actor Colourset5 : RandomSpawner replaces "Demon"
{
    DropItem "CommonDemon", 255, 500
    DropItem "GreenDemon", 255, 400
	DropItem "CyanDemon", 255,  120
	DropItem "BrownDemon", 255, 100
    DropItem "BlueDemon", 255,  180
	Dropitem "FireBluDemon", 255, 70
    DropItem "PurpleDemon", 255, 100
	DropItem "YellowDemon", 255, 55
	Dropitem "AbyssDemon", 255, 40
	DropItem "GrayDemon", 255, 45
	DropItem "RedDemon", 255, 40
	DropItem "BlackDemon", 255, 3
	DropItem "WhiteDemon", 255,  1	
}


// 

Actor BrownDemon
{
states
{
Spawn:
TNT1 A 0
Goto Scripted
Scripted:
TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("CH_Brown") == 1, "First") 
TNT1 A 0 A_JumpIf(CallACS("CH_Brown") == 3, "fifty") 
TNT1 A 0
Goto Third

fifty:
TNT1 A 0
TNT1 A 0 a_jump(128,"third")
TNT1 A 0

First:
TNT1 A 0 A_SpawnitemEx("Colourset5",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("BrownDemon2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)



stop
}
}

ACTOR BrownDemon2 
{
  Game Doom
  Health 420
  BloodColor "blue"
  PainChance 33
  Species "Demon1"
  DamageFactor "Wrangler", 3.0
  DamageFactor "DIMp", 0
  DamageFactor "Fire", 1.25
  PainChance "DIMp", 0
  Speed 17
  Radius 30
  Height 56
  Damage 2
  Mass 800
  Monster
  +FLOORCLIP
  +NOFEAR
  +Dontharmclass
  
  SeeSound "blooddemon/sight"
  PainSound "blooddemon/pain"
  DeathSound "weapons/rocklx"
  ActiveSound "blooddemon/active"
  Obituary "%o got crunched by brown demon"
  DropItem "CH_Berserk", 50
  Meleerange 64
  Translation "94:111=%[0.10,0.05,0.00]:[1.17,0.39,0.20]", "80:93=%[0.20,0.10,0.00]:[0.98,0.57,0.34]"
  Var int User_Calm;
  tag "Brownie"
      States 
    { 
    Spawn: 
       IFN2 AB 10 A_Look
		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

       Loop 
    See: 
       IFIN A 0 A_PlaySound("BrownDemon/Step")
       IFIN AABB 2 A_Chase
	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)
		TNT1 A 0 A_jump(64,"MaybeDash")
		TNT1 A 0
       IFIN C 0 A_PlaySound("BrownDemon/Step")
       IFIN CCDD 2 A_Chase
	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	   IFN2 A 0 A_JumpIf(User_Calm == 1, "Calm")
       Loop 
	   
	   		MaybeDash:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInTargetLOS("Dash", 0, JLOSF_DEADNOJUMP,1200,200)
		Goto see+7
	   
	   Dash:
	   TNT1 A 0
	   TNT1 A 0 A_changeflag("NoPain",true)
	   TNT1 A 0 A_giveinventory("HKEXProtect",1)
	   IFIN G 1 //A_SetSpeed(40)
	   IFIN A 0 a_wander
	   IFIN A 1 a_wander
	   IFIN B 0 a_wander
	   IFIN B 1 a_wander
	   	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	   IFIN C 0 A_Spawnitemex("BrownDemonGhost",0,0,6,0,0,0,0)
	   IFIN C 0 A_PlaySound("BrownDemon/Step")
	   IFIN C 0 a_chase("","")
	   IFIN C 1 a_chase("","")
	   IFIN D 0 a_chase("","")
	   IFIN D 1 a_chase("","")
	   	   IFN2 C 0 A_Spawnitemex("BrownDemonGhost",0,0,6,0,0,0,0)
	   IFN2 C 0 A_PlaySound("BrownDemon/Step")
	   IFIN A 0 a_chase("","")
	   IFIN A 1 a_chase("","")
	   IFIN B 0 a_chase("","")
	   IFIN B 1 a_chase("","")
	   	   	   IFN2 C 0 A_Spawnitemex("BrownDemonGhost",0,0,6,0,0,0,0)
	   IFN2 C 0 A_PlaySound("BrownDemon/Step")
	   IFIN C 0 a_chase("","")
	   IFIN C 1 a_chase("","")
	   IFIN D 0 a_chase("","")
	   IFIN D 1 a_chase("","")
	   	   IFIN C 0 A_Spawnitemex("BrownDemonGhost",0,0,6,0,0,0,0)
	   IFN2 C 0 A_PlaySound("BrownDemon/Step")
	   IFIN A 0 a_chase("","")
	   IFIN A 1 a_chase("","")
	   IFIN B 0 a_chase("","")
	   IFIN B 1 a_chase("","")
		   	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	   IFN2 C 0 A_Spawnitemex("BrownDemonGhost",0,0,6,0,0,0,0)
	   IFN2 C 0 A_PlaySound("BrownDemon/Step")
	   IFIN C 0 a_chase("","")
	   IFIN C 1 a_chase("","")
	   IFIN D 0 a_chase("","")
	   IFIN D 1 a_chase("","")
	   	   IFN2 C 0 A_Spawnitemex("BrownDemonGhost",0,0,6,0,0,0,0)
	   IFN2 C 0 A_PlaySound("BrownDemon/Step")
	   IFIN A 0 a_chase("","")
	   IFIN A 1 a_chase("","")
	   IFIN B 0 a_chase("","")
	   IFIN B 1 a_chase("","")
	   	   	   IFN2 C 0 A_Spawnitemex("BrownDemonGhost",0,0,6,0,0,0,0)
	   IFN2 C 0 A_PlaySound("BrownDemon/Step")
	   IFIN C 0 a_chase("","")
	   IFIN C 1 a_chase("","")
	   IFIN D 0 a_chase("","")
	   IFIN D 1 a_chase("","")
		   	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	   	   IFN2 C 0 A_Spawnitemex("BrownDemonGhost",0,0,6,0,0,0,0)
	   IFN2 C 0 A_PlaySound("BrownDemon/Step")
	   TNT1 A 0 A_changeflag("NoPain",false)
	   TNT1 A 0 A_Takeinventory("HKEXProtect",1)
	   IFIN G 1 //A_SetSpeed(18)
	   Goto see
	   Missile:
	   TNT1 A 0
	   IFN2 F 0 A_SetUserVar("User_Calm", User_Calm == 1)
	   TNT1 A 0 A_jumpifcloser(120,"ChainFlame")
	   	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	   IFIN E 8 bright a_facetarget
	   IFIN F 1 bright a_playsound("SNPRFIRE")
	   IFIN F 6 bright A_Custommissile("BrownOrbDemon",32,0,0)
	   	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	   IFIN G 3 bright
	   IFIN G 9
	   Goto see
	   
       ChainFlame:
	     TNT1 A 0
	     TNT1 A 0 A_jumpifcloser(120,"ChainFlame2")
		 TNT1 A 0
		 Goto See
		 ChainFlame2:
       IFIN E 2 bright A_FaceTarget
	   	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

       IFIN F 1 bright A_Custommissile("RedDemonBloodBolt3",32,0,random(-7,7))
	   IFIN F 1 bright A_monsterrefire(128,"See")
       Goto Chainflame

	
	
	   
	   	 			Pain.AbyssPE:
		TNT1 A 0
		TNT1 A 0 A_changeflag("Nopain",true)
	TNT1 A 0 A_setscale(0.8,0.8)
	AYPB AAB 5 bright
	AYPB B 5 bright a_playsound("AbyssForm",0)
	AYPB BBA 5 bright
	AYPB CDE 5 bright
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),16,0,3,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),12,0,8,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)

	TNT1 A 0 A_SpawnitemEx("AbyssDemon2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
	AYPB FGH 3 bright
	AYPB I 5 bright a_setscale(1,0.75)
	AYPB H 5 bright a_setscale(1,0.5)
	AYPB I 5 bright a_setscale(1,0.25)
	AYPB H 5 bright a_setscale(1,0.05)
	TNT1 A 0 A_die
	Stop
	   
    Pain: 
       IFIN G 2
	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

       IFIN G 2 A_Pain
	   IFIN G 1 A_Jump(174,"SpeedBuff")
       Goto See
	Pain.fire:
	   IFIN G 3 bright A_Pain
	   Goto SpeedBuff
	SpeedBuff:
	   IFIN G 1 //A_SetSpeed(30)
	   IFIN G 1 A_SetUserVar("User_Calm", User_Calm == 0)
	   Goto See
    Calm:
	   IFIN G 1 //A_SetSpeed(16)
	   IFIN G 1 
	   IFN2 EEEEE 0 
	   Goto See
Tickles:
TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
Goto Death+1
Death:
TNT1 A 0 A_JumpIfInventory("CHBoner", 1, "Tickles") 
       IFIN H 8 
       IFIN I 0 A_FaceTarget
       
       IFIN I 8 A_Scream
       IFIN J 4 A_explode(random(5,32),64,0)
       IFIN K 4 A_NoBlocking
       IFIN LM 4 
	  TNT1 A 0 A_Radiusgive("BrownImpCommand",320,RGF_MONSTERS,1)
	
       IFIN N -1 
       Stop 
    Raise: 
       IFIN NMLKJIH 5 
       Goto See 
    } 
}



ACTOR BrownDemonGhost
{
	  Radius 30
  Height 56
	Speed 1
	RenderStyle Translucent
	Alpha 0.33
	  species "Demon1"
  health 15
  monster
  +NOTRIGGER
  +NOTARGET
  +nopain
  +nogravity
+noicedeath
  +mthruspecies
  +thruspecies
  -countkill
  
	states
	{
	Spawn:
            IFIN ABCD 6 bright 
			
			   Goto death
		  Death:
   TNT1 A 0 a_stop
      IFIN G 1 Bright A_NoBlocking
	 IFIN G   1 Bright A_SetScale(0.8,0.8)
   IFIN G  1 Bright A_SetScale(0.6,0.6)
	 IFIN G  1 Bright A_SetScale(0.3,0.2)
    IFIN G  1 Bright A_SetScale(0.1,0.1)
	TNT1 A 0 A_die
    Stop
	
	}
}

ACTOR BrownOrbDemon
{
   Radius 3
   Height 3
   Speed  28
   ProjectileKickback 2000
   Mass 100
   Species "Demon1"
   Damage (random(13,33))
   PROJECTILE
   DamageType Fire
    +mthruspecies
   +THRUGHOST

   Seesound "fire/fire3"
   DeathSound "weapons/boom1"

scale 0.5

   States
   {
   Spawn:
       BAL1 AB 4 Bright	  

      loop

   Death:
      RIP1 D 0
      RIP1 D 0 a_setscale(1.0,1.0)
      RIP1 DEFGH 3 Bright A_Explode(random(2,8),64)
	
      stop
   }
}


Actor CyanDemon
{
states
{
Spawn:
TNT1 A 0
Goto Scripted
Scripted:
TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("CH_Cyan") == 1, "First") 
TNT1 A 0 A_JumpIf(CallACS("CH_Cyan") == 3, "fifty") 
TNT1 A 0
Goto Third

fifty:
TNT1 A 0
TNT1 A 0 a_jump(128,"third")
TNT1 A 0

First:
TNT1 A 0 A_SpawnitemEx("Colourset5",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("cyanDemon2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)



stop
}
}

actor CyanDemon2
{
  obituary "%o was stored for winter by cyan demon"
  health 270
  painchance 64
  speed 27
  radius 30
  height 56
  mass 400
  scale 0.95
  DamageFactor "Wrangler", 3.0
 DamageFactor Melee, 2.0
  DamageFactor Fire, 1.5
  DamageFactor "Fire", 1.5
  DamageFactor Ice, 0.15
   DamageFactor "Ice", 0.15
    DamageFactor "PLWater", 0.25
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  
       
  PainChance "PLWater", 2
   PainChance "ice", 2
  PainChance "Fire", 82
  PainChance "Melee", 12
  
  Damage 3
  Species "Demon1"
  seesound "slimeworm/sight"
  attacksound "slimeworm/melee"
  painsound "slimeworm/pain"
  deathsound "slimeworm/death"
  activesound "slimeworm/active"
  bloodcolor "Blue"
  MONSTER
  +ThruSpecies
  +FLOORCLIP
  +notargetswitch
  +dontharmspecies
  +dontharmclass
  +notarget
  +MISSILEMORE
  +missileevenmore
  +noicedeath
      DamageFactor "Falling", 0.0
  DamageFactor Falling, 0.0
  Dropitem "CH_chainsaw", 64
  tag "Ice Worm"
  Translation "0:255=%[0.07,0.35,0.87]:[1.01,2.00,2.00]"
  Meleerange 64
  
  states
  {
  Spawn:
    WORM AB 10 A_Look
											 	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    loop
  See:
    WORM AABB 3 a_chase
												 	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

WORM 	CCDD 3 A_Chase
											 	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    loop
  Missile:
  											 	TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    WORM E 8 A_FaceTarget
	WORM E 0 A_JumpIfCloser(72,"Melee")
    WORM E 8 A_JumpIfCloser(700,"Hiss")
	HideMe:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag(NOPAIN,TRUE)
	WORM G 2 a_setscale(1.0,0.5)
	WORM G 2 a_setscale(1.0,0.25)
	WORM G 2 a_setscale(1.0,0.1)
	    TNT1 AAA 0  a_spawnitemex("SpikeCyanRev",0,0,1,random(12,20),0,random(15,25),random(0,90))
	TNT1 AAA 0  a_spawnitemex("SpikeCyanRev",0,0,1,random(12,20),0,random(15,25),random(89,180))
	TNT1 AAA 0  a_spawnitemex("SpikeCyanRev",0,0,1,random(12,20),0,random(15,25),random(181,270))
	TNT1 AAA 0  a_spawnitemex("SpikeCyanRev",0,0,1,random(12,20),0,random(15,25),random(271,359))
    WORM G 8 //A_SetSpeed(77)

	 WORM AA 0 A_Wander
	 WORM A 2 A_Wander
	 WORM AA 0 A_Wander
	 WORM A 2 A_Wander
	 WORM BB 0 A_Wander
	 WORM B 2 A_Wander
	 WORM BB 0 A_Wander
	 WORM B 2 A_Wander
	 WORM CC 0 A_Wander
	 WORM C 2 A_Wander
	 WORM CC 0 A_Wander
	 WORM C 2 A_Wander
	 WORM DD 0 A_Wander
	 WORM D 2 A_Wander
	 WORM DD 0 A_Wander
	 WORM D 2 A_Wander
	 WORM AA 0 A_Wander
	 WORM A 1 A_Wander
	 WORM AA 0 A_Wander
	 WORM A 1 A_Wander
	 WORM BB 0 A_Wander
	 WORM B 1 A_Wander
	 WORM BB 0 A_Wander
	 WORM B 1 A_Wander
	 WORM CC 0 A_Wander
	 WORM C 1 A_Wander
	 WORM CC 0 A_Wander
	 WORM C 1 A_Wander
	 WORM DD 0 A_Wander
	 WORM D 1 A_Wander
	 WORM DD 0 A_Wander
	 WORM D 1 A_Wander
	 WORM G 5 //A_SetSpeed(25)
	 	WORM G 2 a_setscale(1.0,0.25)
	WORM G 2 a_setscale(1.0,0.5)
	WORM G 2 a_setscale(1.0,1.0)
	    TNT1 AAA 0  a_spawnitemex("SpikeCyanRev",0,0,1,random(12,20),0,random(15,25),random(0,90))
	TNT1 AAA 0  a_spawnitemex("SpikeCyanRev",0,0,1,random(12,20),0,random(15,25),random(89,180))
	TNT1 AAA 0  a_spawnitemex("SpikeCyanRev",0,0,1,random(12,20),0,random(15,25),random(181,270))
	TNT1 AAA 0  a_spawnitemex("SpikeCyanRev",0,0,1,random(12,20),0,random(15,25),random(271,359))
	 TNT1 A 0 A_ChangeFlag(NOPAIN,FALSE)
    goto See
  Melee:
    WORM EF 4 A_FaceTarget
	TNT1 HHHHH 0 Bright A_Spawnitemex("SpikeCyanRev",16,0,24,random(9,33),0,random(3,9),frandom(-9,9))
	TNT1 HHHHH 0 Bright A_Spawnitemex("SpikeCyanRev",16,0,29,random(9,33),0,random(4,12),frandom(-4,4))
	WORM G 4 A_Custommeleeattack(Random(25,75),"slimeworm/melee","none")
    goto See
   Hiss:
	 WORM EF 4 A_FaceTarget
	 WORM G 8 A_skullAttack(40)
	 Goto see

	
		 			Pain.AbyssPE:
		TNT1 A 0
		TNT1 A 0 A_changeflag("Nopain",true)
	TNT1 A 0 A_setscale(0.8,0.8)
	AYPB AAB 5 bright
	AYPB B 5 bright a_playsound("AbyssForm",0)
	AYPB BBA 5 bright
	AYPB CDE 5 bright
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),16,0,3,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),12,0,8,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)

	TNT1 A 0 A_SpawnitemEx("AbyssDemon2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
	AYPB FGH 3 bright
	AYPB I 5 bright a_setscale(1,0.75)
	AYPB H 5 bright a_setscale(1,0.5)
	AYPB I 5 bright a_setscale(1,0.25)
	AYPB H 5 bright a_setscale(1,0.05)
	TNT1 A 0 A_die
	Stop
	
  Pain:
    WORM H 2
												 	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    WORM H 2 A_Pain
	WORM H 2 A_jump(232,"HideMe")
    goto See
  Death:
    WORM I 8
    WORM J 8 A_Scream
    WORM K 4
    WORM M 4
	TNT1 A 0 A_SpawnItemEx ("CH_Cirno", 0,0,24, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM| SXF_NOCHECKPOSITION,254)
    WORM N 1 a_iceguydie
    stop
  }
}


Actor FireBLUDemon
{
states
{
Spawn:
TNT1 A 0
Goto Scripted
Scripted:
TNT1 A 0 A_JumpIf(CallACS("CH_FireBLUES") == 1, "First") 
TNT1 A 0
Goto Third
First:
TNT1 A 0 A_SpawnitemEx("BlueDemon",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("FireBluDemon2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}
}


ACTOR FireBluDemon2  : Demon
{
  Game Doom
  Health 205
  Species "Demon1"
  BloodColor "blue"
  DamageFactor "Wrangler", 3.0
  DamageFactor "DIMp", 0
  DamageFactor "Fire", 0.25
  PainChance "DIMp", 0
  Speed 5
  Radius 30
  Height 56
  Mass 5000
  xscale 1.33
  yscale 0.75
  Damage 1
  Monster
  +FLOORCLIP
  +notarget
      DamageFactor "Falling", 0.0
  DamageFactor Falling, 0.0
  SeeSound "demon/sight"
  AttackSound "demon/melee"
  PainSound "demon/pain"
  DeathSound "demon/death"
  ActiveSound "demon/active"
  Obituary "%o met some Fireblu meat"
  Meleerange 64
  Translation "0:64=%[1.95,0.56,0.59]:[0.69,0.08,0.09]", "65:128=%[0.17,0.42,1.19]:[0.02,0.07,0.41]", "129:192=%[1.95,0.56,0.59]:[0.69,0.08,0.09]", "193:255=%[0.17,0.42,1.19]:[0.02,0.07,0.41]"  // "128:143=[10,146,33]:[1,21,0]", "152:159=[43,208,97]:[21,73,20]", "144:151=[34,121,38]:[17,49,26]", "16:31=[41,241,101]:[26,104,21]", "32:39=[23,96,33]:[9,54,7]", "76:79=125:127", "48:63=112:116", "70:79=123:127", "160:167=116:123", "214:223=122:127", "66:71=121:124", "39:47=124:127", "64:65=120:121" //"48:63=[138,251,125]:[15,121,34]", "16:31=[105,241,112]:[22,78,41]", "128:143=[54,237,50]:[13,60,15]", "128:151=[61,216,80]:[18,95,41]", "64:79=[36,162,46]:[21,73,18]", "32:47=[31,201,39]:[22,62,11]" //"16:31=112:127", "32:47=119:127", "112:127=181:191", "48:63=112:127", "64:79=118:127", "208:223=117:127", "160:167=117:127", "0:0=118:127"

  tag "FireBluey"
  States
  {
  Spawn:
    SARG AB 10 A_Look
						 	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH7",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See:
    SARG AABB 4 fast a_chase
							 	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH7",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	SARG CCDD 4 Fast A_Chase
							 	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH7",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  Missile:
  						 	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH7",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SARG E 4 Bright A_Jumpifcloser(800,"Rush")
	SARG E 0 
	Goto See
	
		 			Pain.AbyssPE:
		TNT1 A 0
		TNT1 A 0 A_changeflag("Nopain",true)
	TNT1 A 0 A_setscale(0.8,0.8)
	AYPB AAB 5 bright
	AYPB B 5 bright a_playsound("AbyssForm",0)
	AYPB BBA 5 bright
	AYPB CDE 5 bright
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),16,0,3,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),12,0,8,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)

	TNT1 A 0 A_SpawnitemEx("AbyssDemon2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
	AYPB FGH 3 bright
	AYPB I 5 bright a_setscale(1,0.75)
	AYPB H 5 bright a_setscale(1,0.5)
	AYPB I 5 bright a_setscale(1,0.25)
	AYPB H 5 bright a_setscale(1,0.05)
	TNT1 A 0 A_die
	Stop
	
  Rush:
    SARG F 1 A_FaceTarget
    SARG F 3 A_Skullattack(20)
	SARG F 3 Fast A_FaceTarget
	SARG F 3 A_Skullattack(20)
	SARG F 3 Fast A_FaceTarget
	SARG F 3 A_Skullattack(20)
	SARG F 3 Fast A_FaceTarget
	SARG F 3 A_Skullattack(20)
	SARG F 3 Fast A_FaceTarget
	SARG F 3 A_Skullattack(20)
	Goto See
  Melee:
    SARG EF 7 Fast A_FaceTarget
    SARG G 8 Fast A_Custommeleeattack(Random(15,50),"Demon/melee","none")
    Goto See
  Pain:
    SARG H 2 Fast
							 	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH7",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SARG H 2 Fast A_Pain
    Goto See
  Pain.fire:
    SARG H 1
	Goto See

Death:
		XDeath:
	TNT1 AAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,8, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
	POSS PPPPPP 1 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,8, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
			TNT1 AAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,8, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
	POSS R 4 a_xscream
		TNT1 AAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,8, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
	POSS S 5 
		POSS AAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("FireSGguy2",0,0,3,random(3,9),0,2,random(-359,359),SXF_NOCHECKPOSITION,64)

	POSS T 4 A_NoBlocking
	POSS U 6
	POSS U -1
	stop
  Raise:
    SARG N 5 A_JumpIfInventory("GrowRaisin",1,"Grow")
    SARG MLKJI 5
    Goto See
  Grow:
    SARG MLKJI 5
    SARG A 0 A_Spawnitemex("PurpleDemon",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 a_die
	Stop
  }
}


Actor AbyssDemon
{
states
{
Spawn:
TNT1 A 0
Goto Scripted
Scripted:
TNT1 A 0 A_JumpIf(CallACS("CH_Abyssmal") == 1, "First") 
TNT1 A 0 A_JumpIf(CallACS("CH_Abyssmal") == 3, "fifty") 
TNT1 A 0
Goto Third
Fifty:

TNT1 A 0
TNT1 A 0 A_jump(128,"Third")
TNT1 A 0
Goto First
First:
TNT1 A 0 A_SpawnitemEx("PurpleDemon",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("AbyssDemon2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}
}

Actor AbyssDemon2
{
  Health 600
  PainChance 128
  Speed 19
  Radius 30
  Height 50
  Mass 500
  Species "Demon"
  DamageFactor "Fire", 1.25
  DamageFactor "Ice", 0.75
  DamageFactor "Wrangler", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Renderstyle "Add"
  Monster
  +FloorClip
  +DontHurtSpecies
  +THRUSPECIES
  +NOFEAR
  Alpha 0.10
  Obituary "%o was hunted down by abyss demon"
  HitObituary "%o is back on the menu, boys!"
  SeeSound "abydogse"
  AttackSound "monster/dogatk"
  MeleeSound "monster/dogbit" 
  PainSound "abydoghu" 
  DeathSound "abydogde" 
  ActiveSound "abydogac"
  DropItem "CH_Medikit"
  DropItem "implyingclip"
   DropItem "implyingclip"
   DropItem "implyingclip",128
  
  DropItem "CH_RocketAmmo", 128
  DropItem "CH_Cell"
  meleethreshold 150
  tag "Bad dog"
    Translation "32:47=0:0", "168:191=0:0", "80:95=0:0", "3:4=0:0", "96:111=0:0", "64:79=%[0.02,0.02,0.03]:[0.29,0.49,0.65]", "48:63=0:0"

var int user_hidd;

  States
  {
  Spawn:
    HDOG A 10 A_Look

    Loop
	
	  See:
    TNT1 A 0
    HDOG AAAA 1 A_Chase
	TNT1 A 0 A_Spawnitemex("SplashAbyss",random(-8,8),random(-8,8),random(5,32))
	HDOG BBBB 1 A_Chase
	TNT1 A 0 A_Spawnitemex("SplashAbyss",random(-8,8),random(-8,8),random(5,32))
	HDOG CCCC 1 A_Chase
	TNT1 A 0 A_Spawnitemex("SplashAbyss",random(-8,8),random(-8,8),random(5,32))
	HDOG DDDD 1 A_Chase
	TNT1 A 0 A_Spawnitemex("SplashAbyss",random(-8,8),random(-8,8),random(5,32))
   	HDOG EEEE 1 A_Chase
	TNT1 A 0 A_Spawnitemex("SplashAbyss",random(-8,8),random(-8,8),random(5,32))
   	HDOG FFFF 1 A_Chase
	TNT1 A 0 A_Spawnitemex("SplashAbyss",random(-8,8),random(-8,8),random(5,32))
   Loop
	
	
  See2:
    TNT1 A 0
    TNT1 A 0 A_jumpif(user_hidd >= 1,"Rehide")
    HDOG AAAA 1 A_Chase
	TNT1 A 0 A_Spawnitemex("SplashAbyss",random(-8,8),random(-8,8),random(5,32))
	HDOG BBBB 1 A_Chase
	TNT1 A 0 A_Spawnitemex("SplashAbyssBubbleDemon",random(-8,8),random(-8,8),random(5,32),0,0,0,0,SXF_NOCHECKPOSITION,216)
	TNT1 A 0 A_Spawnitemex("SplashAbyss",random(-8,8),random(-8,8),random(5,32))
	HDOG CCCC 1 A_Chase
	TNT1 A 0 A_Spawnitemex("SplashAbyss",random(-8,8),random(-8,8),random(5,32))
	HDOG DDDD 1 A_Chase
	TNT1 A 0 A_Spawnitemex("SplashAbyss",random(-8,8),random(-8,8),random(5,32))
	TNT1 A 0 A_Spawnitemex("SplashAbyssBubbleDemon",random(-8,8),random(-8,8),random(5,32),0,0,0,0,SXF_NOCHECKPOSITION,216)
   	HDOG EEEE 1 A_Chase
	TNT1 A 0 A_Spawnitemex("SplashAbyss",random(-8,8),random(-8,8),random(5,32))
   	HDOG FFFF 1 A_Chase
	TNT1 A 0 A_Spawnitemex("SplashAbyss",random(-8,8),random(-8,8),random(5,32))
    TNT1 A 0 A_Spawnitemex("SplashAbyssBubbleDemon",random(-8,8),random(-8,8),random(5,32),0,0,0,0,SXF_NOCHECKPOSITION,216)
   Loop
   
   
   rehide:
   							 	TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

   HDOG G 1 bright
   HDOG G 1 bright  A_SetTranslucent(0.70)
   HDOG G 1 bright  A_SetTranslucent(0.40)
   HDOG G 1 bright  A_SetTranslucent(0.10)
   HDOG G 1 a_setuservar("User_hidd", user_hidd == 0)
   HDOG G 0
   Goto see2
   
  Melee:
    TNT1 A 0
	HDOG G 2 A_SetTranslucent(1.00)
								 	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    HDOG G 3 a_setuservar("User_hidd", user_hidd+1)
    HDOG H 4 A_FaceTarget
    HDOG I 6 A_Custommeleeattack(Random(17,58),"blooddemon/melee","none")
	HDOG I 1 A_jump(86,"Missile")
    Goto See2
  Missile:
  
    TNT1 A 0
	HDOG G 2 A_SetTranslucent(1.00)
								 	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    HDOG G 3 a_setuservar("User_hidd", user_hidd+1)
    HDOG G 8 A_FaceTarget
    HDOG H 1 A_CustomMissile("AbyssDogFire",28,0,0,0,0)
    HDOG H 1 A_CustomMissile("AbyssDogFire",28,-5,-17,0,0)
    HDOG H 1 A_CustomMissile("AbyssDogFire",28,5,17,0,0)
    HDOG I 6
    Goto See2
  Pain:
    HDOG J 1
    HDOG J 1 A_Pain
								 	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	HDOG J 1 A_SetTranslucent(1.00)
	HDOG J 1 a_setuservar("User_hidd", user_hidd+1)
	HDOG J 1
	
    Goto See2
  Death:
    HDOG K 8
    HDOG L 8 A_Scream
    HDOG M 4
    HDOG N 4 A_NoBlocking
    HDOG OP 4
    HDOG Q -1
    Stop
  Raise:
    HDOG QPONMLK 5
    Goto See2
  }
}


Actor AbyssDogFire
{
  Radius 4
  Height 3
  Speed 18
  Damage (random(5,45))
  Projectile
  +seekermissile
  DamageType Fire
  Renderstyle "Add"
  Alpha 1.95
  xScale 1.4
  yScale 0.35
  SeeSound "weapons/bigbrn"
  DeathSound "weapons/bigbrn"
   Translation  "0:255=%[0.02,0.02,0.03]:[0.29,0.49,0.65]"
  States
  {
  Spawn:
    FRFX A 1 Bright A_Seekermissile(2,2) 
		    TNT1 A 0 BRIGHT A_SpawnItemEx("AbyssShotIdentifier", 0, 0, 0, random(1,7), 0, random(-5,5), random(0,359),SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)

    FRFX B 1 Bright  A_Weave(3,1,5,0)
	FRFX C 1 Bright A_Seekermissile(2,2) 
		    TNT1 A 0 BRIGHT A_SpawnItemEx("AbyssShotIdentifier", 0, 0, 0, random(1,7), 0, random(-5,5), random(0,359),SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)

    FRFX D 1 Bright  A_Weave(3,1,5,0)
	
    loop
  Death:
    FRFX HIJ 2 Bright A_Explode(random(1,9),32)
    FRFX KLM 2 Bright A_Explode(random(1,7),64)
    FRFX NO 2 Bright
    Stop
  }
}


ACTOR SplashAbyssBubbleDemon
{
  Game Doom
  Radius 16
  Height 4
  Speed 3
  Projectile
  +thruactors
  +floorhugger
  SeeSound ""
  yscale 0.12
  xscale 1.45
  DeathSound ""
  Translation  "0:255=%[0.02,0.02,0.03]:[0.29,0.49,0.65]"
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
    ICEY G 3 Bright 
	TNT1 AAA 0 A_Spawnitemex("SplashAbyss2",random(-128,128),random(-124,124),random(6,16),0,0,2,0,SXF_NOCHECKPOSITION)

	ICEY H 3 Bright
		TNT1 AA 0 A_Spawnitemex("SplashAbyss2",random(-128,128),random(-124,124),random(6,16),0,0,2,0,SXF_NOCHECKPOSITION)

	ICEY I 3 Bright 
		TNT1 AAA 0 A_Spawnitemex("SplashAbyss2",random(-128,128),random(-124,124),random(6,16),0,0,2,0,SXF_NOCHECKPOSITION)
TNT1 A 0 A_jump(24,"Death")
    Loop
  Death:
    ICEY ABC 1 bright
    ICEY GHI 2 Bright 
	    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Spawnitemex("SplashAbyss2",random(-24,24),random(-128,128),random(6,16),0,0,2,0,SXF_NOCHECKPOSITION)
	    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Spawnitemex("SplashAbyss2",random(-128,128),random(-24,24),random(6,16),0,0,2,0,SXF_NOCHECKPOSITION)

    Stop
  }
}


Actor GrayDemon
{
states
{
Spawn:
TNT1 A 0
Goto Scripted
Scripted:
TNT1 A 0 A_JumpIf(CallACS("CH_Grayscale") == 1, "First") 
TNT1 A 0
Goto Third
First:
TNT1 A 0 A_SpawnitemEx("YellowDemon",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("GreyDemon2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}
}


actor GreyDemon2
{
  obituary "%o was questionably assimilated by gray demon worm"
  health 700
  painchance 32
  speed 16
  radius 30
  height 56
  mass 400
  scale 0.65
  DamageFactor "Wrangler", 3.0
DamageFactor "DIMp", 0
PainChance "DIMp", 0
  Species "Demon1"
  seesound "slimeworm/sight"
  attacksound "slimeworm/melee"
  painsound "slimeworm/pain"
  deathsound "slimeworm/death"
  activesound "slimeworm/active"
  bloodcolor "Black"
  MONSTER
  +ThruSpecies
  +FLOORCLIP
  +notargetswitch
  +dontharmspecies
  +dontharmclass
  +notarget
  +MISSILEMORE
  +SHORTMISSILERANGE
      DamageFactor "Falling", 0.0
  DamageFactor Falling, 0.0
  DropItem "implyingclip", 174
  DropItem "CH_RocketAmmo", 64
  Dropitem "CH_Berserk", 128
  tag "Coiling menace"
  translation "16:47=91:111", "232:235=152:159", "208:223=0:0", "64:79=96:111", "176:191=96:111", "160:167=96:111", "224:231=0:0"
  
  
  states
  {
  Spawn:
    WORM AB 10 A_Look
								 	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH8",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    loop
  See:
    WORM AABB 3 a_chase
									 	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH8",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	WORM CCDD 3 A_Chase
									 	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH8",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    loop
  Missile:
  								 	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH8",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    WORM E 8 A_FaceTarget
	WORM E 0 A_JumpIfCloser(72,"Wrap")
    WORM E 8 A_JumpIfCloser(900,"AllyOp")
	TNT1 A 0 A_ChangeFlag(NOPAIN,TRUE)
    WORM G 8 //A_SetSpeed(50)

	 WORM AA 0 A_Wander
	 WORM A 2 A_Wander
	 WORM AA 0 A_Wander
	 WORM A 2 A_Wander
	 WORM BB 0 A_Wander
	 WORM B 2 A_Wander
	 WORM BB 0 A_Wander
	 WORM B 2 A_Wander
	 WORM CC 0 A_Wander
	 WORM C 2 A_Wander
	 WORM CC 0 A_Wander
	 WORM C 2 A_Wander
	 WORM DD 0 A_Wander
	 WORM D 2 A_Wander
	 WORM DD 0 A_Wander
	 WORM D 2 A_Wander
	 WORM G 5 //A_SetSpeed(16)
	 TNT1 A 0 A_ChangeFlag(NOPAIN,FALSE)
    goto See
  Melee:
    WORM EF 4 A_FaceTarget
    WORM G 4 A_JumpIfCloser(72,"Wrap")
    goto See
	Wrap:
	WORM H 1 A_Warp(AAPTR_TARGET, random(-1,3), 0, 12, random(-45,45), WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
    TNT1 A 0 A_PlaySound("slimeworm/melee",4)
	WORM E 1 A_Warp(AAPTR_TARGET, random(-1,3), 0, 12, random(-45,45), WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
    TNT1 A 0 A_CustomMissile("WormLewd",12,0,0)
	TNT1 A 0 HealThing(5,99)
	TNT1 A 0 A_JumpIfTargetInLOS("See",1)
	WORM HE 1 A_Warp(AAPTR_TARGET, random(-1,3), 0, 12, random(-45,45), WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
    	WORM HE 1 A_Warp(AAPTR_TARGET, random(-1,3), 0, 12, random(-45,45), WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
	WORM HE 1 A_Warp(AAPTR_TARGET, random(-1,2), 0, 12, random(-45,45), WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
	WORM HE 1 A_Warp(AAPTR_TARGET, random(-1,3), 0, 12, random(-45,45), WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
	WORM HE 1 A_Warp(AAPTR_TARGET, random(-1,3), 0, 12, random(-45,45), WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
	WORM HE 1 A_Warp(AAPTR_TARGET, random(-1,3), 0, 12, random(-45,45), WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
	WORM HE 1 A_Warp(AAPTR_TARGET, random(-1,3), 0, 12, random(-45,45), WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
	WORM HE 1 A_Warp(AAPTR_TARGET, random(-1,3), 0, 12, random(-45,45), WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
	WORM HE 1 A_Warp(AAPTR_TARGET, random(-1,3), 0, 12, random(-45,45), WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
	WORM HE 1 A_Warp(AAPTR_TARGET, random(-1,3), 0, 12, random(-45,45), WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
    
	Loop
	
	AllyOp:
	WORM F 10 A_SkullAttack(45)
	WORM F 10 A_JumpIfCloser(32,"Wrap")
	WORM G 10 A_Stop
	
	Goto Missile
	
		 			Pain.AbyssPE:
		TNT1 A 0
		TNT1 A 0 A_changeflag("Nopain",true)
	TNT1 A 0 A_setscale(0.8,0.8)
	AYPB AAB 5 bright
	AYPB B 5 bright a_playsound("AbyssForm",0)
	AYPB BBA 5 bright
	AYPB CDE 5 bright
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),16,0,3,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),12,0,8,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)

	TNT1 A 0 A_SpawnitemEx("AbyssDemon2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
	AYPB FGH 3 bright
	AYPB I 5 bright a_setscale(1,0.75)
	AYPB H 5 bright a_setscale(1,0.5)
	AYPB I 5 bright a_setscale(1,0.25)
	AYPB H 5 bright a_setscale(1,0.05)
	TNT1 A 0 A_die
	Stop
	
  Pain:
    WORM H 2
									 	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH8",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    WORM H 2 A_Pain
    goto See
  Death:
    WORM I 8
    WORM J 8 A_Scream
    WORM K 4
    WORM L 4 A_NoBlocking
    WORM M 4
    WORM N -1
    stop
  Raise:
    WORM NMLKJI 5
    goto See
  }
}


Actor WormLewd
{
  Game Doom
  Radius 8
  Height 16
  Speed 14
  FastSpeed 26
  Scale 0.75
  Species "Demon1"
  Damage (random(5,23))
  DamageType Melee
  Projectile
  +dontharmclass
  +dontharmspecies
  RenderStyle Add
  Alpha 0.25
  SeeSound ""
  DeathSound "x"
  Translation "168:191=112:127"
  States
  {
  Spawn:
    BAL1 A 1 Bright 
    Goto Death
  Death:
    BAL1 CDE 2 Bright A_Explode(random(1,7),32,0)
    Stop
  }

}
Actor CommonDemon : Demon
{
Game Doom
Painchance 150
DamageFactor "Wrangler", 3.0
DamageFactor "DIMp", 0
PainChance "DIMp", 0
Species "Demon1"
Meleerange 54
gibhealth -70
Monster
tag "Pinky"
States
{
Spawn:
    SARG AB 10 A_Look
	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See:
    SARG AABB 2 fast a_chase
	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	SARG CCDD 2 Fast A_Chase
	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  Melee:
    SARG EF 8 Fast A_FaceTarget
    SARG G 8 Fast A_SargAttack
    Goto See
  Pain:
    SARG H 2 Fast
	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SARG H 2 Fast A_Pain
    Goto See

								 	

Tickles:
TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
Goto Death+1
Death:
TNT1 A 0 A_JumpIfInventory("CHBoner", 1, "Tickles")
    SARG I 8
    SARG J 8 A_Scream
    SARG K 4
    SARG L 4 A_NoBlocking
    SARG M 4
    SARG N -1
    Stop
	
	
	 			Pain.AbyssPE:
		TNT1 A 0
		TNT1 A 0 A_changeflag("Nopain",true)
	TNT1 A 0 A_setscale(0.8,0.8)
	AYPB AAB 5 bright
	AYPB B 5 bright a_playsound("AbyssForm",0)
	AYPB BBA 5 bright
	AYPB CDE 5 bright
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),16,0,3,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),12,0,8,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)

	TNT1 A 0 A_SpawnitemEx("AbyssDemon2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
	AYPB FGH 3 bright
	AYPB I 5 bright a_setscale(1,0.75)
	AYPB H 5 bright a_setscale(1,0.5)
	AYPB I 5 bright a_setscale(1,0.25)
	AYPB H 5 bright a_setscale(1,0.05)
	TNT1 A 0 A_die
	Stop
	
	XDeath:
	TNT1 AAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,8, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
	POSS PPPPPP 1 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,8, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
			TNT1 AA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,8, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
	POSS R 4 a_xscream
		TNT1 A 00 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,8, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
	POSS S 5 
	POSS T 4 A_NoBlocking
	POSS U 5
	POSS U -1
	stop
  Raise:
    SARG N 5 A_JumpIfInventory("GrowRaisin",1,"Grow")
    SARG MLKJI 5
    Goto See
  Grow:
    SARG MLKJI 5
    SARG A 0 A_Spawnitemex("GreenDemon",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 a_die
	Stop
  }
}


ACTOR GreenDemon  : Demon
{
  Game Doom
  Health 170
  PainChance 130
  Species "Demon1"
  gibhealth 45
  BloodColor "Green"
  DamageFactor "Wrangler", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Speed 11
  Radius 30
  Height 56
  Mass 400
  Monster
  +FLOORCLIP
  SeeSound "demon/sight"
  AttackSound "demon/melee"
  PainSound "demon/pain"
  DeathSound "demon/death"
  ActiveSound "demon/active"
  Obituary "%o was chewed by something green"
  Meleerange 54
  Translation "16:31=114:127", "32:46=125:127", "47:47=0:0", "173:191=115:123"
  tag "Greeny"
  States
  {
  Spawn:
    SARG AB 10 A_Look
	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See:
    SARG AABB 2 fast a_chase
		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	SARG CCDD 2 Fast A_Chase
		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  Melee:
    SARG EF 7 Fast A_FaceTarget
    SARG G 8 Fast A_Custommeleeattack(Random(13,40),"Demon/melee","none")
    Goto See
	
		 			Pain.AbyssPE:
		TNT1 A 0
		TNT1 A 0 A_changeflag("Nopain",true)
	TNT1 A 0 A_setscale(0.8,0.8)
	AYPB AAB 5 bright
	AYPB B 5 bright a_playsound("AbyssForm",0)
	AYPB BBA 5 bright
	AYPB CDE 5 bright
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),16,0,3,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),12,0,8,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)

	TNT1 A 0 A_SpawnitemEx("AbyssDemon2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
	AYPB FGH 3 bright
	AYPB I 5 bright a_setscale(1,0.75)
	AYPB H 5 bright a_setscale(1,0.5)
	AYPB I 5 bright a_setscale(1,0.25)
	AYPB H 5 bright a_setscale(1,0.05)
	TNT1 A 0 A_die
	Stop
	
  Pain:
    SARG H 2 Fast
		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SARG H 2 Fast A_Pain
    Goto See
  Death.melee:
     SARG I 0
     SARG I 0
    Goto Death+1
Tickles:
TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
Goto Death+2
Death:
    SARG I 0 A_Jump(44,"XDeath")
TNT1 A 0 A_JumpIfInventory("CHBoner", 1, "Tickles")

    SARG I 8
    SARG J 8 A_Scream
    SARG K 4
    SARG L 4 A_NoBlocking
    SARG M 4
    SARG N -1
    Stop
  Death.Fire:
  XDeath:
    ZOMG P 0 Bright A_Spawnitemex("GreenDEDSmoke",0,0,32,0,0,0,SXF_NOCHECKPOSITION)
    ZOMG P 0 Bright A_XScream
    ZOMG P 0 Bright A_PlaySound("weapons/rocklx",7,1)
    ZOMG P 8 Bright A_Explode(random(12,64),78)
    ZOMG Q 6 Bright A_Quake(20,12,0,64,0)
	ZOMG Q 0 Bright A_Spawnitemex("Gas14",random(-120,120),random(-120,120),random(1,32),0,0,0,SXF_NOCHECKPOSITION)
	ZOMG Q 0 Bright A_Spawnitemex("Splash11",random(-64,64),random(-64,64),random(3,26),random(1,24),random(1,24),random(1,64),random(-180,180))
	ZOMG Q 0 Bright A_Spawnitemex("Gas14",random(-80,80),random(-80,80),random(1,32),0,0,0,SXF_NOCHECKPOSITION)
	ZOMG Q 0 Bright A_Spawnitemex("Splash11",random(-64,64),random(-64,64),random(3,26),random(1,24),random(1,24),random(1,64),random(-180,180))
	ZOMG Q 0 Bright A_Spawnitemex("Gas14",random(-20,20),random(-20,20),random(1,32),0,0,0,SXF_NOCHECKPOSITION)
	ZOMG Q 0 Bright A_Spawnitemex("Splash11",random(-64,64),random(-64,64),random(3,26),random(1,24),random(1,24),random(1,64),random(-180,180))
	ZOMG Q 0 Bright A_Spawnitemex("Gas14",random(-80,80),random(-80,80),random(1,32),0,0,0,SXF_NOCHECKPOSITION)
    ZOMG R 4 Bright A_Playsound("slimeball/splat",6,2)
	ZOMG R 0 Bright A_Spawnitemex("Splash11",random(-64,64),random(-64,64),random(3,26),random(1,24),random(1,24),random(1,64),random(-180,180))
	ZOMG R 0 Bright A_Spawnitemex("Splash11",random(-64,64),random(-64,64),random(3,26),random(1,24),random(1,24),random(1,64),random(-180,180))
	ZOMG R 0 Bright A_Spawnitemex("Splash11",random(-64,64),random(-64,64),random(3,36),random(1,24),random(1,24),random(1,64),random(-180,180))
	ZOMG R 0 Bright A_Spawnitemex("Splash11",random(-64,64),random(-64,64),random(3,26),random(1,24),random(1,24),random(1,64),random(-180,180))
	ZOMG R 0 Bright A_Spawnitemex("Splash11",random(-64,64),random(-64,64),random(3,26),random(1,24),random(1,24),random(1,64),random(-180,180))
	ZOMG S 3 Bright A_SetTranslucent(0.5)
	ZOMG T 3 Bright A_SetTranslucent(0.3)
	Stop
  Raise:
    SARG N 5 A_JumpIfInventory("GrowRaisin",1,"Grow")
    SARG MLKJI 5
    Goto See
  Grow:
    SARG MLKJI 5
    SARG A 0 A_Spawnitemex("BlueDemon",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 a_die
	Stop
  }
}

ACTOR GreenDEDSmoke 
{
  Game Doom
  Radius 10
  Height 42
  +DONTGIB
  +NOGRAVITY
  Damagetype Fire
  DeathSound "world/barrelx"
  Translation "128:143=113:127", "144:151=118:127","168:191=113:127", "208:223=112:121", "232:235=120:125", "121:127=0:0"
  Scale 0.9
  States
  {
  Spawn:
    MISL A 0 A_PlaySound("world/barrelx")
    Goto Death
  Death:
    MISL B 8 Bright A_Explode(random(5,10),42)
    MISL C 6 Bright A_PlaySound("world/barrelx")
    MISL D 4 Bright 
    stop
  }
}


ACTOR BlueDemon  : Demon
{
  Game Doom
  Health 205
  gibhealth -65
  PainChance 110
  Species "Demon1"
  BloodColor "blue"
  DamageFactor "Wrangler", 3.0
  DamageFactor "DIMp", 0
  DamageFactor "Fire", 1.1
  PainChance "DIMp", 0
  Speed 13
  Radius 30
  Height 56
  Mass 500
  Monster
  +FLOORCLIP
      DamageFactor "Falling", 0.0
  DamageFactor Falling, 0.0
  SeeSound "demon/sight"
  AttackSound "demon/melee"
  PainSound "demon/pain"
  DeathSound "demon/death"
  ActiveSound "demon/active"
  Obituary "%o met some blue meat"
  Meleerange 64
  Translation "16:31=198:207", "32:46=240:247", "47:47=0:0", "208:223=198:205", "160:167=112:124", "173:191=197:207"
  tag "Bluey"
  States
  {
  Spawn:
    SARG AB 10 A_Look
		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See: 
    SARG AABB 2 fast a_chase
			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	SARG CCDD 2 Fast A_Chase
			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  Missile:
    SARG E 4 Bright A_Jumpifcloser(800,"Rush")
	SARG E 0 
	Goto See
	
		 			Pain.AbyssPE:
		TNT1 A 0
		TNT1 A 0 A_changeflag("Nopain",true)
	TNT1 A 0 A_setscale(0.8,0.8)
	AYPB AAB 5 bright
	AYPB B 5 bright a_playsound("AbyssForm",0)
	AYPB BBA 5 bright
	AYPB CDE 5 bright
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),16,0,3,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),12,0,8,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)

	TNT1 A 0 A_SpawnitemEx("AbyssDemon2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
	AYPB FGH 3 bright
	AYPB I 5 bright a_setscale(1,0.75)
	AYPB H 5 bright a_setscale(1,0.5)
	AYPB I 5 bright a_setscale(1,0.25)
	AYPB H 5 bright a_setscale(1,0.05)
	TNT1 A 0 A_die
	Stop
	
  Rush:
    SARG F 1 A_FaceTarget
    SARG F 3 A_Skullattack(25)
	Goto See
  Melee:
    SARG EF 7 Fast A_FaceTarget
    SARG G 8 Fast A_Custommeleeattack(Random(15,43),"Demon/melee","none")
    Goto See
  Pain:
    SARG H 2 Fast
			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SARG H 2 Fast A_Pain
    Goto See
  Pain.fire:
    SARG H 1
	Goto See
Tickles:
TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
Goto Death+1
Death:
TNT1 A 0 A_JumpIfInventory("CHBoner", 1, "Tickles")
    SARG I 8
    SARG J 8 A_Scream
    SARG K 4
    SARG L 4 A_NoBlocking
    SARG M 4
    SARG N -1
    Stop
		XDeath:
	TNT1 AAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,8, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
	POSS PPPPPP 1 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,8, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
			TNT1 AAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,8, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
	POSS R 4 a_xscream
		TNT1 AAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,8, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
	POSS S 5 
	POSS T 4 A_NoBlocking
	POSS U 6
	POSS U -1
	stop
  Raise:
    SARG N 5 A_JumpIfInventory("GrowRaisin",1,"Grow")
    SARG MLKJI 5
    Goto See
  Grow:
    SARG MLKJI 5
    SARG A 0 A_Spawnitemex("PurpleDemon",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 a_die
	Stop
  }
}

ACTOR PurpleDemon  : Demon
{
  Game Doom
  Health 260
  gibhealth -80
  BloodColor "Purple"
  PainChance 80
  Species "Demon1"
  DamageFactor "Wrangler", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  DamageFactor "Fire", 1.2
  Damage 3
  Speed 15
  Radius 30
  Height 56
  Mass 500
  Monster
  +FLOORCLIP
  +NOFEAR
      DamageFactor "Falling", 0.0
  DamageFactor Falling, 0.0
  SeeSound "demon/sight"
  AttackSound "demon/melee"
  PainSound "demon/pain"
  DeathSound "demon/death"
  ActiveSound "demon/active"
  Obituary "%o got purple rushed"
  DropItem "CH_Berserk", 42
  Meleerange 64
  Translation "16:31=[230,149,247]:[180,24,156]", "160:167=175:181", "32:47=[168,15,181]:[41,12,13]","173:191=250:254"
  tag "Purply"
  States 
  {
  Spawn:
    SARG AB 10 A_Look
			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See:
    SARG AABB 2 fast a_chase
			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	SARG CCDD 2 Fast A_Chase
			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  Missile:
  			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SARG E 4 Bright A_Jumpifcloser(800,"Rush2")
	SARG E 0 
	Goto See
  Rush2:
    SARG F 2 A_FaceTarget
    SARG F 3 A_Skullattack(24)
	Goto See
  Melee:
    SARG EF 7 Fast A_FaceTarget
    SARG G 6 Fast A_Custommeleeattack(Random(13,46),"Demon/melee","none")
    Goto See
	
		 			Pain.AbyssPE:
		TNT1 A 0
		TNT1 A 0 A_changeflag("Nopain",true)
	TNT1 A 0 A_setscale(0.8,0.8)
	AYPB AAB 5 bright
	AYPB B 5 bright a_playsound("AbyssForm",0)
	AYPB BBA 5 bright
	AYPB CDE 5 bright
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),16,0,3,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),12,0,8,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)

	TNT1 A 0 A_SpawnitemEx("AbyssDemon2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
	AYPB FGH 3 bright
	AYPB I 5 bright a_setscale(1,0.75)
	AYPB H 5 bright a_setscale(1,0.5)
	AYPB I 5 bright a_setscale(1,0.25)
	AYPB H 5 bright a_setscale(1,0.05)
	TNT1 A 0 A_die
	Stop
	
  Pain:
    SARG H 2 Fast
				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SARG H 2 Fast A_Pain
	SARG H 2 Bright A_Jump(100,"Missile")
    Goto See
Tickles:
TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
Goto Death+1
Death:
TNT1 A 0 A_JumpIfInventory("CHBoner", 1, "Tickles")
    SARG I 8
    SARG J 8 A_Scream
    SARG K 4
    SARG L 4 A_NoBlocking
    SARG M 4
    SARG N -1
    Stop
			XDeath:
	TNT1 AAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,8, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
	POSS PPPPPP 1 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,8, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
			TNT1 AA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,8, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
	POSS R 4 a_xscream
		TNT1 A 00 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,8, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
	POSS S 5 
	POSS T 4 A_NoBlocking
	POSS U 6
	POSS U -1
	stop
  Raise:
    SARG N 5
    SARG MLKJI 5
    Goto See
  }
}

ACTOR YellowDemon  : Demon
{
  Game Doom
  Health 325
  BloodColor "Yellow"
  PainChance 75
  Species "Demon1"
  DamageFactor "Wrangler", 3.0
  DamageFactor "DIMp", 0
  DamageFactor "Fire", 1.25
  PainChance "DIMp", 0
  PainChance fire, 8
  PainChance "fire", 4
  Speed 18
  Radius 30
  Height 56
  Damage 4
  Mass 800
  Monster
  +FLOORCLIP
  +NOFEAR
  +Dontharmclass
  SeeSound "blooddemon/sight"
  PainSound "blooddemon/pain"
  DeathSound "blooddemon/death"
  ActiveSound "blooddemon/active"
  Obituary "%o was chomped by orange demon"
  DropItem "CH_Berserk", 50
  Meleerange 64
  Translation "168:191=160:167", "16:31=208:216", "32:40=215:223", "41:46=232:235", "47:47=190:190"
  Var int User_Calm;
  tag "Yellowy"
      States 
    { 
    Spawn: 
       SRG2 AB 10 A_Look
	   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

       Loop 
    See: 
       SRG2 A 0 A_PlaySound("blooddemon/walk")
       SRG2 AABB 2 A_Chase
	   	   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

       SRG2 C 0 A_PlaySound("blooddemon/walk")
       SRG2 CCDD 2 A_Chase
	   	   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	   SRG2 A 0 A_JumpIf(User_Calm == 1, "Calm")
       Loop 
    Melee: 
       SRG2 EF 7 A_FaceTarget
       SRG2 G 6 A_Custommeleeattack(Random(13,52),"blooddemon/melee","none")
	   SRG2 G 1 A_SetUserVar("User_Calm", User_Calm == 1)
       Goto NOYOUDONT
	NOYOUDONT:
		   			TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	   SRG2 G 8 A_SkullAttack(30)
	   SRG2 GGGGG 2 A_Custommissile("ZapZapCB",32,random(-32,32),random(-32,32))
	   SRG2 G 0 A_Playsound("Litn/litn3")
	   SRG2 G 4 A_Stop
	   SRG2 G 0 //A_SetSpeed(16)
	   Goto See
	   
	   	 			Pain.AbyssPE:
		TNT1 A 0
		TNT1 A 0 A_changeflag("Nopain",true)
	TNT1 A 0 A_setscale(0.8,0.8)
	AYPB AAB 5 bright
	AYPB B 5 bright a_playsound("AbyssForm",0)
	AYPB BBA 5 bright
	AYPB CDE 5 bright
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),16,0,3,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),12,0,8,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)

	TNT1 A 0 A_SpawnitemEx("AbyssDemon2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
	AYPB FGH 3 bright
	AYPB I 5 bright a_setscale(1,0.75)
	AYPB H 5 bright a_setscale(1,0.5)
	AYPB I 5 bright a_setscale(1,0.25)
	AYPB H 5 bright a_setscale(1,0.05)
	TNT1 A 0 A_die
	Stop
	   
    Pain: 
       SRG2 H 2
	   	   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

       SRG2 H 2 A_Pain
	   SRG2 H 1 A_Jump(174,"SpeedBuff")
       Goto See
	Pain.fire:
	   SRG2 H 3 bright A_Pain
	   Goto SpeedBuff
	SpeedBuff:
	   SRG2 E 1 //A_SetSpeed(30)
	   SRG2 E 1 A_SetUserVar("User_Calm", User_Calm == 0)
	   Goto See
    Calm:
	   SRG2 E 1 //A_SetSpeed(16)
	   SRG2 E 1 A_Playsound("Litn/litn3")
	   SRG2 EEEEE 0 A_Custommissile("ZapZapCB",32,random(-32,32),random(-32,32))
	   Goto See
Tickles:
TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
Goto Death+1
Death:
TNT1 A 0 A_JumpIfInventory("CHBoner", 1, "Tickles") 
       SRG2 I 8 
       SRG2 I 0 A_FaceTarget
       SRG2 J 0 A_SpawnItemEx("BloodDemonArm", 10, 0, 32, 0, 8, 0, 0, 128)
       SRG2 J 8 A_Scream
       SRG2 K 4 
       SRG2 L 4 A_NoBlocking
       SRG2 M 4 
       SRG2 N -1 
       Stop 
    Raise: 
       SRG2 NMLKJI 5 
       Goto See 
    } 
}

ACTOR BloodDemonArm
{
	Radius 8
	Height 8
	Speed 8
	+DOOMBOUNCE
	+DROPOFF
	+Missile
	Translation "168:191=160:167", "16:31=208:216", "32:40=215:223", "41:46=232:235", "47:47=190:190"
      States
	{
	Spawn:
         SG2A ABCDEFGH 2
         Loop
	Death:
	 SG2A I -1
	 Loop
	}
}

ACTOR RedDemon  : Demon
{
  Game Doom
  Health 400
  PainChance 30
  Species "Demon1"
  Speed 15
  DamageFactor "Wrangler", 3.0
  DamageFactor "Fire", 1.25
  DamageFactor "DIMp", 0
  DamageFactor ice, 1.45
  DamageFactor "ice", 1.45
  PainChance "DIMp", 0
  Radius 30
  Height 56
  Mass 5000
  Damage 4
  Monster
  +FLOORCLIP
  +Dontharmspecies
  +NOFEAR
  SeeSound "blooddemon/sight"
  PainSound "blooddemon/pain"
  DeathSound "blooddemon/death"
  ActiveSound "blooddemon/active"
  HitObituary "%o was crunched by red demon"
  Obituary "%o got puked on"
  DropItem "CH_Berserk", 58
  Translation "80:95=171:183", "96:111=177:191", "192:192=170:170", "3:3=190:190", "128:143=181:191", "160:167=5:8"
  Meleerange 64
    tag "Red-y"
	States 
    { 
    Spawn: 
       SRG2 AB 10 A_Look
	   	   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

       Loop 
    See: 
       SRG2 A 0 A_PlaySound("blooddemon/walk")
       SRG2 AABB 2 A_Chase
	   	   	   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

       SRG2 C 0 A_PlaySound("blooddemon/walk")
       SRG2 CCDD 2 A_Chase
	   	   	   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

       Loop 
	Missile:
		   	   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	  SRG2 EF 7 bright A_FaceTarget
	  SRG2 F 3  bright A_Custommissile("RedDemonBloodBolt1",32)
	  SRG2 G 4
	  Goto See
    Melee: 
       SRG2 EF 7 A_FaceTarget
       SRG2 G 7 A_Custommeleeattack(Random(13,58),"blooddemon/melee","none")
	   SRG2 G 1 A_SpawnItemEx("RedThingsLS",1,3,15,0,0,0,0, SXF_NOCHECKPOSITION)
	   SRG2 G 0 A_SpawnItemEx("RedThingsLS",6,3,15,0,0,0,0, SXF_NOCHECKPOSITION)
       Goto See 
	   
	   	 			Pain.AbyssPE:
		TNT1 A 0
		TNT1 A 0 A_changeflag("Nopain",true)
	TNT1 A 0 A_setscale(0.8,0.8)
	AYPB AAB 5 bright
	AYPB B 5 bright a_playsound("AbyssForm",0)
	AYPB BBA 5 bright
	AYPB CDE 5 bright
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),16,0,3,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),12,0,8,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)

	TNT1 A 0 A_SpawnitemEx("AbyssDemon2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
	AYPB FGH 3 bright
	AYPB I 5 bright a_setscale(1,0.75)
	AYPB H 5 bright a_setscale(1,0.5)
	AYPB I 5 bright a_setscale(1,0.25)
	AYPB H 5 bright a_setscale(1,0.05)
	TNT1 A 0 A_die
	Stop
	   
    Pain: 
       SRG2 H 2
	   	   	   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

       SRG2 H 2 A_Pain
	   SRG2 H 1 A_Jump(174,"BuffUP")
       Goto See
	BuffUP:
	   SRG2 E 1 //A_SetSpeed(25)
	   SRG2 EF 6 A_custommissile("EffectHK",24,0)
	   SRG2 G 5 A_ChangeFlag("NOPAIN", TRUE)
	   SRG2 G 0 A_ChangeFlag("Missilemore", TRUE)
	   SRG2 G 0
	   Goto See
Tickles:
TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
Goto Death+1
Death:
TNT1 A 0 A_JumpIfInventory("CHBoner", 1, "Tickles")
       SRG2 I 8 
       SRG2 I 0 A_FaceTarget
       SRG2 J 0 A_SpawnItemEx("BloodDemonArm2", 10, 0, 32, 0, 8, 0, 0, 128)
       SRG2 J 8 A_Scream
       SRG2 K 4 
       SRG2 L 4 A_NoBlocking
       SRG2 M 4 
       SRG2 N -1 
       Stop 
    Raise: 
       SRG2 NMLKJI 5 
       Goto See 
    } 
}

Actor RedDemonBloodBolt1
{
  Radius 7
  Height 7
  Mass 5
  Speed 19
  Projectile
  Scale 0.95
  Renderstyle Add
  Damage (random(2,27))
  DamageType "Fire"
  Alpha 0.95
  SeeSound "imp/attack"
  DeathSound "misc/gibbed"
  Translation "208:223=176:191", "224:231=176:176"
  States
  {
  Spawn:
   BAL1 A 1 
   BAL1 B 1
   BAL1 BBB 0 A_Custommissile("RedDemonBloodBolt2",1,0,random(-180,180))
   Loop
  Death:
   BAL1 CD 1 A_SetTranslucent(0.35)
   BAL1 EEEEEEEEEEEE 0 A_Custommissile("RedDemonBloodBolt2",1,0,random(-180,180),CMF_AIMOFFSET,random(-180,180))
   BAL1 E 1
   Stop
 }
}

ACTOR RedDemonBloodBolt2
{
  Speed 2
  Alpha 0.75
  Renderstyle soultrans
  Projectile
  Damagetype "Fire"
  damage (random(0,1))
  Scale 0.95
  states
  {
  Spawn:
    BLUD CBA 8
    SPRY ABCDEF 3
    SPRY G 2
    Stop
	Death:
	BLUD C 0
	stop
  }
}

ACTOR BloodDemonArm2
{
	Radius 8
	Height 8
	Speed 8
	+DOOMBOUNCE
	+DROPOFF
	+Missile
      States
	{
	Spawn:
         SG2A ABCDEFGH 2
         Loop
	Death:
	 SG2A I -1
	 Loop
	}
}

Actor BlackDemon
{
states
{
Spawn:
TNT1 A 0
Goto Scripted
Scripted:
TNT1 A 0 A_JumpIf(CallACS("CH_BlackBossy") == 1, "First") 
TNT1 A 0
Goto Third
First:
TNT1 A 0 A_SpawnitemEx("BlackDemon3",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("RedDemon",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}
}

Actor BlackDemon3
{
  Obituary "%o was made into minced meat by Butcher"
  HitObituary "%o  was made into minced meat by Butcher"
  Health 4500
  RadiusDamageFactor 0.33
  DamageFactor Melee, 0.9
  DamageFactor "Plasma", 1.1
  PainChance "DIMp", 0
  Radius 22
  Height 62
  Mass 5000
  Speed 17
  PainChance 68
  Species "Butcher"
  MeleeRange 77
  MeleeThreshold 120
  SeeSound "Butcher/Sight"
  PainSound "Butcher/Pain"
  DeathSound "Butcher/Death"
  ActiveSound "Butcher/Active"
  MeleeSound "Butcher/Melee"
  Damage (random(10,40))
  DamageFactor "Heroic", 3.0
  DamageFactor "DIMp", 0
  Monster
  +FloorClip
  +THRUSPECIES
  +Boss
  -NORADIUSDMG
  +dontmorph 
  +Missilemore
  +DONTMORPH
  +NOFEAR
  DropItem "CH_MegaSphere", 34
  DropItem "CH_Berserk"
  DropItem "CH_Berserk"
  DropItem "CH_Berserk"
  DropItem "CH_Berserk"
  DropItem "CH_ChainSaw"
  DropItem "BackPack"
  DropItem "BackPackBundle"
  DropItem "CH_BlueArmor"
  DropItem "CH_BlueArmor"
  dropitem "RLGeosGoldenGauntletArmorPickup",64
    Dropitem "RareArmorPool", 128
  Dropitem "RLDemonicWeaponSpawner",4
  Dropitem "RLUniqueWeaponSpawner",12
  Var Int User_HOP;
  Tag "FRESH MEAT"
  States
  {
  Spawn:
    BCHR A 0
	BCHR A 0
	BCHR A 0
	Goto Scripted
	Scripted:
	BCHR A 0
	BCHR A 0 ACS_NamedExecuteAlways("AnnounceBlackDemon")
	BCHR A 0
	Goto idle
	Idle:
    BCHR AAAAAAAAAA 1 a_look
		   	   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	BCHR BBBBBBBBBB 1 A_Look
	   	   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See:
    BCHR AABB 3 A_Chase
		   	   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    BCHR C 0 A_PlaySoundEx("Butcher/Step", "SoundSlot7", 0)
    BCHR CCDD 3 A_Chase
		   	   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    BCHR A 0 A_PlaySoundEx("Butcher/Step", "SoundSlot7", 0)
	BCHR A 0 A_Jump(64, "Calm")
    Loop
  Calm:
    BCHR A 0 //A_SetSpeed(18)
	Goto See
  Missile:
    BCHR E 0 A_FaceTarget
		   	   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	BCHR E 0 A_JumpIf(User_HOP>=8,"DOGS")
	BCHR E 0// A_JumpIfHigherOrLower("AlleUp","",128)
	BCHR E 0 A_JumpIfCloser(500,"BIGHOP")
	BCHR E 0 A_Jump(256,"HOPHOP")
	Goto See
  AlleUp:
    BCHR E 0 A_FaceTarget
	BCHR E 4 ThrustThingZ(0,88,0,0)
	BCHR E 0 //A_JumpIfHigherOrLower("AlleUp","See",26,-26)
	BCHR E 1 A_CheckRange(520,"See")
	BCHR E 0
	Goto Missile
  HOPHOP:
    BCHR E 0 A_FaceTarget
	BCHR E 0 thrustThingZ(0,12,angle+360,0)
    BCHR EF 7 A_SkullAttack(20)
	BCHR E 0 A_JumpIfCloser(60,"Melee")
	Goto HOPHOP
  BIGHOP:
    BCHR EF 12 A_SkullAttack(37)
	BCHR E 3 A_FaceTarget
	BCHR E 0 A_Jump(64,"HOPHOP")
	Goto Melee
  DOGS:
    BCHR E 20 A_FaceTarget
	BCHR FFFF 12  A_Spawnitemex("WHOLETTHEDOGSOUT",random(-65,65),random(-66,66),random(3,24),0,0,0,0,SXF_SetMaster|SXF_NOCHECKPOSITION)
	BCHR G 12 A_SetUserVar("User_HOP",User_HOP-8)
	Goto See
  Melee:
    BCHR EF 5 A_FaceTarget
    BCHR G 7 A_CustomMeleeAttack(random(30,125),"Butcher/Melee","Butcher/miss",Extreme)
	BCHR G 1 A_Stop
    Goto See
  Pain:
    BCHR H 3 //A_SetSpeed(28)
		   	   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    BCHR H 3 A_Pain
	BCHR H 3 A_SetUserVar("User_HOP",User_HOP+1)
    Goto See
  Death:
    BCHR H 12 A_Scream
    BCHR I 0 A_PlaySound("Butcher/Explode")
    BCHR IJK 6 A_KillChildren
    BCHR L 0 A_FaceTarget
    BCHR L 6 A_SpawnItemEx("ButcherHammer", 0, -18, 24, 3, 0, 3, -85, 128)
    BCHR M 6 A_NoBlocking
    BCHR NOP 6
    BCHR Q -1
    Stop
   }
}

Actor ButcherHammer
{
  +DoomBounce
  +NoBlockMap
  Gravity 0.4
  Speed 3
  States
  {
  Spawn:
    BRHM ABCD 5
    BRHM E -1
    Stop
  }
}

Actor WHOLETTHEDOGSOUT
{
  Health 120
  PainChance 128
  Speed 19
  Radius 30
  Height 50
  Mass 500
  MeleeDamage 7
  Species "Butcher"
  MaxTargetRange 256
  DamageFactor "Fire", 0.5
  DamageFactor "Wrangler", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Monster
  +FloorClip
  +DontHurtSpecies
  +THRUSPECIES
  +NOFEAR
  Obituary "%o got burned by the Butchers pet hounds"
  HitObituary "butchers pet hound enjoyed %o for dinner."
  SeeSound "monster/dogsit"
  AttackSound "monster/dogatk"
  MeleeSound "monster/dogbit" 
  PainSound "monster/dogpai" 
  DeathSound "monster/dogdth" 
  ActiveSound "monster/dogact"
  DropItem "CH_Shell", 174
  DropItem "implyingclip", 200
  DropItem "CH_RocketAmmo", 128
  DropItem "CH_Cell", 64
  tag "DOGE"
  States
  {
  Spawn:
    HDOG A 10 A_Look
    Loop
  See:
    HDOG AAAABBBBCCCCDDDDEEEEFFFF 1 A_Chase
    Loop
  Melee:
    HDOG GH 6 A_FaceTarget
    HDOG I 6 A_MeleeAttack
    Goto See
  Missile:
    HDOG G 10 A_FaceTarget
    HDOG H 1 A_CustomMissile("DogFire",28,0,0,0,0)
    HDOG H 1 A_CustomMissile("DogFire",28,0,0,0,0)
    HDOG H 1 A_CustomMissile("DogFire",28,0,0,0,0)
    HDOG H 1 A_CustomMissile("DogFire",28,0,0,0,0)
    HDOG H 1 A_CustomMissile("DogFire",28,0,0,0,0)
    HDOG H 1 A_CustomMissile("DogFire",28,0,0,0,0)
    HDOG H 1 A_CustomMissile("DogFire",28,0,0,0,0)
    HDOG H 1 A_CustomMissile("DogFire",28,0,0,0,0)
    HDOG H 1 A_CustomMissile("DogFire",28,0,0,0,0)
    HDOG H 1 A_CustomMissile("DogFire",28,0,0,0,0)
    HDOG H 1 A_CustomMissile("DogFire",28,0,0,0,0)
    HDOG H 1 A_CustomMissile("DogFire",28,0,0,0,0)
    HDOG I 6
    Goto See
	
		 			Pain.AbyssPE:
		TNT1 A 0
		TNT1 A 0 A_changeflag("Nopain",true)
	TNT1 A 0 A_setscale(0.8,0.8)
	AYPB AAB 5 bright
	AYPB B 5 bright a_playsound("AbyssForm",0)
	AYPB BBA 5 bright
	AYPB CDE 5 bright
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),16,0,3,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),12,0,8,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)

	TNT1 A 0 A_SpawnitemEx("AbyssDemon2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
	AYPB FGH 3 bright
	AYPB I 5 bright a_setscale(1,0.75)
	AYPB H 5 bright a_setscale(1,0.5)
	AYPB I 5 bright a_setscale(1,0.25)
	AYPB H 5 bright a_setscale(1,0.05)
	Stop
	
  Pain:
    HDOG J 2
    HDOG J 2 A_Pain
    Goto See
  Death:
    HDOG K 8
    HDOG L 8 A_Scream
    HDOG M 4
    HDOG N 4 A_NoBlocking
    HDOG OP 4
    HDOG Q -1
    Stop
  Raise:
    HDOG QPONMLK 5
    Goto See
  }
}

Actor DogFire
{
  Radius 2
  Height 4
  Speed 16
  Damage 1
  Projectile
  RenderStyle Add
  DamageType Fire
  Alpha 0.67
  Scale 0.67
  SeeSound "weapons/bigbrn"
  DeathSound "weapons/bigbrn"
  DontHurtShooter
  +ThruGhost
  States
  {
  Spawn:
    TNT1 A 2 Bright
    FRFX ABCD 2 Bright A_Explode(1,8)
    FRFX D 0 Bright A_Lowgravity
    FRFX EFG 2 Bright A_Explode(1,16)
    FRFX HIJ 2 Bright A_Explode(1,32)
    FRFX KLM 2 Bright A_Explode(1,64)
    FRFX NO 2 Bright
    Stop
  Death:
    FRFX HIJ 2 Bright A_Explode(1,32)
    FRFX KLM 2 Bright A_Explode(1,64)
    FRFX NO 2 Bright
    Stop
  }
}

Actor DogShot
{
  Radius 8
  Height 12
  Speed 16
  Damage 7
  Projectile
  RenderStyle Add
  DamageType Fire
  +ThruGhost
  SeeSound "monster/dogsht"
  DeathSound "monster/doghit"
  States
  {
  Spawn:
    TNT1 A 3
    HHFX AABBCC 1 Bright A_SpawnItemEx("DogTrail",0,0,0,0,0,0,0,128)
    goto Spawn+1
  Death:
    HHFX DFGH 4 Bright
    Stop
  }
}

Actor DogTrail : BulletPuff
{
  RenderStyle Add
  States
  {
  Spawn:
    TNT1 A 5
    HHFX DFGH 3 Bright
    Stop
  }
}


Actor WhiteDemon
{
states
{
Spawn:
TNT1 A 0
Goto Scripted
Scripted:
TNT1 A 0 A_JumpIf(CallACS("CH_WhiteBossy") == 1, "First") 
TNT1 A 0
Goto Third
First:
TNT1 A 0 A_SpawnitemEx("WhiteDemon2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("BlackDemon",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}
}

ACTOR WhiteDemon2
{
  Health 8000
  PainChance 16
  Speed 19
  Radius 32
  Height 64
  Mass 12000
  Meleerange 88
  RadiusDamageFactor 0.33
  DamageFactor Melee, 0.45
  DamageFactor "Ice", 1.5
DamageFactor Ice, 1.5
  PainChance "DIMp", 0
  MeleeThreshold 120
  MeleeSound "Butcher/Melee"
  Damage (random(20,60))
  DamageFactor "Heroic", 3.0
  DamageFactor "DIMp", 0
  Species "Demon1"
    DamageFactor "Falling", 0.0
  DamageFactor Falling, 0.0


  
  Monster
  +FloorClip
  +THRUSPECIES
  +Boss
  -NORADIUSDMG
  +dontmorph 
  +Missilemore
  +notargetswitch
  +notarget
  +DONTMORPH
  +NOFEAR
    +dontharmclass
  +dontharmspecies
  +JUMPDOWN
  +NOBLOCKMONST
  +dropoff
  DropItem "CH_MegaSphere"
  DropItem "CH_Berserk"
  DropItem "CH_Berserk"
  DropItem "CH_Berserk"
  DropItem "CH_Berserk"
  DropItem "CH_ChainSaw"
    DropItem "CH_ChainSaw"
	  DropItem "CH_ChainSaw"
  DropItem "BackPack"
   DropItem "BackPackBundle"

  DropItem "CH_BlueArmor"
   DropItem "CH_BlueArmor"
    DropItem "BlueArmor", 64
  dropitem "RLGeosGoldenGauntletArmorPickup",64
    Dropitem "RareArmorPool", 128
  Dropitem "RLDemonicWeaponSpawner",2
  Dropitem "RLLegendaryWeaponSpawner", 4
  Dropitem "RLUniqueWeaponSpawner",12
  SeeSound "Juggernaut/Sight"
  PainSound "juggernaut/pain"
  DeathSound "juggernaut/death"
  Obituary "%o wasnt able to stop the juggernaut"
  tag "YOU KNOW WHO I AM"
  var int user_rock;
  States
  {
  Spawn:
    JUGG A 0
	JUGG A 0
	JUGG A 0
	goto scripted
	scripted:
	JUGG A 0
	JUGG A 0 ACS_NamedExecuteAlways("AnnounceWhiteDemon")
	JUGG A 0
	Goto idle
  idle:
    JUGG AB 10 A_Look
		   	   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See:
    JUGG A 3 A_Chase

	JUGG A 0 a_changeflag("noclip",false)
	//JUGG A 0 A_checkblock("Unblock",CBF_DROPOFF)
	//JUGG A 0 A_checkblock("Unblock",CBF_DROPOFF)
    JUGG A 0 A_PlaySound ("Juggernaut/Step")
    JUGG A 3 A_Chase
			   	   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    JUGG BB 3 A_Chase
			   	   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    JUGG C 3 A_Chase
    JUGG C 0 A_PlaySound ("Juggernaut/Step")
    JUGG C 3 A_Chase
    JUGG DD 3 A_Chase
			   	   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
	Unblock:
	JUGG A 2 a_changeflag("noclip",true)
	JUGG A 3 a_facetarget
	JUGG A 3 A_SkullAttack(20)
    JUGG A 2 a_changeflag("noclip",false)
	Goto See
  Missile:
    JUGG E 0 //A_setSpeed(20)
			   	   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	JUGG E 0 A_jumpif(user_rock>=7,"METEOR")
	JUGG E 0 //A_JumpIfHigherOrLower("AlleUp","",128)
	JUGG E 0 A_JumpIfCloser(700,"DASH")
	JUGG E 0 A_JumpIfCloser(1400, "Choice")
	JUGG E 0 A_Jump(256,"ROCKS")
	DASH:
	JUGG E 0 A_jumpif(user_rock>=7,"METEOR")
	JUGG E 0 A_setuservar("user_rock",user_rock+2)
	JUGG EF 4 bright A_facetarget
	JUGG G 4 bright A_changeFlag("NOPAIN",true)
	JUGG H 9 bright A_SkullAttack(37)
		    JUGG H 1 A_CustomMissile("MolochQuake", 0, -48, 160-angle)
			JUGG H 2 bright A_CustomMeleeAttack (random(50,120),"","")
        	JUGG H 1 A_CustomMissile("MolochQuake", 0, -48, 180-angle)
        	JUGG H 1 A_CustomMissile("MolochQuake", 0, -48, 190-angle)
	        JUGG H 1 A_CustomMissile("MolochQuake", 0, -48, 160-angle)
			JUGG H 2 bright A_CustomMeleeAttack (random(50,120),"","")
        	JUGG H 1 A_CustomMissile("MolochQuake", 0, -48, 180-angle)
        	JUGG H 1 A_CustomMissile("MolochQuake", 0, -48, 190-angle)
			JUGG H 1 A_CustomMissile("MolochQuake", 0, -48, 160-angle)
			JUGG H 2 bright A_CustomMeleeAttack (random(50,120),"","")
        	JUGG H 1 A_CustomMissile("MolochQuake", 0, -48, 180-angle)
        	JUGG H 1 A_CustomMissile("MolochQuake", 0, -48, 190-angle)
	        JUGG H 1 A_CustomMissile("MolochQuake", 0, -48, 160-angle)
			JUGG H 2 bright A_CustomMeleeAttack (random(50,120),"","")
        	JUGG H 1 A_CustomMissile("MolochQuake", 0, -48, 180-angle)
        	JUGG H 1 A_CustomMissile("MolochQuake", 0, -48, 190-angle)
	JUGG J 1 //A_SetSpeed(0)
    JUGG J 1 A_ScaleVelocity(0.05)
	 Goto BAM
	 BAM:
	 JUGG J 1 bright A_Playsound ("monster/hamflr")
	 JUGG J 8 bright Radius_Quake(30,60,0,120,0)
	 	   	JUGG J 0 A_CustomMissile("MolochQuake", 0, -48, 0)
        	JUGG J 0 A_CustomMissile("MolochQuake", 0, -48, 10)
        	JUGG J 0 A_CustomMissile("MolochQuake", 0, -48, 20)
        	JUGG J 0 A_CustomMissile("MolochQuake", 0, -48, 30)
        	JUGG J 0 A_CustomMissile("MolochQuake", 0, -48, 40)
        	JUGG J 0 A_CustomMissile("MolochQuake", 0, -48, 50)
        	JUGG J 0 A_CustomMissile("MolochQuake", 0, -48, 60)
        	JUGG J 0 A_CustomMissile("MolochQuake", 0, -48, 70)
        	JUGG J 0 A_CustomMissile("MolochQuake", 0, -48, 80)
        	JUGG J 0 A_CustomMissile("MolochQuake", 0, -48, 90)
        	JUGG J 0 A_CustomMissile("MolochQuake", 0, -48, 100)
        	JUGG J 0 A_CustomMissile("MolochQuake", 0, -48, 110)
        	JUGG J 0 A_CustomMissile("MolochQuake", 0, -48, 120)
        	JUGG J 0 A_CustomMissile("MolochQuake", 0, -48, 130)
        	JUGG J 0 A_CustomMissile("MolochQuake", 0, -48, 140)
        	JUGG J 0 A_CustomMissile("MolochQuake", 0, -48, 150)
        	JUGG J 0 A_CustomMissile("MolochQuake", 0, -48, 160)
        	JUGG J 0 A_CustomMissile("MolochQuake", 0, -48, 180)
        	JUGG J 0 A_CustomMissile("MolochQuake", 0, -48, 190)
        	JUGG J 0 A_CustomMissile("MolochQuake", 0, -48, 200)
        	JUGG J 0 A_CustomMissile("MolochQuake", 0, -48, 210)
        	JUGG J 0 A_CustomMissile("MolochQuake", 0, -48, 220)
        	JUGG J 0 A_CustomMissile("MolochQuake", 0, -48, 230)
        	JUGG J 0 A_CustomMissile("MolochQuake", 0, -48, 240)
        	JUGG J 0 A_CustomMissile("MolochQuake", 0, -48, 250)
        	JUGG J 0 A_CustomMissile("MolochQuake", 0, -48, 260)
        	JUGG J 0 A_CustomMissile("MolochQuake", 0, -48, 270)
        	JUGG J 0 A_CustomMissile("MolochQuake", 0, -48, 280)
        	JUGG J 0 A_CustomMissile("MolochQuake", 0, -48, 290)
        	JUGG J 0 A_CustomMissile("MolochQuake", 0, -48, 300)
        	JUGG J 0 A_CustomMissile("MolochQuake", 0, -48, 310)
        	JUGG J 0 A_CustomMissile("MolochQuake", 0, -48, 320)
        	JUGG J 0 A_CustomMissile("MolochQuake", 0, -48, 330)
        	JUGG J 0 A_CustomMissile("MolochQuake", 0, -48, 340)
        	JUGG J 0 A_CustomMissile("MolochQuake", 0, -48, 350)
	       JUGG J 0 A_SpawnItemEx("Drt1", random(-128,128), random(-128,128), 0, 5, 0, 3, Random(0, 360), 128)
      JUGG J 0 A_SpawnItemEx("Drt2", random(-128,128), random(-128,128), 0, 5, 0, 3, Random(0, 360), 128)
      JUGG J 0 A_SpawnItemEx("Drt3", random(-128,128), random(-128,128), 0, 5, 0, 3, Random(0, 360), 128)
      JUGG J 0 A_SpawnItemEx("Drt2", random(-128,128), random(-128,128), 0, 5, 0, 3, Random(0, 360), 128)
      JUGG J 0 A_SpawnItemEx("Drt1", random(-128,128), random(-128,128), 0, 5, 0, 3, Random(0, 360), 128)
      JUGG J 0 A_SpawnItemEx("Drt3", random(-128,128), random(-128,128), 0, 5, 0, 3, Random(0, 360), 128)
	  JUGG FE 7
	  JUGG E 0 A_setuservar("user_rock",user_rock-1)
	  JUGG E 0 A_ScaleVelocity(1)
	  JUGG E 0 //A_SetSpeed(18)
	  JUGG E 8 A_changeFlag("NOPAIN", False)
	  Goto See
	Maybenot:
	JUGG E 0
	JUGG E 0
	Goto Missile+5
	Choice:
	JUGG E 0
	JUGG E 0 A_Jump(256,"ROCKS","HOPHOP")
	JUGG E 0
	Goto See
	ROCKS:
	JUGG I 8 bright A_FaceTarget
	JUGG I 2 Radius_Quake(30,60,0,900,0)
	JUGG I 8 bright A_Custommissile("WDRock1",42,15)
	JUGG I 10 bright A_FaceTarget
	JUGG J 6 bright A_Custommissile("WDRock2",56,0,random(-1,1),CMF_OFFSETPITCH|CMF_ABSOLUTEPITCH,random(2,6))
	JUGG FE 6 a_facetarget
	JUGG E 0 A_JumpIfCloser(1400,"Missile")
	Goto ROCKS2
	ROCKS2:
	JUGG I 6 bright A_FaceTarget
	  JUGG J 0 A_SpawnItemEx("Drt1", random(-12,12), random(-12,12), 0, 5, 0, 3, Random(0, 360), 128)
      JUGG J 0 A_SpawnItemEx("Drt2", random(-12,12), random(-12,12), 0, 5, 0, 3, Random(0, 360), 128)
      JUGG J 0 A_SpawnItemEx("Drt3", random(-18,12), random(-12,12), 0, 5, 0, 3, Random(0, 360), 128)
	JUGG J 7 bright A_Custommissile("WDRock3",34,0,random(-2,2))
	JUGG J 0 A_CheckSight("See")
	JUGG G 6 bright A_FaceTarget
		  JUGG H 0 A_SpawnItemEx("Drt1", random(-12,12), random(-12,12), 0, 5, 0, 3, Random(0, 360), 128)
      JUGG H 0 A_SpawnItemEx("Drt2", random(-12,12), random(-12,12), 0, 5, 0, 3, Random(0, 360), 128)
      JUGG H 0 A_SpawnItemEx("Drt3", random(-18,12), random(-12,12), 0, 5, 0, 3, Random(0, 360), 128)
	JUGG H 6 bright A_Custommissile("WDRock3",34,0,random(-5,5))
	JUGG H 0 A_CheckSight("See")
	JUGG H 0 A_setuservar("user_rock",user_rock+1)
	JUGG H 1 A_Monsterrefire(128,"See")
	Goto ROCKS2
	
	METEOR:
	TNT1 A 0
	 JUGG E 2 A_changeFlag("INVULNERABLE", TRUE)
	 JUGG E 2 A_changeFlag("THRUACTORS", TRUE)
	 JUGG E 2 A_changeFlag("NOGRAVITY", TRUE)
	JUGG E 4 ThrustThingZ(0,90,0,0)
	JUGG E 1 A_SetScale(0.7,1.0)
	JUGG E 1 A_SetScale(0.5,1.0)
	JUGG E 1 A_SetScale(0.3,1.0)
	JUGG E 1 A_SetScale(0.1,1.0)
	TNT1 AAA 1 A_wander
	
	TNT1 A 3 A_SetScale(1.0,1.0)
	TNT1 AAA 1 A_wander
	TNT1 A 0 A_viletarget("MeteorStrikeCH")
	TNT1 A 4 A_Warp(AAPTR_TARGET,0,0,128,0,WARPF_NOCHECKPOSITION)
	TNT1 A 40
		 JUGG E 2 A_changeFlag("INVULNERABLE", FALSE)
	 JUGG E 2 A_changeFlag("THRUACTORS", FALSE)
	 JUGG E 2 A_changeFlag("NOGRAVITY", FALSE)
	JUGG E 6 bright ThrustThingZ(0,90,1,0)
	JUGG E 6 A_explode(random(30,80),128)
	JUGG H 0 A_setuservar("user_rock",user_rock-6)
	Goto BAM
	
  AlleUp:
    JUGG E 0 A_JumpIfCloser(700,"Maybenot")
    JUGG E 0 A_FaceTarget
	JUGG E 4 ThrustThingZ(0,102,0,0)
	JUGG E 0 //A_JumpIfHigherOrLower("AlleUp","See",26,-26)
	JUGG E 1 A_CheckRange(520,"See")
	JUGG E 0
	Goto Missile
  HOPHOP:
    JUGG E 0 A_FaceTarget
	JUGG E 0 thrustThingZ(0,16,0,0)
	JUGG E 0 Radius_Quake(10,40,0,80,0)
    JUGG CC 7 A_SkullAttack(32)
	JUGG E 0 A_JumpIfCloser(120,"dash")
	Goto HOPHOP
  BIGHOP:
    JUGG AA 12 A_SkullAttack(42)
	JUGG I 3 A_FaceTarget
	JUGG E 0 A_Jump(64,"HOPHOP")
	Goto Melee	
  Melee:
    JUGG EF 2 A_FaceTarget
    JUGG G 2 A_FaceTarget
    JUGG G 0 A_PlaySoundEx ("Juggernaut/Attack", "SoundSlot5")
    JUGG G 0 A_PlaySoundEx ("Juggernaut/Pain", "SoundSlot6")
    JUGG H 6 A_CustomMeleeAttack (random(40,120), "Juggernaut/Hit", "", "", 1) 
    JUGG I 4 A_FaceTarget
    JUGG I 0 A_PlaySoundEx ("Juggernaut/Attack", "SoundSlot5")
    JUGG I 0 A_PlaySoundEx ("Juggernaut/Pain", "SoundSlot6")
    JUGG J 6 A_CustomMeleeAttack (random(40,120), "Juggernaut/Hit", "", "", 1)
	JUGG J 0 A_Jump(128,"Dash")
    Goto See
  Pain:
    JUGG E 2
			   	   			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    JUGG E 2 A_Pain
	JUGG E 2 //A_SetSpeed(30)
    Goto See
  Death:
    JUGG K 6 A_Scream
    JUGG LM 6
    JUGG N 6 A_PlaySound ("Juggernaut/Thud")
    JUGG O 6 A_NoBlocking
    JUGG P 6
    JUGG Q -1
    Stop
  }
}

Actor MeteorStrikeCH
{
  Game doom
  Radius 1
  Height 1
  Speed 1
  floatspeed 1

  +noclip
  Deathsound "Juggernaut/Attack"
  States
  {
  Spawn: 
  TNT1 A 0
  Goto Death
  Death: 
  TNT1 A 1 A_scream
      JUBD A 0 bright A_SpawnItemEx("CircleDrawMeteorCH", 88, 0, -3, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
    JUBD A 0 bright A_SpawnItemEx("CircleDrawMeteorCH2", -88, 0, 0, -3, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	      JUBD A 0 bright A_SpawnItemEx("CircleDrawMeteorCH3",  0, 88, -3, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
    JUBD A 0 bright A_SpawnItemEx("CircleDrawMeteorCH4",  -88, 0, 0, -3, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
		      JUBD A 0 bright A_SpawnItemEx("CircleDrawMeteorCH5",  0, 46, -3, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
    JUBD A 0 bright A_SpawnItemEx("CircleDrawMeteorCH6",  -46, 0, 0, -3, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
			      CHTA A 1 bright A_SpawnItemEx("CircleDrawMeteorCH5",  0, 46, -3, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
   TNT1 A 1 bright A_SpawnItemEx("CircleDrawMeteorCH6",  -46, 0, 0, -3, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
			      CHTA A 1 bright A_SpawnItemEx("CircleDrawMeteorCH5",  0, 46, -3, 0, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
   TNT1 A 1 bright A_SpawnItemEx("CircleDrawMeteorCH6",  -46, 0, 0, -3, 0, 0, 0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	
	
 	 CHTA A 10 Bright 
	TNT1 A 1 Bright  
	 CHTA A 10 Bright 
	TNT1 A 1 Bright   	  
	CHTA A 10 Bright 
	TNT1 A 1 Bright  
	 	 CHTA A 10 Bright 
	TNT1 A 1 Bright  
	 CHTA A 10 Bright 
	TNT1 A 1 Bright   	  
	CHTA A 10 Bright 
	TNT1 A 1 Bright
	 	 CHTA A 10 Bright 
	TNT1 A 1 Bright  
	 CHTA A 10 Bright 
	TNT1 A 1 Bright   	  
	
	  TNT1 A 0 a_killchildren(extreme)
	Stop
  }
}

Actor CircleDrawMeteorCH
{
  Game doom
  Radius 1
  Height 1
  Speed 255
  projectile
  +invisible
  +noclip
  
  var int user_angle;
  
  States
  {
  Spawn: 
  JUBD A 0
  Goto Fly
  Fly: 

	    CDW2 X 1 Bright  A_Warp(AAPTR_MASTER, 88, 0, 1, user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)

   TNT1 A 0 A_SetUserVar("user_angle", user_angle + 7)
   loop
}
}

Actor CircleDrawMeteorCH2 : CircleDrawMeteorCH
{   States
  {
  Spawn: 
  JUBD A 0
  Goto Fly
  Fly: 

	    CDW2 X 1 Bright  A_Warp(AAPTR_MASTER, -88, 0, 1, user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)

   TNT1 A 0 A_SetUserVar("user_angle", user_angle + 7)
   loop
}}


Actor CircleDrawMeteorCH3 : CircleDrawMeteorCH
{   States
  {
  Spawn: 
  JUBD A 0
  Goto Fly
  Fly: 

	    CDW2 X 1 Bright  A_Warp(AAPTR_MASTER, 0, 88, 1, user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)

   TNT1 A 0 A_SetUserVar("user_angle", user_angle + 7)
   loop
}}

Actor CircleDrawMeteorCH4 : CircleDrawMeteorCH
{   States
  {
  Spawn: 
  JUBD A 0
  Goto Fly
  Fly: 

	    CDW2 X 1 Bright  A_Warp(AAPTR_MASTER, 0, -88, 1, user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)

   TNT1 A 0 A_SetUserVar("user_angle", user_angle + 7)
   loop
}}


Actor CircleDrawMeteorCH5 : CircleDrawMeteorCH
{   States
  {
  Spawn: 
  JUBD A 0
  Goto Fly
  Fly: 

	    CDW2 X 1 Bright  A_Warp(AAPTR_MASTER, 0, 46, 4, user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)

   TNT1 A 0 A_SetUserVar("user_angle", user_angle + 9)
   loop
}}

Actor CircleDrawMeteorCH6 : CircleDrawMeteorCH
{   States
  {
  Spawn: 
  JUBD A 0
  Goto Fly
  Fly: 

	    CDW2 X 1 Bright  A_Warp(AAPTR_MASTER, 0, -46, 4, user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)

   TNT1 A 0 A_SetUserVar("user_angle", user_angle + 9)
   loop
}}

Actor WDRock1
{
  Game doom
  Radius 8
  Height 8
  Speed 5
  floatspeed 6
  +float
  +nogravity
  +noclip
  Scale 1.2
  States
  {
  Spawn: 
  JUBD A 0
  Goto Fly
  Fly:
    JUBD A 0 bright ThrustThingz(0,8,0,0)
	JUBD A 6 bright A_PlaySound ("moloch/step",7, 2, false, ATTN_NONE)
	Goto Death
  Death: 
    JUBD A 3 bright A_SpawnItemEx("Drt1", random(-2,2), random(-2,2), 0, 2, 0, 3, Random(0, 360), 128)
      JUBD A 3 bright A_SpawnItemEx("Drt2", random(-2,2), random(-2,2), 0, 1, 0, 3, Random(0, 360), 128)
      JUBD A 3 bright A_SpawnItemEx("Drt3", random(-1,2), random(-2,2), 0, 3, 0, 3, Random(0, 360), 128)
	  JUBD A 8 bright 
	Stop
  }
}

ACTOR WDRock2
{
  Game Doom
  Radius 12
  Height 12
  Speed 28
  Damage (Random(35,125))
  DamageType "Melee"
  Projectile
  -nogravity
  gravity 0.12
  scale 1.2
  SeeSound "monster/hamflr"
  DeathSound "moloch/thud"
  States
  {
  Spawn:
    JUBD ABCD 1 Bright A_SpawnItemEx("Drt1", random(-2,2), random(-2,2), random(-3,3), 1, 0, 1, Random(0, 360), 128)
	JUBD A 0 A_PlaySound ("Ice/Fly")
    Loop
  Death:
    JUBD DDDD 0 Bright A_SpawnItemEx("Drt1", random(-2,2), random(-2,2), random(-2,2), 1, 0, 1, Random(0, 360), 128)
    JUBD DDDD 0 Bright A_SpawnItemEx("Drt2", random(-2,2), random(-2,2), random(-2,2), 1, 0, 1, Random(0, 360), 128)
	JUBD DDDD 0 Bright A_SpawnItemEx("Drt3", random(-2,2), random(-2,2), random(-2,2), 1, 0, 1, Random(0, 360), 128)
	JUBD DDDDDDD 0 Bright A_CustomMissile("WDRock4",random(-1,12),random(-12,12),random(0,360),CMF_OFFSETPITCH|CMF_ABSOLUTEPITCH|CMF_ABSOLUTEANGLE, random(0,360))
	JUBD DDD 0 Bright A_CustomMissile("WDRock3",random(-1,12),random(-12,12),random(0,360),CMF_OFFSETPITCH|CMF_ABSOLUTEPITCH|CMF_ABSOLUTEANGLE, random(0,360))
    JUBD DDDDDDD 0 Bright A_CustomMissile("WDRock4",random(-1,12),random(-12,12),random(0,360),CMF_OFFSETPITCH|CMF_ABSOLUTEPITCH|CMF_ABSOLUTEANGLE, random(0,360))
    JUBD D 1 Bright Radius_Quake(40,60,0,40,0)
    Stop
  }
}

Actor WDRock4 
{
  Game Doom
  Radius 4
  Height 4
  Speed 42
  Damage (Random(5,20))
  DamageType "Melee"
  Projectile
  scale 0.4
  SeeSound "monster/hamflr"
  DeathSound "Butcher/melee"
  States
  {
  Spawn:
    JUBD ABCD 2 Bright 
    Loop
  Death:
    JUBD DD 1 Bright A_SpawnItemEx("Drt3", random(-2,2), random(-2,2), 0, 1, 0, 1, Random(0, 360), 128)
    Stop
  }
}

Actor WDRock3 
{
  Game Doom
  Radius 9
  Height 9
  Speed 36
  Damage (Random(15,65))
  DamageType "Melee"
  Projectile
  scale 0.7
  SeeSound "monster/hamflr"
  DeathSound "Butcher/melee"
  States
  {
  Spawn:
    JUBD ABCD 3 Bright 
    Loop
  Death:
    JUBD DDDD 0 Bright A_SpawnItemEx("Drt2", random(-2,2), random(-2,2), random(-2,2), 1, 0, 1, Random(0, 360), 128)
    JUBD DDDD 1 Bright A_SpawnItemEx("Drt3", random(-2,2), random(-2,2), random(-2,2), 1, 0, 1, Random(0, 360), 128)
    Stop
  }
}