Actor Satanic_LostSoul : LostSoul //Replaces LostSoul
{
	+NOBLOODDECALS
	BloodType "LostSoulFlame"
	DamageFactor NoDamage,	0
	DamageFactor Posession, 10000.0
	Alpha 1.0
	RenderStyle "Normal"
	States
	{
	Spawn:
		SKUL A 0 Thing_Hate(0,669,3)
		TNT1 A 0 A_CheckSight("SpawnNoLight")
		SKUL AB 10 BRIGHT light ("lostsoulstandard") A_Look
		Goto Spawn+1
	SpawnNoLight:
		SKUL AB 10 BRIGHT A_Look
		Goto Spawn+1
	See:
		TNT1 A 0 A_JumpIfInventory("PowerNecShroud",1,"Wander",AAPTR_PLAYER1)
		SKUL A 6 BRIGHT light ("lostsoulstandard") A_Chase
		TNT1 A 0 A_JumpIfInventory("PowerNecShroud",1,"Wander",AAPTR_PLAYER1)
		SKUL B 6 BRIGHT light ("lostsoulstandard") A_Chase
		Loop
	Wander:
		TNT1 A 0 A_JumpIfInventory("PowerNecShroud",1,1,AAPTR_PLAYER1)
		Goto See
		SKUL A 6 BRIGHT light ("lostsoulstandard") A_Chase
		TNT1 A 0 A_JumpIfInventory("PowerNecShroud",1,1,AAPTR_PLAYER1)
		Goto See
		SKUL B 6 BRIGHT light ("lostsoulstandard") A_Chase
		Goto See
	Missile:
		SKUL C 10 Bright light ("lostsoulstandard") A_FaceTarget
		SKUL D 4 Bright light ("lostsoulstandard") A_SkullAttack
		SKUL CD 4 Bright light ("lostsoulstandard") 
		Goto Missile+2
	Pain:
		SKUL E 3 BRIGHT light ("lostsoulstandard") 
		SKUL E 3 BRIGHT light ("lostsoulstandard") A_Pain
		Goto See
	Death:
		SKUL F 6 BRIGHT light ("lostsoulstandard") 
		SKUL G 6 BRIGHT light ("lostsoulstandard") A_Scream
		SKUL H 6 BRIGHT light ("lostsouldeathframeh")
		SKUL I 6 BRIGHT light ("lostsouldeathframei") A_NoBlocking
		SKUL J 6 BRIGHT light ("lostsouldeathframeh") 
		SKUL K 6
		Stop
	}
}

ACTOR LostSoulFlame
{
	+NOTELEPORT
	Mass 100
	Gravity "0.1"
	Scale "0.15"
	RenderStyle "Add"
	Alpha "0.75"
	States
	{
	Spawn:
		FIRE ABCDEFGH 4
		Stop
	}
}
	