actor RevenantTracerRun : BallRunBase
{
	Radius 11
	Health 10
	Species "RevenantTracers"
	Speed 10
	DeathSound "skeleton/tracex"
	Obituary "$OB_UNDEAD"
	states
	{
		Spawn:
			FBRN A 0
			goto Jump
		SeeNoClearTarget:
			"####" A random(0, 1) Bright
			"####" A 0 A_Jump(192, "SeeNoClearTargetRun")
			"####" ABCDEFGH 1 Bright A_FastChase
			"####" A 0 ACS_NamedExecuteAlways("PlayRunBallFootstepSound", 0)
			"####" IJKLMNOP 1 Bright A_FastChase
			"####" A 0 ACS_NamedExecuteAlways("PlayRunBallFootstepSound", 0)
			"####" "#" 0 A_Jump(256, "See")
		SeeNoClearTargetRun:
			"####" ABCDEFGH 1 Bright A_Chase
			"####" A 0 ACS_NamedExecuteAlways("PlayRunBallFootstepSound", 0)
			"####" IJKLMNOP 1 Bright A_Chase
			"####" A 0 ACS_NamedExecuteAlways("PlayRunBallFootstepSound", 0)
			"####" "#" 0 A_Jump(256, "See")
		Death:
			TNT1 A 0 A_ScreamAndUnblock
			FBRE A 8 Bright
			FBRE B 6 Bright
			FBRE C 4 Bright
			stop
	}
}

actor RevenantTracerRB : RunBallProjectileBase replaces RevenantTracer
{
	Species "RevenantTracers"
	Radius 11
	Height 8
	Speed 10
	Damage 10
	+SEEKERMISSILE
	SeeSound "skeleton/attack"
	DeathSound "skeleton/tracex"
	states
	{
		Idle:
			FATB AB 2 Bright A_Tracer
			loop
		Death:
			FBXP A 8 Bright
			FBXP B 6 Bright
			FBXP C 4 Bright
			Stop
	}
}