actor TownMilitia: actor 414
 {
  ConversationID 6
  Health 80
  PainChance 200
  Speed 12
  Radius 20
  Height 56
  scale 0.75
  Monster
  -COUNTKILL
  +NOSPLASHALERT
  +FLOORCLIP
  +MISSILEMORE
  +MISSILEEVENMORE
  +NEVERRESPAWN
  +ISMONSTER
  +DONTFOLLOWPLAYERS
  decal "BulletChip"
  AttackSound "weapons/pistolSuppressed"
  DeathSound "*death"
  PainSound "*pain50"
  Obituary "%o was shot for disturbing the peace."
  DropItem "NineMilAmmo"
  States
  {
   Spawn:
    GARD V 6 A_turretlook
    Loop
   See:
    GARD A 0 A_ALERTMONSTERS
    GARD ABCD 3 A_chase
    Loop
   Idle:
    GARD E 0 A_cleartarget
    GARD E 10 A_turretlook
	loop
   Missile:
    GARD E 10 A_FaceTarget
	GARD F 0 A_PlaySound("weapons/pistolSuppressed", CHAN_WEAPON)
	GARD F 3 A_PlaySound("distant/pistol",CHAN_BODY)
    GARD E 3 Bright A_customMissile("BulletTracersmall", 32, 12, random(-6, 6), CMF_OFFSETPITCH, random(-1, 1))
	GARD F 0 A_PlaySound("weapons/pistolSuppressed", CHAN_WEAPON)
	GARD F 0 A_PlaySound("distant/pistol",CHAN_BODY)
    GARD F 3 Bright A_customMissile("BulletTracersmall", 32, 12, random(-6, 6), CMF_OFFSETPITCH, random(-1, 1))
	GARD F 0 A_PlaySound("weapons/pistolSuppressed", CHAN_WEAPON)
	GARD F 0 A_PlaySound("distant/pistol",CHAN_BODY)
	GARD E 3 Bright A_customMissile("BulletTracersmall", 32, 12, random(-6, 6), CMF_OFFSETPITCH, random(-1, 1))
    GARD F 0 A_PlaySound("weapons/pistolSuppressed", CHAN_WEAPON)
	GARD F 0 A_PlaySound("distant/pistol",CHAN_BODY)
	GARD E 10 A_SentinelRefire()
    Goto Missile+1
    Goto See
   Pain:
    GARD G 8 Fast A_Pain
    Goto See
   Death:
    GARD G 3 
    GARD H 4 A_Scream
    GARD I 4 A_NoBlocking
    GARD J 3
    GARD K -1
    Stop
	}
	}
actor MilitiaLeader: TownMilitia 415
{
translation 1
}
ACTOR BadlandsGuard1 : TownMilitia 481
{
  Health 60
  PainChance 200
  Speed 12
  Radius 20
  Height 56
  scale 0.85
  DeathSound "*death"
  PainSound "*pain50"
  Obituary "%o was shot for disturbing the peace."
  DropItem "Shotgunammo"
  States
	{
	Spawn:
	GRD2 V 10 
    loop
	Idle:
	GRD2 E 10 
    loop
	See:
    GRD2 A 0 A_ALERTMONSTERS
    GRD2 ABCD 4 A_chase
    Loop
	Missile:
    GRD2 E 10 Fast A_FaceTarget
	GRD2 E 0 A_FaceTarget
	GRD2 E 10 A_FaceTarget
	GRD2 F 1 bright A_customMissile("BulletTracerSmall", 32, 12, random(-9, 9), CMF_OFFSETPITCH, random(-1, 1))
	GRD2 FFF 0 A_customMissile("BulletTracerSmall", 32, 12, random(-9, 9), CMF_OFFSETPITCH, random(-1, 1))
    GRD2 F 0 bright A_PlaySound ("weapons/grizlygun", CHAN_WEAPON)
	GRD2 F 0 A_PlaySound("Distant/shotgun",CHAN_BODY)
	GRD2 F 0 A_AlertMonsters
    GRD2 F 9 bright A_customMissile("BulletTracerSmall", 32, 0, random(-6, 6), 1, random(-4, 4))
    GRD2 w 20 A_PlaySound ("weapons/SHOTGR", CHAN_item)
    Goto See
	Pain:
    GRD2 G 8 Fast A_Pain
    Goto See
   Death:
    GRD2 H 3 
    GRD2 I 4 A_Scream
    GRD2 J 4 A_NoBlocking
    GRD2 K 3
    GRD2 L -1
    Stop
	}
}
ACTOR BadlandsGuard2 : TownMilitia 482
{
  Health 60
  PainChance 200
  Speed 0
  Radius 20
  Height 56
  +STANDSTILL
  scale 0.85
 decal "BulletChip"
  DeathSound "*death"
  PainSound "*pain50"
  Obituary "%o was shot for disturbing the peace."
  DropItem "rifleammo"
  States
	{
	Spawn:
	GRD3 V 10 
    loop
	Idle:
	GRD3 E 10 
    loop
	see:
	GRD3 A 0 A_ALERTMONSTERS
    GRD3 W 4 A_chase
	loop
    Missile:
    GRD3 E 20 A_FaceTarget
    GRD3 F 0 A_PlayWeaponSound("weapons/rifleshot")
	GRD3 F 0 A_customMissile("BulletTracerLarge",56,12,random(-1, 1), CMF_OFFSETPITCH, random(-1, 1))
    GRD3 F 5 Bright A_FaceTarget
	GRD3 A 0 A_PlaySound("weapons/rifledistant",3)
	GRD3 E 5 A_FaceTarget
    Goto See
   Pain:
    GRD3 G 1 A_ChangeFlag("FRIENDLY", FALSE)
    GRD3 G 8 Fast A_Pain
    Goto See
   Death:
    GRD3 H 3 
    GRD3 I 4 A_Scream
    GRD3 J 4 A_NoBlocking
    GRD3 K 3
    GRD3 L -1
    Stop
	}
}
ACTOR BadlandsGuard3 : TownMilitia 483
{
  Health 60
  PainChance 200
  Speed 12
  Radius 20
  Height 56
  scale 0.85
  DeathSound "*death"
  PainSound "*pain50"
  Obituary "%o was shot for disturbing the peace."
  DropItem "Shotgunammo"
  States
	{
	Spawn:
	GRD4 V 10 
    loop
	Idle:
	GRD4 E 10 
    loop
	See:
    GRD4 A 0 A_ALERTMONSTERS
    GRD4 ABCD 4 A_chase
    Loop
	Missile:
    GRD4 E 10 Fast A_FaceTarget
	GRD4 E 0 A_FaceTarget
	GRD4 E 10 A_FaceTarget
	GRD4 F 1 bright A_customMissile("BulletTracerSmall", 32, 12, random(-9, 9), CMF_OFFSETPITCH, random(-1, 1))
	GRD4 FFF 0 A_customMissile("BulletTracerSmall", 32, 12, random(-9, 9), CMF_OFFSETPITCH, random(-1, 1))
    GRD4 F 0 bright A_PlaySound ("weapons/grizlygun", CHAN_WEAPON)
	GRD4 F 0 A_PlaySound("Distant/shotgun",CHAN_BODY)
	GRD4 F 0 A_AlertMonsters
    GRD4 F 9 bright A_customMissile("BulletTracerSmall", 32, 0, random(-6, 6), 1, random(-4, 4))
    GRD4 w 20 A_PlaySound ("weapons/SHOTGR", CHAN_item)
    Goto See
	Pain:
    GRD4 G 1 A_ChangeFlag("FRIENDLY", FALSE)
    GRD4 G 8 Fast A_Pain
    Goto See
   Death:
    GRD4 H 3 
    GRD4 I 4 A_Scream
    GRD4 J 4 A_NoBlocking
    GRD4 K 3
    GRD4 L -1
    Stop
	}
}
ACTOR BadlandsGuard4 : TownMilitia 484
{
  Health 60
  PainChance 200
  Speed 12
  Radius 20
  Height 56
  scale 0.85
  DeathSound "*death"
  PainSound "*pain50"
  Obituary "%o was shot for disturbing the peace."
  DropItem "NineMilAmmo"
  States
	{
	Spawn:
	GRD5 V 10 
    loop
	Idle:
	GRD5 E 10
    loop
	See:
    GRD5 A 0 A_ALERTMONSTERS
    GRD5 ABCD 4 A_chase
    Loop
    Missile:
    GRD5 E 10 A_FaceTarget
	GARD F 0 A_PlaySound("weapons/pistolSuppressed", CHAN_WEAPON)
	GARD F 3 A_PlaySound("distant/pistol",CHAN_BODY)
    GRD5 WE 3 Bright A_customMissile("BulletTracersmall", 32, 12, random(-6, 6), CMF_OFFSETPITCH, random(-1, 1))
    GARD F 0 A_PlaySound("weapons/pistolSuppressed", CHAN_WEAPON)
	GARD F 3 A_PlaySound("distant/pistol",CHAN_BODY)
    GRD5 WE 3 Bright A_customMissile("BulletTracersmall", 32, 12, random(-6, 6), CMF_OFFSETPITCH, random(-1, 1))
	GARD F 0 A_PlaySound("weapons/pistolSuppressed", CHAN_WEAPON)
	GARD F 3 A_PlaySound("distant/pistol",CHAN_BODY)
    GRD5 WE 3 Bright A_customMissile("BulletTracersmall", 32, 12, random(-6, 6), CMF_OFFSETPITCH, random(-1, 1))
	GRD5 E 10 A_SentinelRefire()
    Goto Missile+1
    Goto See
	Pain:
    GRD5 G 1 A_ChangeFlag("FRIENDLY", FALSE)
    GRD5 G 8 Fast A_Pain
    Goto See
   Death:
    GRD5 H 3 
    GRD5 I 4 A_Scream
    GRD5 J 4 A_NoBlocking
    GRD5 K 3
    GRD5 L -1
    Stop
	}
}
Actor BadlandsGateGuard : BadlandsGuard3 486{}
Actor BadlandsUptownGuard : BadlandsGuard4 487{}
actor TheGeneral: actor 13107
 {
  Health 100
  PainChance 128
  Speed 0
  Radius 20
  Height 56
  scale 0.8
  Monster
  +NEVERTARGET
  -COUNTKILL
   +NODAMAGE
  +NOSPLASHALERT
  +FLOORCLIP
  +NEVERRESPAWN
  +ISMONSTER
  States
  {
   Spawn:
    GEN1 A 10 A_Look
    Loop
	}
	}

ACTOR MILLER: Actor 425
{
  Health 30
  Radius 15
  cameraheight 48
  Height 48
  mass 90
  Speed 0
  species human
  PainChance 70
  Monster
  +FLOORCLIP
  +NEVERTARGET
  -COUNTKILL
   +ISMONSTER
  +NODAMAGE
  scale 0.75
  Decal "BulletChip"
  PainSound "goon/pain"
  DeathSound "goon/death"
  Obituary "%o was shot by Jack Miller."
  States
  {
  Spawn:
    JML1 A 10 A_Look
    Loop
  }
}
actor VANCE: actor
 {
  Health 20
  PainChance 255
  Speed 0
  Radius 20
  Height 56
  scale 0.75
  Monster
  +NEVERTARGET
  -COUNTKILL
  +NOSPLASHALERT
  +FLOORCLIP
  +MISSILEMORE
  +MISSILEEVENMORE
  +NEVERRESPAWN
  +ISMONSTER
  +NODAMAGE
  States
  {
   Spawn:
    VAN1 A 5 A_turretlook
	VAN1 A 1 A_jump(30,"fidget1") 
    loop
   Fidget1:
    VAN1 A 4
	VAN1 A 5
    VAN1 A 4
	goto spawn
   GREETINGS:
    VAN1 A 5
	goto spawn
    Yes:
    VAN1 A 1 A_jump(64,"yes3")
	VAN1 A 0 A_jump(64,"yes2")
    VAN1 A 5
	goto spawn
   Yes2:
    VAN1 A 5
	goto spawn
   Yes3:
    VAN1 A 5
	goto spawn
   See:
    VAN1 A 10 A_chase
    Loop
	}
	}
actor MORDEKAI: actor
 {
  Health 70
  PainChance 255
  Speed 0
  Radius 20
  Height 56
  scale 0.8
  Monster
  +NEVERTARGET
  -COUNTKILL
  +NOSPLASHALERT
  +FLOORCLIP
  +MISSILEMORE
  +MISSILEEVENMORE
  +NEVERRESPAWN
  +ISMONSTER
  +NODAMAGE
  States
  {
   Spawn:
    MRD1 A 20
    loop
	}
	}
actor JIMMY: actor
 {
  Health 100000
  PainChance 255
  Speed 0
  Radius 20
  Height 56
  scale 0.75
  Monster
  +NEVERTARGET
  -COUNTKILL
  +NOSPLASHALERT
  +FLOORCLIP
  +MISSILEMORE
  +MISSILEEVENMORE
  +NEVERRESPAWN
  +ISMONSTER
  +NODAMAGE
  States
  {
   Spawn:
    JIM1 A 5 A_turretlook
	JIM1 A 1 A_jump(30,"fidget1") 
    loop
   Fidget1:
    JIM1 A 4
	JIM1 A 5
    JIM1 A 4
	goto spawn
   GREETINGS:
    JIM1 A 5
	goto spawn
    Yes:
    JIM1 A 1 A_jump(64,"yes3")
	JIM1 A 0 A_jump(64,"yes2")
    JIM1 A 5
	goto spawn
   Yes2:
    JIM1 A 5
	goto spawn
   Yes3:
    JIM1 A 5
	goto spawn
   See:
    JIM1 A 10 A_chase
    Loop
	}
	}
ACTOR MADAM: Actor
{
  Health 20
  Radius 15
  cameraheight 48
  Height 48
  mass 90
  Speed 0
  species human
  PainChance 70
  Monster
  +FLOORCLIP
  +NEVERTARGET
  -COUNTKILL
   +ISMONSTER
  +NODAMAGE
  scale 0.8
  Decal "BulletChip"
  PainSound "goon/pain"
  DeathSound "goon/death"
  Obituary "%o was shot by the brothel madam."
  States
  {
  Spawn:
    MDM1 ABCD 6 A_Look
    Loop
  }
}
ACTOR SMBlacksmith: Actor
{
  Health 20
  Radius 15
  cameraheight 48
  Height 48
  mass 90
  Speed 0
  species human
  PainChance 70
  Monster
  +FLOORCLIP
  +NEVERTARGET
  -COUNTKILL
   +ISMONSTER
  +NODAMAGE
  scale 0.9
  Decal "BulletChip"
  PainSound "goon/pain"
  DeathSound "goon/death"
  Obituary "%o was shot by the brother madam."
  States
  {
  Spawn:
    BKS1 A 6 A_Look
    Loop
  }
}
actor AngryChef: actor
 {
  Health 40
  PainChance 255
  Speed 0
  Radius 20
  Height 56
  scale 0.8
  Monster
  +NEVERTARGET
  -COUNTKILL
  +NOSPLASHALERT
  +FLOORCLIP
  +MISSILEMORE
  +MISSILEEVENMORE
  +NEVERRESPAWN
  +ISMONSTER
  +NODAMAGE
  States
  {
   Spawn:
    PEPS AAAABDFHHH 4
	PEPS H 5 a_jump(32,"fear")
	PEPS GEC 2
	PEPS C 0 A_playsound("croham/gotcha",CHAN_WEAPON,1.0)
	PEPS AAAA 3
    loop
   Fear:
    PEPS IJJJJJJJJI 4
	PEPS H 5
	PEPS GEC 2
	PEPS C 0 A_playsound("croham/gotcha",CHAN_WEAPON,1.0)
	goto spawn
	}
	}
ACTOR NewguardSoldier1: Actor
{
  Health 80
  Radius 15
  cameraheight 48
  Height 48
  mass 90
  Speed 0
  species human
  PainChance 70
  Monster
  +FLOORCLIP
  +NEVERTARGET
  -COUNTKILL
   +ISMONSTER
  +NODAMAGE
  scale 0.75
  Decal "BulletChip"
  PainSound "goon/pain"
  DeathSound "goon/death"
  Obituary "%o was shot by a soldier."
  States
  {
  Spawn:
    NGS1 A 10 A_Look
    Loop
  }
}
ACTOR NewguardSoldier2: NewguardSoldier1
{
  States
  {
  Spawn:
    NGS1 B 10 A_Look
    Loop
  }
}
ACTOR NewguardSoldier3: NewguardSoldier1
{
  States
  {
  Spawn:
    NGS1 C 10 A_Look
    Loop
  }
}
ACTOR NewguardSoldier4: NewguardSoldier1
{
  States
  {
  Spawn:
    NGS1 D 10 A_Look
    Loop
  }
}
ACTOR NewguardSoldier5: NewguardSoldier1
{
  States
  {
  Spawn:
    NGS1 E 10 A_Look
    Loop
  }
}
ACTOR NewguardSoldier6: NewguardSoldier1
{
  States
  {
  Spawn:
    NGS1 F 10 A_Look
    Loop
  }
}
ACTOR NewguardSoldier7: NewguardSoldier1
{
  States
  {
  Spawn:
    NGS1 G 10 A_Look
    Loop
  }
}
ACTOR NewguardSoldier8: NewguardSoldier1
{
  States
  {
  Spawn:
    NGS1 H 10 A_Look
    Loop
  }
}
Actor NPCPig : Actor
{
  Height 32
  Radius 20
  +SOLID
  +USESPECIAL 
  States
  {
  Spawn:
    PIG1 ABCDCB 8
    loop
  }
}
ACTOR ScavBishop: actor
{
  Health 100
  Radius 15
  cameraheight 48
  Height 48
  mass 90
  Speed 0
  species human
  PainChance 70
  Monster
  +FLOORCLIP
  +NEVERTARGET
  -COUNTKILL
   +ISMONSTER
  +NODAMAGE
  scale 0.85
  States
  {
  Spawn:
    BIS1 A 10 
    Loop
  }
}
ACTOR VARNI: actor
{
  Health 60
  Radius 15
  cameraheight 48
  Height 48
  mass 90
  Speed 0
  species human
  PainChance 70
  Monster
  +FLOORCLIP
  +NEVERTARGET
  -COUNTKILL
   +ISMONSTER
  +NODAMAGE
  scale 0.85
  States
  {
  Spawn:
    VARN A 10 
    Loop
  }
}
ACTOR Porcelain: actor
{
  Health 75
  Radius 15
  cameraheight 48
  Height 56
  mass 90
  Speed 0
  species human
  scale 0.7
  PainChance 70
  Monster
  +FLOORCLIP
  +NEVERTARGET
  -COUNTKILL
   +ISMONSTER
  +NODAMAGE
  scale 0.85
  States
  {
  Spawn:
    PORC A 10 
    Loop
  }
}
ACTOR Violet: actor 431
{
  Health 60
  Radius 15
  cameraheight 48
  Height 56
  mass 90
  Speed 0
  species human
  scale 0.7
  PainChance 70
  Monster
  +FLOORCLIP
  +NEVERTARGET
  -COUNTKILL
   +ISMONSTER
  +NODAMAGE
  scale 0.7
  States
  {
  Spawn:
    VIOL A 10 
    Loop
  }
}
ACTOR WorkingGirl1: actor  //jesus christ it's hard to draw people at this scale
{
  Health 30
  Radius 15
  Height 56
  mass 90
  Speed 0
  species human
  scale 0.7
  +FLOORCLIP
  +NEVERTARGET
  -COUNTKILL
   +ISMONSTER
  +NODAMAGE
  States
  {
  Spawn:
   HOEB A 10 
    Loop
  }
}
ACTOR WorkingGirl2: WorkingGirl1
{
  States
  {
  Spawn:
   HOEB B 10 
    Loop
  }
}
ACTOR VENUS: WorkingGirl1
{
  Health 70
  States
  {
  Spawn:
   VNUS A 10 
    Loop
  }
}
ACTOR BatteryCat: actor  //We miss you baby xxxxx
{
  Health 2024
  Radius 15
  Height 32
  mass 9000
  Speed 0
  species human
  scale 0.7
  +FLOORCLIP
  +NEVERTARGET
  -COUNTKILL
   +ISMONSTER
  +NODAMAGE
  States
  {
  Spawn:
   DUB1 A 10 
    Loop
  }
}
ACTOR Murphy: TownMilitia 
{
  Health 120
  Radius 15
  Height 58
  mass 80
  Speed 8
  species human
  PainChance 256
  damagefactor "wendigo",0.0
  painchance "wendigo",256
  maxtargetrange 96
  meleerange 64
  Monster
  +FLOORCLIP
  +NOINFIGHTSPECIES
  -countkill
  +DONTFOLLOWPLAYERS
  scale 0.8
  Decal "BulletChip"
  DeathSound "BWB/death"
  Obituary "%o was given an instant weight loss plan by Murphy."
  States
  {
  Spawn:
    DMRF V 10 A_turretlook
    Loop
  //Switching
  See:
    DMRF E 0 A_PlaySound("weapons/csawidle",CHAN_BODY)
	DMRF AABBCCDD 2 A_Chase
	DMRF A 0 A_AlertMonsters(150)
	loop
  IdleTrig:
    DMRF E 10 A_PlaySound("weapons/csawstart",CHAN_WEAPON)
   Idle:
    DMRF E 0 A_PlaySound("weapons/csawidle",CHAN_BODY)
    DMRF E 4 A_Look
    Loop
  Melee:
    DMRF E 0 A_PlaySound("weapons/csawswing1",CHAN_ITEM)
    DMRF E 6 fast A_FaceTarget 
	DMRF F 8 A_FaceTarget
	DMRF G 6 A_FaceTarget
	DMRF E 0 A_CustomMeleeAttack(random(45, 65),"","")
    DMRF H 15 Fast
	goto see
   Missile:
	 DMRF I 0 A_PlaySound("weapons/csawswing2",CHAN_ITEM)
	 DMRF I 0 A_facetarget
    DMRF I 4 A_recoil(-4)
	DMRF J 0 A_facetarget
	DMRF J 4 A_recoil(-4)
	DMRF K 0 A_facetarget
	DMRF K 4 A_recoil(-4)
	DMRF K 0 A_facetarget
	DMRF K 0 A_CustomMeleeAttack(random(45, 65),"","")
    DMRF L 6 Fast
    Goto see
  Pain.Wendigo:
    DMRF M 0
	goto see
  Pain:
    DMRF M 0 A_PlaySound("weapons/csawidle",CHAN_BODY)
    DMRF M 4
    DMRF M 4 A_Pain
    Goto See
  BURN:                
    DMRF M 1 A_PlaySound("BWB/firedeath", CHAN_VOICE)
    DMRF A 0 A_HideThing
    DMRF A 0 A_Fall
    DMRF A 0 A_SpawnItem("BurnDeathHuman",1,0,0)
    DMRF A -1
    Stop
  Death:
    DMRF M 2 A_Scream
    DMRF N 4 A_AlertMonsters(150)
    DMRF O 4 A_NoBlocking
    DMRF P 4
    DMRF Q -1
    Stop
 Death.crossbow:
    DMRF N 7 A_PlaySound("BWB/headshot", CHAN_VOICE)
    DMRF O 7 A_AlertMonsters(150)
    DMRF P 6 A_NoBlocking
    DMRF Q -1
    Stop
  XDeath.fire:
  XDeath:
    DMRF P 3 A_PlaySound("Special/Gibdeath", CHAN_BODY)
	DMRF Q 3 A_scream
	DMRF NNNN 0 A_SpawnDebris("FlyingBlood",1)
    DMRF R 4 A_SpawnDebris("FlyingGibOffal",1)
	DMRF NN 0 A_SpawnDebris("FlyingBlood",1)
	DMRF N 0 A_SpawnDebris("FlyingGibArm",1)
	DMRF N 0 A_SpawnDebris("FlyingGibEntrails",1)
	DMRF N 0 A_SpawnDebris("FlyingGibRib",1)
    DMRF O 4 A_NoBlocking
	DMRF NNN 0 A_SpawnDebris("FlyingBlood",1)
    DMRF S 4
    DMRF T -1
    Stop
  }
}
ACTOR Murphy2: murphy
{
+FRIENDLY
states
{
 Idle:
    DMRF E 0 A_Cleartarget
    DMRF E 0 A_PlaySound("weapons/csawidle",CHAN_BODY)
    DMRF E 4 A_Look
    goto spawn
}
}
actor ZACHARY: actor // YOU CAN JUST GO THROUGH IT
 {
  Health 20
  PainChance 255
  Speed 9
  Radius 20
  Height 56
  Monster
  +NEVERTARGET
  -COUNTKILL
  +NOSPLASHALERT
  +FLOORCLIP
  +MISSILEMORE
  +MISSILEEVENMORE
  +NEVERRESPAWN
  +ISMONSTER
  +DONTFOLLOWPLAYERS
  +DROPOFF
  DeathSound "arc/death"
  PainSound "arc/pain"
  Obituary "%o was stabbed by Zachary The Finder."
  States
  {
    Spawn:
    ARCZ A 10 A_turretlook
    Loop
	idle:
	ARCZ A 5 A_look
	loop
   See:
	ARCZ AA 2 A_CHASE
	ARCZ BB 2 A_CHASE
	ARCZ A 0 A_playsound("floor/tile2",CHAN_7,1.0)
	ARCZ A 0 A_facetarget
	ARCZ CC 2 A_CHASE
	ARCZ DD 2 A_CHASE
	ARCZ A 0 A_playsound("floor/tile2",CHAN_7,1.0)
	ARCZ D 0 A_facetarget 
    loop
	Pain:
    ARCZ E 5 a_pain
	goto see
	Death:
	ARCZ F 2 A_Scream
    ARCZ G 4 A_AlertMonsters(150)
    ARCZ H 4 A_NoBlocking
    ARCZ I 4
    ARCZ J -1
    Stop
	}
	}
actor ROBIN: actor
 {
  Radius 16
  Height 56
  +FLOORCLIP
  -SHOOTABLE
  -SOLID
  States
  {
    Spawn:
    RBN1 A 5 
	RBN1 BCDE 5
    Loop
}
}
actor VarniCutscene: actor
 {
  Radius 16
  Height 56
  scale 0.8
  +FLOORCLIP
  -SHOOTABLE
  -SOLID
  States
  {
    Spawn:
    VCUT A 20 
    Loop
}
}
Actor DeadFarmer1: actor
{
radius 24
height 8
+Floorclip
-solid
states
{
spawn:
TNT1 AAAAAAAA 0 A_SpawnDebris("FlyingBlood",1)
    TNT1 A 4 A_SpawnDebris("FlyingGibOffal",1)
	TNT1 AA 0 A_SpawnDebris("FlyingGibEntrails",1)
FMC1 A -1
stop
}
}
Actor DeadFarmer2: actor
{
radius 24
height 8
+Floorclip
-solid
states
{
spawn:
TNT1 AAAAAAAA 0 A_SpawnDebris("FlyingBlood",1)
    TNT1 A 4 A_SpawnDebris("FlyingGibOffal",1)
	TNT1 AA 0 A_SpawnDebris("FlyingGibEntrails",1)
FMC1 B -1
stop
}
}
actor MichonneVendor1: actor
 {
  Health 20
  PainChance 255
  Speed 0
  Radius 20
  Height 56
  scale 1.0
  Monster
  +NEVERTARGET
  -COUNTKILL
  +NOSPLASHALERT
  +FLOORCLIP
  +NEVERRESPAWN
  +ISMONSTER
  +NODAMAGE
  +FRIENDLY
  States
  {
   Spawn:
    MVND A 20
    loop
	}
	}
actor MichonneVendor2: actor
 {
  Health 20
  PainChance 255
  Speed 0
  Radius 20
  Height 56
  scale 1.0
  Monster
  +NEVERTARGET
  -COUNTKILL
  +NOSPLASHALERT
  +FLOORCLIP
  +NEVERRESPAWN
  +ISMONSTER
  +NODAMAGE
  +FRIENDLY
  States
  {
   Spawn:
    MVND B 20
    loop
	}
	}
actor MichonneVendor3: actor
 {
  Health 20
  PainChance 255
  Speed 0
  Radius 20
  Height 56
  scale 1.0
  Monster
  +NEVERTARGET
  -COUNTKILL
  +NOSPLASHALERT
  +FLOORCLIP
  +NEVERRESPAWN
  +ISMONSTER
  +NODAMAGE
  +FRIENDLY
  States
  {
   Spawn:
    MVND C 20
    loop
	}
	}
actor SommervilleBartender: actor
 {
  Health 30
  PainChance 255
  Speed 0
  Radius 20
  Height 56
  scale 1.0
  Monster
  +NEVERTARGET
  -COUNTKILL
  +NOSPLASHALERT
  +FLOORCLIP
  +NEVERRESPAWN
  +ISMONSTER
  +NODAMAGE
  +FRIENDLY
  States
  {
   Spawn:
    BT1S A 20
    loop
	}
	}