Actor Narake : PlayerPawn
{
	Health 150
	Mass 700
	Scale 0.24
	painchance 50
	limitedtoteam 1
	player.forwardmove 1.2
	player.sidemove 1.2
	Player.Maxhealth 150
	Player.DisplayName "Narake"
	player.startitem "ShallowTeeth"
	Player.startitem "ArrowSingle", 35
	Player.startitem "IsGhoul", 1
	player.crouchsprite "WOLF"
	player.soundclass "Shallow"
	Player.ScoreIcon "NARAST"
	Species "Ghoul"
	Damagefactor "Divine", 1.2
    Damagefactor "IlluNukeKABUUM", 0.6
	Damagefactor "ThrottlePews", 0.6
	Damagefactor "Bluefire", 0.0
	Damagefactor "ice2", 0.5
	Damagefactor "plasma", 1.2
	Damagefactor "AltIce2", 0.3
	Damagefactor "fire2", 1.2
	Damagefactor "RenegadeFire", 1.2
	Damagefactor "AltFire2", 1.2
	Damagefactor "PistolBullets", 0.7
	Damagefactor "CalebRevolver", 0.7
	Damagefactor "ChexWarriorPistol", 0.7
	Damagefactor "AntiAirBolt", 0.8
	Damagefactor "RevyRifleBullet", 0.7
	Damagefactor "KarStiglitz", 0.7
	Damagefactor "IlluPewpewRifle", 0.7
	Damagefactor "SamDeagle", 1.1
	Damagefactor "normal", 0.7
	Damagefactor "ChexWarrior", 0.7
	Damagefactor "railgun", 0.7
	Damagefactor "CodenameBeam", 0.7
	Damagefactor "minion", 0.0
	Damagefactor "Termissiles", 1.0
	Damagefactor "ZombieIce", 0.0
    Damagefactor "ZombiePoison", 0.0
	Damagefactor "ZombieSlaps", 0.0
	Damagefactor "Tenebra", 0.0
	Damagefactor "Judgement", 0.0
	+NOSKIN
	+NOICEDEATH
	+QUICKTORETALIATE
	renderstyle add
	States
	{
	Spawn:
		WOLF A 0 SetPlayerProperty(0,0,4)
		WOLF A 0 A_Changeflag("shootable",true)
		WOLF A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		WOLF A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WOLF AA 4 A_SpawnItemEx("WolfenBlut",random(-4,4),random(-4,4),18)
		WOLF A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		WOLF A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		loop
	See:
		WOLF A 0 A_JumpIfHealthLower(75,"INeedHealingSee")
		WOLF A 0 A_Changeflag("shootable",true)
		WOLF A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WOLF A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WOLF AA 4 A_SpawnItemEx("WolfenBlut",random(-4,4),random(-4,4),18)
		WOLF A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		WOLF A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		loop
	INeedHealingSee:
		WOLF A 0 A_Changeflag("shootable",true)
		WOLF A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WOLF A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WOLF AA 4 A_SpawnItemEx("WolfenBlut",random(-4,4),random(-4,4),18)
		WOLF A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		WOLF A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WOLF A 0 A_SpawnItemEx("GhoulINeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
		WOLF A 0 A_SpawnItemEx("64GhoulINeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
		Goto Spawn
	Dancing:
		WOLF A 0 A_Changeflag("shootable",true)
		WOLF A 0 A_TakeInventory("AriaInfluence",10)
		WOLF A 0 A_TakeInventory("GhoulDisableTrigger",15)
		WOLF A 0 Setplayerproperty(0,1,4)
		WOLF AAAAAAAAAAAAAAAA 1
		WOLF A 0 ThrustThingZ(0,20,0,0)
		WOLF A 0 ThrustThing(angle*random(0,224), 10, 0, 0)
		WOLF A 0 A_TakeInventory("AriaInfluence",10)
		WOLF A 0 A_TakeInventory("GhoulDisableTrigger",15)
		WOLF AAAAAAAAAAAAAAAA 1
		WOLF A 0 ThrustThingZ(0,20,0,0)
		WOLF A 0 ThrustThing(angle*random(0,224), 10, 0, 0)
		WOLF A 0 A_TakeInventory("AriaInfluence",10)
		WOLF A 0 A_TakeInventory("GhoulDisableTrigger",15)
		WOLF AAAAAAAAAAAAAAAA 1
		WOLF A 0 ThrustThingZ(0,20,0,0)
		WOLF A 0 ThrustThing(angle*random(0,224), 10, 0, 0)
		WOLF A 0 A_TakeInventory("AriaInfluence",10)
		WOLF A 0 A_TakeInventory("GhoulDisableTrigger",15)
		WOLF AAAAAAAAAAAAAAAA 1
		WOLF A 0 ThrustThingZ(0,20,0,0)
		WOLF A 0 ThrustThing(angle*random(0,224), 10, 0, 0)
		WOLF A 0 A_TakeInventory("AriaInfluence",10)
		WOLF A 0 A_TakeInventory("GhoulDisableTrigger",15)
		WOLF AAAAAAAAAAAAAAAA 1
		WOLF A 0 ThrustThingZ(0,20,0,0)
		WOLF A 0 ThrustThing(angle*random(0,224), 10, 0, 0)
		WOLF A 0 A_TakeInventory("AriaInfluence",10)
		WOLF A 0 A_TakeInventory("GhoulDisableTrigger",15)
		WOLF AAAAAAAAAAAAAAAA 1
		WOLF A 0 ThrustThingZ(0,20,0,0)
		WOLF A 0 ThrustThing(angle*random(0,224), 10, 0, 0)
		WOLF A 1 Setplayerproperty(0,0,4)
		WOLF A 0 A_TakeInventory("AriaInfluence",10)
		WOLF A 0 A_TakeInventory("GhoulDisableTrigger",15)
		Goto Spawn
	DisableTheGhoul:
		WOLF A 0 A_Changeflag("shootable",false)
		WOLF A 0 A_Changeflag("shootable",false)
		WOLF A 0 Setplayerproperty(0,1,4)
		WOLF A 0 A_TakeInventory("GhoulDisableTrigger",15)
		WOLF A 90 Bright
		WOLF A 0 A_TakeInventory("GhoulDisableTrigger",15)
		WOLF A 0 A_Changeflag("shootable",true)
		WOLF A 0 A_Changeflag("shootable",true)
		WOLF A 0 Setplayerproperty(0,0,4)
		WOLF A 0 Setplayerproperty(0,0,4)
		WOLF A 0 A_TakeInventory("GhoulDisableTrigger",15)
		Goto Spawn
	Missile:
		WOLF A 0 A_Changeflag("shootable",true)
		WOLF A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WOLF A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WOLF A 1
		WOLF A 0 A_JumpIfInventory("ShowMelee",1,"Nom")
		WOLF BCDCBA 4
		goto See
	Nom:
		WOLF A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		TNT1 A 0 A_JumpIfInventory("GwenGoddessStack",100,"GwenGoddessDeath")
		WOLF A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		WOLF CDCBA 3
		WOLF A 0 A_JumpIfInventory("AriaInfluence",10,"Dancing")
		WOLF A 0 A_JumpIfInventory("GhoulDisableTrigger",15,"DisableTheGhoul")
		goto See
	Pain:
		WOLF C 0 Setplayerproperty(0,0,4)
	    WOLF C 0 A_CustomMissile("WolfDog", 0, 0, random(0, 360))
		WOLF C 6 A_Pain
		goto See
	Pain.Vivi:
	WOLF A 0 A_SetPitch(pitch - 3.0)
	WOLF A 0 A_SetAngle(angle + (random(-50,50)/10))
	Goto Pain
	Pain.ViviMine:
	WOLF A 0 ThrustThingZ(0,70,0,0)
	Goto Pain
	Death.LoWangVampiric:
	TNT1 A 0 A_GiveToTarget("SWLoWangBloody",1)
	TNT1 A 0 A_JumpIfInventory("BloodCurseItem",1,"Death",AAPTR_TARGET)
	TNT1 A 0 A_GiveToTarget("Health",20)
	Goto Death
	Death.SkarletPistolDrain:
	TNT1 A 0 A_JumpIfInventory("BloodCurseItem",1,"Death",AAPTR_TARGET)
	TNT1 A 0 A_GiveToTarget("Health",50)
	Goto Death
	Death.SkarletVampiric:
	TNT1 A 0 A_JumpIfInventory("BloodCurseItem",1,"Death",AAPTR_TARGET)
	TNT1 A 0 A_GiveToTarget("Health",60)
	Goto Death
	Death.DoomChainSaw:
	TNT1 A 0 A_GiveToTarget("cell",50)
	TNT1 A 0 A_GiveToTarget("RocketAmmo",5)
	TNT1 A 0 A_GiveToTarget("clip1",50)
	TNT1 A 0 A_GiveToTarget("Shell",10)
	Goto Death
	Death.D64Pistol:
	TNT1 A 0 A_GiveToTarget("D64UnmakerUpgrades",1)
	TNT1 A 0 A_GiveToTarget("Cell",75)
	TNT1 A 0 A_GiveToTarget("D64KilledCount",1)
	Goto DeathAnimAlt
	Death.Plasma:
	TNT1 A 0 A_GiveToTarget("CyborgFuel",25)
	Goto DeathAnim
	Death.Telefrag:
	Goto Death.UnmakerLaser
	Death:
	DeathAnim:
		WOLF F 0 A_GiveToTarget("KillBeep",1)
	    WOLF F 0 A_GiveToTarget("KilledMe",1)
		WOLF F 0 A_GiveToTarget("KilledNarake",1)
		WOLF F 8 A_PlayerScream
		WOLF FFFFFFFFFFFFFFFF 3 A_FadeOut(0.05)
		TNT1 A -1
		stop
	DeathAnimAlt:
		WOLF F 0 A_GiveToTarget("KillIndicator",1)
	    WOLF F 0 A_GiveToTarget("KilledMe",1)
		WOLF F 0 A_GiveToTarget("KilledNarake",1)
		WOLF F 8 A_PlayerScream
		WOLF FFFFFFFFFFFFFFFF 3 A_FadeOut(0.05)
		TNT1 A -1
		stop
	Death.CarolineDamage:
		NULL A 0 A_SpawnItemEx("CarolineHeart",0,0,32,random(2,3),momy,random(8,12),random(-180,180))
		Goto Death.UnmakerLaser
	Death.ChexWarrior:
		WOLF C 0 A_GiveToTarget("KillIndicator",1)
		WOLF C 0 A_TakeInventory("KilledCount",999)
		WOLF C 0 A_GiveToTarget("KilledMe",1)
		WOLF C 0 A_GiveToTarget("KilledNarake",1)
		WOLF C 0 A_SpawnItemEx("ChexCereal",0,0,32,random(2,3),momy,random(8,12),random(-180,180))
		WOLF C 0 A_GiveToTarget("ChexArmorBonus",25)
		WOLF C 0 A_GiveToTarget("ChexBoop",1)
		WOLF C 0 A_Stop
		WOLF C 0 A_NoGravity
		WOLF C 0 A_ChangeFlag("DONTGIB",1)
		WOLF C 0 A_PlaySoundEx("Teleport/Chex",7)
		WOLF C 0 A_PlaySoundEx("Narake/Pain", "Body")
		WOLF C 3 A_SpawnItem("BigZorch")
		WOLF C 3 A_SetTranslucent(0.9,0)
		WOLF C 0 A_Scream
		WOLF C 3 A_SetTranslucent(0.8,0)
		WOLF C 0 A_NoBlocking
		WOLF C 3 A_SetTranslucent(0.7,0)
		WOLF C 3 A_SetTranslucent(0.6,0)
		WOLF C 3 A_SetTranslucent(0.5,0)
		WOLF C 3 A_SetTranslucent(0.4,0)
		WOLF C 3 A_SetTranslucent(0.3,0)
		WOLF C 3 A_SetTranslucent(0.2,0)
		WOLF C 3 A_SetTranslucent(0.1,0) 
		TNT1 A 1 A_SetTranslucent(1,0)
		TNT1 A -1
		Stop
	Death.MapGibber:
		TNT1 A 0 A_PlaySound("car/hit",chan_auto)
	Death.MapGibber2:
	Death.UnmakerLaser:
		TNT1 A 0 A_GiveToTarget("KillBeep",1)
		TNT1 A 0 A_TakeInventory("KilledCount",999)
		TNT1 A 0 A_GiveToTarget("KilledMe",1)
		TNT1 A 0 A_GiveToTarget("KilledNarake",1)
		TNT1 A 1
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Gravity
		TNT1 A 0 A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
		TNT1 A 0 A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
		TNT1 A 0 A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
		TNT1 A 0 A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
		TNT1 A 0 A_CustomMissile("ArchvileFirex3", 0,0,random(0,360), 2,0)
		NULL A 1 A_SpawnItemEx("SoulGIBBER", 0, 0, 0, 0, 0, 0, 0, 160, 0)
		NULL A -1
		Stop
	GwenGoddessDeath:
		TNT1 A 0 SetPlayerProperty(0,1,4)
		TNT1 A 0 A_SetTranslucent (1.0, 0)
		TNT1 A 0 A_SpawnItemEx("GwenTimeImplosionRing")
		TNT1 A 0 A_Playsound("Gwen/DivineExplosionSound",6,1,0,ATTN_NONE)
		WOLF A 24 SetPlayerProperty(0,1,4)
		TNT1 A 0 A_SpawnItemEx("GwenTimeExplosionRingDamageFX")
		TNT1 A 0 A_SpawnItemEx("GwenTimeExplosionRingDamage")
		TNT1 A 0 A_SpawnItemEx("GwenTimeExplosionRing")
		TNT1 A 0 A_SpawnItemEx("GwenTimeExplosionRingX")
		TNT1 A 0 A_SpawnItemEx("GwenThunderFX")
		TNT1 A 0 A_SpawnItemEx("GwenGoddessStateEXP")
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("GwenThunderFX_Spark2", 0, 0, 8, 0.01 * Random(-300, 300), 0.01 * Random(-300, 300), 0.01 * Random(0, 600), 0, 128, 0)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("GwenThunderFX_Spark2", 0, 0, 8, 0.01 * Random(-300, 300), 0.01 * Random(-300, 300), 0.01 * Random(0, 600), 0, 128, 0)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("GwenThunderFX_Spark2", 0, 0, 8, 0.01 * Random(-300, 300), 0.01 * Random(-300, 300), 0.01 * Random(0, 600), 0, 128, 0)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("GwenThunderFX_Spark2", 0, 0, 8, 0.01 * Random(-300, 300), 0.01 * Random(-300, 300), 0.01 * Random(0, 600), 0, 128, 0)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("GwenThunderFX_Spark2", 0, 0, 8, 0.01 * Random(-300, 300), 0.01 * Random(-300, 300), 0.01 * Random(0, 600), 0, 128, 0)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("GwenThunderFX_Spark2", 0, 0, 8, 0.01 * Random(-300, 300), 0.01 * Random(-300, 300), 0.01 * Random(0, 600), 0, 128, 0)
		TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx("KNThunderFX_Smoke", 0, 0, 0, 0.01 * Random(-125, 125), 0.01 * Random(-125, 125), 0.01 * Random(25, 245), 0, 128, 0)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("GwenThunderFX_Spark", 0, 0, 8, 0.01 * Random(-300, 300), 0.01 * Random(-300, 300), 0.01 * Random(0, 600), 0, 128, 0)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("GwenThunderFX_Spark", 0, 0, 8, 0.01 * Random(-300, 300), 0.01 * Random(-300, 300), 0.01 * Random(0, 600), 0, 128, 0)
		TNT1 A 0 DamageThing(100000)
		Goto Death
	Death.MarineShotgun:
	WOLF F 0 A_GiveToTarget("grenadeammo",1)
	WOLF F 0 A_GiveToTarget("shell",3)
	WOLF F 0 A_GiveToTarget("clip1",20)
	Goto DeathAnim
	Death.Marinemachinegun:
	WOLF F 0 A_GiveToTarget("grenadeammo",1)
	WOLF F 0 A_GiveToTarget("shell",3)
	WOLF F 0 A_GiveToTarget("clip1",20)
	Goto Deathanim
	Death.Marinepistol:
	WOLF F 0 A_GiveToTarget("grenadeammo",1)
	WOLF F 0 A_GiveToTarget("shell",3)
	WOLF F 0 A_GiveToTarget("clip1",20)
	Goto Deathanim
	Death.ChexWarriorPistol:
	Death.ChexWarriorChainsaw:
	Goto Death.ChexWarrior
	Death.RenegadeBullets:
	Death.RenegadeFire:
	Death.ArtilleryDamage:
		TNT1 A 0 A_GiveToTarget("RenegadeKillItem",1)
		Goto DeathAnimAlt
	Death.CalebDynamite:
		TNT1 A 0 A_GiveToTarget("KilledG",1)
	Death.CalebShotgun:
	Death.CalebRevolver:
		TNT1 A 0 A_GiveToTarget("Health",20)
		TNT1 A 0 A_SpawnItemEx("CalebHeart",0,0,32,random(2,3),momy,random(8,12),random(-180,180))
		TNT1 A 0 A_GiveToTarget("CalebHeartbeat",1)
		Goto DeathAnimAlt
	Death.Grenade:
		WOLF F 0 A_GiveToTarget("KilledG",1)
		Goto DeathAnim
	Pain.EngineerSaw:
	Pain.Ghosttrap:
	Pain.GBFire:
	Pain.Misty:
	Pain.GBSaw:
	Pain.GBString:
	Pain.GBNuke:
	Pain.Ice2:
	Pain.Ice:
	Pain.ElecStorm:
	Pain.AltFire2:
	Pain.AltIce2:
	Pain.Fire2:
	Pain.Doggo:
	Pain.LaraArrow:
	Pain.Wind2:
	Pain.Grenade:
	Pain.Grenade2:
	Pain.TemplarLightningRain:
	Pain.CarolineDamage:
	Pain.ChexWarrior:
	Pain.InariPlasma:
	Pain.Plasma:
	Pain.FlameProtect:
	Pain.DutchShotgun:
	Pain.KarenExplo:
	Pain.Sentinel:
	Pain.Divine:
	Pain.GwenPlasma3:
	Pain.MacheteSlicerino:
	Pain.AntiAirbolt:
	Pain.MechPewPews:
	Pain.RainbowNado:
		TNT1 A 0 ACS_NamedExecuteAlways("ChangeActivator",0)
		Goto Pain
	}
}

Actor WolfenBlut
{
	PROJECTILE
	+RIPPER
	+BLOODLESSIMPACT
	+NOTONAUTOMAP
	-NOGRAVITY
	+CLIENTSIDEONLY
	scale 0.8
	Damage 0
	Speed 0
	
	states
	{
	Spawn:
		WBLD A 8
		loop
	Death:
		WBLD BCDE 4
		WBLD F 108
		stop
	}
}

actor showmelee : inventory
{
  inventory.amount 1
  inventory.maxamount 1
}

Actor ShallowTeeth : Weapon
{
	Weapon.SelectionOrder 350
	Inventory.PickupSound ""
	Weapon.SlotNumber 1
	Inventory.PickupMessage ""
	Obituary "%o was swallowed by %k." 
	+WEAPON.NOAUTOAIM
	+WEAPON.DONTBOB
	Weapon.Kickback 0
	Weapon.YAdjust 0
	+INVENTORY.UNDROPPABLE
	Inventory.icon "TNT1A0"
	States
	{
	Spawn:
		BPAK A 400
		Stop
	Ready:
		WOLF G 0 ACS_ExecuteAlways(390,0)
	OK:
		WOLF G 8 A_WeaponReady
		loop
	Deselect:
		WOLF G 1 A_Lower
		loop
	Select:
		WOLF G 1 A_Raise
		loop
	Fire:
		WOLF G  0 A_Playweaponsound("Shallow/Chomp")
		WOLF G  0 A_GiveInventory("showmelee",1)
		WOLF G 1 offset (0, 55)
		WOLF G 1 offset (0, 75) A_SpawnItemEx("WolfAttack", 0, 0 ,22, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)
		WOLF G 1 offset (0, 95) A_SpawnItemEx("WolfAttack", 0, 0 ,22, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)
		WOLF G 1 offset (0, 115) A_SpawnItemEx("WolfAttack", 0, 0 ,22, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)
		WOLF G 1 offset (0, 135) A_SpawnItemEx("WolfAttack", 0, 0 ,22, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)
		WOLF G 1 offset (0, 115)
		WOLF G 1 offset (0, 95)
		WOLF G 1 offset (0, 75)
		WOLF G 1 offset (0, 55)
		WOLF G 1 offset (0, 32) A_TakeInventory("showmelee",1)
		WOLF G 15
		goto OK
	Altfire:
		WOLF G  0 A_Playweaponsound("Shallow/Spit")
		WOLF G 1 offset (0, 55)
		WOLF G 1 offset (0, 75) 
		WOLF G 1 offset (0, 95)
		WOLF G 1 offset (0, 115) 
		WOLF G 1 offset (0, 135) A_SpawnItemEx("WolfDog",16,0,0,25)
		WOLF G 2 offset (0, 115)
		WOLF G 2 offset (0, 95)
		WOLF G 2 offset (0, 75)
		WOLF G 2 offset (0, 55)
		WOLF G 40 offset (0, 32)
		goto OK
	}
}

Actor WolfAttack : Loreshot
{
	+NOGRAVITY
	+THRUGHOST
	+FORCERADIUSDMG
	+NOTELEPORT
	Speed 25
	Radius 2
	Height 2
	Obituary "%o was horribly mauled by %k."
	damagetype "jitter"
	damage 0
	+RIPPER
	+DONTREFLECT
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1 A_Recoil(-20)
		Goto Death
	Death:
		TNT1 A 1 A_Explode(15, 80, 0)
		Stop
	}
}

Actor WolfDog
{
	PROJECTILE
	+FLOORCLIP
	-NOGRAVITY
	+FLOORHUGGER
	+BLOODSPLATTER
	+SEEKERMISSILE
	Damage (random(15,25))
	Speed 25
	SeeSound "dog/spawn"
	Radius 16
	Height 18
	Scale 0.6
	Damagetype "minion"
	renderstyle translucent
	alpha 0.9
	Obituary "%k's shadow dogs mauled %o's soul."
	states
	{
	Spawn:
	    WDOG AA 0 A_SeekerMissile(2,3)
		WDOG AA 1 A_SpawnItemEx("WolfDogShadow_A")
		WDOG BB 0 A_SeekerMissile(2,3)
		WDOG BB 1 A_SpawnItemEx("WolfDogShadow_B")
		WDOG CC 0 A_SeekerMissile(2,3)
		WDOG CC 1 A_SpawnItemEx("WolfDogShadow_C")
		WDOG DD 0 A_SeekerMissile(2,3)
		WDOG DD 1 A_SpawnItemEx("WolfDogShadow_D")
		WDOG EE 0 A_SeekerMissile(2,3)
		WDOG EE 1 A_SpawnItemEx("WolfDogShadow_E")
		WDOG FF 0 A_SeekerMissile(2,3)
		WDOG FF 1 A_SpawnItemEx("WolfDogShadow_F")
		WDOG F 0 A_PlaySoundEx("dog/walk","body",0)
		WDOG AA 0 A_SeekerMissile(2,3)
		WDOG AA 1 A_SpawnItemEx("WolfDogShadow_A")
		WDOG BB 0 A_SeekerMissile(2,3)
		WDOG BB 1 A_SpawnItemEx("WolfDogShadow_B")
		WDOG CC 0 A_SeekerMissile(2,3)
		WDOG CC 1 A_SpawnItemEx("WolfDogShadow_C")
		WDOG DD 0 A_SeekerMissile(2,3)
		WDOG DD 1 A_SpawnItemEx("WolfDogShadow_D")
		WDOG EE 0 A_SeekerMissile(2,3)
		WDOG EE 1 A_SpawnItemEx("WolfDogShadow_E")
		WDOG FF 0 A_SeekerMissile(2,3)
		WDOG FF 1 A_SpawnItemEx("WolfDogShadow_F")
		WDOG F 0 A_PlaySoundEx("dog/walk","body",0)
		WDOG AA 0 A_SeekerMissile(2,3)
		WDOG AA 1 A_SpawnItemEx("WolfDogShadow_A")
		WDOG BB 0 A_SeekerMissile(2,3)
		WDOG BB 1 A_SpawnItemEx("WolfDogShadow_B")
		WDOG CC 0 A_SeekerMissile(2,3)
		WDOG CC 1 A_SpawnItemEx("WolfDogShadow_C")
		WDOG DD 0 A_SeekerMissile(2,3)
		WDOG DD 1 A_SpawnItemEx("WolfDogShadow_D")
		WDOG EE 0 A_SeekerMissile(2,3)
		WDOG EE 1 A_SpawnItemEx("WolfDogShadow_E")
		WDOG FF 0 A_SeekerMissile(2,3)
		WDOG FF 1 A_SpawnItemEx("WolfDogShadow_F")
		WDOG F 0 A_PlaySoundEx("dog/walk","body",0)
		WDOG AA 0 A_SeekerMissile(2,3)
		WDOG AA 1 A_SpawnItemEx("WolfDogShadow_A")
		WDOG BB 0 A_SeekerMissile(2,3)
		WDOG BB 1 A_SpawnItemEx("WolfDogShadow_B")
		WDOG CC 0 A_SeekerMissile(2,3)
		WDOG CC 1 A_SpawnItemEx("WolfDogShadow_C")
		WDOG DD 0 A_SeekerMissile(2,3)
		WDOG DD 1 A_SpawnItemEx("WolfDogShadow_D")
		WDOG EE 0 A_SeekerMissile(2,3)
		WDOG EE 1 A_SpawnItemEx("WolfDogShadow_E")
		WDOG FF 0 A_SeekerMissile(2,3)
		WDOG FF 1 A_SpawnItemEx("WolfDogShadow_F")
		WDOG F 0 A_Stop
		goto Death
	Death:
		WDSH C 0 A_PlaySoundEx("dog/vanish","body",0)
		WDSH C 1 A_Fadeout(0.03)
		goto Death+1
	XDeath:
		TNT1 A 0 A_GiveToTarget("HitBeep",1)
		WDSH C 0 A_PlaySoundEx("dog/hit","body",0)
		WDSH C 1 A_Fadeout(0.03)
		goto XDeath+2
	}
}

Actor DogBite : CustomInventory
{
	+INVENTORY.ALWAYSPICKUP
	+INVENTORY.AUTOACTIVATE
	states
	{
	Spawn:
		TNT1 A 1
		stop
	Pickup:
	Use:
		TNT1 A 1 ACS_ExecuteAlways(391,0)
		stop
	}
}

Actor WolfDogShadowBase
{
	+NOGRAVITY
	-SOLID
	+NOINTERACTION
	+NOBLOCKMAP
	+CLIENTSIDEONLY
	renderstyle translucent
	alpha 0.6
	scale 0.6
}

Actor WolfDogShadow_A : WolfDogShadowBase
{
	states
	{
	Spawn:
		TNT1 A 2
	LoopMe:
		WDSH A 1 A_Fadeout(0.03)
		loop
	}
}

Actor WolfDogShadow_B : WolfDogShadowBase
{
	states
	{
	Spawn:
		TNT1 A 2
	LoopMe:
		WDSH B 1 A_Fadeout(0.03)
		loop
	}
}

Actor WolfDogShadow_C : WolfDogShadowBase
{
	states
	{
	Spawn:
		TNT1 A 2
	LoopMe:
		WDSH C 1 A_Fadeout(0.03)
		loop
	}
}

Actor WolfDogShadow_D : WolfDogShadowBase
{
	states
	{
	Spawn:
		TNT1 A 2
	LoopMe:
		WDSH D 1 A_Fadeout(0.03)
		loop
	}
}

Actor WolfDogShadow_E : WolfDogShadowBase
{
	states
	{
	Spawn:
		TNT1 A 2
	LoopMe:
		WDSH E 1 A_Fadeout(0.03)
		loop
	}
}

Actor WolfDogShadow_F : WolfDogShadowBase
{
	states
	{
	Spawn:
		TNT1 A 2
	LoopMe:
		WDSH F 1 A_Fadeout(0.03)
		loop
	}
}