSee
	WanderSee:
	VUL1 A 0 A_jump(245,2)
	VUL1 A 0 A_PlaySound("vulture/search",CHAN_VOICE)
    VUL1 A 3 A_Wander
    VUL1 A 0 A_LookEx(10, 0, 0, 0, 360, "See")
    VUL1 B 3 A_Wander
    VUL1 A 0 A_LookEx(10, 0, 0, 0, 360, "See")
	VUL1 C 3 A_Wander
    VUL1 A 0 A_LookEx(10, 0, 0, 0, 360, "See")
	VUL1 D 3 A_Wander
    VUL1 A 0 A_LookEx(10, 0, 0, 0, 360, "See")
	VUL1 A 0 A_jump(16,"idle")
	goto ambushsee
	//Ambush mode
	AmbushSee:
	VUL1 A 0 A_jump(246,2)
	VUL1 A 0 A_PlaySound("vulture/search",CHAN_VOICE)
	VUL1 AABBCCD 2 A_Chase
	VUL1 D 2 A_jump(32,"waitsee")
    goto see
	Waitsee: 
	VUL1 E 10 A_sentinelrefire
	VUL1 E 0 A_jump(32,"Ambushsee")
	VUL1 E 0 A_checksight("waitsee")
	goto missile+1
   //Scared Mode
   Scaredswitch:
    VUL1 A 0 A_ChangeFlag("Frightened", 1)
    Goto ScaredSee
	Scaredsee:
	VUL1 A 0 A_jump(246,2)
	VUL1 A 0 A_PlaySound("Vulture/run",CHAN_VOICE)
	VUL1 ABCDABCDABCD 3 A_Chase
	VUL1 A 0 A_jump(128,"scaredsee")
	VUL1 D 0 A_checksight("idlereset")
	goto see
  IdleReset:
    VUL1 E 0 A_facetarget
    VUL1 E 0 A_cleartarget
   Idle:
    VUL1 E 10 A_Look
    Loop
  Missile:
    VUL1 W 10 A_FaceTarget
	VUL1 E 0 A_FaceTarget
    VUL1 E 10 Fast
	VUL1 E 0 A_FaceTarget
	VUL1 F 0 A_PlaySound("weapons/glock",CHAN_WEAPON)
	VUL1 F 0 A_PlaySound("Distant/pistol",CHAN_BODY)
	VUL1 F 0 A_AlertMonsters
    VUL1 F 5 bright  A_CustomMissile("BulletTracerSmall", 32, 12, random(-9, 9), CMF_OFFSETPITCH, random(-1, 1))
	VUL1 E 10 A_facetarget
	VUL1 F 0 A_PlaySound("weapons/glock",CHAN_WEAPON)
	VUL1 F 0 A_PlaySound("Distant/pistol",CHAN_BODY)
	VUL1 F 5 bright  A_customMissile("BulletTracerSmall", 32, 12, random(-9, 9), CMF_OFFSETPITCH, random(-1, 1))
	VUL1 F 0 A_AlertMonsters
	VUL1 E 5
    Goto see
  Pain:
    VUL1 G 4
    VUL1 H 4 A_Pain
    Goto See
  Pain.wendigo:
    VUL1 A 0
	goto see
  BURN:                
    VUL1 G 1 A_PlaySound("special/firedeath", CHAN_VOICE)
	POSS A 0 A_radiusgive("goonfear",512,0,8)
    POSS A 0 A_HideThing
    POSS A 0 A_Fall
    POSS A 0 A_SpawnItem("BurnDeathHuman",1,0,0)
    POSS A -1
    Stop
  Death:
    VUL1 G 4 A_Scream
    VUL1 H 5 A_radiusgive("goonfear",512,0,4)
    VUL1 I 4 A_AlertMonsters(150)
    VUL1 J 4 A_NoBlocking
    VUL1 K 3
    VUL1 L -1
    Stop
  XDeath.fire:
  XDeath:
    VUL1 M 3 A_PlaySound("Special/Gibdeath", CHAN_BODY)
	VUL1 M 3 A_PlaySound("goon/explode", CHAN_VOICE)
	VUL1 NNNN 0 A_SpawnDebris("FlyingBlood",1)
    VUL1 N 4 A_SpawnDebris("FlyingGibOffal",1)
	VUL1 NN 0 A_SpawnDebris("FlyingBlood",1)
	VUL1 N 0 A_SpawnDebris("FlyingGibArm",1)
	VUL1 N 0 A_SpawnDebris("FlyingGibEntrails",1)
	VUL1 N 0 A_SpawnDebris("FlyingGibRib",1)
    VUL1 O 4 A_NoBlocking
	VUL1 NNN 0 A_SpawnDebris("FlyingBlood",1)
    VUL1 PQRST 4
    VUL1 U -1
    Stop
  }
}
Actor ThugTalkative: PistolThug replaces MarinePistol
{
States
  {
    Spawn:
    VUL1 V 10 
    Loop
}
}
Actor ThugTalkative2: PistolThug replaces Marineberserk
{
States
  {
    Spawn:
    VUL1 V 10 
    Loop
}
}
Actor ThugTalkative3: PistolThug replaces MarineFist
{
States
  {
    Spawn:
    VUL1 V 10 
    Loop
}
}
Actor DeadThug : PistolThug replaces Deadzombieman 
{
		Skip_Super
		DropItem "None"
		scale 0.75
	States
	{
	Spawn:
		Goto Super::Death+4
	}
}
Actor GibbedThug : PistolThug replaces Gibbedmarine
{
    Skip_Super
	DropItem "None"
	States
	{
	Spawn:
		Goto Super::XDeath+4
	}
}
Actor SearchlightEffect
{
 +NOBLOCKMAP
  +NOGRAVITY
  +FLOORHUGGER
  +NOBLOCKMAP
  +NOCLIP
  radius 4
  height 16
   States
  {
  Spawn:
    TNT1 A 3 
	TNT1 A 0 A_checkproximity("alert","playerpawn",96,1,CPXF_ANCESTOR)
    loop
  Alert:
    TNT1 A 0
    TNT1 A 10 ACS_EXECUTE(7,0)
	stop
  }
}
ACTOR SearchlightGlow : actor
{
  +NOBLOCKMAP
  +NOGRAVITY
  +ALLOWPARTICLES
  +RANDOMIZE
  +PUFFONACTORS
  +BLOODLESSIMPACT
	 States
  {
  Spawn:
    TNT1 A 6 
    stop
  }
}
ACTOR SearchlightThug: pistolthug
{
  Health 10
  Radius 15
  Height 58
  mass 80
  Speed 0
  species human
  PainChance 256
  Monster
  +FLOORCLIP
  +NOINFIGHTSPECIES
  +missilemore
  scale 0.8
  Decal ""
  SeeSound "vulture/sight"
  PainSound "goon/pain"
  DeathSound "goon/death"
  Obituary "%o was somehow blinded to death by a vulture searchlight... guess they were a vampire, I dunno"
  DropItem "NinemilAmmo"
  States
  {
  Spawn:
    VSLG A 10 bright A_turretlook
    Loop
  //Switching
  See:
    VSLG A 0 ACS_EXECUTE(6,0)
	VSLG A 0 ACS_EXECUTE(7,0)
	VSLG A 0 A_ALERTMONSTERS
    VSLG A 1 bright A_CustomBulletAttack(0,0,1,0,"searchlightglow",2048,CBAF_AIMFACING|CBAF_NORANDOM)
	VSLG A 0 
	goto missile
   Idle:
    VSLG A 10 bright A_Look
    Loop
  Missile:
    VSLG A 0 bright A_FaceTarget
	VSLG A 0 bright A_alertmonsters
	VSLG A 1 bright A_CustomBulletAttack(0,0,1,0,"searchlightglow",2048,CBAF_NORANDOM)
	VSLG A 1 bright A_CustomBulletAttack(0,0,1,0,"searchlightglow",2048,CBAF_NORANDOM)
	VSLG A 1 bright A_CustomBulletAttack(0,0,1,0,"searchlightglow",2048,CBAF_NORANDOM)
	VSLG A 1 bright A_CustomBulletAttack(0,0,1,0,"searchlightglow",2048,CBAF_NORANDOM)
    Goto missile
  Pain:
    VSLG A 0
    Goto See
  BURN:                
    VUL1 G 1 A_PlaySound("special/firedeath", CHAN_VOICE)
	POSS A 0 A_radiusgive("goonfear",512,0,8)
    POSS A 0 A_HideThing
    POSS A 0 A_Fall
    POSS A 0 A_SpawnItem("BurnDeathHuman",1,0,0)
    POSS A -1
    Stop
  Death:
    VUL1 G 4 A_Scream
    VUL1 H 5 A_radiusgive("goonfear",512,0,4)
    VUL1 I 4 A_AlertMonsters(150)
    VUL1 J 4 A_NoBlocking
    VUL1 K 3
    VUL1 L -1
    Stop
  XDeath.fire:
  XDeath:
    VUL1 M 3 A_PlaySound("Special/Gibdeath", CHAN_BODY)
	VUL1 M 3 A_PlaySound("goon/explode", CHAN_VOICE)
	VUL1 NNNN 0 A_SpawnDebris("FlyingBlood",1)
    VUL1 N 4 A_SpawnDebris("FlyingGibOffal",1)
	VUL1 NN 0 A_SpawnDebris("FlyingBlood",1)
	VUL1 N 0 A_SpawnDebris("FlyingGibArm",1)
	VUL1 N 0 A_SpawnDebris("FlyingGibEntrails",1)
	VUL1 N 0 A_SpawnDebris("FlyingGibRib",1)
    VUL1 O 4 A_NoBlocking
	VUL1 NNN 0 A_SpawnDebris("FlyingBlood",1)
    VUL1 PQRST 4
    VUL1 U -1
    Stop
  }
}
ACTOR ScaredShitlessThug: actor
{
  Health 30
  Radius 15
  Height 58
  mass 80
  Speed 8
  species human
  PainChance 256
  damagefactor "wendigo",0.0
  painchance "wendigo",256
  Monster
  +FLOORCLIP
  +NOINFIGHTSPECIES
  +missilemore
  +avoidmelee
  scale 0.8
  Decal "BulletChip"
  SeeSound "vulture/run"
  PainSound "goon/pain"
  DeathSound "goon/death"
  Obituary "%o was shot down by a Vulture Thug."
  DropItem "NinemilAmmo"
  States
  {
  Spawn:
    VUL1 E 10 A_Look
    Loop
  //Switching
  See:
	VUL1 A 0 A_jump(246,2)
	VUL1 A 0 A_PlaySound("Vulture/run",CHAN_VOICE)
	VUL1 ABCDABCDABCD 3 A_Chase
	VUL1 A 0 A_jump(192,"scaredsee")
	VUL1 D 0 A_checksight("idlereset")
	goto see
  IdleReset:
    VUL1 E 0 A_facetarget
    VUL1 E 0 A_cleartarget
   Idle:
    VUL1 E 10 A_Look
    Loop
  Missile:
    VUL1 W 10 A_FaceTarget
	VUL1 E 0 A_FaceTarget
    VUL1 E 10 Fast
	VUL1 E 0 A_FaceTarget
	VUL1 F 0 A_PlaySound("weapons/glock",CHAN_WEAPON)
	VUL1 F 0 A_PlaySound("Distant/pistol",CHAN_BODY)
	VUL1 F 0 A_AlertMonsters
    VUL1 F 5 bright  A_CustomMissile("BulletTracerSmall", 32, 12, random(-9, 9), CMF_OFFSETPITCH, random(-1, 1))
	VUL1 E 10 A_facetarget
	VUL1 F 0 A_PlaySound("weapons/glock",CHAN_WEAPON)
	VUL1 F 0 A_PlaySound("Distant/pistol",CHAN_BODY)
	VUL1 F 5 bright  A_customMissile("BulletTracerSmall", 32, 12, random(-9, 9), CMF_OFFSETPITCH, random(-1, 1))
	VUL1 F 0 A_AlertMonsters
	VUL1 E 5
    Goto see
  Pain:
    VUL1 G 4
    VUL1 H 4 A_Pain
    Goto See
  Pain.wendigo:
    VUL1 A 0
	goto see
  BURN:                
    VUL1 G 1 A_PlaySound("special/firedeath", CHAN_VOICE)
	POSS A 0 A_radiusgive("goonfear",512,0,8)
    POSS A 0 A_HideThing
    POSS A 0 A_Fall
    POSS A 0 A_SpawnItem("BurnDeathHuman",1,0,0)
    POSS A -1
    Stop
  Death:
    VUL1 G 4 A_Scream
    VUL1 H 5 A_radiusgive("goonfear",512,0,4)
    VUL1 I 4 A_AlertMonsters(150)
    VUL1 J 4 A_NoBlocking
    VUL1 K 3
    VUL1 L -1
    Stop
  XDeath.fire:
  XDeath:
    VUL1 M 3 A_PlaySound("Special/Gibdeath", CHAN_BODY)
	VUL1 M 3 A_PlaySound("goon/explode", CHAN_VOICE)
	VUL1 NNNN 0 A_SpawnDebris("FlyingBlood",1)
    VUL1 N 4 A_SpawnDebris("FlyingGibOffal",1)
	VUL1 NN 0 A_SpawnDebris("FlyingBlood",1)
	VUL1 N 0 A_SpawnDebris("FlyingGibArm",1)
	VUL1 N 0 A_SpawnDebris("FlyingGibEntrails",1)
	VUL1 N 0 A_SpawnDebris("FlyingGibRib",1)
    VUL1 O 4 A_NoBlocking
	VUL1 NNN 0 A_SpawnDebris("FlyingBlood",1)
    VUL1 PQRST 4
    VUL1 U -1
    Stop
  }
}
ACTOR shotgunthug: pistolthug replaces Shotgunguy
{
  Health 40
  Mass 100
  Speed 10
  PainChance 256
  Monster
  Decal "BulletChip"
  SeeSound "vulture/sight"
  PainSound "goon/pain"
  DeathSound "goon/death"
  Obituary "%o was blasted by a Vulture Outlaw."
  DropItem "Shotgunammo"
  States
  {
  Spawn:
    VUL3 v 10 A_Look
    Loop
  //Switching
  See:
    VUL3 A 0 A_AlertMonsters(150)
    VUL3 A 0 A_ChangeFlag("MissileEvenMore", 0)
	VUL3 A 0 A_TakeInventory("GoonRally", 1)
	VUL3 A 0 A_TakeInventory("GoonWimp", 1)
	VUL3 A 0 A_TakeInventory("GoonScared", 1)
	VUL3 A 0 A_JumpIfHealthLower(5, "ScaredSwitch")
	VUL3 A 0 A_JumpIfInventory("GoonFear", 15, "ScaredSwitch")
    VUL3 A 0 A_JumpIfInventory("GoonOrder", 1, "WanderSwitch")
	//Normal Mode
	VUL3 AABBCCDD 3 A_Chase
	VUL3 A 0 A_checksight("ambushsee")
	VUL3 A 0 A_CheckProximity("AggressiveSwitch","pistolthug",256.0,2,CPXF_ANCESTOR)
	loop
	 //Aggressive Mode
  AggressiveSwitch:
    VUL3 A 0 A_ChangeFlag("MissileEvenMore", 1)
    Goto AggressiveSee
  AggressiveSee:
	VUL3 AABBCCDD 3 A_Chase
	VUL3 A 0 A_JumpIfHealthLower(10, "See")
	VUL3 A 0 A_checksight("see")
    Loop
  //Search Mode
  WanderSwitch:
    VUL3 A 0 A_ClearTarget
    Goto WanderSee
	WanderSee:
	VUL3 A 0 A_jump(220,2)
	VUL3 A 0 A_PlaySound("goon/orders",CHAN_VOICE)
    VUL3 A 3 A_Wander
    VUL3 A 0 A_LookEx(10, 0, 0, 0, 360, "See")
    VUL3 A 3 A_Wander
    VUL3 A 0 A_LookEx(10, 0, 0, 0, 360, "See")
    VUL3 B 3 A_Wander
    VUL3 A 0 A_LookEx(10, 0, 0, 0, 360, "See")
	VUL3 B 3 A_Wander
    VUL3 A 0 A_LookEx(10, 0, 0, 0, 360, "See")
	VUL3 C 3 A_Wander
    VUL3 A 0 A_LookEx(10, 0, 0, 0, 360, "See")
	VUL3 C 3 A_Wander
    VUL3 A 0 A_LookEx(10, 0, 0, 0, 360, "See")
	VUL3 D 3 A_Wander
    VUL3 A 0 A_LookEx(10, 0, 0, 0, 360, "See")
	VUL3 D 3 A_Wander
    VUL3 A 0 A_LookEx(10, 0, 0, 0, 360, "See")
	loop
	//Ambush mode
	AmbushSee:
	VUL3 A 0 A_jump(240,2)
	VUL3 A 0 A_PlaySound("goon/orders",CHAN_VOICE)
	VUL3 AABBCCD 3 A_Chase
	VUL3 D 3 A_jump(32,"waitsee")
    loop
	Waitsee: 
	VUL3 E 10 A_sentinelrefire
	VUL3 E 0 A_jump(32,"Ambushsee")
	VUL3 E 0 A_checksight("waitsee")
	goto missile+1
   //Scared Mode
   Scaredswitch:
    VUL3 A 0 A_ChangeFlag("Frightened", 1)
    Goto ScaredSee
	Scaredsee:
	VUL3 A 0 A_jump(246,2)
	VUL3 A 0 A_PlaySound("Vulture/run",CHAN_VOICE)
	VUL3 ABCDABCDABCD 3 A_Chase
	VUL3 A 0 A_jump(128,"scaredsee")
	VUL3 D 0 A_checksight("idlereset")
	goto see
  IdleReset:
    VUL3 E 0 A_facetarget
    VUL3 E 0 A_cleartarget
   Idle:
    VUL3 E 10 A_Look
    Loop
  Missile:
    VUL3 E 10 Fast A_FaceTarget
	VUL3 E 0 A_FaceTarget
	VUL3 E 10 A_FaceTarget
	VUL3 F 1 bright A_customMissile("BulletTracerSmall", 32, 12, random(-9, 9), CMF_OFFSETPITCH, random(-1, 1))
	VUL3 FFF 0 A_customMissile("BulletTracerSmall", 32, 12, random(-9, 9), CMF_OFFSETPITCH, random(-1, 1))
    VUL3 F 0 bright A_PlaySound ("weapons/grizlygun", CHAN_WEAPON)
	VUL1 F 0 A_PlaySound("Distant/shotgun",CHAN_BODY)
	VUL3 F 0 A_AlertMonsters
    VUL3 F 9 bright A_customMissile("BulletTracerSmall", 32, 0, random(-6, 6), 1, random(-4, 4))
    VUL3 w 20 A_PlaySound ("weapons/SHOTGR", CHAN_item)
    Goto See
  Pain:
    VUL3 G 4
    VUL3 G 4 A_Pain
    Goto See
  BURN:                
    VUL3 M 1 A_PlaySound("special/firedeath", CHAN_VOICE)
	VUL3 A 0 A_radiusgive("goonfear",1024,0,8)
    VUL3 A 0 A_HideThing
    VUL3 A 0 A_Fall
    VUL3 A 0 A_SpawnItem("BurnDeathHuman",1,0,0)
    VUL3 A -1
    Stop
  Death:
    VUL3 G 6 A_Scream
    VUL3 H 6 A_radiusgive("goonfear",512,0,2)
    VUL3 I 7 A_AlertMonsters(256)
    VUL3 J 5 A_NoBlocking
    VUL3 K 5
    VUL3 L -1
    Stop
  Xdeath.fire:
  XDeath:
    VUL3 M 3 A_PlaySound("Special/Gibdeath", CHAN_BODY)
	VUL3 M 3 A_PlaySound("goon/explode", CHAN_VOICE)
	VUL3 A 0 A_radiusgive("goonfear",1024,0,8)
	VUL3 NNNN 0 A_SpawnDebris("FlyingBlood",1)
    VUL3 N 4 A_SpawnDebris("FlyingGibOffal",1)
	VUL3 NN 0 A_SpawnDebris("FlyingBlood",1)
	VUL3 N 0 A_SpawnDebris("FlyingGibArm",1)
	VUL3 N 0 A_SpawnDebris("FlyingGibEntrails",1)
	VUL3 N 0 A_SpawnDebris("FlyingGibRib",1)
    VUL3 O 4 A_NoBlocking
	VUL3 NNN 0 A_SpawnDebris("FlyingBlood",1)
    VUL3 PQRST 4
    VUL3 U -1
    Stop
  }
}
Actor BanditTalkative: ShotgunThug replaces MarineShotgun
{
States
  {
    Spawn:
    VUL3 V 10 
    Loop
}
}
Actor DeadBandit : shotgunthug replaces Deadshotgunguy
{
		Skip_Super
		DropItem "None"
		scale 0.75
	States
	{
	Spawn:
		Goto Super::Death+4
	}
}
Actor GibbedBandit : ShotgunThug replaces Gibbedmarineextra
{
    Skip_Super
	DropItem "None"
	States
	{
	Spawn:
		Goto Super::XDeath+4
	}
}
ACTOR Pitfiend: actor replaces DoomImp 
{
  Health 60
  Radius 16
  Height 35
  Mass 80
  Speed 10
  scale 0.8
  PainChance 220
   damagefactor "wendigo",0.0
  painchance "wendigo",256
  Monster
  +FLOORCLIP
  +NEVERFAST
  SeeSound "fiend/sight"
  PainSound "fiend/pain"
  DeathSound "fiend/death"
  ActiveSound "fiend/active"
  Obituary "%o was slimed by a pitfiend."
  HitObituary "%o was thrown to the pitfiends."
  States
  {
  Spawn:
    TROO D 5 A_Look
    Loop
  See:
    TROO A 0 A_AlertMonsters(150)
    TROO AABBCCDD 2 A_Chase
    Loop
  Melee:
  Missile:
    TROO EF 8 A_FaceTarget
    TROO G 10 A_CustomComboAttack("FiendSpit", 20, 3 * random(1, 8), "fiend/claw")
    Goto See
  Pain:
    TROO H 3 A_Pain
    TROO H 3 
    Goto See
  Pain.Wendigo:
    TROO H 0
	goto see
  Death:
    TROO H 6 A_Scream
    TROO I 7
    TROO J 7 
    TROO K 6 A_AlertMonsters(256)
    TROO L 6 A_NoBlocking
	TROO V 6
    TROO M -1
    Stop
  XDeath:
    TROO N 5 A_PlaySound("Special/Gibdeath")
	TROO NNNN 0 A_SpawnDebris("FlyingBlood",1)
    TROO O 5 A_SpawnDebris("FlyingGibOffal",1)
	TROO NNNN 0 A_SpawnDebris("FlyingBlood",1)
	TROO N 0 A_SpawnDebris("FlyingGibOffal",1)
	TROO N 0 A_SpawnDebris("FlyingGibEntrails",1)
	TROO N 0 A_SpawnDebris("FlyingGibOffal",1)
    TROO P 4 A_NoBlocking
	TROO NNN 0 A_SpawnDebris("FlyingBlood",1)
    TROO QRST 4
    TROO U -1
    Stop
  Raise:
    TROO MLKJI 8
    Goto See
  }
}
ACTOR DeadPitFiend : PitFiend replaces DeadDoomImp
{
  Skip_Super
  scale 0.8
  States
  {
  Spawn:
    Goto Super::Death+6
  }
}
ACTOR ScabbieSavage: actor replaces demon
{
  Health 100
  PainChance 180
   damagefactor "wendigo",0.0
  painchance "wendigo",256
  Speed 12
  Radius 20
  Height 56
  maxtargetrange 64
  Mass 200
  scale 0.8
  Monster
  +FLOORCLIP
  SeeSound "cannibal/sight"
  AttackSound "weapons/crowbarswing"
  PainSound "cannibal/pain"
  DeathSound "cannibal/death"
  ActiveSound "cannibal/active"
  Obituary "%o was beat down by a savage cannibal."
  States
  {
  Spawn:
    SARG V 10 A_Look
    Loop
  See:
    SARG AABB 2 Fast A_Chase
	SARG A 0 A_jumpifcloser(96,"Charge")
	SARG A 0 A_AlertMonsters(192)
	SARG CCDD 2 Fast A_Chase
	SARG A 0 A_jumpifcloser(96,"Charge")
    Loop
  Melee:
    SARG EEEEEE 1 Fast 
    {
        A_FaceTarget;
        A_TakeInventory("Token_Parry", 999);
    }
    SARG FFFFF 1 Fast 
    {
        A_FaceTarget;
        A_TakeInventory("Token_Parry", 999);
    }
    SARG F 1 Fast 
    {
        A_FaceTarget;
    }
    SARG F 0 A_JumpIfInventory("Token_Parry", 1, "ParryStun")
    SARG G 8 Fast A_CustomMeleeAttack(random(2,4)*5, "weapons/crowbarhit")
    Goto See
  Charge:
    SARG WWWWWW 1
    {
        A_FaceTarget;
        A_TakeInventory("Token_Parry", 999);
    }
	SARG X 0 A_playsound("weapons/crowbarswing",CHAN_7,1.0)
    TNT1 A 0 A_recoil(-4)
	SARG XXX 1 
    {
        A_TakeInventory("Token_Parry", 999);
    }
    TNT1 A 0 A_recoil(-4)
	SARG XX 1 
    {
        A_TakeInventory("Token_Parry", 999);
    }
	SARG X 1 
    SARG F 0 A_JumpIfInventory("Token_Parry", 1, "ParryStun")
	SARG Y 5 A_CustomMeleeAttack(random(2,4)*5, "weapons/crowbarhit")
	SARG Z 7 
	goto see
  Pain:
    SARG H 6 Fast A_Pain
    SARG H 2 Fast
    Goto See
  ParryStun:
    TNT1 A 0 A_Stop
    TNT1 A 0 A_PlaySound("effect/crowbar/parrysfx", CHAN_AUTO, 1.0, false, 0.25)
    TNT1 A 0 A_PlaySound("effect/crowbar/parrybass", CHAN_AUTO, 1.0, false, 0.25)
    TNT1 A 0 A_PlaySound("bullet/ricochet", CHAN_AUTO, 0.75, false, 0.35)
    TNT1 A 0 A_CustomMissile("Effect_ParrySparkSpawner", 44, 0)
    TNT1 A 0 A_CustomMissile("Effect_Parry_Circle_Spawner", 32, 0)
    TNT1 A 0 A_ChangeFlag(NOPAIN, 1)
    TNT1 A 0 A_TakeInventory("Token_Parry", 999)
    SARG G 3 Fast
	SARG H 16 Fast A_Pain
    SARG H 57 Fast
    TNT1 A 0 A_ChangeFlag(NOPAIN, 0)
    Goto See
  Pain.Wendigo:
    SARG H 0
	goto see
  Death:
    SARG I 8
    SARG J 8 A_Scream
    SARG K 4
    SARG L 4 A_NoBlocking
    SARG M 4
    SARG N -1
    Stop
  BURN:
    MUFR A 4 A_PlaySound("cannibal/fire")
	MUFR BCDEFGH 4 bright
	MUFR E 4 bright A_NoBlocking
	MUFR FGHEFGH 4 bright
	MUFR IJLKMN 4 bright
	MUFR O -1
	stop
  Xdeath:
    SARG J 6  A_PlaySound("Special/Gibdeath")
	SARG OOO 0 A_SpawnDebris("FlyingBlood",1)
	SARG O 0 A_NoBlocking
    SARG O 5 A_SpawnDebris("FlyingGibOffal",1)
	SARG P 5 A_SpawnDebris("FlyingGibOffal",1)
	SARG Q 4  A_SpawnDebris("FlyingGibEntrails",1)
	SARG R 4 A_SpawnDebris("FlyingBlood",1)
	SARG S 4 A_SpawnDebris("FlyingBlood",1)
	SARG T 4 A_SpawnDebris("FlyingBlood",1)
	SARG U -1
	stop
  }
}
ACTOR CannibalGladiator: ScabbieSavage
{
  Health 500
  PainChance 64
   damagefactor "wendigo",0.0
  painchance "wendigo",256
  Speed 25
  Radius 20
  Height 56
  maxtargetrange 64
  meleerange 64
  meleethreshold 64
  Mass 270
  scale 0.8
  Monster
  +FLOORCLIP
  SeeSound "Gladiator/sight"
  AttackSound "Gladiator/attack"
  PainSound "Gladiator/pain"
  DeathSound "Gladiator/death"
  ActiveSound "Gladiator/active"
  States
  {
  Spawn:
    CGLD V 10 A_Look
    Loop
   See:
    CGLD AA 2 Fast A_Chase
	CGLD BB 2 Fast A_Chase
	CGLD A 0 A_jumpifcloser(96,"Charge")
    CGLD A 0 A_PlaySound("MutantStomp", CHAN_AUTO, 0.9, false, 0.74)
	CGLD A 0 A_stop
	CGLD CC 2 Fast A_Chase
	CGLD DD 2 Fast A_Chase
	CGLD A 0 A_jumpifcloser(96,"Charge")
    TNT1 A 0 A_PlaySound("MutantStomp", CHAN_AUTO, 0.9, false, 0.74)
	CGLD A 0 A_stop
    Loop
  Melee:
    CGLD E 0 A_stop
    CGLD EEEFFFFFF 1 Fast 
    {
        A_FaceTarget;
        A_TakeInventory("Token_Parry", 999);
    }
	CGLD GG 1 
    {
        A_FaceTarget;
        A_TakeInventory("Token_Parry", 999);
    }
	CGLD G 1 
    {
        A_FaceTarget;
    }
    SARG F 0 A_JumpIfInventory("Token_Parry", 1, "ParryStun")
    CGLD H 2 Fast 
    {
	    A_playsound("croham/gotcha",CHAN_BODY,1.0);
        A_explode(25,128,XF_NOTMISSILE|XF_NOSPLASH|XF_THRUSTZ|XF_CIRCULAR,true,128,0,0,"CROHAMpuff");
        A_blast(BF_DONTWARN,64,96);
    }
	CGLD H 8 Fast
    Goto See
  Charge:
    CGLD E 0 A_stop
    CGLD EEE 1
    {
        A_FaceTarget;
        A_TakeInventory("Token_Parry", 999);
    }
	CGLD X 0 A_playsound("CroHam/swing1",CHAN_7,1.0)
    TNT1 A 0 A_recoil(-3)
	CGLD FFF 1
    {
        A_FaceTarget;
        A_TakeInventory("Token_Parry", 999);
    }
    TNT1 A 0 A_recoil(-3)
	CGLD FFF 1
    {
        A_FaceTarget;
        A_TakeInventory("Token_Parry", 999);
    }
    TNT1 A 0 A_recoil(-3)
	CGLD GG 1
    {
        A_FaceTarget;
        A_TakeInventory("Token_Parry", 999);
    }
	CGLD G 1
    {
        A_FaceTarget;
    }
    SARG F 0 A_JumpIfInventory("Token_Parry", 1, "ParryStun")
	CGLD H 2
    {
	    A_playsound("croham/gotcha",CHAN_BODY,1.0);
        A_explode(25,128,XF_NOTMISSILE|XF_NOSPLASH|XF_THRUSTZ|XF_CIRCULAR,true,128,0,0,"CROHAMpuff");
        A_blast(BF_DONTWARN,64,96);
    }
	CGLD H 8 
	goto see
  Pain:
    CGLD I 4 Fast A_Pain
    CGLD E 4 Fast
	CGLD I 4 Fast
    Goto See
  ParryStun:
    TNT1 A 0 A_Stop
    TNT1 A 0 A_PlaySound("effect/crowbar/parrysfx", CHAN_AUTO, 1.0, false, 0.25)
    TNT1 A 0 A_PlaySound("effect/crowbar/parrybass", CHAN_AUTO, 1.0, false, 0.25)
    TNT1 A 0 A_PlaySound("bullet/ricochet", CHAN_AUTO, 0.75, false, 0.35)
    TNT1 A 0 A_CustomMissile("Effect_ParrySparkSpawner", 44, 0)
    TNT1 A 0 A_CustomMissile("Effect_Parry_Circle_Spawner", 32, 0)
    TNT1 A 0 A_ChangeFlag(NOPAIN, 1)
    TNT1 A 0 A_TakeInventory("Token_Parry", 999)
    CGLD H 3 Fast
	CGLD E 16 Fast A_Pain
    CGLD E 57 Fast
    TNT1 A 0 A_ChangeFlag(NOPAIN, 0)
    Goto See
  Pain.wendigo:
    CGLD I 0
	goto see
  Death:
    CGLD I 6
    CGLD J 8 A_Scream
    CGLD K 6
    CGLD L 5 A_NoBlocking
    CGLD MNO 4
    CGLD P -1
    Stop
  }
}
ACTOR BurnDeathHuman
{
    Radius 16
    Height 56
    Speed 15
    Scale 1
    +RANDOMIZE
    +DONTSPLASH
    +FLOORCLIP
    +LOOKALLAROUND
	-COUNTKILL
    damagetype Fire
    Obituary "%o was near someone in flames."
    States
    {
    Spawn:
    FDTH A 4  bright 
	FDTH BCDEABCDEABCDEABCDE 4 bright A_Wander
	goto death
	death:
	FDTH A 5 bright A_NoBlocking
	FDTH FGHIJKLMN 5 bright
	FDTH O 5
	FDTH P -1
	}}
Actor Gasbag: actor replaces LostSoul
{
  Health 80
  Radius 16
  Height 50
  Mass 80
  Speed 1
  Damage 0
  PainChance 128
  damagefactor "wendigo",0.0
  painchance "wendigo",256
  scale 0.6
  Monster
  bloodcolor Darkgreen
  damagetype Spores
  +FLOAT
  +NOGRAVITY
  +MISSILEMORE
  PainSound "gasbag/pain"
  DeathSound "gasbag/death"
  Obituary "%o became a gasbag colony."
  States
  {
  Spawn:
    GBAG A 0 A_playsound("gasbag/active",CHAN_BODY)
	GBAG A 0 A_Stop //Breath
    GBAG A 5 A_Wander
	GBAG A 0 A_LookEx(LOF_NOSOUNDCHECK, 0, 256, 0, 0, "see")
	GBAG B 5 A_wander
	GBAG B 0 A_LookEx(LOF_NOSOUNDCHECK, 0, 256, 0, 0, "see")
	GBAG C 0 A_RECOIL(-1) //floaty movement
	GBAG C 5 A_wander
	GBAG C 0 A_LookEx(LOF_NOSOUNDCHECK, 0, 256, 0, 0, "see")
	GBAG C 5 A_wander
	GBAG C 0 A_LookEx(LOF_NOSOUNDCHECK, 0, 256, 0, 0, "see")
	GBAG B 5 A_wander
	GBAG B 0 A_LookEx(LOF_NOSOUNDCHECK, 0, 256, 0, 0, "see")
    Loop
  See:
    GBAG A 0 A_playsound("gasbag/active",CHAN_BODY)
    GBAG D 0 A_PlaySound("Gasbag/sight",CHAN_VOICE)
    GBAG DEFFF 5 A_FACETARGET
  chase:
    GBAG A 0 A_playsound("gasbag/active",CHAN_BODY)
	GBAG A 0 A_Stop //Breathe
    GBAG GHFF 4 A_Chase
	GBAG F 4 A_RECOIL(-2)
	GBAG F 4 A_CHASE
    Loop
  Missile:
    GBAG F 4 A_PlaySound ("gasbag/attack")
    GBAG FGH 4 A_FaceTarget
	GBAG H 2 A_Recoil (-1)
	GBAG A 0 A_JumpIfCloser(56, "Melee")
	GBAG H 0 A_FaceTarget
	GBAG H 2 A_Recoil (-2)
	GBAG A 0 A_JumpIfCloser(56, "Melee")
	GBAG H 0 A_FaceTarget
	GBAG H 2 A_Recoil (-2)
	GBAG A 0 A_JumpIfCloser(56, "Melee")
	GBAG H 0 A_FaceTarget
	GBAG H 2 A_Recoil (-3)
	GBAG A 0 A_JumpIfCloser(56, "Melee")
	GBAG H 0 A_FaceTarget
	GBAG H 2 A_Recoil (-3)
	GBAG A 0 A_JumpIfCloser(56, "Melee")
	GBAG H 0 A_FaceTarget
	GBAG H 2 A_Recoil (-2)
	GBAG A 0 A_JumpIfCloser(56, "Melee")
	GBAG H 0 A_FaceTarget
	GBAG H 2 A_Recoil (-2)
	GBAG A 0 A_JumpIfCloser(56, "Melee")
	GBAG H 0 A_FaceTarget
	GBAG G 2 A_Recoil (-1)
	GBAG A 0 A_JumpIfCloser(56, "Melee")
	GBAG H 0 A_FaceTarget
	GBAG G 2 A_Recoil (-1)
	GBAG A 0 A_JumpIfCloser(56, "Melee")
	GBAG H 0 A_FaceTarget
	GBAG G 2 A_Recoil (-1)
	GBAG A 0 A_JumpIfCloser(56, "Melee")
	GBAG H 0 A_FaceTarget
    GBAG F 2 A_Recoil (-1)
	GBAG A 0 A_JumpIfCloser(56, "Melee")
    GBAG F 2 A_Recoil (-1)
	GBAG A 0 A_JumpIfCloser(56, "Melee")
    Goto chase
   Melee:
    GBAG F 0 A_ChangeFlag("NOPAIN", TRUE)
    GBAG F 3 A_PlaySound ("gasbag/attack")
    GBAG IJK 3
	GBAG K 3 A_Die
    stop
  Pain:
    GBAG E 4 A_Pain
    GBAG D 4
	GBAG E 4
    Goto chase
  Pain.wendigo:
    GBAG E 0
	goto see
  Death:
    GBAG L 2  A_Scream
    GBAG M 2 A_SpawnItemEX("BursterBlood", 0, 0, 0, random (4, 12), 0, random (4, 12), random(0, 360))
	GBAG M 0 A_SpawnItem("bursterMist", 0, 40)
	GBAG MMMMMMMMMMM 0  A_SpawnItemEX("BursterBlood", 0, 0, 0, random (4, 12), 0, random (4, 12), random(0, 360))
    GBAG N 4 A_Explode(50, 128, XF_NOTMISSILE,true,true) 
    GBAG O 4  
    GBAG P 4
    GBAG Q 4
    GBAG R 4 A_SetFloorClip
	GBAG S -1 A_NoBlocking
	stop
  }
}
ACTOR Lurker: actor replaces Spectre
{
  Health 120
  PainChance 180
  Speed 15
  Radius 30
  Height 56
  MaxTargetRange 64
  damagefactor "wendigo",0.0
  painchance "wendigo",256
  Mass 300
  Monster
  scale 0.8
  +FLOORCLIP
  +INVULNERABLE
  +THRUSPECIES
  +DROPOFF
  maxdropoffheight 128
  SeeSound "lurker/sight"
  AttackSound "lurker/attack"
  PainSound "lurker/pain"
  DeathSound "lurker/death"
  ActiveSound "lurker/active"
  Obituary "%o was torn to shreds by a Trash Hag."
  States
  {
  Spawn:
    LRKA A 10 A_Look
    Loop
  Idle:
    LURK V 10 A_Look
    Loop
  See:
    LRKA A 2
	LRKA B 3 A_PlaySound("lurker/crash", CHAN_BODY)
	LRKA C 3 A_UnSetInvulnerable
	LRKA D 3 
	LRKA E 5
	LURK V 4
  Chase:
    LURK AABBCCDD 2 Fast A_Chase
	LURK D 0 A_JumpIfCloser(192,2)
	LURK D 0 A_JUMP(192,1)
	goto JUMP
	LURK D 0
    Loop
   Jump:
    LURK S 5 A_facetarget
	LURK S 0 A_PlaySound("lurker/jump")
	LURK T 3 A_ChangeVelocity(0, 0, 18, CVF_RELATIVE)
	LURK T 2
	LURK T 1 A_ChangeVelocity(12, 0, 6, CVF_RELATIVE)
	LURK T 3 A_CheckFloor("land")
	LURK U 4 A_CheckFloor("Land")
	LURK U 1 A_CheckFloor("Land")
	goto jump+5
   Land:
    LURK S 7 
	goto chase
  Melee:
    LURK F 6  A_facetarget
	LURK E 0  A_recoil(-2)
    LURK E 3  A_FaceTarget
    LURK G 4  A_CustomMeleeAttack(random(6, 12))
	LURK H 3  A_facetarget
	LURK E 0  A_recoil(-2)
	LURK I 3  A_facetarget
	LURK J 4  A_CustomMeleeAttack(random(6, 12))
	LURK F 3  A_facetarget
    Goto chase
  Pain:
    LURK K 3 Fast  A_Pain
    LURK V 4 Fast
    Goto chase
   Pain.Wendigo:
    LURK V 0
	goto see
  Death:
    LURK L 6 A_Scream
    LURK M 4 A_PlaySound("lurker/crash", CHAN_BODY)
    LURK N 4 A_NoBlocking
    LURK O -1
    Stop
  }
}
ACTOR Haunt: actor replaces Cacodemon
{
  Health 400
  Radius 18
  Height 56
  Mass 600
  Speed 5
  PainChance 128
  damagefactor "wendigo",0.0
  painchance "wendigo",0
  Monster
  +FLOAT
  +NOGRAVITY
  +STEALTH
  +MISSILEMORE
  stealthalpha 0.5
  SeeSound "haunt/sight"
  PainSound "haunt/pain"
  DeathSound "haunt/death"
  ActiveSound "haunt/idle"
  AttackSound "haunt/attack"
  Obituary "%o died from cerebral hemorrhage."
  scale 0.8
  States
  {
  Spawn:
    GHST ABCD 6 A_Look
    Loop
  See:
    GHST A 4 A_CHASE
	GHST A 0 A_SpawnItemEX("HauntAfterImage", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERPOINTERS)
	GHST B 4 A_Chase
	GHST A 0 A_SpawnItemEX("HauntAfterImage", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERPOINTERS)
	GHST C 4 A_Chase
	GHST A 0 A_SpawnItemEX("HauntAfterImage", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERPOINTERS)
	GHST D 4 A_FastChase
	GHST A 0 A_SpawnItemEX("HauntAfterImage", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERPOINTERS)
    Loop
  Melee:
    GHST E 3 A_PlaySound("haunt/attack")
	GHST FGG 6 A_FaceTarget
	GHST H 0 A_CustomMeleeAttack(random(1,6)*2, "haunt/hit")
	GHBL E 0 A_radiusgive("hauntpainsphere",32,RGF_PLAYERS|RGF_MONSTERS)
	GHST H 10 A_blast (BF_DONTWARN,32,64)
    goto see
  Missile:
    GHST E 3 A_PlaySound("haunt/attack")
    GHST FGG 6 A_FaceTarget
    GHST H 10 A_CustomMissile("Psychicball",32,10)
    Goto See
  Pain:
    GHST I 3 A_Pain
    GHST I 6 
    Goto See
  Death:
    GHST J 1 A_SetSolid
    GHST J 1 A_SpawnItemEX("HauntDeathImage", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERPOINTERS)
	GHST J 1 A_Scream 
	GHST J 6 A_FadeIn(0.5)
	GHST J 0 A_SetSolid
	GHST J -1
	stop
  Crash:
    GHST K 8 A_PlaySound ("haunt/fall")
	GHST K 0 A_UnSetShootable
    GHST LM 8 A_FadeIn(0.5)
    GHST N 8 A_NoBlocking
    GHST O 1 A_SetFloorClip
	GHST O -1
    Stop
  BURN:
    GHST P 3 bright A_SetSolid
	GHST Q 3 bright A_SpawnItemEX("HauntDeathImage", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERPOINTERS)
	GHST P 3 bright A_SetSolid
	GHST QPQPQPQPQ 3 bright
	GHST PQPQPQPQPQ 4 bright  A_FadeIn(0.5)
	GHST Y 3 A_SetSolid
    GHST Z -1 A_NoBlocking
	stop
   crash.fire:
    GHST P 3 bright A_PlaySound("haunt/burn")
	GHST Q 3 bright A_SpawnItemEX("HauntDeathImage", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERPOINTERS)
	GHST P 3 bright A_SetSolid
	GHST QPQPQPQ 3 bright A_FadeIn(0.5)
	GHST RSTUVTUVTUVTUVTUVWX 4 bright
	GHST Y 3 A_SetSolid
    GHST Z -1 A_NoBlocking
	stop
  }
}
ACTOR GasBagNursery: Actor replaces PainElemental
{
  Health 350
  Radius 31
  Height 72
  Mass 400
  Speed 8
  scale 0.8
  PainChance 128
  damagefactor "wendigo",0.0
  painchance "wendigo",0
  Monster
  bloodcolor green
  +FLOAT
  +NOGRAVITY
  PainSound "gasbag/pain"
  DeathSound "gasbag/death"
  activesound "colony/groan"
  Obituary "%o became a gasbag colony."
  States
  {
  Spawn:
    CLNY A 0
    CLNY ABCABCABC 5 A_Look
	CLNY A 0 a_jump(32,"moanlook")
    Loop
  Moanlook:
    CLNY A 0 A_activesound
    CLNY ADED 5 A_Look
	goto spawn
  See:
    CLNY ABCABC 4 A_Chase
    CLNY ADEA 4 A_Chase("","")
    Loop
  Missile:
    CLNY ABC 4 A_FaceTarget
    CLNY F 5 A_FaceTarget
    CLNY GHIJ 5 A_FaceTarget
    CLNY K 2 Bright A_CustomMissile("EyeballSeeker", 16, -32)
	CLNY K 2 Bright A_CustomMissile("EyeballSeeker", 56, 0)
	CLNY I 2 Bright A_CustomMissile("EyeballSeeker", 32, -28)
	CLNY I 2 Bright A_CustomMissile("EyeballSeeker", 30, 32)
	CLNY J 4 A_FaceTarget
	CLNY K 2 Bright A_CustomMissile("EyeballSeeker", 16, -32)
	CLNY K 2 Bright A_CustomMissile("EyeballSeeker", 56, 0)
	CLNY I 2 Bright A_CustomMissile("EyeballSeeker", 32, -28)
	CLNY I 2 Bright A_CustomMissile("EyeballSeeker", 30, 32)
	CLNY HGF 4 A_FaceTarget
    Goto See
  Pain:
    CLNY CDE 3 A_Pain
    CLNY D 3 
    Goto See
  Death:
    CLNY L 4  A_Scream
    CLNY M 4 A_SpawnItemEX("BursterBlood", 0, 0, 0, random (4, 12), 0, random (4, 12), random(0, 360))
	CLNY M 0 A_SpawnItem("bursterMist", 0, 40)
	CLNY MMMMMMMMMMM 0  A_SpawnItemEX("BursterBlood", 0, 0, 0, random (4, 12), 0, random (4, 12), random(0, 360))
    CLNY N 4 A_Explode(70, 192, XF_NOTMISSILE,true,true) 
    CLNY O 4  
    CLNY P 4
  deathloop:
    CLNY Q 4 A_JumpIf(z <= floorz+4,"AltCrash")
	goto deathloop
  Altcrash:
    CLNY R 4 A_SetFloorClip
	CLNY ST 4
	CLNY U -1 A_NoBlocking
    Stop
  }
}
ACTOR Overseer : actor replaces HellKnight
{
  Health 250
   Radius 24
  Height 64
  Mass 800
  Speed 6
  scale 0.8
  PainChance 50
  damagefactor "wendigo",0.0
  painchance "wendigo",256
  Monster
  +FLOORCLIP
   SeeSound "Overseer/see"
  PainSound "overseer/pain"
  DeathSound "overseer/die"
  ActiveSound "overseer/act"
  AttackSound "weapons/crowbarswing"
  Obituary "%o was skewerered by a Cannibal Overseer."
  HitObituary "%o was carved up good by a Cannibal Overseer."
  DropItem "ExbowPack",255
  States
  {
  Spawn:
    BOS2 A 10 A_Look
    Loop
  See:
    BOS2 AABBCCDD 2 A_Chase
    Loop
 Melee:
		BOS2 EEEE 1 
        {
            A_FaceTarget;
            A_TakeInventory("Token_Parry", 999);
        }
		BOS2 FFFFFF 1 Fast
        {
            A_FaceTarget;
            A_TakeInventory("Token_Parry", 999);
        }
		BOS2 F 1 Fast A_FaceTarget
        BOS2 F 0 A_JumpIfInventory("Token_Parry", 1, "ParryStun")
		BOS2 G 7 A_CustomMeleeAttack(random(5,10)*3, "weapons/crowbarhit")
		Goto See
 Missile:
        BOS2 E 8 A_FaceTarget
		BOS2 E 0 A_Jumpifcloser(64,"melee")
		BOS2 Y 8 Fast A_FaceTarget
		BOS2 E 0 A_Jumpifcloser(64,"melee")
		BOS2 Y 8 A_FaceTarget
		BOS2 E 0 A_Jumpifcloser(64,"melee")
		BOS2 Z 7 A_CustomMissile("OverseerBolt", 48, -16, 0, 0, 30)
		Goto See
  Pain.Wendigo:
    BOS2 H 0
	goto see
  Pain:
    BOS2 H 2
    BOS2 H 2 A_Pain
    Goto See
  ParryStun:
    TNT1 A 0 A_Stop
    TNT1 A 0 A_PlaySound("effect/crowbar/parrysfx", CHAN_AUTO, 1.0, false, 0.25)
    TNT1 A 0 A_PlaySound("effect/crowbar/parrybass", CHAN_AUTO, 1.0, false, 0.25)
    TNT1 A 0 A_PlaySound("bullet/ricochet", CHAN_AUTO, 0.75, false, 0.35)
    TNT1 A 0 A_CustomMissile("Effect_ParrySparkSpawner", 44, 0)
    TNT1 A 0 A_CustomMissile("Effect_Parry_Circle_Spawner", 32, 0)
    TNT1 A 0 A_ChangeFlag(NOPAIN, 1)
    TNT1 A 0 A_TakeInventory("Token_Parry", 999)
    BOS2 G 3 Fast
	BOS2 H 16 Fast A_Pain
    BOS2 H 57 Fast
    TNT1 A 0 A_ChangeFlag(NOPAIN, 0)
    Goto See
  Death:
		BOS2 I 8
		BOS2 J 8 A_Scream
		BOS2 K 5
		BOS2 L 5 A_NoBlocking
		BOS2 M 5
		BOS2 N -1
		Stop
	 XDeath:
        BOS2 O 6 A_PlaySound("Special/Gibdeath")
	    BOS2 OOOO 0 A_SpawnDebris("FlyingBlood",1)
        BOS2 P 5 A_SpawnDebris("FlyingGibOffal",1)
	    BOS2 PP 0 A_SpawnDebris("FlyingBlood",1)
	    BOS2 P 0 A_SpawnDebris("FlyingGibrib",1)
	    BOS2 P 0 A_SpawnDebris("FlyingGibEntrails",1)
	    BOS2 P 0 A_SpawnDebris("FlyingGibRib",1)
        BOS2 Q 5 A_NoBlocking
	    BOS2 QQQ 0 A_SpawnDebris("FlyingBlood",1)
        BOS2 RS 5
        BOS2 T -1
        Stop
  }
}
ACTOR NewGuardStationary: actor
{
  Health 80
  radius 20
  height 56
  Mass 100
  Speed 0
  PainChance 170
  damagefactor "wendigo",0.0
  painchance "wendigo",0
  scale 0.8
  +BUDDHA
  +FLOORCLIP
  +MISSILEMORE
  +MISSILEEVENMORE
  +QUICKTORETALIATE
  +STANDSTILL
  +DONTFOLLOWPLAYERS
  Monster
  Decal "BulletChip"
  SeeSound "Newguard/sight"
  PainSound "Newguard/pain"
  DeathSound "Newguard/die"
  Obituary "%o was put down by a mysterious soldier."
  DropItem "rifleammo"
  MaxTargetRange 3072
  States
  {
  Spawn:
    NGRD V 10 A_lookex(0,0,5000,5000,360,"see")
    Loop
  //Switching
  See:
	NGRD EEE 2 A_Chase
    Loop
  //Search Mode
  Idle:
    NGRD V 10 A_look
    Loop
  Missile:
    NGRD E 10 A_FaceTarget
	NGRD E 5 A_FaceTarget
	NGRD E 1 A_PlaySound("weapons/m16fire",CHAN_WEAPON)
	VUL1 F 0 A_PlaySound("Distant/m16",CHAN_BODY)
    NGRD F 2 Bright A_customMissile("BulletTracerlarge", 40, 12, random(-1, 1), CMF_OFFSETPITCH, random(-1, 1))
	NGRD E 1 A_PlaySound("weapons/m16fire",CHAN_WEAPON)
	VUL1 F 0 A_PlaySound("Distant/m16",CHAN_BODY)
    NGRD F 2 Bright A_customMissile("BulletTracerlarge", 40, 12, random(-1, 1), CMF_OFFSETPITCH, random(-1, 1))
	NGRD E 1 A_PlaySound("weapons/m16fire",CHAN_WEAPON)
	VUL1 F 0 A_PlaySound("Distant/m16",CHAN_BODY)
    NGRD F 2 Bright A_customMissile("BulletTracerlarge", 40, 12, random(-2, 2), CMF_OFFSETPITCH, random(-1, 1))
	NGRD E 3 A_facetarget
	NGRD E 1 A_PlaySound("weapons/m16fire",CHAN_WEAPON)
	VUL1 F 0 A_PlaySound("Distant/m16",CHAN_BODY)
    NGRD F 2 Bright A_customMissile("BulletTracerlarge", 40, 12, random(-1, 1), CMF_OFFSETPITCH, random(-1, 1))
	NGRD E 1 A_PlaySound("weapons/m16fire",CHAN_WEAPON)
	VUL1 F 0 A_PlaySound("Distant/m16",CHAN_BODY)
    NGRD F 2 Bright A_customMissile("BulletTracerlarge", 40, 12, random(-1, 1), CMF_OFFSETPITCH, random(-1, 1))
	NGRD E 1 A_PlaySound("weapons/m16fire",CHAN_WEAPON)
	VUL1 F 0 A_PlaySound("Distant/m16",CHAN_BODY)
    NGRD F 2 Bright A_customMissile("BulletTracerlarge", 40, 12, random(-2, 2), CMF_OFFSETPITCH, random(-1, 1))
    NGRD E 10 A_SentinelRefire()
    Goto Missile+1
    Goto See
  Pain:
    NGRD G 4
    NGRD G 4 A_Pain
    Goto See
  BURN:                
    NGRD G 1 A_PlaySound("Newguard/fire", CHAN_VOICE)
	NGRD A 0 A_radiusgive("goonfear",1024,RGF_MONSTERS,1)
    NGRD A 0 A_HideThing
    NGRD A 0 A_Fall
    NGRD A 0 A_SpawnItem("BurnDeathHuman",1,0,0)
    NGRD A -1
    Stop
  Death:
    NGRD G 6 A_Scream
    NGRD H 6 A_radiusgive("goonfear",512,RGF_MONSTERS,1)
    NGRD I 7 A_AlertMonsters(256)
    NGRD J 5 A_NoBlocking
    NGRD K 5
    NGRD L -1
    Stop
  }
}
ACTOR NewGuardStationary2: NewGuardStationary
{
  Decal "BulletChip"
  SeeSound "Newguard/sight"
  PainSound "Newguard/pain"
  DeathSound "Newguard/die"
  Obituary "%o was put down by a mysterious soldier."
  DropItem "shotgunammo"
  States
  {
  Spawn:
    NGR2 V 10 A_lookex(0,0,5000,5000,360,"see")
    Loop
  //Switching
  See:
	NGR2 VVV 2 A_Chase
    Loop
  //Search Mode
  Idle:
    NGR2 V 10 A_look
    Loop
  Missile:
    NGR2 V 5 A_FaceTarget
	NGR2 V 0 A_FaceTarget
	NGR2 V 0 A_FaceTarget
	NGR2 V 0 A_PlaySound ("weapons/grizlygun", CHAN_WEAPON)
    NGR2 F 5 bright A_FaceTarget
	NGR2 FFFF 0 A_customMissile("BulletTracerSmall", 32, 12, random(-5, 5), CMF_OFFSETPITCH, random(-4, 4))
	NGR2 F 0 A_PlaySound("Distant/shotgun",CHAN_BODY)
	NGR2 F 0 A_AlertMonsters
	NGR2 V 5 
	NGR2 E 15 A_PlaySound ("weapons/SHOTGR", CHAN_item)
    Goto see
  Pain:
    NGR2 G 4
    NGR2 G 4 A_Pain
    Goto See
  BURN:                
    NGR2 G 1 A_PlaySound("Newguard/fire", CHAN_VOICE)
	NGRD A 0 A_radiusgive("goonfear",1024,RGF_MONSTERS,1)
    NGRD A 0 A_HideThing
    NGRD A 0 A_Fall
    NGRD A 0 A_SpawnItem("BurnDeathHuman",1,0,0)
    NGRD A -1
    Stop
  Death:
    NGRD G 6 A_Scream
    NGRD H 6 A_radiusgive("goonfear",512,RGF_MONSTERS,1)
    NGRD I 7 A_AlertMonsters(256)
    NGRD J 5 A_NoBlocking
    NGRD K 5
    NGRD L -1
    Stop
  }
}
ACTOR NewGuardStationary3: NewGuardStationary
{
  Decal "BulletChip"
  SeeSound "Newguard/sight"
  PainSound "Newguard/pain"
  DeathSound "Newguard/die"
  Obituary "%o was put down by a mysterious soldier."
  DropItem "rifleammo"
  States
  {
  Spawn:
    NGR3 V 10 A_lookex(0,0,5000,5000,360,"see")
    Loop
  //Switching
  See:
	NGR3 EEE 2 A_Chase
    Loop
  //Search Mode
  Idle:
    NGR3 V 10 A_look
    Loop
  Missile:
    NGR3 E 10 A_FaceTarget
	NGR3 E 5 A_FaceTarget
	NGR3 E 1 A_PlaySound("weapons/Heavyfire",CHAN_WEAPON)
    NGR3 F 2 Bright A_customMissile("BulletTracerlarge", 40, 12, random(-2, 2), CMF_OFFSETPITCH, random(-1, 1))
	NGR3 E 2 A_Facetarget
	NGR3 E 1 A_PlaySound("weapons/Heavyfire",CHAN_WEAPON)
    NGR3 F 2 Bright A_customMissile("BulletTracerlarge", 40, 12, random(-2, 2), CMF_OFFSETPITCH, random(-1, 1))
	NGR3 E 2 A_Facetarget
	NGR3 E 1 A_PlaySound("weapons/Heavyfire",CHAN_WEAPON)
    NGR3 F 2 Bright A_customMissile("BulletTracerlarge", 40, 12, random(-2, 2), CMF_OFFSETPITCH, random(-1, 1))
	NGR3 E 2 A_Facetarget
	NGR3 E 1 A_PlaySound("weapons/Heavyfire",CHAN_WEAPON)
    NGR3 F 2 Bright A_customMissile("BulletTracerlarge", 40, 12, random(-2, 2), CMF_OFFSETPITCH, random(-1, 1))
	NGR3 E 2 A_Facetarget
	NGR3 E 1 A_PlaySound("weapons/Heavyfire",CHAN_WEAPON)
    NGR3 F 2 Bright A_customMissile("BulletTracerlarge", 40, 12, random(-2, 2), CMF_OFFSETPITCH, random(-1, 1))
	NGR3 E 2 A_Facetarget
    NGR3 E 10 A_SentinelRefire()
    Goto Missile+1
    Goto See
  Pain:
    NGR3 G 4
    NGR3 G 4 A_Pain
    Goto See
  BURN:                
    NGR3 G 1 A_PlaySound("Newguard/fire", CHAN_VOICE)
	NGR3 A 0 A_radiusgive("goonfear",1024,RGF_MONSTERS,1)
    NGR3 A 0 A_HideThing
    NGR3 A 0 A_Fall
    NGR3 A 0 A_SpawnItem("BurnDeathHuman",1,0,0)
    NGR3 A -1
    Stop
  Death:
    NGR3 G 6 A_Scream
    NGR3 H 6 A_radiusgive("goonfear",512,RGF_MONSTERS,1)
    NGR3 I 7 A_AlertMonsters(256)
    NGR3 J 5 A_NoBlocking
    NGR3 K 5
    NGR3 L -1
    Stop
  Xdeath.fire:
  XDeath:
    VUL3 M 3 A_PlaySound("Newguard/splode", CHAN_BODY)
	VUL3 M 3 A_PlaySound("goon/explode", CHAN_VOICE)
	VUL3 A 0 A_radiusgive("goonfear",1024,RGF_MONSTERS,1)
	VUL3 NNNN 0 A_SpawnDebris("FlyingBlood",1)
    VUL3 N 4 A_SpawnDebris("FlyingGibOffal",1)
	VUL3 NN 0 A_SpawnDebris("FlyingBlood",1)
	VUL3 N 0 A_SpawnDebris("FlyingGibArm",1)
	VUL3 N 0 A_SpawnDebris("FlyingGibEntrails",1)
	VUL3 N 0 A_SpawnDebris("FlyingGibRib",1)
    VUL3 O 4 A_NoBlocking
	VUL3 NNN 0 A_SpawnDebris("FlyingBlood",1)
    VUL3 PQRST 4
    VUL3 U -1
    Stop
  }
}
ACTOR TheGeneralStationary: NewGuardStationary
{
  Decal "BulletChip"
  PainSound "Newguard/pain"
  DeathSound "Newguard/die"
  Obituary "%o was put down by General Gray."
  States
  {
  Spawn:
    GEN2 V 10 A_lookex(0,0,5000,5000,360,"see")
    Loop
  See:
	NGRD VVV 2 A_Chase
    Loop
  Missile:
    GEN2 E 10 A_FaceTarget
	GEN2 E 5 A_FaceTarget
	GEN2 F 1 A_PlaySound("weapons/revolverfire",CHAN_WEAPON)
	GEN2 F 0 A_PlaySound("weapons/leverdistant",CHAN_BODY)
    GEN2 F 2 Bright A_customMissile("BulletTracerFriendMagnum", 40, 12, 0, CMF_OFFSETPITCH, 0)
	GEN2 F 3 bright A_facetarget
    GEN2 E 10 A_SentinelRefire()
    Goto Missile+1
    Goto See
  Pain:
    GEN2 V 4
    GEN2 V 4 A_Pain
    Goto See
  BURN:                
    NGRD G 1 A_PlaySound("Newguard/fire", CHAN_VOICE)
	NGRD A 0 A_radiusgive("goonfear",1024,RGF_MONSTERS,1)
    NGRD A 0 A_HideThing
    NGRD A 0 A_Fall
    NGRD A 0 A_SpawnItem("BurnDeathHuman",1,0,0)
    NGRD A -1
    Stop
  Death:
    NGRD G 6 A_Scream
    NGRD H 6 A_radiusgive("goonfear",512,RGF_MONSTERS,1)
    NGRD I 7 A_AlertMonsters(256)
    NGRD J 5 A_NoBlocking
    NGRD K 5
    NGRD L -1
    Stop
  Xdeath.fire:
  XDeath:
    VUL3 M 3 A_PlaySound("Newguard/splode", CHAN_BODY)
	VUL3 M 3 A_PlaySound("goon/explode", CHAN_VOICE)
	VUL3 A 0 A_radiusgive("goonfear",1024,RGF_MONSTERS,1)
	VUL3 NNNN 0 A_SpawnDebris("FlyingBlood",1)
    VUL3 N 4 A_SpawnDebris("FlyingGibOffal",1)
	VUL3 NN 0 A_SpawnDebris("FlyingBlood",1)
	VUL3 N 0 A_SpawnDebris("FlyingGibArm",1)
	VUL3 N 0 A_SpawnDebris("FlyingGibEntrails",1)
	VUL3 N 0 A_SpawnDebris("FlyingGibRib",1)
    VUL3 O 4 A_NoBlocking
	VUL3 NNN 0 A_SpawnDebris("FlyingBlood",1)
    VUL3 PQRST 4
    VUL3 U -1
    Stop
  }
}
ACTOR NewGuardRunning1: actor
{
  Health 80
  radius 20
  height 56
  Mass 100
  Speed 0
  PainChance 170
  damagefactor "wendigo",0.0
  painchance "wendigo",0
  damagefactor "ally",0.0
  painchance "ally",0
  scale 0.8
  maxstepheight 32
  +FLOORCLIP
  +MISSILEMORE
  +MISSILEEVENMORE
  +QUICKTORETALIATE
  +SLIDESONWALLS
  -COUNTKILL
  +NEVERTARGET
  +THRUSPECIES
  +BUDDHA
  +DONTHARMSPECIES
  +DONTFOLLOWPLAYERS
  +LOOKALLAROUND
  Monster
  Decal "BulletChip"
  PainSound "Newguard/pain"
  DeathSound "Newguard/die"
  AttackSound "weapons/m16fire"
  Obituary "%o was put down by a mysterious soldier."
  DropItem "rifleammo"
  States
  {
  Spawn:
    NGRD V 0 A_ChangeFLag("FRIENDLY", 1)
    NGRD V 10 a_look
	NGRD V 0 A_ChangeFLag("FRIENDLY", 0)
	NGRD V 10 a_look
    Loop
  See:
    NGRD V 0 A_jumpifinventory("followme",1,"followplayer")
    NGRD V 0 A_ChangeFLag("FRIENDLY", 1)
	NGRD V 2 A_Chase
	NGRD V 0 A_JumpIf(IsPointerEqual(AAPTR_TARGET,AAPTR_NULL) == TRUE,"spawn")
	NGRD V 0 A_ChangeFLag("FRIENDLY", 0)
	NGRD V 0 A_jumpifintargetinventory("followme",1,"followplayer")
	NGRD V 0 A_CLEARTARGET
	NGRD V 0 a_look
    Loop
  FollowPlayer:
    NGRD A 0 A_ChangeFLag("FRIENDLY", 0)
    NGRD A 2 A_chase("","")
	NGRD A 0 A_recoil(-4)
	NGRD A 0 a_playsound("footstep/dirt",CHAN_VOICE,0.5)
	NGRD B 4 A_chase("","")
	NGRD A 0 A_recoil(-3)
	NGRD C 4 A_facetarget
	NGRD A 0 A_recoil(-4)
	NGRD A 0 a_playsound("footstep/dirt",CHAN_VOICE,0.5)
	NGRD D 4 A_chase("","")
	//TNT1 A 0 A_SetAngle(random(30, -30) + angle)
	NGRD A 0 A_recoil(-4)
	NGRD A 0 A_JumpIfCloser(356, "Waiting")
	goto see
  Waiting:
    NGRD A 2 A_WANDER 
	NGRD A 0 A_recoil(-2)
	NGRD B 2 A_WANDER 
	NGRD A 0 A_stop
  waitstop:
    //NGRD E 0 A_ClearTarget
	NGRD V 20 
	 NGRD V 20 
	TNT1 A 0 A_SetAngle(random(90, -90) + angle)
	NGRD A 0 A_JumpIfCloser(512, "Waitstop")
	//NGRD A 0 A_ChangeFLag("FRIENDLY", 0)
	goto spawn
  Missile:
    NGRD E 10 A_FaceTarget
	NGRD E 5 A_FaceTarget
	NGRD E 1 A_PlaySound("weapons/m16fire",CHAN_WEAPON)
	VUL1 F 0 A_PlaySound("Distant/m16",CHAN_BODY)
    NGRD F 2 Bright A_customMissile("BulletTracerfriend", 40, 12, random(-2, 2), CMF_OFFSETPITCH, random(-1, 1))
	NGRD E 1 A_PlaySound("weapons/m16fire",CHAN_WEAPON)
	VUL1 F 0 A_PlaySound("Distant/m16",CHAN_BODY)
    NGRD F 2 Bright A_customMissile("BulletTracerfriend", 40, 12, random(-2, 2), CMF_OFFSETPITCH, random(-1, 1))
	NGRD E 1 A_PlaySound("weapons/m16fire",CHAN_WEAPON)
	VUL1 F 0 A_PlaySound("Distant/m16",CHAN_BODY)
    NGRD F 2 Bright A_customMissile("BulletTracerfriend", 40, 12, random(-2, 2), CMF_OFFSETPITCH, random(-1, 1))
	NGRD E 3 A_facetarget
	NGRD E 1 A_PlaySound("weapons/m16fire",CHAN_WEAPON)
	VUL1 F 0 A_PlaySound("Distant/m16",CHAN_BODY)
    NGRD F 2 Bright A_customMissile("BulletTracerfriend", 40, 12, random(-2, 2), CMF_OFFSETPITCH, random(-1, 1))
	NGRD E 1 A_PlaySound("weapons/m16fire",CHAN_WEAPON)
	VUL1 F 0 A_PlaySound("Distant/m16",CHAN_BODY)
    NGRD F 2 Bright A_customMissile("BulletTracerfriend", 40, 12, random(-2, 2), CMF_OFFSETPITCH, random(-1, 1))
	NGRD E 1 A_PlaySound("weapons/m16fire",CHAN_WEAPON)
	VUL1 F 0 A_PlaySound("Distant/m16",CHAN_BODY)
    NGRD F 2 Bright A_customMissile("BulletTracerfriend", 40, 12, random(-2, 2), CMF_OFFSETPITCH, random(-1, 1))
    NGRD E 10 A_SentinelRefire()
    Goto Missile+1
    Goto See
  Pain:
    NGRD G 4
    NGRD G 4 A_Pain
    Goto See
  BURN:                
    NGRD G 1 A_PlaySound("Newguard/fire", CHAN_VOICE)
	NGRD A 0 A_radiusgive("goonfear",1024,RGF_MONSTERS,1)
    NGRD A 0 A_HideThing
    NGRD A 0 A_Fall
    NGRD A 0 A_SpawnItem("BurnDeathHuman",1,0,0)
    NGRD A -1
    Stop
  Death:
    NGRD G 6 A_Scream
    NGRD H 6 A_radiusgive("goonfear",512,RGF_MONSTERS,1)
    NGRD I 7 A_AlertMonsters(256)
    NGRD J 5 A_NoBlocking
    NGRD K 5
    NGRD L -1
    Stop
  }
}
ACTOR NewGuardRunning2: NewGuardRunning1
{
  Health 80
  radius 20
  height 56
  Mass 100
  Speed 0
  PainChance 170
  damagefactor "wendigo",0.0
  painchance "wendigo",0
  damagefactor "ally",0.0
  painchance "ally",0
  scale 0.8
  maxstepheight 32
  +FLOORCLIP
  +MISSILEMORE
  +MISSILEEVENMORE
  +QUICKTORETALIATE
  +SLIDESONWALLS
  -COUNTKILL
  +NEVERTARGET
  +THRUSPECIES
  +DONTHARMSPECIES
  +DONTFOLLOWPLAYERS
  +LOOKALLAROUND
  Monster
  Decal "BulletChip"
  PainSound "Newguard/pain"
  DeathSound "Newguard/die"
  AttackSound "weapons/m16fire"
  Obituary "%o was put down by a mysterious soldier."
  DropItem "shotgunammo"
  States
  {
  Spawn:
    NGR2 V 0 A_ChangeFLag("FRIENDLY", 1)
    NGR2 V 10 a_look
	NGR2 V 0 A_ChangeFLag("FRIENDLY", 0)
	NGR2 V 10 a_look
    Loop
  See:
    NGR2 V 0 A_jumpifinventory("followme",1,"followplayer")
    NGR2 V 0 A_ChangeFLag("FRIENDLY", 1)
	NGR2 V 2 A_Chase
	NGR2 V 0 A_JumpIf(IsPointerEqual(AAPTR_TARGET,AAPTR_NULL) == TRUE,"spawn")
	NGR2 V 0 A_ChangeFLag("FRIENDLY", 0)
	NGR2 V 0 A_jumpifintargetinventory("followme",1,"followplayer")
	NGR2 V 0 A_CLEARTARGET
	NGR2 V 0 a_look
    Loop
  FollowPlayer:
    NGR2 A 0 A_ChangeFLag("FRIENDLY", 0)
    NGR2 A 2 A_chase("","")
	NGR2 A 0 A_recoil(-4)
	NGR2 A 0 a_playsound("footstep/dirt",CHAN_VOICE,0.5)
	NGR2 B 4 A_chase("","")
	NGR2 A 0 A_recoil(-3)
	NGR2 C 4 A_facetarget
	NGR2 A 0 A_recoil(-4)
	NGR2 A 0 a_playsound("footstep/dirt",CHAN_VOICE,0.5)
	NGR2 D 4 A_chase("","")
	//TNT1 A 0 A_SetAngle(random(30, -30) + angle)
	NGR2 A 0 A_recoil(-4)
	NGR2 A 0 A_JumpIfCloser(356, "Waiting")
	goto see
  Waiting:
    NGR2 A 2 A_WANDER 
	NGR2 A 0 A_recoil(-2)
	NGR2 B 2 A_WANDER 
	NGR2 A 0 A_stop
  waitstop:
    //NGRD E 0 A_ClearTarget
	NGR2 V 20 
	 NGR2 V 20 
	TNT1 A 0 A_SetAngle(random(90, -90) + angle)
	NGR2 A 0 A_JumpIfCloser(512, "Waitstop")
	//NGRD A 0 A_ChangeFLag("FRIENDLY", 0)
	goto spawn
  Missile:
    NGR2 V 5 A_FaceTarget
	NGR2 V 0 A_FaceTarget
	NGR2 V 0 A_FaceTarget
	NGR2 V 0 A_PlaySound ("weapons/grizlygun", CHAN_WEAPON)
    NGR2 F 5 bright A_FaceTarget
	NGR2 FFFF 0 A_customMissile("BulletTracerSmall", 32, 12, random(-5, 5), CMF_OFFSETPITCH, random(-4, 4))
	NGR2 F 0 A_PlaySound("Distant/shotgun",CHAN_BODY)
	NGR2 F 0 A_AlertMonsters
	NGR2 V 5 
	NGR2 E 15 A_PlaySound ("weapons/SHOTGR", CHAN_item)
    Goto see
  Pain:
    NGR2 G 4
    NGR2 G 4 A_Pain
    Goto See
  BURN:                
    NGR2 G 1 A_PlaySound("Newguard/fire", CHAN_VOICE)
	NGRD A 0 A_radiusgive("goonfear",1024,RGF_MONSTERS,1)
    NGRD A 0 A_HideThing
    NGRD A 0 A_Fall
    NGRD A 0 A_SpawnItem("BurnDeathHuman",1,0,0)
    NGRD A -1
    Stop
  Death:
    NGR2 G 6 A_Scream
    NGRD H 6 A_radiusgive("goonfear",512,RGF_MONSTERS,1)
    NGRD I 7 A_AlertMonsters(256)
    NGRD J 5 A_NoBlocking
    NGRD K 5
    NGRD L -1
    Stop
  }
}
ACTOR NewGuardRunning3: NewGuardRunning1
{
  Health 80
  radius 20
  height 56
  Mass 100
  Speed 0
  PainChance 170
  damagefactor "wendigo",0.0
  painchance "wendigo",0
  damagefactor "ally",0.0
  painchance "ally",0
  scale 0.8
  maxstepheight 32
  +FLOORCLIP
  +MISSILEMORE
  +MISSILEEVENMORE
  +QUICKTORETALIATE
  +SLIDESONWALLS
  -COUNTKILL
  +NEVERTARGET
  +THRUSPECIES
  +DONTHARMSPECIES
  +DONTFOLLOWPLAYERS
  +LOOKALLAROUND
  Monster
  Decal "BulletChip"
  PainSound "Newguard/pain"
  DeathSound "Newguard/die"
  AttackSound "weapons/m16fire"
  Obituary "%o was put down by a mysterious soldier."
  DropItem "rifleammo"
  States
  {
  Spawn:
    NGR3 V 0 A_ChangeFLag("FRIENDLY", 1)
    NGR3 V 10 a_look
	NGR3 V 0 A_ChangeFLag("FRIENDLY", 0)
	NGR3 V 10 a_look
    Loop
  See:
    NGR3 V 0 A_jumpifinventory("followme",1,"followplayer")
    NGR3 V 0 A_ChangeFLag("FRIENDLY", 1)
	NGR3 V 2 A_Chase
	NGR3 V 0 A_JumpIf(IsPointerEqual(AAPTR_TARGET,AAPTR_NULL) == TRUE,"spawn")
	NGR3 V 0 A_ChangeFLag("FRIENDLY", 0)
	NGR3 V 0 A_jumpifintargetinventory("followme",1,"followplayer")
	NGR3 V 0 A_CLEARTARGET
	NGR3 V 0 a_look
    Loop
  FollowPlayer:
    NGR3 A 0 A_ChangeFLag("FRIENDLY", 0)
    NGR3 A 2 A_chase("","")
	NGR3 A 0 A_recoil(-4)
	NGR3 A 0 a_playsound("footstep/dirt",CHAN_VOICE,0.5)
	NGR3 B 4 A_chase("","")
	NGR3 A 0 A_recoil(-3)
	NGR3 C 4 A_facetarget
	NGR3 A 0 A_recoil(-4)
	NGR3 A 0 a_playsound("footstep/dirt",CHAN_VOICE,0.5)
	NGR3 D 4 A_chase("","")
	//TNT1 A 0 A_SetAngle(random(30, -30) + angle)
	NGR3 A 0 A_recoil(-4)
	NGR3 A 0 A_JumpIfCloser(356, "Waiting")
	goto see
  Waiting:
    NGR3 A 2 A_WANDER 
	NGR3 A 0 A_recoil(-2)
	NGR3 B 2 A_WANDER 
	NGR3 A 0 A_stop
  waitstop:
    //NGRD E 0 A_ClearTarget
	NGR3 V 20 
	 NGR3 V 20 
	TNT1 A 0 A_SetAngle(random(90, -90) + angle)
	NGR3 A 0 A_JumpIfCloser(512, "Waitstop")
	//NGRD A 0 A_ChangeFLag("FRIENDLY", 0)
	goto spawn
  Missile:
    NGR3 E 10 A_FaceTarget
	NGR3 E 5 A_FaceTarget
	NGR3 E 1 A_PlaySound("weapons/Heavyfire",CHAN_WEAPON)
    NGR3 F 2 Bright A_customMissile("BulletTracerlarge", 40, 12, random(-2, 2), CMF_OFFSETPITCH, random(-1, 1))
	NGR3 E 2 A_Facetarget
	NGR3 E 1 A_PlaySound("weapons/Heavyfire",CHAN_WEAPON)
    NGR3 F 2 Bright A_customMissile("BulletTracerlarge", 40, 12, random(-2, 2), CMF_OFFSETPITCH, random(-1, 1))
	NGR3 E 2 A_Facetarget
	NGR3 E 1 A_PlaySound("weapons/Heavyfire",CHAN_WEAPON)
    NGR3 F 2 Bright A_customMissile("BulletTracerlarge", 40, 12, random(-2, 2), CMF_OFFSETPITCH, random(-1, 1))
	NGR3 E 2 A_Facetarget
	NGR3 E 1 A_PlaySound("weapons/Heavyfire",CHAN_WEAPON)
    NGR3 F 2 Bright A_customMissile("BulletTracerlarge", 40, 12, random(-2, 2), CMF_OFFSETPITCH, random(-1, 1))
	NGR3 E 2 A_Facetarget
	NGR3 E 1 A_PlaySound("weapons/Heavyfire",CHAN_WEAPON)
    NGR3 F 2 Bright A_customMissile("BulletTracerlarge", 40, 12, random(-2, 2), CMF_OFFSETPITCH, random(-1, 1))
	NGR3 E 2 A_Facetarget
    NGR3 E 10 A_SentinelRefire()
    Goto Missile+1
    Goto See
  Pain:
    NGR3 G 4
    NGR3 G 4 A_Pain
    Goto See
  BURN:                
    NGR3 G 1 A_PlaySound("Newguard/fire", CHAN_VOICE)
	NGRD A 0 A_radiusgive("goonfear",1024,RGF_MONSTERS,1)
    NGRD A 0 A_HideThing
    NGRD A 0 A_Fall
    NGRD A 0 A_SpawnItem("BurnDeathHuman",1,0,0)
    NGRD A -1
    Stop
  Death:
    NGR3 G 6 A_Scream
    NGRD H 6 A_radiusgive("goonfear",512,RGF_MONSTERS,1)
    NGRD I 7 A_AlertMonsters(256)
    NGRD J 5 A_NoBlocking
    NGRD K 5
    NGRD L -1
    Stop
  }
}
ACTOR TheGeneralRunning: NewGuardRunning1
{
  Health 80
  radius 20
  height 56
  Mass 100
  Speed 0
  PainChance 170
  damagefactor "wendigo",0.0
  painchance "wendigo",0
  damagefactor "ally",0.0
  painchance "ally",0
  scale 0.7
  maxstepheight 32
  +BUDDHA
  +FLOORCLIP
  +MISSILEMORE
  +MISSILEEVENMORE
  +QUICKTORETALIATE
  +SLIDESONWALLS
  -COUNTKILL
  +NEVERTARGET
  +THRUSPECIES
  +DONTHARMSPECIES
  +DONTFOLLOWPLAYERS
  +LOOKALLAROUND
  Monster
  Decal "BulletChip"
  PainSound "Newguard/pain"
  DeathSound "Newguard/die"
  Obituary "%o was put down by General Gray."
  States
  {
  Spawn:
    GEN2 V 0 A_ChangeFLag("FRIENDLY", 1)
    GEN2 V 10 a_look
	GEN2 V 0 A_ChangeFLag("FRIENDLY", 0)
	GEN2 V 10 a_look
    Loop
  See:
    GEN2 V 0 A_jumpifinventory("followme",1,"followplayer")
    GEN2 V 0 A_ChangeFLag("FRIENDLY", 1)
	GEN2 V 2 A_Chase
	GEN2 V 0 A_JumpIf(IsPointerEqual(AAPTR_TARGET,AAPTR_NULL) == TRUE,"spawn")
	GEN2 V 0 A_ChangeFLag("FRIENDLY", 0)
	GEN2 V 0 A_jumpifintargetinventory("followme",1,"followplayer")
	GEN2 V 0 A_CLEARTARGET
	GEN2 V 0 a_look
    Loop
  FollowPlayer:
    GEN2 A 0 A_ChangeFLag("FRIENDLY", 0)
    GEN2 A 2 A_facetarget
	GEN2 A 0 A_recoil(-4)
	GEN2 A 0 a_playsound("footstep/dirt",CHAN_VOICE,0.5)
	GEN2 B 4 A_chase("","")
	GEN2 A 0 A_recoil(-3)
	GEN2 A 0 A_ChangeFLag("FRIENDLY", 1)
	GEN2 C 4 A_facetarget
	GEN2 A 0 A_recoil(-4)
	GEN2 A 0 A_ChangeFLag("FRIENDLY", 0)
	GEN2 A 0 a_playsound("footstep/dirt",CHAN_VOICE,0.5)
	GEN2 D 4 A_chase("","")
	TNT1 A 0 A_SetAngle(random(30, -30) + angle)
	GEN2 A 0 A_recoil(-4)
	GEN2 A 0 A_JumpIfCloser(356, "Waiting")
	GEN2 E 0 A_ChangeFLag("FRIENDLY", 1)
	goto see
  Waiting:
    GEN2 A 2 A_WANDER 
	GEN2 A 0 A_recoil(-2)
	GEN2 B 2 A_WANDER 
	GEN2 A 0 A_stop
  waitstop:
    //NGRD E 0 A_ClearTarget
	GEN2 V 20 
	 GEN2 V 20 
	TNT1 A 0 A_SetAngle(random(90, -90) + angle)
	GEN2 A 0 A_JumpIfCloser(512, "Waitstop")
	//NGRD A 0 A_ChangeFLag("FRIENDLY", 0)
	goto spawn
  Missile:
    GEN2 E 10 A_FaceTarget
	GEN2 E 5 A_FaceTarget
	GEN2 F 1 A_PlaySound("weapons/revolverfire",CHAN_WEAPON)
	GEN2 F 0 A_PlaySound("weapons/leverdistant",CHAN_BODY)
    GEN2 F 2 Bright A_customMissile("BulletTracerFriendMagnum", 40, 12, 0, CMF_OFFSETPITCH, 0)
	GEN2 F 3 bright A_facetarget
    GEN2 E 10 A_SentinelRefire()
    Goto Missile+1
    Goto See
  Pain:
    GEN2 V 4
    GEN2 V 4 A_Pain
    Goto See
  BURN:                
    NGRD G 1 A_PlaySound("Newguard/fire", CHAN_VOICE)
	NGRD A 0 A_radiusgive("goonfear",1024,RGF_MONSTERS,1)
    NGRD A 0 A_HideThing
    NGRD A 0 A_Fall
    NGRD A 0 A_SpawnItem("BurnDeathHuman",1,0,0)
    NGRD A -1
    Stop
  Death:
    NGRD G 6 A_Scream
    NGRD H 6 A_radiusgive("goonfear",512,RGF_MONSTERS,1)
    NGRD I 7 A_AlertMonsters(256)
    NGRD J 5 A_NoBlocking
    NGRD K 5
    NGRD L -1
    Stop
  Xdeath.fire:
  XDeath:
    VUL3 M 3 A_PlaySound("Newguard/splode", CHAN_BODY)
	VUL3 M 3 A_PlaySound("goon/explode", CHAN_VOICE)
	VUL3 A 0 A_radiusgive("goonfear",1024,RGF_MONSTERS,1)
	VUL3 NNNN 0 A_SpawnDebris("FlyingBlood",1)
    VUL3 N 4 A_SpawnDebris("FlyingGibOffal",1)
	VUL3 NN 0 A_SpawnDebris("FlyingBlood",1)
	VUL3 N 0 A_SpawnDebris("FlyingGibArm",1)
	VUL3 N 0 A_SpawnDebris("FlyingGibEntrails",1)
	VUL3 N 0 A_SpawnDebris("FlyingGibRib",1)
    VUL3 O 4 A_NoBlocking
	VUL3 NNN 0 A_SpawnDebris("FlyingBlood",1)
    VUL3 PQRST 4
    VUL3 U -1
    Stop
  }
}
ACTOR Empty: actor 
{
  Health 60
  PainChance 180
  Speed 14
  Radius 20
  Height 56
  maxtargetrange 64
  bloodcolor yellow
  damagefactor "wendigo",0.0
  painchance "wendigo",0
  Mass 150
  scale 0.8
  Monster
  +FLOORCLIP
  +DROPOFF
  SeeSound "Empty/Sight"
  AttackSound "weapons/crowbarswing"
  PainSound "Empty/pain"
  DeathSound "Empty/death"
  ActiveSound "Empty/See"
  Obituary "%o was torn apart by empties."
  States
  {
  Spawn:
    EMTY E 6 A_Look
    Loop
  See:
    EMTY EF 5 Fast A_Chase
	EMTY GH 4 Fast A_Chase
    Loop
  Melee:
    EMTY HIJK 3 Fast A_FaceTarget
    EMTY L 5 Fast A_CustomMeleeAttack(random(2,4)*5, "weapons/crowbarhit")
	EMTY MHG 3 Fast A_FaceTarget
	EMTY ABC 3 Fast A_FaceTarget
	EMTY D 6 Fast A_CustomMeleeAttack(random(2,4)*5, "weapons/crowbarhit")
    Goto See
  Pain:
    EMTY M 4 Fast A_Pain
    EMTY IH 2 Fast
    Goto See
  Death:
    EMTY Q 0 A_jump(32,"halved")
    EMTY N 7
    EMTY O 7 A_Scream
    EMTY P 7 
    EMTY Q 4
    EMTY R 4 A_NoBlocking
    EMTY S 4
    EMTY T -1
    Stop
 Halved:
    E2TY A 7 A_scream
    E2TY B 7 A_NoBlocking
    E2TY C 7 A_SpawnItem("EmptyBisected",0,4,0) 
    E2TY D 4 
    E2TY V -1
    Stop
  Xdeath:
    EMPY N 2 A_PlaySound("Special/Gibdeath")
    EMPY O 2 A_SpawnItemEX("EmptyBlood", 0, 0, 0, random (4, 12), 0, random (4, 12), random(0, 360))
	E2TY AAAAA 0  A_SpawnItemEX("EmptyBlood", 0, 0, 0, random (4, 12), 0, random (4, 12), random(0, 360))
    E2TY A 4 
    E2TY B 4  A_NoBlocking
    E2TY C 4
    E2TY D 4
    E2TY V 4 
	E2TY V -1 
	stop
  }
}
ACTOR EmptyDormant: Empty 
{
  SeeSound "Empty/emerge"
  +NOPAIN
  States
  {
  Spawn:
    EMTY U 10 A_LookEx(LOF_NOSEESOUND, 0, 96, 0, 0, "Awaken")
    Loop
  See:
    EMTY Q 7 A_JumpIfInventory("EmptyAwake", 1, "seeawake")
	goto awaken
  seeawake:
    EMTY EF 5 Fast A_Chase
	EMTY GH 4 Fast A_Chase
    Loop
  Awaken:
    EMTY U 7 A_PlaySound("Empty/emerge", CHAN_BODY)
    EMTY V 7 
    EMTY W 7 
    EMTY X 4 A_alertmonsters(256)
    EMTY Y 4 A_giveInventory("EmptyAwake", 1)
    EMTY Z 5 A_ChangeFlag("NOPAIN", false)
	goto see
  Death:
    EMTY Q 7 A_JumpIfInventory("EmptyAwake", 1, "DeathAwake")
    EMTY R 7 A_Scream
    EMTY S 4 A_NoBlocking
    EMTY T -1
    Stop
   DeathAwake:
    EMTY Q 0 A_jump(256,"halved")
    EMTY N 7 
    EMTY O 7 A_Scream
    EMTY P 7 
    EMTY Q 4
    EMTY R 4 A_NoBlocking
    EMTY S 4
    EMTY T -1
    Stop
  Xdeath:
  EMPY N 2 A_PlaySound("Special/Gibdeath")
    EMPY O 2 A_SpawnItemEX("EmptyBlood", 0, 0, 0, random (4, 12), 0, random (4, 12), random(0, 360))
	E2TY AAAAA 0  A_SpawnItemEX("EmptyBlood", 0, 0, 0, random (4, 12), 0, random (4, 12), random(0, 360))
    E2TY A 4 
    E2TY B 4  A_NoBlocking
    E2TY C 4
    E2TY D 4
    E2TY V 4 
	E2TY V -1 
	stop
  }
}
ACTOR EmptyCrawling: actor 
{
  Health 20
  PainChance 180
  Speed 9
  Radius 20
  Height 24
  maxtargetrange 64
  bloodcolor yellow
  damagefactor "wendigo",0.0
  painchance "wendigo",0
  Mass 150
  scale 0.8
  Monster
  +FLOORCLIP
  +DONTTHRUST
  +DROPOFF
  SeeSound "empty/sight"
  AttackSound "weapons/crowbarswing"
  PainSound "empty/pain"
  DeathSound "empty/death"
  ActiveSound "Empty/See"
  Obituary "%o was torn apart by empties."
  States
  {
  Spawn:
    E2TY E 7 A_Look
    Loop
  See:
    E2TY EF 5 Fast A_Chase
	E2TY GH 5 Fast A_Chase
    Loop
  Melee:
    E2TY IJK 5 Fast A_FaceTarget
    E2TY L 4 Fast A_CustomMeleeAttack(random(2,4)*5, "weapons/crowbarhit")
	E2TY LL 3 Fast A_FaceTarget
    Goto See
  Pain:
    E2TY Z 4 Fast A_Pain
    E2TY ZZ 2 Fast
    Goto See
  Death:
    E2TY W 7 A_Scream
    E2TY X 7 
    E2TY Y 4 A_NoBlocking
    E2TY Y -1
    Stop
  Xdeath:
    E2TY M 0
    E2TY M 5
	E2TY MMM 0  A_SpawnItemEX("EmptyBlood", 0, 0, 0, random (4, 12), 0, random (4, 12), random(0, 360))
    E2TY N 5 
	E2TY MMM 0  A_SpawnItemEX("EmptyBlood", 0, 0, 0, random (4, 12), 0, random (4, 12), random(0, 360))
    E2TY O 5 
    E2TY P 4
    E2TY Q 4 A_NoBlocking
    E2TY R -1
	stop
  }
}
ACTOR EmptyBisected: EmptyCrawling 
{
  +NOPAIN
  States
  {
  Spawn:
    E2TY U 7 
    E2TY W 7 A_recoil(-1)
    E2TY X 4 
    E2TY Y 4 
    E2TY Z 5 A_ChangeFlag("NOPAIN", false)
	goto see
  }
}
ACTOR EmptyWithered: Empty
{
  Health 250
  PainChance 96
  damagefactor "wendigo",0.0
  painchance "wendigo",0
  Speed 17
  Radius 20
  Height 70
  bloodcolor yellow
  Mass 150
  scale 0.9
  Monster
  +FLOORCLIP
  +DROPOFF
  MaxTargetRange 700
  SeeSound "empty/wither"
  AttackSound "Empty/vomit"
  PainSound "empty/pain"
  DeathSound "empty/death"
  ActiveSound "empty/see"
  Obituary "%o was sterilised by a withered."
  States
  {
  Spawn:
    EWIT A 6 A_Look
    Loop
  See:
    EWIT BC 4 Fast A_Chase
	EWIT DE 4 Fast A_Chase
    Loop
 Melee:
  Missile:
    EWIT A 0 A_jumpifcloser(256,"spew")
	EWIT U 0 A_facetarget
	EWIT U 0 A_PlaySound("Empty/WitherThrow",CHAN_VOICE,1.0)
	EWIT UVWX 6 A_facetarget
	EWIT Y 6 A_CustomMissile("witherballs", 64, 5, random(-2, 2), CMF_OFFSETPITCH, random(-1, 1))
	EWIT Y 6 A_facetarget
	EWIT UA 4
	goto see
  Spew:
    EWIT F 4 Fast A_FaceTarget
    EWIT G 5 Fast A_FaceTarget
	EWIT HI 4 Fast A_FaceTarget
	EWIT J 0 A_PlaySound("Empty/vomit",CHAN_VOICE,1.0)
	EWIT J 6 Fast 
	EWIT JJJJJJJJJJJJ 3 Fast A_CustomMissile("VomitStream", 64, 5, random(-2, 2), CMF_OFFSETPITCH, random(-1, 1))
	EWIT J 6 
	EWIT IHG 5
    Goto See
  Pain:
    EWIT M 4 Fast A_Pain
    EWIT M 2 Fast
    Goto See
  Death:
    EWIT M 0 A_Scream
    EWIT N 7
    EWIT O 7 
    EWIT P 7 
    EWIT Q 5
    EWIT R 5 A_NoBlocking
    EWIT S 5
    EWIT T -1
    Stop
  Xdeath:
     EWIT M 0 A_Scream
    EWIT N 7
	E2TY AAAAA 0  A_SpawnItemEX("EmptyBlood", 0, 0, 0, random (4, 12), 0, random (4, 12), random(0, 360))
	E2TY AAA 0  A_SpawnItemEX("VomitStream", 0, 0, 0, random (4, 12), 0, random (4, 12), random(0, 360))
    EWIT O 7 
    EWIT P 7 
    EWIT Q 5
    EWIT R 5 A_NoBlocking
    EWIT S 5
    EWIT T -1
	stop
  }
}
ACTOR BlackwaterPistol: actor 
{
  Health 40
  Radius 15
  Height 58
  mass 80
  Speed 8
  species human
  PainChance 256
  damagefactor "wendigo",0.0
  painchance "wendigo",256
  Monster
  +FLOORCLIP
  +NOINFIGHTSPECIES
  +missilemore
  +avoidmelee
  scale 0.8
  Decal "BulletChip"
  SeeSound "BWB/active"
  PainSound "BWB/pain"
  DeathSound "BWB/death"
  Obituary "%o was shot by a Black Water Collector."
  DropItem "NinemilAmmo"
  States
  {
  Spawn:
    BWBC V 10 A_Look
    Loop
  //Switching
  See:
    BWBC A 0 A_JumpIfInventory("BWDose", 1, "rampagesee")
	BWBC A 0 A_JumpIfHealthLower(15, "WoundedSwitch")
	//Normal Mode
	BWBC AABBCCDD 3 A_Chase
	BWBC A 0 A_AlertMonsters(150)
	BWBC A 0 A_jump(250,"see")
	BWBC A 0 A_PlaySound("BWB/active",CHAN_VOICE)
	BWBC A 0 A_checksight("Wandersee")
	loop
  WanderSee:
	BWBC A 0 A_jump(250,2)
	BWBC A 0 A_PlaySound("BWB/search",CHAN_VOICE)
    BWBC A 3 A_Wander
    BWBC A 0 A_LookEx(10, 0, 0, 0, 360, "See")
    BWBC B 3 A_Wander
    BWBC A 0 A_LookEx(10, 0, 0, 0, 360, "See")
	BWBC C 3 A_Wander
    BWBC A 0 A_LookEx(10, 0, 0, 0, 360, "See")
	BWBC D 3 A_Wander
    BWBC A 0 A_LookEx(10, 0, 0, 0, 360, "See")
	BWBC A 0 A_jump(16,"idlereset")
	goto wandersee
   //Wounded Mode
  WoundedSwitch:
	BWBC A 0 A_jump(246,2)
	BWBC A 0 A_PlaySound("BWB/active",CHAN_VOICE)
	BWBC ABCD 3 A_Chase
	BWBC A 0 A_jump(192,"woundedswitch")
	goto DrugCheck
  IdleReset:
    BWBC U 0 A_facetarget
    BWBC U 0 A_cleartarget
   Idle:
    BWBC U 10 A_Look
    Loop
  Drugcheck:
    BWBC W 3 A_PlaySound("items/stimuse2",CHAN_ITEM)
	BWBC XYZ 3 
	BWBC Z 3 A_SetHealth(80)
	BWBC Z 0 A_giveInventory("BWDose", 1)
	BWBC Z 0 A_ChangeFlag("NOPAIN", true)
	BWBC Z 3
	BWBC YX 3
	BWBC U 3 A_PlaySound("BWB/drugged",CHAN_VOICE)
 RampageSee:
	//blackwater Mode
	BWBC AABBCCDD 2 A_Chase("FastMissile", "FastMissile")
	BWBC A 0 A_AlertMonsters(150)
	BWBC A 0 A_DamageSelf(2)
	BWBC A 0 A_jump(240,"Rampagesee")
	BWBC A 0 A_PlaySound("BWB/rampage",CHAN_VOICE)
	goto rampagesee
  Missile:
    BWBC U 10 A_FaceTarget
	BWBC E 0 A_FaceTarget
    BWBC E 10 Fast
	goto Missilemain
  FastMissile:
    BWBC U 5 A_FaceTarget
	BWBC E 0 A_FaceTarget
    BWBC E 5 Fast
   Missilemain:
	BWBC E 0 A_FaceTarget
	BWBC F 0 A_PlaySound("weapons/popistol",CHAN_WEAPON)
    BWBC F 5 bright  A_CustomMissile("BulletTracerSmall", 32, 12, random(-9, 9), CMF_OFFSETPITCH, random(-1, 1))
	BWBC F 0 A_PlaySound("Distant/pistol",CHAN_BODY)
	BWBC F 0 A_AlertMonsters
	BWBC E 5 
	BWBC E 0 A_sentinelrefire
    Goto Missilemain
  Pain.Wendigo:
    BWBC A 0
	goto see
  Pain:
    BWBC G 4
    BWBC G 4 A_Pain
    Goto See
  BURN:                
    BWBC G 1 A_PlaySound("BWB/firedeath", CHAN_VOICE)
    BWBC A 0 A_HideThing
    BWBC A 0 A_Fall
    BWBC A 0 A_SpawnItem("BurnDeathHuman",1,0,0)
    BWBC A -1
    Stop
  Death:
    BWBC G 2 A_Scream
    BWBC H 4 A_AlertMonsters(150)
    BWBC I 4 A_NoBlocking
    BWBC J 4
    BWBC K -1
    Stop
 Death.crossbow:
    BWBC L 7 A_PlaySound("BWB/headshot", CHAN_VOICE)
    BWBC M 7 A_AlertMonsters(150)
    BWBC N 6 A_NoBlocking
    BWBC O -1
    Stop
  XDeath.fire:
  XDeath:
    BWBC P 3 A_PlaySound("Special/Gibdeath", CHAN_BODY)
	BWBC Q 3 A_scream
	BWBC NNNN 0 A_SpawnDebris("FlyingBlood",1)
    BWBC R 4 A_SpawnDebris("FlyingGibOffal",1)
	BWBC NN 0 A_SpawnDebris("FlyingBlood",1)
	BWBC N 0 A_SpawnDebris("FlyingGibArm",1)
	BWBC N 0 A_SpawnDebris("FlyingGibEntrails",1)
	BWBC N 0 A_SpawnDebris("FlyingGibRib",1)
    BWBC O 4 A_NoBlocking
	BWBC NNN 0 A_SpawnDebris("FlyingBlood",1)
    BWBC S 4
    BWBC T -1
    Stop
  }
}
ACTOR TalkingBWBPistol: BlackwaterPistol
{
States
{
 Spawn:
 BWBC V 6 A_turretlook
}
}
Actor DeadBWB : BlackwaterPistol
{
		Skip_Super
		DropItem "None"
		scale 0.8
	States
	{
	Spawn:
		Goto Super::XDeath+8
	}
}
ACTOR BlackwaterSick2: actor 
{
  Health 20
  Radius 15
  Height 32
  mass 80
  Speed 0
  species human
  PainChance 256
  damagefactor "wendigo",0.0
  painchance "wendigo",256
  Monster
  +FLOORCLIP
  +NOINFIGHTSPECIES
  scale 0.8
  PainSound "BWB/pain"
  DeathSound "BWB/death"
  Obituary "%o was shot by a Black Water Collector."
  States
  {
  Spawn:
    BWBW B 10
    Loop
   See:
    BWBW B 10
    Loop
  Pain:
    BWBW B 4
    BWBW B 4 A_Pain
    Goto See
  BURN:                
    BWBW B 1 A_PlaySound("BWB/firedeath", CHAN_VOICE)
    BWBC A 0 A_HideThing
    BWBC A 0 A_Fall
    BWBC A 0 A_SpawnItem("BurnDeathHuman",1,0,0)
    BWBC A -1
    Stop
  Death:
    BWBC G 2 A_Scream
    BWBC H 4 A_AlertMonsters(150)
    BWBC I 4 A_NoBlocking
    BWBC J 4
    BWBC K -1
    Stop
 Death.crossbow:
    BWBC L 7 A_PlaySound("BWB/headshot", CHAN_VOICE)
    BWBC M 7 A_AlertMonsters(150)
    BWBC N 6 A_NoBlocking
    BWBC O -1
    Stop
  XDeath.fire:
  XDeath:
    BWBC P 3 A_PlaySound("Special/Gibdeath", CHAN_BODY)
	BWBC Q 3 A_scream
	BWBC NNNN 0 A_SpawnDebris("FlyingBlood",1)
    BWBC R 4 A_SpawnDebris("FlyingGibOffal",1)
	BWBC NN 0 A_SpawnDebris("FlyingBlood",1)
	BWBC N 0 A_SpawnDebris("FlyingGibArm",1)
	BWBC N 0 A_SpawnDebris("FlyingGibEntrails",1)
	BWBC N 0 A_SpawnDebris("FlyingGibRib",1)
    BWBC O 4 A_NoBlocking
	BWBC NNN 0 A_SpawnDebris("FlyingBlood",1)
    BWBC S 4
    BWBC T -1
    Stop
  }
}
ACTOR BlackwaterShotgun: BlackwaterPistol
{
  Health 45
  Radius 15
  Height 58
  mass 80
  Speed 8
  species human
  PainChance 256
  Monster
  +FLOORCLIP
  +NOINFIGHTSPECIES
  +missilemore
  +avoidmelee
  scale 0.8
  Decal "BulletChip"
  SeeSound "BWB/active"
  PainSound "BWB/pain"
  DeathSound "BWB/death"
  Obituary "%o was shot by a Black Water Bully."
  DropItem "ShotgunAmmo", 255, 2
  States
  {
  Spawn:
    BWBB V 10 A_Look
    Loop
  //Switching
  See:
    BWBB A 0 A_JumpIfInventory("BWDose", 1, "rampagesee")
	BWBB A 0 A_JumpIfHealthLower(15, "WoundedSwitch")
	//Normal Mode
	BWBB AABBCCDD 3 A_Chase
	BWBB A 0 A_AlertMonsters(150)
	BWBB A 0 A_jump(250,"see")
	BWBB A 0 A_PlaySound("BWB/active",CHAN_VOICE)
	BWBB A 0 A_checksight("Wandersee")
	loop
  WanderSee:
	BWBB A 0 A_jump(250,2)
	BWBB A 0 A_PlaySound("BWB/search",CHAN_VOICE)
    BWBB A 3 A_Wander
    BWBB A 0 A_LookEx(10, 0, 0, 0, 360, "See")
    BWBB B 3 A_Wander
    BWBB A 0 A_LookEx(10, 0, 0, 0, 360, "See")
	BWBB C 3 A_Wander
    BWBB A 0 A_LookEx(10, 0, 0, 0, 360, "See")
	BWBB D 3 A_Wander
    BWBB A 0 A_LookEx(10, 0, 0, 0, 360, "See")
	BWBB A 0 A_jump(16,"idlereset")
	goto wandersee
   //Wounded Mode
  WoundedSwitch:
	BWBB A 0 A_jump(246,2)
	BWBB A 0 A_PlaySound("BWB/active",CHAN_VOICE)
	BWBB ABCD 3 A_Chase
	BWBB A 0 A_jump(192,"woundedswitch")
	goto DrugCheck
  IdleReset:
    BWBB U 0 A_facetarget
    BWBB U 0 A_cleartarget
   Idle:
    BWBB U 10 A_Look
    Loop
  Drugcheck:
    BWBB W 3 A_PlaySound("items/stimuse2",CHAN_ITEM)
	BWBB XYZ 3 
	BWBB Z 3 A_SetHealth(80)
	BWBB Z 0 A_giveInventory("BWDose", 1)
	BWBB Z 0 A_ChangeFlag("NOPAIN", true)
	BWBB Z 3
	BWBB YX 3
	BWBB U 3 A_PlaySound("BWB/drugged",CHAN_VOICE)
 RampageSee:
	//blackwater Mode
	BWBB AABBCCDD 2 A_Chase("FastMissile", "FastMissile")
	BWBB A 0 A_AlertMonsters(150)
	BWBB A 0 A_DamageSelf(2)
	BWBB A 0 A_jump(240,"Rampagesee")
	BWBB A 0 A_PlaySound("BWB/rampage",CHAN_VOICE)
	goto rampagesee
  Missile:
    BWBB E 15 A_FaceTarget
	BWBB E 0 A_FaceTarget
	goto Missilemain
  FastMissile:
    BWBB E 5 A_FaceTarget
	BWBB E 0 A_FaceTarget
    BWBB E 5 Fast
   Missilemain:
	BWBB E 0 A_FaceTarget
	BWBB F 0 A_PlaySound ("weapons/grizlygun", CHAN_WEAPON)
    BWBB F 5 bright A_FaceTarget
	BWBB FFFF 0 A_customMissile("BulletTracerSmall", 32, 12, random(-9, 9), CMF_OFFSETPITCH, random(-4, 4))
	BWBB F 0 A_PlaySound("Distant/shotgun",CHAN_BODY)
	BWBB F 0 A_AlertMonsters
	BWBB E 5 
	BWBB U 20 A_PlaySound ("weapons/SHOTGR", CHAN_item)
    Goto see
  Pain:
    BWBB G 4
    BWBB G 4 A_Pain
    Goto See
  BURN:                
    BWBB G 1 A_PlaySound("BWB/firedeath", CHAN_VOICE)
    BWBB A 0 A_HideThing
    BWBB A 0 A_Fall
    BWBB A 0 A_SpawnItem("BurnDeathHuman",1,0,0)
    BWBB A -1
    Stop
  Death:
    BWBB G 2 A_Scream
    BWBB H 4 A_AlertMonsters(150)
    BWBB I 4 A_NoBlocking
    BWBB J 4
    BWBB K -1
    Stop
 Death.crossbow:
    BWBB L 7 A_PlaySound("BWB/headshot", CHAN_VOICE)
    BWBB M 7 A_AlertMonsters(150)
    BWBB N 6 A_NoBlocking
    BWBB O -1
    Stop
  XDeath.fire:
  XDeath:
    BWBB P 3 A_PlaySound("Special/Gibdeath", CHAN_BODY)
	BWBB Q 3 A_scream
	BWBB NNNN 0 A_SpawnDebris("FlyingBlood",1)
    BWBB R 4 A_SpawnDebris("FlyingGibOffal",1)
	BWBB NN 0 A_SpawnDebris("FlyingBlood",1)
	BWBB N 0 A_SpawnDebris("FlyingGibArm",1)
	BWBB N 0 A_SpawnDebris("FlyingGibEntrails",1)
	BWBB N 0 A_SpawnDebris("FlyingGibRib",1)
    BWBB O 4 A_NoBlocking
	BWBB NNN 0 A_SpawnDebris("FlyingBlood",1)
    BWBB S 4
    BWBB T -1
    Stop
  }
}
ACTOR TalkingBWBshotgun: BlackwaterShotgun
{
States
{
 Spawn:
 BWBB V 6 A_turretlook
}
}
ACTOR BWBGateGuard: BlackwaterShotgun
{
States
{
 Spawn:
 BWBB V 6 A_turretlook
}
}
ACTOR BWBSpeakerLukas: BlackwaterPistol
{
 SeeSound "SVOX/LUK10"
States
{
 Spawn:
 BWBC V 6 A_turretlook
}
}
ACTOR BlackwaterCrossbow: BlackwaterPistol 
{
  Health 40
  Radius 15
  Height 58
  mass 80
  Speed 8
  species human
  PainChance 256
  Monster
  +FLOORCLIP
  +NOINFIGHTSPECIES
  +missilemore
  +avoidmelee
  scale 0.8
  Decal "BulletChip"
  SeeSound "BWB/active"
  PainSound "BWB/pain"
  DeathSound "BWB/death"
  Obituary "%o was shot by a Black Water Assassin."
  DropItem "xbowpack", 255, 4
  States
  {
  Spawn:
    BWBA V 10 A_Look
    Loop
  //Switching
  See:
    BWBA A 0 A_JumpIfInventory("BWDose", 1, "rampagesee")
	BWBA A 0 A_JumpIfHealthLower(15, "WoundedSwitch")
	//Normal Mode
	BWBA AABBCCDD 3 A_Chase
	BWBA A 0 A_AlertMonsters(150)
	BWBA A 0 A_jump(240,"see")
	BWBA A 0 A_PlaySound("BWB/active",CHAN_VOICE)
	BWBA A 0 A_checksight("Wandersee")
	loop
  WanderSee:
	BWBA A 0 A_jump(240,2)
	BWBA A 0 A_PlaySound("BWB/search",CHAN_VOICE)
    BWBA A 3 A_Wander
    BWBA A 0 A_LookEx(10, 0, 0, 0, 360, "See")
    BWBA B 3 A_Wander
    BWBA A 0 A_LookEx(10, 0, 0, 0, 360, "See")
	BWBA C 3 A_Wander
    BWBA A 0 A_LookEx(10, 0, 0, 0, 360, "See")
	BWBA D 3 A_Wander
    BWBA A 0 A_LookEx(10, 0, 0, 0, 360, "See")
	BWBA A 0 A_jump(16,"idlereset")
	goto wandersee
   //Wounded Mode
  WoundedSwitch:
	BWBA A 0 A_jump(246,2)
	BWBA A 0 A_PlaySound("BWB/active",CHAN_VOICE)
	BWBA ABCD 3 A_Chase
	BWBA A 0 A_jump(192,"woundedswitch")
	goto DrugCheck
  IdleReset:
    BWBA U 0 A_facetarget
    BWBA U 0 A_cleartarget
   Idle:
    BWBA U 10 A_Look
    Loop
  Drugcheck:
    BWBA W 3 A_PlaySound("items/stimuse2",CHAN_ITEM)
	BWBA XYZ 3 
	BWBA Z 3 A_SetHealth(80)
	BWBA Z 0 A_giveInventory("BWDose", 1)
	BWBA Z 0 A_ChangeFlag("NOPAIN", true)
	BWBA Z 3
	BWBA YX 3
	BWBA U 3 A_PlaySound("BWB/drugged",CHAN_VOICE)
 RampageSee:
	//blackwater Mode
	BWBA AABBCCDD 2 A_Chase("FastMissile", "FastMissile")
	BWBA A 0 A_AlertMonsters(150)
	BWBA A 0 A_DamageSelf(2)
	BWBA A 0 A_jump(240,"Rampagesee")
	BWBA A 0 A_PlaySound("BWB/rampage",CHAN_VOICE)
	goto rampagesee
  Missile:
    BWBA U 10 A_FaceTarget
	BWBA E 0 A_FaceTarget
    BWBA E 20 Fast
	goto Missilemain
  FastMissile:
    BWBA U 5 A_FaceTarget
	BWBA E 0 A_FaceTarget
    BWBA E 10 Fast
   Missilemain:
	BWBA E 10 A_FaceTarget
	BWBA F 0 A_PlaySound("weapons/XBOWFIRE1",CHAN_WEAPON)
    BWBA E 10 A_CustomMissile("XbowBoltBWB", 28, 12, random(-2, 2), CMF_OFFSETPITCH, random(-1, 1))
	BWBA F 30 A_PlaySound("weapons/XBOWload1", CHAN_ITEM, 1.5)
    Goto see
  Pain:
    BWBA G 4
    BWBA G 4 A_Pain
    Goto See
  BURN:                
    BWBA G 1 A_PlaySound("BWB/firedeath", CHAN_VOICE)
    BWBA A 0 A_HideThing
    BWBA A 0 A_Fall
    BWBA A 0 A_SpawnItem("BurnDeathHuman",1,0,0)
    BWBA A -1
    Stop
  Death:
    BWBA G 2 A_Scream
    BWBA H 4 A_AlertMonsters(150)
    BWBA I 4 A_NoBlocking
    BWBA J 4
    BWBA K -1
    Stop
 Death.crossbow:
    BWBA L 7 A_PlaySound("BWB/headshot", CHAN_VOICE)
    BWBA M 7 A_AlertMonsters(150)
    BWBA N 6 A_NoBlocking
    BWBA O -1
    Stop
  XDeath.fire:
  XDeath:
    BWBA P 3 A_PlaySound("Special/Gibdeath", CHAN_BODY)
	BWBA Q 3 A_scream
	BWBA NNNN 0 A_SpawnDebris("FlyingBlood",1)
    BWBA R 4 A_SpawnDebris("FlyingGibOffal",1)
	BWBA NN 0 A_SpawnDebris("FlyingBlood",1)
	BWBA N 0 A_SpawnDebris("FlyingGibArm",1)
	BWBA N 0 A_SpawnDebris("FlyingGibEntrails",1)
	BWBA N 0 A_SpawnDebris("FlyingGibRib",1)
    BWBA O 4 A_NoBlocking
	BWBA NNN 0 A_SpawnDebris("FlyingBlood",1)
    BWBA S 4
    BWBA T -1
    Stop
  }
}
ACTOR TalkingBWBCrossbow: BlackwaterCrossbow
{
States
{
 Spawn:
 BWBA V 6 A_turretlook
}
}
ACTOR BlackwaterSick1: actor 
{
  Health 20
  Radius 15
  Height 32
  mass 80
  Speed 0
  species human
  PainChance 256
  damagefactor "wendigo",0.0
  painchance "wendigo",256
  Monster
  +FLOORCLIP
  +NOINFIGHTSPECIES
  scale 0.8
  PainSound "BWB/pain"
  DeathSound "BWB/death"
  Obituary "%o was shot by a Black Water assassin."
  States
  {
  Spawn:
    BWBW A 10
    Loop
   See:
    BWBW A 10
    Loop
  Pain:
    BWBW A 4
    BWBW A 4 A_Pain
    Goto See
  BURN:                
    BWBW A 1 A_PlaySound("BWB/firedeath", CHAN_VOICE)
    BWBC A 0 A_HideThing
    BWBC A 0 A_Fall
    BWBC A 0 A_SpawnItem("BurnDeathHuman",1,0,0)
    BWBC A -1
    Stop
 Death:
    BWBA G 2 A_Scream
    BWBA H 4 A_AlertMonsters(150)
    BWBA I 4 A_NoBlocking
    BWBA J 4
    BWBA K -1
    Stop
 Death.crossbow:
    BWBA L 7 A_PlaySound("BWB/headshot", CHAN_VOICE)
    BWBA M 7 A_AlertMonsters(150)
    BWBA N 6 A_NoBlocking
    BWBA O -1
    Stop
  XDeath.fire:
  XDeath:
    BWBA P 3 A_PlaySound("Special/Gibdeath", CHAN_BODY)
	BWBA Q 3 A_scream
	BWBA NNNN 0 A_SpawnDebris("FlyingBlood",1)
    BWBA R 4 A_SpawnDebris("FlyingGibOffal",1)
	BWBA NN 0 A_SpawnDebris("FlyingBlood",1)
	BWBA N 0 A_SpawnDebris("FlyingGibArm",1)
	BWBA N 0 A_SpawnDebris("FlyingGibEntrails",1)
	BWBA N 0 A_SpawnDebris("FlyingGibRib",1)
    BWBA O 4 A_NoBlocking
	BWBA NNN 0 A_SpawnDebris("FlyingBlood",1)
    BWBA S 4
    BWBA T -1
    Stop
  }
}
ACTOR BlackwaterBoss: BlackwaterPistol
{
  Health 450
  Radius 15
  Height 64
  mass 130
  Speed 10
  species human
  PainChance 256
  Monster
  +FLOORCLIP
  +NOINFIGHTSPECIES
  +missilemore
  +avoidmelee
  +BOSS
  scale 0.8
  damagefactor "fire",0.5
  painchance "fire",16
  Decal "BulletChip"
  PainSound "goon/pain"
  DeathSound "goon/death"
  Obituary "%o was executed by the BlackWater Boss."
  DropItem "rifleAmmo"
  DropItem "rifleAmmo"
  States
  {
  Spawn:
    BWBD V 10 A_Look
    Loop
  //Switching
  See:
	BWBD AABBCCDD 3 A_Chase
	BWBD A 0 A_AlertMonsters(150)
	loop
   Idle:
    BWBD E 10 A_Look
    Loop
  Missile:
    BWBD E 10 A_FaceTarget
	BWBD E 0 A_FaceTarget
	BWBD F 1 bright A_PlaySound("weapons/m16fire",CHAN_WEAPON)
	BWBD F 0 A_PlaySound("Distant/m16",CHAN_BODY)
    BWBD F 1 Bright A_customMissile("BulletTracermedium", 32, 12, random(-4, 4), CMF_OFFSETPITCH, random(-1, 1))
	BWBD E 1 A_PlaySound("weapons/m16fire",CHAN_WEAPON)
	BWBD E 0 A_PlaySound("Distant/m16",CHAN_BODY)
    BWBD F 2 Bright A_customMissile("BulletTracermedium", 32, 12, random(-4, 4), CMF_OFFSETPITCH, random(-1, 1))
	BWBD E 1 A_PlaySound("weapons/m16fire",CHAN_WEAPON)
	BWBD E 0 A_PlaySound("Distant/m16",CHAN_BODY)
    BWBD F 2 Bright A_customMissile("BulletTracermedium", 32, 12, random(-4, 4), CMF_OFFSETPITCH, random(-1, 1))
	BWBD E 3 A_facetarget
	BWBD E 1 A_PlaySound("weapons/m16fire",CHAN_WEAPON)
	BWBD E 0 A_PlaySound("Distant/m16",CHAN_BODY)
    BWBD F 2 Bright A_customMissile("BulletTracermedium", 32, 12, random(-4, 4), CMF_OFFSETPITCH, random(-1, 1))
	BWBD E 1 A_PlaySound("weapons/m16fire",CHAN_WEAPON)
	BWBD E 0 A_PlaySound("Distant/m16",CHAN_BODY)
    BWBD F 2 Bright A_customMissile("BulletTracermedium", 32, 12, random(-4, 4), CMF_OFFSETPITCH, random(-1, 1))
	BWBD E 1 A_PlaySound("weapons/m16fire",CHAN_WEAPON)
	BWBD E 0 A_PlaySound("Distant/m16",CHAN_BODY)
    BWBD F 2 Bright A_customMissile("BulletTracermedium", 32, 12, random(-4, 4), CMF_OFFSETPITCH, random(-1, 1))
    BWBD E 10 A_SentinelRefire()
    Goto Missile+1
    Goto See
  Pain:
    BWBD G 4
    BWBD G 4 A_Pain
    Goto See
  BURN:                
    BWBD G 1 A_PlaySound("BWB/firedeath", CHAN_VOICE)
    BWBD A 0 A_HideThing
    BWBD A 0 A_Fall
    BWBD A 0 A_SpawnItem("BurnDeathHuman",1,0,0)
    BWBD A -1
    Stop
  Death:
    BWBD G 2 A_Scream
    BWBD H 4 A_AlertMonsters(150)
    BWBD I 4 A_NoBlocking
    BWBD J 4
    BWBD K -1
    Stop
 Death.crossbow:
    BWBD L 7 A_PlaySound("BWB/headshot", CHAN_VOICE)
    BWBD M 7 A_AlertMonsters(150)
    BWBD N 6 A_NoBlocking
    BWBD O -1
    Stop
  XDeath.fire:
  XDeath:
    BWBD P 3 A_PlaySound("Special/Gibdeath", CHAN_BODY)
	BWBD Q 3 A_scream
	BWBD NNNN 0 A_SpawnDebris("FlyingBlood",1)
    BWBD R 4 A_SpawnDebris("FlyingGibOffal",1)
	BWBD NN 0 A_SpawnDebris("FlyingBlood",1)
	BWBD N 0 A_SpawnDebris("FlyingGibArm",1)
	BWBD N 0 A_SpawnDebris("FlyingGibEntrails",1)
	BWBD N 0 A_SpawnDebris("FlyingGibRib",1)
    BWBD O 4 A_NoBlocking
	BWBD NNN 0 A_SpawnDebris("FlyingBlood",1)
    BWBD S 4
    BWBD T -1
    Stop
  }
}

ACTOR Wendigo
{
  Health 400
  PainChance 32
  damagetype "wendigo"
  Speed 22
  Radius 24
  Height 80
  scale 0.8  
  Mass 800
  Monster
  meleerange 64
  damagefactor "wendigo",0.0
  painchance "wendigo",0
  +FLOORCLIP
  +DONTFOLLOWPLAYERS
  +lookallaround
  +NOINFIGHTSPECIES
  +SEEFRIENDLYMONSTERS
  +JUMPDOWN
  +NOPAIN
  +DROPOFF
  +QUICKTORETALIATE
  PainSound "wendigo/pain"
  DeathSound "wendigo/death"
  States
  {
  Spawn:
    WEND W 10 A_LookEx(0,0, 192, 0, 0, "wakeup")
    Loop
   Wakeup:
    WEND W 0 A_playsound("wendigo/wake",CHAN_VOICE,1.0)
    WEND WUVVVVVVVV 4 Fast A_facetarget
	WEND A 0 A_ClearTarget
	WEND A 0 A_ChangeFlag("NOPAIN", false)
   Wakechecklook:
   WEND V 10 A_LookEx(0, 0, 2048, 0, 0, "seenoise")
   loop
   seenoise:
   WEND W 0 A_playsound("wendigo/attack1",CHAN_VOICE,1.0)
  See:
    WEND A 0 A_ChangeFlag("NoPain", 0)
    WEND AABBCCDDEEFF 2 Fast A_chase
	WEND A 0 A_explode(0,512)
	goto see
  Melee:
    WEND W 0 A_playsound("wendigo/attack2",CHAN_VOICE,1.0)
    WEND VGH 3 Fast A_FaceTarget
    WEND I 4 Fast A_CustomMeleeAttack(random(7,10)*5, "weapons/knifehit")
	WEND JK 3 Fast A_FaceTarget 
	WEND L 6 Fast A_CustomMeleeAttack(random(7,10)*5, "weapons/knifehit")
	WEND L 0 A_JumpIfInTargetLOS("run")
	WEND V 0 A_alertmonsters(512,AMF_TARGETEMITTER)
	goto see
 idle:
  WEND A 0 A_ClearTarget
    WEND V 10 A_Look
  loop
  Pain.Wendigo:
    WEND A 0 
	goto see
  Pain:
    WEND V 2 Fast A_Pain
    WEND M 2 Fast 
	WEND V 2 Fast
    Goto see
  Death:
    WEND N 8 A_Scream
    WEND O 8 
    WEND P 4
    WEND Q 4 A_NoBlocking
    WEND R 4
	WEND S 4
    WEND T -1
    Stop
  }
}

ACTOR PossessorWorm
{
 Health 30
  Radius 16
  Height 32
  mass 50
  Speed 12
  PainChance 256
  Monster
  bloodcolor "purple"
  +FLOORCLIP
  +NOINFIGHTSPECIES
  +missilemore
  +avoidmelee
  seesound "possessor/sight"
  activesound "possessor/active"
  painsound "possessor/pain"
  DeathSound "possessor/death"
  Obituary "%o was devoured by a Possessor Worm."
States
  {
  spawn:
  Spawn:
		PSW1 V 10 A_Look
		Loop
	See:
		PSW1 AABBCCDD 2 A_VileChase
		PSW1 D 0 A_alertmonsters
        loop
	Heal:
		PSW1 EFG 2 
		TNT1 A 1 A_REMOVE(AAPTR_DEFAULT)
		stop
	Melee:
	    PSW1 EFG 3 A_FACETARGET
		PSW1 H 4 Fast A_CustomMeleeAttack(random(1,3)*3, "possessor/attack")
		PSW1 I 3 A_FACETARGET
		goto see
	Pain:
	    PSW1 J 4 a_pain
	    PSW1 K 4 
		goto see
	Death: 
	    PSW1 L 4 A_SCREAM
		PSW1 M 4 A_NOBLOCKING
	    PSW1 NOP 4
		PSW1 Q -1
		stop
	BURN: 
	    PSW1 R 4 A_PLAYSOUND("possessor/firedeath",CHAN_VOICE,1.0)
		PSW1 S 4 A_NOBLOCKING
	    PSW1 TUWX 4
		PSW1 Y -1
		stop
	XDEATH:
        PSW1 M 6 A_PlaySound("possessor/gibdeath")
	    PSW1 OOOOOOO 0 A_SpawnDebris("PossessorBlood",1)
		PSW1 Q 0 A_NoBlocking
        PSW1 Z 3 A_SpawnDebris("PossessorBlood",1)
        Stop
	}
}
Actor ScaredPossessorWorm: PossessorWorm
{
+FRIGHTENED
States
{
spawn:
PSW1 ABCD 2 a_pain
goto see
}
}

Actor TheHammer 
{
  Health 3000
  PainChance 16
  Speed 22
  Radius 36
  Height 110  
  Mass 1500
  Monster
  meleerange 64
  damagefactor "fire",0.5
  painchance "fire",8
  damagefactor "wendigo",0.0
  painchance "wendigo",0
  meleerange 96
  meleethreshold 64
  +DROPOFF
  +FLOORCLIP
  +BOSS
  +NORADIUSDMG
  +DONTMORPH
  +NOTARGET
  +BOSSDEATH
  +NOPAIN
  PainSound "Hammer/pain"
 States
  {
  Spawn:
       HAM1 A 10 A_look
	   loop
  See:
       HAM1 W 0 
       HAM1 WXY 4 
	   HAM1 Z 4 A_playsound("stomp4",CHAN_BODY,1.0,false,ATTN_NONE)
	   HAM1 Z 6 A_quake(5,8,0,1024)
	   HAM1 L 5 A_playsound("CroHam/swing2",CHAN_WEAPON,1.0,false,ATTN_NONE)
	   HAM1 MNO 5
	   HAM1 P 5 A_playsound("Croham/hit2",CHAN_ITEM,1.0,false,ATTN_NONE)
	   HAM1 Q 0 ACS_execute(20,0)
	   HAM1 Q 10 A_quake(7,16,0,1024)
	   HAM1 KGHHH 5 
	   HAM1 HH 2
	   TNT1 A 0 A_ChangeFlag(NOPAIN, 0)
	   goto chase
  Chase:
       HAM1 BBCC 2 A_chase
	   TNT1 A 0 A_PlaySound("MutantStomp", CHAN_AUTO, 0.9, false, 0.74)
	   HAM1 DDEE 2 A_chase
	   TNT1 A 0 A_PlaySound("MutantStomp", CHAN_AUTO, 0.9, false, 0.74)
	   loop
  Missile:
       HAM1 FGHH 4 A_facetarget
	   HAM1 I 0 A_PlaySound("weapons/XBOWFIRE1",Chan_WEAPON)
       HAM1 I 4 bright A_CustomMissile("HammerHarpoon", 85, -25,0, CMF_OFFSETPITCH,0)
	   HAM1 J 0 A_AlertMonsters
	   HAM1 JJKLMMN 3 A_facetarget
	   HAM1 A 0 A_jumpifcloser(96,"QuickSmack")
	   goto chase
  Melee:
       HAM1 E 0 A_jumpifcloser(96,"QuickSmack")
	   HAM1 R 0 A_facetarget
	   HAM1 R 5 A_recoil(-5)
	   HAM1 R 0 a_playsound("CroHam/swing2",CHAN_WEAPON,1.0)
	   HAM1 R 0 A_facetarget
	   HAM1 S 5 A_recoil(-5)
	   HAM1 T 5 fast A_facetarget
	   HAM1 U 6 Fast A_CustomMeleeAttack(random(8,12)*5, "Croham/hit2")
	   HAM1 U 4 A_quake(4,20,0,256)
	   HAM1 L 4 A_facetarget
	   goto chase
  QuickSmack:
       HAM1 NO 4 A_facetarget
	   HAM1 R 0 a_playsound("CroHam/swing1",CHAN_WEAPON,1.0)
       HAM1 P 2 Fast A_CustomMeleeAttack(random(6,10)*5, "Croham/hit1")
	   HAM1 P 4 Fast A_blast(BF_DONTWARN,96,128)
	   HAM1 Q 10 A_facetarget
	   goto chase	  
  Pain:
       HAM1 V 5 A_PAIN
	   goto chase
  Death: 
       HAM1 V 0 A_scream
	   HAM1 V 0 ACS_EXECUTE(22,0)
       HAM1 VVVV 5
	   HAM1 LMNNOPQQRSTU 5 A_facetarget
	   HAM1 U 0 A_quake(7,16,0,1024)
	   HAM1 U -1 
	   stop
   }
}
Actor TheHammerFinal 
{
  Health 4000
  PainChance 16
  Speed 22
  Radius 36
  Height 110  
  Mass 1500
  Monster
  damagefactor "fire",0.4
  painchance "fire",8
  damagefactor "wendigo",0.0
  painchance "wendigo",0
  meleerange 128
  meleethreshold 64
  +DROPOFF
  +FLOORCLIP
  +BOSS
  +NORADIUSDMG
  +DONTMORPH
  +NOTARGET
  +BOSSDEATH
  +MISSILEMORE
  +MISSILEEVENMORE
  PainSound "Hammer/pain"
  deathSound "Hammer/death"
 States
  {
  Spawn:
       HAM2 A 10 A_look
	   loop
  See:
       HAM2 BBCC 2 A_chase
	   TNT1 A 0 A_PlaySound("MutantStomp", CHAN_AUTO, 0.9, false, 0.74)
	   HAM2 DDEE 2 A_chase
	   TNT1 A 0 A_PlaySound("MutantStomp", CHAN_AUTO, 0.9, false, 0.74)
	   loop
  MissileFake:
       HAM2 M 4
	   HAM2 WXYZ 6 bright
	   goto spawn
  Missile:
       HAM2 F 4 A_facetarget
	   HAM2 F 0 A_jumpifcloser(192,"melee")
	   HAM2 F 0 A_jumpifcloser(512,"Scorpionchain")
  FlashRocket:
       HAM2 KLMMM 4 A_facetarget
	   HAM2 M 0 A_PlaySound("Hammer/Flashfire", CHAN_WEAPON,1.0, false, 0.74)
	   HAM2 W 4 bright A_facetarget
	   HAM2 X 4 bright A_facetarget
	   HAM2 Y 4 bright A_customMissile("FlashMissile",85,-15,0)
	   HAM2 Z 12 bright A_facetarget
	   goto see
  ScorpionChain: //GET OVER HERE
       HAM2 FGHH 3 A_facetarget
	   HAM2 I 0 A_PlaySound("weapons/XBOWFIRE1",Chan_WEAPON)
       HAM2 I 4 bright A_CustomMissile("HammerHarpoon", 85, -25,0, CMF_OFFSETPITCH,0)
	   HAM2 J 0 A_AlertMonsters
	   HAM2 JJKLMMN 3 A_facetarget
	   HAM2 A 0 A_jumpifcloser(96,"QuickSmack")
	   goto see
  Melee:
       HAM2 E 0 A_jumpifcloser(96,"QuickSmack")
	   HAM2 R 0 A_facetarget
	   HAM2 R 4 A_recoil(-7)
	   HAM2 R 0 a_playsound("CroHam/swing2",CHAN_WEAPON,1.0)
	   HAM2 R 0 A_facetarget
	   HAM2 S 4 A_recoil(-7)
	   HAM2 T 4 fast A_facetarget
	   HAM2 T 0 A_recoil(-7)
	   HAM2 U 5 Fast A_CustomMeleeAttack(random(8,12)*5, "Croham/hit2")
	   HAM2 U 3 A_quake(4,20,0,256)
	   HAM2 L 3 A_facetarget
	   goto see
  QuickSmack:
       HAM2 NO 3 A_facetarget
	   HAM2 R 0 a_playsound("CroHam/swing1",CHAN_WEAPON,1.0)
       HAM2 P 2 Fast A_CustomMeleeAttack(random(6,10)*5, "Croham/hit1")
	   HAM2 P 3 Fast A_blast(BF_DONTWARN,96,128)
	   HAM2 Q 8 A_facetarget
	   goto see	  
  Pain:
       HAM2 V 4 A_PAIN
	   goto see
  Death: 
       HAM2 K 2 A_scream
       HAM3 ABCCDEEEEFFGH 5
	   HAM1 U 0 A_quake(2,16,0,512)
	   HAM3 IIIKLM 5
	   HAM3 N 0 A_quake(7,16,0,1024)
	   HAM3 N 400 a_noblocking
	   HAM3 N 10 A_bossdeath
	   HAM3 N -1 
	   stop
   }
}
Actor TheHammerFinalMedium: TheHammerFinal
{
 Health 5000
  PainChance 8
  Speed 26
  Radius 36
  Height 110  
  Mass 1500
  Monster
  damagefactor "fire",0.33
  painchance "fire",4
  damagefactor "wendigo",0.0
  painchance "wendigo",0
  meleerange 128
  meleethreshold 64
}
Actor TheHammerFinalHard: TheHammerFinal
{
 Health 5500
  PainChance 6
  Speed 28
  Radius 36
  Height 110  
  Mass 1500
  Monster
  damagefactor "fire",0.25
  painchance "fire",2
  damagefactor "wendigo",0.0
  painchance "wendigo",0
  meleerange 128
  meleethreshold 64
}
Actor TheHammerFinalNightmare: TheHammerFinal
{
 Health 5500
  PainChance 4
  Speed 30
  Radius 36
  Height 110  
  Mass 1500
  Monster
  damagefactor "fire",0.25
  painchance "fire",1
  damagefactor "wendigo",0.0
  painchance "wendigo",0
  meleerange 128
  meleethreshold 64
}
ACTOR TheHammerCutscene
{
  Health 5
  Radius 15
  Height 56
  mass 90
  species Cannibal
  +NEVERTARGET
  -COUNTKILL
  +NODAMAGE
  States
  {
  Spawn:
    HMC1 BBACCABBB 5
    Loop
  SPEAK:
    HMC1 DADDDADDDAAAAAADDDADDDAADD 5
    goto spawn
  ESPLDE:
    HMC1 BBBBBAC 5
	HMC1 E 5 A_playsound("Special/Gibdeath",CHAN_VOICE,1.0)
    HMC1 F 5  
    HMC1 G 5 
	HMC1 HIJKLMN 5
	HMC1 O 5
  Deaded:
    HMC1 P 20
	loop   
  }
}
ACTOR ChokaTom : actor replaces Revenant
{
  Health 500
   Radius 18
  Height 48
  Mass 800
  Speed 9
  scale 0.8
  PainChance 50
  damagefactor "wendigo",0.0
  painchance "wendigo",256
  Monster
  +FLOORCLIP
  +DONTTHRUST
  PainSound "Chokatom/laugh2"
  DeathSound "Chokatom/death"
  ActiveSound "Chokatom/laugh1"
  Obituary "%o was popped by Choka Tom."
  DropItem "ExbowPack",255,6
  States
  {
  Spawn:
    CTOM A 10 A_Look
    Loop
  See:
    CTOM AABBCCDD 2 A_Chase
    Loop
 Missile:
        CTOM A 4 A_FaceTarget
		CTOM E 8 Fast A_FaceTarget
		CTOM F 7 A_CustomMissile("ChokaOverseerBolt", 48, -16, 0, 0, 30)
		CTOM E 5 A_facetarget
		CTOM E 4 A_playsound("weapons/xbowload1",CHAN_ITEM,1.0)
		CTOM G 6 A_facetarget
		CTOM H 10 A_playsound("weapons/xbowload2",CHAN_ITEM,1.0)
		Goto See
  Pain.Wendigo:
    CTOM H 0
	goto see
  Pain:
    CTOM I 2
    CTOM I 4 A_Pain
    Goto See
  Death:
		CTOM I 100 A_Scream
		CTOM J 6 A_NoBlocking
		CTOM K 6 a_setangle(-90)
		CTOM L 5 
		CTOM L 0 A_spawnitemex("Chokafall",-72,0,0,0,0,0,0)
		Stop
  }
}
actor Chokafall
{
scale 0.8
+NOGRAVITY
+NOBLOCKMAP
states
{
Spawn:
    CTOM MNOPQR 5
	CTOM R 5 A_playsound("Chokatom/splash",CHAN_VOICE,1.0,false)
	CTOM STUVWXYZ 5
	TNT1 A 200
    stop
}
}
actor TURRET: actor 489
{
  height 48
  radius 32
  Health 200
  Speed 0
  PainChance 0
  Mass 10000000
  Monster
  +SOLID
  -CANPASS
  +AMBUSH
  +NOBLOOD
  +NOSPLASHALERT
  -COUNTKILL
  MinMissileChance 150
  seesound "turret/see"
 States
  {
  Spawn:
    TRT1 A 5 A_LOOKEX(LOF_NOSOUNDCHECK,0, 780, 0, 0, "FIRECHECK2")
    Loop
  See:
    TRT1 A 2 A_Chase
    Loop
  Missile:
  Pain:
    TRT1 A 1 A_facetarget
	TRT1 A 0 A_playsound("turret/start", CHAN_weapon)
	TRT1 A 33 A_FACETARGET
    goto fireloop
  FIRECHECK:
    TRT1 A 0 A_JumpIfTargetInLOS("fireloop", 0, JLOSF_DEADNOJUMP)
	goto FIREEND
  FIRECHECK2:
    TRT1 A 1 A_JumpIfTargetInLOS("Missile", 0, JLOSF_DEADNOJUMP)
	TRT1 A 0 A_cleartarget
	goto spawn
  FIRELOOP:
    TRT1 B 1 A_playsound("turret/fire", CHAN_WEAPON)
	TRT1 B 0 A_playsound("turret/far", CHAN_VOICE)
	TRT1 A 0 A_FACETARGET
	TRT1 B 2 bright A_CustomMissile("MGTracer",32,0,random(-3,3),0,random(0,3))
	TRT1 A 0 A_FACETARGET
	TRT1 C 3 bright A_CustomMissile("MGTracer",32,0,random(-3,3),0,random(0,3))
	TRT1 A 0 A_FACETARGET
	TRT1 B 3 bright A_CustomMissile("MGTracer",32,0,random(-3,3),0,random(0,3))
	TRT1 A 0 A_FACETARGET
	TRT1 B 0 A_playsound("turret/far", CHAN_VOICE)
	TRT1 C 3 bright A_CustomMissile("MGTracer",32,0,random(-3,3),0,random(0,3))
	TRT1 A 0 A_FACETARGET
	TRT1 B 3 bright A_CustomMissile("MGTracer",32,0,random(-3,3),0,random(0,3))
	TRT1 A 0 A_FACETARGET
	TRT1 C 3 bright A_CustomMissile("MGTracer",32,0,random(-3,3),0,random(0,3))
	TRT1 A 0 A_FACETARGET
	TRT1 B 3 bright A_CustomMissile("MGTracer",32,0,random(-3,3),0,random(0,3))
	TRT1 A 0 A_FACETARGET
	TRT1 B 0 A_playsound("turret/far", CHAN_VOICE)
	TRT1 C 3 bright A_CustomMissile("MGTracer",32,0,random(-3,3),0,random(0,3))
	TRT1 A 0 A_FACETARGET
	TRT1 B 3 bright A_CustomMissile("MGTracer",32,0,random(-3,3),0,random(0,3))
	TRT1 A 0 A_FACETARGET
	TRT1 B 2 bright A_LOOKEX(LOF_NOSOUNDCHECK,0, 780, 0, 0, "FIRECHECK")
	TRT1 A 1 A_FACETARGET
	goto fireend
  FIREEND:
    TRT1 A 1 A_PLAYSOUND("turret/end", CHAN_WEAPON)
    TRT1 A 34 
    goto spawn
  Death:
    TNT1 A 2 A_SpawnItemEx("HEExplode")
    TRT2 A -1
    Stop
  }
}
Actor DeadTurret : Turret 494
{
		Skip_Super
	States
	{
	Spawn:
		Goto Super::Death+1
	}
}
	   
		