
// NIGHTMARE ARCH-VILE
/*
[9:06 PM] Marrub: j}OWKE|{QLE}LQW|Z;w
[9:06 PM] Marrub: qt;Q
[9:06 PM] Marrub: kqWZ{QWKJ
[9:06 PM] Marrub: zeKQWPEekz[qwk[JQwj
[9:06 PM] Marrub: ejQO
[9:06 PM] Marrub: jqw
[9:06 PM] Marrub: EZJQWKEZ{QWk
[9:06 PM] Marrub: e[k
[9:06 PM] Marrub: [zwqk[oejqw[oqJWzr
[9:06 PM] Marrub: ojwet
[9:06 PM] Marrub: j{JZew]o
[9:06 PM] Marrub: AAAAAAAAAAAAAAAAAA
*/
ACTOR RLNightmareArchvile : RLArchvileBase 16532
{
  Health 700
  GibHealth -85
  BloodColor "11 11 11"
  
  PainChance 0
  PainChance "Melee", 220
  
  DamageFactor "Fire", 0
  DamageFactor "Ice", 1.5
  DamageFactor "Holy", 2
  DamageFactor "Unholy", 0.25
  DamageFactor "Meteorfist", 0.25
  
  SeeSound "nightmarearchvile/sight"
  ActiveSound "nightmarearchvile/active"
  PainSound "nightmarearchvile/pain"
  DeathSound "nightmarearchvile/death"
  
  Obituary "%o stood still for the Nightmare Arch-Vile."
  Tag "Nightmare Arch-Vile"
    //$category "MP Nightmare"
  
	// Guncaster compatibility
	DropItem "Sapphire"
	DropItem "Sapphire"
	DropItem "AmplifierGiver", 32, 0
	DropItem "TomeSpawner", 4, 0
  States
  {
  Spawn:
    NVIL AB Random(9,10) A_Look
    Loop
	
  See:
    TNT1 A 0 A_JumpIfInventory ("RLNightmareArchvileAttackCounter", 1, "SeeNoEvil")
    NVIL AABBCCDDEEFF 2 A_Chase ("", "Missile", CHF_RESURRECT)
    Loop
  SeeNoEvil:
    TNT1 A 0 A_TakeInventory ("RLNightmareArchvileAttackCounter", 1)
    NVIL A 2 A_Chase ("", "", CHF_RESURRECT)
    TNT1 A 0 A_TakeInventory ("RLNightmareArchvileAttackCounter", 1)
    NVIL A 2 A_Chase ("", "", CHF_RESURRECT)
    TNT1 A 0 A_TakeInventory ("RLNightmareArchvileAttackCounter", 1)
    NVIL B 2 A_Chase ("", "", CHF_RESURRECT)
    TNT1 A 0 A_TakeInventory ("RLNightmareArchvileAttackCounter", 1)
    NVIL B 2 A_Chase ("", "", CHF_RESURRECT)
    TNT1 A 0 A_TakeInventory ("RLNightmareArchvileAttackCounter", 1)
    NVIL C 2 A_Chase ("", "", CHF_RESURRECT)
    TNT1 A 0 A_TakeInventory ("RLNightmareArchvileAttackCounter", 1)
    NVIL C 2 A_Chase ("", "", CHF_RESURRECT)
    TNT1 A 0 A_TakeInventory ("RLNightmareArchvileAttackCounter", 1)
    NVIL D 2 A_Chase ("", "", CHF_RESURRECT)
    TNT1 A 0 A_TakeInventory ("RLNightmareArchvileAttackCounter", 1)
    NVIL D 2 A_Chase ("", "", CHF_RESURRECT)
    TNT1 A 0 A_TakeInventory ("RLNightmareArchvileAttackCounter", 1)
    NVIL E 2 A_Chase ("", "", CHF_RESURRECT)
    TNT1 A 0 A_TakeInventory ("RLNightmareArchvileAttackCounter", 1)
    NVIL E 2 A_Chase ("", "", CHF_RESURRECT)
    TNT1 A 0 A_TakeInventory ("RLNightmareArchvileAttackCounter", 1)
    NVIL F 2 A_Chase ("", "", CHF_RESURRECT)
    TNT1 A 0 A_TakeInventory ("RLNightmareArchvileAttackCounter", 1)
    NVIL F 2 A_Chase ("", "", CHF_RESURRECT)
    Goto See
	
  MissileProper:
    TNT1 A 0 A_JumpIfInventory ("RLNightmareArchvileAttackCounter", 1, "SeeNoEvil")
    TNT1 A 0 A_ChangeFlag ("NOPAIN", 1)
    TNT1 A 0 A_GiveInventory ("RLNightmareArchvileAttackCounter", 80)
    TNT1 A 0 A_PlaySound ("nightmarearchvile/laugh", CHAN_VOICE, 1, 0, 0.5)
    TNT1 A 0 A_CustomMissile ("RLNightmareArchvileFloorGlow", 0, 0, 0, CMF_CHECKTARGETDEAD)
    NVIL G 10 Bright A_FaceTarget
    NVIL HIJK 4 Bright A_FaceTarget
    NVIL LMLMLMLMLMLMLM 2 Bright A_FaceTarget
    NVIL NO 4 Bright A_FaceTarget
    NVIL P 20 Bright
    TNT1 A 0 A_JumpIfInventory("DRPGGreenAuraToken", 1, 2)
    TNT1 A 0 A_ChangeFlag ("NOPAIN", 0)
    TNT1 A 0
    Goto See
	
  Heal:
    NVI2 A 1 Bright
    TNT1 A 0 A_CheckFlag ("FRIENDLY", 2) // Friendly monsters do not alter resurrection
    TNT1 A 0 A_RadiusGive ("RLNightmareResurrectionToken", 256, RGF_MONSTERS | RGF_CORPSES, 1)
    NVI2 A 2 Bright
    NVI2 BCABCABC 3 Bright
    Goto See
	
  PainMain:
    NVIL Q 5   
    NVIL Q 5 A_Pain
    Goto See

  //Fire
  Pain.Meteorfist:
	"####" "#" 0 A_FaceTarget
	"####" "#" 0 A_ChangeVelocity(frandom(-13.0,-17.0),0,frandom(9.0,11.0),CVF_RELATIVE)
	"####" "#" 0 A_Jump(256,"Pain")
	Goto Pain
  Pain.Fire:
	"####" "#" 0 A_Jump(256,"Pain")
	Goto Pain
	
  DeathMain:
    TNT1 A 0 A_GiveInventory ("RLNightmareArchvileKillIncrementer", 1, AAPTR_PLAYER1) // Used for tallying total kills and bestiary info
    NVIL Q 7
    TNT1 A 0 A_SpawnItemEx ("RLReducedGibber", 0,0,0, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
    NVIL R 7 A_Scream
    NVIL S 7 A_NoBlocking
    NVIL TU 7
    TNT1 A 0 A_SpawnItem ("RLBodyThud", 0, 0, 0, 0)
    NVIL VWXY 7
    NVIL Z 0
    "####" "#" 0 A_Jump(256, "DeathEnd")
    Goto DeathEnd
  DeathFrame:
    NVIL Z 0
    "####" "#" 0 A_Jump(256, "DeathEnd")
    Goto DeathEnd
	
  XDeathMain:
    TNT1 A 0 A_GiveInventory ("RLNightmareArchvileKillIncrementer", 1, AAPTR_PLAYER1) // Used for tallying total kills and bestiary info
    TNT1 A 0 A_SpawnItemEx ("RLGibber", 0,0,0, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
    NVI2 D 5
    NVI2 E 5 A_Scream
    NVI2 F 5 A_NoBlocking
    NVI2 GHI 5
    TNT1 A 0 A_SpawnItem ("RLGibThud", 0, 0, 0, 0)
    NVI2 JK 5
    NVI2 L 0
    "####" "#" 0 A_Jump(256, "XDeathEnd")
    Goto XDeathEnd
  SimpleXDeathMain:
    TNT1 A 0 A_GiveInventory ("RLNightmareArchvileKillIncrementer", 1, AAPTR_PLAYER1) // Used for tallying total kills and bestiary info
    NVI2 D 5
    NVI2 E 5 A_Scream
    NVI2 F 5 A_NoBlocking
    NVI2 GHI 5
    NVI2 JK 5
    NVI2 L 0
    "####" "#" 0 A_Jump(256, "XDeathEnd")
    Goto XDeathEnd
	
  //Fire
  Death.Meteorfist:
	"####" "#" 0 A_FaceTarget
	"####" "#" 0 A_ChangeVelocity(frandom(-15.0,-20.0),0,frandom(10.0,15.0),CVF_RELATIVE)
	"####" "#" 0 A_Jump(256,"Death")
	Goto Death
  Death.Lightning:
  Death.LightningBlue:
  Death.Fire:
	"####" "#" 0 A_Jump(256,"Death")
	Goto Death
	
	//Ice
  GenericFreezeDeath:
	"####" "#" 0 A_GiveInventory ("RLNightmareArchvileKillIncrementer", 1, AAPTR_PLAYER1) // Used for tallying total kills and bestiary info
    "####" "#" 0 A_Jump(256, "GenericFreezeMana")
    Goto GenericFreezeMana
	
  CrushDRLA:
    TNT1 A 0 A_SpawnItemEx("RLCrushedSmallBlack",0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION)
    "####" "#" 0 A_Jump(256, "CrushEnd")
    Goto CrushEnd
//==============================================================================
//					--	DOOMRL ARSENAL STUFF  --
//==============================================================================
  Pain.RigelBlast:
    TNT1 A 0 A_PlaySound("weapons/dn2gunhit", CHAN_BODY)
    D2F2 F 2 Bright
    Goto See
  Pain.NeuralStun:
    D2F2 F 2 Bright
    Goto See
	
  Death.NeuralStun:
    TNT1 A 0
    Goto Death
  Death.RigelBlast:
    TNT1 A 0 A_GiveInventory ("RLDuke2Score", 5000, AAPTR_TARGET)
    TNT1 A 0 A_GiveInventory ("RLNightmareArchvileKillIncrementer", 1, AAPTR_PLAYER1) // Used for tallying total kills and bestiary info
    TNT1 A 0 A_PlaySound("weapons/dn2gunexplosion", CHAN_BODY)
    TNT1 A 0 A_NoBlocking
    TNT1 A 0 A_SpawnItemEx ("RLDuke2BasicEnemyExplosions", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 35
    Stop
  XDeath.RigelBlast:
	TNT1 A 0 A_JumpIf(CallACS("DRLA_Gibs"), 1)
	Goto Death.RigelBlast
    TNT1 A 0 A_GiveInventory ("RLDuke2Score", 5000, AAPTR_TARGET)
    TNT1 A 0 A_GiveInventory ("RLNightmareArchvileKillIncrementer", 1, AAPTR_PLAYER1) // Used for tallying total kills and bestiary info
    TNT1 A 0 A_PlaySound("weapons/dn2gungib", CHAN_BODY)
    TNT1 A 0 A_NoBlocking
    TNT1 A 0 A_SpawnItemEx ("RLDuke2BasicEnemyExplosions", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_SpawnItemEx ("RLDuke2RedGibber", 0,0,0, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_NOCHECKPOSITION)
    TNT1 A 35
    Stop
	
//==============================================================================
//					--	Special Monster Attacks  --
//==============================================================================
	
//==============================================================================
//					--	Final Doomer Compatibility Stuff  --
//==============================================================================
  DeathXSparkFrame:
    "####" "#" 0 A_JumpIfInTargetInventory("Mana",0,2)
    "####" "#" 0 A_DropItem("MajorManaPod",-1,54)
    NVIL Q 0
    "####" "#" 0 A_Jump(256, "DeathXSpark")
	Goto DeathXSpark
	
//==============================================================================
//					--	Guncaster Compatibility Stuff  --
//==============================================================================
	MidasFrame1:
		NVIL Q 0 A_SpawnItemEx("Midas_Statue_Vile", 0,0,0, 0,0,0, 0,SXF_TRANSFERPOINTERS|SXF_TRANSFERSPRITEFRAME)
		TNT1 A 0 A_JumpIf(1, "DestroyedEnd")
		Goto DestroyedEnd
	MidasFrame2:
		NVIL Q 0 A_SpawnItemEx("Midas_Statue_Vile", 0,0,0, frandom(-10.0,-12.0),0,frandom(1.0,3.0), 0,SXF_TRANSFERPOINTERS|SXF_SETMASTER|SXF_TRANSFERSPRITEFRAME)
		TNT1 A 10 A_KillChildren
		TNT1 A 0 A_JumpIf(1, "DestroyedEnd")
		Goto DestroyedEnd
	MidasFrame3:
		NVIL Q 0 A_SpawnItemEx("Midas_Statue_Vile", 0,0,0, frandom(-15.0,-20.0),0,frandom(10.0,15.0), 0,SXF_TRANSFERPOINTERS|SXF_SETMASTER|SXF_TRANSFERSPRITEFRAME)
		TNT1 A 10 A_KillChildren
		TNT1 A 0 A_JumpIf(1, "DestroyedEnd")
		Goto DestroyedEnd
		
	PainFireCheck:
		"####" "#" 0 A_Jump(256,"Pain")
		Goto Pain
		
	//Gumpop
	Death.Acid:
		NVIL Q 1 A_ChangeFlag("SOLID",0)
		"####" "#" 1 A_Playsound("Gumpop/Expand",5)
		"####" "###################################" 1 A_SetScale(ScaleX+frandom(0.01,0.025))
		"####" "#" 1 A_Playsound("Gumpop/Pop",5)
		"####" "#" 0 A_Jump(256,"XDeathMain")
		Goto XDeathMain
		
	//Thunderstruck
	Pain.Lightning:
		"####" "#" 0 A_Jump(164,1)
		Goto Pain
		NVIL Q 0 A_ChangeFlag("NOPAIN",1)
		"####" "#" 0 A_SetUserVar("User_LightningLock", User_LightningLock + 10)
		"####" "#" 0 A_Jump(256,"LightningLock")
		Goto LightningLock
		
	//Cauterizer
	Pain.LightningBlue:
		"####" "#" 0 A_Jump(48,1)
		Goto Pain
		NVIL Q 0 A_ChangeFlag("NOPAIN",1)
		"####" "#" 0 A_SetUserVar("User_LightningLock", User_LightningLock + 10)
		"####" "#" 0 A_Jump(256,"BlueLightningLock")
		Goto BlueLightningLock
  }
}

ACTOR RLNightmareArchvileFloorGlow
{
  Radius 5
  Height 5
  Projectile
  +MTHRUSPECIES
  +NOGRAVITY
  +MOVEWITHSECTOR
  +NOTELEPORT
  +DONTBLAST
  +THRUACTORS
  +FLOORHUGGER
  +NOEXPLODEFLOOR
  +SEEKERMISSILE
  +NOTONAUTOMAP
  +NOTIMEFREEZE
  DamageType "Fire"
  Alpha 0.98
  RenderStyle Add
  XScale 3
  YScale 0.2
  
  var int user_fireplumetimer;
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 1 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    TNT1 A 0 A_PlaySound ("nightmarearchvile/aura", 5, 1, 1)
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT A 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight1
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT B 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight2
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT C 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight3
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT D 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight4
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT E 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight5
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT F 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight6
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT G 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight7
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT H 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight8
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT A 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight9
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT B 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight10
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT C 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight11
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT D 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight12
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT E 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight13
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT F 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight14
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT G 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight15
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT H 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight16
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT A 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight17
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT B 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight18
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT C 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight19
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT D 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight20
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT E 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight21
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT F 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight22
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT G 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight23
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT H 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight24
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT A 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight25
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT B 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight26
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT C 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight27
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT D 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight28
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT E 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight29
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT F 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight30
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT G 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight31
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT H 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight32
    TNT1 A 0 A_SetScale (3.5, 0.3)
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT A 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow3", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight33
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT B 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow3", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight34
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT C 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow3", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight35
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT D 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow3", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight36
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT E 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow3", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight37
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT F 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow3", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight38
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT G 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow3", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight39
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT H 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow3", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight40
    TNT1 A 0 A_SetScale (4, 0.4)
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT A 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow4", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight41
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT B 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow4", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight42
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT C 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow4", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight43
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT D 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow4", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight44
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT E 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow4", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight45
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT F 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow4", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight46
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT G 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow4", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight47
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT H 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow4", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight48
    TNT1 A 0 A_SetScale (5, 0.5)
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT A 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow5", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight49
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT B 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow5", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight50
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT C 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow5", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight51
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT D 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow5", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight52
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT E 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow5", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight53
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT F 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow5", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight54
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT G 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow5", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_JumpIfInTargetLOS (1, 0)
	Goto NoSight55
    TNT1 A 0 A_Warp (AAPTR_TRACER, 1, 0, 0, 0, WARPF_NOCHECKPOSITION | WARPF_TOFLOOR | WARPF_INTERPOLATE)
    NVAT H 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow5", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    Goto Explode
  Explode:
    TNT1 A 0 A_JumpIfHealthLower(1, "VileHasExpired", AAPTR_TARGET)
    TNT1 A 0 A_PlaySound ("nightmarearchvile/burst", 5, 1, 0, 0.5)
    TNT1 A 0 A_Explode(32, 96)
    TNT1 A 0 A_ChangeFlag ("NODAMAGETHRUST", 1)
    NVAT A 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorFlame", frandom(10,-10), frandom(10,-10), 0, 0, 0, frandom(6,30), random(0,359), SXF_TRANSFERPOINTERS)
    TNT1 A 0 A_Explode(5, 32, 0, 0, 32)
    TNT1 A 0 A_SpawnItemEx ("RLNightmareArchvileFloorFlame", frandom(10,-10), frandom(10,-10), 0, 0, 0, frandom(6,30), random(0,359), SXF_TRANSFERPOINTERS)
    NVAT B 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorFlame", frandom(10,-10), frandom(10,-10), 0, 0, 0, frandom(6,30), random(0,359), SXF_TRANSFERPOINTERS)
    TNT1 A 0 A_Explode(5, 32, 0, 0, 32)
    TNT1 AA 0 A_SpawnItemEx ("RLNightmareArchvileFloorFlame", frandom(10,-10), frandom(10,-10), 0, 0, 0, frandom(6,30), random(0,359), SXF_TRANSFERPOINTERS)
    NVAT C 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorFlame", frandom(10,-10), frandom(10,-10), 0, 0, 0, frandom(6,30), random(0,359), SXF_TRANSFERPOINTERS)
    TNT1 A 0 A_Explode(5, 32, 0, 0, 32)
    TNT1 AAA 0 A_SpawnItemEx ("RLNightmareArchvileFloorFlame", frandom(10,-10), frandom(10,-10), 0, 0, 0, frandom(6,30), random(0,359), SXF_TRANSFERPOINTERS)
    NVAT D 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorFlame", frandom(10,-10), frandom(10,-10), 0, 0, 0, frandom(6,30), random(0,359), SXF_TRANSFERPOINTERS)
    TNT1 A 0 A_Explode(5, 32, 0, 0, 32)
    TNT1 AAA 0 A_SpawnItemEx ("RLNightmareArchvileFloorFlame", frandom(10,-10), frandom(10,-10), 0, 0, 0, frandom(6,30), random(0,359), SXF_TRANSFERPOINTERS)
    NVAT E 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorFlame", frandom(10,-10), frandom(10,-10), 0, 0, 0, frandom(6,30), random(0,359), SXF_TRANSFERPOINTERS)
    TNT1 A 0 A_Explode(5, 32, 0, 0, 32)
    TNT1 AAA 0 A_SpawnItemEx ("RLNightmareArchvileFloorFlame", frandom(10,-10), frandom(10,-10), 0, 0, 0, frandom(6,30), random(0,359), SXF_TRANSFERPOINTERS)
    NVAT F 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorFlame", frandom(10,-10), frandom(10,-10), 0, 0, 0, frandom(6,30), random(0,359), SXF_TRANSFERPOINTERS)
    TNT1 A 0 A_Explode(5, 32, 0, 0, 32)
    TNT1 AAA 0 A_SpawnItemEx ("RLNightmareArchvileFloorFlame", frandom(10,-10), frandom(10,-10), 0, 0, 0, frandom(6,30), random(0,359), SXF_TRANSFERPOINTERS)
    NVAT G 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorFlame", frandom(10,-10), frandom(10,-10), 0, 0, 0, frandom(6,30), random(0,359), SXF_TRANSFERPOINTERS)
    TNT1 A 0 A_Explode(5, 32, 0, 0, 32)
    TNT1 AAA 0 A_SpawnItemEx ("RLNightmareArchvileFloorFlame", frandom(10,-10), frandom(10,-10), 0, 0, 0, frandom(6,30), random(0,359), SXF_TRANSFERPOINTERS)
    NVAT H 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorFlame", frandom(10,-10), frandom(10,-10), 0, 0, 0, frandom(6,30), random(0,359), SXF_TRANSFERPOINTERS)
  ExplodeLoop:
    TNT1 A 0 A_JumpIfInventory ("RLNightmareArchvileFloorFlameCounter", 27, "Fadeout")
    TNT1 A 0 A_Explode(5, 32, 0, 0, 32)
    TNT1 AAA 0 A_SpawnItemEx ("RLNightmareArchvileFloorFlame", frandom(10,-10), frandom(10,-10), 0, 0, 0, frandom(6,30), random(0,359), SXF_TRANSFERPOINTERS, 50)
    NVAT A 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorFlame", frandom(10,-10), frandom(10,-10), 0, 0, 0, frandom(6,30), random(0,359), SXF_TRANSFERPOINTERS)
    TNT1 A 0 A_Explode(5, 32, 0, 0, 32)
    TNT1 AAA 0 A_SpawnItemEx ("RLNightmareArchvileFloorFlame", frandom(10,-10), frandom(10,-10), 0, 0, 0, frandom(6,30), random(0,359), SXF_TRANSFERPOINTERS, 50)
    NVAT B 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorFlame", frandom(10,-10), frandom(10,-10), 0, 0, 0, frandom(6,30), random(0,359), SXF_TRANSFERPOINTERS)
    TNT1 A 0 A_Explode(5, 32, 0, 0, 32)
    TNT1 AAA 0 A_SpawnItemEx ("RLNightmareArchvileFloorFlame", frandom(10,-10), frandom(10,-10), 0, 0, 0, frandom(6,30), random(0,359), SXF_TRANSFERPOINTERS, 50)
    NVAT C 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorFlame", frandom(10,-10), frandom(10,-10), 0, 0, 0, frandom(6,30), random(0,359), SXF_TRANSFERPOINTERS)
    TNT1 A 0 A_Explode(5, 32, 0, 0, 32)
    TNT1 AAA 0 A_SpawnItemEx ("RLNightmareArchvileFloorFlame", frandom(10,-10), frandom(10,-10), 0, 0, 0, frandom(6,30), random(0,359), SXF_TRANSFERPOINTERS, 50)
    NVAT D 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorFlame", frandom(10,-10), frandom(10,-10), 0, 0, 0, frandom(6,30), random(0,359), SXF_TRANSFERPOINTERS)
    TNT1 A 0 A_Explode(5, 32, 0, 0, 32)
    TNT1 AAA 0 A_SpawnItemEx ("RLNightmareArchvileFloorFlame", frandom(10,-10), frandom(10,-10), 0, 0, 0, frandom(6,30), random(0,359), SXF_TRANSFERPOINTERS, 50)
    NVAT E 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorFlame", frandom(10,-10), frandom(10,-10), 0, 0, 0, frandom(6,30), random(0,359), SXF_TRANSFERPOINTERS)
    TNT1 A 0 A_Explode(5, 32, 0, 0, 32)
    TNT1 AAA 0 A_SpawnItemEx ("RLNightmareArchvileFloorFlame", frandom(10,-10), frandom(10,-10), 0, 0, 0, frandom(6,30), random(0,359), SXF_TRANSFERPOINTERS, 50)
    NVAT F 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorFlame", frandom(10,-10), frandom(10,-10), 0, 0, 0, frandom(6,30), random(0,359), SXF_TRANSFERPOINTERS)
    TNT1 A 0 A_Explode(5, 32, 0, 0, 32)
    TNT1 AAA 0 A_SpawnItemEx ("RLNightmareArchvileFloorFlame", frandom(10,-10), frandom(10,-10), 0, 0, 0, frandom(6,30), random(0,359), SXF_TRANSFERPOINTERS, 50)
    NVAT G 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorFlame", frandom(10,-10), frandom(10,-10), 0, 0, 0, frandom(6,30), random(0,359), SXF_TRANSFERPOINTERS)
    TNT1 A 0 A_Explode(5, 32, 0, 0, 32)
    TNT1 AAA 0 A_SpawnItemEx ("RLNightmareArchvileFloorFlame", frandom(10,-10), frandom(10,-10), 0, 0, 0, frandom(6,30), random(0,359), SXF_TRANSFERPOINTERS, 50)
    NVAT H 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorFlame", frandom(10,-10), frandom(10,-10), 0, 0, 0, frandom(6,30), random(0,359), SXF_TRANSFERPOINTERS)
    TNT1 A 0 A_GiveInventory ("RLNightmareArchvileFloorFlameCounter", 1)
	Loop
  Fadeout:
    NVAT ABCDEFGH 1 Bright A_FadeTo (0, 0.05, 1)
	Loop
  NoSight1:
    NVAT B 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight2:
    NVAT C 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight3:
    NVAT D 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight4:
    NVAT E 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight5:
    NVAT F 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight6:
    NVAT G 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight7:
    NVAT H 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight8:
    NVAT A 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight9:
    NVAT B 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight10:
    NVAT C 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight11:
    NVAT D 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight12:
    NVAT E 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight13:
    NVAT F 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight14:
    NVAT G 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight15:
    NVAT H 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight16:
    NVAT A 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight17:
    NVAT B 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight18:
    NVAT C 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight19:
    NVAT D 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight20:
    NVAT E 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight21:
    NVAT F 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight22:
    NVAT G 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight23:
    NVAT H 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight24:
    NVAT A 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight25:
    NVAT B 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight26:
    NVAT C 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight27:
    NVAT D 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight28:
    NVAT E 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight29:
    NVAT F 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight30:
    NVAT G 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight31:
    NVAT H 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow2", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight32:
    NVAT A 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow3", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight33:
    NVAT B 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow3", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight34:
    NVAT C 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow3", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight35:
    NVAT D 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow3", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight36:
    NVAT E 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow3", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight37:
    NVAT F 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow3", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight38:
    NVAT G 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow3", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight39:
    NVAT H 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow3", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight40:
    NVAT A 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow4", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight41:
    NVAT B 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow4", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight42:
    NVAT C 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow4", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight43:
    NVAT D 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow4", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight44:
    NVAT E 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow4", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight45:
    NVAT F 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow4", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight46:
    NVAT G 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow4", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight47:
    NVAT H 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow4", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight48:
    NVAT A 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow5", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight49:
    NVAT B 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow5", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight50:
    NVAT C 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow5", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight51:
    NVAT D 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow5", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight52:
    NVAT E 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow5", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight53:
    NVAT F 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow5", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight54:
    NVAT G 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow5", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
  NoSight55:
    NVAT H 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow5", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
    Goto Explode
	
  VileHasExpired:
    TNT1 A 0 A_PlaySound ("nightmarearchvile/fail", 5, 1, 0, 0.8)
    TNT1 A 0 A_PlaySound ("nightmarearchvile/fail", 6, 1, 0, 0.8)
    TNT1 A 0 A_PlaySound ("nightmarearchvile/fail", 7, 1, 0, 0.8)
    TNT1 AAA 0 A_SpawnItemEx ("RLMagmabusNapalmFire", frandom(10,-10),frandom(10,-10),0, 0,0,0, 0, SXF_TRANSFERPOINTERS | SXF_NOCHECKPOSITION)
  VileHasExpiredLoop:
    NVAT A 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow4", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
    TNT1 A 0 A_SetScale (scalex * 0.9)
    TNT1 A 0 A_FadeTo (0, 0.05, 1)
    NVAT B 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow4", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
    TNT1 A 0 A_SetScale (scalex * 0.9)
    TNT1 A 0 A_FadeTo (0, 0.05, 1)
    NVAT C 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow4", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
    TNT1 A 0 A_SetScale (scalex * 0.9)
    TNT1 A 0 A_FadeTo (0, 0.05, 1)
    NVAT D 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow4", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
    TNT1 A 0 A_SetScale (scalex * 0.9)
    TNT1 A 0 A_FadeTo (0, 0.05, 1)
    NVAT E 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow4", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
    TNT1 A 0 A_SetScale (scalex * 0.9)
    TNT1 A 0 A_FadeTo (0, 0.05, 1)
    NVAT F 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow4", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
    TNT1 A 0 A_SetScale (scalex * 0.9)
    TNT1 A 0 A_FadeTo (0, 0.05, 1)
    NVAT G 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow4", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
    TNT1 A 0 A_SetScale (scalex * 0.9)
    TNT1 A 0 A_FadeTo (0, 0.05, 1)
    NVAT H 1 Bright A_SpawnItemEx ("RLNightmareArchvileFloorGlow4", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME)
    TNT1 A 0 A_SetScale (scalex * 0.9)
    TNT1 A 0 A_FadeTo (0, 0.05, 1)
	Loop
  }
}
//    TNT1 A 0 A_SetUserVar("user_dn2bossexplosiontimer", 80)
//    TNT1 A 0 A_JumpIf (user_dn2bossexplosiontimer <= 0, "DN2BossExplosionFinish")
//    TNT1 A 0 A_SetUserVar("user_dn2bossexplosiontimer", user_dn2bossexplosiontimer - 1)

Actor RLNightmareArchvileFloorFlame
{
  Radius 1
  Height 1
  Speed 0
  Damage (2)
  DamageType "Fire"
  Projectile
  RenderStyle Add
  Gravity 1.7
  Alpha 0.95
  Scale 2
  +MTHRUSPECIES
  +THRUGHOST
  +DONTBLAST
  +RIPPER
  +BLOODSPLATTER
  +NOTIMEFREEZE
  +NODAMAGETHRUST
  SeeSound "rlmonsters/flameburst"
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_Jump(256, 1, 2, 3, 4, 5)
    FRFX ABCDE 2 Bright A_Explode(1, 96, 0, 0, 96)
    FRFX FG 2 Bright A_Explode(1, 96, 0, 0, 96)
  Death:
    FRFX HIJKLMNO 2 Bright A_Explode(1, 96, 0, 0, 96)
    Stop
  }
}

ACTOR RLNightmareArchvileFloorGlow2 : RLNightmareArchvileFloorGlow
{
  +NOTIMEFREEZE
  States
  {
  Spawn:
    "####" "#" 1 Bright A_FadeTo (0, 0.1, 1)
    Loop
  }
}

ACTOR RLNightmareArchvileFloorGlow3 : RLNightmareArchvileFloorGlow
{
  +NOTIMEFREEZE
  States
  {
  Spawn:
    "####" "#" 1 Bright A_FadeTo (0, 0.07, 1)
    Loop
  }
}

ACTOR RLNightmareArchvileFloorGlow4 : RLNightmareArchvileFloorGlow
{
  +NOTIMEFREEZE
  States
  {
  Spawn:
    "####" "#" 1 Bright A_FadeTo (0, 0.04, 1)
    Loop
  }
}

ACTOR RLNightmareArchvileFloorGlow5 : RLNightmareArchvileFloorGlow
{
  +NOTIMEFREEZE
  States
  {
  Spawn:
    "####" "#" 1 Bright A_FadeTo (0, 0.01, 1)
    Loop
  }
}

ACTOR RLNightmareResurrectionFire
{
  +NOBLOCKMAP
  +NOGRAVITY
  +DONTBLAST
  +NOTIMEFREEZE
  RenderStyle Add
  Alpha 1
  States
  {
  Spawn:
    NVRX A 2 Bright
    NVRX BAB 2 Bright
    NVRX C 2 Bright
    NVRX BCBCDCDCDEDED 2 Bright
    NVRX E 2 Bright
    NVRX FEFEFGHGHGH 2 Bright
    Stop
  }
}

Actor RLNightmareArchvileFloorFlameCounter : Inventory
{
inventory.maxamount 27
}

Actor RLNightmareArchvileAttackCounter : Inventory
{
inventory.maxamount 80
}

ACTOR RLDRPGSummonedNightmareArchvile : RLNightmareArchvile
{
  -COUNTKILL
  -NOTARGET
  +NOBLOCKMONST
  +NOTELESTOMP
  +NOFEAR
  +SEEINVISIBLE
  +DONTDRAIN
  +ALWAYSFAST
  +QUICKTORETALIATE
  +MISSILEMORE
  +THRUSPECIES
  Species "Player"
  States
  {
  Spawn:
	TNT1 A 0 NoDelay ACS_NamedExecuteAlways("MonsterInit", 0)
    TNT1 A 0 A_GiveInventory ("RLMonsterInitializerToken", 1)
    TNT1 A 0 A_GiveInventory ("DRPGDRLASummonedMonsterToken", 1)
	Goto Super::Spawn
	See:
	TNT1 A 0 ACS_NamedExecuteAlways("MonsterInit", 0)
    TNT1 A 0 A_GiveInventory ("RLMonsterInitializerToken", 1)
    TNT1 A 0 A_GiveInventory ("DRPGDRLASummonedMonsterToken", 1)
	Goto Super::See
  Raise:
    Stop
  }
}

ACTOR RLCCNightmareArchvile : RLNightmareArchvile
{
  +TOUCHY
  States
  {
  See:
    NVIL AABBCCDDEEFF 2
    Loop
  Missile:
    NVIL G 10 Bright
    NVIL H 8 Bright
    NVIL IJKLMN 8 Bright
    NVIL O 8 Bright
    NVIL P 20 Bright
    Goto See
  Melee:
    NVI2 ABCABCABC 3 Bright
    Goto See
  Death:
    NVIL Q 7
    NVIL R 7 A_Scream
    NVIL S 7 A_NoBlocking
    NVIL TU 7
    NVIL VWXY 7
    NVIL Z -1
  }
}
