
// NIGHTMARE SPECTRE
//
ACTOR RLNightmareSpectre : RLDemonBase 16523
{
  Health 200
  GibHealth -60
  RenderStyle Add
  Alpha 0
  BloodType "RLNightmareSpectreBlood"
  
  SeeSound ""
  ActiveSound ""
  DeathSound "nightmarespectre/death"
  
  +SHADOW
  +NOBLOODDECALS
  
  Obituary "%o was chased down by a Nightmare Spectre."
  Tag "Nightmare Spectre"
    //$category "MP Nightmare"
  
	// Guncaster compatibility
	DropItem "Dosh1"
	DropItem "Dosh1"
	DropItem "Dosh1", 128
	DropItem "Dosh25"
  States
  {
  Spawn:
    NSPE AB Random(9,10) A_Look
    Loop
	
  See:
    TNT1 A 0 A_JumpIfHealthLower (150, 3)
    TNT1 A 0 A_JumpIfInventory ("RLNightmareSpectreAmbushDone", 1, 2)
    TNT1 A 0 A_JumpIfInTargetLOS ("Ambush", 110, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 2048, 256)
    NSPE A 0 A_SpawnItemEx ("RLNightmareSpectreTrail", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME | SXF_SETMASTER)
    NSPE A 2 Fast A_Chase ("Melee", "")
    TNT1 A 0 A_JumpIfHealthLower (150, 3)
    TNT1 A 0 A_JumpIfInventory ("RLNightmareSpectreAmbushDone", 1, 2)
    TNT1 A 0 A_JumpIfInTargetLOS ("Ambush", 110, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 2048, 256)
    NSPE A 0 A_SpawnItemEx ("RLNightmareSpectreTrail", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME | SXF_SETMASTER) 
    NSPE A 2 Fast A_Chase ("Melee", "")
    TNT1 A 0 A_JumpIfHealthLower (150, 3)
    TNT1 A 0 A_JumpIfInventory ("RLNightmareSpectreAmbushDone", 1, 2)
    TNT1 A 0 A_JumpIfInTargetLOS ("Ambush", 110, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 2048, 256)
    NSPE B 0 A_SpawnItemEx ("RLNightmareSpectreTrail", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME | SXF_SETMASTER) 
    NSPE B 2 Fast A_Chase ("Melee", "")
    TNT1 A 0 A_JumpIfHealthLower (150, 3)
    TNT1 A 0 A_JumpIfInventory ("RLNightmareSpectreAmbushDone", 1, 2)
    TNT1 A 0 A_JumpIfInTargetLOS ("Ambush", 110, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 2048, 256)
    NSPE B 0 A_SpawnItemEx ("RLNightmareSpectreTrail", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME | SXF_SETMASTER) 
    NSPE B 2 Fast A_Chase ("Melee", "")
    TNT1 A 0 A_JumpIfHealthLower (150, 3)
    TNT1 A 0 A_JumpIfInventory ("RLNightmareSpectreAmbushDone", 1, 2)
    TNT1 A 0 A_JumpIfInTargetLOS ("Ambush", 110, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 2048, 256)
    NSPE C 0 A_SpawnItemEx ("RLNightmareSpectreTrail", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME | SXF_SETMASTER) 
    NSPE C 2 Fast A_Chase ("Melee", "")
    TNT1 A 0 A_JumpIfHealthLower (150, 3)
    TNT1 A 0 A_JumpIfInventory ("RLNightmareSpectreAmbushDone", 1, 2)
    TNT1 A 0 A_JumpIfInTargetLOS ("Ambush", 110, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 2048, 256)
    NSPE C 0 A_SpawnItemEx ("RLNightmareSpectreTrail", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME | SXF_SETMASTER) 
    NSPE C 2 Fast A_Chase ("Melee", "")
    TNT1 A 0 A_JumpIfHealthLower (150, 3)
    TNT1 A 0 A_JumpIfInventory ("RLNightmareSpectreAmbushDone", 1, 2)
    TNT1 A 0 A_JumpIfInTargetLOS ("Ambush", 110, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 2048, 256)
    NSPE D 0 A_SpawnItemEx ("RLNightmareSpectreTrail", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME | SXF_SETMASTER) 
    NSPE D 2 Fast A_Chase ("Melee", "")
    TNT1 A 0 A_JumpIfHealthLower (150, 3)
    TNT1 A 0 A_JumpIfInventory ("RLNightmareSpectreAmbushDone", 1, 2)
    TNT1 A 0 A_JumpIfInTargetLOS ("Ambush", 110, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 2048, 256)
    NSPE D 0 A_SpawnItemEx ("RLNightmareSpectreTrail", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME | SXF_SETMASTER) 
    NSPE D 2 Fast A_Chase ("Melee", "")
    Loop
	
  Ambush:
    TNT1 A 0 A_JumpIfInTargetLOS (7, 110, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 2048, 256)
    TNT1 A 0 A_JumpIfCloser (256, 2)
    NSPE A 1
    Goto See
    TNT1 A 0 A_GiveInventory ("RLNightmareSpectreAmbushDone", 1)
    TNT1 A 0 A_ChangeFlag ("ALWAYSFAST", 1)
    TNT1 A 0 A_PlaySound("nightmarespectre/sight", CHAN_VOICE)
    NSPE A 1
    Goto See
    NSPE A 2
    Goto Ambush
	
  MeleeProper:
    TNT1 A 0 A_PlaySound("nightmaredemon/attack", CHAN_VOICE)
    NSPE E 0 A_SpawnItemEx ("RLNightmareSpectreTrail", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME | SXF_SETMASTER) 
    NSPE E 2 Fast A_FaceTarget
    NSPE E 0 A_SpawnItemEx ("RLNightmareSpectreTrail", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME | SXF_SETMASTER) 
    NSPE E 2 Fast A_FaceTarget
    NSPE E 0 A_SpawnItemEx ("RLNightmareSpectreTrail", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME | SXF_SETMASTER) 
    NSPE E 2 Fast A_FaceTarget
    NSPE E 0 A_SpawnItemEx ("RLNightmareSpectreTrail", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME | SXF_SETMASTER) 
    NSPE E 2 Fast A_FaceTarget
    NSPE F 0 A_SpawnItemEx ("RLNightmareSpectreTrail", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME | SXF_SETMASTER) 
    NSPE F 2 Fast A_FaceTarget
    NSPE F 0 A_SpawnItemEx ("RLNightmareSpectreTrail", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME | SXF_SETMASTER) 
    NSPE F 2 Fast A_FaceTarget
    NSPE F 0 A_SpawnItemEx ("RLNightmareSpectreTrail", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME | SXF_SETMASTER) 
    NSPE F 2 Fast A_FaceTarget
    NSPE F 0 A_SpawnItemEx ("RLNightmareSpectreTrail", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME | SXF_SETMASTER) 
    NSPE F 2 Fast A_FaceTarget
    NSPE G 0 A_SpawnItemEx ("RLNightmareSpectreTrail", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME | SXF_SETMASTER) 
    NSPE G 2 Fast A_CustomMeleeAttack (4 * random(1, 10), "", "", "Melee")
    NSPE G 0 A_SpawnItemEx ("RLNightmareSpectreTrail", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME | SXF_SETMASTER) 
    NSPE G 2 Fast A_FaceTarget
    NSPE G 0 A_SpawnItemEx ("RLNightmareSpectreTrail", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME | SXF_SETMASTER) 
    NSPE G 2 Fast A_FaceTarget
    NSPE G 0 A_SpawnItemEx ("RLNightmareSpectreTrail", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME | SXF_SETMASTER) 
    NSPE G 2 Fast A_FaceTarget
    Goto See
	
  PainMain:
    TNT1 A 0 A_SetTranslucent (0, 1)
    NSPE H 0 A_SpawnItemEx ("RLNightmareSpectreTrail", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME | SXF_SETMASTER) 
    NSPE H 2 Fast
    NSPE H 0 A_SpawnItemEx ("RLNightmareSpectreTrail", 0,0,0, 0,0,0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERSPRITEFRAME | SXF_SETMASTER) 
    NSPE H 2 Fast A_Pain
    Goto See
	
  XDeathMain:
  DeathMain:
    TNT1 A 0 A_GiveInventory ("RLNightmareSpectreKillIncrementer", 1, AAPTR_PLAYER1) // Used for tallying total kills and bestiary info
    TNT1 A 0 A_SetTranslucent (0.05, 1)
    NSPE I 8
    TNT1 A 0 A_SetTranslucent (0.10, 1)
    NSPE J 8 A_Scream
    TNT1 A 0 A_SetTranslucent (0.15, 1)
    NSPE K 4
    TNT1 A 0 A_SetTranslucent (0.20, 1)
    NSPE L 4 A_NoBlocking
    TNT1 A 0 A_SpawnItem ("RLBodyThud", 0, 0, 0, 0)
    TNT1 A 0 A_SetTranslucent (0.25, 1)
    NSPE M 4
    TNT1 A 0 A_SetTranslucent (0.30, 1)
    NSPE N 0
    "####" "#" 0 A_Jump(256, "DeathEnd")
    Goto DeathEnd
  SimpleXDeathMain:
    TNT1 A 0 A_GiveInventory ("RLNightmareSpectreKillIncrementer", 1, AAPTR_PLAYER1) // Used for tallying total kills and bestiary info
    TNT1 A 0 A_SetTranslucent (0.30, 1)
    NSPE I 8
    NSPE J 8 A_Scream
    NSPE K 4
    NSPE L 4 A_NoBlocking
    NSPE M 4
    NSPE N 0
    "####" "#" 0 A_Jump(256, "DeathEnd")
    Goto DeathEnd
  DeathFrame:
    NSPE N 0
    "####" "#" 0 A_Jump(256, "DeathEnd")
    Goto DeathEnd
	
	//Ice
  GenericFreezeDeath:
	"####" "#" 0 A_GiveInventory ("RLNightmareSpectreKillIncrementer", 1, AAPTR_PLAYER1) // Used for tallying total kills and bestiary info
    "####" "#" 0 A_Jump(256, "GenericFreezeMana")
    Goto GenericFreezeMana
	
  Raise:
	TNT1 A 0 ACS_NamedExecuteAlways("DRLA_Normalization") // Removes any palette abnormalities
	TNT1 A 0 A_SetScale(1) // resets altered enemies to default, make sure to match the scale factor in properties here!
    TNT1 A 0 A_ChangeFlag ("NOBLOCKMAP", 0)
    TNT1 A 0 A_ChangeFlag ("NOPAIN", 1)
    NSPE N 2
    TNT1 A 0 A_JumpIfInventory ("RLNightmareResurrectionToken", 1, "NightmareRaise")
    TNT1 A 0 A_JumpIfInventory ("RLCyberneticResurrectionToken", 1, "CyberneticRaise")
    TNT1 A 0 A_SpawnItemEx ("RLResurrectionFire", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
  RaiseContinue:
    TNT1 A 0 A_ChangeFlag ("NOPAIN", 0)
    TNT1 A 0 A_SetTranslucent (0.30, 1)
    NSPE N 5
    TNT1 A 0 A_SetTranslucent (0.25, 1)
    NSPE M 5
    TNT1 A 0 A_SetTranslucent (0.20, 1)
    NSPE L 5
    TNT1 A 0 A_SetTranslucent (0.15, 1)
    NSPE K 5
    TNT1 A 0 A_SetTranslucent (0.10, 1)
    NSPE J 5
    TNT1 A 0 A_SetTranslucent (0.05, 1)
    NSPE I 5
    TNT1 A 0 A_SetTranslucent (0, 1)
    Goto See
  NightmareRaise:
    TNT1 A 0 A_SpawnItemEx ("RLNightmareResurrectionFire", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
    Goto RaiseContinue
  CyberneticRaise:
    TNT1 A 0 A_SpawnItemEx ("RLCyberneticResurrectionSparks", 0, 0, 20, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    Goto RaiseContinue
	
  CrushDRLA:
    TNT1 A 0 A_SpawnItemEx("RLCrushedMedium",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)
    D2F1 I 2 Bright
    Goto See
  Pain.NeuralStun:
    D2F1 I 2 Bright
    Goto See
	
  Death.NeuralStun:
    TNT1 A 0
    Goto Death
  Death.RigelBlast:
    TNT1 A 0 A_GiveInventory ("RLDuke2Score", 800, AAPTR_TARGET)
    TNT1 A 0 A_GiveInventory ("RLNightmareSpectreKillIncrementer", 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", 800, AAPTR_TARGET)
    TNT1 A 0 A_GiveInventory ("RLNightmareSpectreKillIncrementer", 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  --
//==============================================================================
  ShadowAuraMeleeAttack:
    TNT1 A 0 A_PlaySound("nightmaredemon/attack", CHAN_VOICE)
    NSPE EF 3 A_FaceTarget
    NSPE G 3 A_CustomMeleeAttack (3 * random(1, 10), "", "", "Melee")
    Goto See
	
//==============================================================================
//					--	Final Doomer Compatibility Stuff  --
//==============================================================================
  DeathXSparkFrame:
    "####" "#" 0 A_JumpIfInTargetInventory("Mana",0,2)
    "####" "#" 0 A_DropItem("MinorManaPod",-1,54)
    NSPE H 0
    "####" "#" 0 A_Jump(256, "DeathXSpark")
	Goto DeathXSpark
	
//==============================================================================
//					--	Guncaster Compatibility Stuff  --
//==============================================================================
	MidasFrame1:
		NSPE H 0 A_SpawnItemEx("Midas_Statue_Demon", 0,0,0, 0,0,0, 0,SXF_TRANSFERPOINTERS|SXF_TRANSFERSPRITEFRAME)
		TNT1 A 0 A_JumpIf(1, "DestroyedEnd")
		Goto DestroyedEnd
	MidasFrame2:
		NSPE H 0 A_SpawnItemEx("Midas_Statue_Demon", 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:
		NSPE H 0 A_SpawnItemEx("Midas_Statue_Demon", 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
		
	//Gumpop
	Death.Acid:
		NSPE H 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
		NSPE H 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
		NSPE H 0 A_ChangeFlag("NOPAIN",1)
		"####" "#" 0 A_SetUserVar("User_LightningLock", User_LightningLock + 10)
		"####" "#" 0 A_Jump(256,"BlueLightningLock")
		Goto BlueLightningLock
  }
}

Actor RLNightmareSpectreAmbushDone : Inventory
{
inventory.maxamount 1
}

ACTOR RLNightmareSpectreBlood
{
  Radius 4
  Height 4
  +NOGRAVITY
  +FLOORCLIP
  +NOLIFTDROP
  +NOCLIP
  +NOINTERACTION
  Scale 0.2
  Alpha 0.7
  RenderStyle Add
  States
  {
  Spawn:
    TNT1 A 0 NoDelay A_Stop
    NSPX ABCDEF 1 Bright
    Stop
  }
}

ACTOR RLNightmareSpectreTrail
{
  Radius 30
  Height 56
  +NOGRAVITY
  +FLOORCLIP
  +NOLIFTDROP
  Alpha 0
  RenderStyle Translucent
  States
  {
  Spawn:
    "####" "#" 16
    "####" "#" 0 A_JumpIfInventory("DRPGShadowAuraToken", 1, "NoAfterimageTrail", AAPTR_MASTER)
    "####" "#" 0 A_JumpIfInventory("LDLegendaryMonsterTransformed", 1, "NoAfterimageTrail", AAPTR_MASTER)
    "####" "#" 0 A_SetTranslucent (0.2, 0)
    "####" "#" 1 A_FadeTo (0, 0.03, 1)
    Wait
  NoAfterimageTrail:
    "####" "#" 0 A_SetTranslucent (0.2, 0)
	Stop
  }
}

ACTOR RLNightmareSpectreReborn : RLNightmareSpectre
{
  +LOOKALLAROUND
  +NOPAIN
  States
  {
  Spawn:
    TNT1 A 0 NoDelay A_JumpIfInventory("RLResurrectionComplete", 1, "SpawnNormal")
    TNT1 A 0 A_SetTranslucent (0.30, 1)
    NSPE N 5
    TNT1 A 0 A_SetTranslucent (0.25, 1)
    NSPE M 5
    TNT1 A 0 A_SetTranslucent (0.20, 1)
    NSPE L 5
    TNT1 A 0 A_SetTranslucent (0.15, 1)
    NSPE K 5
    TNT1 A 0 A_SetTranslucent (0.10, 1)
    NSPE J 5
    TNT1 A 0 A_SetTranslucent (0.05, 1)
    NSPE I 5
    TNT1 A 0 A_SetTranslucent (0, 1)
    TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
    TNT1 A 0 A_GiveInventory("RLResurrectionComplete", 1)
  SpawnNormal:
    NSPE AB 10 A_Look
    Loop
  }
}

ACTOR RLDRPGSummonedNightmareSpectre : RLNightmareSpectre
{
  -COUNTKILL
  +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)
    TNT1 A 0 A_GiveInventory ("RLNightmareSpectreAmbushDone", 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)
    TNT1 A 0 A_GiveInventory ("RLNightmareSpectreAmbushDone", 1)
	Goto Super::See
  Raise:
    Stop
  }
}

ACTOR RLCCNightmareSpectre : RLNightmareSpectre
{
  +TOUCHY
  SeeSound "nightmarespectre/sight"
  RenderStyle Add
  Alpha 0.3
  States
  {
  See:
    NSPE AABBCCDD 2
    Loop
  Missile:
    Stop
  Melee:
    NSPE EF 8
    NSPE G 8
    Goto See
  Death:
    NSPE I 8
    NSPE J 8 A_Scream
    NSPE K 4
    NSPE L 4 A_NoBlocking
    NSPE M 4
    NSPE N -1
    Stop
  }
}
