ACTOR Fallen 30113 
{ 
	//$Category Monsters
	//$Title Fallen
	Health 250 
	Radius 24 
	Height 48 
	CameraHeight 33
	Mass 200 
	Speed 12 
	PainChance 128 
	MONSTER 
	+NOGRAVITY 
	+FLOAT
	+NOICEDEATH
	RenderStyle Add
	Alpha 0.8
	Obituary "$OB_FALLEN"
	Tag "$FN_FALLEN"
	SeeSound "monster/falsit" 
	PainSound "monster/falpai" 
	DeathSound "monster/faldth" 
	ActiveSound "monster/falact" 
	States 
	{ 
	Spawn: 
		FALN ABCDB 8 Bright A_Look 
		Loop 
	See:
		FALN A 0 Bright A_Jump (96,12)
		FALN A 1 Bright A_Playsound ("monster/falwng")
		FALN AABBCCDDBB 2 Bright A_Chase
		Goto See
		FALN B 2 Bright A_FastChase
		FALN B 0 Bright A_CustomMissile("FallenFX",40,0,0)
		FALN B 2 Bright A_FastChase
		FALN B 0 Bright A_CustomMissile("FallenFX",40,0,0)
		FALN B 2 Bright A_FastChase
		FALN B 0 Bright A_CustomMissile("FallenFX",40,0,0)
		FALN B 2 Bright A_FastChase
		FALN B 0 Bright A_CustomMissile("FallenFX",40,0,0)
		FALN B 0 Bright A_Jump (64,1)
		Goto See
		FALN B 2 Bright A_FastChase
		FALN B 0 Bright A_CustomMissile("FallenFX",40,0,0)
		FALN B 2 Bright A_FastChase
		FALN B 0 Bright A_CustomMissile("FallenFX",40,0,0)
		FALN B 2 Bright A_FastChase
		FALN B 0 Bright A_CustomMissile("FallenFX",40,0,0)
		FALN B 2 Bright A_FastChase
		FALN B 0 Bright A_CustomMissile("FallenFX",40,0,0)
		Goto See
	Missile:
		FALN C 0 BRIGHT A_Jump (128,13)
		FALN CE 2 BRIGHT A_FaceTarget 
		FALN F 3 BRIGHT A_CustomMissile ("FallenShot",40,0,0)
		FALN E 2 BRIGHT A_FaceTarget 
		FALN F 3 BRIGHT A_CustomMissile ("FallenShot",40,0,0)
		FALN E 2 BRIGHT A_FaceTarget 
		FALN F 3 BRIGHT A_CustomMissile ("FallenShot",40,0,0)
		FALN E 2 BRIGHT A_FaceTarget 
		FALN F 3 BRIGHT A_CustomMissile ("FallenShot",40,0,0)
		FALN E 2 BRIGHT A_FaceTarget 
		FALN F 3 BRIGHT A_CustomMissile ("FallenShot",40,0,0)
		FALN E 5 BRIGHT
		Goto See
		FALN C 0 BRIGHT A_FastChase
		FALN C 2 BRIGHT A_FaceTarget
		FALN E 0 BRIGHT A_FastChase 
		FALN E 2 BRIGHT A_FaceTarget
		FALN F 0 BRIGHT A_FastChase
		FALN F 3 BRIGHT A_CustomMissile ("FallenShot",40,0,0)
		FALN F 0 Bright A_CustomMissile ("FallenFX",40,0,0)
		FALN C 0 BRIGHT A_FastChase
		FALN C 2 BRIGHT A_FaceTarget
		FALN E 0 BRIGHT A_FastChase 
		FALN E 2 BRIGHT A_FaceTarget
		FALN F 0 BRIGHT A_FastChase
		FALN F 3 BRIGHT A_CustomMissile ("FallenShot",40,0,0)
		FALN F 0 Bright A_CustomMissile ("FallenFX",40,0,0)
		FALN C 0 BRIGHT A_FastChase
		FALN C 5 BRIGHT A_FaceTarget
		FALN E 0 BRIGHT A_FastChase 
		FALN E 2 BRIGHT A_FaceTarget
		FALN F 0 BRIGHT A_FastChase
		FALN F 3 BRIGHT A_CustomMissile ("FallenShot",40,0,0)
		FALN F 0 Bright A_CustomMissile ("FallenFX",40,0,0)
		FALN C 0 BRIGHT A_FastChase
		FALN C 2 BRIGHT A_FaceTarget
		FALN E 0 BRIGHT A_FastChase 
		FALN E 2 BRIGHT A_FaceTarget
		FALN F 0 BRIGHT A_FastChase
		FALN F 3 BRIGHT A_CustomMissile ("FallenShot",40,0,0)
		FALN F 0 Bright A_CustomMissile ("FallenFX",40,0,0)
		FALN C 0 BRIGHT A_FastChase
		FALN C 2 BRIGHT A_FaceTarget
		FALN E 0 BRIGHT A_FastChase 
		FALN E 3 BRIGHT A_FaceTarget
		FALN F 0 BRIGHT A_FastChase
		FALN F 2 BRIGHT A_CustomMissile ("FallenShot",40,0,0)
		FALN F 0 Bright A_CustomMissile ("FallenFX",40,0,0)
		FALN E 5 BRIGHT
		Goto See 
	Pain: 
		FALN E 3 Bright
		FALN E 3 Bright A_Pain 
		FALN E 3 Bright
		Goto See 
	Death: 
		FALN G 5 Bright A_SetTranslucent(1, 0)
		FALN H 5 Bright A_Scream 
		FALN IJK 5 Bright
		FALN L 5 Bright A_NoBlocking 
		FALN M -1 A_SetFloorClip 
		Stop 
	Raise: 
		FALN M 5 A_UnSetFloorClip 
		FALN L 5 A_SetTranslucent(0.8, 1)
		FALN KJIHG 5 Bright
		Goto See 
	} 
}

ACTOR FallenFX
{   
   Radius 2
   Height 2
   Speed 0
   Scale 1.0
   PROJECTILE
   RENDERSTYLE ADD
   ALPHA 0.67
   States
   {
   Spawn:
      TNT1 A 3
      FBFX ABCDE 3 BRIGHT
      Stop 
   }
}

ACTOR FallenShot
{
   Radius 8
   Height 8
   Speed 16
   FastSpeed 20
   Damage 2
   RENDERSTYLE ADD
   DamageType fire
   ALPHA 0.67
   PROJECTILE
//   +THRUGHOST
   Seesound "weapons/firmfi"
   DeathSound "weapons/firex5"
   States
   {
   Spawn:
      BALF AB 2 Bright A_CustomMissile("FallenFX",0,0,0,0)
      loop
   Death:
      BALF CDEF 4 Bright
      stop
   }
}

ACTOR FallenSP
{   
   Radius 2
   Height 2
   Speed 0
   ReactionTime 60
   PROJECTILE
   RENDERSTYLE Normal
   -NOGRAVITY
   States
   {
   Spawn:
      FBSP AB 3 BRIGHT A_Countdown
      loop
   Death:
      FBSP CDE 3 BRIGHT
      Stop 
   }
}

