Actor UndeadAdept : McM_Monster replaces Chaingunguy {
	Health 85
	Radius 20
	Height 56
	Speed 10
	Scale 0.925
	PainChance 160
	Monster
	+FLOORCLIP
    SeeSound "UndeadInitiate/See"
    ActiveSound "UndeadInitiate/Act"
    painsound "UndeadInitiate/Pain"
    deathsound "UndeadInitiate/Death"
	Obituary "%o succumbed to a Undead Adept's magic."
	Tag "Undead Adept"
	Species "ChaingunGuy"
	DropItem "Chaingun"
	MinMissileChance 64
	Health 80
	+NODAMAGETHRUST
	+MISSILEMORE
	+MISSILEEVENMORE
	+NODROPOFF
	States {
		Idle:
			CULT AB 10 A_Look
			Loop
		See:
			TNT1 A 0 A_JumpIfInventory("MCM_BehaviorToggle", 1, "FastSee")
			CULT A 2 A_Chase
			CULT A 3 A_Chase
		SeeCont:
			CULT B 2 A_Chase
			CULT B 3 A_Chase
			CULT C 2 A_Chase
			CULT C 3 A_Chase
			CULT D 2 A_Chase
			CULT D 3 A_Chase
		Goto See
		SeeNoAttack:
			CULT A 1
			TNT1 A 0 A_JumpIfInventory("MCM_BehaviorToggle", 1, "FastSeeNoAttack")
			CULT A 2 A_Chase("", "")
			CULT A 3 A_Chase("", "")
		Goto SeeCont
		FastSeeNoAttack:
			CULT A 4 A_Chase("", "", CHF_FASTCHASE)
		Goto FastSeeCont
		FastSee:
			CULT A 4 A_FastChase
		FastSeeCont:
			CULT BCD 4 A_FastChase
		Goto FastSee
		Missile:
			CULT E 8 A_FaceTarget
			TNT1 A 0 A_JumpIfInventory("MCM_BehaviorToggle", 1, "CheckFaster")
		MissileCont:
			CULT F 0 A_CustomMissile ("CultAdeptShot",40,-5,0,1,0)
			CULT F 0 A_CustomMissile ("CultAdeptShot",40,5,0,1,0)
			CULT F 8 Bright A_PlaySound("monster/culatk")
			TNT1 A 0 A_FaceTarget
			TNT1 A 0 A_Jump(128, "MissileCont")
			Goto SeeNoAttack
		CheckFaster:
			TNT1 A 0 A_Jump(144, "FasterCont")
		Goto MissileCont
		FasterCont:
			TNT1 A 0 A_CustomMissile ("CultAdeptShot",40,-5,0,1,0)
			TNT1 A 0 A_CustomMissile ("CultAdeptShot",40,5,0,1,0)
			CULT F 5 Bright A_PlaySound("monster/culatk")
			CULT E 3 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("CultAdeptShot",40,-5,0,1,0)
			TNT1 A 0 A_CustomMissile ("CultAdeptShot",40,5,0,1,0)
			CULT F 5 Bright A_PlaySound("monster/culatk")
			CULT E 3 A_FaceTarget
			TNT1 A 0 A_CustomMissile ("CultAdeptShot",40,-5,0,1,0)
			TNT1 A 0 A_CustomMissile ("CultAdeptShot",40,5,0,1,0)
			CULT F 5 Bright A_PlaySound("monster/culatk")
			TNT1 A 0 A_FaceTarget
			TNT1 A 0 A_Jump(128, "FasterCont")
		Goto SeeNoAttack
		Pain:
			CULT G 3
			CULT G 3 A_Pain
			Goto See
		Death:
			CULT H 6
			CULT I 6 A_PlayerScream
			CULT JK 6
			CULT L 6 A_NoBlocking
			CULT M -1
			Stop 
		Raise:
			CULT LKJIH 5
		Goto See
		Death.Corpse:
			CULT M -1
		Stop
	}
}

Actor CultAdeptShotTrail : CultMysticShotTrail {
	Translation "0:255=%[0.08,0.08,0.08]:[1.13,1.24,1.97]"
}

Actor CultAdeptShot : CultMysticShot {
	Translation "0:255=%[0.08,0.08,0.08]:[1.13,1.24,1.97]"
	Speed 28
	Damage ((Random(7, 10)))
	Scale 1.15
	+DONTBLAST
	+DONTREFLECT
	+NODAMAGETHRUST
	States {
		Spawn:
			CMYP AB 2 Bright A_SpawnItem("CultAdeptShotTrail")
		Loop
	}
}