actor Colourset14 : RandomSpawner replaces "Lostsoul"
{
    DropItem "CommonLSoul", 255, 429
    DropItem "GreenLSoul", 255, 320
	DropItem "BrownLSoul", 255, 120
	Dropitem "CyanLSoul",255, 60
    DropItem "BlueLSoul", 255,  75
	DropItem "FireBluLSoul", 255, 50
    DropItem "PurpleLSoul", 255, 50
	DropItem "GrayLSoul",255, 30
	DropItem "YellowLSoul", 255, 40
	DropItem "RedLSoul", 255, 20
	Dropitem "AbyssLsoul",255, 40
	DropItem "BlackLSoul", 255, 3
	DropItem "WhiteLSoul", 255,  1	
}


Actor BrownLSoul
{
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("Colourset14",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("BrownLsoul2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}
}


ACTOR BrownLSoul2
{
  Game Doom
  Species "LSoul"
 
  Health 125
  Radius 16
  Height 56
  Mass 50
  Speed 15
  DamageFactor "Antiair", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Damage 3
  Meleethreshold 150
  Monster
  +FLOAT
  +NOGRAVITY
  +Dontharmspecies
  +noblood 
  +MISSILEMORE
  +Missileevenmore
  +DONTFALL
  +NOICEDEATH
  +floatbob
  +nopain
  AttackSound "skelatt"
  PainSound "skelpai"
  DeathSound "skull/death"
  ActiveSound "skelsit"
  RenderStyle SoulTrans
  scale 0.75
  Obituary "%o got sharp cornered by brown lost soul."
  Tag "THE CUBE"
  States
  {
  Spawn:
    BOSF ABCD 10 Bright 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:
     BOSF ABCD  6 Bright A_VileChase
	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  Missile:
	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)
  BOSF ABCD  4 Bright A_FaceTarget
     BOSF ABCD  3 Bright A_FaceTarget
	 BOSF ABCD  2 Bright A_FaceTarget
     BOSF ABCD  1 Bright A_SkullAttack
     BOSF ABCD  1 Bright
	     BOSF ABCD  1 Bright
	 BOSF ABCD  1 Bright 
     BOSF ABCD  1 Bright
	 BOSF ABCD  1 Bright A_SkullAttack
	 	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

     BOSF ABCD  1 Bright
	 BOSF ABCD  1 Bright 
     BOSF ABCD  1 Bright
	     BOSF ABCD  1 Bright
	 BOSF ABCD  1 Bright 
     BOSF ABCD  1 Bright
	     BOSF ABCD  1 Bright
	 BOSF ABCD  1 Bright 
     BOSF ABCD  1 Bright
	     BOSF ABCD  1 Bright
	 BOSF ABCD  1 Bright 
     BOSF ABCD  1 Bright
	 TNT1 A 0 A_stop
    Goto See
	
	
  Melee:
       BOSF ABCD  1 Bright A_facetarget
     BOSF ABCD  1 Bright A_Custommeleeattack(random(1,3),"imp/melee")
	 TNT1 A 0 A_CheckRange(128,"See")
	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)
 BOSF D  10 Bright a_playsound("vile/active",0)
	 BOSF D  10 Bright 
	
	Goto deathHeal
  Pain:
     BOSF ABCD  1 Bright 
	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_Pain
    Goto See
	
	Heal:
	 BOSF ABCD  3 Bright
	 	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	  BOSF D  10 Bright
	  	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	   BOSF DCBA  3 Bright
	   BOSF DCBA  2 Bright
	BOSF DCBA  1 Bright
	Goto deathHeal
	
	DeathHeal:
	TNT1 A 0
	TNT1 AAAA 0  A_SpawnitemEx("ArchRingHelp",random(-128,128),random(-128,128),0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_radiusgive("health",1200,RGF_MONSTERS,200)
	TNT1 A 0 A_Radiusgive("CHBoner",320,RGF_MONSTERS)
	TNT1 A 0
	Goto death
	
  Death:
      
     BOSF AB  1 Bright
  BOSF C  1 Bright A_Scream
     BOSF D  1 Bright A_NoBlocking
	MISL BCD 3 Bright A_Explode(random(10,50),128)
   	TNT1 A 0 A_die
	Stop
  }
}



Actor CyanLSoul
{
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("Colourset14",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("cyanLsoul2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}
}


ACTOR CyanSoulEye
{
	Radius 40
	Height 70
	Speed 1
	scale 0.2
	monster
	-countkill
	+nointeraction
	+noclip
	translation "0:255=%[0.50,0.00,0.00]:[2.00,0.49,0.49]"
	states
	{
	Spawn:
	TNT1 A 0
	Goto Live
	Live:
         BFE1 C 1 bright A_Warp(AAPTR_MASTER, 9, -11, 13, 0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)       
		 BFE1 B 1 bright A_Warp(AAPTR_MASTER, 9, -11, 13, 0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		loop
		Death:
		 TNT1 A 0
		Stop
	}
}

ACTOR CyanSoulEye2
{
	Radius 40
	Height 70
	Speed 1
	scale 0.2
	monster
	-countkill
	+nointeraction
	+noclip
	translation "0:255=%[0.50,0.00,0.00]:[2.00,0.49,0.49]"
	states
	{
	Spawn:
	TNT1 A 0
	Goto Live
	Live:
         BFE1 C 1 bright A_Warp(AAPTR_MASTER, 9, 11, 13, 0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)       
		 BFE1 B 1 bright A_Warp(AAPTR_MASTER, 9, 11, 13, 0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		loop
		Death:
		 TNT1 A 0
		Stop
	}
}


ACTOR CyanLSoul2 
{
  Game Doom
  Species "LSoul"
  BloodColor "Blue"
  Health 80
  Radius 16
  Height 56
  Mass 120
  Speed 8
  floatspeed 11
  PainChance 192
  Damage 2
  DamageFactor "Antiair", 3.0
       Damagefactor "ice", 0.2
	   DamageFactor Melee, 2.0
    Damagefactor ice, 0.2
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Monster
  +FLOAT
  +NOGRAVITY
  +MISSILEMORE
  +Missileevenmore
  +DONTFALL
  +NOICEDEATH
  AttackSound ""
  DropItem "HealthBundle", 32
  PainSound "prox/beep"
 DeathSound "Crack/death"
  ActiveSound "WHPEACT"
  RenderStyle SoulTrans
  alpha 0.66
  Obituary "%o got smashed by cyan lost soul"
  Translation "0:255=%[0.00,0.00,2.00]:[1.01,2.00,2.00]"
  Tag "Cyan LostSoul"
  States
  {
  Spawn:
  TNT1 A 0
  Toot:
  
  TNT1 A 0 
  TNT1 A 0  A_SpawnitemEx("CyanSoulEye2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
   TNT1 A 0  A_SpawnitemEx("CyanSoulEye",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
  
  Idle:
     LFX1 STUVW 1 Bright 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:
  TNT1 A 0
     LFX1 STUVW 1 Bright 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 A 0
		 						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    LFX1 ST 1 Bright A_FaceTarget
	TNT1 A 0 a_playsound("ice/splode",0)
     LFX1 UVWS 1 Bright A_SkullAttack(18)
	 LFX1 T 9 Bright A_SkullAttack(40)
	  LFX1 T 0 Bright Thrustthing(angle,30,0,0)
	  	 						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	 LFX1 STUVW 1 Bright A_SpawnItemEx("BaronCyanBombTrail",0,0,1,0,0,0,0,SXF_NOCHECKPOSITION)
	 LFX1 STUVW 2 Bright A_SpawnItemEx("BaronCyanBombTrail",0,0,1,0,0,0,0,SXF_NOCHECKPOSITION)
	  LFX1 STUVW 3 Bright
	  	 						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	   LFX1 STUVW 4 Bright 
	   LFX1 STUVW 5 Bright 
	   	 						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	   TNT1 A 0 A_stop
    Goto See
  Pain:
    	 						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

     LFX1 STUVW 1 Bright  A_Pain
    Goto See
  Death:
    LFX1 STUVW 1 Bright 
	TNT1 A 2 A_Scream
	TNT1 A 1 a_killchildren(extreme)
	TNT1 A 2 A_NoBlocking
	TNT1 A 0 A_iceguydie
    Stop
  }
}






Actor AbyssLsoul
{
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("PurpleLsoul",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("AbyssLSoul2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}
}


ACTOR AbyssLSoul2
{
  Game Doom
  Species "LSoul"
  BloodColor "Blue"
  Health 380
  Radius 16
  Height 32
  Mass 5000
  Speed 8
  damage 1
  DamageFactor "Antiair", 3.0
     Damagefactor "fire", 1.25
    Damagefactor fire, 1.25
	Damagefactor melee, 0.25
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Meleethreshold 200
  Painchance 32
  Monster
  +FLOAT
  +NOGRAVITY
  +notarget
  +Dontharmspecies
  +MISSILEMORE
  +missileevenmore
  +NOICEDEATH
  PainSound "beetl/ow"
  SeeSound "BETLESEE"
  DeathSound "BETLEDED"
  ActiveSound "BETLEACT"
  Obituary "%o got bugged to death"
 // Translation "160:167=196:200", "208:223=197:207", "67:73=201:207", "146:151=189:191", "128:133=176:183", "134:143=200:207", "144:147=181:186", "148:150=204:207", "151:151=191:191", "76:79=187:191", "73:76=201:206"
  Tag "beetlejuice"
    DropItem "implyingclip"
	DropItem "implyingclip"
  Dropitem "Healthbundle"

    DropItem "CH_ShellBox", 12

  
  
  var int user_pop;
  
  
  States
  {
  Spawn:
    BST7 AB 10 Bright A_Look
	TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See:
    TNT1 A 0 
	TNT1 A 0 A_SetTranslucent(1.0)
	TNT1 A 0 A_changeflag("Float",FALSE)
	TNT1 A 0 A_changeflag("Nogravity",FALSE)
    BST7 ABCDE 1 A_Chase
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	TNT1 A 0 A_jump(4,"HideM")
	BST7 FGHIJ 1  A_Chase
	TNT1 A 0 A_jump(6,"HideM2")
	BST7 KLMNO 1 A_Chase
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	TNT1 A 0 A_jump(8,"HideM3")
    Loop
	
	
	HideM:
	TNT1 A 0
	TNT1 A 0 A_checksight("Hide")
	TNT1 A 0 
	Goto See+9
	
	HideM2:
	TNT1 A 0
	TNT1 A 0 A_checksight("Hide")
	TNT1 A 0 
	Goto See+16
	
	HideM3:
	TNT1 A 0
	TNT1 A 0 A_checksight("Hide")
	TNT1 A 0 
	Goto See
	
	Hide:
	TNT1 A 0
	TNT1 A 0 a_jumpif(ceilingZ <= 164,"HideRoof")
	TNT1 A 0
	
	HideGround:
	BST7 A 1 
	TNT1 A 0 A_playsound("ZQuTag00",0)
    BST7 A 1 //a_setspeed(1)
	BST7 A 1 a_unsetsolid
	BST7 A 1 a_setscale(0.5,0.05)
	BST7 A 1 A_SetTranslucent(0.20)
	TNT1 A 0 A_playsound("ZQuTag01",0)
		Stalk2:
	ABSP G 1 
	ABSP G  8  a_wander
	ABSP G  1   a_checksight("Stalk2")
	Goto popyet
		popYet:
	ABSP G  1 
	ABSP G  1 a_jumpifcloser(128,"NOW2")
	ABSP G  1 A_setuservar("User_Pop",user_pop+1)
	ABSP G  1 A_jumpif(User_Pop>=100,"NOW2")
	ABSP G  1
	Goto stalk2
	
		Now2:
	TNT1 A 0
	TNT1 A 0 A_playsound("ZQuTag01",0)
	TNT1 A 0 a_setscale(1.0,1.0)
	BST7 A 1 A_setuservar("User_Pop",user_pop==1)	
	BST7 A 1 //a_setspeed(8)
	BST7 A 1 a_setsolid
	TNT1 A 0 A_PlaySound("BETLEAT1",4)
	BST8 EFG 8  
	Goto see
	
	
	HideRoof:
	BST7 A 1
	TNT1 A 0 A_playsound("ZQuTag00",0)
		TNT1 A 0 A_changeflag("Float",TRUE)
	TNT1 A 0 A_changeflag("Nogravity",TRUE)
	TNT1 A 0 thrustthingz(0,128,0,0)
	BST7 A 1 //a_setspeed(1)
	BST7 A 1 a_unsetsolid
	BST7 A 1 a_setscale(0.75,0.1)
	TNT1 A 0 A_playsound("ZQuTag01",0)
	Stalk:
	ABSP G  1 
	ABSP G  8  a_wander
	ABSP G  1   a_checksight("Stalk")
	Goto DropYet
	
	DropYet:
	ABSP G  1 
	ABSP G  1 a_jumpifcloser(128,"NOW")
	TNT1 A 0 thrustthingz(0,128,0,0)
	ABSP G  1 A_setuservar("User_Pop",user_pop+1)
	ABSP G  1 A_jumpif(User_Pop>=100,"NOW")
	ABSP G  1
	Goto stalk
	
	
	Now:
	TNT1 A 0
	TNT1 A 0 A_playsound("ZQuTag01",0)
	TNT1 A 0 a_setscale(1.0,1.0)
	BST7 A 1 A_setuservar("User_Pop",user_pop==1)	
	BST7 A 1 //a_setspeed(8)
	BST7 A 1 a_setsolid
	TNT1 A 0 A_changeflag("Float",FALSE)
	TNT1 A 0 A_changeflag("Nogravity",FALSE)
	TNT1 A 0 A_PlaySound("BETLEAT1",4)
	BST8 EFG 6 
	Goto see
	
  Missile:
    BST8 A 10 Bright A_FaceTarget
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	BST8 A 1 a_JumpIfCloser(600,"Rush")
	
	BST8 B 2 bright
	BST8 C 2 bright A_PlaySound("BETLEAT2",4)
	BST8 DE 2 bright a_facetarget
	TNT1 AAAA 0 A_CustomMissile("BeetleSpitAbyss",18,0,random(-10,10))
	BST8 FG 3 bright
	
	Rush:
    BST8 B 8 Bright A_SkullAttack
    BST8 CD 7 Bright a_facetarget
	TNT1 A 0 A_JumpIfCloser(90,"Melee")
    Goto Missile+3
  Melee:
    BST8 EF 1 Bright A_Custommeleeattack(random(5,15),"Skull/melee")
	BST8 G 1 A_PlaySound("BETLEAT1",4)
	BST8 BCD 2 Bright A_JumpIfCloser(72,"Wrap")
	Goto see
	
	
		Wrap:
	BST8 A 1 A_Warp(AAPTR_TARGET, random(-1,3), 0, 12, random(-45,45), WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
    TNT1 A 0 A_PlaySound("BETLEAT1",4)
	BST8 A 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(5,300)
	TNT1 A 0 A_JumpIfTargetInLOS("See",1)
	BST8 BE 1 A_Warp(AAPTR_TARGET, random(-1,3), 0, 12, random(-45,45), WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
    	BST8 BE 1 A_Warp(AAPTR_TARGET, random(-1,3), 0, 12, random(-45,45), WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
	BST8 BE 1 A_Warp(AAPTR_TARGET, random(-1,3), 0, 12, random(-45,45), WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
    	BST8 BE 1 A_Warp(AAPTR_TARGET, random(-1,3), 0, 12, random(-45,45), WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
	BST8 BE 1 A_Warp(AAPTR_TARGET, random(-1,3), 0, 12, random(-45,45), WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
    	BST8 BE 1 A_Warp(AAPTR_TARGET, random(-1,3), 0, 12, random(-45,45), WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
	BST8 BE 1 A_Warp(AAPTR_TARGET, random(-1,3), 0, 12, random(-45,45), WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
    	BST8 BE 1 A_Warp(AAPTR_TARGET, random(-1,3), 0, 12, random(-45,45), WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
	BST8 BE 1 A_Warp(AAPTR_TARGET, random(-1,3), 0, 12, random(-45,45), WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
    	BST8 BE 1 A_Warp(AAPTR_TARGET, random(-1,3), 0, 12, random(-45,45), WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
	BST8 BE 1 A_Warp(AAPTR_TARGET, random(-1,3), 0, 12, random(-45,45), WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
    	BST8 BE 1 A_Warp(AAPTR_TARGET, random(-1,3), 0, 12, random(-45,45), WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)

	Loop
	
	
  Pain:
  TNT1 A 0
  TNT1 A 0 a_setscale(1.0,1.0)
  	BST7 A 0 //a_setspeed(8)
	BST7 A 0 A_SetTranslucent(1.0)
	BST7 A 0 A_setuservar("User_Pop",user_pop==1)	
	BST7 A 0 a_setsolid
		TNT1 A 0 A_changeflag("Float",FALSE)
	TNT1 A 0 A_changeflag("Nogravity",FALSE)
    BST9 A 3 Bright
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    BST9 A 3 Bright A_Pain
    Goto See
  Death:
    TNT1 A 0
  TNT1 A 0 a_setscale(1.0,1.0)
	BST7 A 1 A_SetTranslucent(1.0)
    BST9 A 6 Bright
    BST9 B 6 Bright A_Scream
    BST9 C 6 Bright 
    BST9 D 6 Bright A_NoBlocking
    BST9 EFGH 6
    BST9 H -1 
    Stop
	Raise:
	BST9 HGFEDCBA 3 
	Goto see
	
	
  }
}



Actor BeetleSpitAbyss
{
   Radius 4
   Height 4
   Speed 20
   Damage (random(1,8))
   PoisonDamage 1
   RenderStyle Add
   Alpha 0.67
   DamageType Poison
   PROJECTILE
   gravity 0.02
   -nogravity
   +usebouncestate
   bouncetype "Hexen"
   Bouncefactor 1.25
   BounceCount 4
   scale 0.25
   DeathSound "imp/shotx"
   Translation "0:255=%[0.02,0.02,0.03]:[0.29,0.49,0.65]"
   States
   {
   Spawn:
   TNT1 A 0
   Fly:
      BLVB A 1 Bright
	     	    TNT1 A 0 BRIGHT A_SpawnItemEx("AbyssShotIdentifier", 0, 0, 0, random(1,7), 0, random(1,5), random(0,359),SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)

	  BLVB B 1 bright 
      loop
	  
	  Bounce:
	  TNT1 A 0 thrustthingz(0,9,0,0)
	  Goto fly
   Death:
      BLVB C 0 Bright 
      BLVB CDEF 4 Bright 
      stop
   }
}




Actor GrayLSoul
{
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("PurpleLSoul",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("GrayLSoul2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}
}

Actor GrayLSoul2
{
  Game Doom
  Species "LSoul"
  BloodColor "white"
  Health 50
  Radius 8
  Height 16
  Mass 50
  yscale 1.5
  floatspeed 2
  Speed 2
  DamageFactor "Antiair", 3.0
     Damagefactor "fire", 1.7
    Damagefactor fire, 1.7
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Meleethreshold 150
  Monster
  +FLOAT
  +NOGRAVITY
  +Dontharmspecies
  +MISSILEMORE
  +Missileevenmore
  +SPAWNCEILING
  +NOICEDEATH
  +nopain
  AttackSound ""
  PainSound ""
   deathsound "Hornet/Death"
  ActiveSound "skull/active"
  DropItem "Backpack",128
  Obituary "%o ?? how did a hive kill you."
  Translation "176:191=96:111", "168:176=96:96", "208:223=96:99", "231:231=96:96", "232:235=104:106"
  Tag "A hive"

states
{
Spawn:
TNT1 A 0
Fly:
TNT1 A 0 ThrustThingz(0,12,0,0)
Idle:
BAL1 A 10 bright 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:
BAL1 A 8 bright 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)

BAL1 A 5 bright A_setscale (1.1,1.4)
BAL1 A 5 bright A_setscale (1.2,1.3)
BAL1 A 5 bright A_setscale (1.3,1.2)
BAL1 A 5 bright A_setscale (1.2,1.3)
TNT1 A 0 A_DualPainAttack("BlackLSoul2")
BAL1 A 5 bright A_setscale (1.1,1.4)
BAL1 A 5 bright A_setscale (1.0,1.5)
Goto see
Pain:
TNT1 A 0
Goto see

Death:
BAL1 A 0  A_Fall
BAL1 A 5 A_setscale(1.5,1.0)
BAL1 A 30
Crash:
TNT1 A 1 A_paindie("BlackLSoul2")
TNT1 A 0 A_scream
stop
}
}



Actor FireBluLSoul
{
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("BlueLSoul",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("FireBluLSoul2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}
}

ACTOR FireBluLSoul2
{
  Game Doom
  Species "LSoul"
  BloodColor "Blue"
  Health 175
  Radius 16
  Height 56
  Mass 50
  Speed 15
  DamageFactor "Antiair", 3.0
     Damagefactor "ice", 1.2
    Damagefactor ice, 1.2
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Damage 3
  Meleethreshold 150
  Monster
  +FLOAT
  +NOGRAVITY
  +Dontharmspecies
  +MISSILEMORE
  +Missileevenmore
  +DONTFALL
  +NOICEDEATH
  +nopain
  AttackSound "skull/melee"
  PainSound "skull/pain"
  DeathSound "skull/death"
  ActiveSound "skull/active"
  RenderStyle SoulTrans
  Obituary "%o was fireblu soul'd."
  Translation "160:167=196:200", "208:223=197:207", "67:73=201:207", "146:151=189:191", "128:133=176:183", "134:143=200:207", "144:147=181:186", "148:150=204:207", "151:151=191:191", "76:79=187:191", "73:76=201:206"
  Tag "Charred skull"
  States
  {
  Spawn:
    SKUL AB 10 Bright A_Look
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH7",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See:
    SKUL AB 6 Bright 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)

    SKUL C 10 Bright A_FaceTarget
    SKUL D 4 Bright A_SkullAttack
    SKUL CD 4 Bright
    Goto Missile+3
  Melee:
    SKUL CD 1 Bright A_Custommeleeattack(random(3,8),"Skull/melee")
			TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH7",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	SKUL C 0 Bright 
	MISL BCD 2 Bright A_Explode(random(10,50),128)
		TNT1 A 0 A_die
	Stop
  Pain:
    SKUL E 3 Bright
			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH7",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SKUL E 3 Bright A_Pain
    Goto See
  Death:
    SKUL F 3 Bright
    SKUL G 3 Bright A_Scream
    SKUL H 3 Bright 
    SKUL I 3 Bright A_NoBlocking
    SKUL J 3
	MISL BCD 3 Bright A_Explode(random(10,50),128)
    SKUL K 2 thrustthingz(0,2,1,0)
    	TNT1 A 0 A_die
	Stop
  }
}

Actor CommonLSoul : Lostsoul
{
Game Doom
Species "LSoul"
DamageFactor "Antiair", 3.0
DamageFactor "DIMp", 0
PainChance "DIMp", 0
Monster
+Dontharmspecies
+Missilemore
+missileevenmore
Tag "LostSoul"

 States
  {
  Spawn:
    SKUL AB 10 Bright 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:
    SKUL AB 6 Bright A_Chase
					TNT1 A 0 A_SpawnitemEx("ColorTierIconCH",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  Missile:
    SKUL C 10 Bright A_FaceTarget
    SKUL D 4 Bright A_SkullAttack
					TNT1 A 0 A_SpawnitemEx("ColorTierIconCH",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SKUL CD 4 Bright
    Goto Missile+2
  Pain:
    SKUL E 3 Bright
					TNT1 A 0 A_SpawnitemEx("ColorTierIconCH",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SKUL E 3 Bright A_Pain
    Goto See
}
}

ACTOR GreenLSoul : Lostsoul
{
  Game Doom
  Species "LSoul"
  BloodColor "Green"
  Health 120
  Radius 16
  Height 56
  Mass 50
  Speed 8
  PainChance 200
  DamageFactor "Antiair", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Damage 3
  Meleethreshold 150
  Monster
  +FLOAT
  +NOGRAVITY
  +Dontharmspecies
  +MISSILEMORE
  +Missileevenmore
  +DONTFALL
  +NOICEDEATH
  AttackSound "skull/melee"
  PainSound "skull/pain"
  DeathSound "skull/death"
  ActiveSound "skull/active"
  RenderStyle SoulTrans
  Obituary "%o was spooked by a green icky lost soul."
  Translation "168:191=112:127", "208:223=112:127", "161:161=112:112", "232:235=124:127","232:235=124:127", "208:223=112:127", "164:167=124:127"
  Tag "Green LostSoul"
  States
  {
  Spawn:
    SKUL AB 10 Bright 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:
    SKUL AB 6 Bright A_Chase
						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  Missile:
    SKUL C 10 Bright A_FaceTarget
    SKUL D 4 Bright A_SkullAttack
						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SKUL CD 4 Bright
    Goto Missile+2
  Melee:
    SKUL CD 9 Bright A_Custommeleeattack(random(3,8),"Skull/melee")
	SKUL C 0 Bright A_Custommissile("SplasherSoul",30,0)
	Goto See
  Pain:
    SKUL E 3 Bright
						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SKUL E 3 Bright A_Pain
    Goto See
  Death:
    SKUL F 6 Bright
    SKUL G 6 Bright A_Scream
    SKUL H 6 Bright A_Custommissile("SplasherSoul",30,0)
    SKUL I 6 Bright A_NoBlocking
    SKUL J 6
    SKUL K 6
    Stop
  }
}

ACTOR SplasherSoul
{
  Game Doom
  Radius 6
  Height 16
  Speed 5
  FastSpeed 5
  Damage (random(5,15))
  DamageType "Poison"
  Projectile
  +RANDOMIZE
  RenderStyle Add
  Alpha 1
  Scale 1.6
  DeathSound "baron/shotx"
  States
  {
  Spawn:
    BAL7 CDE 5 Bright A_Explode(random(5,15),48)
    Stop
  }
}

ACTOR BlueLSoul : Lostsoul
{
  Game Doom
  Species "LSoul"
  BloodColor "blue"
  Health 145
  Radius 16
  Height 56
  Mass 50
  Speed 9
  PainChance 175
  Damage 3
  Meleethreshold 150
  DamageFactor "Antiair", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Monster
  +FLOAT
  +NOGRAVITY
  +Dontharmspecies
  +MISSILEMORE
  +Missileevenmore
  +DONTFALL
  +NOICEDEATH
  AttackSound "skull/melee"
  PainSound "skull/pain"
  DeathSound "skull/death"
  ActiveSound "skull/active"
  RenderStyle SoulTrans
  Dropitem "Healthbonus", 128
  Obituary "%o got themselves a new blue skull"
  Translation "168:191=195:207", "208:223=192:198", "161:161=192:192", "232:235=204:206", "165:167=254:254"
  Tag "Blue LostSoul"
  States
  {
  Spawn:
    SKUL AB 10 Bright 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:
    SKUL AB 6 Bright 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:
  						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SKUL C 3 Bright A_JumpIfCloser(650,"RushIt")
	SKUL C 0 Bright A_Jump(255,"decision")
	Goto See
  Decision:
    SKUL C 0  Bright A_Jump(255,"RushIt", "Psychic")
	Goto See
  RushIt:
    SKUL C 8 Bright A_FaceTarget
    SKUL D 4 Bright A_SkullAttack
    SKUL CD 4 Bright
    Goto RushIt+1
  Psychic:
    SKUL C 7 Bright A_FaceTarget
	SKUL C 0 Bright A_Playsound("fire/fire4")
    SKUL D 4 Bright A_Custombulletattack(6,6,random(1,15),random(1,2),"PsychPuff")
    SKUL CD 4 Bright
	Goto Missile
  Melee:
    SKUL CD 9 Bright A_Custommeleeattack(random(4,9),"Skull/melee")
	Goto See
  Pain:
    SKUL E 3 Bright
							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SKUL E 3 Bright A_Pain
    Goto See
  Death:
    SKUL F 6 Bright
    SKUL G 6 Bright A_Scream
    SKUL H 6 Bright 
    SKUL I 6 Bright A_NoBlocking
    SKUL J 6
    SKUL K 6
    Stop
  }
}

ACTOR PurpleLSoul : Lostsoul
{
  Game Doom
  Species "LSoul"
  BloodColor "Purple"
  Health 150
  Radius 16
  Height 56
  Mass 50
  Speed 9
  PainChance 192
  Damage 3
  Meleethreshold 150
  DamageFactor "Antiair", 3.0
       Damagefactor "ice", 1.2
    Damagefactor ice, 1.2
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Monster
  +FLOAT
  +NOGRAVITY
  +Dontharmspecies
  +MISSILEMORE
  +Missileevenmore
  +Notarget
  +DONTFALL
  +NOICEDEATH
  AttackSound "skull/melee"
  DropItem "HealthBundle", 16
  PainSound "skull/pain"
  DeathSound "skull/death"
  ActiveSound "skull/active"
  RenderStyle SoulTrans
  Obituary "%o found the angry purple lost soul"
  Translation "168:191=251:254", "208:223=250:250", "161:161=168:168"
  Tag "Purple LostSoul"
  States
  {
  Spawn:
    SKUL AB 10 Bright 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:
  TNT1 A 0
  TNT1 A 0 A_ChangeFlag("THRUACTORS",FALSE)
    SKUL AB 6 Bright 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:
    SKUL C 0 Bright A_ChangeFlag("THRUACTORS",TRUE)
								TNT1 A 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SKUL C 8 Bright A_FaceTarget
    SKUL D 4 Bright A_SkullAttack(35)
    SKUL CD 4 Bright A_JumpIfCloser(100,"Reset")
    Goto Missile+4
  Reset:
    SKUL C 0 Bright
    SKUL C 0 Bright A_ChangeFlag("THRUACTORS",FALSE)
	SKUL C 0 Bright
	Goto Missile+3
  Pain:
    SKUL E 3 Bright
								TNT1 A 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SKUL E 3 Bright A_Pain
    Goto Reset2
  Reset2:
    SKUL C 0 Bright
    SKUL C 0 Bright A_ChangeFlag("THRUACTORS",FALSE)
	SKUL C 0 Bright
	Goto See
  Death:
    SKUL F 6 Bright
    SKUL G 6 Bright A_Scream
    SKUL H 6 Bright 
    SKUL I 6 Bright A_NoBlocking
    SKUL J 6
    SKUL K 6
    Stop
  }
}


Actor YellowLSoul
{
  Obituary "%o met the Orange Lost Soul, thats about it"
  Species "LSoul"
  Health 180
  Radius 16
  Height 56
  Mass 50
  Speed 12
  PainChance 120
  Renderstyle "Add"
  Alpha 1
  Scale 1
  PainSound "Forgotten/Pain"
  DeathSound "Forgotten/Death"
  ActiveSound "Forgotten/Active"
  DamageFactor "Antiair", 3.0
       Damagefactor "ice", 1.2
    Damagefactor ice, 1.2
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Dropitem "Healthbonus", 128
  Damage 5
  Monster
  +FloorClip
  +Float
  +NoGravity
  +NoIceDeath
  +DontFall
  +FloatBob
  +NoBlood
  +NOFEAR
  Translation "168:191=220:223"
  Tag "Yellow LostSoul"
  States
  {
  Spawn:
    FRGO A 0 Bright
    FRGO A 0 Bright A_ChangeFlag("FloatBob", 1)
    FRGO AAAAAA 1 bright a_look
		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	FRGO BBBBBB 1 Bright 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:
    FRGO A 0 A_ChangeFlag("FloatBob", 1)
    FRGO AABB 3 Bright A_Chase
		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  Missile:
    FRGO C 0 A_ChangeFlag("FloatBob", 0)
	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    FRGO CCDDC 2 Bright A_FaceTarget
    FRGO D 0 Bright A_PlaySound("Forgotten/Attack")
    FRGO D 2 Bright A_SkullAttack
    FRGO C 2 Bright
	
    FRGO C 0 Bright A_JumpIfTargetInLOS(4, 75)
    FRGO C 0 A_Jump(24, "StopCharge")
    FRGO DC 2 Bright
	
    Goto Missile+11
    FRGO C 0 Bright
    Goto Missile+8
  StopCharge:
    FRGO C 0 A_Stop
    Goto See
  Pain:
    FRGO E 0 A_ChangeFlag("FloatBob", 1)
		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    FRGO E 3 Bright
    FRGO E 3 Bright A_Pain
    Goto See
  Death:
    FRGO E 0 A_ChangeFlag("FloatBob", 0)
    FRGO E 0 A_Stop
    FRGO EF 4 Bright
    FRGO G 6 Bright A_Scream
    FRGO H 6 Bright A_Explode(random(5,15),64)
    FRGO I 6 Bright A_NoBlocking
    FRGO J 6 Bright A_PainDie("CommonLSoul")
    Stop
  }
}

Actor RedLSoul
{
  Obituary "Red Lost Soul? Wouldn't blood dripping soul sound more powerful?"
  Species "LSoul"
  DamageFactor ice, 1.45
  DamageFactor "ice", 1.45
  Health 240
  Radius 16
  Height 56
  Mass 50
  Speed 11
  PainChance 88
  Renderstyle SoulTrans
  Alpha 0.95
  Scale 1.15
  PainSound "Forgotten/Pain"
  DeathSound "Forgotten/Death"
  ActiveSound "Forgotten/Active"
  DropItem "implyingclip"
  Dropitem "Healthbonus", 128
  Dropitem "Healthbonus", 128
  Damage 5
  Monster
  +missileevenmore
  +Missilemore
  +FloorClip
  +Float
  +NoGravity
  +NoIceDeath
  +DontFall
  +FloatBob
  +NOFEAR
  DamageFactor "Antiair", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Translation "76:79=44:47", "136:143=184:191", "128:136=175:183", "64:79=176:191", "208:223=171:181", "161:161=170:170", "144:151=180:191"
  Tag "Bloody Red LostSoul"
  States
  {
  Spawn:
    FRGO A 0 Bright
    FRGO A 0 Bright A_ChangeFlag("FloatBob", 1)
    FRGO AAAAAA 1 bright a_look
		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	FRGO BBBBBB 1 Bright 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:
    FRGO A 0 A_ChangeFlag("FloatBob", 1)
	FRGO A 0 A_SpawnItemEx("RedThingsLS",0,0,0,0,0,0,0, SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    FRGO AABB 3 Bright A_Chase
	FRGO A 0 A_SpawnItemEx("RedThingsLS",0,0,0,0,0,0,0, SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

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

	FRGO C 0 A_Jump(126,"charge")
	FRGO C 0 A_Jump(256,"charge","Spit")
	Spit:
	FRGO C 8 A_FaceTarget
	FRGO D 5 A_Custommissile("SpitBoltLS",12,0,random(-8,8))
    FRGO C 6 A_FaceTarget
			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	FRGO D 3 A_Custommissile("SpitBoltLS",12,0,random(-8,8))
	FRGO C 4 A_FaceTarget
	FRGO D 1 A_Custommissile("SpitBoltLS",12,0,random(-8,8))
	Goto See
	Charge:
    FRGO CCDDC 2 Bright A_FaceTarget
    FRGO D 0 Bright A_PlaySound("Forgotten/Attack")
	FRGO D 0 A_SpawnItemEx("RedThingsLS",0,0,0,0,0,0,0, SXF_NOCHECKPOSITION)
    FRGO D 2 Bright A_SkullAttack(23)
	FRGO D 0 A_SpawnItemEx("RedThingsLS",0,0,0,0,0,0,0, SXF_NOCHECKPOSITION)
    FRGO C 2 Bright
	FRGO C 0 A_SpawnItemEx("RedThingsLS",0,0,0,0,0,0,0, SXF_NOCHECKPOSITION)
    FRGO C 0 Bright A_JumpIfTargetInLOS(4, 75)
    FRGO C 0 A_Jump(24, "StopCharge")
    FRGO DC 2 Bright
    Goto Charge+8
    FRGO C 0 Bright
    Goto Charge+5
  StopCharge:
    FRGO C 0 A_Stop
    Goto See
  Pain:
    FRGO E 0 A_ChangeFlag("FloatBob", 1)
	FRGO E 0 A_SpawnItemEx("RedThingsLS",0,0,0,0,0,0,0, SXF_NOCHECKPOSITION)
    FRGO E 3 Bright
			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	FRGO E 0 A_SpawnItemEx("RedThingsLS",0,0,0,0,0,0,0, SXF_NOCHECKPOSITION)
    FRGO E 3 Bright A_Pain
	FRGO E 0 A_SpawnItemEx("RedThingsLS",0,0,0,0,0,0,0, SXF_NOCHECKPOSITION)
    Goto See
  Death:
    FRGO E 0 A_ChangeFlag("FloatBob", 0)
    FRGO E 0 A_Stop
    FRGO EF 4 Bright A_Explode(random(5,15),64)
    FRGO G 6 Bright A_Scream
    FRGO H 6 Bright A_Explode(random(5,15),64)
    FRGO I 6 Bright A_NoBlocking
    FRGO J 6 Bright A_SpawnItemEx("HKREDDEATH",0,0,0,0,0,0,0, SXF_NOCHECKPOSITION)
    Stop
  }
}

Actor SpitBoltLS
{
  Radius 11
  Height 11
  Mass 25
  Speed 21
  Damage (random(5,42))
  DamageType "Plasma"
  Projectile
  Scale 0.60
  Renderstyle Add
  Alpha 0.95
  SeeSound "Spell/spellCast1"
  DeathSound "fire/Fire4"
  Translation "208:223=176:191", "224:231=176:176"
  States
  {
  Spawn:
   BAL1 AB 8 A_CustomMissile("REDTHINGSHK",3,0, CMF_AIMOFFSET,random(0,360), random(0,360))
   Loop
  Death:
   BAL1 C 4 A_SetTranslucent(0.35)
   BAL1 D 5 
   BAL1 E 5  
   Stop
 }
}

Actor RedThingsLS
{
  Radius 1
  Height 1
  Mass 8
  Speed 9
  Projectile
  +THRUACTORS
  -NOGRAVITY
  Scale 0.15
  Gravity 2
  Renderstyle Add
  Alpha 0.8
  Translation "208:223=176:191", "224:231=176:176"
  States
  {
  Spawn:
   BAL1 AB 12
   BAL1 A 2 A_Jump(32,"Death")
   Loop
  Death:
   BAL1 A 1 A_SetTranslucent(0.35)
   Stop
 }
}

Actor BlackLSoul
{
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("BlackLSoul3",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("RedLSoul",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}
}

Actor CHKeganSurprise
{
states
{
Spawn:
TNT1 AAAAAAAAAAAA 0 A_SpawnitemEx("BlackLSoul3",random(-64,64),random(-64,64),random(-16,64),0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}}


actor BlackLSoulOld3
{
  obituary "%o was killed by the queen bee"
  health 666
  radius 16
  height 32
  painchance 200
  mass 50
  speed 9
  damage 5
  Scale 1.5
  Species "HORNET"
  damagetype "hornet"
  damagefactor "hornet", 0
  DamageFactor "Heroic", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  maxtargetrange 256
  bloodcolor yellow
  deathsound "Hornet/Death"
  MONSTER
  +Thruspecies
  +FLOAT
  +NOGRAVITY
  +FLOATBOB
  +NOBLOODDECALS
  +SPAWNFLOAT
  +Missilemore
  +DONTOVERLAP
  +BOSS
  +NORADIUSDMG
  +NOFEAR
  DropItem "HealthBundle"
  DropItem "HealthBundle"
  DropItem "HealthBundle"
  
  DropItem "BackPack"
  DropItem "BackPackBundle"
 
  Dropitem "RLDemonicWeaponSpawner",8
  Dropitem "RLUniqueWeaponSpawner",20
  Tag "Queen Bee"
  states
  {
  Spawn:
    WASP A 0
	WASP AAAAAAAAAAAAAAAAAAAAAAA 0 A_Spawnitemex("BlackLsoul2",random(-16,16),random(-16,16),random(-6,10),0,0,0,0,SXF_SetMaster| SXF_NOCHECKPOSITION)
	WASP AAAAAAAAAAAAAAAAAAAAAAA 0 A_Spawnitemex("BlackLsoul2",random(-16,16),random(-16,16),random(-6,10),0,0,0,0,SXF_SetMaster| SXF_NOCHECKPOSITION)
	WASP A 0
	Goto Scripted
	Scripted:
	WASP A 0
	WASP A 0 ACS_NamedExecuteAlways("AnnounceBlackSoul")
	WASP A 0
	Goto Idle
    Idle:
    WASP A 0
	WASP A 0 A_PlaySoundEx ("Hornet/Fly", "SoundSlot7", 1,-1)
    WASP AB 2 A_Look
			TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    loop
  See:
  	WASP A 0 A_PlaySoundEx ("Hornet/Fly", "SoundSlot7", 1,-1)
  	WASP A 0 A_JumpIfCloser (256, "Dodge")
	WASP A 0 A_CustomMissile("SparkPuff1",4,0, CMF_AIMOFFSET,random(0,360), random(0,360))
    WASP AB 2 A_Chase
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	loop
  Dodge:
  	WASP A 0 A_PlaySoundEx ("Hornet/Fly", "SoundSlot7", 1,-1)
    WASP A 1 A_FastChase
	WASP A 0 A_CustomMissile("SparkPuff1",4,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	WASP A 1 A_FaceTarget
	WASP B 1 A_FastChase
	WASP B 1 A_FaceTarget
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	WASP A 0 A_CustomMissile("SparkPuff1",4,0, CMF_AIMOFFSET,random(0,360), random(0,360))
    goto See
  Missile:
  	TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

  	WASP A 0 A_PlaySoundEx ("Hornet/Fly", "SoundSlot7", 1,-1)
	WASP A 0 A_CustomMissile("SparkPuff1",4,0, CMF_AIMOFFSET,random(0,360), random(0,360))
    WASP A 2 A_FaceTarget
	WASP A 0 A_CustomMissile("SparkPuff1",4,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	WASP A 2 A_Jump(186,"MINIONS")
	WASP A 0 A_CustomMissile("SparkPuff1",4,0, CMF_AIMOFFSET,random(0,360), random(0,360))
    WASP B 2 A_SkullAttack
    goto See
  MINIONS:
  	TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    WASP AB 3 A_PainAttack("BlackLSoul2")
	WASP A 0 A_CustomMissile("SparkPuff1",4,0, CMF_AIMOFFSET,random(0,360), random(0,360))
    WASP BA 3 A_DualPainAttack("BlackLSoul2")
	WASP A 0 A_CustomMissile("SparkPuff1",4,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	WASP BA 3 A_PainAttack("BlackLSoul2")
	WASP A 0 A_CustomMissile("SparkPuff1",4,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	WASP AB 3 A_DualPainAttack("BlackLSoul2")
	WASP A 0 A_Jump(102,"MINIONS")
	Goto See
  Pain:
    WASP B 1
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	WASP B 1
	WASP B 1
	Goto Dodge
  Death:
    WASP C 1 A_StopSoundEx ("SoundSlot7")
    WASP C 0 A_ChangeFlag ("FLOATBOB", 0)
    WASP C 0 A_ScreamAndUnblock
  Fall:
    WASP C 1 A_CheckFloor ("Splat")
	loop
  Splat:
    WASP D 1 A_Stop
    WASP D 0 A_PlaySound ("Hornet/Splat")
	WASP D -1
	stop
  }
}


ACTOR BLSoulAss
{
	Radius 40
	Height 70
	Speed 1
	scale 0.33
	monster
	+nointeraction
	+noclip
	-countkill
	states
	{
	Spawn:
	TNT1 A 0
	Goto Live
	Live:
         BBOM B 1 bright A_Warp(AAPTR_MASTER, -2, 0, -12, 0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)       
		 BFE1 B 0 bright 
		 BBOM B 0 bright a_setscale(0.33,0.33)
		 BBOM B 1 bright A_Warp(AAPTR_MASTER, -2, 0, -12, 0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		 BFE1 B 0 bright
		 BBOM B 0 bright a_setscale(0.38,0.38)
		 BFE1 B 0 Bright 
		 
		loop
		Death:
		 TNT1 A 0
		Stop
	}
}



actor BlackLSoul3
{
  obituary "%o was killed by the queen bee"
  health 1500
  radius 16
  height 32
  painchance 128
  mass 50
  speed 9
  damage 5
  Scale 2.0
  Species "HORNET"
  damagetype "hornet"
  damagefactor "hornet", 0
  DamageFactor "Heroic", 3.0
   DamageFactor fire, 2.0
    DamageFactor "fire", 2.0
  DamageFactor "DIMp", 0
  RadiusDamageFactor 0.5
  PainChance "DIMp", 0
  maxtargetrange 256
  bloodcolor yellow
  deathsound "Hornet/Death"
  MONSTER
  +Thruspecies
  +FLOAT
  +NOGRAVITY
  +NOBLOODDECALS
  +SPAWNFLOAT
  +Missilemore
  +DONTOVERLAP
  +BOSS
  +NOFEAR
  DropItem "HealthBundle"
  DropItem "HealthBundle"
  DropItem "HealthBundle"
  
  DropItem "BackPack"
  DropItem "BackPackBundle"
 
  Dropitem "RLDemonicWeaponSpawner",8
  Dropitem "RLUniqueWeaponSpawner",20
  Tag "Queen Bee"
  states
  {
  Spawn:
    WASP A 0
	WASP AAA 0 A_Spawnitemex("BlackLsoul2",random(-16,16),random(-16,16),random(-6,10),0,0,0,0,SXF_SetMaster| SXF_NOCHECKPOSITION)
	WASP AAA 0 A_Spawnitemex("BlackLsoul2",random(-16,16),random(-16,16),random(-6,10),0,0,0,0,SXF_SetMaster| SXF_NOCHECKPOSITION)
	WASP A 0 a_spawnitemex("BLSoulAss",0,0,-12,0,0,0,0,SXF_SETMASTER|SXF_NOCHECKPOSITION)
	Goto Scripted
	Scripted:
	WASP A 0
	WASP A 0 ACS_NamedExecuteAlways("AnnounceBlackSoul")
	WASP A 0
	Goto Idle
    Idle:
    WASP A 0
	WASP A 0 A_PlaySoundEx ("Hornet/Fly", "SoundSlot7", 1,-1)
    WASP AB 2 A_Look
			TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    loop
  See:
  	WASP A 0 A_PlaySoundEx ("Hornet/Fly", "SoundSlot7", 1,-1)
  	WASP A 0 A_JumpIfCloser (256, "Dodge")
	WASP A 0 A_CustomMissile("SparkPuff1",4,0, CMF_AIMOFFSET,random(0,360), random(0,360))
    WASP AB 2 A_Chase
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	loop
  Dodge:
  	WASP A 0 A_PlaySoundEx ("Hornet/Fly", "SoundSlot7", 1,-1)
    WASP A 1 A_FastChase
	WASP A 0 A_CustomMissile("SparkPuff1",4,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	WASP A 1 A_FaceTarget
	WASP B 1 A_FastChase
	WASP B 1 A_FaceTarget
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	WASP A 0 A_CustomMissile("SparkPuff1",4,0, CMF_AIMOFFSET,random(0,360), random(0,360))
    goto See
  Missile:
  	TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

  	WASP A 0 A_PlaySoundEx ("Hornet/Fly", "SoundSlot7", 1,-1)
	WASP A 0 A_CustomMissile("SparkPuff1",4,0, CMF_AIMOFFSET,random(0,360), random(0,360))
    WASP A 2 A_FaceTarget
	WASP A 0 A_CustomMissile("SparkPuff1",4,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	WASP A 2 A_Jump(255,"MINIONS","Stinger","HurtSoul")
	WASP A 0 A_CustomMissile("SparkPuff1",4,0, CMF_AIMOFFSET,random(0,360), random(0,360))
    WASP B 2
    goto See
	
	
	HurtSoul:
    WASP A 0 bright
	WASP A 0 bright 
	   WASP A 12 A_FaceTarget
	WASP B 8 bright A_CustomMissile("BSoulHellNo",0,0,0)
	WASP A 0 A_Jump(128,"Stinger")
	Goto see
	
	Stinger:
	WASP A 0 bright
	WASP A 0 bright 
	WASP B 2 bright A_CustomMissile("BLsoulStinger1",0,0,0)
	WASP A 0 A_Jump(128,"ThatWay")
	TNT1 A 0 A_jumpifhealthlower(800,"FasterBee")
	     WASP A 5 ThrustThing(angle*256/360+64, 20, 0, 0)
		 WASP B 5 bright A_CustomMissile("BsoulStinger2",0,0,0)
		 WASP A 5 bright
		 WASP B 5 bright A_CustomMissile("BsoulStinger1",0,0,0)
		 WASP A 5 bright
		 WASP B 5 bright A_CustomMissile("BsoulStinger2",0,0,0)
		 WASP A 5 bright a_stop
		 TNT1 A 0 A_jump(32,"ThatWay")
		 	     WASP A 5 ThrustThing(angle*256/360+192, 20, 0, 0)
		 WASP B 5 bright A_CustomMissile("BsoulStinger1",0,0,0)
		 WASP A 5 bright
		 WASP B 5 bright A_CustomMissile("BsoulStinger2",0,0,0)
		 WASP A 5 bright
		 WASP B 5 bright A_CustomMissile("BsoulStinger1",0,0,0)
		 WASP A 5 bright a_stop
		 Goto see
		 
		 FasterBee:
		 TNT1 A 0
		 	     WASP A 3 ThrustThing(angle*256/360+64, 25, 0, 0)
		 WASP B 2 bright A_CustomMissile("BsoulStinger2",0,0,0)
		 WASP A 2 bright
		 WASP B 2 bright A_CustomMissile("BsoulStinger1",0,0,0)
		 WASP A 2 bright
		 WASP B 2 bright A_CustomMissile("BsoulStinger2",0,0,0)
		 WASP A 1 bright a_stop
		 TNT1 A 0 A_jump(32,"FasterBee2")
		 	     WASP A 3 ThrustThing(angle*256/360+192, 25, 0, 0)
		 WASP B 2 bright A_CustomMissile("BsoulStinger1",0,0,0)
		 WASP A 2 bright
		 WASP B 2 bright A_CustomMissile("BsoulStinger2",0,0,0)
		 WASP A 2 bright
		 WASP B 2 bright A_CustomMissile("BsoulStinger1",0,0,0)
		 WASP A 5 bright a_stop
		 Goto see
		 
		 		 FasterBee2:
		 TNT1 A 0
		 	     WASP A 3 ThrustThing(angle*256/360+192, 25, 0, 0)
		 WASP B 2 bright A_CustomMissile("BsoulStinger2",0,0,0)
		 WASP A 2 bright
		 WASP B 2 bright A_CustomMissile("BsoulStinger1",0,0,0)
		 WASP A 2 bright
		 WASP B 2 bright A_CustomMissile("BsoulStinger2",0,0,0)
		 WASP A 1 bright a_stop
		 TNT1 A 0 A_jump(32,"FasterBee")
		 	     WASP A 3 ThrustThing(angle*256/360+64, 25, 0, 0)
		 WASP B 2 bright A_CustomMissile("BsoulStinger1",0,0,0)
		 WASP A 2 bright
		 WASP B 2 bright A_CustomMissile("BsoulStinger2",0,0,0)
		 WASP A 2 bright
		 WASP B 2 bright A_CustomMissile("BsoulStinger1",0,0,0)
		 WASP A 5 bright a_stop
		 Goto see
		 
		 
		 
		 
		 
		 ThatWay:
TNT1 A 0
TNT1 A 0 A_jumpifhealthlower(800,"FasterBee2")
	     WASP A 5 ThrustThing(angle*256/360+192, 20, 0, 0)
		 		 WASP B 5 bright A_CustomMissile("BsoulStinger2",0,0,0)
				 WASP A 5 bright
		 WASP B 5 bright A_CustomMissile("BsoulStinger1",0,0,0)
		 WASP A 5 bright
		 WASP B 5 bright A_CustomMissile("BsoulStinger2",0,0,0)
		 WASP A 5 bright a_stop
		 	     WASP A 5 ThrustThing(angle*256/360+64, 20, 0, 0)
		 WASP B 5 bright A_CustomMissile("BsoulStinger1",0,0,0)
		 WASP A 5 bright
		 WASP B 5 bright A_CustomMissile("BsoulStinger2",0,0,0)
		 WASP A 5 bright
		 WASP B 5 bright A_CustomMissile("BsoulStinger1",0,0,0)
		 WASP A 5 bright a_stop
		 Goto See
	
	
  MINIONS:
  	TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)
    WASP A 0 A_JumpIfCloser (256, "Dodge")
    WASP AB 8 a_stop
	WASP A 6 A_CustomMissile("RedRevLoad", 18, 0,0)
	WASP ABABABAB 4 bright
	WASP A 6 A_CustomMissile("RedRevLoad", 18, 0,0)
    WASP ABABABAB 4 bright
    WASP AB 3 A_PainAttack("BlackLSoul2")
	WASP A 0 A_CustomMissile("SparkPuff1",4,0, CMF_AIMOFFSET,random(0,360), random(0,360))
    WASP BA 3 A_DualPainAttack("BlackLSoul2")
	WASP A 0 A_CustomMissile("SparkPuff1",4,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	WASP BA 3 A_PainAttack("BlackLSoul2")
	WASP A 0 A_CustomMissile("SparkPuff1",4,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	WASP AB 3 A_DualPainAttack("BlackLSoul2")
	
	Goto See
  Pain:
    WASP B 1
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	WASP B 1
	WASP B 1
	Goto Dodge
  Death:
    WASP C 1 A_StopSoundEx ("SoundSlot7")
	WARP D 0 A_Killchildren(extreme)
    WASP C 0 A_ScreamAndUnblock
  Fall:
    WASP C 1 A_CheckFloor ("Splat")
	loop
  Splat:
    WASP D 1 A_Stop
    WASP D 0 A_PlaySound ("Hornet/Splat")
	WASP D -1
	stop
  }
}



ACTOR BSoulHellNo2
{
  Radius 1
  Height 1
  Speed 15
  Projectile
  +nointeraction
  +noclip
  Alpha 1
    scale 0.25
  States
  {
  Spawn:
    WASP AB 2 Bright 
  Death:
    WASP AB 2 a_stop
    Stop
  }
}


ACTOR BSoulHellNo
{
  
  Radius 6
  Height 6
  Speed 16
  Damage (random(1,2))
  DamageType "Melee"
  Projectile
  +Seekermissile
  scale 0.45
  SeeSound "baron/attack"
  DeathSound "baron/shotx"
  States
  {
  Spawn:
    WASP A 2 Bright A_Seekermissile(10,10,SMF_PRECISE)
	WASP BB 0 Bright A_Spawnitemex("BSoulHellNo2",random(-8,8),random(-8,8),random(-8,8),random(1,9),0,random(-15,15),random(0,120))
    WASP BB 0 Bright A_Spawnitemex("BSoulHellNo2",random(-8,8),random(-8,8),random(-8,8),random(1,9),0,random(-15,15),random(120,240))
    WASP BB 0 Bright A_Spawnitemex("BSoulHellNo2",random(-8,8),random(-8,8),random(-8,8),random(1,9),0,random(-15,15),random(240,359))
	 
		WASP B 2 Bright  A_PlaySoundEx ("Hornet/Fly", "SoundSlot7", 1,-1)
	Loop
  Death:
    TNT1 A 0 Bright
		WASP BB 0 Bright A_Spawnitemex("BSoulHellNo2",random(-8,8),random(-8,8),random(-8,8),random(1,9),0,random(-15,15),random(0,120))
    WASP BB 0 Bright A_Spawnitemex("BSoulHellNo2",random(-8,8),random(-8,8),random(-8,8),random(1,9),0,random(-15,15),random(120,240))
    WASP BB 0 Bright A_Spawnitemex("BSoulHellNo2",random(-8,8),random(-8,8),random(-8,8),random(1,9),0,random(-15,15),random(240,359))

	WASP D 0 A_PlaySound ("Hornet/Splat")
	
    Stop
	
	  xDeath:
    TNT1 A 0 Bright
		WASP BB 0 Bright A_Spawnitemex("BSoulHellNo2",random(-8,8),random(-8,8),random(-8,8),random(1,9),0,random(-15,15),random(0,120))
    WASP BB 0 Bright A_Spawnitemex("BSoulHellNo2",random(-8,8),random(-8,8),random(-8,8),random(1,9),0,random(-15,15),random(120,240))
    WASP BB 0 Bright A_Spawnitemex("BSoulHellNo2",random(-8,8),random(-8,8),random(-8,8),random(1,9),0,random(-15,15),random(240,359))
    TNT1 A 3 a_explode(random(10,30),32,0)
		WASP BBB 0 Bright A_Spawnitemex("BSoulHellNo3",random(-8,8),random(-8,8),random(-8,8),random(1,9),0,random(-15,15),random(0,120))
    WASP BBB 0 Bright A_Spawnitemex("BSoulHellNo3",random(-8,8),random(-8,8),random(-8,8),random(1,9),0,random(-15,15),random(120,240))
    WASP BBB 0 Bright A_Spawnitemex("BSoulHellNo3",random(-8,8),random(-8,8),random(-8,8),random(1,9),0,random(-15,15),random(240,359))
	
    Stop
	
	
  }
}


Actor BSoulHellNo3
{
  Radius 5
  Height 5
  Speed 20
  Damage (random(1,2))
  Projectile
  +ThruGhost
  +Seekermissile
  +THRUACTORS
  Scale 0.35
  Seesound "weapons/firmfi"
  DeathSound "weapons/firex4"
  States
  {
  Spawn:
    WASP A 1 Bright A_SeekerMissile(32,255, SMF_PRECISE|SMF_LOOK,255)
	WASP B 1 Bright A_Explode(1,22)
	WASP A 1 Bright A_Jump(12,"Death")
    Loop
  Death:
    CBAL CDEFG 1 Bright
    Stop
  }
}


actor BSoulStinger1
{
radius 2
height 2
damage (random(5,25))
Damagetype Melee
PoisonDamage 6
PoisonDamageType Poison
speed 35
YScale 0.6
XScale 1.4
Decal BulletChip
species "Hornet"
SeeSound "Jam/Jamd"
attacksound "moloch/nailhitbleed"
Deathsound "gas/gas1"
PROJECTILE
+SPAWNSOUNDSOURCE
+BLOODSPLATTER
+thruspecies
Translation "0:255=%[0.00,0.00,0.00]:[0.36,0.36,0.36]"

states
{
Spawn:
BLAD A 1 bright
loop
Death:
6PUF A 0 A_PlaySound("moloch/nailhit")
6PUF ABCDEF 1 bright A_Explode(random(2,5),64)
FBL1 EFG 1 bright A_Explode(random(2,8),64)
FBL1 G 1 bright A_SpawnItemEx("Trail12",0,0,1)
Stop
}
}


ACTOR BSoulStinger2
{
radius 2
height 2
damage (random(5,25))
Damagetype Melee
PoisonDamage 6
PoisonDamageType Poison
speed 1
species "Hornet"
YScale 0.6
XScale 1.4
Decal BulletChip
SeeSound "Jam/Jamd"
attacksound "moloch/nailhitbleed"
Deathsound "gas/gas1"
PROJECTILE
+SPAWNSOUNDSOURCE
+BLOODSPLATTER
+thruspecies
Translation "0:255=%[0.00,0.00,0.00]:[0.36,0.36,0.36]"

   States
   {
   Spawn:
   TNT1 A 0 
      BLAD A random(12,32) Bright a_jump(128,"Delay")
	  BLAD A 0 Bright A_ScaleVelocity(random(12,83))
   Goto Fly
       FLY:
	   BLAD A 2 Bright
	   Loop
	   Delay:
	   TNT1 A 0
	    BLAD A 12 Bright a_jump(64,"Delay")
		 BLAD A 0 Bright A_ScaleVelocity(random(12,83))
	     Goto Fly
	   
	   
   Death:
6PUF A 0 A_PlaySound("moloch/nailhit")
6PUF ABCDEF 1 bright A_Explode(random(2,5),64)
FBL1 EFG 1 bright A_Explode(random(2,8),64)
FBL1 G 1 bright A_SpawnItemEx("Trail12",0,0,1)
Stop
   }
}






actor BlackLSoul2
{
  obituary "%o couldn't take a little sting"
  health 18
  Species "HORNET"
  radius 14
  height 26
  mass 30
  speed 18
  painchance 255
  Scale 0.5
  damagefactor "fire", 0.2
  damagefactor "plasma", 0.4
  DamageFactor "Antiair", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  maxtargetrange 256
  bloodcolor yellow
  deathsound "Hornet/Death"
  MONSTER
  +FLOAT
  +ThruSpecies
  +NOGRAVITY
  +FLOATBOB
  +NOBLOODDECALS
  +dontharmclass
  +SPAWNFLOAT
  +DONTOVERLAP
  -NORADIUSDMG
  -Countkill
  DropItem "HealthBonus", 88
  DropItem "implyingclip", 78
  DropItem "CH_Shell", 42
  DropItem "CH_Cell", 24
  tag "Bee"
  states
  {
  Spawn:
    WASP A 0
	WASP A 0 A_PlaySoundEx ("Hornet/Fly", "SoundSlot7", 1,-1)
    WASP AB 2 A_Look
    loop
  See:
  	WASP A 0 A_PlaySoundEx ("Hornet/Fly", "SoundSlot7", 1,-1)
  	WASP A 0 A_JumpIfCloser (256, "Dodge")
    WASP AB 2 A_Chase
	loop
  Dodge:
  	WASP A 0 A_PlaySoundEx ("Hornet/Fly", "SoundSlot7", 1,-1)
    WASP A 1 A_FastChase
	WASP A 1 A_FaceTarget
	WASP B 1 A_FastChase
	WASP B 1 A_FaceTarget
    goto See
  Missile:
  	WASP A 0 A_PlaySoundEx ("Hornet/Fly", "SoundSlot7", 1,-1)
    WASP A 2 A_FaceTarget
    WASP B 2 A_SkullAttack(30)

	
	WASP B 10  A_JumpIfCloser (16, "melee")
	WASP B 10 A_CheckFloor ("Death")
		WASP B 10  A_JumpIfCloser (16, "melee")
	WASP B 10 A_CheckFloor ("Death")
	WASP B 10  A_JumpIfCloser (16, "melee")
	WASP B 10 A_CheckFloor ("Death")
		WASP B 10  A_JumpIfCloser (16, "melee")
	WASP B 10 A_CheckFloor ("Death")
		WASP B 10  A_JumpIfCloser (16, "melee")
	WASP B 10 A_CheckFloor ("Death")
		WASP B 10  A_JumpIfCloser (16, "melee")
	WASP B 10 A_CheckFloor ("Death")

	
	Goto see
	

	
	Melee:
	TNT1 A 0

	WASP A 5 A_FaceTarget
    WASP B 3 A_custommeleeattack(random(1,2),"GENTLES1")
	Goto see
	
  Death:
  
    WASP C 1 A_die
    WASP C 1 A_StopSoundEx ("SoundSlot7")
    WASP C 0 A_ChangeFlag ("FLOATBOB", 0)
    WASP C 0 A_ScreamAndUnblock
  Fall:
    WASP C 1 A_CheckFloor ("Splat")
	loop
  Splat:
    WASP D 1 A_Stop
    WASP D 1 A_PlaySound ("Hornet/Splat")
	WASP D 64
	WASP D 1  A_SetTranslucent(0.9)
	WASP D 1  A_SetTranslucent(0.8)
	WASP D 1  A_SetTranslucent(0.7)
	WASP D 1  A_SetTranslucent(0.6)
	WASP D 1  A_SetTranslucent(0.5)
	WASP D 1  A_SetTranslucent(0.4)
	WASP D 1  A_SetTranslucent(0.3)
	WASP D 1  A_SetTranslucent(0.2)
	WASP D 1  A_SetTranslucent(0.1)
	stop
  }
}

Actor WhiteLSoul
{
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
TNT1 A 0 A_JumpIf(CallACS("CH_ExBoss") == 1, "EX1") 
TNT1 A 0 A_JumpIf(CallACS("CH_ExBoss") == 2, "EX2") 
TNT1 A 0 A_JumpIf(CallACS("CH_ExBoss") == 3, "EX3") 

TNT1 A 0 A_SpawnitemEx("WhiteLSoul2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("BlackLSOUL",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop


EX1No:
TNT1 A 0
TNT1 A 0 A_SpawnitemEx("WhiteLSoul2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop

EX3:
TNT1 A 0
TNT1 A 0 A_SpawnitemEx("WhiteLSoulEX",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop

EX2:
TNT1 A 0
TNT1 A 0 A_jump(128,"EX1No")
TNT1 A 0 A_SpawnitemEx("WhiteLSoulEX",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop

EX1:
TNT1 A 0
TNT1 A 0 A_jump(232,"EX1No")
TNT1 A 0 A_SpawnitemEx("WhiteLSoulEX",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}}


ACTOR WhiteLSoul2
{ 
  obituary "%o met the randomized terror of white lost soul"
  health 4500
  radius 16
  height 32
  mass 400
  speed 19
  painchance 22
  renderstyle Add
  Alpha 0.8
  attacksound "skull/melee"
  PainSound "WSOUL/hurt"
  DeathSound  "WSOUL/Death"
  ActiveSound  "WSOUL/Sight"
  species "whitelsoul"
  DamageFactor "Heroic", 3.0
       Damagefactor "ice", 0.2
    Damagefactor ice, 0.2
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  MONSTER
  +donthurtspecies
  +dontharmclass
  +FLOAT
  +boss
  -noradiusdmg
  +NOGRAVITY
  +NOICEDEATH
  +MISSILEMORE
  +DONTFALL
  +NOBLOOD
  +dontmorph 
  +notarget
  +NOFEAR
  DropItem "CH_MegaSphere"
  DropItem "BackPack"
   DropItem "BackPackBundle"
 
  DropItem "CH_CellPack", 188
   DropItem "CH_CellPack", 188
  DropItem "CH_Cell", 174
   DropItem "CH_Cell", 174
    DropItem "CH_Cell", 174
	 DropItem "CH_Cell", 174
  DropItem "CH_BFG9000", 78
  DropItem "CH_BlueArmor", 128
  DropItem "CH_PlasmaRifle", 182
    Dropitem "RareArmorPool", 128
  Dropitem "RLDemonicWeaponSpawner",8
  Dropitem "RLLegendaryWeaponSpawner", 4
  Dropitem "RLUniqueWeaponSpawner",16
  tag "The shifter"
  states
  {
  Spawn:
    ETHS A 0
	ETHS A 0
	ETHS A 0
Goto Scripted
	Scripted:
	ETHS A 0
	ETHS A 0 ACS_NamedExecuteAlways("AnnounceWhiteSoul")
	ETHS A 0
	Goto Idle
  Idle:
    ETHS ABCD 10 bright A_Look
		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    loop
  See:
    ETHS A 0 bright A_ChangeFlag(nopain,false)
    ETHS AABB 3 bright a_chase
			TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	ETHS CCDD 3 bright A_Chase 
			TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    loop
  Missile:
    ETHS C 0 Bright A_Changeflag(Nopain, true)
    ETHS C 3 bright  A_Playsound("WSOUL/form")
			TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    ETHS E 3 bright 
    ETHS F 3 bright A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	ETHS F 0 bright A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	ETHS F 0 bright A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
    ETHS P 3 bright A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	ETHS P 0 bright A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	ETHS P 0 bright A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
    ETHS Q 1 bright A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	ETHS Q 1 bright A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	ETHS Q 1 bright A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
    ETHS R 1 bright A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	ETHS R 1 bright A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	ETHS R 1 bright A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	ETHS R 1 bright A_Jump(256,"revform","archform","baronform")
    goto See
	revform:
	SKEL L 0 A_Changeflag(Float,false)
	SKEL L 0 A_Changeflag(nogravity,false)
	SKEL L 0 A_Changeflag(dontfall,false)
	SKEL L 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	SKEL L 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	SKEL L 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	SKEL L 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	SKEL L 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	SKEL L 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	SKEL L 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	SKEL L 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	SKEL L 5 A_Playsound("skeleton/sight")
	SKEL L 4 
	SKEL ABGG 2 A_FaceTarget
	SKEL J 6 A_FaceTarget
    SKEL K 0 A_Custommissile("RevenantTracer",50, 7,5)
	SKEL K 0 A_Custommissile("RevenantTracer",50,-7,-5)
	SKEL J 4 A_FaceTarget
	SKEL K 7 A_Custommissile("AcidBlast1",50, 7,12)
	SKEL K 0 A_Custommissile("AcidBlast1",50,-7,-12)
	SKEL J 4 A_FaceTarget
	SKEL K 7 A_Custommissile("zap7",50, 7,1)
	SKEL K 0 A_Custommissile("zap7",50,-7,-1)
	SKEL J 4 A_FaceTarget
	SKEL K 7 A_Custommissile("Purp1",50, 7,9)
	SKEL K 0 A_Custommissile("Purp1",50,-7,-9)
	SKEL J 4 A_FaceTarget
	SKEL K 7 A_Custommissile("Homer1",50, 7,15)
	SKEL K 0 A_Custommissile("Homer1",50,-7,-15)
	SKEL K 4
	SKEL L 4 A_PainAttack("RevEgg",0,PAF_NOSKULLATTACK)
	SKEL L 0 
	SKEL L 0 A_Changeflag(Float,true)
	SKEL L 0 A_Changeflag(nogravity,true)
	SKEL L 0 A_Changeflag(dontfall,true)
	SKEL L 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	SKEL L 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	SKEL L 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	SKEL L 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	SKEL L 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	SKEL L 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	SKEL L 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	SKEL L 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	SKEL L 0
	Goto See
  Baronform:
    BOSS H 0 A_Changeflag(Float,false)
	BOSS H 0 A_Changeflag(nogravity,false)
	BOSS H 0 A_Changeflag(dontfall,false)
	BOSS H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOSS H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOSS H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOSS H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOSS H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOSS H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOSS H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOSS H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOSS H 8 A_Playsound("baron/sight")
	BOSS EEF 8 A_FaceTarget
    BOSS G 7 A_BruisAttack
	BOSS PQ 5 A_FaceTarget 
	BOSS R 5 ACS_NamedExecuteWithResult("BaronMissile",1)
	BOSS EF 5 A_FaceTarget
	BOSS G 5 A_Custommissile("Spspit2",32,5,random(-1,1))
	BOSS PQ 5 A_FaceTarget
    BOSS R 3 A_Custommissile("Spspit2",32,5,random(-8,8))
	BOSS EF 3 A_FaceTarget
	BOSS G 3 A_Custommissile("SmashBalls2",32,5,random(-8,8))
	BOSS PQ 6 A_FaceTarget
    BOSS R 6 A_Custommissile("SmashBalls2",32,5,random(-1,1))
	BOSS EF 5 A_FaceTarget
	BOSS G 0 A_Custommissile("BaronWave",32,5,1)
	BOSS G 0 A_Custommissile("BaronWave",32,5,3)
	BOSS G 0 A_Custommissile("BaronWave",32,5,-3)
	BOSS G 0 A_Custommissile("BaronWave",32,5,6)
	BOSS G 0 A_Custommissile("BaronWave",32,5,-6)
	BOSS G 0 A_Custommissile("BaronWave",32,5,9)
	BOSS G 0 A_Custommissile("BaronWave",32,5,-9)
	BOSS G 5
	BOSS PQ 5 A_FaceTarget
    BOSS R 5 A_Custommissile("Spear11",32,5,random(-1,1))
	BOSS H 5
	BOSS H 8 A_PainAttack("HKEgg",0,PAF_NOSKULLATTACK)
	BOSS H 0
	BOSS H 0 A_Changeflag(Float,true)
	BOSS H 0 A_Changeflag(nogravity,true)
	BOSS H 0 A_Changeflag(dontfall,true)
	BOSS H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOSS H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOSS H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOSS H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOSS H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOSS H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOSS H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOSS H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOSS H 0
	Goto See
	Archform:
	VILE Q 0 A_Changeflag(Float,false)
	VILE Q 0 A_Changeflag(nogravity,false)
	VILE Q 0 A_Changeflag(dontfall,false)
	VILE Q 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	VILE Q 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	VILE Q 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	VILE Q 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	VILE Q 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	VILE Q 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	VILE Q 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	VILE Q 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	VILE Q 8 A_Playsound("vile/sight")
	VILE G 5 A_Facetarget
	VILE H 4 A_SpawnitemEx("Bluegash",0,0,32) 
	VILE IJKLM 7 Bright A_Facetarget
	VILE N 1 Bright A_Custommissile("BigBolt2",32,0)
	VILE G 0 Bright A_VileStart
    VILE G 7 Bright A_FaceTarget
    VILE H 6 Bright A_VileTarget("ArcRing1")
    VILE IJKLM 5 Bright A_FaceTarget
	VILE N 4 Bright A_VileTarget("ArcRing1")
	VILE O 0 Bright A_CheckSight("See")
    VILE O 7 Bright A_VileTarget("ArcRing2")
	VILE O 4 Bright A_Custommissile("ArcRing2",12,0,random(-3,3))
	VILE O 2 Bright A_Custommissile("ArcRing2",12,0,random(-3,3))
    VILE P 12 Bright
	VILE Q 3 Bright A_SpawnitemEx("ArchSpawnerOrb",random(-24,24),random(-24,24),6,SXF_NOCHECKPOSITION|SXF_SETMASTER) 
	VILE Q 2 Bright A_SpawnitemEx("ArchSpawnerOrb",random(-24,24),random(-24,24),6,SXF_NOCHECKPOSITION|SXF_SETMASTER) 
	VILE Q 1 Bright A_SpawnitemEx("ArchSpawnerOrb",random(-24,24),random(-24,24),6,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	VILE Q 0 A_Changeflag(Float,true)
	VILE Q 0 A_Changeflag(nogravity,true)
	VILE Q 0 A_Changeflag(dontfall,true)
	Vile Q 8
	Goto See
  Pain:
    ETHS G 3 bright
			TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    ETHS G 3 bright A_Pain
    goto See
  Death:
    ETHS F 2 bright A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	ETHS F 1 Bright A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	ETHS F 2 bright A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	ETHS F 1 Bright A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	ETHS F 2 bright A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	ETHS F 1 Bright A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	ETHS F 2 bright A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	ETHS F 1 Bright A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	ETHS F 1 Bright A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	ETHS F 2 bright A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	ETHS F 1 Bright A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	ETHS F 1 Bright A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	ETHS F 2 bright A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	ETHS F 1 Bright A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	SKEL L 0 bright A_PlaySound("Skeleton/death")
	SKEL LMNOP 1 Bright A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOSS I 0 bright A_PlaySound("Baron/death")
	BOSS IJKLMNO 1 Bright A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	VILE Q 0 bright A_PlaySound("Vile/death")
	VILE QRSTUVWXYZ 1 Bright A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
    ETHS HIJKLMN 6 bright
	ETHS O 12  bright A_ScreamAndUnblock
	ETHS O 0
    stop
  }
}

ACTOR HKEgg
{
	Health 50
    Radius 20
    Height 32
	species "whitelsoul"
	Monster
	+NoPain
	+NoTarget
	+Float
	+Floatbob
    +NOGRAVITY
	+LookAllaround
	-countkill
	Speed 3
    DropItem "HealthBundle"
	DropItem "implyingclip", 128,3
    DropItem "CH_Shell", 72,2
    DropItem "CH_Cell", 32,2
    Alpha 0.95
	Scale 2
	Translation "168:191=80:95", "208:223=80:95", "224:231=4:4", "232:235=94:94"
   states
   {
   Spawn:
      BAL1 AB 4 A_Look
      loop
   See:
   	  BAL1 A 16 A_Playsound("Knight/sight")
      BAL1 B 12 a_setscale(1.5,2)
	  BAL1 A 12 a_setscale(2,1.5)
	  BAL1 B 12 a_setscale(1.5,2)
	  BAL1 A 12 a_setscale(2,1.5)
	  BAL1 B 12 a_setscale(1.5,2)
	  BAL1 A 12 a_setscale(2,1.5)
	  BAL1 B 12 a_setscale(1.5,2)
	  BAL1 A 12 a_setscale(2,1.5)
	  BAL1 C 2 A_PainAttack("CommonHK",0,PAF_NOSKULLATTACK)
	  Goto Death
   Death:
      BAL1 D 3 BRIGHT
      BAL1 E 3 BRIGHT
    	TNT1 A 0 A_die
	Stop
   }
}

ACTOR RevEgg
{
	Health 50
    Radius 20
    Height 32
	species "whitelsoul"
	Monster
	+NoPain
	+NoTarget
	+Float
	+Floatbob
    +NOGRAVITY
	+LookAllaround
	-countkill
	Speed 3
    DropItem "HealthBundle"
	DropItem "implyingclip", 128,2
    DropItem "CH_Shell", 72,2
    DropItem "CH_Cell", 32
    Alpha 0.95
	Scale 2
	Translation "168:191=80:95", "208:223=80:95", "224:231=4:4", "232:235=94:94"
   states
   {
   Spawn:
      BAL1 AB 4 A_Look
      loop
   See:
   	  BAL1 A 16 A_Playsound("skeleton/sight")
      BAL1 B 12 a_setscale(1.5,2)
	  BAL1 A 12 a_setscale(2,1.5)
	  BAL1 B 12 a_setscale(1.5,2)
	  BAL1 A 12 a_setscale(2,1.5)
	  BAL1 B 12 a_setscale(1.5,2)
	  BAL1 A 12 a_setscale(2,1.5)
	  BAL1 B 12 a_setscale(1.5,2)
	  BAL1 A 12 a_setscale(2,1.5)
	  BAL1 C 2 A_PainAttack("CommonRevenant",0,PAF_NOSKULLATTACK)
	  Goto Death
   Death:
      BAL1 D 3 BRIGHT
      BAL1 E 3 BRIGHT
      	TNT1 A 0 A_die
	Stop
   }
}

ACTOR WSSmore
{
   Radius 3
   Height 3
   Speed 12
   PROJECTILE
   RENDERSTYLE ADD
   Alpha 0.67
   states
   {
   Spawn:
      SPIR FGH 4
      Goto Death
   Death:
      SPIR I 3 BRIGHT
      SPIR J 3 BRIGHT
      Stop
   }
}


/// EX 


ACTOR WhiteLSoulEX
{ 
  obituary "%o got spooked out by the white lost soul EX"
  health 12500
  radius 16
  height 32
  mass 400
  speed 19
  renderstyle Add
  Alpha 0.95
  Painchance 32
  attacksound "skull/melee"
  PainSound "WSOUL/hurt"
  DeathSound  "WSOUL/Death"
  ActiveSound  "WSOUL/Sight"
  species "whitelsoul"
  DamageFactor "Heroic", 3.0
       Damagefactor "ice", 0.2
    Damagefactor ice, 0.2
	Damagefactor "playervoid", 0.5
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  MONSTER
  +donthurtspecies
  +dontharmclass
  +FLOAT
  +NOGRAVITY
  +NOICEDEATH
  +dontmorph 
  +MISSILEMORE
  +Boss
  -noradiusdmg
  +DONTFALL
  +NOBLOOD
  +notarget
  +noclip
  +dontblast
  +nodamagethrust
  +NOFEAR
  DropItem "CH_MegaSphere"
  DropItem "BackPack"
   DropItem "BackPackBundle"

  DropItem "CH_CellPack", 128
   DropItem "CH_CellPack"
  DropItem "CH_Cell", 174
   DropItem "CH_Cell", 174
    DropItem "CH_Cell"
	 DropItem "CH_Cell"
  DropItem "CH_BFG9000"
  DropItem "CH_BlueArmor", 128
  DropItem "CH_PlasmaRifle", 182
    Dropitem "RareArmorPool", 128
  Dropitem "RLDemonicWeaponSpawner",12
  Dropitem "RLLegendaryWeaponSpawner", 8
  Dropitem "RLUniqueWeaponSpawner",18
  tag "The vengeful soul"
  states
  {
  Spawn:
    ETHS A 0
	ETHS A 0
	ETHS A 0
Goto Scripted
	Scripted:
	ETHS A 0
	ETHS A 0 ACS_NamedExecuteAlways("AnnounceWhiteSoul")
	ETHS A 0 A_log("A chill runs down your spine") 
	 TNT1 A 0 A_SpawnItemEx("SkullWSoulEx1",32,32,12,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_SpawnItemEx("SkullWSoulEx2",-32,-32,12,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	ETHS A 0
	Goto Idle
  Idle:
    ETHS ABCD 10 bright A_Look
			TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    loop
  See:
    ETHS A 0 bright A_ChangeFlag(nopain,false)
    ETHS AA 3 bright A_Chase 
    TNT1 A 0 A_SpawnitemEx("LSoulEXShade",-2,0,1,1,0,1,-180,SXF_NOCHECKPOSITION)
	ETHS BB 3 bright A_Chase 
			TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	TNT1 A 0 A_SpawnitemEx("LSoulEXShade",-2,0,1,1,0,1,-180,SXF_NOCHECKPOSITION)
	ETHS CC 3 bright A_Chase 
	TNT1 A 0 A_SpawnitemEx("LSoulEXShade",-2,0,1,1,0,1,-180,SXF_NOCHECKPOSITION)
	ETHS DD 3 bright A_Chase 
			TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	TNT1 A 0 A_SpawnitemEx("LSoulEXShade",-2,0,1,1,0,1,-180,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_JumpIfInventory("ZandronumToken",1,"Addons")
    loop
	
	AddOns:
		TNT1 A 0 A_TakeInventory("ZandronumToken",99999)
	ETHS CEF 8 bright
	TNT1 A 0 A_SpawnItemEx("SkullWSoulEx1",32,32,12,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_SpawnItemEx("SkullWSoulEx2",-32,-32,12,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
			TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	ETHS FEC 8 bright
	Goto see
	
  Missile:
    ETHS C 0 Bright A_Changeflag(Nopain, true)
    ETHS C 2 bright  A_Playsound("WSOUL/form")
    ETHS E 2 bright 
			TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    ETHS FFFF 1 bright A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	
	ETHS F 1 bright A_jump(128,"A1","A2","A3")
	Miss2:
	TNT1 A 0
	TNT1 A 0 A_jump(255,"SoulShot","Beam","Transformers")
	
	Goto see
	
	Transformers:
	ETHS F 6 bright a_setscale(0.85,1.2)
	ETHS F 6 bright a_setscale(0.70,1.4)
	ETHS F 6 bright a_setscale(0.55,1.6)
	TNT1 AAAAAAAAAAAA 0  A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("WSSmore",random(-8,8),random(-8,8),1,random(4,20),0,random(1,15),random(-359,359),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_setscale(1.0,1.0)
	TNT1 A 0 A_jumpifhealthlower(6000,"RollOut")
	TNT1 A 0 A_jump(255,"HK","REV","CACO")
	TNT1 A 0
	Goto see
	
	CACO:
		SKEL L 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	SKEL L 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	SKEL L 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	SKEL L 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	SKEL L 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	SKEL L 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	SKEL L 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	SKEL L 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	HEAD D 5 A_Playsound("caco/sight")
	HEAD ABCC 2 A_FaceTarget
	HEAD B 5 a_facetarget
	HEAD C 3
	HEAD D 1 Bright A_Custommissile("CacodemonBall",50, 7,-4)
	HEAD D 1 Bright A_Custommissile("CacodemonBall",50, 7,-2)
	HEAD D 1 Bright A_Custommissile("CacodemonBall",50, 7,0)
	HEAD D 1 Bright A_Custommissile("CacodemonBall",50, 7,2)
	HEAD D 1 Bright A_Custommissile("CacodemonBall",50, 7,4)
	HEAD CBC 3 A_facetarget
	HEAD DDD 2 Bright A_Custommissile("Cacospit1",32,0,random(-7,7))
	HEAD CBC 3 A_facetarget
	    HEAD D 4 Bright A_Custommissile("CacoFire2",32,0,random(-1,1))
	HEAD D 4 Bright A_Custommissile("CacoFire2",32,0,random(-3,3))
	HEAD D 4 Bright A_Custommissile("CacoFire2",32,0,random(-5,5))
	HEAD D 4 Bright A_Custommissile("CacoFire2",32,0,random(-4,4))
	HEAD CBC 3 A_facetarget
	HEAD D 1 bright
	HEAD D 0 Bright A_Custommissile("CacoFire4",32,0,8)
	HEAD D 0 Bright A_Custommissile("CacoFire4",32,0,-8)
	HEAD D 0 Bright A_Custommissile("CacoFire4",32,0,21)
	HEAD D 0 Bright A_Custommissile("CacoFire4",32,0,-21)
	HEAD D 5 Bright A_Custommissile("CacoFire3",32,0,random(-1,1))
		HEAD CBC 3 A_facetarget
	HEAD DDDD 2 A_CustomMissile("SpitFireCaco", 35, 0, random(-90,90))
	HEAD CBC 3 A_facetarget
	      HEAD D 0 bright A_CustomMissile("CrackodemonBall", 24, 0, 0, 1)
      HEAD D 0 bright A_CustomMissile("CrackodemonBall", 24, 0, -8, 1)
      HEAD D 5 bright A_CustomMissile("CrackodemonBall", 24, 0, 8, 1)
	      HEAD  CBC 2 A_FaceTarget
      HEAD  D 2 bright A_CustomMissile("CrackodemonBall", 24, 0, 16, 1)
     HEAD  D 2 bright A_CustomMissile("CrackodemonBall", 24, 0, 12, 1)
      HEAD  B 0 A_FaceTarget
      HEAD  C 2 bright A_CustomMissile("CrackodemonBall", 24, 0, 8, 1)
      HEAD  C 2 bright A_CustomMissile("CrackodemonBall", 24, 0, 4, 1)
     HEAD  B 0 A_FaceTarget
    HEAD  D 2 bright A_CustomMissile("CrackodemonBall", 24, 0, 0, 1)
     HEAD  D 2 bright A_CustomMissile("CrackodemonBall", 24, 0, -4, 1)
      HEAD  B 0 A_FaceTarget
   HEAD  C 2 bright A_CustomMissile("CrackodemonBall", 24, 0, -8, 1)
   HEAD  C 2 bright A_CustomMissile("CrackodemonBall", 24, 0, -12, 1)
     HEAD  D 0 A_FaceTarget
     HEAD D 2 bright A_CustomMissile("CrackodemonBall", 24, 0, -16, 1)
     HEAD  D 4 bright
	HEAD D 5 bright A_CustomMissile("SBombCaco", 24, 0, 0, 1)
		SKEL L 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	SKEL L 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	SKEL L 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	SKEL L 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	SKEL L 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	SKEL L 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	SKEL L 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	SKEL L 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	HEAD A 4 
	Goto see
	
	REV:
		SKEL L 0 A_Changeflag(Float,false)
	SKEL L 0 A_Changeflag(nogravity,false)
	SKEL L 0 A_Changeflag(dontfall,false)
	SKEL L 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	SKEL L 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	SKEL L 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	SKEL L 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	SKEL L 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	SKEL L 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	SKEL L 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	SKEL L 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	SKEL L 5 A_Playsound("skeleton/sight")
	SKEL L 4 
	SKEL ABGG 2 A_FaceTarget
	SKEL J 6 A_FaceTarget
    SKEL K 0 A_Custommissile("RevenantTracer",50, 7,5)
	SKEL K 0 A_Custommissile("RevenantTracer",50,-7,-5)
	SKEL J 4 A_FaceTarget
	SKEL K 7 A_Custommissile("AcidBlast1",50, 7,12)
	SKEL K 0 A_Custommissile("AcidBlast1",50,-7,-12)
	SKEL J 4 A_FaceTarget
	SKEL K 7 A_Custommissile("zap7",50, 7,1)
	SKEL K 0 A_Custommissile("zap7",50,-7,-1)
	SKEL J 4 A_FaceTarget
	SKEL K 7 A_Custommissile("Purp1",50, 7,9)
	SKEL K 0 A_Custommissile("Purp1",50,-7,-9)
	SKEL J 4 A_FaceTarget
	SKEL K 7 A_Custommissile("Homer1",50, 7,15)
	SKEL K 0 A_Custommissile("Homer1",50,-7,-15)
		SKEL J 4 A_FaceTarget
	SKEL K 7 A_Custommissile("RedDeathRev",50, 0,0)
	SKEL K 4
	SKEL L 4 
	SKEL L 0 
	SKEL L 0 A_Changeflag(Float,true)
	SKEL L 0 A_Changeflag(nogravity,true)
	SKEL L 0 A_Changeflag(dontfall,true)
	SKEL L 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	SKEL L 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	SKEL L 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	SKEL L 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	SKEL L 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	SKEL L 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	SKEL L 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	SKEL L 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	SKEL L 0
	Goto see
	
	
		 HK:
    BOS2 H 0 A_Changeflag(Float,false)
	BOS2 H 0 A_Changeflag(nogravity,false)
	BOS2 H 0 A_Changeflag(dontfall,false)
	BOS2 H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOS2 H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOS2 H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOS2 H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOS2 H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOS2 H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOS2 H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOS2 H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOS2 H 8 A_Playsound("knight/sight")
	BOS2 EEF 8 A_FaceTarget
    BOS2 G 7 A_BruisAttack
	BOS2 PQ 5 A_FaceTarget 
	BOS2 R 5 ACS_NamedExecuteWithResult("BaronMissile",1)
	BOS2 EF 5 A_FaceTarget
	BOS2 GGGGG 1 A_Custommissile("BaronsBlueBalls",32,5,random(-1,1))
	BOS2 PQ 5 A_FaceTarget
    BOS2 RRR 1 A_Custommissile("BaronsBlueBalls",32,5,random(-8,8))
	BOS2 EF 3 A_FaceTarget
	BOS2 G 3 A_Custommissile("HKbolt2",32,5,random(-8,8))
	BOS2 PQ 6 A_FaceTarget
    BOS2 R 6 A_Custommissile("HKbolt2",32,5,random(-1,1))
	BOS2 EF 5 A_FaceTarget
	BOS2 G 0 A_Custommissile("BigHK",32,5,1)
	BOS2 G 5
	BOS2 PQ 5 A_FaceTarget
    BOS2 R 5 A_Custommissile("THEBEEHK",32,5,random(-1,1))	
	BOS2 H 8
	BOS2 H 0
	BOS2 H 0 A_Changeflag(Float,true)
	BOS2 H 0 A_Changeflag(nogravity,true)
	BOS2 H 0 A_Changeflag(dontfall,true)
	BOS2 H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOS2 H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOS2 H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOS2 H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOS2 H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOS2 H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOS2 H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOS2 H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOS2 H 0
	Goto See
	
	
	RollOut:
	TNT1 A 0
			TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	TNT1 A 0 A_jump(255,"Baron","Vile","Mancu")
	TNT1 A 0
	goto see
	
	 Baron:
    BOSS H 0 A_Changeflag(Float,false)
	BOSS H 0 A_Changeflag(nogravity,false)
	BOSS H 0 A_Changeflag(dontfall,false)
	BOSS H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOSS H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOSS H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOSS H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOSS H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOSS H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOSS H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOSS H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOSS H 8 A_Playsound("baron/sight")
	BOSS EEF 8 A_FaceTarget
    BOSS G 7 A_BruisAttack
	BOSS PQ 5 A_FaceTarget 
	BOSS R 5 ACS_NamedExecuteWithResult("BaronMissile",1)
	BOSS EF 5 A_FaceTarget
	BOSS G 5 A_Custommissile("Spspit2",32,5,random(-1,1))
	BOSS PQ 5 A_FaceTarget
    BOSS R 3 A_Custommissile("Spspit2",32,5,random(-8,8))
	BOSS EF 3 A_FaceTarget
	BOSS G 3 A_Custommissile("SmashBalls2",32,5,random(-8,8))
	BOSS PQ 6 A_FaceTarget
    BOSS R 6 A_Custommissile("SmashBalls2",32,5,random(-1,1))
	BOSS EF 5 A_FaceTarget
	BOSS G 0 A_Custommissile("BaronWave",32,5,1)
	BOSS G 0 A_Custommissile("BaronWave",32,5,3)
	BOSS G 0 A_Custommissile("BaronWave",32,5,-3)
	BOSS G 0 A_Custommissile("BaronWave",32,5,6)
	BOSS G 0 A_Custommissile("BaronWave",32,5,-6)
	BOSS G 0 A_Custommissile("BaronWave",32,5,9)
	BOSS G 0 A_Custommissile("BaronWave",32,5,-9)
	BOSS G 5
	BOSS PQ 5 A_FaceTarget
    BOSS R 5 A_Custommissile("Spear11",32,5,random(-1,1))
		BOSS EF 5 A_FaceTarget
	BOSS G 0 A_Custommissile("BaronStar",32,5,1)
	
	
	BOSS H 8
	BOSS H 0
	BOSS H 0 A_Changeflag(Float,true)
	BOSS H 0 A_Changeflag(nogravity,true)
	BOSS H 0 A_Changeflag(dontfall,true)
	BOSS H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOSS H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOSS H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOSS H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOSS H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOSS H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOSS H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOSS H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOSS H 0
	Goto See
	Vile:
	VILE Q 0 A_Changeflag(Float,false)
	VILE Q 0 A_Changeflag(nogravity,false)
	VILE Q 0 A_Changeflag(dontfall,false)
	VILE Q 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	VILE Q 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	VILE Q 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	VILE Q 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	VILE Q 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	VILE Q 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	VILE Q 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	VILE Q 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	VILE Q 8 A_Playsound("vile/sight")
	VILE G 5 A_Facetarget
	VILE H 4 A_SpawnitemEx("Bluegash",0,0,32) 
	VILE IJKLM 7 Bright A_Facetarget
	VILE N 1 Bright A_Custommissile("BigBolt2",32,0)
	VILE G 0 Bright A_VileStart
    VILE G 7 Bright A_FaceTarget
    VILE H 6 Bright A_VileTarget("ArcRing1")
    VILE IJKLM 5 Bright A_FaceTarget
	VILE N 4 Bright A_VileTarget("ArcRing1")
	VILE O 0 Bright A_Custommissile("ReAComet",32,0)
    VILE O 7 Bright A_VileTarget("ArcRing2")
	VILE O 4 Bright A_Custommissile("ArcRing2",12,0,random(-3,3))
	VILE O 2 Bright A_Custommissile("ArcRing2",12,0,random(-3,3))
    VILE P 12 Bright
	VILE QQ 3 bright A_custommissile("BVileOrb1",32,0,random(-19,19))
	VILE QQQ 2 bright A_custommissile("BVileOrb1",32,0,random(-19,19))
	VILE QQQQQ 1 bright A_custommissile("BVileOrb1",32,0,random(-19,19))
	VILE Q 0 A_Changeflag(Float,true)
	VILE Q 0 A_Changeflag(nogravity,true)
	VILE Q 0 A_Changeflag(dontfall,true)
	Vile Q 8
	Goto See
	
		
	 Mancu:
    BOSS H 0 A_Changeflag(Float,false)
	BOSS H 0 A_Changeflag(nogravity,false)
	BOSS H 0 A_Changeflag(dontfall,false)
	BOSS H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOSS H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOSS H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOSS H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOSS H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOSS H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOSS H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOSS H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	FATT G 8 A_Playsound("fatso/sight")

    FATT G 20 A_FatRaise
    FATT H 7 Bright A_FatAttack1
    FATT IG 4 A_FaceTarget
    FATT H 7 Bright A_FatAttack2
    FATT IG 4 A_FaceTarget
    FATT H 7 Bright A_FatAttack3
    FATT IG 4 A_FaceTarget
	
    FATT H 10 Bright A_custommissile("GreenBomb1",20,13,random(-5,5))
	FATT H 0 Bright A_custommissile("GreenBomb1",20,-13,random(-5,5))
    FATT IG 5 a_facetarget
    FATT H 10 Bright A_custommissile("GreenBomb1",20,13,random(-5,5))
	FATT H 0 Bright A_custommissile("GreenBomb1",20,-13,random(-5,5))
    FATT IG 5 a_facetarget
    FATT H 10 Bright A_custommissile("GreenBomb1",20,13,random(-5,5))
	FATT H 0 Bright A_custommissile("GreenBomb1",20,-13,random(-5,5))
    FATT IG 5  A_FaceTarget
	
	    FATT H 8 Bright A_custommissile("Bluewave1",20,13,random(-5,5))
	FATT H 0 Bright A_custommissile("Bluewave1",20,-13,random(-8,8))
     FATT IG 5  A_FaceTarget
	
    FATT H 8 Bright A_custommissile("Bluewave1",20,13,random(-5,5))
	FATT H 0 Bright A_custommissile("Bluewave1",20,-13,random(-8,8))
     FATT IG 5  A_FaceTarget
	
    FATT H 8 Bright A_custommissile("Bluewave1",20,13,random(-5,5))
	FATT H 0 Bright A_custommissile("Bluewave1",20,-13,random(-8,8))
    FATT IG 5  A_FaceTarget
	FATT H 0 bright A_custommissile("BlueFT",12,0)
	FATT H 10 bright a_facetarget
	FATT I 7 bright A_facetarget
	FATT G 8 bright A_custommissile("BlueFT2",20,0)
	FATT H 5 bright A_custommissile("BlueFT2",20,0,random(-4,4))
	FATT I 4 bright A_custommissile("BlueFT2",20,0,random(-9,9))
	FATT H 3 bright A_custommissile("BlueFT2",20,0,random(-16,16))
	 FATT IG 5  A_FaceTarget
	    FATT H 11 Bright A_custommissile("PurpleBomb1",20,13,random(-5,5))
	FATT H 0 Bright A_custommissile("PurpleBomb1",20,-13,random(-8,8))
    FATT IG 7 A_Facetarget
    FATT H 11 Bright A_custommissile("PurpleBomb1",20,13,random(-5,5))
	FATT H 0 Bright A_custommissile("PurpleBomb1",20,-13,random(-8,8))
    FATT IG 7 A_Facetarget
    FATT H 11 Bright A_custommissile("PurpleBomb1",20,13,random(-5,5))
	FATT H 0 Bright A_custommissile("PurpleBomb1",20,-13,random(-8,8))
    FATT IG 5  A_FaceTarget
	        FATT H 8 Bright A_CustomMissile("RocketShotFatso",35,42,random(-3,3),0)
		FATT H 2 Bright A_CustomMissile("RocketShotFatso",34,-39,random(-6,6),0)
	    FATT I 4  A_FaceTarget
	        FATT H 8 Bright A_CustomMissile("RocketShotFatso",35,42,random(-3,3),0)
		FATT H 2 Bright A_CustomMissile("RocketShotFatso",34,-39,random(-6,6),0)
		    FATT I 4  A_FaceTarget
	        FATT H 8 Bright A_CustomMissile("RocketShotFatso",35,42,random(-3,3),0)
		FATT H 2 Bright A_CustomMissile("RocketShotFatso",34,-39,random(-6,6),0)
		    FATT I 4  A_FaceTarget
	        FATT H 8 Bright A_CustomMissile("RocketShotFatso",35,42,random(-3,3),0)
		FATT H 2 Bright A_CustomMissile("RocketShotFatso",34,-39,random(-6,6),0)
	  FATT IG 5  A_FaceTarget
	   FATT H 0 A_CustomMissile("FatsoShotYE",36,-12,random(-3,3))
        FATT H 5 Bright A_CustomMissile("FatsoShotYE",36,12,random(-3,3))
	  FATT I 5  A_FaceTarget
	  	   FATT H 0 A_CustomMissile("FatsoShotYE",36,-12,random(-3,3))
        FATT H 5 Bright A_CustomMissile("FatsoShotYE",36,12,random(-3,3))
	  FATT I 5  A_FaceTarget
	  	   FATT H 0 A_CustomMissile("FatsoShotYE",36,-12,random(-3,3))
        FATT H 5 Bright A_CustomMissile("FatsoShotYE",36,12,random(-3,3))
	  FATT IG 5  A_FaceTarget
	   FATT H 1 bright
	           HBST E 0 A_CustomMissile ("Shot2Fatso",32,20,random(-1,1))
         HBST E 0 A_CustomMissile ("Shot2Fatso",32,-20,random(-1,1))
	   FATT H 5 bright
	   FATT H 12
	   FATT IGB 4 
	  
	BOSS H 0 A_Changeflag(Float,true)
	BOSS H 0 A_Changeflag(nogravity,true)
	BOSS H 0 A_Changeflag(dontfall,true)
	BOSS H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOSS H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOSS H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOSS H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOSS H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOSS H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOSS H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOSS H 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	FATT A 0
	Goto See
	
	
	
	Beam:
		ETHS F 4 bright
	ETHS EF 8 bright a_FaceTarget 
    ETHS FFFFFFFFFFFFFFFFFFFFFFFFFFF 1 bright A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	ETHS F 10 bright A_CustomMissile("SOULEXBeam",32,0,0)
	ETHS F 10 bright
	ETHS E 10 bright
	Goto see
	
	SoulShot:
	ETHS F 4 bright
	ETHS EF 8 bright a_FaceTarget 
	ETHS F 1 bright a_setscale(1.15,1.15)
	ETHS F 1 bright a_setscale(1.3,1.3)
	ETHS F 10 bright A_CustomMissile("SOULEXSoulCharge",32,0,0)
	ETHS F 1 bright a_setscale(1.15,1.15)
	ETHS F 1 bright a_setscale(1.0,1.0)
	Goto see
	A1:
	TNT1 A 0
	ETHS GG 0 A_radiusgive("WhiteSoulAdsOff2",700,RGF_MONSTERS)
	Goto Miss2
	
		A2:
	TNT1 A 0
	ETHS GG 0 A_radiusgive("WhiteSoulAdsOff3",700,RGF_MONSTERS)
	Goto Miss2
	
		A3:
	TNT1 A 0
	ETHS GG 0 A_radiusgive("WhiteSoulAdsOff4",700,RGF_MONSTERS)
	Goto Miss2
	
  Pain:
    ETHS G 3 bright
			TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    ETHS G 3 bright A_Pain
	ETHS G 3 bright a_jump(64,"Reset")
    goto See
	Reset:
	TNT1 A 0
	ETHS GGGG 0 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	ETHS GG 1 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	ETHS GG 0 A_radiusgive("WhiteSoulAdsOff",700,RGF_MONSTERS)
	ETHS GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 0 a_wander
    TNT1 A 0 A_SpawnItemEx("SkullWSoulEx1",32,32,12,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	TNT1 A 0 A_SpawnItemEx("SkullWSoulEx2",-32,-32,12,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
	ETHS AB 1 bright
	Goto see
	
  Death:
    ETHS F 2 bright A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	ETHS F 1 Bright A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	ETHS F 2 bright A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	ETHS F 1 Bright A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	ETHS F 2 bright A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	ETHS F 1 Bright A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	ETHS F 2 bright A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	ETHS F 1 Bright A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	ETHS F 1 Bright A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	ETHS F 2 bright A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	ETHS F 1 Bright A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	ETHS F 1 Bright A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	ETHS F 2 bright A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	ETHS F 1 Bright A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	SKEL L 0 bright A_PlaySound("pain/death")
	PAIN HIJKLM 1 Bright A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	BOSS I 0 bright A_PlaySound("baby/death")
	BSPI JKLMNOP 1 Bright A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
	VILE Q 0 bright A_PlaySound("Vile/death")
	VILE QRSTUVWXYZ 1 Bright A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
    
	ETHS HIJKLMN 6 bright
	ETHS O 12  bright A_ScreamAndUnblock
	ETHS O 0
    stop
  }
}


Actor SoulexBeam
{
  Radius 8
  Height 8
  Speed 69
  Damage (random(10,30))
  DamageType "Ice"
  Projectile
  +dontharmclass
  +thruspecies
  +FULLVOLDEATH
  species "whitelsoul"
  Scale 0.77
  SeeSound "ILLSHEAR"
  DeathSound "NETHERDE"
  Translation "0:255=%[2.00,2.00,2.00]:[0.42,0.43,0.47]"
  States
  {
  Spawn:
  TNT1 A 0
  fly:
   BAL2 A 1 A_SpawnItemEx("SoulexBeam2", cos(pitch)*1, 0, sin(pitch)*1, cos(pitch)*12, 0, -sin(pitch)*1, 0, SXF_TRANSFERPITCH)
   BAL2 B 1 A_SpawnItemEx("SoulexBeam2", cos(pitch)*1, 0, sin(pitch)*1, cos(pitch)*16, 0, -sin(pitch)*1, 0, SXF_TRANSFERPITCH)
      BAL2 A 1 A_SpawnItemEx("SoulexBeam2", cos(pitch)*1, 0, sin(pitch)*1, cos(pitch)*8, 0, -sin(pitch)*1, 0, SXF_TRANSFERPITCH)
   BAL2 B 1 A_SpawnItemEx("SoulexBeam2", cos(pitch)*1, 0, sin(pitch)*1, cos(pitch)*20, 0, -sin(pitch)*1, 0, SXF_TRANSFERPITCH)
   loop
  Death:
PUFI EFGH 1 a_explode(random(10,20),64,0)
   Stop
 }
}

Actor SoulexBeam2
{
  Radius 8
  Height 8
  Speed 69
  Damage (random(10,30))
  DamageType "Ice"
  Projectile
  +dontharmclass
  +thruspecies
  species "whitelsoul"
  Scale 0.77
  renderstyle "Add"
  SeeSound "ILLSHEAR"
  DeathSound "spit/spit"
  Translation "0:255=%[2.00,2.00,2.00]:[0.42,0.43,0.47]"
  States
  {
  Spawn:
  TNT1 A 0
  fly:
   BAL2 A 1 A_SpawnItemEx("SoulexBeam3", cos(pitch)*1, 0, sin(pitch)*1, cos(pitch)*16, 0, -sin(pitch)*1, 0, SXF_TRANSFERPITCH)
   BAL2 B 1 A_SpawnItemEx("SoulexBeam3", cos(pitch)*1, 0, sin(pitch)*1, cos(pitch)*24, 0, -sin(pitch)*1, 0, SXF_TRANSFERPITCH)
   BAL2 A 1 A_SpawnItemEx("SoulexBeam3", cos(pitch)*1, 0, sin(pitch)*1, cos(pitch)*12, 0, -sin(pitch)*1, 0, SXF_TRANSFERPITCH)
   BAL2 B 1 A_SpawnItemEx("SoulexBeam3", cos(pitch)*1, 0, sin(pitch)*1, cos(pitch)*32, 0, -sin(pitch)*1, 0, SXF_TRANSFERPITCH)
      BAL2 A 1 A_SpawnItemEx("SoulexBeam3", cos(pitch)*1, 0, sin(pitch)*1, cos(pitch)*24, 0, -sin(pitch)*1, 0, SXF_TRANSFERPITCH)
   BAL2 B 1 A_SpawnItemEx("SoulexBeam3", cos(pitch)*1, 0, sin(pitch)*1, cos(pitch)*12, 0, -sin(pitch)*1, 0, SXF_TRANSFERPITCH)
      BAL2 A 1 A_SpawnItemEx("SoulexBeam3", cos(pitch)*1, 0, sin(pitch)*1, cos(pitch)*16, 0, -sin(pitch)*1, 0, SXF_TRANSFERPITCH)
   BAL2 B 1 A_SpawnItemEx("SoulexBeam3", cos(pitch)*1, 0, sin(pitch)*1, cos(pitch)*28, 0, -sin(pitch)*1, 0, SXF_TRANSFERPITCH)
     BAL2 A 1 A_SpawnItemEx("SoulexBeam3", cos(pitch)*1, 0, sin(pitch)*1, cos(pitch)*16, 0, -sin(pitch)*1, 0, SXF_TRANSFERPITCH)
   BAL2 B 1 A_SpawnItemEx("SoulexBeam3", cos(pitch)*1, 0, sin(pitch)*1, cos(pitch)*24, 0, -sin(pitch)*1, 0, SXF_TRANSFERPITCH)
   BAL2 A 1 A_SpawnItemEx("SoulexBeam3", cos(pitch)*1, 0, sin(pitch)*1, cos(pitch)*12, 0, -sin(pitch)*1, 0, SXF_TRANSFERPITCH)
   BAL2 B 1 A_SpawnItemEx("SoulexBeam3", cos(pitch)*1, 0, sin(pitch)*1, cos(pitch)*32, 0, -sin(pitch)*1, 0, SXF_TRANSFERPITCH)
      BAL2 A 1 A_SpawnItemEx("SoulexBeam3", cos(pitch)*1, 0, sin(pitch)*1, cos(pitch)*24, 0, -sin(pitch)*1, 0, SXF_TRANSFERPITCH)
   BAL2 B 1 A_SpawnItemEx("SoulexBeam3", cos(pitch)*1, 0, sin(pitch)*1, cos(pitch)*12, 0, -sin(pitch)*1, 0, SXF_TRANSFERPITCH)
      BAL2 A 1 A_SpawnItemEx("SoulexBeam3", cos(pitch)*1, 0, sin(pitch)*1, cos(pitch)*16, 0, -sin(pitch)*1, 0, SXF_TRANSFERPITCH)
   BAL2 B 1 A_SpawnItemEx("SoulexBeam3", cos(pitch)*1, 0, sin(pitch)*1, cos(pitch)*28, 0, -sin(pitch)*1, 0, SXF_TRANSFERPITCH)
  
  
  
  Death:
BAL2 ABABABABA 1  a_explode(random(2,12),32,0)
   Stop
 }
}

Actor SoulexBeam3
{
  Radius 8
  Height 8
  Speed 69
  Damage (random(10,30))
  DamageType "Ice"
  Projectile
  +dontharmclass
  +thruspecies
  species "whitelsoul"
  renderstyle "Add"
  Scale 0.77
  SeeSound "ILLSHEAR"
  DeathSound "spit/spit"
  Translation "0:255=%[2.00,2.00,2.00]:[0.42,0.43,0.47]"
  States
  {
  Spawn:
  TNT1 A 0
  fly:
   BAL2 A 1 
   BAL2 B 1 
  Death:
BAL2 ABABABABABABABABABABABABABA 1  a_explode(random(2,12),32,0)
   Stop
 }
}



Actor SOULEXSoulCharge
{
    Radius 16
    Height 8
	Speed 21
	Projectile
    +NOGRAVITY
	+Seekermissile
	+thruspecies
	species "whitelsoul"
    Renderstyle ADD
	Damage (random(20,90))
	damagetype "Melee"
    Alpha 0.75
	scale 0.5
	SeeSound "Spell/SpellCast1"
	DeathSound "Fire/Fire4"
	Translation  "0:255=%[2.00,2.00,2.00]:[0.42,0.43,0.47]"
    States
    {
    Spawn:
       ETHS E 1 Bright A_Seekermissile(3,3)
		ETHS FF 1 Bright A_SpawnItemEx("SpiralSawAby", 0, 0, 3, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)
		RED9 A 0 Bright A_CustomMissile("GroundRedLSoul", 0, 0)
		RED9 A 0 Bright
        Loop
	Death:
	    SPIR A 1 Bright A_SetScale(2)
	    SPIR ABCDEDCBAE 5 Bright  a_explode(random(2,20),128)
		Stop
    }
}

Actor GroundRedLSoul
{
  Game Doom
  Radius 6
  Height 8
  Speed 1
  Mass 25
  Projectile
  +Floorhugger
  +Thruactors
  +RANDOMIZE
  +Bounceonwalls
  BounceCount 999
  Bouncetype doom
  DamageType "Fire"
  Bouncefactor 1
  wallbouncefactor 1.5
  RenderStyle Add
  SeeSound "Fire/fire3"
  Alpha 0.95
  YScale 0.3
  XScale 0.95
  	Translation  "0:255=%[2.00,2.00,2.00]:[0.42,0.43,0.47]"
  States
  {
  Spawn:
    RED8 ABC 3 Bright  A_Explode(random(2,10),128)
	RED8 FGH 3 Bright A_Explode(random(2,10),128)
	RED8 D 1 Bright 
   Stop
  }
}



Actor WhiteSoulAdsOff : Inventory
{
  Inventory.MaxAmount 1
}

Actor WhiteSoulAdsOff2 : Inventory
{
  Inventory.MaxAmount 1
}

Actor WhiteSoulAdsOff3 : Inventory
{
  Inventory.MaxAmount 1
}


Actor WhiteSoulAdsOff4 : Inventory
{
  Inventory.MaxAmount 1
}

ACTOR SkullWSoulEX1
{
  Radius 16
  Height 32
  Mass 50
  Speed 12
  health 80
  Monster
  +FLOAT
  +NOGRAVITY
  +noblood
  +invulnerable
  +noclip
  -countkill
  +notarget
  +noinfighting
  +Dontharmspecies
  +MISSILEMORE
  +Missileevenmore
  +DONTFALL
  +thruspecies
  +NOICEDEATH
  RenderStyle "Subtract"
  Alpha 1.0
  species "whitelsoul"
  Bloodcolor "Black"
  Scale 0.65
  Obituary "%o was tagged by a skull"
  Translation  "176:191=0:0", "208:223=0:0", "160:167=0:0", "48:63=0:0" // "168:191=112:127", "208:223=112:127", "161:161=112:112", "232:235=124:127","232:235=124:127", "208:223=112:127", "164:167=124:127"
  
 
 States
  {
  Spawn:
    SKUL AB 1
    
	Fly:
	TNT1 A 0
	TNT1 A 0 A_jumpifinventory("WhiteSoulAdsOff",1,"See")
	
	TNT1 A 0 A_jumpifinventory("WhiteSoulAdsOff2",1,"A2")
	TNT1 A 0 A_jumpifinventory("WhiteSoulAdsOff3",1,"A3")
	TNT1 A 0 A_jumpifinventory("WhiteSoulAdsOff4",1,"A4")
	
	
   SKUL A 2 Bright  A_Warp(AAPTR_MASTER, 16, 0, 64, 0, WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
   SKUL B 2 Bright  A_Warp(AAPTR_MASTER, 16, 12, 52, 0, WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
   SKUL A 2 Bright  A_Warp(AAPTR_MASTER, 16, 24, 40, 0, WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
   SKUL B 2 Bright  A_Warp(AAPTR_MASTER, 16, 36, 28, 0, WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
   SKUL A 2 Bright  A_Warp(AAPTR_MASTER, 16, 24, 16, 0, WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
   SKUL B 2 Bright  A_Warp(AAPTR_MASTER, 16, 12, 2, 0, WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
   SKUL A 2 Bright  A_Warp(AAPTR_MASTER, 16, 0, -10, 0, WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
    TNT1 A 0 A_jumpifinventory("WhiteSoulAdsOff",1,"See")
TNT1 A 0 A_jumpifinventory("WhiteSoulAdsOff2",1,"A2")
	TNT1 A 0 A_jumpifinventory("WhiteSoulAdsOff3",1,"A3")
	TNT1 A 0 A_jumpifinventory("WhiteSoulAdsOff4",1,"A4")
   SKUL B 2 Bright  A_Warp(AAPTR_MASTER, 16, -12, -6, 0, WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
   SKUL A 2 Bright  A_Warp(AAPTR_MASTER, 16, -24, 2, 0, WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
   SKUL B 2 Bright  A_Warp(AAPTR_MASTER, 16, -36, 16, 0, WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
   SKUL A 2 Bright  A_Warp(AAPTR_MASTER, 16, -24, 28, 0,WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
   SKUL B 2 Bright  A_Warp(AAPTR_MASTER, 16, -12, 40, 0, WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
   SKUL A 2 Bright  A_Warp(AAPTR_MASTER, 16, -6, 52, 0, WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
	loop
	
	A2:
	  TNT1 A 0
     TNT1 A 0 A_changeflag("Invulnerable", FALSE)
	 TNT1 A 0 A_changeflag("Nopain", true)
	 
    SKUL ABC 6 Bright a_wander
	SKUL C 1 A_facetarget
	
	SKUL C 4 thrustthing(angle,13,0,0)
	SKUL C 32 bright
	     TNT1 A 0 A_changeflag("Noclip", FALSE)
    SKUL C 6 bright a_stop
	SKUL C 10 bright a_setscale(1.0,1.0)
	
	SKUL DDDDDDDDDDDDDDDDD 1 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
    SKUL D 10 bright a_setscale(1.25,1.25)
		SKUL DDDDDDDDDDDDDDDDD 1 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
    SKUL D 10 bright a_setscale(1.5,1.5)
	
	
	SKUL EFGH 10 bright
	TNT1 A 0 A_jump(64,"A21","A22","A23")
	TNT1 A 0 A_SpawnitemEx("CommonRevenant",-2,0,3,0,0,1,0,SXF_NOCHECKPOSITION)
	SKUL IJK 5
	TNT1 A 0 A_GiveInventory("ZandronumToken",1,AAPTR_MASTER)
	stop
	
	A21:
		TNT1 A 0 A_SpawnitemEx("GreenRevenant",-2,0,3,0,0,1,0,SXF_NOCHECKPOSITION)
	SKUL IJK 5
	TNT1 A 0 A_GiveInventory("ZandronumToken",1,AAPTR_MASTER)
	stop
	
		A22:
		TNT1 A 0 A_SpawnitemEx("PurpleRevenant",-2,0,3,0,0,1,0,SXF_NOCHECKPOSITION)
	SKUL IJK 5
	TNT1 A 0 A_GiveInventory("ZandronumToken",1,AAPTR_MASTER)
	stop
	
		A23:
		TNT1 A 0 A_SpawnitemEx("RedRevenant",-2,0,3,0,0,1,0,SXF_NOCHECKPOSITION)
	SKUL IJK 5
	TNT1 A 0 A_GiveInventory("ZandronumToken",1,AAPTR_MASTER)
	stop
	
	
		A3:
	  TNT1 A 0
     TNT1 A 0 A_changeflag("Invulnerable", FALSE)
	 TNT1 A 0 A_changeflag("Nopain", true)
	 
    SKUL ABC 6 Bright a_wander
	SKUL C 1 A_facetarget
	
	SKUL C 4 thrustthing(angle,13,0,0)
	SKUL C 32 bright
	     TNT1 A 0 A_changeflag("Noclip", FALSE)
    SKUL C 6 bright a_stop
	SKUL C 10 bright a_setscale(1.0,1.0)
	
	SKUL DDDDDDDDDDDDDDDDD 1 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
    SKUL D 10 bright a_setscale(1.25,1.25)
		SKUL DDDDDDDDDDDDDDDDD 1 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
    SKUL D 10 bright a_setscale(1.5,1.5)
	
	
	SKUL EFGH 10 bright
	TNT1 A 0 A_Jump(64,"A31","A32","A33")
	TNT1 A 0 A_SpawnitemEx("CommonHK",-2,0,3,0,0,1,0,SXF_NOCHECKPOSITION)
	SKUL IJK 5
	TNT1 A 0 A_GiveInventory("ZandronumToken",1,AAPTR_MASTER)
	stop
	A31:
		TNT1 A 0 A_SpawnitemEx("BlueHK",-2,0,3,0,0,1,0,SXF_NOCHECKPOSITION)
	SKUL IJK 5
	TNT1 A 0 A_GiveInventory("ZandronumToken",1,AAPTR_MASTER)
	stop
	
		A32:
		TNT1 A 0 A_SpawnitemEx("GreenHK",-2,0,3,0,0,1,0,SXF_NOCHECKPOSITION)
	SKUL IJK 5
	TNT1 A 0 A_GiveInventory("ZandronumToken",1,AAPTR_MASTER)
	stop
	
		A33:
		TNT1 A 0 A_SpawnitemEx("YellowHK",-2,0,3,0,0,1,0,SXF_NOCHECKPOSITION)
	SKUL IJK 5
	TNT1 A 0 A_GiveInventory("ZandronumToken",1,AAPTR_MASTER)
	stop
	
	
		A4:
	  TNT1 A 0
     TNT1 A 0 A_changeflag("Invulnerable", FALSE)
	 TNT1 A 0 A_changeflag("Nopain", true)
	 
    SKUL ABC 6 Bright a_wander
	SKUL C 1 A_facetarget
	
	SKUL C 4 thrustthing(angle,13,0,0)
	SKUL C 32 bright
	     TNT1 A 0 A_changeflag("Noclip", FALSE)
    SKUL C 6 bright a_stop
	SKUL C 10 bright a_setscale(1.0,1.0)
	
	SKUL DDDDDDDDDDDDDDDDD 1 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
    SKUL D 10 bright a_setscale(1.25,1.25)
		SKUL DDDDDDDDDDDDDDDDD 1 A_CustomMissile("WSSmore",16,0, CMF_AIMOFFSET,random(0,360), random(0,360))
    SKUL D 10 bright a_setscale(1.5,1.5)
	
	
	SKUL EFGH 10 bright
	TNT1 A 0 A_jump(64,"A41","A42","A43")
	TNT1 A 0 A_SpawnitemEx("CommonCaco",-2,0,3,0,0,1,0,SXF_NOCHECKPOSITION)
	SKUL IJK 5
	TNT1 A 0 A_GiveInventory("ZandronumToken",1,AAPTR_MASTER)
	stop
	
	A41:
		TNT1 A 0 A_SpawnitemEx("CommonCaco",-2,0,3,0,0,1,0,SXF_NOCHECKPOSITION)
	SKUL IJK 5
	TNT1 A 0 A_GiveInventory("ZandronumToken",1,AAPTR_MASTER)
	stop
	
		A42:
		TNT1 A 0 A_SpawnitemEx("BlueCaco",-2,0,3,0,0,1,0,SXF_NOCHECKPOSITION)
	SKUL IJK 5
	TNT1 A 0 A_GiveInventory("ZandronumToken",1,AAPTR_MASTER)
	stop
	
		A43:
		TNT1 A 0 A_SpawnitemEx("YellowCaco",-2,0,3,0,0,1,0,SXF_NOCHECKPOSITION)
	SKUL IJK 5
	TNT1 A 0 A_GiveInventory("ZandronumToken",1,AAPTR_MASTER)
	stop
	
  See:
  TNT1 A 0
     TNT1 A 0 A_changeflag("Invulnerable", FALSE)
	 TNT1 A 0 A_changeflag("NoBlood", FALSE)
    SKUL AB 6 Bright A_Chase
    Loop
  Missile:
  TNT1 A 0
     TNT1 A 0 A_changeflag("NoClip", FALSE)
    SKUL C 10 Bright A_FaceTarget
    SKUL D 4 Bright A_Custommissile("SoulShotWEX",5,0)
    SKUL CD 4 Bright
  Pain:
    SKUL E 3 Bright
    SKUL E 3 Bright A_Pain
    Goto See
  Death:
    SKUL F 6 Bright
    SKUL G 6 Bright A_Scream
    SKUL H 6 Bright 
    SKUL I 6 Bright A_NoBlocking
    SKUL J 6
    SKUL K 6
	TNT1 A 0 A_GiveInventory("ZandronumToken",1,AAPTR_MASTER)
    Stop
  }
}


ACTOR SkullWSoulEX2 : SkullWsoulEx1
{

 States
  {
  Spawn:
    SKUL AB 1
    
	Fly:
	TNT1 A 0
	TNT1 A 0 A_jumpifinventory("WhiteSoulAdsOff",1,"See")
	TNT1 A 0 A_jumpifinventory("WhiteSoulAdsOff2",1,"A2")
	TNT1 A 0 A_jumpifinventory("WhiteSoulAdsOff3",1,"A3")
	TNT1 A 0 A_jumpifinventory("WhiteSoulAdsOff4",1,"A4")
   SKUL A 5 Bright  A_Warp(AAPTR_MASTER, 16, 0, 54, 0, WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
   SKUL B 2 Bright  A_Warp(AAPTR_MASTER, 16, -12, 42, 0, WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
   SKUL A 1 Bright  A_Warp(AAPTR_MASTER, 16, -24, 30, 0, WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
   SKUL B 1 Bright  A_Warp(AAPTR_MASTER, 16, -36, 18, 0, WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
   SKUL A 2 Bright  A_Warp(AAPTR_MASTER, 16, -24, 6, 0, WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
   SKUL B 2 Bright  A_Warp(AAPTR_MASTER, 16, -12, -12, 0, WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
   SKUL A 3 Bright  A_Warp(AAPTR_MASTER, 16, 0, -20, 0, WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
TNT1 A 0 A_jumpifinventory("WhiteSoulAdsOff",1,"See")
TNT1 A 0 A_jumpifinventory("WhiteSoulAdsOff2",1,"A2")
	TNT1 A 0 A_jumpifinventory("WhiteSoulAdsOff3",1,"A3")
	TNT1 A 0 A_jumpifinventory("WhiteSoulAdsOff4",1,"A4")
   SKUL B 3 Bright  A_Warp(AAPTR_MASTER, 16, 12, -16, 0, WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
   SKUL A 2 Bright  A_Warp(AAPTR_MASTER, 16, 24, -2, 0, WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
   SKUL B 1 Bright  A_Warp(AAPTR_MASTER, 16, 36, 6, 0, WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
   SKUL A 1 Bright  A_Warp(AAPTR_MASTER, 16, 24, 18, 0, WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
   SKUL B 2 Bright  A_Warp(AAPTR_MASTER, 16, 12, 30, 0, WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
   SKUL A 2 Bright  A_Warp(AAPTR_MASTER, 16, 6, 42, 0, WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
	loop
	}
}


ACTOR SoulShotWEX
{
  Radius 6
  Height 6
  Speed 24
  Damage (random(5,33))
  DamageType "Melee"
  Projectile
  RenderStyle "Subtract"
  Alpha 0.8
  Scale 0.75
  SeeSound "skull/melee"
  DeathSound "skull/melee"
  Translation  "176:191=0:0", "208:223=0:0", "160:167=0:0", "48:63=0:0" // "168:191=112:127", "208:223=112:127", "161:161=112:112", "232:235=124:127","232:235=124:127", "208:223=112:127", "164:167=124:127"
  States
  {
  Spawn:
    SKUL CD 1 bright
    loop
	
  Death:
    SKUL ABAB 1 a_Fadeout(0.33)
    Stop
  }
}


Actor LSoulEXShade
{
  Radius 6
  Height 6
  Speed 1
  Projectile
  +noclip
  +nointeraction
  Renderstyle Stencil
  Stencilcolor "black"
  Alpha 0.75
  Scale 1.25
  States
  {
  Spawn: 
  TNT1 A 0
  Fly:
   ETHS  A 2 Bright a_setscale(1.33,1.33)
   ETHS  A 2 Bright a_Fadeout(0.25)
    ETHS  A 2 Bright a_setscale(1.5,1.5)
   ETHS  A 2 Bright a_Fadeout(0.25)
    ETHS  A 2 Bright a_setscale(1.67,1.67)
   ETHS  A 2 Bright a_Fadeout(0.15)
	Stop
	}
}