ACTOR VP_LostSoul : LostSoul Replaces LostSoul
{
	Speed 4
	States
	{
	Spawn:
		SKUL AAAAAA 1 Bright A_SpawnItemEx("VP_SoulFlame", -7, (random(-6, 6)/2), 24, 0, 0, 1, 128)
		SKUL A 0 Bright A_Look
		SKUL BBBBBB 1 Bright A_SpawnItemEx("VP_SoulFlame", -7, (random(-6, 6)/2), 24, 0, 0, 1, 128)
		SKUL B 0 Bright A_Look
		Loop
	See:
		SKUL AAA 1 Bright A_SpawnItemEx("VP_SoulFlame", -9, (random(-6, 6)/2), 24, 1, 0, 1, 128)
		SKUL A 0 Bright A_Chase
		SKUL BBB 1 Bright A_SpawnItemEx("VP_SoulFlame", -9, (random(-6, 6)/2), 24, 1, 0, 1, 128)
		SKUL B 0 Bright A_Chase
		Loop
	Missile:
		SKUL C 0 Bright A_FaceTarget
		SKUL CCCCCCCCCC 1 Bright A_SpawnItemEx("VP_SoulFlame", -7, (random(-6, 6)/2), 24, 0, 0, 1)
		SKUL C 0 Bright A_SkullAttack
		SKUL C 1 Bright A_SpawnItemEx("VP_SoulFlameA", -20, (random(-6, 6)/2), 18, 10, 0, 1)
		SKUL C 0 Bright A_SpawnItemEx("VP_SoulFlameA", -25, (random(-6, 6)/2), 16, 10, 0, 1, 128)
		Goto Missile+12
	Pain:
		SKUL E 3 Bright
		SKUL E 3 Bright A_Pain
		Goto See
	Death:
		SKUL E 3
		SKUL F 6 Bright A_Scream
		SKUL G 3 Bright
		SKUL G 2 Bright A_SpawnItemEx("VP_SoulExplode", 0, 0, 8, 0, 0, 0, 128)
		SKUL G 2 Bright A_NoBlocking
		Stop
  }
}


ACTOR VP_SoulFlame
{
	radius 2
	height 2
	alpha 0.5
	Scale 1.6
	-SOLID
	+NOGRAVITY
	renderstyle Add
	states
	{
	Spawn:
		SFLI AB 2 BRIGHT
		REDB CDE 2 BRIGHT
		stop
	}
}

ACTOR VP_SoulFlameA
{
	radius 2
	height 2
	alpha 0.5
	Scale 1.8
	-SOLID
	+NOGRAVITY
	renderstyle Add
	states
	{
	Spawn:
		SFLI AABBBBBB 1 BRIGHT A_FadeOut(0.1)
		stop
	}
}

ACTOR VP_SoulFlameB
{
	radius 2
	height 2
	alpha 0.5
	Scale 2
	-SOLID
	+NOGRAVITY
	renderstyle Add
	states
	{
	Spawn:
		REDB ABCDEFGHIJKL 2 BRIGHT
		stop
	}
}

ACTOR VP_SoulFlameBA
{
	radius 2
	height 2
	alpha 0.7
	Scale 2.4
	-SOLID
	+NOGRAVITY
	renderstyle Add
	states
	{
	Spawn:
		REDB BCDEF 1 BRIGHT
		stop
	}
}



actor VP_SoulExplode
{
	radius 2
	height 2
	alpha 0.8
	Renderstyle Add
	+NOGRAVITY
	States
	{
	Spawn:
		EXPL A 1 BRIGHT
		EXPL A 1 BRIGHT //A_PlaySound("world/barrelx")
		EXPL A 0 BRIGHT A_SpawnItemEx("VP_ExpSpark", 0, 0, 0, random(-6, 6), random(-6, 6), random(-2, 8), 128)
		EXPL A 0 BRIGHT A_SpawnItemEx("VP_ExpSpark", 0, 0, 0, random(-6, 6), random(-6, 6), random(-2, 8), 128)
		EXPL A 0 BRIGHT A_SpawnItemEx("VP_ExpSpark", 0, 0, 0, random(-6, 6), random(-6, 6), random(-2, 8), 128)
		EXPL A 0 BRIGHT A_SpawnItemEx("VP_ExpSpark", 0, 0, 0, random(-6, 6), random(-6, 6), random(-2, 8), 128)
		EXPL A 0 BRIGHT A_SpawnItemEx("VP_SoulExPart", 0, 0, 0, random(-5, 5), random(-5, 5), random(-1, 6), 128)
		EXPL A 0 BRIGHT A_SpawnItemEx("VP_SoulExPart", 0, 0, 0, random(-5, 5), random(-5, 5), random(-1, 6), 128)
		EXPL A 0 BRIGHT A_SpawnItemEx("VP_SoulExPart", 0, 0, 0, random(-5, 5), random(-5, 5), random(-1, 6), 128)
		EXPL A 0 BRIGHT A_SpawnItemEx("VP_SoulExPart", 0, 0, 0, random(-5, 5), random(-5, 5), random(-1, 6), 128)
		EXPL A 0 BRIGHT A_SpawnItemEx("VP_SoulExPart", 0, 0, 0, random(-5, 5), random(-5, 5), random(-1, 6), 128)
		EXPL A 0 BRIGHT A_SpawnItemEx("VP_SoulExPart", 0, 0, 0, random(-5, 5), random(-5, 5), random(-1, 6), 128)
		EXPL A 0 BRIGHT A_SpawnItemEx("VP_SoulExPart", 0, 0, 0, random(-5, 5), random(-5, 5), random(-1, 6), 128)
		EXPL A 0 BRIGHT A_SpawnItemEx("VP_SkullPart1", 0, 0, 0, random(-6, 6), random(-6, 6), random(3, 8), 128)
		EXPL A 0 BRIGHT A_SpawnItemEx("VP_SkullPart2", 0, 0, 0, random(-6, 6), random(-6, 6), random(3, 8), 128)
		EXPL A 0 BRIGHT A_SpawnItemEx("VP_SkullPart3", 0, 0, 0, random(-6, 6), random(-6, 6), random(3, 8), 128)
		EXPL A 0 BRIGHT A_SpawnItemEx("VP_SkullPart4", 0, 0, 0, random(-6, 6), random(-6, 6), random(3, 8), 128)
		EXPL A 0 BRIGHT A_SpawnItemEx("VP_SkullPart4", 0, 0, 0, random(-6, 6), random(-6, 6), random(3, 8), 128)
		EXPL BCDEFGHI 1 BRIGHT
		Stop
	}
}


actor VP_SoulExPart
{
	radius 2
	height 4
	Renderstyle Add
	alpha 0.7
	scale 0.3
	-NOGRAVITY
	Gravity 0.2
	States
	{
	Spawn:
		EXPL BCDE 2 BRIGHT
		EXPL F 2 BRIGHT A_SpawnItemEx("VP_ImpSmoke", 0, 0, 0, 0, 0, 0, 128)
		EXPL GHI 1 BRIGHT
		Stop
	}
}

actor VP_SkullPart1
{
	radius 4
	height 4
	Gravity 0.5
	+WINDTHRUST
	+SLIDESONWALLS
	+BOUNCEONWALLS
	+BOUNCEONFLOORS
	+ALLOWBOUNCEONACTORS
	+BOUNCEAUTOOFF
	BounceType Doom
	BounceFactor 0.9
	States
	{
	Spawn:
		LSPT A 60 A_CheckSight(1)
		Loop
	Death:
		LSPT A 1
		Stop
	}
}

actor VP_SkullPart2 : VP_SkullPart1
{
	States
	{
	Spawn:
		LSPT GGGGGG 5
		LSPT B 60 A_CheckSight(1)
		Goto Spawn+6
	Death:
		LSPT B 1
		Stop
	}
}

actor VP_SkullPart3 : VP_SkullPart1
{
	States
	{
	Spawn:
		LSPT CCCCCC 5
		LSPT D 60 A_CheckSight(1)
		Goto Spawn+6
	Death:
		LSPT D 1
		Stop
	}
}

actor VP_SkullPart4 : VP_SkullPart1
{
	States
	{
	Spawn:
		LSPT EEEEEE 5
		LSPT F 60 A_CheckSight(1)
		Goto Spawn+6
	Death:
		LSPT F 1
		Stop
	}
}