Actor Thrall 
{ 
  Health 75
  PainChance 200
  DropItem Fire
  Scale 0.90
  Speed 8 
  Radius 20 
  Height 56 
  Mass 100 
  Monster
  +FloorClip
  +DontHurtSpecies
  Obituary "%o was killed by a lowly Cultist."
  SeeSound "monster/culsit" 
  AttackSound "monster/culatk" 
  PainSound "monster/culpai" 
  DeathSound "monster/culdth" 
  ActiveSound "monster/culact"
  States 
  { 
  Spawn: 
    CULT AB 10 A_Look 
    Loop 
  See: 
    CULT AABBCCDD 2 A_Chase 
    Loop 
  Missile:
    CULT EE 5 A_FaceTarget
    CULT F 0 Bright A_CustomMissile("ThrallShot1",42,-6,0,1,0)
    CULT F 0 Bright A_CustomMissile("ThrallShot1",42,6,0,1,0)
    CULT F 8 Bright A_PlaySound("monster/culatk")
    Goto See
  Pain: 
    CULT G 2 
    CULT G 2 A_Pain 
    Goto See 
  Death: 
    CULT H 8 
    CULT I 8 A_Scream 
    CULT J 4 
    CULT K 4 A_NoBlocking 
    CULT L 4 
    CULT M -1 
    Stop
  XDeath:
    CULT N 5 
    CULT O 5 A_XScream 
    CULT P 5 A_NoBlocking 
    CULT QRSTUV 5 
    CULT W -1 
  Raise: 
    CULT MLKJHI 5 
    Goto See 
  } 
}

Actor ThrallShot1
{
  Radius 4
  Height 6
  Speed 20
  Damage 1
  RenderStyle Add
  Alpha 0.67
  Projectile
  +ThruGhost
  DeathSound "monster/disht1"
  States
  {
  Spawn:
    CFX4 A 2 Bright
    CFX4 B 2 Bright
    Loop
  Death:
    CFX4 CDEF 3 Bright
    Stop
  }
}

Actor DeathShot1
{
  Radius 4
  Height 6
  Speed 20
  Damage 1
  Scale 2.0 //Hax Murd
  RenderStyle Add
  Alpha 0.67
  Projectile
  +ThruGhost
  DeathSound "monster/disht1"
  States
  {
  Spawn:
    CFX4 A 2 Bright
    CFX4 B 2 Bright
    Loop
  Death:
    CFX4 CDEF 3 Bright
    Stop
  }
}

actor DoomZDeath : Thrall
{
  Health 10000
  DropItem Fire
  Scale 1.25
  Speed 4 
  Radius 28 
  Height 48.4 
  Mass 400 
  Monster
  MaxTargetRange 256
  
  PainChance 0 //Death should never go into the Pain state... :-)
  
  MaxDropOffHeight 8192
  MaxStepHeight 8192
  
  +NOINFIGHTING //Do not retaliate against other monsters
  +NOTARGET // Do not be targeted by other monsters!
  +FloorClip
  +DontHurtSpecies
  +LOOKALLAROUND
  +DROPOFF //Walk over edges with impunity
  +NOCLIP //Yup, clips through walls so you can't block it by putting a box on it
  //+NOTARGETSWITCH
  Obituary "%o was killed by death itself"
  //SeeSound "monster/culsit" 
  //SeeSound "hunted"
  AttackSound "monster/culatk" 
  PainSound "monster/culpai" 
  DeathSound "monster/culdth" 
  //ActiveSound "monster/culact"
  States 
  { 
  Spawn: 
	CULT A 0
	CULT A 1 A_PlaySound("hunted", CHAN_AUTO | CHAN_LISTENERZ, 1.0, true, ATTN_NORM)
	CULT A 1 A_AlertMonsters
  SpawnLook:
    CULT AB 10 A_LookEx(0, 0, 0, 0, 360, "See")
    Loop 
  See: 
    CULT AABBCCDD 4 A_Chase 
    Loop
  Missile:
	TNT1 A 0
	TNT1 A 0 A_Jump(128, "Missile2")
    CULT EEEE 5 A_FaceTarget
	CULT F 4 Bright
    CULT F 0 Bright A_PlaySound("monster/culatk")
    CULT F 3 Bright A_CustomMissile("ThrallShot1",42,-6,0,1,0)
    CULT F 3 Bright A_CustomMissile("ThrallShot1",42,6,0,1,0)
	CULT F 4
	CULT E 4
    Goto See
  Missile2:
  	TNT1 A 0
    CULT EEEE 5 A_FaceTarget
	CULT F 2 Bright
    CULT F 0 Bright A_PlaySound("monster/culatk")
    CULT F 2 Bright A_CustomMissile("ThrallShot1",42,-6,0,1,0)
    CULT F 3 Bright A_CustomMissile("ThrallShot1",42,6,0,1,0)
    CULT F 1 Bright A_PlaySound("monster/culatk")
	CULT E 4
	CULT F 3 Bright A_CustomMissile("ThrallShot1",42,-6,0,1,0)
    CULT F 3 Bright A_CustomMissile("ThrallShot1",42,6,0,1,0)
	CULT E 4
    CULT F 0 Bright A_PlaySound("monster/culatk")
	CULT F 3 Bright A_CustomMissile("ThrallShot1",42,-6,0,1,0)
    CULT F 3 Bright A_CustomMissile("ThrallShot1",42,6,0,1,0)
	CULT F 2
	CULT E 4
    Goto See
  Pain: 
    CULT G 2 
    CULT G 2 A_Pain 
    Goto See 
  Death: 
    CULT H 8 
    CULT I 8 A_Scream 
    CULT J 4 A_StopSound
    CULT K 4 A_NoBlocking 
    CULT L 4 A_StopSound
    CULT M 100 
    Stop
  XDeath:
    CULT N 5 A_StopSound
    CULT O 5 A_XScream 
    CULT P 5 A_NoBlocking 
    CULT QRSTUV 5 
    CULT W 100
	Stop
  Raise: 
    CULT MLKJHI 5 
    Goto See 
  } 
}