cf_cl_kaz_smith_patchv13th.pk3

PK3 50 MiB 0 map(s)

Counts

endoom0
graphics0
lumps593
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "021ebd6d-606b-4f68-ab1e-890ca1116447",
    "sha1": "d07e557e5880a35465da8410b02027e6bcc64414",
    "sha256": "1e8013b6654bb293e1995e50a30d6ac7d8509fe76c022e1d4ac71923c3249c06",
    "filenames": [
      "cf_cl_kaz_smith_patchv13th.pk3"
    ],
    "additional": {
      "engines": [
        "ZDOOM"
      ],
      "iwad": [],
      "filename": null,
      "added": "2019-09-15 18:08:19",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": null,
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2019-09-15 18:08:19",
    "file": {
      "type": "PK3",
      "size": 51905545,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/d07e557e5880a35465da8410b02027e6bcc64414/d07e557e5880a35465da8410b02027e6bcc64414.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 593,
        "maps": 0,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ]
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "DECORATE.txt",
        "contents": "//#include \"Actors/EnemyEdits.txt\"\n#include \"Actors/EnemySpawner.txt\"\n//#include \"Actors/WeaponSpawner.txt\"\n//#include \"Actors/Player.txt\"\n#include \"Actors/Monsters/Utsuho.txt\"\n#include \"Actors/Darkhellionfix.txt\"\n//#include \"Actors/PlasmaPistolDJB.txt\"\n//#include \"Actors/PlayerMustDie.txt\"\n//#include \"Actors/buffgenjitsu.txt\"\n#include \"Actors/Misc.txt\"\n#include \"Actors/DatPlayer.txt\"\n\n#INCLUDE Actors/Monsters/Hellsmith2.dec\n#INCLUDE Actors/Monsters/NemHellsmith2.dec\n#INCLUDE Actors/Monsters/Supremotaur2.dec\n#INCLUDE Actors/Monsters/Freezemotaur2.dec\n#INCLUDE Actors/Monsters/ApprenticeOfHell2.dec\n#INCLUDE \"Actors/HellsmithWeaponFixes.txt\"\n#INCLUDE \"Actors/HellsmithMonsterEdits.txt\"\n#Include \"Actors/Monsters/Fakeminotaurs.dec\"\n\n#Include \"Actors/Monsters/Obliterator.txt\"\n\n#include \"Actors/13th/corrupt.txt\"\n#include \"Actors/13th/CorruptLegCard.txt\"\n#include \"Actors/13th/Bloodeye.txt\"\n#include \"Actors/13th/SANIC.txt\"\n#include \"Actors/13th/TarmidhesHosavo.txt\"\n#include \"Actors/13th/TarmidhesPlasmaticCannon.txt\"\n#include \"Actors/13TH/Misc.txt\"\n#include \"Actors/13TH/SpookyDingy.txt\"\n#include \"Actors/13TH/Hulk.txt\"\n#include \"Actors/13TH/HellFireCardinal.txt\"\n\n//#include \"decorate/Weapons/LegendaryQuadShotgun.txt\"\n//#include \"decorate/Weapons/LegendaryMinigun.txt\"\n//#include \"decorate/Weapons/EnragedLegendaryMinigun.txt\"\n\n//#include \"decorate/TechVulcanZombie.txt\"\n\n//#include \"decorate/MonsterDropEdits\"\n//#include \"decorate/RandomSpawnerEdits\"\n\n/*\nDropItem \"TrueLegendaryZombie\", 256, 1\nDropItem \"TrueLegendarySentient\", 256, 1\nDropItem \"TrueLegendaryCyberdemon\", 256, 1\nDropItem \"TrueLegendaryCyberdemonNormal\", 256, 1\nDropItem \"TrueLegendaryCardinal\", 256, 1\n\nDropItem \"VexedNemesisZombie\", 256, 1\nDropItem \"VexedNemesisImp\", 256, 1\nDropItem \"VexedNemesisAssaultCaptain\", 256, 1\nDropItem \"VexedNemesisSuicideBomber\", 256, 1\nDropItem \"VexedNemesisRevenant\", 256, 1\n*/"
      },
      {
        "source": "pk3",
        "name": "SNDINFO.txt",
        "contents": "//HELLSMITH\n$random NemesisMotaur/Attack { NMATK1 NMATK2 NMATK3 }\nNMATK1 NMATK1\nNMATK2 NMATK2\nNMATK3 NMATK3\n$rolloff NemesisMotaur/Attack 800 2200\n\n$random NemesisMotaur/Taunt { NMTAU1 NMTAU2 }\nNMTAU1 NMTAU1\nNMTAU2 NMTAU2\n$rolloff NemesisMotaur/Taunt 800 2200\n\nFuelcell/pickup FUELCGET\n\n//KAZUMI\n$rolloff singenjitsu/ambient 1000 3500\n\n//OBLITERATOR\n\nObliterator/sight\tOBILSIT\nObliterator/active\tOBILACT\nObliterator/pain\tOBILPAI\nObliterator/death\tOBILDTH\n\nexplosivedtech/pickup\tEDTRPIUP\nexplosivedtech/idle\t\tEDTRIDLE\nexplosivedtech/fire\t\tEDTREXPL\n\n//----13TH----\n\n//Bloodeye\nBloodeye/Spawn1\t\t\t\tBLEYSPWN\nBloodeye/Spawn2\t\t\t\tBLEYSPWC\n$random Bloodeye/Spawn { Bloodeye/Spawn1 Bloodeye/Spawn2 }\nBloodeye/Pain\t\t\t\tBLEYPAI\nBloodeye/Appear\t\t\t\tBLEYAPP\n$random Bloodeye/Attack { BLEYATK1 BLEYATK2 }\nBLEYATK1 BLEYATK1\nBLEYATK2 BLEYATK2\nBloodeye/Shoot\t\t\t\tBLEYSHOT\nBloodeye/Bounce\t\t\t\tBLEYBNC\n\n//Corrupt\nCorrupt/Spawn1\t\t\t\tCORPSPWN\nCorrupt/Spawn2\t\t\t\tCORPSPWC\n$random Corrupt/Spawn { Corrupt/Spawn1 Corrupt/Spawn2 }\nCorrupt/NoiseChase\t\t\tCORPACT1\nCorrupt/NoiseActive\t\t\tCORPACT2\nCorrupt/Pain\t\t\t\tCORPPAI\nCorrupt/Hit\t\t\t\t\tCORPHIT\n\nGenjitsu/Spawn\t\t\t\tSINGSPWC\n\n//Tarmidhes\nTarmidhes/Charge TCANCHRG\nTarmidhes/Fire TCANFIR\nTarmidhes/Up TCANNUP\nTarmidhes/Steam TCANSTM\n\n//HULK\nHulk/Sight HKSH\nHulk/Active HKACTIV\nHulk/Pain HKPAIN\nHulk/Death HKDEATH\n\n//Hellfire Cardinal\nHFCardinal/Sight HFCDSIT\nHFCardinal/Death HFCDDTH\n$rolloff HFCardinal/Death\t 1000 3500\nHFCardinal/Laugh HFLAUG1\n$rolloff HFCardinal/Laugh\t 1000 3500\nHFCardinal/Charge HFFIRE1\n$rolloff HFCardinal/Charge\t 1000 3500\nFireBlast/Exp HFEXP1\n$rolloff FireBlast/Exp\t 1000 3500\n//$Volume HFEXP1 5.0\n\n//SodaCan\nSoda/Drink PEPSDNK\n\n//CorruptedLegendaryCardinal\n//BlueRage bLcarage\n//BlueLegCardi/Hi bLCARHI\n//BlueLegCardi/active bLCARACT\n//BlueLaugh1 BLCARLAUG\n//BlueLaugh2 BDSTCLAU2\n//BlueLaugh4 bLCARLAUGH3\n//BlueNemesisCyber/Attack2\tBNCYBATK4\n\n//$rolloff BlueLegCardi/active 2100 7200\n//$rolloff BlueLaugh1 2100 7200\n//$rolloff BlueLaugh2 2100 7200\n//$rolloff BlueLaugh4 2100 7200\n//$rolloff BlueLegCardi/hi 2100 7200\n//$rolloff BlueRAGE 2100 7200\n//$rolloff BlueNemesisCyber/Attack2 800 2200\n\n//$Volume bLCARLAUGH3 10.0\n//$Volume bdstclau2 10.0\n//$Volume blcarlaugh 10.0\n//$Volume bLcarage 10.0\n//$Volume bLCARHI 10.0\n//$Volume bLCARACT 10.0\n\n//BlueBlueCardinal/Taunt   BBCRDTA1\n//BlueBlueCardinal/Death   BBCRDDH1\n//$rolloff BlueBlueCardinal/Taunt  768 3584"
      },
      {
        "source": "pk3",
        "name": "CREDITS.txt",
        "contents": "Patch made by Fluffy\n\n---Used Actors---\n\nUtsuho - DustedPandemonic\nNemesis hellsmith - Empyre and Hellsmith1\n\nObliterator - Titanium\n\n---Used Sprites---\n\nStingray - Craneo\n\n---13th---\n\npepsi can - derekthesquirrel\n\nHulk, Tarmidhes, Hellfire Cardinal - Complex-very-strong-monsters\n\nCorrupt, Bloodeye - DustedPandemonic"
      },
      {
        "source": "pk3",
        "name": "LOAD ORDER.txt",
        "contents": "Preferred load order:\n\nbulletpuff_fix.wad\n-your map wad here-\ncomplex-doom.v26a2.wad\nlca-v1.5.9.6.pk3\nlca-ark-1.7.5.pk3\nrandommons-v1.2.4-server.only.pk3\ncomplex-dust-v1.7\nlca-djb-v4.4.1hf2.pk3\ninsanelca-custom-v1.2.1.pk3\nhem-custom-cf-v3.0.pk3\ncomplex-dust-clusterfuck-v3.0.pk3\ncomplex-doom-justammo.lca-rm-hem_v1.pk3 (Only for server use)\nhpbar-v16.pk3\ncomplex-cf-patch-v3.0.pk3\nnemesis_hellsmith002.pk3\nchaoslite-cf-v1.1.7.pk3\nKazumisComplexAddonPack-Alpha-Ver.0.5.pk3\nCF_CL_Kaz_Smith_patchV13th.pk3\ncomplexlcazan3soundpatch.wad\nnewtextcolours_260.pk3\n\nNOTE: All wads can be dowloaded from https://allfearthesentinel.net/\n\n-- a certain broken addon not included--"
      },
      {
        "source": "pk3",
        "name": "CHANGELOG.txt",
        "contents": "V1:\nInitial release\n\nV2:\nKAZUMISTUFF:\nChanged dropitems for Utsuho and Sin-Genjitsu\nSin-Genjitsu: New attacks and item drops with a bit slower movement\nKaguya Houraisan spawns as a fucking barrel\n\nOTHERSTUFF:\nLess ammo from satchels\nBlue carth health reduced to 200 hp\nChanged starting health 150/100 green armor\n\nHELLSMITH STUFF:\nNow the hellsmith will only shoot one pyroshot instead of several after you\n\nV2.1:\nHELLSMITH STUFF:\nNemesis hellsmith spawns fake minotaurs and has better invul states, can deal invul damage with his lightning and hammer, lights out when he appears (making him stronger) (not too strong i hope)\nusing Titanium's nerfed hellsmith weapons\nHellmsith will now drop the Stingray instead of the BLG while the Super Apprentice drops the BLG instead of the Stingray\n\nKAZUMISTUFF:\nSin-Genjitsu moved to spidermastermind spawner with the same spawnchance as Shadow orin\n\nV3:\n\nHELLSMITH STUFF:\nNew overhaul for the stingray:\nNew damagetypes\nNew ammotype, Fuelcores (can only be obtained by the minotaurs)\n\nAngry Unmaker and Stingray's primary fire ignores ammo spheres\nAngry Unmaker uses more enraged demon ammo\n\nNemesis Hellsmith has less invul states and his lightning attacks doesn't insta kill you (except his melee)\n\nHellmsith will fire more pyroshots, but not at the same time\n\nOTHERSTUFF:\nRestored Blue Carth's original health\n\nV13th temporary update:\n[REDACTED]\n\nPATCHSTUFF:\nNew stingray sprites (by Craneo)\nNew enemy: Obliterator (from txs)\nBLG also ignores ammo spheres\n\nKAZUMISTUFF UPDATE 0.5:\nNew enemies:\nHibachi\nSanae Kochiya\nLegendary Chair\nEvaccannia DOOM\nNew item:\nNemesis Shirosphere\nOther:\nUpdated Undead Shinki\nChanged Missile launcher's behavior"
      },
      {
        "source": "pk3",
        "name": "Actors/HellsmithWeaponFixes.txt",
        "contents": "///Flak Cannon\n\nACTOR \"NHSFlakCannon\" : Weapon 2052\n{\n\tTag \"Flak Cannon\"\n\tGame Doom\n\tDecal \"FlakChip\"\n\tRadius 20\n\tWeapon.Kickback 50\n\tWeapon.SelectionOrder 400\n\tWeapon.AmmoGive1 10\n\tWeapon.AmmoType1 \"NewShell\"\n\tWeapon.AmmoUse1 2\n\tWeapon.AmmoGive2 5\n\tWeapon.AmmoType2 \"Missile\"\n\tWeapon.AmmoUse2 1\n\tWeapon.KickBack 5\n//\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.NOAUTOAIM\n\t+FORCEXYBILLBOARD\n\tInventory.PickupMessage \"You found a flak cannon!\"\n\tObituary \"%k caught %o in a flak attack\"\n\tInventory.PickupSound \"flak/get\"\n\tDamageType SSG\n\tStates\n\t{\n\tSteady:\n\t\tTNT1 A 1\n\t\tGoto Ready\n\tReady:\n\t\tHFCW A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tHFCW A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tTNT1 AAAAAAAAAAAA 0 A_Raise\n\t\tHFCW LMN 2\n\t\tTNT1 A 0 A_PlaySound(\"flak/select\")\n\t\tHFCW A 8\n\t\tGoto Ready\n\tNoAmmo:\n\t\tHFCW A 4 A_PlaySound(\"Weapon/Empty\", 2)\n\t\tGoto Ready+6\n\tFire:\n\t\tTNT1 A 0 A_Recoil(6)\n\t\tHFCW B 1 BRIGHT A_playsound(\"flak/fire\", 5)\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_FireCustomMissile(\"NHSFlakShard2\", FRandom(-12.0, 12.0), false, 0, 0, 0, FRandom(-5.0, 5.0)) //15\n\t\tHFCW B 1 BRIGHT\n\t\tTNT1 A 0 A_FireBullets (24, 6, 8, 8, \"BulletPuff\")\n\t\tTNT1 A 0 A_SetPitch(-8.0 + pitch)\n\t\tHFCW B 1 BRIGHT A_SetPitch(+1.0 + pitch)\n\t\tHFCW C 1\n\t\tTNT1 A 0 A_SetPitch(+1.0 + pitch)\n\t\tHFCW C 1\n\t\tTNT1 A 0 A_SetPitch(+1.0 + pitch)\n\t\tHFCW C 1\n\t\tTNT1 A 0 A_SetPitch(+1.0 + pitch)\n\t\tHFCW C 1\n\t\tTNT1 A 0 A_SetPitch(+1.0 + pitch)\n\t\tHFCW C 1\n\t\tTNT1 A 0 A_SetPitch(+1.0 + pitch)\n\t\tHFCW C 2 A_SetPitch(+1.0 + pitch)\n\t\tTNT1 A 0 A_SetPitch(+1.0 + pitch)\n\t\tHFCW C 2\n\t\t//Don't go through reload if we don't have any ammo!\n\t\tTNT1 A 0 A_CheckReload\n\t\tHFCW DDEEFF 1\n\t\tHFCW G 1 A_PlaySound(\"Weapon/FLAKSNAP\")\n\t\tHFCW HHOOII 1\n\t\tHFCW I 3\n\t\tHFCW A 3 A_PlaySound(\"flak/loaded\",CHAN_AUTO,3.0)\n\t\tTNT1 A 0 A_ReFire\n\t\tHFCW A 2\n\t\tGoto Ready+7\n\tAltFire:\n\t\tTNT1 A 0 A_Recoil(3)\n\t\tHFCW B 1 BRIGHT A_playsound(\"flak/alt\", 5)\n\t\tHFCW B 1 BRIGHT A_FireCustomMissile(\"NHSFlakSlug2\",0,True,0,0,0,5)\n\t\tTNT1 A 0 A_SetPitch(-8.0 + pitch)\n\t\tHFCW B 1 BRIGHT A_SetPitch(+1.0 + pitch)\n\t\tHFCW C 1\n\t\tTNT1 A 0 A_SetPitch(+1.0 + pitch)\n\t\tHFCW C 1\n\t\tTNT1 A 0 A_SetPitch(+1.0 + pitch)\n\t\tHFCW C 1\n\t\tTNT1 A 0 A_SetPitch(+1.0 + pitch)\n\t\tHFCW C 1\n\t\tTNT1 A 0 A_SetPitch(+1.0 + pitch)\n\t\tHFCW C 1\n\t\tTNT1 A 0 A_SetPitch(+1.0 + pitch)\n\t\tHFCW C 2 A_SetPitch(+1.0 + pitch)\n\t\tTNT1 A 0 A_SetPitch(+1.0 + pitch)\n\t\tHFCW C 2\n\t\t//Don't go through reload if we don't have any ammo!\n\t\tTNT1 A 0 A_CheckReload\n\t\tHFCW DDEEFF 1\n\t\tHFCW G 1 A_PlaySound(\"Weapon/FLAKSNAP\")\n\t\tHFCW HHOOII 1\n\t\tHFCW I 3\n\t\tHFCW A 3 A_PlaySound(\"flak/loaded\",CHAN_AUTO,3.0)\n\t\tTNT1 A 0 A_ReFire\n\t\tHFCW A 2\n\t\tGoto Ready+7\n\n\tSpawn:\n\t\tHFCW Z -1\n\t\tStop\n\t}\n}\n\nACTOR NHSFlakShard2\n{\n\tProjectile\n\t+RANDOMIZE\n\t+FORCEXYBILLBOARD\n\t+BOUNCEONFLOORS\n\t+BOUNCEONCEILINGS\n\t+NOGRAVITY\n\t+THRUSPECIES\n\tBounceType Grenade\n\tbouncefactor 1\n\tBounceSound \"flak/hit\"\n\twallbouncefactor 1\n\tdamage (5*random(1,5))\n\tradius 2\n\theight 2\n\tspeed 45\n\talpha 0.9\n\tscale 0.4\n\tDecal \"BulletChip\"\n\tDamageType \"NULL\"\n\tstates\n\t{\n\tSpawn:\n\t\tHFSH ABCDABCD 1 BRIGHT Light(\"NHSFLAKHI\")\n\t\tHFSH EFGHEFGHEFGH 1 BRIGHT Light(\"NHSFLAKLO\")\n\t\tTNT1 A 1 A_CustomMissile(\"NHSFlakResidue\",-5,0,0,CMF_AIMDIRECTION)\n\tDeath:\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nactor NHSFlakSlug2\n{\n\tradius 8\n\theight 8\n\tspeed 30\n\tdamage 34\n\tdeathsound \"flak/expl\"\n\tPROJECTILE\n\tscale 0.4\n\tReactiontime 8\n\tDecal \"FadingScorch\"\n\t-NOGRAVITY\n\tGravity 0.25\n\tstates\n\t{\n\tSpawn:\n\t\tHFSL A 5\n\t\tHFSL A 6 A_SpawnItemEx(\"NHSFlakSmoke2\",0,0,0,0,0,2,0,128,0)\n\t\tgoto Spawn+1\n\tDeath:\n\t\tTNT1 A 0 A_Explode(110,140)\n\t\tTNT1 A 0 A_NoGravity\n\t\tTNT1 A 0 A_SpawnItemEx(\"NHSFlakExplosion\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n\t\tTNT1 AAAAAAAAAA 0 A_CustomMissile(\"NHSFlakShard2\",0,0,random(0,359),6,random(-90,90)) //10 shards, Flags 6 = AimDirection and TrackOwner\n\t\tTNT1 AAAAAAAAAAAAA 8 A_SpawnItemEx(\"NHSFlakSmoke2\",0,0,0,0,0,2,0,128,0)\n\t\tstop\n\t}\n}\n\nactor NHSFlakSmoke2 : NHSFlakSmoke\n{\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(156,\"Spawn2\",\"Spawn3\",\"Spawn4\")\n\t\t1HFP ABCDE 5\n\t\tstop\n\tSpawn2:\n\t\t2HFP ABCDEFGH 4\n\t\tstop\n\tSpawn3:\n\t\t3HFP ABCDEFG 4\n\t\tstop\n\tSpawn4:\n\t\t4HFP ABCDEF 4\n\t\tstop\n  }\n}\n\n//BLG\n\nACTOR BLG : Weapon\n{\n\tTag \"Big Lightning Gun\"\n\tInventory.PickupSound \"Weapons/BLG/Get\"\n\tWeapon.UpSound \"Weapons/BLG/up\"\n\tObituary \"%o Got Electrocuted by %k's Big Lightning Gun.\"\n\tInventory.PickupMessage \"You got the Big Lightning Gun!\"\n  Weapon.AmmoUse 0\n  Weapon.AmmoGive 80\n  Weapon.AmmoType \"DCell\"\n  Weapon.AmmoUse2 0\n  Weapon.AmmoType2 \"DCell\"\n  Decal DBFGLightning\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.NOAUTOAIM\n\tStates\n\t{\n\tSpawn:\n\t\tPULX A -1\n\t\tLoop\n\tReady:\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/BLG/loop\",CHAN_6,1.0,1)\n\tReadyLoop:\n\t\tREPT AAAAAAAAAAAAAA 5 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/BLG/down\",CHAN_6)\n\t\tREPT A 1 A_Lower\n\t\tWait\n\tSelect:\n\t\tREPT A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"DCell\",20,1)\n\t\tGoto Ready\n\t\tREPT A 4\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/BLG/fire\",CHAN_WEAPON)\n\t\tTNT1 A 0 A_FireCustomMissile(\"BLGSuperLightningBall\",0,1)\n\t\tTNT1 A 0 A_TakeInventory(\"DCell\",20)\n\t\tREPT A 0 A_GunFlash\n\t\tREPT ABCD 2 A_SetPitch (pitch-0.50)\n\t\tREPT D 10 A_Recoil(3)\n\t\tREPT DDDD 2 A_SetPitch (pitch+0.50)\n\t\tREPT C 8\n\t\tREPT CCBA 4\n\t\tREPT A 10 A_ReFire\n\t\tREPT A 10\n\t\tGoto Ready\n\tFlash:\n\t\tPREP ABC 2 Bright A_Light1\n\t\tgoto lightdone\n\tAltFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"DCell\",7,1)\n\t\tGoto Ready\n\t\tREPT A 4\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/BLG/fire\",CHAN_WEAPON)\n\t\tTNT1 A 0 A_FireCustomMissile(\"BLGSeekerLauncherSpawner\",0,1,0,0,0,0)\n\t\tTNT1 A 0 A_TakeInventory(\"DCell\",7)\n\t\tREPT A 0 A_GunFlash\n\t\tREPT ABC 3\n\t\tREPT C 17\n\t\tREPT C 8// A_PlaySound(\"Weapons/BLG/Charge\",CHAN_6)\n\t\tREPT CCBA 4\n\t\tREPT A 10 A_ReFire\n\t\tREPT A 10\n\t\tGoto Ready\n\tAltFlash:\n\t\tPREP ABC 3 Bright A_Light1\n\t\tgoto lightdone\n\t}\n}\n\n//Stingray\n\nACTOR Stingray : Weapon\n{\n\tInventory.PickupSound \"Weapons/StingrayGet\"\n\tWeapon.UpSound \"Weapons/StingrayUp\"\n\tInventory.PickupMessage \"You got the Stingray!\"\n\tWeapon.AmmoType \"FuelCore\"\n\tWeapon.AmmoGive 4\n\tWeapon.AmmoUse 0\n\tWeapon.AmmoType2 \"Gas\"\n\tWeapon.AmmoGive2 100\n\tWeapon.AmmoUse2 60\n\tScale 0.4\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.NOAUTOFIRE\n\tStates\n\t{\n\tSpawn:\n\t\tFLHT Z -1\n\t\tLoop\n\tReady:\n\t\tFLHT A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tFLHT A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tFLHT A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"FuelCore\",1,1)\n\t\tGoto Ready\n\t\tFLHT A 4\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/StingrayFire\",CHAN_WEAPON)\n\t\tTNT1 A 0 A_Recoil(25)\n\t\tTNT1 A 0 A_TakeInventory(\"FuelCore\",1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"StingrayShot\",0,1,0,0)\n\t\tFLHT BCDE 1 Bright\n\t\tFLHT J 20\n\t\tFLHT J 14 A_PlaySound(\"Weapons/StingrayCharge\",CHAN_5)\n\t\tFLHT IHGFFF 11\n\t\tFLHT A 7 A_PlaySound(\"Weapons/StingrayReady\",CHAN_5)\n\t\tFLHT A 1 A_ReFire\n\t\tGoto Ready\n\tAltFire:\n\t\tFLHT A 4\n\t\tTNT1 A 0 A_Quake(6,8,0,1024)\n\t\tTNT1 A 0 A_Quake(4,16,0,2048)\n\t\tTNT1 A 0 A_Quake(2,24,0,4096)\n\t\tTNT1 A 0 A_Quake(1,32,0,8192)\n\t\tTNT1 A 0 A_PlaySound (\"Weapons/Stingray/Swoosh\",CHAN_WEAPON,1.0,0,ATTN_NONE)\n\t\tTNT1 A 0 A_PlaySound (\"Weapons/Stingray/Wave\",CHAN_6,1.0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"StingrayWave\", 0, 1, -48, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"StingrayWave\", 10, 0, -48, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"StingrayWave\", 20, 0, -48, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"StingrayWave\", 30, 0, -48, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"StingrayWave\", 40, 0, -48, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"StingrayWave\", 50, 0, -48, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"StingrayWave\", 60, 0, -48, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"StingrayWave\", 70, 0, -48, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"StingrayWave\", 80, 0, -48, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"StingrayWave\", 90, 0, -48, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"StingrayWave\", 100, 0, -48, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"StingrayWave\", 110, 0, -48, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"StingrayWave\", 120, 0, -48, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"StingrayWave\", 130, 0, -48, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"StingrayWave\", 140, 0, -48, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"StingrayWave\", 150, 0, -48, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"StingrayWave\", 160, 0, -48, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"StingrayWave\", 170, 0, -48, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"StingrayWave\", 180, 0, -48, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"StingrayWave\", 190, 0, -48, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"StingrayWave\", 200, 0, -48, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"StingrayWave\", 210, 0, -48, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"StingrayWave\", 220, 0, -48, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"StingrayWave\", 230, 0, -48, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"StingrayWave\", 240, 0, -48, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"StingrayWave\", 250, 0, -48, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"StingrayWave\", 260, 0, -48, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"StingrayWave\", 270, 0, -48, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"StingrayWave\", 280, 0, -48, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"StingrayWave\", 290, 0, -48, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"StingrayWave\", 300, 0, -48, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"StingrayWave\", 310, 0, -48, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"StingrayWave\", 320, 0, -48, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"StingrayWave\", 330, 0, -48, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"StingrayWave\", 340, 0, -48, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"StingrayWave\", 350, 0, -48, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"StingrayGlobe\",0,0)\n\t\tFLHT FGHIJ 1 Bright\n\t\tFLHT J 20\n\t\tFLHT J 14 A_PlaySound(\"Weapons/StingrayCharge\",CHAN_5)\n\t\tFLHT IHGFFF 11\n\t\tFLHT A 7 A_PlaySound(\"Weapons/StingrayReady\",CHAN_5)\n\t\tFLHT A 1 A_ReFire\n\t\tGoto Ready\n\t}\n}\n\n//LegUnmaker\n\nACTOR LegUnmaker : Weapon\n{\n\tWeapon.SlotNumber 7\n\tTag \"Legendary Unmaker\"\n\tInventory.PickupMessage \"You got the Legendary Unmaker! Kill everything!\"\n\tObituary \"%k obliterated %o with his Legendary Unmaker!\"\n\tHeight 20\n\tWeapon.UpSound \"LegUnmaker/select\"\n\tWeapon.PreferredSkin \"Unmaker-Marine\"\n\tWeapon.SelectionOrder 2700\n\tWeapon.AmmoGive 200\n\tweapon.ammotype \"ILDemonAmmo\"\n\tweapon.ammouse 0\n\tweapon.ammotype2 \"ILDemonAmmo\"\n\tweapon.ammouse2 0\n\t//DamageType \"LegendaryPlayer\"\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.NOAUTOFIRE\n\tStates\n\t{\n\tSpawn:\n\t\tZNMA A 6\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",0,0,10,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,160)\n\t\tLoop\n\tReady:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"weapons/legrifidle\",6,1.0,1)\n\tReadyLoop:\n\t\tUNMK A 4 A_WeaponReady\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tLoop\n\tDeselect:\n\t\tTNT1 A 0\n\t\tTNT1 AAA 0 A_StopSound(6)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/weapondown\",CHAN_WEAPON)\n\tDeselectLoop:\n\t\tUNMK A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tUNMK A 1 A_Raise\n\t\tLoop\n\tFire:\n\t    TNT1 A 0 A_JumpIfInventory(\"ILDemonAmmo\",10,1)\n\t\tGoto Ready\n\t\tUNMK A 16 A_PlaySound(\"LegUnmaker/charge\")\n\tHold:\n\t\t//TNT1 A 0 A_JumpIfNoAmmo(\"Ready\")\n\t    TNT1 A 0 A_JumpIfInventory(\"ILDemonAmmo\",10,1)\n\t\tGoto Ready\n\t\tTNT1 A 0 A_PlayWeaponSound(\"LegUnmaker/fire\")\n\t\tTNT1 A 0 A_TakeInventory(\"ILDemonAmmo\",10)\n\tPelletLoop:\n\t\tTNT1 A 0 A_GiveInventory(\"LegPelletCounter\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"LegUnmakerBall\",Random(-8,8),FALSE,0,0,0,Random(-3,3))\n\t\tTNT1 A 0 A_JumpIfInventory(\"LegPelletCounter\", 6, \"EndOfLoop\")\n\t\tGoto PelletLoop\n\tEndOfLoop:\n\t\tTNT1 A 0 A_TakeInventory(\"LegPelletCounter\",51)\n\t\tTNT1 A 0 A_FireBullets(0,0,1,0,\"NoPuff\") // to use ammo\n\t\tTNT1 A 0 A_GunFlash\n\t\tUNMK D 10 Bright\n\t\tUNMK E 10\n\t\tUNMK F 10 A_ReFire\n\t\tUNMK A 4\n\t\tGoto Ready\n\tAltFire:\n\t\t//TNT1 A 0 A_JumpIfNoAmmo(\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ILDemonAmmo\",100,1)\n\t\tGoto Ready\n\t\tUNMK D 40 A_PlaySound(\"LegUnmaker/incant\",0,1.0,FALSE)\n\t\tTNT1 A 0 A_Playsound(\"LegUnmaker/altfire\",0,1.0,FALSE)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltLegUnmakerBall\",0,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltLegUnmakerBall\",15,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltLegUnmakerBall\",30,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltLegUnmakerBall\",45,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltLegUnmakerBall\",60,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltLegUnmakerBall\",75,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltLegUnmakerBall\",90,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltLegUnmakerBall\",105,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltLegUnmakerBall\",120,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltLegUnmakerBall\",135,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltLegUnmakerBall\",150,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltLegUnmakerBall\",165,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltLegUnmakerBall\",180,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltLegUnmakerBall\",195,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltLegUnmakerBall\",210,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltLegUnmakerBall\",225,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltLegUnmakerBall\",240,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltLegUnmakerBall\",255,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltLegUnmakerBall\",270,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltLegUnmakerBall\",285,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltLegUnmakerBall\",300,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltLegUnmakerBall\",315,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltLegUnmakerBall\",330,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltLegUnmakerBall\",345,1,3)\n\t\tUNMK D 4 Bright A_GunFlash\n\t\tTNT1 A 0 A_TakeInventory(\"ILDemonAmmo\",100)\n\t\tUNMK E 56\n\t\tUNMK F 10 A_ReFire\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 6 Bright A_Light1\n\t\tTNT1 A 4 Bright A_Light2\n\t\tGoto LightDone\n\t}\n}\n\n//Stingray Particles\n\nACTOR StingrayShot : Fastprojectile\n{\n\tSpeed 200\n\tRadius 4\n\tHeight 8\n\tDamageType \"PlayerDTRG\"\n\tDamage 16\n\tScale 1.0\n\tProjectile\n\t+RIPPER\n\t+NODAMAGETHRUST\n\t+FORCERADIUSDMG\n\t+THRUACTORS\n\t+SKYEXPLODE\n\t+MTHRUSPECIES\n\tTranslation \"112:127=208:223\"\n\tRenderStyle Translucent\n\tAlpha 0.75\n\tMissileType \"StingrayTrail\"\n\tMissileHeight 8\n\tObituary \"%o was obliterated by %k's Stingray!\"\n\tStates\n\t{\n\tSpawn:\n\t\tBFSH AABB 1 Bright A_Explode(1536,256,0,0,256)\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItem(\"StingrayBlast\")\n\t\tStop\n\t}\n}\n\nACTOR StingrayBlast\n{\n\tRadius 4\n\tHeight 8\n\tScale 3.0\n\tRenderStyle Add\n\tAlpha 1.0\n\tProjectile\n\tStates\n\t{\n\tSpawn:\n\tCrash:\n\tXDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/GuruStruck\",CHAN_WEAPON,1.0,False,ATTN_NONE)\n\t\tTNT1 A 0 A_Quake(8,8,0,1024)\n\t\tTNT1 A 0 A_Quake(6,16,0,2048)\n\t\tTNT1 A 0 A_Quake(4,24,0,4096)\n\t\tTNT1 A 0 A_Quake(2,32,0,8192)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"StingrayPuff\",0,0,0,Random(-5,5),Random(-5,5),Random(-5,5)) //50\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR StingrayPuff\n{\n\tRadius 2\n\tHeight 4\n\tScale 2.0\n\tDamageType \"playerpyro\"\n\tProjectile\n\t+NODAMAGETHRUST\n\t+FORCERADIUSDMG\n\t+FoilInvul\n\tObituary \"%o was utterly destroyed by %k's Stingray!\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,2)\n\t\tTNT1 A 0 A_SetScale(-2.0,2.0)\n\t\tFXPO ABCDEFGHIJKLM 3 Bright A_Explode(32,768,1,0,768)\n\t\tStop\n\t}\n}\n\nACTOR StingrayWave\n{\n\tSpeed 40\n\tDamageType \"PlayerPyro\"\n\tDamage 0\n\tRadius 12\n\tHeight 16\n\tRenderStyle Translucent\n\tAlpha 0.1\n\tPROJECTILE\n\t+DROPOFF\n\t-NOGRAVITY\n\t+BLOODLESSIMPACT\n\t+FLOORHUGGER\n\t+THRUACTORS\n\t+MTHRUSPECIES\n\t+NODAMAGETHRUST\n\t+FORCERADIUSDMG\n\t+FOILINVUL\n\tSeeSound \"Weapons/Stingray/Swoosh\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tIDGA CCCCAAAABBBBCCCCCC 1 A_Explode(16,512,0)\n\tDeath:\n\t\tIDGA C 1\n\t\tStop\n\t}\n}\n\nACTOR StingrayGlobe\n{\n\tScale 0.1\n\tSpeed 0\n\tDamageType \"PlayerPyro\"\n\tDamage 0\n\tRadius 1\n\tHeight 2\n\tRenderstyle Add\n\tAlpha 0.25\n\tProjectile\n\t+NODAMAGETHRUST\n\t+FORCERADIUSDMG\n\t+FOILINVUL\n\tSeeSound \"Weapons/Stingray/Wave\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tBSW2 A 1 A_SetScale (scaleX + 0.1)\n\t\tTNT1 A 0 A_Explode (32, 512 * scaleX, 0)\n\t\tTNT1 A 0 A_JumpIf(scaleX >= 2.0,\"Death\")\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\n//BLG Particles\n\nACTOR BLGSuperLightningBall\n{\n\tRenderStyle Translucent\n\tAlpha 0.80\n\tScale 1.5\n\tRadius 24\n\tHeight 48\n\tSpeed 60\n\tPROJECTILE\n\tDamage 150\n\t+FORCERADIUSDMG\n\t+NODAMAGETHRUST\n\t+DONTHARMSPECIES\n\t+MTHRUSPECIES\n\tSpecies \"Player\"\n\tDamageType \"lightning\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 Bright A_PlaySound(\"Weapons/BLG/fly\",CHAN_5,1.0,1)\n\tSpawnLoop:\n\t\tBLSB A 4 Bright A_CustomMissile(\"BLGLightningBolt\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BLGRailAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\t\tTNT1 A 0 A_Explode(128, 256,0)\n\t\tBLSB B 4 Bright A_CustomMissile(\"BLGLightningBolt\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BLGRailAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\t\tTNT1 A 0 A_Explode(128, 256,0)\n\t\tBLSB C 4 Bright A_CustomMissile(\"BLGLightningBolt\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BLGRailAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\t\tTNT1 A 0 A_Explode(128, 256,0)\n\t\tBLSB D 4 Bright A_CustomMissile(\"BLGLightningBolt\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BLGRailAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\t\tTNT1 A 0 A_Explode(128, 256,0)\n\t\tBLSB E 4 Bright A_CustomMissile(\"BLGLightningBolt\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BLGRailAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\t\tTNT1 A 0 A_Explode(128, 256,0)\n\t\tBLSB F 4 Bright A_CustomMissile(\"BLGLightningBolt\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BLGRailAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\t\tTNT1 A 0 A_Explode(128, 256,0)\n\t\tBLSB G 4 Bright A_CustomMissile(\"BLGLightningBolt\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BLGRailAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\t\tTNT1 A 0 A_Explode(128, 256,0)\n\t\tBLSB H 4 Bright A_CustomMissile(\"BLGLightningBolt\",0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BLGRailAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\t\tTNT1 A 0 A_Explode(128, 256,0)\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/BLG/charge\",CHAN_5,1.0,0,ATTN_NONE)\n\t\tTNT1 A 0 A_Explode(256,192)\n\t\tBLSB ABCDEFGHABCDEFGHABCDEFGHABCD 1 Bright\n\t\tBLSB B 0 A_ChangeFlag(\"NODAMAGETHRUST\",False)\n\t\tBLSB B 0 A_PlaySound(\"Weapons/BLG/bang\",CHAN_5,1.0,0,ATTN_NONE)\n\t\tTHT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"BLGSpark\",0,0,Random(0,359),CMF_TRACKOWNER|CMF_AIMDIRECTION,Random(-90,90)) //40\n\t\tBLSB EFGHIIJJKKLLMM 2 Bright A_Explode(192,384)\n\t\tStop\n\t}\n}\n\n//Leg Unmaker Particles\n\nACTOR LegUnmakerBall : DoomImpBall\n{\n\tConst int UnBallDmg = 8;\n\tConst int UnBallRad = 128;\n\tConst int UnBallMin = 64;\n\t+MTHRUSPECIES\n\t+DONTHARMSPECIES\n\t+SEEKERMISSILE\n\t+THRUACTORS\n\t+FORCERADIUSDMG\n\t+NODAMAGETHRUST\n\t+FOILINVUL\n\t+DONTREFLECT\n\tSpeed 40\n\tDamage 256\n\t//DamageType \"LegendaryPlayer\"\n\tBounceCount 4\n\tBounceType \"Grenade\"\n\tBounceFactor 0.95\n\tWallBounceFactor 0.95\n\tObituary \"%o was pulverized by %k's Angry Unmaker.\"\n\tSeeSound \"NoSound\"\n\tDeathSound \"LegUnmaker/hit\"\n\tReactionTime 192\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_Explode(UnBallDmg,UnBallRad,FALSE,FALSE,UnBallMin)\n\t\tUNMB A 2 Bright A_SeekerMissile(89,90,SMF_LOOK|SMF_PRECISE,256)\n\t\t//\tTNT1 A 0 A_Explode(UnBallDmg,UnBallRad,FALSE,FALSE,UnBallMin)\n\t\tUNMB A 2 Bright A_SeekerMissile(89,90,SMF_LOOK|SMF_PRECISE,256)\n\t\tTNT1 A 0 A_Explode(UnBallDmg,UNBallRad,FALSE,FALSE,UnBallMin)\n\t\tUNMB B 2 Bright A_SeekerMissile(89,90,SMF_LOOK|SMF_PRECISE,256)\n\t\t//\tTNT1 A 0 A_Explode(UnBallDmg,UNBallRad,FALSE,FALSE,UnBallMin)\n\t\tUNMB B 2 Bright A_SeekerMissile(89,90,SMF_LOOK|SMF_PRECISE,256)\n\t\tTNT1 A 0 A_Explode(UnBallDmg,UnBallRad,FALSE,FALSE,UnBallMin)\n\t\tUNMB C 2 Bright A_SeekerMissile(89,90,SMF_LOOK|SMF_PRECISE,256)\n\t\t//\tTNT1 A 0 A_Explode(UnBallDmg,UnBallRad,FALSE,FALSE,UnBallMin)\n\t\tUNMB C 2 Bright A_SeekerMissile(89,90,SMF_LOOK|SMF_PRECISE,256)\n\t\tTNT1 A 0 A_Explode(UnBallDmg,UNBallRad,FALSE,FALSE,UnBallMin)\n\t\tUNMB D 2 Bright A_SeekerMissile(89,90,SMF_LOOK|SMF_PRECISE,256)\n\t\t//\tTNT1 A 0 A_Explode(UnBallDmg,UNBallRad,FALSE,FALSE,UnBallMin)\n\t\tUNMB D 2 Bright A_SeekerMissile(89,90,SMF_LOOK|SMF_PRECISE,256)\n\t\tTNT1 A 0 A_CountDown\n\t\tLoop\n\tDeath:\n\t\tUNMB EF 4 Bright\n\t\tUNMB GH 4\n\t\tStop\n\t}\n}\n\nACTOR AltLegUnmakerBall : FatShot\n{\n\tSpeed 50\n\tDamage 0\n\tScale 2.0\n\tSeeSound \"NoSound\"\n\tDeathSound \"NoSound\"\n\t+FLOORHUGGER\n\t+NODAMAGETHRUST\n\t+FORCERADIUSDMG\n\t+THRUACTORS\n\t+DONTHARMSPECIES\n\t//DamageType \"LegendaryPlayer\"\n\tObituary \"%o was utterly destroyed by %k's Angry Unmaker\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"InvLegUnmakerBall\",0,0,0,50,0,0,0,SXF_TRANSFERPOINTERS)\n\tTheLoop:\n\t\tTNT1 A 0 A_CustomMissile(\"AltLegUnmakerTracer\")\n\t\tUNFI A 2 Bright A_Explode(UnFireDmg,UnFireRad,FALSE,FALSE,UnFireRad)\n\t\t//    TNT1 A 0 A_CustomMissile(\"AltLegUnmakerTracer\")\n\t\tUNFI B 2 Bright A_Explode(UnFireDmg,UnFireRad,FALSE,FALSE,UnFireRad)\n\t\tLoop\n\tDeath:\n\t\t//    TNT1 A 0 A_PlaySound(\"vile/firecrkl\",0,0.8,FALSE,ATTN_NONE)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/flame\",0,1.0,FALSE)\n\t\tUNFI CDEFGH 4 Bright A_Explode(UnFireDDmg,UnFireDRad,FALSE,FALSE,UnFireDRad)\n\t\tStop\n\t}\n}\n\n//AngryUmaker replaces LegUnmaker\n\nACTOR AngryUnmaker : LegUnmaker replaces LegUnmaker\n{\n\tTag \"Angry Unmaker\"\n\tObituary \"%k obliterated %o with his Angry Unmaker!\"\n\tInventory.PickupMessage \"You got the Angry Unmaker! Kill everything!\"\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/HellsmithMonsterEdits.txt",
        "contents": "ACTOR NemMeteor3 : NemMeteor2 replaces NemMeteor2\n{\n\tRenderStyle Stencil\n\tStencilColor Black\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_NoGravity\n\t\tTNT1 A 0 A_UnsetSolid\n\t\tTNT1 A 0 A_UnsetFloorClip\n\t\tTNT1 A 0 A_StopSound(7)\n\t\tTNT1 A 0 A_PlaySound(\"hellsmith/meteorexp\",0,0.35)\n\t\tTNT1 A 0 A_PlaySound(\"hellsmith/meteorexp\",0,0.35,False,ATTN_NONE)\n\t\tFXPW A 2 Bright A_Explode(300,512,0)\n\t\tTNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx(\"NemMeteorSmoke2\",0,0,0,Random(-4,4),Random(-4,4),Random(0,4))\n\t\tFXPW BCDEFGHIJKLM 2 Bright  A_SpawnItemEx(\"NemMeteorSmoke2\",0,0,0,Random(-6,6),Random(-6,6),Random(0,6))\n\t\tStop\n\t}\n}\n\nACTOR NemMeteorSmoke3 : NemMeteorSmoke2 replaces NemMeteorSmoke2\n{\n\tRenderStyle Subtract\n}\n\nACTOR NemesisFireball2 : NemesisFireball1 replaces NemesisFireball1\n{\n//\ttranslation \"0:255=#[0,0,0]\"\n\tRenderStyle Stencil\n\tStencilColor Black\n\tStates\n\t{\n\tSpawn:\n\t\tAR1B AAAABBBBCCCC 1\n\t\tloop\n\tDeath:\n\t\tAR1B DE 3\n\t\tAR1B FG 3\n\t\tAR1B H 3 A_Explode(650,0,0)\n\t\tAR1B I 3\n\t\tstop\n\t}\n}\n\nACTOR NemTracer2 : NemTracer replaces Nemtracer\n{\n\tRenderStyle Stencil\n\tStencilColor Black\n}\n\nACTOR NemTracerPuff2 : NemTracerPuff replaces NemtracerPuff\n{\n\tRenderStyle Stencil\n\tStencilColor Black\n}\n\nACTOR BlackPuff2 : WhitePuff\n{\n//\tRenderStyle Stencil\n//\tStencilColor Black\n\tRenderStyle Subtract\n}\n\nACTOR NemesisShot3 : NemesisShot2 replaces NemesisShot2\n{\n\tRenderStyle Stencil\n\tStencilColor Black\n\tStates\n\t{\n\tSpawn:\n\t\tWNCM AAA 1  A_SpawnItemEx(\"BlackPuff2\",0,0,0,0,0,0,0,8)\n\t\tWNCM BBB 1  A_SpawnItemEx(\"BlackPuff2\",0,0,0,0,0,0,0,8)\n\t\tWNCM CCC 1  A_SpawnItemEx(\"BlackPuff2\",0,0,0,0,0,0,0,8)\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0  A_CustomMissile(\"NemesisBoom2\",0,0,0,6)\n\t\tTNT1 A 0  A_CustomMissile(\"NemesisBoom2\",0,0,45,6)\n\t\tTNT1 A 0  A_CustomMissile(\"NemesisBoom2\",0,0,90,6)\n\t\tTNT1 A 0  A_CustomMissile(\"NemesisBoom2\",0,0,135,6)\n\t\tTNT1 A 0  A_CustomMissile(\"NemesisBoom2\",0,0,180,6)\n\t\tTNT1 A 0  A_CustomMissile(\"NemesisBoom2\",0,0,225,6)\n\t\tTNT1 A 0  A_CustomMissile(\"NemesisBoom2\",0,0,270,6)\n\t\tTNT1 A 0  A_CustomMissile(\"NemesisBoom2\",0,0,315,6)\n\t\tWNCM DEF 3  A_Explode\n\t\tstop\n\t}\n}\n\nACTOR NemesisBoom2 : NemesisBoom\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 AAAAA 6 A_SpawnItem(\"NemesisFX2\",0,0)\n\t\tStop\n\t}\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t}\n\nACTOR NemesisFX2 : NemesisFX\n{\n\tRenderStyle Stencil\n\tStencilColor Black\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/EnemySpawner.txt",
        "contents": "ACTOR FluffCFZombieSpawner : RandomSpawner Replaces HEMZombiemanRandomSpawner\n{\nDropItem \"PlasmaGunner\", 256, 61\nDropItem \"PistolZombie\", 256, 46\nDropItem \"AlternateRailgunner\", 256, 28\nDropItem \"DemonTechZombie\", 256, 8\nDropItem \"DemonTechBallistaZombie\", 256, 5\nDropItem \"SuicideBomber\", 256, 4\nDropItem \"SpecOpsRailgunner\", 256, 4\nDropItem \"RocketZombie\", 256, 3\n//DropItem \"Hades-TechZombie\", 256, 3\nDropItem \"CyZombie\", 256, 2\nDropItem \"InsaneZombie\", 256, 1\n//DropItem \"SniperRifleGuy\", 256, 1\nDropItem \"PGNZombie\", 256, 1\n//DropItem \"MarineSlayer\", 256, 1\nDropItem \"LegendaryZombie\", 256, 1\nDropItem \"LegChainsawZombie\", 256, 1\nDropItem \"EnragedLegendaryZombie\", 256, 1\nDropItem \"NemesisZombie\", 256, 1\nDropItem \"EnragedLegendaryChainsawZombie\", 256, 1\nDropItem \"SpookySpawner1\", 256, 1\n}\n\nActor FluffCFCLGuyswhouseShotguns : RandomSpawner Replaces HEMShotgunGuyRandomSpawner\n{\nDropItem \"ShotgunZombie\", 256, 60\nDropItem \"AssaultShotgunZombie\", 256, 46\nDropItem \"SuperShotgunZombie\", 256, 22\nDropItem \"QuadShotgunZombie\", 256, 12\nDropItem \"UndeadHunter\", 256, 12\nDropItem \"SpecOpsShotgunner\", 256, 10\nDropItem \"MRLZombie\", 256, 10\nDropItem \"HomingRocketZombie\", 256, 8\nDropItem \"ExplosiveShotgunZombie\", 256, 7\nDropItem \"Hexa-ShotgunZombie\", 256, 7\nDropItem \"PyroZombie\", 256, 4\nDropItem \"EraserZombie\", 256, 3\nDropItem \"ShotgunCommando\", 256, 3\nDropItem \"ProShotgunner\", 256, 3\nDropItem \"InsaneSergeant\", 256, 2\nDropItem \"DTDevastatorZombie\", 256, 2\nDropItem \"DTShotgunZombie\", 256, 2\nDropItem \"CommanderDevastatorZombie\", 256, 2\nDropItem \"ProShotgunCommando\", 256, 2\nDropItem \"LegendaryAssaultCaptain\", 256, 1\nDropItem \"LegendaryCowboy\", 256, 1\nDropItem \"LegendarySuperShotgunZombie\", 256, 1\nDropItem \"EnragedLegendaryAssaultCaptain\", 256, 1\nDropItem \"NemesisAssaultCaptain\", 256, 1\nDropItem \"SpookySpawner2\", 256, 1\n}\n\nACTOR FluffCFCLBulletSpammerSpawner : RandomSpawner Replaces HEMChaingunGuyRandomSpawner\n{\nDropItem \"AssaultRifleZombie\", 256, 112\nDropItem \"Chaingunner\", 256, 64\nDropItem \"Minigunner\", 256, 28\nDropItem \"SpecOpsMachinegunner\", 256, 18\nDropItem \"EMinigunner\", 256, 10\nDropItem \"ExplosiveMinigunner\", 256, 10\nDropItem \"FreezerZombie\", 256, 8\nDropItem \"InfectedHunter\", 256, 8\nDropItem \"DemonicZombie\", 256, 6\n//DropItem \"BFG15KMajor\", 256, 4\nDropItem \"BFGZombieman\", 256, 4\nDropItem \"BFG10KGeneral\", 256, 4\nDropItem \"FormerAdmiral\", 256, 4\nDropItem \"ToxicZombie\", 256, 4\nDropItem \"RepeaterZombie\", 256, 4\nDropItem \"JetpackZombie\", 256, 4\nDropItem \"InsaneChaingunner\", 256, 3\nDropItem \"CorruptedGeneral\", 256, 3\nDropItem \"CyberBrute\", 256, 2\nDropItem \"HEMLegendaryStealthTrooper\", 256, 2\nDropItem \"LegendaryStealthTrooper\", 256, 2\nDropItem \"LegendaryCommando\", 256, 2\nDropItem \"EnragedLegendaryCommando\", 256, 2\nDropItem \"EnragedLegendaryStealthTrooper\", 256, 2\nDropItem \"LegendarySuicideBomber\", 256, 1\nDropItem \"GeneralRoasterock\", 256, 1\nDropItem \"LegendaryDoomguy\", 256, 1\nDropItem \"NemesisCommando\", 256, 1\nDropItem \"NemesisStealthTrooper\", 256, 1\nDropItem \"SpookySpawner3\", 256, 1\n}\n\nACTOR FluffCFCLDoomImpSpawner : RandomSpawner Replaces HEMDoomImpRandomSpawner\n{\nDropItem \"Imp\", 256, 61\nDropItem \"VoidImp\", 256, 26\nDropItem \"Devil\", 256, 10\nDropItem \"CryoImp\", 256, 10\nDropItem \"PyroImp\", 256, 10\nDropItem \"ToxicImp\", 256, 7\nDropItem \"PhaseImp\", 256, 6\nDropItem \"RedImp\", 256, 6\nDropItem \"CyberImp\", 256, 5\nDropItem \"NetherImp\", 256, 4\nDropItem \"ShadowPhaseImp\", 256, 4\nDropItem \"GoreImp\", 256, 4\nDropItem \"ImpLord\", 256, 4\nDropItem \"Hellion\", 256, 3\nDropItem \"SpiritImp\", 256, 3\nDropItem \"CerebralImp\", 256, 2\nDropItem \"FlyingCerebralImp\", 256, 2\nDropItem \"DarkCyberImp\", 256, 2\nDropItem \"PainHarvester\", 256, 2\nDropItem \"Ghoul\", 256, 2\nDropItem \"Poltergeist\", 256, 2\n//DropItem \"NightShade\", 256, 2\nDropItem \"AnnihilatorImp\", 256, 2\n//DropItem \"Nightmare\", 256, 2\nDropItem \"InsanityTechImp\", 256, 2\nDropItem \"InsaneAnnihilatorImp\", 256, 2\nDropItem \"ShadowAnniImp\", 256, 2\nDropItem \"BerserkerImp\", 256, 1\nDropItem \"Doom Shadow\", 256, 1\nDropItem \"FrozenShadow\", 256, 1\nDropItem \"Salamander\", 256, 1\nDropItem \"Dark Catharsi\", 256, 1\nDropItem \"BlueCatharsi\", 256, 1\nDropItem \"WarlordImp\", 256, 1\nDropItem \"LegendaryImp\", 256, 1\nDropItem \"LegendaryPhaseImp\", 256, 1\nDropItem \"AbyssalImp\" 256, 1\nDropItem \"EnragedLegendaryImp\" 256, 1\nDropItem \"NemesisImp\" 256, 1\nDropItem \"SpookySpawner4\", 256, 1\n}\n\nACTOR FluffCFCLDemonSpawner : RandomSpawner Replaces HEMDemonRandomSpawner\n{\nDropItem \"BullFiend\", 256, 65\nDropItem \"CyberFiend\", 256, 24\nDropItem \"Satyr\", 256 , 10\nDropItem \"MagmaFiend\", 256, 10\nDropItem \"PhaseFiend\", 256, 6\nDropItem \"CorruptFiend\", 256, 6\nDropItem \"GreenFiend\", 256, 6\nDropItem \"ShadowSatyr\", 256, 5\nDropItem \"ChaingunFiend\", 256, 4\nDropItem \"DTechFiend\", 256, 3\nDropItem \"AbyssalHound\", 256, 3\nDropItem \"ToxicFiend\", 256, 2\nDropItem \"LegendaryFiend\", 256, 1\nDropItem \"EnragedLegendaryFiend\", 256, 1\nDropItem \"LegendarySuicideBomber\", 256, 1\nDropItem \"EnragedLegendarySuicideBomber\", 256, 1\nDropItem \"NemesisSuicideBomber\", 256, 1\nDropItem \"kazumi_sanic\", 256, 1 //Kazumi\nDropItem \"SpookySpawner5\", 256, 1\n}\n\nACTOR FluffCFSpectreSpawner : RandomSpawner Replaces HEMSpectreRandomSpawner\n{\nDropItem \"Spectre~\", 256, 70\nDropItem \"Lurker\", 256, 24\nDropItem \"VoidFiend\", 256, 12\nDropItem \"Spook\", 256, 8\nDropItem \"Mechtre\", 256, 8\nDropItem \"RabidFiend\", 256, 7\nDropItem \"ColdNightmare\", 256, 7\nDropItem \"FacelessSpectre\", 256, 5\nDropItem \"PhaseNightmare\", 256, 2\nDropItem \"LegendaryApparition\", 256, 1\nDropItem \"SpookySpawner6\", 256, 1\n}\n\nACTOR FluffCFSoulSpawner : RandomSpawner Replaces HEMLostSoulRandomSpawner\n{\nDropItem \"TerrorSoul\", 256, 62\nDropItem \"ForgottenOne\", 256, 24\nDropItem \"PhaseSoul\", 256, 13\nDropItem \"PoisonSoul\", 256, 10\nDropItem \"Rictus\", 256, 6\n//DropItem \"MiniLich\", 256, 3\nDropItem \"BabyWatcher\", 256, 3\nDropItem \"Wicked\", 256, 3\nDropItem \"Cruel\", 256, 3\nDropItem \"BloodSkull\", 256, 2\nDropItem \"ChaosSoul\", 256, 2\nDropItem \"ImpureSoul\", 256, 2\nDropItem \"SpookySpawner7\", 256, 1\n}\n\nActor FluffCFCLTouhouSpawner : RandomSpawner Replaces HEMCacodemonRandomSpawner\n{\nDropItem \"Cacodemon~\", 256, 84\nDropItem \"Watcher\", 256, 10\nDropItem \"Agathodemon\", 256, 10\nDropItem \"Abaddon\", 256, 9\nDropItem \"CacoLich\", 256, 7\nDropItem \"Cacomental\", 256, 6\nDropItem \"PhazoDemon\", 256, 6\nDropItem \"DarkBishop\", 256, 5\nDropItem \"Glaucoma\", 256, 5\nDropItem \"NightmareCacodemon\", 256, 4\n//DropItem \"DarkCacoLich\", 256, 3\nDropItem \"BFGCacodemon\", 256, 3\nDropItem \"CerebralCaco\", 256, 2\nDropItem \"InsaneCacodemon\", 256, 2\nDropItem \"PoeSpawn\", 256, 2\nDropItem \"CerebralRedeemer\", 256, 1\nDropItem \"ImpureElemental\", 256, 1\nDropItem \"ImpureDefiler\", 256, 1\nDropItem \"LegendaryRedeemer\", 256, 1\nDropItem \"LegendaryNecromancer\", 256, 1\nDropItem \"EnragedLegendaryRedeemer\", 256, 1\nDropItem \"BloodyFlandre\", 256, 1\nDropItem \"MoonbitchSpawn\", 256, 1\nDropItem \"Lamia\" 256, 1\nDropItem \"FrozenBakaCirno\" 256, 1\nDropItem \"Uroboros\" 256, 1\nDropItem \"SpookySpawner8\", 256, 1\n}\n\nACTOR FluffCFCLElementalSpawner : RandomSpawner Replaces HEMPainElementalRandomSpawner\n{\nDropItem \"SoulKeeper\", 256, 81\nDropItem \"Defiler\", 256, 10\nDropItem \"ShadowSuccubus\", 256, 10\nDropItem \"PhaseElemental\", 256, 8\nDropItem \"PoisonElemental\", 256, 6\nDropItem \"BombElemental\", 256, 5\nDropItem \"BloodElemental\", 256, 2\nDropItem \"Broat\", 256, 2\nDropItem \"CerebralRedeemer\", 256, 2\nDropItem \"ChaosElemental\", 256, 2\nDropItem \"ImpureElemental\", 256, 2\nDropItem \"ImpureDefiler\", 256, 2\nDropItem \"PurpleElemental\", 256, 1\nDropItem \"WinterStormIku\", 256, 1\nDropItem \"LegendaryTormentor\", 256, 1\nDropItem \"EnragedLegendaryTormentor\", 256, 1\nDropItem \"SpookySpawner9\", 256, 1\n}\n\nACTOR FluffCFArachnoSpawner : RandomSpawner Replaces HEMArachnotronRandomSpawner\n{\nDropItem \"Dualachnotron\", 256, 100\nDropItem \"Fusionite\", 256, 17\nDropItem \"DTechSpider\", 256, 10\nDropItem \"BabyDemolisher\", 256, 8\nDropItem \"BabyDDemolisher\", 256, 6\nDropItem \"BabySentient\", 256, 6\nDropItem \"IceSpider\", 256, 6\nDropItem \"BabyBFGMastermind\", 256, 5\nDropItem \"BabyOverseer\", 256, 4\nDropItem \"LaserSpider\", 256, 4\nDropItem \"Aracknight\", 256, 4\nDropItem \"BabyInsanitySpider\", 256, 4\nDropItem \"LegendaryBabySentient\", 256, 2\nDropItem \"LegendaryBabyDemolisher\", 256, 2\nDropItem \"EnragedLegendaryBabySentient\", 256, 2\nDropItem \"ManipulatorStandalone\", 256, 1\nDropItem \"TLBSStandalone\", 256, 1\nDropItem \"SpookySpawner10\", 256, 1\n}\n\nACTOR FluffCFMancubusSpawner : RandomSpawner Replaces HEMFatsoRandomSpawner\n{\nDropItem \"Hectebus\", 256, 100\nDropItem \"Daedabus\", 256, 17\nDropItem \"Behemoth\", 256, 8\nDropItem \"Barbatos\", 256, 6\nDropItem \"KSBehemoth\", 256, 6\nDropItem \"Corpulant\", 256, 6\nDropItem \"Mancutank\", 256, 5\nDropItem \"FreezerBehemoth\", 256, 4\nDropItem \"Demobus\", 256, 3\nDropItem \"Ruffian\", 256, 3\nDropItem \"CrownedOne\", 256, 3\nDropItem \"CerebralBehemoth\", 256, 3\nDropItem \"LegendaryBehemoth\", 256, 2\nDropItem \"EnragedLegendaryBehemoth\", 256, 2\nDropItem \"SpookySpawner11\", 256, 1\n}\n\nACTOR FluffCFCLBonesSpawner : RandomSpawner Replaces HEMRevenantRandomSpawner\n{\nDropItem \"Guardian\", 256, 90\nDropItem \"Cadaver\", 256, 16\nDropItem \"HellfireRevenant\", 256, 12\nDropItem \"WidowMaker\", 256, 10\nDropItem \"Famine\", 256, 10\nDropItem \"WitheredKnight\", 256, 9\nDropItem \"ToxicRevenant\", 256, 8\nDropItem \"Infected\", 256, 8\nDropItem \"RedRevenant\", 256, 4\nDropItem \"Pestilence\", 256, 3\nDropItem \"Draugr\", 256, 3\nDropItem \"CerebralIncarnate\", 256, 3\nDropItem \"InsanityRevenant\", 256, 3\nDropItem \"War\", 256, 2\nDropItem \"LegendaryRevenant\", 256, 1\nDropItem \"EnragedLegendaryRevenant\", 256, 1\nDropItem \"NemesisRevenant\", 256, 1\nDropItem \"Kazumi_SanaeKochiya\" 256, 1 //Kazumi\nDropItem \"SpookySpawner12\", 256, 1\n}\n\nACTOR FluffHellknightSpawner : RandomSpawner Replaces HEMHellKnightRandomSpawner\n{\nDropItem \"HellKnight~\", 256, 83\nDropItem \"HellKNSuccubus\", 256, 15\nDropItem \"HellArchon\", 256, 10\nDropItem \"PyroDemon\", 256, 9\nDropItem \"CryoDemon\", 256, 9\nDropItem \"PlantSuccubus\", 256, 7\nDropItem \"IceSuccubus\", 256, 7\nDropItem \"PyroSuccubus\", 256, 7\nDropItem \"LightningSuccubus\", 256, 6\nDropItem \"CyberNoble\", 256, 5\nDropItem \"HellMonarch\", 256, 5\nDropItem \"HellGuardian\", 256, 4\nDropItem \"ToxicLord\", 256, 3\nDropItem \"HellDuke\" 256, 3\nDropItem \"DarkCyberNoble\" 256, 3\nDropItem \"RedHellKnight\", 256, 3\nDropItem \"FrzHellKnight\", 256, 3\nDropItem \"HereticKnight\" 256, 2\nDropItem \"ForgottenWarrior\" 256, 2\nDropItem \"SandSpirit\" 256, 2\nDropItem \"InsanityKnight\" 256, 1\nDropItem \"DoomCaster\" 256, 1\nDropItem \"LegendaryHellKnight\" 256, 1\nDropItem \"LegendarySuccubus\", 256, 1\nDropItem \"EnragedLegendaryHellKnight\" 256, 1\nDropItem \"NemesisHellKnight\" 256, 1\n//DropItem \"KaguyaHouraisan\", 256, 1\nDropItem \"SpookySpawner13\", 256, 1\n}\n\nACTOR FluffBaronSpawner : RandomSpawner Replaces HEMBaronOfHellRandomSpawner\n{\nDropItem \"BaronOfHell~\", 256, 80\nDropItem \"BruiserDemon\", 256, 14\nDropItem \"CyberBaron\", 256, 11\nDropItem \"Damned\", 256, 11\nDropItem \"Afrit\", 256, 10\nDropItem \"Heterodox\", 256, 9\nDropItem \"STBelphegor\", 256, 9\nDropItem \"Cybruiser\", 256, 8\nDropItem \"PainLord\", 256, 6\nDropItem \"PlaguedBruiserDemon\", 256, 6\nDropItem \"Shinenen\", 256, 5\nDropItem \"CyberBelphegor\", 256, 5\nDropItem \"RictusIncarnate\", 256, 5\nDropItem \"LesserCardinal\", 256, 5\nDropItem \"InfernalCyberNoble\", 256, 5\nDropItem \"InsanityCyberNoble\", 256, 3\nDropItem \"PhaseOverlord\", 256, 3\nDropItem \"WrathLord\", 256, 3\nDropItem \"CorruptionServant\", 256, 3\nDropItem \"PurpleCyberNoble\", 256, 3\nDropItem \"ProtoDestroyer\", 256, 2\nDropItem \"Cydestroyer\", 256, 2\nDropItem \"DarkCydestroyer\", 256, 2\nDropItem \"DarkCybruiser\", 256, 2\nDropItem \"HellFireBaron\", 256, 2\nDropItem \"HellPaladin\", 256, 1\nDropItem \"LegendaryCyberNoble\", 256, 1\nDropItem \"LegendaryAfrit\", 256, 1\nDropItem \"LegendaryArchon\", 256, 1\nDropItem \"LegendaryAvatar\", 256, 1\nDropItem \"WhiteCyberNoble\", 256, 1\nDropItem \"PhaseWarlord\", 256, 1\nDropItem \"EnragedLegendaryCybruiser\", 256, 1\nDropItem \"NemesisCyberNoble\", 256, 1\nDropItem \"Obliterator\", 256, 1 //TXS\n//DropItem \"kazumi_sin-genjitsu\", 256, 1\nDropItem \"SpookySpawner14\", 256, 1\n}\n\nActor FluffVileSpawner : RandomSpawner Replaces HEMArchVileRandomSpawner\n{\nDropItem \"Exile\", 256, 88\nDropItem \"Diabolist\", 256, 8\nDropItem \"ImpureVile\", 256, 7\nDropItem \"Infernalist\", 256, 6\nDropItem \"Hierophant\", 256, 6\nDropItem \"DarkHellion\", 256, 6\nDropItem \"Summoner\", 256, 4\nDropItem \"Velocirator\", 256, 3\nDropItem \"DeathKnight\", 256, 1\nDropItem \"Illusionist\", 256, 1\nDropItem \"IllusoCorpseRandomizer\", 256, 1\nDropItem \"ShadowLegSuccubus\", 256, 1\nDropItem \"LegendaryVile\", 256, 1\nDropItem \"Kazumi_MakaiSlut\", 256, 1 //Kazumi\nDropItem \"SpookySpawner15\", 256, 1\n}\n\nACTOR FluffCyberSpawner : RandomSpawner Replaces Cyberdemon\n{\nDropItem \"CyberLord\", 256, 150\nDropItem \"DarkCyberdemon\", 256, 30\nDropItem \"CorruptedCyberLord\", 256, 23\nDropItem \"Desolator\", 256, 23\nDropItem \"PhaseCyberdemon\", 256, 20\nDropItem \"Cardinal\", 256, 15\nDropItem \"DarkAnnihilator\", 256, 13\nDropItem \"ClockworkCyberdemon\", 256, 12\nDropItem \"Cardihilator\", 256, 9\nDropItem \"HFCyberdemonWeak\", 256, 6\nDropItem \"InfernoDemon1\", 256, 5\nDropItem \"InfernoDemon2\", 256, 5\nDropItem \"Apprentice\", 256, 5 //Hellsmith\nDropItem \"LegendaryCyberdemon\", 256, 4\nDropItem \"Utsuho\", 256, 4\nDropItem \"FreezedCyberDemon\", 256, 4\nDropItem \"Exos\", 256, 4\nDropItem \"Badenenen\", 256, 4\nDropItem \"Maephisto\", 256, 4\nDropItem \"Freezemotaur\", 256, 4 //Hellsmith\nDropItem \"LegendaryAnnihilator\", 256, 2\nDropItem \"NemesisCyberdemon\", 256, 2\nDropItem \"Supremotaur\", 256, 2 //Hellsmith\nDropItem \"MagaReimu\", 256, 1\nDropItem \"Arcradimus2\", 256, 1\nDropItem \"LegendaryCardinal\", 256, 1\nDropItem \"HellfireCyberdemon\", 256, 1\nDropItem \"Terminator2\", 256, 1\nDropItem \"DementedTerminator\", 256, 1\nDropItem \"AbyssalSatyr\", 256, 1\nDropItem \"Moloch\", 256, 1\nDropItem \"HEMHeresiarch\", 256, 1\nDropItem \"LegendaryTerminator\", 256, 1\nDropItem \"Corruption\", 256, 1\nDropItem \"LordArchon\", 256, 1\nDropItem \"HellsMinister\", 256, 1\nDropItem \"Jorg\", 256, 1\nDropItem \"NemHellsmith\", 256, 1 //Hellsmith\nDropItem \"Hellsmith\", 256, 1 //Hellsmith\nDropItem \"TarmidhesHosavo\", 256, 1\nDropItem \"CorruptedLegendaryCardinal\", 256, 1\nDropItem \"Hulk\", 256, 1\nDropItem \"HellfireCardinal\", 256, 1\nDropItem \"Kazumi_Hibachi\", 256, 1 //Kazumi\n//ONI-MIKO-ZERO\n}\n\nACTOR HEMExplosiveBarrelRandomSpawner : RandomSpawner Replaces ExplosiveBarrel\n{\nDropItem \"ModdedExplosiveBarrel2\", 256, 100\nDropItem \"TechBarrel\", 256, 25\nDropItem \"OilBarrel\", 256, 15\nDropItem \"DemonTechBarrel\", 256, 15\nDropItem \"DevastatorBarrel\", 256, 10\nDropItem \"LegendaryBarrel\", 256, 5\nDropItem \"NemesisBarrel\", 256, 1\nDropItem \"Kazumi_KaguyaHouraisan\", 256, 1 //Kazumi\nDropItem \"Kazumi_LegendaryChair\", 256, 1 //Kazumi\n}\n\nACTOR FluffMastermindSpawner : RandomSpawner Replaces HEMSpiderMastermindRandomSpawner\n{\nDropItem \"Demolisher\", 256, 80\nDropItem \"DarkDemolisher\", 256, 20\nDropItem \"SpiderMasterspark\", 256, 20\nDropItem \"BFGMastermind\", 256, 20\nDropItem \"InsanitySpider\", 256, 20\nDropItem \"InsanityArachnophyte\", 256, 16\nDropItem \"CerebralSentient\", 256, 16\nDropItem \"DemolisherMKII\", 256, 15\nDropItem \"InsanityDemolisher\", 256, 13\nDropItem \"Overseer\", 256, 13\nDropItem \"InsanitySentient\", 256, 10\nDropItem \"CerebralCardinal\", 256, 8\nDropItem \"CardihilatorDemolisher\", 256, 8\n//DropItem \"GoreCarrier\", 256, 7\nDropItem \"ShadowOrin\", 256, 7\n//DropItem \"kazumi_sin-genjitsu\", 256, 7\nDropItem \"SacrosanctOverseer\", 256, 5\nDropItem \"CerebralC0mmander\", 256, 5\nDropItem \"EbonHound\", 256, 5\nDropItem \"Hornet\", 256, 5\nDropItem \"LegendarySentient\", 256, 3\nDropItem \"NemesisSentient\", 256, 3\nDropItem \"Overlord\", 256, 1\nDropItem \"CerebralCommander\", 256, 1\nDropItem \"Arcradimus2\", 256, 1\nDropItem \"Corruption\", 256, 1\nDropItem \"LordArchon\", 256, 1\nDropItem \"HellsMinister\", 256, 1\nDropItem \"Kazumi_EvaccanniaDOOM\", 256, 1 //Kazumi\n}\n\nACTOR CFCLNaziSpawner : RandomSpawner Replaces HEMWolfensteinSSRandomSpawner\n{\nDropItem \"Guard\", 256, 100\nDropItem \"SSNazi\", 256, 50\nDropItem \"Mutant\", 256, 36\nDropItem \"Officer\", 256, 30\nDropItem \"NaziDog\" 256, 24\nDropItem \"SSRocketMan\", 256, 16\nDropItem \"SSSuperSoldier\", 256, 12\nDropItem \"RocketDoge\", 256, 12\nDropItem \"Hitler\", 256, 3\nDropItem \"SSUberSoldat\", 256, 2\nDropItem \"SSSuperSoldierPyroCannon\", 256, 2\nDropItem \"HEMDeathKnight\", 256, 1\nDropItem \"Schabbs\", 256, 1\nDropItem \"LegendaryKrieger\", 256, 1\nDropItem \"WhiteNazi\", 256, 1\nDropItem \"SpookySpawner16\", 256, 1\n}\n\n//13th\n\nACTOR SpookySpawner1 : RandomSpawner\n{\nDropItem \"Zombieman\", 256, 15\nDropItem \"Zombieman\", 256, 6\nDropItem \"Zombieman\", 256, 4\nDropItem \"SpookyDingy\", 256, 1\n}\n\nACTOR SpookySpawner2 : RandomSpawner\n{\nDropItem \"ShotgunGuy\", 256, 15\nDropItem \"ShotgunGuy\", 256, 6\nDropItem \"ShotgunGuy\", 256, 4\nDropItem \"SpookyDingy\", 256, 1\n}\n\nACTOR SpookySpawner3 : RandomSpawner\n{\nDropItem \"ChaingunGuy\", 256, 15\nDropItem \"ChaingunGuy\", 256, 6\nDropItem \"ChaingunGuy\", 256, 4\nDropItem \"SpookyDingy\", 256, 1\n}\n\nACTOR SpookySpawner4 : RandomSpawner\n{\nDropItem \"DoomImp\", 256, 15\nDropItem \"DoomImp\", 256, 6\nDropItem \"DoomImp\", 256, 4\nDropItem \"SpookyDingy\", 256, 1\n}\n\nACTOR SpookySpawner5 : RandomSpawner\n{\nDropItem \"Demon\", 256, 15\nDropItem \"Demon\", 256, 6\nDropItem \"Demon\", 256, 4\nDropItem \"SpookyDingy\", 256, 1\n}\n\nACTOR SpookySpawner6 : RandomSpawner\n{\nDropItem \"Spectre\", 256, 15\nDropItem \"Spectre\", 256, 6\nDropItem \"Spectre\", 256, 4\nDropItem \"SpookyDingy\", 256, 1\n}\n\nACTOR SpookySpawner7 : RandomSpawner\n{\nDropItem \"LostSoul\", 256, 15\nDropItem \"LostSoul\", 256, 6\nDropItem \"LostSoul\", 256, 4\nDropItem \"SpookyDingy\", 256, 1\n}\n\nACTOR SpookySpawner8 : RandomSpawner\n{\nDropItem \"Cacodemon\", 256, 15\nDropItem \"Cacodemon\", 256, 6\nDropItem \"Cacodemon\", 256, 4\nDropItem \"SpookyDingy\", 256, 1\n}\n\nACTOR SpookySpawner9 : RandomSpawner\n{\nDropItem \"PainElemental\", 256, 15\nDropItem \"PainElemental\", 256, 6\nDropItem \"PainElemental\", 256, 4\nDropItem \"SpookyDingy\", 256, 1\n}\n\nACTOR SpookySpawner10 : RandomSpawner\n{\nDropItem \"Arachnotron\", 256, 15\nDropItem \"Arachnotron\", 256, 6\nDropItem \"Arachnotron\", 256, 4\nDropItem \"SpookyDingy\", 256, 1\n}\n\nACTOR SpookySpawner11 : RandomSpawner\n{\nDropItem \"Fatso\", 256, 15\nDropItem \"Fatso\", 256, 6\nDropItem \"Fatso\", 256, 4\nDropItem \"SpookyDingy\", 256, 1\n}\n\nACTOR SpookySpawner12 : RandomSpawner\n{\nDropItem \"Revenant\", 256, 15\nDropItem \"Revenant\", 256, 6\nDropItem \"Revenant\", 256, 4\nDropItem \"SpookyDingy\", 256, 1\n}\n\nACTOR SpookySpawner13 : RandomSpawner\n{\nDropItem \"HellKnight\", 256, 15\nDropItem \"HellKnight\", 256, 6\nDropItem \"HellKnight\", 256, 4\nDropItem \"SpookyDingy\", 256, 1\n}\n\nACTOR SpookySpawner14 : RandomSpawner\n{\nDropItem \"BaronOfHell\", 256, 15\nDropItem \"BaronOfHell\", 256, 6\nDropItem \"BaronOfHell\", 256, 4\nDropItem \"SpookyDingy\", 256, 1\n}\n\nACTOR SpookySpawner15 : RandomSpawner\n{\nDropItem \"ArchVile\", 256, 15\nDropItem \"ArchVile\", 256, 6\nDropItem \"ArchVile\", 256, 4\nDropItem \"SpookyDingy\", 256, 1\n}\n\nACTOR SpookySpawner16 : RandomSpawner\n{\nDropItem \"WolfensteinSS\", 256, 15\nDropItem \"WolfensteinSS\", 256, 6\nDropItem \"WolfensteinSS\", 256, 4\nDropItem \"SpookyDingy\", 256, 1\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Darkhellionfix.txt",
        "contents": "ACTOR DarkHellionFIX : DarkHellion replaces DarkHellion\n{\n  Health 1000\n  GibHealth 90\n  DropItem \"LifeEssence\" 160\n  DropItem \"ArmorBonusMax\" 160\n  DropItem \"HellionRegen\" 166 1\n  Obituary \"A Dark Hellion cast %o into oblivion.\"\n  Scale 1.1\n  Species \"Viles\"\n  DamageFactor \"VileFires\", 0.0\n  PainChance \"Mine\", 128\n  PainChance \"SoulToxic\", 1\n  PainChance \"FatFlamer\", 1\n  PainChance \"FiendFire\", 1\n  SeeSound \"monster/hlnsit\"\n  ActiveSound \"monster/hlnact\"\n  PainSound \"monster/hlnpai\"\n  DeathSound \"monster/hlndeth\"\n  BloodColor \"Black\"\n  Tag \"\\c[G2]Dark Hellion\\c-\"\n  States\n  {\n  Spawn:\n  \tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n    HELN A 4 A_Look\n  \tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n    HELN A 4 A_Look\n    Loop\n  See:\n\tTNT1 A 0 A_Jump(64,\"Rush\")\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n    TNT1 A 0 A_SpawnItem(\"HumanishStep\",0,0,0,0)\n    HELN A 2 A_VileChase\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n\tHELN A 2 A_VileChase\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n\tHELN B 2 A_VileChase\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n\tHELN B 2 A_VileChase\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n\tHELN C 2 A_VileChase\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n\tHELN C 2 A_VileChase\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n\tHELN D 2 A_VileChase\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n\tHELN D 2 A_VileChase\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n    TNT1 A 0 A_SpawnItem(\"HumanishStep\",0,0,0,0)\n    HELN E 2 A_VileChase\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n\tHELN E 2 A_VileChase\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n\tHELN F 2 A_VileChase\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n\tHELN F 2 A_VileChase\n    Loop\n  Rush:\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"HellionFX\",0,0)\n    HELN A 1 A_VileChase\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n    TNT1 A 0 A_SpawnItem(\"HellionFX\",0,0)\n    HELN A 1 A_VileChase\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n    TNT1 A 0 A_SpawnItem(\"HellionFX\",0,0)\n    HELN B 1 A_VileChase\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n    TNT1 A 0 A_SpawnItem(\"HellionFX\",0,0)\n    HELN B 1 A_VileChase\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n    TNT1 A 0 A_SpawnItem(\"HellionFX\",0,0)\n    HELN C 1 A_VileChase\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n    TNT1 A 0 A_SpawnItem(\"HellionFX\",0,0)\n    HELN C 1 A_VileChase\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n    TNT1 A 0 A_SpawnItem(\"HellionFX\",0,0)\n    HELN D 1 A_VileChase\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n    TNT1 A 0 A_SpawnItem(\"HellionFX\",0,0)\n    HELN D 1 A_VileChase\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n    TNT1 A 0 A_SpawnItem(\"HellionFX\",0,0)\n    HELN E 1 A_VileChase\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n    TNT1 A 0 A_SpawnItem(\"HellionFX\",0,0)\n    HELN E 1 A_VileChase\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n    TNT1 A 0 A_SpawnItem(\"HellionFX\",0,0)\n    HELN F 1 A_VileChase\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n    TNT1 A 0 A_SpawnItem(\"HellionFX\",0,0)\n    HELN F 1 A_VileChase\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n    TNT1 A 0 A_SpawnItem(\"HellionFX\",0,0)\n    HELN A 1 A_VileChase\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n    TNT1 A 0 A_SpawnItem(\"HellionFX\",0,0)\n    HELN A 1 A_VileChase\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n    TNT1 A 0 A_SpawnItem(\"HellionFX\",0,0)\n    HELN B 1 A_VileChase\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n    TNT1 A 0 A_SpawnItem(\"HellionFX\",0,0)\n    HELN B 1 A_VileChase\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n    TNT1 A 0 A_SpawnItem(\"HellionFX\",0,0)\n    HELN C 1 A_VileChase\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n    TNT1 A 0 A_SpawnItem(\"HellionFX\",0,0)\n    HELN C 1 A_VileChase\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n    TNT1 A 0 A_SpawnItem(\"HellionFX\",0,0)\n    HELN D 1 A_VileChase\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n    TNT1 A 0 A_SpawnItem(\"HellionFX\",0,0)\n    HELN D 1 A_VileChase\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n    TNT1 A 0 A_SpawnItem(\"HellionFX\",0,0)\n    HELN E 1 A_VileChase\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n    TNT1 A 0 A_SpawnItem(\"HellionFX\",0,0)\n    HELN E 1 A_VileChase\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n    TNT1 A 0 A_SpawnItem(\"HellionFX\",0,0)\n    HELN F 1 A_VileChase\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n    TNT1 A 0 A_SpawnItem(\"HellionFX\",0,0)\n    HELN F 1 A_VileChase\n    TNT1 A 0 A_Jump(164,\"See\")\n    Loop\n  Missile:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"hellion/smokestart\")\n    TNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n    HELN G 5 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n    HELN G 5 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n    HELN H 5 A_VileTarget(\"HellionSmokeAttack\")\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n\tHELN H 5 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n\tHELN H 5 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n    HELN I 4 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n\tHELN I 4 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n\tHELN J 4 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n\tHELN J 4 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n\tHELN J 4 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n\tHELN J 4 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n\tHELN J 4 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n\tHELN J 4 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n\tHELN J 4 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n\tHELN K 4 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"exile/voidend\")\n\tHELN K 4 A_VileAttack\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n\tHELN L 4\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n\tHELN L 4\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n\tHELN L 4\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n\tHELN L 4\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n\tHELN L 4\n    Goto See\n  Pain:\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n    HELN M 10 A_Pain\n\tGoto See\n  Heal:\n\tTNT1 A 0 A_PlaySound(\"brain/spit\")\n\tTNT1 A 0 A_CustomMissile(\"HellionResRadius\",10,0,0,0)\n\tTNT1 A 0 A_CustomMissile(\"HellionResRadius\",10,0,20,0)\n\tTNT1 A 0 A_CustomMissile(\"HellionResRadius\",10,0,40,0)\n\tTNT1 A 0 A_CustomMissile(\"HellionResRadius\",10,0,60,0)\n\tTNT1 A 0 A_CustomMissile(\"HellionResRadius\",10,0,80,0)\n\tTNT1 A 0 A_CustomMissile(\"HellionResRadius\",10,0,100,0)\n\tTNT1 A 0 A_CustomMissile(\"HellionResRadius\",10,0,120,0)\n\tTNT1 A 0 A_CustomMissile(\"HellionResRadius\",10,0,140,0)\n\tTNT1 A 0 A_CustomMissile(\"HellionResRadius\",10,0,160,0)\n\tTNT1 A 0 A_CustomMissile(\"HellionResRadius\",10,0,180,0)\n\tTNT1 A 0 A_CustomMissile(\"HellionResRadius\",10,0,200,0)\n\tTNT1 A 0 A_CustomMissile(\"HellionResRadius\",10,0,220,0)\n\tTNT1 A 0 A_CustomMissile(\"HellionResRadius\",10,0,240,0)\n\tTNT1 A 0 A_CustomMissile(\"HellionResRadius\",10,0,260,0)\n\tTNT1 A 0 A_CustomMissile(\"HellionResRadius\",10,0,280,0)\n\tTNT1 A 0 A_CustomMissile(\"HellionResRadius\",10,0,300,0)\n\tTNT1 A 0 A_CustomMissile(\"HellionResRadius\",10,0,320,0)\n\tTNT1 A 0 A_CustomMissile(\"HellionResRadius\",10,0,340,0)\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n    HELH A 4 Bright\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n    HELH A 4 Bright\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n    HELH A 4 Bright\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n    HELH A 4 Bright\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n    HELH B 4 Bright\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n    HELH B 4 Bright\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n    HELH B 4 Bright\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n    HELH B 4 Bright\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n    HELH A 4 Bright\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n    HELH A 4 Bright\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n    HELH A 4 Bright\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeSpawner\",0,0,0,0)\n    HELH A 4 Bright\n    Goto See\n  Death:\n    HELD N 6 A_Scream\n    HELD O 5 A_Fall\n    HELD PQ 5\n    HELD R 4 A_SpawnItemEx(\"BlackGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\tHELD S 4 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n    HELD T -1\n    Stop\nXDeath:\n\tHELZ A 4\n\tHELZ B 3 A_XScream\n\tHELZ C 3 A_SpawnItemEx(\"BlackGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\tHELZ D 3 A_Fall\n\tHELZ E 3 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n\tHELZ FG 3\n\tHELZ H -1\n\tStop\n    }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/buffgenjitsu.txt",
        "contents": "ACTOR kazumi_sin-genjitsu : GenericBoss\n{\n  Health 7000\n  Mass 0x7FFFFFFF\n  Monster\n  +LOOKALLAROUND\n  +FLOORCLIP\n  +BOSS\n  +DONTMORPH\n  +NOTIMEFREEZE\n  +NOTELEFRAG\n  +NOCLIP\n  +BRIGHT\n  +FORCERADIUSDMG\n  +QUICKTORETALIATE\n  +NOTARGET\n  +NOINFIGHTING\n\t+NOICEDEATH\n  Tag \"\\c[t7]s\\c[n6]i\\c[j8]n\\c[c6]-\\c[k5]g\\c[e6]e\\c[d3]n\\c[v0]j\\c[a4]i\\c[g2]tsu\\c-\"\n  ActiveSound \"singenjitsu/active\"\n  DeathSound \"singenjitsu/death\"\n  SeeSound \"singenjitsu/sight\"\n  DamageFactor \"Melee\", 0.05\n  DamageFactor \"Crush\", 0.1\n  DamageFactor \"Acid\", 0.05\n  DamageFactor \"Ice\", 0.0\n  DamageFactor \"Fire\", 0.0\n  DamageFactor \"Poison\", 0.0\n  DamageFactor \"PoisonCloud\", 0.0\n  DamageFactor \"Electric\", 0.001\n  DamageFactor \"Disintegrate\", 0.001\n  DamageFactor \"DrainLife\", 0.0\n  DamageFactor \"Extreme\", 0.0\n  DamageFactor \"Player\", 0.0\n  DamageFactor \"Players\", 0.02\n  DamageFactor \"PyroShot\", 0.0\n  DamageFactor \"PlayerPyro\", 0.0\n  DamageFactor \"PDTPuff\", 0.0\n  DamageFactor \"Explosion\", 0.1\n  DamageFactor \"NuclearFire\", 0.01\n  DamageFactor \"BFG9500Ball\", 0.25\n  DamageFactor \"BFGSplash\", 0.25\n  DamageFactor \"UpBFG9500Ball\", 0.25\n  DamageFactor \"UpBFGSplash\", 0.15\n  DamageFactor \"PDTBFG\", 0.03\n  DamageFactor \"PDTBFGTracer\", 0.03\n  DamageFactor \"PlayerDevBall\", 0.02\n  DamageFactor \"PlayerDevBall2\", 0.02\n  DamageFactor \"PlayerDevTracer\", 0.02\n  DamageFactor \"PlayerDBFG2\", 0.65\n  DamageFactor \"PlayerDBFG10K2\", 0.65\n  DamageFactor \"PlayerDBFGSplash2\", 0.65\n  DamageFactor \"PlayerBHole\", 0.05\n  DamageFactor \"PlayerNemesisPlasma\", 0.01\n  DamageFactor \"Legendary\", 0.015\n  DamageFactor \"LegendaryPlayer\", 0.015\n  DamageFactor \"PlayerHellfire\", 0.1\n  DamageFactor \"SuperWeapon\", 0.0\n  DamageFactor \"LegendaryGuruPlayer\", 0.015\n  DamageFactor \"SatanGuard\", 0.0\n  DamageFactor \"AbyssalSatyr\", 0.0\n  DamageFactor \"Moloch\", 0.0\n  DamageFactor \"Exos\", 0.0\n  DamageFactor \"ZombieDev\", 0.0\n  DamageFactor \"Terminator\", 0.0\n  DamageFactor \"AdvancedImp\", 0.0\n  DamageFactor \"Legendary1\", 0.0\n  DamageFactor \"LegendaryGuru\", 0.0\n  DamageFactor \"UltimateLegendary\", 0.0\n  DamageFactor \"Nobles\", 0.0\n  DamageFactor \"VileFires\", 0.0\n  DamageFactor \"Shadow\", 0.0\n  DamageFactor \"DarkBruiserBFG10K\", 0.0\n  DamageFactor \"Cybers\", 0.0\n  DamageFactor \"Hell\", 0.0\n  DamageFactor \"Commander\", 0.0\n  DamageFactor \"Baby15K\", 0.0\n  DamageFactor \"Cyber10K\", 0.0\n  DamageFactor \"DemolisherEx\", 0.0\n  DamageFactor \"DarkDemoEx\", 0.0\n  DamageFactor \"CerChainguns\", 0.0\n  DamageFactor \"CerEnergyBall\", 0.0\n  DamageFactor \"LegMind\", 0.0\n  DamageFactor \"BeheComet\", 0.0\n  DamageFactor \"UBDTR\", 0.0\n  DamageFactor \"NobleComet\", 0.0\n  DamageFactor \"CacoComet\", 0.0\n  DamageFactor \"SoulToxic\", 0.0\n  DamageFactor \"Cacolich\", 0.0\n  DamageFactor \"CadaverRocket\", 0.0\n  DamageFactor \"HellComet\", 0.0\n  DamageFactor \"HFCyber\", 0.0\n  DamageFactor \"DBFG2\", 0.0\n  DamageFactor \"DBFG10K2\", 0.0\n  DamageFactor \"DBFGSplash2\", 0.0\n  //Holy shit, that's a LOT of damage factors.\n  renderstyle add\n  speed 6\n  Radius 20\n  Height 62\n  scale 0.7\n  dropitem \"RingOfRegeneration\" 30\n  obituary \"%o succumbed to sin-genjitsu's mindfuckery.\"\n  States\n  {\n  Spawn:\n\tTNT1 A 0 A_StopSound(5)\n\tTNT1 A 0 A_StopSound(7)\n  SpawnLoopster:\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"SGActiveScript\",0)\n    SING A 1 bright A_Look\n\tloop\n  See:\n\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Kazumi_AltGirlSightSounds\") == 1,\"AltSight\")\n\tgoto FinishPrep\n  AltSight:\n  \tTNT1 A 0 A_PlaySound(\"touhou/sorrym8\",7,1.0,0,ATTN_NONE)\n  FinishPrep:\n\tTNT1 A 0 A_PlaySound(\"singenjitsu/ambient\",5,1,1)\n\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Kazumi_HardmodeGenjitsu\") == 1,\"SeeCHARGE1\")\n\tgoto SeeLoop\n  SeeCHARGE1:\n  \tTNT1 A 0 A_PlaySound(\"ESuicide/Scream\",5,1.0,1)\n  SeeCHARGE2:\n\tTNT1 A 0 A_Recoil(-15)\n\tTNT1 A 0 A_FaceTarget\n\tSING A 2 bright A_Chase(\"MeleeBoom\")\n\tloop\n  SeeLoop:\n\tTNT1 A 0 A_Jump(2,\"GiveAway\")\n\tTNT1 A 0 A_Jump(1,\"TeleportMe\")\n\tTNT1 A 0 A_JumpIfCloser(1024,\"SeeNormal\")\n\tTNT1 AAAAAA 0 A_Chase\n    SING A 1 bright A_Chase\n\tLoop\n  SeeNormal:\n\tTNT1 A 0 A_Jump(2,\"GiveAway\")\n\tTNT1 A 0 A_Jump(1,\"TeleportMe\")\n\tTNT1 A 0 A_JumpIfCloser(512,\"SeeSlow\")\n\tTNT1 AAA 0 A_Chase\n    SING A 1 bright A_Chase\n\tgoto SeeLoop\n  SeeSlow:\n\tTNT1 A 0 A_Jump(4,\"GiveAway\")\n\tSING A 0 A_Chase\n\tSING A 1 bright A_Chase\n\tgoto SeeLoop\n  GiveAway:\n  \tTNT1 AAA 0 A_SpawnItemEx(\"Red2huBossDeathFlame3\",0,0,20,random(-1,1),random(-1,1),random(-1,1))\n\tgoto SeeLoop\n  TeleportMe:\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 A 1 A_Wander\n\tTNT1 A 0 A_Jump(12,\"SeeLoop\")\n\tloop\n Strafing:\n    TNT1 A 0 A_SpawnItem(\"LegendaryFootStep\",0,0,0,0)\n    TNT1 A 0 A_Chase\n    TNT1 A 0 a_spawnitemex(\"phasewarlordFspawner\")\n    SING A 3 Bright A_Custommissile (\"PhaseArchonBall\", 32, 0, -10)\n    SING AA 3 Bright A_GiveInventory(\"NLegZombieStrafing2\",1)\n    TNT1 A 0 A_Chase\n    TNT1 A 0 a_spawnitemex(\"phasewarlordFspawner\")\n    SING A 3 Bright A_Custommissile (\"PhaseArchonBall\", 32, 0, -10)\n    SING AA 3 Bright A_GiveInventory(\"NLegZombieStrafing2\",1)\n    TNT1 A 0 A_SpawnItem(\"LegendaryFootStep\",0,0,0,0)\n    TNT1 A 0 A_Chase\n    Goto See  Melee:\n\tTNT1 A 0 A_GiveToTarget(\"kazumi_SGfuckery\",1)\n\tSING A 10 bright A_VileAttack(\"singenjitsu/melee\",60,80,96,2,\"Genjitsu\")\n\tgoto seeloop\n  MeleeBoom:\n\tTNT1 A 0 A_GiveToTarget(\"kazumi_SGfuckery\",1)\n\tSING A 10 bright A_VileAttack(\"singenjitsu/melee\",9001,0,96,2,\"Genjitsu\")\n\tgoto seeCHARGE2\n  Death:\n\tTNT1 A 0 A_StopSound(5)\n\tTNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"2huBossDeathFlame\",0,0,20,random(-3,3),random(-3,3),random(-3,3))\n\tSING A 25 A_Scream\n\tSING AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"Red2huBossDeathFlame\",0,0,random(5,25),random(-15,15),random(-15,15),random(-15,30))\n\tSING AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"Red2huBossDeathFlame\",0,0,random(5,25),random(-15,15),random(-15,15),random(-15,30))\n\tSING AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"Red2huBossDeathFlame\",0,0,random(5,25),random(-15,15),random(-15,15),random(-15,30))\n\tSING AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"Red2huBossDeathFlame\",0,0,random(5,25),random(-15,15),random(-15,15),random(-15,30))\n\tSING AAAAAAAAAAAA 1 A_SpawnItemEx(\"Red2huBossDeathFlame\",0,0,random(5,25),random(-15,15),random(-15,15),random(-15,30))\n\tTNT1 AA 0 A_SpawnItemEx(\"PhaseSphere\",0,0,8,random(0,8),random(0,8),2,random(0,360),0,0)\n\tTNT1 AAA 0 A_SpawnItemEx(\"Red2huBossDeathFlame\",0,0,20,random(-4,4),random(-4,4),random(0,3))\n\tTNT1 AAA 0 A_SpawnItemEx(\"Red2huBossDeathFlame3\",0,0,20,random(-20,20),random(-20,20),random(0,20))\n\tTNT1 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\tSING AA 1 A_Fadeout(0.1)\n\tTNT1 A 0 A_SpawnItemEx(\"ElusiveSphere\",0,0,8,random(0,8),random(0,8),2,random(0,360),0,0)\n\tTNT1 AAA 0 A_SpawnItemEx(\"Red2huBossDeathFlame\",0,0,20,random(-4,4),random(-4,4),random(0,3))\n\tTNT1 AAA 0 A_SpawnItemEx(\"Red2huBossDeathFlame3\",0,0,20,random(-20,20),random(-20,20),random(0,20))\n\tTNT1 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\tSING AA 1 A_Fadeout(0.1)\n\tTNT1 AAA 0 A_SpawnItemEx(\"Red2huBossDeathFlame\",0,0,20,random(-4,4),random(-4,4),random(0,3))\n\tTNT1 AAA 0 A_SpawnItemEx(\"Red2huBossDeathFlame3\",0,0,20,random(-20,20),random(-20,20),random(0,20))\n\tTNT1 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\tSING AA 1 A_Fadeout(0.1)\n\tTNT1 A 0 A_SpawnItemEx(\"DemonicChalice2\",0,0,8,random(0,8),random(0,8),2,random(0,360),0,128)\n\tTNT1 AAA 0 A_SpawnItemEx(\"Red2huBossDeathFlame\",0,0,20,random(-4,4),random(-4,4),random(0,3))\n\tTNT1 AAA 0 A_SpawnItemEx(\"Red2huBossDeathFlame3\",0,0,20,random(-20,20),random(-20,20),random(0,20))\n\tTNT1 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\tSING AA 1 A_Fadeout(0.1)\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 AAA 0 A_SpawnItemEx(\"Red2huBossDeathFlame\",0,0,20,random(-4,4),random(-4,4),random(0,3))\n\tTNT1 AAA 0 A_SpawnItemEx(\"Red2huBossDeathFlame3\",0,0,20,random(-20,20),random(-20,20),random(0,20))\n\tTNT1 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 \tSING AA 1 A_Fadeout(0.1)\n   Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Misc.txt",
        "contents": "//AmmoPack\n\nACTOR \"SeriouslyNonBrokenAmmoPack\" : \"AmmoPack \" Replaces \"AmmoPack \"\n{\nScale 0.8\nInventory.Amount 1\nInventory.MaxAmount 5\nInventory.InterHubAmount 5\nInventory.PickupSound \"pickups/iammosatchel\"\nInventory.UseSound \"Null\"\nInventory.PickupMessage \"Ammo Satchel\"\nInventory.Icon \"INASA0\"\n+INVENTORY.INVBAR\n+FLOORCLIP\nStates\n  {\n  Spawn:\n      ASAT A -1\n      Stop\n  Use:\n      TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"AmmoFull\", 0) == 2, \"Full\")\n\t  TNT1 A 0 A_PlaySound(\"ammosatchel/use\")\n\t  TNT1 A 0 A_GiveInventory(\"BulletMag\",20)\n\t  TNT1 A 0 A_GiveInventory(\"LegendaryLMGBulletMag\",5)\n\t  TNT1 A 0 A_GiveInventory(\"LegendaryBulletMag\",5)\n\t  TNT1 A 0 A_GiveInventory(\"ELegendaryLMGBulletMag\",7)\n\t  TNT1 A 0 A_GiveInventory(\"ELegendaryLMGBulletMag\",0)\n\t  TNT1 A 0 A_GiveInventory(\"NewShell\",8)\n\t  TNT1 A 0 A_GiveInventory(\"LegendaryShell\",2)\n\t  TNT1 A 0 A_GiveInventory(\"LegendaryCell\",6)\n\t  TNT1 A 0 A_GiveInventory(\"EnragedLegendaryShell\",4)\n\t  TNT1 A 0 A_GiveInventory(\"Missile\",4)\n\t  TNT1 A 0 A_GiveInventory(\"Gas\",10)\n\t  TNT1 A 0 A_GiveInventory(\"NewCell\",20)\n\t  TNT1 A 0 A_GiveInventory(\"DemonAmmo\",15)\n\t  TNT1 A 0 A_GiveInventory(\"LDemonAmmo\",6)\n\t  TNT1 A 0 A_GiveInventory(\"ILDemonAmmo\",8)\n\t  TNT1 A 0 A_GiveInventory(\"HadesCrystal\",10)\n\t  TNT1 A 0 A_GiveInventory(\"AcidAmmo\",10)\n\t  TNT1 A 0 A_GiveInventory(\"DustMana\",10)\n\t  TNT1 A 0 A_GiveInventory(\"ProxMines\",2)\n\t  TNT1 A 0 A_GiveInventory(\"HandGrenadeAmmo\",1)\n\t  TNT1 A 0 A_GiveInventory(\"MineAmmo\",1)\n\t  Stop\n  Full:\n      TNT1 A 0\n\t  Fail\n  }\n}\n\n//HELLSMITH AMMO\n\nACTOR FuelCore : Ammo 31468\n{\n+IGNORESKILL\n+INVENTORY.BIGPOWERUP\nInventory.Amount 1\nInventory.MaxAmount 12\nAmmo.BackpackAmount 0\nAmmo.BackpackMaxAmount 12\nInventory.PickupMessage \"Picked up a Fuel Core.\"\nInventory.PickupSound \"items/cellpack\"\nInventory.Icon \"FUCXA0\"\nStates\n\t{\n\tSpawn:\n\t\t//LFSC ABCD 3 A_CustomMissile (\"LegendaryBlueParticleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\t\tFUCE ABCD 6\n\t\tLoop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/DatPlayer.txt",
        "contents": "ACTOR DatPlayer : DoomPlayer\n{\nSpeed 1\nHealth 150\nGibHealth 50\nRadius 16\nHeight 56\nMass 100\nPainChance 255\nSpecies \"Player\"\nDamageFactor \"Player\", 0.0\nDamageFactor \"Players\", 0.0\nDamageFactor \"PlayerNemesisPlasma\", 0.0\nDamageFactor \"PlayerDevBall\", 0.0\nDamageFactor \"PlayerDevBall2\", 0.0\nDamageFactor \"PlayerDevTracer\", 0.0\nDamageFactor \"PlayerExplosive\", 0.0\nDamageFactor \"PlayerDTRG\", 0.0\nDamageFactor \"PDTBFG\", 0.0\nDamageFactor \"PDTBFGTracer\", 0.0\nDamageFactor \"LegendaryPlayer\", 0.0\nDamageFactor \"LegendaryGuruPlayer\", 0.0\nDamageFactor \"PlayerPyro\", 0.0\ndamageFactor \"PlayerFireSword\", 0.0\nDamageFactor \"PlayerBHole\", 0.0\nDamageFactor \"PDTPuff\", 0.0\n//Ark\nDamageFactor \"PlayerTear\", 0.0\nDamageFactor \"PlayerDBFG2\", 0.0\n-NOSKIN\n+THRUSPECIES//could conflict with PVP gamemodes\n+DONTHARMSPECIES//could conflict with PVP gamemodes\n+MTHRUSPECIES//could conflict with PVP gamemodes\nPlayer.SoundClass \"Marine\"\nPlayer.ColorRange 112, 127\nPlayer.DisplayName \"Doom Guy\"\nPlayer.CrouchSprite \"PLYC\"\nPlayer.StartItem \"Handgun \"\nPlayer.StartItem \"PistolMagazine\" 16\nPlayer.StartItem \"ShotgunMagazine\" 9\nPlayer.StartItem \"SSGShell\" 2\nPlayer.StartItem \"QuadShell\" 4\nPlayer.StartItem \"HexaShell\" 6\nPlayer.StartItem \"ShotgunDrum2\" 12\nPlayer.StartItem \"RocketDrum\" 7\nPlayer.StartItem \"GrenadeDrum\" 7\nPlayer.StartItem \"ARMagazine\" 41\nPlayer.StartItem \"BulletMag\" 60\nPlayer.StartItem \"CellCharge\" 50\nPlayer.StartItem \"NewMelee\"\nPlayer.StartItem \"Hand Grenade\"\nPlayer.StartItem \"HandGrenadeAmmo\" 4\nPlayer.StartItem \"Land Mine\"\nPlayer.StartItem \"MineAmmo\" 4\nPlayer.StartItem \"NewShell\" 8\nPlayer.StartItem \"PlasmaCell\" 50\nPlayer.StartItem \"DemonMagazine\" 60\nPlayer.StartItem \"MP40Mag\" 33\nPlayer.StartItem \"ExplosiveShotgunMagazine\" 9\nPlayer.StartItem \"ExpSSGShell\" 2\nPlayer.StartItem \"NemesisPellets\" 2\nPlayer.StartItem \"LegendaryPellets\" 2\nPlayer.StartItem \"LEGENDARYRevolverSpinner\" 6\nPlayer.StartItem \"EnragedLegendaryShotgunDrum\" 16\nPlayer.StartItem \"M79G\" 1\nPlayer.StartItem \"EXPCellCharge\" 60\nPlayer.StartItem \"SpringMine\" 4\nPlayer.StartItem \"PlasmaHGCell\" 100\nPlayer.StartItem \"NewCell\" 40\nPlayer.StartItem \"PlasmaMagazineMK3\" 30\nPlayer.StartItem \"PSHGClip\" 20\nPlayer.StartItem \"PDemonMagazine\" 50\nPlayer.StartItem \"GreenArmor\"\nPlayer.StartItem \"StartingArmor\"\nStates\n\t{\n\tSpawn:\n\t\tPLAY A 5\n\t\tTNT1 A 0 A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"LLPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"SLPlayerSmokeSpawner\",0,0,0,0)\n\t\tLoop\n\tSee:\n\t\tPLAY A 5\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LLPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"SLPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY B 5\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LLPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"SLPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY C 5\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LLPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"SLPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY D 5\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LLPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"SLPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0\n\t\tGoto Spawn\n\tMissile:\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LLPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"SLPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY E 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"kickAnim\",1,\"Kick\")\n\t\tPLAY E 5\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LLPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"SLPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY E 5\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LLPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"SLPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY E 1\n\t\tGoto Spawn\n\tMelee:\n\t\tPLAY F 1 Bright\n\t\tTNT1 A 0 A_JumpIfInventory(\"kickAnim\",1,\"Kick\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LLPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"SLPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY F 5 Bright\n\t\tGoto Missile\n\tKick:\n\t\tTNT1 A 0 A_TakeInventory(\"kickAnim\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"KickBerserked\")\n\t\tPLAY X 6\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LLPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"SLPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY Y 6\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LLPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"SLPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY Z 6\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LLPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"SLPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY Y 6\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LLPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"SLPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY X 6\n\t\tGoto Spawn\n\tKickBerserked:\n\t\tPLAY XY 3\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LLPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"SLPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY ZY 3\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LLPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"SLPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY X 6\n\t\tGoto Spawn\n\tPain:\n\t\tPLAY G 4\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LLPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"SLPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY G 4 A_Pain\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LLPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"SLPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0\n\t\tGoto Spawn\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveToTarget(\"MarineKilled\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\tPLAY H 8\n\t\tPLAY I 8 A_PlayerScream\n\t\tPLAY J 8 A_NoBlocking\n\t\tPLAY K 8\n\t\tPLAY L 8 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n\t\tPLAY M 8\n\t\tPLAY N -1\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveToTarget(\"MarineKilled\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tPLAY P 3 A_XScream\n\t\tPLAY Q 3 A_NoBlocking\n\t\tPLAY RSTUV 3\n\t\tPLAY W -1\n\t\tStop\n\tIncorp:\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\",FALSE)\n\t\tGoto Spawn\n\tCorp:\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\",TRUE)\n\t\tGoto Spawn\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/Utsuho.txt",
        "contents": "ACTOR Utsuho : GenericBoss\n{\n  floatspeed 14\n  Speed 14\n  Health 12000\n  +NORADIUSDMG\n  +QUICKTORETALIATE\n  +DONTMORPH\n  +NOTIMEFREEZE\n  +NOTELEFRAG\n  +BOSSDEATH\n  +NOFEAR\n  Painchance 15\n  Species \"Cybers\"\n  DamageFactor \"PlayerFireSword\", 0.0\n  DamageFactor \"PDTBFG\", 0.3\n  DamageFactor \"PDTBFGTracer\", 0.3\n  DamageFactor \"Cyber10K\", 0.0\n  DamageFactor \"Legendary\", 0.0\n  DamageFactor \"LegendaryPlayer\", 0.0\n  DamageFactor \"LegendaryGuru\", 0.0\n  DamageFactor \"LegendaryGuruPlayer\", 0.3\n  DamageFactor \"LegendaryPlayer\", 0.3\n  DamageFactor \"BFGSplash\", 0.25\n  DamageFactor \"BFGSpray\", 0.25\n  DamageFactor \"PlayerDevBall\", 0.020\n  DamageFactor \"PlayerDevBall2\", 0.020\n  DamageFactor \"DBFG\", 0.015\n  DamageFactor \"DBFG10K\", 0.015\n  DamageFactor \"DBFG10K2\", 0.65\n  DamageFactor \"PlayerDBFG\", 0.015\n  DamageFactor \"PlayerDBFG2\", 0.65\n  DamageFactor \"PlayerDBFG10K\", 0.015\n  DamageFactor \"PlayerDBFG10K2\", 0.65\n  DamageFactor \"UltimateLegendary\", 0.0\n  DamageFactor \"Extreme\", 0.0\n  DamageFactor \"PyroShot\", 0.0\n  DamageFactor \"PlayerPyro\", 0.0\n  DamageFactor \"PDTPuff\", 0.0\n  DamageFactor \"Ice\", 0.0\n  DamageFactor \"FreezerBurn\", 0.0\n  DamageFactor \"SuperWeapon\", 0.0\n  DamageFactor \"DemolisherEx\", 0.0\n  DamageFactor \"DarkDemoEx\", 0.0\n  DamageFactor \"CerChainguns\", 0.0\n  DamageFactor \"CerEnergyBall\", 0.0\n  DamageFactor \"LegMind\", 0.0\n  DamageFactor \"BeheComet\", 0.0\n  DamageFactor \"NobleComet\", 0.0\n  DamageFactor \"CacoComet\", 0.0\n  DamageFactor \"CadaverRocket\", 0.0\n  DamageFactor \"HellComet\", 0.0\n  DamageFactor \"Legendary1\", 0.0\n  DamageFactor 0.5\n  //DropItem \"Legendary Fusion Cannon\" 256\n  //DropItem \"LegendaryFusionCell\" 256\n  //DropItem \"LegendaryFusionCell\" 256\n  //DropItem \"LegendaryRune\", 256, 1\n  //DropItem \"PyroCannon\" 256 1\n  //DropItem \"BigGas\" 256 100\n  DropItem \"DemonicChalice\" 256\n  DropItem \"SkullOfPower\" 256\n  DropItem \"NuclearMissile\" 32\n  DropItem \"NuclearMissile\" 32\n  DropItem \"artifly\" 55 1\n  Obituary \"%o was blessed by Utsuho's atomic nuclear fusion.\"\n  Tag \"\\c[g5]Utsuho\\c-\"\n  var int user_music;\n  States\n  {\n  Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Disable2hu\") == 1, \"Remove\")\n  Idle:\n    UNYU AAAABBBBCCCCDDDDEEEEFFFFGGGGHHHHIIIIJJJJKKKKLLLLMMMM 1 A_Look\n    Loop\n  Remove:\n\tTNT1 A 1\n\tTNT1 A 0 A_SpawnItemEx(\"Cyberdemon\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", FALSE)\n\tTNT1 A 0\n\tStop\n  See:\n    TNT1 A 0 A_JumpIf(user_music == 1,3)\n    TNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,760)\n\tTNT1 A 0 A_SetUserVar(\"user_music\",1)\n\tTNT1 A 0 A_UnsetInvulnerable\n    UNYU AAAABBBBCCCCDDDDEEEEFFFFGGGGHHHHIIIIJJJJKKKKLLLLMMMM 1 A_Chase\n\tTNT1 A 0 A_Jump(35,\"Teleport\")\n    Loop\n    Teleport:\n\t//TNT1 A 0 A_JumpIf(user_rage == 1,\"TeleportRage\")\n\tUNYU A 1 Bright A_UnSetShootable\n\tTNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tUNYU AAAAAAAAAA 1 Bright A_FadeOut(0.1,0)\n\tTNT1 A 2 Bright\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 Bright A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 Bright A_Wander\n\tTNT1 A 1 Bright A_PlaySound(\"boss/teleport\",6)\n\tTNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx(\"NemesisCyberFlameSpawner2\")\n\tUNYU AAAAAAAAAA 1 Bright A_FadeIn(0.1)\n\tUNYU A 1 Bright A_SetShootable\n\tGoto See\n   Missile:\n  Pain:\n    UNYU N 10 A_Pain\n    Goto See\n  Melee:\n    UNYU A 0 A_facetarget\n    UNYU A 0 A_Jump(256, \"Missile\")\n\tGoto See\n  Missile:\n    UNYU A 0 A_facetarget\n    UNYU A 0 A_Jump(200,\"Orbs1\",\"Orbs2\")\n    UNYU A 0 A_Jump(256,\"BigOrb\")\n    Goto See\n  Orbs1:\n    UNY2 PQR 5\n\tUNY2 S 7 A_FaceTarget\n\tUNY2 O 0 A_Playsound(\"remishot\",0)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20),CMF_ABSOLUTEANGLE)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20),CMF_ABSOLUTEANGLE)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(70,110),CMF_ABSOLUTEANGLE)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(70,110),CMF_ABSOLUTEANGLE)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-110,-70),CMF_ABSOLUTEANGLE)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-110,-70),CMF_ABSOLUTEANGLE)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(160,200),CMF_ABSOLUTEANGLE)\n\tUNY2 T 5 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(160,200),CMF_ABSOLUTEANGLE)\n\tUNY2 O 0 A_Playsound(\"remishot\",0)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(25,65),CMF_ABSOLUTEANGLE)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(25,65),CMF_ABSOLUTEANGLE)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-65,-25),CMF_ABSOLUTEANGLE)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-65,-25),CMF_ABSOLUTEANGLE)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-155,-115),CMF_ABSOLUTEANGLE)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-155,-115),CMF_ABSOLUTEANGLE)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(115,155),CMF_ABSOLUTEANGLE)\n\tUNY2 T 5 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(115,155),CMF_ABSOLUTEANGLE)\n\tUNY2 O 0 A_Playsound(\"remishot\",0)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20),CMF_ABSOLUTEANGLE)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20),CMF_ABSOLUTEANGLE)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(70,110),CMF_ABSOLUTEANGLE)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(70,110),CMF_ABSOLUTEANGLE)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-110,-70),CMF_ABSOLUTEANGLE)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-110,-70),CMF_ABSOLUTEANGLE)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(160,200),CMF_ABSOLUTEANGLE)\n\tUNY2 T 5 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(160,200),CMF_ABSOLUTEANGLE)\n\tUNY2 O 0 A_Playsound(\"remishot\",0)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(25,65),CMF_ABSOLUTEANGLE)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(25,65),CMF_ABSOLUTEANGLE)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-65,-25),CMF_ABSOLUTEANGLE)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-65,-25),CMF_ABSOLUTEANGLE)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-155,-115),CMF_ABSOLUTEANGLE)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-155,-115),CMF_ABSOLUTEANGLE)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(115,155),CMF_ABSOLUTEANGLE)\n\tUNY2 T 5 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(115,155),CMF_ABSOLUTEANGLE)\n\tUNY2 O 0 A_Playsound(\"remishot\",0)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20),CMF_ABSOLUTEANGLE)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20),CMF_ABSOLUTEANGLE)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(70,110),CMF_ABSOLUTEANGLE)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(70,110),CMF_ABSOLUTEANGLE)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-110,-70),CMF_ABSOLUTEANGLE)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-110,-70),CMF_ABSOLUTEANGLE)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(160,200),CMF_ABSOLUTEANGLE)\n\tUNY2 T 5 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(160,200),CMF_ABSOLUTEANGLE)\n\tUNY2 O 0 A_Playsound(\"remishot\",0)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(25,65),CMF_ABSOLUTEANGLE)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(25,65),CMF_ABSOLUTEANGLE)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-65,-25),CMF_ABSOLUTEANGLE)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-65,-25),CMF_ABSOLUTEANGLE)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-155,-115),CMF_ABSOLUTEANGLE)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-155,-115),CMF_ABSOLUTEANGLE)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(115,155),CMF_ABSOLUTEANGLE)\n\tUNY2 T 5 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(115,155),CMF_ABSOLUTEANGLE)\n\tUNY2 SRQP 6\n\tGoto See\n  Orbs2:\n    UNY2 PQR 5\n\tUNY2 S 7 A_FaceTarget\n\tUNY2 O 0 A_Playsound(\"remishot\",0)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 T 4 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 O 0 A_Playsound(\"remishot\",0)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 T 4 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 O 0 A_Playsound(\"remishot\",0)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 T 4 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 O 0 A_Playsound(\"remishot\",0)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 T 4 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 O 0 A_Playsound(\"remishot\",0)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 T 4 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 O 0 A_Playsound(\"remishot\",0)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 T 4 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 O 0 A_Playsound(\"remishot\",0)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 T 4 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 O 0 A_Playsound(\"remishot\",0)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 T 4 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 O 0 A_Playsound(\"remishot\",0)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 T 4 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 O 0 A_Playsound(\"remishot\",0)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 T 4 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 O 0 A_Playsound(\"remishot\",0)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 T 4 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 O 0 A_Playsound(\"remishot\",0)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 T 4 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 O 0 A_Playsound(\"remishot\",0)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 T 4 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 O 0 A_Playsound(\"remishot\",0)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 T 4 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 O 0 A_Playsound(\"remishot\",0)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 T 4 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 O 0 A_Playsound(\"remishot\",0)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 T 4 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 O 0 A_Playsound(\"remishot\",0)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 T 4 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 O 0 A_Playsound(\"remishot\",0)\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 O 0 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 T 4 A_CustomMissile(\"StrongUtsuhoOrb\",30,0,random(-20,20))\n\tUNY2 SRQP 6\n\tGoto See\n  BigOrb:\n    UNYU QRS 5\n\tTNT1 A 0 Thing_Stop(0)\n\tTNT1 A 0 A_Playsound(\"Utsuho/alert\",7,1,0,ATTN_NONE)\n\tTNT1 A 0 A_PlaySound(\"Arcradimus/BFGCharge\")\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tTNT1 A 0 A_SetInvulnerable\n\tUNYU TUVWXYZTUV 5\n\tTNT1 A 0 A_SpawnItemEx(\"ArcradimusBallCharging1\",0,0,92)\n\tUNYU WXYZTUV 2\n\tTNT1 A 0 A_SpawnItemEx(\"ArcradimusBallCharging2\",0,0,92)\n\tUNYU WXYZTUV 2\n\tTNT1 A 0 A_SpawnItemEx(\"ArcradimusBallCharging3\",0,0,92)\n\tUNYU WXYZTUV 2\n\tTNT1 A 0 A_SpawnItemEx(\"ArcradimusBallCharging4\",0,0,92)\n\tUNYU WXYZTUV 2\n\tTNT1 A 0 A_SpawnItemEx(\"ArcradimusBallCharging5\",0,0,92)\n\tUNYU WXYZTUV 2\n\tTNT1 A 0 A_SpawnItemEx(\"ArcradimusBallCharging5\",0,0,92)\n\tUNYU WXYZTUV 2\n\tTNT1 A 0 A_CustomMissile(\"ArcradimusBall2\",92,0,0,0)\n\tUNYU WXYZTUV 2\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tUNYU SRQ 5\n\tGoto See\n  Death:\n    UNYU N 3\n    UNYU OP 15\n\tUNYU A 0 A_NoBlocking\n    UNYU A 0 A_scream\n\tTNT1 A 0 Bright A_Mushroom(\"HFCyberMushroomFireballs2\",12)\n\tTNT1 A 0 A_SpawnItemEx(\"HFCyberPyroBoom2\")\n\tTNT1 A 0 A_SpawnItemEx(\"BossDeathExplode\",0,0,32)\n\tTNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"2huBossDeathFlame\",0,0,20,random(-3,3),random(-3,3),random(-3,3))\n\tTNT1 AAAAAAAAAAA 1 A_SpawnItemEx(\"2huBossDeathFlame3\",0,0,random(5,55),random(-15,15),random(-15,15),random(-15,30))\n    Stop\n  }\n}\n\nACTOR StrongUtsuhoOrb : GenericSuperOrb\n{\n  Speed 40\n  damage 6\n  SeeSound \" \"\n  States\n  {\n  Spawn:\n    CLBB F 1 Bright\n    Loop\n  Death:\n\tTNT1 A 0\n\tTNT1 A 0 A_Explode(40,100)\n\tTNT1 A 0 A_SpawnItem(\"YellowProjExplodeLarge\")\n\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"YellowProjParticleSuperLarge\",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(0,359))\n    CLBB F 1 Bright A_FadeOut(0.2)\n    Goto Death+3\n  }\n}\n\nACTOR ArcradimusBall2 : ArcradimusBall\n{\n    Speed 100\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/ExplosiveDemonTechRifle.txt",
        "contents": "ACTOR \"ExplosiveDemonTechRifle\" : Weapon 29211\n{\n   Height 14\n   Weapon.PreferredSkin \"DemonTechRifle-Marine\"\n   Weapon.SelectionOrder 6520\n   Weapon.KickBack 60\n   Weapon.AmmoUse 1\n   Weapon.AmmoGive 60\n   Weapon.AmmoGive2 30\n   Scale 0.95\n   Weapon.AmmoType \"DemonMagazine\"\n   Weapon.AmmoType2 \"DemonAmmo\"\n   Inventory.PickupMessage \"Explosive Demon Tech Rifle\"\n   Inventory.PickupSound \"explosivedtech/pickup\"\n   Obituary \"%o was blown apart by %k's Explosive Demon Tech Rifle.\"\n   +WEAPON.AMMO_OPTIONAL\n   +WEAPON.NOALERT\n   +INVENTORY.UNDROPPABLE\n   Tag \"Explosive Demon Tech Rifle\"\n   States\n   {\n   Ready:\n     TNT1 A 0 A_PlayWeaponSound(\"weapons/demontechload\")\n\t EDT1 ABCDE 1\n   ReadyLoop:\n     TNT1 A 0 A_JumpIfInventory(\"DemonMagazine\",1,2)\n\t TNT1 A 0\n\t Goto NoBuzzing\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t EDT2 AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t EDT2 AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t EDT2 AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t EDT2 AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t EDT2 AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t EDT2 AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t EDT2 AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t EDT2 AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t EDT2 AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t EDT2 AAA 1 A_WeaponReady\n\t TNT1 A 0 A_PlaySound(\"explosivedtech/idle\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t EDT2 BB 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t EDT2 BB 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t EDT2 CC 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t EDT2 CC 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t EDT2 DD 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t EDT2 DD 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t EDT2 EE 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t EDT2 EE 1 A_WeaponReady\n     Goto ReadyLoop\n   NoBuzzing:\n     TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n     EDT2 A 1 A_WeaponReady\n\t Loop\n   Deselect:\n     TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n     EDT2 A 1 A_Lower\n     Goto Deselect+1\n   Select:\n\t TNT1 A 0 A_Raise\n\t Wait\n   Fire:\n     TNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\t TNT1 A 0 A_AlertMonsters\n     TNT1 A 0 A_GunFlash\n\t TNT1 A 0 Radius_Quake(4,2,0,1,0)\n     TNT1 A 0 A_Light1\n\t TNT1 A 0 A_PlaySound(\"explosivedtech/fire\")\n     EDT3 A 2 Bright A_FireCustomMissile(\"PlayerExplosiveDemonTechProjectile\",Random(100,-100)/100.00,1,0,0,0,Random(100,-100)/100.00)\n\t EDT3 B 1 Bright A_Light2\n     EDT3 C 2 A_Light0\n     TNT1 A 0 A_ReFire\n     Goto ReadyLoop\n   Empty:\n     EDT2 A 10 A_PlayWeaponSound(\"weapons/click2\")\n   AltFire:\n  \t TNT1 A 0 A_JumpIfInventory(\"DemonMagazine\",60,2)\n     TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,2)\n\t TNT1 A 0\n\t Goto ReadyLoop\n     EDT4 AB 2\n\t EDT4 C 3\n\t EDT4 D 4 A_PlayWeaponSound(\"weapons/demontecheject\")\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/demontechsteam\")\n\t EDT4 EFG 1 Radius_Quake(2,2,0,1,0)\n\t EDT4 H 2 Radius_Quake(2,2,0,1,0)\n\t EDT4 I 3 Radius_Quake(2,2,0,1,0)\n\t EDT4 J 4 A_FireCustomMissile(\"DemonTechEmptyMagSpawner\", 0, 0, 0, 1)\n\t EDT4 K 15\n\t EDT4 LM 2\n\t EDT4 N 2 A_PlayWeaponSound(\"weapons/demontechload\")\n\t TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,\"Reload\")\n\t EDT4 O 8\n\t EDT4 O 2 A_PlayWeaponSound(\"weapons/demontechclick\")\n     EDT4 CB 3\n\t EDT4 A 2\n\t Goto ReadyLoop\n   Reload:\n\t TNT1 A 0 A_TakeInventory(\"DemonAmmo\",1)\n\t TNT1 A 0 A_GiveInventory(\"DemonMagazine\",1)\n\t TNT1 A 0 A_JumpIfInventory(\"DemonMagazine\",60,\"Full\")\n\t TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,\"Reload\")\n\t Goto AltFire+19\n   Full:\n     TNT1 A 0\n\t Goto AltFire+19\n   GrenadeCheck:\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t Goto Ready+6\n   GrenadeToss:\n  \t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t EDT1 EDCBA 1\n\t TNT1 A 4\n\t HGRN ABC 1\n\t HGRN D 2\n\t HGRN EFG 1\n\t HGRN HI 2\n\t TNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\t HGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\t HGRN J 1\n\t HGRN KLM 2\n\t HGRN NO 1\n\t TNT1 A 6\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n     TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t TNT1 A 0\n\t Goto Ready+1\n   MineCheck:\n\t TNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\t TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t Goto Ready+6\n   MineToss:\n  \t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t EDT1 EDCBA 1\n\t TNT1 A 8\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t MINE ABCDEF 1\n\t TNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\t MINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\t MINE HI 1\n\t MINE JK 2\n\t TNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n     TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\t TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t TNT1 A 0\n\t TNT1 A 5\n\t Goto Ready+1\n   Spawn:\n     EDT8 A -1\n     Stop\n     }\n}\n\nACTOR PlayerExplosiveDemonTechProjectile\n{\n   Height 4\n   Radius 4\n   Speed 50\n   Damage 10\n   Scale 0.06\n   PROJECTILE\n   +THRUSPECIES\n   +FORCERADIUSDMG\n   Species \"Player\"\n   DeathSound \"sentient/chaingunex\"\n   Decal EDTRScorch\n   //DamageType \"PlayerExDTRifle\"\n   States\n   {\n   Spawn:\n\t  TNT1 A 0\n\t  TNT1 A 0 A_Jump(128,\"Spawn2\")\n   Normal:\n   \t  TNT1 A 0 A_Jump(128,\"NormalFX\")\n      EDT5 A 1 Bright A_SpawnItemEx(\"PExplosiveDemonTechTrail\",Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)\n      Loop\n   NormalFX:\n\t  TNT1 A 0 A_SpawnItemEx(\"ExDTechLightning\",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,0,128)\n      EDT5 A 1 Bright A_SpawnItemEx(\"PExplosiveDemonTechTrail\",Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)\n\t  TNT1 A 0 A_SpawnItemEx(\"ExDTechLightning2\",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,0,128)\n      EDT5 A 1 Bright A_SpawnItemEx(\"PExplosiveDemonTechTrail\",Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)\n      Goto Normal\n   Spawn2:\n\t  TNT1 A 0 A_Jump(128,\"Spawn2FX\")\n      EDT5 A 1 Bright A_SpawnItemEx(\"PExplosiveDemonTechTrail2\",Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)\n      Loop\n   Spawn2FX:\n\t  TNT1 A 0 A_SpawnItemEx(\"ExDTechLightning\",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,0,128)\n      EDT5 A 1 Bright A_SpawnItemEx(\"PExplosiveDemonTechTrail\",Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)\n\t  TNT1 A 0 A_SpawnItemEx(\"ExDTechLightning2\",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,0,128)\n      EDT5 A 1 Bright A_SpawnItemEx(\"PExplosiveDemonTechTrail\",Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)\n      Goto Spawn2\n   Death:\n   \t  TNT1 A 0\n\t  TNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\",0,0,0,0,0,0,0,128,0)\n\t  TNT1 A 0 Bright A_SpawnItemEx(\"ExplosiveDemonTechEx\",0,0,0,0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"EDTRKaboom7\", 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      Stop\n\t  }\n}\n\nACTOR ExplosiveDemonTechEx\n{\nRenderStyle Add\nAlpha 0.75\nScale 0.5\nPROJECTILE\n+NOCLIP\n+THRUSPECIES\n+FORCERADIUSDMG\nSpecies \"Player\"\nDamageType \"PlayerExDTRifle\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItem(\"SentientExplosiveEffect\")\nEDT7 A 2 Bright A_Explode(Random(24,30)*5,74)\nEDT7 BCDEFGH 2 Bright A_FadeOut(0.1)\nStop\n}\n}\n\nACTOR PExplosiveDemonTechTrail : BFG9500Trail\n{\nScale 0.04\nAlpha 0.65\nStates\n{\nSpawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 2\n    EDT6 AAAAAABBBBBBBB 1 Bright A_FadeOut(0.05)\n    Stop\n    }\n}\n\nACTOR PExplosiveDemonTechTrail2 : DemonTechTrail\n{\nStates\n{\nSpawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 2\n    EDT6 AAAAAACCCCCCCC 1 Bright A_FadeOut(0.05)\n    Stop\n    }\n}\n\nACTOR EDTRKaboom7 : Kaboom6\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nEDT9 AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)\nStop\n}\n}\n\nACTOR ExDTechLightning : TeleportFogLightning\n{\nScale 0.03\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\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\tOEL1 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n\tOEL2 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n\tOEL3 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n\tOEL4 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\nDeath:\n\t\"----\" A 1 Bright\n\tStop\n\t}\n}\n\nACTOR ExDTechLightning2 : ExDTechLightning\n{\nScale 0.06\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/Explosive_DTR.txt",
        "contents": "ACTOR HRDemonTechEx\n{\nRenderStyle Add\nAlpha 0.75\nScale 0.45\nDamagetype \"ImpComet\"\nPROJECTILE\n+NOCLIP\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItem(\"SentientExplosiveEffect\")\nEDT7 A 2 Bright A_Explode(Random(24,30)5,74)\nEDT7 BCDEFGH 2 Bright A_FadeOut(0.1)\nStop\n}\n}\n\nACTOR HRDemonTechTrail  BFG9500Trail\n{\nScale 0.04\nAlpha 0.65\nStates\n{\nSpawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 2\n    EDT6 AAAAAABBBBBBBB 1 Bright A_FadeOut(0.05)\n    Stop\nToaster:\n\tTNT1 A 0\n\tStop\n    }\n}\n\nACTOR HRDemonTechTrail2  ZDemonTechTrail\n{\nStates\n{\nSpawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 2\n    EDT6 AAAAAACCCCCCCC 1 Bright A_FadeOut(0.05)\n    Stop\n    }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/Obliterator.txt",
        "contents": "ACTOR Obliterator 29316\n{\n  Health 3950\n  Radius 24\n  Height 64\n  Mass 1000\n  Speed 12\n  Scale 1.2\n  PainChance 40\n  Bloodcolor \"Red\"\n  MONSTER\n  Obituary \"%o was slaughtered by an Obliterator.\"\n  HitObituary \"%o was torn asunder by an Obliterator.\"\n  +NOTIMEFREEZE\n  +NORADIUSDMG\n  +DONTHARMSPECIES\n  +MISSILEMORE\n  +MISSILEMORE\n  +FLOORCLIP\n  +NOTARGET\n  +NOICEDEATH\n  +BOSS\n  +MISSILEEVENMORE\n  +CANTSEEK\n  +NOFEAR\n  +DONTSPLASH\n  +LOOKALLAROUND\n  +NOEXTREMEDEATH\n  +FireResist\n  +BOSSDEATH\n  +NOTELEFRAG\n  +DONTGIB\n  +DONTMORPH\n  +QUICKTORETALIATE\n  +NoDropOff\n  +DONTRIP\n  SeeSound \"Obliterator/sight\"\n  PainSound \"Obliterator/pain\"\n  DeathSound \"Obliterator/death\"\n  ActiveSound \"Obliterator/active\"\n  MeleeSound \"baron/melee\"\n  DamageFactor 0.5\n  DamageFactor \"NobleComet\", 0.0\n  DamageFactor \"Cyber10K\", 0.0\n  DamageFactor \"Legendary\", 0.0\n  DamageFactor \"Legendary1\", 0.0\n  DamageFactor \"LegendaryGuru\", 0.0\n  DamageFactor \"LegMind\", 0.0\n  DamageFactor \"Ice\", 0.0\n  DamageFactor \"Fire\", 0.0\n  DamageFactor \"C0mm4nder\", 0.0\n  DamageFactor \"PlayerBHole\", 0.0\n  DamageFactor \"Extreme\", 0.0\n  DamageFactor \"UltimateLegendary\", 0.0\n  DamageFactor \"HellComet\", 0.0\n  DamageFactor \"SuperWeapon\", 0.4\n  DamageFactor \"T3rm\", 0.0\n  DamageFactor \"Hell\", 0.0\n  DamageFactor \"RST\", 0.0\n  Damagefactor \"Disintegrate\", 0.0\n  DamageFactor \"PlayerNemesisPlasma\", 0.3\n  DamageFactor \"PlayerPyro\", 0.3\n  DamageFactor \"Explosion\", 0.2\n  DamageFactor \"PlayerDTRG\", 0.4\n  DamageFactor \"DTRailgun\", 0.4\n  DamageFactor \"PDTPuff\", 0.4\n  DamageFactor \"RailG\", 0.3\n  DamageFactor \"PDTBFG\", 0.4\n  DamageFactor \"PDTBFGTracer\", 0.3\n  DamageFactor \"PlayerDevBall\", 0.2\n  DamageFactor \"PlayerDevBall2\", 0.2\n  DamageFactor \"PlayerDTBFGRailgunSlug\", 0.3\n  DamageFactor \"PlayerDTRG\", 0.5\n  DamageFactor \"PlayerDevTracer\", 0.2\n  DamageFactor \"DBFG10K2\", 0.65\n  DamageFactor \"PlayerDBFG10K2\", 0.65\n  DamageFactor \"DBFG2\", 0.4\n  DamageFactor \"PlayerDBFG2\", 0.65\n  DamageFactor \"LegendaryPlayer\", 0.0\n  DamageFactor \"LegendaryGuruPlayer\", 0.1\n  DropItem \"LifeEssence\" 256\n  DropItem \"ArmorBonusMax\" 256\n  DropItem \"BossLifeEssence\" 256 25\n  DropItem \"BossArmorBonusMax\" 256 1\n  DropItem \"DemonAmmoBox\" 256 200\n  DropItem \"Explosive Minigun\" 256 1\n  DropItem \"Demon Tech Devastator\" 256 1\n  DropItem \"Demon Tech Shotgun\" 256 1\n  DropItem \"BFG10K \" 256 1\n  DropItem \"HellfireUltrasphere\" 256 1\n  DropItem \"HellfireArmor\" 256 1\n  DropItem \"LegendaryRune\" 256 1\n  DropItem \"FuelCore\" 256 1\n  DropItem \"FuelCore\" 256 1\n  Species \"Nobles\"\n  Tag \"\\c[q3]Obliterator\\c-\"\n  var int user_music;\n  var int user_missile;\n  var int user_bfg10k;\n  var int user_railgun;\n  var int user_fusionnuke;\n  States\n  {\n  Spawn:\n    OBAR A 7 A_Look\n    Loop\n  See:\n\tTNT1 A 0 A_JumpIf(user_music == 1,3)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,899)\n\tTNT1 A 0 A_SetUserVar(\"user_music\",1)\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_Jump(100,\"Rush\")\n\tOBAR AABB 3 A_Chase\n    TNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n    OBAR CCDD 3 A_Chase\n    TNT1 A 0 A_Playsound(\"monster/bruwlk\")\n\tTNT1 A 0 A_Jump(32,\"Teleport\")\n    Loop\n  Rush:\n\tTNT1 A 0 A_SpawnItemEx(\"ObliteratorGhostA\",0,0,0,0,0,0,0,128)\n\tOBAR A 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"ObliteratorGhostA\",0,0,0,0,0,0,0,128)\n\tOBAR A 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"ObliteratorGhostB\",0,0,0,0,0,0,0,128)\n\tOBAR B 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"ObliteratorGhostB\",0,0,0,0,0,0,0,128)\n\tOBAR B 1 A_Chase\n    TNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"ObliteratorGhostC\",0,0,0,0,0,0,0,128)\n\tOBAR C 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"ObliteratorGhostC\",0,0,0,0,0,0,0,128)\n\tOBAR C 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"ObliteratorGhostD\",0,0,0,0,0,0,0,128)\n\tOBAR D 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"ObliteratorGhostD\",0,0,0,0,0,0,0,128)\n\tOBAR D 1 A_Chase\n    TNT1 A 0 A_Playsound(\"monster/bruwlk\")\n\tTNT1 A 0 A_Jump(12,\"Teleport\")\n\tTNT1 A 0 A_Jump(12,\"See\")\n\tLoop\n  Teleport:\n    OBAR P 1 Bright A_UnSetShootable\n\tOBAR PPPP 0 A_SpawnItem(\"ObliteratorLineSpawner\",0,0,0,0)\n\tOBAR PPPPPPPPPP 1  A_FadeOut(0.1,0)\n\tOBAR P 2\n\tOBAR PEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander\n\tOBAR PEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander\n    OBAR P 1 A_PlayWeaponSound(\"boss/teleport\")\n\tOBAR PPPP 0 A_SpawnItem(\"ObliteratorLineSpawner\",0,0,0,0)\n\tOBAR PPPPPPPPPPP 1 A_FadeIn(0.1)\n    OBAR P 1 Bright A_SetShootable\n    Goto See\n  Melee:\n\tTNT1 A 0 A_Jump(200,\"ESG\")\n    OBAR PQ 7 A_FaceTarget\n    OBAR R 7 A_MeleeAttack\n    Goto See\n  Pause:\n\tOBAR E 10\n\tGoto See\n  PauseMissile:\n\tOBAR E 10\n\tGoto Missile\n  PauseExMinigunMissile:\n\tTNT1 A 0 A_PlaySound(\"weapons/expmgunspinstop\")\n\tTNT1 A 0 A_StopSoundEx(\"Voice\")\n    TNT1 A 0 A_CPosRefire\n\tOBAR E 10\n\tTNT1 A 0 A_Jump(78,\"Rockets\",\"HomingRockets\",\"BFG15K\",\"BFG10K\",\"ExDTR\",\"BurstBall\",\"SeekingComets\")\n    TNT1 A 0 A_Jump(64,\"RailgunV2\",\"DarkMatter\",\"HellStorm\",\"ExRailgun\",\"ChaosLighting\",\"FireBalls\")\n\tTNT1 A 0 A_Jump(32,\"BFG10KRage\",\"RailgunRage\",\"HellStorm\",\"AnnhilationBall\",\"DTDevastator\",\"PyroCannon\")\n\tGoto See\n  Missile:\n  \tTNT1 A 0 A_Jump(10,\"Nuke\")\n\tTNT1 A 0 A_Jump(128,\"RailgunV2\",\"DarkMatter\",\"HellStorm\",\"ExRailgun\",\"ChaosLighting\",\"FireBalls\",\"DarkMatter2\",\"PyroCannon\")\n    TNT1 A 0 A_Jump(256,\"ExMinigun\",\"Rockets\",\"HomingRockets\",\"BFG15K\",\"BFG10K\",\"ExDTR\",\"BurstBall\",\"SeekingComets\",\"AnnhilationBall\")\n\tGoto See\n  RageMissile:\n\tTNT1 A 0 A_Jump(20,\"Nuke\")\n\tTNT1 A 0 A_Jump(256,\"BFG10KRage\",\"RailgunRage\",\"DevastatorRage\",\"AnnhilationBall\",\"PyroCannon\")\n\tGoto See\n  ESG:\n\tTNT1 A 0 A_Jump(128,\"DTShotgun\")\n\tOBAR E 2 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/ExplosiveSG/fire\",7)\n\tTNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", 0, 12, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\tTNT1 AAAAAA 0 Bright A_CustomMissile(\"CybernobleExplosiveTracer\",40,26,Random(15,-15),0)\n\tOBAR F 1 Bright A_CustomBulletAttack(18,6,6,Random(5,7),\"CyNoblePuff\")\n\tOBAR E 2\n\tTNT1 A 0 A_PlaySound(\"weapons/ExplosiveSG/fire\",7)\n\tTNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", 0, 12, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\tTNT1 AAAAAA 0 Bright A_CustomMissile(\"CybernobleExplosiveTracer\",40,26,Random(15,-15),0)\n\tOBAR F 1 Bright A_CustomBulletAttack(18,6,6,Random(5,7),\"CyNoblePuff\")\n\tOBAR E 2\n\tTNT1 A 0 A_PlaySound(\"weapons/ExplosiveSG/fire\",7)\n\tTNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", 0, 12, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\tTNT1 AAAAAA 0 Bright A_CustomMissile(\"CybernobleExplosiveTracer\",40,26,Random(15,-15),0)\n\tOBAR F 1 Bright A_CustomBulletAttack(18,6,6,Random(5,7),\"CyNoblePuff\")\n\tTNT1 A 0 A_SpidRefire\n\tOBAR E 3\n\tGoto See\n DTShotgun:\n\tOBAR EEE 4 A_FaceTarget\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"Weapons/ErasusFire\",CHAN_WEAPON)\n\tTNT1 AAAAAAAAA 0 Bright A_CustomMissile(\"RedDemonTechTracer\",Random(28,34),0,Random(5,-5),CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"RedZDemonTechProjectile2\",28,0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"RedZDemonTechProjectile2\",28,0,2,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"RedZDemonTechProjectile2\",28,0,-2,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"RedZDemonTechProjectile2\",28,0,3,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"RedZDemonTechProjectile2\",28,0,-3,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"RedZDemonTechProjectile2\",28,0,4,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"RedZDemonTechProjectile2\",28,0,-4,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"RedZDemonTechProjectile2\",28,0,5,CMF_TRACKOWNER)\n\tTNT1 A 0 Bright A_CustomMissile(\"RedZDemonTechProjectile2\",28,0,-5,CMF_TRACKOWNER)\n\tOBAR S 5 Bright\n\tOBAR E 6 A_PlaySound(\"Weapons/ErasusPump\")\n\tTNT1 A 0 A_SpawnItemEx(\"ShellCasing\",-8,0,30,Random(2,6),0,Random(1,3),Random(-80,-90),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 A_Jump(20,\"Missile\")\n\tTNT1 A 0 A_SpidRefire\n\tOBAR E 8\n\tGoto See\n  ExMinigun:\n    TNT1 A 0 A_PlaySound(\"weapons/expmgunspinstart\")\n    OBAR E 20 A_FaceTarget\n\tTNT1 A 0 A_PlaySoundEx(\"weapons/expmgunspin\",\"Voice\")\n\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tTNT1 A 0 A_CustomMissile(\"ObliteratorExplosiveTracer\",40,26,Random(5,-5),0)\n    TNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", 0, 12, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n    OBAR F 2 Bright A_CPosAttack\n\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tTNT1 A 0 A_CustomMissile(\"ObliteratorExplosiveTracer\",40,26,Random(5,-5),0)\n    TNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", 0, 12, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n    OBAR F 2 Bright A_CPosAttack\n\tTNT1 A 0 A_PlaySound(\"weapons/expmgunspinstop\")\n\tTNT1 A 0 A_StopSoundEx(\"Voice\")\n    TNT1 A 0 A_CPosRefire\n\tTNT1 A 0 A_Jump (6,\"PauseExMinigunMissile\")\n    Goto ExMinigun+2\n  Rockets:\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n    OBAR E 3 A_FaceTarget\n    OBAR F 1 Bright A_CustomMissile(\"InfernalCyberNobleRocket\",40,26,0,0)\n    OBAR E 3 A_FaceTarget\n    OBAR F 1 Bright A_CustomMissile(\"InfernalCyberNobleRocket\",40,26,0,0)\n\tOBAR E 3 A_FaceTarget\n    OBAR F 1 Bright A_CustomMissile(\"InfernalCyberNobleRocket\",40,26,0,0)\n    OBAR E 3 A_FaceTarget\n    OBAR F 1 Bright A_CustomMissile(\"InfernalCyberNobleRocket\",40,26,0,0)\n\tOBAR E 3 A_FaceTarget\n    OBAR F 1 Bright A_CustomMissile(\"InfernalCyberNobleRocket\",40,26,0,0)\n    OBAR E 3 A_FaceTarget\n    OBAR F 1 Bright A_CustomMissile(\"InfernalCyberNobleRocket\",40,26,0,0)\n    OBAR E 3\n\tTNT1 A 0 A_Jump(162,\"HomingRockets\",\"HomingRocketsV2\",\"BFG15K\",\"BFG10K\",\"RailgunV2\",\"DarkMatter\",\"DarkMatter2\",\"ChaosLighting\",\"FireBalls\",\"ExRailgun\")\n    TNT1 A 0 A_Jump(128,\"BFG10KRage\",\"RailgunRage\",\"HellStorm\",\"AnnhilationBall\",\"HomingRocketStrike\")\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tGoto See\n  HomingRockets:\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n    OBAR E 6 A_FaceTarget\n    OBAR F 3 Bright A_CustomMissile(\"BruiserMissile\",40,26,0,0)\n\tOBAR F 1 Bright A_CustomMissile(\"BruiserMissile\",40,26,0,0)\n    OBAR E 6 A_FaceTarget\n    OBAR F 3 Bright A_CustomMissile(\"BruiserMissile\",40,26,0,0)\n\tOBAR F 1 Bright A_CustomMissile(\"BruiserMissile\",40,26,0,0)\n\tOBAR E 6 A_FaceTarget\n    OBAR F 3 Bright A_CustomMissile(\"BruiserMissile\",40,26,0,0)\n\tOBAR F 1 Bright A_CustomMissile(\"BruiserMissile\",40,26,0,0)\n    OBAR E 6 A_FaceTarget\n    OBAR F 3 Bright A_CustomMissile(\"BruiserMissile\",40,26,0,0)\n\tOBAR F 1 Bright A_CustomMissile(\"BruiserMissile\",40,26,0,0)\n\tOBAR E 6 A_FaceTarget\n    OBAR F 3 Bright A_CustomMissile(\"BruiserMissile\",40,26,0,0)\n\tOBAR F 1 Bright A_CustomMissile(\"BruiserMissile\",40,26,0,0)\n    OBAR E 6 A_FaceTarget\n    OBAR F 3 Bright A_CustomMissile(\"BruiserMissile\",40,26,0,0)\n\tOBAR F 1 Bright A_CustomMissile(\"BruiserMissile\",40,26,0,0)\n\tOBAR E 6 A_FaceTarget\n    OBAR F 3 Bright A_CustomMissile(\"BruiserMissile\",40,26,0,0)\n\tOBAR F 1 Bright A_CustomMissile(\"BruiserMissile\",40,26,0,0)\n\tOBAR E 6 A_FaceTarget\n    OBAR F 3 Bright A_CustomMissile(\"BruiserMissile\",40,26,0,0)\n\tOBAR F 1 Bright A_CustomMissile(\"BruiserMissile\",40,26,0,0)\n\tOBAR E 6 A_FaceTarget\n    OBAR F 3 Bright A_CustomMissile(\"BruiserMissile\",40,26,0,0)\n\tOBAR F 1 Bright A_CustomMissile(\"BruiserMissile\",40,26,0,0)\n\tOBAR E 6 A_FaceTarget\n    OBAR F 3 Bright A_CustomMissile(\"BruiserMissile\",40,26,0,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"InfernalCyberNobleRocket\",40,26,0,-8)\n\tTNT1 A 0 Bright A_CustomMissile(\"InfernalCyberNobleRocket\",40,26,0,-4)\n\tTNT1 A 0 Bright A_CustomMissile(\"InfernalCyberNobleRocket\",40,26,0,4)\n\tTNT1 A 0 Bright A_CustomMissile(\"InfernalCyberNobleRocket\",40,26,0,8)\n    OBAR E 6\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tTNT1 A 0 A_Jump(162,\"HomingRockets\",\"HomingRocketsV2\",\"BFG15K\",\"BFG10K\",\"RailgunV2\",\"DarkMatter\",\"DarkMatter2\",\"ChaosLighting\",\"FireBalls\",\"ExRailgun\")\n    TNT1 A 0 A_Jump(128,\"BFG10KRage\",\"RailgunRage\",\"HellStorm\",\"AnnhilationBall\",\"HomingRocketStrike\")\n\tGoto See\n  HomingRocketStrike:\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tOBAR E 18 A_FaceTarget\n    OBAR F 3 Bright A_CustomMissile(\"BruiserMissile\",40,26,0,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"InfernalCyberNobleRocket\",40,26,0,-16)\n\tTNT1 A 0 Bright A_CustomMissile(\"InfernalCyberNobleRocket\",40,26,0,-12)\n\tTNT1 A 0 Bright A_CustomMissile(\"CyNobleRocket\",40,26,0,-8)\n\tTNT1 A 0 Bright A_CustomMissile(\"CyNobleRocket\",40,26,0,-4)\n\tTNT1 A 0 Bright A_CustomMissile(\"CyNobleRocket\",40,26,0,4)\n\tTNT1 A 0 Bright A_CustomMissile(\"CyNobleRocket\",40,26,0,8)\n\tTNT1 A 0 Bright A_CustomMissile(\"InfernalCyberNobleRocket\",40,26,0,12)\n\tTNT1 A 0 Bright A_CustomMissile(\"InfernalCyberNobleRocket\",40,26,0,16)\n    OBAR E 18 A_FaceTarget\n    OBAR F 3 Bright A_CustomMissile(\"BruiserMissile\",40,26,0,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CyNobleRocket\",40,26,0,-16)\n\tTNT1 A 0 Bright A_CustomMissile(\"InfernalCyberNobleRocket\",40,26,0,-12)\n\tTNT1 A 0 Bright A_CustomMissile(\"CyNobleRocket\",40,26,0,-8)\n\tTNT1 A 0 Bright A_CustomMissile(\"InfernalCyberNobleRocket\",40,26,0,-4)\n\tTNT1 A 0 Bright A_CustomMissile(\"InfernalCyberNobleRocket\",40,26,0,4)\n\tTNT1 A 0 Bright A_CustomMissile(\"CyNobleRocket\",40,26,0,8)\n\tTNT1 A 0 Bright A_CustomMissile(\"InfernalCyberNobleRocket\",40,26,0,12)\n\tTNT1 A 0 Bright A_CustomMissile(\"CyNobleRocket\",40,26,0,16)\n    OBAR E 18 A_FaceTarget\n\tOBAR F 3 Bright A_CustomMissile(\"BruiserMissile\",40,26,0,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"InfernalCyberNobleRocket\",40,26,0,-16)\n\tTNT1 A 0 Bright A_CustomMissile(\"CyNobleRocket\",40,26,0,-12)\n\tTNT1 A 0 Bright A_CustomMissile(\"InfernalCyberNobleRocket\",40,26,0,-8)\n\tTNT1 A 0 Bright A_CustomMissile(\"CyNobleRocket\",40,26,0,-4)\n\tTNT1 A 0 Bright A_CustomMissile(\"CyNobleRocket\",40,26,0,4)\n\tTNT1 A 0 Bright A_CustomMissile(\"InfernalCyberNobleRocket\",40,26,0,8)\n\tTNT1 A 0 Bright A_CustomMissile(\"CyNobleRocket\",40,26,0,12)\n\tTNT1 A 0 Bright A_CustomMissile(\"InfernalCyberNobleRocket\",40,26,0,16)\n    OBAR E 18 A_FaceTarget\n\tOBAR F 3 Bright A_CustomMissile(\"BruiserMissile\",40,26,0,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CyNobleRocket\",40,26,0,-16)\n\tTNT1 A 0 Bright A_CustomMissile(\"CyNobleRocket\",40,26,0,-12)\n\tTNT1 A 0 Bright A_CustomMissile(\"InfernalCyberNobleRocket\",40,26,0,-8)\n\tTNT1 A 0 Bright A_CustomMissile(\"InfernalCyberNobleRocket\",40,26,0,-4)\n\tTNT1 A 0 Bright A_CustomMissile(\"InfernalCyberNobleRocket\",40,26,0,4)\n\tTNT1 A 0 Bright A_CustomMissile(\"InfernalCyberNobleRocket\",40,26,0,8)\n\tTNT1 A 0 Bright A_CustomMissile(\"CyNobleRocket\",40,26,0,12)\n\tTNT1 A 0 Bright A_CustomMissile(\"CyNobleRocket\",40,26,0,16)\n    OBAR E 9\n\tTNT1 A 0 A_Jump(200,\"HomingRockets\",\"BFG15K\",\"BFG10K\",\"Rockets\")\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tGoto See\n  HomingRocketsV2:\n    TNT1 A 0 A_JumpIf(user_missile >= Random(6,8),\"HomingRocketsV2End\")\n    OBAR E 4 Bright A_FaceTarget\n    OBAR F 3 Bright A_CustomMissile(\"BruiserMissile\",40,26,0,0)\n    TNT1 A 0 A_SetUserVar(user_missile,user_missile+1)\n    Loop\n  HomingRocketsV2End:\n    TNT1 A 0 A_SetUserVar(user_missile,0)\n\tTNT1 A 0 A_Jump(87,\"BFG10K\",\"BFG15K\")\n\tTNT1 A 0 A_Jump(64,\"DTDevastator\")\n    Goto See\n  BFG15K:\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tTNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n    OBAR E 9 A_FaceTarget\n\tOBAR E 3 A_FaceTarget\n    OBAR S 3 Bright A_CustomMissile(\"Cybruiser15K\",40,26,Random(-4, 4))\n\tOBAR E 3 A_FaceTarget\n    OBAR S 3 Bright A_CustomMissile(\"Cybruiser15K\",40,26,Random(-4, 4))\n\tOBAR E 3 A_FaceTarget\n    OBAR S 3 Bright A_CustomMissile(\"Cybruiser15K\",40,26,Random(-4, 4))\n\tOBAR E 3 A_FaceTarget\n    OBAR S 3 Bright A_CustomMissile(\"Cybruiser15K\",40,26,Random(-4, 4))\n\tOBAR E 3 A_FaceTarget\n    OBAR S 3 Bright A_CustomMissile(\"Cybruiser15K\",40,26,Random(-4, 4))\n\tOBAR E 3 A_FaceTarget\n    OBAR S 3 Bright A_CustomMissile(\"Cybruiser15K\",40,26,Random(-4, 4))\n\tOBAR E 3 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n    OBAR S 2 Bright A_CustomMissile(\"Cy10K\",40,26,Random(-4, 4))\n\tOBAR E 3 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n    OBAR S 2 Bright A_CustomMissile(\"Cy10K\",40,26,Random(-4, 4))\n\tOBAR E 3 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n    OBAR S 2 Bright A_CustomMissile(\"Cy10K\",40,26,Random(-4, 4))\n\tOBAR E 3 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n    OBAR S 2 Bright A_CustomMissile(\"Cy10K\",40,26,Random(-4, 4))\n\tOBAR E 2 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n    OBAR S 1 Bright A_CustomMissile(\"Cy10K\",40,26,Random(-4, 4))\n\tOBAR E 2 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n    OBAR S 1 Bright A_CustomMissile(\"Cy10K\",40,26,Random(-4, 4))\n\tOBAR E 2 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n    OBAR S 1 Bright A_CustomMissile(\"Cy10K\",40,26,Random(-4, 4))\n\tOBAR E 2 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n    OBAR S 1 Bright A_CustomMissile(\"Cy10K\",40,26,Random(-4, 4))\n\tOBAR E 10 A_PlaySound(\"weapons/bfg15kcooldown\",CHAN_AUTO)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tGoto Missile\n  BFG10K:\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/charge15k\")\n    OBAR E 20 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n    OBAR S 3 Bright A_CustomMissile(\"Cy10K\",40,26,Random(-4, 4))\n    OBAR E 2 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n    OBAR S 3 Bright A_CustomMissile(\"Cy10K\",40,26,Random(-4, 4))\n    OBAR E 2 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n    OBAR S 3 Bright A_CustomMissile(\"Cy10K\",40,26,Random(-4, 4))\n    OBAR E 2 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n    OBAR S 3 Bright A_CustomMissile(\"Cy10K\",40,26,Random(-4, 4))\n    OBAR E 2 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n    OBAR S 2 Bright A_CustomMissile(\"Cy10K\",40,26,Random(-4, 4))\n\tOBAR E 1 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n    OBAR S 2 Bright A_CustomMissile(\"Cy10K\",40,26,Random(-4, 4))\n\tOBAR E 1 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n    OBAR S 2 Bright A_CustomMissile(\"Cy10K\",40,26,Random(-4, 4))\n\tOBAR E 1 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n    OBAR S 2 Bright A_CustomMissile(\"Cy10K\",40,26,Random(-4, 4))\n\tOBAR E 1 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n    OBAR S 2 Bright A_CustomMissile(\"Cy10K\",40,26,Random(-4, 4))\n\tOBAR E 1 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n    OBAR S 1 Bright A_CustomMissile(\"Cy10K\",40,26,Random(-4, 4))\n\tOBAR E 2 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n    OBAR SSS 1 Bright A_CustomMissile(\"Cy10K\",40,26,Random(-4, 4))\n\tOBAR E 2 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n    OBAR SSS 1 Bright A_CustomMissile(\"Cy10K\",40,26,Random(-4, 4))\n\tOBAR E 2 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n    OBAR SSS 1 Bright A_CustomMissile(\"Cy10K\",40,26,Random(-4, 4))\n    OBAR E 10 A_PlaySound(\"weapons/bfg15kcooldown\",CHAN_AUTO)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tTNT1 A 0 A_Jump(128,\"Rockets\",\"HomingRockets\",\"HomingRocketsV2\",\"BFG15K\",\"BFG10K\",\"RailgunV2\",\"DarkMatter\",\"DarkMatter2\",\"ChaosLighting\",\"FireBalls\",\"ExRailgun\")\n    TNT1 A 0 A_Jump(65,\"BFG10KRage\",\"RailgunRage\",\"HellStorm\",\"AnnhilationBall\",\"HomingRocketStrike\")\n\tGoto See\n  BFG10KRage:\n\tTNT1 A 0 A_Changeflag(reflective,1)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tTNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n\tTNT1 A 0 A_SetUserVar(\"user_bfg10k\", 0)\n    OBAR EEEEEEE 4 A_FaceTarget\n  BFG10KLoop:\n\tTNT1 A 0 A_JumpIf(user_bfg10k > 40,\"BFG10KEnd\")\n\tTNT1 A 0 A_SetUserVar(\"user_bfg10k\",user_bfg10k+1)\n\tOBAR E 2 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n    OBAR S 1 Bright A_CustomMissile(\"Cy10K\",40,26,Random(-4, 4))\n\tLoop\n  BFG10KEnd:\n\tOBAR E 3 Bright A_PlaySound(\"weapons/bfg15kcooldown\",CHAN_AUTO)\n\tOBAR EEEEE 3 A_FaceTarget\n    OBAR E 4 A_FaceTarget\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tTNT1 A 0 A_Changeflag(reflective,0)\n\tTNT1 A 0 A_Jump(128,\"DTDevastator\")\n\tTNT1 A 0 A_Jump(100,\"BFG10KRage\",\"RailgunRage\",\"HellStorm\",\"AnnhilationBall\",\"HomingRocketStrike\")\n    Goto See\n  ExDTR:\n    OBAR E 6 A_FaceTarget\n\tOBAR E 3 A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"ObliteratorExDemonTech\",40,26,Random(-12,12))\n\tTNT1 A 0 A_CustomMissile(\"ObliteratorExDemonTech\",40,26,Random(-12,12))\n\tTNT1 A 0 A_CustomMissile(\"ObliteratorExDemonTech\",40,26,Random(-12,12))\n\tTNT1 A 0 A_CustomMissile(\"ObliteratorExDemonTech\",40,26,Random(-12,12))\n\tTNT1 A 0 A_CustomMissile(\"ObliteratorExDemonTech\",40,26,Random(-12,12))\n\tOBAR F 2 Bright A_PlaySoundEx(\"explosivedtech/fire\",\"Weapon\")\n\tTNT1 A 0 A_Jump(12,\"Pause\",\"PauseMissile\")\n\tTNT1 A 0 A_SpidRefire\n\tGoto ExDTR+1\n  BurstBall:\n\tOBAR PQ 5 A_FaceTarget\n\tOBAR R 1 Bright A_CustomMissile(\"RIComet\", 32, 0, 0)\n\tTNT1 A 0 A_CustomMissile(\"RIComet\", 32, 0, 6)\n\tTNT1 A 0 A_CustomMissile(\"RIComet\", 32, 0, 12)\n\tTNT1 A 0 A_CustomMissile(\"RIComet\", 32, 0, -12)\n\tTNT1 A 0 Bright A_CustomMissile(\"RIComet\", 32, 0, -6)\n\tOBAR PQ 5 A_FaceTarget\n\tOBAR R 1 Bright A_CustomMissile(\"RIComet\", 32, 0, 0)\n\tTNT1 A 0 A_CustomMissile(\"RIComet\", 32, 0, 6)\n\tTNT1 A 0 A_CustomMissile(\"RIComet\", 32, 0, 12)\n\tTNT1 A 0 A_CustomMissile(\"RIComet\", 32, 0, -12)\n\tTNT1 A 0 Bright A_CustomMissile(\"RIComet\", 32, 0, -6)\n\tOBAR PQ 5\n\tTNT1 A 0 A_Jump (128,\"ExMinigun\",\"Rockets\",\"HomingRockets\",\"HomingRocketsV2\",\"BFG15K\",\"BFG10K\",\"ExDTR\",\"BurstBall\",\"SeekingComets\")\n    TNT1 A 0 A_Jump (100,\"RailgunV2\",\"DarkMatter\",\"DarkMatter2\",\"HellStorm\",\"ExRailgun\",\"ChaosLighting\",\"FireBalls\",\"AnnhilationBall\")\n\tGoto See\n  SeekingComets:\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tOBAR PQ 5 A_FaceTarget\n\tOBAR R 1 Bright A_CustomMissile(\"RISeekerComet\", 32, 0, 0)\n\tTNT1 A 0 A_CustomMissile(\"RISeekerComet\", 32, 0, 6)\n\tTNT1 A 0 A_CustomMissile(\"RISeekerComet\", 32, 0, 12)\n\tTNT1 A 0 A_CustomMissile(\"RISeekerComet\", 32, 0, -12)\n\tTNT1 A 0 Bright A_CustomMissile(\"RISeekerComet\", 32, 0, -6)\n\tOBAR PQ 5 A_FaceTarget\n\tOBAR R 1 Bright A_CustomMissile(\"RISeekerComet\", 32, 0, 0)\n\tTNT1 A 0 A_CustomMissile(\"RISeekerComet\", 32, 0, 6)\n\tTNT1 A 0 A_CustomMissile(\"RISeekerComet\", 32, 0, 12)\n\tTNT1 A 0 A_CustomMissile(\"RISeekerComet\", 32, 0, -12)\n\tTNT1 A 0 Bright A_CustomMissile(\"RISeekerComet\", 32, 0, -6)\n\tOBAR PQ 5\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tTNT1 A 0 A_Jump (128,\"ExMinigun\",\"Rockets\",\"HomingRockets\",\"HomingRocketsV2\",\"BFG15K\",\"BFG10K\",\"ExDTR\",\"BurstBall\",\"SeekingComets\")\n    TNT1 A 0 A_Jump (100,\"RailgunV2\",\"DarkMatter\",\"DarkMatter2\",\"HellStorm\",\"ExRailgun\",\"ChaosLighting\",\"FireBalls\",\"AnnhilationBall\")\n\tGoto See\n  RailgunV2:\n\tTNT1 A 0 A_Jump(78,\"Missile\")\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tTNT1 A 0 A_PlaySound(\"weapons/rgcharge\")\n    OBAR EE 10 A_FaceTarget\n\tOBAR E 2 A_FaceTarget\n\tOBAR E 1\n\tTNT1 A 0 A_PlaySound(\"railgunner/chargedshot\")\n\tOBAR S 6 Bright A_CustomMissile(\"CydestroyerRail\",40,26,Random(5,-5),0)\n\tTNT1 A 0 A_PlaySound(\"railgunner/chargedshot\")\n\tOBAR S 6 Bright A_CustomMissile(\"CydestroyerRail\",40,26,Random(5,-5),0)\n\tTNT1 A 0 A_PlaySound(\"railgunner/chargedshot\")\n\tOBAR S 6 Bright A_CustomMissile(\"CydestroyerRail\",40,26,Random(5,-5),0)\n\tTNT1 A 0 A_PlaySound(\"railgunner/chargedshot\")\n\tOBAR S 6 Bright A_CustomMissile(\"CydestroyerRail\",40,26,Random(5,-5),0)\n\tTNT1 A 0 A_PlaySound(\"railgunner/chargedshot\")\n\tOBAR S 6 Bright A_CustomMissile(\"CydestroyerRail\",40,26,Random(5,-5),0)\n\tTNT1 A 0 A_PlaySound(\"railgunner/chargedshot\")\n\tOBAR S 6 Bright A_CustomMissile(\"CydestroyerRail\",40,26,Random(5,-5),0)\n\tTNT1 A 0 A_PlaySound(\"railgunner/chargedshot\")\n\tOBAR S 6 Bright A_CustomMissile(\"CydestroyerRail\",40,26,Random(5,-5),0)\n\tTNT1 A 0 A_PlaySound(\"railgunner/chargedshot\")\n\tOBAR S 6 Bright A_CustomMissile(\"CydestroyerRail\",40,26,Random(5,-5),0)\n\tTNT1 A 0 A_PlaySound(\"railgunner/chargedshot\")\n\tOBAR S 6 Bright A_CustomMissile(\"CydestroyerRail\",40,26,Random(5,-5),0)\n\tOBAR P 1 Bright A_UnSetShootable\n\tOBAR PPPP 0 A_SpawnItem(\"ObliteratorLineSpawner\",0,0,0,0)\n\tOBAR PPPPPPPPPP 1  A_FadeOut(0.1,0)\n\tOBAR P 2\n\tOBAR PEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander\n\tOBAR PEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander\n    OBAR P 1 A_PlayWeaponSound(\"boss/teleport\")\n\tOBAR PPPP 0 A_SpawnItem(\"ObliteratorLineSpawner\",0,0,0,0)\n\tOBAR PPPPPPPPPPP 1 A_FadeIn(0.1)\n    OBAR P 1 Bright A_SetShootable\n\tOBAR E 2 A_FaceTarget\n\tOBAR E 1\n    OBAR S 4 Bright A_CustomMissile(\"CydestroyerRail\",40,26,Random(5,-5),0)\n\tTNT1 A 0 A_PlaySound(\"railgunner/chargedshot\")\n\tOBAR S 4 Bright A_CustomMissile(\"CydestroyerRail\",40,26,Random(5,-5),0)\n\tTNT1 A 0 A_PlaySound(\"railgunner/chargedshot\")\n\tOBAR S 4 Bright A_CustomMissile(\"CydestroyerRail\",40,26,Random(5,-5),0)\n\tTNT1 A 0 A_PlaySound(\"railgunner/chargedshot\")\n\tOBAR S 4 Bright A_CustomMissile(\"CydestroyerRail\",40,26,Random(5,-5),0)\n\tTNT1 A 0 A_PlaySound(\"railgunner/chargedshot\")\n\tOBAR S 4 Bright A_CustomMissile(\"CydestroyerRail\",40,26,Random(5,-5),0)\n\tOBAR P 1 Bright A_UnSetShootable\n\tOBAR PPPP 0 A_SpawnItem(\"ObliteratorLineSpawner\",0,0,0,0)\n\tOBAR PPPPPPPPPP 1  A_FadeOut(0.1,0)\n\tOBAR P 2\n\tOBAR PEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander\n\tOBAR PEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander\n    OBAR P 1 A_PlayWeaponSound(\"boss/teleport\")\n\tOBAR PPPP 0 A_SpawnItem(\"ObliteratorLineSpawner\",0,0,0,0)\n\tOBAR PPPPPPPPPPP 1 A_FadeIn(0.1)\n    OBAR P 1 Bright A_SetShootable\n\tOBAR E 2 A_FaceTarget\n\tOBAR E 1\n    OBAR S 2 Bright A_CustomMissile(\"CydestroyerRail\",40,26,Random(5,-5),0)\n\tTNT1 A 0 A_PlaySound(\"railgunner/chargedshot\")\n\tOBAR F 2 Bright A_CustomMissile(\"CydestroyerRail\",40,26,Random(5,-5),0)\n\tTNT1 A 0 A_PlaySound(\"railgunner/chargedshot\")\n\tOBAR S 2 Bright A_CustomMissile(\"CydestroyerRail\",40,26,Random(5,-5),0)\n\tTNT1 A 0 A_PlaySound(\"railgunner/chargedshot\")\n\tOBAR S 2 Bright A_CustomMissile(\"CydestroyerRail\",40,26,Random(5,-5),0)\n\tTNT1 A 0 A_PlaySound(\"railgunner/chargedshot\")\n\tOBAR S 2 Bright A_CustomMissile(\"CydestroyerRail\",40,26,Random(5,-5),0)\n\tTNT1 A 0 A_PlaySound(\"railgunner/chargedshot\")\n\tOBAR S 2 Bright A_CustomMissile(\"CydestroyerRail\",40,26,Random(5,-5),0)\n\tTNT1 A 0 A_PlaySound(\"railgunner/chargedshot\")\n\tOBAR S 1 Bright A_CustomMissile(\"CydestroyerRail\",40,26,Random(5,-5),0)\n\tTNT1 A 0 A_PlaySound(\"railgunner/chargedshot\")\n\tOBAR S 1 Bright A_CustomMissile(\"CydestroyerRail\",40,26,Random(5,-5),0)\n\tTNT1 A 0 A_PlaySound(\"railgunner/chargedshot\")\n\tOBAR S 1 Bright A_CustomMissile(\"CydestroyerRail\",40,26,Random(5,-5),0)\n\tTNT1 A 0 A_PlaySound(\"railgunner/chargedshot\")\n\tOBAR S 1 Bright A_CustomMissile(\"CydestroyerRail\",40,26,Random(5,-5),0)\n\tTNT1 A 0 A_PlaySound(\"railgunner/chargedshot\")\n\tOBAR S 1 Bright A_CustomMissile(\"CydestroyerRail\",40,26,Random(5,-5),0)\n\tTNT1 A 0 A_PlaySound(\"railgunner/chargedshot\")\n\tOBAR S 1 Bright A_CustomMissile(\"CydestroyerRail\",40,26,Random(5,-5),0)\n\tTNT1 A 0 A_PlaySound(\"railgunner/chargedshot\")\n\tOBAR S 1 Bright A_CustomMissile(\"CydestroyerRail\",40,26,Random(5,-5),0)\n\tTNT1 A 0 A_PlaySound(\"railgunner/chargedshot\")\n\tOBAR S 1 Bright A_CustomMissile(\"CydestroyerRail\",40,26,Random(5,-5),0)\n\tTNT1 A 0 A_PlaySound(\"railgunner/chargedshot\")\n\tOBAR S 1 Bright A_CustomMissile(\"CydestroyerRail\",40,26,Random(5,-5),0)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tTNT1 A 0 A_Jump(128,\"Rockets\",\"HomingRockets\",\"BFG15K\",\"BFG10K\",\"PyroCannon\",\"DarkMatter\",\"DarkMatter2\",\"ChaosLighting\",\"FireBalls\",\"ExRailgun\")\n    TNT1 A 0 A_Jump (87,\"AnnhilationBall\",\"HomingRocketsV2\",\"HellStorm\")\n\tGoto See\n  RailgunRage:\n    TNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tTNT1 A 0 A_PlaySoundEx(\"Obliterator/sight\",\"OBILSIT\")\n\tTNT1 A 0 A_PlaySound(\"weapons/rgcharge\")\n\tTNT1 A 0 A_Changeflag(reflective,1)\n\tTNT1 A 0 A_SetUserVar(\"user_railgun\", 0)\n    OBAR EE 10 A_FaceTarget\n  RailgunLoop:\n\tTNT1 A 0 A_JumpIf(user_railgun > 40,\"RailgunEnd\")\n\tTNT1 A 0 A_SetUserVar(\"user_railgun\",user_railgun+1)\n\tOBAR E 2 Bright A_FaceTarget\n    OBAR S 1 Bright A_CustomMissile(\"CydestroyerRail\",40,26,Random(5,-5),0)\n\tLoop\n  RailgunEnd:\n\tOBAR E 15 Bright\n\tTNT1 A 0 A_Changeflag(reflective,0)\n    Goto See\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tTNT1 A 0 A_Jump(128,\"Rockets\",\"HomingRockets\",\"BFG15K\",\"DarkMatter\",\"DarkMatter2\",\"ChaosLighting\",\"FireBalls\",\"ExRailgun\")\n    TNT1 A 0 A_Jump(64,\"AnnhilationBall\",\"HomingRocketsV2\",\"HellStorm\")\n\tGoto See\n  DarkMatter:\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n    OBAR E 8 A_FaceTarget\n    OBAR T 8 Bright A_CustomMissile(\"PainLordDarkMatter\",40,26,0,0)\n    OBAR E 8 A_FaceTarget\n    OBAR T 8 Bright A_CustomMissile(\"PainLordDarkMatter\",40,26,0,0)\n\tOBAR E 8 A_FaceTarget\n    OBAR T 8 Bright A_CustomMissile(\"PainLordDarkMatter\",40,26,0,0)\n\tOBAR E 8 A_FaceTarget\n    OBAR T 8 Bright A_CustomMissile(\"PainLordDarkMatter\",40,26,0,0)\n\tOBAR T 1 Bright A_CustomMissile(\"PainLordDarkMatter\",40,26,0,0)\n\tOBAR T 1 Bright A_CustomMissile(\"PainLordDarkMatter\",40,26,0,0)\n    OBAR E 8\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tTNT1 A 0 A_Jump(128,\"Rockets\",\"HomingRockets\",\"BFG15K\",\"BFG10K\",\"RailgunV2\",\"DarkMatter2\",\"ChaosLighting\",\"FireBalls\",\"ExRailgun\")\n    TNT1 A 0 A_Jump (100,\"AnnhilationBall\",\"HomingRocketsV2\",\"HellStorm\")\n    Goto See\n  DarkMatter2:\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tOBAR PQ 3 A_FaceTarget\n\tOBAR R 1 Bright A_CustomMissile(\"PainLordDarkMatter\", 32, 0, 0)\n\tTNT1 A 0 A_CustomMissile(\"PainLordDarkMatter\", 32, 0, 6)\n\tTNT1 A 0 Bright A_CustomMissile(\"PainLordDarkMatter\", 32, 0, -6)\n\tOBAR PQ 3 A_FaceTarget\n\tOBAR R 1 Bright A_CustomMissile(\"PainLordDarkMatter\", 32, 0, 0)\n\tTNT1 A 0 A_CustomMissile(\"PainLordDarkMatter\", 32, 0, 6)\n\tTNT1 A 0 Bright A_CustomMissile(\"PainLordDarkMatter\", 32, 0, -6)\n\tOBAR PQ 3\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tTNT1 A 0 A_Jump (128,\"ExMinigun\",\"Rockets\",\"HomingRockets\",\"BFG15K\",\"BFG10K\",\"DarkMatter\",\"ExDTR\",\"BurstBall\",\"SeekingComets\")\n    TNT1 A 0 A_Jump (100,\"RailgunV2\",\"DarkMatter\",\"HellStorm\",\"ExRailgun\",\"ChaosLighting\",\"FireBalls\",\"AnnhilationBall\")\n\tGoto See\n  HellStorm:\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tTNT1 A 0 A_PlaySound(\"weapons/Hcharge10k\")\n    OBAR EEEEEE 5 A_FaceTarget\n\tOBAR E 3 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/Hbfg10kfire\",6)\n    OBAR S 2 Bright A_CustomMissile(\"HSBFG10kShotWrath\",40,26,Random(4,-4))\n\tOBAR E 3 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/Hbfg10kfire\",6)\n    OBAR S 2 Bright A_CustomMissile(\"HSBFG10kShotWrath\",40,26,Random(4,-4))\n\tOBAR E 3 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/Hbfg10kfire\",6)\n    OBAR S 2 Bright A_CustomMissile(\"HSBFG10kShotWrath\",40,26,Random(4,-4))\n\tOBAR E 3 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/Hbfg10kfire\",6)\n    OBAR S 2 Bright A_CustomMissile(\"HSBFG10kShotWrath\",40,26,Random(4,-4))\n\tOBAR E 3 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/Hbfg10kfire\",6)\n    OBAR S 2 Bright A_CustomMissile(\"HSBFG10kShotWrath\",40,26,Random(4,-4))\n\tOBAR E 3 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/Hbfg10kfire\",6)\n    OBAR S 2 Bright A_CustomMissile(\"HSBFG10kShotWrath\",40,26,Random(4,-4))\n\tOBAR E 3 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/Hbfg10kfire\",6)\n    OBAR S 2 Bright A_CustomMissile(\"HSBFG10kShotWrath\",40,26,Random(4,-4))\n\tOBAR E 3 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/Hbfg10kfire\",6)\n    OBAR S 2 Bright A_CustomMissile(\"HSBFG10kShotWrath\",40,26,Random(4,-4))\n\tOBAR E 3 A_FaceTarget\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tOBAR E 6 A_PlaySound(\"weapons/Hbfg10kcooldown\",CHAN_AUTO)\n\tTNT1 A 0 A_Jump(128,\"Rockets\",\"HomingRockets\",\"BFG15K\",\"BFG10K\",\"RailgunV2\",\"DarkMatter\",\"DarkMatter2\",\"ChaosLighting\",\"FireBalls\",\"ExRailgun\")\n    TNT1 A 0 A_Jump (100,\"BFG10KRage\",\"RailgunRage\",\"HellStorm\",\"AnnhilationBall\",\"HomingRocketStrike\")\n\tGoto See\n  ExRailgun:\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tTNT1 A 0 A_PlaySound(\"ExplosiveRailgun/Charge\")\n\tTNT1 A 0 A_Changeflag(reflective,1)\n\tTNT1 A 0 A_PlaySoundEx(\"Obliterator/sight\",\"OBILSIT\")\n    OBAR EE 10 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"ExplosiveRailgun/Fire\")\n    TNT1 A 0 A_CustomMissile(\"NobleExplosiveRailgunImpact\",40,26,0,0)\n    OBAR F 5 Bright A_CustomRailgun(50,20,None,None,RGF_SILENT,1,0,\"BruiserRailPuff\",0,0,0,0,40,0,\"ExplosiveRailgunTrail\")\n    OBAR EE 5 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"ExplosiveRailgun/Fire\")\n    TNT1 A 0 A_CustomMissile(\"NobleExplosiveRailgunImpact\",40,26,0,0)\n    OBAR F 5 Bright A_CustomRailgun(50,20,None,None,RGF_SILENT,1,0,\"BruiserRailPuff\",0,0,0,0,40,0,\"ExplosiveRailgunTrail\")\n\tOBAR EE 2 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"ExplosiveRailgun/Fire\")\n    TNT1 A 0 A_CustomMissile(\"NobleExplosiveRailgunImpact\",40,26,0,0)\n    OBAR F 5 Bright A_CustomRailgun(50,20,None,None,RGF_SILENT,1,0,\"BruiserRailPuff\",0,0,0,0,40,0,\"ExplosiveRailgunTrail\")\n\tTNT1 A 0 A_Changeflag(reflective,0)\n    OBAR EE 2\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tTNT1 A 0 A_Jump(128,\"Rockets\",\"HomingRockets\",\"BFG15K\",\"BFG10K\",\"RailgunV2\",\"DarkMatter\",\"DarkMatter2\",\"ChaosLighting\",\"FireBalls\",\"ExRailgun\")\n    TNT1 A 0 A_Jump (100,\"BFG10KRage\",\"RailgunRage\",\"HellStorm\",\"AnnhilationBall\",\"HomingRocketStrike\")\n\tGoto See\n  ChaosLighting:\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_Changeflag(reflective,1)\n\tTNT1 A 0 A_PlaySoundEx(\"Obliterator/sight\",\"OBILSIT\")\n\tTNT1 A 0 A_SpawnItem(\"OverseerBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ChaosSuperLightningFX5\",32,43,0,0)\n    OBAR P 4 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"OverseerBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ChaosSuperLightningFX5\",32,43,0,0)\n    OBAR P 4 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"OverseerBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ChaosSuperLightningFX4\",32,43,0,0)\n    OBAR P 4 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"OverseerBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ChaosSuperLightningFX4\",32,43,0,0)\n    OBAR P 4 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"OverseerBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ChaosSuperLightningFX3\",32,43,0,0)\n    OBAR P 4 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"OverseerBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ChaosSuperLightningFX3\",32,43,0,0)\n    OBAR P 4 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"OverseerBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ChaosSuperLightningFX2\",32,43,0,0)\n    OBAR Q 4 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"OverseerBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ChaosSuperLightningFX2\",32,43,0,0)\n    OBAR Q 4 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"OverseerBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ChaosSuperLightningFX\",32,43,0,0)\n    OBAR Q 4 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"OverseerBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ChaosSuperLightningFX\",32,43,0,0)\n    OBAR Q 4 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"OverseerBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ChaosSuperLightningFX\",32,43,0,0)\n    OBAR Q 4 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"OverseerBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ChaosSuperLightningFX\",32,43,0,0)\n    OBAR Q 4 Bright A_FaceTarget\n    OBAR R 8 Bright A_CustomMissile(\"ObliteratorChaosSuperLightningProj\",32,0,0,0,0)\n\tTNT1 A 0 A_Changeflag(reflective,0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tOBAR PQ 10\n\tTNT1 A 0 A_Jump(128,\"Rockets\",\"HomingRockets\",\"HomingRocketsV2\",\"BFG15K\",\"BFG10K\",\"RailgunV2\",\"DarkMatter\",\"DarkMatter2\",\"ChaosLighting\",\"FireBalls\",\"ExRailgun\")\n\tGoto See\n  FireBalls:\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n    OBAR E 6 A_FaceTarget\n    OBAR F 3 Bright A_CustomMissile(\"ObliteratorFireball\",40,26,Random(4,-4))\n    OBAR E 6 A_FaceTarget\n    OBAR F 3 Bright A_CustomMissile(\"ObliteratorFireball\",40,26,Random(4,-4))\n\tOBAR E 6 A_FaceTarget\n    OBAR F 3 Bright A_CustomMissile(\"ObliteratorFireball\",40,26,Random(4,-4))\n    OBAR E 6 A_FaceTarget\n    OBAR F 3 Bright A_CustomMissile(\"ObliteratorFireball\",40,26,Random(4,-4))\n\tOBAR E 6 A_FaceTarget\n    OBAR F 3 Bright A_CustomMissile(\"ObliteratorFireball\",40,26,Random(4,-4))\n    OBAR E 6 A_FaceTarget\n    OBAR F 3 Bright A_CustomMissile(\"ObliteratorFireball\",40,26,Random(4,-4))\n\tOBAR E 4 A_FaceTarget\n    OBAR F 2 Bright A_CustomMissile(\"ObliteratorFireball\",40,26,Random(4,-4))\n\tOBAR E 4 A_FaceTarget\n    OBAR F 2 Bright A_CustomMissile(\"ObliteratorFireball\",40,26,Random(4,-4))\n\tOBAR E 4 A_FaceTarget\n    OBAR F 2 Bright A_CustomMissile(\"ObliteratorFireball\",40,26,Random(4,-4))\n\tOBAR E 4 A_FaceTarget\n    OBAR F 2 Bright A_CustomMissile(\"ObliteratorFireball\",40,26,Random(4,-4))\n\tOBAR E 4 A_FaceTarget\n    OBAR F 2 Bright A_CustomMissile(\"ObliteratorFireball\",40,26,Random(4,-4))\n\tOBAR E 4 A_FaceTarget\n    OBAR F 2 Bright A_CustomMissile(\"ObliteratorFireball\",40,26,Random(4,-4))\n\tOBAR E 2 A_FaceTarget\n    OBAR F 1 Bright A_CustomMissile(\"ObliteratorFireball\",40,26,Random(4,-4))\n\tOBAR E 2 A_FaceTarget\n    OBAR F 1 Bright A_CustomMissile(\"ObliteratorFireball\",40,26,Random(4,-4))\n\tOBAR E 2 A_FaceTarget\n    OBAR F 1 Bright A_CustomMissile(\"ObliteratorFireball\",40,26,Random(4,-4))\n\tOBAR E 2 A_FaceTarget\n    OBAR F 1 Bright A_CustomMissile(\"ObliteratorFireball\",40,26,Random(4,-4))\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n    OBAR E 6\n\tTNT1 A 0 A_Jump(87,\"HomingRockets\",\"BFG15K\")\n\tGoto See\n  AnnhilationBall:\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n  \tOBAR PQ 12 A_FaceTarget\n\tOBAR R 8 Bright A_CustomMissile(\"ObliteratorAnniBall\",32,0,0,0)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tGoto See\n  PyroCannon:\n    TNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tTNT1 A 0 A_Changeflag(reflective,1)\n\tOBAR E 4 A_FaceTarget\n\tOBAR E 4 A_FaceTarget\n\tOBAR E 4 A_FaceTarget\n\tOBAR E 4 A_FaceTarget\n    OBAR E 4 A_FaceTarget\n\tOBAR E 4 A_FaceTarget\n\tOBAR E 4 A_FaceTarget\n\tOBAR F 4 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/PCNNF\")\n\tOBAR F 4 Bright A_CustomMissile(\"RSTPyroShot\",40,26,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/dtech10ksteam\")\n\tTNT1 A 0 A_Changeflag(reflective,0)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tOBAR EEE 20 Bright A_SpawnItemEx(\"LegendaryCannonSmoke\",32,0,0,0)\n\tGoto See\n  DTDevastator:\n  \tOBAR E 0 Bright A_FaceTarget\n    OBAR E 0 Bright A_PlaySound (\"devastator/charge\")\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n    OBAR E 2 Bright A_FaceTarget\n\tOBAR E 2 Bright A_FaceTarget\n\tOBAR E 2 Bright A_FaceTarget\n\tOBAR E 2 Bright A_FaceTarget\n\tOBAR E 2 Bright A_FaceTarget\n\tOBAR E 2 Bright A_FaceTarget\n\tOBAR E 2 Bright A_FaceTarget\n\tOBAR E 2 Bright A_FaceTarget\n\tOBAR E 2 Bright A_FaceTarget\n\tOBAR E 2 Bright A_FaceTarget\n\tOBAR E 2 Bright A_FaceTarget\n\tOBAR E 2 Bright A_FaceTarget\n\tOBAR E 2 Bright A_FaceTarget\n\tOBAR E 2 Bright A_FaceTarget\n\tOBAR E 2 Bright A_FaceTarget\n\tOBAR E 2 Bright A_FaceTarget\n\tOBAR E 2 Bright A_FaceTarget\n\tOBAR E 2 Bright A_FaceTarget\n\tOBAR E 2 Bright A_FaceTarget\n\tOBAR E 2 Bright A_FaceTarget\n\tOBAR E 2 Bright A_FaceTarget\n\tOBAR E 2 Bright A_FaceTarget\n\tOBAR E 2 Bright A_FaceTarget\n\tOBAR E 2 Bright A_FaceTarget\n\tOBAR E 2 Bright A_FaceTarget\n\tOBAR E 2 Bright A_FaceTarget\n\tOBAR E 2 Bright A_FaceTarget\n\tOBAR E 2 Bright A_FaceTarget\n\tOBAR E 2 Bright A_FaceTarget\n\tOBAR E 2 Bright A_FaceTarget\n\tOBAR E 2 Bright A_FaceTarget\n\tOBAR E 2 Bright A_FaceTarget\n\tOBAR E 2 Bright A_FaceTarget\n\tOBAR E 2 Bright A_FaceTarget\n\tOBAR E 2 Bright A_FaceTarget\n\tOBAR E 2 Bright A_FaceTarget\n\tOBAR E 2 Bright A_FaceTarget\n\tOBAR E 2 Bright A_FaceTarget\n\tOBAR E 2 Bright A_FaceTarget\n\tOBAR E 2 Bright A_FaceTarget\n\tOBAR E 2 Bright A_FaceTarget\n\tOBAR E 2 Bright A_FaceTarget\n\tOBAR E 2 Bright A_FaceTarget\n\tOBAR E 2 Bright A_FaceTarget\n\tOBAR E 2 Bright A_FaceTarget\n\tOBAR E 2 Bright A_FaceTarget\n\tOBAR E 2 Bright A_FaceTarget\n\tOBAR E 2 Bright A_FaceTarget\n\tOBAR S 2 Bright\n\tOBAR S 2 Bright\n    OBAR S 0 A_PlaySound (\"devastator/fire\")\n    OBAR S 10 Bright A_CustomMissile(\"ObliteratorDevastatorBall\")\n\tTNT1 A 0 A_UnSetInvulnerable\n    OBAR E 35\n\tGoto See\n  DevastatorRage:\n\tTNT1 A 0 A_PlaySoundEx(\"Obliterator/sight\",\"OBILSIT\")\n  \tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n    OBAR E 2 Bright A_PlayWeaponSound(\"cydes/mischrg\")\n\tOBAR E 1 Bright A_FaceTarget\n\tOBAR EEEEEEEEEE 2 Bright A_FaceTarget\n\tOBAR E 2 A_FaceTarget\n\tOBAR S 0 A_PlaySound (\"devastator/fire\")\n\tOBAR S 10 Bright A_CustomMissile(\"ObliteratorDevastatorBall\")\n\tOBAR E 3 Bright A_FaceTarget\n\tOBAR S 5 Bright A_CustomMissile(\"ObliteratorDevastatorBall\")\n\tOBAR E 3 Bright A_FaceTarget\n\tOBAR S 5 Bright A_CustomMissile(\"ObliteratorDevastatorBall\")\n\tOBAR E 2 Bright A_FaceTarget\n\tOBAR E 30\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tGoto See\n  Nuke:\n    TNT1 A 0 A_JumpIf(user_fusionnuke == 1, \"Missile\")\n    TNT1 A 0 A_SetUserVar(\"user_fusionnuke\", 1)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tTNT1 A 0 A_SetInvulnerable\n    TNT1 A 0 Bright A_SpawnItem(\"HellFireBaronFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/nuclearmissilecharge\",0,10.0)\n\tOBAR E 3 Bright A_PlaySound(\"LesserCardinal/Laugh\", CHAN_AUTO, 1.0, False, ATTN_NONE)\n\tTNT1 A 0 Radius_Quake(50,150,0,24,0)\n\tOBAR EE 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"HellFireBaronFlameSpawner\",0,0,0,0)\n\tOBAR EE 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"HellFireBaronFlameSpawner\",0,0,0,0)\n\tOBAR EE 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"HellFireBaronFlameSpawner\",0,0,0,0)\n\tOBAR EE 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"HellFireBaronFlameSpawner\",0,0,0,0)\n\tOBAR EE 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"HellFireBaronFlameSpawner\",0,0,0,0)\n\tOBAR EE 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"HellFireBaronFlameSpawner\",0,0,0,0)\n\tOBAR EE 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"HellFireBaronFlameSpawner\",0,0,0,0)\n\tOBAR EE 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"HellFireBaronFlameSpawner\",0,0,0,0)\n\tOBAR EE 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"HellFireBaronFlameSpawner\",0,0,0,0)\n\tOBAR EE 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"HellFireBaronFlameSpawner\",0,0,0,0)\n\tOBAR EE 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"HellFireBaronFlameSpawner\",0,0,0,0)\n\tOBAR EE 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"HellFireBaronFlameSpawner\",0,0,0,0)\n\tOBAR EE 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"HellFireBaronFlameSpawner\",0,0,0,0)\n\tOBAR EE 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"HellFireBaronFlameSpawner\",0,0,0,0)\n\tOBAR EE 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"HellFireBaronFlameSpawner\",0,0,0,0)\n\tOBAR EE 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"HellFireBaronFlameSpawner\",0,0,0,0)\n\tOBAR EE 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"HellFireBaronFlameSpawner\",0,0,0,0)\n\tOBAR EE 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"HellFireBaronFlameSpawner\",0,0,0,0)\n\tOBAR EE 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"HellFireBaronFlameSpawner\",0,0,0,0)\n\tOBAR EE 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"HellFireBaronFlameSpawner\",0,0,0,0)\n\tOBAR EE 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"HellFireBaronFlameSpawner\",0,0,0,0)\n\tOBAR EE 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"HellFireBaronFlameSpawner\",0,0,0,0)\n\tOBAR EE 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"HellFireBaronFlameSpawner\",0,0,0,0)\n\tOBAR EE 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"HellFireBaronFlameSpawner\",0,0,0,0)\n\tOBAR EE 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"HellFireBaronFlameSpawner\",0,0,0,0)\n\tOBAR EE 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"HellFireBaronFlameSpawner\",0,0,0,0)\n\tOBAR EE 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"HellFireBaronFlameSpawner\",0,0,0,0)\n\tOBAR EE 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"HellFireBaronFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySoundEx(\"Cardihilator/NukeFire\", 1, 0, 2)\n\tOBAR F 6 Bright A_CustomMissile(\"BaronNuke\",40,26,0)\n\t//TNT1 A 1 A_TakeInventory(\"FusionNuke\",1)\n\tOBAR EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 2 Bright A_SpawnItem(\"HellFireBaronFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tGoto See\n  Pain:\n    TNT1 A 0 A_Jump(128,\"PainMissile\")\n\tTNT1 A 0 A_Jump(100,\"PainRage\")\n    OBAR H 4 A_Pain\n    Goto See\n  PainMissile:\n    OBAR H 4 A_Pain\n    Goto Missile\n  PainRage:\n    OBAR H 4 A_Pain\n    Goto RageMissile\n  Death:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(100,\"DeathPyro\",\"DeathBlackHole\",\"Lucky4U\")\n\tTNT1 A 0 A_Jump(40,\"DeathNuke\")\n\tGoto DeathDevastator\n  DeathDevastator:\n\tTNT1 A 0\n    OBAR H 0 A_Scream\n\tOBAR HHHHHHHHHHHHHHHHHHHHHHHHHHH 2 Bright A_SpawnItemEx(\"ObliteratorDeathKaboom\",random(-32,32),random(-40,40),random(16,48),random(-4,4),random(-4,4),random(0,4),0,SXF_TRANSFERPOINTERS)\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\tOBAR IIII 2 Bright A_CustomMissile(\"Kaboom17\", Random(10,50), 0, random(0,360), 2, random(0,360))\n\tOBAR JJJJ 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\tOBAR KKKK 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\tOBAR LLLL 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\tTNT1 A 0 A_SpawnItemEx(\"ObilteratorDevastatorDeath\",32,0,0,0,0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"DemonicChalice\",0,0,64,random(0,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"SkullOfPower\",0,0,64,random(0,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"ArmorRegeneratorPickup\",0,0,64,random(0,8),0,2,random(0,360),0,60)\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryRandomSphere\",0,0,64,random(0,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryRandomSphere\",0,0,64,random(0,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"SodaCan\",0,0,64,random(0,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"SodaCan\",0,0,64,random(0,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"SodaCan\",0,0,64,random(0,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"SodaCan\",0,0,64,random(0,8),0,2,random(0,360),0,0)\n    OBAR M 4 Bright A_NoBlocking\n    OBAR N 3 Bright\n\tTNT1 A 0 A_BossDeath\n\tTNT1 A 0 A_KillMaster\n    OBAR O -1\n    Stop\n  DeathPyro:\n\tTNT1 A 0\n    OBAR H 0 A_Scream\n\tOBAR HHHHHHHHHHHHHHHHHHHHHHHHHHH 2 Bright A_SpawnItemEx(\"ObliteratorDeathKaboom\",random(-32,32),random(-40,40),random(16,48),random(-4,4),random(-4,4),random(0,4),0,SXF_TRANSFERPOINTERS)\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\tOBAR IIII 2 Bright A_CustomMissile(\"Kaboom17\", Random(10,50), 0, random(0,360), 2, random(0,360))\n\tOBAR JJJJ 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\tOBAR KKKK 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\tOBAR LLLL 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\tTNT1 A 0 Bright A_Mushroom(\"HFCyberMushroomFireballs2\",12)\n\tTNT1 A 0 A_SpawnItemEx(\"HFCyberPyroBoom2\")\n\tTNT1 A 0 A_SpawnItemEx(\"DemonicChalice\",0,0,64,random(0,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"SkullOfPower\",0,0,64,random(0,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"ArmorRegeneratorPickup\",0,0,64,random(0,8),0,2,random(0,360),0,60)\n\tTNT1 A 0 A_SpawnItemEx(\"PyroCannon\",0,0,64,random(0,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"SodaCan\",0,0,64,random(0,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"SodaCan\",0,0,64,random(0,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"SodaCan\",0,0,64,random(0,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"SodaCan\",0,0,64,random(0,8),0,2,random(0,360),0,0)\n    OBAR M 4 Bright A_NoBlocking\n    OBAR N 3 Bright\n\tTNT1 A 0 A_BossDeath\n\tTNT1 A 0 A_KillMaster\n    OBAR O -1\n    Stop\n  DeathBlackHole:\n\tTNT1 A 0\n    OBAR H 0 A_Scream\n\tOBAR HHHHHHHHHHHHHHHHHHHHHHHHHHH 2 Bright A_SpawnItemEx(\"ObliteratorDeathKaboom\",random(-32,32),random(-40,40),random(16,48),random(-4,4),random(-4,4),random(0,4),0,SXF_TRANSFERPOINTERS)\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\tOBAR IIII 2 Bright A_CustomMissile(\"Kaboom17\", Random(10,50), 0, random(0,360), 2, random(0,360))\n\tOBAR JJJJ 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\tOBAR KKKK 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\tOBAR LLLL 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 A 0 A_SpawnItemEx(\"BlackHoleSpawn\",32,0,0,0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"DemonicChalice\",0,0,64,random(0,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"SkullOfPower\",0,0,64,random(0,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"ArmorRegeneratorPickup\",0,0,64,random(0,8),0,2,random(0,360),0,60)\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryRandomSphere\",0,0,64,random(0,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryRandomSphere\",0,0,64,random(0,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"SodaCan\",0,0,64,random(0,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"SodaCan\",0,0,64,random(0,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"SodaCan\",0,0,64,random(0,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"SodaCan\",0,0,64,random(0,8),0,2,random(0,360),0,0)\n    OBAR M 4 Bright A_NoBlocking\n    OBAR N 3 Bright\n\tTNT1 A 0 A_BossDeath\n\tTNT1 A 0 A_KillMaster\n    OBAR O -1\n    Stop\n  DeathNuke:\n\tTNT1 A 0\n    OBAR H 0 A_Scream\n\tOBAR HHHHHHHHHHHHHHHHHHHHHHHHHHH 2 Bright A_SpawnItemEx(\"ObliteratorDeathKaboom\",random(-32,32),random(-40,40),random(16,48),random(-4,4),random(-4,4),random(0,4),0,SXF_TRANSFERPOINTERS)\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\tOBAR IIII 2 Bright A_CustomMissile(\"Kaboom17\", Random(10,50), 0, random(0,360), 2, random(0,360))\n\tOBAR JJJJ 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\tOBAR KKKK 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\tOBAR LLLL 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\tTNT1 A 0 A_SpawnItemEx(\"TerminatorNukeDeath\",0,0,0,0,0,0,0,SXF_SETMASTER,0)\n\tTNT1 A 0 A_SpawnItemEx(\"DemonicChalice\",0,0,64,random(0,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"SkullOfPower\",0,0,64,random(0,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"ArmorRegeneratorPickup\",0,0,64,random(0,8),0,2,random(0,360),0,60)\n\tTNT1 A 0 A_SpawnItemEx(\"UnbelieveabilitySphere\",0,0,64,random(1,8),0,2,random(0,360),0,64)\n\tTNT1 A 0 A_SpawnItemEx(\"SodaCan\",0,0,64,random(0,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"SodaCan\",0,0,64,random(0,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"SodaCan\",0,0,64,random(0,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"SodaCan\",0,0,64,random(0,8),0,2,random(0,360),0,0)\n    OBAR M 4 Bright A_NoBlocking\n    OBAR N 3 Bright\n\tTNT1 A 0 A_BossDeath\n\tTNT1 A 0 A_KillMaster\n    OBAR O -1\n    Stop\n  Lucky4U:\n\tTNT1 A 0\n    OBAR H 0 A_Scream\n\tOBAR HHHHHHHHHHHHHHHHHHHHHHHHHHH 2 Bright A_SpawnItemEx(\"ObliteratorDeathKaboom\",random(-32,32),random(-40,40),random(16,48),random(-4,4),random(-4,4),random(0,4),0,SXF_TRANSFERPOINTERS)\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\tOBAR IIII 2 Bright A_CustomMissile(\"Kaboom17\", Random(10,50), 0, random(0,360), 2, random(0,360))\n\tOBAR JJJJ 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\tOBAR KKKK 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\tOBAR LLLL 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\tTNT1 A 0 A_SpawnItemEx(\"Stingray\",0,0,64,random(0,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"DemonicChalice\",0,0,64,random(0,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"SkullOfPower\",0,0,64,random(0,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"ArmorRegeneratorPickup\",0,0,64,random(0,8),0,2,random(0,360),0,60)\n\tTNT1 A 0 A_SpawnItemEx(\"AllMap\",0,0,64,random(0,8),0,2,random(0,360),0,120)\n\tTNT1 A 0 A_SpawnItemEx(\"UnbelieveabilitySphere\",0,0,64,random(1,8),0,2,random(0,360),0,64)\n\tTNT1 A 0 A_SpawnItemEx(\"SodaCan\",0,0,64,random(0,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"SodaCan\",0,0,64,random(0,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"SodaCan\",0,0,64,random(0,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"SodaCan\",0,0,64,random(0,8),0,2,random(0,360),0,0)\n    OBAR M 4 Bright A_NoBlocking\n    OBAR N 3 Bright\n\tTNT1 A 0 A_BossDeath\n\tTNT1 A 0 A_KillMaster\n    OBAR O -1\n    Stop\n   }\n}\n\nACTOR ObliteratorGhostA\n{\nRENDERSTYLE Translucent\nAlpha 0.75\nScale 1.2\n+NOGRAVITY\n+CLIENTSIDEONLY\n+DONTSPLASH\n+NOINTERACTION\n+NOCLIP\nStates\n{\nSpawn:\n    OBAR A 2 A_FadeOut(0.18)\n    Loop\n    }\n}\n\nACTOR ObliteratorGhostB : ObliteratorGhostA\n{\nStates\n{\nSpawn:\n    OBAR B 2 A_FadeOut(0.18)\n    Loop\n    }\n}\n\nACTOR ObliteratorGhostC : ObliteratorGhostA\n{\nStates\n{\nSpawn:\n    OBAR C 2 A_FadeOut(0.18)\n    Loop\n    }\n}\n\nACTOR ObliteratorGhostD : ObliteratorGhostA\n{\nStates\n{\nSpawn:\n    OBAR D 2 A_FadeOut(0.18)\n    Loop\n    }\n}\n\nACTOR ObliteratorExplosiveTracer : MinigunnerExplosiveTracer\n{\nDamageType \"NobleComet\"\n}\n\nACTOR ObliteratorChaosSuperLightningProj : ChaosSuperLightningProj\n{\nDamagetype \"NobleComet\"\n}\n\nACTOR ObliteratorFireball : RSTFireball\n{\nDamagetype \"NobleComet\"\n}\n\nActor ObliteratorAnniBall : LegRedThunderBall\n{\nSpeed 25\nDamage 70\nBounceCount 10\nScale 0.4\nDamageType \"NobleComet\"\nDECAL RedBFG9500Lightning\nObituary \"%o wasn't surprised Obliterator's special ball.\"\nStates\n{\n  Spawn:\n\tHBAL EDEDED 1 BRIGHT A_SpawnItemEx(\"RedParticleSpawner\",0,0,0,0,0,0,0,128)\n\tHBAL E 0 A_SeekerMissile(5,5)\n\tTNT1 AA 0 A_SpawnItemEx(\"EnragedLightningSpark\",0,0,0,random(1,10),0,random(1,10),random(0,359),129)\n\tTNT1 A 0 A_CustomMissile(\"LesserCardinalBFGProjectileAttack\",Random(-10,10),0,0,CMF_TRACKOWNER)\n\tHBAL AAA 0 A_SpawnItemEx(\"SentientBrainLightning\",0,0,32,0,0,0,0,0,160)\n\tLoop\n  Death:\n    TNT1 A 0\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"EnragedLightningSpark\",0,0,0,random(1,10),0,random(1,10),random(0,359),129)\n\tTNT1 A 0 A_StopSoundEx(\"Voice\")\n\tTNT1 A 0 A_Explode(350,250)\n\tTNT1 A 0 Radius_Quake(20,12,0,12,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg95explode\")\n\tTNT1 A 0 A_SpawnItemEx(\"BFGShockwaveRed\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 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\tStop\n\t}\n}\n\nACTOR ObliteratorDevastatorBall : FusionDevastatorBall\n{\n  DamageType \"NobleComet\"\n  Species \"Nobles\"\n  Obituary \"%o was slaughtered by an Obliterator.\"\nStates\n{\nSpawn:\n    TNT1 A 0\n    TNT1 A 0 A_PlaySoundEx(\"devastator/fly\",\"Voice\",1)\n\n\tTNT1 A 0 A_CustomMissile(\"ObliteratorDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tCRS9 A 0 Bright A_CustomMissile(\"ObliteratorLiteShot\",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(\"ObliteratorDTBFGProjectileAttack\",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(\"ObliteratorDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tCRS9 A 0 Bright A_CustomMissile(\"ObliteratorLiteShot\",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(\"ObliteratorDTBFGProjectileAttack\",Random(-10,10),0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_Explode(32,450,0)\n\n\tTNT1 A 0 A_CustomMissile(\"ObliteratorDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tCRS9 A 0 Bright A_CustomMissile(\"ObliteratorLiteShot\",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(\"ObliteratorDTBFGProjectileAttack\",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(\"ObliteratorDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tCRS9 A 0 Bright A_CustomMissile(\"ObliteratorLiteShot\",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(\"ObliteratorDTBFGProjectileAttack\",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(\"DTBFG10KTracerObliterator\",0,0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerObliterator\",0,0,10,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerObliterator\",0,0,20,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerObliterator\",0,0,30,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerObliterator\",0,0,40,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerObliterator\",0,0,50,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerObliterator\",0,0,60,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerObliterator\",0,0,70,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerObliterator\",0,0,80,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerObliterator\",0,0,90,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerObliterator\",0,0,100,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerObliterator\",0,0,110,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerObliterator\",0,0,120,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerObliterator\",0,0,130,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerObliterator\",0,0,140,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerObliterator\",0,0,150,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerObliterator\",0,0,160,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerObliterator\",0,0,170,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerObliterator\",0,0,180,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerObliterator\",0,0,190,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerObliterator\",0,0,200,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerObliterator\",0,0,210,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerObliterator\",0,0,220,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerObliterator\",0,0,230,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerObliterator\",0,0,240,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerObliterator\",0,0,250,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerObliterator\",0,0,260,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerObliterator\",0,0,270,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerObliterator\",0,0,280,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerObliterator\",0,0,290,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerObliterator\",0,0,310,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerObliterator\",0,0,320,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerObliterator\",0,0,330,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerObliterator\",0,0,340,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerObliterator\",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(\"ObliteratorDevastatorBall2\",0,0,18,2)\n    CRE9 D 0 Bright A_CustomMissile(\"ObliteratorDevastatorBall2\",0,0,36,2)\n    CRE9 D 0 Bright A_CustomMissile(\"ObliteratorDevastatorBall2\",0,0,54,2)\n    CRE9 D 0 Bright A_CustomMissile(\"ObliteratorDevastatorBall2\",0,0,72,2)\n    CRE9 D 0 Bright A_CustomMissile(\"ObliteratorDevastatorBall2\",0,0,90,2)\n    CRE9 D 0 Bright A_CustomMissile(\"ObliteratorDevastatorBall2\",0,0,108,2)\n    CRE9 D 0 Bright A_CustomMissile(\"ObliteratorDevastatorBall2\",0,0,126,2)\n    CRE9 D 0 Bright A_CustomMissile(\"ObliteratorDevastatorBall2\",0,0,144,2)\n    CRE9 D 0 Bright A_CustomMissile(\"ObliteratorDevastatorBall2\",0,0,144,2)\n    CRE9 D 0 Bright A_CustomMissile(\"ObliteratorDevastatorBall2\",0,0,162,2)\n    CRE9 D 0 Bright A_CustomMissile(\"ObliteratorDevastatorBall2\",0,0,180,2)\n    CRE9 D 0 Bright A_CustomMissile(\"ObliteratorDevastatorBall2\",0,0,196,2)\n    CRE9 D 0 Bright A_CustomMissile(\"ObliteratorDevastatorBall2\",0,0,216,2)\n    CRE9 D 0 Bright A_CustomMissile(\"ObliteratorDevastatorBall2\",0,0,234,2)\n    CRE9 D 0 Bright A_CustomMissile(\"ObliteratorDevastatorBall2\",0,0,252,2)\n    CRE9 D 0 Bright A_CustomMissile(\"ObliteratorDevastatorBall2\",0,0,270,2)\n    CRE9 D 0 Bright A_CustomMissile(\"ObliteratorDevastatorBall2\",0,0,288,2)\n    CRE9 D 0 Bright A_CustomMissile(\"ObliteratorDevastatorBall2\",0,0,306,2)\n    CRE9 D 0 Bright A_CustomMissile(\"ObliteratorDevastatorBall2\",0,0,324,2)\n    CRE9 D 0 Bright A_CustomMissile(\"ObliteratorDevastatorBall2\",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 ObliteratorDevastatorBall2 : FusionDevastatorBall2\n{\n  DamageType \"NobleComet\"\n  Species \"Nobles\"\n  Obituary \"%o was slaughtered by an Obliterator.\"\n}\n\nACTOR ObliteratorDevastatorBolt : DevastatorBolt\n{\n  Damagetype \"NobleComet\"\n  Species \"Nobles\"\n}\n\nACTOR ObliteratorDTBFGProjectileAttack : SentientDTBFGProjectileAttack\n{\nMissileType \"CardinalDTBFGRailgunSlug\"\nDamagetype \"Nobles\"\nSpecies \"BabySpiders\"\nObituary \"%o was slaughtered by an Obliterator.\"\n}\n\nACTOR ObliteratorLiteShot : LiteShot\n{\n   Damagetype \"NobleComet\"\n   Species \"Nobles\"\n   States\n   {\n   Spawn:\n      DLIT AAABBBCCC 1 Bright A_SpawnItem (\"LiteTrail\",0,0,0)\n      Loop\n   Death:\n      DLIT DEFGHIJKLMNO 1 Bright\n      Stop\n   }\n}\n\nACTOR DTBFG10KTracerObliterator : DTBFG10KTracer\n{\n   -THRUSPECIES\n   Species \"NobleComet\"\n   DamageType \"Nobles\"\n   States\n   {\n   XDeath:\n      TNT1 A 0\n      TNT1 A 1 A_SpawnItem(\"CustomSpray2\")\n      Stop\n\t  }\n}\n\nACTOR BaronNuke : FusionNuke\n{\n   DamageType \"NobleComet\"\n   Obituary \"%o was slaughtered by an Obliterator.\"\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(\"DarkDesNukeBaron\")\n\t  TNT1 A 0 A_Explode(6000,512,0,1)\n      Stop\n   }\n}\n\nActor DarkDesNukeBaron : DarkDesNuke\n{\n DamageType \"NobleComet\"\n}\n\nActor ObilteratorDevastatorDeath\n{\n  Radius 1\n  Height 1\n  PROJECTILE\n  RENDERSTYLE ADD\n  +EXTREMEDEATH\n  +SPAWNSOUNDSOURCE\n  +FORCERADIUSDMG\n  +BRIGHT\n  ALPHA 0.8\n  States\n  {\n  Spawn:\n  Death:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_SetTranslucent(0.75,1)\n\t\tTNT1 AAA 0 Bright A_StopSoundEx(\"Voice\")\n\t\tTNT1 A 0 Bright Radius_Quake(20,12,0,12,0)\n\t\tTNT1 A 0 Bright A_PlaySound(\"weapons/dtech10kexplode\",6)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DevastatorShockWave2\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"RedDTBFGEx\",0,-10)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"ObliteratorDevastatorBall2\",32,0,18,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"ObliteratorDevastatorBall2\",32,0,36,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"ObliteratorDevastatorBall2\",32,0,54,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"ObliteratorDevastatorBall2\",32,0,72,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"ObliteratorDevastatorBall2\",32,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"ObliteratorDevastatorBall2\",32,0,108,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"ObliteratorDevastatorBall2\",32,0,126,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"ObliteratorDevastatorBall2\",32,0,144,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"ObliteratorDevastatorBall2\",32,0,144,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"ObliteratorDevastatorBall2\",32,0,162,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"ObliteratorDevastatorBall2\",32,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"ObliteratorDevastatorBall2\",32,0,196,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"ObliteratorDevastatorBall2\",32,0,216,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"ObliteratorDevastatorBall2\",32,0,234,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"ObliteratorDevastatorBall2\",32,0,252,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"ObliteratorDevastatorBall2\",32,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"ObliteratorDevastatorBall2\",32,0,288,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"ObliteratorDevastatorBall2\",32,0,306,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"ObliteratorDevastatorBall2\",32,0,324,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"ObliteratorDevastatorBall2\",32,0,342,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tCRE9 AAAAAABBBBBBCCCCCCDDDDDD 1 Bright A_CustomMissile(\"KaboomDevastator22\",32,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tCRE9 EF 6 Bright\n\t\tTNT1 A 35 Bright\n    Stop\n    }\n}\n\nACTOR ObliteratorLineSpawner : BluePowerLineSpawner\n{\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 AAAAA 0 A_SpawnItemEx(\"TerminatorPowerLine\",random(38,-38),random(38,-38),random(0,38),0,0,random(2,8),0,128,0)\n\tTNT1 A 1 A_SpawnItemEx(\"TerminatorPowerLine\",random(38,-38),random(38,-38),random(0,38),0,0,random(2,8),0,128,0)\n    Stop\n    }\n}\n\nACTOR ObliteratorDeathKaboom : BaseBlueKaboom\n{\nAlpha 0.75\nScale 1\nStates\n{\n  Spawn:\n    TNT1 A 0\n    FXPO 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    FXPR ABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)\n\tStop\n    FXPO ABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)\n\tStop\n    EISL BBBBCCCCDDDDDD 1 Bright A_FadeOut(0.05)\n\tStop\n    MISL BBBBCCCCDDDDDD 1 Bright A_FadeOut(0.05)\n\tStop\n    FXPO AB 1 Bright A_FadeOut(0.05)\n\tFXPR BC 1 Bright A_FadeOut(0.05)\n\tFXPO DE 1 Bright A_FadeOut(0.05)\n\tFXPR FG 1 Bright A_FadeOut(0.05)\n\tFXPO HI 1 Bright A_FadeOut(0.05)\n\tFXPR JK 1 Bright A_FadeOut(0.05)\n\tFXPO LM 1 Bright A_FadeOut(0.05)\n    Stop\n}\n}\n\nACTOR ObliteratorExDemonTech\n{\n   Height 4\n   Radius 4\n   Speed 40\n   Damage 10\n   Scale 0.06\n   PROJECTILE\n   +FORCERADIUSDMG\n   Damagetype \"NobleComet\"\n   DeathSound \"sentient/chaingunex\"\n   Species \"Nobles\"\n   Decal EDTRScorch\n   States\n   {\n   Spawn:\n\t  TNT1 A 0\n\t  TNT1 A 0 A_Jump(128,\"Spawn2\")\n   Normal:\n   \t  TNT1 A 0 A_Jump(128,\"NormalFX\")\n      EDT5 A 1 Bright A_SpawnItemEx(\"HRDemonTechTrail\",Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)\n      Loop\n   NormalFX:\n\t  TNT1 A 0 A_SpawnItemEx(\"ExDTechLightning\",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,0,128)\n      ETPR A 1 Bright A_SpawnItemEx(\"HRDemonTechTrail\",Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)\n\t  TNT1 A 0 A_SpawnItemEx(\"ExDTechLightning2\",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,0,128)\n      EDT5 A 1 Bright A_SpawnItemEx(\"HRDemonTechTrail\",Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)\n      Goto Normal\n   Spawn2:\n\t  TNT1 A 0 A_Jump(128,\"Spawn2FX\")\n      EDT5 A 1 Bright A_SpawnItemEx(\"HRDemonTechTrail2\",Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)\n      Loop\n   Spawn2FX:\n\t  TNT1 A 0 A_SpawnItemEx(\"ExDTechLightning\",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,0,128)\n      EDT5 A 1 Bright A_SpawnItemEx(\"HRDemonTechTrail\",Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)\n\t  TNT1 A 0 A_SpawnItemEx(\"ExDTechLightning2\",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,0,128)\n      EDT5 A 1 Bright A_SpawnItemEx(\"HRDemonTechTrail\",Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)\n      Goto Spawn2\n   Death:\n      TNT1 A 0\n\t  TNT1 A 0 Bright A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t  TNT1 A 0 Bright A_SpawnItemEx(\"HRDemonTechEx\",0,0,0,0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"EDTRKaboom7\", 0, 0, random(0,360), 2, random(0,360))\n\t  TNT1 AAAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n      Stop\n\t  }\n}\n\nACTOR ObliteratorDemonTechEx\n{\nRenderStyle Add\nAlpha 0.75\nScale 0.45\nDamagetype \"NobleComet\"\nPROJECTILE\n+NOCLIP\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItem(\"SentientExplosiveEffect\")\nEDT7 A 2 Bright A_Explode(Random(24,30)*5,74)\nEDT7 BCDEFGH 2 Bright A_FadeOut(0.1)\nStop\n}\n}\n\nACTOR HRDemonTechTrail : BFG9500Trail\n{\nScale 0.04\nAlpha 0.65\nStates\n{\nSpawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 2\n    EDT6 AAAAAABBBBBBBB 1 Bright A_FadeOut(0.05)\n    Stop\nToaster:\n\tTNT1 A 0\n\tStop\n    }\n}\n\nACTOR HRDemonTechTrail2 : ZDemonTechTrail\n{\nStates\n{\nSpawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 2\n    EDT6 AAAAAACCCCCCCC 1 Bright A_FadeOut(0.05)\n    Stop\n    }\n}\n\nACTOR EDTRKaboom7 : Kaboom6\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nEDT9 AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)\nStop\n}\n}\n\nACTOR ExDTechLightning : TeleportFogLightning\n{\nScale 0.03\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\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\tOEL1 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n\tOEL2 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n\tOEL3 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n\tOEL4 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\nDeath:\n\t\"----\" A 1 Bright\n\tStop\n\t}\n}\n\nACTOR ExDTechLightning2 : ExDTechLightning\n{\nScale 0.06\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/13th/corrupt.txt",
        "contents": "ACTOR corrupt : GenericBoss\n{\n  Health 1\n  Painchance 50\n  Speed 5\n  Renderstyle None\n  Mass 0x7FFFFFFF\n  +NOTIMEFREEZE\n  +NOTELEFRAG\n  +NODAMAGE\n  +NOCLIP\n  +BRIGHT\n  +FORCERADIUSDMG\n  +QUICKTORETALIATE\n  -COUNTKILL\n  +NOTARGET\n  +NOINFIGHTING\n  -SHOOTABLE\n  SeeSound \" \"\n  PainSound \"Corrupt/Pain\"\n  Tag \"corrupt\"\n  var int user_script;\n  var int user_appear;\n  var int user_runloop;\n  var int user_attacktimer;\n  States\n  {\n  Spawn:\n\tTNT1 A 0 A_JumpIf(user_script == 1,3)\n    TNT1 A 0 ACS_NamedExecuteAlways(\"CorruptScript\")\n\tTNT1 A 0 A_SetUserVar(\"user_script\",1)\n\tTNT1 A 0 A_JumpIf(user_appear == 1,\"SpawnAppear\")\n    TNT1 A 1 A_Look\n\tLoop\n  SpawnAppear:\n\tTNT1 A 0 A_PlaySound(\"Corrupt/NoiseActive\",1,1.0,1)\n\tTNT1 A 0 A_SpawnItemEx(\"CorruptFlame\",0,0,32)\n\tCORP A 1 Light(\"CorruptLight\") A_Look\n\tLoop\n  See:\n\tTNT1 A 0 A_JumpIf(user_appear == 1,\"SeeAppear\")\n\tTNT1 A 0 A_UnsetShootable\n\tTNT1 A 1 A_Chase(\"\",\"\",CHF_RESURRECT)\n\tLoop\n  SeeAppear:\n\tTNT1 A 0 A_ChangeFlag(\"FRIGHTENED\",0)\n\tTNT1 A 0 A_PlaySound(\"Corrupt/NoiseActive\",1,1.0,1)\n\tTNT1 A 0 A_SetUserVar(\"user_attacktimer\",user_attacktimer+1)\n\tTNT1 A 0 A_SpawnItemEx(\"CorruptFlame\",0,0,32)\n\tTNT1 A 1 Light(\"CorruptLight\") A_Chase(\"\",\"Missile\",CHF_RESURRECT)\n\tTNT1 A 0 A_Jump(12,\"Rush\")\n\tLoop\n  Rush:\n\tTNT1 A 0 A_SetUserVar(\"user_attacktimer\",user_attacktimer+1)\n\tTNT1 AAAAA 0 A_Chase(\"\",\"\")\n\tTNT1 A 1 Light(\"CorruptLight\") A_SpawnItemEx(\"CorruptFlame\",0,0,32)\n\tTNT1 A 0 A_JumpIfTargetInLOS(\"SeeAppear\")\n\tLoop\n  Missile:\n\tTNT1 A 0 A_JumpIf(user_attacktimer < 300,\"SeeAppear\")\n\tTNT1 A 0 A_JumpIfCloser(600,\"Attack\")\n\tGoto SeeAppear\n  Attack:\n\tTNT1 A 0 A_SetUserVar(\"user_attacktimer\",0)\n\tTNT1 A 0 A_PlaySound(\"Corrupt/NoiseChase\",1,1.0,1)\n\tTNT1 A 0 A_SpawnItemEx(\"RedCorruptFlame\",0,0,32)\n\tCORP A 1 Light(\"RedCorruptLight\") A_SkullAttack(30)\n\tTNT1 A 0 A_JumpIfCloser(100,\"Attack2\")\n\tGoto Attack+2\n  Attack2:\n\tTNT1 A 0 A_RadiusGive(\"CorruptFuckery\",120,RGF_PLAYERS|RGF_CORPSES)\n\tGoto RunAway\n  Pain:\n\tTNT1 A 0 A_Pain\n\tCORP AAAAAAAAAA 1 Light(\"RedCorruptLight\") A_SpawnItemEx(\"RedCorruptFlame\",0,0,32)\n\tGoto RunAway\n  RunAway:\n\tTNT1 A 0 A_SetUserVar(\"user_runloop\",0)\n\tTNT1 A 0 A_ChangeFlag(\"FRIGHTENED\",1)\n\tTNT1 A 0 A_JumpIf(user_runloop >= 300,\"SeeAppear\")\n\tTNT1 A 0 A_SetUserVar(\"user_runloop\",user_runloop+1)\n\tTNT1 AAAAA 0 A_Chase(\"\",\"\")\n\tTNT1 A 1 Light(\"RedCorruptLight\") A_SpawnItemEx(\"RedCorruptFlame\",0,0,32)\n\tGoto RunAway+2\n  Heal:\n\tCORP A 1 Light(\"CorruptLight\") A_SpawnItemEx(\"CorruptFlame\",0,0,32)\n\tTNT1 A 0 A_SetShootable\n\tTNT1 A 0 A_SetUserVar(\"user_appear\",1)\n\tTNT1 A 0 A_RadiusGive(\"CorruptResurrectFuckery\",1000,RGF_MONSTERS)\n\tGoto See\n  }\n}\n\nActor CorruptResurrectFuckery : CustomInventory\n{\n  +INVENTORY.ALWAYSPICKUP\n  +INVENTORY.AUTOACTIVATE\n  States\n  {\n  Pickup:\n\tTNT1 A 1\n\tTNT1 A 0 A_JumpIfInventory(\"IHaveAlreadyBeenCorruptedBitch\",1,\"Nope\")\n\tTNT1 A 0 A_GiveInventory(\"IHaveAlreadyBeenCorruptedBitch\")\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"CorruptResurrect\")\n\tStop\n  Nope:\n\tTNT1 A 0\n\tStop\n\t}\n}\n\nActor IHaveAlreadyBeenCorruptedBitch : Inventory { Inventory.MaxAmount 1 }\n\nActor CorruptFuckery : CustomInventory\n{\n  +INVENTORY.ALWAYSPICKUP\n  +INVENTORY.AUTOACTIVATE\n  States\n  {\n  Pickup:\n\tTNT1 A 25 A_SetBlend(\"Black\",1.0,80)\n\tTNT1 A 10\n\tTNT1 A 0 A_PlaySound(\"Corrupt/Hit\",7,1.0,0,0.5)\n\tTNT1 A 0 Thing_Damage(0,random(200,400),0)\n\tTNT1 A 1\n\tStop\n\t}\n}\n\nACTOR CorruptFlame : AHellionSmoke\n{\nScale 1.0\nRenderstyle Add\nStates\n  {\n  Spawn:\n\t2HDT ABCDEFGHIJKL 2 Bright A_FadeOut(0.1,1)\n\tStop\n  }\n}\n\nACTOR RedCorruptFlame : AHellionSmoke\n{\nScale 1.0\nRenderstyle Add\nStates\n  {\n  Spawn:\n\t2HD2 ABCDEFGHIJKL 2 Bright A_FadeOut(0.1,1)\n\tStop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/13th/CorruptLegCard.txt",
        "contents": "//Welcome to fluffy's worst coding ever\n\nACTOR CorruptedLegendaryCardinal\n{\n   Monster\n   Health 19999\n   Radius 45\n   Height 110\n   Scale 1.2\n   Speed 24\n   Mass 0x7FFFFFFF\n   FloatSpeed 20\n   PainChance 1\n   Species \"cybers\"\n   DamageFactor 0.34\n   DamageFactor \"PDTBFG\", 0.05\n   DamageFactor \"PDTBFGTracer\", 0.05\n   DamageFactor \"Cyber10K\", 0.0\n   DamageFactor \"Legendary\", 0.0\n   DamageFactor \"LegendaryGuru\", 0.0\n   DamageFactor \"LegendaryGuruPlayer\", 0.3\n   DamageFactor \"LegendaryPlayer\", 0.3\n   DamageFactor \"PlayerBHole\", 0.0\n   DamageFactor \"BFGSplash\", 0.25\n   DamageFactor \"BFGSpray\", 0.25\n   DamageFactor \"PlayerDevBall\", 0.025\n   DamageFactor \"PlayerDevBall2\", 0.025\n   DamageFactor \"PlayerDTBFGRailgunSlug\", 0.025\n   DamageFactor \"PlayerDevTracer\", 0.025\n   DamageFactor \"PlayerDTRG\", 0.2\n   DamageFactor \"Railg\", 0.5\n   DamageFactor \"DemolisherEx\", 0.0\n   DamageFactor \"DarkDemoEx\", 0.0\n   DamageFactor \"CerChainguns\", 0.0\n   DamageFactor \"CerEnergyBall\", 0.0\n   DamageFactor \"LegMind\", 0.0\n   DamageFactor \"SuperWeapon\", 0.0\n   DamageFactor \"Term\", 0.0\n   DamageFactor \"CDTBFG\", 0.0\n   DamageFactor \"DBFG10K\", 0\n   DamageFactor \"PlayerDBFG10K\", 0\n   DamageFactor \"DBFG\", 0\n   DamageFactor \"PlayerDBFG2\", 0\n   DamageFactor \"DBFG210K\", 0\n   DamageFactor \"PlayerDBFG210K\", 0\n   DamageFactor \"PlayerDBFG\", 0\n   DamageFactor \"DBFG2Splash\", 0\n   DamageFactor \"UltimateLegendary\", 0.0\n   DamageFactor \"BeheComet\", 0.0\n   DamageFactor \"Extreme\", 0.0\n   Damagefactor \"Baby15K\", 0.0\n   DamageFactor \"CacoComet\", 0.0\n   DamageFactor \"CadaverRocket\", 0.0\n   DamageFactor \"NobleCOmet\", 0.0\n   DamageFactor \"HFCyber\", 0.0\n   DamageFactor \"DBFG10K2\", 0.0\n   DamageFactor \"PlayerDBFG10K2\", 0.0\n   DamageFactor \"DBFG2\", 0.0\n   DamageFactor \"PlayerDBFG2\", 0.0\n   DamageFactor \"PyroShot\", 0.0\n   DamageFactor \"PlayerPyro\", 0.0\n   DamageFactor \"PDTPuff\", 0.0\n   PainChance \"PlayerDBFG2\", 256\n   PainChance \"PlayerDBFG210K\", 256\n   PainChance \"PlayerDBFG10K2\", 256\n   PainChance \"DBFG210K\", 256\n   PainChance \"DBFG2Splash\", 256\n   PainChance \"DBFG2\", 256\n   PainChance \"DBFG\", 256\n   PainChance \"PlayerDBFG\", 256\n   PainChance \"DBFG10K2\", 256\n   BloodColor \"33 66 99\"\n  //DropItem \"NemesisSuperSphere\"\n  DropItem \"LegAmmoSphere\", 128, 5\n  DropItem \"LegDemonRune\", 80, 1\n  //DropItem \"InventorySpreadRune\", 256, 1\n  DropItem \"DemonicChalice\", 256, 2\n  DropItem \"SkullOfPower\", 256, 2\n  DropItem \"BossLifeEssence\", 192\n  DropItem \"BossArmorBonusMax\", 192\n  DropItem \"DemonicChalice\", 128, 1\n  DropItem \"UltraSphere\", 256, 1\n  Dropitem \"D-BFG\", 256\n  Dropitem \"DCellPack\", 256, 32\n  Dropitem \"DCellPack\", 128, 24\n  Dropitem \"DCell\", 256, 10\n  Dropitem \"DCell\", 256, 10\n  Dropitem \"DCell\", 256, 10\n  DropItem \"LegAmmoSphere\", 128, 5\n  DropItem \"LegDemonRune\", 80, 1\n  DropItem \"LegendaryRune\", 256, 1\n  DropItem \"LegendaryRune\", 256, 1\n  DropItem \"BLG\", 255\n  //DropItem \"TalismanOfChaos\" 256\n  //DropItem \"SpreadKiller2\", 256\n  //DropItem \"SpreadKiller2\", 256\n  //DropItem \"SpreadKiller2\", 256\n   SeeSound \"LegCardi/Hi\"\n   PainSound \"RAGE\"\n   DeathSound \"BlueCardinal/Death\"\n   ActiveSound \"LegCardi/active\"\n   +DONTHURTSPECIES\n   +DONTHARMSPECIES\n   +QUICKTORETALIATE\n   +FLOAT\n   +NOGRAVITY\n   +NOTIMEFREEZE\n   +NORADIUSDMG\n   +PIERCEARMOR\n   +MISSILEEVENMORE\n   +NOTARGET\n   +BOSS\n   +FIRERESIST\n   +MISSILEMORE\n   -FLOORCLIP\n   +DONTMORPH\n   +DONTRIP\n   +BOSSDEATH\n   +NOICEDEATH\n   +DONTGIB\n   +CANTSEEK\n   +NOTIMEFREEZE\n   +LOOKALLAROUND\n   +NOFEAR\n   +NOTELEFRAG\n   MinMissileChance 160\n   Obituary \"The Corrupted Legendary Cardinal showed %o what death is.\"\n   var int user_music;\n   var int user_script;\n   var int user_missile;\n   Tag \"\\c[o7]Corrupted \\c[z3]Legendary Cardinal\\c-\"\n   States\n   {\n   Spawn:\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      NARD A 2 Bright A_Look\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      NARD B 2 Bright A_Look\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      NARD A 2 Bright A_Look\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      Loop\n   See:\n\t  TNT1 A 0 A_JumpIf(user_music == 1,3)\n\t  TNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,763)\n\t  TNT1 A 0 A_SetUserVar(\"user_music\",1)\n\t  //TNT1 A 0 ACS_NamedExecuteAlways(\"Hem_LightOnMap\",0,1,64)\n\t  TNT1 A 0 A_SetTranslucent(1)\n\t  TNT1 A 0 A_Jump(87,\"Rush\")\n\t  NARD A 2 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  NARD B 2 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_Jump(35,\"Teleport\")\n\t  Loop\n   Rush:\n\t  TNT1 A 0 A_SetTranslucent(1)\n\t  TNT1 A 0 A_SpawnItemEx(\"NemesisCardinalGhost\")\n\t  NARD A 1 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItemEx(\"NemesisCardinalGhost\")\n\t  NARD B 1 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItemEx(\"NemesisCardinalGhost\")\n\t  NARD A 1 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItemEx(\"NemesisCardinalGhost\")\n\t  NARD B 1 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItemEx(\"NemesisCardinalGhost\")\n\t  NARD A 1 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItemEx(\"NemesisCardinalGhost\")\n\t  NARD B 1 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItemEx(\"NemesisCardinalGhost\")\n\t  NARD A 1 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItemEx(\"NemesisCardinalGhost\")\n\t  NARD B 1 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItemEx(\"NemesisCardinalGhost\")\n\t  NARD A 1 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItemEx(\"NemesisCardinalGhost\")\n\t  NARD B 1 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItemEx(\"NemesisCardinalGhost\")\n\t  NARD A 1 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItemEx(\"NemesisCardinalGhost\")\n\t  NARD B 1 Bright A_Chase\n\t  TNT1 A 0 A_Jump(35,\"Teleport\")\n\t  Loop\n\t  Teleport:\n\t//TNT1 A 0 A_JumpIf(user_rage == 1,\"TeleportRage\")\n\tNARD A 1 Bright A_UnSetShootable\n\tTNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx(\"BlueFireSpawner\")\n\tNARD AAAAAAAAAA 1 Bright A_FadeOut(0.1,0)\n\tTNT1 A 2 Bright\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 Bright A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 Bright A_Wander\n\tTNT1 A 1 Bright A_PlaySound(\"boss/teleport\",6)\n\tTNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx(\"BlueFireSpawner\")\n\tNARD AAAAAAAAAA 1 Bright A_FadeIn(0.1)\n\tNARD A 1 Bright A_SetShootable\n\tGoto See\n   Missile:\n      TNT1 A 0 A_SetShootable\n\t  TNT1 A 0 A_UnsetInvulnerable\n      TNT1 A 0 A_SetTranslucent(1)\n      TNT1 A 0 A_Jump(128,\"NemesisHoaming\",\"Railgun\",\"BFG10K\",\"NemRevAttack\",\"NemesisBFG\",\"NemesisStorm\",\"NemesisRifle\")\n\t  TNT1 A 0 A_Jump(87,\"ComboNemesisBFG\")\n   Normal:\n      TNT1 A 0 A_SetTranslucent(1)\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD D 3 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t  NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD D 3 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t  NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD D 3 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t  NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD D 3 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t  NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD D 3 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t  NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD D 2 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD D 2 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t  NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD D 2 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t  NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n      NARD D 2 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD D 2 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t  NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD D 2 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t  NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n      NARD D 2 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t  NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD CCC 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_Jump(128,\"NemesisHoaming\",\"Railgun\",\"BFG10K\",\"NemRevAttack\",\"NemesisBFG\",\"NemesisStorm\",\"NemesisRifle\",\"ComboNemesisBFG\")\n      Goto See\n   NemesisHoaming:\n      TNT1 A 0 A_SetTranslucent(1)\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD D 3 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t  NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD D 3 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t  NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD D 3 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t  NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD D 3 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t  NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD D 2 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t  NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD D 2 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD D 2 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t  NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD D 2 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD D 2 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t  NARD D 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD CCC 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_Jump(128,\"Railgun\",\"BFG10K\",\"NemRevAttack\",\"NemesisBFG\",\"NemesisStorm\",\"NemesisRifle\",\"ComboNemesisBFG\")\n      Goto See\n   Railgun:\n      TNT1 A 0 A_SetTranslucent(1)\n\t  TNT1 A 0 A_PlaySound(\"weapons/rgcharge\")\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"BlueFireSpawner\")\n      NARD CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\t  NARD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n      NARD C 5\n      NARD C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t  TNT1 A 0 A_FaceTarget\n\t  NARD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"BlueFireSpawner\")\n\t  NARD CCCCCCCCCCC 1 A_FadeIn(0.1)\n\t  TNT1 A 0 A_SetShootable\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      NARD D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"BlueFireSpawner\")\n      NARD CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\t  NARD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n      NARD C 5\n      NARD C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t  TNT1 A 0 A_FaceTarget\n\t  NARD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"BlueFireSpawner\")\n\t  NARD CCCCCCCCCCC 1 A_FadeIn(0.1)\n\t  TNT1 A 0 A_SetShootable\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      NARD D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"BlueFireSpawner\")\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      NARD D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"BlueFireSpawner\")\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      NARD D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"BlueFireSpawner\")\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      NARD D 1 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"BlueFireSpawner\")\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      NARD D 1 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"BlueFireSpawner\")\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      NARD D 1 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"BlueFireSpawner\")\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      NARD D 1 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"BlueFireSpawner\")\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      NARD D 1 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"BlueFireSpawner\")\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      NARD D 1 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"BlueFireSpawner\")\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      NARD D 1 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"BlueFireSpawner\")\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      NARD D 1 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"BlueFireSpawner\")\n      NARD CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\t  NARD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n      NARD C 5\n      NARD C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t  TNT1 A 0 A_FaceTarget\n\t  NARD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"BlueFireSpawner\")\n\t  NARD CCCCCCCCCCC 1 A_FadeIn(0.1)\n\t  TNT1 A 0 A_SetShootable\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      NARD D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD D 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD D 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD D 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      NARD D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n      NARD D 2 Bright A_FaceTarget\n      NARD CCCCCCC 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_Jump(128,\"BFG10K\",\"NemRevAttack\",\"NemesisBFG\",\"NemesisStorm\",\"NemesisRifle\",\"ComboNemesisBFG\")\n\t Goto See\n   BFG10K:\n      TNT1 A 0 A_SetTranslucent(1)\n\t  TNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 4 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 4 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 4 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 4 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 4 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 4 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 3 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      NARD D 3 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 3 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      NARD D 3 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      NARD D 2 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      NARD D 2 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      NARD D 2 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      NARD D 2 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      NARD D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      NARD D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      NARD D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      NARD D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      NARD D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      NARD D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      NARD D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      NARD D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      NARD D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      NARD D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      NARD D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      NARD D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      NARD D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      NARD D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      NARD D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      NARD D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"weapons/bfg15kcooldown\",CHAN_AUTO)\n\t  NARD CCCCC 4 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_Jump(128,\"NemesisRifle\",\"NemRevAttack\",\"NemesisBFG\",\"ComboNemesisBFG\")\n      Goto See\n  NemesisRifle:\n      TNT1 A 0 A_SetTranslucent(1)\n      NARD C 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_SetInvulnerable\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      NARD C 3 Bright A_PlaySoundEx(\"laugh1\",\"lcarlaug\")\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n   \t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_UnsetInvulnerable\n      TNT1 A 0 Bright A_PlaySoundEx(\"Weapons/dbfgfire2\",\"Weapon\")\n      NARD D 2 Bright A_CustomMissile(\"T3DBFG10KBall2\", 64, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      TNT1 A 0 Bright A_PlaySoundEx(\"Weapons/dbfgfire2\",\"Weapon\")\n      NARD D 2 Bright A_CustomMissile(\"T3DBFG10KBall2\", 64, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      TNT1 A 0 Bright A_PlaySoundEx(\"Weapons/dbfgfire2\",\"Weapon\")\n      NARD D 2 Bright A_CustomMissile(\"T3DBFG10KBall2\", 64, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      TNT1 A 0 Bright A_PlaySoundEx(\"Weapons/dbfgfire2\",\"Weapon\")\n      NARD D 2 Bright A_CustomMissile(\"T3DBFG10KBall2\", 64, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      TNT1 A 0 Bright A_PlaySoundEx(\"Weapons/dbfgfire2\",\"Weapon\")\n      NARD D 2 Bright A_CustomMissile(\"T3DBFG10KBall2\", 64, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      TNT1 A 0 Bright A_PlaySoundEx(\"Weapons/dbfgfire2\",\"Weapon\")\n      NARD D 2 Bright A_CustomMissile(\"T3DBFG10KBall2\", 64, -26, Random(4, -4))\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      TNT1 A 0 Bright A_PlaySoundEx(\"Weapons/dbfgfire2\",\"Weapon\")\n      NARD D 2 Bright A_CustomMissile(\"T3DBFG10KBall2\", 64, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      TNT1 A 0 Bright A_PlaySoundEx(\"Weapons/dbfgfire2\",\"Weapon\")\n      NARD D 2 Bright A_CustomMissile(\"T3DBFG10KBall2\", 64, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      TNT1 A 0 Bright A_PlaySoundEx(\"Weapons/dbfgfire2\",\"Weapon\")\n      NARD D 2 Bright A_CustomMissile(\"T3DBFG10KBall2\", 64, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      TNT1 A 0 Bright A_PlaySoundEx(\"Weapons/dbfgfire2\",\"Weapon\")\n      NARD D 2 Bright A_CustomMissile(\"T3DBFG10KBall2\", 64, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      TNT1 A 0 Bright A_PlaySoundEx(\"Weapons/dbfgfire2\",\"Weapon\")\n      NARD D 2 Bright A_CustomMissile(\"T3DBFG10KBall2\", 64, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      TNT1 A 0 Bright A_PlaySoundEx(\"Weapons/dbfgfire2\",\"Weapon\")\n      NARD D 2 Bright A_CustomMissile(\"T3DBFG10KBall2\", 64, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      TNT1 A 0 Bright A_PlaySoundEx(\"Weapons/dbfgfire2\",\"Weapon\")\n      NARD D 2 Bright A_CustomMissile(\"T3DBFG10KBall2\", 64, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      TNT1 A 0 Bright A_PlaySoundEx(\"Weapons/dbfgfire2\",\"Weapon\")\n      NARD D 2 Bright A_CustomMissile(\"T3DBFG10KBall2\", 64, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      TNT1 A 0 Bright A_PlaySoundEx(\"Weapons/dbfgfire2\",\"Weapon\")\n      NARD D 2 Bright A_CustomMissile(\"T3DBFG10KBall2\", 64, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      TNT1 A 0 Bright A_PlaySoundEx(\"Weapons/dbfgfire2\",\"Weapon\")\n      NARD D 2 Bright A_CustomMissile(\"T3DBFG10KBall2\", 64, -26, Random(4, -4))\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      TNT1 A 0 Bright A_PlaySoundEx(\"Weapons/dbfgfire2\",\"Weapon\")\n      NARD D 2 Bright A_CustomMissile(\"T3DBFG10KBall2\", 64, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      TNT1 A 0 Bright A_PlaySoundEx(\"Weapons/dbfgfire2\",\"Weapon\")\n      NARD D 2 Bright A_CustomMissile(\"T3DBFG10KBall2\", 64, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      TNT1 A 0 Bright A_PlaySoundEx(\"Weapons/dbfgfire2\",\"Weapon\")\n      NARD D 2 Bright A_CustomMissile(\"T3DBFG10KBall2\", 64, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      TNT1 A 0 Bright A_PlaySoundEx(\"Weapons/dbfgfire2\",\"Weapon\")\n      NARD D 2 Bright A_CustomMissile(\"T3DBFG10KBall2\", 64, -26, Random(4, -4))\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 Bright A_PlaySoundEx(\"Legcyber/amhalt\",\"DECHST\")\n\t  NARD CCCCC 4 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_Jump(128,\"NemRevAttack\",\"NemesisBFG\",\"ComboNemesisBFG\")\n\tGoto See\n NemRevAttack:\n      TNT1 A 0 A_SetTranslucent(1)\n      TNT1 A 0 A_SetInvulnerable\n\t  NARD C 0 A_FaceTarget\n\t  NARD C 3 Bright A_PlaySoundEx(\"laugh1\",\"lcarlaug\")\n      //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      NARD C 0 A_FaceTarget\n      //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlayWeaponSound(\"legcardi/load1\")\n      NARD C 0 A_FaceTarget\n      //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  NARD C 0 A_FaceTarget\n      //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlayWeaponSound(\"legcardi/load2\")\n\t  NARD C 0 A_FaceTarget\n      //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  NARD C 0 A_FaceTarget\n      //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  NARD C 0 A_FaceTarget\n      //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  NARD C 0 A_FaceTarget\n\t  TNT1 A 0 A_PlayWeaponSound(\"legcardi/load3\")\n      //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  NARD C 0 A_FaceTarget\n      //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_UnSetInvulnerable\n\t  NARD C 8 A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire\",CHAN_WEAPON)\n\t  NARD D 3 Bright A_CustomMissile(\"T3DBFGBall\", 58, -26)\n\t  NARD C 8 A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire\",CHAN_WEAPON)\n\t  NARD D 3 Bright A_CustomMissile(\"T3DBFGBall\", 58, -26)\n\t  NARD C 8 A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire\",CHAN_WEAPON)\n\t  NARD D 3 Bright A_CustomMissile(\"T3DBFGBall\", 58, -26)\n\t  NARD C 8 A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire\",CHAN_WEAPON)\n\t  NARD D 3 Bright A_CustomMissile(\"T3DBFGBall\", 58, -26)\n\t  NARD C 8 A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire\",CHAN_WEAPON)\n\t  NARD D 3 Bright A_CustomMissile(\"T3DBFGBall\", 58, -26)\n\t  NARD C 8 A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire\",CHAN_WEAPON)\n\t  NARD D 3 Bright A_CustomMissile(\"T3DBFGBall\", 58, -26)\n\t  NARD C 7 A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_Jump(128,\"NemesisBFG\",\"ComboNemesisBFG\")\n\t  Goto see\n\tNemesisBFG:\n    NARD C 30 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tNARD C 3 Bright A_PlaySound(\"NemesisCyber/Attack2\",7)\n\tNARD C 3 Bright A_PlaySoundEx(\"Weapons/dbfgcharge\",\"GURUCHRG\")\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  NemesisBFGCharging:\n\tTNT1 A 0 A_JumpIf(user_missile >= 38,\"NemesisBFGFire\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 Bright A_FaceTarget\n\tNARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\tLoop\n  NemesisBFGFire:\n\tNARD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"BlueFireSpawner\")\n\tTNT1 A 0 A_UnSetShootable\n    NARD CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\tNARD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n    NARD C 20\n    NARD C 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tNARD CCCCCCCCCCCCCC 0 A_SpawnItemEx(\"BlueFireSpawner\")\n\tNARD CCCCCCCCCCC 1 A_FadeIn(0.1)\n\tTNT1 A 0 A_SetShootable\n    TNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_PlaySound(\"truelegbfg/fire\",7)\n\tTNT1 A 0 A_PlaySound(\"truelegbfg/fire2\",6)\n\tNARD F 5 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0)\n\tNARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"BlueFireSpawner\")\n    NARD CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\tNARD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n    NARD C 5\n    NARD C 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tNARD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"BlueFireSpawner\")\n\tNARD CCCCCCCCCCC 1 A_FadeIn(0.1)\n\tTNT1 A 0 A_SetShootable\n\t//TNT1 A 0 A_PlaySound(\"truelegbfg/fire\",7)\n\tTNT1 A 0 A_PlaySound(\"Weapons/dbfgfire\",6)\n\tNARD F 5 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0)\n\tNARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"BlueFireSpawner\")\n    NARD CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\tNARD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n    NARD C 5\n    NARD C 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tNARD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"BlueFireSpawner\")\n\tNARD CCCCCCCCCCC 1 A_FadeIn(0.1)\n\tTNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_SetShootable\n\tTNT1 A 0 A_PlaySound(\"Weapons/dbfgfire\",7)\n\t//TNT1 A 0 A_PlaySound(\"truelegbfg/fire2\",6)\n\tNARD F 5 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0)\n\tTNT1 A 0 A_Jump(128,\"ComboNemesisBFG\")\n\tGoto NemesisBFGFire+2\n    NARD EEEEEEEEEEEEE 0 A_SpawnItemEx(\"BlueFireSpawner\")\n\tTNT1 A 0 A_UnSetShootable\n    NARD EEEEEEEEEEE 1 A_FadeOut(0.1,0)\n\tNARD EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander\n    NARD E 20\n    NARD E 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tNARD EEEEEEEEEEEEE 0 A_SpawnItemEx(\"BlueFireSpawner\")\n\tNARD EEEEEEEEEEE 1 A_FadeIn(0.1)\n\tTNT1 A 0 A_SetShootable\n    TNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_PlaySound(\"Weapons/dbfgfire\",7)\n\t//TNT1 A 0 A_PlaySound(\"truelegbfg/fire2\",6)\n\tNARD F 5 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0)\n    NARD E 60 Bright A_FaceTarget\n   ComboNemesisBFG:\n      //TNT1 A 0 A_SetInvulnerable\n\t  //TNT1 A 0 A_UnsetShootable\n      TNT1 A 0 A_SetTranslucent(1)\n      NARD C 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 5 Bright A_faceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_SetInvulnerable\n\t  NARD C 3 Bright A_PlaySoundEx(\"laugh2\",\"DSTCLAU2\")\n\t  NARD C 3 Bright A_PlaySoundEx(\"Weapons/dbfgcharge\",\"GURUCHRG\")\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  NARD C 3 Bright A_PlaySoundEx(\"Weapons/dbfgcharge\",\"GURUCHRG\")\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n  \t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  //TNT1 A 0 A_UnsetInvulnerable\n\t  TNT1 A 0 A_UnsetShootable\n\t  NARD CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"BlueFireSpawner\")\n      NARD CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\t  NARD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n      NARD C 5\n      NARD C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t  TNT1 A 0 A_FaceTarget\n\t  NARD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"BlueFireSpawner\")\n\t  NARD CCCCCCCCCCC 1 A_FadeIn(0.1)\n\t  TNT1 A 0 A_UnsetInvulnerable\n\t  TNT1 A 0 A_SetShootable\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire\",7)\n\t  //TNT1 A 0 A_PlaySound(\"truelegbfg/fire2\",6)\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  NARD D 5 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0)\n\t  NARD D 5 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0)\n\t  NARD D 5 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0)\n\t  NARD D 5 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0)\n\t  NARD D 5 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0)\n\tGoto See\n  NemesisStorm:\n\t NARD P 5 A_CustomMissile(\"NemHellsmithLightningBolt\",30,0,random(0,360))\n\t TNT1 A 0 Radius_Quake(40,10,0,40,0)\n\t NARD P 5 A_CustomMissile(\"NemHellsmithLightningBolt\",30,0,random(0,360))\n\t TNT1 A 0 A_SpawnItemEx(\"NemHellsmithLightning2\",Random(1250,-1250),Random(1250,-1250),-1000,0,0,0,SXF_NOCHECKPOSITION,0)\n\t NARD PP 5 A_CustomMissile(\"NemHellsmithLightningBolt\",30,0,random(0,360))\n    Goto See\n  Death:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"BlueCardinal/Taunt\", CHAN_VOICE)\n\t\tNARD HHHHHHHHHHHHHHHH 2 Bright\n\t\t// Dying\n\t\tNARD A 4 Bright A_SpawnItemEx(\"BlueCardRocketExplosion\", random(31,-31), frandom(31,-31), frandom(39,99), frandom(1,2), frandom(1,2), frandom(2,-2), random(0,359))\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlueFireSpawner\",0,0,-12)\n\t\tNARD B 4 Bright A_SpawnItemEx(\"BlueCardRocketExplosion\", random(31,-31), frandom(31,-31), frandom(39,99), frandom(1,2), frandom(1,2), frandom(2,-2), random(0,359))\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlueFireSpawner\",0,0,-12)\n\t\t// Whirl Attack\n\t\tTNT1 A 0 A_PlaySound(\"BlueCardinal/Spit\")\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,0,2,0)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,20,2,5)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,40,2,10)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,60,2,15)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,80,2,25)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,100,2,30)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,120,2,35)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,140,2,40)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,160,2,45)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,180,2,0)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,200,2,-5)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,220,2,-10)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,240,2,-15)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,260,2,-20)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,280,2,-25)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,300,2,-30)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,320,2,-35)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,340,2,-40)\n\t\t// Dying\n\t\tNARD AB 3 Bright A_SpawnItemEx(\"BlueCardRocketExplosion\", random(31,-31), frandom(31,-31), frandom(39,99), frandom(1,2), frandom(1,2), frandom(2,-2), random(0,359))\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlueFireSpawner\",0,0,-12)\n\t\tNARD AB 2 Bright A_SpawnItemEx(\"BlueCardRocketExplosion\", random(31,-31), frandom(31,-31), frandom(39,99), frandom(1,2), frandom(1,2), frandom(2,-2), random(0,359))\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlueFireSpawner\",0,0,-12)\n\t\t// Whirl attack 2\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,180,2,45)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,200,2,40)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,220,2,35)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,240,2,30)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,260,2,25)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,280,2,20)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,300,2,15)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,320,2,10)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,340,2,5)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,0,2,0)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,20,2,-5)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,40,2,-10)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,60,2,-15)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,80,2,-20)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,100,2,-25)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,120,2,-30)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,140,2,-35)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,160,2,-40)\n\t\t// Dying\n\t\tNARD AB 2 Bright A_SpawnItemEx(\"BlueCardRocketExplosion\", random(31,-31), frandom(31,-31), frandom(39,99), frandom(1,2), frandom(1,2), frandom(2,-2), random(0,359))\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlueFireSpawner\",0,0,-12)\n\t\tNARD AB 2 Bright A_SpawnItemEx(\"BlueCardRocketExplosion\", random(31,-31), frandom(31,-31), frandom(39,99), frandom(1,2), frandom(1,2), frandom(2,-2), random(0,359))\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlueFireSpawner\",0,0,-12)\n\t\t// Whirl attack 3\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,90,2,45)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,110,2,40)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,130,2,35)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,150,2,30)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,170,2,25)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,190,2,20)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,210,2,15)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,230,2,10)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,250,2,5)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,270,2,0)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,290,2,-5)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,310,2,-10)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,330,2,-15)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,350,2,-20)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,10,2,-25)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,30,2,-30)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,50,2,-35)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,70,2,-40)\n\t\t// Dying\n\t\tNARD AB 1 Bright A_SpawnItemEx(\"BlueCardRocketExplosion\", random(31,-31), frandom(31,-31), frandom(39,99), frandom(1,2), frandom(1,2), frandom(2,-2), random(0,359))\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlueFireSpawner\",0,0,-12)\n\t\tNARD AB 1 Bright A_SpawnItemEx(\"BlueCardRocketExplosion\", random(31,-31), frandom(31,-31), frandom(39,99), frandom(1,2), frandom(1,2), frandom(2,-2), random(0,359))\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlueFireSpawner\",0,0,-12)\n\t\t// Whirl attack 4\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,270,2,45)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,290,2,40)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,310,2,35)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,330,2,30)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,350,2,25)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,10,2,20)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,30,2,15)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,50,2,10)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,70,2,5)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,90,2,0)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,110,2,-5)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,130,2,-10)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,150,2,-15)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,170,2,-20)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,190,2,-25)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,210,2,-30)\n\t\tTNT1 A 0 A_CustomMissile(\"BlueCardball\",72,0,230,2,-35)\n\t\tTNT1 A 0 A_CustomMissile(\"DarkDesNuke\",72,0,250,2,-40)\n\t\t// Explode\n\t\tNARD E 5 Bright A_SpawnItemEx(\"BlueCardRocketExplosion\", random(31,-31), frandom(31,-31), frandom(39,99), frandom(1,2), frandom(1,2), frandom(2,-2), random(0,359))\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlueFireSpawner\",0,0,-12)\n\t\tNARD E 3 A_SpawnItemEx(\"BlueCardRocketExplosion\", random(31,-31), frandom(31,-31), frandom(39,99), frandom(1,2), frandom(1,2), frandom(2,-2), random(0,359))\n\t\tNARD F 2 Bright A_Scream\n\t\tNARD FF 3 A_SpawnItemEx(\"BlueCardRocketExplosion\", random(31,-31), frandom(31,-31), frandom(39,99), frandom(1,2), frandom(1,2), frandom(2,-2), random(0,359))\n\t\tNARD G 5 Bright A_NoBlocking\n\t\tNARD G 3 A_SpawnItemEx(\"BlueCardRocketExplosion\", random(31,-31), frandom(31,-31), frandom(39,99), frandom(1,2), frandom(1,2), frandom(2,-2), random(0,359))\n\t\tNARD H 2 Bright\n\t\tNARD HH 3 A_SpawnItemEx(\"BlueCardRocketExplosion\", random(31,-31), frandom(31,-31), frandom(39,99), frandom(1,2), frandom(1,2), frandom(2,-2), random(0,359))\n\t\tNARD I 2 Bright A_Explode\n\t\tNARD II 3 A_SpawnItemEx(\"BlueCardRocketExplosion\", random(31,-31), frandom(31,-31), frandom(39,99), frandom(1,2), frandom(1,2), frandom(2,-2), random(0,359))\n\t\tNARD J 2 Bright\n\t\tNARD J 3 A_SpawnItemEx(\"BlueCardRocketExplosion\", random(31,-31), frandom(31,-31), frandom(39,99), frandom(1,2), frandom(1,2), frandom(2,-2), random(0,359))\n\t\tNARD K 8 Bright\n\t\tNARD L 8 Bright\n  Stop\n}\n}\n\nACTOR DeadNemesisCardinal\n{\n  +CLIENTSIDEONLY\n  Scale 1.1\n  States\n  {\n  Spawn:\n\tNARD P -1\n\tStop\n  }\n}\n\nACTOR NemesisCardinalGhost\n{\nScale 1.2\nRENDERSTYLE Translucent\nAlpha 0.75\n+NOGRAVITY\n+CLIENTSIDEONLY\n+DONTSPLASH\n+NOINTERACTION\n+NOCLIP\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n    NARD A 2 A_FadeOut(0.18)\n    Loop\n  Toaster:\n    TNT1 A 0\n\tStop\n    }\n}\n\nActor FakeNemCardiSummoner\n{\n Height 8\n Radius 25\n Speed 30\n Damage (0)\n +RippeR\n +BloodlessImpact\n +NOTIMEFREEZE\n  States\n   {\n    Spawn:\n\t TNT1 A 5\n\tDeath:\n\t TNT1 A 0\n\t TNT1 A 2\n\t TNT1 A 0 A_SpawnItemEx(\"FakeNemCardi\")\n\t Stop\n   }\n}\n\nACTOR FakeNemCardi : CorruptedLegendaryCardinal\n{\nHealth 600\nMonster\nScale 1.1\nSpecies \"Cybers\"\nMinMissileChance 160\nDamageFactor \"PDTBFG\", 0.05\nDamageFactor \"PDTBFGTracer\", 0.05\nDamageFactor \"Cyber10K\", 0.0\nDamageFactor \"Legendary\", 0.0\nDamageFactor \"LegendaryGuru\", 0.0\nDamageFactor \"LegendaryGuruPlayer\", 0.3\nDamageFactor \"BFGSplash\", 0.25\nDamageFactor \"BFGSpray\", 0.25\nDamageFactor \"PlayerDevBall\", 0.025\nDamageFactor \"PlayerDevBall2\", 0.025\nDamageFactor \"PlayerDTBFGRailgunSlug\", 0.025\nDamageFactor \"PlayerDevTracer\", 0.025\nDamageFactor \"DemolisherEx\", 0.0\nDamageFactor \"DarkDemoEx\", 0.0\nDamageFactor \"CerChainguns\", 0.0\nDamageFactor \"CerEnergyBall\", 0.0\nDamageFactor \"LegMind\", 0.0\nDamageFactor \"SuperWeapon\", 0.0\nDamageFactor \"CDTBFG\", 0.0\nSeeSound \"Null\"\nPainSound \"Null\"\nDeathSound \"Null\"\nActiveSound \"Null\"\n+NOPAIN\n-BOSS\n+Thruspecies\n-CountKill\n+LOOKALLAROUND\n+MissileEvenMore\n+MissileMore\n+DONTHARMSPECIES\n+DONTHURTSPECIES\n-BOSSDeath\nStates\n{\n   Spawn:\n      NARD C 1 A_Look\n\t  NARD C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t  NARD CC 0 A_SpawnItemEx(\"BlueFireSpawner\")\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  loop\n   see:\n      TNT1 A 0 A_Jump(256,\"Missile\")\n\t  NARD C 0 A_SpawnItemEx(\"NemesisCardinalGhost\",0,0,0,0,0,0,0,128)\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD A 2 Bright A_Chase\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD B 2 Bright A_Chase\n      Loop\n   Missile:\n\t  TNT1 A 0 A_PlaySound(\"truelegbfg/fire\",7)\n\t  TNT1 A 0 A_PlaySound(\"truelegbfg/fire2\",6)\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      NARD D 5 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0)\n\t  NARD C 5 Bright A_FaceTarget\n\t  goto death\n   Death:\n      NARD C 1 A_Stop\n      NARD C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t  NARD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"WhiteWalkFire\")\n\t  NARD CCCCCCCCCCC 1 A_FadeIn(0.1)\n\tStop\n\t}\n}\n\nACTOR BlueCardinalRocket2 : BlueCardinalRocket replaces BlueCardinalRocket\n{\nSpeed 60\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/13th/bloodeye.txt",
        "contents": "ACTOR bloodeye : GenericBoss\n{\n  Health 20000\n  Mass 0x7FFFFFFF\n  Scale 0.35\n  Speed 25\n  Painchance 40\n  Renderstyle Add\n  +NOTIMEFREEZE\n  +NOTELEFRAG\n  //+NODAMAGE\n  +NOCLIP\n  +BRIGHT\n  +FORCERADIUSDMG\n  +QUICKTORETALIATE\n  -NOGRAVITY\n  +COUNTKILL\n  +NOTARGET\n  +NOINFIGHTING\n  //+SHOOTABLE\n  SeeSound \" \"\n  PainSound \"Bloodeye/Pain\"\n  Tag \"\\c[o5]]jqVrmq\\c-\"\n  var int user_seeloop;\n  var int user_missile;\n  var int user_music;\n  States\n  {\n  Spawn:\n\tTNT1 A 0 A_Wander\n    TNT1 A 1 A_Look\n\tLoop\n  See:\n    TNT1 A 0 A_JumpIf(user_music == 1,3)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,764)\n\tTNT1 A 0 A_SetUserVar(\"user_music\",1)\n\tTNT1 A 0 A_UnsetShootable\n\tTNT1 A 0 A_JumpIf(user_seeloop >= 350,\"ChaseLoop\")\n\tTNT1 A 0 A_SetUserVar(\"user_seeloop\",user_seeloop+1)\n\tTNT1 A 1 A_Chase(\"\",\"\")\n\tLoop\n  ChaseLoop:\n\tTNT1 A 0 A_ChangeFlag(\"FRIGHTENED\",0)\n\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,1500,0,360,\"Appear\")\n\tTNT1 A 1 A_Chase(\"\",\"\")\n\tLoop\n  Appear:\n\tTNT1 A 0 A_SetUserVar(\"user_seeloop\",0)\n\tTNT1 A 0 A_Jump(128,\"OrMaybeIWont\")\n\tTNT1 A 0 A_SetShootable\n\tTNT1 A 0 A_Jump(32,\"Attack\")\n\tTNT1 A 0 A_JumpIfCloser(150,\"Melee\")\n\tTNT1 A 0 A_JumpIfCloser(450,\"Attack\")\n\tTNT1 A 0 A_PlaySound(\"bloodeye/appear\")\n\tBLE1 ABCDEFGHIJKLMNOPQRSTABCDEFGHIJKLMNOPQRSTABCDEFGHIJKLMNOPQRST 1 A_Explode(20,170,XF_NOTMISSILE)\n\tGoto See\n  OrMaybeIWont:\n\tTNT1 A 35 A_PlaySound(\"bloodeye/appear\")\n\tGoto See\n  Attack:\n\tTNT1 A 0 A_PlaySound(\"bloodeye/attack\")\n\tBLE2 ABCDEFGHIJKLMNO 1\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  AttackLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 10,\"See\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_CustomMissile(\"GhoulShot\",32,0,random(-5,5))\n\tTNT1 A 0 A_CustomMissile(\"BloodeyeProjectile\",32,0,random(-40,40))\n\tBLE2 ABC 1\n\tTNT1 A 0 A_CustomMissile(\"SpineProjectile\",32,0,random(-40,40))\n\tTNT1 A 0 A_CustomMissile(\"BloodeyeProjectile\",32,0,random(-40,40))\n\tBLE2 DEF 1\n\tTNT1 A 0 A_CustomMissile(\"BloodeyeProjectile\",32,0,random(-40,40))\n\tBLE2 GHI 1\n\tTNT1 A 0 A_CustomMissile(\"SpineProjectile\",32,0,random(-40,40))\n\tTNT1 A 0 A_CustomMissile(\"BloodeyeProjectile\",32,0,random(-40,40))\n\tBLE2 JKL 1\n\tTNT1 A 0 A_CustomMissile(\"BloodeyeProjectile\",32,0,random(-40,40))\n\tBLE2 MNO 1\n\tLoop\n  Melee:\n\tTNT1 A 0 A_PlaySound(\"bloodeye/attack\")\n\tBLE2 ABCDEFGHIJKLMNO 1\n\tTNT1 A 0 A_RadiusGive(\"BloodeyeFuckery\",180,RGF_PLAYERS|RGF_CORPSES)\n\tBLE2 ABCDEFGHIJKLMNOABCDEFGHIJKLMNO 1\n\tGoto See\n  Pain:\n\tTNT1 A 0 A_Unsetshootable\n\tTNT1 A 35 A_Pain\n\tTNT1 A 0 A_SetUserVar(\"user_seeloop\",0)\n\tTNT1 A 0 A_ChangeFlag(\"FRIGHTENED\",1)\n\tGoto See\n  Death:\n\tTNT1 A 0\n    TNT1 A 0 A_Scream\n\tTNT1 A 0 Bright A_Explode(128,1024,0)\n\tTNT1 A 0 Bright A_Explode(460,640,0)\n\tTNT1 A 0 Bright A_Explode(618,256,0)\n\tTNT1 A 0 A_SpawnItemEx(\"SuperCrateExplosive3\",0,0,18)\n\tTNT1 AAA 0 A_SpawnItemEx(\"OrangeParticleSpawner\",0,0,0,0,0,0,0,128)\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX3\",0,0,random(0,360),2,random(0,360))\n\tTNT1 AAAAAA 0 A_CustomMissile(\"Kaboom\",0,0,random(0,360),2,random(0,360))\n\tTNT1 AAAA 0 A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n\tTNT1 AA 0 A_SpawnItemEx(\"SmokeFX3\",Random(-48,48),Random(-48,48),Random(8,96))\n\tTNT1 AAAAAA 2 A_SpawnItemEx(\"Kaboom\",Random(-48,48),Random(-48,48),Random(8,64))\n    Stop\n\t}\n}\n\nACTOR BloodeyeProjectile\n{\n  Radius 5\n  Speed 15\n  Height 6\n  Damage 12\n  Projectile\n  Bouncetype Doom\n  BounceFactor 1.2\n  WallBounceFactor 1.2\n  BounceCount 5\n  +BRIGHT\n  SeeSound \"Bloodeye/Shoot\"\n  BounceSound \"Bloodeye/Bounce\"\n  DeathSound \"gibs\"\n  States\n  {\n  Spawn:\n    BLEY ABCDEFGHIJKLMNOPQRSTUVWX 3\n    Loop\n  Death:\n\tTNT1 AAAAA 0 A_SpawnItemEx(\"Blood\",0,0,0,frandom(-3,3),frandom(-3,3),frandom(-3,3))\n\tTNT1 A 1\n    Stop\n  }\n}\n\nActor BloodeyeFuckery : CustomInventory\n{\n-COUNTITEM\n+INVENTORY.QUIET\n+INVENTORY.UNDROPPABLE\n+INVENTORY.ALWAYSPICKUP\n+INVENTORY.AUTOACTIVATE\ninventory.amount 1\ninventory.maxamount 0\nStates\n\t{\n\tPickup:\n\t\tTNT1 A 25 A_SetBlend(\"Black\",1.0,80)\n\t\tTNT1 A 10\n\t\tTNT1 A 0 A_PlaySound(\"BFlan/Slash\",7,1.0,0,0.5)\n\t\tTNT1 A 0 Thing_Damage(0,random(200,400),0)\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor SuperCrateExplosive3\n{\nProjectile\nSpeed 0\nDamage 0\n+FRIENDLY\n+NOTELEPORT\n+THRUSPECIES\n+DONTHURTSPECIES\n+DONTHARMSPECIES\n+DONTHARMCLASS\n+FORCERADIUSDMG\n+EXTREMEDEATH\n+SPAWNSOUNDSOURCE\nSpecies \"Player\"\nDamageType \"PlayerDevBall\"\nStates\n{\n  Spawn:\n\tTNT1 A 0 Bright\n\tTNT1 A 0 Bright A_SetTranslucent(0.75,1)\n\tTNT1 AAA 0 A_StopSoundEx(\"Voice\")\n\tTNT1 A 0 Radius_Quake(20,12,0,12,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/dtech10kexplode\",6)\n\tTNT1 A 0 Bright A_SpawnItemEx(\"DevastatorShockWave2\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0,0)\n\tTNT1 A 0 A_SpawnItem(\"RedDTBFGEx\",0,-10)\n\tCRE9 D 0 Bright A_CustomMissile(\"PlayerDevastatorBall2\",0,0,18,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n    CRE9 D 0 Bright A_CustomMissile(\"PlayerDevastatorBall2\",0,0,36,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n    CRE9 D 0 Bright A_CustomMissile(\"PlayerDevastatorBall2\",0,0,54,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n    CRE9 D 0 Bright A_CustomMissile(\"PlayerDevastatorBall2\",0,0,72,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n    CRE9 D 0 Bright A_CustomMissile(\"PlayerDevastatorBall2\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n    CRE9 D 0 Bright A_CustomMissile(\"PlayerDevastatorBall2\",0,0,108,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n    CRE9 D 0 Bright A_CustomMissile(\"PlayerDevastatorBall2\",0,0,126,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n    CRE9 D 0 Bright A_CustomMissile(\"PlayerDevastatorBall2\",0,0,144,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n    CRE9 D 0 Bright A_CustomMissile(\"PlayerDevastatorBall2\",0,0,144,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n    CRE9 D 0 Bright A_CustomMissile(\"PlayerDevastatorBall2\",0,0,162,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n    CRE9 D 0 Bright A_CustomMissile(\"PlayerDevastatorBall2\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n    CRE9 D 0 Bright A_CustomMissile(\"PlayerDevastatorBall2\",0,0,196,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n    CRE9 D 0 Bright A_CustomMissile(\"PlayerDevastatorBall2\",0,0,216,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n    CRE9 D 0 Bright A_CustomMissile(\"PlayerDevastatorBall2\",0,0,234,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n    CRE9 D 0 Bright A_CustomMissile(\"PlayerDevastatorBall2\",0,0,252,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n    CRE9 D 0 Bright A_CustomMissile(\"PlayerDevastatorBall2\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n    CRE9 D 0 Bright A_CustomMissile(\"PlayerDevastatorBall2\",0,0,288,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n    CRE9 D 0 Bright A_CustomMissile(\"PlayerDevastatorBall2\",0,0,306,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n    CRE9 D 0 Bright A_CustomMissile(\"PlayerDevastatorBall2\",0,0,324,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n    CRE9 D 0 Bright A_CustomMissile(\"PlayerDevastatorBall2\",0,0,342,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\tCRE9 AAAAAABBBBBBCCCCCCDDDDDD 1 A_CustomMissile(\"KaboomDevastator22\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n    CRE9 EF 6 Bright\n\tTNT1 A 35 Bright\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/13th/SANIC.txt",
        "contents": "ACTOR kazumi_sanic\n{\n//Enemy Name: SANIC HEGEHAWG\n//Monster Tier: Cheat-only\n//Enemy Tier: Joke Boss\n//Difficulty: FAST (69/10)\n  Speed 260\n  MONSTER\n  Health 150\n  Radius 20\n  Height 50\n  Scale 0.1\n  MinMissileChance 3000\n  Mass 0x7FFFFFFF\n  MeleeThreshold 35\n  MeleeRange 65\n  Species \"Memes\"\n  damagefactor \"Touhou\", 0.0\n  +LOOKALLAROUND\n  +FLOORCLIP\n  +BOSS\n  +Neverfast\n  +Missilemore\n  +Missileevenmore\n  +COUNTKILL\n  +Dontmorph\n  +AMBUSH\n  +NORADIUSDMG\n  +DONTHURTSPECIES\n  +NOTIMEFREEZE\n  Painchance 64\n  Seesound \"sanic/sight\"\n  painsound \"touhou/pain\"\n  deathsound \"sanic/rekt\"\n  DamageFactor \"Legendary\", 0.0\n  DamageFactor \"LegendaryGuru\", 0.0\n  DamageFactor \"LegendaryGuruPlayer\", 0.0\n  DamageFactor \"LegendaryPlayer\", 0.0\n  DamageFactor \"Legendary\", 0.0\n  DamageFactor \"LegendaryGuru\", 0.0\n  DamageFactor \"LACGrenade\", 0.0\n  DamageFactor \"LSSGGrenade\", 0.0\n  damagefactor 0.5\n  Obituary \"%o couldn't step it up.\"\n  tag \"\\chSANIC HEGEHAWG\"\n  States\n  {\n  Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(200,\"Remove\")\n  SpawnLoop:\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_ChangeFlag(\"NODAMAGE\",1)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n    KZSA N 1 A_LookEX(LOF_FULLVOLSEESOUND,0,0,0,360,\"Prepare\")\n\tloop\n  Remove:\n\tTNT1 A 1\n\tTNT1 A 0 A_SpawnItemEx(\"demon\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", FALSE)\n\tTNT1 A 0\n\tStop\n  Prepare:\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_ChangeFlag(\"NODAMAGE\",0)\n    Goto See\n  See:\n\t//TNT1 A 0 A_JumpIf(user_music == 1,3)\n    //TNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,820)\n\t//TNT1 A 0 A_SetUserVar(\"user_music\",1)\n    KZSA N 1 A_Chase\n    Loop\n  Pain:\n    KZSA N 1 A_Pain\n    Goto See\n  Melee:\n    KZSA N 1 A_FaceTarget\n\tKZSA N 1 A_CustomMeleeAttack(random(69,420),\"sanic/sight\",\"sanic/sight\",\"Fast\")\n\tGoto See\n  Death:\n\tTNT1 A 1 A_NoBlocking\n\tTNT1 A 1 A_Scream\n\tstop\n  }\n}"
      }
    ]
  },
  "maps": []
}

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