//MONSTERS

/*
ACTOR HeavyRevenant_UDV : HeavyRevenant Replaces HeavyRevenant
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}
*/

ACTOR Arachnotron2_UDV : Arachnotron2 Replaces Arachnotron2
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR HelmetZombieman_UDV : HelmetZombieman Replaces HelmetZombieman
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}


ACTOR RiotShieldGuy_UDV : RiotShieldGuy Replaces RiotShieldGuy
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}



ACTOR MechDemon_UDV : MechDemon Replaces MechDemon
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR MagCaco_UDV : MagCaco Replaces MagCaco
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR Annihilator_UDV : Annihilator Replaces Annihilator
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}
ACTOR SufferingElemental_UDV : SufferingElemental Replaces SufferingElemental
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}
ACTOR ChaingunGuy2_UDV : ChaingunGuy2 Replaces ChaingunGuy2
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}
ACTOR Nazi_UDV : Nazi Replaces Nazi
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR Zombie_Man_UDV : Zombie_Man Replaces Zombie_Man
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR Shotgunguy1_UDV : Shotgunguy1 Replaces Shotgunguy1
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR ShotgunGuy2_UDV : ShotgunGuy2 Replaces ShotgunGuy2
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR ChaingunGuy1_UDV : ChaingunGuy1 Replaces ChaingunGuy1
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR Imp_UDV : Imp Replaces Imp
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR BullDemon_UDV : BullDemon Replaces BullDemon
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR Spectro_UDV : Spectro Replaces Spectro
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR HellKnight2_UDV : HellKnight2 Replaces HellKnight2
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR PistolZombieman_UDV : PistolZombieman Replaces PistolZombieman
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR PistolZombieman2_UDV : PistolZombieman2 Replaces PistolZombieman2
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR ZombieMarineDude_UDV : ZombieMarineDude Replaces ZombieMarineDude
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR RocketZombie_UDV : RocketZombie Replaces RocketZombie
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR PlasmaZombie_UDV : PlasmaZombie Replaces PlasmaZombie
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR BaronofHell2_UDV : BaronofHell2 Replaces BaronofHell2
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR TehLostSoul_UDV : TehLostSoul Replaces TehLostSoul
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR PainElemental1_UDV : PainElemental1 Replaces PainElemental1
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR Arachnotron1_UDV : Arachnotron1 Replaces Arachnotron1
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR Cacodemon__UDV : Cacodemon_ Replaces Cacodemon_
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR ArachnotronX_UDV : ArachnotronX Replaces ArachnotronX
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR PhasicKnightX_UDV : PhasicKnightX Replaces PhasicKnightX
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR SpiderMastermindX_UDV : SpiderMastermindX Replaces SpiderMastermindX
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR DemonX_UDV : DemonX Replaces DemonX
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR Arachnophyte_UDV : Arachnophyte Replaces Arachnophyte
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR ASGGuy_UDV : ASGGuy Replaces ASGGuy
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR TriteElemental_UDV : TriteElemental Replaces TriteElemental
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR Trite_UDV : Trite Replaces Trite
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR DNImpVariant1_UDV : DNImpVariant1 Replaces DNImpVariant1
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR DNImpVariant2_UDV : DNImpVariant2 Replaces DNImpVariant2
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR DNImpVariant3_UDV : DNImpVariant3 Replaces DNImpVariant3
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR IceImp_UDV : IceImp Replaces IceImp
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR Revenant1_UDV : Revenant1 Replaces Revenant1
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR Mancubus_UDV : Mancubus Replaces Mancubus
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR ZSpecOpsMachinegun_UDV : ZSpecOpsMachinegun Replaces ZSpecOpsMachinegun
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR TehArchvile_UDV : TehArchvile Replaces TehArchvile
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR FleshWizard_UDV : FleshWizard Replaces FleshWizard
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR Phantasm_UDV : Phantasm Replaces Phantasm
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR TheSpiderMastermind_UDV : TheSpiderMastermind Replaces TheSpiderMastermind
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR TheCyberdemon_UDV : TheCyberdemon Replaces TheCyberdemon
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR LordBelphegor_UDV : LordBelphegor Replaces LordBelphegor
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR Daedabus_UDV : Daedabus Replaces Daedabus
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR Juggernaut_UDV : Juggernaut Replaces Juggernaut
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR ICEVILE_UDV : ICEVILE Replaces ICEVILE
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR SuicideBomber_UDV : SuicideBomber Replaces SuicideBomber
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR ChaingunMajor_UDV : ChaingunMajor Replaces ChaingunMajor
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR QuadShotgunZombie_UDV : QuadShotgunZombie Replaces QuadShotgunZombie
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR BeamRevenant_UDV : BeamRevenant Replaces BeamRevenant
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR BeamRevenantU_UDV : BeamRevenantU Replaces BeamRevenantU
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR OverLord_UDV : OverLord Replaces OverLord
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR Watcher_UDV : Watcher Replaces Watcher
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR Cyberbaron_UDV : Cyberbaron Replaces Cyberbaron
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR MinigunGuy_UDV : MinigunGuy Replaces MinigunGuy
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR RifleCommando_UDV : RifleCommando Replaces RifleCommando
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR ARZombieMan_UDV : ARZombieMan Replaces ARZombieMan
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR NamiDarkImp_UDV : NamiDarkImp Replaces NamiDarkImp
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR NetherDarkImp_UDV : NetherDarkImp Replaces NetherDarkImp
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR STDarkImp_UDV : STDarkImp Replaces STDarkImp
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR VoidDarkImp_UDV : VoidDarkImp Replaces VoidDarkImp
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR  ImpFish_UDV : ImpFish Replaces ImpFish
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR Marine_Rifle_UDV : Marine_Rifle Replaces Marine_Rifle
{
+NEVERFAST
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}


ACTOR  Marine_BFG_UDV : Marine_BFG Replaces Marine_BFG
{
+NEVERFAST
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR  Marine_Rocket_UDV : Marine_Rocket Replaces Marine_Rocket
{
+NEVERFAST
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR  Marine_PlasmaGun_UDV : Marine_PlasmaGun Replaces Marine_PlasmaGun
{
+NEVERFAST
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR  Marine_Shotgun_UDV : Marine_Shotgun Replaces Marine_Shotgun
{
+NEVERFAST
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR  Marine_Minigun_UDV : Marine_Minigun Replaces Marine_Minigun
{
+NEVERFAST
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR Afrit_UDV : Afrit Replaces Afrit
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR HellTrooper_UDV : HellTrooper Replaces HellTrooper
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR Labguy_UDV : Labguy Replaces Labguy
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR RevenantU_UDV : RevenantU Replaces RevenantU
{
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}
/*
//Headshots

ACTOR HeadshotTarget4_UDV : HeadshotTarget4 replaces HeadshotTarget4
{
	States
	{
	Spawn:
		TNT1 A 0 
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR HeadshotTarget6_UDV : HeadshotTarget6 replaces HeadshotTarget6
{
	States
	{
	Spawn:
		TNT1 A 0 
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR HeadshotTarget2_UDV : HeadshotTarget2 replaces HeadshotTarget2
{
	States
	{
	Spawn:
		TNT1 A 0 
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}
ACTOR HeadshotTarget8_UDV : HeadshotTarget8 replaces HeadshotTarget8
{
	States
	{
	Spawn:
		TNT1 A 0 
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR HeadshotTarget10_UDV : HeadshotTarget10 replaces HeadshotTarget10
{
	States
	{
	Spawn:
		TNT1 A 0 
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR HeadshotTarget20_UDV : HeadshotTarget20 replaces HeadshotTarget20
{
	States
	{
	Spawn:
		TNT1 A 0 
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR HeadshotTarget23_UDV : HeadshotTarget23 replaces HeadshotTarget23
{
	States
	{
	Spawn:
		TNT1 A 0 
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR HeadshotTarget30_UDV : HeadshotTarget30 replaces HeadshotTarget30
{
	States
	{
	Spawn:
		TNT1 A 0 
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR HeadshotTarget4b_UDV : HeadshotTarget4b replaces HeadshotTarget4b
{
	States
	{
	Spawn:
		TNT1 A 0 
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}

ACTOR HeadshotTarget8b_UDV : HeadshotTarget8b replaces HeadshotTarget8b
{
	States
	{
	Spawn:
		TNT1 A 0 
		TNT1 A 0 ACS_NamedExecuteWithResult("RadarChanger",0)
		Goto Super::Spawn
	}
}
*/