Raw model (for completeness)
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"title": "LCA v1.5.9.1 Zan 2.1.2",
"description": "This WAD contains 2 maps, serving as a demo or test environment rather than a full megawad. It is designed for the ZDoom engine, featuring advanced scripting and custom content incompatible with vanilla Doom. The mod emphasizes extensive weapon and monster modifications, including new sprites, sounds, and mechanics from multiple contributors. Combat is likely complex with unique monster behaviors and custom weapons, supported by a variety of music tracks and sound effects. The resource balance and map progression details are not explicit, but the focus is on enhanced gameplay and audiovisual overhaul rather than traditional level design. The theme is mixed, incorporating elements from various mods and custom assets.",
"authors": [
"Legendary",
"Sentey",
"Strathos",
"Blood",
"Overlord",
"Arkore",
"TheUndeadSoldier"
],
"tags": [
"audiovisual_overhaul",
"complex_combat",
"custom_weapons",
"demo",
"mixed_theme",
"monster_mod",
"short_maps",
"zdoom"
],
"origin": "gpt-4.1-mini"
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"source": "pk3",
"name": "README.txt",
"contents": "=======================================================\nMod made by \"Legendary\", \"Sentey\", \"Strathos\", =\n\"Blood\", \"Overlord\", \"Arkore\", and =\n\"TheUndeadSoldier\". =\nAll sprites\tand coding belong to their =\nrespective creators. =\n=======================================================\n\n=================================================\nDaedalus-Complex Doom: sprites, coding, and sounds.\nCreators of zbloodpak: sprites, coding, and sounds.\nCreators of russian overkill: sprites, coding, and sounds.\nRealm667: sprites, coding, and sound.\nHarbinger-Hem: sprites, coding.\nTwo Steps From Hell: music.\nAttack on Titan: music.\nAudiomachine: music.\nDoomenator: New redone Legendary Rifle sprites\nPsychophobia: sprites, coding, and sounds.\nMarineSkinsv7.wad: Player skins.\nMr-Darklord: Cerebral Cardinal sprites.\nDemon Eclipse: sprites, coding, and sounds.\nZheg: Making Leg Plasma Rifle, ASG, Cannon, BFG, Necronomicon, Explosive Minigun player sprites, spawn protection, new melee system, adding smoke when using Leg Rune, fixing Leg ASG's reload, old Legendary Stealth Trooper sprites, new sub bar info, Legendary LMG recolor and player sptires, DT Railgun sprites, and player sprites.\nZdoom Forums: Sprites.\nProject Brutality: Sounds, Sound Info.\nCaptain J: New Freezer Zombie sprites.\nFusedQyou: Compressed Music. (D_LEGM0-D_LEGM8)\nDark Souls 3: Music.\nNeon: Sprites, Coding.\nTLS Sprites: cerebral commander by arkore, aracnorb queen by Jimmy91, demolisher by eriance, arachnophyte by xaser, quaser.\nTLS Sounds: Raven software. (but with lowered pitch)\nMetal_Spaghetti: New Freezer Rifle, Explosive Minigun, and Legendary BFG player sprites.\nAdditional thanks to Harbinger for helping me with the Legendary Rifle, Zombie, and Phase Overlord coding.\nAlso thanks to Virtue for making The Older Legendary Zombie sprites.\n=================================================\n\n=================================================\nNote: You can use anything in this mod as long =\nas you give the proper credits or just ask me. =\nIf you wish to contact me I'll usually be on =\nIRC as Legendary or Cordongon. Specific =\nchannels are #zandronum and #tspg-painkiller. =\n=================================================\n\n==============================\nUpdates\n==============================\n==============================\nv1.5.9.1\nMade the Legendary Rune's golden smoke vanilla mode compatible.\nSlightly nerfed the Legendary LMG.\nSlightly lowered the weapon drop rates for the Annihilator Imp.\nFixed the issue where the Legendary Power Sphere would remove the Rage from the Legendary Rune if both are used.\nChanged the pickup message for the Legendary Power Sphere.\nRemoved the Advanced Necronomicon, the Velocirator now drops Green Armor instead. (I will probably add it back once I change the way it works to make it more useful.)\nFixed the damage of the Demonic Zombie's homing projectile. (Was supposed to be 8 instead of 35.)\n==============================\n==============================\nv1.5.9\nFixed the issue where a player would use a grenade or mine with a certain gun and It'd activate on a different weapon.\nFixed the issue where Leg Music wouldn't play on the Zandronum 3.0 Alpha builds.\nMade it so the Rictus minions summoned by the Rictus Incarnate don't infight or get damaged by the Rictus Incarnate.\nChanged the sprites for the Archviles that resurrect the Leg Cyber.\nLowered the item drop rates for the Legendary Baby Sentient, Redeemer, Behemoth, and Soul to compensate for their nerfs.\nAdded a melee sound for the Rictus Incarnate.\nAdded new sprites for the Legendary BFG Player.\nChanged the sounds for the Freezer Zombie.\nChanged the pickup sound for the Advanced Necronomicon.\nChanged the pickup sound and sprite for the Legendary BFG.\nUpdated the effects on the small Devastator Ball projectiles.\nGave the +NOTELEFRAG flag to the Legendary Cardinal.\nFixed the bug where it said \"Tried to register class 'ComplexDoomPlayer' more than once.\" in the console. (Made a new player class.)\nFixed the bug where the LASG magazine would fall through the ground.\nGave brightness to the Legendary Cyber's death explosions.\nGave brightness to the Legendary Sphere.\nAdded a new monster, The Annihilator Imp.\nMade gibbing animations for the Legendary Hell Knight.\nUpdated the explosion effects for the Legendary Plasmatic Rifle projectile.\nFixed the GLDEFS for the Legendary Annihilator's death animation.\nAdded GLDEFS to the fake Legendary Annihilator.\nFixed the fake Legendary Zombie actor.\nAdded GLDEFS for the Leg HK's fast homing ball.\nAdded GLDEFS for the Leg HK's spread attack.\nAdded a new attack to the Legendary Commando.\nLimited the amount of traps the Legendary Baby Sentient can use to 3.\nAdded the Legendary smoke effect to the Legendary Cardinal and True Legendary Cardinal.\nAdded a new monster, the Poltergeist.\nMost LCA monsters of the same class now can't hurt other monsters in that class, excluding the monsters that hurt eachother normally.\nFixed the damages for the Freezer Behemoth, he now doesn't hurt other Mancs. All his attacks also freeze you now instead of normally killing you.\nAdded a new monster, the Toxic Fiend.\nTrue Legendary enemies now also drop a Drain Rune.\nAdded a new monster, the True Legendary Baby Sentient. (Only used as a minion for the TLS, nothing more.)\nIncreased the recoil and radius quake for the Hexa-Shotgun.\nNerfed the Hexa-Shotgun Zombie.\nAdded pickup sounds for the Legendary Plasmatic Rifle ammo.\nAdded NOPAIN states to the Cerebral Cardinal.\nLowered the movement speed of the Shotgun Commando.\nMade it so the Lost Souls spawned from the Tormentor don't get hurt by the Tormentor's attacks.\nFixed the white pixel on one of the TLC's inactive rotation.\nChanged the player sprite's for the Demon Tech Rifle.\nAdded the Sky texture to the True Legendary Cardinal.\nFixed the Legendary Demon Rune's sound glitch where it still played after pickup.\nAdded a damage factor to the Phase Overlord so that other Nobles couldn't hurt him.\nRemoved the PLAYPAL and COLORMAP.lmp from the pk3.\nCorrected the GLDEF colors for the Freezer Behemoth's attacks.\nAdded GLDEFS to the Cydestroyer's red Leg Rev attack.\nAdded GLDEFS for the rest of the Sand Spirit's attacks.\nIncreased the speed of the BFG Cacodemon's BFG9500 Ball and removed the tracers since they caused damage to other Cacos.\nChanged the sounds for the Eraser Zombie.\nFixed the back breathing animation for the BFG10K General.\nBuffed the Legendary Cardinal and True Legendary Cardinal.\nLowered the amount of Legendary ammo you get from backpacks.\nUpdated the ammo satchel to the Complex Doom v26a2 version and decreased the ammount of Legendary ammo you get from it.\nAdded most of the fixes from Randommons.\nRemoved the wind up sound from the Shotgun Commando.\nIncreased the weapon drop rate for the Shotgun Commando.\nLowered drop rates for the DT Devastator Zombie, Eraser Zombie, Hexa-Shotgun Zombie, Freezer Zombie, Baby Sentient, Cerebral Sentient, Behemoth, and BFG10K General.\nFixed the bug for when the player picks up the Legendary ASG it doesn't have any ammo loaded.\nAdded GLDEFS and Brightness to Arcradimus.\nAdded new sprites for the Legendary Baby Sentient.\nAdded new sounds for the Freezer Behemoth.\nAdded a new monster, the Dark Annihilator.\nAdded a new weapon, the Demon Tech Railgun.\nAdded GLDEF lighting to the Cardihilator.\nAdded GLDEF lighting to the Blue Guru Balls.\nAdded GLDEF lighting to all the fake Legendary enemies.\nFixed the brightness on certain attacks for the Legendary Cyber Noble.\nRemoved the drone attacks from the Legendary Baby Sentient and replaced them with an attack that summons 1 of each Arachnotron variant once at 50% hp.\nAdded GLDEF lighting for the Legendary Sentient.\nChanged the sprites for the Legendary Grenades and Mines.\nAdded a new attack to the BFG Cacodemon.\nUpdated the damage factor for the BFG Cacodemon, he now can't get hurt by or hurt other cacos.\nUpdated the monster spawners to Complex Doom V26a2's monster spawners. (Yes I know this should have been done a long time ago.)\nAdded GLDEF lighting to the Cerebral Cardinal.\nFixed the protection sound for the Legendary Rune when playing online.\nAdded GLDEF lighting to the Freezer Rifle's projectiles.\nAdded GLDEF lighting for all LCA Zombies while shooting.\nAdded a new zombie, the Demonic Zombie. (Very similar to the one in old Complex.)\nAdded a new zombie, the Explosive Minigunner.\nAdded the GLDEFS back for the Baby Sentient, Behemoth, and Cerebral Sentient. (Forgot to do that after renaming them and adding the new weapons to them.)\nNerfed the Legendary Baby Sentient.\nNerfed the health of the Legendary Baby Sentient's drones.\nIncreased the melee damage intake for the True Legendary Cyberdemon.\nNerfed the Fake Legendary Redeemer's projectile damages.\nNerfed the Legendary Redeemer's vile attack.\nSlightly nerfed the Velocirator.\nAdded a new spider demon, the True Legendary Sentient.\nAdded a decal and lighting to the Legendary Revenant's Railgun attack.\nSlightly increased the drops for the Legendary Stealth Trooper and Assault Captain to compensate for their buffs.\nBuffed the Mine attack of the Legendary Assault Captain.\nFixed the MoveBob of the Demon Tech Devastator.\nLimited the Legendary Reedemer to 3 clones but they will not die with time anymore.\nLegendary Redeemer will now spawn traps around his dead body instead of 4 on it.\nAdded GLDEF lighting to the Legendary Time Freeze Sphere.\nMade LCA GZDoom compatible.\nGave the +AVOIDMELEE flag to the True Leg Cyber since he has a high damage intake for fists.\nLowered the resistance of the Legendary Tormentor.\nSeverely lowered the accuracy of the Legendary Stealth Trooper.\nReplaced the Legendary AK-47 with a Legendary LMG.\nAdded a new attack to the Legendary Stealth Trooper.\nChanged LegZombie actor name to LegendaryZombie.\nChanged FakeLegZombie actor name to FakeLegendaryZombie.\nBuffed the altfire of the Legendary Plasmatic Cannon.\nAdded the +NOFEAR flag for all Legendary monsters so they won't run away from a player with the Legendary Power Sphere.\nAdded a new powerup, the Legendary Power Sphere which gives (speed, firing speed, health drain, and makes all monsters but Legendaries afraid of you for 45 seconds), can be dropped by Legendary Fiend, Imp, Soul, Redeemer, and Tormentor.\nAdded a new powerup, the Legendary Power Shard which gives (50% damage resistance + health regeneration up to 200 + armor regeneration up to 450 for 30 seconds), can be dropped by any Legendary Zombie.\nLegendary Baby Sentient and Legendary Sentient can now also drop an Explosive Minigun + ammo.\nAdded New Sprites for the Shotgun Commando, Legendary Assault Captain, and Legendary Zombie.\nMade a stronger version of the True Legendary Cyberdemon (name is the same) and a weaker version for normal LCA. (TrueLegendaryCyberdemonNormal.)\nChanged the Legendary Stealth Trooper's sprites so he now uses an LMG instead of an AK-47.\nNerfed the Legendary Behemoth.\nNerfed the Legendary Soul.\nFixed the GLDefs on the Legendary Soul's strongest attack.\nChanged Freezer Rifle HUD from angled to centered.\nChanged Explosive Minigun HUD from angled to centered.\nChanged Legendary BFG HUD from angled to centered.\nChanged doomednums to follow a standard index now.\nAdded doomednums, titles, categories, and previews to all monsters, weapons, powerups, and ammo.\nUpdated map LCADEMO.\n==============================\n==============================\nv1.5.8\nChanged sprites and sounds for the Legendary Fiend.\nGave 35% D-BFG resist to all Legendary Monsters.\nMade it so TLC only teleports when the player isn't in LoS while firing.\nMade the Legendary Bosses dodge D-BFG projectiles.\nFixed the bug where Leg Demon Rune still played its idle sound after pickup.\nAdded special effects to the Legendary Rune.\nGave 40% D-BFG resist to the True Legendary Cardinal.\nGave 35% D-BFG resist to the Legendary Cardinal, Cyberdemon, Sentient, and Annihilator.\nGave spash damage to the Legendary Nukes.\nBuffed the True Legendary Cyberdemon's overall resistance and increased a few rare attack chances.\nIncreased True Legendary Cyb's spawnrate to 52/256 from 48/256. (Slightly over 20%.)\nAdded leap/stomp ability to True Legendary Cyberdemon.\nImproved Legendary Fiend sprites and sounds.\nAdded breath effects to Legendary Fiend's Ripperr charge+attack.\nAdded Legendary Bullets to the Leg Ultrasphere.\nFixed a bug with the Explosive Minigun.\nBuffed the Legendary Cyber's Leg ASG attack.\nLowered the chance of the protection state to all Legendary Zombies.\nRemoved the advanced movement from the Shotgun Commando.\nLowered the speed of the Legendary Rifle Projectiles and increased the Damage to 50 (Same damage as the first lca version).\nImproved Legendary Sentient & Legendary Behemoth.\nBuffed the protection of Legendary Zombies, they can now move when being invinsible.\nBuffed Storm Bolt for Legenday Redeemer and Sentient.\nFixed Dodge State bug in Legendary Commando.\nNerfed the Legendary Baby Sentient. (Lowered damages, limited drones and some attacks.)\nImproved sound levels for some Legendary effects, and monster actions for Legendary Cyber Noble, and Legendary Revenant.\nSlightly increased the visibility of the Legendary Stealth Trooper in phase mode.\nAdded a new monster to the Lost Soul Spawner, the Legendary Soul(he won't spawn at Lost Soul spawners but from Legendary Tormentor or Legendary Zombies).\nAdded a new monster to the Pain Elemental Spawner, the Legendary Tormentor.\nMade it so the Cardihilator drops a Devastator instead of a DTBFG.\nNerfed the Cardihilator.\nAdded a new monster to the Baron of Hell category, the Rictus Incarnate.\nAdded green lighting effects while the BFG10K General is shooting.\nChanged the sounds for the Devastator Zombie.\nRecolored the Devastator Zombie to match the weapon sprite more.\nAdded GLDEFS to the Behemoth Cannon's primary fire.\nAdded weapon idle sounds to the Eraser and Devastator Zombie while not moving.\nAdded a circle around the blue star for the Leg Cyb and True Leg Cyb.\nBuffed the Legendary Devastation attack of the True Leg Cyb.\nMade it so the Eraser Zombie and Devastator Zombie doesn't go into their pain state while shooting.\nAdded a stomp attack to the Legendary Annihilator.\nMade it so the Devastator Zombie doesn't go into his pain state while charging up his BFG shot.\nChanged the Legendary Commando's obituary.\nRemoved the Legendary resist from the Cerebral Cardinal.\nFixed the brightness on the Freezer Behemoth.\nAdded more blue ghost sprites to the special attacks of the True Leg Cyb.\nRemoved the rest of the purple smoke from the Phase Overlord.\nRemoved the PLAYPAL and COLORMAP.lmp from the LCA pk3.\nBuffed Legendary Redeemer's attacks.\nAdded better Hexa Zombie and Marine player sprites.\nAdded a pain state to the Legendary Annihilator along with a few pain attacks and heals.\nBuffed the Legendary AK-47's damage.\nAdded full resistence to player for PlayerDevBall2, and PlayerDevTracer.\nAdded full resistence to player for PDTBFG, and PDTBFGTracer.\nAdded full resistence to player for LegendaryPlayer, and LegendaryGuruPlayer.\nAdded new damagetype LegendaryGuru for Leg BFG ball.\nAdded new damagetype PlayerExplosive, to explosive minigun.\nImproved style of Leg death explosions. (and changed PainfulBlueKaboom to PainfulDeathKaboom)\nChanged TLC's death explosions to do damage, same as other Leg death explosions.\nAdded flare effects to Leg death explosions.\nAdded new feature to prevent timefreeze activation during a timefreeze event.\nUpdated demo map, making demo monsters respawn 15sec after death.\n==============================\n==============================\nv1.5.7\nIncreased the True Legendary Cyber's stomp range to 450 from 350.\nNerfed the Legendary Baby Sentient, he won't become invinsible when spawning minions.\nFixed the spawner with the Freezer Behemoth.\nFixed the bug with the cvar lca_legmusic.\nFixed the sprites of the Legendary Commando's grenades.\nFixed Demon Tech Devastator's idle sound.\nFixed the sky changing while the True Legendary Cyberdemon is still alive.\nLowered the nuke fire chance of the Cardihilator to 1/256.\nFixed the Freezer Behemoth's spawn.\nOptimized the nukes so less smoke spawns after the explosion in vanilla mode.\nFixed the True Legendary Cyber's spawn bug.\nFixed Cardihilator's offsets and fixed his Devastator attack.\nRenamed Legendary Commando to Legendary Stealth Trooper.\nRenamed Legendary Heavy Trooper to Legendary Commando.\n==============================\n==============================\nv1.5.6\nReduced the time of the Legendary Time Freeze Sphere.\nAdded +NOTIMEFREEZE to all Legendary monsters, weapons, and projectiles.\nAdded vanilla mode to most of the projectiles and monsters in LCA.\nAdded weapon idle sounds to the Eraser and Devastator Zombie's.\nAdded idle sounds for the Demon Tech Devastator.\nFixed NORADIUSDMG for all legendary mmonsters.\nLowered the scale of the Freezer Rifle.\nAdded a new monster to the Legendary Cyber Demon, the True Legendary Cyberdemon.\nAdded a new monster to the Hell Knight Spawner, the Sand Spirit.\nAdded a new monster to the Mancubus Spawner, the Freezer Behemoth.\nFixed the Necronomicon player sprites\nAdded the Legendary Demon Rune.\nAdded a new monster the Chaingun Zombie Spawner, the Legendary Commando.\nAdded a new monster to the Shotgunn Zombie Spawner, the Shotgun Commando.\nFixed Legendary Cyber Knight's brightness while firing rockets.\nFixed the Legendary Cardinal's minions getting stuck on one attack until going to their pain state.\nFixed the Legendary Cyberdemon's firing offsets.\nAdded a new monster the Legendary Baby Sentient.\nAdded a new monster to the Cyberdemon category, the Cardihilator.\nFixed the player pain sounds.\nNerfed the Legendary Fiend a little.\nFixed the spawn protection.\nBuffed Velocirator and gave him new sounds.\nBuffed Legendary Fiend's melee damages and rage lunge damages.\nFixed the damage type of all Legendary Fiend's projectiles so they can't hurt other fiends anymore.\nFixed the damage type of all Legendary Behemoth's projectiles so they can't hurt other mancubus anymore.\nFixed the damage tType of all Legendary Revenant's projectiles so they can't hurt other revenants anymore.\nRaised the delay of the Legendary Cyber Noble before he explodes when dying.\nBuffed the Legendary Zombie and Legendary Assault Captain with a defense/healing state.\nAdded the Legendary Annihilator and Cardinal to the Cyber spawns.\nReduced the scale of the Legendary Anni and Cyber to the normal Cyberdemons scale so they won't get stuck in normal maps.\nAdded +SEEKERMISSILE, +HEXENBOUNCE and +CANBOUNCEWATER for Legendary Redeemer's thunder ball.\nBuffed the Legendary Annihilator.\nBuffed the Legendary Sentient.\nReduced the Legendary Anni's hp to 7999 from 9999.\nMade the Legendary Cyber Noble bright while unawake.\nChanged Legendary Revenant's sounds and gave him boss flags.\nBuffed the Legendary Cardinal.\nRemoved the purple smoke from the Phase Overlord.\nDecreased Legendary Plasmatic Rifle monster and player damage by 10 and increased the speed by 20.\nAdded a new powerup the Legendary Power Sphere that will turn you into a Legendary Marine for 90 seconds(drop only from Legendary Cyber & Sentient).\nEdited the pickup message of the Legendary Ammo Sphere and Legendary Time Freeze Sphere.\nEdited the Legendary Sentient who will now drop Legendary Time Freeze instead of Legendary Ammo Sphere.\nImproved the Legedary Time Freeze effects and reduced the delay to avoid lags.\nAdded +NOTIMEFREEZE to all Legendary things.\nEdited the Legendary Redeemer's death attack.\nAdded new attacks and optimized the Legendary Behemoth.\nEdited the key config so that Leg Weapons would always be the last one in the slot.\nMade it so shooting the Freezer Rifle at a frozen enemy breaks them.\nChanged Legendary Rune item to a weapon so Zandronum knows you always have it, undroppable unless you die.\nFixed taunts and sound issues for the Complex Doom Player.\nChanged the Fake Legendary Redeemer's obituary.\nAdded Melee range of 84 for Legendary Fiend.\nIncreased Fake Legendary Redeemer's health.\nDecreased Fake Legendary Redeemer's opacity.\nAdded 3 new attacks + Fake death ability for Legendary Revenant.\nIncreased melee damage for Legendary Revenant.\nAdded fake death ability for Legendary Revenant.\nAdded railgun attack for Legendary Revenant.\nAdded Melee range of 88 for Legendary Revenant.\nAdjusted behaviour, damage, and explosion radius of RevBall for Legendary Revenant.\nAdjusted size of legendary death explosions to match size of visuals of explosion.\nBuffed damage of comet for Legendary Behemoth.\nAdded small explosion damage to death of Legendary Behemoth.\nIncreased speed of flames for Legendary Behemoth.\nAdded bouncing physics to flames for Legendary Behemoth.\nDecreased ammo usage of Legendary Plasmatic Cannon.\nFixed the thunder spawner for Arcradimus.\nBuffed the Legendary Cyberdemon.\nOptimized Devastator effects. (Now supports cd_cl_vanillamode 1)\nDevastator ball no longer pushes players.\nOptimized Leg BFG ball.\nFixed size (and animation) of GuruBall BFG X/Y sprays -- due to temporary removal of A_SetScale.\nFixed bug with ComplexDoomPlayer.\nAdded opengl lighting for Player attack sprite.\nAdded opengl lighting for LegendaryPlayer.\nFixed bug for deselect animation of explosive minigun when you die.\nAdded damage to legendary pre-explosive-death explosions.\nAdded explosive-death sound for Legendary Cyber Noble.\nAdded Legendary AK-47 weapon, and Legendary AK-47 ammo.\n==============================\n==============================\nv1.5.5\nChanged the obituary for the Legendary Fiend.\nFixed the alt hud positions of the Leg Cannon, Behe Cannon, and Freezer Rifle.\nChanged/Fixed the obituary for the Legendary Redeemer.\nReduced Legendary Redeemer's scale to 1 from 1.15.\nReduced Legendary Redeemer's weapon drop rate to 190 from 228.\nFixed the key config for the Leg Cannon.\nMade it so Legendary Rune's player smoke would be seen by players online.\n==============================\nv1.5.4\nAdded player sprites for Legendary ASG, Cannon, BFG, Necronomicon, and Explosive Minigun.\nRemoved Legendary Rune from Imp and Fiend.\nBuffed the Legendary Fiend.\nLowered Legendary Behe's healing chance.\nGave the Legendary Behemoth the ability to teleport.\nLeg Rune now makes you immune to floor damage.\nMade it so you can't pick up the Leg Rune more than once.\nGave the Legendary Fiend the ability to teleport.\nMade the Legendary Cannon undroppable.\nIncreased Legendary Fiend's resistances.\nIncreased BFG Caco's spawn rate by one.\nAdded a Legendary Redeemer. (Cacodemon I.I)\nIncreased the scale of the Leg Plasma Projectiles to 0.5 from 0.25.\nIncreased Legendary Assault Captain's hp to 1020 from 999.\nIncreased Legendary Fiend's hp to 1050 from 999.\nFixed the Legendary Rune's smoke on players online.\nRedid the Legendary 10K Projectile Tracer.\nLowered Leg Cannon's rate of fire.\nRedid Legendary Plasmatic Cannon sprites.\nMade it so Legendary Imp can't harm other Imps.\nIncreased the damage for the Legendary Assault Captain.\nDoubled the damage of the Legendary ASG.\n==============================\n==============================\nv1.5.3\nDeleted the color palletts I accidently left in.\nFixed Legendary Fiend's damage factors.\nFixed the Legendary Cyber Noble's spawn.\n==============================\n==============================\nv1.5.2\nAdded gldefs to the Legendary Homing Rockets.\nFixed Legendary Cardinal and removed from the Cyber Spawner.\nLowered Legendary Cyber Noble's spawnrate in 1 from 4 and fixed an attack.\nRemoved IsMonster flag from Devastator ball.\nAdded animation for Freezer Rifle alt-fire.\nFixed Freezer Rifle alt-fire sound from infinite playback when ammo empty.\nChanged the sprites for the Legendary Homing Rockets.\nAdded gldefs to the Guru Ball.\nAdded a Legendary Cyber Noble.\nChanged the death animation for the Hexa-Shotgun Zombie.\nRemoved +FOILINVUL from the Devastator Bolt actors due to errors.\nFixed some sounds being cut off with the Leg Plasmatic Rifle.\nFixed the obituary for Leg Cyb's DTBFG and Devastator attack.\nMade it so Legendary Cyb/Sent only teleport when doing Leg BFG when not in LOS.\nFixed Legendary Sentient's attacks from doing self damage.\nBuffed the Leg HK's \"Best Attack\".\nPossibly fixed a few bugs with the Leg Music scripts.\nAll Legendary Music is clientside now.\nMade a console command to disable music from Legendary monsters and weapons. (lca_legmusic = TRUE, lca_legweapmusic = TRUE) (When = FALSE normal map music will be heard.)\nMusic is now compressed which lowers the pk3's overall size.\nMade new Legendary Projectile sprites so they aren't just recolored DTR projectiles anymore.\nAdded a Legendary Cardinal.\nLowered Legendary Rifle drop rate from all monsters that don't use it.\nFixed Cerebral Cardinal's nuke attack cast.\nBuffed the Legendary BFG for players and monsters.\nRemoved +CLIENTSIDEONLY from all LCA monster smokes.\nRemoved +NOTIMEFREEZE and +NOBLOCKMONST from the Cerebral Cardinal.\nLowered DT Devastator Zombie's pain chance to 45 from 55.\nLowered the Leg Plasma ammo satchel ammount to 15 from 25.\nAdded weapon icons in the right hand corner of the hud for the Freezer Rifle and Behemoth Cannon.\nAdded Legendary Rune Item to shown in HUD when you got it.\nAdded Smoke effect when you have Legendary Rune, so players can see who already got a rune easily.\nMade Legendary Cyber drop the Leg ASG at a 100/256 change.\nAdded a Legendary Assault Shotgun.\nAdded a Legendary Assault Captain.\nLowered Legendary Cyber's Leg ASG range to 300 from 450.\nGave +NOTARGET to all remaining Legendary enemies that didn't have it.\nAdded a Legendary Time Sphere.\nAdded a Legendary Plasmatic Cannon.\nAdded a Legendary Fiend. (Pinky)\nAdded a Legendary Behemoth.\nFixed the damage on Leg Cyber's Leg ASG attack and added blue tracers and a reload after 16 shots are fired.\nRemoved the purple smoke from Phase Overlord while invisible.\nFixed Velocirator's resurrection radius and gave it the ability to heal itself.\nAdded a green light effect to the Velocirator.\nLowered BFG Caco's weapon drop rate to 90 from 190.\nLowered DTDevastator's weapon drop rate to 65 from 70.\nLowered Hexa-Shotgunner's Hexa-Shotgun drop rate to 100 from 120.\nAdded floor lights to all Leg enemies.\nLowered Leg Zombie's pain chance by 50%.\nMade Behemoth Cannon bright while firing.\nMade the BFG10K General less accurate.\nReduced the Legendary Ultrasphere spawn rate to 3 from 5.\nHeavily reduced the spawn rate of Legendary Sphere and Armor.\nHeavily reduced the drop rate of the Legendary Rune from Zombie and Imp.\nGave Legendary Imp the ability to teleport.\nChanged Legendary Zombie's sounds and gave him boss flags.\nChanged Legendary Imp's sounds and gave him boss flags.\nFixed Freezer Zombie's freeze thrower attack damage towards players.\nFixed Legendary HK's spread ball attack.\nAdded a Cydestroyer.\n==============================\n==============================\nv1.5.1\nChanged Freezer Zombie's freeze thrower attack sounds.\nBuffed the Legendary Annihilator.\nFixed the DT Devastator's friendly fire.\nAdded the gold smoke effect to Leg Cyb, Anni, and Sentient while not awoken.\nIncreased the amount of gold smoke Legendary Imp has while flying.\nDecreased Legendary Imp's charge attack cast rate by half.\nIncreased the gold smoke amount for Leg Imp and Zombie while inactive.\nChanged the gold smoke for Legendary Items also.\nBuffed the Legendary Cyberdemon.\nAdjusted the Legendary Cyber, Anni, and Sentient's flame spawner.\nRedid the gold smoke for all Legendary Enemies.\nRedid Velocirator's green smoke and changed his brightness.\nFixed the Legendary Sphere flames not showing up in certain areas.\nGave all LCA enemies a doom id number.\nReduced Legendary Zombie's weapon drop rate to 155 from 255.\nMade all Legendary Monsters with the gold aura always bright.\nRemoved the Cerebral Cardinal from the Cyber's spawner since he caused bugs since he's too big for some areas.\nFixed BFG Caco's BFG ball damage and FF.\n==============================\n==============================\nv1.5.0\nChanged DT Devastator's color to silver.\nFixed Explosive Minigun's firing sound.\nFixed Freezer Rifle's projectiles so they now go through players.\n==============================\n==============================\nv1.4.9\nRemoved +RIPPER from all Legendary Projectiles.\nChanged the player skin for the Freezer Rifle.\nMade the Cereb Card's 10K attack more like the Cereb Card's DTBFG attack.\nGave Freezer Rifle an alt fire freeze thrower attack.\nMade it so Freezer Rifle uses 1 cell instead of 2 per shot.\nFixed all LCA monster dropped ammo/health amount.\nChanged Freezer Rifle's sprites and coding.\nFixed bug where player Leg Projectiles wouldn't go through players.\nFixed the Legendary Projectile's explosion effect.\nFixed Leg Cyb and Sentient 10K and 15K projectile glitch.\nChanged Freezer Zombie's sprites and coding.\nGave Freezer Rifle a weapon selection sound.\nPut the Leg Plasma Rifle directly after the DTR for key config options.\nFixed Leg BFG's ammo position on the hud.\nChanged Explosive Minigun's sprites.\nMade it so the Cerebral Cardinal could only fire his nuke once.\nUpdated the sub bar info so it now displays Leg Ammo.\nAdded spawn protection since some LCA and Complex spawns can be instant death sometimes.\nAdded a Leg Plasmatic Rifle player skin.\nAdded a kicking animation for melee.\nChanged the Leg Armor sprites.\nIncreased the DT Devastator ammo use per shot and weapon pickup ammo to 150 from 120.\nFixed a few damage issues with the DT Devastator Ball.\nFixed the DT Devastator Zombie's obituary.\nReduced weapon drop rate from DT Devastator Zombie by 10.\nBuffed the Demon Tech Devastator while adding more effects.\nGave the Cerebral Cardinal 45% resist to everything.\n==============================\n==============================\nv1.4.8\nIncreased the drop rate of the Behemoth Cannon from the Behemoth.\nLowered the drop rate of the Explosive Minigun from the Baby Sentient.\nBuffed a few attacks for the Leg Cyber, Leg Anni, and Leg Sentient.\nReduced/fixed the spawn rates for the Leg Cyber, Leg Sentient, and Phase Overlord.\nNerfed/improved Eraser Zombie's firing and firing speed.\nAdded a Demon Tech Devastator BFG.\nAdded a Demon Tech Devastator Zombie.\nAdded +NODROPOFF to Leg Rev so he wont fall off ledges.\nFixed Legendary Zombie's friendly fire bug.\nAdded the Legendary Ammo Sphere in the Legendary Revenant's loot 88/256 chance(like Legendary Zombie).\nLowered the chance for the Legendary Revenant to drop the Legendary Rune from 128 to 100.\nRemoved the Legendary Sphere from the Legendary Revenant's loot and raised the chances of the Legendary Armor.\nRemoved the Legendary Armor from Legendary Hell Knight's loot and raised the chances of the Legendary Sphere.\nChanged the \"BlueComet\" attack of the Legendary Hell Knight to fit more.\nReduced the damage of the \"LegNobleBall\" since he shoots 8 of them instead of 2 now.\nGave the Velocirator a set of all new attacks.\nAdded a Cerebral Cardinal.\nChanged Legendary Sentient's obituary.\nAdded the +NOTIMEFREEZE flag to all Legendary monsters.\nChanged Explosive Minigun's pickup message.\nFixed a few pixels on the Hexa-Shotgun.\nImproved Legendary Zombie's AI.\nGave the Legendary Sentient 2 new attacks.\nLowered Leg Rune drop rate from Imp and Zombie by 10.\nFixed the Arcradimus minion spawners bug.\nBuffed the Legendary Runes resistance up to 25% from 15%.\n==============================\n==============================\nv1.4.7\nAdjusted Leg Imp's seeker projectile angles and added another attack frame rotation.\nLowered Legendary Rev's spawnrate by 2.\nAdded effects to Legendary Imp's charge attack.\nBuffed and nerfed Legendary Revenant and added projectile lighting for his attacks.\nReduced Hexa-Shotgun Zombie's health by 2 and weapon drop rate by 3.\nRenamed Legendary Noble to Legendary Hell Knight since he was meant to be a Hell Knight from the beginning.\nFixed Legendary Anni's obituary.\nIncreased Legendary Rune's drop rate from Zombie to 45 and imp to 40.\nIncreased Hexa-Shotgun Zombie's spawnrate by 1.\n==============================\n==============================\nv1.4.6\nRemoved the color palettes from the pk3 due to them messing up other wads and converted every image to png truecolor so all sprites can be viewed without slade.\nFixed Legendary Imp's Boss Armor and Health sphere health amount.\nAdded the Legendary rune back to the Leg Zombie at a 30/256 chance and Imp at 25/256.\nReduced Legendary Rune's resistance to 15% from 50% due to how overpowered it was.\n==============================\n==============================\nv1.4.5\nFixed Legendary Projectile damage. (It did 0 to the player on all monsters using the rifle.)\nFixed the BFG10K General's 10K projectile 3D model.\nAdded the anti-greed explosion to Legendary Sentient. (I didn't forget this time c:)\nDecreased Legendary Imp's spawnrate a little.\nDecreased Legendary Rev's spawnrate.\n==============================\n==============================\nv1.4.4\nFixed most of the startup error messages while running Complex with LCA.\nGave monsters that dropped the Legendary Rune +NORADIUSDMG.\nAdded \"toaster\" effects for the majority of things in LCA which makes more things compatible for the vanilla mode option.\nFixed the projectile explosion light for the Explosive Minigun.\nFixed the speed on all monster Legendary plasma projectiles.\nFixed the lighting on all monster Legendary plasma projectiles.\nAdded a Legendary Sentient.\nGave Phase Overlord another comet for his comet attack.\nGave Legendary Noble another attack.\nLowered Freezer Zombie's rate of fire so it could match the rifle's fire speed.\nAdded a hit obituary for the Legendary Noble.\nAdded obituarys for all LCA weapons.\nAdded a Behemoth Cannon player skin.\nAdded a Freezer Rifle player skin.\nAdded a Hexa-Shotgun player skin.\nAdded a Hexa-Shotgun weapon.\nAdded a Hexa-Shotgun Zombie.\nAdded gold smoke/fire to Leg Cyb while teleporting.\nGave Legendary Cyber the ability to teleport in the pain state and increased his heal to 350 from 250.\nAdded Legendary Ammo Sphere to Legendary Cyber's drops.\nBuffed/Fixied the Legendary Armor.\nFixed Legendary Noble's Height.\nBuffed the Advanced Necronomicon.\nEdited Leg Anni's face target for his final stand attack.\nGave Legendary Annihilator drops just in case I decide to ever add him to the monster rotation.\nAdded a Legendary Revenant due to high requests and not having any other LCA revenant versions.\nFixed the Ammo Pack ammo glitch for Legendary Guns.\nAdded new sounds for the Legendary Noble.\nFixed some punctuation errors in LCA monster's obituarys.\nAdded a new inventory powerup that gives you infinite ammo for a short amount of time and a backpack, called the LegendaryAmmoSphere that drops from the Legendary Zombie at a 88/256 chance.\nAdded another invasion boss for later use, Arcradimus. You can summon him in console by typing \"Summon Arcradimus\".\nEdited Legendary Noble's sprites to make him look more like a Hell Knight.\nGave Behemoth Cannon an alt fire with seeking projectiles.\nRenamed Legendary Hell Noble to just Legendary Noble.\nReduced Legendary Cyber's spawnrate by 1.\nEdited BFG10K General's spawn decorate a little.\nEdited Eraser Zombie's position after shooting.\nGave Legendary Cyberdemon a gold DTBFG attack.\nRemoved Legendary Rune from Imp and Zombie due to protection being fixed and Leg Armor buff.\nFixed Legendary Rune's protection.\nSucceeded in Fixing the Explosive Minigun's tracer size and the actual tracer.\n==============================\n==============================\nv1.4.3\nAdded a body crash sound to every LCA zombie.\nAdded footstep sounds to all LCA zombies.\nAdded footstep sounds to Legendary Noble while it's rushing.\nAdded footstep sounds and purple walking fire to Phase Overlord.\nEdited flags on a few more monsters.\nGave Phase Overlord +QUICKTORETALIATE.\nSlightly adjusted the BFG10K General's accuracy.\nFixed Phase Overlord's normal attack positions.\nSlightly increased Legendary Cyber's spawnrate.\nFixed all projectile positions on Legendary Cyber.\nChanged Legendary Cyber's doomdun.\nEdited Legendary Cyber's weight.\nFixed/Buffed the Leg Noble.\nFixed Legendary Imp's melee.\nFixed BFG Caco's melee sound.\nFixed Phase Overlords melee.\nChanged the color of Leg Cyb's fire/smoke while charging up for his Leg Rifle shots.\nAdded sounds for Leg Cyb's LegBFG attack fire.\nEdited Legendary Cyber's attack chances.\nAdded more versions and updates for lca in this readme.\nAdjusted Legendary Noble's Hitbox.\nAdded a Legendary Annihilator. (Only for invasion but can still be summoned using the console.)\nGave Legendary Cyberdemon a speed increase.\nGave Legendary Noble BFG resistance.\nGave Legendary Cyberdemon BFG resistance.\nAdded healing and pain missiles to Legendary Cyber.\nIncreased BFG10K and DTBFG drop rates from their zombies.\nLowered Legendary Cybers chance at casting his Leg BFG attack.\nAdded +PIERCEARMOR to Legendary Cyberdemon.\nLegendary Cyber now teleports before doing his Leg BFG attack and his third railgun shot.\nActually fixed the Explosive Minigun's tracer size this time.\n==============================\n==============================\nv1.4.2\nGave all other Legendary monsters 75% resistance to DTBFG shots.\nReduced Legendary Cyberdemon's final explosion blast radius size.\nRemoved dodging from Legendary Imp's seeker attack since it made it too inaccurate.\n==============================\n==============================\nv1.4.1\nAlso Removed +RIPPER from Legendary Zombie since he's already strong enough and rifle doesn't have +RIPPER anymore.\nRemoved +RIPPER from the Legendary Rifle since it made it too op.\nFixed BFG10K General's back breathing sprites.\nGave Legendary Cyberdemon the teleportation ability.\nLegendary Cyberdemon now has a triple railgun attack.\nSlightly reduced Phase Overlord's spawn rate.\nRedid Phase Overlord's decorate.\nGave the Phase Overlord more attacks.\nGave the Legendary Imp another attack.\n==============================\n==============================\nv1.4.0\nIncreased Velocirator's spawn rate by 1 and decreased its health by 50.\nIncreased the comet amount Leg Noble has but decreased comet rain's attack chance.\nChanged Legendary Noble's position when casting the comet storm.\nFixed the Hell Knight summoner for Legendary Noble.\nDecreased Explosive Minigun tracer size a little more.\nFixed Legendary Cyber's death animation.\nIncreased Legendary Sphere+Armor drop rate from Legendary Noble.\nFixed Legendary Hell Noble's projectile glitching.\n==============================\n==============================\nv1.3.9\nChanged FreezerRifle's explosion effect.\nSlightly edited a few pixels on Legendary Cyber's breathing.\nCleaned up the messy pixels on Phase Overlords breathing animation.\nGave Velocirator more hp so that he can now be a tier 4 vile instead of how he was 3 previously.\nReduced Velocirator's Spawnrate so that it is now half of the DarkHellion's instead of 1 more.\nAdded +RIPPER to player Legendary Rifle projectiles. (Meant to do that a while ago since Leg Zombie always had it.)\nFixed Legendary monster resistance so that all Legendary guns deal 0 damage.\nRemoved the Freezer Rifle's decals.\nCredits update.\nFixed a few music errors with Legendary enemies.\nReduced Eraser Zombie's DTBFG Drop rate to 65 from 85.\nChanged / Improved Legendary Zombie's sprites to make them more original.\nAdded / made a brand new zombie, the BFG10K General. (I plan on making a vanilla version of him and hopefully getting him on realm667 for everyone to use if they'll take him.)\nChanged BFG Caco's blood color and death blood sprites along with the gibs.\nHeavily organized and cleaned up the entire LCA pk3.\nAdded a new monster to the Hell Knight's category, the Legendary Hell Noble.\nDecreased Legendary Cyber's spawnrate by a bit.\nFixed Cyber and Player GuruSphereSmoke aftermath damage online.\nFixed the Explosive Minigun's tracer size.\nFew readme changes.\nChanged Legendary Rifle's idle, weapon selection, and pickup sounds.\n==============================\n==============================\nv1.3.8\nPhase Overlord now shoots 3 comets instead of 1.\nHeavily increased Freezer Rifle's projectile speed.\nLegendary Cyber says: NO MORE GREED! (Not literally you nitwit.)\nLegendary Cardinal's sprites are at the bottom of the sprites folder for a sneak peak while I continue to work on him. :)\nChanged Legendary Cyber's breathing and default standing animation.\nFixed Legendary Cyber's rush animation.\nFixed asg's empty clip once picking it up.\nMore text changes.\nStreamlined the code for the Necronomicon.\nNecronomicon can now recall the strongest minion from a previous map.\nNecronomicon now re-tries to raise a body if it failed because something was standing on it.\nVisual indication (green fire) for Necronomicon curse damage.\nHalved the ammo usage for the Necronomicon from 20 to 10.\nRemoved the 40 second idle time from Legendary Imp's music.\nChanged Legendary UltraSphere's Idle sounds.\nSlightly cleaned up the readme a little more.\nFixed Legendary UltraSphere's sound looping after being picked up.\nGave Legendary enemies nearly 100% resistance to Legendary weapons and 25% to everything else.\nChanged Legendary UltraSphere's pickup message.\n==============================\n==============================\nv1.3.7\nFreezer Rifle projectiles no longer collide with players.\nBehemoth Cannon projectiles now go through players also.\nFixed Explosive Minigun player collision.\nEdited the Legendary music acs file.\nLegendary Imp now has wings and can fly and dodge! Prepare your anus!\nThe Advanced Necronomicon now places a curse which periodically affects the marked enemies. It has a chance to inflict harm and the mark changes colors indicate the current curse state.\nBlue: slow;\nYellow: frightened;\nPurple: confused;\nGreen: currently not affected, and as with all the other states, the enemy will be raised as friendly once it dies;\nThe Advanced Necronomicon can rapid-cast up to 3 times by holding left click. Note: right click summons your minions to your position!\nFixed bug causing players to not go through friendly monsters.\nFixed the Legendary UltraSphere's Respawn bug.\nA few minor text changes.\nAdded a little note about using the contents of this mod for anything and other information.\nRemoved Legendary Sphere and Armor from Legendary Cyber's drop list.\nAdded the Legendary UltraSphere to Legendary Cyber's drops.\n==============================\n==============================\nv1.3.6\nPossibly fixed the Legendary rune's protection sound online.\nPossibly fixed the asg's reload glitch.\nFixed the BFG Caco's ghost size.\nFixed the Cacodemon spawner. (Woops! Made it so no regular cacos spawned, so sorry.)\nReduced Backpack Legendary ammo amount to 50 instead of 100.\nReduced Ammo Satchel Legendary ammo amount from 50 to 25.\nChanged the Legendary Sphere idle sound back to it's original sounds.\nAdded a Legendary UltraSphere.\nFixed the smoke coming off of lca enemies.\nReduced Legendary Rune drop rate from 150 to 100 from Leg Zombie and Imp.\nFixed the normal Archvile's death sounds.\n==============================\n==============================\nv1.3.5\nMore changes to the Advanced Necronomicon. you now have to aim and shoot a monster with the book for it to be close to friendly. After you kill it, it will resurrect with a friend mark over its head.\nIncreased Baby Sentient Explosive Minigun drop rate to 150 from 95 and Sentient's to 200 from 100.\nReduced Rune drop rate's from Leg Imp and Zombie to 150 from 195.\nIncreased Rune drop rate from Legendary Cyber from 195 to 200.\nGave Legendary rune to Leg Cyber, Imp, and Zombie.\nAdded the Legendary rune to monster drops.\nChanged a huge variety of sounds.\nChanged the Green-Archvile (Velocirator) sounds.\nChanged the Legendary Sphere sounds. (Active, idle and pickup)\nChanged the Legendary Armor Pick-Up sound.\nAdded a few sounds for some weapons. (Raise state = Behemoth Cannon, Legendary BFG)\nChanged the Explosive Minigun sounds. (Spin state only)\n==============================\n==============================\nv1.3.4\nLegendary Zombie now drops the Strength Rune instead of Rage Rune.\nLegendary Cyber now drops the Resistance Rune instead of Spread Rune.\nCompatibility update.\nReplaced HellArchonLCA with HellKnightLCA.\nAdded BaronOfHell and HellKnight to Advanced Necronomicon.\nReduced Legendary Cyber's spawnrate by 2.\nFixed the Cacodemon's spawn bug.\nIncreased Legendary Cyber's resistance to Player DTBFG shots to 95%.\nIncreased Legendary Cyber's resistance to Legendary weapons to nearly 100%.\n=============================\n=============================\nv1.3.3\nFixed the acs loader. (please... it's 5:46 am and I haven't gotten any sleep yet.)\n==============================\n==============================\nv1.3.2\nReadded the Advanced Necronomicon.\nAdded Strathos to the credits.\nFixed the Advanced Necronomicon bug.\n==============================\n==============================\nv1.3.1\nTemporarily removed the Advanced Necronomicon due to a major bug.\n==============================\n==============================\nv1.3.0\nAlso increased Advanced Necronomicon's player friendly spawn limit from 32 players to 64.\nStrathos Accidently removed the monster spawns so I added them back in this version! (Big mistake!!!!)\n==============================\n==============================\nv1.2.9\nFixed the acs script for the Advanced Necronomicon.\n==============================\n==============================\nv1.2.8\nReduced the Velocirator's Advanced Necronomicon droprate from 195 to 180.\nRenamed Book of Healing to Advanced Necronomicon.\nFixed the Legendary Rifle drop from Leg Cyber.\nChanged Legendary Cyber's Mass to 9999 from 1000.\nDecreased Legendary Cyber's Leg Rifle charge up time slightly.\nAdded a different laughing sound to Legendary Cyber's Leg Rifle attack.\nReduced Legendary Cyber's painchange from 15 to 1.\nAdded a BFG15K attack to Legendary Cyber.\nAdded a 360ð stomp attack to Legendary Cyber.\nIncreased Legendary Cyber's BFG10K attack speed a little.\nRaised monsters can be recalled with the Book of Healing alt fire.\nFriendly monsters now have an icon above their head so players know they're friendly.\nAlso added a delay of 5 shots to Legendary Rifle before music starts to prevent music spamming.\nLegendary Rifle music now only plays after you shoot the rifle.\nRemoved Legendary Pistols due to how unfinished they are.\nFixed the full screen hud ammo not showing up for lca guns.\nAdded a speed state to Legendary Cyber.\nAdded an Explosive Minigun weapon to slot 4 that is dropped from the baby sentient and cerebral sentient.\nAdded a Legendary Rune but isn't in use yet due to it disapearing after the map ends.\nAdded the behemoth cannon to slot 5 that is dropped by the behemoth.\n==============================\n==============================\nv1.2.7\nSlightly increased Freezer Rifle damage to 12 from 10 due to fire rate decrease.\nSmoothed Freer Rifle a bit and added a new firing sound.\nAdded blue lighting to Legendary Imp's first attack.\nAdded an explosion decal to Legendary Imp's second attack.\nAdded decals and lighting to the Eraser Zombie's DTBFG Ball.\nAdded decals and lighting to the Velocirator's BFG ball attack.\nReduced Velocirator's BFG15K speed to 35 from 50\nAdded lights to Legendary Cyber's rockets.\nAdded an decal effect to Phase Overlord's comet.\nFixed the Lighting issue where the normal Archon comet had purple lighting.\nFixed the Legendary Projectile lighting.\nAdded explosion decals to both Legendary rocket types.\nImproved Legendary Cyber's attack casting chance so it can cast all attacks more often.\nIncreased Legendary homing rocket damage to 15 from 12.\nFixed Legendary Cyber's position when charging for his Leg plasma rifle shots.\nRemoved resurrectabiliy from the BFG Caco.\nReduced Legendary Cyber's spawn rate a little more due to extra attacks.\nGave Legendary Cyber 3 more attacks including BFG9K, BFG10K, and a Railgun.\n==============================\n==============================\nv1.2.6\nAlso Removed Resurrection from Eraser Zombie and Phase Overlord due to item \"cheesing\".\nPatched the Legendary monster resurrecting again. (People will just have to deal with them infighting their same species, for now it's either one or the other.)\n==============================\n==============================\nv1.2.5\nFixed lca monster infights with same species.\nAdded a Freezer Zombie that replaces chaingunners at a low chance and a Freezer rifle he also drops at a low chance.\nForgot the e in glitches above. (Woops!!!!)\nFixed Phase Overlord's death animation glitch.\nFixed the Legendary Sphere+Armor respawn glitch. (Once and for all!)\n==============================\n==============================\nv1.2.4\nLegendary Rifle Music can't be heard till all Legendary enemies are dead or not awake.\nLca is now mop compatible for anyone who wants to make it.\nFixed the Legendary music switching when 2 or more different Legendary enemies spawned.\n==============================\n==============================\nv1.2.3\nFixed Eraser Zombie's last death animation.\n==============================\n==============================\nv1.2.2\nImproved Legendary Cyber's death animation.\nFixed Legendary Cyber's same species infighting.\nAdded green gibs to the Velocirator Vile's death sequence.\nAdded purple gibs to Phase Overlord's second death sequence.\nAdded green gibs to BFG Caco's death sequence.\nAdded my asg ammo buff wad to lca.\nFinally fixed Legendary Armor+Sphere respawn. (Hopefully, since it worked on my personal doomseeker server)\nAdded Gibs to Eraser Zombie's second death sequence.\nFixed Eraser Zombie's second death frames.\nFixed Eraser Zombie's breathing pose 1.\n==============================\n==============================\nv1.2.1\nDecreased Legendary Imp's spawnrate a little more.\nFixed Legendary Imp's breathing effect.\n==============================\n==============================\nv1.2.0\nFixed PhaseOverlord's eye color while attacking.\nFixed walking animations of lca monsters with the breathing effect.\n==============================\n==============================\nv1.1.9\nFixed Legendary Armor+Sphere respawn glitch. (I think)\nAdded spreadrune drop to Legendary Cyber.\nPlayers and viles can no longer resurrect Legendary monsters.\nRemoved the +BOSS flag from PhaseOverlord.\nFixed Legendary Cyber's breathing speed.\nAdded breathing animations to most lca monsters.\n==============================\n==============================\nv1.1.8\nFixed some spawner issues for Complex version 26a.\n==============================\n==============================\nv1.1.7\nLowered Legendary Cyber's spawn rate a little more.\nRemoved Legendary Imp's 100% resistance to Legendary projectiles. (was an accident anyways, lol)\nIncreased Legendary Zombie's painchance to 50 instead of 15.\nChanged all of the Legendary Zombie's blood to blue.\nFixed Legendary Cyber's rocket explosion effect.\nAdded blue gibs to Legendary Imp.\nIncreased Sphere and Armor drop rate back to 85 for Leg Imp and Zombie.\nAdded Legendary Pistols. (But not in use yet)\nCleaned up a bit SNDINFO and The Readme.\nMade a new ammo type for the Legendary Pistols.\nChanged some stuff on Legendary Imp.\nAdded a new Legendary Cyber death explosion.\nChanged Legendary Imp's music.\n==============================\n==============================\nv1.1.6\nDeleted Legendary Armor from Legendary Imp.\nDeleted Legendary Sphere from Legendary Zombie.\nReduced drop rates on both by 10.\nFixed glitch where music still playes after gibbing a Legendary enemy.\n==============================\n==============================\nv1.1.5\nAdded Legendary Sphere and Armor to all Legendary monsters at a low drop rate.\nAdded a Legendary Sphere and Legendary Armor.\n==============================\n==============================\nv1.1.4\nAdded a megasphere drop to legendary cyber at 150/255 rate.\nRescaled Legendary Cyberdemon so he can fit in more areas.\n==============================\n==============================\nv1.1.3\nAdded better Legendary Rifle sprites.\nFixed bug where ammo satchel wouldn't refil Legendary ammo.\nIncreased Legendary Ammo to 800 max and 400 without backpack.\nAdded Legendary BFG.\nAdded Legendary Cyberdemon.\nHeavily reduced the spawnrate of the Phase Overlord.\n==============================\n==============================\nv1.1.2\nLowered Velocirator's fire rate and projectile count for its bfg attack.\nRenamed DTBFG10kzombie to Eraser Zombie\nNerfed bfg caco's fire rate some more.\n==============================\n==============================\nv1.0.1\nAdded more/too many drops to list for nearly all custom monsters.\nAdded a DemonTechBFG10k Zombie. (Don't worry! His spawn rate is by far less than the legendary zombie's!)\n==============================\n==============================\nv1.0.0\nNerfed BFG Caco's fire rate and edited shooting animation.\nFixed Legendary Zombie's resurrection and gibbing animation.\nIncreased bfg drop from bfg caco to 190 from 32.\nIncreased Velocirator spawn rate to 6.\n==============================\n==============================\nv0.9.9\nDecreased Legendary Zombie spawnrate, removed him from shotgunner category.\nIncreaced Velocirator spawn rate to 4 from 3.\nReduced Book of Healing's ammo usage from 50 and 60 to 5 and 10.\n==============================\n==============================\nv0.9.8\nReduced Velocirator's health to 950\nReduced phase baron's health to 1650 instead of 2100\nFixed legendary guns ammo.\nAdded Book of Healing, basically the necronomicon book to resurrect the dead.\nNothing except making work with 25a3, took 5 min to do\n==============================\n==============================\nv0.9.7\nNothing or not listed.\n==============================\n==============================\nv0.9.6\nNothing or not listed.\n==============================\n==============================\nv0.9.5\nNothing or not listed.\n==============================\n\n==============================\nOlder Versions\n==============================\nFixed the Legendary Imp's invulnerability during super attack.\nRenamed Legendary Rifle and cells.\nAdded better Legendary Zombie sprites.\nIncreased rage rune drop rate from Legendary Zombie.\nIncreased Backpack drop rate from Legendary Zombie.\nAdded a Legendary Imp.\nIncreased reflex time for Legendary Zombie.\nFixed a few hud issues with complex version 25d4.\nLowered Velocirator's BFG projectile count.\nReduced Legendary Cyber's spawrate some more.\nBuffed Legendary BFG Ball damage.\nCleaned up the readme.\nReduced Velocirator's spawn rate by 1.\nReduced Book of Healing's drop rate from vile.\nSlightly increased Velocirator's health.\nDecreased Legendary Rifle drop rate from cyber.\nIncreased Legendary Cyber's normal rocket speed and size slightly.\nDecreased Legendary Cyber's homing missile speed for more accuracy.\nDecreased Legendary ammo max ammount to 500 instead of 800 and min ammount to 250 instead of 400.\nLowered Legendary BFG attack to 100 ammo per shot.\nNerfed Velocitators BFG attack damage but increased blast radius.\nReduced Legendary Cyber's health to 6999.\nReduced and increased Legendary Cyber's spawnrate.\nIncreased Legendary Cyber's aggressiveness again.\nIncreased Legendary Cyber's homing missile speed.\nFixed Eraser Zombie's obituary.\nReduced Legendary Cyber's health to 7999 instead of 9999.\nFixed Cyber's self damage (again).\nIncreased Legendary Cybers health to 9999 from 5999.\nAdded seperate resistance to legendary guns for Legendary Cyber (0.25 resistance).\nIncreased Legendary BFG's damage and added tracers.\nReduced Legendary Cyber's resistance to 0.50 from 0.1.\nAdded heavy resistance for all projectiles to Legendary Cyberdemon.\nDecreased Eraser Zombie's spawn rate by 1.\nReplaced Legendary Zombie's spreadrune with ragerune for balance purposes.\nSlightly Increased Eraser Zombies spawn rate.\nEraserZombie doesn't have self damage anymore.\nVelocirator now has a charge up sound and charge up time before firing bfg shots.\nFixed Velocirators self damage.\nDecreased Legendary Zombie spawnrate.\nIncreased Legendary Cybers spawn just a little more but still less than cardinal.\nIncreased cybers spawn rate by a little.\nAdded small cooldown time after cyber shoots legendary bfg.\nAdded a short cooldown sound and time after cyber fires legendary rounds.\nFixed brightness on legendary cyberdemon.\nFixed bug where legendary cyber would appear hurt after firing a legendary bfg shot.\nFixed aggressiveness of the legendary cyber.\nFixed some monsters friendly fire towards same species.\nFixed cybers self damage.\nRescaled Cyber again to 1.1 instead of 1.3.\nAdded a megasphere drop to legendary cyber at 150/255 rate.\nRescaled Legendary Cyberdemon so he can fit in more areas.\nAdded better Legendary Rifle sprites.\nFixed bug where ammo satchel wouldn't refil Legendary ammo.\nIncreased Legendary Ammo to 800 max and 400 without backpack.\nAdded Legendary BFG.\nAdded Legendary Cyberdemon.\nHeavily reduced the spawnrate of the Phase Overlord.\nLowered Velocirator's fire rate and projectile count for its bfg attack.\nRenamed DTBFG10kzombie to Eraser Zombie\nNerfed bfg caco's fire rate some more.\nAdded more/too many drops to list for nearly all custom monsters.\nAdded a DemonTechBFG10k Zombie. (Don't worry! His spawn rate is by far less than the legendary zombie's!)\nNerfed BFG Caco's fire rate and edited shooting animation.\nFixed Legendary Zombie's resurrection and gibbing animation.\nIncreased bfg drop from bfg caco to 190 from 32.\nIncreased Velocirator spawn rate to 6.\nDecreased Legendary Zombie spawnrate, removed him from shotgunner category.\nIncreaced Velocirator spawn rate to 4 from 3.\nReduced Book of Healing's ammo usage from 50 and 60 to 5 and 10.\nReduced Velocirator's health to 950\nReduced phase baron's health to 1650 instead of 2100\nFixed legendary guns ammo.\nAdded Book of Healing, basically the necronomicon book to resurrect the dead.\nNothing except making work with 25a3, took 5 min to do\nbut didn't upload until next day due to school work.\nLowered Leg Rifle projectile speed from 50 to 40.\nLowered LDemonAmmo drop rate from 255 to 200.\nLowered Leg Rifle drop rate from 255 to 180.\nAnother LegZombie nerf, 50dmg to 35dmg.\nNerfed LegendaryZombie again, 1300hp to 999hp.\nRemoved BossLifeEssence from phaseoverlord. (spawned 2 of anything I replaced with)\nNerfed BFG Cacodemon fire rate.\nFixed Grenade and Mine throwing for Rifle of Legends.\nFixed Rifle of Legends sprite. (minor fix)\nBFG Caco speed nerf.\nLowered Phase Overlord's spawn rate.\nNerfed BFG Caco's health to 700 instead of 820.\nAdded a new vile.\nLowered BFG Caco's spawn rate.\nFixed BFG Caco's eye sprites.\nNo more Legendary Zombie 1 hit kills.(I think.)\nFixed explosion when shooting rifle of legends.\nAdded in empty clip drop when reloading.\nPhase baron added.\nLegendary Zombie added.\nLegendary Zombie health reduced to 1300 instead\nof 1500.\nFixed the phase overlord's archon ball explosion\ncolor from red to purple.\nAdded a BFG Cacodemon with a rare spawn rate.\n================================\nComing Soon\n================================\nNew sprites for the Legendary Behemoth.\nTrue Legendary Annihilator.\nPossible bug fixes for 1.5.9."
},
{
"source": "pk3",
"name": "LCARD.txt",
"contents": "#include \"zcommon.acs\"\n#library \"LCARD\"\n\n#define x_index 1\nbool BlueScreen = FALSE;\n\nscript 620 (int Typ)\n{\nif( Typ == 1){BlueScreen = TRUE;}\n}\n\nscript 621 ENTER\n{\nif( BlueScreen == TRUE )\n{\nfadeto(0,0,255, 1.0, 0);\nfadeto(0,0,0, 1.0, 0.25);\ndelay(35*3);\nfadeto(0,0,0, 0, 0.25);\nBlueScreen = FALSE;\n}\ndelay(1);\nrestart;\n}\n\nscript 622( void )\n{\n delay(35*3);\n\t\t PrintBold(s:\"\\cfYou thought you could beat me that easily?!\\n\\n Lets see how long you last against my final form!\");\n}\n\nscript 623( void )\n{\n delay(35*3);\n\t\t PrintBold(s:\"\\cnTHIS IS ONLY THE BEGINNING HAHAHAHAHA!\");\n}"
},
{
"source": "pk3",
"name": "Actors/Base.txt",
"contents": "ACTOR TestAllPain\n{\n+NOTIMEFREEZE\nStates\n{\nSpawn:\nMISL CDE 8 Bright ACS_ExecuteAlways(SCR_DAMAGE_PLAYERS, 0, 10) // +10 dmg to all players.\nLoop\n}\n}\n\nACTOR LCABaseEffect\n{\n +CLIENTSIDEONLY\n +NOINTERACTION\n +NOGRAVITY\n +NOBLOCKMAP\n +NOTELEPORT\n +NOCLIP\n +NONETID\n}\n\nACTOR LCABaseSmoke : LCABaseEffect\n{\n Scale 0.5\n Alpha 0.55\n RenderStyle Add\n States\n {\n Spawn:\n SMOK ABCDEFGHIJKLMNOPQ 1 BRIGHT\n Stop\n }\n}\n\nACTOR LCABaseScorch : LCABaseEffect\n{\n Scale 1.0\n Speed 1\n Projectile\n Mass 1000\n -NOGRAVITY\n +NOEXPLODEFLOOR\n +FLOORHUGGER\n +NOCLIP\n +FORCEYBILLBOARD\n\n RenderStyle Translucent\n States\n {\n Spawn:\n\t TNT1 A 0\n\t TNT1 AAAAAAAAAA 0 A_Wander\n\t TNT1 A 0 A_Jump(128, \"AltSpawn\")\n\t XSF1 A 175\n\t XSF1 AAAAAAAAAA 10 A_FadeOut(0.1)\n\t Stop\n\t\"AltSpawn\":\n\t TNT1 A 0\n\t XSF2 A 175\n\t XSF2 AAAAAAAAAA 10 A_FadeOut(0.1)\n\t Stop\n }\n}\n\nACTOR LCALightningBolt : LCABaseEffect // Blue\n{\nRenderStyle Add\nScale 0.15\nAlpha 0.5\n+MISSILE\n+DONTSPLASH\n-SOLID\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72)\n HBL1 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n HBL2 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n HBL3 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n HBL4 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\nDeath:\n \"----\" A 1 Bright\n Stop\n }\n}\n\nACTOR LCALightningBoltGreen : LCALightningBolt\n{\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72)\n HGL1 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n HGL2 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n HGL3 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n HGL4 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n\tGoto Death\n }\n}\n\nACTOR LCALightningBoltPink : LCALightningBolt\n{\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72)\n HPL1 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n HPL2 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n HPL3 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n HPL4 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n\tGoto Death\n }\n}\n\nACTOR LCALightningBoltGold : LCALightningBolt\n{\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72)\n HYL1 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n HYL2 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n HYL3 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n HYL4 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n\tGoto Death\n }\n}\n\nACTOR LCALightningBoltRed : LCALightningBolt\n{\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72)\n HRL1 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n HRL2 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n HRL3 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n HRL4 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n\tGoto Death\n }\n}\n\nACTOR LCAShockwave : LCABaseEffect\n{\n Alpha 0.9\n Renderstyle Add\n +DONTSPLASH\n +FORCEXYBILLBOARD\n\n States\n {\n Spawn:\n HBRR ABCDEFGHIJKLMNOPQR 1 Bright A_FadeOut(0.04)\n Stop\n }\n}\n\nACTOR LCAShockwaveLrg : LCAShockwave\n{\n Scale 2.0\n Alpha 0.85\n States\n {\n Spawn:\n HBRR ABCDEFGHIJKLMNOPQR 2 Bright A_FadeOut(0.04)\n Stop\n }\n}\n\nACTOR LCAShotShockwave : LCAShockwave\n{\n Scale 0.75\n}\n\n//========\n// Sparks\n//========\n\nACTOR LCAEnergyProjectileSparkRed\n{\nHeight 0\nRadius 0\nMass 0\nDamage 0\n+THRUACTORS\n+NOTELEPORT\n+DONTSPLASH\n+DOOMBOUNCE\n+CLIENTSIDEONLY\n+MISSILE\n+NOBLOCKMAP\n+FORCEXYBILLBOARD\nRENDERSTYLE ADD\nBounceFactor 0.5\nGravity 0.4\nScale 0.02\nStates\n{\nSpawn:\nLSKR A 2 Bright A_FadeOut(0.08)\nLoop\n}\n}\n\nACTOR LCAProjectileTrailParticleRed : LCAEnergyProjectileSparkRed\n{\n+NOGRAVITY\nScale 0.02\n}\n\nACTOR LCABFGTrailParticleRed : LCAProjectileTrailParticleRed\n{\nScale 0.06\nStates\n{\nSpawn:\nTNT1 A 0\nLSKR A 2 Bright A_FadeOut(0.015)\nLoop\n}\n}\n\nACTOR LCABFGChargeParticleRed : LCAEnergyProjectileSparkRed\n{\nScale 0.06\n}\n\n// Green Spark/Particles\n\nACTOR LCAEnergyProjectileSparkGreen : LCAEnergyProjectileSparkRed\n{\nBounceFactor 0.6\nGravity 0.2\nScale 0.02\nStates\n{\nSpawn:\nLSKG A 2 Bright A_FadeOut(0.08)\nLoop\n}\n}\n\nACTOR LCAProjectileTrailParticleGreen : LCAEnergyProjectileSparkGreen\n{\n+NOGRAVITY\nScale 0.02\n}\n\nACTOR LCABFGTrailParticleGreen : LCAProjectileTrailParticleGreen\n{\nScale 0.06\nStates\n{\nSpawn:\nTNT1 A 0\nLSKG A 2 Bright A_FadeOut(0.015)\nLoop\n}\n}\n\nACTOR LCABFGChargeParticleGreen : LCAEnergyProjectileSparkGreen\n{\nScale 0.06\n}\n\n// Blue\n\nACTOR LCAEnergyProjectileSparkBlue : LCAEnergyProjectileSparkGreen\n{\nStates\n{\nSpawn:\nLSKB A 2 Bright A_FadeOut(0.08)\nLoop\n}\n}\n\nACTOR LCAProjectileTrailParticleBlue : LCAEnergyProjectileSparkBlue\n{\n+NOGRAVITY\nScale 0.02\n}\n\nACTOR LCABFGTrailParticleBlue : LCAProjectileTrailParticleBlue\n{\n+CLIENTSIDEONLY\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nLSKB A 2 Bright A_FadeOut(0.015)\nLoop\n Toaster:\n TNT1 A 0\n\tStop\n}\n}\n\nACTOR LCABFGChargeParticleBlue : LCAEnergyProjectileSparkBlue\n{\nScale 0.06\n}\n\n// Pink\n\nACTOR LCAEnergyProjectileSparkPink : LCAEnergyProjectileSparkGreen\n{\nStates\n{\nSpawn:\nLSKP A 2 Bright A_FadeOut(0.08)\nLoop\n}\n}\n\nACTOR LCAProjectileTrailParticlePink : LCAEnergyProjectileSparkPink\n{\n+NOGRAVITY\nScale 0.02\n}\n\nACTOR LCABFGTrailParticlePink : LCAProjectileTrailParticlePink\n{\nStates\n{\nSpawn:\nTNT1 A 0\nLSKP A 2 Bright A_FadeOut(0.015)\nLoop\n}\n}\n\nACTOR LCABFGChargeParticlePink : LCAEnergyProjectileSparkPink\n{\nScale 0.06\n}\n\n// Gold\n\nACTOR LCAEnergyProjectileSparkGold : LCAEnergyProjectileSparkGreen\n{\nStates\n{\nSpawn:\nGSKG A 2 Bright A_FadeOut(0.08)\nLoop\n}\n}\n\nACTOR LCAProjectileTrailParticleGold : LCAEnergyProjectileSparkGold\n{\n+NOGRAVITY\nScale 0.02\n}\n\nACTOR LCABFGTrailParticleGold : LCAProjectileTrailParticleGold\n{\n+CLIENTSIDEONLY\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nGSKG A 2 Bright A_FadeOut(0.015)\nLoop\n Toaster:\n TNT1 A 0\n\tStop\n}\n}\n\nACTOR LCABFGChargeParticleGold : LCAEnergyProjectileSparkGold\n{\nScale 0.06\n}\n\nACTOR EnergyProjectileSparkGold : EnergyProjectileSparkRed\n{\nBounceFactor 0.6\nGravity 0.2\nStates\n{\nSpawn:\nLPKG A 2 Bright A_FadeOut(0.08)\nLoop\n}\n}\n\nACTOR LPSG1 : EnergyProjectileSparkGold\n{\nScale 0.06\n}\n\nACTOR LPSG2 : EnergyProjectileSparkGold\n{\nSpeed 1\nScale 0.05\n}\n\nACTOR LPSG3 : EnergyProjectileSparkGold\n{\nSpeed 2\nScale 0.04\n}\n\nACTOR LPSG4 : EnergyProjectileSparkGold\n{\nSpeed 3\nScale 0.03\n}\n\nACTOR LPSG5 : EnergyProjectileSparkGold\n{\nSpeed 4\nScale 0.02\n}\n\nACTOR LPSG6 : EnergyProjectileSparkGold\n{\nSpeed 5\nScale 0.01\n}\n\nACTOR LPSG7 : EnergyProjectileSparkGold\n{\nScale 0.040\n}\n\nACTOR LPSG8 : EnergyProjectileSparkGold\n{\nScale 0.035\n}\n\nACTOR LPSG9 : EnergyProjectileSparkGold\n{\nScale 0.030\n}\n\nACTOR LPSG10 : EnergyProjectileSparkGold\n{\nScale 0.025\n}\n\nACTOR LPSG11 : EnergyProjectileSparkGold\n{\nScale 0.020\n}\n\nACTOR LPSG12 : EnergyProjectileSparkGold\n{\nScale 0.015\n}\n\nACTOR GoldParticleSpawner : GreenParticleSpawner\n{\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 A 0 A_SpawnItemEx(\"LPSG1\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n\tTNT1 A 0 A_SpawnItemEx(\"LPSG2\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n TNT1 A 0 A_SpawnItemEx(\"LPSG3\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n\tTNT1 A 0 A_SpawnItemEx(\"LPSG4\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n TNT1 A 0 A_SpawnItemEx(\"LPSG5\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n\tTNT1 A 0 A_SpawnItemEx(\"LPSG6\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n TNT1 A 1\n Stop\n }\n}\n\nACTOR GoldParticleSpawnerDT : RedParticleSpawner\n{\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 A 0 A_SpawnItemEx(\"LPSG7\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n\tTNT1 A 0 A_SpawnItemEx(\"LPSG8\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n TNT1 A 0 A_SpawnItemEx(\"LPSG9\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n\tTNT1 A 0 A_SpawnItemEx(\"LPSG10\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n TNT1 A 0 A_SpawnItemEx(\"LPSG11\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n\tTNT1 A 0 A_SpawnItemEx(\"LPSG12\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n TNT1 A 1\n Stop\n }\n}\n\n// Gold Legendary EnergyProjectileSpark\nACTOR LegendaryEnergyProjectileSparkGold : EnergyProjectileSparkGold { +NOTIMEFREEZE }\nACTOR LEPSGD1 : LegendaryEnergyProjectileSparkGold { Scale 0.06 }\nACTOR LEPSGD2 : LegendaryEnergyProjectileSparkGold { Scale 0.05 }\nACTOR LEPSGD3 : LegendaryEnergyProjectileSparkGold { Scale 0.04 }\nACTOR LEPSGD4 : LegendaryEnergyProjectileSparkGold { Scale 0.03 }\nACTOR LEPSGD5 : LegendaryEnergyProjectileSparkGold { Scale 0.02 }\nACTOR LEPSGD6 : LegendaryEnergyProjectileSparkGold { Scale 0.01 }\nACTOR LegendaryGoldParticleSpawner : GoldParticleSpawner\n{\n +NOTIMEFREEZE\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 A 0 A_SpawnItemEx(\"LEPSGD1\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n\tTNT1 A 0 A_SpawnItemEx(\"LEPSGD2\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n TNT1 A 0 A_SpawnItemEx(\"LEPSGD3\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n\tTNT1 A 0 A_SpawnItemEx(\"LEPSGD4\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n TNT1 A 0 A_SpawnItemEx(\"LEPSGD5\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n\tTNT1 A 0 A_SpawnItemEx(\"LEPSGD6\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n TNT1 A 1\n Stop\n }\n}\n\n// Red Legendary EnergyProjectileSpark\nACTOR LegendaryEnergyProjectileSparkRed : EnergyProjectileSparkRed { +NOTIMEFREEZE }\nACTOR LEPSR1 : LegendaryEnergyProjectileSparkRed { Scale 0.06 }\nACTOR LEPSR2 : LegendaryEnergyProjectileSparkRed { Scale 0.05 }\nACTOR LEPSR3 : LegendaryEnergyProjectileSparkRed { Scale 0.04 }\nACTOR LEPSR4 : LegendaryEnergyProjectileSparkRed { Scale 0.03 }\nACTOR LEPSR5 : LegendaryEnergyProjectileSparkRed { Scale 0.02 }\nACTOR LEPSR6 : LegendaryEnergyProjectileSparkRed { Scale 0.01 }\nACTOR LegendaryRedParticleSpawner : RedParticleSpawner\n{\n +NOTIMEFREEZE\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 A 0 A_SpawnItemEx(\"LEPSR1\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n\tTNT1 A 0 A_SpawnItemEx(\"LEPSR2\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n TNT1 A 0 A_SpawnItemEx(\"LEPSR3\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n\tTNT1 A 0 A_SpawnItemEx(\"LEPSR4\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n TNT1 A 0 A_SpawnItemEx(\"LEPSR5\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n\tTNT1 A 0 A_SpawnItemEx(\"LEPSR6\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n TNT1 A 1\n Stop\n }\n}\n\n// Green Legendary EnergyProjectileSpark\nACTOR LegendaryEnergyProjectileSparkGreen : EnergyProjectileSparkGreen { +NOTIMEFREEZE }\nACTOR LEPSG1 : LegendaryEnergyProjectileSparkGreen { Scale 0.06 }\nACTOR LEPSG2 : LegendaryEnergyProjectileSparkGreen { Scale 0.05 }\nACTOR LEPSG3 : LegendaryEnergyProjectileSparkGreen { Scale 0.04 }\nACTOR LEPSG4 : LegendaryEnergyProjectileSparkGreen { Scale 0.03 }\nACTOR LEPSG5 : LegendaryEnergyProjectileSparkGreen { Scale 0.02 }\nACTOR LEPSG6 : LegendaryEnergyProjectileSparkGreen { Scale 0.01 }\nACTOR LegendaryGreenParticleSpawner : GreenParticleSpawner\n{\n +NOTIMEFREEZE\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 A 0 A_SpawnItemEx(\"LEPSG1\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n\tTNT1 A 0 A_SpawnItemEx(\"LEPSG2\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n TNT1 A 0 A_SpawnItemEx(\"LEPSG3\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n\tTNT1 A 0 A_SpawnItemEx(\"LEPSG4\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n TNT1 A 0 A_SpawnItemEx(\"LEPSG5\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n\tTNT1 A 0 A_SpawnItemEx(\"LEPSG6\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n TNT1 A 1\n Stop\n }\n}\n\n// Blue Legendary EnergyProjectileSpark\nACTOR LegendaryEnergyProjectileSparkBlue : EnergyProjectileSparkBlue { +NOTIMEFREEZE }\nACTOR LEPSB1 : LegendaryEnergyProjectileSparkBlue { Scale 0.06 }\nACTOR LEPSB2 : LegendaryEnergyProjectileSparkBlue { Scale 0.05 }\nACTOR LEPSB3 : LegendaryEnergyProjectileSparkBlue { Scale 0.04 }\nACTOR LEPSB4 : LegendaryEnergyProjectileSparkBlue { Scale 0.03 }\nACTOR LEPSB5 : LegendaryEnergyProjectileSparkBlue { Scale 0.02 }\nACTOR LEPSB6 : LegendaryEnergyProjectileSparkBlue { Scale 0.01 }\nACTOR LegendaryBlueParticleSpawner : BlueParticleSpawner\n{\n +NOTIMEFREEZE\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 A 0 A_SpawnItemEx(\"LEPSB1\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n\tTNT1 A 0 A_SpawnItemEx(\"LEPSB2\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n TNT1 A 0 A_SpawnItemEx(\"LEPSB3\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n\tTNT1 A 0 A_SpawnItemEx(\"LEPSB4\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n TNT1 A 0 A_SpawnItemEx(\"LEPSB5\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n\tTNT1 A 0 A_SpawnItemEx(\"LEPSB6\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n TNT1 A 1\n Stop\n }\n}\n\n// Orange Legendary EnergyProjectileSpark\nACTOR LegendaryEnergyProjectileSparkOrange : EnergyProjectileSparkOrange { +NOTIMEFREEZE }\nACTOR LEPSO1 : LegendaryEnergyProjectileSparkOrange { Scale 0.06 }\nACTOR LEPSO2 : LegendaryEnergyProjectileSparkOrange { Scale 0.05 }\nACTOR LEPSO3 : LegendaryEnergyProjectileSparkOrange { Scale 0.04 }\nACTOR LEPSO4 : LegendaryEnergyProjectileSparkOrange { Scale 0.03 }\nACTOR LEPSO5 : LegendaryEnergyProjectileSparkOrange { Scale 0.02 }\nACTOR LEPSO6 : LegendaryEnergyProjectileSparkOrange { Scale 0.01 }\nACTOR LegendaryOrangeParticleSpawner : OrangeParticleSpawner\n{\n +NOTIMEFREEZE\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 A 0 A_SpawnItemEx(\"LEPSO1\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n\tTNT1 A 0 A_SpawnItemEx(\"LEPSO2\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n TNT1 A 0 A_SpawnItemEx(\"LEPSO3\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n\tTNT1 A 0 A_SpawnItemEx(\"LEPSO4\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n TNT1 A 0 A_SpawnItemEx(\"LEPSO5\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n\tTNT1 A 0 A_SpawnItemEx(\"LEPSO6\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n TNT1 A 1\n Stop\n }\n}\n\nACTOR LegendaryBlueStar : BlueStar { +NOTIMEFREEZE }\nACTOR LegendaryBlueSparkleSpawner : BlueSparkleSpawner\n{\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\t\tTNT1 AA 2 A_SpawnItemEx(\"LegendaryBlueStar\", random(-15, 15), random(-15, 15), random(28, 44), 0, 0, 0, 0, 128)\n Stop\n }\n}\n\nACTOR LegendaryBluePowerLine : BluePowerLine { +NOTIMEFREEZE }\nACTOR LegendaryGreenPowerLine : GreenPowerLine { +NOTIMEFREEZE }\nACTOR LegendaryRedPowerLine : RedPowerLine { +NOTIMEFREEZE }\n\nACTOR LegendaryBluePowerLineSpawner : BluePowerLineSpawner { +NOTIMEFREEZE }\nACTOR LegendaryGreenPowerLineSpawner : GreenPowerLineSpawner { +NOTIMEFREEZE }\nACTOR LegendaryRedPowerLineSpawner : RedPowerLineSpawner { +NOTIMEFREEZE }\n\nActor LCABigShockWave\n{\nSpeed 0\nScale 1\nRadius 1\nHeight 1\nDamage 0\nRenderstyle Add\nPROJECTILE\n+NOBLOCKMAP\n+NOTELEPORT\n+DONTSPLASH\n+NOGRAVITY\n+MISSILE\n+FORCEXYBILLBOARD\n+CLIENTSIDEONLY\n+NOINTERACTION\n+NOCLIP\nAlpha 0.9\nScale 1.0\nSpeed 0\nStates\n{\nSpawn:\nBSW0 A 0\nBSW0 A 0 A_SpawnItemEx(\"LCABigShockWaveFlash\")\nBSW0 AAAAAAAAAAA 1 Bright A_FadeOut(0.1)\nStop\n}\n}\n\nActor LCABigShockWaveFlash\n{\nScale 2.0\nAlpha 1.0\nRenderstyle Add\n+NOTELEPORT\n+NOCLIP\n+FLOORCLIP\n+NOGRAVITY\n+FORCEXYBILLBOARD\n+NOINTERACTION\n+CLIENTSIDEONLY\nStates\n{\nSpawn:\nBFSH A 3 bright\nEndLoop:\nBFSH A 1 A_FadeOut (0.2)\nLoop\n}\n}\n\nACTOR TLCFlyLandShockWaveFlash : LCABigShockWaveFlash {\nScale 1.0\nStates\n{\nSpawn:\nBFHB A 3 bright\nEndLoop:\nBFHB A 1 A_FadeOut (0.2)\nLoop\n}\n}\n\nACTOR TLCFlyLandShockWave : LCABigShockWave {\nScale 0.5\nStates\n{\nSpawn:\nBSW2 A 0\nBSW2 A 0 A_SpawnItemEx(\"TLCFlyLandShockWaveFlash\")\nBSW2 AAAAAAAAAAA 1 Bright A_FadeOut(0.1)\nStop\n}\n}\n\nACTOR LCABigBang\n{\n\tScale 4\n\tRenderstyle Add\n\tPROJECTILE\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\tBIGB ABCDEFGHIJ 2 Bright\n\tBIGB KLMNOP 2 Bright\n\tBIGB QRSTU 2 Bright\n\tStop\n\t}\n}\nACTOR TLCFlyLandKaBoom : LCABigBang {\nScale 2.0\nStates\n{\n Spawn:\n\tBBGB ABCDEFGHIJ 2 Bright\n\tBBGB KLMNOP 2 Bright\n\tBBGB QRSTU 2 Bright\n\tStop\n }\n}\n\nActor LCAExplosionBundle\n{\n Radius 1\n Height 1\n Scale 1.4\n\tSpeed 0\n\tMass 1\n +NOBLOCKMAP\n +NOTELEPORT\n\t+NOGRAVITY\n States\n {\n Spawn:\n\t TNT1 A 0\n\t\tTNT1 A 0 Radius_Quake(3,15,0,10,0)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"OrangeParticleSpawner\",0,0,0,0,0,0,0,128)\n\t\tBXP2 DEFGHIJ 2 BRIGHT A_CustomMissile(\"Kaboom\",random(20,80),random(20,-20),random(0,360),2,random(0,360))\n\t\tBXP2 K 2 BRIGHT A_CustomMissile(\"SmokeFX3\",32,0,random(80,100),2,random(80,100))\n\t\tBXP2 LL 1 BRIGHT A_CustomMissile(\"Kaboom\",random(20,80),random(20,-20),random(0,360),2,random(0,360))\n\t\tBXP2 M 2 BRIGHT A_CustomMissile(\"SmokeFX3\",32,0,random(80,100),2,random(80,100))\n\t\tBXP2 NN 1 BRIGHT A_CustomMissile(\"Kaboom\",random(20,80),random(20,-20),random(0,360),2,random(0,360))\n\t\tBXP2 OPQ 2 BRIGHT A_CustomMissile(\"SmokeFX3\",32,0,random(80,100),2,random(80,100))\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 0\n\t Stop\n }\n}\n\n// BlueKaboom is treated as Legendary, for now. (e.g. Has +NOTIMEFREEZE)\nACTOR BaseBlueKaboom\n{\nSpeed 3\nDamage 0\nRenderstyle Add\nAlpha 0.75\nPROJECTILE\n+NOTELEPORT\n+DONTSPLASH\n+NOGRAVITY\n+MISSILE\n+FORCEXYBILLBOARD\n+NOTIMEFREEZE\nScale 1.3\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nBXPO A 1 Bright A_PlaySound(\"weapons/rocklx\")\nBXPO ABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)\nStop\nToaster:\nTNT1 A 0\nStop\n}\n}\n\nACTOR BlueKaboom : BaseBlueKaboom\n{\n+NOCLIP\n+NOBLOCKMAP\n+NOINTERACTION\n+CLIENTSIDEONLY\n}\n\nACTOR LegRipperrMouthBlueKaboom\n{\nRenderstyle Add\nAlpha 0.8\n+NOTELEPORT\n+DONTSPLASH\n+NOGRAVITY\n+FORCEXYBILLBOARD\n+NOTIMEFREEZE\n+NOCLIP\n+NOBLOCKMAP\n+NOINTERACTION\n+CLIENTSIDEONLY\nScale 0.4\nStates\n{\nSpawn:\nTNT1 A 0\nBXPO ACEGIKLM 1 Bright A_FadeOut(0.1)\nStop\n}\n}\n\nACTOR LegRipperrMouthBreatheBlueKaboom : LegRipperrMouthBlueKaboom\n{\nScale 0.5\nAlpha 0.5\nStates\n{\nSpawn:\nTNT1 A 0\nBXPO ABCDEFGHIJKKLLMMM 5 Bright A_FadeOut(0.025)\nStop\n}\n}\n\nACTOR PainfulDeathKaboom : BaseBlueKaboom\n{\nAlpha 0.75\nScale 1\nStates\n{\n Spawn:\n TNT1 A 0\n BXPO A 1 Bright A_PlaySound(\"weapons/rocklx\")\n TNT1 A 0 A_Explode(8, 128)\n\tTNT1 A 0 A_SpawnItemEx(\"DeathKaboomFlare\", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE)\n\tTNT1 A 0 A_Jump(192, 58)\n\tTNT1 A 0 A_Jump(128, 15, 29, 43)\n BXPO ABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)\n\tStop\n LXPG ABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)\n\tStop\n LISL BBBBCCCCDDDDDD 1 Bright A_FadeOut(0.05)\n\tStop\n MISL BBBBCCCCDDDDDD 1 Bright A_FadeOut(0.05)\n\tStop\n LXPG AB 1 Bright A_FadeOut(0.05)\n\tBXPO BC 1 Bright A_FadeOut(0.05)\n\tLXPG DE 1 Bright A_FadeOut(0.05)\n\tBXPO FG 1 Bright A_FadeOut(0.05)\n\tLXPG HI 1 Bright A_FadeOut(0.05)\n\tBXPO JK 1 Bright A_FadeOut(0.05)\n\tLXPG LM 1 Bright A_FadeOut(0.05)\n Stop\n}\n}\n\nACTOR DeathKaboomFlare\n{\nRenderstyle Add\nAlpha 0.75\n+NOTELEPORT\n+DONTSPLASH\n+NOGRAVITY\n+FORCEXYBILLBOARD\n+NOTIMEFREEZE\n\n+NOCLIP\n+NOBLOCKMAP\n+NOINTERACTION\n+CLIENTSIDEONLY\n\nStates\n{\n Spawn:\n\tTNT1 A 0 A_Jump(128, 11, 21)\n X051 AAAAAAAAAA 1 Bright A_FadeOut(0.1)\n\tStop\n X053 AAAAAAAAAA 1 Bright A_FadeOut(0.1)\n\tStop\n X054 AAAAAAAAAA 1 Bright A_FadeOut(0.1)\n\tStop\n\n}\n}\n\nACTOR BlueKaboom3 : BlueKaboom\n{\nSpeed 2\nScale 0.9\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nBXPO AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)\nStop\n}\n}\n\nACTOR BlueKaboom4 : BlueKaboom\n{\nSpeed 1\nScale 0.45\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nBXPO AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)\nStop\n}\n}\n\n//\n\n// GreenKaboom\nACTOR BaseGreenKaboom\n{\nSpeed 3\nDamage 0\nRenderstyle Add\nAlpha 0.75\nPROJECTILE\n+NOTELEPORT\n+DONTSPLASH\n+NOGRAVITY\n+MISSILE\n+FORCEXYBILLBOARD\nScale 1.3\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nGXPO A 1 Bright A_PlaySound(\"weapons/rocklx\")\nGXPO ABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)\nStop\nToaster:\nTNT1 A 0\nStop\n}\n}\n\nACTOR GreenKaboom : BaseGreenKaboom\n{\n+NOCLIP\n+NOBLOCKMAP\n+NOINTERACTION\n+CLIENTSIDEONLY\n}\n\nACTOR GreenKaboom2 : GreenKaboom\n{\nSpeed 1\nScale 0.9\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nGXPO AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)\nStop\n}\n}\n\n//\n\nACTOR LegBlueGibbedGenerator : BlueGibbedGenerator\n{\n+CLIENTSIDEONLY\n+NOBLOCKMAP\n+NOGRAVITY\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 0 A_Jump(128,\"Alternate\")\n\tTNT1 AA 0 A_CustomMissile(\"LegendaryBlueBloodCloud\", random(0,40), 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAA 0 A_SpawnItemEx(\"LegendaryBlueFlyingBlood\",0,0,Random(15,30),Random(6,-6),Random(6,-6),Random(4,6))\n\tTNT1 A 0 A_SpawnDebris(\"LegendaryBlueBodyPart1\")\n\tTNT1 A 1 A_SpawnDebris(\"LegendaryBlueBodyPart2\")\n\tTNT1 AA 0 A_CustomMissile(\"LegendaryBlueBloodCloud\", random(0,40), 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAA 0 A_SpawnItemEx(\"LegendaryBlueFlyingBlood\",0,0,Random(15,30),Random(6,-6),Random(6,-6),Random(4,6))\n\tTNT1 A 0 A_SpawnDebris(\"LegendaryBlueBodyPart3\")\n\tTNT1 A 1 A_SpawnDebris(\"LegendaryBlueBodyPart4\")\n\tStop\nAlternate:\n\tTNT1 A 0\n\tTNT1 AA 0 A_CustomMissile(\"LegendaryBlueBloodCloud\", random(0,40), 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAA 0 A_SpawnItemEx(\"LegendaryBlueFlyingBlood\",0,0,Random(15,30),Random(6,-6),Random(6,-6),Random(4,6))\n\tTNT1 A 0 A_SpawnDebris(\"LegendaryBlueBodyPart5\")\n\tTNT1 A 1 A_SpawnDebris(\"LegendaryBlueBodyPart6\")\n\tTNT1 AA 0 A_CustomMissile(\"LegendaryBlueBloodCloud\", random(0,40), 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAA 0 A_SpawnItemEx(\"LegendaryBlueFlyingBlood\",0,0,Random(15,30),Random(6,-6),Random(6,-6),Random(4,6))\n\tTNT1 A 0 A_SpawnDebris(\"LegendaryBlueBodyPart7\")\n\tTNT1 A 1 A_SpawnDebris(\"LegendaryBlueBodyPart8\")\n\tStop\nToaster:\n TNT1 A 0\n\tStop\n\t}\n}\n\nACTOR LegendaryBlueFlyingBlood\n{\nScale 0.1\nHealth 1\nRadius 2\nHeight 2\n+MISSILE\n+THRUACTORS\n+CLIENTSIDEONLY\n+CORPSE\n+NOTELEPORT\n+NOBLOCKMAP\n+DONTSPLASH\n+DOOMBOUNCE\n+NOTIMEFREEZE\nBounceCount 2\nBounceFactor 0.05\nWallBounceFactor 0.05\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n BBLD AAABBBCCCDDD 1 A_SpawnItem(\"LegendaryBlueFlyingBloodTrail\",0,0,0,1)\n Loop\nCrash:\nDeath:\n TNT1 A 0 A_PlaySound(\"Gibs\")\n TNT1 A 1 A_SpawnItem(\"LegendaryBlueBloodSpot\",0,0,0,1)\n Stop\nToaster:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR LegendaryBlueBloodSpot\n{\nScale 0.4\nRenderStyle Translucent\nAlpha 0.8\n+CLIENTSIDEONLY\n+NOTELEPORT\n+NOBLOCKMAP\n+MOVEWITHSECTOR\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n BBPT A 100\n BBPT A 5 A_FadeOut(0.10)\n Goto Spawn+1\n\t}\n}\n\nACTOR LegendaryBlueFlyingBloodTrail\n{\nScale 0.1\nRenderStyle Translucent\nAlpha 0.8\n+CLIENTSIDEONLY\n+NOTELEPORT\n+NOBLOCKMAP\n+DONTSPLASH\n+LOWGRAVITY\n+NOCLIP\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n BBLD ABCD 2 A_FadeOut(0.18)\n Loop\n }\n}\n\nACTOR LegendaryBlueRocketEx\n{\nRenderStyle Add\nAlpha 0.85\n+CLIENTSIDEONLY\n+NOGRAVITY\n+NOTIMEFREEZE\nStates\n{\nSpawn:\nBISL B 6 Bright\nBISL CD 5 Bright\nStop\n}\n}\n\nACTOR LegendaryNewBloodSpot5 : NewBloodSpot5 { +NOTIMEFREEZE }\nACTOR LegendaryNewFlyingBloodTrail5 : NewFlyingBloodTrail5 { +NOTIMEFREEZE }\nACTOR LegendaryNewFlyingBlood5 : NewFlyingBlood\n{\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n FBBL AAABBBCCCDDD 1 A_SpawnItem(\"LegendaryNewFlyingBloodTrail5\",0,0,0,1)\n Loop\nCrash:\nDeath:\n TNT1 A 0 A_PlaySound(\"Gibs\")\n TNT1 A 1 A_SpawnItem(\"LegendaryNewBloodSpot5\",0,0,0,1)\n Stop\n }\n}\n\nACTOR LegendaryBlueBloodCloud : BlueBloodCloud { +NOTIMEFREEZE }\nACTOR LegendaryBlueBodyPart1 : BlueBodyPart1 { +NOTIMEFREEZE }\nACTOR LegendaryBlueBodyPart2 : BlueBodyPart2 { +NOTIMEFREEZE }\nACTOR LegendaryBlueBodyPart3 : BlueBodyPart3 { +NOTIMEFREEZE }\nACTOR LegendaryBlueBodyPart4 : BlueBodyPart4 { +NOTIMEFREEZE }\nACTOR LegendaryBlueBodyPart5 : BlueBodyPart5 { +NOTIMEFREEZE }\nACTOR LegendaryBlueBodyPart6 : BlueBodyPart6 { +NOTIMEFREEZE }\nACTOR LegendaryBlueBodyPart7 : BlueBodyPart7 { +NOTIMEFREEZE }\nACTOR LegendaryBlueBodyPart8 : BlueBodyPart8 { +NOTIMEFREEZE }\n\nACTOR LegendaryKaboom3 : Kaboom3 { +NOTIMEFREEZE }\nACTOR LegendaryKaboom6 : Kaboom6 { +NOTIMEFREEZE }\nACTOR LegendarySmokeFX : SmokeFX { +NOTIMEFREEZE }\nACTOR LegendarySmokeFX2 : SmokeFX2 { +NOTIMEFREEZE }\nACTOR LegendarySmokeFX4 : SmokeFX4 { +NOTIMEFREEZE }\n\nACTOR LegendaryDebris : Debris { +NOTIMEFREEZE }\nACTOR LegendaryFootStep : FootStep { +NOTIMEFREEZE }\nACTOR LegendaryBonyStep : BonyStep { +NOTIMEFREEZE }\nACTOR LegendaryHoofStep : HoofStep { +NOTIMEFREEZE }\nACTOR LegendaryBeefyStep : BeefyStep { +NOTIMEFREEZE }\n\nACTOR LPlayerSmokeSpawner : LegendaryRedParticleSpawner\n{\n\tSCALE 0.01\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\t\tLMKE A 0 A_JumpIfInventory(\"LegendaryRuneItem\",1,\"Smoking\",AAPTR_TARGET)\n\t\tStop\n\tSmoking:\n\t\tLMKE A 0\n\t\tLMKE AA 0 Bright A_SpawnItemEx(\"LPlayerSmoke\",random(12,-12),random(12,-12),random(-16,16),0,0,random(1,3),0,128,0)\n\t\tLMKE A 1\n\t\tStop\n\tToaster:\n TNT1 A 0\n\t Stop\n\t}\n}\n\nACTOR APlayerSmoke\n{\n\t+MISSILE\n\t+DONTSPLASH\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+NOTELEPORT\n\t+FORCEXYBILLBOARD\n\t+THRUACTORS\n\tScale 0.1\n\tRenderStyle Normal\n\tStates {\n\tSpawn:\n\t\tLMKE ABCDEFGHIJKL 2 Bright A_FadeOut\n\t\tStop\n\t}\n}\n\nACTOR LPlayerSmoke : APlayerSmoke { +NOTIMEFREEZE }\n\nACTOR LegSGTracer : SGTracer { +NOTIMEFREEZE }\nACTOR LegShellCasing : Shellcasing { +NOTIMEFREEZE }\n\nACTOR LegRicochetSpark : RicochetSpark { +NOTIMEFREEZE }\nACTOR LegRicochetSpark2 : RicochetSpark2 { +NOTIMEFREEZE }\nACTOR LegModdedBulletPuff : ModdedBulletPuff\n{\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n\tPUFF A 2 Bright\n\tPUFF B 2 Bright A_Jump(24,\"RicochetPuff\",\"RicochetPuffAlt\")\n\tPUFF CDEF 2\n Stop\nRicochetPuff:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"puff/ricochet\")\n\tTNT1 A 1 Bright A_SpawnItem(\"LegRicochetSpark\",0,0,0)\n\tPUFF CDEF 2\n\tStop\nRicochetPuffAlt:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"puff/ricochet\")\n\tTNT1 A 1 Bright A_SpawnItem(\"LegRicochetSpark2\",0,0,0)\n\tPUFF CDEF 2\n\tStop\n}\n}\n\nACTOR EnergyProjectileSparkYellow : EnergyProjectileSparkRed\n{\n+NOGRAVITY\n+NOTIMEFREEZE\nStates\n{\nSpawn:\nSP2Y A 3 Bright A_FadeOut(0.1)\nLoop\n}\n}\n\nACTOR EPSY1 : EnergyProjectileSparkYellow{Scale 0.065}\nACTOR EPSY2 : EnergyProjectileSparkYellow{Scale 0.055}\nACTOR EPSY3 : EnergyProjectileSparkYellow{Scale 0.045}\nACTOR EPSY4 : EnergyProjectileSparkYellow{Scale 0.035}\nACTOR EPSY5 : EnergyProjectileSparkYellow{Scale 0.025}\nACTOR EPSY6 : EnergyProjectileSparkYellow{Scale 0.015}\n\nACTOR YellowParticleSpawner : RedParticleSpawner\n{\n +NOTIMEFREEZE\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 A 0 A_SpawnItemEx(\"EPSY1\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n\tTNT1 A 0 A_SpawnItemEx(\"EPSY2\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n TNT1 A 0 A_SpawnItemEx(\"EPSY3\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n\tTNT1 A 0 A_SpawnItemEx(\"EPSY4\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n TNT1 A 0 A_SpawnItemEx(\"EPSY5\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n\tTNT1 A 0 A_SpawnItemEx(\"EPSY6\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n TNT1 A 1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/EditedNormalComplexMonsters.txt",
"contents": "ACTOR NewBabySentient : Arachnotron Replaces BabySentient\n{\n Health 1250\n PainChance 60\n Scale 1.25\n Speed 12\n Radius 52\n Mass 2500\n FloatSpeed 8\n SeeSound \"barachnophyte/sight\"\n PainSound \"barachnophyte/pain\"\n DeathSound \"barachnophyte/death\"\n AttackSound \"\"\n DropItem \"BossLifeEssence\" 128 25\n DropItem \"BossArmorBonusMax\" 128 1\n DropItem \"DemonAmmoBox\" 128 200\n DropItem \"Explosive Minigun\" 64\n DamageFactor \"Baby15K\", 0.0\n Species \"BabySpiders\"\n +MISSILEMORE\n +QUICKTORETALIATE\n +FLOAT\n +NOGRAVITY\n -FLOORCLIP\n Obituary \"%o was not intelligent enough to take on a Baby Sentient.\"\n States\n {\n Spawn:\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner\",0,0,0,0)\n\tMARP A 2 Bright A_Look\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner\",0,0,0,0)\n\tMARP B 2 Bright A_Look\n Loop\n See:\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner\",0,0,0,0)\n\tMARP A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner\",0,0,0,0)\n\tMARP B 2 Bright A_Chase\n\tTNT1 A 0 A_Jump(12,\"Evade\")\n Loop\n Evade:\n\tTNT1 A 0 A_Jump(128,19)\n\tTNT1 A 0 ThrustThing(Angle*256/360+64,20,0,0)\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner2\",0,0,0,0)\n\tMARP A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner2\",0,0,0,0)\n\tMARP B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner2\",0,0,0,0)\n\tMARP A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner2\",0,0,0,0)\n\tMARP B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner2\",0,0,0,0)\n\tMARP A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner2\",0,0,0,0)\n\tMARP B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner2\",0,0,0,0)\n\tMARP A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner2\",0,0,0,0)\n\tMARP B 2 Bright A_Chase\n\tTNT1 A 0 A_Stop\n\tGoto See\n\tTNT1 A 0 ThrustThing(Angle*256/360+192,20,0,0)\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner2\",0,0,0,0)\n\tMARP A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner2\",0,0,0,0)\n\tMARP B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner2\",0,0,0,0)\n\tMARP A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner2\",0,0,0,0)\n\tMARP B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner2\",0,0,0,0)\n\tMARP A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner2\",0,0,0,0)\n\tMARP B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner2\",0,0,0,0)\n\tMARP A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner2\",0,0,0,0)\n\tMARP B 2 Bright A_Chase\n\tTNT1 A 0 A_Stop\n\tGoto See\n Pause:\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner\",0,0,0,0)\n\tMARP A 2 Bright\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner\",0,0,0,0)\n\tMARP B 2 Bright\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner\",0,0,0,0)\n\tMARP A 2 Bright\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner\",0,0,0,0)\n\tMARP B 2 Bright\n\tGoto See\n Missile:\n TNT1 A 0 A_Jump(84,\"BFG10K\")\n Normal:\n TNT1 A 0 A_PlaySound(\"monsters/darkmasterwind\")\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner\",0,0,0,0)\n MARP A 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner\",0,0,0,0)\n MARP B 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner\",0,0,0,0)\n MARP A 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner\",0,0,0,0)\n MARP B 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner\",0,0,0,0)\n MARP A 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner\",0,0,0,0)\n MARP B 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner\",0,0,0,0)\n MARP A 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"monsters/darkmasterwind2\")\n\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tTNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", 8, 8, 18, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)\n MARP K 2 Bright A_CustomMissile(\"BabySentientExplosiveTracer\",20,0,Random(-800,800)/100.00,0)\n MARP K 2 Bright A_SpawnItem(\"BabySentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n TNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", 8, -8, 18, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n MARP L 2 Bright A_CustomMissile(\"BabySentientExplosiveTracer\",20,0,Random(-800,800)/100.00,0)\n\tMARP L 2 Bright A_SpawnItem(\"BabySentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Jump(3,\"Pause\",\"BFG10K\")\n TNT1 A 0 A_SpidRefire\n Goto Normal+15\n BFG10K:\n\tTNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner\",0,0,0,0)\n MARP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner\",0,0,0,0)\n MARP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner\",0,0,0,0)\n MARP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner\",0,0,0,0)\n MARP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner\",0,0,0,0)\n MARP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner\",0,0,0,0)\n MARP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner\",0,0,0,0)\n MARP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner\",0,0,0,0)\n MARP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner\",0,0,0,0)\n MARP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner\",0,0,0,0)\n MARP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner\",0,0,0,0)\n MARP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner\",0,0,0,0)\n MARP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n MARP D 2 Bright A_CustomMissile(\"BabySent10K\",20,0,Random(4,-4))\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner\",0,0,0,0)\n\tMARP D 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner\",0,0,0,0)\n MARP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner\",0,0,0,0)\n\tMARP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner\",0,0,0,0)\n\tMARP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n MARP D 2 Bright A_CustomMissile(\"BabySent10K\",20,0,Random(4,-4))\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner\",0,0,0,0)\n\tMARP D 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner\",0,0,0,0)\n MARP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner\",0,0,0,0)\n\tMARP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner\",0,0,0,0)\n\tMARP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n MARP D 2 Bright A_CustomMissile(\"BabySent10K\",20,0,Random(4,-4))\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner\",0,0,0,0)\n\tMARP D 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner\",0,0,0,0)\n MARP C 2 Bright A_PlaySound(\"weapons/bfg15kcooldown\",CHAN_AUTO)\n\tMARP CCCCCCCCC 2 Bright A_SpawnItem(\"BabySentientFireSpawner\",0,0,0,0)\n Goto See\n Pain:\n TNT1 A 0 A_Jump(104,\"PainMissile\")\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner\",0,0,0,0)\n MARP A 3 Bright A_Pain\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner\",0,0,0,0)\n\tMARP A 3 Bright\n Goto See\n PainMissile:\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner\",0,0,0,0)\n MARP A 3 Bright A_Pain\n\tTNT1 A 0 A_SpawnItem(\"BabySentientFireSpawner\",0,0,0,0)\n\tMARP A 3 Bright\n Goto Missile\n Death:\n MARP A 20 Bright A_Scream\n MARP E 6 Bright A_Fall\n\tMARP F 6 Bright\n\tTNT1 AAA 0 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\tMARP GGGGG 2 Bright A_CustomMissile(\"Kaboom2\", random(20,40), random(10,-10), random(0,360), 2, random(0,360))\n\tTNT1 AAAA 0 A_CustomMissile(\"SmokeFX2\", random(20,40), 0, random(0,360), 2, random(0,360))\n MARP H 6 Bright\n MARP I 4\n\tMARP J 2\n TNT1 A -1 A_KillMaster\n Stop\n\tRaise:\n \tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"VileHealEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n MARP JIHGFE 5\n Goto See\n }\n}\n\nACTOR NewBehemoth : Fatso Replaces Behemoth\n{\nHealth 1100\nPainChance 80\nScale 1.1\nDamageFactor \"BeheComet\", 0.0\nDamageFactor \"FatFlamer\", 0.0\nDropItem \"LifeEssence\" 140\nDropItem \"ArmorBonusMax\" 140\nDropItem \"BehemothCannon\" 64\nSpecies \"Fatsos\"\n+MISSILEMORE\n+DONTHURTSPECIES\nSeeSound \"monsters/volsee\"\nPainSound \"monsters/volpain\"\nDeathSound \"monsters/voldeath\"\nActiveSound \"manc/idle\"\nObituary \"%o was squashed by a Behemoth.\"\nStates\n{\nSpawn:\n FAT2 C 8 A_Look\n\t FAT2 C 8 A_Look\n\t FATI C 8 A_Look\n\t FATI C 8 A_Look\n Loop\nSee:\n TNT1 A 0 A_SpawnItem(\"BeefyStep\",0,0,0,0)\n FAT2 AABBCCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"BeefyStep\",0,0,0,0)\n FAT2 EEFF 3 A_Chase\n Loop\nMissile:\n\t TNT1 A 0 A_Jump(82,\"Seekers\")\nNormal:\n TNT1 A 0 A_PlaySound(\"monsters/volattack\")\n FAT2 G 15 A_FaceTarget\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"BehemothComet\", 30, 30, Random(6, -12))\n FAT2 H 6 Bright A_CustomMissile(\"BehemothComet\", 30, -30, Random(12, -6))\n FAT2 IG 8 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"BehemothComet\", 30, 30, Random(6, -12))\n FAT2 H 6 Bright A_CustomMissile(\"BehemothComet\", 30, -30, Random(12, -6))\n FAT2 IG 12 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"BehemothComet\", 30, -30, Random(0, 6))\n FAT2 H 2 Bright A_CustomMissile(\"BehemothComet\", 30, 30, Random(0, -6))\n TNT1 A 0 A_CustomMissile(\"BehemothComet\", 30, 30, Random(-7, -12))\n FAT2 H 6 Bright A_CustomMissile(\"BehemothComet\", 30, -30, Random(7, 12))\n FAT2 IG 12\n Goto See\nSeekers:\n TNT1 A 0 A_PlaySound(\"monsters/volattack\")\n FAT2 G 15 A_FaceTarget\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"BehemothSeekingComet\", 30, 30, -16)\n FAT2 H 6 Bright A_CustomMissile(\"BehemothSeekingComet\", 30, -30, 16)\n FAT2 IG 12\n Goto See\nPain:\n TNT1 A 0 A_Jump(87,\"PainMissile\")\n FAT2 J 6 A_Pain\n Goto See\nPainMissile:\n FAT2 J 6 A_Pain\n Goto Missile\nDeath:\n\t FAT2 K 6\n FAT2 L 6 A_Scream\n TNT1 A 0 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n FAT2 M 6 A_NoBlocking\n TNT1 A 0 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n FAT2 NOPQR 6\n FAT2 S 6\n FAT2 T -1 A_KillMaster\n Stop\nRaise:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"VileHealEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n FAT2 SRQPONMLK 6\n Goto See\n }\n}\n\nACTOR NewCerebralSentient : SpiderMastermind Replaces CerebralSentient\n{\n Health 4000\n Speed 12\n\tFloatSpeed 12\n PainChance 30\n\tPainChance \"PDTBFG\", 15\n\tPainChance \"SoulToxic\", 5\n\tPainChance \"FatFlamer\", 5\n\tPainChance \"FiendFire\", 5\n\tPainChance \"Explosion\", 60\n\tScale 1.1\n\tRadius 65\n\tDropItem \"BossLifeEssence\" 204 25\n\tDropItem \"BossArmorBonusMax\" 204 1\n\tDropItem \"DemonAmmoBox\" 128 200\n\tDropItem \"SkullOfPower\" 128\n\tDropItem \"Explosive Minigun\" 84\n\tMass 2500\n\t+MISSILEEVENMORE\n\t+QUICKTORETALIATE\n\t+FLOAT\n\t+NOGRAVITY\n\t-FLOORCLIP\n\tAttackSound \"\"\n\tDamageFactor \"DemolisherEx\", 1.0\n DamageFactor \"DarkDemoEx\", 1.0\n\tDamageFactor \"CerChainguns\", 0.0\n\tDamageFactor \"CerEnergyBall\", 0.0\n\tDamageFactor \"PDTBFG\", 0.2\n\tDamageFactor \"PDTBFGTracer\", 0.6\n SeeSound \"arachnophyte/sight\"\n PainSound \"arachnophyte/pain\"\n DeathSound \"arachnophyte/death\"\n\tSpecies \"Masterminds\"\n Obituary \"Unfortunatley %o was too stupid to out-smart the Cerebral Sentient.\"\n States\n {\nSpawn:\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tSUPR A 2 Bright A_Look\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tSUPR B 2 Bright A_Look\n\tLoop\nSee:\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tSUPR A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tSUPR B 2 Bright A_Chase\n\tTNT1 A 0 A_Jump(26,\"Evade\")\n\tLoop\nEvade:\n\tTNT1 A 0 A_Jump(128,19)\n\tTNT1 A 0 ThrustThing(Angle*256/360+64,20,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner2\",0,0,0,0)\n\tSUPR A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner2\",0,0,0,0)\n\tSUPR B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner2\",0,0,0,0)\n\tSUPR A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner2\",0,0,0,0)\n\tSUPR B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner2\",0,0,0,0)\n\tSUPR A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner2\",0,0,0,0)\n\tSUPR B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner2\",0,0,0,0)\n\tSUPR A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner2\",0,0,0,0)\n\tSUPR B 2 Bright A_Chase\n\tTNT1 A 0 A_Stop\n\tGoto See\n\tTNT1 A 0 ThrustThing(Angle*256/360+192,20,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner2\",0,0,0,0)\n\tSUPR A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner2\",0,0,0,0)\n\tSUPR B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner2\",0,0,0,0)\n\tSUPR A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner2\",0,0,0,0)\n\tSUPR B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner2\",0,0,0,0)\n\tSUPR A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner2\",0,0,0,0)\n\tSUPR B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner2\",0,0,0,0)\n\tSUPR A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner2\",0,0,0,0)\n\tSUPR B 2 Bright A_Chase\n\tTNT1 A 0 A_Stop\n\tGoto See\nMissile:\n\tTNT1 A 0 A_Jump(128,\"BFG9K\",\"BFG10K\",\"DTBFG10K\")\nNormal:\n TNT1 A 0 A_JumpIfCloser(1500,1)\n\tGoto BFG9K\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tSUPR A 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tSUPR A 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tSUPR A 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", 10, 12, 40, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)\n\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tSUPR F 3 Bright A_CustomMissile(\"SentientExplosiveTracer\",36,0,Random(-800,800)/100.00,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n TNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", 10, -12, 40, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tSUPR E 4 Bright A_CustomMissile(\"SentientExplosiveTracer\",36,0,Random(-800,800)/100.00,0)\n\tTNT1 A 0 A_StopSoundEx(\"Weapon\")\n\tTNT1 A 0 A_Jump(3,\"See\",\"BFG9K\",\"BFG10K\",\"DTBFG10K\")\n TNT1 A 0 A_SpidRefire\n\tGoto Normal+7\nBFG9K:\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n\tSUPR NN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tSUPR NN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tSUPR NN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tSUPR NN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tSUPR NN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tSUPR NN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tSUPR OO 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tSUPR OO 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tSUPR O 2 Bright A_CustomMissile(\"SentientBFG9500Ball\", 34, 0, 0)\n\tSUPR NNN 2 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n\tSUPR NN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tSUPR NN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tSUPR NN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tSUPR NN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tSUPR NN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tSUPR NN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tSUPR OO 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tSUPR OO 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tSUPR O 2 Bright A_CustomMissile(\"SentientBFG9500Ball\", 34, 0, 0)\n\tSUPR NNNNNNN 2 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Jump(128,\"BFG10K\",\"DTBFG10K\")\n\tGoto See\nBFG10K:\n\tTNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tSUPR N 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tSUPR N 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tSUPR N 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tSUPR N 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tSUPR N 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tSUPR N 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tSUPR N 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tSUPR N 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tSUPR O 3 Bright A_CustomMissile(\"Sentient10K\", 42, 0, Random(4, -4))\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tSUPR N 4 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tSUPR O 3 Bright A_CustomMissile(\"Sentient10K\", 42, 0, Random(4, -4))\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tSUPR N 4 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tSUPR O 3 Bright A_CustomMissile(\"Sentient10K\", 42, 0, Random(4, -4))\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tSUPR N 4 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n SUPR O 3 Bright A_CustomMissile(\"Sentient10K\", 42, 0, Random(4, -4))\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tSUPR N 4 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tSUPR O 3 Bright A_CustomMissile(\"Sentient10K\", 42, 0, Random(4, -4))\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tSUPR N 4 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n SUPR O 3 Bright A_CustomMissile(\"Sentient10K\", 42, 0, Random(4, -4))\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tSUPR N 3 Bright A_PlaySound(\"weapons/bfg15kcooldown\",CHAN_AUTO)\n\tSUPR NNNNN 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Jump(128,\"DTBFG10K\")\n\tGoto See\nDTBFG10K:\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"Cardinal/9k\")\n\tSUPR NN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tSUPR NN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tSUPR NN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tSUPR NN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tSUPR NN 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tSUPR OO 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tSUPR OO 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tSUPR O 2 Bright A_CustomMissile(\"SentientDTBFG10KBall\", 34, 0, 0)\n\tSUPR NNNNNNNNNNNN 2 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tGoto See\nPain:\n\tTNT1 A 0 A_Jump(16,\"PainResurrect\")\n\tTNT1 A 0 A_Jump(128,\"PainMissile\")\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tSUPR A 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tSUPR A 3 Bright A_Pain\n\tGoto See\nPainMissile:\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tSUPR A 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tSUPR A 3 Bright A_Pain\n\tGoto Missile\nPainResurrect:\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tSUPR A 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tSUPR A 3 Bright A_Pain\n\tTNT1 A 0 A_JumpIfInventory(\"SentientToken\",3,\"See\")\n\tSUPR AAAA 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_GiveInventory(\"SentientToken\",1)\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 Radius_Quake(10,80,0,24,0)\n\tTNT1 A 0 A_GiveInventory(\"Health\",750)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n SUPR P 3 Bright A_PlaySound(\"sentient/laugh\")\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,0,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,30,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,60,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,90,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,120,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,150,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,180,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,210,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,240,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,270,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,300,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,330,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,360,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tSUPR P 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tSUPR P 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,15,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,45,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,75,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,105,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,135,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,165,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,195,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,225,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,255,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,285,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,315,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,345,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tSUPR P 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tSUPR P 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,0,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,10,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,20,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,30,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,40,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,50,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,60,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,70,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,80,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,90,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,100,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,110,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,120,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,130,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,140,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,150,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,160,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,170,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,180,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,190,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,200,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,210,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,220,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,230,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,240,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,250,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,260,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,270,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,280,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,290,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,300,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,310,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,320,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,330,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,340,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,350,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,360,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tSUPR P 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tSUPR P 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tSUPR P 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tSUPR P 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tSUPR P 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tSUPR P 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tSUPR P 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tSUPR P 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tSUPR P 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tSUPR P 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,0,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,10,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,20,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,30,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,40,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,50,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,60,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,70,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,80,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,90,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,100,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,110,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,120,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,130,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,140,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,150,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,160,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,170,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,180,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,190,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,200,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,210,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,220,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,230,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,240,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,250,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,260,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,270,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,280,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,290,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,300,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,310,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,320,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,330,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,340,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,350,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,360,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tSUPR P 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tSUPR P 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tSUPR P 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tSUPR P 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tSUPR P 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tSUPR P 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tSUPR P 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tSUPR P 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tSUPR P 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tSUPR P 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tSUPR P 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tSUPR P 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tSUPR A 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tGoto See\nDeath:\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(298) == 1, \"AlwaysDrop\")\n\tTNT1 A 0 A_Jump(52,2)\n\tTNT1 A 0 A_SpawnItem(\"Demon Tech BFG10K\",0,12)\n\tTNT1 A 0 Bright A_Scream\n\tSUPR H 20 Bright A_Fall\n TNT1 AA 0 A_SpawnItemEx(\"GibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n\tSUPR IIIII 2 Bright A_CustomMissile(\"Kaboom\", random(10,60), random(30,-30), random(0,360), 2, random(0,360))\n TNT1 AA 0 A_SpawnItemEx(\"GibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n SUPR JJJJJ 2 Bright A_CustomMissile(\"Kaboom\", random(10,60), random(30,-30), random(0,360), 2, random(0,360))\n TNT1 AA 0 A_SpawnItemEx(\"GibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n SUPR KKKKK 2 Bright A_CustomMissile(\"Kaboom\", random(10,60), random(30,-30), random(0,360), 2, random(0,360))\n TNT1 AA 0 A_SpawnItemEx(\"GibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n SUPR LLLLL 2 Bright A_CustomMissile(\"Kaboom\", random(10,60), random(30,-30), random(0,360), 2, random(0,360))\n TNT1 AAAA 0 A_SpawnItemEx(\"GibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAAAAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAAAAAA 0 A_CustomMissile(\"SmokeFX3\", random(10,60), random(30,-30), random(0,360), 2, random(0,360))\n\tSUPR LM 5\n\tTNT1 A -1 A_KillMaster\n\tStop\nAlwaysDrop:\n\tTNT1 A 0 A_SpawnItem(\"Demon Tech BFG10K\",0,12)\n\tGoto Death+3\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/DesertHornet.txt",
"contents": "ACTOR DesertHornet 16558\n{\n//$Category Monsters/LCA\n//$Sprite WASPA1\n//$Title \"Desert Hornet\"\n obituary \"%o was pierced by a Desert Hornet's stinger.\"\n health 10\n radius 16\n height 32\n mass 50\n speed 20\n damage 2\n damagetype \"hornet\"\n damagefactor \"hornet\", 0\n DamageFactor \"NobleComet\", 0.0\n maxtargetrange 256\n bloodcolor yellow\n deathsound \"Hornet/Death\"\n DropItem \"LifeEssence\" 25\n species \"nobles\"\n MONSTER\n +FLOAT\n +NOGRAVITY\n +FLOATBOB\n +NOBLOODDECALS\n +SPAWNFLOAT\n +DONTOVERLAP\n states\n {\n Spawn:\n WASP A 0\n\tWASP A 0 A_PlaySoundEx (\"Hornet/Fly\", \"SoundSlot7\", 1)\n WASP AB 2 A_Look\n loop\n See:\n \tWASP A 0 A_PlaySoundEx (\"Hornet/Fly\", \"SoundSlot7\", 1)\n \tWASP A 0 A_JumpIfCloser (180, \"Dodge\")\n WASP AB 2 A_Chase\n\tloop\n Dodge:\n \tWASP A 0 A_PlaySoundEx (\"Hornet/Fly\", \"SoundSlot7\", 1)\n WASP A 1 A_FastChase\n\tWASP A 1 A_FaceTarget\n\tWASP B 1 A_FastChase\n\tWASP B 1 A_FaceTarget\n goto See\n Missile:\n TNT1 A 0 A_Jump(128,\"Stinger\")\n \tWASP A 0 A_PlaySoundEx (\"Hornet/Fly\", \"SoundSlot7\", 1)\n WASP A 2 A_FaceTarget\n WASP B 2 A_SkullAttack\n goto See\n Stinger:\n WASP A 2 A_FaceTarget\n\tWASP B 2 A_CustomMissile(\"HornetStinger\", 6, 0, 0)\n\tWASP B 2\n\tgoto See\n Death:\n WASP C 1 A_StopSoundEx (\"SoundSlot7\")\n WASP C 0 A_ChangeFlag (\"FLOATBOB\", 0)\n WASP C 0 A_ScreamAndUnblock\n Fall:\n WASP C 1 A_CheckFloor (\"Splat\")\n\tloop\n Splat:\n WASP D 1 A_Stop\n WASP D 0 A_PlaySound (\"Hornet/Splat\")\n\tWASP D -1\n\tstop\n }\n}\n\nActor HornetStinger\n{\n Projectile\n Radius 5\n Height 8\n Speed 60\n Damage 3\n Scale 0.4\n +BLOODSPLATTER\n seeSound \"\"\n DeathSound \"\"\n Decal Bulletchip\n States\n {\n Spawn:\n DART A 1 A_CustomMissile(\"NailBlur\", 0, 0, 180)\n Loop\n Crash:\n \tDART BCDEFG 2\n \tStop\n XDeath:\n \tDART BCDEFG 2\n \tStop\n Death:\n \tDART BCDEFG 2\n \tStop\n }\n}\n\nActor NailBlur\n{\n Height 8\n Radius 1\n Damage 0\n Scale 0.6\n Speed 0.2\n RenderStyle Translucent\n Alpha 0.5\n +NOGRAVITY\n +DROPOFF\n States\n {\n Spawn:\n DART A 1 A_FadeOut(0.1)\n Loop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/FreezerZombie.txt",
"contents": "ACTOR FreezerZombie : ChaingunGuy 16555\n{\n//$Category Monsters/LCA\n//$Sprite FRZRA1\n//$Title \"Freezer Zombie\"\nHealth 215\nRadius 20\nHeight 56\nSpeed 8\nMass 100\nPainChance 105\nMONSTER\n+FLOORCLIP\n+MISSILEMORE\n+MISSILEEVENMORE\n+QUICKTORETALIATE\nSeeSound \"fzombie/sight\"\nPainSound \"fzombie/pain\"\nDeathSound \"fzombie/death\"\nActiveSound \"fzombie/active\"\nObituary \"%o couldn't handle the Freezer Zombie's chilled weaponry.\"\nDropItem \"Freezer Rifle\" 64 1\nDropItem \"HandGrenadeAmmo\" 142 2\nDropItem \"MineAmmo\" 167 2\nDropItem \"Armorplate\" 152 1\nDropItem \"Portablemedkit\" 156 1\nDropItem \"Backpack\" 122 1\nDropItem \"NewCellPack\" 250\nDamageFactor \"Ice\", 0.0\nDamageFactor \"FreezerBurn\", 0.0\nStates\n{\nSpawn:\n FRZR AZ 10 A_Look\n Loop\nSee:\n FRZR AABB 3 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tFRZR CCDD 3 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n Loop\nPause:\n\t\tFRZR E 20\n\t\tGoto See\nMissile:\n TNT1 A 0 A_JumpIfCloser(325,\"Missile3\")\nMissile2:\n FRZR E 10 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"weapons/iceshot\",6,5)\n FRZR F 2 Bright A_CustomMissile(\"NewZombieFreezeBlast\", 30, 4, 0)\n\t\tFRZR E 4 A_FaceTarget\n\t\tTNT1 A 0 A_Jump(1,\"Pause\")\n TNT1 A 0 A_SentinelRefire\n Goto Missile2+1\nMissile3:\n TNT1 A 0 A_PlaySound (\"freeze/altfire\", 6)\n\t FRZR EE 10 A_FaceTarget\n\t\t TNT1 A 0 A_PlaySound(\"freeze/althold\", 6)\n\t\t TNT1 A 0 A_FaceTarget\n\t\t FRZR F 1 Bright A_CustomMissile(\"ZombieFlameShot\",32,0,random(-4,4),0)\n\t\t TNT1 A 0 A_FaceTarget\n FRZR F 1 Bright A_CustomMissile(\"ZombieFlameShot\",32,0,random(-4,4),0)\n\t\t TNT1 A 0 A_FaceTarget\n FRZR F 1 Bright A_CustomMissile(\"ZombieFlameShot\",32,0,random(-4,4),0)\n\t\t TNT1 A 0 A_FaceTarget\n\t\t FRZR F 1 Bright A_CustomMissile(\"ZombieFlameShot\",32,0,random(-4,4),0)\n\t\t TNT1 A 0 A_FaceTarget\n\t\t FRZR F 1 Bright A_CustomMissile(\"ZombieFlameShot\",32,0,random(-4,4),0)\n\t\t TNT1 A 0 A_FaceTarget\n\t\t FRZR F 1 Bright A_CustomMissile(\"ZombieFlameShot\",32,0,random(-4,4),0)\n\t\t TNT1 A 0 A_FaceTarget\n\t\t FRZR F 1 Bright A_CustomMissile(\"ZombieFlameShot\",32,0,random(-4,4),0)\n\t\t TNT1 A 0 A_FaceTarget\n\t\t FRZR F 1 Bright A_CustomMissile(\"ZombieFlameShot\",32,0,random(-4,4),0)\n\t\t TNT1 A 0 A_FaceTarget\n\t\t FRZR F 1 Bright A_CustomMissile(\"ZombieFlameShot\",32,0,random(-4,4),0)\n\t\t TNT1 A 0 A_FaceTarget\n\t\t FRZR F 1 Bright A_CustomMissile(\"ZombieFlameShot\",32,0,random(-4,4),0)\n\t\t TNT1 A 0 A_FaceTarget\n\t\t FRZR F 1 Bright A_CustomMissile(\"ZombieFlameShot\",32,0,random(-4,4),0)\n\t\t TNT1 A 0 A_FaceTarget\n\t\t FRZR F 1 Bright A_CustomMissile(\"ZombieFlameShot\",32,0,random(-4,4),0)\n\t\t TNT1 A 0 A_FaceTarget\n\t\t FRZR F 1 Bright A_CustomMissile(\"ZombieFlameShot\",32,0,random(-4,4),0)\n\t\t TNT1 A 0 A_FaceTarget\n\t\t FRZR F 1 Bright A_CustomMissile(\"ZombieFlameShot\",32,0,random(-4,4),0)\n\t\t TNT1 A 0 A_FaceTarget\n\t\t FRZR F 1 Bright A_CustomMissile(\"ZombieFlameShot\",32,0,random(-4,4),0)\n\t\t TNT1 A 0 A_FaceTarget\n\t\t FRZR F 1 Bright A_CustomMissile(\"ZombieFlameShot\",32,0,random(-4,4),0)\n\t\t TNT1 A 0 A_FaceTarget\n\t\t FRZR F 1 Bright A_CustomMissile(\"ZombieFlameShot\",32,0,random(-4,4),0)\n\t\t TNT1 A 0 A_FaceTarget\n\t\t FRZR F 1 Bright A_CustomMissile(\"ZombieFlameShot\",32,0,random(-4,4),0)\n\t\t TNT1 A 0 A_FaceTarget\n\t\t FRZR F 1 Bright A_CustomMissile(\"ZombieFlameShot\",32,0,random(-4,4),0)\n\t\t FRZR EE 12 A_StopSound(6)\n\t Goto See\nPain:\n FRZR G 3\n FRZR G 3 A_Pain\n Goto See\nDeath:\n FRZR H 5\n FRZR I 5 A_Scream\n FRZR J 5 A_Fall\n FRZR K 5\n\t\tFRZR L 0 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n FRZR L -1\n Stop\nXDeath:\n FRZR O 5\n FRZR O 3 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\t\tFRZR P 5 A_XScream\n FRZR Q 5 A_Fall\n FRZR RSTU 5\n FRZR V -1\n Stop\nBurn:\n BURN A 5 BRIGHT\n BURN B 5 BRIGHT A_Pain\n BURN C 5 BRIGHT\n BURN D 5 BRIGHT\n BURN E 5 BRIGHT A_Pain\n BURN F 5 BRIGHT\n BURN G 5 BRIGHT\n BURN H 5 BRIGHT A_Pain\n BURN I 5 BRIGHT\n BURN J 5 BRIGHT\n BURN K 5 BRIGHT\n BURN L 5 BRIGHT\n BURN M 5 BRIGHT\n BURN N 5 BRIGHT A_Scream\n BURN O 5 BRIGHT A_NoBlocking\n BURN P 5 BRIGHT\n BURN Q 5 BRIGHT\n BURN R 5 BRIGHT\n BURN S 5 BRIGHT\n BURN T 5 BRIGHT\n BURN U 5 BRIGHT\n BRNT V -1\n Stop\nRaise:\n FRZR KJIH 5\n Goto See\n }\n}\n\nactor ZombieFreezeBlast\n{\n Game Doom\n SpawnID 51\n Radius 13\n Height 8\n Speed 55\n Damage 12\n Projectile\n +RANDOMIZE\n RenderStyle Add\n Alpha 0.75\n scale 0.9\n SeeSound \"weapons/iceshot\"\n DeathSound \"weapons/icehit\"\n DamageType \"Ice\"\n Decal FreezeBlastMelt\n States\n {\nSpawn:\n FBLS A 6 bright A_SpawnItem(\"FreezeBlastTrail\")\n loop\nDeath:\n TNT1 AAA 0 A_CustomMissile(\"Kaboom6\", 0, 0, random(0,360), 2, random(0,360))\n FBLS BCDE 4 bright\n stop\n }\n}\n\nACTOR ProjectileTrailParticleBlue : EnergyProjectileSparkGreen\n{\n+NOGRAVITY\nScale 0.02\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nSPKB A 2 Bright A_FadeOut(0.08)\nLoop\nToaster:\nTNT1 A 0\nStop\n}\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/ShotgunCommando.txt",
"contents": "ACTOR ShotgunCommando 16554\n{\n//$Category Monsters/LCA\n//$Sprite SGCDA1\n//$Title \"Shotgun Commando\"\n\tHealth 220\n\tRadius 20\n\tHeight 56\n\tSpeed 6\n\tMass 100\n\tPainChance 43\n\tDropItem \"NewShell\" 255 4\n\tDropItem \"HealthFlask\" 55\n\tDropItem \"ArmorCharge\" 55\n\tDropItem \"AmmoPack\" 40\n\tDropItem \"HandGrenadeAmmo\" 100 1\n\tDropItem \"MineAmmo\" 50 1\n\tDropItem \"PortableMedkit\" 190\n DropItem \"ArmorPlate\" 190\n DropItem \"BackPack\" 53\n\tDropItem \"NewShellBox\" 128\n\tDropItem \"Assault Shotgun\" 75 1\n\tMONSTER\n\t+FLOORCLIP\n\t+MISSILEMORE\n\t+QUICKTORETALIATE\n\tAttackSound \"weapons/12gaugefire\"\n\tSeeSound \"superzombie/sight\"\n\tPainSound \"superzombie/pain\"\n\tDeathSound \"superzombie/death\"\n\tActiveSound \"superzombie/active\"\n\tObituary \"%o was blown to bloody pieces by a Shotgun Commando.\"\n\tstates\n\t{\n Spawn:\n SGCD A 10 A_Look\n\tSGCD Z 10 A_Look\n Loop\n See:\n SGCD AABB 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n SGCD CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n Loop\n Chase:\n\tSGCD AA 1 A_FastChase\n\tSGCD A 0 A_JumpIfCloser(130,\"Dodge\")\n\tSGCD AA 1 A_Chase\n\tSGCD A 0 A_JumpIfCloser(130,\"Dodge\")\n\tSGCD BB 1 A_Chase\n\tSGCD A 0 A_JumpIfCloser(130,\"Dodge\")\n\tSGCD BB 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"FootStep\",0,0,2,0,0,-20)\n\tSGCD A 0 A_JumpIfCloser(150,\"Dodge\")\n\tSGCD CC 1 A_Chase\n\tSGCD A 0 A_JumpIfCloser(150,\"Dodge\")\n\tSGCD CC 1 A_FastChase\n\tSGCD A 0 A_JumpIfCloser(130,\"Dodge\")\n\tSGCD DD 1 A_FastChase\n\tSGCD A 0 A_JumpIfCloser(130,\"Dodge\")\n\tSGCD DD 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"FootStep\",0,0,2,0,0,-20)\n\tSGCD A 0 A_Jump(64,\"Dodge\")\n\tLoop\n Strafing:\n\tSGCD A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tSGCD AABB 3 A_GiveInventory(\"CommandoStrafing\",1)\n\tSGCD C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n SGCD CCDD 3 A_GiveInventory(\"CommandoStrafing\",1)\n\tGoto See\n Pause:\n //TNT1 A 0 A_PlayWeaponSound(\"csgun/windup\")\n\tSGCD AAAAA 3\n\tGoto See\n SeeNoDodge:\n\tSGCD AABB 2 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"FootStep\",0,0,2,0,0,-20)\n\tSGCD CCDD 2 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"FootStep\",0,0,2,0,0,-20)\n\tSGCD AABB 2 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"FootStep\",0,0,2,0,0,-20)\n\tSGCD CCDD 2 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"FootStep\",0,0,2,0,0,-20)\n\tSGCD AABB 2 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"FootStep\",0,0,2,0,0,-20)\n\tSGCD CCDD 2 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"FootStep\",0,0,2,0,0,-20)\n\tGoto Chase\n Dodge:\n\tSGCD A 1 A_FaceTarget\n\tSGCD E 0 ThrustThingZ(0, 20, 0, 0)\n\tSGCD A 0 A_Jump(256, \"DodgeRight\", \"DodgeLeft\")\n DodgeLeft:\n\tSGCD E 0 ThrustThing(angle*256/360+192, 15, 0, 0)\n\tGoto SeeNoDodge\n DodgeRight:\n\tSGCD E 0 ThrustThing(angle*256/360+64, 15, 0, 0)\n\tGoto SeeNoDodge\n Missile:\n SGCD E 10 A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"MonsterTracer2\",Random(28,34),0,Random(6,-6),0)\n\tTNT1 A 0 A_SpawnItemEx(\"ShellCasing\", 12, -6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\tSGCD F 0 Bright A_CustomBulletAttack(22.5,18.3,4,Random(1,5)*3)\n\t//SGCD E 1 A_GiveInventory(\"CommandoStrafing\",1)\n SGCD E 5 Bright A_CPosAttack\n\tTNT1 A 0 A_CustomMissile(\"MonsterTracer2\",Random(28,34),0,Random(6,-6),0)\n\tTNT1 A 0 A_SpawnItemEx(\"ShellCasing\", 12, -6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\tSGCD F 0 Bright A_CustomBulletAttack(22.5,18.3,4,Random(1,5)*3)\n\t//SGCD E 1 A_GiveInventory(\"CommandoStrafing\",1)\n SGCD F 5 Bright A_CPosAttack\n\tTNT1 A 0 A_CPosRefire\n\tTNT1 A 0 A_Jump(20,\"Pause\")\n Goto Missile+1\n Pain:\n SGCD G 6 A_Pain\n Goto See\n Death:\n SGCD H 5\n SGCD I 5 A_Scream\n SGCD J 5 A_Fall\n SGCD K 5 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n SGCD L 5\n\tSGCD M 5\n\tSGCD N 5\n\tSGCD O 5\n\tSGCD P 5\n\tSGCD P -1\n Stop\n Raise:\n \tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"VileHealEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n SGCD PONMLKJIH 5\n Goto See\n }\n}\n\nActor CommandoStrafing : CustomInventory\n{\n +INVENTORY.QUIET\n +INVENTORY.UNDROPPABLE\n +INVENTORY.ALWAYSPICKUP\n +INVENTORY.AUTOACTIVATE\n +COUNTITEM\n Inventory.Amount 1\n Inventory.MaxAmount 0\n States\n {\n Pickup:\n NULL A 1\n\t//NULL A 1 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tNULL A 1 A_Jump(188,2)\n\tNULL A 1 A_GiveInventory(\"LegZombieJumping\",1)\n\tNULL A 1 A_JumpIf(velx != 0 || vely != 0,2)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 A_Jump(235,5)\n\tNULL A 1 A_JumpIfInventory(\"LegZombieStrafeSens\",1,3)\n\tNULL A 1 A_GiveInventory(\"LegZombieStrafeSens\",1)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 A_TakeInventory(\"LegZombieStrafeSens\",1)\n\tNULL A 1 A_JumpIfInventory(\"LegZombieStrafeSens\",1,3)\n\tNULL A 1 ThrustThing(angle*256/360+38.7,3,0,0)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 ThrustThing(angle*256/360+38.7,-3,0,0)\n NULL A 1 A_FaceTarget\n\tNULL A 1 A_Jump(24,2)\n\tNULL A 1 A_JumpIfCloser(300,2)\n\tNULL A 1 A_Recoil(-1)\n Stop\n\tNULL A 1 A_Recoil(1)\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/BFG10KGeneral.txt",
"contents": "ACTOR BFG10KGeneral 16553\n{\n//$Category Monsters/LCA\n//$Sprite BF10A1\n//$Title \"BFG10K General\"\nHealth 230\nRadius 20\nHeight 56\nSpeed 8\nMass 100\nPainChance 95\nPainChance \"GeneralTracer\", 0\nDropItem \"BFG10K \" 57 1\nDropItem \"PortableMedkit\" 190\nDropItem \"ArmorPlate\" 190\nDropItem \"BackPack\" 55\nDropItem \"NewCellPack\" 256\nDropItem \"HandGrenadeAmmo\" 200 1\nDropItem \"MineAmmo\" 123 1\nDamageFactor \"GeneralTracer\", 0.0\nSpecies \"ZombieDeud\"\nMONSTER\n+FLOORCLIP\n+MISSILEMORE\n+MISSILEEVENMORE\n+QUICKTORETALIATE\nSeeSound \"superzombie/sight\"\nPainSound \"superzombie/pain\"\nDeathSound \"superzombie/death\"\nActiveSound \"superzombie/active\"\nObituary \"%o was deranked by a former BFG10K General.\"\nStates\n{\nSpawn:\n\tBF10 AZ 10 A_Look\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/bfg15kidle\")\n Loop\nSee:\n TNT1 A 0 A_PlayWeaponSound(\"weapons/bfg15kidle\")\n\tBF10 AABB 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n BF10 CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n Loop\nMissile:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/charge15k\")\n\tBF10 E 25 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tBF10 F 3 Bright A_CustomMissile(\"General10KProjectile\", 30, 0, Random(-4, 4))\n BF10 E 6 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tBF10 F 3 Bright A_CustomMissile(\"General10KProjectile\", 30, 0, Random(-4, 4))\n BF10 E 6 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tBF10 F 3 Bright A_CustomMissile(\"General10KProjectile\", 30, 0, Random(-4, 4))\n BF10 E 6 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tBF10 F 3 Bright A_CustomMissile(\"General10KProjectile\", 30, 0, Random(-4, 4))\n BF10 E 6 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tBF10 F 3 Bright A_CustomMissile(\"General10KProjectile\", 30, 0, Random(-4, 4))\n BF10 E 6 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tBF10 F 3 Bright A_CustomMissile(\"General10KProjectile\", 30, 0, Random(-4, 4))\n\tBF10 E 6 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tBF10 F 3 Bright A_CustomMissile(\"General10KProjectile\", 30, 0, Random(-4, 4))\n\tBF10 E 6 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tBF10 F 3 Bright A_CustomMissile(\"General10KProjectile\", 30, 0, Random(-4, 4))\n\tBF10 E 35 A_PlaySound(\"weapons/bfg15kcooldown\")\n\tGoto See\nPain:\n BF10 G 6 A_Pain\n Goto See\nDeath:\n TNT1 A 0 A_StopSound(6)\n BF10 H 5 A_Scream\n BF10 I 5 A_Fall\n BF10 J 5 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n BF10 K 5\n BF10 L -1\n Stop\nXDeath:\n TNT1 A 0 A_StopSound(6)\n BF10 O 3\n BF10 O 3 A_XScream\n BF10 O 3 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n BF10 P 3 A_Fall\n BF10 QRSTUV 3\n BF10 W -1\n Stop\nRaise:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"VileHealEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n BF10 TSRQPO 5\n Goto See\n }\n}\n\nACTOR General10KProjectile : 10KProjectile\n{\n Height 1\n Radius 1\n Speed 200\n Scale 0.15\n RenderStyle Add\n Alpha 0.85\n PROJECTILE\n Decal BFG15KLightning\n +NOEXTREMEDEATH\n +THRUSPECIES\n Species \"ZombieDeud\"\n DamageType \"GeneralTracer\"\n DeathSound \"weapons/bfg95explode\"\n States\n {\n Spawn:\n TRA2 A 1 Bright\n Loop\n Death:\n XDeath:\n TNT1 A 0\n TNT1 A 1 A_SpawnItem(\"General10KEx\")\n Stop\n\t }\n}\n\nACTOR General10KEx : Player10KEx\n{\n Radius 11\n Height 8\n Damage 140\n Decal BFG15KLightning\n +NOBLOCKMAP\n +NOGRAVITY\n +NOTELEPORT\n +FORCERADIUSDMG\n DamageType \"GeneralTracer\"\n Species \"ZombieDeud\"\n Renderstyle Add\n Alpha 0.75\n Scale 0.85\n States\n {\n Spawn:\n TNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"BFGShockwave\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AA 0 A_SpawnItemEx(\"GreenParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 AAAA 0 A_CustomMissile(\"Kaboom13\", 0, 0, random(0,360), 2, random(0,360))\n BFE1 A 4 Bright A_Detonate\n BFE1 BCDEF 4 Bright\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/EraserZombie.txt",
"contents": "ACTOR EraserZombie 16552\n{\n//$Category Monsters/LCA\n//$Sprite PYRZA1\n//$Title \"Eraser Zombie\"\n obituary \"%o was thoroughly rekt by an Eraser Zombie.\"\n health 210\n radius 20\n height 56\n mass 100\n speed 8\n painchance 170\n DamageFactor \"SoapOpera\", 0.0\n DropItem \"Armorplate\" 215 1\n DropItem \"Portablemedkit\" 230 1\n DropItem \"Backpack\" 60 1\n DropItem \"Demon Tech BFG10K\" 58 1\n DropItem \"HandGrenadeAmmo\" 210 1\n DropItem \"MineAmmo\" 210 1\n DropItem \"DemonAmmoBox\" 255\n SeeSound \"superzombie/sight\"\n PainSound \"superzombie/pain\"\n DeathSound \"superzombie/death\"\n ActiveSound \"superzombie/active\"\n MONSTER\n +FLOORCLIP\n +QUICKTORETALIATE\n states\n {\n Spawn:\n PYRZ AX 10 A_Look\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/dtech10kidle\")\n loop\n See:\n PYRZ AABB 3 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\tPYRZ CCDD 3 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/dtech10kidle\")\n loop\n Missile:\n TNT1 A 0 A_StopSound(6)\n PYRZ F 0 Bright A_PlaySound (\"Cardinal/9k\")\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tPYRZ E 2 Bright A_FaceTarget\n\tPYRZ E 2 Bright A_FaceTarget\n\tPYRZ E 2 Bright A_FaceTarget\n\tPYRZ E 2 Bright A_FaceTarget\n\tPYRZ E 2 Bright A_FaceTarget\n\tPYRZ E 2 Bright A_FaceTarget\n\tPYRZ E 2 Bright A_FaceTarget\n\tPYRZ E 2 Bright A_FaceTarget\n\tPYRZ E 2 Bright A_FaceTarget\n\tPYRZ E 2 Bright A_FaceTarget\n PYRZ F 2 Bright A_FaceTarget\n\tPYRZ F 2 Bright A_FaceTarget\n\tPYRZ F 2 Bright A_FaceTarget\n\tPYRZ F 2 Bright A_FaceTarget\n\tPYRZ F 2 Bright A_FaceTarget\n\tPYRZ F 2 Bright A_FaceTarget\n\tPYRZ F 2 Bright A_FaceTarget\n\tPYRZ F 2 Bright A_FaceTarget\n\tPYRZ F 2 Bright A_FaceTarget\n\tPYRZ F 2 Bright A_CustomMissile(\"ZombieDTBFG10KBall\")\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tPYRZ EE 35\n goto See\n Pain:\n PYRZ G 3\n PYRZ G 3 A_Pain\n goto See\n Death:\n TNT1 A 0 A_StopSound(6)\n PYRZ H 5\n\tPYRZ I 5 A_Scream\n PYRZ J 5 A_NoBlocking\n PYRZ KLM 5\n\tPYRZ N 0 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n PYRZ N -1\n stop\n XDeath:\n TNT1 A 0 A_StopSound(6)\n PYRZ O 5\n PYRZ O 3 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\tPYRZ P 5 A_XScream\n PYRZ Q 5 A_NoBlocking\n PYRZ RS 5\n PYRZ T -1\n stop\n }\n}\n\nACTOR ZombieDTBFG10KBall : SentientDTBFG10KBall\n{\nDamageType \"SoapOpera\"\nObituary \"%o was thoroughly rekt by an Eraser Zombie.\"\nStates\n{\nSpawn:\n TNT1 A 0\n\tTNT1 A 0 A_Jump(128,\"DTBFGSFX\")\n TNT1 A 0 A_PlaySoundEx(\"weapons/dtech10kball\",\"Voice\",1)\n TNT1 A 0 A_SpawnItemEx(\"ProjectileTrailParticleOrange2\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n CRS1 A 1 Bright A_CustomMissile(\"ZombieDTBFGProjectileAttack\",Random(-10,10),0,0,CMF_TRACKOWNER)\n CRS1 B 1 Bright A_SpawnItemEx(\"ProjectileTrailParticleOrange2\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n TNT1 A 0 A_SpawnItemEx(\"ProjectileTrailParticleOrange2\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n CRS1 C 1 Bright A_CustomMissile(\"ZombieDTBFGProjectileAttack\",Random(-10,10),0,0,CMF_TRACKOWNER)\n CRS1 D 1 Bright A_SpawnItemEx(\"ProjectileTrailParticleOrange2\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n Loop\nDTBFGSFX:\n\tTNT1 A 0 A_PlaySoundEx(\"weapons/dtech10kball\",\"Voice\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"DTBFGLightningRed\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)\n TNT1 A 0 A_SpawnItemEx(\"ProjectileTrailParticleOrange2\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n CRS1 A 1 Bright A_CustomMissile(\"ZombieDTBFGProjectileAttack\",Random(-10,10),0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_SpawnItemEx(\"DTBFGLightningRed2\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)\n CRS1 B 1 Bright A_SpawnItemEx(\"ProjectileTrailParticleOrange2\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tTNT1 A 0 A_SpawnItemEx(\"DTBFGLightningRed\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)\n TNT1 A 0 A_SpawnItemEx(\"ProjectileTrailParticleOrange2\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n CRS1 C 1 Bright A_CustomMissile(\"ZombieDTBFGProjectileAttack\",Random(-10,10),0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_SpawnItemEx(\"DTBFGLightningRed2\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)\n CRS1 D 1 Bright A_SpawnItemEx(\"ProjectileTrailParticleOrange2\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n Goto Spawn\nDeath:\n TNT1 A 0\n\tTNT1 A 0 A_SetTranslucent(0.75,1)\n\tTNT1 A 0 Radius_Quake(5,60,0,10,0)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,10,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,20,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,30,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,40,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,50,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,60,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,70,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,80,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,90,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,100,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,110,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,120,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,130,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,140,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,150,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,160,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,170,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,180,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,190,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,200,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,210,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,220,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,230,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,240,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,250,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,260,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,270,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,280,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,290,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,300,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,310,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,320,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,330,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,340,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,350,CMF_TRACKOWNER)\n\tTNT1 A 0 A_SpawnItemEx(\"DTBFGLightningRedSpawner\", 0, 0, 15, 0, 0, 0, 0, 128)\n\tCRS1 ABCD 6 Bright A_SpawnItemEx(\"DTech10KShockwave\", 0, 0, 15, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_Explode(800,300)\n\tTNT1 A 0 A_StopSoundEx(\"Voice\")\n\tTNT1 A 0 Radius_Quake(20,12,0,12,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/dtech10kexplode\")\n\tTNT1 A 0 A_SpawnItemEx(\"DTech10KShockwave2\", 0, 0, 15, 0, 0, 0, 0, 128)\n TNT1 A 20 A_SpawnItem(\"RedDTBFGEx\",0,-10)\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/Hexa-ShotgunZombie.txt",
"contents": "ACTOR Hexa-ShotgunZombie 16551\n{\n//$Category Monsters/LCA\n//$Sprite HSZIA1\n//$Title \"Hexa-Shotgun Zombie\"\nHealth 203\nRadius 20\nHeight 56\nSpeed 10\nMass 100\nPainChance 50\nDropItem \"PortableMedkit\" 166\nDropItem \"ArmorPlate\" 166\nDropItem \"AmmoPack\" 108\nDropItem \"HandGrenadeAmmo\" 200 1\nDropItem \"MineAmmo\" 200 1\nDropItem \"NewShell\" 256\nDropItem \"Hexa-Shotgun\" 74 1\nDropItem \"BackPack\" 55 1\nDropItem \"NewShellBox\" 138\nMONSTER\n+FLOORCLIP\n+MISSILEMORE\n+MISSILEEVENMORE\n+QUICKTORETALIATE\nSeeSound \"superzombie/sight\"\nPainSound \"superzombie/pain\"\nDeathSound \"superzombie/death\"\nActiveSound \"superzombie/active\"\nAttackSound \"\"\nObituary \"%o's body wasn't able to be identified after being shot by a Hexa-Shotgun Zombie.\"\nStates\n{\nSpawn:\n HSZM A 10 A_Look\n\tHSZI A 10 A_Look\n Loop\nSee:\n HSZM AABB 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n HSZM CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n Loop\nMissile:\n\tTNT1 A 0 A_JumpIfInventory(\"Hexa-ZombieToken\",3,\"Reload\")\n\tTNT1 A 0 A_JumpIfCloser(325,\"Hexa\")\nNormal:\n HSZM E 15 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/qsgdoublefire\")\n\tTNT1 A 0 A_GiveInventory(\"Hexa-ZombieToken\",1)\n\tTNT1 AAAAAA 0 Bright A_CustomMissile(\"MonsterTracer2\",Random(28,34),0,Random(6,-6),0)\n HSZM F 5 Bright A_CustomBulletAttack(13.8,9.6,10,Random(1,4)*3)\n HSZM E 15 A_FaceTarget\n\tTNT1 A 0 A_JumpIfInventory(\"Hexa-ZombieToken\",3,\"Reload\")\n\tGoto See\nHexa:\n\tTNT1 A 0 A_JumpIfInventory(\"Hexa-ZombieToken\",1,\"Normal\")\n HSZM E 15 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/hsgfire\")\n\tTNT1 A 0 A_GiveInventory(\"Hexa-ZombieToken\",3)\n\tTNT1 AAAAAAAAAAAA 0 Bright A_CustomMissile(\"MonsterTracer2\",Random(28,34),0,Random(6,-6),0)\n HSZM F 5 Bright A_CustomBulletAttack(15.4,10.6,37,Random(1,4)*3)\n HSZM E 25 A_FaceTarget\nReload:\n\tTNT1 A 0 A_TakeInventory(\"Hexa-ZombieToken\",3)\n\tTNT1 A 0 A_PlaySound(\"weapons/qsgopen\")\n HSZM E 15 A_FaceTarget\n HSZM EEEEEE 0 A_SpawnItemEx(\"SSGShellCasing\",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n HSZM E 12 A_PlaySound(\"weapons/qsgshellslide\")\n HSZM E 8\n HSZM E 12 A_PlaySound(\"weapons/qsgshellslide\")\n HSZM E 8\n\tHSZM E 12 A_PlaySound(\"weapons/qsgshellslide\")\n HSZM E 8\n HSZM E 10 A_PlaySound(\"weapons/qsgclose\")\n Goto See\nPain:\n HSZM G 6 A_Pain\n Goto See\nDeath:\n HSZM H 5\n HSZM I 5 A_Scream\n HSZM J 5 A_Fall\n HSZM K 5 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n HSZM L -1\n Stop\nXDeath:\n HSZM M 3\n HSZM N 3 A_XScream\n HSZM O 3 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\tHSZM P 3 A_Fall\n HSZM HRST 3\n HSZM U -1\n Stop\nRaise:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"VileHealEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n HHZM TSRQPONM 5\n Goto See\n }\n}\n\nACTOR Hexa-ZombieToken : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 3\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/DTDevastatorZombie.txt",
"contents": "ACTOR DTDevastatorZombie 16550\n{\n//$Category Monsters/LCA\n//$Sprite DEVZA1\n//$Title \"DT-Devastator Zombie\"\n obituary \"%o was pulverized by a zombie's Demon Tech Devastator.\"\n health 250\n radius 20\n height 56\n mass 100\n speed 8\n painchance 45\n DropItem \"Armorplate\" 186 2\n DropItem \"Portablemedkit\" 159 2\n DropItem \"Backpack\" 58 1\n DropItem \"Demon Tech Devastator\" 55 1\n DropItem \"HandGrenadeAmmo\" 210 3\n DropItem \"MineAmmo\" 210 3\n DropItem \"DemonAmmoBox\" 255\n DamageFactor \"ZombieDev\", 0.0\n SeeSound \"superzombie/sight\"\n PainSound \"superzombie/pain\"\n DeathSound \"superzombie/death\"\n ActiveSound \"superzombie/active\"\n missiletype \"ZombieDevastatorBall\"\n MONSTER\n +FLOORCLIP\n +QUICKTORETALIATE\n states\n {\n Spawn:\n DEVZ AQ 10 A_Look\n\tDEVZ Q 1 A_PlaySound(\"devastator/idle\",6,1.0,1)\n loop\n See:\n DEVZ AABB 3 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\tDEVZ CCDD 3 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\tTNT1 A 0 A_PlayWeaponSound(\"devastator/idle\")\n loop\n Missile:\n DEVZ E 0 Bright A_FaceTarget\n\tTNT1 A 0 A_StopSound(6)\n DEVZ E 0 Bright A_PlaySound (\"devastator/charge\")\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n DEVZ E 2 Bright A_FaceTarget\n\tDEVZ E 2 Bright A_FaceTarget\n\tDEVZ E 2 Bright A_FaceTarget\n\tDEVZ E 2 Bright A_FaceTarget\n\tDEVZ E 2 Bright A_FaceTarget\n\tDEVZ E 2 Bright A_FaceTarget\n\tDEVZ E 2 Bright A_FaceTarget\n\tDEVZ E 2 Bright A_FaceTarget\n\tDEVZ E 2 Bright A_FaceTarget\n\tDEVZ E 2 Bright A_FaceTarget\n\tDEVZ E 2 Bright A_FaceTarget\n\tDEVZ E 2 Bright A_FaceTarget\n\tDEVZ E 2 Bright A_FaceTarget\n\tDEVZ E 2 Bright A_FaceTarget\n\tDEVZ E 2 Bright A_FaceTarget\n\tDEVZ E 2 Bright A_FaceTarget\n\tDEVZ E 2 Bright A_FaceTarget\n\tDEVZ E 2 Bright A_FaceTarget\n\tDEVZ E 2 Bright A_FaceTarget\n\tDEVZ E 2 Bright A_FaceTarget\n\tDEVZ E 2 Bright A_FaceTarget\n\tDEVZ E 2 Bright A_FaceTarget\n\tDEVZ E 2 Bright A_FaceTarget\n\tDEVZ E 2 Bright A_FaceTarget\n\tDEVZ E 2 Bright A_FaceTarget\n\tDEVZ E 2 Bright A_FaceTarget\n\tDEVZ E 2 Bright A_FaceTarget\n\tDEVZ E 2 Bright A_FaceTarget\n\tDEVZ E 2 Bright A_FaceTarget\n\tDEVZ E 2 Bright A_FaceTarget\n\tDEVZ E 2 Bright A_FaceTarget\n\tDEVZ E 2 Bright A_FaceTarget\n\tDEVZ E 2 Bright A_FaceTarget\n\tDEVZ E 2 Bright A_FaceTarget\n\tDEVZ E 2 Bright A_FaceTarget\n\tDEVZ E 2 Bright A_FaceTarget\n\tDEVZ E 2 Bright A_FaceTarget\n\tDEVZ E 2 Bright A_FaceTarget\n\tDEVZ E 2 Bright A_FaceTarget\n\tDEVZ E 2 Bright A_FaceTarget\n\tDEVZ E 2 Bright A_FaceTarget\n\tDEVZ E 2 Bright A_FaceTarget\n\tDEVZ E 2 Bright A_FaceTarget\n\tDEVZ E 2 Bright A_FaceTarget\n\tDEVZ E 2 Bright A_FaceTarget\n\tDEVZ E 2 Bright A_FaceTarget\n\tDEVZ E 2 Bright A_FaceTarget\n\tDEVZ E 2 Bright A_FaceTarget\n\tDEVZ E 2 Bright A_FaceTarget\n\tDEVZ E 2 Bright A_FaceTarget\n DEVZ F 2 Bright\n\tDEVZ F 2 Bright\n\tDEVZ F 2 Bright\n\tDEVZ F 2 Bright\n\tDEVZ F 2 Bright\n DEVZ F 0 A_PlaySound (\"devastator/fire\")\n DEVZ F 10 Bright A_MissileAttack\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n DEVZ E 50\n goto See\n Pain:\n DEVZ G 3\n DEVZ G 3 A_Pain\n goto See\n Death:\n TNT1 A 0 A_StopSound(6)\n DEVZ H 5\n DEVZ I 5 A_Scream\n DEVZ J 5 A_NoBlocking\n DEVZ KLM 5\n\tDEVZ N 0 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n DEVZ N -1\n stop\n XDeath:\n TNT1 A 0 A_StopSound(6)\n DEVZ O 5\n\tDEVZ O 3 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n DEVZ P 5 A_XScream\n DEVZ Q 5 A_NoBlocking\n DEVZ RS 5\n DEVZ T -1\n stop\n Raise:\n DEVZ NMLKJIH 5\n goto See\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/BFGCacodemon.txt",
"contents": "ACTOR BFGCacodemon 16563\n{\n//$Category Monsters/LCA\n//$Sprite BFCDA1\n//$Title \"BFG Cacodemon\"\n\tHealth 700\n\tRadius 24\n\tHeight 44\n\tMass 400\n\tMeleedamage 8\n\tSpeed 10\n\tPainChance 128\n\tMonster\n\t+FLOAT\n\t+NOGRAVITY\n\t+MISSILEEVENMORE\n\t+MISSILEMORE\n\t+QUICKTORETALIATE\n\tSeeSound \"caco/sight\"\n\tPainSound \"caco/pain\"\n\tDeathSound \"caco/death\"\n\tActiveSound \"caco/active\"\n\tMeleeSound \"caco/melee\"\n\tObituary \"%o was eradicated by a BFG Cacodemon.\"\n\tDropItem \"BFG9500\" 90 1\n\tDropItem \"BossLifeEssence\" 150\n DropItem \"BossArmorBonusMax\" 150\n\tDropItem \"NewCellPack\" 255\n\tDamageFactor \"CacoComet\" , 0.0\n\tbloodcolor \"Purple\"\n\tStates\n\t{\n\tSpawn:\n\t\tBFCD A 10 A_Look\n\t\tLoop\n\tSee:\n\t\tTNT1 A 0 A_Jump(20,\"FastChase\")\n\t\tBFCD A 3 A_Chase\n\t\tTNT1 A 0 A_Jump(62,\"Rush\")\n\t\tLoop\n\tRush:\n\t TNT1 A 0 A_SpawnItemEx(\"BFGCacodemonGhostA\")\n\t BFCD A 1 A_Chase\n\t TNT1 A 0 A_SpawnItemEx(\"BFGCacodemonGhostA\")\n\t BFCD A 1 A_Chase\n\t TNT1 A 0 A_SpawnItemEx(\"BFGCacodemonGhostA\")\n\t BFCD A 1 A_Chase\n\t TNT1 A 0 A_SpawnItemEx(\"BFGCacodemonGhostA\")\n\t BFCD A 1 A_Chase\n\t TNT1 A 0 A_SpawnItemEx(\"BFGCacodemonGhostA\")\n\t BFCD A 1 A_Chase\n\t TNT1 A 0 A_SpawnItemEx(\"BFGCacodemonGhostA\")\n\t BFCD A 1 A_Chase\n\t TNT1 A 0 A_SpawnItemEx(\"BFGCacodemonGhostA\")\n\t BFCD A 1 A_Chase\n\t TNT1 A 0 A_SpawnItemEx(\"BFGCacodemonGhostA\")\n\t BFCD A 1 A_Chase\n\t TNT1 A 0 A_Jump(87,\"See\")\n\t Loop\n\tFastChase:\n\t\t BFCD A 3 A_FastChase\n\t\t BFCD A 3 A_FastChase\n\t\t Goto See\n\tMissile:\n\t\tTNT1 A 0 A_Jump(128,\"Missile2\")\n\t\tTNT1 A 0 A_Jump(64,\"Missile3\")\n\t\tGoto See\n\tMissile2:\n TNT1 A 0 A_SetShootable\n TNT1 A 0 A_UnsetInvulnerable\n TNT1 A 0 A_SetTranslucent(1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n\t\tBFCD B 15 A_FaceTarget\n\t\tBFCD C 10 Bright A_FaceTarget\n\t\tBFCD D 10 Bright A_CustomMissile(\"CacoBFG9500Ball\", 15)\n\t\tBFCD CB 15 A_FaceTarget\n\t\tGoto See\n\tMissile3:\n TNT1 A 0 A_SetShootable\n TNT1 A 0 A_UnsetInvulnerable\n TNT1 A 0 A_SetTranslucent(1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n\t\tBFCD B 18 A_FaceTarget\n\t\tBFCD C 10 Bright A_FaceTarget\n\t\tBFCD D 6 Bright A_CustomMissile(\"Caco15K\", 15)\n\t\tBFCD C 6 Bright A_FaceTarget\n\t\tBFCD D 6 Bright A_CustomMissile(\"Caco15K\", 15)\n\t\tBFCD C 6 Bright A_FaceTarget\n\t\tBFCD D 6 Bright A_CustomMissile(\"Caco15K\", 15)\n\t\tBFCD CB 20 A_PlaySound(\"weapons/bfg15kcooldown\",CHAN_AUTO)\n\t\tGoto See\n\tMelee:\n BFCD BC 5 A_FaceTarget\n\t\t BFCD D 5 A_MeleeAttack\n\t\t BFCD CB 5 A_FaceTarget\n\t\t Goto See\n\tPain:\n\t\tBFCD E 3\n\t\tBFCD E 3 A_Pain\n\t\tBFCD F 6\n\t\tGoto See\n\tDeath:\n\t\tBFCD G 8\n\t\tTNT1 A 0 A_SpawnItemEx(\"MutantGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\t\tBFCD H 8 A_Scream\n\t\tBFCD I 8\n\t\tBFCD J 8\n\t\tBFCD K 8 A_NoBlocking\n\t\tBFCD L -1 A_SetFloorClip\n\t\tStop\n\t}\n}\n\nACTOR BFGCacodemonGhostA\n{\nRadius 2\nHeight 2\nSpeed 0\nAlpha 0.85\nScale 1.0\nPROJECTILE\nRENDERSTYLE Translucent\n+CLIENTSIDEONLY\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nFade:\n TNT1 A 1\n\tBFCD A 2 A_FadeOut(0.15)\n\tGoto Fade+1\nToaster:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR CacoBFG9500Ball : BFG9500Ball\n{\nSpeed 35\nFastSpeed 45\n-THRUSPECIES\nDamageType \"CacoComet\"\nDecal BFG9500Lightning\nStates\n{\nSpawn:\n BFS3 AAABBB 1 Bright A_SpawnItemEx(\"BFGTrailParticleGreen\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n Loop\nDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"BFGShockwave2\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 AAAAAA 0 A_CustomMissile(\"Kaboom11\", 0, 0, random(0,360), 2, random(0,360))\n BFE3 AB 8 Bright A_SpawnItemEx(\"GreenParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n //BFE3 C 8 Bright A_BFGSpray(\"CacoSpray\")\n BFE3 DEF 8 Bright\n Stop\n }\n}\n\nACTOR CacoSpray : CustomSpray\n{\nDamageType \"CacoComet\"\nStates\n{\nSpawn:\n TNT1 A 0\n BFE2 A 6 Bright A_SpawnItemEx(\"GreenParticleSpawnerDT\", 0, 0, 0, 0, 0, 0, 0, 128)\n BFE2 BCD 6 Bright\n Stop\n }\n}\n\nACTOR Caco15K : BFG15KBall\n{\nFastSpeed 50\n-THRUSPECIES\nDamageType \"CacoComet\"\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/SandSpirit.txt",
"contents": "ACTOR SandSpirit : HellKnight 16559\n{\n//$Category Monsters/LCA\n//$Sprite SOHIA1C1\n//$Title \"Sand Spirit\"\nHealth 1500\nPainChance 50\nPainChance \"SoulToxic\", 20\nPainChance \"FatFlamer\", 20\nPainChance \"FiendFire\", 20\nMeleeDamage 15\nDropItem \"BossLifeEssence\" 250\nDropItem \"BossArmorBonusMax\" 250\nDropItem \"MegaSphere\" 10 1\nDropItem \"ExtraArmor\" 50\nDamageFactor \"NobleComet\", 0.0\nScale 1.1\nSpecies \"Nobles\"\nBloodColor \"Burlywood\"\n+MISSILEMORE\n+FASTMELEE\n+MISSILEEVENMORE\n+QUICKTORETALIATE\n+NOTARGET\n+DONTHARMSPECIES\n+DONTHURTSPECIES\n-BOSSDEATH\nObituary \"%o was buried alive by a Sand Spirit.\"\nHitObituary \"%o was ripped to bloody chunks by a Sand Spirit.\"\nSeeSound \"monster/ar2sit\"\nActiveSound \"superbaron/act\"\nPainSound \"superbaron/pain\"\nDeathSound \"monster/ar2dth\"\nMeleeSound \"baron/melee\"\nStates\n{\nSpawn:\n SOHS A 7 Bright A_Look\n\t\tSOHS A 7 Bright A_Look\n\t\tSOHI A 7 Bright A_Look\n\t\tSOHI A 7 Bright A_Look\n Loop\nSee:\n SOHS AA 3 Bright A_Chase\n\t\tTNT1 A 0 Bright A_SpawnItem(\"HoofStep\",0,0,0,0)\n TNT1 A 0 A_SpawnItemEx(\"SandWalkFire\",0,0,0,0,0,0,0,128)\n\t\tSOHS BB 3 Bright A_Chase\n TNT1 A 0 Bright A_SpawnItem(\"HoofStep\",0,0,0,0)\n TNT1 A 0 A_SpawnItemEx(\"SandWalkFire\",0,0,0,0,0,0,0,128)\n\t\tSOHS CC 3 Bright A_Chase\n\t\tTNT1 A 0 Bright A_SpawnItem(\"HoofStep\",0,0,0,0)\n TNT1 A 0 A_SpawnItemEx(\"SandWalkFire\",0,0,0,0,0,0,0,128)\n\t\tSOHS DD 3 Bright A_Chase\n TNT1 A 0 Bright A_SpawnItem(\"HoofStep\",0,0,0,0)\n TNT1 A 0 A_SpawnItemEx(\"SandWalkFire\",0,0,0,0,0,0,0,128)\n\t\tLoop\n Missile:\n TNT1 A 0 A_SetShootable\n TNT1 A 0 A_UnsetInvulnerable\n TNT1 A 0 A_SetTranslucent(1)\n TNT1 A 0 Bright A_Jump(128,\"SandComet\",\"TrippleSandComet\",\"SandStorm\",\"BigSandStorm\")\n\t\t//TNT1 A 0 Bright A_Jump(256,\"SandSummoning\")\n Normal:\n SOHS EF 6 Bright A_FaceTarget\n\t\tSOHS G 1 Bright A_CustomMissile(\"SandSpiritBall\", 32, 0, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"SandSpiritBall\", 32, 0, -5)\n\t\tSOHS G 4 Bright A_CustomMissile(\"SandSpiritBall\", 32, 0, 5)\n SOHS IJ 6 Bright A_FaceTarget\n\t\tSOHS K 1 Bright A_CustomMissile(\"SandSpiritBall\", 32, 0, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"SandSpiritBall\", 32, 0, -5)\n\t\tSOHS K 4 Bright A_CustomMissile(\"SandSpiritBall\", 32, 0, 5)\n\t\tTNT1 A 0 Bright A_Jump(147,\"TrippleSandComet\")\n Goto See\n TrippleSandComet:\n SOHS MN 7 Bright A_FaceTarget\n SOHS O 1 Bright A_Custommissile(\"SSComet\", 32, 0, 0)\n\t\tTNT1 A 0 Bright A_Custommissile(\"SSComet\", 32, 0, 6)\n\t\tSOHS O 6 Bright A_Custommissile(\"SSComet\", 32, 0, -6)\n\t\tTNT1 A 0 Bright A_Jump(87,\"SandComet\")\n Goto See\n SandComet:\n SOHS MN 8 Bright A_FaceTarget\n\t\tSOHS O 0 A_CustomMissile(\"SandComet\", 32, 0, random(8, -8))\n\t\tSOHS O 0 A_CustomMissile(\"SandComet\", 32, 0, random(7, -7))\n\t\tSOHS O 0 A_CustomMissile(\"SandComet\", 32, 0, random(6, -6))\n\t\tSOHS O 0 A_CustomMissile(\"SandComet\", 32, 0, random(5, -8))\n\t\tSOHS O 6 Bright A_CustomMissile(\"SandComet\", 32, 0, random(4, -7))\n\t\tTNT1 A 0 Bright A_Jump(88,\"SandStorm\")\n\t\tGoto See\n SandStorm:\n SOHS O 0 A_PlaySound(\"sandstorm/start\")\n SOHS OM 8 Bright A_FaceTarget\n\t\tSOHS N 0 A_CustomMissile(\"SandStormWind\",10,15,0)\n\t\tSOHS N 6 Bright A_CustomMissile(\"SandStormWind\",10,-15,0)\n\t\tTNT1 A 0 Bright A_Jump(88,\"BigSandStorm\")\n\t\tGoto See\n BigSandStorm:\n SOHS MN 8 Bright A_FaceTarget\n\t\tSOHS O 6 Bright A_CustomMissile(\"BigSandStorm\",32,0,0)\n\t\tGoto See\nMelee:\n SOHS EF 8 Bright A_FaceTarget\n SOHS G 8 Bright A_MeleeAttack\n Goto See\nPain:\n SOHS Q 10 Bright A_Pain\n Goto See\nDeath:\n SOHS R 8 Bright\n SOHS S 7 Bright A_Scream\n\t\tTNT1 AAA 0 Bright A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 40, 0, 0, 0, 0, 128)\n SOHS U 5 Bright A_Fall\n SOHS VW 5 Bright\n\t\tTNT1 AAAA 0 A_CustomMissile(\"SmokeFX\", Random(30,60), 0, random(0,360), 2, random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"SandClouds\",0,0,20,Random(8,-8),Random(8,-8),Random(6,-6))\n \tSOHS X 4 Bright A_CustomMissile(\"SandSoul\",86,0,0,2,90)\n \tSOHS Z 4 Bright\n TNT1 A -1\n\t Stop\n }\n}\n\nACTOR SandSoul : FamineSoul\n{\n Scale 1\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n SASP ABCD 4 Bright\n Stop\n }\n}\n\nACTOR SBall : BaronBall\n{\nSpeed 16\nFastSpeed 20\nStates\n{\nSpawn:\n ABAL AB 1 Bright A_SpawnItemEx(\"SABallTrail\",0,0,0,0,0,0,0,128,0)\n Loop\nDeath:\n\tTNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"Kaboom10\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 A 0 A_SpawnItemEx(\"SandClouds\",0,0,10,Random(4,-4),Random(4,-4),Random(4,-2))\n ABAL CDE 3 Bright\n Stop\n }\n}\n\nACTOR SABallTrail : BFG9500Trail\n{\nScale 0.85\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 1\n ABAL AB 1 A_FadeOut(0.25)\n Goto Spawn+3\n }\n}\n\nACTOR ArchonFastBall : GuardianTracer\n{\nSeeSound \"monsters/newfireshoot\"\nDeathSound \"monsters/newfireexplode\"\nRenderStyle Translucent\nAlpha 0.85\nDecal BaronScorch\nSpeed 18\nFastSpeed 22\nDamage 8\n-SEEKERMISSILE\nStates\n{\nSpawn:\n HATC ABC 1 Bright A_CustomMissile(\"ArchonFBTrail\",Random(-1,1),Random(-1,1))\n Loop\nDeath:\n\tTNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"Kaboom10\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"SandClouds\",0,0,10,Random(4,-4),Random(4,-4),Random(4,-2))\n HATC DEFG 3 Bright\n Stop\n }\n}\n\nACTOR ArchonFBTrail : MissileTrail\n{\nScale 1\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 A 1\n HATC ABCD 2 Bright A_FadeOut\n Stop\n }\n}\n\nACTOR SandWalkFire\n{\n Scale 1.4\n Speed 0\n RenderStyle Add\n Alpha 0.75\n +NOCLIP\n +MISSILE\n +DROPOFF\n +RANDOMIZE\n +CLIENTSIDEONLY\n +DONTSPLASH\n +NOTELEPORT\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 A 10\n SRTF ABC 3 Bright\n TNT1 A 0 A_Jump(191,3)\n TNT1 A 0 A_CustomMissile(\"SandWalkFire\", 0, 24, 0)\n TNT1 A 0 A_CustomMissile(\"SandWalkFire\", 0, -24, 0)\n SRTF DEFGHIJKLMNO 3 Bright\n Stop\n Toaster:\n TNT1 A 0\n\tStop\n }\n}\n\nACTOR SandComet : Comet\n{\nRadius 10\nHeight 10\nSpeed 28\nFastSpeed 32\nDamage 22\nScale 0.85\nDamageType \"NobleComet\"\nExplosionDamage 80\nExplosionRadius 105\nPROJECTILE\nDecal \"Scorch\"\nSeeSound \"comet/launch\"\nDeathSound \"comet/explosion\"\nMissileType SandCometTail\nMissileHeight 0\nStates\n{\nSpawn:\nSAND AAABBBCCC 1 Bright A_MissileAttack\nLoop\nDeath:\nTNT1 A 0\nTNT1 A 0 A_Explode\nTNT1 A 0 A_SetTranslucent(0.75,1)\nTNT1 A 0 A_SpawnItemEx(\"BrownParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\nTNT1 AAAAA 0 A_SpawnItemEx(\"SandClouds\",0,0,10,Random(4,-4),Random(4,-4),Random(4,-2))\nSAND D 3 Bright A_SpawnItemEx(\"SandCometDeathGlow\",0,0,0,0,0,0,0,128,0)\nSAND E 3 Bright A_SpawnItemEx(\"SandCometDeath\",0,0,0,0,0,0,0,128,0)\nStop\n}\n}\n\nACTOR SandCometTail : CometTail\n{\nAlpha 0.3\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nSBTR ABCDEFGHI 1 Bright\nStop\n}\n}\n\nACTOR SandCometDeath : CometDeath\n{\nProjectile\nRenderStyle Add\nAlpha 0.7\n+NOCLIP\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 AAA 0 A_CustomMissile(\"SandKaboom\", 0, 0, random(0,360), 2, random(0,360))\nTNT1 AAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\nSAND FGHI 3 Bright A_FadeOut(0.1)\nStop\n}\n}\n\nACTOR SandCometDeathGlow : CometDeathGlow\n{\nScale 2.0\nAlpha 0.6\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nSBTR ABCDEFGHI 3 Bright\nStop\n}\n}\n\nACTOR SandKaboom : Kaboom3\n{\nSpeed 2\nScale 0.9\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nLSND AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)\nStop\n}\n}\n\nACTOR SandSpiritBall : CyNobleBall\n{\nStates\n{\nSpawn:\n SBAL AB 1 Bright A_SpawnItemEx(\"SandSpiritBallTrail\",0,0,0,0,0,0,0,128,0)\n Loop\nDeath:\n\tTNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"BrownParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"BrownKaboom7\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_SpawnItemEx(\"SandClouds\",0,0,10,Random(4,-4),Random(4,-4),Random(4,-2))\n SBAL CDE 3 Bright\n Stop\n }\n}\n\nACTOR SandSpiritBallTrail : CyNobleBallTrail\n{\nScale 0.85\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 1\n SBAL AB 1 A_FadeOut(0.25)\n Goto Spawn+3\n }\n}\n\nACTOR BrownKaboom7 : Kaboom7\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nLSND AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)\nStop\n}\n}\n\nACTOR BrownParticleSpawner : RedParticleSpawner\n{\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 A 0 A_SpawnItemEx(\"SSSG1\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n\tTNT1 A 0 A_SpawnItemEx(\"SSSG2\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n TNT1 A 0 A_SpawnItemEx(\"SSSG3\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n\tTNT1 A 0 A_SpawnItemEx(\"SSSG4\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n TNT1 A 0 A_SpawnItemEx(\"SSSG5\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n\tTNT1 A 0 A_SpawnItemEx(\"SSSG6\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n TNT1 A 1\n Stop\n }\n}\n\nACTOR EnergyProjectileSparkBrown : EnergyProjectileSparkRed\n{\nBounceFactor 0.6\nGravity 0.2\nStates\n{\nSpawn:\nGSKG A 2 Bright A_FadeOut(0.08)\nLoop\n}\n}\n\nACTOR SSSG1 : EnergyProjectileSparkBrown\n{\nScale 0.06\n}\n\nACTOR SSSG2 : EnergyProjectileSparkBrown\n{\nSpeed 1\nScale 0.05\n}\n\nACTOR SSSG3 : EnergyProjectileSparkBrown\n{\nSpeed 2\nScale 0.04\n}\n\nACTOR SSSG4 : EnergyProjectileSparkBrown\n{\nSpeed 3\nScale 0.03\n}\n\nACTOR SSSG5 : EnergyProjectileSparkBrown\n{\nSpeed 4\nScale 0.02\n}\n\nACTOR SSSG6 : EnergyProjectileSparkBrown\n{\nSpeed 5\nScale 0.01\n}\n\nACTOR SSComet : Comet\n{\nScale 0.85\nStates\n{\nSpawn:\nSCMT AAAABBBBCCCC 1 Bright A_SpawnItemEx(\"SSCometTail\",0,0,0,0,0,0,0,128)\nLoop\nDeath:\nTNT1 A 0 Bright A_Explode\nTNT1 A 0 A_SpawnItemEx(\"BrownParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\nSCMT DE 3 Bright\nTNT1 A 0 A_SpawnItemEx(\"SSCometDeath\",0,0,0,0,0,0,0,128,0)\nStop\n}\n}\n\nACTOR SSCometTail : CometTail\n{\nScale 0.9\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nTNT1 A 2\nSCMT DEFGHI 2 Bright\nStop\n}\n}\n\nACTOR SSCometDeath : CometDeath\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 AAA 0 A_CustomMissile(\"SandKaboom4\", 0, 0, random(0,360), 2, random(0,360))\nTNT1 AAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\nTNT1 AAAAA 0 A_SpawnItemEx(\"SandClouds\",0,0,10,Random(4,-4),Random(4,-4),Random(4,-2))\nSCMT JKLMN 3 Bright A_FadeOut(0.1)\nStop\n}\n}\n\nACTOR SandKaboom4 : Kaboom4\n{\nSpeed 2\nScale 0.85\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nLSND AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)\nStop\n}\n}\n\nACTOR SandClouds : DaedabusChemSpray\n{\n\tScale 0.6\n\tSpeed 14\n\tSpecies \"Nobles\"\n\tDamageType \"NobleComet\"\n\tStates\n {\n Spawn:\n SGAS ABCDEFGDFEG 3 A_Explode(2,68)\n Death:\n\t\tSGAS CCBBAA 1 A_FadeOut(0.15)\n Stop\n\t\t}\n}\n\nACTOR SandStormWind\n{\n Radius 8\n Height 8\n Speed 20\n Damage 4\n Projectile\n +DOOMBOUNCE\n +SEEKERMISSILE\n +BOUNCEONACTORS\n BounceCount 4\n RenderStyle Translucent\n DamageType \"NobleComet\"\n Alpha 0.4\n States\n {\n Spawn:\n SFX7 A 0\n SFX7 A 0 A_PlaySoundEx(\"sandstorm/loop\",\"SoundSlot7\",1)\n SFX7 ABC 3 A_SeekerMissile(30,30,SMF_LOOK)\n\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"SandClouds\",0,0,20,Random(8,-8),Random(8,-8),Random(6,-6))\n\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"SandClouds\",0,0,-20,Random(-8,8),Random(-8,8),Random(-6,6))\n Loop\n Death:\n SFX7 G 0\n SFX7 G 0 A_StopSoundEx(\"SoundSlot7\")\n SFX7 GFED 4\n Stop\n }\n}\n\nActor BigSandStorm\n{\n Speed 20\n Projectile\n radius 4\n height 4\n Damage 2\n +Ripper\n +DoomBounce\n +SeekerMissile\n BounceCount 2\n ReactionTime 720\n DamageType \"NobleComet\"\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_CountDown\n TNT1 A 0 A_PlaySoundEx(\"sandstorm/loop\",\"SoundSlot7\",1)\n TNT1 A 0 A_SeekerMissile(30,30,SMF_LOOK)\n TNT1 A 0 A_Explode(5,128,0)\n TNT1 A 2 A_SpawnItemEx(\"BigSandClouds\",0,0,0,random(-4,4),random(-4,4),random(-2,2))\n Loop\n Dearh:\n TNT1 A 0\n TNT1 A 2 A_StopSoundEx(\"SoundSlot7\")\n Stop\n }\n}\n\nACTOR BigSandClouds : SandClouds\n{\nScale 1.75\nSpeed 14\nSpecies \"Nobles\"\nDamageType \"NobleComet\"\n}\n\nACTOR SummoningSandClouds2 : BigSandClouds\n{\n +NOGRAVITY\n\t+FLOAT\n\t-HEXENBOUNCE\n\t+STANDSTILL\n\tSpeed 0\n\tStates\n {\n Spawn:\n\t TNT1 A 0 A_PlaySoundEx(\"sandstorm/loop\",\"SoundSlot7\",1)\n SGAS ABCDEFGDFEGABCDEFGDFEGABCDEFGDFEGABCDEFGDFEGABCDEFGDFEGABCDEFGDFEGABCDEFGDFEGABCDEFGDFEGABCDEFGDFEG 3 A_Explode(2,68)\n Death:\n\t\tSGAS CCBBAA 1 A_FadeOut(0.15)\n Stop\n\t\t}\n}\n\nActor HornetSummoner\n{\n Height 8\n Radius 25\n Speed 30\n Damage (0)\n +RippeR\n +BloodlessImpact\n States\n {\n Spawn:\n\t TNT1 A 5\n\tDeath:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"BigSandClouds\",0,0,0,0,0,0,0,128)\n\t TNT1 A 2\n\t TNT1 A 0 A_SpawnItemEx(\"DesertHornet\")\n\t Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/PhaseOverlord.txt",
"contents": "ACTOR PhaseOverlord 16562\n{\n//$Category Monsters/LCA\n//$Sprite BOS3A1C1\n//$Title \"Phase Overlord\"\nHealth 1650\nRadius 24\nHeight 64\nMass 1000\nSpeed 8\nSpecies \"Nobles\"\nPainChance 20\nDropItem \"UltraSphere\" 40\nDropItem \"ExtraArmor\" 65\nDropItem \"BossLifeEssence\" 210\nDropItem \"BossArmorBonusMax\" 210\nDamageFactor \"NobleComet\", 0.0\nMONSTER\nMeleeDamage 12\nObituary \"%o's aorta was punctured by a Phase Overlord.\"\nHitObituary \"%o's penis was split in two by a Phase Overlord.\"\nBloodColor \"cf 00 b0\"\n+NOTARGET\n+QUICKTORETALIATE\n+FLOORCLIP\n+MISSILEMORE\n+MISSILEEVENMORE\n+NORADIUSDMG\n+DONTHURTSPECIES\n+DONTHARMSPECIES\nSeeSound \"PhaseOverlord/Sight\"\nPainSound \"baron/pain\"\nDeathSound \"PhaseOverlord/Death\"\nMeleeSound \"baron/melee\"\nSpawnID 174\nStates\n {\n Spawn:\n //TNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n BOS3 A 14 A_Look\n\t //TNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n\t BOS3 X 14 A_Look\n\t //TNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n\t Loop\n See:\n BOS3 AA 3 A_Chase\n\t TNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\t TNT1 A 0 A_SpawnItemEx(\"PurpleWalkFire\",0,0,0,0,0,0,0,128)\n\t BOS3 BB 3 A_Chase\n\t TNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\t TNT1 A 0 A_SpawnItemEx(\"PurpleWalkFire\",0,0,0,0,0,0,0,128)\n\t BOS3 CC 3 A_Chase\n\t TNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\t TNT1 A 0 A_SpawnItemEx(\"PurpleWalkFire\",0,0,0,0,0,0,0,128)\n\t BOS3 DD 3 A_Chase\n\t TNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\t TNT1 A 0 A_SpawnItemEx(\"PurpleWalkFire\",0,0,0,0,0,0,0,128)\n\t //TNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n\t TNT1 A 0 A_Jump(62,\"Rush\")\n\t //TNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n\t Loop\n Rush:\n\t\tTNT1 A 0 A_UnHideThing\n TNT1 A 0 A_SetTranslucent(1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"OverlordGhostA\",0,0,0,0,0,0,0,128)\n\t\tBOS3 A 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"OverlordGhostA\",0,0,0,0,0,0,0,128)\n\t\tBOS3 A 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"OverlorddGhostB\",0,0,0,0,0,0,0,128)\n\t\tBOS3 B 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"OverlorddGhostB\",0,0,0,0,0,0,0,128)\n\t\tBOS3 B 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"OverlordGhostC\",0,0,0,0,0,0,0,128)\n\t\tBOS3 C 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"OverlordGhostC\",0,0,0,0,0,0,0,128)\n\t\tBOS3 C 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"OverlorddGhostD\",0,0,0,0,0,0,0,128)\n\t\tBOS3 D 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"OverlorddGhostD\",0,0,0,0,0,0,0,128)\n\t\tBOS3 D 1 A_Chase\n\t\tBOS3 D 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Jump(84,\"See\")\n\t\tLoop\n Phase:\n TNT1 A 0 A_PlaySound(\"phaseimp/teleport\")\n BOS3 A 4 A_FaceTarget\n BOS3 A 1 A_SetTranslucent(0.8)\n BOS3 A 1 A_SetTranslucent(0.6)\n BOS3 A 1 A_SetTranslucent(0.4)\n BOS3 A 1 A_SetTranslucent(0.2)\n TNT1 A 0 A_HideThing\n Goto See+10\n\tMissile:\n TNT1 A 0 A_SetShootable\n TNT1 A 0 A_UnsetInvulnerable\n TNT1 A 0 A_SetTranslucent(1)\n TNT1 A 0 A_Jump(30,\"Phase\")\n\t TNT1 A 0 A_UnHideThing\n TNT1 A 0 A_SetTranslucent(1)\n\t BOS3 B 0 A_Jump(156,\"PhazoLaser\",\"Spread\",\"Comet\")\n\tNormal:\n\t BOS3 EF 8 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"imp/attack\")\n\t BOS3 G 0 A_CustomMissile(\"PhaseImpBall\",28,0,-13)\n BOS3 G 0 A_CustomMissile(\"PhaseImpBall\",28,0,0)\n BOS3 G 6 A_CustomMissile(\"PhaseImpBall\",28,0,13)\n\t BOS3 ST 8 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"imp/attack\")\n\t BOS3 U 0 A_CustomMissile(\"PhaseImpBall\",28,0,-13)\n BOS3 U 0 A_CustomMissile(\"PhaseImpBall\",28,0,0)\n BOS3 U 6 A_CustomMissile(\"PhaseImpBall\",28,0,13)\n\t TNT1 A 0 A_Jump(88,\"PhazoLaser\")\n\t Goto See\n Melee:\n BOS3 EF 8 A_FaceTarget\n BOS3 G 8 A_MeleeAttack\n Goto See\n\tPhazoLaser:\n\t BOS3 EF 2 A_FaceTarget\n BOS3 G 2 A_CustomMissile(\"PhazoLaser\",28,0,0)\n\t BOS3 ST 2 A_FaceTarget\n BOS3 U 2 A_CustomMissile(\"PhazoLaser\",28,0,0)\n\t BOS3 EF 2 A_FaceTarget\n BOS3 G 2 A_CustomMissile(\"PhazoLaser\",28,0,0)\n\t BOS3 ST 2 A_FaceTarget\n BOS3 U 2 A_CustomMissile(\"PhazoLaser\",28,0,0)\n\t BOS3 EF 2 A_FaceTarget\n BOS3 G 2 A_CustomMissile(\"PhazoLaser\",28,0,0)\n\t BOS3 ST 2 A_FaceTarget\n BOS3 U 2 A_CustomMissile(\"PhazoLaser\",28,0,0)\n\t BOS3 EF 2 A_FaceTarget\n BOS3 G 2 A_CustomMissile(\"PhazoLaser\",28,0,0)\n\t BOS3 ST 2 A_FaceTarget\n BOS3 U 2 A_CustomMissile(\"PhazoLaser\",28,0,0)\n\t TNT1 A 0 A_Jump(88,\"Spread\")\n\t Goto See\n\tSpread:\n\t BOS3 HI 6 A_FaceTarget\n\t BOS3 J 0 A_CustomMissile(\"PhazoFastShot\",28,0,4)\n\t BOS3 J 0 A_CustomMissile(\"PhazoFastShot\",28,0,-4)\n\t BOS3 J 0 A_CustomMissile(\"PhazoFastShot\",28,0,2)\n\t BOS3 J 0 A_CustomMissile(\"PhazoFastShot\",28,0,-2)\n BOS3 J 4 A_CustomMissile(\"PhazoFastShot\",28,0,0)\n\t BOS3 HI 6 A_FaceTarget\n\t BOS3 J 0 A_CustomMissile(\"PhazoFastShot\",28,0,4)\n\t BOS3 J 0 A_CustomMissile(\"PhazoFastShot\",28,0,-4)\n\t BOS3 J 0 A_CustomMissile(\"PhazoFastShot\",28,0,2)\n\t BOS3 J 0 A_CustomMissile(\"PhazoFastShot\",28,0,-2)\n BOS3 J 4 A_CustomMissile(\"PhazoFastShot\",28,0,0)\n\t TNT1 A 0 A_Jump(88,\"Comet\")\n Goto See\n\tComet:\n BOS3 HI 8 A_FaceTarget\n //TNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n //TNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n BOS3 J 0 Bright A_Custommissile(\"PArchonComet\",32,0,0)\n\t BOS3 J 0 Bright A_Custommissile(\"PArchonComet\",32,0,5)\n\t BOS3 J 0 Bright A_Custommissile(\"PArchonComet\",32,0,-5)\n\t BOS3 J 7 Bright A_Custommissile(\"PArchonComet\",32,0,10)\n Goto See\n Melee:\n TNT1 A 0 A_UnHideThing\n TNT1 A 0 A_SetTranslucent(1)\n\t BOS3 EF 8 A_FaceTarget\n\t //TNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n BOS3 G 6 A_MeleeAttack\n\t //TNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n BOS3 G 0 A_Jump (128,1)\n //TNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n\t Goto See\n BOS3 ST 8 A_FaceTarget\n\t //TNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n BOS3 U 6 A_MeleeAttack\n\t //TNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n BOS3 G 0 A_Jump (64,1)\n\t //TNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n Goto See\n BOS3 HI 8 A_FaceTarget\n\t //TNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n BOS3 J 0 A_MeleeAttack\n\t //TNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n BOS3 J 6 A_MeleeAttack\n //TNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n\t Goto See\n Pain:\n TNT1 A 0 A_UnHideThing\n TNT1 A 0 A_SetTranslucent(1)\n\t BOS3 K 2\n BOS3 K 2 A_Pain\n Goto See\n Death:\n TNT1 A 0 A_UnHideThing\n TNT1 A 0 A_SetTranslucent(1)\n\t BOS3 L 8\n BOS3 M 8 A_Scream\n BOS3 N 8\n BOS3 O 8 A_NoBlocking\n BOS3 PQ 8\n BOS3 R -1\n Stop\n XDeath:\n TNT1 A 0 A_UnHideThing\n TNT1 A 0 A_SetTranslucent(1)\n\t XARC A 5\n XARC B 0 A_SpawnItemEx(\"MutantGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\t XARC B 5 A_XScream\n XARC C 5 A_NoBlocking\n XARC DEFGH 5\n XARC I -1\n stop\n }\n}\n\nACTOR PArchonComet\n{\n Radius 8\n Height 12\n Speed 25\n Damage 20\n DamageType \"NobleComet\"\n Scale 1.0\n SpawnID 251\n PROJECTILE\n RENDERSTYLE Normal\n +THRUGHOST\n SeeSound \"weapons/firbfi\"\n DeathSound \"weapons/hellex\"\n DONTHURTSHOOTER\n +FIREDAMAGE\n States\n {\n Spawn:\n LRCB AAAABBBBCCCC 1 Bright A_SpawnItem(\"PArchonCometTrail\",0,0)\n loop\n Death:\n LRCB J 0 Bright A_SetTranslucent (0.67,1)\n LRCB J 3 Bright\n LRCB K 3 Bright A_Explode(128,128,0)\n LRCB LMN 3 Bright\n stop\n }\n}\n\nACTOR PArchonCometTrail\n{\n Radius 3\n Height 3\n Scale 0.75\n Speed 0\n PROJECTILE\n RENDERSTYLE ADD\n +CLIENTSIDEONLY\n ALPHA 0.67\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n NULL A 3 Bright\n LRCB DEFGHI 3 BRIGHT\n Stop\n Toaster:\n TNT1 A 0\n\tStop\n }\n}\nACTOR OverlordGhostA\n{\nScale 1.1\nRadius 2\nHeight 2\nSpeed 0\nAlpha 0.7\nPROJECTILE\nRENDERSTYLE Translucent\n+CLIENTSIDEONLY\n+DONTSPLASH\n+THRUACTORS\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 A 1\n BOS3 A 2 A_FadeOut(0.10)\n Goto Spawn+1\n Toaster:\n TNT1 A 0\n\tStop\n }\n}\n\nACTOR OverlorddGhostB : OverlordGhostA\n{\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 A 1\n BOS3 B 2 A_FadeOut(0.10)\n Goto Spawn+1\n }\n}\n\nACTOR OverlordGhostC : OverlordGhostA\n{\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 A 1\n BOS3 C 2 A_FadeOut(0.10)\n Goto Spawn+1\n }\n}\n\nACTOR OverlorddGhostD : OverlordGhostA\n{\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 A 1\n BOS3 D 2 A_FadeOut(0.10)\n Goto Spawn+1\n }\n}\n\nACTOR PHellionSmoke\n{\n+MISSILE\n+DONTSPLASH\n+NOBLOCKMAP\n+NOGRAVITY\n+NOTELEPORT\n+FORCEXYBILLBOARD\n+THRUACTORS\nScale 0.4\nRenderStyle Normal\nStates\n{\nSpawn:\nPMKE ABCDEFGHIJKL 2 Bright A_FadeOut\nStop\n}\n}\n\nACTOR PHellionSmoke2 : PHellionSmoke\n{\nScale 0.6\n}\n\nACTOR PSoulSmoke : PHellionSmoke\n{\nScale 0.12\n}\n\nACTOR PHellionSmokeSpawner : RedParticleSpawner\n{\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 AAA 0 A_SpawnItemEx(\"PHellionSmoke\",random(12,-12),random(12,-12),random(12,64),0,0,random(1,3),0,128,0)\n TNT1 A 1\n Stop\n }\n}\n\nACTOR PHellionSmokeAttackSpawner : RedParticleSpawner\n{\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 A 0 A_SpawnItemEx(\"PHellionSmoke2\",random(12,-12),random(12,-12),random(12,18),0,0,random(6,9),0,128,0)\n\tTNT1 A 0 A_SpawnItemEx(\"PHellionSmoke2\",random(22,-22),random(22,-22),random(6,12),0,0,random(3,6),0,128,0)\n TNT1 A 1\n Stop\n }\n}\n\nACTOR PhaseBaronBall\n{\n Radius 5\n Height 5\n Speed 15\n\tFastSpeed 20\n Damage 5\n PROJECTILE\n +SEEKERMISSILE\n\t+RIPPER\n\t+THRUSPECIES\n\t+BLOODLESSIMPACT\n\tSpecies \"Imps\"\n SeeSound \"Null\"\n DeathSound \"phaseimp/shotx\"\n RENDERSTYLE ADD\n Decal DoomImpScorch\n States\n {\n Spawn:\n\t TNT1 A 0 Bright A_SeekerMissile(12,0)\n DIMB AB 1 Bright A_SpawnItemEx(\"PhaseBallTrail\",0,0,0,0,0,0,0,128,0)\n Loop\n Death:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tTNT1 AAA 0 A_CustomMissile(\"Kaboom8\", 0, 0, random(0,360), 2, random(0,360))\n\t\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n DIMB CDE 3 Bright\n Stop\n\t\t}\n}\n\nActor PhazoFastShot : GuardianTracer\n{\nSeeSound \"monsters/newfireshoot\"\nDeathSound \"monsters/newfireexplode\"\nRenderStyle Translucent\nAlpha 0.85\nDecal BaronScorch\n-SEEKERMISSILE\nDamage 12\nSpeed 24\nFastSpeed 26\nStates\n{\n Spawn:\n\t PPB2 AAABBB 1 Bright A_SpawnItemEx(\"PhazoFastShotTrail\",0,0,0,0,0,0,0,128)\n\t Loop\n\tDeath:\n\t TNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"PurpleParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t TNT1 AAA 0 A_CustomMissile(\"Kaboom8\", 0, 0, random(0,360), 2, random(0,360))\n\t TNT1 AAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n PPB2 DEFG 3 Bright\n Stop\n}\n}\n\nActor PhazoFastShotTrail : BFG9500Trail\n{\nScale 0.85\n States\n {\nSpawn:\n TNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 1\n PPB2 AB 1 A_FadeOut\n Goto Spawn+1\n }\n}\n\nActor PhazoLaser : FastProjectile\n{\n Height 6\n Radius 6\n Damage 4\n SeeSound \"baron/attack\"\n Damagetype \"CacoLich\"\n DeathSound \"baron/shotx\"\n -RIPPER\n +NoExplodeFLoor\n Speed 120\n Scale 0.75\n MissileType \"PhazoLaserTrail\"\n Renderstyle Add\n States\n {\n Spawn:\n\t PPB1 ABCB 1 Bright //A_Weave(0,4,0,2)\n\t Loop\n\tDeath:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"PurpleParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t TNT1 AAA 0 A_CustomMissile(\"Kaboom8\", 0, 0, random(0,360), 2, random(0,360))\n\t TNT1 AAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n\t PPB1 DDFFGGGGG 2 Bright A_FadeOut\n\t Stop\n }\n}\n\nActor CyLaser : PhazoLaser\n{\nDamagetype \"NobleComet\"\nStates\n {\n Death:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"PurpleParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t TNT1 AAA 0 A_CustomMissile(\"Kaboom8\", 0, 0, random(0,360), 2, random(0,360))\n\t TNT1 AAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n\t PPB1 DDFFGGGGG 2 Bright A_FadeOut\n\t Stop\n }\n}\n\nActor PhazoLaserTrail\n{\nScale 0.1\nRenderstyle Add\n+NOBLOCKMAP\n+NOGRAVITY\n+NOTELEPORT\n+CANNOTPUSH\n+NODAMAGETHRUST\n+CLIENTSIDEONLY\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 A 1 Bright A_SpawnItemEx(\"PhazoLaserTrail2\",0,0,8)\n Stop\n Toaster:\n TNT1 A 0\n\tStop\n}\n}\n\nActor PhazoLaserTrail2\n{\n Scale 0.75\n +Nogravity\n +CLIENTSIDEONLY\n Alpha 0.85\n Renderstyle Add\n States\n {\n Spawn:\n\t TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\t PPB1 AAA 3 Bright\n\t PPB1 DDFFGGGGG 1 Bright A_FadeOut\n\t Wait\n\t Toaster:\n TNT1 A 0\n\tStop\n }\n}\n\nACTOR PurpleWalkFire\n{\n Scale 1.4\n Speed 0\n RenderStyle Add\n Alpha 0.75\n Damage 1\n DamageType \"NobleComet\"\n +NOCLIP\n +MISSILE\n +DROPOFF\n +RANDOMIZE\n +DONTSPLASH\n +NOTELEPORT\n +DONTHURTSPECIES\n +THRUSPECIES\n +CLIENTSIDEONLY\n Species \"Nobles\"\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 A 10\n PRTF ABC 3 Bright\n TNT1 A 0 A_Jump(191,3)\n TNT1 A 0 A_CustomMissile(\"PurpleWalkFire\", 0, 24, 0)\n TNT1 A 0 A_CustomMissile(\"PurpleWalkFire\", 0, -24, 0)\n PRTF DEFGHIJKLMNO 3 Bright\n Stop\n Toaster:\n TNT1 A 0\n\tStop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/PoisonousBruiserDemon.txt",
"contents": "ACTOR PoisonousBruiserDemon 16570\n{\n//$Category Monsters/LCA\n//$Sprite BRUSA1\n//$Title \"PoisonousBruiserDemon\"\n Health 1500\n Radius 24\n Height 64\n Mass 2000\n Speed 12\n PainChance 6\n Monster\n +Boss\n +FloorClip\n +LookAllAround\n +MissileEvenMore\n +QUICKTORETALIATE\n +DONTHURTSPECIES\n +DONTHARMSPECIES\n MissileType PoisonousBruiserBall\n SeeSound \"PoisonousBruiserDemon/scream\"\n PainSound \"PoisonousBruiserDemon/pain\"\n DeathSound \"PoisonousBruiserDemon/death\"\n ActiveSound \"PoisonousBruiserDemon/act\"\n MeleeSound \"baron/melee\"\n Obituary \"%o was slaughtered by Poisonous Bruiser Demon.\"\n HitObituary \"%o was cremated by Poisonous Bruiser Demon.\"\n MeleeDamage 128\n Scale 1.25\n States\n {\n Spawn:\n PBRS AB 10 Bright A_Look\n Loop\n See:\n PBRS AABBCCDD 3 Bright A_Chase\n Loop\n Melee:\n PBRS E 6 Bright A_FaceTarget\n PBRS F 6 Bright A_FaceTarget\n PBRS G 6 Bright A_ComboAttack\n Goto See\n Missile:\n PBRS E 0 Bright A_Jump(144, 8)\n PBRS EF 6 Bright A_FaceTarget\n PBRS G 6 Bright A_MissileAttack\n PBRS G 0 Bright A_Jump(96, 1)\n Goto See\n PBRS HI 6 Bright A_FaceTarget\n PBRS J 6 Bright A_MissileAttack\n Goto See\n PBRS E 0 Bright A_Jump(96, 20)\n PBRS E 6 Bright A_FaceTarget\n PBRS F 4 Bright A_FaceTarget\n PBRS F 2 Bright A_Custommissile(\"PoisonousBruiserBall2\",56,0,-40,0)\n PBRS G 1 Bright A_Custommissile(\"PoisonousBruiserBall2\",56,0,-30,0)\n PBRS G 1 Bright A_Custommissile(\"PoisonousBruiserBall2\",56,0,-20,0)\n PBRS G 1 Bright A_Custommissile(\"PoisonousBruiserBall2\",56,0,-10,0)\n PBRS G 1 Bright A_Custommissile(\"PoisonousBruiserBall2\",56,0,0,0)\n PBRS G 1 Bright A_Custommissile(\"PoisonousBruiserBall2\",56,0,10,0)\n PBRS G 1 Bright A_Custommissile(\"PoisonousBruiserBall2\",56,0,20,0)\n PBRS G 0 Bright A_Jump(96, 1)\n Goto See\n PBRS H 6 Bright A_FaceTarget\n PBRS I 4 Bright A_FaceTarget\n PBRS I 2 Bright A_Custommissile(\"PoisonousBruiserBall2\",56,0,40,0)\n PBRS J 1 Bright A_Custommissile(\"PoisonousBruiserBall2\",56,0,30,0)\n PBRS J 1 Bright A_Custommissile(\"PoisonousBruiserBall2\",56,0,20,0)\n PBRS J 1 Bright A_Custommissile(\"PoisonousBruiserBall2\",56,0,10,0)\n PBRS J 1 Bright A_Custommissile(\"PoisonousBruiserBall2\",56,0,0,0)\n PBRS J 1 Bright A_Custommissile(\"PoisonousBruiserBall2\",56,0,-10,0)\n PBRS J 1 Bright A_Custommissile(\"PoisonousBruiserBall2\",56,0,-20,0)\n Goto See\n PBRS KL 6 Bright A_FaceTarget\n PBRS M 2 Bright A_Custommissile(\"PoisonousBruiserFireSpawner\",16,0,-15,0)\n PBRS M 2 Bright A_Custommissile(\"PoisonousBruiserFireSpawner\",16,0,0,0)\n PBRS M 2 Bright A_Custommissile(\"PoisonousBruiserFireSpawner\",16,0,15,0)\n Goto See\n Pain:\n PBRS N 5 Bright A_Pain\n Goto See\n Death:\n PBRD A 6 Bright A_Scream\n PBRD BCD 4 Bright\n PBRD EFG 4 Bright\n PBRD H 4 Bright A_Fall\n PBRD IJKLMNOP 4 Bright\n PBRD QRSTUV 4\n PBRD W -1\n Stop\n }\n}\n\nActor PoisonousBruiserBall\n{\n Radius 16\n Height 16\n Speed 18\n Damage 26\n Projectile\n +Randomize\n RenderStyle \"ADD\"\n Alpha 0.9\n SeeSound \"imp/attack\"\n DeathSound \"imp/shotx\"\n Decal Scorch\n States\n {\n Spawn:\n PBB1 AABB 2 Bright A_SpawnItemEx(\"PoisonousBruiserBallTrail2\", 0, 0, 0, 0, 0, 0, 0, 128)\n Loop\n Death:\n PBB1 KLMNOPQRSTUVWX 3 Bright\n Stop\n }\n}\n\nActor PoisonousBruiserBall2\n{\n Radius 8\n Height 8\n Speed 10\n Damage 18\n Projectile\n +Randomize\n RenderStyle Add\n Alpha 0.9\n SeeSound \"imp/attack\"\n DeathSound \"imp/shotx\"\n Decal BaronScorch\n States\n {\n Spawn:\n PBB2 AB 6 Bright\n Loop\n Death:\n PBB2 CDEFGHI 3 Bright\n Stop\n }\n}\n\nActor PoisonousBruiserFireSpawner\n{\n Radius 8\n Height 8\n Speed 12\n Damage 0\n +Ripper\n +FloorHugger\n +BloodlessImpact\n Projectile\n MissileType PoisonousBruiserFire\n Missileheight 0\n States\n {\n Spawn:\n TNT1 A 3 Bright A_MissileAttack\n TNT1 A 3\n TNT1 A 3\n Loop\n Death:\n TNT1 A 6\n Stop\n }\n}\n\nActor PoisonousBruiserBallTrail2\n{\n Radius 1\n Height 1\n Speed 0\n Projectile\n RenderStyle Add\n Alpha 0.70\n +NoClip\n States\n {\n Spawn:\n PBB1 CDEFGHIJ 4 Bright\n Stop\n }\n}\n\nActor PoisonousBruiserFire\n{\n Radius 1\n Height 1\n Speed 0\n Damage 20\n Projectile\n RenderStyle Add\n Alpha 0.9\n +NoClip\n +FloorHugger\n SeeSound \"weapons/rocklx\"\n States\n {\n Spawn:\n XPBF AB 3 Bright\n XPBF C 3 Bright A_Explode(48,128,0)\n XPBF DEFGHIJKLMNOPQRST 3 Bright\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/Cydestroyer.txt",
"contents": "ACTOR Cydestroyer 16561\n{\n//$Category Monsters/LCA\n//$Sprite BR2SA1\n//$Title \"Cydestroyer\"\n Health 1800\n Radius 24\n Height 64\n Mass 1000\n Speed 12\n PainChance 65\n Monster\n Scale 1.1\n Species \"Nobles\"\n Obituary \"%o's anus was made 3 sizes bigger by a Cydestroyer.\"\n SeeSound \"cydes/sight\"\n PainSound \"cydes/pain\"\n DeathSound \"cydes/death\"\n ActiveSound \"cbaron/active\"\n DamageFactor \"NobleComet\", 0.0\n DropItem \"BossLifeEssence\" 200 25\n DropItem \"BossArmorBonusMax\" 200 1\n DropItem \"NewCellPack\" 128\n DropItem \"DemonAmmoBox\" 128 200\n DropItem \"Railgun \" 150\n DropItem \"Grenade Launcher\" 100\n DropItem \"BFG10K \" 50\n +MISSILEMORE\n +MISSILEEVENMORE\n +DONTHURTSPECIES\n +QUICKTORETALIATE\n +NOTARGET\n +DONTHARMSPECIES\n States\n {\n Spawn:\n BR2S A 7 A_Look\n\tBR2S A 7 A_Look\n BR2I A 7 A_Look\n\tBR2I A 7 A_Look\n Loop\n See:\n BR2S AABB 3 A_Chase\n TNT1 A 0 A_Playsound(\"monster/bruwlk\")\n BR2S CCDD 3 A_Chase\n TNT1 A 0 A_Playsound(\"monster/bruwlk\")\n Loop\n Missile:\n TNT1 A 0 A_SetShootable\n TNT1 A 0 A_UnsetInvulnerable\n TNT1 A 0 A_SetTranslucent(1)\n TNT1 A 0 A_JumpIfCloser(150,\"Flamethrowers\")\n\tTNT1 A 0 A_JumpIfCloser(300,\"Grenadier\")\n TNT1 A 0 A_Jump(128,\"Rockets\",\"HomingRockets\",\"ShoulderHomingRockets\",\"ShoulderRockets\")\n\tTNT1 A 0 A_Jump(64,\"RocketSpammingCombo\",\"BFG15K\",\"BFG10K\",\"RailgunV2\")\n\tTNT1 A 0 A_Jump(32,\"AntiLegendaryBlast\")\n Normal:\n\tTNT1 A 0 A_PlaySound(\"weapons/rgcharge\")\n BR2S EE 10 A_FaceTarget\n\tBR2S E 2 A_FaceTarget\n\tBR2S E 1\n\tTNT1 A 0 A_PlaySound(\"railgunner/chargedshot\")\n\tTNT1 A 0 A_CustomMissile(\"RailgunImpactRed\",35,-20)\n\tTNT1 A 0 A_CustomMissile(\"RailgunImpactRed\",35,20)\n BR3S B 0 Bright A_CustomRailgun(Random(40, 60),-20, \"Red\", None, 1, 1, 0, \"BruiserRailPuff\")\n\tBR3S B 5 Bright A_CustomRailgun(Random(40, 60),20, \"Red\", None, 1, 1, 0, \"BruiserRailPuff\")\n\tBR2S EE 10 A_FaceTarget\n\tBR2S E 2 A_FaceTarget\n\tBR2S E 1\n\tTNT1 A 0 A_PlaySound(\"railgunner/chargedshot\")\n\tTNT1 A 0 A_CustomMissile(\"RailgunImpactRed\",35,-20)\n\tTNT1 A 0 A_CustomMissile(\"RailgunImpactRed\",35,20)\n BR3S B 0 Bright A_CustomRailgun(Random(41, 61),-20, \"Red\", None, 1, 1, 0, \"BruiserRailPuff\")\n\tBR3S B 5 Bright A_CustomRailgun(Random(41, 61),20, \"Red\", None, 1, 1, 0, \"BruiserRailPuff\")\n BR2S E 20\n\tTNT1 A 0 A_Jump(164,\"Rockets\",\"HomingRockets\",\"BFG15K\",\"BFG10K\",\"ShoulderHomingRockets\",\"ShoulderRockets\")\n\tTNT1 A 0 A_Jump(50,\"RocketSpammingCombo\")\n\tGoto See\n Grenadier:\n\tBR2S E 8 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"Weapons/GrenadeFire\")\n\tBR3S B 0 Bright A_CustomMissile(\"CydestroyerGrenade\",35,-20,Random(4,-4))\n\tBR3S B 7 Bright A_CustomMissile(\"CydestroyerGrenade\",35,20,Random(4,-4))\n\tBR2S E 12 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"Weapons/GrenadeFire\")\n\tBR3S B 0 Bright A_CustomMissile(\"CydestroyerGrenade\",35,-20,Random(4,-4))\n\tBR3S B 7 Bright A_CustomMissile(\"CydestroyerGrenade\",35,20,Random(4,-4))\n\tBR2S E 12 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"Weapons/GrenadeFire\")\n\tBR3S B 0 Bright A_CustomMissile(\"CydestroyerGrenade\",35,-20,Random(4,-4))\n\tBR3S B 7 Bright A_CustomMissile(\"CydestroyerGrenade\",35,20,Random(4,-4))\n\tBR2S E 12 A_FaceTarget\n\tGoto See\n Rockets:\n BR2S E 10 A_FaceTarget\n BR3S B 0 Bright A_CustomMissile(\"CyNobleRocket\",35,-20,0,0)\n\tBR3S B 8 Bright A_CustomMissile(\"CyNobleRocket\",35,20,0,0)\n BR2S E 10 A_FaceTarget\n BR3S B 0 Bright A_CustomMissile(\"CyNobleRocket\",35,-20,0,0)\n\tBR3S B 8 Bright A_CustomMissile(\"CyNobleRocket\",35,20,0,0)\n\tBR2S E 10 A_FaceTarget\n\tBR3S B 0 Bright A_CustomMissile(\"CyNobleRocket\",35,-20,0,0)\n\tBR3S B 8 Bright A_CustomMissile(\"CyNobleRocket\",35,20,0,0)\n BR2S E 10\n\tTNT1 A 0 A_Jump(128,\"HomingRockets\",\"BFG15K\",\"BFG10K\",\"ShoulderHomingRockets\",\"ShoulderRockets\")\n\tTNT1 A 0 A_Jump(32,\"RocketSpammingCombo\")\n Goto See\n HomingRockets:\n BR2S E 10 A_FaceTarget\n BR3S B 0 Bright A_CustomMissile(\"BruiserMissile\",35,-20,0,0)\n\tBR3S B 8 Bright A_CustomMissile(\"BruiserMissile\",35,20,0,0)\n BR2S E 10 A_FaceTarget\n BR3S B 0 Bright A_CustomMissile(\"BruiserMissile\",35,-20,0,0)\n\tBR3S B 8 Bright A_CustomMissile(\"BruiserMissile\",35,20,0,0)\n\tBR2S E 10 A_FaceTarget\n\tBR3S B 0 Bright A_CustomMissile(\"BruiserMissile\",35,-20,0,0)\n\tBR3S B 8 Bright A_CustomMissile(\"BruiserMissile\",35,20,0,0)\n BR2S E 10\n\tTNT1 A 0 A_Jump(128,\"BFG15K\",\"BFG10K\",\"ShoulderHomingRockets\",\"ShoulderRockets\")\n\tTNT1 A 0 A_Jump(32,\"RocketSpammingCombo\")\n Goto See\n ShoulderHomingRockets:\n BR2S E 10 A_FaceTarget\n\tBR3S A 0 A_PlaySound(\"smissile/fire\")\n\tBR3S A 6 Bright A_CustomMissile(\"ShoulderRocket\",60,20,0)\n\tBR3S A 1 Bright A_FaceTarget\n\tBR3S A 0 A_PlaySound(\"smissile/fire\")\n\tBR3S A 6 Bright A_CustomMissile(\"ShoulderRocket\",60,-20,0)\n\tBR3S A 1 Bright A_FaceTarget\n\tBR3S A 0 A_PlaySound(\"smissile/fire\")\n\tBR3S A 6 Bright A_CustomMissile(\"ShoulderRocket\",60,20,0)\n\tBR3S A 1 Bright A_FaceTarget\n\tBR3S A 0 A_PlaySound(\"smissile/fire\")\n\tBR3S A 6 Bright A_CustomMissile(\"ShoulderRocket\",60,-20,0)\n\tBR3S A 1 Bright A_FaceTarget\n\tBR3S A 0 A_PlaySound(\"smissile/fire\")\n\tBR3S A 6 Bright A_CustomMissile(\"ShoulderRocket\",60,20,0)\n\tBR3S A 1 Bright A_FaceTarget\n\tBR3S A 0 A_PlaySound(\"smissile/fire\")\n\tBR3S A 6 Bright A_CustomMissile(\"ShoulderRocket\",60,-20,0)\n\tBR3S A 1 Bright A_FaceTarget\n\tBR3S A 0 A_PlaySound(\"smissile/fire\")\n\tBR3S A 6 Bright A_CustomMissile(\"ShoulderRocket\",60,20,0)\n\tBR3S A 1 Bright A_FaceTarget\n\tBR3S A 0 A_PlaySound(\"smissile/fire\")\n\tBR3S A 6 Bright A_CustomMissile(\"ShoulderRocket\",60,-20,0)\n\tBR2S E 10\n\tTNT1 A 0 A_Jump(128,\"BFG15K\",\"BFG10K\",\"AntiLegendaryBlast\")\n\tTNT1 A 0 A_Jump(32,\"RocketSpammingCombo\")\n\tGoto See\n ShoulderRockets:\n BR2S E 10 A_FaceTarget\n\tBR3S A 6 Bright A_CustomMissile(\"ShoulderRocket2\",60,20,0)\n\tBR3S A 1 Bright A_FaceTarget\n\tBR3S A 0 A_PlaySound(\"smissile/fire\")\n\tBR3S A 6 Bright A_CustomMissile(\"ShoulderRocket2\",60,-20,0)\n\tBR3S A 1 Bright A_FaceTarget\n\tBR3S A 0 A_PlaySound(\"smissile/fire\")\n\tBR3S A 6 Bright A_CustomMissile(\"ShoulderRocket2\",60,20,0)\n\tBR3S A 1 Bright A_FaceTarget\n\tBR3S A 0 A_PlaySound(\"smissile/fire\")\n\tBR3S A 6 Bright A_CustomMissile(\"ShoulderRocket2\",60,-20,0)\n\tBR3S A 1 Bright A_FaceTarget\n\tBR3S A 0 A_PlaySound(\"smissile/fire\")\n\tBR3S A 6 Bright A_CustomMissile(\"ShoulderRocket2\",60,20,0)\n\tBR3S A 1 Bright A_FaceTarget\n\tBR3S A 0 A_PlaySound(\"smissile/fire\")\n\tBR3S A 6 Bright A_CustomMissile(\"ShoulderRocket2\",60,-20,0)\n\tBR3S A 1 Bright A_FaceTarget\n\tBR3S A 0 A_PlaySound(\"smissile/fire\")\n\tBR3S A 6 Bright A_CustomMissile(\"ShoulderRocket2\",60,20,0)\n\tBR3S A 1 Bright A_FaceTarget\n\tBR3S A 0 A_PlaySound(\"smissile/fire\")\n\tBR3S A 6 Bright A_CustomMissile(\"ShoulderRocket2\",60,-20,0)\n\tBR2S E 10\n\tTNT1 A 0 A_Jump(128,\"BFG15K\",\"BFG10K\",\"ShoulderHomingRockets\")\n\tTNT1 A 0 A_Jump(32,\"RocketSpammingCombo\")\n\tGoto See\n RocketSpammingCombo:\n TNT1 A 0 A_ChangeFlag(\"NoPain\", 1)\n BR2S E 2 Bright A_PlayWeaponSound(\"cydes/mischrg\")\n\tBR2S E 1 Bright A_FaceTarget\n\tBR2S EEEEEEEEEE 2 Bright A_FaceTarget\n\tBR2S E 2 A_FaceTarget\n //BR2S E 2 Bright A_SpawnItem(\"OHellionSmokeSpawner\",0,0,0,0)\n BR2S E 2 A_FaceTarget\n //BR2S E 2 Bright A_SpawnItem(\"OHellionSmokeSpawner\",0,0,0,0)\n\tBR2S E 2 A_FaceTarget\n //BR2S E 2 Bright A_SpawnItem(\"OHellionSmokeSpawner\",0,0,0,0)\n\tBR2S E 2 A_FaceTarget\n //BR2S E 2 Bright A_SpawnItem(\"OHellionSmokeSpawner\",0,0,0,0)\n\tBR2S E 2 A_FaceTarget\n //BR2S E 2 Bright A_SpawnItem(\"OHellionSmokeSpawner\",0,0,0,0)\n\tBR2S E 2 A_FaceTarget\n //BR2S E 2 Bright A_SpawnItem(\"OHellionSmokeSpawner\",0,0,0,0)\n\tBR2S E 2 A_FaceTarget\n //BR2S E 2 Bright A_SpawnItem(\"OHellionSmokeSpawner\",0,0,0,0)\n\tBR2S E 2 A_FaceTarget\n //BR2S E 2 Bright A_SpawnItem(\"OHellionSmokeSpawner\",0,0,0,0)\n\tBR2S E 2 A_FaceTarget\n //BR2S E 2 Bright A_SpawnItem(\"OHellionSmokeSpawner\",0,0,0,0)\n\tBR2S F 6 Bright A_CustomMissile(\"ShoulderRocket2\",60,20,0)\n\tBR2S F 1 Bright A_FaceTarget\n\tBR2S F 0 A_PlaySound(\"smissile/fire\")\n\tBR2S F 6 Bright A_CustomMissile(\"ShoulderRocket2\",60,-20,0)\n\tBR2S F 0 Bright A_CustomMissile(\"CyNobleRocket\",35,-20,0,0)\n\tBR2S F 1 Bright A_CustomMissile(\"CyNobleRocket\",35,20,0,0)\n\tBR2S F 1 Bright A_FaceTarget\n\tBR2S F 0 A_PlaySound(\"smissile/fire\")\n\tBR2S F 6 Bright A_CustomMissile(\"ShoulderRocket2\",60,20,0)\n\tBR2S F 1 Bright A_FaceTarget\n\tBR2S F 0 A_PlaySound(\"smissile/fire\")\n\tBR2S F 6 Bright A_CustomMissile(\"ShoulderRocket2\",60,-20,0)\n\tBR2S F 0 Bright A_CustomMissile(\"CyNobleRocket\",35,-20,0,0)\n\tBR2S F 1 Bright A_CustomMissile(\"CyNobleRocket\",35,20,0,0)\n\tBR2S F 1 Bright A_FaceTarget\n\tBR2S F 0 A_PlaySound(\"smissile/fire\")\n\tBR2S F 6 Bright A_CustomMissile(\"ShoulderRocket2\",60,20,0)\n\tBR2S F 1 Bright A_FaceTarget\n\tBR2S F 0 A_PlaySound(\"smissile/fire\")\n\tBR2S F 6 Bright A_CustomMissile(\"ShoulderRocket2\",60,-20,0)\n\tBR2S F 0 Bright A_CustomMissile(\"CyNobleRocket\",35,-20,0,0)\n\tBR2S F 1 Bright A_CustomMissile(\"CyNobleRocket\",35,20,0,0)\n\tBR2S F 1 Bright A_FaceTarget\n\tBR2S F 0 A_PlaySound(\"smissile/fire\")\n\tBR2S F 6 Bright A_CustomMissile(\"ShoulderRocket2\",60,20,0)\n\tBR2S F 1 Bright A_FaceTarget\n\tBR2S F 0 A_PlaySound(\"smissile/fire\")\n\tBR2S F 6 Bright A_CustomMissile(\"ShoulderRocket2\",60,-20,0)\n\tBR2S F 0 A_PlaySound(\"smissile/fire\")\n\tBR2S F 6 Bright A_CustomMissile(\"ShoulderRocket\",60,20,0)\n\tBR2S F 1 Bright A_FaceTarget\n\tBR2S F 0 A_PlaySound(\"smissile/fire\")\n\tBR2S F 6 Bright A_CustomMissile(\"ShoulderRocket\",60,-20,0)\n\tBR2S F 0 Bright A_CustomMissile(\"BruiserMissile\",35,-20,0,0)\n\tBR2S F 1 Bright A_CustomMissile(\"BruiserMissile\",35,20,0,0)\n\tBR2S F 1 Bright A_FaceTarget\n\tBR2S F 0 A_PlaySound(\"smissile/fire\")\n\tBR2S F 6 Bright A_CustomMissile(\"ShoulderRocket\",60,20,0)\n\tBR2S F 1 Bright A_FaceTarget\n\tBR2S F 0 A_PlaySound(\"smissile/fire\")\n\tBR2S F 6 Bright A_CustomMissile(\"ShoulderRocket\",60,-20,0)\n\tBR2S F 0 Bright A_CustomMissile(\"BruiserMissile\",35,-20,0,0)\n\tBR2S F 1 Bright A_CustomMissile(\"BruiserMissile\",35,20,0,0)\n\tBR2S F 1 Bright A_FaceTarget\n\tBR2S F 0 A_PlaySound(\"smissile/fire\")\n\tBR2S F 6 Bright A_CustomMissile(\"ShoulderRocket\",60,20,0)\n\tBR2S F 1 Bright A_FaceTarget\n\tBR2S F 0 A_PlaySound(\"smissile/fire\")\n\tBR2S F 6 Bright A_CustomMissile(\"ShoulderRocket\",60,-20,0)\n\tBR2S F 0 Bright A_CustomMissile(\"BruiserMissile\",35,-20,0,0)\n\tBR2S F 1 Bright A_CustomMissile(\"BruiserMissile\",35,20,0,0)\n\tBR2S F 1 Bright A_FaceTarget\n\tBR2S F 0 A_PlaySound(\"smissile/fire\")\n\tBR2S F 6 Bright A_CustomMissile(\"ShoulderRocket\",60,20,0)\n\tBR2S F 1 Bright A_FaceTarget\n\tBR2S F 0 A_PlaySound(\"smissile/fire\")\n\tBR2S F 6 Bright A_CustomMissile(\"ShoulderRocket\",60,-20,0)\n\tTNT1 A 0 A_ChangeFlag(\"NoPain\", 0)\n\tBR2S E 20\n\tTNT1 A 0 A_Jump(128,\"AntiLegendaryBlast\")\n\tGoto See\n BFG15K:\n\tTNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n BR2S E 18 A_FaceTarget\n\tBR2S E 6 A_FaceTarget\n BR3S B 0 Bright A_CustomMissile(\"Cybruiser15K\",35,-20,Random(4,-4))\n\tBR3S B 4 Bright A_CustomMissile(\"Cybruiser15K\",35,20,Random(4,-4))\n\tBR2S E 4 A_FaceTarget\n BR3S B 0 Bright A_CustomMissile(\"Cybruiser15K\",35,-20,Random(4,-4))\n\tBR3S B 4 Bright A_CustomMissile(\"Cybruiser15K\",35,20,Random(4,-4))\n\tBR2S E 4 A_FaceTarget\n BR3S B 0 Bright A_CustomMissile(\"Cybruiser15K\",35,-20,Random(4,-4))\n\tBR3S B 4 Bright A_CustomMissile(\"Cybruiser15K\",35,20,Random(4,-4))\n\tBR2S E 4 A_FaceTarget\n\tBR3S B 0 Bright A_CustomMissile(\"Cybruiser15K\",35,-20,Random(4,-4))\n\tBR3S B 4 Bright A_CustomMissile(\"Cybruiser15K\",35,20,Random(4,-4))\n\tBR2S E 4 A_FaceTarget\n BR3S B 0 Bright A_CustomMissile(\"Cybruiser15K\",35,-20,Random(4,-4))\n\tBR3S B 4 Bright A_CustomMissile(\"Cybruiser15K\",35,20, Random(4,-4))\n\tBR2S E 20 A_PlaySound(\"weapons/bfg15kcooldown\",CHAN_AUTO)\n\tTNT1 A 0 A_Jump(128,\"BFG10K\",\"RailgunV2\")\n\tGoto See\n BFG10K:\n\tTNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n BR2S E 18 A_FaceTarget\n\tBR2S E 6 A_FaceTarget\n\tTNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n BR3S B 0 Bright A_CustomMissile(\"Cy10K\",35,-20,Random(4,-4))\n\tBR3S B 4 Bright A_CustomMissile(\"Cy10K\",35,20,Random(4,-4))\n\tBR2S E 8 A_FaceTarget\n\tTNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n BR3S B 0 Bright A_CustomMissile(\"Cy10K\",35,-20,Random(4,-4))\n\tBR3S B 4 Bright A_CustomMissile(\"Cy10K\",35,20,Random(4,-4))\n\tBR2S E 8 A_FaceTarget\n\tTNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n BR3S B 0 Bright A_CustomMissile(\"Cy10K\",35,-20,Random(4,-4))\n\tBR3S B 4 Bright A_CustomMissile(\"Cy10K\",35,20,Random(4,-4))\n\tBR2S E 20 A_PlaySound(\"weapons/bfg15kcooldown\",CHAN_AUTO)\n\tTNT1 A 0 A_Jump(128,\"RailgunV2\",\"AntiLegendaryBlast\")\n\tGoto See\n /*DTR:\n BR2S E 18 A_FaceTarget\n\tTNT1 A 0 Bright A_PlaySound(\"weapons/demontechfire\")\n BR2Z A 0 Bright A_CustomMissile(\"CyDemonTechProjectile\",35,-20,Random(125,-125)/125.25,0)\n\tBR2Z A 3 Bright A_CustomMissile(\"CyDemonTechProjectile\",35,20,Random(125,-125)/125.25,0)\n\tBR2S E 2 A_FaceTarget\n\tTNT1 A 0 Bright A_PlaySound(\"weapons/demontechfire\")\n BR2Z A 0 Bright A_CustomMissile(\"CyDemonTechProjectile\",35,-20,Random(125,-125)/125.25,0)\n\tBR2Z A 3 Bright A_CustomMissile(\"CyDemonTechProjectile\",35,20,Random(125,-125)/125.25,0)\n\tBR2S E 2 A_FaceTarget\n\tTNT1 A 0 Bright A_PlaySound(\"weapons/demontechfire\")\n BR2Z A 0 Bright A_CustomMissile(\"CyDemonTechProjectile\",35,-20,Random(125,-125)/125.25,0)\n\tBR2Z A 3 Bright A_CustomMissile(\"CyDemonTechProjectile\",35,20,Random(125,-125)/125.25,0)\n\t\tBR2S E 2 A_FaceTarget\n\tTNT1 A 0 Bright A_PlaySound(\"weapons/demontechfire\")\n BR2Z A 0 Bright A_CustomMissile(\"CyDemonTechProjectile\",35,-20,Random(125,-125)/125.25,0)\n\tBR2Z A 3 Bright A_CustomMissile(\"CyDemonTechProjectile\",35,20,Random(125,-125)/125.25,0)\n\t\tBR2S E 2 A_FaceTarget\n\tTNT1 A 0 Bright A_PlaySound(\"weapons/demontechfire\")\n BR2Z A 0 Bright A_CustomMissile(\"CyDemonTechProjectile\",35,-20,Random(125,-125)/125.25,0)\n\tBR2Z A 3 Bright A_CustomMissile(\"CyDemonTechProjectile\",35,20,Random(125,-125)/125.25,0)\n\t\tBR2S E 2 A_FaceTarget\n\tTNT1 A 0 Bright A_PlaySound(\"weapons/demontechfire\")\n BR2Z A 0 Bright A_CustomMissile(\"CyDemonTechProjectile\",35,-20,Random(125,-125)/125.25,0)\n\tBR2Z A 3 Bright A_CustomMissile(\"CyDemonTechProjectile\",35,20,Random(125,-125)/125.25,0)\n\t\tBR2S E 2 A_FaceTarget\n\tTNT1 A 0 Bright A_PlaySound(\"weapons/demontechfire\")\n BR2Z A 0 Bright A_CustomMissile(\"CyDemonTechProjectile\",35,-20,Random(125,-125)/125.25,0)\n\tBR2Z A 3 Bright A_CustomMissile(\"CyDemonTechProjectile\",35,20,Random(125,-125)/125.25,0)\n\t\tBR2S E 2 A_FaceTarget\n\tTNT1 A 0 Bright A_PlaySound(\"weapons/demontechfire\")\n BR2Z A 0 Bright A_CustomMissile(\"CyDemonTechProjectile\",35,-20,Random(125,-125)/125.25,0)\n\tBR2Z A 3 Bright A_CustomMissile(\"CyDemonTechProjectile\",35,20,Random(125,-125)/125.25,0)\n\t\tBR2S E 2 A_FaceTarget\n\tTNT1 A 0 Bright A_PlaySound(\"weapons/demontechfire\")\n BR2Z A 0 Bright A_CustomMissile(\"CyDemonTechProjectile\",35,-20,Random(125,-125)/125.25,0)\n\tBR2Z A 3 Bright A_CustomMissile(\"CyDemonTechProjectile\",35,20,Random(125,-125)/125.25,0)\n\t\tBR2S E 2 A_FaceTarget\n\tTNT1 A 0 Bright A_PlaySound(\"weapons/demontechfire\")\n BR2Z A 0 Bright A_CustomMissile(\"CyDemonTechProjectile\",35,-20,Random(125,-125)/125.25,0)\n\tBR2Z A 3 Bright A_CustomMissile(\"CyDemonTechProjectile\",35,20,Random(125,-125)/125.25,0)\n\t\tBR2S E 2 A_FaceTarget\n\tTNT1 A 0 Bright A_PlaySound(\"weapons/demontechfire\")\n BR2Z A 0 Bright A_CustomMissile(\"CyDemonTechProjectile\",35,-20,Random(125,-125)/125.25,0)\n\tBR2Z A 3 Bright A_CustomMissile(\"CyDemonTechProjectile\",35,20,Random(125,-125)/125.25,0)\n\t\tBR2S E 2 A_FaceTarget\n\tTNT1 A 0 Bright A_PlaySound(\"weapons/demontechfire\")\n BR2Z A 0 Bright A_CustomMissile(\"CyDemonTechProjectile\",35,-20,Random(125,-125)/125.25,0)\n\tBR2Z A 3 Bright A_CustomMissile(\"CyDemonTechProjectile\",35,20,Random(125,-125)/125.25,0)\n\t\tBR2S E 2 A_FaceTarget\n\tTNT1 A 0 Bright A_PlaySound(\"weapons/demontechfire\")\n BR2Z A 0 Bright A_CustomMissile(\"CyDemonTechProjectile\",35,-20,Random(125,-125)/125.25,0)\n\tBR2Z A 3 Bright A_CustomMissile(\"CyDemonTechProjectile\",35,20,Random(125,-125)/125.25,0)\n\t\tBR2S E 2 A_FaceTarget\n\tTNT1 A 0 Bright A_PlaySound(\"weapons/demontechfire\")\n BR2Z A 0 Bright A_CustomMissile(\"CyDemonTechProjectile\",35,-20,Random(125,-125)/125.25,0)\n\tBR2Z A 3 Bright A_CustomMissile(\"CyDemonTechProjectile\",35,20,Random(125,-125)/125.25,0)\n\t\tBR2S E 2 A_FaceTarget\n\tTNT1 A 0 Bright A_PlaySound(\"weapons/demontechfire\")\n BR2Z A 0 Bright A_CustomMissile(\"CyDemonTechProjectile\",35,-20,Random(125,-125)/125.25,0)\n\tBR2Z A 3 Bright A_CustomMissile(\"CyDemonTechProjectile\",35,20,Random(125,-125)/125.25,0)\n\tBR2S E 20 A_PlaySound(\"weapons/demontechsteam\")\n\tTNT1 A 0 A_Jump(128,\"RailgunV2\",\"PhazoLaser\")\n\tGoto See*/\n /*PhazoLaser:\n TNT1 A 0 A_PlaySound(\"weapons/ionchrg\")\n\t BR2S E 2 A_FaceTarget\n\t BR2S E 2 A_FaceTarget\n\t BR2S E 2 A_FaceTarget\n\t BR2S E 2 A_FaceTarget\n\t BR2S E 2 A_FaceTarget\n\t BR2S E 2 A_FaceTarget\n\t BR2S E 2 A_FaceTarget\n\t BR2S E 2 A_FaceTarget\n\t BR2S E 2 A_FaceTarget\n\t BR2S E 2 A_FaceTarget\n\t BR2S E 2 A_FaceTarget\n\t BR2S E 2 A_FaceTarget\n\t BR2S E 2 A_FaceTarget\n\t BR2S E 2 A_FaceTarget\n\t BR2S E 2 A_FaceTarget\n\t BR2S E 2 A_FaceTarget\n\t BR2S E 2 A_FaceTarget\n\t BR2S E 2 A_FaceTarget\n\t BR2S E 2 A_FaceTarget\n\t BR2S E 2 A_FaceTarget\n\t BR2S E 2 A_FaceTarget\n\t BR2S E 2 A_FaceTarget\n\t BR2S E 2 A_FaceTarget\n\t BR2S E 2 A_FaceTarget\n\t BR2S E 2 A_FaceTarget\n\t BR2S E 2 A_FaceTarget\n\t BR2S E 2 A_FaceTarget\n\t BR2S E 2 A_FaceTarget\n\t BR2S E 2 A_FaceTarget\n\t BR2S E 2 A_FaceTarget\n\t BR2S E 2 A_FaceTarget\n\t BR2S E 2 A_FaceTarget\n\t BR2S E 2 A_FaceTarget\n\t BR2S E 2 A_FaceTarget\n\t BR2S E 2 A_FaceTarget\n\t BR2S E 2 A_FaceTarget\n\t BR2S E 2 A_FaceTarget\n\t BR2S E 2 A_FaceTarget\n\t BR2S E 2 A_FaceTarget\n\t BR2S E 2 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"weapons/ionfir\")\n BR2Z B 0 A_CustomMissile(\"CyLaser\",35,-20,0)\n\t BR2Z B 2 Bright A_CustomMissile(\"CyLaser\",35,20,0)\n\t BR2Z BB 2 Bright A_FaceTarget\n BR2Z B 0 A_CustomMissile(\"CyLaser\",35,-20,0)\n\t BR2Z B 2 Bright A_CustomMissile(\"CyLaser\",35,20,0)\n\t BR2Z BB 2 Bright A_FaceTarget\n BR2Z B 0 A_CustomMissile(\"CyLaser\",35,-20,0)\n\t BR2Z B 2 Bright A_CustomMissile(\"CyLaser\",35,20,0)\n\t BR2Z BB 2 Bright A_FaceTarget\n BR2Z B 0 A_CustomMissile(\"CyLaser\",35,-20,0)\n\t BR2Z B 2 Bright A_CustomMissile(\"CyLaser\",35,20,0)\n\t BR2Z BB 2 Bright A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"weapons/ionfir\")\n BR2Z B 0 A_CustomMissile(\"CyLaser\",35,-20,0)\n\t BR2Z B 2 Bright A_CustomMissile(\"CyLaser\",35,20,0)\n\t BR2Z BB 2 Bright A_FaceTarget\n BR2Z B 0 A_CustomMissile(\"CyLaser\",35,-20,0)\n\t BR2Z B 2 Bright A_CustomMissile(\"CyLaser\",35,20,0)\n\t BR2Z BB 2 Bright A_FaceTarget\n BR2Z B 0 A_CustomMissile(\"CyLaser\",35,-20,0)\n\t BR2Z B 2 Bright A_CustomMissile(\"CyLaser\",35,20,0)\n\t BR2Z BB 2 Bright A_FaceTarget\n BR2Z B 0 A_CustomMissile(\"CyLaser\",35,-20,0)\n\t BR2Z B 2 Bright A_CustomMissile(\"CyLaser\",35,20,0)\n\t BR2Z BB 2 Bright A_FaceTarget\n\t BR2Z B 0 A_CustomMissile(\"CyLaser\",35,-20,0)\n\t BR2Z B 2 Bright A_CustomMissile(\"CyLaser\",35,20,0)\n\t BR2Z BB 2 Bright A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"weapons/ionfir\")\n BR2Z B 0 A_CustomMissile(\"CyLaser\",35,-20,0)\n\t BR2Z B 2 Bright A_CustomMissile(\"CyLaser\",35,20,0)\n\t BR2Z BB 2 Bright A_FaceTarget\n BR2Z B 0 A_CustomMissile(\"CyLaser\",35,-20,0)\n\t BR2Z B 2 Bright A_CustomMissile(\"CyLaser\",35,20,0)\n\t BR2Z BB 2 Bright A_FaceTarget\n\t BR2Z B 0 A_CustomMissile(\"CyLaser\",35,-20,0)\n\t BR2Z B 2 Bright A_CustomMissile(\"CyLaser\",35,20,0)\n\t BR2Z BB 2 Bright A_FaceTarget\n BR2Z B 0 A_CustomMissile(\"CyLaser\",35,-20,0)\n\t BR2Z B 2 Bright A_CustomMissile(\"CyLaser\",35,20,0)\n\t TNT1 A 0 A_Jump(128,\"RailgunV2\")\n\t Goto See*/\n RailgunV2:\n\tTNT1 A 0 A_PlaySound(\"weapons/rgcharge\")\n BR2S EE 10 A_FaceTarget\n\tBR2S E 2 A_FaceTarget\n\tBR2S E 1\n\tTNT1 A 0 A_PlaySound(\"railgunner/chargedshot\")\n\tBR3S B 0 A_CustomMissile(\"CydestroyerRail\",35,-20)\n\tBR3S B 5 Bright A_CustomMissile(\"CydestroyerRail\",35,20)\n BR2S E 20\n\tGoto See\n\tTNT1 A 0 A_Jump(64,\"AntiLegendaryBlast\")\n AntiLegendaryBlast:\n TNT1 A 0 A_ChangeFlag(\"NoPain\", 1)\n BR2S E 1 Bright A_FaceTarget\n\tBR2S EEEEEEEEEE 2 Bright A_FaceTarget\n\tBR2S E 2 Bright A_PlayWeaponSound(\"lrball3/charge\")\n\tBR2S E 2 A_FaceTarget\n //BR2S E 2 Bright A_SpawnItem(\"RHellionSmokeSpawner\",0,0,0,0)\n\tBR2S E 2 A_FaceTarget\n //BR2S E 2 Bright A_SpawnItem(\"RHellionSmokeSpawner\",0,0,0,0)\n\tBR2S E 2 A_FaceTarget\n //BR2S E 2 Bright A_SpawnItem(\"RHellionSmokeSpawner\",0,0,0,0)\n\tBR2S E 2 A_FaceTarget\n //BR2S E 2 Bright A_SpawnItem(\"RHellionSmokeSpawner\",0,0,0,0)\n\tBR2S E 2 A_FaceTarget\n //BR2S E 2 Bright A_SpawnItem(\"RHellionSmokeSpawner\",0,0,0,0)\n\tBR2S E 2 A_FaceTarget\n //BR2S E 2 Bright A_SpawnItem(\"RHellionSmokeSpawner\",0,0,0,0)\n\tBR2S E 2 A_FaceTarget\n //BR2S E 2 Bright A_SpawnItem(\"RHellionSmokeSpawner\",0,0,0,0)\n\tBR2S E 2 A_FaceTarget\n //BR2S E 2 Bright A_SpawnItem(\"RHellionSmokeSpawner\",0,0,0,0)\n\tBR2S E 2 A_FaceTarget\n //BR2S E 2 Bright A_SpawnItem(\"RHellionSmokeSpawner\",0,0,0,0)\n\tBR2S E 2 A_FaceTarget\n //BR2S E 2 Bright A_SpawnItem(\"RHellionSmokeSpawner\",0,0,0,0)\n\tBR2S E 2 A_FaceTarget\n //BR2S E 2 Bright A_SpawnItem(\"RHellionSmokeSpawner\",0,0,0,0)\n\tBR2S E 2 A_FaceTarget\n //BR2S E 2 Bright A_SpawnItem(\"RHellionSmokeSpawner\",0,0,0,0)\n\tBR2S E 2 A_FaceTarget\n //BR2S E 2 Bright A_SpawnItem(\"RHellionSmokeSpawner\",0,0,0,0)\n\tBR2S E 2 A_FaceTarget\n //BR2S E 2 Bright A_SpawnItem(\"RHellionSmokeSpawner\",0,0,0,0)\n\tBR2S E 2 A_FaceTarget\n //BR2S E 2 Bright A_SpawnItem(\"RHellionSmokeSpawner\",0,0,0,0)\n\tBR2S E 2 A_FaceTarget\n //BR2S E 2 Bright A_SpawnItem(\"RHellionSmokeSpawner\",0,0,0,0)\n\tBR2S E 2 A_FaceTarget\n //BR2S E 2 Bright A_SpawnItem(\"RHellionSmokeSpawner\",0,0,0,0)\n\tBR2S E 2 A_FaceTarget\n //BR2S E 2 Bright A_SpawnItem(\"RHellionSmokeSpawner\",0,0,0,0)\n\tBR2S E 2 A_FaceTarget\n //BR2S E 2 Bright A_SpawnItem(\"RHellionSmokeSpawner\",0,0,0,0)\n\tBR2S E 2 A_FaceTarget\n //BR2S E 2 Bright A_SpawnItem(\"RHellionSmokeSpawner\",0,0,0,0)\n\tBR2S E 2 A_FaceTarget\n //BR2S E 2 Bright A_SpawnItem(\"RHellionSmokeSpawner\",0,0,0,0)\n\tBR2S E 2 A_FaceTarget\n //BR2S E 2 Bright A_SpawnItem(\"RHellionSmokeSpawner\",0,0,0,0)\n\tBR2S E 2 A_FaceTarget\n //BR2S E 2 Bright A_SpawnItem(\"RHellionSmokeSpawner\",0,0,0,0)\n\tBR2S E 2 A_FaceTarget\n //BR2S E 2 Bright A_SpawnItem(\"RHellionSmokeSpawner\",0,0,0,0)\n\tBR2S E 2 A_FaceTarget\n //BR2S E 2 Bright A_SpawnItem(\"RHellionSmokeSpawner\",0,0,0,0)\n\tBR2S E 2 A_FaceTarget\n //BR2S E 2 Bright A_SpawnItem(\"RHellionSmokeSpawner\",0,0,0,0)\n\tBR2S E 2 A_FaceTarget\n //BR2S E 2 Bright A_SpawnItem(\"RHellionSmokeSpawner\",0,0,0,0)\n\tBR2S E 2 A_FaceTarget\n //BR2S E 2 Bright A_SpawnItem(\"RHellionSmokeSpawner\",0,0,0,0)\n\tBR2S E 2 A_FaceTarget\n //BR2S E 2 Bright A_SpawnItem(\"RHellionSmokeSpawner\",0,0,0,0)\n\tBR2S E 2 A_FaceTarget\n //BR2S E 2 Bright A_SpawnItem(\"RHellionSmokeSpawner\",0,0,0,0)\n\tBR2S E 2 A_FaceTarget\n //BR2S E 2 Bright A_SpawnItem(\"RHellionSmokeSpawner\",0,0,0,0)\n\tBR2S E 2 A_FaceTarget\n //BR2S E 2 Bright A_SpawnItem(\"RHellionSmokeSpawner\",0,0,0,0)\n\tBR2S E 2 A_FaceTarget\n //BR2S E 2 Bright A_SpawnItem(\"RHellionSmokeSpawner\",0,0,0,0)\n\tBR2S E 2 A_FaceTarget\n //BR2S E 2 Bright A_SpawnItem(\"RHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_ChangeFlag(\"NoPain\", 0)\n\tBR2S E 10 Bright A_FaceTarget\n\tBR3S A 0 A_PlayWeaponSound(\"lrball3/shot\")\n BR3S A 0 A_CustomMissile(\"SuperBall\",60,-20,0)\n BR3S A 10 A_CustomMissile(\"SuperBall\",60,20,0)\n BR3S A 10 A_FaceTarget\n\tGoto See\n\tFlamethrowers:\n TNT1 A 0 A_Jump(82,\"Normal\")\n\t TNT1 A 0 A_PlaySound(\"hectebus/flameready\")\n\t BR2S EE 10 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"monsters/fatsofire\")\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"CydestroyerFlamethrower\", 35, 20, Random(6, -6), CMF_AIMOFFSET)\n BR3S B 1 Bright A_CustomMissile(\"CydestroyerFlamethrower\", 35, -20, Random(6, -6), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"CydestroyerFlamethrower\", 35, 20, Random(6, -6), CMF_AIMOFFSET)\n BR3S B 1 Bright A_CustomMissile(\"CydestroyerFlamethrower\", 35, -20, Random(6, -6), CMF_AIMOFFSET)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"CydestroyerFlamethrower\", 35, 20, Random(6, -6), CMF_AIMOFFSET)\n BR3S B 1 Bright A_CustomMissile(\"CydestroyerFlamethrower\", 35, -20, Random(6, -6), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"CydestroyerFlamethrower\", 35, 20, Random(6, -6), CMF_AIMOFFSET)\n BR3S B 1 Bright A_CustomMissile(\"CydestroyerFlamethrower\", 35, -20, Random(6, -6), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"CydestroyerFlamethrower\", 35, 20, Random(6, -6), CMF_AIMOFFSET)\n BR3S B 1 Bright A_CustomMissile(\"CydestroyerFlamethrower\", 35, -20, Random(6, -6), CMF_AIMOFFSET)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"CydestroyerFlamethrower\", 35, 20, Random(6, -6), CMF_AIMOFFSET)\n BR3S B 1 Bright A_CustomMissile(\"CydestroyerFlamethrower\", 35, -20, Random(6, -6), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"CydestroyerFlamethrower\", 35, 20, Random(6, -6), CMF_AIMOFFSET)\n BR3S B 1 Bright A_CustomMissile(\"CydestroyerFlamethrower\", 35, -20, Random(6, -6), CMF_AIMOFFSET)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"CydestroyerFlamethrower\", 35, 20, Random(6, -6), CMF_AIMOFFSET)\n BR3S B 1 Bright A_CustomMissile(\"CydestroyerFlamethrower\", 35, -20, Random(6, -6), CMF_AIMOFFSET)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"CydestroyerFlamethrower\", 35, 20, Random(6, -6), CMF_AIMOFFSET)\n BR3S B 1 Bright A_CustomMissile(\"CydestroyerFlamethrower\", 35, -20, Random(6, -6), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"CydestroyerFlamethrower\", 35, 20, Random(6, -6), CMF_AIMOFFSET)\n BR3S B 1 Bright A_CustomMissile(\"CydestroyerFlamethrower\", 35, -20, Random(6, -6), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"CydestroyerFlamethrower\", 35, 20, Random(6, -6), CMF_AIMOFFSET)\n BR3S B 1 Bright A_CustomMissile(\"CydestroyerFlamethrower\", 35, -20, Random(6, -6), CMF_AIMOFFSET)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"CydestroyerFlamethrower\", 35, 20, Random(6, -6), CMF_AIMOFFSET)\n BR3S B 1 Bright A_CustomMissile(\"CydestroyerFlamethrower\", 35, -20, Random(6, -6), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"CydestroyerFlamethrower\", 35, 20, Random(6, -6), CMF_AIMOFFSET)\n BR3S B 1 Bright A_CustomMissile(\"CydestroyerFlamethrower\", 35, -20, Random(6, -6), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"CydestroyerFlamethrower\", 35, 20, Random(6, -6), CMF_AIMOFFSET)\n BR3S B 1 Bright A_CustomMissile(\"CydestroyerFlamethrower\", 35, -20, Random(6, -6), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"CydestroyerFlamethrower\", 35, 20, Random(6, -6), CMF_AIMOFFSET)\n BR3S B 1 Bright A_CustomMissile(\"CydestroyerFlamethrower\", 35, -20, Random(6, -6), CMF_AIMOFFSET)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"CydestroyerFlamethrower\", 35, 20, Random(6, -6), CMF_AIMOFFSET)\n BR3S B 1 Bright A_CustomMissile(\"CydestroyerFlamethrower\", 35, -20, Random(6, -6), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"CydestroyerFlamethrower\", 35, 20, Random(6, -6), CMF_AIMOFFSET)\n BR3S B 1 Bright A_CustomMissile(\"CydestroyerFlamethrower\", 35, -20, Random(6, -6), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"CydestroyerFlamethrower\", 35, 20, Random(6, -6), CMF_AIMOFFSET)\n BR3S B 1 Bright A_CustomMissile(\"CydestroyerFlamethrower\", 35, -20, Random(6, -6), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"CydestroyerFlamethrower\", 35, 20, Random(6, -6), CMF_AIMOFFSET)\n BR3S B 1 Bright A_CustomMissile(\"CydestroyerFlamethrower\", 35, -20, Random(6, -6), CMF_AIMOFFSET)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"CydestroyerFlamethrower\", 35, 20, Random(6, -6), CMF_AIMOFFSET)\n BR3S B 1 Bright A_CustomMissile(\"CydestroyerFlamethrower\", 35, -20, Random(6, -6), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"CydestroyerFlamethrower\", 35, 20, Random(6, -6), CMF_AIMOFFSET)\n BR3S B 1 Bright A_CustomMissile(\"CydestroyerFlamethrower\", 35, -20, Random(6, -6), CMF_AIMOFFSET)\n\t BR2S EE 12\n\t Goto See\n Pain:\n TNT1 A 0 A_Jump(87,\"MissilePain\")\n BR2S G 4 A_Pain\n Goto See\n MissilePain:\n BR2S G 4 A_Pain\n Goto Missile\n Death:\n BR2S G 20 A_Scream\n\tTNT1 AA 0 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\tTNT1 AA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n\tBR2S GGGG 2 Bright A_CustomMissile(\"Kaboom17\", Random(10,50), 0, random(0,360), 2, random(0,360))\n\tBR2D HHHH 2 Bright A_CustomMissile(\"Kaboom17\", Random(10,50), 0, random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\tTNT1 AA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n\tBR2D IIIJJJ 2 Bright A_CustomMissile(\"Kaboom17\", Random(10,50), 0, random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\tTNT1 AA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n\tBR2D KKKLLL 2 Bright A_CustomMissile(\"Kaboom17\", Random(10,50), 0, random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\tTNT1 AAAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n BR2D M 4 Bright A_NoBlocking\n BR2D N 3 Bright\n\tBR2D O 3\n\tBR2S P 3\n BR2S Q -1 A_KillMaster\n Stop\n Raise:\n TNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"VileHealEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n BR2S S 4\n\tBR2D RQPONMLK 4\n\tGoto See\n }\n}\n\nACTOR CydestroyerRail : CardinalRail\n{\nDamageType \"NobleComet\"\nMissileType \"CardinalRailTrail\"\nStates\n{\nSpawn:\n DCRP A 1 Bright\n Loop\nDeath:\n TNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"BFGShockwaveRed\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"Kaboom14\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 A 1 A_SpawnItem(\"RailgunImpactEffectRed\")\n\tStop\n\t}\n}\n\nACTOR CyDemonTechProjectile : ZDemonTechProjectile\n{\nDamageType \"NobleComet\"\nDecal DTRScorch\nStates\n{\n Death:\n TNT1 A 0\n\t TNT1 A 0 Bright A_SpawnItemEx(\"GreenParticleSpawnerDT\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t TNT1 A 0 Bright A_SpawnItemEx(\"ZDemonTechEx\",0,0,0,0,0,0,0,128,0)\n\t TNT1 AAAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n\t TNT1 A 1 Bright A_Explode(6,48)\n Stop\n\t }\n}\n\nACTOR Cy10K : Red10KProjectile\n{\nObituary \"%o's anus was made 3 sizes bigger by a Cydestroyer.\"\nStates\n{\nDeath:\nXDeath:\n TNT1 A 0\n TNT1 A 1 A_SpawnItem(\"Cy10KEx\")\n Stop\n }\n}\n\nACTOR Cy10KEx : Red10KEx\n{\nDamageType \"NobleComet\"\n}\n\nACTOR CydestroyerFlamethrower : MagmaBreath\n{\n Species \"Nobles\"\n\tDamageType \"NobleComet\"\n States\n {\n Spawn:\n FIR1 LKJIHGFEDCB 3 Bright A_Explode(Random(1,2),76)\n\t\tFIR1 AA 2 Bright A_FadeOut(0.15)\n\t\tStop\n\t\t}\n}\n\nACTOR CydestroyerGrenade : RifleGrenade\n{\nFastSpeed 24\nDamageType \"NobleComet\"\nDamage 20\n-THRUSPECIES\n}\n\nACTOR ShoulderRocket : CadaverRocket\n{\nSpeed 25\nFastSpeed 30\nDamage 3\nDamageType \"NobleComet\"\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_Jump(128,\"Homing\")\nNormal:\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",0,Random(-2,2))\n CYDM A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",0,Random(-2,2))\n Loop\nHoming:\n TNT1 A 0 Bright A_BishopMissileWeave\n\tTNT1 A 0 Bright A_Tracer2\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",0,Random(-2,2))\n CYDM A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",0,Random(-2,2))\n\tTNT1 A 0 Bright A_BishopMissileWeave\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",0,Random(-2,2))\n CYDM A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",0,Random(-2,2))\n\tTNT1 A 0 Bright A_BishopMissileWeave\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",0,Random(-2,2))\n CYDM A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",0,Random(-2,2))\n\tTNT1 A 0 Bright A_BishopMissileWeave\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",0,Random(-2,2))\n CYDM A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",0,Random(-2,2))\n\tTNT1 A 0 Bright A_BishopMissileWeave\n\tTNT1 A 0 Bright A_Tracer2\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",0,Random(-2,2))\n CYDM A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",0,Random(-2,2))\n\tTNT1 A 0 Bright A_BishopMissileWeave\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",0,Random(-2,2))\n CYDM A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",0,Random(-2,2))\n\tTNT1 A 0 Bright A_BishopMissileWeave\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",0,Random(-2,2))\n CYDM A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",0,Random(-2,2))\n\tTNT1 A 0 Bright A_BishopMissileWeave\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",0,Random(-2,2))\n CYDM A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",0,Random(-2,2))\n\tTNT1 A 0 Bright A_PlaySound(\"monster/homingrockbeep\")\n Loop\nDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 AAA 0 A_CustomMissile(\"Kaboom3\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n TNT1 AAAA 0 A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n TNT1 A 0 A_Explode\n TNT1 A 1 A_SpawnItem(\"RocketEx\")\n Stop\n }\n}\n\nACTOR ShoulderRocket2 : ShoulderRocket\n{\nSpeed 29\nFastSpeed 34\nDamage 2\nDamageType \"NobleComet\"\nStates\n{\nSpawn:\n TNT1 A 0\nNormal:\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",0,Random(-2,2))\n CYD2 A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",0,Random(-2,2))\n Loop\nDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 AAA 0 A_CustomMissile(\"Kaboom3\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n TNT1 AAAA 0 A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n TNT1 A 0 A_Explode\n TNT1 A 1 A_SpawnItem(\"RocketEx\")\n Stop\n }\n}\n\nActor SuperBall\n{\n Radius 6\n Height 22\n Speed 30\n DamageType \"NobleComet\"\n Damage (20)\n Scale 0.052\n Projectile\n +RANDOMIZE\n +EXTREMEDEATH\n SeeSound \"\"\n DeathSound \"lrball3/exp\"\n obituary \"%o's anus was made 3 sizes bigger by a Cydestroyer.\"\n RenderStyle Add\n ReactionTime 14\n States\n {\n Spawn:\n\tRRBA A 0 A_CountDown\n RRBA AA 2 bright A_SpawnItemEx(\"SuperBallTrail\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n Loop\n Death:\n TNT1 A 0 A_Explode(128,128,0)\n TNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 A 0 A_SpawnItemEx(\"ArcradimusCometDeath\",0,0,0,0,0,0,0,128,0)\n\tTNT1 A 0 A_PlaySound(\"lrball3/exp\")\n TNT1 AAAAAAAA 0 A_SpawnItemEx(\"SuperSmallBall\",Random(-8,8),Random(-8,8),Random(-8,8),Random(45,70),0,Random(-3,3),Random(170,190),SXF_NOCHECKPOSITION)\n TNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"SuperSmallBall\",Random(-8,8),Random(-8,8),Random(-8,8),Random(45,70),0,Random(-3,3),Random(-14,14),SXF_NOCHECKPOSITION)\n\tMMSD A 8 bright A_Explode(38, 140, 0)\n Stop\n }\n}\n\nActor SuperBallTrail\n{\n +NOINTERACTION\n +CLIENTSIDEONLY\n RenderStyle Add\n Alpha 0.7\n Scale 0.25\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 A 0 A_Jump(255, \"Flash1\", \"Flash2\", \"Flash3\", \"Flash4\")\n Flash1:\n RRB3 A 2 Bright A_FadeOut(0.08)\n Wait\n Flash2:\n RRB3 B 2 Bright A_FadeOut(0.08)\n Wait\n Flash3:\n RRB3 C 2 Bright A_FadeOut(0.08)\n Wait\n Flash4:\n RRB3 D 2 Bright A_FadeOut(0.08)\n Wait\n Toaster:\n TNT1 A 0\n Stop\n }\n}\n\nActor SuperSmallBall\n{\n Radius 8\n Height 10\n Speed 65\n DamageType \"NobleComet\"\n Damage (4)\n Scale 0.17\n Projectile\n +RANDOMIZE\n +EXTREMEDEATH\n SeeSound \"MMBurst\"\n DeathSound \"MBExplodeD\"\n obituary \"%o's anus was made 3 sizes bigger by a Cydestroyer.\"\n RenderStyle Add\n States\n {\n Spawn:\n RRBA A 0\n RRBA A 0 bright A_SeekerMissile(15,8,SMF_LOOK)\n\tRRB3 AA 1 bright A_SpawnItemEx(\"SuperBallTrail2\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\tRRBA A 0 bright A_SeekerMissile(1,8,SMF_LOOK)\n\tRRB3 BB 1 bright A_SpawnItemEx(\"SuperBallTrail2\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\tRRBA A 0 bright A_SeekerMissile(15,8,SMF_LOOK)\n\tRRB3 CC 1 bright A_SpawnItemEx(\"SuperBallTrail2\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\tRRBA A 0 bright A_SeekerMissile(15,8,SMF_LOOK)\n\tRRB3 DD 1 bright A_SpawnItemEx(\"SuperBallTrail2\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n loop\n Death:\n TNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"KaboomRed\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n TNT1 I 8 bright A_Explode(8,80,0)\n TNT1 J 6 bright\n TNT1 K 4 bright\n Stop\n }\n}\n\nActor SuperBallTrail2\n{\n +NOINTERACTION\n +CLIENTSIDEONLY\n RenderStyle Add\n Scale 0.15\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 A 0 A_Jump(256,\"Flash1\",\"Flash2\",\"Flash3\",\"Flash4\")\n Flash1:\n RRB3 A 1 Bright A_FadeOut(0.125)\n Wait\n Flash2:\n RRB3 B 1 Bright A_FadeOut(0.125)\n Wait\n Flash3:\n RRB3 C 1 Bright A_FadeOut(0.125)\n Wait\n Flash4:\n RRB3 D 1 Bright A_FadeOut(0.125)\n Wait\n Toaster:\n TNT1 A 0\n\tStop\n }\n}\n\nACTOR RHellionSmoke\n{\n+MISSILE\n+DONTSPLASH\n+CLIENTSIDEONLY\n+NOBLOCKMAP\n+NOGRAVITY\n+NOTELEPORT\n+FORCEXYBILLBOARD\n+THRUACTORS\nScale 0.4\nRenderStyle Normal\nStates\n{\nSpawn:\nRMKE ABCDEFGHIJKL 2 Bright A_FadeOut\nStop\n}\n}\n\nACTOR RHellionSmokeSpawner : RedParticleSpawner\n{\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 AAA 0 A_SpawnItemEx(\"RHellionSmoke\",random(12,-12),random(12,-12),random(12,64),0,0,random(1,3),0,128,0)\n TNT1 A 1\n Stop\n }\n}\n\nACTOR OHellionSmoke\n{\n+MISSILE\n+DONTSPLASH\n+CLIENTSIDEONLY\n+NOBLOCKMAP\n+NOGRAVITY\n+NOTELEPORT\n+FORCEXYBILLBOARD\n+THRUACTORS\nScale 0.4\nRenderStyle Normal\nStates\n{\nSpawn:\nOMKE ABCDEFGHIJKL 2 Bright A_FadeOut\nStop\n}\n}\n\nACTOR OHellionSmokeSpawner : RedParticleSpawner\n{\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 AAA 0 A_SpawnItemEx(\"OHellionSmoke\",random(12,-12),random(12,-12),random(12,64),0,0,random(1,3),0,128,0)\n TNT1 A 1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/FreezerBehemoth.txt",
"contents": "ACTOR FreezerBehemoth : Fatso 16565\n{\n//$Category Monsters/LCA\n//$Sprite FRBHA1D1\n//$Title \"Freezer Behemoth\"\nHealth 1550\nRadius 48\nHeight 64\nPainChance 55\nScale 1.1\nBloodColor \"Sky Blue\"\nDamageFactor \"BeheComet\", 0.0\nDamageFactor \"FatFlamer\", 0.0\nDamageFactor \"Ice\", 0.0\nDamageFactor \"FreezerBurn\", 0.0\nDropItem \"BossLifeEssence\" 250\nDropItem \"BossArmorBonusMax\" 250\nDropItem \"NewCellPack\" 250\nDropItem \"Freezer Rifle\" 150 1\nSpecies \"Fatsos\"\n+MISSILEMORE\n+MISSILEEVENMORE\n+NOTARGET\n+QUICKTORETALIATE\n+MISSILEMORE\n+DONTHURTSPECIES\n+DONTHARMSPECIES\n+NOICEDEATH\nSeeSound \"FreezerBehe/Sight\"\nPainSound \"FreezerBehe/Pain\"\nDeathSound \"FreezerBehe/Death\"\nActiveSound \"manc/idle\"\nObituary \"%o was forced to chill out by a Freezer Behemoth.\"\nStates\n{\nSpawn:\n //TNT1 A 0 A_SpawnItem(\"FRZRFlameSpawner\",0,0,0,0)\n FRBH C 8 Bright A_Look\n\t //TNT1 A 0 A_SpawnItem(\"FRZRFlameSpawner\",0,0,0,0)\n\t FRBH C 8 Bright A_Look\n\t //TNT1 A 0 A_SpawnItem(\"FRZRFlameSpawner\",0,0,0,0)\n\t QATI C 8 Bright A_Look\n\t //TNT1 A 0 A_SpawnItem(\"FRZRFlameSpawner\",0,0,0,0)\n\t QATI C 8 Bright A_Look\n\t //TNT1 A 0 A_SpawnItem(\"FRZRFlameSpawner\",0,0,0,0)\n Loop\nSee:\n //TNT1 A 0 A_SpawnItem(\"FRZRFlameSpawner\",0,0,0,0)\n TNT1 A 0 A_SpawnItem(\"BeefyStep\",0,0,0,0)\n FRBH AA 3 Bright A_Chase\n\t //TNT1 A 0 A_SpawnItem(\"FRZRFlameSpawner\",0,0,0,0)\n\t FRBH BB 3 Bright A_Chase\n\t //TNT1 A 0 A_SpawnItem(\"FRZRFlameSpawner\",0,0,0,0)\n\t FRBH CC 3 Bright A_Chase\n\t //TNT1 A 0 A_SpawnItem(\"FRZRFlameSpawner\",0,0,0,0)\n\t FRBH DD 3 Bright A_Chase\n\t //TNT1 A 0 A_SpawnItem(\"FRZRFlameSpawner\",0,0,0,0)\n TNT1 A 0 A_SpawnItem(\"BeefyStep\",0,0,0,0)\n FRBH EE 3 Bright A_Chase\n\t //TNT1 A 0 A_SpawnItem(\"FRZRFlameSpawner\",0,0,0,0)\n\t FRBH FF 3 Bright A_Chase\n\t //TNT1 A 0 A_SpawnItem(\"FRZRFlameSpawner\",0,0,0,0)\n Loop\nMissile:\n TNT1 A 0 A_SetShootable\n TNT1 A 0 A_UnsetInvulnerable\n TNT1 A 0 A_SetTranslucent(1)\n TNT1 A 0 A_JumpIfCloser(350,\"Freezethrowers\")\n\t TNT1 A 0 A_Jump(110,\"Seekers\")\nNormal:\n TNT1 A 0 A_PlaySound(\"FreezerBehe/Cannon\")\n FRBH G 15 Bright A_FaceTarget\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"FRZRBehBomb\", 30, 30, Random(6, -12))\n FRBH H 6 Bright A_CustomMissile(\"FRZRBehBomb\", 30, -30, Random(12, -6))\n FRBH IG 8 Bright A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"FRZRBehBomb\", 30, 30, Random(6, -12))\n FRBH H 6 Bright A_CustomMissile(\"FRZRBehBomb\", 30, -30, Random(12, -6))\n FRBH IG 12 Bright A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"FRZRBehBomb\", 30, -30, Random(0, 6))\n FRBH H 2 Bright A_CustomMissile(\"FRZRBehBomb\", 30, 30, Random(0, -6))\n TNT1 A 0 A_CustomMissile(\"FRZRBehBomb\", 30, 30, Random(-7, -12))\n FRBH H 6 Bright A_CustomMissile(\"FRZRBehBomb\", 30, -30, Random(7, 12))\n FRBH IG 12 Bright\n\t TNT1 A 0 A_Jump(70,\"Seekers\")\n Goto See\nFreezethrowers:\n TNT1 A 0 A_Jump(82,\"Normal\")\n\t TNT1 A 0 A_PlaySound (\"freeze/altfire\", 6)\n\t FRBH GG 10 Bright A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"freeze/althold\", 6)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"FRZRFlameShot\", 30, 30, Random(6, -6), CMF_AIMOFFSET)\n FRBH H 1 Bright A_CustomMissile(\"FRZRFlameShot\", 30, -30, Random(6, -6), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"FRZRFlameShot\", 30, 30, Random(6, -6), CMF_AIMOFFSET)\n FRBH H 1 Bright A_CustomMissile(\"FRZRFlameShot\", 30, -30, Random(6, -6), CMF_AIMOFFSET)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"FRZRFlameShot\", 30, 30, Random(6, -6), CMF_AIMOFFSET)\n FRBH H 1 Bright A_CustomMissile(\"FRZRFlameShot\", 30, -30, Random(6, -6), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"FRZRFlameShot\", 30, 30, Random(6, -6), CMF_AIMOFFSET)\n FRBH H 1 Bright A_CustomMissile(\"FRZRFlameShot\", 30, -30, Random(6, -6), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"FRZRFlameShot\", 30, 30, Random(6, -6), CMF_AIMOFFSET)\n FRBH H 1 Bright A_CustomMissile(\"FRZRFlameShot\", 30, -30, Random(6, -6), CMF_AIMOFFSET)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"FRZRFlameShot\", 30, 30, Random(6, -6), CMF_AIMOFFSET)\n FRBH H 1 Bright A_CustomMissile(\"FRZRFlameShot\", 30, -30, Random(6, -6), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"FRZRFlameShot\", 30, 30, Random(6, -6), CMF_AIMOFFSET)\n FRBH H 1 Bright A_CustomMissile(\"FRZRFlameShot\", 30, -30, Random(6, -6), CMF_AIMOFFSET)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"FRZRFlameShot\", 30, 30, Random(6, -6), CMF_AIMOFFSET)\n FRBH H 1 Bright A_CustomMissile(\"FRZRFlameShot\", 30, -30, Random(6, -6), CMF_AIMOFFSET)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"FRZRFlameShot\", 30, 30, Random(6, -6), CMF_AIMOFFSET)\n FRBH H 1 Bright A_CustomMissile(\"FRZRFlameShot\", 30, -30, Random(6, -6), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"FRZRFlameShot\", 30, 30, Random(6, -6), CMF_AIMOFFSET)\n FRBH H 1 Bright A_CustomMissile(\"FRZRFlameShot\", 30, -30, Random(6, -6), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"FRZRFlameShot\", 30, 30, Random(6, -6), CMF_AIMOFFSET)\n FRBH H 1 Bright A_CustomMissile(\"FRZRFlameShot\", 30, -30, Random(6, -6), CMF_AIMOFFSET)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"FRZRFlameShot\", 30, 30, Random(6, -6), CMF_AIMOFFSET)\n FRBH H 1 Bright A_CustomMissile(\"FRZRFlameShot\", 30, -30, Random(6, -6), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"FRZRFlameShot\", 30, 30, Random(6, -6), CMF_AIMOFFSET)\n FRBH H 1 Bright A_CustomMissile(\"FRZRFlameShot\", 30, -30, Random(6, -6), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"FRZRFlameShot\", 30, 30, Random(6, -6), CMF_AIMOFFSET)\n FRBH H 1 Bright A_CustomMissile(\"FRZRFlameShot\", 30, -30, Random(6, -6), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"FRZRFlameShot\", 30, 30, Random(6, -6), CMF_AIMOFFSET)\n FRBH H 1 Bright A_CustomMissile(\"FRZRFlameShot\", 30, -30, Random(6, -6), CMF_AIMOFFSET)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"FRZRFlameShot\", 30, 30, Random(6, -6), CMF_AIMOFFSET)\n FRBH H 1 Bright A_CustomMissile(\"FRZRFlameShot\", 30, -30, Random(6, -6), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"FRZRFlameShot\", 30, 30, Random(6, -6), CMF_AIMOFFSET)\n FRBH H 1 Bright A_CustomMissile(\"FRZRFlameShot\", 30, -30, Random(6, -6), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"FRZRFlameShot\", 30, 30, Random(6, -6), CMF_AIMOFFSET)\n FRBH H 1 Bright A_CustomMissile(\"FRZRFlameShot\", 30, -30, Random(6, -6), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"FRZRFlameShot\", 30, 30, Random(6, -6), CMF_AIMOFFSET)\n FRBH H 1 Bright A_CustomMissile(\"FRZRFlameShot\", 30, -30, Random(6, -6), CMF_AIMOFFSET)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"FRZRFlameShot\", 30, 30, Random(6, -6), CMF_AIMOFFSET)\n FRBH H 1 Bright A_CustomMissile(\"FRZRFlameShot\", 30, -30, Random(6, -6), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"FRZRFlameShot\", 30, 30, Random(6, -6), CMF_AIMOFFSET)\n FRBH H 1 Bright A_CustomMissile(\"FRZRFlameShot\", 30, -30, Random(6, -6), CMF_AIMOFFSET)\n\t FRBH IG 12 Bright A_StopSound(6)\n\t Goto See\n Seekers:\n TNT1 A 0 A_PlaySound(\"FreezerBehe/Sight\")\n\t FRBH IG 14 Bright A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"FRZRBehBall\",30,30,0)\n FRBH H 8 Bright A_CustomMissile(\"FRZRBehBall\",30,-30,0)\n FRBH IG 12 Bright\n Goto See\nPain:\n TNT1 A 0 A_Jump(87,\"PainMissile\")\n FRBH J 6 Bright A_Pain\n Goto See\nPainMissile:\n FRBH J 6 Bright A_Pain\n Goto Missile\nDeath:\n\t FRBH K 6 Bright\n TNT1 A 0 A_SpawnItemEx(\"BlueGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n FRBH L 6 Bright A_Scream\n\t FRBH M 6 Bright A_NoBlocking\n TNT1 A 0 A_SpawnItemEx(\"BlueGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n FRBH NOPQR 6 Bright\n FRBH S 6 Bright\n\t TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"FRZRIceSpike\", random(-256,256), random(-256,256), 0, 0, 0, 0, 0, 34, 0)\n FRBH T -1 A_KillMaster\n Stop\nRaise:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"VileHealEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n FRBH SRQPONMLK 6 Bright\n Goto See\n }\n}\n\nACTOR FRZRFlame\n{\n+MISSILE\n+DONTSPLASH\n+CLIENTSIDEONLY\n+NOBLOCKMAP\n+NOGRAVITY\n+NOTELEPORT\n+FORCEXYBILLBOARD\nRenderStyle Add\nScale 0.5\nStates\n{\nSpawn:\nQMKE ABCDEFGHIJKL 2 Bright A_FadeOut\nStop\n}\n}\n\nACTOR FRZRFlameSpawner : RedParticleSpawner\n{\n States\n {\n Spawn:\n TNT1 AAAAAA 0 A_SpawnItemEx(\"FRZRFlame\",random(30,-30),random(30,-30),random(0,64),0,0,random(2,6),0,128,0)\n TNT1 A 1\n Stop\n }\n}\n\nACTOR FRZRBehemothSeekingComet : Comet\n{\nScale 0.55\nDamage 12\nDamageType \"Ice\"\nMissileType \"\"\nRenderStyle Add\nAlpha 0.85\n+SEEKERMISSILE\nStates\n{\nSpawn:\nTNT1 A 0 A_Tracer2\nFRBB AAAAA 1 Bright A_SpawnItemEx(\"FRZRBehemothSeekingTail\", 0, 0, 0, 0, 0, 0, 0, 128)\nTNT1 A 0 A_Tracer2\nFRBB BBBBB 1 Bright A_SpawnItemEx(\"FRZRBehemothSeekingTail\", 0, 0, 0, 0, 0, 0, 0, 128)\nLoop\nDeath:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\nCOMT D 3 Bright A_SpawnItemEx(\"CometDeathGlow\",0,0,0,0,0,0,0,128,0)\nCOMT E 3 Bright A_SpawnItemEx(\"CometDeath\",0,0,0,0,0,0,0,128,0)\nStop\n}\n}\n\nACTOR FRZRBehemothSeekingTail : CometTail\n{\nAlpha 0.85\nScale 0.75\nStates\n{\nSpawn:\nTNT1 A 1\nFRBT ABCDE 2 Bright A_FadeOut(0.12)\nStop\n}\n}\n\nACTOR FRZRIceSpikeSpawner\n{\n Radius 5\n Height 5\n Speed 20\n FastSpeed 25\n Damage 0\n +RIPPER\n +FLOORHUGGER\n +BLOODLESSIMPACT\n +THRUSPECIES\n Species \"Fatsos\"\n DamageType \"Ice\"\n Projectile\n MissileType FRZRIceSpike\n Missileheight 0\n States\n {\n Spawn:\n TNT1 AAAA 1 Bright A_CStaffMissileSlither\n\tTNT1 A 1 Bright A_MissileAttack\n Loop\n Death:\n TNT1 A 1\n Stop\n }\n}\n\nactor FRZRIceSpike\n{\n+SOLID\nScale 0.7\nHealth 20\nDamage 20\n+NOBLOOD\n+Ripper\n+DontHarmSpecies\nradius 20\nHeight 93\nmass 999999\nSpecies \"Fatsos\"\nDamageType \"Ice\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 10 ThrustThingZ(0, 9999, 1, 1)\nTNT1 A 0 A_PlaySound(\"icespike\")\nICPL I 0 A_ChangeFlag(\"SHOOTABLE\", 1)\nICPL I 200\nGoto Death\nDeath:\nICPL I 0 A_ChangeFlag(\"SHOOTABLE\", 0)\nICPL I 1 A_ChangeFlag(\"SOLID\", 0)\nICPL IHGFEDCBA 2 A_SpawnItemEx(\"IceMinismokeeffect\",0,0,random(0,93),0,0,0,0,128,158)\nTNT1 A 0 A_PlaySound(\"icespike\")\nstop\n}\n}\n\nactor IceMiniSmokeeffect\n{\nrenderstyle translucent\nspeed 18\n+DONTSPLASH\nalpha 0.8\nradius 4\nheight 4\n+DOOMBOUNCE\ndamage 0\nscale 2.0\n+RIPPER\n+NOBLOOD\n+CLIENTSIDEONLY\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nPLSS JKLMNOPQRSTUVWX 2 A_FadeOut(0.02)\nstop\n Toaster:\n TNT1 A 0\n\tStop\n}\n}\n\nactor BeheIceSpikeInventory : CustomInventory\n{\ninventory.pickupmessage \"\"\ninventory.pickupsound \"\"\n-COUNTITEM\nSpecies \"Fatsos\"\n+INVENTORY.AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 1\nLoop\nPickup:\nTNT1 A 1\nTNT1 AAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"FRZRIceSpike\", random(-256,256), random(-256,256), 0, 0, 0, 0, 0, 34, 0)\nTNT1 AAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"FRZRIceSpike\", random(-256,256), random(-256,256), 0, 0, 0, 0, 0, 34, 0)\nTNT1 AAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"FRZRIceSpike\", random(-256,256), random(-256,256), 0, 0, 0, 0, 0, 34, 0)\nStop\n}\n}\n\nActor FRZRBehBomb\n{\nRadius 13\nHeight 8\nSpeed 25\nFastSpeed 30\nDamage 12\nScale 1.5\nAlpha 0.75\nRENDERSTYLE Translucent\nDamageType \"Ice\"\nPROJECTILE\nSeeSound \"icespike\"\nDeathSound \"iceexplode\"\nStates\n{\n Spawn:\n\tTNT1 A 0 A_CustomMissile(\"FRZRBehBombTrail\",Random(-2,2),Random(-2,2))\n\tTNT1 A 0 A_CustomMissile(\"ProjectileTrailParticleBlue\",Random(-2,2),Random(-2,2))\n\tTNT1 A 0 A_CustomMissile(\"FRZRBehBombTrail\",Random(-2,2),Random(-2,2))\n\tTNT1 A 0 A_CustomMissile(\"ProjectileTrailParticleBlue\",Random(-2,2),Random(-2,2))\n\tFX05 A 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"FRZRBehBombTrail\",Random(-2,2),Random(-2,2))\n\tTNT1 A 0 A_CustomMissile(\"ProjectileTrailParticleBlue\",Random(-2,2),Random(-2,2))\n\tTNT1 A 0 A_CustomMissile(\"FRZRBehBombTrail\",Random(-2,2),Random(-2,2))\n\tTNT1 A 0 A_CustomMissile(\"ProjectileTrailParticleBlue\",Random(-2,2),Random(-2,2))\n\tFX05 B 1 Bright\n\tTNT1 A 0 A_CustomMissile(\"FRZRBehBombTrail\",Random(-2,2),Random(-2,2))\n\tTNT1 A 0 A_CustomMissile(\"ProjectileTrailParticleBlue\",Random(-2,2),Random(-2,2))\n\tTNT1 A 0 A_CustomMissile(\"FRZRBehBombTrail\",Random(-2,2),Random(-2,2))\n\tTNT1 A 0 A_CustomMissile(\"ProjectileTrailParticleBlue\",Random(-2,2),Random(-2,2))\n\tFX05 C 1 Bright\n\tLoop\n Death:\n\tTNT1 AAA 0 A_CustomMissile(\"Bluekaboom4\",0,0,random(0,360),2,random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX4\",0,0,random(0,360),2,random(0,360))\n\tSHEX G 0 A_Explode(32,102,0)\n\tSHEX G 0 A_CustomMissile(\"FRZRBehBombProj\",0,0,15,CMF_AIMDIRECTION)\n\tSHEX G 0 A_CustomMissile(\"FRZRBehBombProj\",0,0,45,CMF_AIMDIRECTION)\n\tSHEX G 0 A_CustomMissile(\"FRZRBehBombProj\",0,0,65,CMF_AIMDIRECTION)\n\tSHEX G 0 A_CustomMissile(\"FRZRBehBombProj\",0,0,80,CMF_AIMDIRECTION)\n\tSHEX G 0 A_CustomMissile(\"FRZRBehBombProj\",0,0,105,CMF_AIMDIRECTION)\n\tSHEX G 0 A_CustomMissile(\"FRZRBehBombProj\",0,0,120,CMF_AIMDIRECTION)\n\tSHEX G 0 A_CustomMissile(\"FRZRBehBombProj\",0,0,145,CMF_AIMDIRECTION)\n\tSHEX G 0 A_CustomMissile(\"FRZRBehBombProj\",0,0,160,CMF_AIMDIRECTION)\n\tSHEX G 0 A_CustomMissile(\"FRZRBehBombProj\",0,0,185,CMF_AIMDIRECTION)\n\tSHEX G 0 A_CustomMissile(\"FRZRBehBombProj\",0,0,200,CMF_AIMDIRECTION)\n\tSHEX G 0 A_CustomMissile(\"FRZRBehBombProj\",0,0,220,CMF_AIMDIRECTION)\n\tSHEX G 0 A_CustomMissile(\"FRZRBehBombProj\",0,0,240,CMF_AIMDIRECTION)\n\tSHEX G 0 A_CustomMissile(\"FRZRBehBombProj\",0,0,260,CMF_AIMDIRECTION)\n\tSHEX G 0 A_CustomMissile(\"FRZRBehBombProj\",0,0,280,CMF_AIMDIRECTION)\n\tSHEX G 0 A_CustomMissile(\"FRZRBehBombProj\",0,0,300,CMF_AIMDIRECTION)\n\tSHEX DCEFG 3 Bright\n\tStop\n }\n}\n\nActor FRZRBehBombTrail : BFG9500Trail\n{\nScale 1.2\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 1\n FX05 ABC 2 A_FadeOut(0.25)\n Goto Spawn+3\n }\n}\n\nActor FRZRBehBombProj\n{\nRadius 13\nHeight 8\nSpeed 66\nFastSpeed 80\nDamage 3\nScale 0.7\nDamageType \"Ice\"\nPROJECTILE\nSeeSound \"icespike\"\nDeathSound \"iceexplode\"\nRenderStyle Translucent\nAlpha 0.75\nStates\n{\n Spawn:\n\tISHR AB 2 Bright\n\tLoop\n Death:\n\tTNT1 A 0\n\tTNT1 AAA 0 A_CustomMissile(\"Kaboom6\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAA 0 A_SpawnItemEx(\"IceDebris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n\tTNT1 AAA 0 Bright A_CustomMissile(\"Kaboom6\", 0, 0, random(0,360), 2, random(0,360))\n\tStop\n }\n}\n\nActor FRZRBehBall\n{\nRadius 10\nHeight 10\nSpeed 25\nScale 0.5\nDamage 15\nDamageType \"Ice\"\nRenderStyle ADD\nAlpha 0.75\nSeeSound \"icespike\"\nDeathSound \"icefurry\"\n+SEEKERMISSILE\n+HEXENBOUNCE\nBounceCount 3\nPROJECTILE\nStates\n{\n Spawn:\n\tTNT1 A 0 A_SpawnItemEx(\"BlueParticleSpawner\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_SeekerMissile(15,5,SMF_LOOK)\n\tICBL A 1 Bright A_SpawnItemEx(\"FRZRBehBallTrail\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_SeekerMissile(15,5,SMF_LOOK)\n\tICBL B 1 Bright A_SpawnItemEx(\"FRZRBehBallTrail\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_SeekerMissile(15,5,SMF_LOOK)\n\tICBL C 1 Bright A_SpawnItemEx(\"FRZRBehBallTrail\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_SeekerMissile(15,5,SMF_LOOK)\n\tICBL D 1 Bright A_SpawnItemEx(\"FRZRBehBallTrail\",0,0,0,0,0,0,0,128)\n\tLoop\n Death:\n\tICBL A 0 A_Explode(32,104,0)\n\tICBL A 0 A_PlaySound(\"icefurry\")\n\tTNT1 AAAA 0 A_SpawnItemEx(\"BlueParticleSpawner\",0,0,0,0,0,0,0,128)\n\tTNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"BlueKaboom3\",0,0,0,random(-20,20),random(-20,20),random(-20,20))\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"FRZRFlameShotEffect\",random(-3,3),random(-3,3),CMF_AIMDIRECTION,random(-6,6),random(-6,6),random(-3,3))\n\tStop\n\t}\n}\n\nActor FRZRFlameShotEffect : FRZRFlameShot\n{\nDamage 0\nStates\n{\nDeath:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nActor FRZRBehBallTrail : BFG9500Trail\n{\nScale 0.5\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 1\n ICBL ABCD 3 A_FadeOut(0.25)\n Goto Spawn+3\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/Velocirator.txt",
"contents": "ACTOR Velocirator : Archvile 16564\n{\n//$Category Monsters/LCA\n//$Sprite HIABA1D1\n//$Title \"Velocirator Vile\"\n Health 1450\n Speed 16\n DropItem \"InvulnerabilitySphere\" 55\n DropItem \"BossLifeEssence\" 210\n DropItem \"BossArmorBonusMax\" 210\n DropItem \"HellionRegen\" 200 1\n DropItem \"DemonAmmoBox\" 255\n DropItem \"ModdedGreenArmor\" 180 1\n BloodColor \"green\"\n Species \"Viles\"\n DamageFactor \"VileFires\", 0.0\n DamageFactor \"PoP15K\", 0.0\n RadiusDamageFactor 0.6\n Obituary \"%o was atomized by a Velocirator Vile.\"\n Monster\n PainChance 5\n +FLOORCLIP\n +NOTARGET\n +MISSILEMORE\n +MISSILEEVENMORE\n +QUICKTORETALIATE\n +NOINFIGHTING\n +DONTHURTSPECIES\n +DONTHARMSPECIES\n +BRIGHT\n SeeSound \"monster/velsit\"\n PainSound \"monster/velpai\"\n ActiveSound \"monster/velact\"\n DeathSound \"monster/veldie\"\n var int user_amount;\n States\n {\n Spawn:\n HIAB A 10 Bright A_Look\n TNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\tLoop\nSee:\n\tTNT1 A 0 A_Jump(82,\"Rush\")\n HIAB A 0 A_SpawnItem(\"HumanishStep\",0,0,0,0)\n TNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\tHIAB AABBCC 2 Bright A_VileChase\n TNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"HumanishStep\",0,0,0,0)\n TNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\tHIAB DDEEFF 2 Bright A_VileChase\n TNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 HealThing(1)\n\tTNT1 A 0 A_Jump(16,\"Teleport\")\n\tLoop\nRush:\n TNT1 A 0 A_SpawnItem(\"HInfernoFX\",0,0)\n HIAB A 1 Bright A_VileChase\n TNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"HInfernoFX\",0,0)\n HIAB A 1 Bright A_VileChase\n TNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n TNT1 A 0 A_SpawnItem(\"HInfernoFX\",0,0)\n HIAB B 1 Bright A_VileChase\n TNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"HInfernoFX\",0,0)\n HIAB B 1 Bright A_VileChase\n TNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"HInfernoFX\",0,0)\n HIAB C 1 Bright A_VileChase\n TNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"HInfernoFX\",0,0)\n HIAB C 1 Bright A_VileChase\n TNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"HInfernoFX\",0,0)\n HIAB D 1 Bright A_VileChase\n TNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"HInfernoFX\",0,0)\n HIAB D 1 Bright A_VileChase\n TNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n TNT1 A 0 A_SpawnItem(\"HInfernoFX\",0,0)\n HIAB E 1 Bright A_VileChase\n TNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"HInfernoFX\",0,0)\n HIAB E 1 Bright A_VileChase\n TNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"HInfernoFX\",0,0)\n HIAB F 1 Bright A_VileChase\n TNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"HInfernoFX\",0,0)\n HIAB F 1 Bright A_VileChase\n TNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"HInfernoFX\",0,0)\n HIAB A 1 Bright A_VileChase\n TNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"HInfernoFX\",0,0)\n HIAB A 1 Bright A_VileChase\n TNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"HInfernoFX\",0,0)\n HIAB B 1 Bright A_VileChase\n TNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"HInfernoFX\",0,0)\n HIAB B 1 Bright A_VileChase\n TNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"HInfernoFX\",0,0)\n HIAB C 1 Bright A_VileChase\n TNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"HInfernoFX\",0,0)\n HIAB C 1 Bright A_VileChase\n TNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"HInfernoFX\",0,0)\n HIAB D 1 Bright A_VileChase\n TNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"HInfernoFX\",0,0)\n HIAB D 1 Bright A_VileChase\n TNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"HInfernoFX\",0,0)\n HIAB E 1 Bright A_VileChase\n TNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"HInfernoFX\",0,0)\n HIAB E 1 Bright A_VileChase\n TNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"HInfernoFX\",0,0)\n HIAB F 1 Bright A_VileChase\n TNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"HInfernoFX\",0,0)\n HIAB F 1 Bright A_VileChase\n TNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Jump(12,\"Teleport\")\n\tTNT1 A 0 A_Jump(128,\"See\")\n Loop\n Teleport:\n HIA2 A 1 Bright A_UnSetShootable\n\tHIA2 AAAAAA 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\tHIA2 AAAAAAAAAA 1 A_FadeOut(0.1,0)\n\tHIA2 A 2\n\tHIA2 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tHIA2 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n HIA2 A 1 A_PlayWeaponSound(\"boss/teleport\")\n\tHIA2 AAAAAA 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\tHIA2 AAAAAAAAAA 1 A_FadeIn(0.1)\n HIA2 A 1 Bright A_SetShootable\n Goto See\n Missile:\n TNT1 A 0 A_SetShootable\n TNT1 A 0 A_UnsetInvulnerable\n TNT1 A 0 A_SetTranslucent(1)\n\tTNT1 A 0 A_Jump(168,\"Floor\",\"SuperFloor\",\"Ghost\",\"Summon\")\n Normal:\n\tTNT1 A 0 Bright A_FaceTarget\n TNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\tHIAB G 10 Bright A_VileStart\n HIAB H 8 Bright A_VileTarget(\"VeloMagicAttack\")\n HIAB IJKLMN 8 Bright A_FaceTarget\n TNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\tHIAB O 8 Bright A_VileAttack\n HIAB P 20 A_Jump(140,\"Floor\")\n Goto See\n Floor:\n\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n HIA2 AAAA 4 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"velocirator/spell2\")\n\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\tHIA2 B 0 A_CustomMissile(\"VeloFloorTracer\",0,32,0)\n HIA2 B 6 Bright A_CustomMissile(\"VeloFloorTracer\",0,-32,0)\n\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n HIA2 CC 4 Bright A_FaceTarget\n\tTNT1 A 0 A_Jump(140,\"Ghost\")\n Goto See\n SuperFloor:\n HIA2 AAAA 4 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_PlaySound(\"monster/velsit\")\n\tTNT1 A 0 A_FaceTarget\n\tHIA2 AAAAAA 2 Bright A_SpawnItem(\"DukeHealFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tHIA2 AAAAAA 2 Bright A_SpawnItem(\"DukeHealFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tHIA2 AAAAAA 2 Bright A_SpawnItem(\"DukeHealFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tHIA2 AAAAAA 2 Bright A_SpawnItem(\"DukeHealFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tHIA2 AAAAAA 2 Bright A_SpawnItem(\"DukeHealFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tHIA2 AAAAAA 2 Bright A_SpawnItem(\"DukeHealFlameSpawner\",0,0,0,0)\n\tHIA2 A 4 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"brain/spit\")\n\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\tHIA2 BBBBB 0 Bright A_CustomMissile(\"VeloFireSpawner\",0,32,random(0,359))\n\tHIA2 B 0 A_CustomMissile(\"VeloFireSpawner\",0,32,random(-3,3))\n\tHIA2 B 0 A_CustomMissile(\"VeloFireSpawner\",0,32,0)\n\tHIA2 B 0 A_CustomMissile(\"VeloFireSpawner\",0,-32,random(-3,3))\n HIA2 B 6 Bright A_CustomMissile(\"VeloFireSpawner\",0,-32,0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n HIA2 CC 4 Bright A_FaceTarget\n\tHIA2 C 0 Bright HealThing(150)\n\tTNT1 A 0 A_Jump(140,\"Summon\")\n Goto See\n Summon:\n TNT1 A 0 A_JumpIf(user_amount > 3,\"Missile\")\n HIAB GGGGGGG 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_PlaySound(\"monster/velsit\")\n\tHIAB HIHIHIHIHIHIHIHI 2 Bright A_SpawnItem(\"DukeHealFlameSpawner\",0,0,0,0)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"VeloSpawners\",0,0,0,0,0,0,0,32,64)\n\tHIAB HIHIHIHIHIHIHIHI 2 Bright A_SpawnItem(\"DukeHealFlameSpawner\",0,0,0,0)\n \tTNT1 AAAAAAAA 0 A_CustomMissile(\"VelociratorResRadius\",8,0,random(0,359),0)\n\tTNT1 A 0 A_SetUserVar(\"user_amount\",user_amount+1)\n\tHIAB HIHIHI 2 Bright A_SpawnItem(\"DukeHealFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 Bright HealThing(220)\n Goto See\n Ghost:\n TNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"velocirator/spell1\")\n\tHIAB O 5 A_CustomMissile(\"VeloGhost\",38,0,0)\n HIAB P 3 Bright A_FaceTarget\n TNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\tHIAB P 5 A_CustomMissile(\"VeloGhost\",38,0,random(-4,4))\n HIAB N 3 Bright A_FaceTarget\n TNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\tHIAB N 5 A_CustomMissile(\"VeloGhost\",38,0,random(-4,4))\n HIAB O 3 Bright A_FaceTarget\n TNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\tHIAB O 5 A_CustomMissile(\"VeloGhost\",38,0,random(-4,4))\n HIAB P 3 Bright A_FaceTarget\n TNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\tHIAB N 5 A_CustomMissile(\"VeloGhost\",38,0,random(-4,4))\n HIAB O 3 Bright A_FaceTarget\n TNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\tHIAB O 5 A_CustomMissile(\"VeloGhost\",38,0,random(-4,4))\n HIAB P 3 Bright A_FaceTarget\n TNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\tHIAB P 5 A_CustomMissile(\"VeloGhost\")\n HIAB N 3 Bright A_FaceTarget\n\tHIAB P 5 Bright\n Goto See\n Pain:\n\tHIAB Q 2 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n TNT1 A 0 A_Jump(21,\"Teleport\")\n\tHIAB Q 2 Bright A_Pain\n\tGoto See\n Heal:\n\tTNT1 A 0 A_PlaySound(\"brain/spit\")\n\tTNT1 A 0 A_CustomMissile(\"VelociratorResRadius\",10,0,0,0)\n\tTNT1 A 0 A_CustomMissile(\"VelociratorResRadius\",10,0,20,0)\n\tTNT1 A 0 A_CustomMissile(\"VelociratorResRadius\",10,0,40,0)\n\tTNT1 A 0 A_CustomMissile(\"VelociratorResRadius\",10,0,60,0)\n\tTNT1 A 0 A_CustomMissile(\"VelociratorResRadius\",10,0,80,0)\n\tTNT1 A 0 A_CustomMissile(\"VelociratorResRadius\",10,0,100,0)\n\tTNT1 A 0 A_CustomMissile(\"VelociratorResRadius\",10,0,120,0)\n\tTNT1 A 0 A_CustomMissile(\"VelociratorResRadius\",10,0,140,0)\n\tTNT1 A 0 A_CustomMissile(\"VelociratorResRadius\",10,0,160,0)\n\tTNT1 A 0 A_CustomMissile(\"VelociratorResRadius\",10,0,180,0)\n\tTNT1 A 0 A_CustomMissile(\"VelociratorResRadius\",10,0,200,0)\n\tTNT1 A 0 A_CustomMissile(\"VelociratorResRadius\",10,0,220,0)\n\tTNT1 A 0 A_CustomMissile(\"VelociratorResRadius\",10,0,240,0)\n\tTNT1 A 0 A_CustomMissile(\"VelociratorResRadius\",10,0,260,0)\n\tTNT1 A 0 A_CustomMissile(\"VelociratorResRadius\",10,0,280,0)\n\tTNT1 A 0 A_CustomMissile(\"VelociratorResRadius\",10,0,300,0)\n\tTNT1 A 0 A_CustomMissile(\"VelociratorResRadius\",10,0,320,0)\n\tTNT1 A 0 A_CustomMissile(\"VelociratorResRadius\",10,0,340,0)\n\tTNT1 A 0 A_CustomMissile(\"VelociratorResRadius\",10,0,360,0)\n\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n HIA2 AAAABBBBCCCC 4 Bright A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\tHIA2 C 0 Bright HealThing(100)\n Goto See\n Death:\n TNT1 A 0 A_SpawnItemEx(\"GreenGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\tHIAD R 6 A_Scream\n HIAD S 6 A_Fall\n HIAD TUVW 6\n\tTNT1 A 0 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n HIAD XY 4\n HIAD Z -1\n Stop\n }\n}\nACTOR GHellionSmoke\n{\n+MISSILE\n+DONTSPLASH\n+NOBLOCKMAP\n+NOGRAVITY\n+NOTELEPORT\n+FORCEXYBILLBOARD\n+THRUACTORS\n+NOTIMEFREEZE\nScale 0.4\nRenderStyle Normal\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n GMKE ABCDEFGHIJKL 2 Bright A_FadeOut\n Stop\nToaster:\n TNT1 A 0\n Stop\n}\n}\n\nACTOR GHellionSmoke2 : GHellionSmoke\n{\nScale 0.6\n}\n\nACTOR GSoulSmoke : GHellionSmoke\n{\nScale 0.12\n}\n\nACTOR GHellionSmokeSpawner : LegendaryRedParticleSpawner\n{\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 AAA 0 A_SpawnItemEx(\"GHellionSmoke\",random(12,-12),random(12,-12),random(12,64),0,0,random(1,3),0,128,0)\n TNT1 A 1\n Stop\n }\n}\nACTOR HInfernoFX : ExileFX\n{\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n Fade:\n TNT1 A 1\n HIAB ABCDEF 2 Bright A_FadeOut(0.10)\n Goto Fade+1\n Toaster:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR VeloMagicAttack : IFire\n{\n Scale 1.15\n RenderStyle Translucent\n Alpha 0.75\n DamageType \"VileFires\"\n +FORCERADIUSDMG\n Obituary \"%o was atomized by a Velocirator Vile.\"\n States\n {\n Spawn:\n TNT1 A 0\n HFIR A 1 Bright A_PlaySoundEx(\"necghost/active\",\"Voice\",1)\n\tTNT1 A 0 A_SpawnItem(\"VeloSmokeAttackSpawner\",0,0,0,0)\n HFIR A 1 Bright A_Explode(Random(1,3)*2,62)\n\tTNT1 A 0 A_SpawnItem(\"VeloSmokeAttackSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3)*2,62)\n HFIR B 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"VeloSmokeAttackSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3)*2,62)\n HFIR C 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"VeloSmokeAttackSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3)*2,62)\n HFIR B 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"VeloSmokeAttackSpawner\",0,0,0,0)\n HFIR A 2 Bright A_Explode(Random(1,3)*2,62)\n\tTNT1 A 0 A_SpawnItem(\"VeloSmokeAttackSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3)*2,62)\n HFIR B 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"VeloSmokeAttackSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3)*2,62)\n HFIR C 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"VeloSmokeAttackSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3)*2,62)\n HFIR B 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"VeloSmokeAttackSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3)*2,62)\n HFIR A 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"VeloSmokeAttackSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3)*2,62)\n HFIR B 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"VeloSmokeAttackSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3)*2,62)\n HFIR C 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"VeloSmokeAttackSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3)*2,62)\n\tHFIR B 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"VeloSmokeAttackSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3)*2,62)\n\tHFIR A 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"VeloSmokeAttackSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3)*2,62)\n\tHFIR B 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"VeloSmokeAttackSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3)*2,62)\n\tHFIR C 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"VeloSmokeAttackSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3)*2,62)\n\tHFIR B 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"VeloSmokeAttackSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3)*2,62)\n\tHFIR A 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"VeloSmokeAttackSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3)*2,62)\n\tHFIR B 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"VeloSmokeAttackSpawner\",0,0,0,0)\n HFIR C 2 Bright A_Explode(Random(1,3)*2,62)\n\tTNT1 A 0 A_SpawnItem(\"VeloSmokeAttackSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3)*2,62)\n HFIR B 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"VeloSmokeAttackSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3)*2,62)\n\tHFIR A 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"VeloSmokeAttackSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3)*2,62)\n\tHFIR B 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"VeloSmokeAttackSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3)*2,62)\n\tHFIR C 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"VeloSmokeAttackSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3)*2,62)\n\tHFIR B 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"VeloSmokeAttackSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3)*2,62)\n\tHFIR A 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"VeloSmokeAttackSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3)*2,62)\n\tHFIR B 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"VeloSmokeAttackSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3)*2,62)\n\tHFIR C 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"VeloSmokeAttackSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3)*2,62)\n\tHFIR B 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"VeloSmokeAttackSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3),62)\n\tHFIR A 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"VeloSmokeAttackSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Explode(Random(1,3)*2,62)\n\tHFIR B 2 Bright A_Fire\n\tTNT1 A 1 A_StopSoundEx(\"Voice\")\n\tTNT1 A 1 A_PlaySound(\"exile/voidend\")\n Stop\n }\n}\n\nACTOR VeloSmokeAttackSpawner : RedParticleSpawner\n{\n States\n {\n Spawn:\n TNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 A 0 A_SpawnItemEx(\"GHellionSmoke2\",random(12,-12),random(12,-12),random(12,20),0,0,random(8,12),0,128,0)\n\tTNT1 A 0 A_SpawnItemEx(\"GHellionSmoke2\",random(24,-24),random(24,-24),random(2,10),0,0,random(2,6),0,128,0)\n TNT1 A 1\n Stop\n }\n}\n\nACTOR VeloFloorTracer : DukeFireSpawner\n{\n Speed 25\n FastSpeed 30\n Damage 10\n DamageType \"VileFires\"\n Species \"Vile\"\n Obituary \"%o was atomized by a Velocirator Vile.\"\n ReactionTime 255\n +SEEKERMISSILE\n States\n {\n Spawn:\n TNT1 A 0 A_PlaySoundEx(\"monster/ambientfire2\",\"Voice\",1)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tTNT1 A 0 A_CountDown\n\tTNT1 A 0 A_SpawnItemEx(\"DarkCyberFire\")\n\tTNT1 A 2 Bright A_SeekerMissile(15,15)\n Loop\n Death:\n TNT1 A 0\n TNT1 A 0 A_StopSoundEx(\"Voice\")\n TNT1 A 0 A_SpawnItemEx(\"GreenParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAAA 0 A_CustomMissile(\"Kaboom4\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n FTRD K 4 Bright\n FTRD L 4 Bright A_Explode(32,86)\n FTRD MNO 3 Bright\n Stop\n }\n}\n\nACTOR VeloFloorFire : DukeFire\n{\n DamageType \"VileFires\"\n Obituary \"%o was atomized by a Velocirator Vile.\"\n}\n\nACTOR VeloFire : PyroFire\n{\n Damage 11\n Obituary \"%o was atomized by a Velocirator Vile.\"\n DamageType \"VileFires\"\n States\n {\n Spawn:\n XBF2 AB 2 Bright\n XBF2 C 2 Bright A_Explode(34,106,0)\n XBF2 DEFGHIJKLMNOPQRST 2 Bright\n Stop\n }\n}\n\nACTOR VeloFireSpawner : PyroFireSpawner\n{\n Species \"Vile\"\n DamageType \"VileFires\"\n Obituary \"%o was atomized by a Velocirator Vile.\"\n Projectile\n MissileType VeloFire\n Missileheight 0\n}\n\nACTOR VeloSpawners\n{\nRadius 12\nHeight 8\nSpeed 17\nMonster\n-SHOOTABLE\n-COUNTKILL\n-SOLID\nvar int user_limit;\nStates\n{\n Spawn:\n TNT1 A 0\n\tTNT1 A 0 A_SetAngle(random(0,359))\n\tTNT1 A 1 A_Recoil(-40)\n\tTNT1 A 0 A_JumpIf(user_limit > 3,\"Death\")\n\tTNT1 A 0 A_SetUserVar(\"user_limit\",user_limit+1)\n\tTNT1 A 1 A_Recoil(-4)\n\tTNT1 A 2 A_Jump(48,\"Death\")\n Goto Spawn+3\n Death:\n TNT1 A 0 A_SpawnItemEx(\"TeleportFog\")\n TNT1 A 5 A_SpawnItemEx(\"VeloMinions\")\n\tTNT1 A 1 A_Fall\n\tStop\n\t}\n}\n\nACTOR VeloMinions : ArachReplacer\n{\nStates\n{\n Spawn:\n TNT1 A 1\n\tTNT1 A 0 A_Jump(64,\"Demon\")\n\tTNT1 A 0 A_Jump(24,\"StrongSpawn\")\n TNT1 A 0 A_Jump(48,\"MediumSpawn\")\n WeakSpawn:\n\tTNT1 A 0 A_SpawnItemEx(\"Imp\")\n Goto Nothing\n MediumSpawn:\n TNT1 A 0 A_SpawnItemEx(\"VoidImp\")\n Goto Nothing\n StrongSpawn:\n\tTNT1 A 0 A_SpawnItemEx(\"Devil\")\n Goto Nothing\n Demon:\n TNT1 A 1\n TNT1 A 0 A_Jump(48,\"DemonMediumSpawn\")\n DemonWeakSpawn:\n\tTNT1 A 0 A_SpawnItemEx(\"BullFiend\")\n Goto Nothing\n DemonMediumSpawn:\n TNT1 A 0 A_SpawnItemEx(\"CyberFiend\")\n Goto Nothing\n }\n}\n\nACTOR VeloGhost\n{\nSpeed 38\nRadius 6\nHeight 6\nDamage 13\nRenderStyle \"Translucent\"\nAlpha 0.75\nSeeSound \"weapons/spirit1\"\nDeathSound \"veloghost/death\"\nDamageType \"VileFires\"\nPROJECTILE\nStates\n{\nSpawn:\n\tSPI2 ABABABABAB 2 Bright A_SpawnItemEx(\"GHellionSmoke\")\n\tLoop\nDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_Explode(16,48,0)\n TNT1 A 0 A_SpawnItemEx(\"GreenParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"Kaboom7\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n\tSPI2 EFGHIJ 3 Bright\n\tStop\n\t}\n}\n\nACTOR VelociratorResRadius\n{\nRadius 8\nHeight 4\nSpeed 25\nPROJECTILE\n+NORADIUSDMG\n+ISMONSTER\n+INVULNERABLE\n+THRUACTORS\n+FLOORHUGGER\n+NOCLIP\n-COUNTKILL\nStates\n{\nSpawn:\n\tTNT1 AAAAAAAAAA 2 A_VileChase\n\tStop\nHeal:\n\tTNT1 A 1\n\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/CerebralCardinal.txt",
"contents": "ACTOR CerebralCardinal 16568\n{\n//$Category Monsters/LCA\n//$Sprite ARCYA1\n//$Title \"Cerebral Cardinal\"\n Speed 10\n Height 100\n Radius 80\n Mass 90000\n Health 6500\n Painchance 20\n PainChance \"PDTBFG\", 7\n PainChance \"SoulToxic\", 2\n PainChance \"FatFlamer\", 2\n PainChance \"FiendFire\", 2\n PainChance \"Explosion\", 30\n Seesound \"CerebralCardinal/sight\"\n DeathSound \"CerebralCardinal/Death\"\n painsound \"CerebralCardinal/pain\"\n Minmissilechance 1\n Scale 1.0\n Monster\n +FLOAT\n +NOGRAVITY\n +FLOORCLIP\n +NORADIUSDMG\n +QUICKTORETALIATE\n +MISSILEMORE\n +MISSILEEVENMORE\n +BOSS\n +DONTHURTSPECIES\n +BOSSDEATH\n DamageFactor 0.55\n DamageFactor \"DemolisherEx\", 0.5\n DamageFactor \"DarkDemoEx\", 0.5\n DamageFactor \"CerChainguns\", 0.0\n DamageFactor \"CerEnergyBall\", 0.0\n DamageFactor \"PDTBFG\", 0.1\n DamageFactor \"PDTBFGTracer\", 0.3\n DamageFactor \"Cyber10K\", 0.0\n DamageFactor \"PlayerDevBall\", 0.05\n DamageFactor \"PlayerDevBall2\", 0.05\n DamageFactor \"PlayerDTBFGRailgunSlug\", 0.05\n DamageFactor \"PlayerDevTracer\", 0.05\n DropItem \"BossLifeEssence\" 225\n DropItem \"BossArmorBonusMax\" 225\n DropItem \"DemonAmmoBox\" 256\n DropItem \"DemonAmmo\" 256\n DropItem \"DemonicChalice\" 250 1\n DropItem \"SkullOfPower\" 250 1\n DropItem \"Demon Tech Devastator\" 256 1\n DropItem \"Demon Tech BFG10K\" 128 1\n DropItem \"Explosive Minigun\" 64 1\n DropItem \"BulletBox\" 64\n Species \"Cybers\"\n Obituary \"%o must of been pretty slow since he decided to confront the Cerebral Cardinal with his puny weapons.\"\n var int user_fusionnuke;\n States\n {\n Spawn:\n ARCY A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY A 2 Bright A_Look\n Loop\n See:\n ARCY A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY A 2 Bright A_Chase\n TNT1 A 0 A_Jump(32,\"Evade\")\n Loop\n Evade:\n\tTNT1 A 0 A_Jump(128,19)\n\tTNT1 A 0 ThrustThing(Angle*256/360+64,20,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner2\",0,0,0,0)\n\tARCY A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner2\",0,0,0,0)\n\tARCY A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner2\",0,0,0,0)\n\tARCY A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner2\",0,0,0,0)\n\tARCY A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner2\",0,0,0,0)\n\tARCY A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner2\",0,0,0,0)\n\tARCY A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner2\",0,0,0,0)\n\tARCY A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner2\",0,0,0,0)\n\tARCY A 2 Bright A_Chase\n\tTNT1 A 0 A_Stop\n\tGoto See\n\tTNT1 A 0 ThrustThing(Angle*256/360+192,20,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner2\",0,0,0,0)\n\tARCY A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner2\",0,0,0,0)\n\tARCY A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner2\",0,0,0,0)\n\tARCY A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner2\",0,0,0,0)\n\tARCY A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner2\",0,0,0,0)\n\tARCY A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner2\",0,0,0,0)\n\tARCY A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner2\",0,0,0,0)\n\tARCY A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner2\",0,0,0,0)\n\tARCY A 2 Bright A_Chase\n\tTNT1 A 0 A_Stop\n\tGoto See\nMissile:\n TNT1 A 0 A_SetShootable\n TNT1 A 0 A_UnsetInvulnerable\n TNT1 A 0 A_SetTranslucent(1)\n ARCY A 0 A_Jump(128,\"Normal\",\"CyberRockets\",\"CyberHomingRockets\",\"BFG95K\",\"BFG10K\",\"Railgun\")\n ARCY A 0 A_Jump(64,\"SentientCardinalDTCombo\")\n ARCY A 0 A_Jump(32,\"DTDevastator\")\n ARCY A 0 A_Jump(16,\"FusionNuke\")\nNormal:\n TNT1 A 0 A_JumpIfCloser(1500,1)\n Goto CyberRockets\n TNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY A 2 Bright A_FaceTarget\n TNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY A 2 Bright A_FaceTarget\n TNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY A 2 Bright A_FaceTarget\n TNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n TNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", 10, 12, 40, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)\n TNT1 A 0 A_PlaySound(\"sentient/fire\")\n ARCY B 3 Bright A_CustomMissile(\"SentientExplosiveTracer\",36,0,Random(-800,800)/100.00,0)\n TNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n TNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", 10, -12, 40, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n TNT1 A 0 A_PlaySound(\"sentient/fire\")\n ARCY C 4 Bright A_CustomMissile(\"SentientExplosiveTracer\",36,0,Random(-800,800)/100.00,0)\n TNT1 A 0 A_StopSoundEx(\"Weapon\")\n TNT1 A 0 A_Jump(3,\"See\",\"BFG95K\",\"BFG10K\",\"Railgun\",\"SentientCardinalDTCombo\",\"DTDevastator\")\n TNT1 A 0 A_Jump(15,\"CyberRockets\",\"CyberHomingRockets\")\n TNT1 A 0 A_SpidRefire\n Goto Normal+7\nCyberRockets:\n ARCY A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY A 2 Bright A_Facetarget\n ARCY A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY A 2 Bright A_Facetarget\n ARCY A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY A 2 Bright A_Facetarget\n ARCY AAA 0 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY G 6 Bright A_Custommissile(\"CardinalRocket\", 55, -24, Random(-6, 6))\n ARCY GG 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY G 2 Bright A_Facetarget\n ARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY F 2 Bright A_Facetarget\n ARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY F 2 Bright A_Facetarget\n ARCY FFF 0 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY G 6 Bright A_Custommissile(\"CardinalRocket\", 55, -24, Random(-6, 6))\n ARCY GG 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY G 2 Bright A_Facetarget\n ARCY G 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY F 2 Bright A_Facetarget\n ARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY F 2 Bright A_Facetarget\n ARCY FFF 0 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY G 6 Bright A_Custommissile(\"CardinalRocket\", 55, -24, Random(-6, 6))\n ARCY GG 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY G 2 Bright A_Facetarget\n ARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY F 2 Bright A_Facetarget\n ARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY F 2 Bright A_Facetarget\n ARCY FFF 0 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY G 6 Bright A_Custommissile(\"CardinalRocket\", 55, -24, Random(-6, 6))\n ARCY GG 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY G 2 Bright A_Facetarget\n ARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY F 2 Bright A_Facetarget\n ARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY F 2 Bright A_Facetarget\n ARCY FFF 0 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY G 6 Bright A_Custommissile(\"CardinalRocket\", 55, -24, Random(-6, 6))\n ARCY GG 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY G 2 Bright A_Facetarget\n ARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY F 2 Bright A_Facetarget\n ARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY F 2 Bright A_Facetarget\n ARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY F 2 Bright A_Facetarget\n ARCY FFF 0 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY G 6 Bright A_Custommissile(\"CardinalRocket\", 55, -24, Random(-6, 6))\n ARCY GG 0 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY G 2 Bright A_Facetarget\n TNT1 A 0 A_Jump(128,\"CyberHomingRockets\",\"BFG95K\",\"BFG10K\",\"Railgun\")\n TNT1 A 0 A_Jump(64,\"SentientCardinalDTCombo\")\n TNT1 A 0 A_Jump(32,\"DTDevastator\")\n Goto See\nCyberHomingRockets:\n ARCY A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY A 2 Bright A_Facetarget\n\tARCY A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY A 2 Bright A_Facetarget\n\tARCY A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY A 2 Bright A_Facetarget\n\tARCY AAA 0 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY G 6 Bright A_Custommissile(\"CardinalHomingRocket\", 55, -24, Random(-6, 6))\n\tARCY GG 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY G 2 Bright A_Facetarget\n ARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY FFF 0 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY G 6 Bright A_Custommissile(\"CardinalHomingRocket\", 55, -24, Random(-6, 6))\n\tARCY GG 0 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY G 2 Bright A_Facetarget\n\tARCY G 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY FFF 0 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY G 6 Bright A_Custommissile(\"CardinalHomingRocket\", 55, -24, Random(-6, 6))\n\tARCY GG 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY G 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY FFF 0 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY G 6 Bright A_Custommissile(\"CardinalHomingRocket\", 55, -24, Random(-6, 6))\n\tARCY GG 0 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY G 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY FFF 0 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY G 6 Bright A_Custommissile(\"CardinalHomingRocket\", 55, -24, Random(-6, 6))\n\tARCY GG 0 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY G 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY FFF 0 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY G 6 Bright A_Custommissile(\"CardinalHomingRocket\", 55, -24, Random(-6, 6))\n\tARCY GG 0 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY G 2 Bright A_Facetarget\n\tTNT1 A 0 A_Jump(128,\"BFG95K\",\"BFG10K\",\"Railgun\")\n\tTNT1 A 0 A_Jump(52,\"SentientCardinalDTCombo\")\n\tTNT1 A 0 A_Jump(26,\"DTDevastator\")\n Goto See\nRailgun:\n\t TNT1 A 0 A_PlaySound(\"weapons/rgcharge\")\n\t TNT1 A 0 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY F 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY F 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY F 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY F 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY F 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY F 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY F 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY F 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY F 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY F 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY F 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY F 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY F 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY F 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY F 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY G 2 Bright A_CustomMissile(\"CardinalRail\",55,-24)\n\t TNT1 A 0 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY G 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY G 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY G 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY G 2 Bright A_FaceTarget\n ARCY FFFFFFF 2 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\t TNT1 A 0 A_Jump(128,\"BFG10K\",\"BFG95K\")\n\t Goto See\nBFG95K:\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tARCY DD 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY DD 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY DD 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY DD 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY DD 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY DD 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY EE 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY EE 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY E 2 Bright A_CustomMissile(\"SentientBFG9500Ball\", 34, 0, 0)\n\tARCY DDD 2 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n\tARCY DD 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY DD 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY DD 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY DD 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY DD 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY DD 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY DD 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY DD 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY D 2 Bright A_CustomMissile(\"SentientBFG9500Ball\", 34, 0, 0)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tARCY EEEEEE 2 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n TNT1 A 0 A_Jump(120,\"BFG10K\")\n\tTNT1 A 0 A_Jump(50,\"SentientCardinalDTCombo\")\n\tTNT1 A 0 A_Jump(25,\"DTDevastator\")\n Goto See\nSentientCardinalDTCombo:\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"Cardinal/9k\")\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tARCY DD 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY DD 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY DD 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY DD 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY DD 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY EE 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY EE 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY E 2 Bright A_CustomMissile(\"SentientDTBFG10KBall\", 34, 0, 0)\n\tARCY DDDDDDDDDDDD 2 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"Cardinal/9k\")\n\tARCY FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY GG 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY GG 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY G 2 Bright A_CustomMissile(\"SentientDTBFG10KBall\", 55, -24, 0)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tARCY FFFFFFFFFFFF 2 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Jump(100,\"DTDevastator\")\n\tGoto See\nDTDevastator:\n TNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"devastator/charge\")\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tARCY FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY G 0 A_PlaySound (\"devastator/fire\")\n\tARCY G 2 Bright A_CustomMissile(\"FusionDevastatorBall\", 55, -24, 0)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tARCY FFFFFFFFFFFF 2 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Jump (1,\"FusionNuke\")\n\tGoto See\nFusionNuke:\n TNT1 A 0 A_JumpIf(user_fusionnuke == 1, \"Missile\")\n TNT1 A 0 A_SetUserVar(\"user_fusionnuke\", 1)\n TNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/nuclearmissilecharge\")\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tARCY FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySoundEx(\"Cardihilator/NukeFire\", 1, 0, 2)\n\tARCY G 6 Bright A_CustomMissile(\"FusionNuke\", 55, -24, 0)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\t//TNT1 A 1 A_TakeInventory(\"FusionNuke\",1)\n\tARCY FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 2 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tGoto See\nBFG10K:\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY E 4 Bright A_Facetarget\n\tARCY A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tARCY A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tARCY H 0 Bright A_CustomMissile(\"Sentient10K\",34,0,Random(-4, 4))\n\tARCY H 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY D 4 Bright A_Facetarget\n\tARCY A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tARCY A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY H 0 Bright A_CustomMissile(\"Sentient10K\",34,0,Random(-4, 4))\n\tARCY H 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY D 4 Bright A_Facetarget\n\tARCY A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tARCY A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY H 0 Bright A_CustomMissile(\"Sentient10K\",34,0,Random(-4, 4))\n\tARCY H 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY D 4 Bright A_Facetarget\n\tARCY A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tARCY A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY H 0 Bright A_CustomMissile(\"Sentient10K\",34,0,Random(-4, 4))\n\tARCY H 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY D 4 Bright A_Facetarget\n\tARCY A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tARCY A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY H 0 Bright A_CustomMissile(\"Sentient10K\",34,0,Random(-4, 4))\n\tARCY H 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY D 4 Bright A_Facetarget\n\tARCY A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tARCY A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY H 0 Bright A_CustomMissile(\"Sentient10K\",34,0,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY D 3 Bright A_PlaySound(\"weapons/bfg15kcooldown\",CHAN_AUTO)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tARCY DDDDD 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 2 Bright A_Facetarget\n\tARCY F 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY G 4 Bright A_Facetarget\n\tARCY A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tARCY A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY G 0 Bright A_CustomMissile(\"Sentient10K\",55,-24,Random(-4, 4))\n\tARCY G 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 4 Bright A_Facetarget\n\tARCY A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY G 4 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tARCY A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY G 0 Bright A_CustomMissile(\"Sentient10K\",55,-24,Random(-4, 4))\n\tARCY G 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 4 Bright A_Facetarget\n\tARCY A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY G 4 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tARCY A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY G 0 Bright A_CustomMissile(\"Sentient10K\",55,-24,Random(-4, 4))\n\tARCY G 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 4 Bright A_Facetarget\n\tARCY A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY G 4 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tARCY A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY G 0 Bright A_CustomMissile(\"Sentient10K\",55,-24,Random(-4, 4))\n\tARCY G 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 4 Bright A_Facetarget\n\tARCY A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY G 4 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tARCY A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY G 0 Bright A_CustomMissile(\"Sentient10K\",55,-24,Random(-4, 4))\n\tARCY G 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 4 Bright A_Facetarget\n\tARCY A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY G 4 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tARCY A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY G 0 Bright A_CustomMissile(\"Sentient10K\",55,-24,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY F 3 Bright A_PlaySound(\"weapons/bfg15kcooldown\",CHAN_AUTO)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tARCY FFFFF 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Jump(52,\"SentientCardinalDTCombo\")\n\tTNT1 A 0 A_Jump(26,\"DTDevastator\")\n Goto See\nPain:\n ARCY A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY A 2 Bright A_Jump(35,\"PainResurrect\",\"Meteors\")\n ARCY A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY A 2 Bright A_pain\n Goto See\nPainResurrect:\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY A 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tARCY A 3 Bright A_Pain\n\tTNT1 A 0 A_JumpIfInventory(\"SentientToken\",3,\"See\")\n\tARCY AAAA 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_GiveInventory(\"SentientToken\",1)\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 Radius_Quake(10,80,0,24,0)\n\tTNT1 A 0 A_GiveInventory(\"Health\",750)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n ARCY F 3 Bright A_PlaySound(\"CerebralCardinal/Laugh\")\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,0,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,30,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,60,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,90,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,120,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,150,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,180,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,210,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,240,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,270,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,300,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,330,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,360,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tARCY F 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tARCY F 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,15,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,45,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,75,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,105,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,135,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,165,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,195,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,225,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,255,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,285,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,315,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,345,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tARCY F 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tARCY F 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,0,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,10,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,20,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,30,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,40,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,50,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,60,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,70,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,80,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,90,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,100,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,110,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,120,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,130,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,140,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,150,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,160,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,170,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,180,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,190,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,200,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,210,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,220,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,230,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,240,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,250,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,260,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,270,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,280,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,290,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,300,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,310,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,320,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,330,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,340,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,350,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,360,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tARCY F 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tARCY F 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tARCY F 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tARCY F 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tARCY F 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tARCY F 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tARCY F 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tARCY F 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tARCY F 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tARCY F 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,0,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,10,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,20,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,30,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,40,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,50,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,60,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,70,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,80,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,90,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,100,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,110,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,120,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,130,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,140,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,150,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,160,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,170,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,180,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,190,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,200,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,210,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,220,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,230,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,240,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,250,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,260,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,270,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,280,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,290,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,300,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,310,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,320,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,330,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,340,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,350,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,360,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tARCY F 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tARCY F 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tARCY F 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tARCY F 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tARCY F 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tARCY F 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tARCY F 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tARCY F 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tARCY F 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tARCY F 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tARCY F 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"SentientBrainSFX\",0,0,0,0)\n\tARCY F 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tARCY A 3 Bright A_SpawnItem(\"SentientFireSpawner\",0,0,0,0)\n\tGoto See\n Meteors:\n\t TNT1 A 0 A_JumpIfCloser(1000,1)\n\t Goto Pain+1\n \t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n DACY A 3 Bright A_Pain\n\t TNT1 A 0 A_JumpIfInventory(\"CardinalToken\",3,\"See\")\n DACY AAAA 3 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 A_GiveInventory(\"CardinalToken\",1)\n\t TNT1 A 0 Bright A_SetInvulnerable\n\t TNT1 A 0 Bright Radius_Quake(10,80,0,24,0)\n\t TNT1 A 0 Bright A_GiveInventory(\"Health\",750)\n TNT1 A 0 Bright A_PlaySound(\"CerebralCardinal/Laugh\")\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t DACY A 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t DACY A 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t DACY A 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t DACY A 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t DACY A 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t DACY A 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t DACY A 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t DACY A 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t DACY A 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t DACY A 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t DACY A 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t DACY A 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t DACY A 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t DACY A 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t DACY E 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t DACY A 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t DACY A 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t DACY A 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t DACY A 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t DACY A 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t DACY A 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t DACY A 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t DACY A 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t DACY A 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t DACY A 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t DACY A 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t DACY A 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t DACY A 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t DACY A 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t DACY A 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t DACY A 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t DACY A 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t DACY A 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t DACY A 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t DACY A 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t DACY A 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t DACY A 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t DACY A 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t DACY A 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t DACY A 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_UnSetInvulnerable\n DACY AA 3 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t Goto See\nDeath:\n TNT1 A 0\n\tTNT1 A 0 Bright A_Scream\n\tDACY A 20 Bright A_Fall\n TNT1 AAAA 0 A_SpawnItemEx(\"GibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAAAAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n\tDACY BBBBBBBBBB 2 Bright A_CustomMissile(\"Kaboom\", random(10,60), random(30,-30), random(0,360), 2, random(0,360))\n TNT1 AAAA 0 A_SpawnItemEx(\"GibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAAAAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n DACY CCCCCCCCCC 2 Bright A_CustomMissile(\"Kaboom\", random(10,60), random(30,-30), random(0,360), 2, random(0,360))\n TNT1 AAAA 0 A_SpawnItemEx(\"GibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAAAAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n DACY DDDDDDDDDD 2 Bright A_CustomMissile(\"Kaboom\", random(10,60), random(30,-30), random(0,360), 2, random(0,360))\n TNT1 AAAA 0 A_SpawnItemEx(\"GibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAAAAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n DACY DDDDDDDDDD 2 Bright A_CustomMissile(\"Kaboom\", random(10,60), random(30,-30), random(0,360), 2, random(0,360))\n TNT1 AAAAAAAA 0 A_SpawnItemEx(\"GibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAAAAAAAAAAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile(\"SmokeFX3\", random(10,60), random(30,-30), random(0,360), 2, random(0,360))\n\tDACY DE 5\n\tTNT1 A -1 A_KillMaster\n\tStop\n }\n}\n\nACTOR ZombieDTBFGProjectileAttack : SentientDTBFGProjectileAttack\n{\nMissileType \"CardinalDTBFGRailgunSlug\"\nObituary \"%o was thoroughly rekt by an Eraser Zombie.\"\n}\n\nACTOR ZombieDevastatorBall : DevastatorBall\n{\nDamageType \"ZombieDev\"\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_PlaySoundEx(\"devastator/fly\",\"Voice\",1)\n\n\tTNT1 A 0 A_CustomMissile(\"ZombieDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tCRS9 A 0 Bright A_CustomMissile(\"ZombieLiteShot\",0,0,Random(0,360))\n CRS9 A 1 Bright A_SpawnItemEx(\"ProjectileTrailParticleRed\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tTNT1 A 0 A_SpawnItemEx(\"DevastatorLightningRed\",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,128)\n\tCRS9 A 1 Bright A_CustomMissile(\"ZombieDTBFGProjectileAttack\",Random(-10,10),0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DevastatorTrail\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER,0)\n\tTNT1 A 0 A_Explode(32,450,0)\n\n\tTNT1 A 0 A_CustomMissile(\"ZombieDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tCRS9 A 0 Bright A_CustomMissile(\"ZombieLiteShot\",0,0,Random(0,360))\n CRS9 B 1 Bright A_SpawnItemEx(\"ProjectileTrailParticleRed\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tTNT1 A 0 A_SpawnItemEx(\"DevastatorLightningRed2\",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,128)\n\tCRS9 A 1 Bright A_CustomMissile(\"ZombieDTBFGProjectileAttack\",Random(-10,10),0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_Explode(32,450,0)\n\n\tTNT1 A 0 A_CustomMissile(\"ZombieDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tCRS9 A 0 Bright A_CustomMissile(\"ZombieLiteShot\",0,0,Random(0,360))\n CRS9 C 1 Bright A_SpawnItemEx(\"ProjectileTrailParticleRed\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tTNT1 A 0 A_SpawnItemEx(\"DevastatorLightningRed\",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,128)\n\tCRS9 A 1 Bright A_CustomMissile(\"ZombieDTBFGProjectileAttack\",Random(-10,10),0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DevastatorTrail\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER,0)\n\tTNT1 A 0 A_Explode(32,450,0)\n\n\tTNT1 A 0 A_CustomMissile(\"ZombieDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tCRS9 A 0 Bright A_CustomMissile(\"ZombieLiteShot\",0,0,Random(0,360))\n CRS9 D 1 Bright A_SpawnItemEx(\"ProjectileTrailParticleRed\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tTNT1 A 0 A_SpawnItemEx(\"DevastatorLightningRed2\",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,128)\n\tCRS9 A 1 Bright A_CustomMissile(\"ZombieDTBFGProjectileAttack\",Random(-10,10),0,0,CMF_TRACKOWNER)\n Goto Spawn\nDeath:\n TNT1 A 0\n\tTNT1 A 0 A_SetTranslucent(0.75,1)\n\tTNT1 A 0 Radius_Quake(3,35,0,10,0)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerZombie\",0,0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerZombie\",0,0,10,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerZombie\",0,0,20,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerZombie\",0,0,30,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerZombie\",0,0,40,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerZombie\",0,0,50,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerZombie\",0,0,60,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerZombie\",0,0,70,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerZombie\",0,0,80,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerZombie\",0,0,90,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerZombie\",0,0,100,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerZombie\",0,0,110,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerZombie\",0,0,120,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerZombie\",0,0,130,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerZombie\",0,0,140,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerZombie\",0,0,150,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerZombie\",0,0,160,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerZombie\",0,0,170,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerZombie\",0,0,180,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerZombie\",0,0,190,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerZombie\",0,0,200,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerZombie\",0,0,210,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerZombie\",0,0,220,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerZombie\",0,0,230,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerZombie\",0,0,240,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerZombie\",0,0,250,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerZombie\",0,0,260,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerZombie\",0,0,270,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerZombie\",0,0,280,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerZombie\",0,0,290,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerZombie\",0,0,310,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerZombie\",0,0,320,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerZombie\",0,0,330,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerZombie\",0,0,340,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerZombie\",0,0,350,CMF_TRACKOWNER)\n\tTNT1 A 0 A_SpawnItemEx(\"DevastatorLightningRedSpawner\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCRS9 A 6 Bright A_SpawnItemEx(\"DevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCRS9 B 6 Bright A_SpawnItemEx(\"DevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCRS9 C 6 Bright A_SpawnItemEx(\"DevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCRS9 D 6 Bright A_SpawnItemEx(\"DevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCRS9 A 6 Bright A_SpawnItemEx(\"DevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCRS9 B 6 Bright A_SpawnItemEx(\"DevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCRS9 C 6 Bright A_SpawnItemEx(\"DevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCRS9 D 6 Bright A_SpawnItemEx(\"DevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCRS9 A 6 Bright A_SpawnItemEx(\"DevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCRS9 B 6 Bright A_SpawnItemEx(\"DevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCRS9 C 6 Bright A_SpawnItemEx(\"DevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCRS9 D 6 Bright A_SpawnItemEx(\"DevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(128,1024,0)\n\tTNT1 A 0 A_Explode(460,640,0)\n\tTNT1 A 0 A_Explode(618,256)\n\tTNT1 A 0 A_StopSoundEx(\"Voice\")\n\tTNT1 A 0 Radius_Quake(20,12,0,12,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/dtech10kexplode\")\n\tTNT1 A 0 A_SpawnItemEx(\"DevastatorShockWave2\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_SpawnItem(\"RedDTBFGEx\",0,-10)\n\tCRE9 D 0 Bright A_CustomMissile(\"ZombieDevastatorBall2\",0,0,18,2)\n CRE9 D 0 Bright A_CustomMissile(\"ZombieDevastatorBall2\",0,0,36,2)\n CRE9 D 0 Bright A_CustomMissile(\"ZombieDevastatorBall2\",0,0,54,2)\n CRE9 D 0 Bright A_CustomMissile(\"ZombieDevastatorBall2\",0,0,72,2)\n CRE9 D 0 Bright A_CustomMissile(\"ZombieDevastatorBall2\",0,0,90,2)\n CRE9 D 0 Bright A_CustomMissile(\"ZombieDevastatorBall2\",0,0,108,2)\n CRE9 D 0 Bright A_CustomMissile(\"ZombieDevastatorBall2\",0,0,126,2)\n CRE9 D 0 Bright A_CustomMissile(\"ZombieDevastatorBall2\",0,0,144,2)\n CRE9 D 0 Bright A_CustomMissile(\"ZombieDevastatorBall2\",0,0,144,2)\n CRE9 D 0 Bright A_CustomMissile(\"ZombieDevastatorBall2\",0,0,162,2)\n CRE9 D 0 Bright A_CustomMissile(\"ZombieDevastatorBall2\",0,0,180,2)\n CRE9 D 0 Bright A_CustomMissile(\"ZombieDevastatorBall2\",0,0,196,2)\n CRE9 D 0 Bright A_CustomMissile(\"ZombieDevastatorBall2\",0,0,216,2)\n CRE9 D 0 Bright A_CustomMissile(\"ZombieDevastatorBall2\",0,0,234,2)\n CRE9 D 0 Bright A_CustomMissile(\"ZombieDevastatorBall2\",0,0,252,2)\n CRE9 D 0 Bright A_CustomMissile(\"ZombieDevastatorBall2\",0,0,270,2)\n CRE9 D 0 Bright A_CustomMissile(\"ZombieDevastatorBall2\",0,0,288,2)\n CRE9 D 0 Bright A_CustomMissile(\"ZombieDevastatorBall2\",0,0,306,2)\n CRE9 D 0 Bright A_CustomMissile(\"ZombieDevastatorBall2\",0,0,324,2)\n CRE9 D 0 Bright A_CustomMissile(\"ZombieDevastatorBall2\",0,0,342,2)\n\tCRE9 AAAAAABBBBBBCCCCCCDDDDDD 1 A_CustomMissile(\"KaboomDevastator22\",0,0,random(0,360),2,random(0,360))\n CRE9 EF 6 Bright\n Stop\n }\n}\n\nACTOR ZombieDTBFGRailgunSlug : PlayerDTBFGRailgunSlug\n{\n-RIPPER\nSpecies \"Zombies\"\nDamage (Random(1,4))\nDamageType \"ZombieDev\"\n}\n\nACTOR FusionDevastatorBall : DevastatorBall\n{\nDamageType \"Cyber10K\"\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_PlaySoundEx(\"devastator/fly\",\"Voice\",1)\n\n\tTNT1 A 0 A_CustomMissile(\"DevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tCRS9 A 0 Bright A_CustomMissile(\"FusionLiteShot\",0,0,Random(0,360))\n CRS9 A 1 Bright A_SpawnItemEx(\"ProjectileTrailParticleRed\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tTNT1 A 0 A_SpawnItemEx(\"DevastatorLightningRed\",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,128)\n\tCRS9 A 1 Bright A_CustomMissile(\"FusionDTBFGProjectileAttack\",Random(-10,10),0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DevastatorTrail\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER,0)\n\tTNT1 A 0 A_Explode(32,450,0)\n\n\tTNT1 A 0 A_CustomMissile(\"DevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tCRS9 A 0 Bright A_CustomMissile(\"FusionLiteShot\",0,0,Random(0,360))\n CRS9 B 1 Bright A_SpawnItemEx(\"ProjectileTrailParticleRed\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tTNT1 A 0 A_SpawnItemEx(\"DevastatorLightningRed2\",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,128)\n\tCRS9 A 1 Bright A_CustomMissile(\"FusionDTBFGProjectileAttack\",Random(-10,10),0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_Explode(32,450,0)\n\n\tTNT1 A 0 A_CustomMissile(\"DevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tCRS9 A 0 Bright A_CustomMissile(\"FusionLiteShot\",0,0,Random(0,360))\n CRS9 C 1 Bright A_SpawnItemEx(\"ProjectileTrailParticleRed\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tTNT1 A 0 A_SpawnItemEx(\"DevastatorLightningRed\",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,128)\n\tCRS9 A 1 Bright A_CustomMissile(\"FusionDTBFGProjectileAttack\",Random(-10,10),0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DevastatorTrail\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER,0)\n\tTNT1 A 0 A_Explode(32,450,0)\n\n\tTNT1 A 0 A_CustomMissile(\"DevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tCRS9 A 0 Bright A_CustomMissile(\"FusionLiteShot\",0,0,Random(0,360))\n CRS9 D 1 Bright A_SpawnItemEx(\"ProjectileTrailParticleRed\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tTNT1 A 0 A_SpawnItemEx(\"DevastatorLightningRed2\",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,128)\n\tCRS9 A 1 Bright A_CustomMissile(\"FusionDTBFGProjectileAttack\",Random(-10,10),0,0,CMF_TRACKOWNER)\n Goto Spawn\nDeath:\n TNT1 A 0\n\tTNT1 A 0 A_SetTranslucent(0.75,1)\n\tTNT1 A 0 Radius_Quake(3,35,0,10,0)\n TNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,10,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,20,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,30,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,40,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,50,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,60,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,70,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,80,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,90,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,100,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,110,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,120,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,130,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,140,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,150,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,160,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,170,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,180,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,190,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,200,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,210,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,220,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,230,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,240,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,250,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,260,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,270,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,280,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,290,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,300,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,310,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,320,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,330,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,340,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerCyber\",0,0,350,CMF_TRACKOWNER)\n\tTNT1 A 0 A_SpawnItemEx(\"DevastatorLightningRedSpawner\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCRS9 A 6 Bright A_SpawnItemEx(\"DevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCRS9 B 6 Bright A_SpawnItemEx(\"DevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCRS9 C 6 Bright A_SpawnItemEx(\"DevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCRS9 D 6 Bright A_SpawnItemEx(\"DevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCRS9 A 6 Bright A_SpawnItemEx(\"DevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCRS9 B 6 Bright A_SpawnItemEx(\"DevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCRS9 C 6 Bright A_SpawnItemEx(\"DevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCRS9 D 6 Bright A_SpawnItemEx(\"DevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCRS9 A 6 Bright A_SpawnItemEx(\"DevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCRS9 B 6 Bright A_SpawnItemEx(\"DevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCRS9 C 6 Bright A_SpawnItemEx(\"DevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCRS9 D 6 Bright A_SpawnItemEx(\"DevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(128,1024,0)\n\tTNT1 A 0 A_Explode(460,640,0)\n\tTNT1 A 0 A_Explode(618,256)\n\tTNT1 A 0 A_StopSoundEx(\"Voice\")\n\tTNT1 A 0 Radius_Quake(20,12,0,12,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/dtech10kexplode\")\n\tTNT1 A 0 A_SpawnItemEx(\"DevastatorShockWave2\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_SpawnItem(\"RedDTBFGEx\",0,-10)\n\tCRE9 D 0 Bright A_CustomMissile(\"FusionDevastatorBall2\",0,0,18,2)\n CRE9 D 0 Bright A_CustomMissile(\"FusionDevastatorBall2\",0,0,36,2)\n CRE9 D 0 Bright A_CustomMissile(\"FusionDevastatorBall2\",0,0,54,2)\n CRE9 D 0 Bright A_CustomMissile(\"FusionDevastatorBall2\",0,0,72,2)\n CRE9 D 0 Bright A_CustomMissile(\"FusionDevastatorBall2\",0,0,90,2)\n CRE9 D 0 Bright A_CustomMissile(\"FusionDevastatorBall2\",0,0,108,2)\n CRE9 D 0 Bright A_CustomMissile(\"FusionDevastatorBall2\",0,0,126,2)\n CRE9 D 0 Bright A_CustomMissile(\"FusionDevastatorBall2\",0,0,144,2)\n CRE9 D 0 Bright A_CustomMissile(\"FusionDevastatorBall2\",0,0,144,2)\n CRE9 D 0 Bright A_CustomMissile(\"FusionDevastatorBall2\",0,0,162,2)\n CRE9 D 0 Bright A_CustomMissile(\"FusionDevastatorBall2\",0,0,180,2)\n CRE9 D 0 Bright A_CustomMissile(\"FusionDevastatorBall2\",0,0,196,2)\n CRE9 D 0 Bright A_CustomMissile(\"FusionDevastatorBall2\",0,0,216,2)\n CRE9 D 0 Bright A_CustomMissile(\"FusionDevastatorBall2\",0,0,234,2)\n CRE9 D 0 Bright A_CustomMissile(\"FusionDevastatorBall2\",0,0,252,2)\n CRE9 D 0 Bright A_CustomMissile(\"FusionDevastatorBall2\",0,0,270,2)\n CRE9 D 0 Bright A_CustomMissile(\"FusionDevastatorBall2\",0,0,288,2)\n CRE9 D 0 Bright A_CustomMissile(\"FusionDevastatorBall2\",0,0,306,2)\n CRE9 D 0 Bright A_CustomMissile(\"FusionDevastatorBall2\",0,0,324,2)\n CRE9 D 0 Bright A_CustomMissile(\"FusionDevastatorBall2\",0,0,342,2)\n\tCRE9 AAAAAABBBBBBCCCCCCDDDDDD 1 A_CustomMissile(\"KaboomDevastator22\",0,0,random(0,360),2,random(0,360))\n CRE9 EF 6 Bright\n Stop\n }\n}\n\nActor DevastatorTrail\n{\n +NoBlockMap\n +NoGravity\n +ClientSideOnly\n Scale 1.45\n RenderStyle Add\n Radius 1\n Height 2\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n RDCR A 4 bright A_FadeOut(0.1)\n Loop\n Toaster:\n TNT1 A 0\n Stop\n }\n}\n\nActor LegDevastatorTrail : DevastatorTrail\n{\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n LDCR A 4 bright A_FadeOut(0.1)\n Loop\n }\n}\n\nACTOR DevastatorBolt\n{\n Speed 35\n Radius 6\n Height 6\n Damage 22\n Alpha 0.8\n Projectile\n +SEEKERMISSILE\n +MTHRUSPECIES\n +DONTREFLECT\n +BRIGHT\n ReactionTime 170\n RenderStyle Add\n Damagetype \"Cyber10K\"\n DeathSound \"bolt/explode\"\n States\n {\n Spawn:\n \tDVS1 A 0 A_Seekermissile(5,5,SMF_LOOK)\n DVS1 A 1 A_SpawnItem(\"BoltTrail\")\n Loop\n Death:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"ToasterDeath\")\n TNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\",0,0,0,0,0,0,0,128)\n TNT1 AAAA 0 A_CustomMissile(\"KaboomDevastator15\",0,0,random(0,360),2,random(0,360))\n ToasterDeath:\n DVS1 LMN 2\n Stop\n }\n}\n\nACTOR LegCybDevastatorBolt : DevastatorBolt\n{\n Damage 25\n +NOTIMEFREEZE\n States\n {\n Spawn:\n \tLVS1 A 0 A_Seekermissile(5,5,SMF_LOOK)\n LVS1 A 1 A_SpawnItem(\"LegBoltTrail\")\n Loop\n Death:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"ToasterDeath\")\n TNT1 A 0 A_SpawnItemEx(\"LegendaryGoldParticleSpawner\",0,0,0,0,0,0,0,128)\n TNT1 AAAA 0 A_CustomMissile(\"LegKaboomDevastator15\",0,0,random(0,360),2,random(0,360))\n ToasterDeath:\n LVS1 LMN 2\n Stop\n }\n}\n\nACTOR LegHumanDevastatorBolt : LegCybDevastatorBolt\n{\n Damage 25\n Damagetype \"Legendary\" // LegendaryGuru ?\n Species \"Player\"\n}\n\nACTOR LegSentientDevastatorBolt : LegCybDevastatorBolt\n{\n Damage 25\n Damagetype \"LegMind\"\n Species \"Masterminds\"\n}\n\nACTOR PlayerDevastatorBolt : DevastatorBolt\n{\n Damagetype \"Players\"\n}\n\nACTOR ZombieDevastatorBolt : DevastatorBolt\n{\n Damagetype \"ZombieDev\"\n}\n\nACTOR BoltTrail\n{\n +NOINTERACTION\n +CLIENTSIDEONLY\n Renderstyle Add\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n DVS1 GHIJK 1 Bright A_FadeOut (0.05)\n Stop\n Toaster:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR LegBoltTrail : BoltTrail\n{\n +NOTIMEFREEZE\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n LVS1 GHIJK 1 Bright A_FadeOut (0.05)\n Stop\n }\n}\n\nACTOR DevastatorShockWave\n{\nSpeed 0\nScale 1\nRadius 1\nHeight 1\nSpeed 2\nDamage 0\nRenderstyle Translucent\nAlpha 0.75\nPROJECTILE\n+NOBLOCKMAP\n+NOTELEPORT\n+DONTSPLASH\n+NOGRAVITY\n+MISSILE\n+FORCEXYBILLBOARD\n+CLIENTSIDEONLY\n+NOINTERACTION\n+NOCLIP\nScale 1.15\nStates\n{\nSpawn:\nSHK2 ABCDEFGHIJKLMNOPQR 1 Bright A_FadeOut(0.025)\nStop\n}\n}\n\nACTOR DevastatorShockWave2 : DevastatorShockWave\n{\nSpeed 0\nScale 2.5\nStates\n{\nSpawn:\nSHK2 ABCDEFGHIJKLMNOPQR 2 Bright A_FadeOut(0.015)\nStop\n}\n}\n\nACTOR DevastatorShockWave3 : DevastatorShockWave\n{\nScale 0.3\n}\n\nACTOR LegDevastatorShockWave : DevastatorShockwave\n{\n+NOTIMEFREEZE\nStates\n{\nSpawn:\nLHOG ABCDEFGHIJKLMNOPQR 1 Bright A_FadeOut(0.025)\nStop\n}\n}\n\nACTOR LegDevastatorShockWave2 : LegDevastatorShockWave\n{\nSpeed 0\nScale 2.5\nStates\n{\nSpawn:\nLHOG ABCDEFGHIJKLMNOPQR 2 Bright A_FadeOut(0.015)\nStop\n}\n}\n\nACTOR LegDevastatorShockWave3 : LegDevastatorShockWave\n{\nScale 0.3\n}\n\nACTOR DevastatorLightningRedSpawner\n{\n+NOBLOCKMAP\n+NOGRAVITY\n+NOSECTOR\n+NOINTERACTION\n+NOCLIP\n+CLIENTSIDEONLY\n+NOTELEPORT\n+DONTSPLASH\n-SOLID\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 Bright A_SpawnItemEx(\"DevastatorLightningRed2\",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,128)\n Goto Death\nDeath:\n\t\"----\" A 1 Bright\n\tStop\n }\n}\n\nACTOR DevastatorLightningRed\n{\nRenderStyle Add\nScale 0.24\nAlpha 0.5\n+MISSILE\n+NOGRAVITY\n+NOBLOCKMAP\n+NOINTERACTION\n+NOTELEPORT\n+DONTSPLASH\n+CLIENTSIDEONLY\n-SOLID\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72)\n\tREL1 ABCDEFGHIJKLMNOPQR 0 A_Jump(256,\"Death\")\n\tREL2 ABCDEFGHIJKLMNOPQR 0 A_Jump(256,\"Death\")\n\tREL3 ABCDEFGHIJKLMNOPQR 0 A_Jump(256,\"Death\")\n\tREL4 ABCDEFGHIJKLMNOPQR 0 A_Jump(256,\"Death\")\nDeath:\n\t\"----\" A 1 Bright\n\tStop\n\t}\n}\n\nACTOR DevastatorLightningRed2 : DevastatorLightningRed\n{\nScale 0.42\n}\n\nACTOR ProjectileTrailParticleRed\n{\nHeight 0\nRadius 0\nMass 0\n+THRUACTORS\n+NOTELEPORT\n+DONTSPLASH\n+HEXENBOUNCE\n+CLIENTSIDEONLY\n+MISSILE\n+NOBLOCKMAP\n+FORCEXYBILLBOARD\nRENDERSTYLE ADD\nGravity 0.2\nBounceFactor 0.6\n+NOGRAVITY\nScale 0.045\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n S22R A 2 Bright A_FadeOut(0.015)\n Loop\nToaster:\n TNT1 A 0\n Stop\n}\n}\n\nACTOR ProjectileTrailParticleGold : ProjectileTrailParticleRed\n{\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n LPKG A 2 Bright A_FadeOut(0.015)\n Loop\n}\n}\n\nACTOR DevastatorBoltTrail\n{\n +NOINTERACTION\n +CLIENTSIDEONLY\n Renderstyle Add\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n DVS1 GHIJK 1 Bright A_FadeOut (0.05)\n Stop\n Toaster:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR FusionNuke\n{\n Radius 13\n Height 8\n Speed 20\n Damage 200\n DamageType \"Cyber10K\"\n PROJECTILE\n +STRIFEDAMAGE\n +NOTARGET\n +FULLVOLDEATH\n +THRUGHOST\n +FORCERADIUSDMG\n +THRUSPECIES\n -ROCKETTRAIL\n ExplosionDamage 100\n ExplosionRadius 250\n DeathSound \"weapons/nuclearmissileexplode\"\n Obituary \"%o must of been pretty slow since he decided to confront the Cerebral Cardinal with his puny weapons.\"\n States\n {\n Spawn:\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(4,6),Random(-2,2))\n TNT1 A 0 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(4,6),Random(-2,2))\n NKS1 A 2 Bright A_CustomMissile(\"NuclearMissileTrail\",0,0,0)\n Loop\n Death:\n TNT1 A 0\n\t TNT1 A 0 A_StopSound(5)\n\t TNT1 A 0 A_SpawnItem(\"DarkDesNuke2\")\n\t TNT1 A 0 A_Explode(6000,512,0,1)\n Stop\n }\n}\n\nACTOR NuclearMissileTrail\n{\n Radius 3\n Height 4\n Speed 2\n +NOBLOCKMAP\n +NOGRAVITY\n +NOCLIP\n +NOTELEPORT\n +THRUGHOST\n +CLIENTSIDEONLY\n RenderStyle Translucent\n Alpha 0.3\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n MTRL A 2\n MTRL BCD 3\n MTRL E 4 A_SetTranslucent(0.2)\n MTRL F 5 A_SetTranslucent(0.1)\n Stop\n Toaster:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR KaboomDevastator\n{\nRadius 1\nHeight 1\nSpeed 3\nDamage 0\nRenderstyle ADD\nAlpha 0.75\nPROJECTILE\n+NOBLOCKMAP\n+NOTELEPORT\n+DONTSPLASH\n+NOGRAVITY\n+MISSILE\n+FORCEXYBILLBOARD\n+CLIENTSIDEONLY\n+NOINTERACTION\n+NOCLIP\nScale 1.4\nStates\n{\nSpawn:\nTNT1 A 0\nDVPR A 1 Bright A_PlaySound(\"weapons/rocklx\")\nDVPR BCDEFGHIJKLMNOP 1 Bright A_FadeOut(0.025)\nStop\n}\n}\n\nACTOR KaboomDevastator15 : KaboomDevastator\n{\nSpeed 1\nScale 0.3\nStates\n{\nSpawn:\nDVPR ABCDEFGHIJKLMNOP 1 Bright A_FadeOut(0.025)\nStop\n}\n}\n\nACTOR LegKaboomDevastator15 : KaboomDevastator\n{\nSpeed 1\nScale 0.3\n+NOTIMEFREEZE\nStates\n{\nSpawn:\nLVPR ABCDEFGHIJKLMNOP 1 Bright A_FadeOut(0.025)\nStop\n}\n}\n\nACTOR KaboomDevastator22 : KaboomDevastator\n{\nSpeed 1\nScale 1.5\nStates\n{\nSpawn:\nDVPR ABCDEFGHIJKLMNOP 1 Bright A_FadeOut(0.025)\nStop\n}\n}\n\nACTOR LegKaboomDevastator22 : KaboomDevastator\n{\nSpeed 1\nScale 1.5\n+NOTIMEFREEZE\nStates\n{\nSpawn:\nLVPR ABCDEFGHIJKLMNOP 1 Bright A_FadeOut(0.025)\nStop\n}\n}\n\nACTOR FusionDTBFGProjectileAttack\n{\nPROJECTILE\n+LOOKALLAROUND\n+ISMONSTER\n+QUICKTORETALIATE\n+NOTARGET\n+NOCLIP\nObituary \"%o must of been pretty slow since he decided to confront the Cerebral Cardinal with his puny weapons.\"\nMissileType \"FusionDTBFGRailgunSlug\"\nStates\n{\nSpawn:\n TNT1 A 0\n\tTNT1 AAAAA 1 A_Look\n\tStop\nSee:\n TNT1 A 0\n\tTNT1 A 1 A_JumpIfCloser(1250,\"Attack\")\n\tStop\nAttack:\n TNT1 A 0\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_MissileAttack\n\tTNT1 A 1 A_CustomRailgun(-1,0,NONE,\"Red\",1,1,2)\n\tGoto Death\nDeath:\n\tTNT1 A 1\n\tStop\n\t}\n}\n\nACTOR FusionDTBFGRailgunSlug : PlayerDTBFGRailgunSlug\n{\n-RIPPER\nSpecies \"Cybers\"\nDamage (Random(1,4))\nDamageType \"Cyber10K\"\n}\n\nACTOR DTBFG10KTracerZombie : DTBFG10KTracer\n{\n -THRUSPECIES\n Species \"Zombie\"\n DamageType \"ZombieDev\"\n States\n {\n XDeath:\n TNT1 A 0\n TNT1 A 1 A_SpawnItem(\"CustomSpray2\")\n Stop\n\t }\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/Cardihilator.txt",
"contents": "ACTOR Cardihilator : Cyberdemon 16567\n{\n//$Category Monsters/LCA\n//$Sprite CARHA1\n//$Title \"Cardihilator\"\n Radius 40\n Height 110\n Scale 1.1\n Mass 2500\n Health 6500\n Speed 10\n FloatSpeed 8\n PainChance 15\n PainChance \"PDTBFG\", 10\n PainChance \"SoulToxic\", 3\n PainChance \"FatFlamer\", 3\n PainChance \"FiendFire\", 3\n PainChance \"Explosion\", 35\n Species \"Cybers\"\n DamageFactor \"Cyber10K\", 0.0\n DamageFactor \"PDTBFG\", 0.1\n DamageFactor \"PDTBFGTracer\", 0.3\n DamageFactor \"PlayerDevBall\", 0.05\n DamageFactor \"PlayerDevBall2\", 0.05\n DamageFactor \"PlayerDevTracer\", 0.05\n DropItem \"BossLifeEssence\" 204 25\n DropItem \"BossArmorBonusMax\" 204 1\n DropItem \"DemonAmmoBox\" 128 200\n DropItem \"DemonicChalice\" 128\n SeeSound \"Cardihilator/Sight\"\n PainSound \"Cardihilator/Pain\"\n DeathSound \"Cardihilator/Death\"\n ActiveSound \"Cardinal/Active\"\n +MISSILEEVENMORE\n +LOOKALLAROUND\n +QUICKTORETALIATE\n +BOSS\n +BOSSDEATH\n +FLOAT\n +NOGRAVITY\n +DONTHARMSPECIES\n +DONTHURTSPECIES\n -FLOORCLIP\n Obituary \"%o was turned into a mere spec of dust by the Cardihilator.\"\n var int user_fusionnuke;\n States\n {\n Spawn:\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH A 2 Bright A_Look\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH B 2 Bright A_Look\n Loop\n See:\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH A 2 Bright A_Chase\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH B 2 Bright A_Chase\n Loop\n Missile:\n TNT1 A 0 A_SetShootable\n TNT1 A 0 A_UnsetInvulnerable\n TNT1 A 0 A_SetTranslucent(1)\n TNT1 A 0 A_Jump(128,\"Seekers\",\"Railgun\",\"BFG10K\",\"DTBFG10K\",\"Devastator\")\n\t TNT1 A 0 A_Jump(1,\"Nukes\")\n Normal:\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 A_CustomMissile(\"CardinalRocket\", 40, -26, Random(-6, 6))\n CARH D 6 Bright A_CustomMissile(\"CardinalRocket\", 40, 26, Random(-6, 6))\n\t CARH D 2 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 A_CustomMissile(\"CardinalRocket\", 40, -26, Random(-6, 6))\n CARH D 6 Bright A_CustomMissile(\"CardinalRocket\", 40, 26, Random(-6, 6))\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n TNT1 A 0 A_CustomMissile(\"CardinalRocket\", 40, -26, Random(-6, 6))\n CARH D 6 Bright A_CustomMissile(\"CardinalRocket\", 40, 26, Random(-6, 6))\n\t CARH D 2 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n TNT1 A 0 A_CustomMissile(\"CardinalRocket\", 40, -26, Random(-6, 6))\n CARH D 6 Bright A_CustomMissile(\"CardinalRocket\", 40, 26, Random(-6, 6))\n\t CARH D 2 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n TNT1 A 0 A_CustomMissile(\"CardinalRocket\", 40, -26, Random(-6, 6))\n CARH D 6 Bright A_CustomMissile(\"CardinalRocket\", 40, 26, Random(-6, 6))\n\t CARH D 2 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n TNT1 A 0 A_CustomMissile(\"CardinalRocket\", 40, -26, Random(-6, 6))\n CARH D 6 Bright A_CustomMissile(\"CardinalRocket\", 40, 26, Random(-6, 6))\n\t CARH D 2 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH CCC 2 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 A_Jump(128,\"Seekers\",\"Railgun\",\"BFG10K\",\"DTBFG10K\")\n Goto See\n Seekers:\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 A_CustomMissile(\"CardinalHomingRocket\", 40, -26, Random(-8, 8))\n CARH D 6 Bright A_CustomMissile(\"CardinalHomingRocket\", 40, 26, Random(-8, 8))\n\t CARH D 2 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n TNT1 A 0 A_CustomMissile(\"CardinalHomingRocket\", 40, -26, Random(-8, 8))\n CARH D 6 Bright A_CustomMissile(\"CardinalHomingRocket\", 40, 26, Random(-8, 8))\n\t CARH D 2 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 A_CustomMissile(\"CardinalHomingRocket\", 40, -26, Random(-8, 8))\n CARH D 6 Bright A_CustomMissile(\"CardinalHomingRocket\", 40, 26, Random(-8, 8))\n\t CARH D 2 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 A_CustomMissile(\"CardinalHomingRocket\", 40, -26, Random(-8, 8))\n CARH D 6 Bright A_CustomMissile(\"CardinalHomingRocket\", 40, 26, Random(-8, 8))\n\t CARH D 2 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 A_CustomMissile(\"CardinalHomingRocket\", 40, -26, Random(-8, 8))\n CARH D 6 Bright A_CustomMissile(\"CardinalHomingRocket\", 40, 26, Random(-8, 8))\n\t CARH D 2 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 A_CustomMissile(\"CardinalHomingRocket\", 40, -26, Random(-8, 8))\n CARH D 6 Bright A_CustomMissile(\"CardinalHomingRocket\", 40, 26, Random(-8, 8))\n\t CARH D 2 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH CCC 2 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 A_Jump(128,\"Railgun\",\"BFG10K\",\"DTBFG10K\")\n Goto See\n Railgun:\n\t TNT1 A 0 A_PlaySound(\"weapons/rgcharge\")\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_CustomMissile(\"CardinalRail\",40,-26,0)\n CARH D 2 Bright A_CustomMissile(\"CardinalRail\",40,26,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH D 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH D 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH D 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH D 5 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_CustomMissile(\"CardinalRail\",40,-26,0)\n CARH D 2 Bright A_CustomMissile(\"CardinalRail\",40,26,0)\n CARH CCCCCCC 2 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 A_Jump(128,\"BFG10K\",\"DTBFG10K\")\n\t Goto See\n BFG10K:\n\t TNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 4 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 4 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 4 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 4 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 4 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 4 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH C 4 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n\t TNT1 A 0 A_CustomMissile(\"Cardinal10K\", 40, -26, Random(4, -4))\n CARH D 3 Bright A_CustomMissile(\"Cardinal10K\", 40, 26, Random(4, -4))\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH C 4 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n\t TNT1 A 0 A_CustomMissile(\"Cardinal10K\", 40, -26, Random(4, -4))\n CARH D 3 Bright A_CustomMissile(\"Cardinal10K\", 40, 26, Random(4, -4))\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH C 4 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n\t TNT1 A 0 A_CustomMissile(\"Cardinal10K\", 40, -26, Random(4, -4))\n CARH D 3 Bright A_CustomMissile(\"Cardinal10K\", 40, 26, Random(4, -4))\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH C 4 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n\t TNT1 A 0 A_CustomMissile(\"Cardinal10K\", 40, -26, Random(4, -4))\n CARH D 3 Bright A_CustomMissile(\"Cardinal10K\", 40, 26, Random(4, -4))\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH C 4 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n\t TNT1 A 0 A_CustomMissile(\"Cardinal10K\", 40, -26, Random(4, -4))\n CARH D 3 Bright A_CustomMissile(\"Cardinal10K\", 40, 26, Random(4, -4))\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH C 4 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/bfg15kfire\")\n\t TNT1 A 0 A_CustomMissile(\"Cardinal10K\", 40, -26, Random(4, -4))\n CARH D 3 Bright A_CustomMissile(\"Cardinal10K\", 40, 26, Random(4, -4))\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 A_PlaySound(\"weapons/bfg15kcooldown\",CHAN_AUTO)\n\t CARH CCCCC 4 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 A_Jump(128,\"DTBFG10K\")\n Goto See\n DTBFG10K:\n \t TNT1 A 0 A_PlaySound(\"Cardinal/9k\")\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 4 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 4 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 4 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 4 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 4 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH D 4 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH D 4 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 A_CustomMissile(\"CardinalDTBFG10KBall\", 40, -26, 0)\n CARH D 4 Bright A_CustomMissile(\"CardinalDTBFG10KBall\", 40, 26, 0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH DCC 4 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n Goto See\n\tDevastator:\n\t TNT1 A 0 A_PlaySound(\"devastator/charge\")\n\t CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 2 Bright A_FaceTarget\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH C 2 Bright A_FaceTarget\n\t CARH C 0 A_PlaySound (\"devastator/fire\")\n\t TNT1 A 0 A_CustomMissile(\"FusionDevastatorBall\", 40, -26, 0)\n CARH D 4 Bright A_CustomMissile(\"FusionDevastatorBall\", 40, 26, 0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t CARH DCC 4 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n Goto See\nNukes:\n TNT1 A 0 A_JumpIf(user_fusionnuke == 1, \"Missile\")\n TNT1 A 0 A_SetUserVar(\"user_fusionnuke\", 2)\n TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/nuclearmissilecharge\",0,10.0)\n\tCARH F 3 Bright A_PlaySound(\"Cardihilator/Sight\", CHAN_AUTO, 1.0, False, ATTN_NONE)\n\tTNT1 A 0 Radius_Quake(50,150,0,24,0)\n\tCARH FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tCARH FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tCARH FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tCARH FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tCARH FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tCARH FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tCARH FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tCARH FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tCARH FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tCARH FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tCARH FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tCARH FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tCARH FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tCARH FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tCARH FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tCARH FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tCARH FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tCARH FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tCARH FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tCARH FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tCARH FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tCARH FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tCARH FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tCARH FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tCARH FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tCARH FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tCARH FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tCARH FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySoundEx(\"Cardihilator/NukeFire\", 1, 0, 2)\n\tCARH D 0 A_CustomMissile(\"FusionNuke\", 40, -26, 0)\n\tCARH D 6 Bright A_CustomMissile(\"FusionNuke\", 40, 26, 0)\n\t//TNT1 A 1 A_TakeInventory(\"FusionNuke\",1)\n\tCARH CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 2 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tGoto See\n\n Pain:\n\t TNT1 A 0 A_Jump(16,\"PainRage\")\n\t TNT1 A 0 A_Jump(128,\"PainMissile\")\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH E 3 Bright A_Pain\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH E 3 Bright\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH E 3 Bright\n Goto See\n PainMissile:\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH E 3 Bright A_Pain\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH E 3 Bright\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH E 3 Bright\n Goto Missile\n PainRage:\n\t TNT1 A 0 A_JumpIfCloser(1000,1)\n\t Goto Pain+1\n \t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n CARH E 3 Bright A_Pain\n\t TNT1 A 0 A_JumpIfInventory(\"CardinalToken\",3,\"See\")\n CARH EEEE 3 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 A_GiveInventory(\"CardinalToken\",1)\n\t TNT1 A 0 Bright A_SetInvulnerable\n\t TNT1 A 0 Bright Radius_Quake(10,80,0,24,0)\n\t TNT1 A 0 Bright A_GiveInventory(\"Health\",750)\n TNT1 A 0 Bright A_PlaySound(\"Cardinal/Laugh\")\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t CARH E 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t CARH E 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t CARH E 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t CARH E 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t CARH E 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t CARH E 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t CARH E 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t CARH E 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t CARH E 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t CARH E 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t CARH E 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t CARH E 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t CARH E 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t CARH E 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t CARH E 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t CARH E 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t CARH E 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t CARH E 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t CARH E 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t CARH E 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t CARH E 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t CARH E 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t CARH E 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t CARH E 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t CARH E 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t CARH E 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t CARH E 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t CARH E 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t CARH E 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t CARH E 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t CARH E 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t CARH E 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t CARH E 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t CARH E 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t CARH E 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t CARH E 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t CARH E 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t CARH E 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t CARH E 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t TNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\t CARH E 2 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 Bright A_UnSetInvulnerable\n CARH EE 3 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t Goto See\n Death:\n \t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(298) == 1, \"AlwaysDrop\")\n\t TNT1 A 0 A_Jump(52,2)\n\t TNT1 A 0 A_SpawnItem(\"Demon Tech Devastator\",0,12)\n\t CARH E 10 A_Scream\n\t CARH F 10 A_NoBlocking\n\t TNT1 AA 0 A_SpawnItemEx(\"GibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t TNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n CARH GGGGG 2 Bright A_CustomMissile(\"Kaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t TNT1 AA 0 A_SpawnItemEx(\"GibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t TNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n CARH HHHHH 2 Bright A_CustomMissile(\"Kaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t TNT1 AA 0 A_SpawnItemEx(\"GibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t TNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n CARH IIIII 2 Bright A_CustomMissile(\"Kaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t TNT1 AA 0 A_SpawnItemEx(\"GibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t TNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n CARH JJJJJ 1 Bright A_CustomMissile(\"Kaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t TNT1 AA 0 A_SpawnItemEx(\"GibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t TNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n CARH KKKKK 1 Bright A_CustomMissile(\"Kaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t TNT1 AAAA 0 A_SpawnItemEx(\"GibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t TNT1 AAAAAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n\t TNT1 AAAAAAAA 0 A_CustomMissile(\"SmokeFX3\", Random(20,80), 0, random(0,360), 2, random(0,360))\n CARH L 2\n\t CARH M 3\n TNT1 A -1 Bright A_KillMaster\n Stop\n AlwaysDrop:\n\t TNT1 A 0 A_SpawnItem(\"Demon Tech Devastator\",0,12)\n\t Goto Death+3\n }\n}"
}
]
},
"maps": []
}