ACTOR SmoothRevenant : Revenant Replaces Revenant
{
	States
	{
	Spawn:
		SKEL AB 10 A_Look
		Loop
	See:
		RSKE abcddefghh 2 A_Chase
		Loop
	Melee:
		SSKE A 4 A_FaceTarget
		SSKE B 3 A_SkelWhoosh
		SSKE C 3
		SSKE D 3 A_FaceTarget
		SSKE E 6 A_SkelFist
		Goto See
	Missile:
		RMIS a 4 a_facetarget
		RMIS b 3 a_facetarget
		RMIS c 3 bright a_facetarget
		RMIS d 3 bright a_skelmissile
		RMIS e 3 bright a_facetarget
		RMIS f 2 A_facetarget
		RMIS g 3 A_facetarget
		RMIS h 12 A_facetarget
		Goto See
	Pain:
		REVP a 5
	    REVP b 5 A_Pain
		Goto See
		
	Death.GibbyHaynes:
		TNT1 A 0 A_JumpIf(CallACS("StudioGibbly")==0, "Death")
		TNT1 A 0 A_JumpIfCloser(128, "xdeath")
		TNT1 A 0
	Death.Saw:
		TNT1 A 0 A_JumpIf(CallACS("ChainsawGib")==0, "Death")
		goto Xdeath
		
	Death:
		TNT1 a 0 A_JumpIfHealthLower(-30,"xdeath")
		REVD abc 3
		REVD d 3 a_scream
		REVD e 2 a_noblocking
		REVD e 1
		REVD fgh 3
		REVD i -1
		stop
	xdeath:
	    REDX a 3
			TNT1 A 0 A_JumpIf(CallACS("Gibtoggle")==0, +2)
			TNT1 a 0 a_spawnitemex("biggorecontroller")
		REDX b 3
		TNT1 a 0 a_playsound ("misc/gibbed")
		REDX c 2 a_scream
		REDX d 2 a_noblocking
		REDX efghij 3
		REDX k -1
		
	death.massacre:
	    REDX a 3
		REDX b 3
		TNT1 a 0 a_playsound ("misc/gibbed")
		REDX c 2 a_scream
		REDX d 2 a_noblocking
		REDX efghij 3
		REDX k -1
	Raise:
		SKEL Q 5
		SKEL PONML 5
		Goto See
	}
}