ACTOR SmoothDemon : Demon replaces Demon
{
	States
	{
	Spawn:
		SARG AB 10 fast A_Look
		Loop
	See:
		TNT1 a 0 a_jumpif(CallACS("PinkyToggle")==1,"quicksee")	
		SSRG AABCDDEF 2 fast A_Chase
		Loop
	QuickSee:
		SSRG ABCDEF 2 A_Chase
		Loop
		
	Melee:
		TNT1 a 0 a_jumpif(CallACS("PinkyToggle")==1,"quickmelee")		
		SSRG G 8 fast A_FaceTarget
		SSRG GGGHIII 1 fast A_FaceTarget
		SSRG J 1 fast
		SSRG K 1 fast A_SargAttack
		SSRG L 4 fast
		SSRG G 3 fast
		Goto See
	QuickMelee:
		SSRG G 2 A_FaceTarget
		SSRG GGGHIII 1 A_FaceTarget
		SSRG J 1 A_SargAttack
		SSRG K 1 
		SSRG LG 2
		Goto See
	
	Pain:
		SSRG M 2
		SSRG N 2 A_Pain
		Goto See
		
	Death.GibbyHaynes:
		TNT1 A 0 A_JumpIf(CallACS("StudioGibbly")==0, "Death")
		TNT1 A 0 A_JumpIfCloser(128, "xdeath")
		goto death
	Death.Saw:
		TNT1 A 0 A_JumpIf(CallACS("ChainsawGib")==0, "Death")
		goto Xdeath
		
		
	Death:
		TNT1 a 0 A_JumpIfHealthLower(-30,"xdeath")
		SSRD A 3
		SSRD B 3 A_Scream
		SSRD C 3
		SSRD D 3 A_NoBlocking
		SSRD EFGH 3
		SSRD I -1
		Stop
	xdeath:
		SARG o 3
		TNT1 A 0 A_JumpIf(CallACS("Gibtoggle")==0, "Death.massacre")
		TNT1 a 0 a_spawnitemex("biggorecontroller")
		SARG p 0 a_playsound ("misc/gibbed")
		SARG p 3 a_scream
		SARG q 3
		SARG r 3 a_noblocking
		SARG stuvw 3
		SARG x -1
		stop
	Death.Massacre:
		SARG o 3
		SARG p 0 a_playsound ("misc/gibbed")
		SARG p 3 a_scream
		SARG q 3
		SARG r 3 a_noblocking
		SARG stuvw 3
		SARG x -1
		stop
	}
}

ACTOR smoothspectre : smoothdemon replaces Spectre
{
  +SHADOW
  RenderStyle OptFuzzy
  Alpha 0.5
  HitObituary "$OB_SPECTREHIT" // "%o was eaten by a spectre."
}