#include "decorate/Revenants"
#include "decorate/Imps"
#include "decorate/Shotgunners"
#include "decorate/Demons"
#include "decorate/spectres"
#include "decorate/Chaingunners"
#include "decorate/Cacodemons"
#include "decorate/Hellknights"
#include "decorate/Spiders"
#include "decorate/Fatsos"
#include "decorate/Archviles"
#include "decorate/Barons"
#include "decorate/lostsouls"
#include "decorate/thepains"
#Include "decorate/Zombies"
#include "decorate/CYBIES"
#include "decorate/MASTERMINDS"
#include "Gibs"
#include "Bloods"



Actor HealthBundle
{
Game Doom
Mass 5
Alpha 0.01
States
  {
Spawn:
TNT1 A 0
Goto Scripted
Scripted:
TNT1 A 0 A_JumpIf(CallACS("CH_Health") == 1, "First") 
TNT1 A 0 A_JumpIf(CallACS("CH_Health") == 2, "Two") 
TNT1 A 0 A_JumpIf(CallACS("CH_Health") == 3, "Three") 
TNT1 A 0 A_JumpIf(CallACS("CH_Health") == 4, "Four") 
TNT1 A 0
Goto Last
First:
TNT1 A 0 A_Spawnitemex("HealthBonus",random(-8,8),random(-8,8),6,0,0,0,0, SXF_NOCHECKPOSITION)
TNT1 A 0 A_Spawnitemex("HealthBonus",random(-8,8),random(-8,8),6,0,0,0,0, SXF_NOCHECKPOSITION)
TNT1 A 0 A_Spawnitemex("HealthBonus",random(-8,8),random(-8,8),6,0,0,0,0, SXF_NOCHECKPOSITION)
TNT1 A 0 A_Spawnitemex("HealthBonus",random(-8,8),random(-8,8),6,0,0,0,0, SXF_NOCHECKPOSITION,64)
TNT1 A 0 A_Spawnitemex("HealthBonus",random(-12,12),random(-12,12),6,0,0,0,0, SXF_NOCHECKPOSITION,64)
TNT1 A 0 A_Spawnitemex("HealthBonus",random(-12,12),random(-12,12),6,0,0,0,0, SXF_NOCHECKPOSITION,128)
TNT1 A 0 A_Spawnitemex("HealthBonus",random(-12,12),random(-12,12),6,0,0,0,0, SXF_NOCHECKPOSITION,128)
TNT1 A 0 A_Spawnitemex("HealthBonus",random(-12,12),random(-12,12),6,0,0,0,0, SXF_NOCHECKPOSITION,128)
TNT1 A 0 A_Spawnitemex("HealthBonus",random(-12,12),random(-12,12),6,0,0,0,0, SXF_NOCHECKPOSITION,128)
TNT1 A 0 A_Spawnitemex("HealthBonus",random(-15,15),random(-21,15),6,0,0,0,0, SXF_NOCHECKPOSITION,172)
TNT1 A 0 A_Spawnitemex("HealthBonus",random(-21,21),random(-15,21),6,0,0,0,0, SXF_NOCHECKPOSITION,172)
TNT1 A 0 A_Spawnitemex("HealthBonus",random(-21,21),random(-21,21),6,0,0,0,0, SXF_NOCHECKPOSITION,172)
Stop
Two:
TNT1 A 0 A_Spawnitemex("HealthBonus",random(-8,8),random(-8,8),6,0,0,0,0, SXF_NOCHECKPOSITION)
TNT1 A 0 A_Spawnitemex("HealthBonus",random(-8,8),random(-8,8),6,0,0,0,0, SXF_NOCHECKPOSITION,172)
TNT1 A 0 A_Spawnitemex("HealthBonus",random(-12,12),random(-12,12),6,0,0,0,0, SXF_NOCHECKPOSITION,172)
TNT1 A 0 A_Spawnitemex("HealthBonus",random(-12,12),random(-12,12),6,0,0,0,0, SXF_NOCHECKPOSITION,128)
Stop
Three:
TNT1 A 0 A_Spawnitemex("HealthBonus",random(-8,8),random(-8,8),6,0,0,0,0, SXF_NOCHECKPOSITION)
TNT1 A 0 A_Spawnitemex("HealthBonus",random(-8,8),random(-8,8),6,0,0,0,0, SXF_NOCHECKPOSITION)
TNT1 A 0 A_Spawnitemex("HealthBonus",random(-8,8),random(-8,8),6,0,0,0,0, SXF_NOCHECKPOSITION)
TNT1 A 0 A_Spawnitemex("HealthBonus",random(-8,8),random(-8,8),6,0,0,0,0, SXF_NOCHECKPOSITION)
TNT1 A 0 A_Spawnitemex("HealthBonus",random(-12,12),random(-12,12),6,0,0,0,0, SXF_NOCHECKPOSITION)
TNT1 A 0 A_Spawnitemex("HealthBonus",random(-12,12),random(-12,12),6,0,0,0,0, SXF_NOCHECKPOSITION,64)
TNT1 A 0 A_Spawnitemex("HealthBonus",random(-12,12),random(-12,12),6,0,0,0,0, SXF_NOCHECKPOSITION)
TNT1 A 0 A_Spawnitemex("HealthBonus",random(-12,12),random(-12,12),6,0,0,0,0, SXF_NOCHECKPOSITION)
TNT1 A 0 A_Spawnitemex("HealthBonus",random(-12,12),random(-12,12),6,0,0,0,0, SXF_NOCHECKPOSITION)
TNT1 A 0 A_Spawnitemex("HealthBonus",random(-15,15),random(-21,15),6,0,0,0,0, SXF_NOCHECKPOSITION,64)
TNT1 A 0 A_Spawnitemex("HealthBonus",random(-21,21),random(-15,21),6,0,0,0,0, SXF_NOCHECKPOSITION,64)
TNT1 A 0 A_Spawnitemex("HealthBonus",random(-21,21),random(-21,21),6,0,0,0,0, SXF_NOCHECKPOSITION,64)
stop
Four:
TNT1 A 0 A_Spawnitemex("HealthBonus",random(-8,8),random(-8,8),6,0,0,0,0, SXF_NOCHECKPOSITION,random(1,255))
TNT1 A 0 A_Spawnitemex("HealthBonus",random(-8,8),random(-8,8),6,0,0,0,0, SXF_NOCHECKPOSITION,random(1,255))
TNT1 A 0 A_Spawnitemex("HealthBonus",random(-8,8),random(-8,8),6,0,0,0,0, SXF_NOCHECKPOSITION,random(1,255))
TNT1 A 0 A_Spawnitemex("HealthBonus",random(-8,8),random(-8,8),6,0,0,0,0, SXF_NOCHECKPOSITION,random(1,255))
TNT1 A 0 A_Spawnitemex("HealthBonus",random(-12,12),random(-12,12),6,0,0,0,0, SXF_NOCHECKPOSITION,random(1,255))
TNT1 A 0 A_Spawnitemex("HealthBonus",random(-12,12),random(-12,12),6,0,0,0,0, SXF_NOCHECKPOSITION,random(1,255))
TNT1 A 0 A_Spawnitemex("HealthBonus",random(-12,12),random(-12,12),6,0,0,0,0, SXF_NOCHECKPOSITION,random(1,255))
TNT1 A 0 A_Spawnitemex("HealthBonus",random(-12,12),random(-12,12),6,0,0,0,0, SXF_NOCHECKPOSITION,random(1,255))
TNT1 A 0 A_Spawnitemex("HealthBonus",random(-12,12),random(-12,12),6,0,0,0,0, SXF_NOCHECKPOSITION,random(1,255))
TNT1 A 0 A_Spawnitemex("HealthBonus",random(-15,15),random(-21,15),6,0,0,0,0, SXF_NOCHECKPOSITION,random(1,255))
TNT1 A 0 A_Spawnitemex("HealthBonus",random(-21,21),random(-15,21),6,0,0,0,0, SXF_NOCHECKPOSITION,random(1,255))
TNT1 A 0 A_Spawnitemex("HealthBonus",random(-21,21),random(-21,21),6,0,0,0,0, SXF_NOCHECKPOSITION,random(1,255))
stop
Last:
TNT1 A 0
Stop
   }
}

Actor ArmorBundle
{
Game Doom
Mass 5
Alpha 0.01
states
{
Spawn:
TNT1 A 0
Goto Scripted
Scripted:
TNT1 A 0 A_JumpIf(CallACS("CH_Health") == 1, "First") 
TNT1 A 0 A_JumpIf(CallACS("CH_Health") == 2, "Two") 
TNT1 A 0 A_JumpIf(CallACS("CH_Health") == 3, "Three") 
TNT1 A 0 A_JumpIf(CallACS("CH_Health") == 4, "Four") 
TNT1 A 0
Goto Last
First:
TNT1 A 0 A_Spawnitemex("ArmorBonus",random(-8,8),random(-8,8),6,0,0,0,0, SXF_NOCHECKPOSITION)
TNT1 A 0 A_Spawnitemex("ArmorBonus",random(-8,8),random(-8,8),6,0,0,0,0, SXF_NOCHECKPOSITION)
TNT1 A 0 A_Spawnitemex("ArmorBonus",random(-8,8),random(-8,8),6,0,0,0,0, SXF_NOCHECKPOSITION)
TNT1 A 0 A_Spawnitemex("ArmorBonus",random(-8,8),random(-8,8),6,0,0,0,0, SXF_NOCHECKPOSITION,64)
TNT1 A 0 A_Spawnitemex("ArmorBonus",random(-12,12),random(-12,12),6,0,0,0,0, SXF_NOCHECKPOSITION,64)
TNT1 A 0 A_Spawnitemex("ArmorBonus",random(-12,12),random(-12,12),6,0,0,0,0, SXF_NOCHECKPOSITION,128)
TNT1 A 0 A_Spawnitemex("ArmorBonus",random(-12,12),random(-12,12),6,0,0,0,0, SXF_NOCHECKPOSITION,128)
TNT1 A 0 A_Spawnitemex("ArmorBonus",random(-12,12),random(-12,12),6,0,0,0,0, SXF_NOCHECKPOSITION,128)
TNT1 A 0 A_Spawnitemex("ArmorBonus",random(-12,12),random(-12,12),6,0,0,0,0, SXF_NOCHECKPOSITION,128)
TNT1 A 0 A_Spawnitemex("ArmorBonus",random(-15,15),random(-21,15),6,0,0,0,0, SXF_NOCHECKPOSITION,172)
TNT1 A 0 A_Spawnitemex("ArmorBonus",random(-21,21),random(-15,21),6,0,0,0,0, SXF_NOCHECKPOSITION,172)
TNT1 A 0 A_Spawnitemex("ArmorBonus",random(-21,21),random(-21,21),6,0,0,0,0, SXF_NOCHECKPOSITION,172)
Stop
Two:
TNT1 A 0 A_Spawnitemex("ArmorBonus",random(-8,8),random(-8,8),6,0,0,0,0, SXF_NOCHECKPOSITION)
TNT1 A 0 A_Spawnitemex("ArmorBonus",random(-8,8),random(-8,8),6,0,0,0,0, SXF_NOCHECKPOSITION,172)
TNT1 A 0 A_Spawnitemex("ArmorBonus",random(-12,12),random(-12,12),6,0,0,0,0, SXF_NOCHECKPOSITION,172)
TNT1 A 0 A_Spawnitemex("ArmorBonus",random(-12,12),random(-12,12),6,0,0,0,0, SXF_NOCHECKPOSITION,128)
Stop
Three:
TNT1 A 0 A_Spawnitemex("ArmorBonus",random(-8,8),random(-8,8),6,0,0,0,0, SXF_NOCHECKPOSITION)
TNT1 A 0 A_Spawnitemex("ArmorBonus",random(-8,8),random(-8,8),6,0,0,0,0, SXF_NOCHECKPOSITION)
TNT1 A 0 A_Spawnitemex("ArmorBonus",random(-8,8),random(-8,8),6,0,0,0,0, SXF_NOCHECKPOSITION)
TNT1 A 0 A_Spawnitemex("ArmorBonus",random(-8,8),random(-8,8),6,0,0,0,0, SXF_NOCHECKPOSITION)
TNT1 A 0 A_Spawnitemex("ArmorBonus",random(-12,12),random(-12,12),6,0,0,0,0, SXF_NOCHECKPOSITION)
TNT1 A 0 A_Spawnitemex("ArmorBonus",random(-12,12),random(-12,12),6,0,0,0,0, SXF_NOCHECKPOSITION,64)
TNT1 A 0 A_Spawnitemex("ArmorBonus",random(-12,12),random(-12,12),6,0,0,0,0, SXF_NOCHECKPOSITION)
TNT1 A 0 A_Spawnitemex("ArmorBonus",random(-12,12),random(-12,12),6,0,0,0,0, SXF_NOCHECKPOSITION)
TNT1 A 0 A_Spawnitemex("ArmorBonus",random(-12,12),random(-12,12),6,0,0,0,0, SXF_NOCHECKPOSITION)
TNT1 A 0 A_Spawnitemex("ArmorBonus",random(-15,15),random(-21,15),6,0,0,0,0, SXF_NOCHECKPOSITION,64)
TNT1 A 0 A_Spawnitemex("ArmorBonus",random(-21,21),random(-15,21),6,0,0,0,0, SXF_NOCHECKPOSITION,64)
TNT1 A 0 A_Spawnitemex("ArmorBonus",random(-21,21),random(-21,21),6,0,0,0,0, SXF_NOCHECKPOSITION,64)
stop
Four:
TNT1 A 0 A_Spawnitemex("ArmorBonus",random(-8,8),random(-8,8),6,0,0,0,0, SXF_NOCHECKPOSITION,random(1,255))
TNT1 A 0 A_Spawnitemex("ArmorBonus",random(-8,8),random(-8,8),6,0,0,0,0, SXF_NOCHECKPOSITION,random(1,255))
TNT1 A 0 A_Spawnitemex("ArmorBonus",random(-8,8),random(-8,8),6,0,0,0,0, SXF_NOCHECKPOSITION,random(1,255))
TNT1 A 0 A_Spawnitemex("ArmorBonus",random(-8,8),random(-8,8),6,0,0,0,0, SXF_NOCHECKPOSITION,random(1,255))
TNT1 A 0 A_Spawnitemex("ArmorBonus",random(-12,12),random(-12,12),6,0,0,0,0, SXF_NOCHECKPOSITION,random(1,255))
TNT1 A 0 A_Spawnitemex("ArmorBonus",random(-12,12),random(-12,12),6,0,0,0,0, SXF_NOCHECKPOSITION,random(1,255))
TNT1 A 0 A_Spawnitemex("ArmorBonus",random(-12,12),random(-12,12),6,0,0,0,0, SXF_NOCHECKPOSITION,random(1,255))
TNT1 A 0 A_Spawnitemex("ArmorBonus",random(-12,12),random(-12,12),6,0,0,0,0, SXF_NOCHECKPOSITION,random(1,255))
TNT1 A 0 A_Spawnitemex("ArmorBonus",random(-12,12),random(-12,12),6,0,0,0,0, SXF_NOCHECKPOSITION,random(1,255))
TNT1 A 0 A_Spawnitemex("ArmorBonus",random(-15,15),random(-21,15),6,0,0,0,0, SXF_NOCHECKPOSITION,random(1,255))
TNT1 A 0 A_Spawnitemex("ArmorBonus",random(-21,21),random(-15,21),6,0,0,0,0, SXF_NOCHECKPOSITION,random(1,255))
TNT1 A 0 A_Spawnitemex("ArmorBonus",random(-21,21),random(-21,21),6,0,0,0,0, SXF_NOCHECKPOSITION,random(1,255))
stop
Last:
TNT1 A 0
Stop
   }
}





Actor BackPackBundle
{
Game Doom
Mass 5
Alpha 0.01
States
  {
Spawn:
TNT1 A 0
Goto Scripted
Scripted:
TNT1 A 0 A_JumpIf(CallACS("CH_BackPack") == 1, "First") 
TNT1 A 0 A_JumpIf(CallACS("CH_BackPack") == 2, "Two") 
TNT1 A 0 A_JumpIf(CallACS("CH_BackPack") == 3, "Three") 
TNT1 A 0 A_JumpIf(CallACS("CH_BackPack") == 4, "Four") 
TNT1 A 0
Goto Last

first:
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION, 64)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION, 64)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION, 64)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION, 64)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION,128)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION,128)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION,128)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION,128)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION,232)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION,232)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION,232)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION,232)

stop

Two:
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION,128)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION,128)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION,128)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION,128)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION,128)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION,128)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION,128)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION,128)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION,128)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION,128)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION,128)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION,128)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION,128)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION,128)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION,128)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION,128)
stop
Three:
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION, 64)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION, 64)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION, 64)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION, 64)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION,102)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION,102)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION,102)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION,102)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION,132)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION,132)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION,162)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION,162)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION,132)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION,132)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION,162)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION,162)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION,132)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION,132)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION,162)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION,162)



stop
Four:
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION,164)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION,128)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION, 104)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION,128)
TNT1 A 0 A_Spawnitemex("BackPack",random(-8,8),random(-8,8),6,1,0,0,random(-359,359), SXF_NOCHECKPOSITION,128)
stop

Last:
TNT1 A 0
Stop
  }
}



Actor DropBaseAmmo
{
Game Doom
Mass 5
Alpha 0.01
States
  {
Spawn:
TNT1 A 0
Goto Scripted
Scripted:
TNT1 A 0
 TNT1 A 0 A_JumpIf(CallACS("CH_AmmoUps") == 1, "First") 
 TNT1 A 0 A_JumpIf(CallACS("CH_AmmoUps") == 2, "Rare") 
  TNT1 A 0 A_JumpIf(CallACS("CH_AmmoUps") == 3, "Dub") 
TNT1 A 0
Goto Last


Last:
TNT1 A 0
Stop
  }
}




Actor CH_ClipBox : DropBaseAmmo
{ states {
Dub:
TNT1 A 0
TNT1 AA 0 A_SpawnItemEx("ClipBox",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION)
TNT1 A 0
stop

Rare:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("ClipBox",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION,128)
TNT1 A 0
stop

First:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("ClipBox",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION)
TNT1 A 0
Stop }}









Actor CH_ShellBox : DropBaseAmmo
{ states {
Dub:
TNT1 A 0
TNT1 AA 0 A_SpawnItemEx("ShellBox",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION)
TNT1 A 0
stop

Rare:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("ShellBox",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION,128)
TNT1 A 0
stop

First:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("ShellBox",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION)
TNT1 A 0
Stop }}




Actor CH_Shell : DropBaseAmmo
{ states {
Dub:
TNT1 A 0
TNT1 AA 0 A_SpawnItemEx("Shell",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION)
TNT1 A 0
stop

Rare:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("Shell",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION,128)
TNT1 A 0
stop

First:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("Shell",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION)
TNT1 A 0
Stop }}




Actor CH_CellPack : DropBaseAmmo
{ states {
Dub:
TNT1 A 0
TNT1 AA 0 A_SpawnItemEx("CellPack",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION)
TNT1 A 0
stop

Rare:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("CellPack",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION,128)
TNT1 A 0
stop

First:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("CellPack",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION)
TNT1 A 0
Stop }}




Actor CH_Cell : DropBaseAmmo
{ states {
Dub:
TNT1 A 0
TNT1 AA 0 A_SpawnItemEx("Cell",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION)
TNT1 A 0
stop

Rare:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("Cell",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION,128)
TNT1 A 0
stop

First:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("Cell",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION)
TNT1 A 0
Stop }}





Actor CH_RocketBox : DropBaseAmmo
{ states {
Dub:
TNT1 A 0
TNT1 AA 0 A_SpawnItemEx("RocketBox",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION)
TNT1 A 0
stop

Rare:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("RocketBox",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION,128)
TNT1 A 0
stop

First:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("RocketBox",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION)
TNT1 A 0
Stop }}


Actor CH_RocketAmmo : DropBaseAmmo
{ states {
Dub:
TNT1 A 0
TNT1 AA 0 A_SpawnItemEx("RocketAmmo",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION)
TNT1 A 0
stop

rare:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("RocketAmmo",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION,128)
TNT1 A 0
stop

First:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("RocketAmmo",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION)
TNT1 A 0
Stop }}


Actor CH_Clip : DropBaseAmmo
{ states {
Dub:
TNT1 A 0
TNT1 AA 0 A_SpawnItemEx("Clip",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION)
TNT1 A 0
stop

rare:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("Clip",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION,128)
TNT1 A 0
stop

First:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("Clip",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION)
TNT1 A 0
Stop }}




Actor DropBaseItem
{
Game Doom
Mass 5
Alpha 0.01
States
  {
Spawn:
TNT1 A 0
Goto Scripted
Scripted:
TNT1 A 0
 TNT1 A 0 A_JumpIf(CallACS("CH_Extras") == 1, "First") 
 TNT1 A 0 A_JumpIf(CallACS("CH_Extras") == 2, "Rare") 
TNT1 A 0
Goto Last
Rare:
TNT1 A 0
stop
first:
TNT1 A 0
stop
Last:
TNT1 A 0
Stop
  }
}


Actor CH_GreenArmor : DropBaseItem
{
Game Doom
Mass 5
Alpha 0.01
States
  {
Spawn:
TNT1 A 0
Goto Scripted
Scripted:
TNT1 A 0
 TNT1 A 0 A_JumpIf(CallACS("CH_Extras") == 1, "First") 
 TNT1 A 0 A_JumpIf(CallACS("CH_Extras") == 2, "Rare") 
TNT1 A 0
Goto Last
Rare:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("GreenArmor",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION,128)
TNT1 A 0
stop
first:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("GreenArmor",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION)
TNT1 A 0
stop
  }
}


Actor CH_BlueArmor : DropBaseItem
{
Game Doom
Mass 5
Alpha 0.01
States
  {
Spawn:
TNT1 A 0
Goto Scripted
Scripted:
TNT1 A 0
 TNT1 A 0 A_JumpIf(CallACS("CH_Extras") == 1, "First") 
 TNT1 A 0 A_JumpIf(CallACS("CH_Extras") == 2, "Rare") 
TNT1 A 0
Goto Last
Rare:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("BlueArmor",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION,128)
TNT1 A 0
stop
first:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("BlueArmor",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION)
TNT1 A 0
stop
  }
}

Actor CH_Berserk : DropBaseItem
{
Game Doom
Mass 5
Alpha 0.01
States
  {
Spawn:
TNT1 A 0
Goto Scripted
Scripted:
TNT1 A 0
 TNT1 A 0 A_JumpIf(CallACS("CH_Extras") == 1, "First") 
 TNT1 A 0 A_JumpIf(CallACS("CH_Extras") == 2, "Rare") 
TNT1 A 0
Goto Last
Rare:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("Berserk",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION,128)
TNT1 A 0
stop
first:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("Berserk",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION)
TNT1 A 0
stop
  }
}

Actor CH_ChainSaw : DropBaseItem
{
Game Doom
Mass 5
Alpha 0.01
States
  {
Spawn:
TNT1 A 0
Goto Scripted
Scripted:
TNT1 A 0
 TNT1 A 0 A_JumpIf(CallACS("CH_Extras") == 1, "First") 
 TNT1 A 0 A_JumpIf(CallACS("CH_Extras") == 2, "Rare") 
TNT1 A 0
Goto Last
Rare:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("ChainSaw",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION,128)
TNT1 A 0
stop
first:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("ChainSaw",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION)
TNT1 A 0
stop
  }
}

Actor CH_SuperShotgun : DropBaseItem
{
Game Doom
Mass 5
Alpha 0.01
States
  {
Spawn:
TNT1 A 0
Goto Scripted
Scripted:
TNT1 A 0
 TNT1 A 0 A_JumpIf(CallACS("CH_Extras") == 1, "First") 
 TNT1 A 0 A_JumpIf(CallACS("CH_Extras") == 2, "Rare") 
TNT1 A 0
Goto Last
Rare:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("SuperShotgun",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION,128)
TNT1 A 0
stop
first:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("SuperShotgun",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION)
TNT1 A 0
stop
  }
}


Actor CH_BFG9000 : DropBaseItem
{
Game Doom
Mass 5
Alpha 0.01
States
  {
Spawn:
TNT1 A 0
Goto Scripted
Scripted:
TNT1 A 0
 TNT1 A 0 A_JumpIf(CallACS("CH_Extras") == 1, "First") 
 TNT1 A 0 A_JumpIf(CallACS("CH_Extras") == 2, "Rare") 
TNT1 A 0
Goto Last
Rare:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("BFG9000",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION,128)
TNT1 A 0
stop
first:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("BFG9000",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION)
TNT1 A 0
stop
  }
}


Actor CH_PlasmaRifle : DropBaseItem
{
Game Doom
Mass 5
Alpha 0.01
States
  {
Spawn:
TNT1 A 0
Goto Scripted
Scripted:
TNT1 A 0
 TNT1 A 0 A_JumpIf(CallACS("CH_Extras") == 1, "First") 
 TNT1 A 0 A_JumpIf(CallACS("CH_Extras") == 2, "Rare") 
TNT1 A 0
Goto Last
Rare:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("PlasmaRifle",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION,128)
TNT1 A 0
stop
first:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("PlasmaRifle",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION)
TNT1 A 0
stop
  }
}



Actor CH_RocketLauncher : DropBaseItem
{
Game Doom
Mass 5
Alpha 0.01
States
  {
Spawn:
TNT1 A 0
Goto Scripted
Scripted:
TNT1 A 0
 TNT1 A 0 A_JumpIf(CallACS("CH_Extras") == 1, "First") 
 TNT1 A 0 A_JumpIf(CallACS("CH_Extras") == 2, "Rare") 
TNT1 A 0
Goto Last
Rare:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("RocketLauncher",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION,128)
TNT1 A 0
stop
first:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("RocketLauncher",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION)
TNT1 A 0
stop
  }
}



Actor CH_Medikit : DropBaseItem
{
Game Doom
Mass 5
Alpha 0.01
States
  {
Spawn:
TNT1 A 0
Goto Scripted
Scripted:
TNT1 A 0
 TNT1 A 0 A_JumpIf(CallACS("CH_Extras") == 1, "First") 
 TNT1 A 0 A_JumpIf(CallACS("CH_Extras") == 2, "Rare") 
TNT1 A 0
Goto Last
Rare:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("Medikit",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION,128)
TNT1 A 0
stop
first:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("Medikit",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION)
TNT1 A 0
stop
  }
}









Actor CH_SoulSphere : DropBaseItem
{
Game Doom
Mass 5
Alpha 0.01
States
  {
Spawn:
TNT1 A 0
Goto Scripted
Scripted:
TNT1 A 0
 TNT1 A 0 A_JumpIf(CallACS("CH_Extras") == 1, "First") 
 TNT1 A 0 A_JumpIf(CallACS("CH_Extras") == 2, "Rare") 
TNT1 A 0
Goto Last
Rare:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("SoulSphere",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION,128)
TNT1 A 0
stop
first:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("SoulSphere",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION)
TNT1 A 0
stop
  }
}


Actor CH_BlurSphere : DropBaseItem
{
Game Doom
Mass 5
Alpha 0.01
States
  {
Spawn:
TNT1 A 0
Goto Scripted
Scripted:
TNT1 A 0
 TNT1 A 0 A_JumpIf(CallACS("CH_Extras") == 1, "First") 
 TNT1 A 0 A_JumpIf(CallACS("CH_Extras") == 2, "Rare") 
TNT1 A 0
Goto Last
Rare:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("BlurSphere",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION,128)
TNT1 A 0
stop
first:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("BlurSphere",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION)
TNT1 A 0
stop
  }
}



Actor CH_MegaSphere : DropBaseItem
{
Game Doom
Mass 5
Alpha 0.01
States
  {
Spawn:
TNT1 A 0
Goto Scripted
Scripted:
TNT1 A 0
 TNT1 A 0 A_JumpIf(CallACS("CH_Extras") == 1, "First") 
 TNT1 A 0 A_JumpIf(CallACS("CH_Extras") == 2, "Rare") 
TNT1 A 0
Goto Last
Rare:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("MegaSphere",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION,128)
TNT1 A 0
stop
first:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("MegaSphere",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION)
TNT1 A 0
stop
  }
}



Actor ColorTierIconCH
{
  Radius 1
  Height 1
  Speed 1
  Projectile
  +nointeraction
  States
  {
  Spawn: 
  TNT1 A 0
  Fly:
  TNT1 A 0 
  TNT1 A 0 A_JumpIf(CallACS("CH_ColorBlind") == 1, "Show") 
  TNT1 A 0
  Death:
  TNT1 AA 0
  Stop
  Show:
    TI3R A 30 Bright 
	Stop
	}
}

Actor ColorTierIconCH2 : ColorTierIconCH
{ states { Show:
    TI3R B 30 Bright 
	Stop }}


Actor ColorTierIconCH3 : ColorTierIconCH
{ states { Show:
    TI3R C 30 Bright 
	Stop }}


Actor ColorTierIconCH4 : ColorTierIconCH
{ states { Show:
    TI3R D 30 Bright 
	Stop }}
	
	
Actor ColorTierIconCH5 : ColorTierIconCH
{ states { Show:
    TI3R E 30 Bright 
	Stop }}

Actor ColorTierIconCH6 : ColorTierIconCH
{ states { Show:
    TI3R F 30 Bright 
	Stop }}


Actor ColorTierIconCH7 : ColorTierIconCH
{ states { Show:
    TI3R G 30 Bright 
	Stop }}


Actor ColorTierIconCH8 : ColorTierIconCH
{ states { Show:
    TI3R H 30 Bright 
	Stop }}
	
	
Actor ColorTierIconCH9 : ColorTierIconCH
{ states { Show:
    TI3R I 30 Bright 
	Stop }}


Actor ColorTierIconCH10 : ColorTierIconCH
{ states { Show:
    TI3R J 30 Bright 
	Stop }}


Actor ColorTierIconCH11 : ColorTierIconCH
{ states { Show:
    TI3R K 30 Bright 
	Stop }}


Actor ColorTierIconCH12 : ColorTierIconCH
{ states { Show:
    TI3R L 30 Bright 
	Stop }}
	
	
Actor ColorTierIconCH13 : ColorTierIconCH
{ states { Show:
    TI3R M 30 Bright 
	Stop }}





ACTOR ScootDropChecker
{
	States
	{
	Spawn:
		TNT1 A 0
		Goto TestTime
		TestTime:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(CallACS("MakeScoutCry") == true, "WeaponDropRL")
		TNT1 A 0 A_Jump(256, "DropOther")
		Goto DropOther
	WeaponDropRL:
		TNT1 A 0 A_SpawnItemEx("RLChaingunPickup",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION)
		Stop
	DropOther:
		TNT1 A 0 A_SpawnItemEx("Chaingun",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION)
		Stop
	}
}

ACTOR implyingclip : ScootDropChecker
{
	States
	{
	WeaponDropRL:
		TNT1 A 0 A_SpawnItemEx("RLClip",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION)
		Stop
	DropOther:
		TNT1 A 0 A_SpawnItemEx("CH_Clip",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION)
		Stop
	}
}


Actor GrowRaisin : Inventory
{
  Inventory.MaxAmount 1
}

Actor CHBoner : Inventory
{
  Inventory.MaxAmount 1
}

Actor CHAbyssMark : Inventory
{
  Inventory.MaxAmount 1
}


//############################# FUN EXTRA #######################


Actor CH_BonusEnemyBaseSpawner
{
  
  Radius 2
  Height 2
  Speed 128
  Mass 25
  Projectile
  +ThruActors
  +RANDOMIZE
  +Bounceonwalls
  +Invisible
  +bounceonfloors
  +NOTONAUTOMAP
  +CANBOUNCEWATER
  +thruactors
  BounceCount 80
  Bouncetype doom
  Bouncefactor 1
  wallbouncefactor 1.5
  RenderStyle Add
  States
  {
  Spawn:
    RED8 ABCCCCCCCCCCC 3 Bright 
	
	TNT1 A 0 ThrustThing(angle*256/(random(1,360)), 35, 0, 0)
	   RED8 CCCCCCCCCCCCCC 3 Bright 
	 BBOM B 1 ThrustThingZ(0, 9, 0, 1)
	TNT1 A 0 ThrustThing(angle*256/(random(1,360)), 35, 0,0)
	RED8 FGHHHHHHHHHHHHHH 3 Bright
	TNT1 A 0 ThrustThing(angle*256/(random(1,360)), 35, 0, 0)
	RED8 HHHHHHHHHHHHHHHHHHHHHHH 3 Bright
	RED8 C 0 a_jump(255,"Death13")
    Goto death13
  Death13:
    RED8 ABCD 4 Bright A_stop
	RED8 CDE 1 
	TNT1 A 0  A_SpawnItemEx("CH_BonusEnemyBaseSpawner2",-16,0,0,random(8,10),0,random(-25,5),random(0,360),SXF_NOCHECKPOSITION)
   Stop
  }
}


ACTOR CH_BonusEnemyBaseSpawner2
{
  Game Doom
  Health 1
  Monster
  Radius 64
  Height 42
  +NOGRAVITY
  +SPAWNFLOAT
  +notrigger
  +NOTELEPORT
  +nevertarget
  -ACTIVATEMCROSS
  -CountKill
  +NOTONAUTOMAP
  +LookAllAround
  +invisible 
  +Thruactors
  RenderStyle Add
  Speed 99
  FloatSpeed 99
  Scale 0.4
  Alpha 0.95
  Mass 2
  States
  {
  Spawn:
    BBOM AAA 2
	TNT1 A 0 A_stop
    BBOM BBBBBB 1 Bright A_Wander
    BBOM BBBBB 2 Bright A_Wander
		 BBOM B 1 ThrustThingZ(0, 9, 1, 0)

	BBOM BBBBBB 1 Bright A_Wander
    BBOM BBBBBB 2 Bright A_Wander
	
    Goto see
  See:
    BBOM BBBBBB 1 Bright A_Wander
	BBOM BBBBBB 1 Bright A_Wander
		 BBOM B 1 ThrustThingZ(0, 9, 1, 0)

	BBOM BBBB 2 Bright A_Wander
	BBOM BBBBB 2 Bright A_Wander
	Goto Missile2
  Missile2:
    BBOM BB 1 Bright //A_SetSpeed(45)
	
	 BBOM B 1 ThrustThingZ(0, 9, 1, 0)
	
	BBOM BB 1 Bright A_Wander
	
    BBOM BB 1 Bright A_Wander
	BBOM B 1 ThrustThingZ(0, 9, 1, 1)
	BBOM B 4 Bright A_Wander
	BBOM BB 1 Bright A_Wander
	TNT1 A 0 A_CheckCeiling("missile2")
	
	RED8 C 0 a_jump(255,"Death13")

   Goto  death13
   Death13:
	BBOM B 1 A_SpawnItemEx("ArchvileFire",0,0,3,0,0,0,SXF_NOCHECKPOSITION) 
    BBOM B 1 A_SpawnItemEx("RandomizerArc",0,0,6,0,0,0,SXF_NOCHECKPOSITION) 
	TNT1 A 0 a_die
	Stop
  }
}



ACTOR CH_BadItch
{
  Game Doom
  Health 9999
  Monster
  Radius 2
  Height 2
  +NOGRAVITY
  +SPAWNFLOAT
  +notrigger
  +NOTELEPORT
  +nevertarget
  +notargetswitch
  +NOINFIGHTING
  -ACTIVATEMCROSS
  -CountKill
  +invulnerable
  +noclip
  +NOTONAUTOMAP
  +LookAllAround
  +invisible 
  +Thruactors
  RenderStyle Add
  Speed 6
  FloatSpeed 6
  Scale 0.4
  Alpha 0.95
  Mass 2
  States
  {
  Spawn:
  TNT1 A 0
  TNT1 A 0
    Goto see
  See:
    TNT1 A 1 
	Goto Stick
  Stick:
    TNT1 A 0
    TNT1 A 1 A_Warp(AAPTR_TARGET, random(-3,3), random(-3,3), 24, random(0,359), WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
	TNT1 A 15
	TNT1 A 1 A_Warp(AAPTR_TARGET, random(-3,3), random(-3,3), 24, random(0,359), WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
	TNT1 A 1 A_jump(32,"PackCommon")
	TNT1 A 1 A_jump(12,"Boon","PackCommon")
	TNT1 A 1 a_jump(12,"Pack1","Pack2","Pack6","Pack7","Pack8","Pack9","Pack10","Pack11","Pack12", "Boon","PackCommon")
	TNT1 A 0 A_jump(6,"Pack3","Pack4","Pack5","Boon","PackMisc10")
	
	
	
   loop
   
   
      Boon:
    	TNT1 A 0
   	TNT1 A 0  A_SpawnItemEx("CH_BonusBoon",0,0,0,random(77,120),0,random(-25,25),random(0,360),SXF_NOCHECKPOSITION)

Goto CoolDown
   
   Pack1:
    	TNT1 A 0
   	TNT1 A 0  A_SpawnItemEx("CH_BonusEnemy1",0,0,0,random(77,120),0,random(-25,25),random(0,360),SXF_NOCHECKPOSITION)

Goto CoolDown

   Pack2:
    	TNT1 A 0
   	TNT1 A 0  A_SpawnItemEx("CH_BonusEnemy2",0,0,0,random(77,120),0,random(-25,25),random(0,360),SXF_NOCHECKPOSITION)

Goto CoolDown


   Pack6:
    	TNT1 A 0
   	TNT1 A 0  A_SpawnItemEx("CH_BonusEnemy3",0,0,0,random(77,120),0,random(-25,25),random(0,360),SXF_NOCHECKPOSITION)

Goto CoolDown

   Pack7:
    	TNT1 A 0
   	TNT1 A 0  A_SpawnItemEx("CH_BonusEnemy4",0,0,0,random(77,120),0,random(-25,25),random(0,360),SXF_NOCHECKPOSITION)

Goto CoolDown


   Pack8:
    	TNT1 A 0
   	TNT1 A 0  A_SpawnItemEx("CH_BonusEnemy5",0,0,0,random(77,120),0,random(-25,25),random(0,360),SXF_NOCHECKPOSITION)

Goto CoolDown

   Pack9:
    	TNT1 A 0
   	TNT1 A 0  A_SpawnItemEx("CH_BonusEnemy6",0,0,0,random(77,120),0,random(-25,25),random(0,360),SXF_NOCHECKPOSITION)

Goto CoolDown


   Pack10:
    	TNT1 A 0
   	TNT1 A 0  A_SpawnItemEx("CH_BonusEnemy7",0,0,0,random(77,120),0,random(-25,25),random(0,360),SXF_NOCHECKPOSITION)

Goto CoolDown



   Pack11:
    	TNT1 A 0
   	TNT1 A 0  A_SpawnItemEx("CH_BonusEnemy8",0,0,0,random(77,120),0,random(-25,25),random(0,360),SXF_NOCHECKPOSITION)

Goto CoolDown



   Pack12:
    	TNT1 A 0
   	TNT1 A 0  A_SpawnItemEx("CH_BonusEnemy9",0,0,0,random(77,120),0,random(-25,25),random(0,360),SXF_NOCHECKPOSITION)

Goto CoolDown








   Pack3:
    	TNT1 A 0
   	TNT1 A 0  A_SpawnItemEx("CH_BonusMisc1",0,0,0,random(77,120),0,random(-25,25),random(0,360),SXF_NOCHECKPOSITION)

Goto CoolDown

   Pack4:
    	TNT1 A 0
   	TNT1 A 0  A_SpawnItemEx("CH_BonusMisc2",0,0,0,random(77,120),0,random(-25,25),random(0,360),SXF_NOCHECKPOSITION)

Goto CoolDown

   Pack5:
    	TNT1 A 0
   	TNT1 A 0  A_SpawnItemEx("CH_BonusMisc3",0,0,0,random(77,120),0,random(-25,25),random(0,360),SXF_NOCHECKPOSITION)

Goto CoolDown


   PackMisc10:
    	TNT1 A 0
   	TNT1 A 0  A_SpawnItemEx("CH_BonusMisc4",0,0,0,random(77,120),0,random(-25,25),random(0,360),SXF_NOCHECKPOSITION)

Goto CoolDown





   PackCommon:
    	TNT1 A 0
   	TNT1 A 0  A_SpawnItemEx("CH_BonusEnemySingle",0,0,0,random(77,120),0,random(-25,25),random(0,360),SXF_NOCHECKPOSITION)

Goto CoolDown





CoolDown:
TNT1 A 0
	TNT1 A 150
	TNT1 A 1 a_jump(4,"Stick")
	TNT1 A 150
	TNT1 A 1 A_Warp(AAPTR_TARGET, random(-3,3), random(-3,3), 24, random(0,359), WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
    TNT1 A 150
	TNT1 A 1 a_jump(8,"Stick")
	TNT1 A 150
	TNT1 A 1 A_Warp(AAPTR_TARGET, random(-3,3), random(-3,3), 24, random(0,359), WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
       TNT1 A 150
	TNT1 A 1 a_jump(12,"Stick")
	TNT1 A 150
		TNT1 A 1 a_jump(16,"Stick")
			TNT1 A 1 A_Warp(AAPTR_TARGET, random(-3,3), random(-3,3), 24, random(0,359), WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)

	TNT1 A 150
		TNT1 A 1 a_jump(24,"Stick")
	TNT1 A 150
			TNT1 A 1 a_jump(42,"Stick")

		TNT1 A 1 A_Warp(AAPTR_TARGET, random(-3,3), random(-3,3), 24, random(0,359), WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
	TNT1 A 150
		TNT1 A 1 a_jump(58,"Stick")
			TNT1 A 150
				TNT1 A 1 A_Warp(AAPTR_TARGET, random(-3,3), random(-3,3), 24, random(0,359), WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		TNT1 A 1 a_jump(78,"Stick")
			TNT1 A 150
		
   Goto Stick
   
   
  }
}



actor CH_PackofMedium : RandomSpawner 
{
    DropItem "CommonImp", 255, 630
    DropItem "GreenImp", 255, 360
    DropItem "BlueImp", 255,  180
    DropItem "PurpleImp", 255, 150
	DropItem "YellowImp", 255, 100
	DropItem "RedImp", 255, 55
	
	   DropItem "CommonHK", 255, 200
    DropItem "GreenHK", 255, 100
    DropItem "BlueHK", 255,  60
    DropItem "PurpleHK", 255, 50

	
}

actor CH_PackofMediumLeader : RandomSpawner 
{

	DropItem "YellowHK", 255, 30
	DropItem "CommonBaron", 255, 30
	DropItem "GreenBaron", 255, 20
	DropItem "PurpleBaron", 255, 6
	DropItem "FireBluBaron", 255, 2
}


actor CH_RandomEvent : RandomSpawner 
{

DropItem "CH_BonusBoon",255,33
DropItem "CH_BonusEnemySingle",255, 67

    DropItem "CH_BonusMisc1", 255, 3
	DropItem "CH_BonusMisc2", 255, 3
	DropItem "CH_BonusMisc3", 255, 3
	 DropItem "CH_BonusMisc4", 255, 3
    DropItem "CH_BonusEnemy1", 255, 7
    DropItem "CH_BonusEnemy2", 255, 7
    DropItem "CH_BonusEnemy3", 255, 3
    DropItem "CH_BonusEnemy4", 255, 7
    DropItem "CH_BonusEnemy5", 255, 5
    DropItem "CH_BonusEnemy6", 255, 7
	    DropItem "CH_BonusEnemy7", 255, 7
    DropItem "CH_BonusEnemy8", 255, 7
    DropItem "CH_BonusEnemy9", 255, 7
	
}



actor CH_RandomEventGood : RandomSpawner 
{

DropItem "CH_BonusBoon",255,33


    DropItem "CH_BonusMisc1", 255, 2
	DropItem "CH_BonusMisc2", 255, 2
	DropItem "CH_BonusMisc3", 255, 2
   DropItem "CH_BonusMisc4", 255, 2
	
}


actor CH_RandomEventBad : RandomSpawner 
{


DropItem "CH_BonusEnemySingle",255,67


    DropItem "CH_BonusEnemy1", 255, 10
    DropItem "CH_BonusEnemy2", 255, 10
    DropItem "CH_BonusEnemy3", 255, 3
    DropItem "CH_BonusEnemy4", 255, 10
    DropItem "CH_BonusEnemy5", 255, 5
    DropItem "CH_BonusEnemy6", 255, 10
	    DropItem "CH_BonusEnemy7", 255, 10
    DropItem "CH_BonusEnemy8", 255, 10
    DropItem "CH_BonusEnemy9", 255, 10
	
}








Actor CH_BonusMisc1 : CH_BonusEnemyBaseSpawner{
states
{
  Death13:
    RED8 ABCD 4 Bright A_stop
	
	RED8 CDE 1 
	TNT1 A 0  A_SpawnItemEx("CH_BonusMiscSneak1",-16,0,0,random(8,10),0,random(-25,5),random(0,360),SXF_NOCHECKPOSITION)
   Stop
  }
}


ACTOR CH_BonusMiscSneak1 : CH_BonusEnemyBaseSpawner2 {
states
{
   Death13:
   
    TNT1 A 0 A_stop
	BBOM B 1 ThrustThingZ(0, 35, 0, 0)
	TNT1 A 10
	// BBOM B 1 A_SpawnItemEx("ArchvileFire",0,0,3,0,0,0,SXF_NOCHECKPOSITION) 
	BBOM BBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 3 A_SpawnItemEx("CH_cirno",0,0,-8,random(2,14),0,random(-15,0),random(0,360),SXF_NOCHECKPOSITION) 
	BBOM BBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 3 A_SpawnItemEx("CH_cirno",0,0,-8,random(2,14),0,random(-15,0),random(0,360),SXF_NOCHECKPOSITION) 

	TNT1 A 0 a_die
	Stop
  }
}



Actor CH_BonusMisc2 : CH_BonusEnemyBaseSpawner{
states
{
  Death13:
    RED8 ABCD 4 Bright A_stop
	
	RED8 CDE 1 
	TNT1 A 0  A_SpawnItemEx("CH_BonusMiscSneak2",-16,0,0,random(8,10),0,random(-25,5),random(0,360),SXF_NOCHECKPOSITION)
   Stop
  }
}


ACTOR CH_BonusMiscSneak2 : CH_BonusEnemyBaseSpawner2 {
states
{
   Death13:
   
    TNT1 A 0 A_stop
	TNT1 A 10
	// BBOM B 1 A_SpawnItemEx("ArchvileFire",0,0,3,0,0,0,SXF_NOCHECKPOSITION) 
	BBOM BBBBBB 3 A_SpawnItemEx("SGBurst",0,0,0,random(2,14),0,random(-15,33),random(0,360),SXF_NOCHECKPOSITION) 
		BBOM BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 A_SpawnItemEx("Shotgun",0,0,0,random(8,24),0,random(-15,33),random(0,360),SXF_NOCHECKPOSITION) 
		BBOM BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 A_SpawnItemEx("Shotgun",0,0,0,random(8,24),0,random(-15,33),random(0,360),SXF_NOCHECKPOSITION) 

	TNT1 A 0 a_die
	Stop
  }
}

Actor CH_BonusMisc3 : CH_BonusEnemyBaseSpawner{
states
{
  Death13:
    RED8 ABCD 4 Bright A_stop
	
	RED8 CDE 1 
	TNT1 A 0  A_SpawnItemEx("CH_BonusMiscSneak3",-16,0,0,random(8,10),0,random(-25,5),random(0,360),SXF_NOCHECKPOSITION)
   Stop
  }
}


ACTOR CH_BonusMiscSneak3 : CH_BonusEnemyBaseSpawner2 {
states
{
   Death13:
   
    TNT1 A 0 A_stop
	BBOM B 1 ThrustThingZ(0, 99, 1, 0)
	TNT1 A 20
	// BBOM B 1 A_SpawnItemEx("ArchvileFire",0,0,3,0,0,0,SXF_NOCHECKPOSITION) 
	BBOM B 3 A_SpawnItemEx("SoulSphere",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION) 

	TNT1 A 0 a_die
	Stop
  }
}


Actor CH_BonusMisc4 : CH_BonusEnemyBaseSpawner{
states
{
  Death13:
    RED8 ABCD 4 Bright A_stop
	
	RED8 CDE 1 
	TNT1 A 0  A_SpawnItemEx("CH_BonusMiscSneak4",-16,0,0,random(8,10),0,random(-25,5),random(0,360),SXF_NOCHECKPOSITION)
   Stop
  }
}


ACTOR CH_BonusMiscSneak4 : CH_BonusEnemyBaseSpawner2 {
states
{
   Death13:
   
    TNT1 A 0 A_stop
	BBOM B 1 ThrustThingZ(0, 99, 1, 0)
	TNT1 A 20
	
	BBOM BBBBBB 0 A_SpawnItemEx("HealthBonus",0,0,6,random(2,12),0,random(1,12),random(0,359),SXF_NOCHECKPOSITION) 
	BBOM BBB 1 A_SpawnItemEx("HealthBonus",0,0,6,random(2,12),0,random(1,12),random(0,359),SXF_NOCHECKPOSITION) 
	BBOM BBBBBB 0 A_SpawnItemEx("HealthBonus",0,0,6,random(2,12),0,random(1,12),random(0,359),SXF_NOCHECKPOSITION) 
	BBOM BBB 1 A_SpawnItemEx("HealthBonus",0,0,6,random(2,12),0,random(1,12),random(0,359),SXF_NOCHECKPOSITION) 
	BBOM BBBBBB 0 A_SpawnItemEx("HealthBonus",0,0,6,random(2,12),0,random(1,12),random(0,359),SXF_NOCHECKPOSITION) 
	BBOM BBB 1 A_SpawnItemEx("HealthBonus",0,0,6,random(2,12),0,random(1,12),random(0,359),SXF_NOCHECKPOSITION) 
	BBOM BBBBBB 0 A_SpawnItemEx("HealthBonus",0,0,6,random(2,12),0,random(1,12),random(0,359),SXF_NOCHECKPOSITION) 
	BBOM BBB 1 A_SpawnItemEx("HealthBonus",0,0,6,random(2,12),0,random(1,12),random(0,359),SXF_NOCHECKPOSITION) 
	BBOM BBBBBB 0 A_SpawnItemEx("HealthBonus",0,0,6,random(2,12),0,random(1,12),random(0,359),SXF_NOCHECKPOSITION) 
	BBOM BBB 1 A_SpawnItemEx("HealthBonus",0,0,6,random(2,12),0,random(1,12),random(0,359),SXF_NOCHECKPOSITION) 
	BBOM BBBBBB 0 A_SpawnItemEx("HealthBonus",0,0,6,random(2,12),0,random(1,12),random(0,359),SXF_NOCHECKPOSITION) 
	BBOM BBB 1 A_SpawnItemEx("HealthBonus",0,0,6,random(2,12),0,random(1,12),random(0,359),SXF_NOCHECKPOSITION) 
	BBOM BBBBBB 0 A_SpawnItemEx("HealthBonus",0,0,6,random(2,12),0,random(1,12),random(0,359),SXF_NOCHECKPOSITION) 
	BBOM BBB 1 A_SpawnItemEx("HealthBonus",0,0,6,random(2,12),0,random(1,12),random(0,359),SXF_NOCHECKPOSITION) 
	BBOM BBBBBB 0 A_SpawnItemEx("HealthBonus",0,0,6,random(2,12),0,random(1,12),random(0,359),SXF_NOCHECKPOSITION) 
	BBOM BBB 1 A_SpawnItemEx("HealthBonus",0,0,6,random(2,12),0,random(1,12),random(0,359),SXF_NOCHECKPOSITION) 

	TNT1 A 0 a_die
	Stop
  }
}



Actor CH_BonusBoon : CH_BonusEnemyBaseSpawner{
states
{
  Death13:
    RED8 ABCD 4 Bright A_stop
	
	RED8 CDE 1 
	TNT1 A 0  A_SpawnItemEx("CH_BonusBoonSneak",-16,0,0,random(8,10),0,random(-25,5),random(0,360),SXF_NOCHECKPOSITION)
   Stop
  }
}



actor CH_RandomBoon : RandomSpawner 
{

    DropItem "Stimpack",255,20
    DropItem "ClipBox", 255, 13
	DropItem "RocketAmmo", 255, 9
	DropItem "RocketBox", 255, 9
    DropItem "Medikit", 255, 9
    DropItem "BlurSphere", 255, 3
    DropItem "BackPack", 255, 8
    DropItem "CellPack", 255, 8
    DropItem "Cell", 255, 11
    DropItem "GreenArmor", 255, 6
	DropItem "BlueArmor", 255, 2
    DropItem "PlasmaRifle", 255, 1
	DropItem "SuperShotgun", 255, 2
		DropItem "Berserk", 255, 4
			DropItem "ChainSaw", 255, 4
	
}




ACTOR CH_BonusBoonSneak : CH_BonusEnemyBaseSpawner2 {
states
{
   Death13:
   
    TNT1 A 0 A_stop
	BBOM B 1 ThrustThingZ(0, 99, 1, 0)
	TNT1 A 20
	// BBOM B 1 A_SpawnItemEx("ArchvileFire",0,0,3,0,0,0,SXF_NOCHECKPOSITION) 
	BBOM B 3 A_SpawnItemEx("CH_RandomBoon",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION) 

	TNT1 A 0 a_die
	Stop
  }
}


Actor CH_BonusEnemy1 : CH_BonusEnemyBaseSpawner{
states
{
  Death13:
    RED8 ABCD 4 Bright A_stop
	RED8 CDE 1 
	TNT1 A 0  A_SpawnItemEx("CH_BonusEnemySneak1",-16,0,0,random(8,10),0,random(-25,5),random(0,360),SXF_NOCHECKPOSITION)
   Stop
  }
}



ACTOR CH_BonusEnemySneak1 : CH_BonusEnemyBaseSpawner2 {
states
{
   Death13:
   
	// BBOM B 1 A_SpawnItemEx("ArchvileFire",0,0,3,0,0,0,SXF_NOCHECKPOSITION) 
	BBOM BBB 5 A_SpawnItemEx("CH_PackofMedium",8,12,6,random(7,14),0,random(5,12),random(0,120),SXF_NOCHECKPOSITION) 
	BBOM BBB 5 A_SpawnItemEx("CH_PackofMedium",0,-12,6,random(7,14),0,random(5,12),random(120,240),SXF_NOCHECKPOSITION)
	BBOM B 3 A_SpawnItemEx("CH_PackofMediumLeader",-8,0,6,random(1,5),0,random(1,5),random(240,360),SXF_NOCHECKPOSITION) 

	TNT1 A 0 a_die
	Stop
  }
}



actor CH_PackofHitScan : RandomSpawner 
{
    DropItem "CommonCGuy", 255, 630
    DropItem "GreenCGuy", 255, 560
    DropItem "BlueCGuy", 255,  380
    DropItem "CommonSG", 255, 550
	DropItem "BlueSG", 255, 300
	DropItem "RedCguy", 255, 55
	
	   DropItem "YellowZombie", 255, 300
    DropItem "BlueZombie", 255, 400
    DropItem "PurpleZombie", 255,  350
    DropItem "BlackSG2", 255, 25

	
}



Actor CH_BonusEnemy2 : CH_BonusEnemyBaseSpawner{
states
{
  Death13:
    RED8 ABCD 4 Bright A_stop
	RED8 CDE 1 
	TNT1 A 0  A_SpawnItemEx("CH_BonusEnemySneak2",-16,0,0,random(8,10),0,random(-25,5),random(0,360),SXF_NOCHECKPOSITION)
   Stop
  }
}



ACTOR CH_BonusEnemySneak2 : CH_BonusEnemyBaseSpawner2 {
states
{
   Death13:
   
	// BBOM B 1 A_SpawnItemEx("ArchvileFire",0,0,3,0,0,0,SXF_NOCHECKPOSITION) 
	BBOM BBBB 5 A_SpawnItemEx("CH_PackofHitScan",6,6,6,random(7,14),0,random(5,12),random(0,120),SXF_NOCHECKPOSITION) 
	BBOM BBBB 5 A_SpawnItemEx("CH_PackofHitScan",-6,-6,6,random(7,14),0,random(5,12),random(120,240),SXF_NOCHECKPOSITION) 

	TNT1 A 0 a_die
	Stop
  }
}






Actor CH_BonusEnemy3 : CH_BonusEnemyBaseSpawner{
states
{
  Death13:
    RED8 ABCD 4 Bright A_stop
	RED8 CDE 1 
	TNT1 A 0  A_SpawnItemEx("CH_BonusEnemySneak3",-16,0,0,random(8,10),0,random(-25,5),random(0,360),SXF_NOCHECKPOSITION)
   Stop
  }
}


actor GrayLSoul2B : RandomSpawner 
{
	DropItem "GrayLsoul2", 255, 99
}

actor BlackLSoul2B : RandomSpawner 
{
	DropItem "BlackLsoul2", 255, 99
}


ACTOR CH_BonusEnemySneak3 : CH_BonusEnemyBaseSpawner2 {
states
{
   Death13:
   
	// BBOM B 1 A_SpawnItemEx("ArchvileFire",0,0,3,0,0,0,SXF_NOCHECKPOSITION) 
	BBOM B 3 A_SpawnItemEx("GrayLSoul2B",0,-12,6,0,0,random(5,12),0,SXF_NOCHECKPOSITION) 
	BBOM B 3 A_SpawnItemEx("GrayLSoul2B",12,6,6,0,0,random(5,12),0,SXF_NOCHECKPOSITION) 
	BBOM B 3 A_SpawnItemEx("GrayLSoul2B",-12,0,6,0,0,random(5,12),0,SXF_NOCHECKPOSITION) 
	BBOM BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 5 A_SpawnItemEx("BlackLSoul2B",random(-16,16),random(-16,16),0,random(7,14),0,random(5,12),random(0,360),SXF_NOCHECKPOSITION) 
	
	TNT1 A 0 a_die
	Stop
  }
}



Actor CH_BonusEnemy4 : CH_BonusEnemyBaseSpawner{
states
{
  Death13:
    RED8 ABCD 4 Bright A_stop
	RED8 CDE 1 
	TNT1 A 0  A_SpawnItemEx("CH_BonusEnemySneak4",-16,0,0,random(8,10),0,random(-25,5),random(0,360),SXF_NOCHECKPOSITION)
   Stop
  }
}

actor AbyssPE2B : RandomSpawner 
{
	DropItem "AbyssPE2", 255, 99
}


ACTOR CH_BonusEnemySneak4 : CH_BonusEnemyBaseSpawner2 {
states
{
   Death13:
   
	// BBOM B 1 A_SpawnItemEx("ArchvileFire",0,0,3,0,0,0,SXF_NOCHECKPOSITION) 
	BBOM B 5 A_SpawnItemEx("AbyssPE2B",8,12,6,random(7,14),0,random(5,12),random(0,180),SXF_NOCHECKPOSITION) 
	BBOM B 5 A_SpawnItemEx("AbyssPE2B",-8,-12,6,random(7,14),0,random(5,12),random(180,359),SXF_NOCHECKPOSITION) 

	TNT1 A 0 a_die
	Stop
  }
}



actor CH_BossSurprise1 : RandomSpawner 
{
 
    DropItem "BlackCGuy", 255, 25
    DropItem "BlackRevenant", 255, 25
	DropItem "BlackArch", 255, 25
	DropItem "BlackHK", 255, 25
DropItem "BlackBaron", 255, 25
DropItem "BlackCaco", 255, 25
DropItem "BlackZombie", 255, 25
DropItem "BlackPE", 255, 25
DropItem "BlackMind", 255, 25
}



Actor CH_BonusEnemySingle : CH_BonusEnemyBaseSpawner{
states
{
  Death13:
    RED8 ABCD 4 Bright A_stop
	RED8 CDE 1 
	TNT1 A 0  A_SpawnItemEx("CH_BonusEnemySneakSG",-16,0,0,random(8,10),0,random(-25,5),random(0,360),SXF_NOCHECKPOSITION)
   Stop
  }
}


actor CH_EnemySinglePick : RandomSpawner 
{
 
    DropItem "DoomImp", 255, 25
    DropItem "Revenant", 255, 25
	DropItem "Archvile", 255, 25
	DropItem "HellKnight", 255, 25
DropItem "BaronOfHell", 255, 25
DropItem "CacoDemon", 255, 25
DropItem "Spectre", 255, 25
DropItem "ChaingunGuy", 255, 25
DropItem "Zombie", 255, 25
DropItem "PainElemental", 255, 25
DropItem "Fatso", 255, 25
DropItem "CyberDemon", 255, 1
}



ACTOR CH_BonusEnemySneakSG : CH_BonusEnemyBaseSpawner2 {
states
{
   Death13:
   
	// BBOM B 1 A_SpawnItemEx("ArchvileFire",0,0,3,0,0,0,SXF_NOCHECKPOSITION) 
	BBOM B 5 A_SpawnItemEx("CH_EnemySinglePick",0,0,6,random(7,14),0,random(5,12),random(0,359),SXF_NOCHECKPOSITION) 

	TNT1 A 0 a_die
	Stop
  }
}





Actor CH_BonusEnemy5 : CH_BonusEnemyBaseSpawner{
states
{
  Death13:
    RED8 ABCD 4 Bright A_stop
	RED8 CDE 1 
	TNT1 A 0  A_SpawnItemEx("CH_BonusEnemySneak5",-16,0,0,random(8,10),0,random(-25,5),random(0,360),SXF_NOCHECKPOSITION)
   Stop
  }
}





ACTOR CH_BonusEnemySneak5 : CH_BonusEnemyBaseSpawner2 {
states
{
   Death13:
   
	// BBOM B 1 A_SpawnItemEx("ArchvileFire",0,0,3,0,0,0,SXF_NOCHECKPOSITION) 
	BBOM B 5 A_SpawnItemEx("CH_BossSurprise1",0,0,6,random(7,14),0,random(5,12),random(0,359),SXF_NOCHECKPOSITION) 

	TNT1 A 0 a_die
	Stop
  }
}


Actor CH_BonusEnemy6 : CH_BonusEnemyBaseSpawner{
states
{
  Death13:
    RED8 ABCD 4 Bright A_stop
	RED8 CDE 1 
	TNT1 A 0  A_SpawnItemEx("CH_BonusEnemySneak6",-16,0,0,random(8,10),0,random(-25,5),random(0,360),SXF_NOCHECKPOSITION)
   Stop
  }
}

actor CommonArch2B : RandomSpawner 
{
	DropItem "CommonArch", 255, 99
}

actor CommonRevenant2B : RandomSpawner 
{
	DropItem "CommonRevenant", 255, 99
}


ACTOR CH_BonusEnemySneak6 : CH_BonusEnemyBaseSpawner2 {
states
{
   Death13:
   
	// BBOM B 1 A_SpawnItemEx("ArchvileFire",0,0,3,0,0,0,SXF_NOCHECKPOSITION) 
	BBOM B 3 A_SpawnItemEx("CommonArch2B",0,-12,6,0,0,random(5,12),0,SXF_NOCHECKPOSITION) 
	BBOM B 3 A_SpawnItemEx("CommonArch2B",12,6,6,0,0,random(5,12),0,SXF_NOCHECKPOSITION) 
	BBOM B 3 A_SpawnItemEx("CommonArch2B",-12,0,6,0,0,random(5,12),0,SXF_NOCHECKPOSITION) 
	BBOM BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 5 A_SpawnItemEx("CommonRevenant2B",8,12,6,random(7,14),0,random(5,12),random(0,360),SXF_NOCHECKPOSITION) 
	
	TNT1 A 0 a_die
	Stop
  }
}



Actor CH_BonusEnemy7 : CH_BonusEnemyBaseSpawner{
states
{
  Death13:
    RED8 ABCD 4 Bright A_stop
	RED8 CDE 1 
	TNT1 A 0  A_SpawnItemEx("CH_BonusEnemySneak7",-16,0,0,random(8,10),0,random(-25,5),random(0,360),SXF_NOCHECKPOSITION)
   Stop
  }
}


actor RevenantGraySquad : RandomSpawner 
{
	DropItem "GrayRevenant2", 255, 99
}



ACTOR CH_BonusEnemySneak7 : CH_BonusEnemyBaseSpawner2 {
states
{
   Death13:
   
	// BBOM B 1 A_SpawnItemEx("ArchvileFire",0,0,3,0,0,0,SXF_NOCHECKPOSITION) 
	BBOM BBBBBBB 5 A_SpawnItemEx("RevenantGraySquad",0,0,6,random(7,14),0,random(5,12),random(0,359),SXF_NOCHECKPOSITION) 

	TNT1 A 0 a_die
	Stop
  }
}


Actor CH_BonusEnemy8 : CH_BonusEnemyBaseSpawner{
states
{
  Death13:
    RED8 ABCD 4 Bright A_stop
	RED8 CDE 1 
	TNT1 A 0  A_SpawnItemEx("CH_BonusEnemySneak8",-16,0,0,random(8,10),0,random(-25,5),random(0,360),SXF_NOCHECKPOSITION)
   Stop
  }
}


actor TentacleTimeCH : RandomSpawner 
{
	DropItem "RoseTentacle", 255, 99
}



ACTOR CH_BonusEnemySneak8 : CH_BonusEnemyBaseSpawner2 {
states
{
   Death13:
   
	// BBOM B 1 A_SpawnItemEx("ArchvileFire",0,0,3,0,0,0,SXF_NOCHECKPOSITION) 
	BBOM BBBBBBBBBB 5 A_SpawnItemEx("TentacleTimeCH",0,0,6,random(7,14),0,random(5,12),random(0,359),SXF_NOCHECKPOSITION) 

	TNT1 A 0 a_die
	Stop
  }
}


Actor CH_BonusEnemy9 : CH_BonusEnemyBaseSpawner{
states
{
  Death13:
    RED8 ABCD 4 Bright A_stop
	RED8 CDE 1 
	TNT1 A 0  A_SpawnItemEx("CH_BonusEnemySneak9",-16,0,0,random(8,10),0,random(-25,5),random(0,360),SXF_NOCHECKPOSITION)
   Stop
  }
}


actor SoulHiveCH : RandomSpawner 
{
	DropItem "CommonLSoul", 255, 100
	DropItem "GreenLSoul", 255, 80
	DropItem "BlueLSoul", 255, 60
	DropItem "PurpleLSoul", 255, 40
	DropItem "YellowLSoul", 255, 20
	DropItem "RedLSoul", 255, 20
	
}



ACTOR CH_BonusEnemySneak9 : CH_BonusEnemyBaseSpawner2 {
states
{
   Death13:
   
	// BBOM B 1 A_SpawnItemEx("ArchvileFire",0,0,3,0,0,0,SXF_NOCHECKPOSITION) 
	BBOM BBBBBBBBBBB 5 A_SpawnItemEx("SoulHiveCH",0,0,6,random(7,14),0,random(5,12),random(0,359),SXF_NOCHECKPOSITION) 
	BBOM B 5 A_SpawnItemEx("SoulSphere",0,0,6,0,0,random(-9,-1),0,SXF_NOCHECKPOSITION) 

	TNT1 A 0 a_die
	Stop
  }
}


