actor Colourset15 : RandomSpawner replaces "PainElemental"
{
    DropItem "CommonPE", 255, 419
    DropItem "GreenPE", 255, 230
	   DropItem "BrownPE", 255,  70
    DropItem "BluePE", 255,  120
	DropItem "CyanPE", 255,  80
    DropItem "PurplePE", 255, 80
	DropItem "YellowPE", 255, 40
	DropItem "FireBluPE",255, 30
	DropItem "RedPE", 255, 16
	DropItem "GrayPE", 255, 5
	Dropitem "AbyssPE",255, 15
	DropItem "BlackPE", 255, 3
	DropItem "WhitePE", 255,  1	
}


Actor BrownPE
{
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("Colourset15",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("BrownPE2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)



stop
}
}


Actor BrownPE2
{
  Obituary "%o + brown pain elemental = %o dead"
  HitObituary "%o got digested by brown pain elemental"

  Health 800
   Species "PE"
   Radius 31 
   Height 56 
   Mass 400 
   Speed 12
   floatspeed 12
   PainChance 128 
   DamageFactor Fire, 1.25
   DamageFactor "Fire", 1.25
      DamageFactor Melee, 0.75
   DamageFactor "Melee", 0.75
   DamageFactor "Antiair", 3.0
   DamageFactor "DIMp", 0
   PainChance "DIMp", 0
  PainThreshold 32
   scale 2.0
   MONSTER
   +NOGRAVITY 
   +DONTHARMSPECIES
   +FLOAT
   +DontHurtSpecies
   +MissileMore
   +NOFEAR
   +floatbob
   +bright
  bloodcolor "blue"
  attacksound "flesh/melee"
  seesound "flesh/sight"
  painsound "flesh/pain"
  deathsound "flesh/death"
  activesound "flesh/active"
   DropItem "CH_SoulSphere",64
   DropItem "HealthBundle"
   DropItem "BackPack"
   DropItem "BackPack", 128
     DropItem "BackPack", 64
   Translation  "160:167=0:0", "1:2=240:246", "41:47=0:2", "32:40=73:79", "16:31=128:143", "176:191=5:7", "5:8=201:204", "1:2=207:207"

   tag "Ball of fleshy bits"
  
  


  States
  {
  Spawn:
    FLSP AB 8 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:
  	  TNT1 AA 0 A_Spawnitemex("SplashBrownPE",random(-16,16),random(-16,16),random(5,32))
	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    FLSP AA 2 A_Chase
	  	  TNT1 AA 0 A_Spawnitemex("SplashBrownPE",random(-16,16),random(-16,16),random(5,32))
 FLSP BB 2 A_Chase
 	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

 TNT1 A 0 A_jump(32,"oi","oi2")
    loop
	
	oi:
	      FLSP A 15 ThrustThing(angle*256/360+64, 20, 0, 0)
		  	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		    FLSP B 6 a_stop
		 Goto See
	oi2:
	       FLSP A 15 ThrustThing(angle*256/360+192, 20, 0, 0)
		   	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		   		    FLSP B 6 a_stop

		 Goto See	
	
	
  Missile:
    FLSP C 0 
    TNT1 AA 0 A_Spawnitemex("SplashBrownPE",random(-8,8),random(-8,8),random(5,32))
		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    FLSP C 8 A_FaceTarget
	 TNT1 AA 0 A_Spawnitemex("SplashBrownPE",random(-16,16),random(-16,16),random(5,32))
    FLSP G 6 A_FaceTarget 
	TNT1 A 0 A_jump(176,"Shot")
		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_playsound("ICKYPEBR",0)
	 TNT1 AAAA 0 A_Spawnitemex("SplashBrownPE",random(1,8),random(-12,12),random(28,32),random(3,12),0,random(2,6),random(-45,45))
	TNT1 A 0 a_spawnitemex("BrownPEded",12,0,24,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("BrownPEded",20,-14,12,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("BrownPEded",16,14,12,0,0,0,0,SXF_NOCHECKPOSITION)
     FLSP G 8 
	 TNT1 A 0 A_playsound("ICKYPEBR",0)
	 	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    FLSP H 12 Bright A_painattack("BrownLsoul2")
    goto See
	
	Shot:
		 TNT1 AAAA 0 A_Spawnitemex("SplashBrownPE",random(1,8),random(-8,8),random(28,32),random(3,12),0,random(2,6),random(-45,45))
	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    FLSP H 4 Bright A_CustomMissile("BrownPEShot", 32, 0, random(-1,1))
	FLSP GC 8 Bright
		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Goto See
  Melee:
    FLSP C 0 
		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    FLSP C 3 A_FaceTarget
    FLSP D 3 A_FaceTarget    
		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    FLSP E 3  A_CustommeleeAttack(random(8,12),"flesh/melee")
    	TNT1 AA 0 A_Spawnitemex("SplashBrownPE",random(1,8),random(-12,12),random(28,32),random(3,12),0,random(2,6),random(-45,45))
    FLSP FE 2  A_CustommeleeAttack(random(8,12),"flesh/melee")
    	TNT1 AA 0 A_Spawnitemex("SplashBrownPE",random(1,8),random(-12,12),random(28,32),random(3,12),0,random(2,6),random(-45,45))
    FLSP FE 2  A_CustommeleeAttack(random(8,12),"flesh/melee")
	
	
	Goto See

  Pain:
    FLSP I 3 
	TNT1 AAAA 0 A_Spawnitemex("SplashBrownPE",random(-8,8),random(-8,8),random(5,32),random(3,12),0,random(-2,12),random(0,360))
    	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	FLSP I 3 A_Pain
	 TNT1 A 0 A_jump(128,"oi","oi2")
    Goto See
  Death:
    FLSP I 5
    FLSP J 5 A_Scream
    FLSP K 5
    FLSP L 5 A_NoBlocking
    FLSP MN 5 A_SetFloorClip
    FLSP OOO 9 a_fadeout(0.25)
	TNT1 AA 0 a_spawnitemex("BrownPEded", random(-12,12),random(-12,12),random(2,24),random(1,9),0,random(0,3),random(0,360),SXF_NOCHECKPOSITION)
	TNT1 AA 12 a_spawnitemex("BrownPEded", random(-12,12),random(-12,12),random(2,24),random(1,9),0,random(0,5),random(0,360),SXF_NOCHECKPOSITION)
	TNT1 AA 0 a_spawnitemex("BrownPEded", random(-12,12),random(-12,12),random(2,24),random(1,9),0,random(0,3),random(0,360),SXF_NOCHECKPOSITION)
	TNT1 AA 12 a_spawnitemex("BrownPEded", random(-12,12),random(-12,12),random(2,24),random(1,9),0,random(0,5),random(0,360),SXF_NOCHECKPOSITION)
	TNT1 A 0 A_playsound("ICKYPEBR",0)
	TNT1 A 25 
	TNT1 A 0 A_playsound("ICKYPEBR",0)
	TNT1 AAA 21 a_spawnitemex("BrownLSoul2", 0,0,16,random(1,9),0,random(8,15),random(0,360),SXF_NOCHECKPOSITION)
	 
	
    Stop
  XDeath:
    FLSP P 3 
    FLSP Q 0 A_FaceTarget
    FLSP Q 0 A_SpawnItemEx("FleshSpawnGibs", 0, 0, 0, 0, 0, 0, 0, 128)
    FLSP Q 0 A_CustomMissile("Fleshspawngib1", 14, 0, random(-180,180), 2, random(10,40))
    FLSP Q 0 A_CustomMissile("Fleshspawngib2", 6, 2, random(-180,180), 2, random(0,25))
    FLSP Q 0 A_CustomMissile("Fleshspawngib2B", 10, -2, random(-180,180), 2, random(0,25))
    FLSP Q 0 A_CustomMissile("Fleshspawngib3", 8, 0, random(-180,180), 2, random(0,35))
    FLSP Q 0 A_CustomMissile("Fleshspawngib4", 12, 5, random(-180,180), 2, random(-5,40))
    FLSP Q 0 A_CustomMissile("Fleshspawngib4B", 5, -5, random(-180,180), 2, random(0,30))
    FLSP Q 0 A_CustomMissile("Fleshspawngib5", 6, 3, random(-180,180), 2, random(10,60))
    FLSP Q 0 A_CustomMissile("Fleshspawngib5", 8, 0, random(-180,180), 2, random(-10,55))
    FLSP Q 0 A_CustomMissile("Fleshspawngib6", 12, 0, 0, 2, 0)
    FLSP Q 3 A_XScream
    FLSP R 3 A_NoBlocking  
    FLSP STU 3
    Stop

  }
}


ACTOR BrownPEShot
{
  Game Doom
  Radius 6
  Height 14
  Speed 18
  Damage (Random(10,45))
  DamageType "Plasma"
  Projectile
  +RANDOMIZE
  SeeSound "baron/attack"
  DeathSound "baron/shotx"
  Translation "0:255=%[0.00,0.00,0.31]:[0.20,0.20,2.00]"
  States
  {
  Spawn:
    BAL7 AB 4 Bright A_Spawnitemex("SplashBrownPE",0,0,3)
    Loop
  Death:
    BAL7 CDE 6 Bright 
	TNT1 AAAAA 0 A_Spawnitemex("SplashBrownPE2",random(-6,6),random(-6,6),random(8,24),random(3,12),0,random(3,16),random(0,360),SXF_nocheckposition)
    Stop
  }
}


ACTOR SplashBrownPE
{
  Game Doom
  Radius 3
  Height 3
  Speed 16


  Projectile
  +RANDOMIZE
  +THRUACTORS
    -nogravity
  +clientsideonly
  Scale 0.25
  Translation "0:255=%[0.00,0.00,0.31]:[0.20,0.20,2.00]"
  States
  {
  Spawn:
   BAL1 AB 12
   BAL1 A 2 A_Jump(32,"Death")
   Loop
  Death:
    
    BAL7 C 1 Bright A_SetScale(0.6,0.1)
	
    BAL7 CDE 4 Bright
    Stop
  }
}


ACTOR SplashBrownPE2
{
  Game Doom
  Radius 3
  Height 3
  Speed 16

  Projectile
  +RANDOMIZE
  -nogravity
  +THRUACTORS
  Scale 0.25
  Translation "0:255=%[0.00,0.00,0.31]:[0.20,0.20,2.00]"
  States
  {
  Spawn:
   BAL1 AB 12
   BAL1 A 2 A_Jump(32,"Death")
   Loop
  Death:
    TNT1 A 0
    BAL7 A 1 Bright A_SetScale(0.6,0.6)
    BAL7 AB 8 Bright
	BAL7 A 6 Bright A_SetScale(0.9,0.9)
	BAL7 B 6 Bright A_SetScale(1.25,1.25)
	TNT1 A 0 A_playsound("monster/tenpn1",0)
	TNT1 A 000 A_SpawnItemEx("PuffCybieRed", random(-6,6), random(-6,6), random(6,32), 0, 0, random(1,9), 0,SXF_NOCHECKPOSITION)
	BAL7 AB 8 Bright a_explode(random(2,12),32,0)
	TNT1 A 000 A_SpawnItemEx("PuffCybieRed", random(-6,6), random(-6,6), random(6,32), 0, 0, random(1,9), 0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_playsound("monster/tenpn2",0)
	BAL7 AB 8 Bright a_explode(random(2,12),32,0)
		TNT1 A 000 A_SpawnItemEx("PuffCybieRed", random(-6,6), random(-6,6), random(6,32), 0, 0, random(1,9), 0,SXF_NOCHECKPOSITION)
	BAL7 AB 8 Bright a_explode(random(2,12),32,0)
	TNT1 A 000 A_SpawnItemEx("PuffCybieRed", random(-6,6), random(-6,6), random(6,32), 0, 0, random(1,9), 0,SXF_NOCHECKPOSITION)
	BAL7 AB 8 Bright a_explode(random(2,12),32,0)
	TNT1 A 0 A_playsound("monster/tenpn1",0)
		TNT1 A 000 A_SpawnItemEx("PuffCybieRed", random(-6,6), random(-6,6), random(6,32), 0, 0, random(1,9), 0,SXF_NOCHECKPOSITION)
	BAL7 AB 8 Bright a_explode(random(2,12),32,0)
	TNT1 A 000 A_SpawnItemEx("PuffCybieRed", random(-6,6), random(-6,6), random(6,32), 0, 0, random(1,9), 0,SXF_NOCHECKPOSITION)
	BAL7 AB 8 Bright a_explode(random(2,12),32,0)
	TNT1 A 0 A_playsound("monster/tenpn2",0)
	BAL7 CDE 2 a_fadeout(0.25)
    Stop
  }
}

Actor BrownPEDed
{
    Radius 1
    Height 1
    +NOCLIP
    +NOGRAVITY
	+NOINTERACTION
	SeeSound  "Crack/death"
	Translation "0:255=%[0.00,0.00,0.31]:[0.20,0.20,2.00]"
	scale 1.35
    States
    {
    Spawn:
	TNT1 A 0
	Death:
	TNT1 A 0
        HADE IJKL 8 Bright a_fadeout(0.15)
        Stop
    }
}


Actor FleshSpawnGibs
{
  +NoClip
  
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_CustomMissile("Fleshspawngib1", 14, 0, random(-180,180), 2, random(10,40))
    TNT1 A 0 A_CustomMissile("Fleshspawngib2", 6, 2, random(-180,180), 2, random(0,25))
    TNT1 A 0 A_CustomMissile("Fleshspawngib2B", 10, -2, random(-180,180), 2, random(0,25))
    TNT1 A 0 A_CustomMissile("Fleshspawngib3", 8, 0, random(-180,180), 2, random(0,35))
    TNT1 A 0 A_CustomMissile("Fleshspawngib4", 12, 5, random(-180,180), 2, random(-5,40))
    TNT1 A 0 A_CustomMissile("Fleshspawngib4B", 5, -5, random(-180,180), 2, random(0,30))
    TNT1 A 0 A_CustomMissile("Fleshspawngib5", 6, 3, random(-180,180), 2, random(10,60))
    TNT1 A 0 A_CustomMissile("Fleshspawngib5", 8, 0, random(-180,180), 2, random(-10,55))
    TNT1 A 0 A_CustomMissile("Fleshspawngib6", 12, 0, 0, 2, 0)
    Stop
  }
}



Actor Fleshspawngib1
{
   Speed 8
   Mass 100
   Radius 1
   Height 1
   Projectile
   -NOGRAVITY
   +DROPOFF
    scale 1.5
   States
   {
   Spawn:
      FGB1 ABCD 4 
      loop
   Death:
      FGB1 E -1
      stop      
   }
}

Actor Fleshspawngib2 : Fleshspawngib1
{
   Speed 8
   Mass 100
   Radius 1
   Height 1
   Projectile
   -NoGravity
   +DropOff
   +ClientSideOnly
    scale 1.5
   States
   {
   Spawn:
      FGB2 ABCD 4 
      loop
   Death:
      FGB2 I -1
      stop      
   }
}

Actor Fleshspawngib2B : Fleshspawngib1
{
   +ClientSideOnly
   States
   {
   Spawn:
      FGB2 EFGH 4 
      loop
   Death:
      FGB2 J -1
      stop      
   }
}

Actor Fleshspawngib3 : Fleshspawngib1
{
   +ClientSideOnly
   States
   {
   Spawn:
      FGB3 ABCD 4 
      loop
   Death:
      FGB3 E -1
      stop      
   }
}

Actor Fleshspawngib4 : Fleshspawngib1
{
   +ClientSideOnly
   States
   {
   Spawn:
      FGB4 ABCD 4 
      loop
   Death:
      FGB4 I -1
      stop      
   }
}

Actor Fleshspawngib4B : Fleshspawngib1
{
   +ClientSideOnly
   States
   {
   Spawn:
      FGB4 EFGH 4 
      loop
   Death:
      FGB4 J -1
      stop      
   }
}

Actor Fleshspawngib5 : Fleshspawngib1
{
   +ClientSideOnly
   States
   {
   Spawn:
      FGB5 ABCD 4 
      loop
   Death:
      FGB5 E -1
      stop      
   }
}

Actor Fleshspawngib6 : Fleshspawngib1
{
   +ClientSideOnly
   Speed 0
   States
   {
   Spawn:
      FGB6 A 4 
      loop
   Death:
      FGB6 BC 4
      FGB6 D -1
      stop      
   }
}










Actor CyanPE
{
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("Colourset15",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("cyanPE2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)



stop
}
}


ACTOR CyanPE2 
{ 
   Health 963
   Species "PE"
    BloodColor "Cyan"
   Radius 31 
   Height 56 
   Mass 400 
   Speed 17
   floatspeed 21
   PainChance 128 
   DamageFactor Fire, 1.5
   DamageFactor "Fire", 1.5
      DamageFactor Melee, 1.5
   DamageFactor "Melee", 1.5
   DamageFactor "Antiair", 3.0
        Damagefactor "ice", 0.2
    Damagefactor ice, 0.2
   DamageFactor "DIMp", 0
   PainChance "DIMp", 0
   
           DamageFactor "PLWater", 0.25
  PainChance "PLWater", 2
   PainChance "ice", 2
  PainChance "Fire", 128
  PainChance "Melee",128
  PainThreshold 32
   
   MONSTER
   +NOGRAVITY 
   +DONTHARMSPECIES
   +FLOAT
   +DontHurtSpecies
   +MissileMore
   +NOFEAR
   +noicedeath
   +floatbob
   +bright
   SEESOUND "monster/infsit" 
   PAINSOUND "monster/infpai" 
   DEATHSOUND "monster/infdth" 
   ACTIVESOUND "caco/active"
   OBITUARY "Ice? check! %o ? Check! Cyan Pain Elemental wins"
   DropItem "CH_SoulSphere",78
   DropItem "HealthBundle"
   DropItem "BackPack"
   DropItem "BackPack", 128
     DropItem "BackPack", 64
   Translation "152:159=%[0.00,0.00,0.57]:[0.00,1.71,1.71]", "9:12=%[0.00,0.00,0.50]:[0.00,1.01,2.00]", "5:8=%[0.00,0.00,0.50]:[0.00,1.01,2.00]", "64:79=%[0.00,0.00,1.01]:[0.00,1.39,1.39]", "144:151=%[0.00,0.00,1.01]:[0.00,2.00,2.00]", "128:143=%[0.00,0.00,1.01]:[0.00,2.00,2.00]", "167:167=207:207", "32:47=0:0", "168:191=0:0", "160:166=0:0", "232:235=0:0", "208:223=0:0","249:249=0:0", "224:231=0:0", "48:63=0:0","248:248=0:0", "16:31=0:0", "255:255=0:0"

   tag "Icey weird Pain elemental"
   states 
   { 
   Spawn: 
       INFR A 10 A_Look 
	   		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

       Loop 
   See: 
       INFR A 2 A_Chase 
	   INFR A 2 A_vilechase
	   	   		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_jump(32,"See2")
    Goto See
	
	  See2:
    INFR AAAAAAAAAA 1 A_FastChase
		   		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Goto See
	
	   Melee: 
   Missile: 
       INFR BC 5 A_FaceTarget 
	   	   		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_jump(128,"A1")
       INFR D 5 BRIGHT  A_Custommissile("IceOrbCyanAra1",24,0,0,0,random(-3,3))	
	    INFR DC 2 
		Goto see
	   A1:
       INFR D 5 Bright A_Custommissile("IceOrbCyanAra2",24,0,0)
	   INFR DC 2 
       Goto See
   Pain: 
       INFR E 3 
	   	   		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

       INFR E 3 A_Pain 
       INFR E 3
       Goto See2 
	   
	   Heal:
	    INFR BC 5 A_FaceTarget 
	    INFR D 5 a_changeflag(nopain,TRUE)
		INFR D 0 a_changeflag(nodamagethrust,TRUE)
		INFR D 0 a_changeflag(dontblast,TRUE)
		INFR D 0 a_changeflag(nogravity,FALSE)
	    INFR D 10 A_setscale(1.25,1.0)
	    INFR D 10 A_setscale(1.5,1.25)
		INFR D 10 A_setscale(1.75,1.5)
		INFR D 10 A_setscale(2.0,1.5)
	    INFR D 3 thrustthingz(0,32,1,0)
		Turtle:
		
		INFR CBABCD 15
			   		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		INFR CBABCD 15
			   		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		INFR DDD 30 A_painattack("CyanLsoul2")
		INFR CBABCD 15
			   		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		Loop
	   
   Death: 
       INFR G 8 
       INFR H 8 BRIGHT A_Scream
       INFR I 8 BRIGHT
       INFR I 0 BRIGHT 
       INFR I 0 BRIGHT 
       INFR I 0 BRIGHT 
       INFR I 0 BRIGHT 
       INFR J 8 BRIGHT A_PainDie("CyanLsoul")
       INFR K 8 BRIGHT A_NoBlocking
	   TNT1 A 0 A_SpawnItemEx ("CH_Cirno", 0,0,24, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM| SXF_NOCHECKPOSITION,248)
       INFR K 1 A_SetFloorClip
	   INFR K 1 A_iceguydie
       Stop 
   } 
}



// 


Actor AbyssPE
{
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("RedPE",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("AbyssPE2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}
}



ACTOR AbyssPE2
{
  Game Doom
  Health 1600

  Species "PE"
  DamageFactor "Antiair", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Radius 31
  Height 56
  Mass 50
  Speed 20
  PainChance 80
  Monster
  +FLOAT
  +noblood
  +NOGRAVITY
  +dontharmspecies
  +Missileevenmore
  +Missilemore
  +floatbob
  +notargetswitch
  +notarget
  +Dontharmclass
  SeeSound "aheadsee"
  PainSound "ahead/ow"
  DeathSound "aheadded"
  ActiveSound "ahead/ac"
  DropItem "CH_Medikit"
  DropItem "HealthBundle", 128
  DropItem "HealthBundle"
  DropItem "CH_BlueArmor", 64
  Dropitem "BackPack"

	  Dropitem "BackPack", 128
	  Dropitem "BackPack", 128
	  Dropitem "CH_SoulSphere", 64
  Obituary "%o got skulled"
  Tag "Spooky Skull!"
  States
  {
  Spawn:
    Spawn:
    AYPE A 10 A_Look
		   		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See:
    AYPE AA 3 A_chase
	 TNT1 A 0 A_SpawnitemEx("AbyssPEShadow",3,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	 		   		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	AYPE AA 3 A_Chase
	 TNT1 A 0 A_SpawnitemEx("AbyssPEShadow",3,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	 		   		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
 Missile:
    AYPE B 0 
			   		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	AYPE B 1  A_radiusgive("SpeedBuffPE",700,RGF_MONSTERS)
	AYPE B 1 A_playsound("Ahead/at",0)
	AYPE B 1 bright a_facetarget
	AYPE B 1 A_jumpifcloser(400,"Pulse")
	AYPE B 1 A_jumpifcloser(1500,"Choice1")
	
	MissileSpam:
	AYPE B 1 A_facetarget
	AYPE B 4 a_facetarget
	AYPE AA 2 bright A_CustomMissile("VollreyAbyPE", 32, random(-5,5), random(-8,8))
	AYPE B 2 a_spidrefire
	Goto missilespam+1
	
	Choice1:
	TNT1 A 0
	TNT1 A 0 A_jump(32,"Pulse")
	TNT1 A 0 A_jump(255,"Pulse","Souls","Coil")
	
	Souls:
	AYPE B 3 a_facetarget
	AYPE C 8 bright
	AYPE C 6  A_SpawnItemEx("AbyssBaronSoul", 16, 0, 32, 0, 0, 0, 0)
	AYPE C 6  A_SpawnItemEx("AbyssBaronSoul", 16, 32, 0, 0, 0, 0, 0)
	AYPE C 6  A_SpawnItemEx("AbyssBaronSoul", 16, -32, 0, 0, 0, 0, 0)
	
	Goto see
	
	
	Coil:
	AYPE B 3 a_facetarget
	AYPE D 6 a_facetarget
	AYPE EEE 2 A_CustomMissile("AbyPECoil", 32, random(-15,15), random(-18,18))
	AYPE F 8 
	AYPE ED 8
	Goto see
	
	Pulse:
	AYPE B 8 bright a_facetarget
	AYPE A 5 bright 
			    AYPE A 0 A_CustomMissile("AbyssPEPulse", 12, 0, 0)
        	AYPE A 0 A_CustomMissile("AbyssPEPulse", 12, 0, 10)
        	AYPE A 0 A_CustomMissile("AbyssPEPulse", 12, 0, 20)
        	AYPE A 0 A_CustomMissile("AbyssPEPulse", 12, 0, 30)
        	AYPE A 0 A_CustomMissile("AbyssPEPulse", 12, 0, 40)
        	AYPE A 0 A_CustomMissile("AbyssPEPulse", 12, 0, 50)
        	AYPE A 0 A_CustomMissile("AbyssPEPulse", 12, 0, 60)
        	AYPE A 0 A_CustomMissile("AbyssPEPulse", 12, 0, 70)
        	AYPE A 0 A_CustomMissile("AbyssPEPulse", 12, 0, 80)
        	AYPE A 0 A_CustomMissile("AbyssPEPulse", 12, 0, 90)
        	AYPE A 0 A_CustomMissile("AbyssPEPulse", 12, 0, 100)
        	AYPE A 0 A_CustomMissile("AbyssPEPulse", 12, 0, 110)
        	AYPE A 0 A_CustomMissile("AbyssPEPulse", 12, 0, 120)
        	AYPE A 0 A_CustomMissile("AbyssPEPulse", 12, 0, 130)
        	AYPE A 0 A_CustomMissile("AbyssPEPulse", 12, 0, 140)
        	AYPE A 0 A_CustomMissile("AbyssPEPulse", 12, 0, 150)
        	AYPE A 0 A_CustomMissile("AbyssPEPulse", 12, 0, 160)
        	AYPE A 0 A_CustomMissile("AbyssPEPulse", 12, 0, 180)
        	AYPE A 0 A_CustomMissile("AbyssPEPulse", 12, 0, 190)
        	AYPE A 0 A_CustomMissile("AbyssPEPulse", 12, 0, 200)
        	AYPE A 0 A_CustomMissile("AbyssPEPulse", 12, 0, 210)
        	AYPE A 0 A_CustomMissile("AbyssPEPulse", 12, 0, 220)
        	AYPE A 0 A_CustomMissile("AbyssPEPulse", 12, 0, 230)
        	AYPE A 0 A_CustomMissile("AbyssPEPulse", 12, 0, 240)
        	AYPE A 0 A_CustomMissile("AbyssPEPulse", 12, 0, 250)
        	AYPE A 0 A_CustomMissile("AbyssPEPulse", 12, 0, 260)
        	AYPE A 0 A_CustomMissile("AbyssPEPulse", 12, 0, 270)
        	AYPE A 0 A_CustomMissile("AbyssPEPulse", 12, 0, 280)
        	AYPE A 0 A_CustomMissile("AbyssPEPulse", 12, 0, 290)
        	AYPE A 0 A_CustomMissile("AbyssPEPulse", 12, 0, 300)
        	AYPE A 0 A_CustomMissile("AbyssPEPulse", 12, 0, 310)
        	AYPE A 0 A_CustomMissile("AbyssPEPulse", 12, 0, 320)
        	AYPE A 0 A_CustomMissile("AbyssPEPulse", 12, 0, 330)
        	AYPE A 0 A_CustomMissile("AbyssPEPulse", 12, 0, 340)
        	AYPE A 0 A_CustomMissile("AbyssPEPulse", 12, 0, 350)
	AYPE A 12 bright 
	TNT1 A 0 A_jump(64,"Missile")
	
	Goto see
	
  Death:
    AYPE B 8 Bright a_stop
    AYPE B 8 Bright A_Scream
	TNT1 A 0 A_changeflag("FLOATBOB",FALSE)
	TNT1 A 0 A_changeflag("FLOAT",FALSE)
	TNT1 A 0 A_changeflag("NOGRAVITY",FALSE)
	AYPE B 8 bright 
  Crash:
  
	AYPE B 8 bright
	AYPE B 8 bright
	AYPE B 8 bright
	AYPE B 8 bright
	AYPE B 8 bright a_noblocking
	AYPE B 16
	AYPE BBB 5 A_fadeout(0.33)
    Stop
  }
}




ACTOR AbyssPEShadow
{

+nointeraction

 States
  {
Spawn:
TNT1 A 0
Death:
    AYPE Y 8 
	AYPE Y 9 
    AYPE YYY 10 a_fadeout(0.33) 
   Stop
}}   



ACTOR AbyPECoil
{
  Game Doom
  Radius 6
  Height 6
  Speed 12
  Damage (random(30,80))
  DamageType Melee
  Projectile
  +RANDOMIZE
  +THRUACTORS
  +SEEKERMISSILE
  scale 0.3
  SeeSound "baron/attack"
  DeathSound "weapons/rocklx"
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
    AYPE Y 2 Bright A_explode(random(18,28),64)
	AYPE Y 2 Bright A_Spawnitemex("TrailAbyPE1",-1,0,3,random(1,5),0,0,0)
		     	    TNT1 A 0 BRIGHT A_SpawnItemEx("AbyssShotIdentifier", 0, 0, 0, random(1,7), 0, random(-5,5), random(0,359),SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)

	AYPE Y 0 Bright A_Seekermissile(4,5)
	TNT1 A 0 A_jump(32,"Fly2")
    Loop
	Fly2:
	    AYPE Y 2 Bright A_explode(random(18,28),64)
	AYPE Y 2 Bright A_Spawnitemex("TrailAbyPE1",-1,0,3,random(1,5),0,0,0)
		     	    TNT1 A 0 BRIGHT A_SpawnItemEx("AbyssShotIdentifier", 0, 0, 0, random(1,7), 0, random(-5,5), random(0,359),SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)

	AYPE Y 0 Bright A_Seekermissile(1,1)
	TNT1 A 0 A_jump(64,"Fly")
	loop
	
  Death:
    BAL1 CDE 2 Bright A_explode(random(5,25),128)
	TNT1 A  0 //A_RadiusGive("Health",128, RGF_MONSTERS,175)

    Stop
  }
}


ACTOR VollreyAbyPE
{
  Game Doom
  Radius 6
  Height 8
  Speed 27
  FastSpeed 38
  Damage (random(5,40))
  DamageType "Plasma"
  Projectile
  +Seekermissile
  RenderStyle Add
  Alpha 0.75
  Scale 0.55
  SeeSound "Forgotten/Attack"
  DeathSound "spell/Impact1"
  translation "0:255=%[0.02,0.02,0.03]:[0.29,0.49,0.65]"
  States
  {
  Spawn:
    FRGO CC 2 Bright A_Seekermissile(12,18)
	FRGO DD 2 Bright A_CustomMissile("SplashAbyss2",8,0)
		     	    TNT1 A 0 BRIGHT A_SpawnItemEx("AbyssShotIdentifier", 0, 0, 0, random(1,7), 0, random(-5,5), random(0,359),SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)

    Loop
  Death:
    BBOM A 2 Bright A_SetScale(1.25)
	BBOM B 2 A_SetTranslucent(0.65)
		TNT1 AAAAAAAAAAAAAAAAAAA 0 A_Custommissile("SplashAbyss2",6,0,random(-359,359),CMF_OFFSETPITCH,random(-25,-5))

    BBOM CD 3 Bright A_explode(random(2,12),128)
    BBOM EFG 6 Bright A_explode(random(2,12),128)
   Stop
  }
}



ACTOR TrailAbyPE1
{
  Game Doom
  Radius 6
  Height 6
  Speed 16
  Damage (random(1,10))
  Projectile
  +ripper
  RenderStyle Add
  Scale 0.75
  Alpha 0.85
  translation "168:191=112:127" //"0:255=%[0.02,0.02,0.03]:[0.29,0.49,0.65]"
  
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
  	     	    TNT1 A 0 BRIGHT A_SpawnItemEx("AbyssShotIdentifier", 0, 0, 0, random(1,7), 0, random(-5,5), random(0,359),SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)

  BAL1 CDE 6 Bright //A_RadiusGive("Health",125, RGF_MONSTERS,5)
  TNT1 A 0 A_setscale(0.5,0.5)
  	     	    TNT1 A 0 BRIGHT A_SpawnItemEx("AbyssShotIdentifier", 0, 0, 0, random(1,7), 0, random(-5,5), random(0,359),SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)

  BAL1 CDE 6 Bright //A_RadiusGive("Health",125, RGF_MONSTERS,5)
 TNT1 A 0 A_setscale(0.25,0.25)
 	     	    TNT1 A 0 BRIGHT A_SpawnItemEx("AbyssShotIdentifier", 0, 0, 0, random(1,7), 0, random(-5,5), random(0,359),SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)

  BAL1 CDE 6 Bright //A_RadiusGive("Health",125, RGF_MONSTERS,5)
	 
    Goto Death
  Death:
    BAL1 CDE 1 Bright
    Stop
  }
}


ACTOR AbyssPEPulse
{
	Speed 11
	Damage (random(1,2))
	DamageType "AbyssPE"
	Radius 10
	Height 4
	RenderStyle Translucent
	Alpha 0.1
	species "PE"
	translation "ice"
	PROJECTILE
	+thruactors
	+DROPOFF
	+FORCERADIUSDMG
	+BLOODLESSIMPACT
	+RIPPER
	+forcepain
	SeeSound "moloch/thud"
	States
	{
	Spawn:
	TNT1 A 4
	
	Fly:
	TNT1 A 0 A_changeflag("thruactors",false)
	    	IDGA CCAABBCCC 10 A_Explode(random(1,2),128)
	Death:
		IDGA C 1 A_Explode(random(10,30),128)
	    	Stop
	}
}


// 

Actor GrayPE
{
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("RedPE",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("GrayPE2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}
}

ACTOR GrayPE2 
{ 
   Health 1450
   Species "PE"
   Speed 3
   floatspeed 4
   Radius 31 
   Height 56 
   PainChance 24
   DamageFactor "Antiair", 3.0
   DamageFactor "DIMp", 0
   DamageFactor "Fire", 1.5
   DamageFactor Fire, 1.5
   PainChance "DIMp", 0
   Mass 800 
   MONSTER 
   +NOGRAVITY 
   +DONTHARMSPECIES
   +FLOAT 
   +boss
   -noradiusdmg
   +notarget
   +notargetswitch
   +NOFEAR
   Obituary "%o was hive minded" 
   SeeSound "slimeworm/pain"
   PainSound "wraith/wraith4"
   DeathSound "wraith/wraith5"
   ActiveSound "slimeworm/sight"
   DropItem "CH_SoulSphere",128
   DropItem "CH_Berserk"
   DropItem "CH_Berserk"
   DropItem "ArmorBundle", 128
   DropItem "ArmorBundle", 128
   DropItem "ArmorBundle"
   DropItem "ArmorBundle"
   DropItem "BackPack"
   DropItem "BackPack", 128
   DropItem "BackPack", 128
   DropItem "BackPack", 64
   DropItem "BackPack", 64
     Dropitem "RareArmorPool", 64
  Dropitem "RLDemonicWeaponSpawner",4
  Dropitem "RLUniqueWeaponSpawner",12
   Translation "152:159=94:106", "32:47=0:0", "168:191=0:0", "48:63=0:0", "160:167=0:0", "208:223=0:0", "248:249=0:0", "232:235=0:0", "0:0=0:0", "9:12=0:0", "128:143=0:0", "80:111=0:0", "144:151=0:0", "13:15=0:0", "64:79=0:0", "5:12=0:0"
   tag "The nasty hive"
   States 
   { 
   Spawn: 
      INFR A  10 A_Look 
	  		   		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH8",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

      Loop 
   See: 
      INFR A 3 A_Chase 
	  	  		   		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH8",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

      Loop 
   Missile: 
     INFR  B 7 A_FaceTarget 
	 	  		   		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH8",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    INFR  B 7 A_FaceTarget 
	 INFR  C 1 A_Jump(255, "Bug1", "SoulIt","Bug2")
	 Goto See
   SoulIt:
     INFR C 4 Bright A_SpawnItemEx("GrayLSoul",0,0,0,random(8,18),0,random(-25,25),random(1,359),SXF_TRANSFERPOINTERS ) 
	 INFR D 5
	 Goto See
	 
	 Bug1:
	 INFR C 4 A_PainAttack("GrayDemon")
	 INFR D 5
	 Goto See
	 
	 	 Bug2:
	 INFR C 4 A_SpawnItemEx("GraySpectre",0,0,0,random(8,18),0,random(-25,25),random(1,359),SXF_TRANSFERPOINTERS ) 
	 INFR D 5
	 Goto See
	 
   Boom1:
     TORT C 0 A_PlaySound("Wraith/Wraith3") 
     TORT C 4 Bright

     Goto See 
	 Pain.fire:
	       INFR E 6
      INFR E 6 bright A_Pain 
	        INFR E 6 
      INFR E 6 bright A_Pain 
	  Goto see
   Pain: 
      INFR E  1 
	  	  		   		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH8",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

      INFR E  3 A_Pain 
	  INFR E  1 A_SpawnItemEx("RedThingsLS",0,0,0,0,0,0,0, SXF_NOCHECKPOSITION) 
	  INFR E 1 A_SpawnItemEx("RedThingsLS",5,1,0,0,0,0,0, SXF_NOCHECKPOSITION)
	  INFR E  1 A_SpawnItemEx("RedThingsLS",-3,7,0,0,0,0,0, SXF_NOCHECKPOSITION)
	  INFR E  1 A_SpawnItemEx("RedThingsLS",-9,3,0,0,0,0,0, SXF_NOCHECKPOSITION)
	  INFR E 1 A_Jump(128,"SoulIt")
      Goto See
   Death: 
       INFR G 8 
       INFR H 8 A_Scream 
      MISL B 8 
      MISL C 2 A_PainDie("BlackLSoul2")
	  MISL CCC 2 A_SpawnItemEx("blackLSoul2",random(-128,128),random(-128,128),0,0,0,0,0,SXF_TRANSFERPOINTERS ) 

      MISL D 8 A_NoBlocking 
      MISL D 1
      Stop 
   } 
}


Actor FireBluPE
{
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("YellowPE",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("FireBluPE2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}
}

ACTOR FireBluPE2
{
  Game Doom
  Health 800

  Species "PE"
  BloodColor "Blue"
  DamageFactor "Antiair", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Radius 31
  Height 56
  Mass 50
  Speed 20
  PainChance 110
  Monster
  +FLOAT
  +NOGRAVITY
  +dontharmspecies
  +Missileevenmore
  +Missilemore
  +floatbob
  +notargetswitch
  +Dontharmclass
  SeeSound "pain/sight"
  PainSound "pain/pain"
  DeathSound "pain/death"
  ActiveSound "pain/active"
  DropItem "HealthBundle"
  DropItem "HealthBonus", 128
  DropItem "HealthBonus", 128
  DropItem "CH_BlueArmor", 64
  Dropitem "BackPack", 128
    Dropitem "BackPack"
	  Dropitem "BackPack", 128
  Obituary "%o got pained out"
  Translation  "70:71=176:182", "72:79=201:207", "64:69=191:191", "13:13=180:180", "14:14=204:204", "15:15=191:191", "140:142=204:206", "143:143=187:187", "138:140=182:184", "133:137=198:201", "128:132=176:179", "236:239=203:207", "5:8=182:190", "1:1=199:199", "96:111=198:207"
  Tag "the fuck is that"
  States
  {
  Spawn:
    Spawn:
    PAIN A 10 A_Look
		  		   		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH7",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See:
    PAIN AAB 3 a_chase
			  		   		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH7",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	PAIN BCC 3 A_Chase
			  		   		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH7",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
 Melee:
    PAIN DEFE 3 A_FaceTarget 
	PAIN D 3 a_jumpifcloser(320,"QuickBoom")
	Goto See
	QuickBoom:
	    PAIN H 5 Bright 
    PAIN I 5 Bright A_Scream
	    MISL BCD 2 Bright a_explode(random(20,40),64,0)
	TNT1 AAAAAAA 0 A_SpawnItemEx ("BoomPEBlu", random(-198,198),random(-198,198),random(-12,64), 0,0,0, 0,  SXF_NOCHECKPOSITION)
	TNT1 A 0 A_die 
	Stop
	
 Missile:
    PAIN D 5 A_FaceTarget
			  		   		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH7",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    PAIN E 5 A_FaceTarget
    PAIN F 4 Bright A_JumpIfCloser(700,"Breath")
	PAIN F 5 bright a_skullattack(30)
	Goto see
	Breath:
    PAIN F 1 Bright A_custommissile("BoomPEBlu",42)
    Goto See
  Death:
    PAIN H 8 Bright 
    PAIN I 8 Bright A_Scream
    PAIN J 8 bright A_Explode(random(20,80),64,0)
	PAIN K 8 Bright 
	TNT1 AAAAAAAAA 0 A_SpawnItemEx ("BoomPEBlu", random(-198,198),random(-198,198),random(-12,64), 0,0,0, 0,  SXF_NOCHECKPOSITION)
    PAIN L 8 Bright A_PainDie("BoomPEBlu")
    PAIN M 8 Bright A_die
    Stop
  }
}

ACTOR BoomPEBlu
{
  Game Doom
  Radius 6
  Height 16
  Speed 25
  Projectile
  DamageType Fire
  DamageType "Fire"
  Damage (random(25,50))
  RenderStyle Add
  Translation "208:223=197:207"
  Deathsound  "weapons/rocklx"
  Alpha 0.75
  States
  {
  Spawn:
    MISL B 4 bright
    goto death
  Death:
    MISL CD 4 Bright a_explode(random(20,40),64,0)
	TNT1 A 0 A_SpawnItemEx ("FireBluLSoul2", 0,0,6, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_NOCHECKPOSITION,128)
    Stop
  }
}

Actor CommonPE : PainElemental
{
Game doom
GibHealth -90
Species "PE"
DamageFactor "Antiair", 3.0
DamageFactor "DIMp", 0
PainChance "DIMp", 0
Monster
+Dontharmspecies
HitObituary "%o got eaten by a pain elemental"
tag "Pain elemental"
States
  {
  
  
   Spawn:
    PAIN A 10 A_Look
	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See:
    PAIN AAB 3 a_chase
	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	PAIN BCC 3 A_Chase
	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop

  Pain:
    PAIN G 6
	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    PAIN G 6 A_Pain
    Goto See
  
  
 Melee:
    PAIN DEFE 3 A_FaceTarget 
	PAIN D 3 A_CustommeleeAttack(random(8,40),"Bite/bite4")
	Goto See
 Missile:
    PAIN D 5 A_FaceTarget
	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    PAIN E 5 A_FaceTarget
    PAIN F 4 Bright A_FaceTarget
    PAIN F 1 Bright A_PainAttack("CommonLsoul")
    Goto See
	
  Death:
    PAIN H 8 Bright
    PAIN I 8 Bright A_Scream
    PAIN JK 8 Bright
    PAIN L 8 Bright A_PainDie("CommonLSoul")
    PAIN M 8 Bright
	
    Stop
	XDeath:
	PAIN J 7 bright a_Pain
	PAIN J 1 Bright a_setangle(angle+35)
	PAIN J 7 bright a_Pain
	PAIN J 1 Bright a_setangle(angle-90)
	TNT1 AAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,32, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
	PAIN K 7 Bright 
		TNT1 AAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,32, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
	PAIN L 8 A_PlaySound("weapons/rocklx")
	TNT1 AAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,32, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
	PAIN M 8 bright 
		TNT1 A 0 A_SpawnItemEx ("CH_Soul", 0,0,32, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_NOCHECKPOSITION)
		
		Stop
	
  }
}


ACTOR GreenPE : PainElemental
{
  Game Doom
  Health 500
  gibhealth -90
  BloodColor "Green"
  Species "PE"
  DamageFactor "Antiair", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Radius 31
  Height 56
  Mass 400
  Speed 8
  PainChance 112
  Monster
  +FLOAT
  +NOGRAVITY
  +DONTHARMSPECIES
  SeeSound "pain/sight"
  PainSound "pain/pain"
  DeathSound "pain/death"
  ActiveSound "pain/active"
  Dropitem "ArmorBundle", 46
  Obituary "%o fell to the smell of green pain elemental"
  HitObituary "%o was chomped by green pain elemental"
  Translation "32:47=112:127", "208:223=112:127", "232:235=112:127", "168:191=112:127", "16:31=112:127", "167:167=125:125"
  tag "Bad Gas Green Pain elemental"
  States
  {
  Spawn:
    PAIN A 10 A_Look
	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)
    Loop
  See:
    PAIN AAB 3 a_chase
		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	PAIN BCC 3 A_Chase
		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  Melee:
    PAIN DEFE 3 A_FaceTarget
	PAIN D 3 A_CustommeleeAttack(random(8,40),"Bite/bite4")
	Goto See	
  Missile:
    PAIN D 5 A_FaceTarget
		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    PAIN E 5 A_FaceTarget
	PAIN E 0 A_JumpIfCloser(265,"Fart")
	PAIN E 0 A_Jump(255,"SoulIt")
	Goto See
	SoulIt:
    PAIN F 4 Bright A_FaceTarget
    PAIN F 1 Bright A_PainAttack("GreenLSoul")
    Goto See
  Fart:
    PAIN D 5 A_Playsound("gas/gas1")
	PAIN G 5 A_Spawnitemex("Gas13",random(-180,180),random(-180,180),random(1,32),0,0,0,SXF_NOCHECKPOSITION)
	PAIN G 4 A_Spawnitemex("Gas13",random(-180,180),random(-180,180),random(1,32),0,0,0,SXF_NOCHECKPOSITION)
	PAIN G 3 A_Spawnitemex("Gas13",random(-220,220),random(-220,220),random(-32,64),0,0,0,SXF_NOCHECKPOSITION)
	PAIN G 2 A_Spawnitemex("Gas13",random(-220,220),random(-220,220),random(-32,64),0,0,0,SXF_NOCHECKPOSITION)
	PAIN G 1 A_Spawnitemex("Gas13",random(-260,260),random(-260,260),random(-64,88),0,0,0,SXF_NOCHECKPOSITION)
	PAIN G 0 A_Spawnitemex("Gas13",random(-260,260),random(-260,260),random(-64,88),0,0,0,SXF_NOCHECKPOSITION)
	PAIN G 1 A_Spawnitemex("Gas13",random(-220,220),random(-220,220),random(-32,64),0,0,0,SXF_NOCHECKPOSITION)
	PAIN G 2 A_Spawnitemex("Gas13",random(-180,180),random(-180,180),random(1,32),0,0,0,SXF_NOCHECKPOSITION)
	PAIN G 3 A_Spawnitemex("Gas13",random(-180,180),random(-180,180),random(1,32),0,0,0,SXF_NOCHECKPOSITION)
	PAIN A 4 A_Playsound("Spell/Impact1") 
	Goto See
  Pain:
    PAIN G 6
		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    PAIN G 6 A_Pain
    Goto See
  Death:
    PAIN H 8 Bright
    PAIN I 8 Bright A_Scream
    PAIN JK 8 Bright
    PAIN L 8 Bright A_PainDie("GreenLsoul")
    PAIN M 8 Bright 
    Stop
		XDeath:
	XDeath:
	PAIN J 7 bright a_Pain
	PAIN J 1 Bright a_setangle(angle+35)
	PAIN J 7 bright a_Pain
	PAIN J 1 Bright a_setangle(angle-90)
	TNT1 AAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,32, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
	PAIN K 7 Bright 
		TNT1 AAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,32, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
	PAIN L 8 A_PlaySound("weapons/rocklx")
	TNT1 AAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,32, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
	PAIN M 8 bright 
		TNT1 A 0 A_SpawnItemEx ("CH_Soul", 0,0,32, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_NOCHECKPOSITION)
		Stop
  Raise:
    PAIN MLKJIH 8
    Goto See
  }
}

ACTOR Gas13
{
  Game Doom
  Radius 6
  Height 16
  Speed 0
  FastSpeed 0
  Projectile
  +RANDOMIZE
  RenderStyle Add
  DamageType Poison
  Scale 0.8
  Alpha 0.6
  States
  {
  Spawn:
    PSBG CDEFGHGF 4 Bright A_Explode(random(6,12),42)
	PSBG G 0 Bright A_Jump(56,"Death")
    Loop
  Death:
    PSBG CDEFGHI 6 Bright A_Explode(random(6,12),42)
    Stop
  }
}

ACTOR BluePE : PainElemental
{
  Game Doom
  Health 610
  Gibhealth -90
  Radius 31
  BloodColor "Blue"
  DamageFactor "Antiair", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Species "PE"
  Height 56
  Mass 400
  Speed 8
  PainChance 100
  Monster
  +FLOAT
  +NOGRAVITY
  +DONTHARMSPECIES
  SeeSound "pe2/see"
  PainSound "pe2/hurt"
  DeathSound "pe2/die"
  ActiveSound "pain/active"
  DropItem "HealthBundle"
  DropItem "HealthBundle", 64
  Renderstyle SoulTrans
  Alpha 0.9
  Obituary "%o didn't dodge blue pain elemental's plasma"
  HitObituary "%o was nommed by blue pain elemental"
  Translation "32:47=195:207", "208:223=195:207", "232:235=195:207", "168:191=196:207", "16:31=193:207", "167:167=206:207", "80:95=192:196", "96:111=195:207", "0:2=245:247"
  tag "Blue Pain elemental"
  States
  {
  Spawn:
    PAIN A 10 A_Look
		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See:
    PAIN AAB 3 a_chase
			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	PAIN BCC 3 A_Chase
			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  Melee:
    PAIN DEFE 3 A_FaceTarget
	PAIN D 3 A_CustommeleeAttack(random(8,40),"Bite/bite4")
	Goto See	
  Missile:
    PAIN D 5 A_FaceTarget
			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    PAIN E 5 A_FaceTarget
	PAIN E 0 A_Jump(255,"SoulIt","Plasma")
	Goto See
	SoulIt:
    PAIN F 4 Bright A_FaceTarget
    PAIN F 1 Bright A_PainAttack("BlueLSoul")
	PAIN EDE 8
	PAIN F 3 Bright A_PainAttack("BlueLSoul",0, PAF_NOSKULLATTACK)
    Goto See
  Plasma:
    PAIN F 3 Bright
	PAIN F 0 A_Custommissile("PlasmaPE",22,0)
	PAIN F 0 A_Custommissile("PlasmaPE",35,0)
	PAIN F 0 A_Custommissile("PlasmaPE",12,0)
	PAIN F 0 A_Custommissile("PlasmaPE",22,-12)
	PAIN F 0 A_Custommissile("PlasmaPE",22,12)
	Goto See
  Pain:
    PAIN G 6
			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    PAIN G 6 A_Pain
    Goto See
  Death:
    PAIN H 8 Bright
    PAIN I 8 Bright A_Scream
    PAIN JK 8 Bright
    PAIN L 8 Bright A_PainDie("BlueLsoul")
    PAIN M 8 Bright 
    Stop
	XDeath:
	PAIN J 7 bright a_Pain
	PAIN J 1 Bright a_setangle(angle+35)
	PAIN J 7 bright a_Pain
	PAIN J 1 Bright a_setangle(angle-90)
	TNT1 AAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,32, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
	PAIN K 7 Bright 
		TNT1 AAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,32, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
	PAIN L 8 A_PlaySound("weapons/rocklx")
	TNT1 AAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,32, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
	PAIN M 8 bright 
		TNT1 A 0 A_SpawnItemEx ("CH_Soul", 0,0,32, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_NOCHECKPOSITION)
		Stop
	
  Raise:
    PAIN MLKJIH 8
    Goto See
  }
}

ACTOR PlasmaPE
{
  Game Doom
  Radius 8
  Height 16
  Speed 14
  FastSpeed 26
  Damage (random(10,23))
  DamageType Plasma
  Projectile
  +RANDOMIZE
  +Seekermissile
  RenderStyle Add
  Alpha 0.85
  Scale 0.8
  SeeSound "spell/spellcast1"
  DeathSound "weapons/plasmax"
  States
  {
  Spawn:
    PLSE AB 4 Bright A_Seekermissile(1,1) 
    Loop
  Death:
    PLSE CDE 6 Bright A_Explode(8,32)
    Stop
  }
}

ACTOR PurplePE 
{ 
   Health 790 
   Species "PE"
    BloodColor "Purple"
   Speed 6 
   Radius 31 
   Height 56 
   PainChance 128
   Mass 400 
   DamageFactor "Antiair", 3.0
   DamageFactor "DIMp", 0
   PainChance "DIMp", 0
   MONSTER 
   +NOGRAVITY 
   +DONTHARMSPECIES
   +FLOAT 
   Obituary "%o look, ooh purple and nasty" 
   SeeSound "wraith/wraith2"
   PainSound "wraith/wraith4"
   DeathSound "wraith/wraith5"
   ActiveSound "wraith/wraith1"
   Renderstyle "Add"
   Alpha 0.9
   DropItem "CH_SoulSphere",72
   DropItem "HealthBundle"
   DropItem "BackPack"
     DropItem "BackPack", 128
   Translation "112:127=250:254", "32:47=240:247", "174:191=200:207", "79:79=12:12", "95:95=255:255"
   var int user_slowdownbuddy;
   tag "Purple Pain elemental"
   States 
   { 
   Spawn: 
      TORT AB 10 A_Look 
	  		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

      Loop 
   See: 
      TORT AAB 3 a_chase
	  	  		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	  TORT BCC 3 A_Chase 
	  	  		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	  TORT A 0 A_Jump(8,"SoulIt")
      Loop 
   Missile: 
     TORT D 10 A_FaceTarget 
	 	  		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

     TORT E 6 A_FaceTarget 
	 TORT E 0 A_JumpIfCloser(1200,"Or1")
	 TORT E 0 A_Jump(255,"Boom2")
	 Goto See
   OR1:
     TORT E 0 A_Jump(255,"SoulIt","Boom1")
	 Goto See
   SoulIt:
     TORT F 0
	 TORT F 0 A_Jumpif(user_slowdownbuddy>6, "Maaybe")
     TORT F 7 Bright A_DualPainAttack("PurpleLSoul")
	 TORT D 6
	 TORT D 0 A_SetUserVar("user_slowdownbuddy",user_slowdownbuddy+1)
	 TORT D 0
	 Goto See
	 Maaybe:
	 TORT F 0
	 TORT F 0 A_CheckSight("See")
	 TORT F 0
	 Goto Missile+4
   Boom1:
     TORT E 0 A_PlaySound("Wraith/Wraith3") 
     TORT D 5 Bright A_FaceTarget
	 TORT D 0 A_CustomMissile("PurplePE2", 40, -8, -2)
	 TORT D 0 A_CustomMissile("PurplePE2", 40, 0, 0)
	 TORT D 0 A_CustomMissile("PurplePE2", 40, 8, 2)
     Goto See 
   Boom2:
     TORT E 0 A_PlaySound("Spell/SpellCast1") 
     TORT D 5 A_CustomMissile("PurplePE1", 40, 0, 0) 
     Goto See 
   Pain: 
      TORT G 3 
	  	  		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	  TORT G 0 A_SetUserVar("user_slowdownbuddy",user_slowdownbuddy-3)
      TORT G 3 A_Pain 
      Goto See 
   Death: 
      TORT H 8 
      TORT I 8 A_Scream 
      TORT JK 8 
      TORT L 8 A_Explode(Random(15,35),64)
      TORT M 8 A_NoBlocking 
      TORT N 8 
      Stop 
   } 
}

ACTOR PurplePE1
{
  Game Doom
  Radius 8
  Height 10
  Speed 24
  FastSpeed 24
  Mass 23
  Gravity 0.3
  Damage (random(10,47))
  Projectile
  +RANDOMIZE
  +Explodeonwater
  +Seekermissile
  RenderStyle Add
  Alpha 0.88
  Scale 1
  SeeSound "caco/attack"
  DeathSound "Bomb/boom"
  Translation "168:191=250:254"
  States
  {
  Spawn:
    SBS1 ABCD 6 Bright A_seekermissile(3,3)
    Loop
  Death:
    SBS4 DE 6 Bright A_SetTranslucent(0.4)
    SBS4 FGH 6 Bright A_explode(random(5,38),88)
   Stop
  }
}

ACTOR PurplePE2
{
  Game Doom
  Radius 8
  Height 10
  Speed 28
  FastSpeed 50
  Mass 23
  Gravity 0.3
  Damage (random(5,25))
  Projectile
  +RANDOMIZE
  RenderStyle Add
  Alpha 0.65
  Scale 0.75
  SeeSound "caco/attack"
  DeathSound "holy/holy2"
  Translation "168:191=250:254", "208:223=250:252", "128:143=250:252", "64:79=251:254", "160:167=251:251", "48:63=250:251"
  States
  {
  Spawn:
    SKUL CD 5 Bright
    Loop
  Death:
    SKUL C 6 Bright A_SetTranslucent(0.4)
    SKUL D 5 A_SetTranslucent(0.25)
	SKUL D 4 A_SetTranslucent(0.1)
   Stop
  }
}

ACTOR YellowPE : PainElemental
{ 
   Health 900
   Species "PE"
    BloodColor "Yellow"
   Radius 31 
   Height 56 
   Mass 400 
   Speed 11
   MeleeDamage 8
   PainChance 128 
   DamageFactor Fire, 0.5
   DamageFactor "Antiair", 3.0
        Damagefactor "ice", 1.2
    Damagefactor ice, 1.2
   DamageFactor "DIMp", 0
   PainChance "DIMp", 0
   MONSTER
   +NOGRAVITY 
   +DONTHARMSPECIES
   +FLOAT
   +DontHurtSpecies
   +MissileMore
   +NOFEAR
   RenderStyle SoulTrans
   Alpha 0.9
   SEESOUND "monster/infsit" 
   PAINSOUND "monster/infpai" 
   DEATHSOUND "monster/infdth" 
   ACTIVESOUND "caco/active"
   MELEESOUND "caco/melee2"
   HITOBITUARY "%o met yellow pain elemental.. up close."
   OBITUARY "%o met yellow pain elemental.. once."
   DropItem "CH_SoulSphere",62
   DropItem "HealthBundle"
   DropItem "BackPack"
     DropItem "BackPack", 128
   DropItem "BackPack", 64
   Translation "152:159=213:223", "9:12=187:191", "5:8=46:47", "75:79=190:191", "173:191=160:167", "0:0=0:0"
   tag "Volcanic Orange Pain elemental"
   states 
   { 
   Spawn: 
       INFR A 10 A_Look 
	   	  		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

       Loop 
   See: 
       INFR A 2 A_Chase 
	   INFR A 1 A_Jump(8,"Spawns2")
	   	   	  		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

       Loop 
   Spawns2:
       INFR BC 5
	   INFR D 5 A_PainAttack("YellowLSoul")
	   INFR D 0 A_CheckSight("See")
	   Goto Missile
   Missile: 
       INFR BC 5 A_FaceTarget 
	   	   	  		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

       INFR D 5 BRIGHT A_CustomMissile ("LavaballPE",24,0,0,0)
	   INFR D 2 A_Jump(64,"Spawns2")
       Goto See
   Melee: 
       INFR ADC 3 A_FaceTarget 
       INFR B 4 A_CustomMeleeAttack(random(9,48),"Caco/Melee2")
       Goto See 
   Pain: 
       INFR E 3 
	   	   	  		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

       INFR E 3 A_Pain 
       INFR E 6 A_Jump(128,"Spawns2")
       Goto See 
   Death: 
       INFR G 8 
       INFR H 8 BRIGHT A_Scream
       INFR I 8 BRIGHT
       INFR I 0 BRIGHT A_CustomMissile("LavaballPE",32,0,45,2)
       INFR I 0 BRIGHT A_CustomMissile("LavaballPE",32,0,135,2)
       INFR I 0 BRIGHT A_CustomMissile("LavaballPE",32,0,225,2)
       INFR I 0 BRIGHT A_CustomMissile("LavaballPE",32,0,315,2)
       INFR J 8 BRIGHT A_PainDie("YellowLsoul")
       INFR K 8 BRIGHT A_NoBlocking 
       INFR K 0 A_SetFloorClip
       Stop 
   } 
}

ACTOR LavaballPE
{
   Radius 8
   Height 8
   Speed 17
   Damage (random(15,60))
   DamageType fire
   Scale 1.0
   PROJECTILE
   RENDERSTYLE ADD
   ALPHA 0.95
   +THRUGHOST
   SeeSound "weapons/firmfi"
   DeathSound "weapons/firex3"
   BounceType Doom
   BounceCount 3
   Wallbouncefactor 1.25
   DONTHURTSHOOTER
   States
   {
   Spawn: 
      BAL3 AB 4 Bright A_SpawnItem("RedPuff",0,0)
      loop
   Death:
      BAL3 C 5 Bright A_Explode(random(5,50),88)
      BAL3 DE 5 Bright
      stop
   }
}

ACTOR RedPuff
{   
   Radius 0
   Height 1
   Speed 0
   PROJECTILE
   RENDERSTYLE ADD
   ALPHA 0.85
   States
   {
   Spawn:
      NULL A 3 Bright
      RPUF ABCDE 3 Bright
      Stop 
   }
}



//

ACTOR RedPE 
{ 
   Health 1111 
   Species "PE"
   Speed 11
   Radius 31 
   Height 56 
   PainChance 42
   DamageFactor "Antiair", 3.0
   DamageFactor "DIMp", 0
   PainChance "DIMp", 0
   Mass 400 
   MONSTER 
   +NOGRAVITY 
   +DONTHARMSPECIES
   +FLOAT 
   +Missilemore
   +Missileevenmore
   +NOFEAR
   Obituary "%o felt a big red raging pain in the ass" 
   SeeSound "wraith/wraith2"
   PainSound "wraith/wraith4"
   DeathSound "wraith/wraith5"
   ActiveSound "wraith/wraith1"
   Renderstyle SoulTrans
   Scale 1.15
   Alpha 0.95
   DropItem "CH_SoulSphere",74
   DropItem "CH_Berserk", 128
   DropItem "ArmorBundle"
   DropItem "BackPack"
     DropItem "BackPack", 128
   DropItem "BackPack", 128
   Translation "112:127=0:0", "96:111=32:47", "3:3=188:188"
   tag "Red rage elemental"
   States 
   { 
   Spawn: 
      TORT AB 10 A_Look 
	  	   	  		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

      Loop 
   See:  
      TORT AAB 3 a_chase
	  	  	   	  		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	  TORT BCC 3 A_Chase 
	  	  	   	  		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	  TORT A 0 A_Jump(34,"SoulIt")
      Loop 
   Missile: 
     TORT B 5 A_FaceTarget 
	 	  	   	  		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

     TORT B 2 A_FaceTarget 
	 TORT B 0 A_JumpIfCloser(450,"BadBreath")
	 TORT B 0 A_JumpIfCloser(900,"Or1")
	 TORT B 0 A_Jump(255,"DASH")
	 Goto See
   OR1:
     TORT E 0 A_Jump(255,"SoulIt","Boom1")
	 Goto See
   Badbreath:
      TORT C 5 A_FaceTarget
      TORT D 3 bright A_CustomMissile("CorpseBreathPE", 21, 0, 16, 1)
      TORT D 3 bright A_CustomMissile("CorpseBreathPE", 21, 0, 12, 1)
      TORT C 0 A_FaceTarget
      TORT D 3 bright A_CustomMissile("CorpseBreathPE", 21, 0, 8, 1)
      TORT D 3 bright A_CustomMissile("CorpseBreathPE", 21, 0, 4, 1)
      TORT C 0 A_FaceTarget
      TORT D 3 bright A_CustomMissile("CorpseBreathPE", 21, 0, 0, 1)
      TORT D 3 bright A_CustomMissile("CorpseBreathPE", 21, 0, -4, 1)
      TORT C 0 A_FaceTarget
      TORT D 3 bright A_CustomMissile("CorpseBreathPE", 21, 0, -8, 1)
      TORT D 3 bright A_CustomMissile("CorpseBreathPE", 21, 0, -12, 1)
      TORT C 0 A_FaceTarget
      TORT D 3 bright A_CustomMissile("CorpseBreathPE", 21, 0, -16, 1)
      TORT C 4 bright
	  TORT C 1 bright A_MonsterRefire(84, "See")
	  Goto Missile
   SoulIt:
     TORT C 9 Bright A_PainAttack("RedLSoul")
	 TORT D 5
	 Goto See
   Boom1:
     TORT C 0 A_PlaySound("Wraith/Wraith3") 
     TORT C 4 Bright
	 TORT C 0 A_CustomMissile("SbombPE", 32, -8, -2)
	 TORT C 0 A_CustomMissile("SbombPE", 20, 0, 0)
	 TORT C 0 A_CustomMissile("SbombPE", 32, 8, 2)
     Goto See 
   Dash:
     TORT D 0 A_PlaySound("wraith/wraith2") 
     TORT D 4 A_SkullAttack(30) 
	 TORT D 1 bright A_MonsterRefire(84, "See")
     Goto Missile
   Pain: 
      TORT G 1 
	  	  	   	  		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

      TORT G 3 A_Pain 
	  TORT G 1 A_SpawnItemEx("RedThingsLS",0,0,0,0,0,0,0, SXF_NOCHECKPOSITION) 
	  TORT G 1 A_SpawnItemEx("RedThingsLS",5,1,0,0,0,0,0, SXF_NOCHECKPOSITION)
	  TORT G 1 A_SpawnItemEx("RedThingsLS",-3,7,0,0,0,0,0, SXF_NOCHECKPOSITION)
	  TORT G 1 A_SpawnItemEx("RedThingsLS",-9,3,0,0,0,0,0, SXF_NOCHECKPOSITION)
	  TORT G 1 A_Jump(128,"SoulIt")
      Goto See
   Death: 
      TORT H 8 
      TORT I 8 A_Scream 
      MISL B 8 
      MISL C 8 A_Explode(Random(15,65),128)
      MISL D 8 A_NoBlocking 
      MISL D 1
      Stop 
   } 
}

Actor SbombPE
{
  Radius 20
  Height 20
  Mass 600
  Speed 9
  Damage (random(10,50))
  DamageType "Plasma"
  Projectile
  Scale 2
  Renderstyle Add
  Alpha 0.95
  SeeSound "Spell/spellCast1"
  DeathSound "Crack/death"
  Translation "208:223=176:191", "224:231=176:176"
  States
  {
  Spawn:
   BAL1 A 1 A_SetScale(1.65) 
   BAL1 A 1 A_CustomMissile("REDTHINGSHK",5,0, CMF_AIMOFFSET,random(0,360), random(0,360))
   BAL1 B 1 A_SetScale(2) 
   BAL1 B 1 A_SpawnItemEx("RedThingsLS",0,0,5,0,0,0,0, SXF_NOCHECKPOSITION)
   Loop
  Death:
   BAL1 C 4 A_SetTranslucent(0.35)
   BAL1 D 1 A_Explode(random(5,25),88)
   BAL1 DDEE 3
   BAL1 E 2  A_SpawnItemEx("RedLSoul", 0, 0, -34, 0, 0, 0, 0, 128, SXF_NOCHECKPOSITION,178)
   BAL1 E 0
   Stop
 }
}


ACTOR CorpseBreathPE
{
  Game Doom
  Radius 18
  Height 18
  Speed 15
  Damage (random(5,12))
  DamageType Melee
  Projectile
  +THRUACTORS
  -NOGRAVITY
  +BOUNCEONFLOORS
  RenderStyle Add
  BounceType Doom
  BounceCount 3
  BounceFactor 0.8
  Gravity 0.24
  Alpha 0.85
  Scale 0.85
  SeeSound  "misc/gibbed"
  DeathSound  "misc/gibbed"
  Translation "192:207=250:254"
  States
  {
  Spawn:
    POSS N 1 A_SpawnItemEx("RedThingsLS",0,0,0,0,0,0,0, SXF_NOCHECKPOSITION)
    POSS N 1 A_SetTranslucent(0.6)
	POSS NN 2 A_Explode(random(5,8))
	POSS N 1 A_SpawnItemEx("RedThingsLS",0,0,0,0,0,0,0, SXF_NOCHECKPOSITION)
    POSS NOO 1 A_Explode(random(5,8))
	POSS O 1 A_SpawnItemEx("RedThingsLS",0,0,0,0,0,0,0, SXF_NOCHECKPOSITION)
    POSS OOP 1 A_Explode(random(5,8))
	POSS P 1 A_SpawnItemEx("RedThingsLS",0,0,0,0,0,0,0, SXF_NOCHECKPOSITION)
    POSS P 1 A_SetTranslucent(0.45)
	POSS P 1 A_SpawnItemEx("RedThingsLS",0,0,0,0,0,0,0, SXF_NOCHECKPOSITION)
	POSS QRR 3 A_Explode(random(5,8))
	POSS R 1 A_SpawnItemEx("RedThingsLS",0,0,0,0,0,0,0, SXF_NOCHECKPOSITION)
	POSS RSTT 3  A_Explode(random(5,8))
	POSS UU 1 A_SpawnItemEx("RedThingsLS",0,0,0,0,0,0,0, SXF_NOCHECKPOSITION)
    POSS U 3  A_SetTranslucent(0.25)
    Stop
  }
}


Actor BlackPE
{
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("BlackPE2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("RedPE",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}
}

//unfinished
actor BlackPE2
{
Health 5000
Radius 31
Height 56
Mass 1000
Speed 14
PainChance 20
DamageType normal
MONSTER
DamageFactor lightning, 0.2
DamageFactor "hornet", 0
DamageFactor "Heroic", 3.0
DamageFactor "DIMp", 0
RadiusDamageFactor 0.33
PainChance "DIMp", 0
Obituary "%o was electriminated by Black Pain Elemental"
HitObituary "The Black Pain Elemental ate %o , yum yum"
+FLOORCLIP
+BOSS
-NORADIUSDMG
+NOFEAR
+NOTARGET
+MISSILEEVENMORE
+dontmorph 
+FLOAT
+Dontharmclass
+NOGRAVITY
+DONTFALL
+noicedeath
MeleeDamage 20
MeleeRange 68
SeeSound "monster/ovlsit"
PainSound "monster/ovlpai"
DeathSound "monster/ovldth"
ActiveSound "monster/ovlact"
MeleeSound "caco/melee"
Dropitem "BackPack"
  DropItem "BackPackBundle"

Dropitem "CH_Megasphere"
Dropitem "CH_RocketLauncher", 128
DropItem "CH_Plasmarifle", 128
Dropitem "CH_RocketLauncher", 128
DropItem "CH_Plasmarifle", 128
DropItem "CH_ClipBox"
DropItem "CH_ClipBox"
DropItem "CH_ClipBox"
DropItem "CH_ClipBox"
  Dropitem "RareArmorPool", 128
  Dropitem "RLDemonicWeaponSpawner",12
  Dropitem "RLUniqueWeaponSpawner",24
tag "Hell Soul Elemental"
  states
  {
  Spawn:
  	    OVER A 1
		Goto Scripted
	Scripted:
	    OVER A 1
		OVER A 1 ACS_NamedExecuteAlways("AnnounceBlackPE")
		OVER A 1
  Idle:
    OVER A 10 A_Look
		  	   	  		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    loop
  See:
    OVER AABB 3 a_chase
			  	   	  		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	OVER AACC 3 A_Chase
			  	   	  		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    goto See
  Missile:
    OVER D 0 A_FaceTarget
			  	   	  		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	OVER D 0 A_JumpIfHealthLower(2500,"Phase2")
    OVER D 0 A_Jump(256,"Missile2","Missile3","Missile1")
    stop
  PHAse2:
    OVER D 0 A_Jump(256,"Missile4","Missile2","Missile5")
  Missile1:
    OVER DE 8 A_FaceTarget
    OVER FF 5 bright A_CustomMissile("SkullBundle3",32,0,random(-10,10))
    goto See
  Missile2:
    OVER GH 8 Bright A_FaceTarget
    OVER H 1 Bright A_PlaySound("weapons/shock")
    OVER H 7 Bright A_CustomMissile("StormShot1",43,0,0,0,0)
    goto See
  Missile3:
    OVER JJJJJJJJ 1 A_FaceTarget
    OVER K 0 Bright A_CustomMissile("HadesBall4",92,-40,random(-3,3),0,random(-3,3))
    OVER K 0 Bright A_CustomMissile("HadesBall4",8,-40,random(-3,3),0,random(-3,3))
    OVER K 0 Bright A_CustomMissile("HadesBall4",92,40,random(-3,3),0,random(-3,3))
    OVER K 0 Bright A_CustomMissile("HadesBall4",8,40,random(-3,3),0,random(-3,3))
    OVER K 0 Bright A_CustomMissile("OverBall3",54,-50,random(-3,3),0,random(-3,3))
    OVER K 4 Bright A_CustomMissile("OverBall3",54,50,random(-3,3),0,random(-3,3))
    OVER J 7 A_SpidRefire
    OVER J 0 A_Jump(32,"Missile1")
    goto Missile3+8
  Missile4:
    OVER JJJJJJJJ 1 A_FaceTarget
	OVER GHG 3 Bright
	OVER K 4 Bright
    OVER K 1 Bright A_CustomMissile("BEESHOT",92,-40,random(-3,3),0,random(-3,3))
    OVER K 1 Bright A_CustomMissile("BEESHOT",8,-40,random(-3,3),0,random(-3,3))
    OVER K 1 Bright A_CustomMissile("BEESHOT",92,40,random(-3,3),0,random(-3,3))
    OVER K 1 Bright A_CustomMissile("BEESHOT",8,40,random(-3,3),0,random(-3,3))
    OVER K 1 Bright A_CustomMissile("BEESHOT",54,-50,random(-3,3),0,random(-3,3))
    OVER K 4 Bright A_CustomMissile("BEESHOT",54,50,random(-3,3),0,random(-3,3))
	OVER G 3 Bright A_checkSight("See")
	Over K 4 Bright
	OVER K 1 Bright A_CustomMissile("BEESHOT",92,-40,random(-3,3),0,random(-3,3))
    OVER K 1 Bright A_CustomMissile("BEESHOT",8,-40,random(-3,3),0,random(-3,3))
    OVER K 1 Bright A_CustomMissile("BEESHOT",92,40,random(-3,3),0,random(-3,3))
    OVER K 1 Bright A_CustomMissile("BEESHOT",8,40,random(-3,3),0,random(-3,3))
    OVER K 1 Bright A_CustomMissile("BEESHOT",54,-50,random(-3,3),0,random(-3,3))
    OVER K 4 Bright A_CustomMissile("BEESHOT",54,50,random(-3,3),0,random(-3,3))
	OVER K 0 A_Jump(88,"Missile1")
    goto See
  Missile5:
    OVER JJJJJJJJ 1 A_FaceTarget
	OVER GG 5 A_FaceTarget
    OVER K 1 Bright A_CustomMissile("LoadPE3",92,-40,random(-3,3),0,random(-3,3))
    OVER K 1 Bright A_CustomMissile("LoadPE3",8,-40,random(-3,3),0,random(-3,3))
    OVER K 1 Bright A_CustomMissile("LoadPE3",92,40,random(-3,3),0,random(-3,3))
    OVER K 1 Bright A_CustomMissile("LoadPE3",8,40,random(-3,3),0,random(-3,3))
    OVER K 1 Bright A_CustomMissile("LoadPE3",54,-50,random(-3,3),0,random(-3,3))
    OVER K 1 Bright A_CustomMissile("LoadPE3",54,50,random(-3,3),0,random(-3,3))
	OVER K 8 A_FaceTarget
	OVER H 4 A_PlaySound("monster/ovlsit")
	OVER H 2 Bright A_CustomMissile("SkullDeathPE",92,-40,random(-8,8),0,random(-8,8))
    OVER H 2 Bright A_CustomMissile("SkullDeathPE",8,-40,random(-3,3),0,random(-3,3))
    OVER H 2 Bright A_CustomMissile("SkullDeathPE",92,40,random(-12,12),0,random(-3,3))
    OVER H 2 Bright A_CustomMissile("SkullDeathPE",8,40,random(-3,9),0,random(-9,3))
    OVER H 2 Bright A_CustomMissile("SkullDeathPE",54,-50,random(-9,9),0,random(-3,3))
    OVER H 2 Bright A_CustomMissile("SkullDeathPE",54,50,random(-3,3),0,random(-12,12))
	OVER GJ 2
	Goto See
  Melee:
    OVER ADF 4 A_FaceTarget
    OVER E 4 A_MeleeAttack
	OVER E 0 A_Jump(128,"Missile")
    goto See
  Pain:
    OVER L 6
			  	   	  		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    OVER L 6 A_Pain
    goto See
  Death:
    OVER M 1 bright A_Facetarget
    OVER M 9 bright A_Screamandunblock
    OVER NO 10 bright
    OVER PPPPP 0 bright A_CustomMissile("OverFlesh1",random(0,90),random(0,40),random(-180,180),2,random(-15,15))
    OVER PPPPP 0 bright A_CustomMissile("OverFlesh2",random(0,90),random(0,40),random(-180,180),2,random(-15,15))
    OVER PPPPPPPPPP 0 A_CustomMissile("OverFlesh3",random(0,90),random(0,40),random(-180,180),2,random(-15,15))
    OVER PPPPPPPPPP 0 A_CustomMissile("OverFlesh4",random(0,90),random(0,40),random(-180,180),2,random(-15,15))
    OVER PPPPPPPPPP 0 A_CustomMissile("OverFlesh5",random(0,90),random(0,40),random(-180,180),2,random(-15,15))
    OVER PPPPPPPPPP 0 A_CustomMissile("OverFlesh6",random(0,90),random(0,40),random(-180,180),2,random(-15,15))
    OVER P 0 bright A_CustomMissile("OverBigArm1",40,-40,-90,2,random(-1,1))
    OVER P 0 bright A_CustomMissile("OverBigArm2",40,40,90,2,random(-1,1))
    OVER P 0 bright A_CustomMissile("OverSmallArm1",100,-30,-90,2,random(-15,15))
    OVER P 0 bright A_CustomMissile("OverSmallArm1",100,30,90,2,random(-15,15))
    OVER P 0 bright A_CustomMissile("OverSmallArm2",100,-30,-90,2,random(-15,15))
    OVER P 0 bright A_CustomMissile("OverSmallArm2",100,30,90,2,random(-15,15))
    OVER P 0 bright A_CustomMissile("OverHorn1",110,-16,-90,2,random(-15,15))
    OVER P 0 bright A_CustomMissile("OverHorn2",110,16,90,2,random(-15,15))
    OVER PQRSTUV 10 bright
    stop
  }
}

ACTOR LoadPE3
{
   Radius 12
   Height 6
   Speed 1
   Damage 0
   PROJECTILE
   RENDERSTYLE ADD
   Alpha 0.80
   scale 0.75
   Damagetype Plasma
   States
   {
   Spawn:
      LFX1 STUV 2 Bright
      Goto Death
   Death:
      LFX1 S 1
      stop
   }
}

ACTOR SkullDeathPE
{
  Game Doom
  Radius 5
  Height 7
  Speed 32
  FastSpeed 38
  Damage (random(10,50))
  DamageType "Fire"
  Projectile
  +RANDOMIZE
  RenderStyle Add
  Alpha 0.85
  Scale 0.65
  SeeSound "Forgotten/Attack"
  DeathSound "spell/Impact1"
   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"
  States
  {
  Spawn:
    FRGO C 1 Bright A_Weave(1,1,1,1)
    FRGO D 1 Bright A_SpawnItemEx("CrackoBallTrail", 0, 0, 2, 0, 0, 0, 0, 128)
    FRGO C 1 Bright A_Weave(1,1,1,1)
	FRGO D 1 Bright A_SpawnItemEx("CrackoBallTrail", 0, 0, 2, 0, 0, 0, 0, 128)
    Loop
  Death:
    MISL B 3 Bright A_SetScale(1.4)
	MISL C 3 A_SetTranslucent(0.65)
    MISL D 3 Bright A_explode(random(10,25),128)
    MISL E 5 Bright A_explode(random(10,45),128)
   Stop
  }
}

ACTOR SkullBundle3
{
  Radius 6
  Height 32
  Speed 15
  Damage 3
  Projectile
  -ACTIVATEPCROSS
  +RANDOMIZE
  SeeSound "brain/spit"
  DeathSound "brain/cubeboom"
  DropItem "CH_Shell",128
  DropItem "ImplyingClip",176,2
  DropItem "CH_Cell",72
  DropItem "CH_Rocketammo",128
  States
  {
  Spawn:
    BOSF A 3 Bright 
    BOSF BCD 3 Bright 
    Loop
	Death:
	FIRE ABCDEF 2 Bright A_Fire
	FIRE GGHH 1 A_PainAttack("BundleRandom3",random(-180,180))
	FIRE H 0 A_Scream
	Stop
  }
}

actor BundleRandom3 : RandomSpawner 
{
    DropItem "CommonLSoul", 255, 150
    DropItem "GreenLSoul", 255, 125
    DropItem "BlueLSoul", 255,  100
    DropItem "PurpleLSoul", 255, 75
	DropItem "YellowLSoul", 255, 50
	DropItem "RedLSoul", 255, 50
}

ACTOR BEESHOT
{
   Radius 12
   Height 6
   Speed 1
   Damage 0
   PROJECTILE
   +Invisible
   RENDERSTYLE ADD
   Alpha 0.80
   Damagetype Plasma
   States
   {
   Spawn:
      LFX1 S 1 
      Goto Death
   Death:
      LFX1 SS 2 Bright A_SpawnItemEx("BlackLSoul2",random(-12,12),random(-12,12),random(-12,12),0,0,0,0,SXF_SetMaster)
      stop
   }
}

ACTOR OverFlesh1
{
   Speed 8
   Mass 100
   Radius 1
   Height 1
   PROJECTILE
   +THRUGHOST
   +LOWGRAVITY
   -NOGRAVITY
   States
   {
   Spawn:
      OVF1 ACEGIKM 5
      loop
   Death:
      OVF1 O 3
      OVF1 Q -1
      stop
   }
}

ACTOR OverFlesh2 : OverFlesh1
{
   States
   {
   Spawn:
      OVF1 BDFHJLN 5
      loop
   Death:
      OVF1 P 3
      OVF1 R -1
      stop
   }
}

ACTOR OverFlesh3 : OverFlesh1
{
   States
   {
   Spawn:
      OVF2 ACEG 5
      loop
   Death:
      OVF2 I -1
      loop
   }
}

ACTOR OverFlesh4 : OverFlesh1
{
   States
   {
   Spawn:
      OVF2 BDFH 5
      loop
   Death:
      OVF2 J -1
      loop
   }
}

ACTOR OverFlesh5 : OverFlesh1
{
   States
   {
   Spawn:
      OVF3 ACEGI 5
      loop
   Death:
      OVF3 K -1
      loop
   }
}

ACTOR OverFlesh6 : OverFlesh1
{
   States
   {
   Spawn:
      OVF3 BDFHJ 5
      loop
   Death:
      OVF3 L -1
      loop
   }
}

ACTOR OverBigArm1 : OverFlesh1
{
   States
   {
   Spawn:
      OVF4 ACEGI 5
      loop
   Death:
      OVF4 K 3
      OVF4 M -1
      stop
   }
}

ACTOR OverBigArm2 : OverFlesh1
{
   States
   {
   Spawn:
      OVF4 BDFHJ 5
      loop
   Death:
      OVF4 L 3
      OVF4 N -1
      stop
   }
}

ACTOR OverSmallArm1 : OverFlesh1
{
   States
   {
   Spawn:
      OVF5 ACEG 5
      loop
   Death:
      OVF5 I -1
      stop
   }
}

ACTOR OverSmallArm2 : OverFlesh1
{
   States
   {
   Spawn:
      OVF5 BDFH 5
      loop
   Death:
      OVF5 J -1
      stop
   }
}

ACTOR OverHorn1 : OverFlesh1
{
   States
   {
   Spawn:
      OVF6 ACEGI 5
      loop
   Death:
      OVF6 K -1
      stop
   }
}

ACTOR OverHorn2 : OverFlesh1
{
   States
   {
   Spawn:
      OVF6 BDFHJ 5
      loop
   Death:
      OVF6 L -1
      stop
   }
}

// [MagicWazard] This projectile is shared with the Hades Elemental
ACTOR HadesBall4 : CacodemonBall
{
Damage 8
Speed 15
Alpha 0.80
DamageType Plasma
+THRUGHOST
+FORCEXYBILLBOARD
SeeSound "Monster/hadtel"
DeathSound "Monster/hadsit"
Decal "CacoScorch"
 states
  {
  Spawn:
    HEFX AB 4 bright
    loop
  Death:
    HEFX CDEEFGH 3 bright
    stop
  }
}

// [MagicWazard] Exploding projectile similar to the HadesBall
ACTOR OverBall3
{
   Radius 10
   Height 20
   Speed 15
   Damage 8
   DamageType Plasma
   ExplosionDamage 32
   ExplosionRadius 32
   PROJECTILE
   RENDERSTYLE ADD
   ALPHA 0.75
   Translation "192:207=168:191"
   +THRUGHOST
   +FORCEXYBILLBOARD
   DeathSound "weapons/devzap"
   Decal "CacoScorch"
   States
   {
   Spawn:
      AFX1 ABC 1 Bright
      loop
   Death:
      AFX1 DE 4 Bright A_Explode
      AFX1 FGHI 4 bright
      stop
   }
}

// [MagicWazard] Giant ball that spawns smaller projectiles ("StormLite1") from sides
ACTOR StormShot1
{
   Radius 12
   Height 6
   Speed 30
   Damage (random(40,150))
   PROJECTILE
   RENDERSTYLE ADD
   Alpha 0.80
   Damagetype Plasma
   +THRUGHOST
   +NODAMAGETHRUST
   +FORCEXYBILLBOARD
   DeathSound "weapons/devexp"
   States
   {
   Spawn:
      LFX1 STUVW 1 Bright
      LFX1 W 0 Bright A_CustomMissile("StormLite1",0,0,90,6)
      LFX1 W 0 Bright A_CustomMissile("StormLite1",0,0,270,6)
      loop
   Death:
      LFX1 S 0 Bright A_SpawnItemEx("StormShotter3",0,0,1,0,0,0,0)
      LFX1 STUVWSTUVWSTUVWSTUVWSTUVWSTUVWSTUVWSTUVWSTUVWSTUVWSTUVWSTUVW 1 Bright A_Explode(16,32,0)
      stop
   }
}

ACTOR StormShotter3
{
   Radius 12
   Height 6
   Speed 0
   PROJECTILE
   RENDERSTYLE ADD
   Alpha 0.10
   Damagetype Plasma
   +THRUGHOST
   +NODAMAGETHRUST
   +FORCEXYBILLBOARD
   DeathSound "weapons/devexp"
   States
   {
   Spawn:
      LFX1 S 0 
	  Goto Death
	Death:
      LFX1 STUVWSTUVWSTUVWSTUVWSTUVWSTUVWSTUVWSTUVWSTUVWSTUVWSTUVWSTUVW 1 A_Custommissile("OverBall3",0,0,CMF_AIMOFFSET,random(0,360), random(0,360))
      stop
   }
}

// [MagicWazard] Note: this actor is unused, though it acts as a parent for the
// "StormBolt" vertical lightning column its sprites do not appear to be used
// anywhere else in the actor...
ACTOR StormStrike1
{
   Radius 16
   Height 1
   Speed 90
   Damage 2
   PROJECTILE
   Damagetype lightning
   RENDERSTYLE ADD
   Alpha 0.75
   +THRUGHOST
   +RIPPER
   +NODAMAGETHRUST
   +STRIFEDAMAGE
   DeathSound "weapons/devzap"
   States
   {
   Spawn:
      LFX1 IJKLM 1 Bright A_Explode(64,64,0)
      loop
   Death:
      LFX1 NOPQR 2 Bright
      stop
   }
}

// [MagicWazard] Vertical lightning column spawned by StormShot2
ACTOR StormBolt : StormStrike1
{
   Speed 4
   Radius 8
   Height 16
   Damage 1
   Damagetype lightning
   SeeSound "weapons/none"
   DeathSound "weapons/gntidl"
   YScale 4.0
   XScale 2.0
   ReactionTime 35
   +FLOORHUGGER
   +HEXENBOUNCE
   -NOGRAVITY
   States
   {
   Spawn:
      LFX2 F 1 Bright A_Explode(16,64,0)
      LFX2 F 0 Bright A_CustomMissile("StormBolt2",16,0,0,6,90)
      LFX2 F 0 ThrustThing(random(0,255),1,0,0)
      LFX2 G 1 Bright A_Explode(16,64,0)
      LFX2 G 0 Bright A_CustomMissile("StormBolt2",16,0,0,6,90)
      LFX2 H 1 Bright A_Explode(16,64,0)
      LFX2 H 0 Bright A_CustomMissile("StormBolt2",16,0,0,6,90)
      LFX2 I 1 Bright A_Explode(16,64,0)
      LFX2 I 0 Bright A_CustomMissile("StormBolt2",16,0,0,6,90)
      LFX2 J 1 Bright A_Explode(16,64,0)
      LFX2 J 0 Bright A_CustomMissile("StormBolt2",16,0,0,6,90)
      LFX2 J 0 Bright A_CountDown
      loop
   Death:
      LFX2 FGHIJ 2 Bright A_Explode(16,64,0)
      stop
   }
}

// [MagicWazard] Invisible sub-projectiles spawned by the lightning column in
// a vertical upwards path
ACTOR StormBolt2 : StormStrike1
{
   Speed 184
   Damage 1
   Height 15
   Radius 8
   Damagetype lightning
   SeeSound "Monster/hadtel"
   DeathSound "Monster/hadsit"
   +RIPPER
   +NOGRAVITY
   States
   {
   Spawn:
      TNT1 A 1 Bright A_Explode(16,64,0)
      loop
   Death:
      TNT1 A 1 Bright
      stop
   }
}

// [MagicWazard] Projectiles spawned from the sides of the large StormShot projectile
ACTOR StormLite1
{
   Radius 6
   Height 12
   Speed 32
   Damage 5
   PROJECTILE
   RENDERSTYLE ADD
   Alpha 0.80
   Damagetype lightning
   DeathSound "weapons/devzap"
   +THRUGHOST
   +RIPPER
   +FORCEXYBILLBOARD
   States
   {
   Spawn:
      DLIT ABC 1 Bright
      Loop
   Death:
      DLIT DEFGHIJKLMNO 1 Bright
      Stop
   }
}

// [MagicWazard] More powerful version of StormLite1
ACTOR StormLite2 : StormLite1
{
   Speed 64
   Damage 10
   States
   {
   Spawn:
      LFX1 XYZ 1 Bright
      Loop
   Death:
      LFX1 STUVW 3 Bright
      Stop
   }
}




//################################



Actor WhitePE
{
states
{
Spawn:
TNT1 A 0
Goto Scripted
Scripted:
TNT1 A 0 A_JumpIf(CallACS("CH_WhiteBossy") == 1, "First") 
TNT1 A 0
Goto Third
First:
TNT1 A 0 A_SpawnitemEx("WhitePE2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("BlackPE",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}
}



ACTOR WhitePE2
{
	Health 5000
	Radius 31
	Height 56
	Mass 400
	Speed 28
	floatspeed 28
	species "PE"
	PainChance 128
	Monster
 RadiusDamageFactor 0.33
  DamageFactor "Heroic", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  DamageFactor "plwater", 0.5
   DamageFactor plwater, 0.5
  Monster
  +Float
  +NoGravity
 +dontharmspecies
   +floatbob
   +avoidmelee
  +Boss
  +notarget
  +nevertarget
  +noinfighting
  +DontHarmClass
  -NoRadiusDmg
  +FRIGHTENED
+thruspecies
	+noicedeath
	+dontmorph 
	        +DONTBLAST
	SeeSound "WHPESEE"
	PainSound "WHPEPAIN"
	DeathSound "Crack/death"
	ActiveSound "WHPEACT"
	Obituary "%o got sighted"

	  Dropitem "CH_MegaSphere"
	  Dropitem "CH_MegaSphere"
  DropItem "BackPack"
  DropItem "BackPack"
  DropItem "BackPackBundle"
 
  DropItem "CH_CellPack"
   DropItem "CH_CellPack"
    DropItem "CH_BlueArmor"
	  DropItem "CH_BlueArmor"
	    DropItem "CH_BFG9000"
		  DropItem "CH_BFG9000"
		    DropItem "CH_Berserk"
			DropItem "CH_Berserk"
			DropItem "CH_Berserk"
			DropItem "CH_Berserk"
	tag "Against thee wicked"
	
		
	
	states
	{
		Spawn:
		TNT1 A 0
		Goto eyes
		Eyes:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteAlways("AnnounceWhitePE")
		WATC XXX 12  A_SpawnItemEx("MiniSentinelPE",32,32,12,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
		WATC XXX 12  A_SpawnItemEx("MiniSentinelPE",32,32,12,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
		WATC XXX 12  A_SpawnItemEx("MiniSentinelPE",32,32,12,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
		WATC XXX 12  A_SpawnItemEx("MiniSentinelPE",32,32,12,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
		Goto Idle
		Idle:
		WATC X 2 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:
	    TNT1 A 0 
		WATC XXX 2 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_jump(32,"DropBuff")
		WATC XXX 2 A_Chase
						  	   	  		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		WATC X 1 A_Jumpifinventory("Zandronumtoken",11,"ReEye")
		TNT1 A 0 a_jump(16,"WanderBit")
		WATC XXX 2 A_Chase
						  	   	  		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		Loop
		
				ReEye:
		TNT1 A 0 A_Takeinventory("Zandronumtoken",99999)
		WATC XXX 6  A_SpawnItemEx("MiniSentinelPE",32,32,12,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
		WATC XXX 6  A_SpawnItemEx("MiniSentinelPE",32,32,12,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
		WATC XXX 6  A_SpawnItemEx("MiniSentinelPE",32,32,12,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
		WATC XXX 6  A_SpawnItemEx("MiniSentinelPE",32,32,12,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
		Goto See
		
	WanderBit:
		WATC XXX 2 A_wander
		WATC XXX 2 A_Wander
		WATC XXX 2 A_Wander
		Goto see
		
		DropBuff:
		WATC X 1
		WATC Y 5
		WATC W 5 A_SpawnItemEx("BufferWhitePE",random(-64,64),random(-64,64),random(-4,6),0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_jump(32,"WanderBit")
		TNT1 A 0
		Goto see
		
	Missile:
        TNT1 A 0
						  	   	  		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		WATC XX 1  A_SpawnItemEx("MiniSentinelPE",32,32,12,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
		WATC Y 5 A_setscale(0.9,1.1)
		WATC W 5 a_setscale(1.0,1.0)
		TNT1 A 0 a_jump(256,"Fountains","Beams") 
		TNT1 A 0
		Goto see
		Fountains:
		        TNT1 A 0
				WATC VV 5 bright A_SpawnItemEx("HealthFountainWhitePE",random(-266,266),random(-266,266),random(1,6),0,0,0,0,SXF_NOCHECKPOSITION)
        TNT1 A 0
		Goto see
		Beams:
		WATC W 1
		WATC W 5 A_facetarget
		WATC V 5 bright A_CustomRailgun(random(30,60),0,"red","red",RGF_FULLBRIGHT|RGF_NOPIERCING,0,0,"",0,0,0,60,0.5,0.2,"DFLAREPE",3)

		Goto see
		Pain:
		WATC Y 3
						  	   	  		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		WATC Y 3 a_pain
		WATC YYY 3  A_SpawnItemEx("MiniSentinelPE",32,32,12,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)
		WATC Y 3 
		Goto see
	Death:
	
	 WATC V 3 bright 
	 WATC V 3 bright  a_scream
	 WATC V 3 bright a_noblocking
	   WATC V 4 Bright A_CustomMissile ("HKRedDeath",100,-30, CMF_AIMOFFSET, 2, -10)
	  WATC V 4 Bright A_CustomMissile ("HKRedDeath",100,50, CMF_AIMOFFSET, 2, 10)
      WATC V 4 Bright  A_CustomMissile ("HKRedDeath",20,30, CMF_AIMOFFSET, 2, 10)
	  WATC V 4 Bright  A_CustomMissile ("HKRedDeath",60,5, CMF_AIMOFFSET, 2, -10)
	  WATC VVVV 4 Bright  A_CustomMissile ("HKRedDeath",random(15,90),random(-50,50), CMF_AIMOFFSET, 2, random(-10,10))
	 WATC VVVV 3 Bright  A_CustomMissile ("HKRedDeath",random(15,90),random(-50,50), CMF_AIMOFFSET, 2, random(-10,10))
	  WATC VVVV 2 bright A_CustomMissile ("HKRedDeath",random(15,90),random(-50,50), CMF_AIMOFFSET, 2, random(-10,10))
	 WATC VVVVV 1 Bright  A_CustomMissile ("HKRedDeath",random(15,90),random(-50,50), CMF_AIMOFFSET, 2, random(-10,10))
      TNT1 A 0 A_setscale(2.0,2.0)
	  MISL BCD 5 bright 
	  TNT1 A 0 A_SpawnItemEx("WhitePE3",0,0,16,0,0,0,0,SXF_NOCHECKPOSITION)

	stop
	}
}

ACTOR WhitePE3
{ 
Health 1000
Radius 24 
Height 40 
Mass 150 
Speed 46
floatspeed 46
	species "PE"
	PainChance 128
	Monster
 RadiusDamageFactor 0.33
  DamageFactor "Heroic", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  DamageFactor "plwater", 0.5
   DamageFactor plwater, 0.5
  Monster
  +Float
  +NoGravity
 +dontharmspecies
   +floatbob
   +avoidmelee
  +Boss
  +notarget
  +dontmorph 
  +nevertarget
  +noinfighting
  +DontHarmClass
  -NoRadiusDmg
+thruspecies
	+noicedeath
	        +DONTBLAST
SeeSound "BEDsee" 
PainSound "BEDpain" 
DeathSound "BEDded"
ActiveSound "BEDsee" 
AttackSound ""
Obituary "%o was killed by mechanised eyes tiny pilot"
tag "The Pilot"
  DropItem "BackPack"
  DropItem "BackPack"
  DropItem "BackPackBundle"

    Dropitem "RareArmorPool"
  Dropitem "RLDemonicWeaponSpawner",20
  Dropitem "RLLegendaryWeaponSpawner", 8
  Dropitem "RLUniqueWeaponSpawner",42
States 
   { 
   Spawn: 
       WATC A 10 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: 
       WATC AAA 3 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_jump(24,"DropBuff")
	   WATC AAA 3 A_FastChase
	   				  	   	  		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

       Loop 
	   
	   	WanderBit:
		WATC AAA 2 A_wander
		WATC AAA 2 A_Wander
						  	   	  		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

		WATC AAA 2 A_Wander
		Goto see
		
		DropBuff:
		WATC B 3
		WATC C 4
		WATC D 5 A_SpawnItemEx("BufferWhitePE",random(-64,64),random(-64,64),random(-4,6),0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 AA 0 A_SpawnItemEx("HealthFountainWhitePE",random(-266,266),random(-266,266),random(1,6),0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_jump(64,"WanderBit")
		TNT1 A 0
		Goto see
	   
   Missile: 
       WATC E 5 A_FaceTarget 
	   				  	   	  		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

       WATC F 5 A_FaceTarget 
	 WATC G  0 BRIGHT A_CustomMissile("DflarePE2",15,0,0)
	WATC G  0 BRIGHT A_CustomMissile("DflarePE2",15,0,random(-3,3))
	WATC G  0 BRIGHT A_CustomMissile("DflarePE2",15,0,random(-9,9))
       WATC G 5 BRIGHT A_CustomRailgun(random(30,60),0,"red","red",RGF_FULLBRIGHT|RGF_NOPIERCING,0,0,"",0,0,0,60,0.5,0.2,"DFLAREPE",7)
             WATC F 5 A_FaceTarget 
			 	 WATC G  0 BRIGHT A_CustomMissile("DflarePE2",15,0,0)
	WATC G  0 BRIGHT A_CustomMissile("DflarePE2",15,0,random(-3,3))
	WATC G  0 BRIGHT A_CustomMissile("DflarePE2",15,0,random(-9,9))
       WATC G 5 BRIGHT A_CustomRailgun(random(30,60),0,"red","red",RGF_FULLBRIGHT|RGF_NOPIERCING,0,0,"",0,0,0,60,0.5,0.2,"DFLAREPE",7)
             WATC F 5 A_FaceTarget 
			 	 WATC G  0 BRIGHT A_CustomMissile("DflarePE2",15,0,0)
	WATC G  0 BRIGHT A_CustomMissile("DflarePE2",15,0,random(-3,3))
	WATC G  0 BRIGHT A_CustomMissile("DflarePE2",15,0,random(-9,9))
       WATC G 5 BRIGHT A_CustomRailgun(random(30,60),0,"red","red",RGF_FULLBRIGHT|RGF_NOPIERCING,0,0,"",0,0,0,60,0.5,0.2,"DFLAREPE",7)
      
	  Goto See
   Pain: 
       WATC H 3 
	   				  	   	  		TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

       WATC H 3 A_Pain 
	   WATC H 1 A_jump(64,"WanderBit")
       Goto See 
   Death: 
       WATC I 8 A_scream
       WATC JKLM 6 
       WATC N 6 A_noblocking
	   TNT1 A 0 A_changeflag("FLOATBOB",false)
       WATC N 0 A_SetFloorClip
       WATC O -1 
       stop
   } 
}


ACTOR DFlarePE
{
  Radius 3
  Height 3
  Speed 25
  Damage (random(10,20))
  RenderStyle stencil
  stencilcolor "red"
  DamageType Fire
  Alpha 0.85
  Projectile
  +ThruGhost
  +mthruspecies
  +thruspecies
  species "PE"
  Seesound "weapons/firmfi"
  DeathSound "weapons/firex4"
  States
  {
  Spawn:
    VBA3 AB 3 Bright A_SpawnItemEx("MFlareFX", 0, 0, 0, 0, 0, 0, 0, 128)
    Goto death
  Death:
    CBAL CDEFG 3 Bright
    Stop
  }
}

ACTOR DFlarePE2
{
  Radius 3
  Height 3
  Speed 25
  Damage (random(10,20))
  RenderStyle stencil
  stencilcolor "red"
  DamageType Fire
  Alpha 0.85
  Projectile
  +ThruGhost
  +mthruspecies
  +thruspecies
  species "PE"
  Seesound "weapons/firmfi"
  DeathSound "weapons/firex4"
  States
  {
  Spawn:
    VBA3 AB 3 Bright A_SpawnItemEx("MFlareFX", 0, 0, 0, 0, 0, 0, 0, 128)
   loop
  Death:
    CBAL CDEFG 3 Bright
    Stop
  }
}



ACTOR BufferWhitePE
{
  Game Doom

  Radius 6
  Height 1
  +notrigger
  +LookAllAround
  +Notarget
  +nevertarget
  +Noclip
  RenderStyle Stencil
  StencilColor "black"
  Speed 5
  Scale 0.35
  Alpha 0.01
  Mass 2
  States
  {
    Spawn:
	RNGG A 0
	Goto See
 	See:
	RMGG A 0
	TNT1 A 0 A_jump(256, "A1", "A2", "A3")
	TNT1 A 0
	A1:
	RNGG A 0 //A_Radiusgive("RageBuffPE",526,RGF_MONSTERS,1)
	TNT1 A 0
	stop
		A2:
	RNGG A 0 //A_Radiusgive("HulkBuffPE",526,RGF_MONSTERS,1)
	TNT1 A 0
	stop	
	A3:
	RNGG A 0 //A_Radiusgive("SpeedBuffPE",526,RGF_MONSTERS,1)
	TNT1 A 0
	stop
  }
}

Actor RageBuffPE : CustomInventory
{

        Radius 20
        Height 16
		     +INVENTORY.AUTOACTIVATE
			 +INVENTORY.ALWAYSPICKUP

states
{
Pickup:
use:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("PERAGE")
TNT1 A 0

Stop
}
}

Actor HulkBuffPE : CustomInventory
{

        Radius 20
        Height 16
		     +INVENTORY.AUTOACTIVATE
			 +INVENTORY.ALWAYSPICKUP

states
{
Pickup:
use:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("PEHULK")
TNT1 A 0

Stop
}
}

Actor SpeedBuffPE : CustomInventory
{

        Radius 20
        Height 16
		     +INVENTORY.AUTOACTIVATE
			 +INVENTORY.ALWAYSPICKUP

states
{
Pickup:
use:
TNT1 A 0
TNT1 A 0 ACS_NamedExecuteAlways("PESPEED")
TNT1 A 0

Stop
}
}


ACTOR HealthFountainWhitePE
{
  Game Doom
  Health 100
  Monster
  Radius 16
  Height 3
  -ACTIVATEMCROSS
  -CountKill
  +notrigger
  +LookAllAround
  +Notarget
  +nevertarget

  +Noclip
  RenderStyle Stencil
  StencilColor "green"
  Speed 15
  Species "PE"
  Scale 0.65
  Alpha 0.95
  Mass 500
    DropItem "implyingclip", 128
  DropItem "CH_Shell", 64
  Dropitem "CH_RocketAmmo", 42
  DropItem "CH_Cell", 12
  States
  {
    Spawn:
	RNGG A 0
	Goto See
 	See:
	RMGG A 0
	RNGG A 0 A_Radiusgive("GrowRaisin",60,RGF_MONSTERS|RGF_CORPSES,1)
	RNGG A 0 A_Radiusgive("health",252,RGF_MONSTERS)
	RNGG AB 6 Bright A_Chase("","",CHF_RESURRECT)
	RNGG CD 6 bright a_wander
	loop
	Heal:
	BBOM CDE 2 Bright

    Goto see
  }
}


ACTOR MiniSentinelPE
{
Health 70
Painchance 255
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  species "PE"
Speed 28
Radius 12
Height 26
Mass 300
MONSTER
+NOGRAVITY
+DROPOFF
+NOBLOOD
+NOBLOCKMONST
+INCOMBAT
+MISSILEMORE
+LOOKALLAROUND
+NEVERRESPAWN
SeeSound ""
DeathSound "Crack/death"
ActiveSound ""
Painsound "prox/beep"
Obituary "%o was vaporized by a frustated mini sentinel"
  DropItem "implyingclip", 128
  DropItem "CH_Shell", 64
  Dropitem "CH_RocketAmmo", 42
  DropItem "CH_Cell", 12

var int user_angle;
var int user_pitch;

States
{
Spawn:
	MNDR A 10 
	Goto MoveIt
MoveIt:

	TNT1 A 0
	TNT1 A 0 A_Jump(8,"Angreh")
	TNT1 A 0 A_Jump(255, "A1", "A2", "A3", "A4","A5","A6","A7")

	A1:
	MNDR A 1 Bright  A_Warp(AAPTR_MASTER, 42, 0, 2, user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
    TNT1 A 0 A_SetUserVar("user_angle", user_angle + 8)
	loop
	
		A5:
	MNDR A 1 Bright  A_Warp(AAPTR_MASTER, 62, 0, 48, user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
    TNT1 A 0 A_SetUserVar("user_angle", user_angle + 8)
	loop
	
			A6:
	MNDR A 1 Bright  A_Warp(AAPTR_MASTER, 78, 0, 26, user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
    TNT1 A 0 A_SetUserVar("user_angle", user_angle + 8)
	loop
	
	A2:
   
		MNDR A 1 Bright  A_Warp(AAPTR_MASTER, 32, 0, 12, user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		 TNT1 A 0 A_SetUserVar("user_angle", user_angle + 8)
		MNDR A 1 Bright  A_Warp(AAPTR_MASTER, 42, 0, 22, user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		 TNT1 A 0 A_SetUserVar("user_angle", user_angle + 8)
		MNDR A 1 Bright  A_Warp(AAPTR_MASTER, 52, 0, 32, user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
       TNT1 A 0 A_SetUserVar("user_angle", user_angle + 8)
	  MNDR A 1 Bright  A_Warp(AAPTR_MASTER, 42, 0, 42, user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
        TNT1 A 0 A_SetUserVar("user_angle", user_angle + 8)
	   MNDR A 1 Bright  A_Warp(AAPTR_MASTER, 32, 0, 52, user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
        TNT1 A 0 A_SetUserVar("user_angle", user_angle + 8)
	   MNDR A 1 Bright  A_Warp(AAPTR_MASTER, 22, 0, 62, user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
        TNT1 A 0 A_SetUserVar("user_angle", user_angle + 8)
	   MNDR A 1 Bright  A_Warp(AAPTR_MASTER, 12, 0, 72, user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		 TNT1 A 0 A_SetUserVar("user_angle", user_angle + 8)
		MNDR A 1 Bright  A_Warp(AAPTR_MASTER, 2, 0, 82, user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		 TNT1 A 0 A_SetUserVar("user_angle", user_angle + 8)
		MNDR A 1 Bright  A_Warp(AAPTR_MASTER, -2, 0, 82, user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
        TNT1 A 0 A_SetUserVar("user_angle", user_angle + 8)
	   MNDR A 1 Bright  A_Warp(AAPTR_MASTER, -12, 0, 72, user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		 TNT1 A 0 A_SetUserVar("user_angle", user_angle + 8)
		MNDR A 1 Bright  A_Warp(AAPTR_MASTER, -22, 0, 62, user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		 TNT1 A 0 A_SetUserVar("user_angle", user_angle + 8)
		MNDR A 1 Bright  A_Warp(AAPTR_MASTER, -32, 0, 52, user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		 TNT1 A 0 A_SetUserVar("user_angle", user_angle + 8)
		MNDR A 1 Bright  A_Warp(AAPTR_MASTER, -42, 0, 42, user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
        TNT1 A 0 A_SetUserVar("user_angle", user_angle + 8)
	   MNDR A 1 Bright  A_Warp(AAPTR_MASTER, -52, 0, 32, user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
        TNT1 A 0 A_SetUserVar("user_angle", user_angle + 8)
	   MNDR A 1 Bright  A_Warp(AAPTR_MASTER, -42, 0, 22, user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
         TNT1 A 0 A_SetUserVar("user_angle", user_angle + 8)
		MNDR A 1 Bright  A_Warp(AAPTR_MASTER, -32, 0, 12, user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
        TNT1 A 0 A_SetUserVar("user_angle", user_angle + 8)
	   MNDR A 1 Bright  A_Warp(AAPTR_MASTER, -22, 0, 2, user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
        TNT1 A 0 A_SetUserVar("user_angle", user_angle + 8)
	   MNDR A 1 Bright  A_Warp(AAPTR_MASTER, -12, 0, -2, user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
	      TNT1 A 0 A_SetUserVar("user_angle", user_angle + 8)
		 MNDR A 1 Bright  A_Warp(AAPTR_MASTER, -2, 0, -12, user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
	      TNT1 A 0 A_SetUserVar("user_angle", user_angle + 8)
		 MNDR A 1 Bright  A_Warp(AAPTR_MASTER, 2, 0, -12, user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
	     TNT1 A 0 A_SetUserVar("user_angle", user_angle + 8)
		MNDR A 1 Bright  A_Warp(AAPTR_MASTER, 12, 0, -2, user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
	      TNT1 A 0 A_SetUserVar("user_angle", user_angle + 8)
		 MNDR A 1 Bright  A_Warp(AAPTR_MASTER, 22, 0, 2, user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
 TNT1 A 0 A_SetUserVar("user_angle", user_angle + 8)

	loop
	
		A3:
		MNDR A 1 Bright  A_Warp(AAPTR_MASTER, 32, 0, 12, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		MNDR A 1 Bright  A_Warp(AAPTR_MASTER, 42, 0, 22, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		MNDR A 1 Bright  A_Warp(AAPTR_MASTER, 52, 0, 32, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
       	MNDR A 1 Bright  A_Warp(AAPTR_MASTER, 42, 0, 42, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
        MNDR A 1 Bright  A_Warp(AAPTR_MASTER, 32, 0, 52, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
        MNDR A 1 Bright  A_Warp(AAPTR_MASTER, 22, 0, 62, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
        MNDR A 1 Bright  A_Warp(AAPTR_MASTER, 12, 0, 72, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		MNDR A 1 Bright  A_Warp(AAPTR_MASTER, 2, 0, 82, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		MNDR A 1 Bright  A_Warp(AAPTR_MASTER, -2, 0, 82, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
        MNDR A 1 Bright  A_Warp(AAPTR_MASTER, -12, 0, 72, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		MNDR A 1 Bright  A_Warp(AAPTR_MASTER, -22, 0, 62, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		MNDR A 1 Bright  A_Warp(AAPTR_MASTER, -32, 0, 52, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		MNDR A 1 Bright  A_Warp(AAPTR_MASTER, -42, 0, 42, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
       	MNDR A 1 Bright  A_Warp(AAPTR_MASTER, -52, 0, 32, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
        MNDR A 1 Bright  A_Warp(AAPTR_MASTER, -42, 0, 22, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
        MNDR A 1 Bright  A_Warp(AAPTR_MASTER, -32, 0, 12, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
        MNDR A 1 Bright  A_Warp(AAPTR_MASTER, -22, 0, 2, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
        MNDR A 1 Bright  A_Warp(AAPTR_MASTER, -12, 0, -2, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
	      MNDR A 1 Bright  A_Warp(AAPTR_MASTER, -2, 0, -12, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
	      MNDR A 1 Bright  A_Warp(AAPTR_MASTER, 2, 0, -12, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
	      MNDR A 1 Bright  A_Warp(AAPTR_MASTER, 12, 0, -2, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
	      MNDR A 1 Bright  A_Warp(AAPTR_MASTER, 22, 0, 2, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)

	
	loop
	
			A7:
		MNDR A 1 Bright  A_Warp(AAPTR_MASTER, -32, 12, 12, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		MNDR A 1 Bright  A_Warp(AAPTR_MASTER, -42, 24, 22, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		MNDR A 1 Bright  A_Warp(AAPTR_MASTER, -52, 36, 32, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
       	MNDR A 1 Bright  A_Warp(AAPTR_MASTER, -42, 48, 42, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
        MNDR A 1 Bright  A_Warp(AAPTR_MASTER, -32, 60, 52, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
        MNDR A 1 Bright  A_Warp(AAPTR_MASTER, -22, 72, 62, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
        MNDR A 1 Bright  A_Warp(AAPTR_MASTER, -12, 84, 72, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		MNDR A 1 Bright  A_Warp(AAPTR_MASTER, -2, 96, 82, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		MNDR A 1 Bright  A_Warp(AAPTR_MASTER, 2, 96, 82, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
        MNDR A 1 Bright  A_Warp(AAPTR_MASTER, 12, 84, 72, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		MNDR A 1 Bright  A_Warp(AAPTR_MASTER, 22, 72, 62, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		MNDR A 1 Bright  A_Warp(AAPTR_MASTER, 32, 60, 52, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		MNDR A 1 Bright  A_Warp(AAPTR_MASTER, 42, 48, 42, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
       	MNDR A 1 Bright  A_Warp(AAPTR_MASTER, 52, 36, 32, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
        MNDR A 1 Bright  A_Warp(AAPTR_MASTER, 42, 24, 22, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
        MNDR A 1 Bright  A_Warp(AAPTR_MASTER, 32, 12, 12, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
        MNDR A 1 Bright  A_Warp(AAPTR_MASTER, 22, 0, 2, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
        MNDR A 1 Bright  A_Warp(AAPTR_MASTER, 12, -12, 2, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
	      MNDR A 1 Bright  A_Warp(AAPTR_MASTER, 2, -24, 12, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
	      MNDR A 1 Bright  A_Warp(AAPTR_MASTER, -2, -24, -2, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
	      MNDR A 1 Bright  A_Warp(AAPTR_MASTER, -12, 12, 2, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
	      MNDR A 1 Bright  A_Warp(AAPTR_MASTER, -22, 0, -2, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)

	
	loop
	
		A4:
	MNDR A 1 Bright  A_Warp(AAPTR_MASTER, 42, 0, 12, user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
    TNT1 A 0 A_SetUserVar("user_angle", user_angle - 12)
	loop
			A5:
		MNDR A 1 Bright  A_Warp(AAPTR_MASTER, -32, 0, 12, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		MNDR A 1 Bright  A_Warp(AAPTR_MASTER, -42, 0, 22, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		MNDR A 1 Bright  A_Warp(AAPTR_MASTER, -52, 0, 32, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
       	MNDR A 1 Bright  A_Warp(AAPTR_MASTER, -42, 0, 42, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
        MNDR A 1 Bright  A_Warp(AAPTR_MASTER, -32, 0, 52, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
        MNDR A 1 Bright  A_Warp(AAPTR_MASTER, -22, 0, 62, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
        MNDR A 1 Bright  A_Warp(AAPTR_MASTER, -12, 0, 72, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		MNDR A 1 Bright  A_Warp(AAPTR_MASTER, -2, 0, 82, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		MNDR A 1 Bright  A_Warp(AAPTR_MASTER, 2, 0, 82, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
        MNDR A 1 Bright  A_Warp(AAPTR_MASTER, 12, 0, 72, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		MNDR A 1 Bright  A_Warp(AAPTR_MASTER, 22, 0, 62, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		MNDR A 1 Bright  A_Warp(AAPTR_MASTER, 32, 0, 52, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
		MNDR A 1 Bright  A_Warp(AAPTR_MASTER, 42, 0, 42, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
       	MNDR A 1 Bright  A_Warp(AAPTR_MASTER, 52, 0, 32, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
        MNDR A 1 Bright  A_Warp(AAPTR_MASTER, 42, 0, 22, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
        MNDR A 1 Bright  A_Warp(AAPTR_MASTER, 32, 0, 12, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
        MNDR A 1 Bright  A_Warp(AAPTR_MASTER, 22, 0, 2, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
        MNDR A 1 Bright  A_Warp(AAPTR_MASTER, 12, 0, -2, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
	      MNDR A 1 Bright  A_Warp(AAPTR_MASTER, 2, 0, -12, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
	      MNDR A 1 Bright  A_Warp(AAPTR_MASTER, -2, 0, -12, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
	      MNDR A 1 Bright  A_Warp(AAPTR_MASTER, -12, 0, -2, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
	      MNDR A 1 Bright  A_Warp(AAPTR_MASTER, -22, 0, 2, 0, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
	loop
	
	Angreh:
    MNDR A 1 A_SentinelBob
	MNDR A 2 A_Chase
	loop
	
Missile:
	MNDR A 4 A_FaceTarget
	MNDR B 1 BRIGHT A_CustomMissile("DflarePE2",15,0,0)
	MNDR B 1 BRIGHT A_CustomMissile("DflarePE2",15,0,random(-3,3))
	MNDR B 1 BRIGHT A_CustomMissile("DflarePE2",15,0,random(-9,9))
	MNDR A 4
	
	goto Angreh
Pain:
	MNDR A 5 A_Pain
	goto Angreh
	
Death:
	MNDR C 7 BRIGHT A_Fall
	MNDR D 5 BRIGHT A_Scream
	MNDR E 5 BRIGHT A_TossGib
	MNDR F 5 BRIGHT
	MNDR G 5 BRIGHT A_TossGib
	MNDR HI 5 BRIGHT
	TNT1 A 0 A_Jump(32,"SpawnThing")
	
	TNT1 AAA 0 A_SpawnItemEx("DeathBreathDI", random(-178,178), random(-178,178), random(-12,42), 0, 0, 0, 0, 128, 0)
	stop
	SpawnThing:
	TNT1 A 1 A_SpawnItemEx("ArchvileFire",0,0,3,0,0,0,SXF_NOCHECKPOSITION) 
    TNT1 A 1 A_SpawnItemEx("RandomizerArc",0,0,6,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 1 A_Giveinventory("Zandronumtoken",1,AAPTR_MASTER)
	stop
}
}

