# Playable Demons

### Info

- entityDef decl locations for each demon:`<strong>gameresources_patch1\generated\decls\entitydef\player\demonplayer_archvile.decl</strong><strong>gameresources_patch1\generated\decls\entitydef\player\demonplayer_dreadknight.decl</strong><strong>gameresources_patch1\generated\decls\entitydef\player\demonplayer_painelemental.decl</strong><strong>gameresources_patch1\generated\decls\entitydef\player\demonplayer_revenant.declgameresources_patch1\generated\decls\entitydef\player\demonplayer_mancubus.declgameresources_patch2\generated\decls\entitydef\player\demonplayer_marauder.decl</strong>`
- Damage decl locations for each demon:  
    **`gameresources_patch1\generated\decls\damage\damage\demonplayer\pvp\archvile`**  
    **`gameresources_patch1\generated\decls\damage\damage\demonplayer\pvp\mancubus`**  
    **`gameresources_patch1\generated\decls\damage\damage\demonplayer\pvp\revenant`**  
    **`gameresources_patch2\generated\decls\damage\damage\demonplayer\pvp\archvile`**  
    **`gameresources_patch2\generated\decls\damage\damage\demonplayer\pvp\mancubus`**  
    **`gameresources_patch2\generated\decls\damage\damage\demonplayer\pvp\marauder`**  
    **`gameresources_patch2\generated\decls\damage\damage\demonplayer\pvp\painelemental`**  
    **`gameresources_patch2\generated\decls\damage\damage\demonplayer\pvp\revenant`**  
    **`pvp_laser_patch1\generated\decls\damage\damage\demonplayer\pvp\dreadknight`**  
    **`warehouse_patch1\generated\decls\damage\damage\demonplayer\pvp\marauder`**

<p class="callout warning">Most of the Dread Knight's damage decls are located in each of the **\_patch1** Battlemode resources, except pvp\_sideswipe (Stronghold). The Dread Knight's berserk damage decls are located in **warehouse\_patch1**.</p>

### Co-op

- Set **pvpPlayerDamageScale** &amp; **demonPlayerDamageScale** to 0 for all damage decls.
- Set **demonPlayerCanActivate** to **true** for all **idTrigger** &amp; **idEncounterTrigger\_Commit** entities.
- Set **demonPlayersPassThrough** to **false** for all **idInteractable\_Obstacle** entities.

### Invasion

- Set **demonPlayersPassThrough** to **false** for any **idInteractable\_Obstacle** or **idMover** entities that should be walled-off for all players.
- Set **demonPlayersPassThrough** to **true** &amp; **allowDemonplayerProjectilePassThrough** to **false** for all "combat barrier" entities. These are the **idDynamicEntity** and would include either **mystical\_combat\_barrier.lwo** / **gameplay\_energyBarrier\_a.lwo** / **gameplay\_energyBarrier\_b.lwo** as the clipmodel.