Raw model (for completeness)
{
"meta": {
"id": "02bc8aac-560f-41d5-9deb-9a3b4e980d35",
"sha1": "47cd8b07044dfc1250a24852ad38851f139bbb01",
"sha256": "54c406dce6a6c1487d1ba27347651068b52ef8f6be895692504cb0f14db0a0c4",
"filenames": [
"dptsb_lca_actors.v4.pk3"
],
"additional": {
"engines": [
"ZDOOM"
],
"iwad": [],
"filename": null,
"added": "2017-07-17 21:13:24",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": null,
"palettes": null,
"categories": null
},
"flags": {
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"adult": false,
"hidden": false
},
"added": "2017-07-17 21:13:24",
"file": {
"type": "PK3",
"size": 18223135,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/47cd8b07044dfc1250a24852ad38851f139bbb01/47cd8b07044dfc1250a24852ad38851f139bbb01.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 39,
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"engines_guess": [
"ZDOOM"
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},
"text_files": [
{
"source": "pk3",
"name": "Actors/Monsters/LegendaryCommando.txt",
"contents": "ACTOR LegendaryCommando 16503\n{\n//$Category Monsters/LCA\n//$Sprite LCOSA1\n//$Title \"Legendary Commando\"\nMonster\nHealth 1150\nRadius 20\nHeight 56\nSpeed 13\nMass 100\nPainChance 20\n+NOTIMEFREEZE\n+BOSS\n+BOSSDEATH\n+FLOORCLIP\n+MISSILEMORE\n+MISSILEEVENMORE\n+QUICKTORETALIATE\n+NOICEDEATH\n+NODROPOFF\n+DONTGIB\n+NOTARGET\n+NORADIUSDMG\n+FORCERADIUSDMG\n+NOFEAR\nBloodColor \"Blue\"\nDropItem \"HandGrenadeAmmo\" 235 2\nDropItem \"MineAmmo\" 235 2\nDropItem \"Backpack\" 198 1\nDropItem \"LDemonAmmo\" 250\nDropItem \"LDemonAmmoBox\" 200\nDropItem \"LegAmmoSphere\" 108 1\nDropItem \"LegendaryArmor\" 105 1\nDropItem \"Legendary Plasmatic Cannon\" 180 1\nDropItem \"LegendaryRune\" 45 1\nDropItem \"LegendaryPowerShard\" 50 1\nDamageFactor 0.8\nDamageFactor \"PDTBFG\", 0.30\nDamageFactor \"PDTBFGTracer\", 0.30\nDamageFactor \"PlayerDevBall\", 0.2\nDamageFactor \"PlayerDevBall2\", 0.2\nDamageFactor \"PlayerDTBFGRailgunSlug\", 0.2\nDamageFactor \"PlayerDevTracer\", 0.2\nDamageFactor \"Legendary\", 0.0\nDamageFactor \"LegendaryPlayer\", 0.5\nDamageFactor \"LegendaryGuru\", 0.0\nDamageFactor \"LegendaryGuruPlayer\", 0.5\nDamageFactor \"LACGrenade\", 0.0\nDamageFactor \"LegendaryZombie\", 0.0\nDamageFactor \"GeneralTracer\", 0.0\nDamageFactor \"DBFG10K2\", 0.75\nDamageFactor \"PlayerDBFG10K2\", 0.75\nDamageFactor \"DBFG2\", 0.75\nDamageFactor \"PlayerDBFG2\", 0.75\nDamageFactor \"PlayerDTRG\", 0.65\nSeeSound \"lcmdo/sight\"\nAttackSound \"Null\"\nPainSound \"lcmdo/pain\"\nDeathSound \"lcmdo/death\"\nActiveSound \"lcmdo/active\"\nAttackSound \"Null\"\nObituary \"%o was turned into a pile of juicy slop by Legendary Commando.\"\nvar int user_music;\nvar int user_protection;\nvar int user_protected;\nStates\n{\nSpawn:\n\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n LCOS A 10 Bright A_Look\n\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tLCOI A 10 Bright A_Look\n Loop\nSee:\n TNT1 A 0 A_JumpIf(user_music == 1,3)\n TNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,18)\n\tTNT1 A 0 A_SetUserVar(\"user_music\",1)\n LCOS A 0 A_JumpIfTargetInLOS(\"Strafing\")\n LCOS AABB 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"LegendaryFootStep\",0,0,0,0)\n TNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tLCOS A 0 A_JumpIfTargetInLOS(\"Strafing\")\n\tLCOS CCDD 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tLCOS A 0 A_Jump(80,\"Rush\")\n TNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"LegendaryFootStep\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n Loop\nRush:\n LCOS A 0 A_JumpIfTargetInLOS(\"Strafing\")\n\tTNT1 A 0 A_SpawnItem(\"LegendaryFootStep\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"LegCommandoGhost\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tLCOS A 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"LegCommandoGhost\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tLCOS A 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"LegCommandoGhost\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tLCOS B 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"LegCommandoGhost\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tLCOS B 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"LegendaryFootStep\",0,0,0,0)\n TNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"LegCommandoGhost\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tLCOS C 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"LegCommandoGhost\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tLCOS C 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"LegCommandoGhost\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tLCOS D 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"LegCommandoGhost\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tLCOS D 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"LegendaryFootStep\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Jump(84,\"See\")\n\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tLoop\n Strafing:\n\tTNT1 A 0 A_SpawnItem(\"LegendaryFootStep\",0,0,0,0)\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tLCOS AA 3 Bright A_GiveInventory(\"LegZombieStrafing2\",1)\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tLCOS BB 3 Bright A_GiveInventory(\"LegZombieStrafing2\",1)\n\tTNT1 A 0 A_SpawnItem(\"LegendaryFootStep\",0,0,0,0)\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n LCOS CC 3 Bright A_GiveInventory(\"LegZombieStrafing2\",1)\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tLCOS DD 3 Bright A_GiveInventory(\"LegZombieStrafing2\",1)\n\tGoto See\n Pause:\n\tLCOS EEEEE 3 Bright A_GiveInventory(\"LegZombieStrafing2\",1)\n\tGoto See\n Missile:\n TNT1 A 0 A_SetShootable\n TNT1 A 0 A_UnsetInvulnerable\n TNT1 A 0 A_SetTranslucent(1)\n TNT1 A 0 A_Jump(88,\"Combo\",\"Grenades\",\"LegendaryStar\")\n Normal:\n\tLCOS EEEE 3 Bright //A_GiveInventory(\"LegZombieStrafing2\",1)\n\tLCOS E 3 Bright //A_GiveInventory(\"LegZombieStrafing2\",1)\n\t//TNT1 A 0 A_GiveInventory(\"LegZombieStrafing2\",1)\n\tTNT1 A 0 A_CustomMissile(\"LegCommanderProj\",32,0,0)\n\tLCOS F 3 Bright A_PlaySoundEx(\"legendarycannon/fire\",\"Weapon\")\n\tTNT1 A 0 A_Jump(24,\"Pause\")\n\tTNT1 A 0 A_SpidRefire\n\tGoto Normal+3\n Combo:\n\tLCOS E 0 A_SetInvulnerable\n\tLCOS E 0 A_PlaySound(\"superzombie/sight\")\n\tLCOS E 1 Bright A_FaceTarget\n\tLCOS EEEE 3 Bright //A_GiveInventory(\"LegZombieStrafing3\",1)\n\tLEGW A 0 A_PlayWeaponSound(\"legendarycannon/charge\")\n\tLCOS EEEEE 3 Bright //A_GiveInventory(\"LegZombieStrafing3\",1)\n\tLCOS E 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_CustomMissile(\"LegCommanderBall\",32,0,random(-2,2))\n\tLCOS FE 3 Bright //A_GiveInventory(\"LegZombieStrafing2\",1)\n\tTNT1 A 0 A_CustomMissile(\"LegCommanderBall\",32,0,random(-2,2))\n\tLCOS FE 3 Bright //A_GiveInventory(\"LegZombieStrafing2\",1)\n\tTNT1 A 0 A_CustomMissile(\"LegCommanderBall\",32,0,random(-2,2))\n\tLCOS FE 3 Bright //A_GiveInventory(\"LegZombieStrafing2\",1)\n\tTNT1 A 0 A_CustomMissile(\"LegCommanderBall\",32,0,random(-2,2))\n\tLCOS FE 3 Bright //A_GiveInventory(\"LegZombieStrafing2\",1)\n\tTNT1 A 0 A_CustomMissile(\"LegCommanderBall\",32,0,random(-2,2))\n\tLCOS FE 3 Bright //A_GiveInventory(\"LegZombieStrafing2\",1)\n\tTNT1 A 0 A_CustomMissile(\"LegCommanderBall\",32,0,random(-2,2))\n\tLCOS FE 3 Bright //A_GiveInventory(\"LegZombieStrafing2\",1)\n\tTNT1 A 0 A_CustomMissile(\"LegCommanderBall\",32,0,random(-2,2))\n\tLCOS FE 3 Bright //A_GiveInventory(\"LegZombieStrafing2\",1)\n\tTNT1 A 0 A_CustomMissile(\"LegCommanderBall\",32,0,random(-2,2))\n\tLCOS FE 3 Bright //A_GiveInventory(\"LegZombieStrafing2\",1)\n\tTNT1 A 0 A_CustomMissile(\"LegCommanderBall\",32,0,random(-2,2))\n\tLCOS FE 3 Bright //A_GiveInventory(\"LegZombieStrafing2\",1)\n\tTNT1 A 0 A_CustomMissile(\"LegCommanderBall\",32,0,random(-2,2))\n\tLCOS FE 3 Bright //A_GiveInventory(\"LegZombieStrafing2\",1)\n\tLCOS EEEEEE 3 Bright //A_GiveInventory(\"LegZombieStrafing2\",1)\n\tTNT1 A 0 A_Jump(80,\"Grenades\")\n\tGoto See\n Grenades:\n\tLCOS EEEEEEEE 3 Bright //A_GiveInventory(\"LegZombieStrafing2\",1)\n\tLCOS EEE 3 Bright //A_GiveInventory(\"LegZombieStrafing2\",1)\n\tTNT1 A 0 //A_GiveInventory(\"LegZombieStrafing2\",1)\n\tLCOS F 3 Bright A_CustomMissile(\"LegFlyingGrenade\",32,0,0)\n\tLCOS EEE 3 Bright //A_GiveInventory(\"LegZombieStrafing2\",1)\n\tTNT1 A 0 //A_GiveInventory(\"LegZombieStrafing2\",1)\n\tLCOS F 3 Bright A_CustomMissile(\"LegFlyingGrenade\",32,0,0)\n\tLCOS EEE 3 Bright //A_GiveInventory(\"LegZombieStrafing2\",1)\n\tTNT1 A 0 //A_GiveInventory(\"LegZombieStrafing2\",1)\n\tLCOS F 3 Bright A_CustomMissile(\"LegFlyingGrenade\",32,0,0)\n\tLCOS EEE 3 Bright //A_GiveInventory(\"LegZombieStrafing2\",1)\n\tTNT1 A 0 //A_GiveInventory(\"LegZombieStrafing2\",1)\n\tLCOS F 3 Bright A_CustomMissile(\"LegFlyingGrenade\",32,0,0)\n\tLCOS EEE 3 Bright //A_GiveInventory(\"LegZombieStrafing2\",1)\n\tTNT1 A 0 //A_GiveInventory(\"LegZombieStrafing2\",1)\n\tLCOS F 3 Bright A_CustomMissile(\"LegFlyingGrenade\",32,0,0)\n\tLCOS EEE 3 Bright //A_GiveInventory(\"LegZombieStrafing2\",1)\n\tTNT1 A 0 //A_GiveInventory(\"LegZombieStrafing2\",1)\n\tLCOS F 3 Bright A_CustomMissile(\"LegFlyingGrenade\",32,0,0)\n\tGoto See\n LegendaryStar:\n\tLCOS E 0 A_SetInvulnerable\n\tLCOS E 0 A_PlaySound(\"superzombie/sight\")\n\tLCOS E 1 Bright A_FaceTarget\n\tLCOS EEEE 3 Bright //A_GiveInventory(\"LegZombieStrafing3\",1)\n\tLEGW A 0 A_PlayWeaponSound(\"star/load3\")\n\tLCOS EEEEE 3 Bright //A_GiveInventory(\"LegZombieStrafing3\",1)\n\tLCOS E 0 A_UnSetInvulnerable\n\tLCOS F 0 A_PlayWeaponSound(\"star/fire\")\n\tLCOS F 7 Bright A_CustomMissile(\"LegCommandoBlueStar\",32,0,0)\n\tLCOS E 8 Bright A_FaceTarget\n\tGoto See\n Pain:\n\tTNT1 A 0 A_Jump(40,\"Protection\")\n\tTNT1 A 0 A_Jump(192,\"PainMissile\")\n\tLCOS G 3 Bright\n\tLCOS G 3 Bright A_Pain\n\tGoto See\n PainMissile:\n\tLCOS G 3 Bright\n\tLCOS G 3 Bright A_Pain\n\tGoto Missile\n Protection:\n\tTNT1 A 0 A_JumpIf(user_protection >= 3,\"Pain\")\n\tTNT1 A 0 A_JumpIf(user_protected == 1,\"Pain\")\n\tTNT1 A 0 A_PlaySound(\"legendary/defense\")\n\tTNT1 A 0 A_FaceTarget\n\tLCOS E 2 Bright ACS_NamedExecuteAlways(\"LegendaryProtection\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tGoto See\nDeath:\n //TNT1 A 0 A_Jump(36,\"LegendarySoul\")\n TNT1 A 0 A_StopSound(6)\n\tLCOS H 5 A_Scream\n LCOS I 5 A_Fall\n LCOS J 5 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n LCOS KLM 5\n LCOS N -1\n\tStop\nLegendarySoul:\n TNT1 A 0 A_StopSound(6)\n\tTNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLCOS H 5 A_Scream\n\tTNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n LCOS I 5 A_Fall\n\tTNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n LCOS J 5 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n LCOS K 5\n\tTNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n LCOS L 5\n\tTNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n LCOS M 5\n\tTNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLCOS N 140\n\tLCOS N 0 A_PlaySoundEx(\"brain/spit\",\"Voice\",0,2)\n\tLCOS NNNNNNNNNNNNNNNNN 2 Bright A_GiveInventory(\"LegSoulEvent\",1)\n\tLCOS NNNNNNNNNNNNNNNNN 2 Bright A_GiveInventory(\"LegSoulEvent\",1)\n\tLCOS NNNNNNNNNNNNNNNNN 2 Bright A_GiveInventory(\"LegSoulEvent\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"LegendarySoul\",0,0,16,0,0,0,0,32)\n\tTNT1 A 0 A_SpawnItemEx(\"TeleportFog\",0,0,16,0,0,0,0,32)\n\tLCOS N -1\n\tStop\nXDeath:\n TNT1 A 0 A_StopSound(6)\n\tLCOS O 3 A_SpawnItemEx(\"BlueGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n LCOS P 3 A_XScream\n LCOS R 3 A_Fall\n LCOS S 3\n LCOS T -1\n Stop\n }\n}\n\nActor LegCommanderProj\n{\nRadius 8\nHeight 10\nSpeed 70\nDamage 25\nScale 0.17\nProjectile\n+SEEKERMISSILE\n+RANDOMIZE\n+EXTREMEDEATH\n+DOOMBOUNCE\n+FORCERADIUSDMG\n+NOTIMEFREEZE\nBounceCount 2\nDeathSound \"lrball3/exp\"\nDamageType \"Legendary\"\nRenderStyle Add\nStates\n{\n Spawn:\n LRB3 A 0\n LRB3 A 0 A_SeekerMissile(15,8,SMF_LOOK)\n\tLRB3 AA 1 Bright A_SpawnItemEx(\"LegRevBall3Trail2\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\tLRB3 A 0 A_SeekerMissile(1,8,SMF_LOOK)\n\tLRB3 BB 1 Bright A_SpawnItemEx(\"LegRevBall3Trail2\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\tLRB3 A 0 A_SeekerMissile(15,8,SMF_LOOK)\n\tLRB3 CC 1 Bright A_SpawnItemEx(\"LegRevBall3Trail2\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\tLRB3 A 0 A_SeekerMissile(15,8,SMF_LOOK)\n\tLRB3 DD 1 Bright A_SpawnItemEx(\"LegRevBall3Trail2\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n loop\n Death:\n TNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryBlueParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"LegendaryKaboom6\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n TNT1 I 8 Bright A_Explode(32,80,0)\n TNT1 J 6 Bright\n TNT1 K 4 Bright\n Stop\n }\n}\n\nActor LegCommanderBall\n{\nRadius 8\nHeight 8\nSpeed 42\nDamage 16\nScale 1.5\nPROJECTILE\nRENDERSTYLE ADD\n+SPAWNSOUNDSOURCE\n+SEEKERMISSILE\n+FORCERADIUSDMG\n+NOTIMEFREEZE\nALPHA 0.8\nDamageType \"Legendary\"\nSeeSound \"lrball1/shot\"\nDeathSound \"lrball1/exp\"\nDecal CacoScorch\nStates\n{\n Spawn:\n LRB1 ABCD 2 Bright A_CustomMissile(\"LegRevBallFX\",0,0,0,0)\n Loop\n Death:\n\tLRB1 ABCD 4 Bright A_SpawnItemEx(\"LegendaryBlueParticleSpawner\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(24,32,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/clrocketexplode\")\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryBlueParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"LegendaryKaboom6\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n LRB1 EFGHIJKLMNO 3 Bright\n Stop\n }\n}\n\nACTOR LegFlyingGrenade\n{\nRadius 8\nHeight 8\nDamage 20\nSpeed 60\nScale 0.7\nProjectile\n+DOOMBOUNCE\n+RANDOMIZE\n+CANBOUNCEWATER\n+SKYEXPLODE\n+FORCERADIUSDMG\n+NOTIMEFREEZE\nSeeSound \"leggreenade/bounce\"\nDeathSound \"weapons/rocklx\"\nReactionTime 175\nBounceFactor 100\nBounceCount 3\nDamageType \"GeneralTracer\"\nStates\n{\n Spawn:\n FLYG AAA 0 A_CustomMissile(\"LegFlyingGrenadeParticle\",Random(4,6),Random(-2,2))\n\tFLYG A 0 A_CountDown\n FLYG A 1 Bright\n FLYG AAA 0 A_CustomMissile(\"LegFlyingGrenadeParticle\",Random(4,6),Random(-2,2))\n\tFLYG A 0 A_CountDown\n FLYG B 1 Bright\n Loop\n Death:\n \tTNT1 A 0\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/rocklx\")\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryBlueParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAAAAAAA 0 A_SpawnItemEx(\"BlueKaboom\",random(-32,32),random(-40,40),random(8,16),random(-4,4),random(-4,4),random(0,4),0,SXF_TRANSFERPOINTERS)\n\tTNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 A 0 A_Explode(128,128,0)\n\tStop\n }\n}\n\nActor LegFlyingGrenadeParticle\n{\n Height 0\n Radius 0\n Mass 0\n +Missile\n +NoBlockMap\n +NoGravity\n +DontSplash\n +FORCEXYBILLBOARD\n +NOTIMEFREEZE\n +CLIENTSIDEONLY\n RenderStyle Add\n Scale 0.05\n States\n {\n Spawn:\n SPKB AAAAAAAAAA 1 Bright A_FadeOut(0.1)\n Stop\n }\n}\n\nActor LegZombieStrafing3 : LegZombieStrafing\n{\nStates\n{\n Pickup:\n NULL A 1\n\tNULL A 1 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tNULL A 1 A_Jump(188,2)\n\tNULL A 1 A_GiveInventory(\"LegZombieJumping\",1)\n\tNULL A 1 A_JumpIf(velx != 0 || vely != 0,2)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 A_Jump(235,5)\n\tNULL A 1 A_JumpIfInventory(\"LegCommandoStrafeSens\",1,3)\n\tNULL A 1 A_GiveInventory(\"LegCommandoStrafeSens\",1)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 A_TakeInventory(\"LegCommandoStrafeSens\",1)\n\tNULL A 1 A_JumpIfInventory(\"LegCommandoStrafeSens\",1,3)\n\tNULL A 1 ThrustThing(angle*256/360+38.7,3,0,0)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 ThrustThing(angle*256/360+38.7,-3,0,0)\n NULL A 1 A_FaceTarget\n\tNULL A 1 A_Jump(24,2)\n\tNULL A 1 A_JumpIfCloser(300,2)\n\tNULL A 1 A_Recoil(-1)\n Stop\n\tNULL A 1 A_Recoil(1)\n Stop\n }\n}\n\nACTOR LegCommandoGhost\n{\nScale 1.1\nRadius 20\nHeight 56\nSpeed 0\nAlpha 0.7\nPROJECTILE\nRENDERSTYLE Translucent\n+CLIENTSIDEONLY\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nFade:\n TNT1 A 1\n LCOS A 2 A_FadeOut(0.10)\n Goto Fade+1\nToaster:\n TNT1 A 0\n Stop\n }\n}\n\nActor LegZombieStrafing2 : LegZombieStrafing\n{\n States\n {\n Pickup:\n NULL A 1\n\tNULL A 1 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tNULL A 1 A_Jump(188,2)\n\tNULL A 1 A_GiveInventory(\"LegZombieJumping\",1)\n\tNULL A 1 A_JumpIf(velx != 0 || vely != 0,2)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 A_Jump(235,5)\n\tNULL A 1 A_JumpIfInventory(\"LegCommandoStrafeSens\",1,3)\n\tNULL A 1 A_GiveInventory(\"LegCommandoStrafeSens\",1)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 A_TakeInventory(\"LegCommandoStrafeSens\",1)\n\tNULL A 1 A_JumpIfInventory(\"LegCommandoStrafeSens\",1,3)\n\tNULL A 1 ThrustThing(angle*256/360+38.7,3,0,0)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 ThrustThing(angle*256/360+38.7,-3,0,0)\n NULL A 1 A_FaceTarget\n\tNULL A 1 A_Jump(24,2)\n\tNULL A 1 A_JumpIfCloser(300,2)\n\tNULL A 1 A_Recoil(-1)\n Stop\n\tNULL A 1 A_Recoil(1)\n Stop\n }\n}\n\nACTOR LegCommandoStrafeSens : Inventory{Inventory.MaxAmount 1}\n\nActor LegCommandoBlueStar : LegCyberKnightBlueStar\n{\n Decal Scorch\n\tDamageType \"Legendary\"\n Obituary \"%o was turned into a pile of juicy slop by Legendary Commando.\"\n States\n {\n Spawn:\n\t TNT1 A 0 A_SeekerMissile(15,5)\n LRB1 ABCD 2 Bright A_CustomMissile(\"BluestarFX\",0,0,0,0)\n\t\tTNT1 A 0 A_SeekerMissile(15,5)\n Loop\n Death:\n\t TNT1 A 0 A_Explode(192,384,0)\n\t TNT1 A 0 Radius_Quake(15,20,0,20,0)\n\t TNT1 A 0 A_SpawnItemEx(\"BlueDTech10KShockwave\", 0, 0, 15, 0, 0, 0, 0, 128)\n TNT1 A 20 A_SpawnItem(\"BlueDTBFGEx\",0,-10)\n\t\tLRB1 E 3 Bright\n LRB1 FGHIJKLMNO 3 Bright\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/LegendaryAssaultCaptain.txt",
"contents": "ACTOR LegendaryAssaultCaptain 16501\n{\n//$Category Monsters/LCA\n//$Sprite LASGA1\n//$Title \"Legendary Assault Captain\"\n Health 1020\n Radius 20\n Height 56\n Speed 12\n PainChance 20\n MONSTER\n +NOTIMEFREEZE\n\t+BOSS\n\t+BOSSDEATH\n\t+FLOORCLIP\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t+QUICKTORETALIATE\n\t+NOICEDEATH\n\t+NODROPOFF\n\t+DONTGIB\n\t+NOTARGET\n\t+NORADIUSDMG\n\t+FORCERADIUSDMG\n\t+NOFEAR\n SeeSound \"lasgguy/sight\"\n AttackSound \"Weapons/LegAutoShotgun\"\n PainSound \"lasgguy/pain\"\n DeathSound \"lasgguy/death\"\n ActiveSound \"lasgguy/active\"\n Obituary \"%o was outsmarted and outgunned by a Legendary Assault Captain.\"\n\tBloodColor \"Blue\"\n\tDropItem \"Legendary Assault Shotgun\" 202\n\tDropItem \"LegendaryShell\" 256 4\n\tDropItem \"LegendaryShellBox\" 130\n\tDropItem \"LegendaryPowerShard\" 30 1\n\tDropItem \"LegendaryArmor\" 92 1\n\tDropItem \"LegAmmoSphere\" 95 1\n\tDropItem \"HandGrenadeAmmo\" 237 2\n\tDropItem \"MineAmmo\" 242 2\n\tDropItem \"Backpack\" 202 1\n\tDropItem \"Armorplate\" 212 1\n\tDropItem \"Portablemedkit\" 217 1\n\tDropItem \"StimKit\" 222 3\n\tDropItem \"HealthFlask\" 227 5\n\tDropItem \"LegendaryRune\" 27 1\n\tSpecies \"Zombie\"\n\tDamageFactor \"PDTBFG\", 0.20\n\tDamageFactor \"PDTBFGTracer\", 0.20\n\tDamageFactor \"PlayerDevBall\", 0.120\n\tDamageFactor \"PlayerDevBall2\", 0.120\n\tDamageFactor \"PlayerDTBFGRailgunSlug\", 0.120\n\tDamageFactor \"PlayerDevTracer\", 0.120\n\tDamageFactor \"Legendary\", 0.0\n\tDamageFactor \"LegendaryGuru\", 0.0\n\tDamageFactor \"LegendaryPlayer\", 0.3\n\tDamageFactor \"LegendaryGuruPlayer\", 0.3\n\tDamageFactor \"LACGrenade\", 0.0\n\tDamageFactor \"DBFG10K2\", 0.65\n DamageFactor \"PlayerDBFG10K2\", 0.65\n DamageFactor \"DBFG2\", 0.65\n DamageFactor \"PlayerDBFG2\", 0.65\n\tDamageFactor \"PlayerDTRG\", 0.5\n\tDamageFactor 0.70\n\tvar int user_music;\n\tvar int user_protection;\n\tvar int user_protected;\n States\n {\n Spawn:\n\t TNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n LASG A 10 Bright A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tLASG Z 10 Bright A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n Loop\n See:\n\t\tTNT1 A 0 A_JumpIf(user_music == 1,3)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,9)\n\t\tTNT1 A 0 A_SetUserVar(\"user_music\",1)\n\t TNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n LASG AA 4 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tLASG BB 4 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tLASG CC 4 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tLASG DD 4 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_Jump(64,\"Mine\")\n\t\tLASG A 0 A_Jump(64,\"Rush\")\n\t\tTNT1 A 0 A_Jump(64,\"DodgeLeft\",\"DodgeRight\")\n\t\tTNT1 A 0 A_Jump(64,\"Chase\")\n\t\tLoop\n Chase:\n\t TNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tLASG AA 1 Bright A_FastChase\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_Jump(1,\"Heal\")\n\t\tLASG A 0 A_JumpIfCloser(130,\"Dodge\")\n\t\tLASG AA 1 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tLASG A 0 A_JumpIfCloser(130,\"Dodge\")\n\t\tLASG BB 1 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tLASG A 0 A_JumpIfCloser(130,\"Dodge\")\n\t\tLASG BB 1 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep\",0,0,2,0,0,-20)\n\t\tLASG A 0 A_JumpIfCloser(150,\"Dodge\")\n\t\tLASG CC 1 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_Jump(10,\"Heal\")\n\t\tLASG A 0 A_JumpIfCloser(150,\"Dodge\")\n\t\tLASG CC 1 Bright A_FastChase\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tLASG A 0 A_JumpIfCloser(130,\"Dodge\")\n\t\tLASG DD 1 Bright A_FastChase\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tLASG A 0 A_JumpIfCloser(130,\"Dodge\")\n\t\tLASG DD 1 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep\",0,0,2,0,0,-20)\n\t\tTNT1 A 0 A_Jump(95,\"Mine\")\n\t\tLASG A 0 A_Jump(128,\"Dodge\")\n\t\tLoop\n\tRush:\n\t\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"LegASGZombieGhostA\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t\tLASG A 1 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"LegASGZombieGhostA\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t\tLASG A 1 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"LegASGZombieGhostB\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t\tLASG B 1 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"LegASGZombieGhostB\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t\tLASG B 1 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"LegASGZombieGhostC\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t\tLASG C 1 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"LegASGZombieGhostC\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t\tLASG C 1 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"LegASGZombieGhostD\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t\tLASG D 1 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"LegASGZombieGhostD\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t\tLASG D 1 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_Jump(85,\"See\")\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tLoop\n\tHeal:\n\t TNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\t LASG A 5 Bright\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 HealThing(5)\n\t\tTNT1 A 0 A_PlaySound(\"pickups/flask\",0,1.0,0)\n\t\tGoTo See\n\tHeal2:\n\t TNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\t\tLASG A 5 Bright\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 HealThing(15)\n\t\tTNT1 A 0 A_PlaySound(\"pickups/pstimpack\",0,1.0,0)\n\t\tGoTo See\n\tHeal3:\n\t TNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\t\tLASG A 5 Bright\n\t\tTNT1 A 0 A_SpawnItem(\"GHellionSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 HealThing(25)\n\t\tTNT1 A 0 A_PlaySound(\"pickups/pmedkit\",0,1.0,0)\n\t\tGoTo See\n\tSeeNoDodge:\n\t TNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tLASG AABB 2 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep\",0,0,2,0,0,-20)\n\t\tLASG CCDD 2 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep\",0,0,2,0,0,-20)\n\t\tLASG AABB 2 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep\",0,0,2,0,0,-20)\n\t\tLASG CCDD 2 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep\",0,0,2,0,0,-20)\n\t\tLASG AABB 2 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep\",0,0,2,0,0,-20)\n\t\tLASG CCDD 2 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep\",0,0,2,0,0,-20)\n\t\tGoto Chase\n\tDodge:\n\t TNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tLASG A 1 Bright A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tLASG E 0 ThrustThingZ(0, 20, 0, 0)\n\t\tLASG A 0 A_Jump(256, \"DodgeRight\", \"DodgeLeft\")\n\tDodgeLeft:\n\t\tLASG E 0 ThrustThing(angle*256/360+192, 15, 0, 0)\n\t\tTNT1 A 0 A_Jump(40,\"Heal\")\n\t\tTNT1 A 0 A_Jump(35,\"Heal2\")\n\t\tTNT1 A 0 A_Jump(30,\"Heal3\")\n\t\tGoto SeeNoDodge\n\tDodgeRight:\n\t\tLASG E 0 ThrustThing(angle*256/360+64, 15, 0, 0)\n\t\tTNT1 A 0 A_Jump(40,\"Heal\")\n\t\tTNT1 A 0 A_Jump(35,\"Heal2\")\n\t\tTNT1 A 0 A_Jump(30,\"Heal3\")\n\t\tGoto SeeNoDodge\n Missile:\n TNT1 A 0 A_SetShootable\n TNT1 A 0 A_UnsetInvulnerable\n TNT1 A 0 A_SetTranslucent(1)\n\t\tLASG E 3 Bright A_GiveInventory(\"LegZombieStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"LegZombieStrafing\",1)\n TNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n TNT1 A 0 A_JumpIfInventory (\"ASGZAmmo\", 16, \"Reload\")\n LASG E 4 Bright A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_GiveInventory (\"ASGZAmmo\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlueShellCasing\", -8, 7, 30, 4, 0, (0.1)*Random(30, 40), Random(-80, -90), 128)\n\t\tTNT1 AAAA 0 Bright A_CustomMissile(\"LegendaryBlueTracer\",Random(28,34),0,Random(6,-6),0)\n\t\tLASG F 2 Bright A_CustomBulletAttack(22.5,18.3,4,Random(5,15)*6,\"LegModdedBulletPuff\")\n\t\tLASG E 4 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_CPosRefire\n TNT1 A 0 A_Jump(6,\"Heal\")\n TNT1 A 0 A_Jump(5,\"Heal2\")\n TNT1 A 0 A_Jump(4,\"Heal3\")\n\t\tTNT1 A 0 A_Jump(10,\"Grenade\")\n TNT1 A 0 A_JumpIfCloser(300,\"Grenade\")\n Goto Missile+4\n\tStrafing:\n\t\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tLASG AA 3 Bright A_GiveInventory(\"LegZombieStrafing\",1)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tLASG BB 3 Bright A_GiveInventory(\"LegZombieStrafing\",1)\n\t\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tLASG CC 3 Bright A_GiveInventory(\"LegZombieStrafing\",1)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tLASG DD 3 Bright A_GiveInventory(\"LegZombieStrafing\",1)\n\t\tGoto See\n\tMine:\n\t LASG C 1 Bright\n\t\tLASG C 12 Bright A_CustomMissile(\"LACThrownMine\",32,0,0,2,15)\n\t\tLASG E 12 Bright\n\t\tLASG C 3 Bright\n\t\tGoto See\n\tGrenade:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/hgrenadepin\",0,1.0,0)\n\t\tLASG CE 4 Bright A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"weapons/hgrenadethrow\",0,1.0,0)\n\t\tLASG E 1 Bright A_CustomMissile(\"LACGrenade\",32,0,0,2,4)\n\t\tGoto Dodge\n Reload:\n \tTNT1 A 0 A_ChangeFlag(\"NoPain\", 1)\n \tTNT1 A 0 A_PlaySound(\"lasgguy/asgout\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"LegendaryEmptyDrumSpawner\", -8, 7, 30, 4, 0, (0.1)*Random(30, 40), Random(-80, -90), 128)\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n \tLASG E 48 Bright A_TakeInventory (\"ASGZAmmo\", 16)\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n \tLASG E 8 Bright A_PlaySound(\"lasgguy/asgin\")\n\t\tLASG E 20 Bright A_PlaySound(\"LShotgun/Cock\")\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n \tTNT1 A 0 A_ChangeFlag(\"NoPain\", 0)\n \tGoto See\n Pain:\n\t TNT1 A 0 A_Jump(20,\"Protection\")\n\t TNT1 A 0 A_Jump(20,\"Dodge\")\n\t TNT1 A 0 A_Jump(192,\"PainMissile\")\n LASG G 3 Bright\n LASG G 3 Bright A_Pain\n\t\tTNT1 A 0 A_Jump(40,\"Dodge\")\n Goto See\n PainMissile:\n LASG G 3 Bright\n LASG G 3 Bright A_Pain\n Goto Missile\n\tProtection:\n\t\tTNT1 A 0 A_JumpIf(user_protection >= 3,\"Pain\")\n\t\tTNT1 A 0 A_JumpIf(user_protected == 1,\"Pain\")\n\t\tTNT1 A 0 A_PlaySound(\"legendary/defense\")\n\t\tTNT1 A 0 A_FaceTarget\n\t\tLASG E 2 Bright ACS_NamedExecuteAlways(\"LegendaryProtection\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t\tGoto See\n Death:\n\t //TNT1 A 0 A_Jump(36,\"LegendarySoul\")\n\t TNT1 A 0 A_StopSound(6)\n LASG H 5\n LASG I 5 A_Scream\n LASG J 5 A_Fall\n\t\tLASG J 5 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n LASG K 5\n LASG L -1\n Stop\n\tLegendarySoul:\n\t TNT1 A 0 A_StopSound(6)\n\t\tTNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n LASG H 5\n\t\tTNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n LASG I 5 A_Scream\n\t\tTNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n LASG J 5 A_Fall\n\t\tTNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\t\tLASG J 5 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n LASG K 5\n\t\tTNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\t\tLASG L 140\n\t\tLASG L 0 A_PlaySoundEx(\"brain/spit\",\"Voice\",0,2)\n\t\tLASG LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory(\"LegSoulEvent\",1)\n\t\tLASG LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory(\"LegSoulEvent\",1)\n\t\tLASG LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory(\"LegSoulEvent\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"LegendarySoul\",0,0,16,0,0,0,0,32)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TeleportFog\",0,0,16,0,0,0,0,32)\n\t\tLASG L -1\n Stop\n XDeath:\n\t TNT1 A 0 A_StopSound(6)\n LASG O 5 A_SpawnItemEx(\"BlueGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n LASG P 5 A_XScream\n LASG Q 5 A_Fall\n LASG RSTUV 5\n LASG W -1\n Stop\n }\n}\n\nACTOR ASGZAmmo: Ammo\n{\n Inventory.MaxAmount 16\n}\n\nACTOR LegASGZombieGhostA\n{\nScale 1.1\nRadius 20\nHeight 56\nSpeed 0\nAlpha 0.7\nPROJECTILE\nRENDERSTYLE Translucent\n+CLIENTSIDEONLY\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nFade:\n TNT1 A 1\n LASG A 2 A_FadeOut(0.10)\n Goto Fade+1\nToaster:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR LegASGZombieGhostB : LegASGZombieGhostA\n{\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nFade:\n TNT1 A 1\n LASG B 2 A_FadeOut(0.10)\n Goto Fade+1\nToaster:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR LegASGZombieGhostC : LegASGZombieGhostA\n{\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nFade:\n TNT1 A 1\n LASG C 2 A_FadeOut(0.10)\n Goto Fade+1\nToaster:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR LegASGZombieGhostD : LegASGZombieGhostA\n{\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nFade:\n TNT1 A 1\n LASG D 2 A_FadeOut(0.10)\n Goto Fade+1\nToaster:\n TNT1 A 0\n Stop\n }\n}\n\nActor LACGrenade : ThrownGrenade\n{\n Damagetype \"LACGrenade\"\n Damage (0)\n Obituary \"%o was surprised by the grenade of a Legendary Assault Captain.\"\n MissileType LACGrenadeExplosion\n +NOTIMEFREEZE\n States\n {\n Spawn:\n\t TNT1 A 0\n HGN1 A 3 A_StopSound\n HGN1 BCDEFGHABCDEFGHABCDEFGH 3\n Goto Death\n Death:\n \t TNT1 A 0\n\t TNT1 A 0 Bright A_ChangeFlag(\"MISSILE\",0)\n\t TNT1 A 0 Bright A_AlertMonsters\n\t TNT1 A 0 Bright A_PlaySound(\"weapons/hgrenadeex\")\n\t TNT1 A 0 Bright A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 AAA 0 Bright A_CustomMissile(\"Kaboom3\", 0, 0, random(0,360), 2, random(0,360))\n\t TNT1 AAA 0 Bright A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n\t TNT1 AAAA 0 A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n MISL B 4 Bright A_MissileAttack\n MISL CD 4 Bright A_SetTranslucent(0.75,1)\n Stop\n }\n}\n\nActor LACGrenadeExplosion\n{\n Radius 1\n Height 1\n Speed 0\n Scale 2.4\n Projectile\n DamageType \"LACGrenade\"\n RenderStyle ADD\n Alpha 0.95\n +FLOORHUGGER\n +NOCLIP\n +NODAMAGETHRUST\n +NORADIUSDMG\n +NOTIMEFREEZE\n Obituary \"%o was surprised by the grenade of a Legendary Assault Captain.\"\n States\n {\n Spawn:\n\tTNT1 A 1\n\tTNT1 A 0 A_Explode(128,146)\n\tsTOP\n }\n}\n\nACTOR LACThrownMine : ThrownMine\n{\nSpecies \"Zombie\"\nObituary \"%o tripped on one of the Legendary Assault Captain's mines.\"\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_StopSound\n Goto Thrown\nThrown:\n\tLLIN A 30\n\tLLIN B 10 Bright\n\tLoop\nDeath:\n\tLLIN A 1\n\tLLIN A 1 A_SpawnItem(\"LACLiveMine\")\n\tStop\n\t}\n}\n\nACTOR LACLiveMine\n{\nScale 0.85\nRadius 10\nHeight 8\nDamage 1\nHealth 1\nMass 0x7FFFFFFF\nSpecies \"Zombie\"\nDamageType \"LACGrenade\"\n+MISSILE\n+THRUSPECIES\n+NORADIUSDMG\n+MOVEWITHSECTOR\n+NOBLOOD\n+SHOOTABLE\n+NOTIMEFREEZE\nObituary \"%o tripped on one of the Legendary Assault Captain's mines.\"\nStates\n{\nSpawn:\n\tLLIN A 30 A_ChangeFlag(NOBLOCKMAP,0)\n\tLLIN B 10 Bright A_ChangeFlag(NOBLOCKMAP,1)\n\tLLIN A 30 A_ChangeFlag(NOBLOCKMAP,0)\n\tLLIN B 10 Bright A_ChangeFlag(NOBLOCKMAP,1)\n\tLLIN A 30 A_ChangeFlag(NOBLOCKMAP,0)\n\tLLIN B 10 Bright A_ChangeFlag(NOBLOCKMAP,1)\n\tLLIN A 30 A_ChangeFlag(NOBLOCKMAP,0)\n\tLLIN B 10 Bright A_ChangeFlag(NOBLOCKMAP,1)\n\tLLIN A 30 A_ChangeFlag(NOBLOCKMAP,0)\n\tLLIN B 10 Bright A_ChangeFlag(NOBLOCKMAP,1)\n\tLLIN A 30 A_ChangeFlag(NOBLOCKMAP,0)\n\tLLIN B 10 Bright A_ChangeFlag(NOBLOCKMAP,1)\n\tLLIN A 30 A_ChangeFlag(NOBLOCKMAP,0)\n\tLLIN B 10 Bright A_ChangeFlag(NOBLOCKMAP,1)\n\tLLIN A 30 A_ChangeFlag(NOBLOCKMAP,0)\n\tLLIN B 10 Bright A_ChangeFlag(NOBLOCKMAP,1)\n\tLLIN A 30 A_ChangeFlag(NOBLOCKMAP,0)\n\tLLIN B 10 Bright A_ChangeFlag(NOBLOCKMAP,1)\n\tLLIN A 30 A_ChangeFlag(NOBLOCKMAP,0)\n\tLLIN B 10 Bright A_ChangeFlag(NOBLOCKMAP,1)\n\tLLIN A 30 A_ChangeFlag(NOBLOCKMAP,0)\n\tLLIN B 10 Bright A_ChangeFlag(NOBLOCKMAP,1)\n\tLLIN A 30 A_ChangeFlag(NOBLOCKMAP,0)\n\tLLIN B 10 Bright A_ChangeFlag(NOBLOCKMAP,1)\n\tLLIN A 30 A_ChangeFlag(NOBLOCKMAP,0)\n\tLLIN B 10 Bright A_ChangeFlag(NOBLOCKMAP,1)\n\tLLIN A 30 A_ChangeFlag(NOBLOCKMAP,0)\n\tLLIN B 10 Bright A_ChangeFlag(NOBLOCKMAP,1)\n\tLLIN A 30 A_ChangeFlag(NOBLOCKMAP,0)\n\tLLIN B 10 Bright A_ChangeFlag(NOBLOCKMAP,1)\n\tLLIN A 30 A_ChangeFlag(NOBLOCKMAP,0)\n\tLLIN B 10 Bright A_ChangeFlag(NOBLOCKMAP,1)\n\tLLIN A 30 A_ChangeFlag(NOBLOCKMAP,0)\n\tLLIN B 10 Bright A_ChangeFlag(NOBLOCKMAP,1)\n\tLLIN A 30 A_ChangeFlag(NOBLOCKMAP,0)\n\tLLIN B 10 Bright A_ChangeFlag(NOBLOCKMAP,1)\n\tLLIN A 30 A_ChangeFlag(NOBLOCKMAP,0)\n\tLLIN B 10 Bright A_ChangeFlag(NOBLOCKMAP,1)\n\tLLIN A 30 A_ChangeFlag(NOBLOCKMAP,0)\n\tLLIN B 10 Bright A_ChangeFlag(NOBLOCKMAP,1)\n\tGoto Death\nDeath:\n\tTNT1 A 0 A_Die\nExplode:\n\tLLIN B 15 Bright A_PlaySound(\"weapons/minebeep\")\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 A_Explode(286,190)\n\tTNT1 A 0 A_SpawnItemEx (\"BarrelKaboom\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/mineexplode\")\n\tTNT1 A 0 A_SpawnItemEx(\"BlueParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 AAAA 0 A_CustomMissile(\"BlueKaboom3\", 0, 0, random(0,360), 2, random(20,160))\n\tTNT1 AAAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(20,160))\n\tTNT1 AAAA 0 A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n TNT1 A 1 A_SpawnItem(\"LegendaryBlueRocketEx\")\n Stop\n }\n}\n\nACTOR LegendaryBlueTracer : FastProjectile\n{\nRadius 1\nHeight 1\nSpeed 100\nScale 0.05\nRenderStyle Add\nAlpha 0.85\n+RANDOMIZE\n+FORCEXYBILLBOARD\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n BRAC A 1 Bright\n\tLoop\nDeath:\n\tTNT1 A 1\n\tStop\n\t}\n}\n\nACTOR BlueShellCasing : BulletCasing\n{\nScale 0.24\nSeesound \"weapons/casing2\"\n+NOTIMEFREEZE\nStates\n{\n Spawn:\n\t TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\t BLUC ABCDEFGH 2\n\t Loop\n Death:\n\t TNT1 A 0\n TNT1 A 0 A_Jump(128,3)\n BLUC C 100\n BLUC C 5 A_FadeOut(0.10)\n Goto Death+3\n BLUC G 100\n\t BLUC G 5 A_FadeOut(0.10)\n\t Goto Death+5\n\t }\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/LegendaryBehemoth.txt",
"contents": "ACTOR LegendaryBehemoth 16512\n{\n//$Category Monsters/LCA\n//$Sprite LEG2A1D1\n//$Title \"Legendary Behemoth\"\nMonster\nRadius 48\nHeight 64\nHealth 2200\nPainChance 30\nScale 1.25\nSpeed 9\nDamageFactor \"BeheComet\", 0.0\nDamageFactor \"FatFlamer\", 0.0\nDamageFactor \"Legendary\", 0.0\nDamageFactor \"LegendaryGuru\", 0.0\nDamageFactor \"LegendaryGuruPlayer\", 0.3\nDamageFactor \"LegendaryPlayer\", 0.3\nDamageFactor \"Legendary1\", 0.0\nDamageFactor \"PDTBFG\", 0.25\nDamageFactor \"PDTBFGTracer\", 0.25\nDamageFactor \"PlayerDevBall\", 0.125\nDamageFactor \"PlayerDevBall2\", 0.125\nDamageFactor \"PlayerDTBFGRailgunSlug\", 0.125\nDamageFactor \"PlayerDevTracer\", 0.125\nDamageFactor \"DBFG10K2\", 0.65\nDamageFactor \"PlayerDBFG10K2\", 0.65\nDamageFactor \"PlayerDTRG\", 0.5\nDamageFactor \"DBFG2\", 0.65\nDamageFactor \"PlayerDBFG2\", 0.65\nDamageFactor 0.65\nDropItem \"LifeEssence\" 140\nDropItem \"ArmorBonusMax\" 140\nBloodColor \"Blue\"\nSpecies \"Fatsos\"\n+FLOORCLIP\n+BOSS\n+BOSSDEATH\n+MISSILEMORE\n+MISSILEEVENMORE\n+QUICKTORETALIATE\n+DONTHURTSPECIES\n+DONTHARMSPECIES\n+NOICEDEATH\n+DONTGIB\n+NOTARGET\n+NORADIUSDMG\n+NOTIMEFREEZE\n+NOFEAR\n+Bright\nMass 1500\nSeeSound \"FreezerBehe/Sight\"\nPainSound \"FreezerBehe/Pain\"\nDeathSound \"FreezerBehe/Death\"\nActiveSound \"manc/idle\"\nDropItem \"LegendarySphere\" 110 1\nDropItem \"LegendaryRune\" 100 1\nDropItem \"LDemonAmmoBox\" 250\nDropItem \"LDemonAmmo\" 250\nDropItem \"BossLifeEssence\" 256\nDropItem \"BossArmorBonusMax\" 256\nDropItem \"Legendary Plasmatic Cannon\" 175 1\nDropItem \"LegTimeFreezeSphere\" 75\nObituary \"%o was turned into a pile of gold and blue meat slime by a Legendary Behemoth.\"\nvar int user_heal;\nvar int user_music;\nStates\n{\n Spawn:\n\t LEG2 CCC 0 Bright A_SpawnItemEx(\"LHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t LEG2 C 8 Bright A_Look\n\t LEG2 CCC 0 Bright A_SpawnItemEx(\"LHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t LEG2 C 8 Bright A_Look\n\t LEG2 CCC 0 Bright A_SpawnItemEx(\"LHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t LEGI C 8 Bright A_Look\n\t LEGI CCC 0 Bright A_SpawnItemEx(\"LHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t LEGI C 8 Bright A_Look\n\t LEGI CCC 0 Bright A_SpawnItemEx(\"LHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n Loop\n See:\n\t TNT1 A 0 A_JumpIf(user_music == 1,3)\n TNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,11)\n\t TNT1 A 0 A_SetUserVar(\"user_music\",1)\n\t TNT1 A 0 A_Jump(100,\"Rush\")\n TNT1 A 0 A_SpawnItem(\"LegendaryBeefyStep\",0,0,0,0)\n\t LEG2 AAA 0 A_SpawnItemEx(\"LHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n LEG2 AA 2 Bright A_Chase\n\t LEG2 AAA 0 A_SpawnItemEx(\"LHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t LEG2 BB 2 Bright A_Chase\n\t LEG2 AAA 0 A_SpawnItemEx(\"LHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t LEG2 CC 2 Bright A_Chase\n\t LEG2 AAA 0 A_SpawnItemEx(\"LHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t LEG2 DD 2 Bright A_Chase\n TNT1 A 0 A_SpawnItem(\"LegendaryBeefyStep\",0,0,0,0)\n LEG2 AAA 0 A_SpawnItemEx(\"LHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t LEG2 EE 2 Bright A_Chase\n\t LEG2 AAA 0 A_SpawnItemEx(\"LHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t LEG2 FF 2 Bright A_Chase\n\t TNT1 A 0 A_Jump(35,\"Teleport\")\n Loop\n\tRush:\n\t\tTNT1 A 0 A_SpawnItem(\"LegendaryBeefyStep\",0,0,0,0)\n\t\tLEG2 AAA 0 A_SpawnItemEx(\"LHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t\tLEG2 AAAAA 0 A_Chase\n\t\tLEG2 A 2 Bright A_SpawnItemEx(\"LBGhost\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t\tLEG2 AAA 0 A_SpawnItemEx(\"LHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t\tLEG2 AAAAA 0 A_Chase\n\t\tLEG2 B 2 Bright A_SpawnItemEx(\"LBGhost\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t\tLEG2 AAA 0 A_SpawnItemEx(\"LHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t\tLEG2 AAAAA 0 A_Chase\n\t\tLEG2 C 2 Bright A_SpawnItemEx(\"LBGhost\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t\tLEG2 AAA 0 A_SpawnItemEx(\"LHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t\tLEG2 AAAAA 0 A_Chase\n\t\tLEG2 D 2 Bright A_SpawnItemEx(\"LBGhost\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t\tTNT1 A 0 A_SpawnItem(\"LegendaryBeefyStep\",0,0,0,0)\n\t\tLEG2 AAA 0 A_SpawnItemEx(\"LHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t\tLEG2 AAAAA 0 A_Chase\n\t\tLEG2 E 2 Bright A_SpawnItemEx(\"LBGhost\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t\tLEG2 AAA 0 A_SpawnItemEx(\"LHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t\tLEG2 AAAAA 0 A_Chase\n\t\tLEG2 F 2 Bright A_SpawnItemEx(\"LBGhost\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t\tTNT1 A 0 A_Jump(30,\"Teleport\")\n\t\tTNT1 A 0 A_Jump(75,\"See\")\n\t\tLoop\n\tTeleport:\n\t LEG2 A 1 Bright A_UnSetShootable\n\t LEG2 AAAA 0 A_SpawnItemEx(\"LHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t LEG2 AAAAAAAAAA 1 A_FadeOut(0.1,0)\n\t LEG2 A 2\n\t LEG2 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\t LEG2 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\t LEG2 A 1 A_PlayWeaponSound(\"boss/teleport\")\n\t LEG2 AAAA 0 A_SpawnItemEx(\"LHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t LEG2 AAAAAAAAAA 1 A_FadeIn(0.1)\n\t LEG2 A 1 Bright A_SetShootable\n\t Goto See\n Missile:\n TNT1 A 0 A_SetShootable\n TNT1 A 0 A_UnsetInvulnerable\n TNT1 A 0 A_SetTranslucent(1)\n\t TNT1 A 0 A_JumpIfCloser(350,\"BlueFlame\")\n\t TNT1 A 0 A_Jump(156,\"BFGG\",\"Cannon\",\"Combo\",\"Floor\")\n\t //TNT1 A 0 A_Jump(26,\"Proton\")\n Normal:\n TNT1 A 0 A_PlaySound(\"monsters/volattack\")\n LEG2 G 15 Bright A_FaceTarget\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"LegBehComet\", 30, -30, Random(0, 6))\n LEG2 H 2 Bright A_CustomMissile(\"LegBehComet\", 30, 30, Random(0, -6))\n TNT1 A 0 A_CustomMissile(\"LegBehComet\", 30, 30, Random(-7, -12))\n LEG2 H 6 Bright A_CustomMissile(\"LegBehComet\", 30, -30, Random(7, 12))\n LEG2 IG 8 Bright A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"LegBehComet\", 30, -30, Random(0, 6))\n LEG2 H 2 Bright A_CustomMissile(\"LegBehComet\", 30, 30, Random(0, -6))\n TNT1 A 0 A_CustomMissile(\"LegBehComet\", 30, 30, Random(-7, -12))\n LEG2 H 6 Bright A_CustomMissile(\"LegBehComet\", 30, -30, Random(7, 12))\n LEG2 IG 8 Bright A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"LegBehComet\", 30, -30, Random(0, 6))\n LEG2 H 2 Bright A_CustomMissile(\"LegBehComet\", 30, 30, Random(0, -6))\n TNT1 A 0 A_CustomMissile(\"LegBehComet\", 30, 30, Random(-7, -12))\n LEG2 H 6 Bright A_CustomMissile(\"LegBehComet\", 30, -30, Random(7, 12))\n LEG2 IG 8 Bright A_Jump(48,\"BFGG\")\n Goto See\n BFGG:\n\t LEG2 G 1 Bright A_PlaySound(\"FreezerBehe/Sight\")\n\t LEG2 G 0 A_SetInvulnerable\n\t LEG2 G 1 Bright A_FaceTarget\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"BHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t LEG2 G 0 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"monsters/volattack\")\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/bfgf\")\n LEG2 G 2 Bright A_SpawnItemEx(\"BHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"BHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"BHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"BHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"BHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"BHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"BHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"BHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"BHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"BHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"BHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"BHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"BHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"BHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"BHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"BHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"BHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"BHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t LEG2 G 0 A_UnSetInvulnerable\n\t TNT1 A 0 A_ChangeFlag(NOPAIN,1)\n\t LEG2 H 0 A_CustomMissile(\"LegBehBFGBall\", 30, 30, 0)\n LEG2 H 6 Bright A_CustomMissile(\"LegBehBFGBall\", 30, -30, 0)\n\t TNT1 A 0 A_ChangeFlag(NOPAIN,0)\n LEG2 IG 8 Bright A_Jump(80,\"Cannon\")\n Goto See\n Cannon:\n\t LEG2 G 1 Bright A_PlaySound(\"FreezerBehe/Sight\")\n\t LEG2 G 0 A_SetInvulnerable\n\t LEG2 G 1 Bright A_FaceTarget\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"BHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t LEG2 G 0 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"monsters/volattack\")\n\t TNT1 A 0 A_PlayWeaponSound(\"legendarycannon/charge\")\n LEG2 G 2 Bright A_SpawnItemEx(\"BHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"BHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"BHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"BHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"BHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"BHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"BHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"BHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"BHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"BHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"BHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"BHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"BHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"BHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"BHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"BHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"BHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"BHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t LEG2 G 0 A_UnSetInvulnerable\n\t TNT1 A 0 A_ChangeFlag(NOPAIN,1)\n\t TNT1 A 0 A_PlayWeaponSound(\"legendarycannon/fire\")\n\t TNT1 A 0 A_CustomMissile(\"LegBehCannonProj\", 30, -30, Random(0, 6))\n LEG2 H 2 Bright A_CustomMissile(\"LegBehCannonProj\", 30, 30, Random(0, -6))\n TNT1 A 0 A_CustomMissile(\"LegBehCannonProj\", 30, 30, Random(-7, -12))\n LEG2 H 6 Bright A_CustomMissile(\"LegBehCannonProj\", 30, -30, Random(7, 12))\n LEG2 IG 8 Bright A_FaceTarget\n\t TNT1 A 0 A_PlayWeaponSound(\"legendarycannon/fire\")\n TNT1 A 0 A_CustomMissile(\"LegBehCannonProj\", 30, -30, Random(0, 6))\n LEG2 H 2 Bright A_CustomMissile(\"LegBehCannonProj\", 30, 30, Random(0, -6))\n TNT1 A 0 A_CustomMissile(\"LegBehCannonProj\", 30, 30, Random(-7, -12))\n LEG2 H 6 Bright A_CustomMissile(\"LegBehCannonProj\", 30, -30, Random(7, 12))\n LEG2 IG 8 Bright A_FaceTarget\n\t TNT1 A 0 A_PlayWeaponSound(\"legendarycannon/fire\")\n TNT1 A 0 A_CustomMissile(\"LegBehCannonProj\", 30, -30, Random(0, 6))\n LEG2 H 2 Bright A_CustomMissile(\"LegBehCannonProj\", 30, 30, Random(0, -6))\n TNT1 A 0 A_CustomMissile(\"LegBehCannonProj\", 30, 30, Random(-7, -12))\n LEG2 H 6 Bright A_CustomMissile(\"LegBehCannonProj\", 30, -30, Random(7, 12))\n\t TNT1 A 0 A_ChangeFlag(NOPAIN,0)\n LEG2 IG 8 Bright A_Jump(80,\"Floor\")\n Goto See\n\tFloor:\n\t TNT1 A 0 A_PlaySound(\"monsters/volattack\")\n LEG2 G 15 Bright A_FaceTarget\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"LegBehFloorFire\", 30, 30, 0)\n LEG2 H 8 Bright A_CustomMissile(\"LegBehFloorFire\", 30, -30, 0)\n LEG2 IG 8 Bright A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"LegBehFloorFire\", 30, 30, 0)\n LEG2 H 8 Bright A_CustomMissile(\"LegBehFloorFire\", 30, -30, 0)\n LEG2 IG 8 Bright A_Jump(80,\"Combo\")\n Goto See\n Combo:\n TNT1 A 0 A_PlaySound(\"monsters/volattack\")\n LEG2 G 8 Bright A_FaceTarget\n TNT1 A 0 A_FaceTarget\n LEG2 H 4 Bright A_CustomMissile(\"LegBehBall\", 30, 30, 0)\n LEG2 IG 2 Bright A_FaceTarget\n\t LEG2 H 4 Bright A_CustomMissile(\"LegBehBall\", 30, -30, 0)\n LEG2 IG 2 Bright A_FaceTarget\n\t LEG2 H 4 Bright A_CustomMissile(\"LegBehBall\", 30, 30, 0)\n LEG2 IG 2 Bright A_FaceTarget\n\t LEG2 H 4 Bright A_CustomMissile(\"LegBehBall\", 30, -30, 0)\n LEG2 IG 2 Bright A_FaceTarget\n\t LEG2 H 4 Bright A_CustomMissile(\"LegBehBall\", 30, 30, 0)\n LEG2 IG 2 Bright A_FaceTarget\n\t LEG2 H 4 Bright A_CustomMissile(\"LegBehBall\", 30, -30, 0)\n LEG2 IG 2 Bright A_FaceTarget\n\t LEG2 H 4 Bright A_CustomMissile(\"LegBehBall\", 30, 30, 0)\n LEG2 IG 2 Bright A_FaceTarget\n\t LEG2 H 4 Bright A_CustomMissile(\"LegBehBall\", 30, -30, 0)\n LEG2 IG 2 Bright A_FaceTarget\n\t LEG2 H 4 Bright A_CustomMissile(\"LegBehBall\", 30, 30, 0)\n LEG2 IG 2 Bright A_FaceTarget\n\t LEG2 H 4 Bright A_CustomMissile(\"LegBehBall\", 30, -30, 0)\n LEG2 IG 2 Bright A_FaceTarget\n\t LEG2 H 4 Bright A_CustomMissile(\"LegBehBall\", 30, 30, 0)\n LEG2 IG 2 Bright A_FaceTarget\n\t LEG2 H 4 Bright A_CustomMissile(\"LegBehBall\", 30, -30, 0)\n LEG2 IG 2 Bright A_FaceTarget\n\t LEG2 H 4 Bright A_CustomMissile(\"LegBehBall\", 30, 30, 0)\n LEG2 IG 2 Bright A_FaceTarget\n\t LEG2 H 4 Bright A_CustomMissile(\"LegBehBall\", 30, -30, 0)\n LEG2 IG 2 Bright A_FaceTarget\n\t LEG2 H 4 Bright A_CustomMissile(\"LegBehBall\", 30, 30, 0)\n LEG2 IG 2 Bright A_FaceTarget\n\t LEG2 H 4 Bright A_CustomMissile(\"LegBehBall\", 30, -30, 0)\n LEG2 IG 2 Bright A_FaceTarget\n\t //LEG2 I 0 A_Jump(80,\"Proton\")\n Goto See\n Proton:\n\t LEG2 G 1 Bright A_PlaySound(\"FreezerBehe/Sight\")\n\t LEG2 G 0 A_SetInvulnerable\n\t LEG2 G 1 Bright A_FaceTarget\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"BHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t LEG2 G 0 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"monsters/volattack\")\n\t TNT1 A 0 A_PlayWeaponSound(\"legproton/load\")\n LEG2 G 2 Bright A_SpawnItemEx(\"LBSFlameSpawner\",random(-24,24),random(-24,24),-30)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"LBSFlameSpawner\",random(-24,24),random(-24,24),-30)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"LBSFlameSpawner\",random(-24,24),random(-24,24),-30)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"LBSFlameSpawner\",random(-24,24),random(-24,24),-30)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"LBSFlameSpawner\",random(-24,24),random(-24,24),-30)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"LBSFlameSpawner\",random(-24,24),random(-24,24),-30)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"LBSFlameSpawner\",random(-24,24),random(-24,24),-30)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"LBSFlameSpawner\",random(-24,24),random(-24,24),-30)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"LBSFlameSpawner\",random(-24,24),random(-24,24),-30)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"LBSFlameSpawner\",random(-24,24),random(-24,24),-30)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"LBSFlameSpawner\",random(-24,24),random(-24,24),-30)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"LBSFlameSpawner\",random(-24,24),random(-24,24),-30)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"LBSFlameSpawner\",random(-24,24),random(-24,24),-30)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"LBSFlameSpawner\",random(-24,24),random(-24,24),-30)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"LBSFlameSpawner\",random(-24,24),random(-24,24),-30)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"LBSFlameSpawner\",random(-24,24),random(-24,24),-30)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"LBSFlameSpawner\",random(-24,24),random(-24,24),-30)\n\t LEG2 G 0 A_FaceTarget\n LEG2 G 2 Bright A_SpawnItemEx(\"LBSFlameSpawner\",random(-24,24),random(-24,24),-30)\n\t LEG2 G 0 A_UnSetInvulnerable\n\t TNT1 A 0 A_ChangeFlag(NOPAIN,1)\n\t TNT1 A 0 A_PlaySound(\"Petrovec/Fire\",1)\n\t TNT1 A 0 A_PlaySound(\"Petrovec/AddFire\",6)\n\t TNT1 A 0 A_PlaySound(\"Petrovec/Ambient\",5)\n\t TNT1 A 0 A_CustomMissile(\"LehBehProntonBolt\", 30, -30, Random(0, 6))\n LEG2 H 2 Bright A_CustomMissile(\"LehBehProntonBolt\", 30, 30, Random(0, -6))\n TNT1 A 0 A_CustomMissile(\"LehBehProntonBolt\", 30, 30, Random(-7, -12))\n LEG2 H 6 Bright A_CustomMissile(\"LehBehProntonBolt\", 30, -30, Random(7, 12))\n\t TNT1 A 0 A_ChangeFlag(NOPAIN,0)\n LEG2 IG 8 Bright A_Jump(80,\"Floor\")\n Goto See\n BlueFlame:\n\t TNT1 A 0 A_Jump(148,\"BFGG\",\"Combo\",\"Floor\")\n\t TNT1 A 0 A_PlaySound(\"hectebus/flameready\")\n\t LEG2 GG 5 Bright A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"monsters/fatsofire\")\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"LegBehFlame\", 30, 30, Random(6, -6), CMF_AIMOFFSET)\n LEG2 H 1 Bright A_CustomMissile(\"LegBehFlame\", 30, -30, Random(6, -6), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"LegBehFlame\", 30, 30, Random(6, -6), CMF_AIMOFFSET)\n LEG2 H 1 Bright A_CustomMissile(\"LegBehFlame\", 30, -30, Random(6, -6), CMF_AIMOFFSET)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"LegBehFlame\", 30, 30, Random(6, -6), CMF_AIMOFFSET)\n LEG2 H 1 Bright A_CustomMissile(\"LegBehFlame\", 30, -30, Random(6, -6), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"LegBehFlame\", 30, 30, Random(6, -6), CMF_AIMOFFSET)\n LEG2 H 1 Bright A_CustomMissile(\"LegBehFlame\", 30, -30, Random(6, -6), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"LegBehFlame\", 30, 30, Random(6, -6), CMF_AIMOFFSET)\n LEG2 H 1 Bright A_CustomMissile(\"LegBehFlame\", 30, -30, Random(6, -6), CMF_AIMOFFSET)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"LegBehFlame\", 30, 30, Random(6, -6), CMF_AIMOFFSET)\n LEG2 H 1 Bright A_CustomMissile(\"LegBehFlame\", 30, -30, Random(6, -6), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"LegBehFlame\", 30, 30, Random(6, -6), CMF_AIMOFFSET)\n LEG2 H 1 Bright A_CustomMissile(\"LegBehFlame\", 30, -30, Random(6, -6), CMF_AIMOFFSET)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"LegBehFlame\", 30, 30, Random(6, -6), CMF_AIMOFFSET)\n LEG2 H 1 Bright A_CustomMissile(\"LegBehFlame\", 30, -30, Random(6, -6), CMF_AIMOFFSET)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"LegBehFlame\", 30, 30, Random(6, -6), CMF_AIMOFFSET)\n LEG2 H 1 Bright A_CustomMissile(\"LegBehFlame\", 30, -30, Random(6, -6), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"LegBehFlame\", 30, 30, Random(6, -6), CMF_AIMOFFSET)\n LEG2 H 1 Bright A_CustomMissile(\"LegBehFlame\", 30, -30, Random(6, -6), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"LegBehFlame\", 30, 30, Random(6, -6), CMF_AIMOFFSET)\n LEG2 H 1 Bright A_CustomMissile(\"LegBehFlame\", 30, -30, Random(6, -6), CMF_AIMOFFSET)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"LegBehFlame\", 30, 30, Random(6, -6), CMF_AIMOFFSET)\n LEG2 H 1 Bright A_CustomMissile(\"LegBehFlame\", 30, -30, Random(6, -6), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"LegBehFlame\", 30, 30, Random(6, -6), CMF_AIMOFFSET)\n LEG2 H 1 Bright A_CustomMissile(\"LegBehFlame\", 30, -30, Random(6, -6), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"LegBehFlame\", 30, 30, Random(6, -6), CMF_AIMOFFSET)\n LEG2 H 1 Bright A_CustomMissile(\"LegBehFlame\", 30, -30, Random(6, -6), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"LegBehFlame\", 30, 30, Random(6, -6), CMF_AIMOFFSET)\n LEG2 H 1 Bright A_CustomMissile(\"LegBehFlame\", 30, -30, Random(6, -6), CMF_AIMOFFSET)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"LegBehFlame\", 30, 30, Random(6, -6), CMF_AIMOFFSET)\n LEG2 H 1 Bright A_CustomMissile(\"LegBehFlame\", 30, -30, Random(6, -6), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"LegBehFlame\", 30, 30, Random(6, -6), CMF_AIMOFFSET)\n LEG2 H 1 Bright A_CustomMissile(\"LegBehFlame\", 30, -30, Random(6, -6), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"LegBehFlame\", 30, 30, Random(6, -6), CMF_AIMOFFSET)\n LEG2 H 1 Bright A_CustomMissile(\"LegBehFlame\", 30, -30, Random(6, -6), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"LegBehFlame\", 30, 30, Random(6, -6), CMF_AIMOFFSET)\n LEG2 H 1 Bright A_CustomMissile(\"LegBehFlame\", 30, -30, Random(6, -6), CMF_AIMOFFSET)\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"LegBehFlame\", 30, 30, Random(6, -6), CMF_AIMOFFSET)\n LEG2 H 1 Bright A_CustomMissile(\"LegBehFlame\", 30, -30, Random(6, -6), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"LegBehFlame\", 30, 30, Random(6, -6), CMF_AIMOFFSET)\n LEG2 H 1 Bright A_CustomMissile(\"LegBehFlame\", 30, -30, Random(6, -6), CMF_AIMOFFSET)\n\t LEG2 IG 12 Bright\n\t Goto See\n Pain:\n\t TNT1 A 0 A_Jump(45,\"Teleport\")\n\t TNT1 A 0 A_Jump(40,\"Healing\")\n TNT1 A 0 A_Jump(156,\"PainMissile\")\n LEG2 J 6 Bright A_Pain\n Goto See\n PainMissile:\n LEG2 J 6 Bright A_Pain\n Goto Missile\n\tHealing:\n\t TNT1 A 0 A_JumpIf(user_heal >= 3,\"See\")\n TNT1 A 0 A_PlaySoundEx(\"monsters/volsee\",\"HEAL\")\n\t TNT1 A 0 A_SetInvulnerable\n\t LEG2 J 0 A_SetUserVar(\"user_heal\",user_heal+1)\n\t LEG2 J 2 Bright HealThing(300)\n LEG2 JJJJJJJJJJJJJJJJJJJJJJJ 2 Bright A_SpawnItem(\"DarkAnniFlameSpawner\",0,0,0,0)\n\t TNT1 A 0 A_UnSetInvulnerable\n\t LEG2 J 2 Bright\n Goto See\n Death:\n\t LEG2 K 6 A_StopSound(6)\n\t TNT1 A 0 A_Explode(24,64,0)\n LEG2 L 6 A_Scream\n TNT1 A 0 A_SpawnItemEx(\"BlueGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n LEG2 M 6 A_NoBlocking\n TNT1 A 0 A_SpawnItemEx(\"BlueGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n LEG2 NOPQR 6\n LEG2 S 6\n LEG2 T -1 A_KillMaster\n Stop\n }\n}\n\nACTOR LegBehComet : Comet\n{\nScale 0.55\nDamageType \"BeheComet\"\nMissileType \"\"\nRenderStyle Add\nDamage 15\nAlpha 0.85\n+SEEKERMISSILE\n+DOOMBOUNCE\n+NOTIMEFREEZE\nBounceCount 3\nSpeed 30\nDECAL Scorch\nStates\n{\nSpawn:\nLHTB AAAAABBBBBB 1 Bright A_SpawnItemEx(\"LegBehCometTail\", 0, 0, 0, 0, 0, 0, 0, 128)\nFly:\nTNT1 A 0 A_SeekerMissile(15,8,SMF_LOOK)\nLHTB AAAAA 1 Bright A_SpawnItemEx(\"LegBehCometTail\", 0, 0, 0, 0, 0, 0, 0, 128)\nTNT1 A 0 A_SeekerMissile(15,8,SMF_LOOK)\nLHTB BBBBB 1 Bright A_SpawnItemEx(\"LegBehCometTail\", 0, 0, 0, 0, 0, 0, 0, 128)\nLoop\nDeath:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"LegendaryBlueParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\nTNT1 AAAA 0 A_SpawnItemEx(\"LegendaryDebris\",0,0,Random(20,40),Random(4,-4),Random(4,-4),Random(4,8),0,128)\nTNT1 AAA 0 A_CustomMissile(\"BlueKaboom\", 0, 0, random(0,360), 2, random(0,360))\nTNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\nBCOM DE 3 Bright\nStop\n}\n}\n\nACTOR LegBehCometTail : CometTail\n{\nAlpha 0.85\nScale 0.75\n+NOTIMEFREEZE\n+CLIENTSIDEONLY\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nTNT1 A 1\nLBHT ABCDE 2 Bright A_FadeOut(0.12)\nStop\n Toaster:\n TNT1 A 0\n\tStop\n}\n}\n\nActor LegBehCannonProj\n{\nRadius 8\nHeight 10\nSpeed 70\nDamage 25\nScale 0.17\nProjectile\n+SEEKERMISSILE\n+RANDOMIZE\n+EXTREMEDEATH\n+DOOMBOUNCE\n+FORCERADIUSDMG\n+NOTIMEFREEZE\nBounceCount 2\nDeathSound \"lrball3/exp\"\nDamageType \"BeheComet\"\nRenderStyle Add\nStates\n{\n Spawn:\n LRB3 A 0\n LRB3 A 0 A_SeekerMissile(15,8,SMF_LOOK)\n\tLRB3 AA 1 Bright A_SpawnItemEx(\"LegRevBall3Trail2\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\tLRB3 A 0 A_SeekerMissile(1,8,SMF_LOOK)\n\tLRB3 BB 1 Bright A_SpawnItemEx(\"LegRevBall3Trail2\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\tLRB3 A 0 A_SeekerMissile(15,8,SMF_LOOK)\n\tLRB3 CC 1 Bright A_SpawnItemEx(\"LegRevBall3Trail2\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\tLRB3 A 0 A_SeekerMissile(15,8,SMF_LOOK)\n\tLRB3 DD 1 Bright A_SpawnItemEx(\"LegRevBall3Trail2\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n loop\n Death:\n TNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryBlueParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"LegendaryKaboom6\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n TNT1 I 8 Bright A_Explode(32,80,0)\n TNT1 J 6 Bright\n TNT1 K 4 Bright\n Stop\n }\n}\n\nACTOR LegBehBFGBall : BFGBall\n{\n+EXTREMEDEATH\n+FORCERADIUSDMG\n+NOTIMEFREEZE\nDeathSound \"lrball3/exp\"\nScale 1.4\nSpeed 35\nDECAL BlueBFG9500Lightning\nDamageType \"BeheComet\"\nStates\n{\nSpawn:\n LTB1 A 0 A_CustomMissile(\"LegBehBFGBallTrail\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER,0)\n\tLTB1 AAA 1 Bright A_SpawnItemEx(\"BFGTrailParticleBlue\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tLTB1 B 0 A_CustomMissile(\"LegBehBFGBallTrail\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER,0)\n\tLTB1 BBB 1 Bright A_SpawnItemEx(\"BFGTrailParticleBlue\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n Loop\nDeath:\n TNT1 A 0 A_Explode(48,156,0)\n\tTNT1 A 0 A_PlaySound(\"lrball3/exp\")\n LTB1 CDEF 4 Bright A_SpawnItemEx(\"BFGTrailParticleBlue\",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_PlaySound(\"lrball3/exp\")\n\tTNT1 A 0 A_Explode(48,156,0)\n LTB1 CDEF 4 Bright A_SpawnItemEx(\"BFGTrailParticleBlue\",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_PlaySound(\"lrball3/exp\")\n\tTNT1 A 0 A_Explode(48,156,0)\n LTB1 CDEF 4 Bright A_SpawnItemEx(\"BFGTrailParticleBlue\",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_PlaySound(\"lrball3/exp\")\n\tTNT1 A 0 A_Explode(48,156,0)\n LTB1 CDEF 4 Bright A_SpawnItemEx(\"BFGTrailParticleBlue\",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_PlaySound(\"lrball3/exp\")\n\tTNT1 A 0 A_Explode(48,156,0)\n LTB1 CDEF 4 Bright A_SpawnItemEx(\"BFGTrailParticleBlue\",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_PlaySound(\"lrball3/exp\")\n TNT1 A 0 A_Explode(48,156,0)\n LTB1 CDEF 4 Bright A_SpawnItemEx(\"BFGTrailParticleBlue\",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\n\tTNT1 A 0 A_Explode(156,156,0)\n\tTNT1 A 0 A_PlaySound(\"lrball3/exp\")\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryBlueParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAAAAAAA 0 A_SpawnItemEx(\"BlueKaboom\",random(-32,32),random(-40,40),random(8,16),random(-4,4),random(-4,4),random(0,4),0,SXF_TRANSFERPOINTERS)\n\tTNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n LTB1 CDEF 4 Bright\n Stop\n }\n}\n\nACTOR BFGTrailParticleBlue : BFGTrailParticleGreen\n{\n+NOTIMEFREEZE\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nSPKB A 2 Bright A_FadeOut(0.015)\nLoop\n}\n}\n\nActor LegBehBFGBallTrail\n{\n +NoBlockMap\n +NoGravity\n +ClientSideOnly\n +NOTIMEFREEZE\n Scale 1.5\n RenderStyle Add\n Radius 1\n Height 2\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n BDCR A 4 Bright A_FadeOut(0.1)\n Loop\n Toaster:\n TNT1 A 0\n\tStop\n }\n}\n\nActor LBGhost\n{\nScale 1.15\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 LEG2 C 2 A_FadeOut(0.09)\n Loop\n Toaster:\n TNT1 A 0\n\tStop\n }\n}\n\nACTOR LegBehFlame : MagmaBreath\n{\n Species \"Fatsos\"\n\tDamageType \"BeheComet\"\n\tSpeed 34\n\tScale 0.65\n\t+DOOMBOUNCE\n +NOTIMEFREEZE\n\tBounceCount 3\n States\n {\n Spawn:\n FIB1 LKJIHGFEDCB 3 Bright A_Explode(Random(6,12),86)\n\t\tFIB1 AA 2 Bright A_FadeOut(0.15)\n\t\tStop\n\tDeath:\n\t\tFIB1 AA 2 Bright A_FadeOut(0.25)\n\t\tStop\n\t\t}\n}\n\nACTOR LegBehFloorFire\n{\nRadius 13\nHeight 8\nSpeed 21\nDamage 10\nPROJECTILE\n+RIPPER\n+FLOORHUGGER\n+SEEKERMISSILE\n+NOTIMEFREEZE\nReactionTime 170\nDamageType \"BeheComet\"\nSeeSound \"weapons/diasht\"\nDeathSound \"weapons/firex3\"\nStates\n{\n Spawn:\n TNT1 A 0 A_PlaySoundEx(\"monster/ambientfire2\",\"Voice\",1)\n TNT1 A 0 A_CustomMissile(\"LegBehBlueFire\",0,0,0,CMF_AIMDIRECTION)\n\tTNT1 A 0 A_CountDown\n\tTNT1 A 2 A_SeekerMissile(2,2)\n Loop\n Death:\n TNT1 A 0\n\tTNT1 A 0 A_StopSoundEx(\"Voice\")\n TNT1 A 0 A_SpawnItemEx(\"LegendaryBlueParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 AAAA 0 A_SpawnItemEx(\"LegendaryDebris\",0,0,Random(20,40),Random(4,-4),Random(4,-4),Random(4,8),0,128)\n TNT1 AAA 0 A_CustomMissile(\"BlueKaboom\", 0, 0, random(0,360), 2, random(0,360))\n TNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n Stop\n\t}\n}\n\nActor LegBehBlueFire\n{\nDamageType \"BeheComet\"\nRadius 13\nHeight 8\nSpeed 0\nDamage 4\n+NOGRAVITY\n+FLOORCLIP\n+RIPPER\n+FORCERADIUSDMG\n+BLOODLESSIMPACT\n+NOTIMEFREEZE\nRENDERSTYLE ADD\nALPHA 0.85\nScale 0.75\nStates\n{\n Spawn:\n BEFR A 2 Bright A_PlaySound(\"legendaryflame/crackle\")\n BEFR B 2 Bright A_Explode(6,84)\n BEFR C 2 Bright A_PlaySound(\"legendaryflame/crackle\")\n BEFR D 2 Bright A_Explode(6,84)\n BEFR E 2 Bright A_PlaySound(\"legendaryflame/crackle\")\n BEFR F 2 Bright A_Explode(6,84)\n BEFR G 2 Bright A_PlaySound(\"legendaryflame/crackle\")\n BEFR H 2 Bright A_Explode(6,84)\n BEFR I 2 Bright A_PlaySound(\"legendaryflame/crackle\")\n BEFR J 2 Bright A_Explode(6,84)\n BEFR K 2 Bright A_PlaySound(\"legendaryflame/crackle\")\n BEFR L 2 Bright A_Explode(6,84)\n BEFR M 2 Bright A_PlaySound(\"legendaryflame/crackle\")\n BEFR N 2 Bright A_Explode(6,84)\n BEFR O 2 Bright A_PlaySound(\"legendaryflame/crackle\")\n BEFR P 2 Bright A_Explode(6,84)\n\tBEFR Q 0 A_Jump(64,\"Spawn\")\n BEFR QR 6 Bright\n Stop\n\t}\n}\n\nActor LegBehBall\n{\n Radius 8\n Height 8\n Speed 42\n Damage 5\n Scale 1.5\n PROJECTILE\n RENDERSTYLE ADD\n +SPAWNSOUNDSOURCE\n\t+SEEKERMISSILE\n +NOTIMEFREEZE\n ALPHA 0.8\n SeeSound \"lrball1/shot\"\n DeathSound \"lrball1/exp\"\n DamageType \"BeheComet\"\n Decal CacoScorch\n States\n {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,\"Homing\")\n Normal:\n LRB1 ABCD 2 A_CustomMissile(\"LegRevBallFX\",0,0,0,0)\n Loop\n Homing:\n\t TNT1 A 0 A_SeekerMissile(15,0)\n LRB1 A 2 A_CustomMissile(\"LegRevBallFX\",0,0,0,0)\n\t TNT1 A 0 A_SeekerMissile(15,0)\n LRB1 B 2 A_CustomMissile(\"LegRevBallFX\",0,0,0,0)\n\t TNT1 A 0 A_SeekerMissile(15,0)\n LRB1 C 2 A_CustomMissile(\"LegRevBallFX\",0,0,0,0)\n\t TNT1 A 0 A_SeekerMissile(15,0)\n LRB1 D 2 A_CustomMissile(\"LegRevBallFX\",0,0,0,0)\n Loop\n Death:\n\t LRB1 ABCD 4 A_SpawnItemEx(\"LegendaryBlueParticleSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(48,64,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/clrocketexplode\")\n\t TNT1 A 0 A_SpawnItemEx(\"LegendaryBlueParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t TNT1 AAA 0 A_CustomMissile(\"LegendaryKaboom6\", 0, 0, random(0,360), 2, random(0,360))\n\t TNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n LRB1 EFGHIJKLMNO 3\n Stop\n }\n}\n\nACTOR LehBehProntonBolt\n{\nRadius 7\nHeight 3\nSpeed 9\nDamage 4\nPROJECTILE\n+SEEKERMISSILE\n+DONTBLAST\n+BOUNCEONACTORS\n+DONTBLAST\n+FORCERADIUSDMG\n+SKYEXPLODE\n+NOTIMEFREEZE\nBounceType Hexen\nBounceFactor 1.0\nWallBounceFactor 1.0\nBounceSound \"Petrovec/Bounce\"\nBounceCount 4\nRenderstyle Add\nDamageType \"BeheComet\"\nReactionTime 525\nDecal CacoScorch\nvar int user_delay;\nAlpha 0.99\nScale 0.9\nStates\n{\n Spawn:\n TNT1 A 0 A_JumpIf(user_delay >= 70,\"Fly\")\n\tTNT1 A 0 A_SetUserVar(\"user_delay\",user_delay+1)\n\tTNT1 AA 0 A_SpawnItemEx(\"PetrovecBoltParticleTrail\",frandom(3,-3),frandom(3,-3),frandom(3,-3))\n\tTNT1 A 0 A_SpawnItemEx(\"PetrovecBoltRingTrail\",frandom(2,-2),frandom(2,-2),frandom(2,-2))\n\tTNT1 AA 0 A_SpawnItemEx(\"PetrovecBoltSmokeTrail\",-4+random(4,-4),random(4,-4),random(4,-4))\n\tNPSB A 1 Bright\n\tLoop\n Fly:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"Petrovec/Fly\",5,1.0,1)\n\tNPSB A 0 A_Jump(255,\"SpawnA\",\"SpawnB\",\"SpawnC\",\"SpawnD\",\"SpawnE\",\"SpawnF\",\"SpawnG\",\"SpawnH\",\"SpawnI\",\"SpawnJ\",\"SpawnK\",\"SpawnL\")\n SpawnA:\n\tTNT1 AA 0 A_SpawnItemEx(\"PetrovecBoltParticleTrail\",frandom(3,-3),frandom(3,-3),frandom(3,-3))\n\tTNT1 A 0 A_SpawnItemEx(\"PetrovecBoltRingTrail\",frandom(2,-2),frandom(2,-2),frandom(2,-2))\n\tTNT1 AA 0 A_SpawnItemEx(\"PetrovecBoltSmokeTrail\",-4+random(4,-4),random(4,-4),random(4,-4))\n\tTNT1 A 0 A_SeekerMissile(5,10,SMF_LOOK|SMF_PRECISE,256,1)\n\tNPSB A 1 Bright A_CountDown\n\tLoop\n SpawnB:\n\tTNT1 AA 0 A_SpawnItemEx(\"PetrovecBoltParticleTrail\",frandom(3,-3),frandom(3,-3),frandom(3,-3))\n\tTNT1 A 0 A_SpawnItemEx(\"PetrovecBoltRingTrail\",frandom(2,-2),frandom(2,-2),frandom(2,-2))\n\tTNT1 AA 0 A_SpawnItemEx(\"PetrovecBoltSmokeTrail\",-4+random(4,-4),random(4,-4),random(4,-4))\n\tTNT1 A 0 A_SeekerMissile(5,10,SMF_LOOK|SMF_PRECISE,256,1)\n\tNPSB B 1 Bright A_CountDown\n\tLoop\n SpawnC:\n\tTNT1 AA 0 A_SpawnItemEx(\"PetrovecBoltParticleTrail\",frandom(3,-3),frandom(3,-3),frandom(3,-3))\n\tTNT1 A 0 A_SpawnItemEx(\"PetrovecBoltRingTrail\",frandom(2,-2),frandom(2,-2),frandom(2,-2))\n\tTNT1 AA 0 A_SpawnItemEx(\"PetrovecBoltSmokeTrail\",-4+random(4,-4),random(4,-4),random(4,-4))\n\tTNT1 A 0 A_SeekerMissile(5,10,SMF_LOOK|SMF_PRECISE,256,1)\n\tNPSB C 1 Bright A_CountDown\n\tLoop\n SpawnD:\n\tTNT1 AA 0 A_SpawnItemEx(\"PetrovecBoltParticleTrail\",frandom(3,-3),frandom(3,-3),frandom(3,-3))\n\tTNT1 A 0 A_SpawnItemEx(\"PetrovecBoltRingTrail\",frandom(2,-2),frandom(2,-2),frandom(2,-2))\n\tTNT1 AA 0 A_SpawnItemEx(\"PetrovecBoltSmokeTrail\",-4+random(4,-4),random(4,-4),random(4,-4))\n\tTNT1 A 0 A_SeekerMissile(5,10,SMF_LOOK|SMF_PRECISE,256,1)\n\tNPSB D 1 Bright A_CountDown\n\tLoop\n SpawnE:\n\tTNT1 AA 0 A_SpawnItemEx(\"PetrovecBoltParticleTrail\",frandom(3,-3),frandom(3,-3),frandom(3,-3))\n\tTNT1 A 0 A_SpawnItemEx(\"PetrovecBoltRingTrail\",frandom(2,-2),frandom(2,-2),frandom(2,-2))\n\tTNT1 AA 0 A_SpawnItemEx(\"PetrovecBoltSmokeTrail\",-4+random(4,-4),random(4,-4),random(4,-4))\n\tTNT1 A 0 A_SeekerMissile(5,10,SMF_LOOK|SMF_PRECISE,256,1)\n\tNPSB E 1 Bright A_CountDown\n\tLoop\n SpawnF:\n\tTNT1 AA 0 A_SpawnItemEx(\"PetrovecBoltParticleTrail\",frandom(3,-3),frandom(3,-3),frandom(3,-3))\n\tTNT1 A 0 A_SpawnItemEx(\"PetrovecBoltRingTrail\",frandom(2,-2),frandom(2,-2),frandom(2,-2))\n\tTNT1 AA 0 A_SpawnItemEx(\"PetrovecBoltSmokeTrail\",-4+random(4,-4),random(4,-4),random(4,-4))\n\tTNT1 A 0 A_SeekerMissile(5,10,SMF_LOOK|SMF_PRECISE,256,1)\n\tNPSB F 1 Bright A_CountDown\n\tLoop\n SpawnG:\n\tTNT1 AA 0 A_SpawnItemEx(\"PetrovecBoltParticleTrail\",frandom(3,-3),frandom(3,-3),frandom(3,-3))\n\tTNT1 A 0 A_SpawnItemEx(\"PetrovecBoltRingTrail\",frandom(2,-2),frandom(2,-2),frandom(2,-2))\n\tTNT1 AA 0 A_SpawnItemEx(\"PetrovecBoltSmokeTrail\",-4+random(4,-4),random(4,-4),random(4,-4))\n\tTNT1 A 0 A_SeekerMissile(5,10,SMF_LOOK|SMF_PRECISE,256,1)\n\tNPSB G 1 Bright A_CountDown\n\tLoop\n SpawnH:\n\tTNT1 AA 0 A_SpawnItemEx(\"PetrovecBoltParticleTrail\",frandom(3,-3),frandom(3,-3),frandom(3,-3))\n\tTNT1 A 0 A_SpawnItemEx(\"PetrovecBoltRingTrail\",frandom(2,-2),frandom(2,-2),frandom(2,-2))\n\tTNT1 AA 0 A_SpawnItemEx(\"PetrovecBoltSmokeTrail\",-4+random(4,-4),random(4,-4),random(4,-4))\n\tTNT1 A 0 A_SeekerMissile(5,10,SMF_LOOK|SMF_PRECISE,256,1)\n\tNPSB H 1 Bright A_CountDown\n\tLoop\n SpawnI:\n\tTNT1 AA 0 A_SpawnItemEx(\"PetrovecBoltParticleTrail\",frandom(3,-3),frandom(3,-3),frandom(3,-3))\n\tTNT1 A 0 A_SpawnItemEx(\"PetrovecBoltRingTrail\",frandom(2,-2),frandom(2,-2),frandom(2,-2))\n\tTNT1 AA 0 A_SpawnItemEx(\"PetrovecBoltSmokeTrail\",-4+random(4,-4),random(4,-4),random(4,-4))\n\tTNT1 A 0 A_SeekerMissile(5,10,SMF_LOOK|SMF_PRECISE,256,1)\n\tNPSB I 1 Bright A_CountDown\n\tLoop\n SpawnJ:\n\tTNT1 AA 0 A_SpawnItemEx(\"PetrovecBoltParticleTrail\",frandom(3,-3),frandom(3,-3),frandom(3,-3))\n\tTNT1 A 0 A_SpawnItemEx(\"PetrovecBoltRingTrail\",frandom(2,-2),frandom(2,-2),frandom(2,-2))\n\tTNT1 AA 0 A_SpawnItemEx(\"PetrovecBoltSmokeTrail\",-4+random(4,-4),random(4,-4),random(4,-4))\n\tTNT1 A 0 A_SeekerMissile(5,10,SMF_LOOK|SMF_PRECISE,256,1)\n\tNPSB J 1 Bright A_CountDown\n\tLoop\n SpawnK:\n\tTNT1 AA 0 A_SpawnItemEx(\"PetrovecBoltParticleTrail\",frandom(3,-3),frandom(3,-3),frandom(3,-3))\n\tTNT1 A 0 A_SpawnItemEx(\"PetrovecBoltRingTrail\",frandom(2,-2),frandom(2,-2),frandom(2,-2))\n\tTNT1 AA 0 A_SpawnItemEx(\"PetrovecBoltSmokeTrail\",-4+random(4,-4),random(4,-4),random(4,-4))\n\tTNT1 A 0 A_SeekerMissile(5,10,SMF_LOOK|SMF_PRECISE,256,1)\n\tNPSB K 1 Bright A_CountDown\n\tLoop\n SpawnL:\n\tTNT1 AA 0 A_SpawnItemEx(\"PetrovecBoltParticleTrail\",frandom(3,-3),frandom(3,-3),frandom(3,-3))\n\tTNT1 A 0 A_SpawnItemEx(\"PetrovecBoltRingTrail\",frandom(2,-2),frandom(2,-2),frandom(2,-2))\n\tTNT1 AA 0 A_SpawnItemEx(\"PetrovecBoltSmokeTrail\",-4+random(4,-4),random(4,-4),random(4,-4))\n\tTNT1 A 0 A_SeekerMissile(5,10,SMF_LOOK|SMF_PRECISE,256,1)\n\tNPSB L 1 Bright A_CountDown\n\tLoop\n Death:\n\tTNT1 A 0\n\tTNT1 A 0 A_StopSound(5)\n\tTNT1 A 0 A_PlaySound(\"Petrovec/Hit\")\n\tTNT1 A 0 A_PlaySoundEx(\"Petrovec/Explode\",\"SoundSlot6\")\n\tTNT1 A 0 A_Explode(175,128,0)\n\tTNT1 A 0 A_SpawnItemEx(\"PetrovecBoltRingExp\")\n\tTNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"PetrovecBoltParticleExp\",random(11,-11),frandom(11,-11),frandom(9,-9),frandom(1,2),frandom(1,2),frandom(2,-2),random(0,359))\n\tTNT1 AAAAAA 0 A_SpawnItemEx(\"PetrovecBoltExplode\",random(19,-19),random(19,-19),random(12,-12),frandom(1,-1),frandom(1,-1),frandom(1,-1),random(0,359))\n\tTNT1 A 10\n\tTNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"PetrovecBoltSmokeExp\",random(12,-12),random(12,-12),random(7,-7),frandom(1,-1),frandom(1,-1),frandom(1,-1),random(0,359))\n\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/LegendarySoul.txt",
"contents": "Actor LegendarySoul 16506\n{\n//$Category Monsters/LCA\n//$Sprite LSOLA1\n//$Title \"Legendary Soul\"\nMonster\nHealth 750\nRadius 16\nHeight 56\nMass 100\nSpeed 15\nDamage 11\nPainChance 50\n+FLOAT\n+NOGRAVITY\n+NOTARGET\n+NOINFIGHTING\n+BOSS\n+AVOIDMELEE\n+NOTIMEFREEZE\n+MISSILEMORE\n+MISSILEEVENMORE\n+NOICEDEATH\n+DONTGIB\n+NOTELEFRAG\n+QUICKTORETALIATE\n+DONTHARMSPECIES\n+DONTHURTSPECIES\n+NORADIUSDMG\n+EXTREMEDEATH\n+DONTRIP\n+DONTFALL\n+NOFEAR\nBloodColor \"Blue\"\nSpecies \"Souls\"\nDamageFactor 0.75\nDamageFactor \"SoulToxic\", 0.0\nDamageFactor \"BombBreath\", 0.0\nDamageFactor \"Legendary1\", 0.0\nDamageFactor \"LegendaryPlayer\", 0.3\nDamageFactor \"Legendary\", 0.0\nDamageFactor \"LegendaryGuru\", 0.0\nDamageFactor \"LegendaryGuruPlayer\", 0.3\nDamageFactor \"PDTBFG\", 0.10\nDamageFactor \"PDTBFGTracer\", 0.10\nDamageFactor \"PlayerDevBall\", 0.110\nDamageFactor \"PlayerDevBall2\", 0.110\nDamageFactor \"PlayerDTBFGRailgunSlug\", 0.110\nDamageFactor \"PlayerDevTracer\", 0.110\nDamageFactor \"DBFG10K2\", 0.65\nDamageFactor \"PlayerDBFG10K2\", 0.65\nDamageFactor \"DBFG2\", 0.65\nDamageFactor \"PlayerDTRG\", 0.5\nDamageFactor \"PlayerDBFG2\", 0.65\nDropItem \"LegendarySphere\" 80 1\nDropItem \"LegendaryPowerSphere\" 75 1\nDropItem \"LDemonAmmoBox\" 120\nDropItem \"LDemonAmmo\" 240\nDropItem \"BossLifeEssence\" 256\nDropItem \"BossArmorBonusMax\" 256\nDropItem \"Legendary Plasmatic Rifle\" 8 1\nSeeSound \"legsoul/see\"\nPainSound \"legsoul/pain\"\nDeathSound \"legsoul/death\"\nActiveSound \"legsoul/idle\"\nAttackSound \"legsoul/attack\"\nObituary \"%o's energy was completely drained by a Legendary Soul.\"\nScale 1.2\nvar int user_delay;\nvar int user_portal;\nvar int user_timer;\nvar int user_music;\nvar int user_ragewait;\nStates\n{\n Spawn:\n TNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n LSOL A 10 Bright A_Look\n Loop\n See:\n TNT1 A 0 A_JumpIf(user_music == 1,3)\n TNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,21)\n\tTNT1 A 0 A_SetUserVar(\"user_music\",1)\n\tTNT1 A 0 A_ChangeFlag(NOPAIN,0)\n\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tLSOL A 0 A_UnSetInvulnerable\n LSOL AAA 2 Bright A_Chase\n\tTNT1 A 0 A_Jump(68,\"Avoid\",\"Rush\",\"Teleport\")\n Loop\n Rush:\n TNT1 A 0\n\tLSOL AA 0 A_Chase\n LSOL A 1 Bright A_SpawnItemEx(\"LegendarySoulGhost\")\n\tTNT1 A 0 A_Jump(12,\"See\")\n Loop\n Avoid:\n\tLSOL B 0\n\tLSOL B 0 A_SetAngle(angle+random(0,359))\n\tLSOL B 0 A_Recoil(-50)\n\tLSOL B 0 A_FaceTarget\n\tLSOL BBBBBBBBBBBBB 1 Bright A_SpawnItemEx(\"LegendarySoulGhost2\")\n\tTNT1 A 0 A_Jump(127,\"See\")\n\tLSOL B 1 Bright A_Stop\n Goto Avoid\n Teleport:\n LSOL A 1 Bright A_UnSetShootable\n\tLSOL AAAAAAAAAAA 1 A_FadeOut(0.1,0)\n\tLSOL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n LSOL A 1 A_PlayWeaponSound(\"boss/teleport\")\n\tLSOL AAAAAAAAAAA 1 A_FadeIn(0.1)\n LSOL A 1 Bright A_SetShootable\n Goto See\n Missile:\n TNT1 A 0 A_SetTranslucent(1)\n TNT1 A 0 A_Jump(48,\"Super\")\n\tTNT1 A 0 A_Jump(32,\"Rage\")\n\tTNT1 A 0 A_Jump(127,\"Proj\")\n Normal:\n\tLSOL B 10 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLSOL B 2 Bright A_SkullAttack(50)\n\tTNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLSOL B 2 Bright A_CposRefire\n\tTNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLSOL B 2 Bright A_CposRefire\n\tTNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_JumpIf(velx != 0 || vely != 0,2)\n\tTNT1 A 0 A_Jump(188,\"See\")\n\tTNT1 A 0 A_Jump(16,\"See\")\n\tLSOL B 2 Bright A_CposRefire\n\tGoto Normal+1\n Proj:\n \tLSOL BBB 3 Bright A_FaceTarget\n\tLSOL B 0 A_FaceTarget\n\tLSOL B 4 Bright A_CustomMissile(\"LegSoulBall\",20,0,random(-3,3))\n\tLSOL B 0 A_FaceTarget\n\tLSOL B 4 Bright A_CustomMissile(\"LegSoulBall\",20,0,random(-3,3))\n\tLSOL B 0 A_FaceTarget\n\tLSOL B 4 Bright A_CustomMissile(\"LegSoulBall\",20,0,random(-3,3))\n\tLSOL B 0 A_FaceTarget\n\tLSOL B 4 Bright A_CustomMissile(\"LegSoulBall\",20,0,random(-3,3))\n\tLSOL B 0 A_FaceTarget\n\tLSOL B 4 Bright A_CustomMissile(\"LegSoulBall\",20,0,random(-3,3))\n\tLSOL B 0 A_FaceTarget\n\tLSOL B 4 Bright A_CustomMissile(\"LegSoulBall\",20,0,random(-3,3))\n\tGoto See\n Rage:\n LSOL B 1 Bright A_JumpIfCloser(1500,1)\n Goto Normal\n LSOL B 1 Bright A_PlaySound(\"legsoul/see\")\n\tLSOL B 0\n\tLSOL B 1 Bright A_FaceTarget\n RageWait:\n TNT1 A 0 A_JumpIf(user_ragewait >= 28,\"RageGo\")\n\tTNT1 A 0 A_SetUserVar(\"user_ragewait\",user_ragewait+1)\n LSOL B 0 A_JumpIfTargetInLos(2)\n\tLSOL B 0 A_Jump(256,2)\n\tLSOL B 0 A_FaceTarget\n\tLSOL B 2 Bright A_SpawnItem(\"LFiendFlameSpawner\",0,0,0,0)\n\tLoop\n RageGo:\n TNT1 A 0 A_SetUserVar(\"user_ragewait\",0)\n\tLFND G 0\n\tTNT1 A 0 A_ChangeFlag(NOPAIN,1)\n\tTNT1 A 0 A_CustomMissile(\"LegSoulCharge\",18,0,0,CMF_AIMDIRECTION)\n\tTNT1 A 0 A_SpawnItemEx(\"LegendarySoulGhost2\")\n\tTNT1 A 0 A_SpawnItem(\"LFiendFlameSpawner\",0,0,0,0)\n\tLSOL B 2 Bright A_SkullAttack(75)\n\tTNT1 A 0 A_CustomMissile(\"LegSoulCharge\",18,0,0,CMF_AIMDIRECTION)\n\tTNT1 A 0 A_SpawnItemEx(\"LegendarySoulGhost2\")\n\tTNT1 A 0 A_SpawnItem(\"LFiendFlameSpawner\",0,0,0,0)\n\tLSOL B 2 Bright A_CposRefire\n\tTNT1 A 0 A_CustomMissile(\"LegSoulCharge\",18,0,0,CMF_AIMDIRECTION)\n\tTNT1 A 0 A_SpawnItemEx(\"LegendarySoulGhost2\")\n\tTNT1 A 0 A_SpawnItem(\"LFiendFlameSpawner\",0,0,0,0)\n\tLSOL B 2 Bright A_CposRefire\n\tTNT1 A 0 A_CustomMissile(\"LegSoulCharge\",18,0,0,CMF_AIMDIRECTION)\n\tTNT1 A 0 A_SpawnItemEx(\"LegendarySoulGhost2\")\n\tTNT1 A 0 A_SpawnItem(\"LFiendFlameSpawner\",0,0,0,0)\n\tLSOL B 2 Bright A_CposRefire\n\tGoto RageGo+3\n Super:\n \tTNT1 A 0 Bright A_PlaySound(\"legsoul/see\")\n\tTNT1 A 0\n\tTNT1 A 0 A_FaceTarget\n\tLSOL BBBBB 2 Bright A_SpawnItem(\"LSoulFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tLSOL BBBBB 2 Bright A_SpawnItem(\"LSoulFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tLSOL BBBBB 2 Bright A_SpawnItem(\"LSoulFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tLSOL BBBBB 2 Bright A_SpawnItem(\"LSoulFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tLSOL BBBBB 2 Bright A_SpawnItem(\"LSoulFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tLSOL BBBBB 2 Bright A_SpawnItem(\"LSoulFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tLSOL BBBBB 2 Bright A_SpawnItem(\"LSoulFlameSpawner\",0,0,0,0)\n\tLSOL B 4 Bright A_CustomMissile(\"LegSoulBigBall\",20,0,0)\n\tLSOL B 4\n Goto See\n Pain:\n TNT1 A 0\n\tTNT1 A 0 A_KillChildren\n TNT1 A 0 A_Jump(8,\"Super\")\n \tTNT1 A 0 A_Jump(21,\"Teleport\")\n\tTNT1 A 0 A_Jump(128,\"PainMissile\")\n LSOL C 2 Bright\n LSOL C 2 Bright A_Pain\n Goto See\n PainMissile:\n LSOL C 2 Bright\n LSOL C 2 Bright A_Pain\n Goto Missile\n Death:\n TNT1 A 0\n TNT1 A 0 A_SetTranslucent(0.75,1)\n\tLSOL F 0 A_Scream\n LSOL FFFFGGGG 2 Bright A_SpawnItemEx(\"BlueKaboom\",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(\"SoulPart1\",0,0,Random(10,20),Random(8,-8),Random(8,-8),Random(6,8))\n\tTNT1 A 0 A_SpawnItemEx(\"SoulPart2\",0,0,Random(10,20),Random(8,-8),Random(8,-8),Random(6,8))\n\tTNT1 AA 0 A_SpawnItemEx(\"SoulPart3\",0,0,Random(10,20),Random(8,-8),Random(8,-8),Random(6,8))\n LSOL H 4 Bright\n TNT1 AA 0 A_SpawnItemEx(\"BlueParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n LSOL I 4 Bright A_NoBlocking\n LSOL JK 4 Bright\n Stop\n }\n}\n\nACTOR LegSoulBall\n{\nRadius 7\nHeight 7\nSpeed 40\nDamage 8\nScale .75\nProjectile\nSeesound \"legsoul/attack1\"\nDeathSound \"legsoul/explode1\"\nRenderStyle Translucent\nDecal DoomImpScorch\nAlpha 0.7\nStates\n{\n Spawn:\n TNT1 A 0 A_SpawnItemEx(\"BFGTrailParticleBlue\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tLSA1 AB 3 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"BFGTrailParticleBlue\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tLSA1 CD 3 Bright\n Loop\n Death:\n TNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"BlueParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"Kaboom6\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n LSA1 EFGHIJ 3 Bright\n LSA1 K 1\n Stop\n }\n}\n\nActor LegSoulBigBall\n{\nProjectile\nRadius 8\nHeight 6\nSpeed 55\nDamage 35\nRENDERSTYLE ADD\nScale 3.0\nAlpha 0.67\nSeesound \"legsoul/attack2\"\nDeathSound \"legsoul/explode2\"\nDecal BFG9500LightningGold\n+FORCERADIUSDMG\nStates\n{\n Spawn:\n\tLSA2 ABCD 2 Bright A_SpawnItemEx(\"LegSoulBigBallTrail\",0,0,2,0,0,0,0,128,0)\n\tLoop\n Death:\n\n \tTNT1 A 0 A_SpawnItemEx(\"BFGShockwaveGold\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 AAAAAA 0 A_CustomMissile(\"KaboomGold\", 0, 0, random(0,360), 2, random(0,360))\n TNT1 AAA 0 A_SpawnItemEx(\"LegendaryGoldParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_Explode(250,150,0)\n\tLSA2 EFG 4 Bright\n\tStop\n }\n}\n\nACTOR LegSoulBigBallTrail : BFG9500Trail\n{\nScale 2.9\nAlpha 0.67\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 1\n LSA2 ABCDABCD 2 A_FadeOut(0.1)\n\tStop\n }\n}\n\nACTOR LegendarySoulGhost\n{\nScale 1.1\nRadius 31\nHeight 56\nSpeed 0\nAlpha 0.7\nPROJECTILE\nRENDERSTYLE Translucent\n+CLIENTSIDEONLY\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 0\n\tTNT1 A 0\nFade:\n TNT1 A 1\n LSOL A 2 A_FadeOut(0.10)\n Goto Fade+1\nToaster:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR LegendarySoulGhost2 : LegendarySoulGhost\n{\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 0\n\tTNT1 A 0\nFade:\n TNT1 A 0\n TNT1 A 1\n LSOL B 2 A_FadeOut(0.10)\n Goto Fade+2\n }\n}\n\nACTOR LegSoulCharge : BigLFLunge\n{\nDamagetype \"SoulToxic\"\nStates\n{\nSpawn:\nTNT1 A 2\nTNT1 A 1 A_Explode(68,412,0)\nStop\nDeath:\nTNT1 A 2\nTNT1 A 1 A_Explode(68,412,0)\nStop\n}\n}\n\nACTOR LSoulFlameSpawner : LegendaryRedParticleSpawner\n{\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 AAAAAA 0 A_SpawnItemEx(\"LSoulFlameFlame\",random(20,-20),random(20,-20),random(40,80),0,0,random(2,6),0,128,0)\n TNT1 A 1\n Stop\n Toaster:\n TNT1 A 0\n\tStop\n }\n}\n\nACTOR LSoulFlameFlame\n{\n+MISSILE\n+DONTSPLASH\n+CLIENTSIDEONLY\n+NOBLOCKMAP\n+NOGRAVITY\n+NOTELEPORT\n+FORCEXYBILLBOARD\n+NOTIMEFREEZE\nRenderStyle Add\nScale 1.1\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nLMKE ABCDEFGHIJKL 2 Bright A_FadeOut\nStop\nToaster:\n TNT1 A 0\n Stop\n}\n}\n\nActor LegSoulEvent : LegZombieStrafing\n{\n+FORCERADIUSDMG\nStates\n{\n Pickup:\n NULL A 1\n\tNULL A 1 A_SpawnItem(\"LegSoulEventSmokeSpawner\",0,0,0,0)\n\tNULL A 1 A_Explode(3,128)\n Stop\n }\n}\nACTOR LegSoulEventSmokeSpawner : LegendaryRedParticleSpawner\n{\nStates\n{\n Spawn:\n TNT1 A 0\n TNT1 AAA 0 A_SpawnItemEx(\"LegSoulEventSmoke\",random(12,-12),random(12,-12),random(12,64),0,0,random(1,3),0,128,0)\n TNT1 A 1\n Stop\n }\n}\n\nACTOR LegSoulEventSmoke\n{\n+MISSILE\n+DONTSPLASH\n+NOBLOCKMAP\n+NOGRAVITY\n+NOTELEPORT\n+FORCEXYBILLBOARD\n+THRUACTORS\n+NOTIMEFREEZE\nScale 0.4\nRenderStyle Normal\nStates\n{\n Spawn:\n\tBMKE ABCDEFGHIJKL 2 Bright A_FadeOut\n\tStop\n}\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/LegendaryStealthTrooper.txt",
"contents": "ACTOR LegendaryStealthTrooper 16502\n{\n//$Category Monsters/LCA\n//$Sprite LCMDA1\n//$Title \"Legendary Stealth Trooper\"\nHealth 1100\nRadius 20\nHeight 56\nSpeed 10\nMass 100\nPainChance 25\nPainChance \"ZombieDemonTech\", 0\nBloodColor \"Blue\"\nDropItem \"LegendaryArmor\" 87 1\nDropItem \"LegAmmoSphere\" 90 1\nDropItem \"HandGrenadeAmmo\" 237 2\nDropItem \"MineAmmo\" 237 2\nDropItem \"Backpack\" 200 1\nDropItem \"Armorplate\" 207 1\nDropItem \"Portablemedkit\" 212 1\nDropItem \"LegendaryBulletBox\" 202\nDropItem \"LegendaryLMGBulletMag\" 252 20\nDropItem \"LegendaryRune\" 62 1\nDropItem \"Legendary Light Machine Gun\" 202 1\nDropItem \"LegendaryPowerShard\" 65 1\nDamageFactor \"LegendaryZombie\", 0.0\nDamageFactor \"PDTBFG\", 0.25\nDamageFactor \"PDTBFGTracer\", 0.25\nDamageFactor \"PlayerDevBall\", 0.125\nDamageFactor \"PlayerDevBall2\", 0.125\nDamageFactor \"PlayerDTBFGRailgunSlug\", 0.125\nDamageFactor \"PlayerDevTracer\", 0.125\nDamageFactor \"Legendary\", 0.0\nDamageFactor \"LegendaryPlayer\", 0.3\nDamageFactor \"LegendaryGuru\", 0.0\nDamageFactor \"LegendaryGuruPlayer\", 0.3\nDamageFactor \"DBFG10K2\", 0.65\nDamageFactor \"PlayerDBFG10K2\", 0.65\nDamageFactor \"DBFG2\", 0.65\nDamageFactor \"PlayerDBFG2\", 0.65\nDamageFactor \"PlayerDTRG\", 0.5\nDamageFactor 0.65\nMONSTER\n+NOTIMEFREEZE\n+BOSS\n+BOSSDEATH\n+FLOORCLIP\n+MISSILEMORE\n+MISSILEEVENMORE\n+QUICKTORETALIATE\n+NOICEDEATH\n+NODROPOFF\n+DONTGIB\n+NOTARGET\n+NORADIUSDMG\n+FORCERADIUSDMG\n+NOFEAR\nSeeSound \"lcmdo/sight\"\nAttackSound \"Null\"\nPainSound \"lcmdo/pain\"\nDeathSound \"lcmdo/death\"\nActiveSound \"lcmdo/active\"\nObituary \"%o was immediately gunned down by a Legendary Stealth Trooper.\"\nvar int user_music;\nvar int user_protection;\nvar int user_protected;\nStates\n{\nSpawn:\n TNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n LCMD A 10 Bright A_Look\n\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tLCMD Z 10 Bright A_Look\n\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n Loop\nSee:\n TNT1 A 0 A_JumpIf(user_music == 1,3)\n TNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,19)\n\tTNT1 A 0 A_SetUserVar(\"user_music\",1)\n TNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n LCMD A 0 A_JumpIfTargetInLOS(\"Strafing\")\n LCMD AA 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tLCMD BB 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"LegendaryFootStep\",0,0,0,0)\n\tLCMD A 0 A_JumpIfTargetInLOS(\"Strafing\")\n\tLCMD CC 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tLCMD DD 3 Bright A_Chase\n\tTNT1 A 0 A_Jump(80,\"Phase\")\n\tLCMD A 0 A_Jump(80,\"Rush\")\n TNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"LegendaryFootStep\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\t//TNT1 A 0 A_Jump(25,\"Teleport\")\n Loop\nRush:\n LCMD A 0 A_JumpIfTargetInLOS(\"Strafing\")\n\tTNT1 A 0 A_SpawnItem(\"LegendaryFootStep\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"LegCommandoGhostA\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tLCMD A 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"LegCommandoGhostA\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tLCMD A 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"LegCommandoGhostB\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tLCMD B 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"LegCommandoGhostB\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tLCMD B 1 Bright A_Chase\n\tTNT1 A 0 A_Jump(80,\"Phase\")\n\tTNT1 A 0 A_SpawnItem(\"LegendaryFootStep\",0,0,0,0)\n TNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"LegCommandoGhostC\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tLCMD C 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"LegCommandoGhostC\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tLCMD C 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"LegCommandoGhostD\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tLCMD D 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"LegCommandoGhostD\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tLCMD D 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"LegendaryFootStep\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Jump(84,\"See\")\n\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tLoop\nStrafing:\n\tTNT1 A 0 A_SpawnItem(\"LegendaryFootStep\",0,0,0,0)\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tLCMD AA 3 Bright A_GiveInventory(\"LegZombieStrafing\",1)\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tLCMD BB 3 Bright A_GiveInventory(\"LegZombieStrafing\",1)\n\tTNT1 A 0 A_SpawnItem(\"LegendaryFootStep\",0,0,0,0)\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n LCMD CC 3 Bright A_GiveInventory(\"LegZombieStrafing\",1)\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tLCMD DD 3 Bright A_GiveInventory(\"LegZombieStrafing\",1)\n\tGoto See\nPhase:\n\tTNT1 A 0 A_PlaySound(\"phaseimp/teleport\")\n\tLCMD E 2 A_FaceTarget\n\tLCMD E 1 A_SetTranslucent(0.75)\n\tLCMD E 1 A_SetTranslucent(0.55)\n\tLCMD E 1 A_SetTranslucent(0.35)\n\tLCMD E 1 A_SetTranslucent(0.20)\n\tGoto Phased\nUnPhase:\n\tTNT1 A 0 A_PlaySound(\"phaseimp/teleport\")\n\tLCMD E 1 A_SetTranslucent(0.15)\n\tLCMD E 1 A_SetTranslucent(0.35)\n\tLCMD E 1 A_SetTranslucent(0.55)\n\tLCMD E 1 A_SetTranslucent(0.75)\n\tTNT1 A 0 A_SetTranslucent(1)\n\tLCMD E 2 A_FaceTarget\n Goto See\nPhased:\n\tLCMD AABBCCDDAABBCCDDAABBCCDDAABBCCDD 1 A_ExtChase(0,0)\n\tLCMD AABBCCDDAABBCCDD 1 A_Chase\n\tTNT1 A 0 A_Jump(24,\"UnPhase\")\n\tGoto Phased+32\n Teleport:\n LCMD A 1 Bright A_UnSetShootable\n\tLCMD AAAA 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tLCMD AAAAAAAAAA 1 A_FadeOut(0.1,0)\n\tLCMD A 2\n\tLCMD AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tLCMD AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n LCMD A 1 A_PlayWeaponSound(\"boss/teleport\")\n\tLCMD AAAA 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tLCMD AAAAAAAAAA 1 A_FadeIn(0.1)\n LCMD A 1 Bright A_SetShootable\n Goto See\nPause:\n\t//LCMD E 0 A_PlaySound(\"weapons/demontechsteam\")\n\tLCMD EEEEE 3 Bright A_GiveInventory(\"LegZombieStrafing\",1)\n\tGoto See\n Missile:\n LCMD E 10 A_FaceTarget\n\tTNT1 A 0 A_JumpIfInventory (\"LegAK47Ammo\", 76, \"Reload\")\n\tTNT1 A 0 A_CustomMissile(\"LegendaryBlueTracer\",Random(28,34),0,Random(6,-6),0)\n\tTNT1 A 0 A_GiveInventory (\"LegAK47Ammo\", 1)\n\tTNT1 A 0 A_SpawnItemEx(\"LegRifleCasing\", 12, -6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\tTNT1 A 0 A_CustomBulletAttack(42.5,14,1,Random(7,17)*3,\"LegModdedBulletPuff\")\n\tLCMD F 0 Bright A_PlaySoundEx(\"weapons/LMGFire\",\"Weapon\")\n\tLCMD E 1 A_GiveInventory(\"LegZombieStrafing\",1)\n LCMD E 5 Bright A_CPosAttack\n\tTNT1 A 0 A_CustomMissile(\"LegendaryBlueTracer\",Random(28,34),0,Random(6,-6),0)\n\tTNT1 A 0 A_GiveInventory (\"LegAK47Ammo\", 1)\n\tTNT1 A 0 A_SpawnItemEx(\"LegRifleCasing\", 12, -6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\tTNT1 A 0 A_CustomBulletAttack(42.5,14,1,Random(7,17)*3,\"LegModdedBulletPuff\")\n\tLCMD F 0 Bright A_PlaySoundEx(\"weapons/LMGFire\",\"Weapon\")\n\tLCMD E 1 A_GiveInventory(\"LegZombieStrafing\",1)\n LCMD F 5 Bright A_CPosAttack\n TNT1 A 0 A_CPosRefire\n\tTNT1 A 0 A_Jump(18,\"Pause\")\n\tTNT1 A 0 A_Jump(25,\"Nade\")\n\t//TNT1 A 0 A_Jump(20,\"Mine\")\n\tTNT1 A 0 A_Jump(15,\"LegNade\")\n Goto Missile+1\nNade:\n LCMD E 1 A_JumpIfCloser(1000,1)\n\tGoto Missile\n\tLCMD E 0 A_JumpIfCloser(280,\"Missile\")\n LCMD E 6 A_GiveInventory(\"LegZombieStrafing\",1)\n LCMD EEE 4 A_GiveInventory(\"LegZombieStrafing\",1)\n\tTNT1 A 0 A_GiveInventory(\"LegZombieStrafing\",1)\n LCMD E 6 A_CustomMissile(\"LGrenade\",32,0,0,2,10)\n\tLCMD E 1\n\tGoto See\nLegNade:\n LCMD E 1 A_JumpIfCloser(1000,1)\n\tGoto Missile\n\tLCMD E 0 A_JumpIfCloser(280,\"Missile\")\n LCMD E 12 A_GiveInventory(\"LegZombieStrafing\",1)\n LCMD EEE 6 A_GiveInventory(\"LegZombieStrafing\",1)\n\tTNT1 A 0 A_GiveInventory(\"LegZombieStrafing\",1)\n LCMD E 6 A_CustomMissile(\"LegThrownGrenade\",32,0,0,2,10)\n\tLCMD EE 25\n\tGoto See\nMine:\n\tLCMD C 1 Bright\n\tLCMD C 12 Bright A_CustomMissile(\"LACThrownMine\",32,0,0,5,15)\n\tLCMD C 0 Bright A_CustomMissile(\"LACThrownMine\",32,0,0,-5,15)\n\tLCMD C 0 Bright A_CustomMissile(\"LACThrownMine\",32,0,0,0,15)\n\tLCMD E 12 Bright\n\tLCMD C 3 Bright\n\tGoto See\nPain:\n \tTNT1 A 0 A_SetTranslucent(1)\n\tTNT1 A 0 A_Jump(30,\"Protection\")\n\tTNT1 A 0 A_Jump(90,\"Phase\")\n LCMD G 3 Bright A_GiveInventory(\"LegZombieStrafing\",1)\n LCMD G 0 A_Pain\n\tLCMD G 3 Bright A_GiveInventory(\"LegZombieStrafing\",1)\n Goto See\nProtection:\n\tTNT1 A 0 A_JumpIf(user_protection >= 3,\"Pain\")\n\tTNT1 A 0 A_JumpIf(user_protected == 1,\"Pain\")\n\tTNT1 A 0 A_PlaySound(\"legendary/defense\")\n\tTNT1 A 0 A_FaceTarget\n\tLCMD E 2 Bright ACS_NamedExecuteAlways(\"LegendaryProtection\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tGoto See\nReload:\n TNT1 A 0 A_ChangeFlag(\"NoPain\", 1)\n TNT1 A 0 A_PlaySound(\"weapons/LMGReload2\")\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryEmptyDrumSpawner\", -8, 7, 30, 4, 0, (0.1)*Random(30, 40), Random(-80, -90), 128)\n\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n LCMD EE 25 Bright A_TakeInventory (\"LegAK47Ammo\", 76)\n\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n LCMD E 20 Bright A_PlaySound(\"weapons/LMGReload1\")\n\tLCMD E 40 Bright A_PlaySound(\"weapons/LMGReload3\")\n\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n TNT1 A 0 A_ChangeFlag(\"NoPain\", 0)\n Goto See\nDeath:\n //TNT1 A 0 A_Jump(36,\"LegendarySoul\")\n\tTNT1 A 0 A_SetTranslucent(1)\n TNT1 A 0 A_StopSound(6)\n\tLCMD H 5 A_Scream\n LCMD I 5 A_Fall\n LCMD J 5 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n LCMD K 5\n LCMD L -1\n\tStop\nLegendarySoul:\n\tTNT1 A 0 A_SetTranslucent(1)\n TNT1 A 0 A_StopSound(6)\n\tTNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLCMD H 5 A_Scream\n\tTNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n LCMD I 5 A_Fall\n\tTNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n LCMD J 5 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n LCMD K 5\n\tTNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLCMD L 140\n\tLCMD L 0 A_PlaySoundEx(\"brain/spit\",\"Voice\",0,2)\n\tLCMD LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory(\"LegSoulEvent\",1)\n\tLCMD LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory(\"LegSoulEvent\",1)\n\tLCMD LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory(\"LegSoulEvent\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"LegendarySoul\",0,0,16,0,0,0,0,32)\n\tTNT1 A 0 A_SpawnItemEx(\"TeleportFog\",0,0,16,0,0,0,0,32)\n\tLCMD L -1\n\tStop\nXDeath:\n TNT1 A 0 A_StopSound(6)\n\tLCMD O 3 A_SpawnItemEx(\"BlueGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n LCMD P 3 A_XScream\n LCMD R 3 A_Fall\n LCMD STUV 3\n LCMD W -1\n Stop\n }\n}\n\nACTOR LegCommandoGhostA\n{\n\tScale 1.1\n\tRadius 20\n\tHeight 56\n\tSpeed 0\n\tAlpha 0.7\n\tPROJECTILE\n\tRENDERSTYLE Translucent\n\t+NOTIMEFREEZE\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tFade:\n\t\tTNT1 A 1\n\t\tLCMD A 2 A_FadeOut(0.10)\n\t\tGoto Fade+1\n\tToaster:\n\t\tTNT1 A 0\n\t\tStop\n }\n}\n\nACTOR LegCommandoGhostB : LegCommandoGhostA\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tFade:\n\t\tTNT1 A 1\n\t\tLCMD B 2 A_FadeOut(0.10)\n\t\tGoto Fade+1\n\tToaster:\n\t\tTNT1 A 0\n\t\tStop\n }\n}\n\nACTOR LegCommandoGhostC : LegCommandoGhostA\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tFade:\n\t\tTNT1 A 1\n\t\tLCMD C 2 A_FadeOut(0.10)\n\t\tGoto Fade+1\n\tToaster:\n\t\tTNT1 A 0\n\t\tStop\n }\n}\n\nACTOR LegCommandoGhostD : LegCommandoGhostA\n{\nStates\n{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tFade:\n\t\tTNT1 A 1\n\t\tLCMD D 2 A_FadeOut(0.10)\n\t\tGoto Fade+1\n\tToaster:\n\t\tTNT1 A 0\n\t\tStop\n }\n}\n\n\tACTOR LegAK47Ammo: Ammo\n{\n Inventory.MaxAmount 76\n}\n\nActor LGrenade : ThrownGrenade\n{\n Damagetype \"Legendary\"\n Damage 8\n Obituary \"%o was blown up by a Legendary Commando's grenade.\"\n +BOUNCEONACTORS\n +NOTIMEFREEZE\n MissileType LGrenadeExplosion\n States\n {\n Spawn:\n\t TNT1 A 0\n HGN1 A 3 A_StopSound\n HGN1 BCDEFGHABCDEFGHABCDEFGH 3\n Goto Death\n Death:\n \t TNT1 A 0\n\t TNT1 A 0 A_ChangeFlag(\"MISSILE\",0)\n\t TNT1 A 0 A_AlertMonsters\n\t TNT1 A 0 A_PlaySound(\"weapons/hgrenadeex\")\n\t TNT1 A 0 A_SpawnItemEx(\"LegendaryOrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 AAA 0 A_CustomMissile(\"LegendaryKaboom3\", 0, 0, random(0,360), 2, random(0,360))\n\t TNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n\t TNT1 AAAA 0 A_SpawnItemEx(\"LegendaryDebris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n MISL B 4 Bright A_MissileAttack\n MISL CD 4 Bright A_SetTranslucent(0.75,1)\n Stop\n }\n}\n\nActor LGrenadeExplosion\n{\n Radius 1\n Height 1\n Speed 0\n Scale 2.4\n Projectile\n Damagetype \"Legendary\"\n RenderStyle ADD\n Alpha 0.95\n +FLOORHUGGER\n +NOCLIP\n +NODAMAGETHRUST\n +FORCERADIUSDMG\n +NOTIMEFREEZE\n Obituary \"%o was blown up by a Legendary Commando's grenade.\"\n States\n {\n Spawn:\n\tTNT1 A 1\n\tTNT1 A 0 A_Explode(64,146)\n\tStop\n }\n}\n\nActor ExplosionSpawner\n{\n+MISSILE\n+FORCEXYBILLBOARD\n//+DOOMBOUNCE\n//+BLOODSPLATTER\ndamage 0\nradius 6\nheight 6\nspeed 40\nrenderstyle ADD\nalpha 0.9\nscale .01\nBounceFactor 0.5\nDecal \"Scorch\"\nstates\n\t{\n\tSpawn:\n\t\tTNT1 AAAA 2 A_SpawnItem(\"SpawnedExplosionSmall\")\n\t\tStop\nDeath:\n MISG A 1\n TNT1 A 10\n Stop\nXDeath:\nMISG A 1\nTNT1 A 10\nStop\n\t}\n}\n\nActor SmallExplosionSpawner: ExplosionSpawner\n{\nSpeed 30\nstates\n\t{\n\tSpawn:\n\t\tTNT1 AAA 2 A_SpawnItem(\"SpawnedExplosionSmall\")\n\t\tStop\n\t}\n}\n\nactor BarrelKaboom: DeadMarine\n{\n\tGame Doom\n\tStates\n\t{\nSpawn:\nTNT1 A 1\nTNT1 AAAAAA 0 A_CustomMissile (\"SmallExplosionSpawner\", 20, 0, random (0, 360), 2, random (0, 180))\nStop\n\t}\n}\n\nACTOR SmokeFXN : SmokeFX\n{\nScale 0.5\n}\n\nACTOR ExplosionSmoke\n{\n +NOBLOCKMAP\n +NOTELEPORT\n +DONTSPLASH\n\t+MISSILE\n\t+FORCEXYBILLBOARD\n +CLIENTSIDEONLY\n +NOINTERACTION\n\t+NOGRAVITY\n\t+DOOMBOUNCE\n\t+THRUACTORS\n\tHealth 99999\n\tBounceFactor 0.5\n\tRadius 0\n\tHeight 0\n\tAlpha 0.1\n\tRenderStyle Translucent\n\tScale 1.1\n\tSpeed 1\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Stap\")\n\tSMK3 BBB 2 A_FadeIn(0.1)\n\tSMK3 B 20\n\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Stap\")\n\tSMK3 CDEFGHIJKLM 3\n\tGoto Death\n\tDeath:\n\t TNT1 A 0\n Stop\nStap:\nTNT1 A 0\nStop\n }\n}\n\nACTOR FlameTrails\n{\n\tGame Doom\n\tRadius 1\n\tHeight 1\n\tSpeed 3\n\tDamage 0\n +NOBLOCKMAP\n +NOTELEPORT\n +DONTSPLASH\n\t+MISSILE\n\t+FORCEXYBILLBOARD\n +CLIENTSIDEONLY\n +NOINTERACTION\n\t+NOCLIP\n\tRenderStyle Add\n DamageType Flames\n Scale 0.5\n\tAlpha 1\n\tGravity 0\n\tStates\n\t{\n Spawn:\n TNT1 A 2\n FRPR ABCDEFGH 3 BRIGHT\n Stop\n\t}\n}\n\nACTOR ExplosionFlames: FlameTrails\n{\nScale 1.2\nSpeed 2\n\tStates\n\t{\n Spawn:\n BXPO AA 3 BRIGHT\n\t\tBXPO AAA 0 A_CustomMissile (\"ExplosionSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n BXPO GHII 3 BRIGHT\n Stop\n\t}\n}\n\nACTOR SmallExplosionFlames: ExplosionFlames\n{\nScale 0.6\nSpeed 3\n\tStates\n\t{\n Spawn:\n BXPO AA 2 BRIGHT\n BXPO BCDF 1 BRIGHT\n BXPO GHII 1 BRIGHT\n Stop\n\t}\n}\n\nActor SpawnedExplosionSmall\n{\n+NOCLIP\n+NOGRAVITY\nSpeed 30\nstates\n\t{\n\tSpawn:\n TNT1 A 2\n TNT1 A 2\n FXPO A 0 A_CustomMissile (\"SmokeFXN\", 0, 0, random (0, 360), 2, random (0, 360))\n FXPO A 0 A_CustomMissile (\"SmokeFXN\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 AAAA 0 A_CustomMissile (\"SmallExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tStop\n\t}\n}\n\nACTOR LegThrownGrenade : ThrownGrenade\n{\n SeeSound \"weapons/lgrenadebounce\"\n WallBounceFactor 0.32\n\tBounceFactor 0.72\n\tDamageType \"Legendary\"\n\tObituary \"%o was blown up by a Legendary Commando's Legendary grenade.\"\n\tStates\n {\n Spawn:\n\t TNT1 A 0\n LGN1 A 3 A_StopSound\n LGN1 BCDEFGHABCDEFGHABCDEFGH 3\n Goto Death\n Death:\n \t TNT1 A 0\n TNT1 A 0 A_Explode(250,350)\n\t TNT1 A 0 A_SpawnItemEx (\"BarrelKaboom\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 A_AlertMonsters\n\t TNT1 A 0 A_PlaySound(\"lnade/exp\")\n\t TNT1 A 0 A_SpawnItemEx(\"BlueParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 AAA 0 A_CustomMissile(\"BlueKaboom3\", 0, 0, random(0,360), 2, random(0,360))\n\t TNT1 AAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n\t TNT1 AAAA 0 A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n TNT1 A 1 A_SpawnItem(\"LegendaryBlueRocketEx\")\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/LegendaryZombie.txt",
"contents": "ACTOR LegendaryZombie 16500\n{\n//$Category Monsters/LCA\n//$Sprite LPOSA1\n//$Title \"Legendary Zombie\"\nHealth 999\nRadius 20\nHeight 56\nSpeed 10\nMass 100\nPainChance 15\nPainChance \"ZombieDemonTech\", 0\nBloodColor \"Blue\"\nDropItem \"LegendaryArmor\" 85 1\nDropItem \"LegAmmoSphere\" 88 1\nDropItem \"LegendaryPowerShard\" 35 1\nDropItem \"HandGrenadeAmmo\" 235 2\nDropItem \"MineAmmo\" 235 2\nDropItem \"Backpack\" 198 1\nDropItem \"Armorplate\" 205 1\nDropItem \"Portablemedkit\" 210 1\nDropItem \"LDemonAmmoBox\" 200\nDropItem \"LDemonAmmo\" 250\nDropItem \"LegendaryRune\" 30 1\nDropItem \"Legendary Plasmatic Rifle\" 155 1\nDamageFactor \"LegendaryZombie\", 0.0\nDamageFactor \"PDTBFG\", 0.25\nDamageFactor \"PDTBFGTracer\", 0.25\nDamageFactor \"PlayerDevBall\", 0.125\nDamageFactor \"PlayerDevBall2\", 0.125\nDamageFactor \"PlayerDTBFGRailgunSlug\", 0.125\nDamageFactor \"PlayerDevTracer\", 0.125\nDamageFactor 0.75\nDamageFactor \"Legendary\", 0.0\nDamageFactor \"LegendaryPlayer\", 0.3\nDamageFactor \"LegendaryGuru\", 0.0\nDamageFactor \"LegendaryGuruPlayer\", 0.3\nDamageFactor \"DBFG10K2\", 0.65\nDamageFactor \"PlayerDBFG10K2\", 0.65\nDamageFactor \"DBFG2\", 0.65\nDamageFactor \"PlayerDBFG2\", 0.65\nDamageFactor \"PlayerDTRG\", 0.5\nMONSTER\n+NOTIMEFREEZE\n+BOSS\n+BOSSDEATH\n+FLOORCLIP\n+MISSILEMORE\n+MISSILEEVENMORE\n+QUICKTORETALIATE\n+NOICEDEATH\n+NODROPOFF\n+DONTGIB\n+NOTARGET\n+NORADIUSDMG\n+FORCERADIUSDMG\n+NOFEAR\nSeeSound \"legzom/sight\"\nAttackSound \"Null\"\nPainSound \"legzom/pain\"\nDeathSound \"legzom/death\"\nActiveSound \"legzom/active\"\nObituary \"%o was obliterated by a Legendary Zombie.\"\nvar int user_music;\nvar int user_protection;\nvar int user_protected;\nStates\n{\nSpawn:\n TNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n LPOS A 10 Bright A_Look\n\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tLPOS Q 10 Bright A_Look\n\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n Loop\nSee:\n TNT1 A 0 A_JumpIf(user_music == 1,3)\n TNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,1)\n\tTNT1 A 0 A_SetUserVar(\"user_music\",1)\n TNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n LPOS A 0 A_JumpIfTargetInLOS(\"Strafing\")\n LPOS AA 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tLPOS BB 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\tLPOS A 0 A_JumpIfTargetInLOS(\"Strafing\")\n\tLPOS CC 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tLPOS DD 3 Bright A_Chase\n\tLPOS A 0 A_Jump(80,\"Rush\")\n TNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n Loop\nRush:\n LPOS A 0 A_JumpIfTargetInLOS(\"Strafing\")\n\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"LegZombieGhostA\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tLPOS A 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"LegZombieGhostA\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tLPOS A 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryZombieGhostB\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tLPOS B 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryZombieGhostB\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tLPOS B 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n TNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"LegZombieGhostC\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tLPOS C 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"LegZombieGhostC\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tLPOS C 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryZombieGhostD\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tLPOS D 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryZombieGhostD\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tLPOS D 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Jump(84,\"See\")\n\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tLoop\nStrafing:\n\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tLPOS AA 3 Bright A_GiveInventory(\"LegZombieStrafing\",1)\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tLPOS BB 3 Bright A_GiveInventory(\"LegZombieStrafing\",1)\n\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n LPOS CC 3 Bright A_GiveInventory(\"LegZombieStrafing\",1)\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tLPOS DD 3 Bright A_GiveInventory(\"LegZombieStrafing\",1)\n\tGoto See\nPause:\n\tLPOS E 0 A_PlaySound(\"weapons/demontechsteam\")\n\tLPOS EEEEE 3 Bright A_GiveInventory(\"LegZombieStrafing\",1)\n\tGoto See\nMissile:\n TNT1 A 0 A_SetShootable\n TNT1 A 0 A_UnsetInvulnerable\n TNT1 A 0 A_SetTranslucent(1)\n\tLPOS EEE 3 Bright A_GiveInventory(\"LegZombieStrafing\",1)\n\tTNT1 A 0 A_GiveInventory(\"LegZombieStrafing\",1)\n\tTNT1 A 0 A_CustomMissile(\"LegendaryProjectile\",32,0,random(-2,2),0)\n\tLPOS F 3 Bright A_PlaySoundEx(\"weapons/DemonTechRifle\",\"Weapon\")\n\tTNT1 A 0 A_Jump(24,\"Pause\")\n\tTNT1 A 0 A_SpidRefire\n TNT1 A 0 A_PlayWeaponSound(\"BlueDTRFire\")\n\tGoto Missile+5\nPain:\n TNT1 A 0 A_Jump(10,\"Protection\")\n\tTNT1 A 0 A_Jump(192,\"PainMissile\")\n LPOS G 3 Bright A_GiveInventory(\"LegZombieStrafing\",1)\n LPOS G 0 A_Pain\n\tLPOS G 3 Bright A_GiveInventory(\"LegZombieStrafing\",1)\n Goto See\nPainMissile:\n LPOS G 3 Bright A_GiveInventory(\"LegZombieStrafing\",1)\n LPOS G 0 A_Pain\n\tLPOS G 3 Bright A_GiveInventory(\"LegZombieStrafing\",1)\n Goto Missile\nProtection:\n TNT1 A 0 A_JumpIf(user_protection >= 3,\"Pain\")\n\tTNT1 A 0 A_JumpIf(user_protected == 1,\"Pain\")\n\tTNT1 A 0 A_PlaySound(\"legendary/defense\")\n\tTNT1 A 0 A_FaceTarget\n\tLPOS E 2 Bright ACS_NamedExecuteAlways(\"LegendaryProtection\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tGoto See\nDeath:\n //TNT1 A 0 A_Jump(36,\"LegendarySoul\")\n TNT1 A 0 A_StopSound(6)\n\tLPOS H 5 A_Scream\n LPOS I 5 A_Fall\n LPOS J 5 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n LPOS K 5\n LPOS L -1\n\tStop\nLegendarySoul:\n TNT1 A 0 A_StopSound(6)\n\tTNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLPOS H 5 A_Scream\n\tTNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n LPOS I 5 A_Fall\n\tTNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n LPOS J 5 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n LPOS K 5\n\tTNT1 A 0 A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n LPOS L 140\n\tLPOS L 0 A_PlaySoundEx(\"brain/spit\",\"Voice\",0,2)\n\tLPOS LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory(\"LegSoulEvent\",1)\n\tLPOS LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory(\"LegSoulEvent\",1)\n\tLPOS LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory(\"LegSoulEvent\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"LegendarySoul\",0,0,16,0,0,0,0,32)\n\tTNT1 A 0 A_SpawnItemEx(\"TeleportFog\",0,0,16,0,0,0,0,32)\n\tLPOS L -1\n\tStop\nXDeath:\n TNT1 A 0 A_StopSound(6)\n\tLPOS O 3 A_SpawnItemEx(\"BlueGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n LPOS P 3 A_XScream\n LPOS R 3 A_Fall\n LPOS STUV 3\n LPOS W -1\n Stop\n }\n}\n\nACTOR LegZombieGhostA\n{\nScale 1.1\nRadius 20\nHeight 56\nSpeed 0\nAlpha 0.7\nPROJECTILE\nRENDERSTYLE Translucent\n+CLIENTSIDEONLY\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nFade:\n TNT1 A 1\n LPOS A 2 A_FadeOut(0.10)\n Goto Fade+1\nToaster:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR LegendaryZombieGhostB : LegZombieGhostA\n{\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nFade:\n TNT1 A 1\n LPOS B 2 A_FadeOut(0.10)\n Goto Fade+1\nToaster:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR LegZombieGhostC : LegZombieGhostA\n{\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nFade:\n TNT1 A 1\n LPOS C 2 A_FadeOut(0.10)\n Goto Fade+1\nToaster:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR LegendaryZombieGhostD : LegZombieGhostA\n{\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nFade:\n TNT1 A 1\n LPOS D 2 A_FadeOut(0.10)\n Goto Fade+1\nToaster:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR LegendaryZombieGhostE : LegZombieGhostA\n{\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nFade:\n TNT1 A 1\n LPOS E 2 A_FadeOut(0.10)\n Goto Fade+1\nToaster:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR LegendaryZombieGhostF : LegZombieGhostA\n{\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nFade:\n TNT1 A 1\n LPOS F 2 A_FadeOut(0.10)\n Goto Fade+1\nToaster:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR AHellionSmoke\n{\n+MISSILE\n+DONTSPLASH\n+NOBLOCKMAP\n+NOGRAVITY\n+NOTELEPORT\n+FORCEXYBILLBOARD\n+THRUACTORS\n+NOTIMEFREEZE\nScale 0.4\nRenderStyle Normal\nStates\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n LMKE ABCDEFGHIJKL 2 Bright A_FadeOut\n Stop\n Toaster:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR LegHellionSmoke2 : AHellionSmoke\n{\nScale 0.6\n}\n\nACTOR LegSoulSmoke : AHellionSmoke\n{\nScale 0.12\n}\n\nACTOR LHellionSmokeSpawner : RedParticleSpawner\n{\n +NOTIMEFREEZE\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 AAA 0 A_SpawnItemEx(\"AHellionSmoke\",random(12,-12),random(12,-12),random(12,64),0,0,random(1,3),0,128,0)\n TNT1 A 1\n Stop\n Toaster:\n TNT1 A 0\n\tStop\n }\n}\n\nACTOR LHellionSmokeAttackSpawner : RedParticleSpawner\n{\n +NOTIMEFREEZE\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 A 0 A_SpawnItemEx(\"LegHellionSmoke2\",random(12,-12),random(12,-12),random(12,18),0,0,random(6,9),0,128,0)\n\tTNT1 A 0 A_SpawnItemEx(\"LegHellionSmoke2\",random(22,-22),random(22,-22),random(6,12),0,0,random(3,6),0,128,0)\n TNT1 A 1\n Stop\n Toaster:\n TNT1 A 0\n\tStop\n }\n}\n\nActor LegZombieStrafing : CustomInventory\n{\n +INVENTORY.QUIET\n +INVENTORY.UNDROPPABLE\n +INVENTORY.ALWAYSPICKUP\n +INVENTORY.AUTOACTIVATE\n +COUNTITEM\n Inventory.Amount 1\n Inventory.MaxAmount 0\n +NOTIMEFREEZE\n States\n {\n Pickup:\n NULL A 1\n\tNULL A 1 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tNULL A 1 A_Jump(188,2)\n\tNULL A 1 A_GiveInventory(\"LegZombieJumping\",1)\n\tNULL A 1 A_JumpIf(velx != 0 || vely != 0,2)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 A_Jump(235,5)\n\tNULL A 1 A_JumpIfInventory(\"LegZombieStrafeSens\",1,3)\n\tNULL A 1 A_GiveInventory(\"LegZombieStrafeSens\",1)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 A_TakeInventory(\"LegZombieStrafeSens\",1)\n\tNULL A 1 A_JumpIfInventory(\"LegZombieStrafeSens\",1,3)\n\tNULL A 1 ThrustThing(angle*256/360+38.7,3,0,0)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 ThrustThing(angle*256/360+38.7,-3,0,0)\n NULL A 1 A_FaceTarget\n\tNULL A 1 A_Jump(24,2)\n\tNULL A 1 A_JumpIfCloser(300,2)\n\tNULL A 1 A_Recoil(-1)\n Stop\n\tNULL A 1 A_Recoil(1)\n Stop\n }\n}\n\nActor LegZombieJumping : LegZombieStrafing\n{\n +NOTIMEFREEZE\n States\n {\n Pickup:\n NULL A 1\n NULL A 1 A_CheckFloor(1)\n Stop\n\tNULL A 1 A_Jump(242,2)\n\tNULL A 1 ThrustThingZ(0,25,0,1)\n Stop\n\tNULL A 1\n Stop\n }\n}\n\nACTOR LegZombieStrafeSens : Inventory{Inventory.MaxAmount 1}"
},
{
"source": "pk3",
"name": "Actors/Monsters/LegendaryCyberdemon.txt",
"contents": "ACTOR LegendaryCyberdemonDeathEffect : ClientSideEffectBase\n{\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"PainfulDeathKaboom\",random(-32,32),random(-40,40),random(16,48),random(-4,4),random(-4,4),random(0,4),0,SXF_TRANSFERPOINTERS)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\tStop\n}\n}\n\nACTOR LegendaryCyberdemon : Cyberdemon 16515\n{\n//$Category Monsters/LCA\n//$Sprite CYBRA1\n//$Title \"Legendary Cyberdemon\"\n Health 6999\n Radius 40\n Height 110\n Scale 1.1\n Mass 0x7FFFFFFF\n DamageFactor \"PDTBFG\", 0.05\n DamageFactor \"PDTBFGTracer\", 0.05\n DamageFactor \"Cyber10K\", 0.0\n DamageFactor \"Legendary\", 0.0\n DamageFactor \"LegendaryPlayer\", 0.3\n DamageFactor \"LegendaryGuru\", 0.0\n DamageFactor \"LegendaryGuruPlayer\", 0.3\n DamageFactor \"CadaverRocket\", 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 \"DemolisherEx\", 0.0\n DamageFactor \"DarkDemoEx\", 0.0\n DamageFactor \"CerChainguns\", 0.0\n DamageFactor \"CerEnergyBall\", 0.0\n DamageFactor \"DBFG10K2\", 0.65\n DamageFactor \"PlayerDBFG10K2\", 0.65\n DamageFactor \"PlayerDTRG\", 0.3\n DamageFactor \"DBFG2\", 0.65\n DamageFactor \"PlayerDBFG2\", 0.65\n DamageFactor \"PyroShot\", 0.0\n DamageFactor \"PlayerPyro\", 0.0\n DamageFactor \"PDTPuff\", 0.0\n DamageFactor 0.5\n PainChance \"PlayerDBFG2\", 256\n PainChance \"DBFG2\", 256\n PainChance \"PlayerDBFG10K2\", 256\n Speed 19\n PainChance 7\n BloodColor \"Blue\"\n Monster\n MinMissileChance 160\n DropItem \"LegendaryUltraSphere\" 215\n DropItem \"LegendaryRune\" 256 1\n DropItem \"LDemonAmmoBox\" 256\n DropItem \"Legendary BFG\" 256 1\n DropItem \"BossLifeEssence\" 250\n DropItem \"BossArmorBonusMax\" 250\n DropItem \"DemonicChalice\" 200\n DropItem \"Legendary Plasmatic Rifle\" 140 1\n DropItem \"LegAmmoSphere\" 128 1\n DropItem \"LegDemonRune\" 80 1\n DropItem \"Legendary Assault Shotgun\" 100 1\n +QUICKTORETALIATE\n +NOTIMEFREEZE\n +NORADIUSDMG\n +PIERCEARMOR\n +MISSILEEVENMORE\n +NOTARGET\n +BOSS\n +MISSILEMORE\n +FLOORCLIP\n +DONTMORPH\n +BOSSDEATH\n +NOICEDEATH\n +DONTGIB\n +DONTRIP\n +DONTHARMSPECIES\n +DONTHURTSPECIES\n +NOICEDEATH\n +CANTSEEK\n +NOFEAR\n Species \"Cybers\"\n SeeSound \"cyber/sight1\"\n PainSound \"Legcyber/pain\"\n DeathSound \"Legcyber/death\"\n ActiveSound \"Legcyber/laugh3\"\n Obituary \"%o wasn't ready for the wrath of the Legendary Cyberdemon!\"\n var int user_music;\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR A 10 Bright A_Look\n\tTNT1 A 0 A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR A 10 Bright A_Look\n\tTNT1 A 0 A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR Z 10 Bright A_Look\n\tTNT1 A 0 A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR Z 10 Bright A_Look\n\tTNT1 A 0 A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tLoop\n See:\n TNT1 A 0 A_JumpIf(user_music == 1,3)\n TNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,2)\n\tTNT1 A 0 A_SetUserVar(\"user_music\",1)\n\tTNT1 A 0 A_Jump(100,\"Rush\")\n\tTNT1 A 0 A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR A 3 Bright A_Hoof\n\tTNT1 A 0 A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n CYBR A 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR BB 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR CC 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n CYBR D 3 Bright A_Metal\n\tTNT1 A 0 A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n CYBR D 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n TNT1 A 0 A_Jump(35,\"Teleport\")\n\tLoop\n Rush:\n\tTNT1 A 0 A_Hoof\n\tCYBR A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryCyberGhostA\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tCYBR A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryCyberGhostA\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tCYBR A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryCyberGhostA\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tCYBR B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryCyberGhostA\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tCYBR C 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryCyberGhostA\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tCYBR C 2 Bright A_Chase\n\tTNT1 A 0 A_Metal\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryCyberGhostA\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tCYBR D 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryCyberGhostA\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tCYBR D 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryCyberGhostA\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_Jump(25,\"Teleport\")\n\tTNT1 A 0 A_Jump(75,\"See\")\n\tLoop\n Teleport:\n CYBR A 1 Bright A_UnSetShootable\n\tCYBR AAAAAAAAAAAAA 0 A_SpawnItemEx(\"LegendaryCyberFlameSpawner2\")\n\tCYBR AAAAAAAAAA 1 A_FadeOut(0.1,0)\n\tCYBR A 2\n\tCYBR AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tCYBR AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n CYBR A 1 A_PlayWeaponSound(\"boss/teleport\")\n\tCYBR AAAAAAAAAAAAA 0 A_SpawnItemEx(\"LegendaryCyberFlameSpawner2\")\n\tCYBR AAAAAAAAAA 1 A_FadeIn(0.1)\n CYBR A 1 Bright A_SetShootable\n Goto See\n Missile:\n TNT1 A 0 A_SetShootable\n TNT1 A 0 A_UnsetInvulnerable\n TNT1 A 0 A_SetTranslucent(1)\n TNT1 A 0 A_JumpIfCloser(300,\"LegendaryASG\")\n TNT1 A 0 A_Jump(130,\"Finder\",\"LegBFG95K\",\"LegendaryRailgun\",\"LegendaryBFG10K\",\"LegendaryStomp\",\"LegendaryBFG15K\",\"LegendaryDTBFG\")\n\tTNT1 A 0 A_Jump(55,\"LegendaryTech\",\"LegendaryBFG\",\"LegendaryDevastator\")\n\tTNT1 A 0 A_Jump(45,\"LegendaryCyberLaser\")\n\tTNT1 A 0 A_Jump(50,\"LegRevBall\")\n\tTNT1 A 0 A_Jump(60,\"RocketCombo\")\n\tTNT1 A 0 A_Jump(40,\"LegendaryPlasmaticBomb\")\n Normal:\n CYBR E 5 Bright A_FaceTarget\n CYBR F 5 Bright A_CustomMissile(\"LegendaryRocket\", 58, -26, Random(-6, 6))\n CYBR E 5 Bright A_FaceTarget\n CYBR F 5 Bright A_CustomMissile(\"LegendaryRocket\", 58, -26, Random(-6, 6))\n CYBR E 5 Bright A_FaceTarget\n CYBR F 5 Bright A_CustomMissile(\"LegendaryRocket\", 58, -26, Random(-6, 6))\n\tCYBR E 5 Bright A_FaceTarget\n CYBR F 5 Bright A_CustomMissile(\"LegendaryRocket\", 58, -26, Random(-6, 6))\n CYBR E 5 Bright A_FaceTarget\n CYBR F 5 Bright A_CustomMissile(\"LegendaryRocket\", 58, -26, Random(-6, 6))\n CYBR E 5 Bright A_FaceTarget\n CYBR F 5 Bright A_CustomMissile(\"LegendaryRocket\", 58, -26, Random(-6, 6))\n\tCYBR E 5 Bright A_FaceTarget\n CYBR F 5 Bright A_CustomMissile(\"LegendaryRocket\", 58, -26, Random(-6, 6))\n CYBR E 5 Bright A_FaceTarget\n CYBR F 5 Bright A_CustomMissile(\"LegendaryRocket\", 58, -26, Random(-6, 6))\n CYBR E 5 Bright A_FaceTarget\n CYBR F 5 Bright A_CustomMissile(\"LegendaryRocket\", 58, -26, Random(-6, 6))\n\tCYBR E 5 Bright A_FaceTarget\n CYBR F 5 Bright A_CustomMissile(\"LegendaryRocket\", 58, -26, Random(-6, 6))\n TNT1 A 0 A_Jump(130,\"Finder\",\"LegBFG95K\",\"LegendaryRailgun\",\"LegendaryBFG10K\",\"LegendaryStomp\",\"LegendaryBFG15K\",\"LegendaryDTBFG\")\n\tTNT1 A 0 A_Jump(55,\"LegendaryTech\",\"LegendaryBFG\",\"LegendaryDevastator\")\n\tTNT1 A 0 A_Jump(45,\"LegendaryCyberLaser\")\n\tTNT1 A 0 A_Jump(50,\"LegRevBall\")\n\tTNT1 A 0 A_Jump(60,\"RocketCombo\")\n\tTNT1 A 0 A_Jump(1,\"LegendaryPlasmaticBomb\")\n\tGoto See\n Pain:\n TNT1 A 0 A_Jump(45,\"SoulsAndShield\")\n\tTNT1 A 0 A_Jump(55,\"Shield\")\n\tTNT1 A 0 A_Jump(75,\"Healing\")\n\tTNT1 A 0 A_Jump(130,\"PainMissile\")\n\tTNT1 A 0 A_Jump(25,\"Teleport\")\n CYBR G 10 Bright A_Pain\n Goto See\n Pain.DBFG10K2:\n Pain.PlayerDBFG10K2:\n Pain.DBFG2:\n Pain.PlayerDBFG2:\n TNT1 A 0 A_Jump(250, \"Teleport\")\n\tGoto PainMissile\n PainMissile:\n CYBR G 10 Bright A_Pain\n Goto Missile\n Shield:\n CYBR G 10 Bright A_Pain\n\t TNT1 A 0 A_SetInvulnerable\n TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner\",30,0,0)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner2\",30,0,0,10,25)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner3\",30,0,0,10,35)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner4\",30,0,0,10,45)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner5\",30,0,0,10,55)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner\",30,0,25)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner2\",30,0,25,10,25)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner3\",30,0,25,10,35)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner4\",30,0,25,10,45)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner5\",30,0,25,10,55)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner\",30,0,50)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner2\",30,0,50,10,25)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner3\",30,0,50,10,35)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner4\",30,0,50,10,45)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner5\",30,0,50,10,55)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner\",30,0,75)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner2\",30,0,75,10,25)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner3\",30,0,75,10,35)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner4\",30,0,75,10,45)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner5\",30,0,75,10,55)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner\",30,0,100)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner2\",30,0,100,10,25)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner3\",30,0,100,10,35)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner4\",30,0,100,10,45)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner5\",30,0,100,10,55)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner\",30,0,125)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner2\",30,0,125,10,25)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner3\",30,0,125,10,35)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner4\",30,0,125,10,45)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner5\",30,0,125,10,55)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner\",30,0,150)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner2\",30,0,150,10,25)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner3\",30,0,150,10,35)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner4\",30,0,150,10,45)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner5\",30,0,150,10,55)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner\",30,0,175)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner2\",30,0,175,10,25)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner3\",30,0,175,10,35)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner4\",30,0,175,10,45)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner5\",30,0,175,10,55)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner\",30,0,200)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner2\",30,0,200,10,25)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner3\",30,0,200,10,35)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner4\",30,0,200,10,45)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner5\",30,0,200,10,55)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner\",30,0,225)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner2\",30,0,225,10,25)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner3\",30,0,225,10,35)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner4\",30,0,225,10,45)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner5\",30,0,225,10,55)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner\",30,0,250)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner2\",30,0,250,10,25)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner3\",30,0,250,10,35)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner4\",30,0,250,10,45)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner5\",30,0,250,10,55)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner\",30,0,275)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner2\",30,0,275,10,25)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner3\",30,0,275,10,35)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner4\",30,0,275,10,45)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner5\",30,0,275,10,55)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner\",30,0,300)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner2\",30,0,300,10,25)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner3\",30,0,300,10,35)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner4\",30,0,300,10,45)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner5\",30,0,300,10,55)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner\",30,0,325)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner2\",30,0,325,10,25)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner3\",30,0,325,10,35)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner4\",30,0,325,10,45)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner5\",30,0,325,10,55)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner\",30,0,350)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner2\",30,0,350,10,25)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner3\",30,0,350,10,35)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner4\",30,0,350,10,45)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner5\",30,0,350,10,55)\n\t CYBR G 145 Bright\n\t TNT1 A 0 A_UnSetInvulnerable\n\t Goto Missile\n SoulsAndShield:\n TNT1 A 0 A_SetInvulnerable\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner\",30,0,0)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner2\",30,0,0,10,25)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner3\",30,0,0,10,35)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner4\",30,0,0,10,45)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner5\",30,0,0,10,55)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner\",30,0,25)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner2\",30,0,25,10,25)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner3\",30,0,25,10,35)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner4\",30,0,25,10,45)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner5\",30,0,25,10,55)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner\",30,0,50)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner2\",30,0,50,10,25)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner3\",30,0,50,10,35)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner4\",30,0,50,10,45)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner5\",30,0,50,10,55)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner\",30,0,75)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner2\",30,0,75,10,25)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner3\",30,0,75,10,35)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner4\",30,0,75,10,45)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner5\",30,0,75,10,55)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner\",30,0,100)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner2\",30,0,100,10,25)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner3\",30,0,100,10,35)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner4\",30,0,100,10,45)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner5\",30,0,100,10,55)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner\",30,0,125)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner2\",30,0,125,10,25)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner3\",30,0,125,10,35)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner4\",30,0,125,10,45)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner5\",30,0,125,10,55)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner\",30,0,150)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner2\",30,0,150,10,25)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner3\",30,0,150,10,35)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner4\",30,0,150,10,45)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner5\",30,0,150,10,55)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner\",30,0,175)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner2\",30,0,175,10,25)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner3\",30,0,175,10,35)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner4\",30,0,175,10,45)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner5\",30,0,175,10,55)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner\",30,0,200)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner2\",30,0,200,10,25)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner3\",30,0,200,10,35)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner4\",30,0,200,10,45)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner5\",30,0,200,10,55)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner\",30,0,225)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner2\",30,0,225,10,25)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner3\",30,0,225,10,35)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner4\",30,0,225,10,45)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner5\",30,0,225,10,55)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner\",30,0,250)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner2\",30,0,250,10,25)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner3\",30,0,250,10,35)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner4\",30,0,250,10,45)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner5\",30,0,250,10,55)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner\",30,0,275)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner2\",30,0,275,10,25)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner3\",30,0,275,10,35)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner4\",30,0,275,10,45)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner5\",30,0,275,10,55)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner\",30,0,300)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner2\",30,0,300,10,25)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner3\",30,0,300,10,35)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner4\",30,0,300,10,45)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner5\",30,0,300,10,55)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner\",30,0,325)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner2\",30,0,325,10,25)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner3\",30,0,325,10,35)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner4\",30,0,325,10,45)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner5\",30,0,325,10,55)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner\",30,0,350)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner2\",30,0,350,10,25)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner3\",30,0,350,10,35)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner4\",30,0,350,10,45)\n\t TNT1 A 0 A_CustomMissile(\"LegCyberShieldSpawner5\",30,0,350,10,55)\n\t TNT1 A 0 A_Blast(0,225,500,30)\n\t TNT1 A 0 A_Explode(120,650,0)\n CYBR GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 2 Bright A_CustomMissile(\"LegHomingSoulY\",random(0,80),0,random(0,360),0)\n\t TNT1 A 0 A_UnSetInvulnerable\n\t Goto see\n Healing:\n \tTNT1 A 0 A_PlaySoundEx(\"Legcyber/heal\",\"HEAL\")\n\tTNT1 A 0 A_SetInvulnerable\n\tCYBR G 2 Bright HealThing(350)\n CYBR GGGGGGGGGGGGGGGGGGGGGGGG 2 Bright A_SpawnItem(\"DarkAnniFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tCYBR G 2 Bright\n Goto See\n LegendaryASG:\n\tTNT1 A 0 A_JumpIfInventory (\"ASGZAmmo\", 16, \"Reload\")\n\tCYBR E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory (\"ASGZAmmo\", 1)\n\tTNT1 A 0 A_SpawnItemEx(\"BlueShellCasing\",26,26,58, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)\n\tTNT1 AAAA 0 Bright A_CustomMissile(\"LegendaryBlueTracer\",58,-26,Random(6,-6),0)\n\tCYBR F 2 Bright A_CustomBulletAttack(22.5,18.3,4,Random(5,15)*6,\"LegModdedBulletPuff\")\n\tTNT1 A 0 Bright A_PlaySoundEx(\"Weapons/LegAutoShotgun\",\"Weapon\")\n\tCYBR E 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_CPosRefire\n\tTNT1 A 0 A_JumpIfCloser(300,\"LegendaryASG\")\n\tTNT1 A 0 A_Jump(130,\"Finder\",\"LegendaryRailgun\",\"LegendaryBFG10K\",\"LegBFG95K\",\"LegendaryBFG15K\",\"LegendaryStomp\",\"LegendaryDTBFG\")\n\tTNT1 A 0 A_Jump(55,\"LegendaryTech\",\"LegendaryBFG\",\"LegendaryDevastator\")\n\tTNT1 A 0 A_Jump(52,\"LegendaryCyberLaser\")\n\tTNT1 A 0 A_Jump(50,\"LegRevBall\")\n\tTNT1 A 0 A_Jump(1,\"LegendaryPlasmaticBomb\")\n\tGoto See\n Reload:\n TNT1 A 0 A_ChangeFlag(\"NoPain\", 1)\n TNT1 A 0 A_PlaySound(\"lasgguy/asgout\")\n\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n CYBR E 48 Bright A_TakeInventory (\"ASGZAmmo\", 16)\n\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n CYBR E 8 Bright A_PlaySound(\"lasgguy/asgin\")\n\tCYBR E 20 Bright A_PlaySound(\"LShotgun/Cock\")\n\tTNT1 A 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n TNT1 A 0 A_ChangeFlag(\"NoPain\", 0)\n Goto See\n LegendaryStomp:\n CYBR G 10 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_SpawnItem(\"LegendaryCyberFlameSpawner2\",0,0,0,0)\n\tLBE3 G 3 Bright A_PlaySoundEx(\"Legcyber/laugh4\",\"LAUGH3\")\n\tLBE3 GGGGGGGGGGGGGGGGGGGGGGGGGGGGG 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_UnsetInvulnerable\n\tCYBR G 7 Bright A_FaceTarget\n\tLBE3 A 5 Bright A_FaceTarget\n\tTNT1 A 0 Radius_Quake(40,80,0,40,0)\n\tLBE3 B 6 Bright A_PlaySound(\"monsters/darkcyberstomp\")\n LBE3 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 0)\n LBE3 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 10)\n LBE3 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 20)\n LBE3 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 30)\n LBE3 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 40)\n LBE3 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 50)\n LBE3 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 60)\n LBE3 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 70)\n LBE3 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 80)\n LBE3 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 90)\n LBE3 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 100)\n LBE3 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 110)\n LBE3 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 120)\n LBE3 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 130)\n LBE3 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 140)\n LBE3 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 150)\n LBE3 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 160)\n LBE3 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 180)\n LBE3 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 190)\n LBE3 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 200)\n LBE3 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 210)\n LBE3 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 220)\n LBE3 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 230)\n LBE3 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 240)\n LBE3 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 250)\n LBE3 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 260)\n LBE3 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 270)\n LBE3 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 280)\n LBE3 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 290)\n LBE3 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 300)\n LBE3 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 310)\n LBE3 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 320)\n LBE3 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 330)\n LBE3 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 340)\n LBE3 B 0 A_CustomMissile(\"LegCyberQuake\", 0, -48, 350)\n LBE3 B 2 Bright A_CustomMissile(\"LegendaryCyberFireSpawner\",0,0,0,0)\n TNT1 A 0 A_CustomMissile(\"LegendaryCyberFireSpawner\",0,0,25,0)\n LBE3 B 2 Bright A_CustomMissile(\"LegendaryCyberFireSpawner\",0,0,-25,0)\n TNT1 A 0 A_CustomMissile(\"LegendaryCyberFireSpawner\",0,0,70,0)\n LBE3 B 2 Bright A_CustomMissile(\"LegendaryCyberFireSpawner\",0,0,-70,0)\n TNT1 A 0 A_CustomMissile(\"LegendaryCyberFireSpawner\",0,0,45,0)\n LBE3 B 2 Bright A_CustomMissile(\"LegendaryCyberFireSpawner\",0,0,-45,0)\n TNT1 A 0 A_CustomMissile(\"LegendaryCyberFireSpawner\",0,0,315,0)\n LBE3 B 2 Bright A_CustomMissile(\"LegendaryCyberFireSpawner\",0,0,-315,0)\n TNT1 A 0 A_CustomMissile(\"LegendaryCyberFireSpawner\",0,0,270,0)\n LBE3 B 2 Bright A_CustomMissile(\"LegendaryCyberFireSpawner\",0,0,-270,0)\n TNT1 A 0 A_CustomMissile(\"LegendaryCyberFireSpawner\",0,0,225,0)\n LBE3 B 2 Bright A_CustomMissile(\"LegendaryCyberFireSpawner\",0,0,-225,0)\n TNT1 A 0 A_CustomMissile(\"LegendaryCyberFireSpawner\",0,0,180,0)\n LBE3 B 2 Bright A_CustomMissile(\"LegendaryCyberFireSpawner\",0,0,-180,0)\n TNT1 A 0 A_CustomMissile(\"LegendaryCyberFireSpawner\",0,0,135,0)\n LBE3 B 2 Bright A_CustomMissile(\"LegendaryCyberFireSpawner\",0,0,-135,0)\n TNT1 A 0 A_CustomMissile(\"LegendaryCyberFireSpawner\",0,0,115,0)\n LBE3 B 2 Bright A_CustomMissile(\"LegendaryCyberFireSpawner\",0,0,-115,0)\n TNT1 A 0 A_CustomMissile(\"LegendaryCyberFireSpawner\",0,0,155,0)\n LBE3 B 2 Bright A_CustomMissile(\"LegendaryCyberFireSpawner\",0,0,-155,0)\n LBE3 B 2 Bright A_CustomMissile(\"LegendaryCyberFireSpawner\",0,0,-200,0)\n TNT1 A 0 A_CustomMissile(\"LegendaryCyberFireSpawner\",0,0,200,0)\n LBE3 B 2 Bright A_CustomMissile(\"LegendaryCyberFireSpawner\",0,0,-245,0)\n TNT1 A 0 A_CustomMissile(\"LegendaryCyberFireSpawner\",0,0,245,0)\n LBE3 B 2 Bright A_CustomMissile(\"LegendaryCyberFireSpawner\",0,0,-295,0)\n TNT1 A 0 A_CustomMissile(\"LegendaryCyberFireSpawner\",0,0,295,0)\n LBE3 B 2 Bright A_CustomMissile(\"LegendaryCyberFireSpawner\",0,0,-335,0)\n TNT1 A 0 A_CustomMissile(\"LegendaryCyberFireSpawner\",0,0,355,0)\n TNT1 A 0 A_CustomMissile(\"LegendaryCyberFireSpawner\",0,0,90,0)\n LBE3 B 2 Bright A_CustomMissile(\"LegendaryCyberFireSpawner\",0,0,-90,0)\n\tLBE3 B 20 Bright\n\tTNT1 A 0 A_Jump(130,\"Finder\",\"LegendaryTech\",\"LegendaryBFG\",\"LegendaryRailgun\",\"LegendaryBFG10K\",\"LegBFG95K\",\"LegendaryBFG15K\",\"LegendaryDTBFG\")\n\tTNT1 A 0 A_Jump(52,\"LegendaryCyberLaser\")\n\tTNT1 A 0 A_Jump(50,\"LegRevBall\")\n Goto See\n LegendaryCyberlaser:\n CYBR G 10 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_SpawnItem(\"LegendaryCyberFlameSpawner2\",0,0,0,0)\n\tCYBR G 3 Bright A_PlaySoundEx(\"Legcyber/laugh4\",\"LAUGH3\")\n\tCYBR GGGGGGGGGGGGGGGGGGGGGGGGGGGGG 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tLBBE A 10 Bright A_FaceTarget\n\tLBBE A 5 Bright A_FaceTarget\n\tLBBE A 10 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"RAGE\", CHAN_VOICE|CHAN_NOPAUSE)\n\tLBBE B 10 Bright A_CustomMissile(\"LegCyberLaserBeam\", 80, 0, 0)\n\tLBBE A 10 Bright A_FaceTarget\n\tCYBR G 5 Bright A_FaceTarget\n\tLBBE A 10 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"RAGE\", CHAN_VOICE|CHAN_NOPAUSE)\n\tLBBE B 10 Bright A_CustomMissile(\"LegCyberLaserBeam\", 80, 0, 0)\n\tLBBE A 10 Bright A_FaceTarget\n\tCYBR G 5 Bright A_FaceTarget\n\tLBBE A 10 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"RAGE\", CHAN_VOICE|CHAN_NOPAUSE)\n\tLBBE B 10 Bright A_CustomMissile(\"LegCyberLaserBeam\", 80, 0, 0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tLBBE A 5 Bright\n\tCYBR G 5 Bright\n\tLBBE A 5 Bright\n\tCYBR G 5 Bright\n\tGoto see\n LegBFG95K:\n\tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n CYBR E 10 Bright A_FaceTarget\n CYBR E 10 Bright A_FaceTarget\n\tCYBR F 10 Bright A_FaceTarget\n\tCYBR F 10 Bright A_CustomMissile(\"LegCyberBFG9500Ball\", 58, -26, 0)\n\tCYBR E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n CYBR E 10 Bright A_FaceTarget\n\tCYBR E 10 Bright A_FaceTarget\n\tCYBR F 10 Bright A_FaceTarget\n\tCYBR F 10 Bright A_CustomMissile(\"LegCyberBFG9500Ball\", 58, -26, 0)\n\tCYBR E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n CYBR E 10 Bright A_FaceTarget\n\tCYBR E 10 Bright A_FaceTarget\n\tCYBR F 10 Bright A_FaceTarget\n\tCYBR F 10 Bright A_CustomMissile(\"LegCyberBFG9500Ball\", 58, -26, 0)\n\tCYBR E 10 Bright\n\tTNT1 A 0 A_Jump(130,\"Finder\",\"LegendaryTech\",\"LegendaryBFG\",\"LegendaryRailgun\",\"LegendaryBFG10K\",\"LegendaryBFG15K\",\"LegendaryDTBFG\",\"LegendaryDevastator\")\n\tTNT1 A 0 A_Jump(52,\"LegendaryCyberLaser\")\n\tTNT1 A 0 A_Jump(50,\"LegRevBall\")\n\tTNT1 A 0 A_Jump(1,\"LegendaryPlasmaticBomb\")\n\tGoto See\n LegendaryRailgun:\n TNT1 A 0 A_PlaySound(\"weapons/rgcharge\")\n CYBR EE 4 Bright A_FaceTarget\n\tCYBR E 8 Bright A_FaceTarget\n CYBR F 5 Bright A_CustomMissile(\"LegendaryCyberRail\",58, -26)\n\tCYBR EE 4 Bright A_FaceTarget\n\tCYBR E 5 Bright A_FaceTarget\n CYBR F 5 Bright A_CustomMissile(\"LegendaryCyberRail\",58, -26)\n\tCYBR EEEEEEEEEEEEE 0 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner2\")\n\tCYBR EEEEEEEEEEE 1 A_FadeOut(0.1,0)\n\tCYBR EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander\n CYBR E 20\n CYBR E 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tCYBR EEEEEEEEEEEEE 0 A_SpawnItemEx(\"LegendaryCyberFlameSpawner2\")\n\tCYBR EEEEEEEEEEE 1 A_FadeIn(0.1)\n\tTNT1 A 0 Bright A_SetShootable\n CYBR F 10 Bright A_CustomMissile(\"LegendaryCyberRail\",58, -26,Random(-2,3))\n\tCYBR EE 5 Bright A_FaceTarget\n\tCYBR E 9 Bright A_FaceTarget\n\tCYBR F 9 Bright A_CustomMissile(\"LegendaryCyberRail\",58, -26,Random(-2,3))\n\tCYBR EE 5 Bright A_FaceTarget\n\tCYBR E 8 Bright A_FaceTarget\n\tCYBR F 8 Bright A_CustomMissile(\"LegendaryCyberRail\",58, -26,Random(-2,3))\n\tCYBR EE 4 Bright A_FaceTarget\n\tCYBR E 7 Bright A_FaceTarget\n\tCYBR F 7 Bright A_CustomMissile(\"LegendaryCyberRail\",58, -26,Random(-2,3))\n\tCYBR EE 4 Bright A_FaceTarget\n\tCYBR E 5 Bright A_FaceTarget\n\tCYBR F 5 Bright A_CustomMissile(\"LegendaryCyberRail\",58, -26,Random(-2,3))\n\tCYBR EE 3 Bright A_FaceTarget\n\tCYBR E 3 Bright A_FaceTarget\n\tCYBR F 3 Bright A_CustomMissile(\"LegendaryCyberRail\",58, -26,Random(-2,3))\n\tCYBR EE 3 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR F 2 Bright A_CustomMissile(\"LegendaryCyberRail\",58, -26,Random(-2,3))\n\tCYBR EE 2 Bright A_FaceTarget\n\tCYBR E 1 Bright A_FaceTarget\n\tCYBR F 1 Bright A_CustomMissile(\"LegendaryCyberRail\",58, -26,Random(-2,3))\n\tCYBR EE 1 Bright A_FaceTarget\n\tCYBR E 6 Bright A_FaceTarget\n\tCYBR F 6 Bright A_CustomMissile(\"LegendaryCyberRail\",58, -26,Random(-2,3))\n\tCYBR E 1 Bright A_FaceTarget\n\tCYBR E 5 Bright A_FaceTarget\n\tCYBR F 5 Bright A_CustomMissile(\"LegendaryCyberRail\",58, -26,Random(-2,3))\n\tCYBR E 1 Bright A_FaceTarget\n\tCYBR E 4 Bright A_FaceTarget\n\tCYBR F 4 Bright A_CustomMissile(\"LegendaryCyberRail\",58, -26,Random(-2,3))\n\tCYBR E 1 Bright A_FaceTarget\n\tCYBR E 3 Bright A_FaceTarget\n\tCYBR F 3 Bright A_CustomMissile(\"LegendaryCyberRail\",58, -26,Random(-2,3))\n\tCYBR E 1 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR F 2 Bright A_CustomMissile(\"LegendaryCyberRail\",58, -26,Random(-2,3))\n\tCYBR E 1 Bright A_FaceTarget\n\tCYBR E 1 Bright A_FaceTarget\n\tCYBR F 1 Bright A_CustomMissile(\"LegendaryCyberRail\",58, -26,Random(-2,3))\n\tCYBR E 1 Bright A_FaceTarget\n\tCYBR EEEEEEEEEEEEE 0 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner2\")\n\tCYBR EEEEEEEEEEE 1 A_FadeOut(0.1,0)\n\tCYBR EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander\n CYBR E 20\n CYBR E 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tCYBR EEEEEEEEEEEEE 0 A_SpawnItemEx(\"LegendaryCyberFlameSpawner2\")\n\tCYBR EEEEEEEEEEE 1 A_FadeIn(0.1)\n\tTNT1 A 0 Bright A_SetShootable\n\tCYBR E 5 Bright A_FaceTarget\n\tCYBR F 0 Bright A_CustomMissile(\"LegendaryCyberRail\",58, 0, -2)\n\tCYBR F 2 Bright A_CustomMissile(\"LegendaryCyberRail\",58, 0, 0)\n\tCYBR F 0 Bright A_CustomMissile(\"LegendaryCyberRail\",58, 0, 2)\n\tCYBR E 10 Bright A_FaceTarget\n\tCYBR E 15 Bright\n\tTNT1 A 0 A_Jump(130,\"Finder\",\"LegendaryTech\",\"LegendaryBFG10K\",\"LegendaryBFG15K\")\n\tTNT1 A 0 A_Jump(52,\"LegendaryCyberLaser\")\n\tTNT1 A 0 A_Jump(50,\"LegRevBall\")\n\tTNT1 A 0 A_Jump(1,\"LegendaryPlasmaticBomb\")\n\tGoto See\n LegendaryBFG10K:\n\tTNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n\tCYBR E 18 Bright A_FaceTarget\n\tCYBR E 6 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYBR F 3 Bright A_CustomMissile(\"Legendary10KProjectile\",58,-26,Random(-4, 4))\n\tCYBR E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYBR F 3 Bright A_CustomMissile(\"Legendary10KProjectile\",58,-26,Random(-4, 4))\n\tCYBR E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYBR F 3 Bright A_CustomMissile(\"Legendary10KProjectile\",58,-26,Random(-4, 4))\n\tCYBR E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYBR F 3 Bright A_CustomMissile(\"Legendary10KProjectile\",58,-26,Random(-4, 4))\n\tCYBR E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYBR F 3 Bright A_CustomMissile(\"Legendary10KProjectile\",58,-26,Random(-4, 4))\n\tCYBR E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYBR F 3 Bright A_CustomMissile(\"Legendary10KProjectile\",58,-26,Random(-4, 4))\n\tCYBR E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYBR F 3 Bright A_CustomMissile(\"Legendary10KProjectile\",58,-26,Random(-4, 4))\n\tCYBR E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYBR F 3 Bright A_CustomMissile(\"Legendary10KProjectile\",58,-26,Random(-4, 4))\n\tCYBR E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYBR F 3 Bright A_CustomMissile(\"Legendary10KProjectile\",58,-26,Random(-4, 4))\n\tCYBR E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYBR F 3 Bright A_CustomMissile(\"Legendary10KProjectile\",58,-26,Random(-4, 4))\n\tCYBR E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYBR F 3 Bright A_CustomMissile(\"Legendary10KProjectile\",58,-26,Random(-4, 4))\n\tCYBR E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYBR F 3 Bright A_CustomMissile(\"Legendary10KProjectile\",58,-26,Random(-4, 4))\n\tCYBR E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYBR F 3 Bright A_CustomMissile(\"Legendary10KProjectile\",58,-26,Random(-4, 4))\n\tCYBR E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYBR F 3 Bright A_CustomMissile(\"Legendary10KProjectile\",58,-26,Random(-4, 4))\n\tCYBR E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYBR F 3 Bright A_CustomMissile(\"Legendary10KProjectile\",58,-26,Random(-4, 4))\n\tCYBR E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYBR F 3 Bright A_CustomMissile(\"Legendary10KProjectile\",58,-26,Random(-4, 4))\n\tCYBR E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYBR F 3 Bright A_CustomMissile(\"Legendary10KProjectile\",58,-26,Random(-4, 4))\n\tCYBR E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYBR F 3 Bright A_CustomMissile(\"Legendary10KProjectile\",58,-26,Random(-4, 4))\n\tCYBR E 20 Bright A_PlaySound(\"weapons/bfg15kcooldown\",CHAN_AUTO)\n\tTNT1 A 0 A_Jump(130,\"Finder\",\"LegendaryBFG15K\",\"LegendaryDTBFG\",\"LegendaryDevastator\")\n\tTNT1 A 0 A_Jump(52,\"LegendaryCyberLaser\")\n\tTNT1 A 0 A_Jump(1,\"LegendaryPlasmaticBomb\")\n\tGoto See\n LegendaryBFG15K:\n\tTNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n\tCYBR E 18 Bright A_FaceTarget\n\tCYBR E 6 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYBR F 4 Bright A_CustomMissile(\"LegendaryCyberBFG15KBall\",58,-26,Random(-4, 4))\n\tCYBR E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYBR F 4 Bright A_CustomMissile(\"LegendaryCyberBFG15KBall\",58,-26,Random(-4, 4))\n\tCYBR E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYBR F 4 Bright A_CustomMissile(\"LegendaryCyberBFG15KBall\",58,-26,Random(-4, 4))\n\tCYBR E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYBR F 4 Bright A_CustomMissile(\"LegendaryCyberBFG15KBall\",58,-26,Random(-4, 4))\n\tCYBR E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYBR F 3 Bright A_CustomMissile(\"LegendaryCyberBFG15KBall\",58,-26,Random(-4, 4))\n\tCYBR E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYBR F 3 Bright A_CustomMissile(\"LegendaryCyberBFG15KBall\",58,-26,Random(-4, 4))\n\tCYBR E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYBR F 3 Bright A_CustomMissile(\"LegendaryCyberBFG15KBall\",58,-26,Random(-4, 4))\n\tCYBR E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYBR F 3 Bright A_CustomMissile(\"LegendaryCyberBFG15KBall\",58,-26,Random(-4, 4))\n\tCYBR E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYBR F 2 Bright A_CustomMissile(\"LegendaryCyberBFG15KBall\",58,-26,Random(-4, 4))\n\tCYBR E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYBR F 2 Bright A_CustomMissile(\"LegendaryCyberBFG15KBall\",58,-26,Random(-4, 4))\n\tCYBR E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYBR F 2 Bright A_CustomMissile(\"LegendaryCyberBFG15KBall\",58,-26,Random(-4, 4))\n\tCYBR E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYBR F 2 Bright A_CustomMissile(\"LegendaryCyberBFG15KBall\",58,-26,Random(-4, 4))\n\tCYBR E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYBR F 1 Bright A_CustomMissile(\"LegendaryCyberBFG15KBall\",58,-26,Random(-4, 4))\n\tCYBR E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYBR F 1 Bright A_CustomMissile(\"LegendaryCyberBFG15KBall\",58,-26,Random(-4, 4))\n\tCYBR E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYBR F 1 Bright A_CustomMissile(\"LegendaryCyberBFG15KBall\",58,-26,Random(-4, 4))\n\tCYBR E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYBR F 1 Bright A_CustomMissile(\"LegendaryCyberBFG15KBall\",58,-26,Random(-4, 4))\n\tCYBR E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYBR F 1 Bright A_CustomMissile(\"LegendaryCyberBFG15KBall\",58,-26,Random(-4, 4))\n\tCYBR E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYBR F 1 Bright A_CustomMissile(\"LegendaryCyberBFG15KBall\",58,-26,Random(-4, 4))\n\tCYBR E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYBR F 1 Bright A_CustomMissile(\"LegendaryCyberBFG15KBall\",58,-26,Random(-4, 4))\n\tCYBR E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYBR F 1 Bright A_CustomMissile(\"LegendaryCyberBFG15KBall\",58,-26,Random(-4, 4))\n\tCYBR E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYBR F 1 Bright A_CustomMissile(\"LegendaryCyberBFG15KBall\",58,-26,Random(-4, 4))\n\tCYBR E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCYBR F 1 Bright A_CustomMissile(\"LegendaryCyberBFG15KBall\",58,-26,Random(-4, 4))\n\tCYBR E 20 Bright A_PlaySound(\"weapons/bfg15kcooldown\",CHAN_AUTO)\n\tTNT1 A 0 A_Jump(130,\"Finder\",\"LegendaryTech\",\"LegendaryRailgun\",\"LegendaryDTBFG\",\"LegendaryDevastator\")\n\tTNT1 A 0 A_Jump(52,\"LegendaryCyberLaser\")\n\tTNT1 A 0 A_Jump(50,\"LegRevBall\")\n\tTNT1 A 0 A_Jump(1,\"LegendaryPlasmaticBomb\")\n\tGoto See\n Finder:\n CYBR E 5 Bright A_FaceTarget\n\tCYBR F 5 Bright A_CustomMissile(\"LegendaryHomingRocket\", 58, -26, Random(-8, 8))\n\tCYBR E 5 Bright A_FaceTarget\n\tCYBR F 5 Bright A_CustomMissile(\"LegendaryHomingRocket\", 58, -26, Random(-8, 8))\n\tCYBR E 5 Bright A_FaceTarget\n\tCYBR F 5 Bright A_CustomMissile(\"LegendaryHomingRocket\", 58, -26, Random(-8, 8))\n\tCYBR E 5 Bright A_FaceTarget\n\tCYBR F 5 Bright A_CustomMissile(\"LegendaryHomingRocket\", 58, -26, Random(-8, 8))\n\tCYBR E 5 Bright A_FaceTarget\n\tCYBR F 5 Bright A_CustomMissile(\"LegendaryHomingRocket\", 58, -26, Random(-8, 8))\n\tCYBR E 5 Bright A_FaceTarget\n\tCYBR F 5 Bright A_CustomMissile(\"LegendaryHomingRocket\", 58, -26, Random(-8, 8))\n CYBR E 5 Bright A_FaceTarget\n\tCYBR F 5 Bright A_CustomMissile(\"LegendaryHomingRocket\", 58, -26, Random(-8, 8))\n CYBR E 5 Bright A_FaceTarget\n\tCYBR F 5 Bright A_CustomMissile(\"LegendaryHomingRocket\", 58, -26, Random(-8, 8))\n TNT1 A 0 A_Jump(130,\"LegendaryTech\",\"LegendaryBFG\",\"LegendaryDTBFG\",\"LegendaryDevastator\")\n\tTNT1 A 0 A_Jump(52,\"LegendaryCyberLaser\")\n\tTNT1 A 0 A_Jump(50,\"LegRevBall\")\n\tTNT1 A 0 A_Jump(60,\"RocketCombo\")\n\tTNT1 A 0 A_Jump(1,\"LegendaryPlasmaticBomb\")\n\tGoto See\n RocketCombo:\n CYBR E 5 Bright A_FaceTarget\n\tCYBR F 5 Bright A_CustomMissile(\"LegendaryRocket\", 58, -26, Random(-8, 8))\n\tCYBR E 5 Bright A_FaceTarget\n\tCYBR F 5 Bright A_CustomMissile(\"LegendaryHomingRocket\", 58, -26, Random(-8, 8))\n\tCYBR E 5 Bright A_FaceTarget\n\tCYBR F 5 Bright A_CustomMissile(\"LegendaryRocket\", 58, -26, Random(-8, 8))\n\tCYBR E 5 Bright A_FaceTarget\n\tCYBR F 5 Bright A_CustomMissile(\"LegendaryHomingRocket\", 58, -26, Random(-8, 8))\n\tCYBR E 5 Bright A_FaceTarget\n\tCYBR F 5 Bright A_CustomMissile(\"LegendaryRocket\", 58, -26, Random(-8, 8))\n\tCYBR E 5 Bright A_FaceTarget\n\tCYBR F 5 Bright A_CustomMissile(\"LegendaryHomingRocket\", 58, -26, Random(-8, 8))\n\tCYBR E 5 Bright A_FaceTarget\n\tCYBR F 5 Bright A_CustomMissile(\"LegendaryHomingRocket\", 58, -26, Random(-8, 8))\n\tCYBR E 4 Bright A_FaceTarget\n\tCYBR F 4 Bright A_CustomMissile(\"LegendaryRocket\", 58, -26, Random(-8, 8))\n CYBR E 4 Bright A_FaceTarget\n\tCYBR F 4 Bright A_CustomMissile(\"LegendaryHomingRocket\", 58, -26, Random(-8, 8))\n CYBR E 4 Bright A_FaceTarget\n\tCYBR F 4 Bright A_CustomMissile(\"LegendaryHomingRocket\", 58, -26, Random(-8, 8))\n\tCYBR E 4 Bright A_FaceTarget\n\tCYBR F 4 Bright A_CustomMissile(\"LegendaryRocket\", 58, -26, Random(-8, 8))\n\tCYBR E 4 Bright A_FaceTarget\n\tCYBR F 4 Bright A_CustomMissile(\"LegendaryHomingRocket\", 58, -26, Random(-8, 8))\n\tCYBR E 4 Bright A_FaceTarget\n\tCYBR F 4 Bright A_CustomMissile(\"LegendaryHomingRocket\", 58, -26, Random(-8, 8))\n\tCYBR E 4 Bright A_FaceTarget\n\tCYBR F 4 Bright A_CustomMissile(\"LegendaryRocket\", 58, -26, Random(-8, 8))\n\tCYBR E 4 Bright A_FaceTarget\n\tCYBR F 4 Bright A_CustomMissile(\"LegendaryHomingRocket\", 58, -26, Random(-8, 8))\n\tCYBR E 3 Bright A_FaceTarget\n\tCYBR F 3 Bright A_CustomMissile(\"LegendaryRocket\", 58, -26, Random(-8, 8))\n\tCYBR E 3 Bright A_FaceTarget\n\tCYBR F 3 Bright A_CustomMissile(\"LegendaryHomingRocket\", 58, -26, Random(-8, 8))\n\tCYBR E 3 Bright A_FaceTarget\n\tCYBR F 3 Bright A_CustomMissile(\"LegendaryRocket\", 58, -26, Random(-8, 8))\n\tCYBR E 3 Bright A_FaceTarget\n\tCYBR F 3 Bright A_CustomMissile(\"LegendaryHomingRocket\", 58, -26, Random(-8, 8))\n\tCYBR E 3 Bright A_FaceTarget\n\tCYBR F 3 Bright A_CustomMissile(\"LegendaryRocket\", 58, -26, Random(-8, 8))\n\tCYBR E 3 Bright A_FaceTarget\n\tCYBR F 3 Bright A_CustomMissile(\"LegendaryRocket\", 58, -26, Random(-8, 8))\n\tCYBR E 3 Bright A_FaceTarget\n\tCYBR F 3 Bright A_CustomMissile(\"LegendaryHomingRocket\", 58, -26, Random(-8, 8))\n\tCYBR E 3 Bright A_FaceTarget\n\tCYBR F 3 Bright A_CustomMissile(\"LegendaryHomingRocket\", 58, -26, Random(-8, 8))\n TNT1 A 0 A_Jump(130,\"LegendaryTech\",\"LegendaryBFG\",\"LegendaryDTBFG\",\"LegendaryDevastator\")\n\tTNT1 A 0 A_Jump(52,\"LegendaryCyberLaser\")\n\tTNT1 A 0 A_Jump(50,\"LegRevBall\")\n\tTNT1 A 0 A_Jump(1,\"LegendaryPlasmaticBomb\")\n\tGoto See\n LegendaryTech:\n CYBR G 30 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n CYBR G 3 Bright A_PlaySoundEx(\"Legcyber/laugh2\",\"LAUGH2\")\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 A_UnsetInvulnerable\n\tCYBR F 3 Bright A_CustomMissile(\"CyberLegendaryProjectile\",58,-26,Random(100,-100)/100.00,0)\n TNT1 A 0 Bright A_PlayWeaponSound(\"BlueDTRFire\")\n CYBR E 3 Bright A_FaceTarget\n\tCYBR F 3 Bright A_CustomMissile(\"CyberLegendaryProjectile\",58,-26,Random(100,-100)/100.00,0)\n TNT1 A 0 Bright A_PlayWeaponSound(\"BlueDTRFire\")\n\tCYBR E 3 Bright A_FaceTarget\n\tCYBR F 3 Bright A_CustomMissile(\"CyberLegendaryProjectile\",58,-26,Random(100,-100)/100.00,0)\n TNT1 A 0 Bright A_PlayWeaponSound(\"BlueDTRFire\")\n\tCYBR E 3 Bright A_FaceTarget\n\tCYBR F 3 Bright A_CustomMissile(\"CyberLegendaryProjectile\",58,-26,Random(100,-100)/100.00,0)\n TNT1 A 0 Bright A_PlayWeaponSound(\"BlueDTRFire\")\n\tCYBR E 3 Bright A_FaceTarget\n\tCYBR F 3 Bright A_CustomMissile(\"CyberLegendaryProjectile\",58,-26,Random(100,-100)/100.00,0)\n TNT1 A 0 Bright A_PlayWeaponSound(\"BlueDTRFire\")\n\tCYBR E 3 Bright A_FaceTarget\n\tCYBR F 3 Bright A_CustomMissile(\"CyberLegendaryProjectile\",58,-26,Random(100,-100)/100.00,0)\n TNT1 A 0 Bright A_PlayWeaponSound(\"BlueDTRFire\")\n CYBR E 3 Bright A_FaceTarget\n\tCYBR F 3 Bright A_CustomMissile(\"CyberLegendaryProjectile\",58,-26,Random(100,-100)/100.00,0)\n TNT1 A 0 Bright A_PlayWeaponSound(\"BlueDTRFire\")\n\tCYBR E 3 Bright A_FaceTarget\n\tCYBR F 3 Bright A_CustomMissile(\"CyberLegendaryProjectile\",58,-26,Random(100,-100)/100.00,0)\n TNT1 A 0 Bright A_PlayWeaponSound(\"BlueDTRFire\")\n\tCYBR E 3 Bright A_FaceTarget\n\tCYBR F 3 Bright A_CustomMissile(\"CyberLegendaryProjectile\",58,-26,Random(100,-100)/100.00,0)\n TNT1 A 0 Bright A_PlayWeaponSound(\"BlueDTRFire\")\n\tCYBR E 3 Bright A_FaceTarget\n\tCYBR F 3 Bright A_CustomMissile(\"CyberLegendaryProjectile\",58,-26,Random(100,-100)/100.00,0)\n TNT1 A 0 Bright A_PlayWeaponSound(\"BlueDTRFire\")\n CYBR E 3 Bright A_FaceTarget\n\tCYBR F 3 Bright A_CustomMissile(\"CyberLegendaryProjectile\",58,-26,Random(100,-100)/100.00,0)\n TNT1 A 0 Bright A_PlayWeaponSound(\"BlueDTRFire\")\n CYBR E 3 Bright A_FaceTarget\n\tCYBR F 3 Bright A_CustomMissile(\"CyberLegendaryProjectile\",58,-26,Random(100,-100)/100.00,0)\n TNT1 A 0 Bright A_PlayWeaponSound(\"BlueDTRFire\")\n\tCYBR E 3 Bright A_FaceTarget\n\tCYBR F 3 Bright A_CustomMissile(\"CyberLegendaryProjectile\",58,-26,Random(100,-100)/100.00,0)\n TNT1 A 0 Bright A_PlayWeaponSound(\"BlueDTRFire\")\n\tCYBR E 3 Bright A_FaceTarget\n\tCYBR F 3 Bright A_CustomMissile(\"CyberLegendaryProjectile\",58,-26,Random(100,-100)/100.00,0)\n TNT1 A 0 Bright A_PlayWeaponSound(\"BlueDTRFire\")\n\tCYBR E 3 Bright A_FaceTarget\n\tCYBR F 3 Bright A_CustomMissile(\"CyberLegendaryProjectile\",58,-26,Random(100,-100)/100.00,0)\n TNT1 A 0 Bright A_PlayWeaponSound(\"BlueDTRFire\")\n\tCYBR E 3 Bright A_FaceTarget\n\tCYBR F 3 Bright A_CustomMissile(\"CyberLegendaryProjectile\",58,-26,Random(100,-100)/100.00,0)\n TNT1 A 0 Bright A_PlayWeaponSound(\"BlueDTRFire\")\n CYBR E 3 Bright A_FaceTarget\n\tCYBR F 3 Bright A_CustomMissile(\"CyberLegendaryProjectile\",58,-26,Random(100,-100)/100.00,0)\n TNT1 A 0 Bright A_PlayWeaponSound(\"BlueDTRFire\")\n\tCYBR E 3 Bright A_FaceTarget\n\tCYBR F 3 Bright A_CustomMissile(\"CyberLegendaryProjectile\",58,-26,Random(100,-100)/100.00,0)\n TNT1 A 0 Bright A_PlayWeaponSound(\"BlueDTRFire\")\n\tCYBR E 3 Bright A_FaceTarget\n\tCYBR F 3 Bright A_CustomMissile(\"CyberLegendaryProjectile\",58,-26,Random(100,-100)/100.00,0)\n TNT1 A 0 Bright A_PlayWeaponSound(\"BlueDTRFire\")\n\tCYBR E 3 Bright A_FaceTarget\n\tCYBR F 3 Bright A_CustomMissile(\"CyberLegendaryProjectile\",58,-26,Random(100,-100)/100.00,0)\n TNT1 A 0 Bright A_PlayWeaponSound(\"BlueDTRFire\")\n CYBR E 30 Bright A_PlaySoundEx(\"Legcyber/amhalt\",\"DECHST\")\n\tTNT1 A 0 A_Jump(130,\"LegendaryBFG\",\"LegendaryStomp\",\"Finder\",\"LegendaryRailgun\",\"LegendaryBFG10K\",\"LegendaryDTBFG\",\"LegendaryDevastator\")\n\tTNT1 A 0 A_Jump(52,\"LegendaryCyberLaser\")\n\tTNT1 A 0 A_Jump(1,\"LegendaryPlasmaticBomb\")\n\tGoto See\n LegendaryDTBFG:\n CYBR F 0 Bright A_PlaySound (\"Cardinal/9k\")\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR F 2 Bright A_FaceTarget\n\tCYBR F 2 Bright A_FaceTarget\n\tCYBR F 2 Bright A_FaceTarget\n\tCYBR F 2 Bright A_FaceTarget\n\tCYBR F 2 Bright A_FaceTarget\n\tCYBR F 2 Bright A_FaceTarget\n\tCYBR F 2 Bright A_FaceTarget\n\tCYBR F 2 Bright A_FaceTarget\n\tCYBR F 0 Bright A_CustomMissile(\"LegCybDTBFGBall\", 58, -26, 0)\n\tCYBR F 0 Bright A_PlaySound (\"Cardinal/9k\")\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR F 2 Bright A_FaceTarget\n\tCYBR F 2 Bright A_FaceTarget\n\tCYBR F 2 Bright A_FaceTarget\n\tCYBR F 2 Bright A_FaceTarget\n\tCYBR F 2 Bright A_FaceTarget\n\tCYBR F 2 Bright A_FaceTarget\n\tCYBR F 2 Bright A_FaceTarget\n\tCYBR F 2 Bright A_FaceTarget\n\tCYBR F 0 Bright A_CustomMissile(\"LegCybDTBFGBall\", 58, -26, 0)\n\tCYBR E 30 Bright\n\tTNT1 A 0 A_Jump(95,\"LegendaryBFG\",\"LegendaryDevastator\")\n\tTNT1 A 0 A_Jump(52,\"LegendaryCyberLaser\")\n\tTNT1 A 0 A_Jump(1,\"LegendaryPlasmaticBomb\")\n\tGoto See\n LegendaryDevastator:\n TNT1 A 0 A_PlaySound(\"devastator/charge\")\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR E 2 Bright A_FaceTarget\n\tCYBR F 2 Bright A_FaceTarget\n\tCYBR F 2 Bright A_FaceTarget\n\tCYBR F 2 Bright A_FaceTarget\n\tCYBR F 2 Bright A_FaceTarget\n\tCYBR F 2 Bright A_FaceTarget\n\tCYBR F 2 Bright A_FaceTarget\n\tCYBR F 2 Bright A_FaceTarget\n\tCYBR F 2 Bright A_FaceTarget\n\tCYBR F 0 A_PlaySound (\"devastator/fire\")\n\tCYBR F 0 Bright A_CustomMissile(\"LegCybDevastatorBall\", 58, -26, 0)\n\tCYBR E 50 Bright\n\tTNT1 A 0 A_Jump(95,\"LegendaryBFG\")\n\tTNT1 A 0 A_Jump(52,\"LegendaryCyberLaser\")\n\tTNT1 A 0 A_Jump(1,\"LegendaryPlasmaticBomb\")\n\tGoto See\n LegendaryBFG:\n CYBR E 30 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tCYBR E 3 Bright A_PlaySoundEx(\"monster/laugh\",\"TBBCSPT1\")\n\tCYBR E 3 Bright A_PlaySoundEx(\"Legcyber/BFG\",\"GURUCHRG\")\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n CYBR E 3 Bright A_PlaySoundEx(\"Legcyber/BFG\",\"GURUCHRG\")\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_JumpIfTargetInLos(2)\n TNT1 A 0 A_Jump(256,2)\n\tTNT1 A 0\n\tGoto LegBFGGo\n\tCYBR EEEEEEEEEEEEE 0 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner2\")\n\tTNT1 A 0 A_UnSetShootable\n CYBR EEEEEEEEEEE 1 A_FadeOut(0.1,0)\n\tCYBR EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander\n CYBR E 20\n CYBR E 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tCYBR EEEEEEEEEEEEE 0 A_SpawnItemEx(\"LegendaryCyberFlameSpawner2\")\n\tCYBR EEEEEEEEEEE 1 A_FadeIn(0.1)\n\tTNT1 A 0 A_SetShootable\n LegBFGGo:\n TNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_PlayWeaponSound(\"Weapons/GuruFire\")\n \tTNT1 A 0 A_PlayWeaponSound(\"Weapons/GuruAddFire\")\n\tCYBR F 5 A_CustomMissile(\"CyberGuruball\", 58, -26, 0, 0)\n CYBR E 60 Bright A_FaceTarget\n\tGoto See\n LegRevBall:\n CYBR G 30 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n CYBR G 3 Bright A_PlaySoundEx(\"Legcyber/laugh5\",\"TBCSPT2\")\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 A_UnsetInvulnerable\n\tCYBR E 10 Bright A_FaceTarget\n\tCYBR F 0 A_PlayWeaponSound(\"lrball3/shot\")\n CYBR F 5 Bright A_CustomMissile(\"LegRevBall3\", 58, -26)\n\tCYBR E 10 Bright A_FaceTarget\n\tCYBR F 0 A_PlayWeaponSound(\"lrball3/shot\")\n CYBR F 5 Bright A_CustomMissile(\"LegRevBall3\", 58, -26)\n\tCYBR E 10 Bright A_FaceTarget\n\tCYBR F 0 A_PlayWeaponSound(\"lrball3/shot\")\n CYBR F 5 Bright A_CustomMissile(\"LegRevBall3\", 58, -26)\n\tCYBR E 20 Bright A_FaceTarget\n\tGoto See\n /*LegendaryThunder:\n CYBR G 30 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n CYBR G 3 Bright A_PlaySoundEx(\"monster/laugh\",\"TBBCSPT1\")\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tCYBR G 5 Bright A_CustomMissile(\"LegCybThunderSpawner2\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tGoto See*/\n LegendaryPlasmaticBomb:\n TNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_PlaySoundEx(\"monster/laugh\",\"TBBCSPT1\")\n TNT1 A 0 A_PlaySound(\"Arcradimus/BFGCharge\")\n CYBR E 0 Bright A_SpawnItemEx(\"LegendaryBombCharging1\", 70, 0, 58)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 0 Bright A_SpawnItemEx(\"LegendaryBombCharging2\", 70, 0, 58)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 0 Bright A_SpawnItemEx(\"LegendaryBombCharging3\", 70, 0, 58)\n\tTNTT A 0 A_PlaySoundEx(\"Legcyber/laugh2\",\"LAUGH2\")\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 0 Bright A_SpawnItemEx(\"LegendaryBombCharging4\", 70, 0, 58)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 0 Bright A_SpawnItemEx(\"LegendaryBombCharging5\", 70, 0, 58)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n\tCYBR E 2 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner\",0,0,0,0)\n CYBR EF 4 Bright A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"LegendaryBomb\",58,-26,0,0)\n\tTNT1 A 0 A_UnsetInvulnerable\n\tCYBR E 2 Bright\n\tCYBR E 2 Bright\n\tCYBR E 2 Bright\n\tCYBR E 2 Bright\n\tCYBR E 2 Bright\n\tCYBR E 2 Bright\n\tCYBR E 2 Bright\n\tCYBR E 2 Bright\n\tCYBR E 2 Bright\n\tCYBR E 2 Bright\n\tCYBR E 2 Bright\n\tCYBR E 2 Bright\n\tCYBR E 2 Bright\n\tCYBR E 2 Bright\n\tCYBR E 2 Bright\n\tCYBR E 2 Bright\n\tCYBR E 2 Bright\n\tCYBR E 2 Bright\n\tCYBR E 2 Bright\n\tCYBR E 2 Bright\n\tCYBR E 2 Bright\n\tCYBR E 2 Bright\n\tCYBR E 2 Bright\n\tCYBR E 2 Bright\n\tCYBR E 2 Bright\n\tCYBR E 2 Bright\n\tCYBR E 2 Bright\n\tCYBR E 2 Bright\n\tCYBR E 2 Bright\n\tCYBR E 2 Bright\n\tCYBR E 2 Bright\n\tCYBR E 2 Bright\n\tCYBR E 2 Bright\n\tCYBR E 2 Bright\n\tCYBR E 2 Bright\n\tCYBR E 2 Bright\n\tCYBR E 2 Bright\n\tCYBR E 2 Bright\n\tCYBR E 2 Bright\n\tCYBR E 2 Bright\n\tCYBR E 2 Bright\n\tCYBR E 2 Bright\n\tCYBR E 2 Bright\n\tCYBR E 2 Bright\n\tCYBR E 2 Bright\n\tCYBR E 2 Bright\n\tCYBR E 2 Bright\n\tCYBR E 2 Bright\n\tCYBR E 2 Bright\n\tCYBR E 2 Bright\n\tGoto See\n /*LegThor:\n CYBR G 30 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n CYBR G 3 Bright A_PlaySoundEx(\"cyber/sight1\",\"TBCSPT2\")\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(1650,-1650),Random(1650,-1650),0,0,0,0,SXF_NOCHECKPOSITION,64)\n\tCYBR G 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 A_UnsetInvulnerable\n\tCYBR G 3 Bright\n\tGoto See/*\n /*LegendarySlow:\n CYBR E 30 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tCYBR E 3 Bright A_PlaySoundEx(\"monster/laugh\",\"TBBCSPT1\")\n\tCYBR E 3 Bright\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n CYBR E 3 Bright\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCYBR E 3 Bright A_SpawnItem(\"LegendaryCyberFlameSpawner3\",0,0,0,0)\n\tTNT1 A 0 A_JumpIfTargetInLos(2)\n TNT1 A 0 A_Jump(256,2)\n\tTNT1 A 0\n\tGoto LegendarySlowGo\n\tCYBR EEEEEEEEEEEEE 0 Bright A_SpawnItemEx(\"LegendaryCyberFlameSpawner2\")\n\tTNT1 A 0 A_UnSetShootable\n CYBR EEEEEEEEEEE 1 A_FadeOut(0.1,0)\n\tCYBR EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander\n CYBR E 20\n CYBR E 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tCYBR EEEEEEEEEEEEE 0 A_SpawnItemEx(\"LegendaryCyberFlameSpawner2\")\n\tCYBR EEEEEEEEEEE 1 A_FadeIn(0.1)\n\tTNT1 A 0 A_SetShootable\n LegendarySlowGo:\n TNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_PlayWeaponSound(\"Weapons/GuruFire\")\n \tTNT1 A 0 A_PlayWeaponSound(\"Weapons/GuruAddFire\")\n\tCYBR F 5 A_CustomMissile(\"LegCybSlowBall\", 58, -26, 0, 0)\n CYBR E 60 Bright A_FaceTarget\n\tGoto See*/\n Death:\n\tTNT1 A 0 A_StopSound(6)\n\tCYBR H 10 Bright\n\tCYBR H 10 Bright A_Scream\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryCyberdemonDeathEffect\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tCYBR HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHIIIIIIIIIIIIIIIIIIIIIIIIIIIIJJJJJJJJJJJJJJJJJJJJJ 2 Bright\n\tCYBR KL 10 Bright\n\t//TNT1 A 0 A_Jump(52,\"LegDeath\")\n\tTNT1 A 0 A_SpawnItem(\"DeathBall2\")\n\tCYBR M 10 Bright A_NoBlocking\n\tCYBR NO 10 Bright\n\tCYBR P 30\n\tCYBR P 0 A_BossDeath\n\tCYBR P -1\n\tStop\nLegDeath:\n\tTNT1 A 0 A_SpawnItem(\"TrueDeathBall\")\n\tCYBR M 10 Bright A_NoBlocking\n\tCYBR NO 10 Bright\n\tCYBR PPPP 50\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"SetTLCSky\")\n\tCYBR P 30 A_CustomMissile(\"TrueLegPentagram\")\n\tTNT1 A 0 A_SpawnItemEx(\"DingySummoner\")\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryRevivalSummoner\")\n\tTNT1 A 0 A_SpawnItemEx(\"ResurrectorSummoner\",0,0,0,30,0,0,72,0)\n\tTNT1 A 0 A_SpawnItemEx(\"ResurrectorSummoner\",0,0,0,30,0,0,-72,0)\n\tTNT1 A 0 A_SpawnItemEx(\"ResurrectorSummoner\",0,0,0,30,0,0,-222,0)\n\tTNT1 A 0 A_SpawnItemEx(\"ResurrectorSummoner\",0,0,0,30,0,0,222,0)\n\tTNT1 A 0 A_SpawnItemEx(\"ResurrectorSummoner\",0,0,0,30,0,0,365,0)\n\tStop\n}\n}\n\nACTOR CyberGuruSphereSmoke : GuruSphereSmoke\n{\n\tScale 1.8\n\tAlpha 0.45\n\tPROJECTILE\n\tDamageType \"Cyber10K\"\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 1 A_Jump(255,\"Spawn1\",\"Spawn2\",\"Spawn3\",\"Spawn4\",\"Spawn5\",\"Spawn6\")\n\tStop\n\tSpawn1:\n\t TNT1 A 0 //A_SetScale(ScaleX -0.002, ScaleY -0.002)\n\t TNT1 A 0 A_JumpIf(Alpha<0.3,2)\n\t THD1 A 0 A_Explode(10,164)\n\t THD1 A 4 Bright A_FadeOut(0.0065)\n\t Loop\n\tSpawn2:\n\t TNT1 A 0 //A_SetScale(ScaleX -0.002, ScaleY -0.002)\n\t TNT1 A 0 A_JumpIf(Alpha<0.3,2)\n\t THD1 A 0 A_Explode(10,164)\n\t THD2 A 4 Bright A_FadeOut(0.0065)\n\t Loop\n\tSpawn3:\n\t TNT1 A 0 //A_SetScale(ScaleX -0.002, ScaleY -0.002)\n\t TNT1 A 0 A_JumpIf(Alpha<0.3,2)\n\t THD1 A 0 A_Explode(10,164)\n\t THD3 A 4 Bright A_FadeOut(0.0065)\n\t Loop\n\tSpawn1:\n\t TNT1 A 0 //A_SetScale(ScaleX -0.002, ScaleY -0.002)\n\t TNT1 A 0 A_JumpIf(Alpha<0.3,2)\n\t THD1 A 0 A_Explode(10,164)\n\t THD1 A 4 Bright A_FadeOut(0.0065)\n\t Loop\n\tSpawn2:\n\t TNT1 A 0 //A_SetScale(ScaleX -0.002, ScaleY -0.002)\n\t TNT1 A 0 A_JumpIf(Alpha<0.3,2)\n\t THD1 A 0 A_Explode(10,164)\n\t THD2 A 4 Bright A_FadeOut(0.0065)\n\t Loop\n\tSpawn3:\n\t TNT1 A 0 //A_SetScale(ScaleX -0.002, ScaleY -0.002)\n\t TNT1 A 0 A_JumpIf(Alpha<0.3,2)\n\t THD1 A 0 A_Explode(10,164)\n\t THD3 A 4 Bright A_FadeOut(0.0065)\n\t Loop\n\t}\n}\n\nActor LegCybThunderSpawner2\n{\nHeight 0\nRadius 0\nMass 0\nDamage 0\n+THRUACTORS\n+NOTELEPORT\n+NOGRAVITY\n+NOBLOCKMAP\n+NOBLOCKMAP\n+NOINTERACTION\n+NOTIMEFREEZE\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 AAAAAAAAA 8 A_SpawnItemEx(\"TrueLegCardinalThunder\",random(812,-812),random(812,-812))\nStop\n}\n}\n\nACTOR LegendaryBomb\n{\n Radius 11\n Height 6\n Speed 15 // 10\n DamageType \"Legendary\"\n Damage 150\n Projectile\n RenderStyle Add\n +FORCERADIUSDMG\n +FOILINVUL\n +RIPPER\n +BLOODLESSIMPACT\n //+DONTBLAST\n -RANDOMIZE\n +NOTIMEFREEZE\n Scale 1.0\n Alpha 1.0\n MissileType \"ArcLesserProjectileTrail\"\n SeeSound \"Arcradimus/BFGFire\"\n States\n {\n Spawn:\n // Gold\n\tTNT1 A 0\n\tTNT1 A 0 A_Explode(600,192,0,1)\n\tTNT1 A 0 A_SpawnItemEx(\"LegBombTrail\",5,0,0,0,0,0,0,0,0)\n TNT1 A 0 A_Jump(224, 2)\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryBombFluxShockwave\",0,0,0,10,0,0,0,0,0)\n TNT1 A 0 A_Jump(16, 2)\n TNT1 A 0 A_SpawnItemEx(\"ArcBallLightningBolt4\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)\n TNT1 A 0 A_SpawnItemEx(\"LCABFGTrailParticleGold\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tUBAL D 1 Bright\n TNT1 A 0 A_SpawnItemEx(\"LCABFGTrailParticleGold\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tUBAL D 1 Bright\n // Blue\n\t//TNT1 A 0 A_PlaySound(\"Weapons/GuruFly\",5,1.0,1)\n\tTNT1 A 0 A_Explode(600,192,0,1)\n\tTNT1 A 0 A_SpawnItemEx(\"LegBombTrail\",5,0,0,0,0,0,0,0,0)\n TNT1 A 0 A_Jump(224, 2)\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryBombFluxShockwave\",0,0,0,10,0,0,0,0,0)\n TNT1 A 0 A_Jump(16, 2)\n TNT1 A 0 A_SpawnItemEx(\"ArcBallLightningBolt4\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)\n TNT1 A 0 A_SpawnItemEx(\"LCABFGTrailParticleBlue\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tUBAL B 1 Bright\n TNT1 A 0 A_SpawnItemEx(\"LCABFGTrailParticleBlue\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tUBAL B 1 Bright\n // Gold\n\t//TNT1 A 0 A_PlaySound(\"Weapons/GuruFly\",5,1.0,1)\n\tTNT1 A 0 A_Explode(600,192,0,1)\n\tTNT1 A 0 A_SpawnItemEx(\"LegBombTrail\",5,0,0,0,0,0,0,0,0)\n TNT1 A 0 A_Jump(224, 2)\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryBombFluxShockwave\",0,0,0,10,0,0,0,0,0)\n TNT1 A 0 A_Jump(16, 2)\n TNT1 A 0 A_SpawnItemEx(\"ArcBallLightningBolt4\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)\n TNT1 A 0 A_SpawnItemEx(\"LCABFGTrailParticleGold\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tUBAL D 1 Bright\n TNT1 A 0 A_SpawnItemEx(\"LCABFGTrailParticleGold\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tUBAL D 1 Bright\n // Blue\n\t//TNT1 A 0 A_PlaySound(\"Weapons/GuruFly\",5,1.0,1)\n\tTNT1 A 0 A_Explode(600,192,0,1)\n\tTNT1 A 0 A_SpawnItemEx(\"LegBombTrail\",5,0,0,0,0,0,0,0,0)\n TNT1 A 0 A_Jump(224, 2)\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryBombFluxShockwave\",0,0,0,10,0,0,0,0,0)\n TNT1 A 0 A_Jump(16, 2)\n TNT1 A 0 A_SpawnItemEx(\"ArcBallLightningBolt4\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)\n TNT1 A 0 A_SpawnItemEx(\"LCABFGTrailParticleBlue\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tUBAL B 1 Bright\n TNT1 A 0 A_SpawnItemEx(\"LCABFGTrailParticleBlue\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tUBAL B 1 Bright\n // Gold\n\t//TNT1 A 0 A_PlaySound(\"Weapons/GuruFly\",5,1.0,1)\n\tTNT1 A 0 A_Explode(600,192,0,1)\n\tTNT1 A 0 A_SpawnItemEx(\"LegBombTrail\",5,0,0,0,0,0,0,0,0)\n TNT1 A 0 A_Jump(224, 2)\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryBombFluxShockwave\",0,0,0,10,0,0,0,0,0)\n TNT1 A 0 A_Jump(16, 2)\n TNT1 A 0 A_SpawnItemEx(\"ArcBallLightningBolt4\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)\n TNT1 A 0 A_SpawnItemEx(\"LCABFGTrailParticleGold\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tUBAL D 1 Bright\n TNT1 A 0 A_SpawnItemEx(\"LCABFGTrailParticleGold\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tUBAL D 1 Bright\n\tLoop\n Death:\n\t//COLLATERAL DAMAGE EFFECTS\n\tTNT1 A 0\n\tTNT1 A 0 A_StopSound(5)\n\tTNT1 A 0 A_SpawnItem(\"LegendaryNuke2\")\n\tTNT1 A 0 A_Explode(6000,512,0,1)\n\tTNT1 A 0 A_BFGSpray(\"ArcSpray\",15,20)\n\t//IMPACT STUFF\n\tTNT1 A 0 A_SpawnItemEx(\"ArcStruckGlowX\",0,0,10,0,0,0,0,128,0)\n\tTNT1 A 0 A_SpawnItemEx(\"ArcStruckGlowY\",0,0,10,0,0,0,0,128,0)\n\t//TNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"ArcSphereSmoke\",random(126,-126),random(126,-126),random(66,-66),0.00001*random(100000,-100000),0.00001*random(100000,-100000),0.00001*random(100000,-100000),random(0,359),0,0)\n\t//TNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"ArcChunkSpark\",random(126,-126),random(126,-126),random(66,-66),0,0,0,0,0,0)\n\t//TNT1 AAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"ArcChunkSpark\",random(126,-126),random(126,-126),random(66,-66),0,0,0,0,0,0)\n\tStop\n }\n}\n\nACTOR LegBombTrail : LCABaseEffect\n{\n\tAlpha 0.50\n\tRenderstyle Add\n\t+CLIENTSIDEONLY\n +NOTIMEFREEZE\n\tScale 0.90\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 0 //A_SetScale(ScaleX -0.01, ScaleY -0.01)\n\tUBAL BDBDB 1 Bright A_FadeOut(0.05)\n\tLoop\n Toaster:\n TNT1 A 0\n\tStop\n\t}\n}\n\nACTOR LegendaryBombShockwave : LCAShockwave\n{\n +NOTIMEFREEZE\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n\t\t TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n HBRY A 1 Bright A_FadeOut(0.04)\n HBRB B 1 Bright A_FadeOut(0.04)\n HBRY C 1 Bright A_FadeOut(0.04)\n HBRB D 1 Bright A_FadeOut(0.04)\n HBRY E 1 Bright A_FadeOut(0.04)\n HBRB F 1 Bright A_FadeOut(0.04)\n HBRY G 1 Bright A_FadeOut(0.04)\n HBRB H 1 Bright A_FadeOut(0.04)\n HBRY I 1 Bright A_FadeOut(0.04)\n HBRB J 1 Bright A_FadeOut(0.04)\n HBRY K 1 Bright A_FadeOut(0.04)\n HBRB L 1 Bright A_FadeOut(0.04)\n HBRY M 1 Bright A_FadeOut(0.04)\n HBRB N 1 Bright A_FadeOut(0.04)\n HBRY O 1 Bright A_FadeOut(0.04)\n HBRB P 1 Bright A_FadeOut(0.04)\n HBRY Q 1 Bright A_FadeOut(0.04)\n HBRB R 1 Bright A_FadeOut(0.04)\n Stop\n Toaster:\n TNT1 A 0\n\tStop\n }\n}\n\nACTOR LegendaryBombFluxShockwave : LegendaryBombShockwave\n{\n Scale 0.75\n Alpha 1.0\n Projectile\n}\n\nACTOR LegendaryBombCharging : LegendaryBomb\n{\n Speed 0\n -MISSILE\n -SOLID\n +THRUACTORS\n +NOINTERACTION\n +NOGRAVITY\n +NOBLOCKMAP\n +NOTELEPORT\n +NOCLIP\n +NONETID\n States\n {\n Spawn:\n // Gold\n\tTNT1 A 0 A_PlaySound(\"Arcradimus/BFGBall\",CHAN_BODY,1.0,False)\n TNT1 A 0 A_SpawnItemEx(\"LCABFGChargeParticleGold\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tUBAL D 1 Bright A_FadeOut(0.01)\n TNT1 A 0 A_SpawnItemEx(\"LCABFGChargeParticleGold\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tUBAL D 1 Bright\n // Blue\n\tTNT1 A 0 A_PlaySound(\"Arcradimus/BFGBall\",CHAN_BODY,1.0,False)\n TNT1 A 0 A_SpawnItemEx(\"LCABFGChargeParticleBlue\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tUBAL B 1 Bright A_FadeOut(0.01)\n TNT1 A 0 A_SpawnItemEx(\"LCABFGChargeParticleBlue\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tUBAL B 1 Bright\n // Gold\n\tTNT1 A 0 A_PlaySound(\"Arcradimus/BFGBall\",CHAN_BODY,1.0,False)\n TNT1 A 0 A_SpawnItemEx(\"LCABFGChargeParticleGold\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tUBAL D 1 Bright A_FadeOut(0.01)\n TNT1 A 0 A_SpawnItemEx(\"LCABFGChargeParticleGold\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tUBAL D 1 Bright\n // Blue\n\tTNT1 A 0 A_PlaySound(\"Arcradimus/BFGBall\",CHAN_BODY,1.0,False)\n TNT1 A 0 A_SpawnItemEx(\"LCABFGChargeParticleBlue\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tUBAL B 1 Bright A_FadeOut(0.01)\n TNT1 A 0 A_SpawnItemEx(\"LCABFGChargeParticleBlue\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tUBAL B 1 Bright\n // Gold\n\tTNT1 A 0 A_PlaySound(\"Arcradimus/BFGBall\",CHAN_BODY,1.0,False)\n TNT1 A 0 A_SpawnItemEx(\"LCABFGChargeParticleGold\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tUBAL D 1 Bright A_FadeOut(0.01)\n TNT1 A 0 A_SpawnItemEx(\"LCABFGChargeParticleGOld\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tUBAL D 1 Bright\n\tLoop\n Death:\n TNT1 A 1\n\tStop\n }\n}\n\nACTOR LegendaryBombCharging1 : LegendaryBombCharging\n{\n Scale 0.6\n}\n\nACTOR LegendaryBombCharging2 : LegendaryBombCharging\n{\n Scale 0.7\n}\n\nACTOR LegendaryBombCharging3 : LegendaryBombCharging\n{\n Scale 0.8\n}\n\nACTOR LegendaryBombCharging4 : LegendaryBombCharging\n{\n Scale 0.9\n}\n\nACTOR LegendaryBombCharging5 : LegendaryBombCharging\n{\n Scale 1.0\n States\n {\n Spawn:\n // Blue\n\tTNT1 A 0 A_PlaySound(\"Arcradimus/BFGBall\",CHAN_BODY,1.0,False)\n TNT1 A 0 A_SpawnItemEx(\"LCABFGChargeParticleBlue\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tUBAL B 1 Bright A_FadeOut(0.02)\n TNT1 A 0 A_SpawnItemEx(\"LCABFGChargeParticleBlue\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tUBAL B 1 Bright\n // Gold\n\tTNT1 A 0 A_PlaySound(\"Arcradimus/BFGBall\",5,1.0,1)\n TNT1 A 0 A_SpawnItemEx(\"LCABFGChargeParticleGold\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tUBAL D 1 Bright A_FadeOut(0.01)\n TNT1 A 0 A_SpawnItemEx(\"LCABFGChargeParticleGold\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tUBAL D 1 Bright\n // Blue\n\tTNT1 A 0 A_PlaySound(\"Arcradimus/BFGBall\",CHAN_BODY,1.0,False)\n TNT1 A 0 A_SpawnItemEx(\"LCABFGChargeParticleBlue\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tUBAL B 1 Bright A_FadeOut(0.02)\n TNT1 A 0 A_SpawnItemEx(\"LCABFGChargeParticleBlue\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tUBAL B 1 Bright\n // Gold\n\tTNT1 A 0 A_PlaySound(\"Arcradimus/BFGBall\",5,1.0,1)\n TNT1 A 0 A_SpawnItemEx(\"LCABFGChargeParticleGold\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tUBAL D 1 Bright A_FadeOut(0.01)\n TNT1 A 0 A_SpawnItemEx(\"LCABFGChargeParticleGold\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tUBAL D 1 Bright\n // Blue\n\tTNT1 A 0 A_PlaySound(\"Arcradimus/BFGBall\",CHAN_BODY,1.0,False)\n TNT1 A 0 A_SpawnItemEx(\"LCABFGChargeParticleBlue\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tUBAL B 1 Bright A_FadeOut(0.02)\n TNT1 A 0 A_SpawnItemEx(\"LCABFGChargeParticleBlue\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tUBAL B 1 Bright\n\tLoop\n\n }\n}\n\nACTOR LegendaryRocket : CardinalRocket\n{\n\tSpeed 38\n\tFastSpeed 58\n\tScale 0.9\n\tDECAL LegRocketScorch\n\tDamageType \"Legendary\"\n\tSeeSound \"true/fire\"\n\t-THRUSPECIES\n +NOTIMEFREEZE\n\tStates\n\t{\n\tSpawn:\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(4,6),Random(-2,2))\n\t\tLROC A 2 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(4,6),Random(-2,2))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(4,6),Random(-2,2))\n\t\tLROC B 2 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(4,6),Random(-2,2))\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tTNT1 AAA 0 A_CustomMissile(\"BlueKaboom3\", 0, 0, random(0,360), 2, random(0,360))\n\t\tTNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"LegendaryDebris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n\t\tLROC B 6 Bright A_Explode\n\t\tLROC CD 5 Bright A_SetTranslucent(0.75,1)\n\t\tStop\n\t}\n}\n\nACTOR LegendaryHomingRocket : CardinalHomingRocket\n{\nRadius 12\nHeight 10\nScale 1.1\nDECAL LegRocketScorch\nDamage 15\nSpeed 24\nFastSpeed 28\nExplosionDamage 70\nDamageType \"Cyber10K\"\nSeeSound \"monster/homingrockfire\"\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_Jump(128,\"Homing\")\nNormal:\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n LCKM A 2 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(0,2),Random(-2,2))\n Loop\nHoming:\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n LCKM A 2 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(0,2),Random(-2,2))\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n LCKM A 2 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(0,2),Random(-2,2))\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n LCKM A 2 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(0,2),Random(-2,2))\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n LCKM A 2 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(0,2),Random(-2,2))\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n LCKM A 2 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(0,2),Random(-2,2))\n\tGoto StartSeek\nStartSeek:\n\tTNT1 A 0 Bright A_BishopMissileWeave\n\tTNT1 A 0 Bright A_Tracer2\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n LCKM A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(0,2),Random(-2,2))\n\tTNT1 A 0 Bright A_BishopMissileWeave\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n LCKM A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(0,2),Random(-2,2))\n\tTNT1 A 0 Bright A_BishopMissileWeave\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n LCKM A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(0,2),Random(-2,2))\n\tTNT1 A 0 Bright A_BishopMissileWeave\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n LCKM A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(0,2),Random(-2,2))\n\tTNT1 A 0 Bright A_BishopMissileWeave\n\tTNT1 A 0 Bright A_Tracer2\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n LCKM A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(0,2),Random(-2,2))\n\tTNT1 A 0 Bright A_BishopMissileWeave\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n LCKM A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(0,2),Random(-2,2))\n\tTNT1 A 0 Bright A_BishopMissileWeave\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n LCKM A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(0,2),Random(-2,2))\n\tTNT1 A 0 Bright A_BishopMissileWeave\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n LCKM A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(0,2),Random(-2,2))\n\tTNT1 A 0 Bright A_PlaySound(\"monster/homingrockbeep\")\n Loop\nDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 AAA 0 A_CustomMissile(\"BlueKaboom3\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n TNT1 AAAA 0 A_SpawnItemEx(\"LegendaryDebris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n TNT1 A 0 A_Explode\n TNT1 A 1 A_SpawnItem(\"LegendaryBlueRocketEx\")\n Stop\n }\n}\n\nACTOR LegendaryCyberFlame\n{\n+MISSILE\n+DONTSPLASH\n+NOBLOCKMAP\n+NOGRAVITY\n+NOTELEPORT\n+FORCEXYBILLBOARD\n+NOTIMEFREEZE\nRenderStyle Add\nScale 0.5\nStates\n{\nSpawn:\nLMKE ABCDEFGHIJKL 2 Bright A_FadeOut\nStop\n}\n}\n\nACTOR LegendaryCyberFlameSpawner : LegendaryRedParticleSpawner\n{\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 AAAAAA 0 A_SpawnItemEx(\"LegendaryCyberFlame\",random(48,-48),random(48,-48),random(0,96),0,0,random(2,6),0,128,0)\n TNT1 A 1\n Stop\n }\n}\n\nACTOR CyberGuruBall : GuruBall\n{\n Radius 11\n Height 6\n Speed 15\n DamageType \"Cyber10K\"\n Damage 125\n Projectile\n Renderstyle Add\n +FORCERADIUSDMG\n +FOILINVUL\n +RIPPER\n +BLOODLESSIMPACT\n +DONTBLAST\n +THRUSPECIES\n +SKYEXPLODE\n Scale 0.25\n MissileType \"GuruLesserProjectileTrail\"\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(128,\"LEGBFGSFX\")\n\tTNT1 A 0 A_PlaySound(\"Weapons/GuruFly\",5,1.0,1)\n\tTNT1 A 0 A_Explode(600,64,0,1)\n\tYBAL AAA 0 Bright A_CustomMissile(\"LegCybLiteShot\",0,0,Random(0,360))\n\tTNT1 A 0 A_SpawnItemEx(\"GuruTrailSpark\",random(28,-28),random(28,-28),random(28,-28),0,0,0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"GuruTrail\",-3,0,0,0,0,0,0,0,0)\n\tYBAL A 1 bright\n\tloop\n LEGBFGSFX:\n TNT1 A 0 A_SpawnItemEx(\"GuruTrailSpark\",random(28,-28),random(28,-28),random(28,-28),0,0,0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"GuruTrail\",-3,0,0,0,0,0,0,0,0)\n\tTNT1 A 0 A_CustomMissile(\"LegCybDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tYBAL A 1 Bright A_SpawnItemEx(\"CyberPlayerDTBFGProjectileAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n TNT1 A 0 A_SpawnItemEx(\"GuruTrailSpark\",random(28,-28),random(28,-28),random(28,-28),0,0,0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"GuruTrail\",-3,0,0,0,0,0,0,0,0)\n\tTNT1 A 0 A_CustomMissile(\"LegCybDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tYBAL A 1 Bright A_SpawnItemEx(\"CyberPlayerDTBFGProjectileAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n TNT1 A 0 A_SpawnItemEx(\"GuruTrailSpark\",random(28,-28),random(28,-28),random(28,-28),0,0,0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"GuruTrail\",-3,0,0,0,0,0,0,0,0)\n\tTNT1 A 0 A_CustomMissile(\"LegCybDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tYBAL A 1 Bright A_SpawnItemEx(\"CyberPlayerDTBFGProjectileAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n TNT1 A 0 A_SpawnItemEx(\"GuruTrailSpark\",random(28,-28),random(28,-28),random(28,-28),0,0,0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"GuruTrail\",-3,0,0,0,0,0,0,0,0)\n\tTNT1 A 0 A_CustomMissile(\"LegCybDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tYBAL A 1 Bright A_SpawnItemEx(\"CyberPlayerDTBFGProjectileAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n Goto Spawn\n Death:\n\tTNT1 A 0 A_PlaySound(\"Weapons/GuruBlast3\",5)\n\t//COLLATERAL DAMAGE EFFECTS\n\tTNT1 A 0 A_Explode(6000,486,0,1)\n\tTNT1 A 0 A_BFGSpray(\"GuruSpray\",15,20)\n\n\t//IMPACT STUFF\n\tTNT1 A 0 A_SpawnItemEx(\"GuruStruckGlowX\",0,0,10,0,0,0,0,128,0)\n\tTNT1 A 0 A_SpawnItemEx(\"GuruStruckGlowY\",0,0,10,0,0,0,0,128,0)\n\tTNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"CyberGuruSphereSmoke\",random(126,-126),random(126,-126),random(66,-66),0.00001*random(100000,-100000),0.00001*random(100000,-100000),0.00001*random(100000,-100000),random(0,359),0,0)\n\tTNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"GuruChunkSpark\",random(126,-126),random(126,-126),random(66,-66),0,0,0,0,0,0)\n\tTNT1 AAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"GuruChunkSpark\",random(126,-126),random(126,-126),random(66,-66),0,0,0,0,0,0)\n\tStop\n }\n}\n\nACTOR CyberPlayerDTBFGProjectileAttack : PlayerDTBFGProjectileAttack\n{\nPROJECTILE\n+LOOKALLAROUND\n+ISMONSTER\n+QUICKTORETALIATE\n+NOTARGET\n+NOCLIP\n+NOTIMEFREEZE\nObituary \"%o couldn't handle the wrath of the Legendary Cyberdemon!\"\nMissileType \"SentientDTBFGRailgunSlug\"\nStates\n{\nSpawn:\n TNT1 A 0\n\tTNT1 AAAAA 1 A_Look\n\tStop\nSee:\n TNT1 A 0\n\tTNT1 A 1 A_JumpIfCloser(1250,\"Attack\")\n\tStop\nAttack:\n TNT1 A 0\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_MissileAttack\n\tTNT1 A 1 A_CustomRailgun(-1,0,NONE,\"Yellow\",1,1,1)\n\tGoto Death\nDeath:\n\tTNT1 A 1\n\tStop\n\t}\n}\n\nACTOR CyberLegendaryProjectile : LegendaryProjectile { }\n\nACTOR LegCyberBFG9500Ball : BFG9500Ball\n{\nSpeed 30\nDamage 125\n-THRUSPECIES\n+NOTIMEFREEZE\nSpecies \"Cybers\"\nObituary \"%o wasn't ready for the wrath of the Legendary Cyberdemon!\"\nDecal BFG9500LightningGold\nDamageType \"Cyber10K\"\nStates\n{\nSpawn:\n LFS3 AAABBB 1 Bright A_SpawnItemEx(\"BFGTrailParticleGold\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n Loop\nDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"BFGShockwaveGold\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 AAAAAA 0 A_CustomMissile(\"KaboomGold\", 0, 0, random(0,360), 2, random(0,360))\n LFE3 AB 8 Bright A_SpawnItemEx(\"LegendaryGoldParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n LFE3 C 8 Bright A_BFGSpray(\"GoldenSpray\")\n LFE3 DEF 8 Bright\n Stop\n }\n}\n\nACTOR BFGTrailParticleGold : BFGTrailParticleGreen\n{\nScale 0.06\n+NOTIMEFREEZE\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nLPKG A 2 Bright A_FadeOut(0.015)\nLoop\n}\n}\n\nACTOR BFGShockwaveGold : BFGShockwave2\n{\nScale 1.1\n+NOTIMEFREEZE\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nLHOG ABCDEFGHIJKLMNOPQR 2 Bright A_FadeOut(0.04)\nStop\n}\n}\n\nACTOR KaboomGold : Kaboom11\n{\nSpeed 2\nScale 1\n+NOTIMEFREEZE\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nLXPG AABBCDEFGHIJKLM 2 Bright A_FadeOut(0.05)\nStop\n}\n}\n\nACTOR Kaboom9Gold : Kaboom6\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nLXPG AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)\nStop\n}\n}\n\nACTOR GoldenSpray : CustomSpray\n{\n+NOBLOCKMAP\n+NOGRAVITY\n+ACTIVATEPCROSS\n+ACTIVATEIMPACT\n+NOTELEPORT\n+DROPOFF\n+EXTREMEDEATH\n+NOTIMEFREEZE\nRENDERSTYLE ADD\nRadius 1\nHeight 1\nDamage 0\nSpeed 0\nStates\n{\nSpawn:\n TNT1 A 0\n LFE2 A 6 Bright A_SpawnItemEx(\"GoldParticleSpawnerDT\", 0, 0, 0, 0, 0, 0, 0, 128)\n LFE2 BCD 6 Bright\n Stop\n }\n}\n\nACTOR LegendaryCyberRail : DarkCyberRail\n{\nRadius 6\nHeight 6\nSpeed 300\nDamageType \"Cyber10K\"\nDamage (Random(65,85))\nScale 1.26\nSeeSound \"monsters/darkcyberrail\"\nMissileType \"LegendaryCyberRailTrail\"\nSpecies \"Cybers\"\nDeathSound \"cyberrail/impact\"\n+RIPPER\n+THRUSPECIES\n+EXTREMEDEATH\n+BLOODLESSIMPACT\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n DCRP A 1 Bright\n Loop\nDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"BFGShockwaveGold\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 AAAA 0 A_CustomMissile(\"KaboomGold2\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 A 1 A_SpawnItem(\"RailGunImpactEffectGold\")\n\tStop\n\t}\n}\n\nACTOR LegendaryCyberRailTrail : BFG9500Trail\n{\nScale 1\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tLGPR ABCDEFGHIJKLMNOP 2 A_FadeOut(0.04)\n\tStop\n\t}\n}\n\nACTOR KaboomGold2 : KaboomGold\n{\nSpeed 1\nScale 0.9\n+NOTIMEFREEZE\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nLXPG AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)\nStop\n}\n}\n\nACTOR RailgunImpactEffectGold : RailgunImpactEffectGreen\n{\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 AAA 0 A_SpawnItemEx(\"LegendaryGoldParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAAAAA 1 A_SpawnItem(\"RailImpactFlareGold\",0)\n\tStop\n\t}\n}\n\nACTOR RailImpactFlareGold : GreenSphereFlare\n{\nScale 0.5\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n\tTNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tLEGG A 1 Bright\n\tStop\n\t}\n}\n\nACTOR Legendary10KProjectile : 10KProjectile\n{\n Height 1\n Radius 1\n Speed 200\n Scale 0.15\n RenderStyle Add\n Alpha 0.85\n DECAL BFG9500LightningGold\n PROJECTILE\n -THRUSPECIES\n +NOEXTREMEDEATH\n -MTHRUSPECIES\n +NOTIMEFREEZE\n DeathSound \"weapons/bfg95explode\"\n States\n {\n Spawn:\n LRAC A 1 Bright\n Loop\n Death:\n XDeath:\n TNT1 A 0\n TNT1 A 1 A_SpawnItem(\"LegCyber10KEx\")\n Stop\n\t }\n}\n\nACTOR LegCyber10KEx : Player10KEx\n{\n Radius 11\n Height 8\n DamageType \"Cyber10K\"\n Damage 150\n +NOBLOCKMAP\n +NOGRAVITY\n +NOTELEPORT\n +FORCERADIUSDMG\n -MTHRUSPECIES\n -THRUSPECIES\n +NOTIMEFREEZE\n Renderstyle Add\n Alpha 0.75\n Scale 0.85\n States\n {\n Spawn:\n TNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"BFGShockwaveGold\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AA 0 A_SpawnItemEx(\"LegendaryGoldParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 AAAA 0 A_CustomMissile(\"KaboomGold2\", 0, 0, random(0,360), 2, random(0,360))\n LFE1 A 4 Bright A_Detonate\n LFE1 BCDEF 4 Bright\n Stop\n }\n}\n\nACTOR LegendaryCyberGhostA\n{\nScale 1.1\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 CYBR A 2 A_FadeOut(0.18)\n Loop\n Toaster:\n TNT1 A 0\n\tStop\n }\n}\n\nACTOR LegendaryCyberFireSpawner : DarkCyberFireSpawner\n{\n Speed 30\n FastSpeed 35\n Damage 15\n DamageType \"Cyber10K\"\n Species \"Cybers\"\n Obituary \"%o wasn't ready for the wrath of the Legendary Cyberdemon!\"\n MissileType \"LegFireTrail\"\n MissileHeight 0\n +NOTIMEFREEZE\n States\n {\n Spawn:\n TNT1 A 0 A_PlaySoundEx(\"monster/ambientfire2\",\"Voice\",1)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tTNT1 A 2 Bright A_MissileAttack\n Loop\n Death:\n TNT1 A 0\n TNT1 A 0 A_StopSoundEx(\"Voice\")\n TNT1 A 0 A_SpawnItemEx(\"LegendaryGoldParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAAA 0 A_CustomMissile(\"KaboomGold\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAA 0 A_CustomMissile(\"LegendarySmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n LTRD K 4 Bright\n LTRD L 4 Bright A_Explode(32,86)\n LTRD MNO 3 Bright\n Stop\n }\n}\n\nACTOR LegFireTrail\n{\n Radius 1\n Height 1\n Speed 0\n Scale 2\n Projectile\n DamageType \"Legendary\"\n RenderStyle Add\n Alpha 0.95\n +FLOORHUGGER\n +NODAMAGETHRUST\n +FORCERADIUSDMG\n +NOTIMEFREEZE\n Obituary \"%o wasn't ready for the wrath of the Legendary Cyberdemon!\"\n States\n {\n Spawn:\n TNT1 A 0\n LTRD A 1 Bright A_Explode(16,68)\n\tLTRD ABBCDEFGHIJ 1 Bright A_FadeOut(0.05)\n Stop\n\t}\n}\n\nACTOR LegendaryCyberFireTrail : LegFireTrail\n{\n DamageType \"Cyber10K\"\n Species \"Cybers\"\n Obituary \"%o wasn't ready for the wrath of the Legendary Cyberdemon!\"\n}\n\nACTOR LegendaryCyberFlame2 : DarkCyberFlame\n{\n+MISSILE\n+DONTSPLASH\n+NOBLOCKMAP\n+NOGRAVITY\n+NOTELEPORT\n+FORCEXYBILLBOARD\n+NOTIMEFREEZE\nRenderStyle Add\nScale 0.5\nStates\n{\nSpawn:\nLMKE ABCDEFGHIJKL 2 Bright A_FadeOut\nStop\n}\n}\n\nACTOR LegendaryCyberFlameSpawner2 : LegendaryRedParticleSpawner\n{\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 AAAAAA 0 A_SpawnItemEx(\"LegendaryCyberFlame2\",random(48,-48),random(48,-48),random(0,96),0,0,random(2,6),0,128,0)\n TNT1 A 1\n Stop\n }\n}\n\nACTOR LegendaryCyberBFG15KBall : BFG15KBall\n{\nHeight 15\nRadius 15\nDecal LegBFG15K\nSpeed 45\nDamage 25\nDamageType \"Cyber10K\"\nScale 0.5\n-MTHRUSPECIES\n-THRUSPECIES\n+FORCERADIUSDMG\n+NOTIMEFREEZE\nExplosionDamage 110\nExplosionRadius 165\nSeeSound \"weapons/bfg15kfire\"\nDeathSound \"weapons/bfg95explode\"\nStates\n{\nSpawn:\n LFS1 AB 2 Bright A_SpawnItemEx(\"BFGTrailParticleGold\",Random(-8,8),Random(-8,8),Random(-8,8),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)\n Loop\nDeath:\n\tTNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"BFGShockwaveGold\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryGoldParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"KaboomGold2\", 0, 0, random(0,360), 2, random(0,360))\n LFE1 A 4 Bright A_Explode\n LFE1 BCDEF 4 Bright\n Stop\n }\n}\n\nActor DeathBall2 : CyberGuruBall\n{\nObituary \"%o payed the ultimate price for his greed.\"\nStates\n{\nSpawn:\nTNT1 A 0 A_PlaySound(\"Weapons/GuruBlast3\",5)\nGoto Death\n Death:\n\tTNT1 A 0 A_PlaySound(\"Weapons/GuruBlast3\",5)\n\t//COLLATERAL DAMAGE EFFECTS\n\tTNT1 A 0 A_Explode(2048,192,0,1)\n\tTNT1 A 0 A_BFGSpray(\"GuruSpray\",15,20)\n\n\t//IMPACT STUFF\n\tTNT1 A 0 A_SpawnItemEx(\"GuruStruckGlowX\",0,0,10,0,0,0,0,128,0)\n\tTNT1 A 0 A_SpawnItemEx(\"GuruStruckGlowY\",0,0,10,0,0,0,0,128,0)\n\tTNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"CyberGuruSphereSmoke\",random(126,-126),random(126,-126),random(66,-66),0.00001*random(100000,-100000),0.00001*random(100000,-100000),0.00001*random(100000,-100000),random(0,359),0,0)\n\tTNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"GuruChunkSpark\",random(126,-126),random(126,-126),random(66,-66),0,0,0,0,0,0)\n\tTNT1 AAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"GuruChunkSpark\",random(126,-126),random(126,-126),random(66,-66),0,0,0,0,0,0)\n\tStop\n }\n}\n\nACTOR DarkAnniFlameSpawner : LegendaryRedParticleSpawner\n{\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 AAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"DarkCyberFlame\",random(48,-48),random(48,-48),random(0,96),0,0,random(2,6),0,128,0)\n TNT1 A 1\n Stop\n }\n}\n\nACTOR LegendaryCyberFlame3 : DarkCyberFlame\n{\n+MISSILE\n+DONTSPLASH\n+NOBLOCKMAP\n+NOGRAVITY\n+NOTELEPORT\n+FORCEXYBILLBOARD\n+NOTIMEFREEZE\nRenderStyle Add\nScale 0.5\nStates\n{\nSpawn:\nBMKE ABCDEFGHIJKL 2 Bright A_FadeOut\nStop\n}\n}\n\nACTOR LegendaryCyberFlameSpawner3 : RedParticleSpawner\n{\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 AAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"LegendaryCyberFlame3\",random(48,-48),random(48,-48),random(0,96),0,0,random(2,6),0,128,0)\n TNT1 A 1\n Stop\n }\n}\n\nACTOR LegCybDevastatorBall\n{\nRadius 16\nHeight 16\nDamage 1050\nSpeed 19\nAlpha 0.95\nScale 0.7\nRENDERSTYLE Translucent\nSpecies \"Cybers\"\nDamageType \"Cyber10K\"\nAlpha 0.85\nPROJECTILE\n+FORCERADIUSDMG\n+FORCEXYBILLBOARD\n+EXTREMEDEATH\n+SKYEXPLODE\n+MTHRUSPECIES\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n TNT1 A 0\n\tTNT1 A 0 A_Jump(128,\"DTBFGSFX\")\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_PlaySoundEx(\"devastator/fly\",\"Voice\",1)\n\tTNT1 A 0 A_CustomMissile(\"LegCybDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n LGS2 A 1 Bright A_SpawnItemEx(\"ProjectileTrailParticleGold\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tLGS2 AAA 0 Bright A_CustomMissile(\"LegCybLiteShot\",0,0,Random(0,360))\n\tTNT1 A 0 A_CustomMissile(\"LegCybDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tLGS2 B 1 Bright A_SpawnItemEx(\"ProjectileTrailParticleGold\",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_CustomMissile(\"LegCybDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tLGS2 C 1 Bright A_SpawnItemEx(\"ProjectileTrailParticleGold\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tLGS2 CCC 0 Bright A_CustomMissile(\"LegCybLiteShot\",0,0,Random(0,360))\n\tTNT1 A 0 A_CustomMissile(\"LegCybDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tTNT1 A 0 A_CustomMissile(\"LegDevastatorTrail\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER,0)\n\tLGS2 D 1 Bright A_SpawnItemEx(\"ProjectileTrailParticleGold\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n Loop\nDTBFGSFX:\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_PlaySoundEx(\"devastator/fly\",\"Voice\",1)\n\tTNT1 A 0 A_Explode(32,450,0)\n\tTNT1 A 0 A_CustomMissile(\"LegCybDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tTNT1 A 0 A_SpawnItemEx(\"DTBFGLightningGold\",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,128)\n LGS2 A 1 Bright A_SpawnItemEx(\"ProjectileTrailParticleGold\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tLGS2 A 1 Bright A_CustomMissile(\"LegCybDTBFGProjectileAttack\",Random(-10,10),0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_Explode(32,450,0)\n\tTNT1 A 0 A_CustomMissile(\"LegCybDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tTNT1 A 0 A_SpawnItemEx(\"DTBFGLightningGold2\",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,128)\n LGS2 B 1 Bright A_SpawnItemEx(\"ProjectileTrailParticleGold\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tLGS2 A 1 Bright A_CustomMissile(\"LegCybDTBFGProjectileAttack\",Random(-10,10),0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_Explode(32,450,0)\n\tTNT1 A 0 A_CustomMissile(\"LegCybDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tTNT1 A 0 A_SpawnItemEx(\"DTBFGLightningGold\",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,128)\n LGS2 C 1 Bright A_SpawnItemEx(\"ProjectileTrailParticleGold\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tLGS2 A 1 Bright A_CustomMissile(\"LegCybDTBFGProjectileAttack\",Random(-10,10),0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_Explode(32,450,0)\n\tTNT1 A 0 A_CustomMissile(\"LegCybDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tTNT1 A 0 A_SpawnItemEx(\"DTBFGLightningGold2\",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,128)\n\tTNT1 A 0 A_CustomMissile(\"LegDevastatorTrail\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER,0)\n LGS2 D 1 Bright A_SpawnItemEx(\"ProjectileTrailParticleGold\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tLGS2 A 1 Bright A_CustomMissile(\"LegCybDTBFGProjectileAttack\",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(\"LegAnniDTBFGTracer\",0,0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"LegAnniDTBFGTracer\",0,0,10,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"LegAnniDTBFGTracer\",0,0,20,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"LegAnniDTBFGTracer\",0,0,30,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"LegAnniDTBFGTracer\",0,0,40,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"LegAnniDTBFGTracer\",0,0,50,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"LegAnniDTBFGTracer\",0,0,60,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"LegAnniDTBFGTracer\",0,0,70,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"LegAnniDTBFGTracer\",0,0,80,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"LegAnniDTBFGTracer\",0,0,90,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"LegAnniDTBFGTracer\",0,0,100,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"LegAnniDTBFGTracer\",0,0,110,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"LegAnniDTBFGTracer\",0,0,120,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"LegAnniDTBFGTracer\",0,0,130,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"LegAnniDTBFGTracer\",0,0,140,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"LegAnniDTBFGTracer\",0,0,150,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"LegAnniDTBFGTracer\",0,0,160,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"LegAnniDTBFGTracer\",0,0,170,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"LegAnniDTBFGTracer\",0,0,180,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"LegAnniDTBFGTracer\",0,0,190,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"LegAnniDTBFGTracer\",0,0,200,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"LegAnniDTBFGTracer\",0,0,210,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"LegAnniDTBFGTracer\",0,0,220,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"LegAnniDTBFGTracer\",0,0,230,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"LegAnniDTBFGTracer\",0,0,240,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"LegAnniDTBFGTracer\",0,0,250,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"LegAnniDTBFGTracer\",0,0,260,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"LegAnniDTBFGTracer\",0,0,270,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"LegAnniDTBFGTracer\",0,0,280,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"LegAnniDTBFGTracer\",0,0,290,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"LegAnniDTBFGTracer\",0,0,300,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"LegAnniDTBFGTracer\",0,0,310,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"LegAnniDTBFGTracer\",0,0,320,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"LegAnniDTBFGTracer\",0,0,330,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"LegAnniDTBFGTracer\",0,0,340,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"LegAnniDTBFGTracer\",0,0,350,CMF_TRACKOWNER)\n\tTNT1 A 0 A_SpawnItemEx(\"DTBFGLightningGoldSpawner\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tLGS2 A 6 Bright A_SpawnItemEx(\"LegDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tLGS2 B 6 Bright A_SpawnItemEx(\"LegDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tLGS2 C 6 Bright A_SpawnItemEx(\"LegDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tLGS2 D 6 Bright A_SpawnItemEx(\"LegDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tLGS2 A 6 Bright A_SpawnItemEx(\"LegDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tLGS2 B 6 Bright A_SpawnItemEx(\"LegDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tLGS2 C 6 Bright A_SpawnItemEx(\"LegDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tLGS2 D 6 Bright A_SpawnItemEx(\"LegDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tLGS2 A 6 Bright A_SpawnItemEx(\"LegDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tLGS2 B 6 Bright A_SpawnItemEx(\"LegDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tLGS2 C 6 Bright A_SpawnItemEx(\"LegDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tLGS2 D 6 Bright A_SpawnItemEx(\"LegDevastatorShockWave\",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(\"LegDevastatorShockWave2\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_SpawnItem(\"LegAnniDTBFGEx\",0,-10)\n\tLGE1 D 0 Bright A_CustomMissile(\"LegCybDevastatorBall2\",0,0,18,2)\n LGE1 D 0 Bright A_CustomMissile(\"LegCybDevastatorBall2\",0,0,36,2)\n LGE1 D 0 Bright A_CustomMissile(\"LegCybDevastatorBall2\",0,0,54,2)\n LGE1 D 0 Bright A_CustomMissile(\"LegCybDevastatorBall2\",0,0,72,2)\n LGE1 D 0 Bright A_CustomMissile(\"LegCybDevastatorBall2\",0,0,90,2)\n LGE1 D 0 Bright A_CustomMissile(\"LegCybDevastatorBall2\",0,0,108,2)\n LGE1 D 0 Bright A_CustomMissile(\"LegCybDevastatorBall2\",0,0,126,2)\n LGE1 D 0 Bright A_CustomMissile(\"LegCybDevastatorBall2\",0,0,144,2)\n LGE1 D 0 Bright A_CustomMissile(\"LegCybDevastatorBall2\",0,0,144,2)\n LGE1 D 0 Bright A_CustomMissile(\"LegCybDevastatorBall2\",0,0,162,2)\n LGE1 D 0 Bright A_CustomMissile(\"LegCybDevastatorBall2\",0,0,180,2)\n LGE1 D 0 Bright A_CustomMissile(\"LegCybDevastatorBall2\",0,0,196,2)\n LGE1 D 0 Bright A_CustomMissile(\"LegCybDevastatorBall2\",0,0,216,2)\n LGE1 D 0 Bright A_CustomMissile(\"LegCybDevastatorBall2\",0,0,234,2)\n LGE1 D 0 Bright A_CustomMissile(\"LegCybDevastatorBall2\",0,0,252,2)\n LGE1 D 0 Bright A_CustomMissile(\"LegCybDevastatorBall2\",0,0,270,2)\n LGE1 D 0 Bright A_CustomMissile(\"LegCybDevastatorBall2\",0,0,288,2)\n LGE1 D 0 Bright A_CustomMissile(\"LegCybDevastatorBall2\",0,0,306,2)\n LGE1 D 0 Bright A_CustomMissile(\"LegCybDevastatorBall2\",0,0,324,2)\n LGE1 D 0 Bright A_CustomMissile(\"LegCybDevastatorBall2\",0,0,342,2)\n\tLGE1 AAAAAABBBBBBCCCCCCDDDDDD 1 A_CustomMissile(\"LegKaboomDevastator22\",0,0,random(0,360),2,random(0,360))\n LGE1 EF 6 Bright\n Stop\n }\n}\n\nACTOR LegCybDevastatorProjectileAttack\n{\n\nObituary \"%o was pulverised by %k's Devastator.\"\nMissileType \"PlayerDTBFGRailgunSlug\"\nMonster\nSpecies \"Cybers\"\n+THRUSPECIES\n+LOOKALLAROUND\n+ISMONSTER\n+QUICKTORETALIATE\n+NOTARGET\n+NOCLIP\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n TNT1 A 0\n\tTNT1 A 0 A_Look\n\tTNT1 AAAAA 1 A_Chase\n\tStop\nSee:\n TNT1 A 0\n\tTNT1 A 1 A_JumpIfCloser(1250,\"Attack\")\n\tStop\nAttack:\n TNT1 A 0\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_MissileAttack\n\tTNT1 A 1 A_CustomRailgun(-1,0,NONE,\"Yellow\",1,1,2)\n\tGoto Death\nDeath:\n\tTNT1 A 1\n\tStop\n\t}\n}\n\nactor LegCyberLaserBeam : fastprojectile{\n\tradius 16\n\theight 16\n\tscale 2.0\n\tmass 20\n\tPROJECTILE\n\t+NODAMAGETHRUST\n\t+FORCERADIUSDMG\n\t+EXTREMEDEATH\n\t+SEEKERMISSILE\n\t+DOOMBOUNCE\n +NOTIMEFREEZE\n BounceCount 2\n\tReactionTime 80\n\tspeed 95\n\tdamage 65\n\trenderstyle add\n\tdamagetype \"Cyber10k\"\n\tSeeSound \"LegLaser/fire\"\n\tDeathSound \"LegLaser/explode\"\n\tMissileType \"powbolt_trail1\"\n\tMissileHeight 8\n\tDecal BFG9500LightningGold\n\tvar int user_boomc;\n\tstates {\n\t\tspawn:\n\t\t\tCPBL ABCDEFGHIJKL 1 bright A_SpawnItemEx(\"powbolt_trail2\",0,0,0, 0,0,0)\n\t\t\tloop\n\t\tdeath:\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_boomc\", 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"powbolt_boomflash\",0,0,0, 0,0,0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"powbolt_boomflashB\",0,0,0, 0,0,0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"powbolt_boom\",0,0,0, 0,0,0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"powbolt_boom2\",0,random(60,70),50, 0,0,0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"powbolt_boom3\",0,random(-70,-60),-50, 0,0,0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"pbolt_boomwave\",0,0,0, 0,0,0)\n\t\t\tTNT1 A 0 A_Quake(5, 20, 0, 864, \" \")\n\t\t\tTNT1 A 0 A_Explode (120, 15, 0, 0, 64)\n\t\tboom:\n\t\t\tTNT1 A 0 A_JumpIf(user_boomc>=5,\"boom2\")\n\t\t\tTNT1 A 0 A_Explode (120, 15, 0, 0, 64)\n\t\t\tTNT1 A 1 A_SetUserVar(\"user_boomc\", user_boomc+1)\n\t\t\tloop\n\t\tboom2:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"FORCERADIUSDMG\",0)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_boomc\", 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"pbolt_boomwave\",0,0,0, 0,0,0)\n\n\t\tboom2s:\n\t\t\tTNT1 A 0 A_JumpIf(user_boomc>=20,\"boomend\")\n\t\t\tTNT1 A 0 A_Explode (120, 15, 0, 0, 64)\n\t\t\tTNT1 A 2 A_SetUserVar(\"user_boomc\", user_boomc+1)\n\t\t\tloop\n\t\tboomend:\n\t\t\tTNT1 A 0\n\t\t\tstop\n\t}\n}\n\nactor powbolt_boom\n{\n\theight 5\n\tradius 5\n\tscale 1.5\n\talpha 1.0\n\trenderstyle add\n\t+NOINTERACTION\n\t+FORCEXYBILLBOARD\n +NOTIMEFREEZE\n\tstates\n\t{\n\t\tspawn:\n\t\tCBE1 ABCDEFGHIJKLMNOPQRSTUVWX 1 bright\n\t\tstop\n\n\t}\n\n}\n\nactor powbolt_boom2 : powbolt_boom\n{\n\tscale 1.3\n\tstates\n\t{\n\t\tspawn:\n\t\tCBE2 ABCDEFGHIJKLMNOP 1 bright\n\t\tstop\n\t}\n}\n\nactor powbolt_boom3 : powbolt_boom {\n\tscale 1.45\n\tstates {\n\t\tspawn:\n\t\tCBE4 ABCDEFGHIJKLMNOP 1 bright\n\t\tstop\n\t}\n}\n\nactor powbolt_boomflash {\n\tscale 0.95\n\talpha 1.0\n\trenderstyle add\n\t+NOINTERACTION\n\t+FORCEXYBILLBOARD\n +NOTIMEFREEZE\n\tstates {\n\t\tspawn:\n\t\t\tCBFL A 3 bright\n\t\tspend:\n\t\t\tCBFL A 1 bright A_FadeOut(0.05)\n\t\t\tstop\n\t}\n}\n\nactor powbolt_boomflashB {\n\tscale 0.6\n\talpha 1.0\n\trenderstyle add\n\t+NOINTERACTION\n\t+FORCEXYBILLBOARD\n +NOTIMEFREEZE\n\tstates {\n\t\tspawn:\n\t\t\tTNT1 A 0\n\t\t\tTNTE A 0 A_Jump(256, \"f1\", \"f2\", \"f3\", \"f4\")\n\t\tf1:\n\t\t\tCBF2 A 1 bright A_FadeOut(0.02)\n\t\t\twait\n\t\tf2:\n\t\t\tCBF2 B 1 bright A_FadeOut(0.02)\n\t\t\twait\n\t\tf3:\n\t\t\tCBF2 C 1 bright A_FadeOut(0.02)\n\t\t\twait\n\t\tf4:\n\t\t\tCBF2 C 1 bright A_FadeOut(0.02)\n\t\t\twait\n\t}\n}\n\nactor pbolt_boomwave\n{\n\tvar int user_scale;\n\talpha 1.0\n\trenderstyle add\n\t+NOINTERACTION\n\t+FORCEXYBILLBOARD\n +NOTIMEFREEZE\n\tstates{\n\t\tspawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_scale\",4)\n\t\tscaledown:\n\t\t\tTNT1 A 0 A_JumpIf(user_scale>=110,\"LoopEnd\")\n\t\t\tCPEW B 1 bright A_FadeOut(0.06)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_scale\",user_scale+10)\n\t\t\tloop\n\t\tloopend:\n\t\t\tCPEW B 1 Bright A_FadeOut(0.1)\n\t\t\twait\n\t}\n}\n\nactor powbolt_trail1\n{\n\tscale 0.1\n\talpha 1.0\n\trenderstyle add\n\t+NOINTERACTION\n\t+NOGRAVITY\n\t+FORCEXYBILLBOARD\n\t+NOTELEPORT\n +NOTIMEFREEZE\n\tstates {\n\t\tspawn:\n\t\t\tCPST ABCDE 2 bright\n\t\ttofade:\n\t\t\tCPST FGHIJKLLMMNNOOOO 2 bright A_Fadeout(0.1)\n\t\t\tstop\n\t}\n}\n\nactor powbolt_trail2\n{\n\tvar int user_scale;\n\talpha 1.0\n\trenderstyle add\n\t+NOINTERACTION\n\t+FORCEXYBILLBOARD\n +NOTIMEFREEZE\n\t+CLIENTSIDEONLY\n\tstates{\n\t\tspawn:\n\t\t\t TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_scale\",4)\n\t\tscaledown:\n\t\t\tTNT1 A 0 A_JumpIf(user_scale>=30,\"LoopEnd\")\n\t\t\tCPEW A 1 bright A_FadeOut(0.04)\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_scale\",user_scale+1)\n\t\t\tloop\n\t\tloopend:\n\t\t\tCPEW A 1 Bright A_FadeOut(0.1)\n\t\t\twait\n\t\t\t Toaster:\n TNT1 A 0\n\tStop\n\n\t}\n}\n\nACTOR LegCyberQuake\n{\n\tSpeed 8\n\tDamage 15\n\tRadius 12\n\tHeight 16\n\tRenderStyle Translucent\n\tAlpha 0.1\n\tDamageType \"Cyber10K\"\n\tPROJECTILE\n\t+DROPOFF\n\t-NOGRAVITY\n\t+FORCERADIUSDMG\n\t+BLOODLESSIMPACT\n\t+FloorHugger\n\t+RIPPER\n +NOTIMEFREEZE\n\tSeeSound \"LegCyber/thud\"\n\tStates\n\t{\n\tSpawn:\n\t \tIDGA CCAABBBBBCCC 10 A_Explode\n\tDeath:\n\t\tIDGA C 1 A_Explode\n\t \tStop\n\t}\n}\n\nActor LegCyberShieldSpawner\n{\n Speed 75\n Height 1\n Radius 1\n Damage 0\n +Ripper\n +Noclip\n +BloodlessImpact\n +NOTIMEFREEZE\n States\n {\n Spawn:\n\t TNT1 AAAAAAAAAA 0\n\t Death:\n\t TNT1 A 1 A_SpawnItemEx(\"LegCyberShield\",0,0,0)\n\t Stop\n }\n}\n\nActor LegCyberShieldSpawner2 : LegCyberShieldSpawner\n{\n States\n {\n Spawn:\n\t TNT1 AAAAAA 0\n\t GoTo Death\n }\n}\n\nActor LegCyberShieldSpawner3 : LegCyberShieldSpawner\n{\n States\n {\n Spawn:\n\t TNT1 AAAA 0\n\t GoTo Death\n }\n}\n\nActor LegCyberShieldSpawner4 : LegCyberShieldSpawner\n{\n States\n {\n Spawn:\n\t TNT1 AA 0\n\t GoTo Death\n }\n}\n\nActor LegCyberShieldSpawner5 : LegCyberShieldSpawner\n{\n States\n {\n Spawn:\n\t TNT1 A 0\n\t GoTo Death\n }\n}\n\nActor LegCyberShield\n{\n Renderstyle Add\n Mass 0x7FFFFFFF\n Alpha 1.0\n +NoGravity\n -Float\n Height 55\n Radius 55\n Species \"Cybers\"\n +Solid\n +Shootable\n +Invulnerable\n +Reflective\n +NoBlood\n +NOTIMEFREEZE\n Reactiontime 37\n Scale 3.5\n DamageType \"Legendary\"\n DeathSound \"Monster/hadsit\"\n States\n {\n Spawn:\n\t CPBL A 2 Bright\n\t //TNT1 AA 0 A_CustomMissile(\"KaboomGold2\", 17, 0, random(0,360), 2, random(0,360))\n\t CPBL B 2 Bright\n\t //TNT1 AA 0 A_CustomMissile(\"KaboomGold2\", 17, 0, random(0,360), 2, random(0,360))\n\t TNT1 A 0 A_CountDown\n\t Loop\n\tDeath:\n\t ENRS A 2 Bright\n\t ENRS A 1 A_Explode(25,130)\n\t TNT1 A 0 A_Scream\n\t TNT1 AAAAAAAA 0 A_CustomMissile(\"KaboomGold2\", 17, 0, random(0,360), 2, random(0,360))\n\t TNT1 AAAAAA 0 A_CustomMissile(\"KaboomGold\", 0, 0, random(0,360), 2, random(0,360))\n\t TNT1 AAAAAA 0 A_CustomMissile(\"LegendarySmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n\t TNT1 AAAA 0 A_SpawnItemEx(\"LegendaryGoldParticleSpawner\", 0, 0, 17, 0, 0, 0, 0, 128)\n\t TNT1 A 0 A_SpawnItemEx(\"LNCometDeath\",0,0,0,0,0,0,0,128,0)\n\t Stop\n }\n}\n\nACTOR LegHomingSoulY\n{\n Radius 6\n Height 8\n Speed 40\n Damage 30\n PROJECTILE\n +SEEKERMISSILE\n +THRUSPECIES\n +ScreenSeeker\n +NOTIMEFREEZE\n RENDERSTYLE ADD\n DamageType \"Legendary\"\n Species \"Cybers\"\n ALPHA 0.67\n MissileType LegHomingSYTrail\n SeeSound \"forgotten/attack\"\n DeathSound \"forgotten/death\"\n Decal Scorch\n States\n {\n Spawn:\n\tYVSP A 0 Bright A_SeekerMissile(15,15)\n YVSP ABABAB 1 Bright A_CustomMissile(\"LegHomingSYTrail\",0,0,0,0)\n BVSP B 1 Bright A_CustomMissile(\"LegHomingSYTrail\",0,0,0,0)\n YVSP A 1 Bright A_CustomMissile(\"LegHomingSYTrail\",0,0,0,0)\n BVSP B 1 Bright A_CustomMissile(\"LegHomingSYTrail\",0,0,0,0)\n YVSP A 1 Bright A_CustomMissile(\"LegHomingSYTrail\",0,0,0,0)\n BVSP B 1 Bright A_CustomMissile(\"LegHomingSYTrail\",0,0,0,0)\n Loop\n Death:\n TNT1 AA 0 A_SpawnItemEx(\"LegendaryGoldParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t TNT1 AAA 0 A_CustomMissile(\"KaboomGold2\", 0, 0, random(0,360), 2, random(0,360))\n\t TNT1 AAAA 0 A_CustomMissile(\"LegendarySmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n\t TNT1 AA 0 A_SpawnItemEx(\"LegendaryBlueParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t TNT1 AAA 0 A_CustomMissile(\"KaboomBlue3\", 0, 0, random(0,360), 2, random(0,360))\n YVSP K 3 Bright A_RadiusThrust(4800, 512, 0)\n BVSP L 3 Bright\n YVSP M 3 Bright\n BVSP N 3 Bright\n YVSP O 3 Bright\n Stop\n }\n}\n\nACTOR LegHomingSYTrail\n{\n Radius 3\n Height 3\n Speed 15\n PROJECTILE\n RENDERSTYLE ADD\n +NOTIMEFREEZE\n +CLIENTSIDEONLY\n Alpha 0.67\n states\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n YVSP QRS 4\n Goto Death\n Death:\n YVSP C 3 BRIGHT\n BVSP D 3 BRIGHT\n Stop\n Toaster:\n TNT1 A 0\n\tStop\n }\n}\n\nACTOR LegCybSeekingComet\n{\nRadius 10\nHeight 10\nSpeed 35\nFastSpeed 38\nDamage 15\nScale 0.60\nDamageType \"Cyber10K\"\nExplosionDamage 70\nExplosionRadius 110\nPROJECTILE\nSeeSound \"comet/launch\"\nDeathSound \"comet/explosion\"\nMissileType LegendarySeekingTail\nMissileHeight 0\nDecal Scorch\n+NOTIMEFREEZE\nStates\n{\nSpawn:\nTNT1 A 0 A_Tracer2\nLCPB AAAAA 1 Bright A_SpawnItemEx(\"LegCybSeekingTail\", 0, 0, 0, 0, 0, 0, 0, 128)\nTNT1 A 0 A_Tracer2\nLCPB BBBBB 1 Bright A_SpawnItemEx(\"LegCybSeekingTail\", 0, 0, 0, 0, 0, 0, 0, 128)\nLoop\nDeath:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"LegendaryBlueParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\nLNCM DE 3 Bright\nTNT1 A 0 A_SpawnItemEx(\"LNCometDeath\",0,0,0,0,0,0,0,128,0)\nStop\n}\n}\n\nACTOR LegCybSeekingTail : CometTail\n{\nAlpha 0.85\nScale 0.75\n+NOTIMEFREEZE\n+CLIENTSIDEONLY\nStates\n{\nSpawn:\n TNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nTNT1 A 1\nLCPT ABCDE 2 Bright A_FadeOut(0.12)\nStop\n Toaster:\n TNT1 A 0\n\tStop\n}\n}\n\nACTOR LegCybThorStrikeSpawner\n{\nHeight 2\nRadius 2\nSpeed 6\nPROJECTILE\n+FLOORHUGGER\n+NOCLIP\n+DONTSPLASH\n+FORCERADIUSDMG\n+NOTIMEFREEZE\nDamageType \"Cyber10K\"\nStates\n{\n Spawn:\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Wander\n\tTNT1 A 0 A_Stop\n\tTNT1 A 0 A_PlayWeaponSound(\"thorstrike/load\")\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeBeam\")\n TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeBeam2\")\n\tTNT1 AAAAAAAAAA 17\n\tTNT1 A 0 A_PlayWeaponSound(\"legendary/strike\")\n\tTNT1 A 0 A_PlaySoundEx(\"legendary/strike\",\"Voice\",0,2)\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryStrike\")\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryBlueParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"BlueKaboom3\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n\tLROC B 0 A_Explode(84,512,0)\n\tLROC B 4 Bright A_Explode(286,286,0)\n\tLROC CD 3 Bright A_SetTranslucent(0.75,1)\n\tTNT1 A 0 A_SpawnItemEx(\"TrueSmartFire\")\n\tStop\n}\n}\n\nActor LegCybThorStrikeBeam\n{\n+NOCLIP\n+NOBLOCKMAP\n+FORCEYBILLBOARD\n+NOINTERACTION\n+NOTIMEFREEZE\n+CLIENTSIDEONLY\nRenderStyle Add\nXScale 0.5\nYScale 5.0\nAlpha 0.5\nStates\n{\n Spawn:\n\tTHOR A 0\n\tTHOR AAAAAAAAAA 17 BRIGHT A_FadeIn(0.1)\n\tTHOR A 1 Bright A_FadeOut(0.05)\n\tWait\n }\n}\n\nActor LegCybThorStrikeBeam2 : LegCybThorStrikeBeam\n{\nXScale 2.0\nYScale 5.0\nAlpha 0.0\n}\n\nActor LegCybThorStrike\n{\nAlpha 0.9\n+NOCLIP\n+NOBLOCKMAP\n+FORCEYBILLBOARD\n+NOINTERACTION\n+NOTIMEFREEZE\n+CLIENTSIDEONLY\nScale 7.0\nStates\n{\n Spawn:\n\tLFR9 A 0\n\tLFR9 A 1 Bright A_FadeOut(0.05)\n\tWait\n}\n}\n\nACTOR LegCybSlowBall\n{\nRadius 6\nHeight 8\nSpeed 3\nPROJECTILE\nActiveSound \"lefrail/active\"\nDeathSound \"weapons/bfg95explode\"\nRenderStyle Add\nDamage 100\nDamageType \"Cyber10K\"\nScale 2.5\nAlpha 1.00\nDecal Scorch\nBounceCount 3\n+DOOMBOUNCE\n+CANBOUNCEWATER\n+FORCERADIUSDMG\n+DONTHURTSPECIES\n+SEEKERMISSILE\n+NOTIMEFREEZE\nStates\n{\n Spawn:\n\tLRB3 A 0\n\tLRB3 A 0 A_LoopActiveSound\n\tLRB3 A 0 A_SeekerMissile(15,15,SMF_LOOK)\n\tLRB3 AABBCCDD 1 Bright A_Explode(4,384,0)\n\tLoop\n Death:\n\tTNT1 A 0\n\tTNT1 A 0 A_Explode(128,128,0)\n TNT1 A 0 A_SpawnItemEx(\"LegendaryBlueParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 A 0 A_SpawnItemEx(\"LNCometDeath\",0,0,0,0,0,0,0,128,0)\n\tTNT1 A 0 A_PlaySound(\"lrball3/exp\")\n\tMMSD A 8 bright\n\tStop\n }\n}\n\nActor ResurrectorSummoner\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_Playsound (\"hk/summon\")\n\t TNT1 A 0 A_SpawnItemEx(\"Resurrector\")\n\t Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/ImpLord.txt",
"contents": "ACTOR ImpLord : Imp 21768\n{\n\tHealth 400\n\tSpeed 10\n\tMass 500\n\tPainChance 30\n\tDropItem \"LifeEssence\" 100\n\tDropItem \"ArmorBonusMax\" 100\n\tDropItem \"BerserkPack\" 80\n\tDropItem \"PureRage\" 45\n\tDropItem \"DemonAmmo\" 100\n SeeSound \"superimp/sight\"\n\tPainSound \"voidimp/pain\"\n\tDeathSound \"superimp/death\"\n\tActiveSound \"superimp/active\"\n MeleeSound \"baron/melee\"\n\tbloodcolor \"DarkRed\"\n\tRadiusDamageFactor 0.3\n\t+MissileMore\n\t+FloorClip\n\t+FastMelee\n\t+QUICKTORETALIATE\n Obituary \"%o was smashed by an Imp Lord.\"\n\tHitObituary \"%o was smashed by an Imp Lord.\"\n\tMeleeDamage 10\n States\n {\n Spawn:\n LROO A 10 A_Look\n\t\tLROI A 10 A_Look\n Loop\n See:\n\t LROO AABB 3 A_Chase\n\t TNT1 A 0 A_SpawnItem(\"HumanishStep\",0,0,0,0)\n\t LROO CCDD 3 A_Chase\n\t TNT1 A 0 A_SpawnItem(\"HumanishStep\",0,0,0,0)\n Loop\n Missile:\n\t TNT1 A 0 A_JumpIfCloser(250,\"Claw\")\n LROO EF 7 A_FaceTarget\n LROO G 5 A_CustomMissile(\"ImpLordBall\",32,0,0)\n Goto See\n\t Claw:\n\t LROO AA 7 A_FaceTarget\n\t TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,1)\n\t TNT1 A 0 ThrustThingZ(0,20,0,1)\n\t LROO F 2 A_Recoil(-20)\n\t LROO F 3 A_CustomMissile(\"ImpLunge\",18,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_PlaySound(\"baron/melee\")\n\t LROO F 6\n\t LROO F 2 A_ScaleVelocity(0.2)\n\t TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)\n\t LROO F 1 A_ScaleVelocity(0)\n\t Goto See\n Melee:\n LROO EF 6 A_FaceTarget\n LROO G 4 A_MeleeAttack\n Goto See\n Pain:\n LROO H 2\n LROO H 2 A_Pain\n Goto See\n Death:\n LROO J 8 A_Scream\n LROO K 6\n LROO L 6 A_Fall\n LROO M -1\n Stop\n XDeath:\n\t\tLROO N 3\n\t\tLROO O 3 A_XScream\n\t\tLROO P 3 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\t\tLROO Q 3 A_Fall\n\t\tLROO RST 3\n\t\tLROO U -1\n Stop\n Raise:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"VileHealEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n LROO TSRQPON 5\n Goto See\n\t\t}\n}\n\nACTOR ImpLordBall : NewImpBall\n{\n FastSpeed 30\n Speed 12\n Damage 7\n}\n\nActor ImpLunge : PinkyLunge {Species \"Imps\"}"
},
{
"source": "pk3",
"name": "Actors/Monsters/CerebralCommander.txt",
"contents": "ACTOR CerebralCommander : SpiderMastermind 21306\n{\n Health 10500\n Speed 18\n\tFloatSpeed 18\n PainChance 20\n\tScale 1.1\n\tRadius 65\n\tHeight 100\n\tBloodColor \"Purple\"\n\tDropItem \"BossLifeEssence\" 204 25\n\tDropItem \"BossArmorBonusMax\" 204 1\n\tDropItem \"DemonAmmoBox\" 128 200\n\tDropItem \"SkullOfPower\" 90\n\tDropItem \"UltraSphere\" 128 1\n\tDropItem \"PhaseSphere\"\n\tDropItem \"SpreadRune\" 256 1\n\tDropItem \"BigGas\" 256 100\n\tDropItem \"Demon Tech Shotgun\" 256 1\n\tMass 7000\n\t+MISSILEEVENMORE\n\t+QUICKTORETALIATE\n\t+LOOKALLAROUND\n\t+MISSILEMORE\n\t+FLOAT\n\t+BOSS\n\t+NOEXTREMEDEATH\n\t+BOSSDEATH\n\t+NOGRAVITY\n\t-FLOORCLIP\n +DONTHARMSPECIES\n +NORADIUSDMG\n +NOICEDEATH\n +NOTARGET\n +CANTSEEK\n +NOFEAR\n +DONTSPLASH\n +NOTIMEFREEZE\n +NOTELEFRAG\n +DONTGIB\n +DONTMORPH\n +DONTRIP\n\t+THRUSPECIES\n\tAttackSound \"\"\n\tDamageFactor 0.3\n\tDamageFactor \"PlayerFireSword\", 0.5\n\tDamageFactor \"PlayerDTRG\", 0.30\n\tDamageFactor \"PlayerBHole\", 0.25\n\tDamageFactor \"LegendaryGuru\", 0.0\n DamageFactor \"LegendaryGuruPlayer\", 0.2\n DamageFactor \"LegendaryPlayer\", 0.3\n\tDamageFactor \"Cyber10K\", 0.0\n\tDamageFactor \"Extreme\", 0.0\n\tDamageFactor \"CustomSpray\", 0.0\n DamageFactor \"BFG9500Ball\", 0.0\n\tDamageFactor \"PlayerPyro\", 0.15\n\tDamageFactor \"C0mm4nder\", 0.0\n DamageFactor \"UltimateLegendary\", 0.0\n DamageFactor \"DemolisherEx\", 0.0\n DamageFactor \"DarkDemoEx\", 0.0\n DamageFactor \"CerChainguns\", 0.0\n DamageFactor \"CerEnergyBall\", 0.0\n DamageFactor \"PDTBFG\", 0.03\n DamageFactor \"PDTBFGTracer\", 0.03\n DamageFactor \"Legendary\", 0.0020\n DamageFactor \"LegendaryPlayer\", 0.0\n DamageFactor \"BFG10K\", 0.65\n DamageFactor \"BFGSplash\", 0.0\n DamageFactor \"BFGSpray\", 0.0\n DamageFactor \"Railgun\", 0.5\n DamageFactor \"PlayerDevBall\", 0.020\n DamageFactor \"PlayerDevBall2\", 0.020\n DamageFactor \"PlayerDTBFGRailgunSlug\", 0.020\n DamageFactor \"PlayerDevTracer\", 0.020\n\tDamageFactor \"Ice\", 0.0\n DamageFactor \"FreezerBurn\", 0.0\n\tDamageFactor \"Railg\", 0.5\n // no infight 4 u\n\tDamageFactor \"Baby15K\", 0.0\n DamageFactor \"Legendary1\", 0.0\n\tDamageFactor \"LegMind\", 0.0\n DamageFactor \"VileFires\", 0.0\n DamageFactor \"NobleComet\", 0.0\n DamageFactor \"ZombieDev\", 0.0\n DamageFactor \"BeheComet\", 0.0\n\tDamageFactor \"HFCyb3r\", 0.0\n\tDamageFactor \"T3rm\", 0.0\n SeeSound \"Commander/sight\"\n PainSound \"Commander/pain\"\n DeathSound \"Commander/death\"\n\n\tPainChance \"BFG9500Ball\", 40\n PainChance \"PlayerDevBall\", 100\n PainChance \"BFG10K\", 100\n PainChance \"PDTBFG\", 100\n PainChance \"PlayerDBFG10K2\", 100\n PainChance \"Legendary\", 100 // 100\n PainChance \"LegendaryPlayer\", 100 // 100\n PainChance \"LegendaryGuru\", 256\n PainChance \"LegendaryGuruPlayer\", 256\n PainChance \"PlayerDBFG2\", 256\n\n DamageFactor \"DBFG10K2\", 0.65\n DamageFactor \"PlayerDBFG10K2\", 0.65\n DamageFactor \"DBFG2\", 0.65\n DamageFactor \"PlayerDBFG2\", 0.65\n\tMinMissileChance 1\n\tSpecies \"Masterminds\"\n Obituary \"%o was turned to mush by heavy weapons from the Cerebral Commander.\"\n\tTag \"Cerebral Commander\"\n\tvar int user_fake;\n\tvar int user_manipulator;\n\tvar int user_Illusion;\n\tvar int user_Illusion2;\n\tvar int user_summon;\n\tvar int user_bfg10k;\n\tvar int user_devcharge;\n States\n {\nSpawn:\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOMM A 2 Bright A_Look\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOMM B 2 Bright A_Look\n\tLoop\nSee:\n TNT1 A 0 A_SetShootable\n TNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOMM A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOMM B 2 Bright A_Chase\n\tTNT1 A 0 A_Jump(35,\"Evade\")\n\tTNT1 A 0 A_Jump(20,\"Telederp\",\"TelederpAfraid\")\n\tLoop\nEvade:\n\tTNT1 A 0 A_Jump(128,19)\n\tTNT1 A 0 ThrustThing(Angle*256/360+64,20,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM B 2 Bright A_Chase\n\tTNT1 A 0 A_Stop\n\tGoto See\n\tTNT1 A 0 ThrustThing(Angle*256/360+192,20,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM B 2 Bright A_Chase\n\tTNT1 A 0 A_Stop\n\tGoto See\n Teleport:\n TNT1 A 0\n TNT1 A 0 A_UnSetShootable\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"HFCyberLineSpawner\")\n SLAY AAAAAAAAAAAA 1 Bright A_FadeOut(0.1,0)\n TNT1 A 0 A_ChangeVelocity(0, 0, 0, CVF_REPLACE)\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Chase(0, 0, CHF_NIGHTMAREFAST)\n TNT1 A 1 A_PlayWeaponSound(\"boss/teleport\")\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"HFCyberLineSpawner\")\n TNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_SetShootable\n\tGoto Normal\nMissile:\n TNT1 A 0 A_SetShootable\n TNT1 A 0 A_UnSetInvulnerable\n TNT1 A 0 A_SetTranslucent(1)\n\tTNT1 A 0 A_Jump(130,\"BFG9K\",\"BFG10K\",\"DTBFG10K\",\"DTDevastator\",\"PyroCannon\",\"MiniIllusion\",\"Illusion\",\"TakeAmmo\",\"Curse\")\n\tTNT1 A 0 A_Jump(60,\"BrainWave\",\"Illusion2\",\"Freeze\",\"TakeAmmoMedium\")\n\tTNT1 A 0 A_Jump(50,\"Summon\",\"SummonManipulator\",\"TakeAmmoALL\")\nNormal:\n TNT1 A 0 A_JumpIfCloser(1500,1)\n\tGoto BFG10K\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOMM ABA 2 Bright A_GiveInventory(\"CebComStrafe\",1)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"PurpleShellCasing\", 10, 12, 40, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)\n\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tCOMM D 0 Bright A_CustomMissile(\"CommanderExplosiveTracer\",36,0,Random(-800,800)/100.00,0)\n\tCOMM D 3 Bright A_CustomMissile(\"CommanderExplosiveTracer\",36,0,Random(-800,800)/100.00,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n TNT1 A 0 A_SpawnItemEx(\"PurpleShellCasing\", 10, -12, 40, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tCOMM C 0 Bright A_CustomMissile(\"CommanderExplosiveTracer\",36,0,Random(-800,800)/100.00,0)\n\tCOMM C 3 Bright A_CustomMissile(\"CommanderExplosiveTracer\",36,0,Random(-800,800)/100.00,0)\n\tTNT1 A 0 A_StopSoundEx(\"Weapon\")\n\tTNT1 A 0 A_Jump(9,\"See\",\"BFG9K\",\"BFG10K\",\"DTBFG10K\")\n TNT1 A 0 A_SpidRefire\n\tGoto Normal+7\n MiniIllusion:\n TNT1 A 0 A_Changeflag(reflective,1)\n TNT1 A 0 Bright A_PlaySound(\"Commander/Laugh\")\n TNT1 A 0 A_SetInvulnerable\n\tSLAY AAAAAAAAAAAAA 4 bright A_FaceTarget\n\tSLAY AA 4 A_SpawnItemEx(\"CerebralCommanderIllusion\",0,0,0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_Changeflag(reflective,0)\n\tgoto see\n Illusion:\n TNT1 A 0 A_Changeflag(reflective,1)\n TNT1 A 0 Bright A_PlaySound(\"Commander/Laugh\")\n\tTNT1 A 0 A_JumpIf(user_illusion >= 5,\"Freeze\")\n TNT1 A 0 A_SetUserVar(\"user_illusion\",user_illusion+1)\n TNT1 A 0 A_SetInvulnerable\n\tSLAY AAAAAAAAAAAAA 4 bright A_FaceTarget\n\tSLAY AAAA 4 A_SpawnItemEx(\"CerebralCommanderIllusion\",0,0,0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_Changeflag(reflective,0)\n\tgoto see\n Illusion2:\n TNT1 A 0 A_Changeflag(reflective,1)\n TNT1 A 0 Bright A_PlaySound(\"Commander/Laugh\")\n\tTNT1 A 0 A_JumpIf(user_illusion2 >= 3,\"Illusion\")\n TNT1 A 0 A_SetUserVar(\"user_illusion2\",user_illusion2+1)\n TNT1 A 0 A_SetInvulnerable\n\tSLAY AAAAAAAAAAAAA 4 bright A_FaceTarget\n\tSLAY AAAAAA 4 A_SpawnItemEx(\"CerebralCommanderIllusion\",0,0,0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_Changeflag(reflective,0)\n\tgoto see\n SummonManipulator:\n TNT1 A 0 A_Changeflag(reflective,1)\n TNT1 A 0 Bright A_PlaySound(\"Commander/Laugh\")\n TNT1 A 0 A_JumpIf(user_manipulator >= 4,\"Illusion2\")\n TNT1 A 0 A_SetUserVar(\"user_manipulator\",user_manipulator+1)\n TNT1 A 0 A_SetInvulnerable\n\tSLAY BCBCBCBCBCBBC 4 bright A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"CommanderPulse\")\n\tSLAY B 4 A_SpawnItemEx(\"ManipulatorSummoner\",0,0,0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_Changeflag(reflective,0)\n\tgoto see\n Curse:\n TNT1 A 0 A_Changeflag(reflective,1)\n TNT1 A 0 Bright A_PlaySound(\"Commander/Laugh\")\n TNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY AA 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY AA 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n SLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY CC 6 Bright A_CustomMissile(\"CurseBall\", 60, 0, random(6,-6))\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_Changeflag(reflective,0)\n\tgoto see\nBFG9K:\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 D 2 Bright A_CustomMissile(\"CommanderBFG9500Ball\", 34, 0, 0)\n\tCOM2 CCC 2 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 D 2 Bright A_CustomMissile(\"CommanderBFG9500Ball\", 34, 0, 0)\n\tCOM2 CCC 2 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 D 2 Bright A_CustomMissile(\"CommanderBFG9500Ball\", 34, 0, 0)\n\tCOM2 C 2 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 A 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 A 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 D 2 Bright A_CustomMissile(\"CommanderBFG9500Ball\", 34, 0, 0)\n\tCOM2 CCCCCCC 2 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Jump(128,\"BFG10K\",\"DTBFG10K\",\"PyroCannon\")\n\tGoto See\nBFG10K:\n TNT1 A 0 A_changeflag(reflective,1)\n TNT1 A 0 ThrustThing(Angle*256/360+128,15,0,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n\tTNT1 A 0 A_SetUserVar(\"user_bfg10k\", 0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 C 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 C 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 C 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 C 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 C 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 C 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 C 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\nBFG10KLoop:\n TNT1 A 0 A_JumpIf(user_bfg10k >= 30,\"BFG10KEnd\")\n TNT1 A 0 A_SetUserVar(\"user_bfg10k\",user_bfg10k+1)\n\tCOM2 C 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCOM2 D 1 Bright A_CustomMissile(\"Commander10K\", 42, 0, Random(4, -4))\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n Loop\nBFG10KEnd:\n TNT1 A 0 A_ChangeFlag(reflective,0)\n\tCOM2 C 3 Bright A_PlaySound(\"weapons/bfg15kcooldown\",CHAN_AUTO)\n\tCOM2 CCCCC 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Jump(128,\"DTBFG10K\")\n\tGoto See\nDTBFG10K:\n TNT1 A 0 ThrustThing(Angle*256/360+128,15,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"Cardinal/9k\")\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 DD 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 DD 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 D 2 Bright A_CustomMissile(\"CommanderPurpleDTBFG10KBall\", 34, 0, 0)\n\tCOM2 DDDDDDDDDDDD 2 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"Cardinal/9k\")\n\tCOM2 AA 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 AA 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 AA 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 AA 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 AA 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 B 2 Bright A_CustomMissile(\"CommanderPurpleDTBFG10KBall\", 34, 0, 0)\n\tCOM2 BBBBBBBBBBBB 2 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Jump(80,\"PyroCannon\")\n\tGoto See\nPyroCannon:\n TNT1 A 0 ThrustThing(Angle*256/360+128,15,0,0)\n TNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"Cardinal/9k\")\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 DD 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 DD 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 D 2 Bright A_CustomMissile(\"CommanderPyroShot\", 34, 0, 0)\n\tCOM2 DDDDDDDDDDDD 2 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_Jump(50,\"DTDevastator\",\"BrainWave\")\n\tGoto See\n DTDevastator:\n TNT1 A 0 ThrustThing(Angle*256/360+128,15,0,0)\n\tTNT1 A 0 A_PlaySound(\"devastator/charge\")\n\tTNT1 A 0 A_SetUserVar(\"user_devcharge\", 0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tDevCharge:\n TNT1 A 0 A_JumpIf(user_devcharge > 55,\"DevFire\")\n\tTNT1 A 0 A_SetUserVar(\"user_devcharge\",user_devcharge+1)\n\tCOM2 C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tLoop\n\tDevFire:\n\tTNT1 A 0 A_PlaySound(\"devastator/fire\")\n\tTNT1 A 0 ThrustThing(Angle*256/360+128,15,0,0)\n\tCOM2 D 2 Bright A_CustomMissile(\"CommanderDevastatorBall\",34,0,0)\n\tCOM2 CC 2 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CCCC 2 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Jump(110,\"BrainWave\")\n\tGoto See\nBrainwave:\n TNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SetInvulnerable\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_PlaySound(\"Commander/Laugh\")\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n SLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY C 2 Bright A_CustomMissile(\"CommanderBrainWave\", 54, 0, 0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY C 2 Bright A_CustomMissile(\"CommanderBrainWave\", 54, 0, random(-2,2))\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY C 2 Bright A_CustomMissile(\"OpCommanderBrainWave\", 54, 0, random(-2,2))\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY C 2 Bright A_CustomMissile(\"CommanderBrainWave\", 54, 0, random(-2,2))\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY C 2 Bright A_CustomMissile(\"CommanderBrainWave\", 54, 0, random(-2,2))\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tSLAY AAAAAAAAAAAA 2 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tgoto see\n Freeze:\n TNT1 A 0 A_SetInvulnerable\n\tSLAY A 3 Bright A_PlaySound(\"sentient/laugh\")\n TNT1 A 0 A_SpawnItem(\"EWAVE\",35,0,0,0)\n SLAY AA 3 Bright A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"EWAVE\",35,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY AA 3 Bright A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"EWAVE\",35,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY AA 3 Bright A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY A 2 A_GiveInventory(\"CommanderHax\")\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY AAA 6 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tGoto Normal\n\tTakeAmmo:\n\t TNT1 A 0 Bright A_PlaySound(\"Commander/Laugh\")\n\t SLAY A 3 Bright A_FaceTarget\n TNT1 A 0 A_SpawnItem(\"EWAVE\",35,0,0,0)\n SLAY AA 3 Bright A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\t TNT1 A 0 A_SpawnItem(\"EWAVE\",35,0,0,0)\n\t TNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\t SLAY AA 3 Bright A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\t TNT1 A 0 A_SpawnItem(\"EWAVE\",35,0,0,0)\n\t TNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\t SLAY AA 3 Bright A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\t TNT1 A 0 A_TakeFromTarget(\"BulletMag\",100)\n\t TNT1 A 0 A_TakeFromTarget(\"NewShell\",25)\n\t TNT1 A 0 A_TakeFromTarget(\"QuadShell\",4)\n\t TNT1 A 0 A_TakeFromTarget(\"PistolMagazine\",16)\n\t TNT1 A 0 A_TakeFromTarget(\"ShotgunMagazine\",8)\n\t TNT1 A 0 A_TakeFromTarget(\"SSGShell\",2)\n\t TNT1 A 0 A_TakeFromTarget(\"ARMagazine\",40)\n\t TNT1 A 0 A_TakeFromTarget(\"Missile\",40)\n\t TNT1 A 0 A_TakeFromTarget(\"RocketDrum\",7)\n\t TNT1 A 0 A_TakeFromTarget(\"NewCell\",150)\n\t TNT1 A 0 A_TakeFromTarget(\"PlasmaCell\",50)\n\t TNT1 A 0 A_TakeFromTarget(\"HexaShell\",6)\n\t TNT1 A 0 A_TakeFromTarget(\"ShotgunDrum2\",12)\n\t TNT1 A 0 A_TakeFromTarget(\"GrenadeDrum\",7)\n\t TNT1 A 0 A_TakeFromTarget(\"CellCharge\",50)\n\t TNT1 A 0 A_TakeFromTarget(\"DemonMagazine\",60)\n\t TNT1 A 0 A_TakeFromTarget(\"DemonAmmo\",150)\n\t TNT1 A 0 A_TakeFromTarget(\"LAK47Magazine\",31)\n\t TNT1 A 0 A_TakeFromTarget(\"LegendaryShotgunDrum\",16)\n\t TNT1 A 0 A_TakeFromTarget(\"LDemonMagazine\",60)\n\t TNT1 A 0 A_TakeFromTarget(\"LegendaryBulletMag\",75)\n\t TNT1 A 0 A_TakeFromTarget(\"LDemonAmmo\",150)\n\t TNT1 A 0 A_TakeFromTarget(\"LegendaryShell\",25)\n\t TNT1 A 0 A_TakeFromTarget(\"Gas\",150)\n\t TNT1 A 0 A_TakeFromTarget(\"MP40Mag\",33)\n\t TNT1 A 0 A_GivetoTarget(\"CommanderStoleMyAmmo\",1)\n\t Goto see\n\t TakeAmmomedium:\n\t TNT1 A 0 Bright A_PlaySound(\"Commander/Laugh\")\n\t SLAY A 3 Bright A_FaceTarget\n TNT1 A 0 A_SpawnItem(\"EWAVE\",35,0,0,0)\n SLAY AA 3 Bright A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\t TNT1 A 0 A_SpawnItem(\"EWAVE\",35,0,0,0)\n\t TNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\t SLAY AA 3 Bright A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\t TNT1 A 0 A_SpawnItem(\"EWAVE\",35,0,0,0)\n\t TNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\t SLAY AA 3 Bright A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\t TNT1 A 0 A_TakeFromTarget(\"BulletMag\",200)\n\t TNT1 A 0 A_TakeFromTarget(\"NewShell\",50)\n\t TNT1 A 0 A_TakeFromTarget(\"QuadShell\",4)\n\t TNT1 A 0 A_TakeFromTarget(\"PistolMagazine\",16)\n\t TNT1 A 0 A_TakeFromTarget(\"ShotgunMagazine\",8)\n\t TNT1 A 0 A_TakeFromTarget(\"SSGShell\",2)\n\t TNT1 A 0 A_TakeFromTarget(\"ARMagazine\",40)\n\t TNT1 A 0 A_TakeFromTarget(\"Missile\",80)\n\t TNT1 A 0 A_TakeFromTarget(\"RocketDrum\",7)\n\t TNT1 A 0 A_TakeFromTarget(\"NewCell\",300)\n\t TNT1 A 0 A_TakeFromTarget(\"PlasmaCell\",50)\n\t TNT1 A 0 A_TakeFromTarget(\"HexaShell\",6)\n\t TNT1 A 0 A_TakeFromTarget(\"ShotgunDrum2\",12)\n\t TNT1 A 0 A_TakeFromTarget(\"GrenadeDrum\",7)\n\t TNT1 A 0 A_TakeFromTarget(\"CellCharge\",50)\n\t TNT1 A 0 A_TakeFromTarget(\"DemonMagazine\",60)\n\t TNT1 A 0 A_TakeFromTarget(\"DemonAmmo\",300)\n\t TNT1 A 0 A_TakeFromTarget(\"LAK47Magazine\",31)\n\t TNT1 A 0 A_TakeFromTarget(\"LegendaryShotgunDrum\",40)\n\t TNT1 A 0 A_TakeFromTarget(\"LDemonMagazine\",60)\n\t TNT1 A 0 A_TakeFromTarget(\"LegendaryBulletMag\",75)\n\t TNT1 A 0 A_TakeFromTarget(\"LDemonAmmo\",300)\n\t TNT1 A 0 A_TakeFromTarget(\"LegendaryShell\",50)\n\t TNT1 A 0 A_TakeFromTarget(\"Gas\",300)\n\t TNT1 A 0 A_TakeFromTarget(\"D-Cell\",100)\n\t TNT1 A 0 A_TakeFromTarget(\"MP40Mag\",33)\n\t TNT1 A 0 A_GivetoTarget(\"CommanderStoleMyAmmo\",1)\n\t Goto see\n\t TakeAmmoAll:\n\t TNT1 A 0 Bright A_PlaySound(\"Commander/Laugh\")\n\t SLAY A 3 Bright A_FaceTarget\n TNT1 A 0 A_SpawnItem(\"EWAVE\",35,0,0,0)\n SLAY AA 3 Bright A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\t TNT1 A 0 A_SpawnItem(\"EWAVE\",35,0,0,0)\n\t TNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\t SLAY AA 3 Bright A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\t TNT1 A 0 A_SpawnItem(\"EWAVE\",35,0,0,0)\n\t TNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\t SLAY AA 3 Bright A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\t TNT1 A 0 A_TakeFromTarget(\"BulletMag\",400)\n\t TNT1 A 0 A_TakeFromTarget(\"NewShell\",50)\n\t TNT1 A 0 A_TakeFromTarget(\"QuadShell\",4)\n\t TNT1 A 0 A_TakeFromTarget(\"PistolMagazine\",16)\n\t TNT1 A 0 A_TakeFromTarget(\"ShotgunMagazine\",8)\n\t TNT1 A 0 A_TakeFromTarget(\"SSGShell\",2)\n\t TNT1 A 0 A_TakeFromTarget(\"ARMagazine\",40)\n\t TNT1 A 0 A_TakeFromTarget(\"Missile\",100)\n\t TNT1 A 0 A_TakeFromTarget(\"RocketDrum\",7)\n\t TNT1 A 0 A_TakeFromTarget(\"NewCell\",600)\n\t TNT1 A 0 A_TakeFromTarget(\"PlasmaCell\",50)\n\t TNT1 A 0 A_TakeFromTarget(\"HexaShell\",6)\n\t TNT1 A 0 A_TakeFromTarget(\"ShotgunDrum2\",12)\n\t TNT1 A 0 A_TakeFromTarget(\"GrenadeDrum\",7)\n\t TNT1 A 0 A_TakeFromTarget(\"CellCharge\",50)\n\t TNT1 A 0 A_TakeFromTarget(\"DemonMagazine\",60)\n\t TNT1 A 0 A_TakeFromTarget(\"DemonAmmo\",600)\n\t TNT1 A 0 A_TakeFromTarget(\"LAK47Magazine\",31)\n\t TNT1 A 0 A_TakeFromTarget(\"LegendaryShotgunDrum\",40)\n\t TNT1 A 0 A_TakeFromTarget(\"LDemonMagazine\",60)\n\t TNT1 A 0 A_TakeFromTarget(\"LegendaryBulletMag\",75)\n\t TNT1 A 0 A_TakeFromTarget(\"LDemonAmmo\",600)\n\t TNT1 A 0 A_TakeFromTarget(\"LegendaryShell\",90)\n\t TNT1 A 0 A_TakeFromTarget(\"Gas\",600)\n\t TNT1 A 0 A_TakeFromTarget(\"D-Cell\",100)\n\t TNT1 A 0 A_TakeFromTarget(\"MP40Mag\",33)\n\t TNT1 A 0 A_GivetoTarget(\"CommanderStoleMyAmmo\",1)\n\t Goto see\n\tTakeWeaponsMedium:\n TNT1 A 0 Bright A_PlaySound(\"Commander/Laugh\")\n\tSLAY A 3 Bright A_FaceTarget\n TNT1 A 0 A_SpawnItem(\"EWAVE\",35,0,0,0)\n SLAY AA 3 Bright A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n TNT1 A 0 A_SpawnItem(\"EWAVE\",35,0,0,0)\n TNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY AA 3 Bright A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"EWAVE\",35,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY AA 3 Bright A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_TakeFromTarget(\"Assault Shotgun \")\n TNT1 A 0 A_TakeFromTarget(\"Double Barrel Shotgun\")\n\tTNT1 A 0 A_TakeFromTarget(\"Quad Barrel Shotgun\")\n\tTNT1 A 0 A_TakeFromTarget(\"Hexa-Shotgun\")\n\tTNT1 A 0 A_TakeFromTarget(\"Assault Rifle\")\n\tTNT1 A 0 A_TakeFromTarget(\"Minigun \")\n\tTNT1 A 0 A_TakeFromTarget(\"Rocket Launcher\")\n\tTNT1 A 0 A_TakeFromTarget(\"Grenade Launcher\")\n\tTNT1 A 0 A_TakeFromTarget(\"Plasma Rifle\")\n\tTNT1 A 0 A_TakeFromTarget(\"Railgun \")\n\tTNT1 A 0 A_TakeFromTarget(\"BFG9500\")\n\tTNT1 A 0 A_TakeFromTarget(\"Demon Tech BFG10K\")\n\tTNT1 A 0 A_TakeFromTarget(\"Freezer Rifle\")\n\tTNT1 A 0 A_TakeFromTarget(\"BehemothCannon\")\n\tTNT1 A 0 A_TakeFromTarget(\"BarbatosCannon\")\n Goto See\n\tTakeWeaponsAll:\n TNT1 A 0 Bright A_PlaySound(\"Commander/Laugh\")\n\tSLAY A 3 Bright A_FaceTarget\n TNT1 A 0 A_SpawnItem(\"EWAVE\",35,0,0,0)\n SLAY AA 3 Bright A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n TNT1 A 0 A_SpawnItem(\"EWAVE\",35,0,0,0)\n TNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY AA 3 Bright A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"EWAVE\",35,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY AA 3 Bright A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_TakeFromTarget(\"Assault Shotgun \")\n\tTNT1 A 0 A_TakeFromTarget(\"Double Barrel Shotgun\")\n\tTNT1 A 0 A_TakeFromTarget(\"Quad Barrel Shotgun\")\n\tTNT1 A 0 A_TakeFromTarget(\"Hexa-Shotgun\")\n\tTNT1 A 0 A_TakeFromTarget(\"Assault Rifle\")\n\tTNT1 A 0 A_TakeFromTarget(\"Minigun \")\n\tTNT1 A 0 A_TakeFromTarget(\"Rocket Launcher\")\n\tTNT1 A 0 A_TakeFromTarget(\"Grenade Launcher\")\n\tTNT1 A 0 A_TakeFromTarget(\"Plasma Rifle\")\n\tTNT1 A 0 A_TakeFromTarget(\"Railgun \")\n\tTNT1 A 0 A_TakeFromTarget(\"BFG9500\")\n\tTNT1 A 0 A_TakeFromTarget(\"BFG10K \")\n\tTNT1 A 0 A_TakeFromTarget(\"Demon Tech Rifle\")\n\tTNT1 A 0 A_TakeFromTarget(\"Demon Tech BFG10K\")\n\tTNT1 A 0 A_TakeFromTarget(\"Freezer Rifle\")\n\tTNT1 A 0 A_TakeFromTarget(\"BehemothCannon\")\n\tTNT1 A 0 A_TakeFromTarget(\"Explosive Minigun\")\n\tTNT1 A 0 A_TakeFromTarget(\"Legendary AK-47\")\n\tTNT1 A 0 A_TakeFromTarget(\"Legendary Assault Shotgun\")\n\tTNT1 A 0 A_TakeFromTarget(\"Legendary Plasmatic Rifle\")\n\tTNT1 A 0 A_TakeFromTarget(\"Legendary Plasmatic Cannon\")\n\tTNT1 A 0 A_TakeFromTarget(\"Legendary BFG\")\n\tTNT1 A 0 A_TakeFromTarget(\"Demon Tech Devastator\")\n\tTNT1 A 0 A_TakeFromTarget(\"PyroCannon\")\n\tTNT1 A 0 A_TakeFromTarget(\"BarbatosCannon\")\n\tTNT1 A 0 A_TakeFromTarget(\"Blackhole Generator\")\n\tTNT1 A 0 A_TakeFromTarget(\"D-BFG\")\n Goto See\nPain:\n TNT1 A 0 A_Jump(35,\"Fake\")\n\tTNT1 A 0 A_Jump(40,\"PainResurrect\")\n\tTNT1 A 0 A_Jump(45,\"Freeze\")\n\tTNT1 A 0 A_Jump(50,\"Summon\")\n TNT1 A 0 A_Jump(60,\"PainBoom\")\n\tTNT1 A 0 A_Jump(128,\"PainMissile\")\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOMM A 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOMM A 3 Bright A_Pain\n\tGoto See\nPainMissile:\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOMM A 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOMM A 3 Bright A_Pain\n\tGoto Missile\nPainBoom:\n SLAY A 3 Bright A_Pain\n\tTNT1 A 0 A_SetInvulnerable\n TNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY AAAA 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY A 20 Bright A_PlaySound(\"Commander/charge\")\n\tSLAY A 10 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 Radius_Quake(10,80,0,24,0)\n\tTNT1 A 0 A_GiveInventory(\"Health\",150)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPulse\")\n\tTNT1 A 0 Bright A_Mushroom(\"CommanderMushroomBrainwave\",8)\n\tSLAY A 0 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY A 0 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY A 20 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tgoto see\nSummon:\n TNT1 A 0 A_JumpIf(user_summon >= 3,\"freeze\")\n TNT1 A 0 A_SetUserVar(\"user_summon\",user_summon+1)\n\tTNT1 A 0 A_SetInvulnerable\n\tSLAY AA 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY AA 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY AA 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY AA 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 Radius_Quake(10,80,0,24,0)\n\tTNT1 A 0 A_GiveInventory(\"Health\",500)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_PlaySound(\"sentient/laugh\")\n TNT1 A 0 A_GiveInventory(\"SmallCommanderMassResurrectionItem\")\n\tSLAY AA 3 Bright A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n TNT1 A 0 A_GiveInventory(\"SmallCommanderMassResurrectionItem\")\n\tSLAY AA 3 Bright A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY AAAAAAAAAAAA 0 A_SpawnItemEx(\"CommanderSpawners\",0,0,0,0,0,0,0,32,64)\n\tSLAY AAAAAAAAAA 3 Bright A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY AAAAAAAAAAAA 0 A_SpawnItemEx(\"CommanderSpawners\",0,0,0,0,0,0,0,32,64)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY AAAAAAAAAAAAAA 3 Bright A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tCOMM A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tGoto See\nPainResurrect:\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOMM A 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOMM A 3 Bright A_Pain\n\tCOMM AAAA 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 Radius_Quake(10,80,0,24,0)\n\tTNT1 A 0 A_GiveInventory(\"Health\",1000)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n SLAY A 3 Bright A_PlaySound(\"Commander/Laugh\")\n TNT1 A 0 A_GiveInventory(\"SmallCommanderMassResurrectionItem\")\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n TNT1 A 0 A_GiveInventory(\"SmallCommanderMassResurrectionItem\")\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n TNT1 A 0 A_GiveInventory(\"CommanderMassResurrectionItem\")\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n TNT1 A 0 A_GiveInventory(\"CommanderMassResurrectionItem\")\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tCOMM A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tGoto See\n Pain.Legendary:\n Pain.LegendaryPlayer:\n Pain.LegendaryGuruPlayer:\n Pain.PlayerDevBall:\n Pain.PDTBFG:\n Pain.BFG10K:\n Pain.BFG9500Ball:\n Pain.PlayerDBFG10K2:\n Pain.PlayerDBFG2:\n\tTNT1 A 0 A_Jump(200, \"TeleMissile\")\n\tGoto PainResurrect\nTelederpAfraid:\n TNT1 A 0 A_ChangeFlag(\"Frightened\",1)\nTelederp:\n COM2 A 15\n\tTNT1 A 0 A_SetInvulnerable\n\tCOM2 A 4 Bright\n\tTNT1 A 0 A_HideThing\n\t//TNT1 A 0 A_PlaySound(\"BH/Fire\",0,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_SpawnItemEx(\"CommTeleportFXSpawner\",0,0,62)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Chase(\"\",\"\")\n\tCOM2 A 4 Bright\n\t//TNT1 A 0 A_PlaySound(\"DMBall/Impact\",0,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_UnHideThing\n\tTNT1 A 0 A_ChangeFlag(\"Frightened\",0)\n\tTNT1 A 0 A_SpawnItemEx(\"CommTeleportFXSpawner\",0,0,62)\n\tCOM2 A 10\n\tTNT1 A 0 A_UnSetInvulnerable\n\tGoTo See\nTeleMissile:\n\tTNT1 A 0 A_UnSetShootable\n\tCOM2 A 4 Bright\n\tTNT1 A 0 A_HideThing\n\t//TNT1 A 0 A_PlaySound(\"BH/Fire\",0,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_SpawnItemEx(\"CommTeleportFXSpawner\",0,0,62)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Chase(\"\",\"\")\n\tCOM2 A 4 Bright\n\t//TNT1 A 0 A_PlaySound(\"DMBall/Impact\",0,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_UnHideThing\n\tTNT1 A 0 A_ChangeFlag(\"Frightened\",0)\n\tTNT1 A 0 A_SpawnItemEx(\"CommTeleportFXSpawner\",0,0,62)\n\tCOM2 A 10\n\tTNT1 A 0 A_SetShootable\n\tGoTo Missile\nFake:\n TNT1 A 0 A_JumpIf(user_fake >= 3,\"See\")\n TNT1 A 0 A_SetUserVar(\"user_fake\",user_fake+1)\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\",0)\n TNT1 A 0 A_ChangeFlag(\"SOLID\",0)\n\tTNT1 A 0 A_SpawnItem(\"BigGas\",0,12)\n\tTNT1 A 0 A_ChangeFlag(nogravity,0)\n\t//TNT1 A 0 A_ChangeFlag(float,0)\n\tCOMM E 7 A_PlaySoundEx(\"Commander/death\",\"body\",0,1)\n\tCOMM E 12 Bright\n TNT1 AA 0 A_SpawnItemEx(\"MutantGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigPurpleBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n\tCOMM FFFFF 2 Bright A_CustomMissile(\"CommKaboom\", random(10,60), random(30,-30), random(0,360), 2, random(0,360))\n TNT1 AA 0 A_SpawnItemEx(\"MutantGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigPurpleBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n TNT1 AA 0 A_SpawnItemEx(\"MutantGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigPurpleBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n\tCOMM FFFFF 2 Bright A_CustomMissile(\"CommKaboom\", random(10,60), random(30,-30), random(0,360), 2, random(0,360))\n TNT1 AA 0 A_SpawnItemEx(\"MutantGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigPurpleBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n COMM GGGGG 2 Bright A_CustomMissile(\"CommKaboom\", random(10,60), random(30,-30), random(0,360), 2, random(0,360))\n TNT1 AA 0 A_SpawnItemEx(\"MutantGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigPurpleBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n COMM GGGGG 2 Bright A_CustomMissile(\"CommKaboom\", random(10,60), random(30,-30), random(0,360), 2, random(0,360))\n TNT1 AA 0 A_SpawnItemEx(\"MutantGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigPurpleBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n COMM HHHHH 2 Bright A_CustomMissile(\"CommKaboom\", random(10,60), random(30,-30), random(0,360), 2, random(0,360))\n TNT1 AA 0 A_SpawnItemEx(\"MutantGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigPurpleBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n COMM IIIII 2 Bright A_CustomMissile(\"CommKaboom\", random(10,60), random(30,-30), random(0,360), 2, random(0,360))\n TNT1 AAAA 0 A_SpawnItemEx(\"MutantGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAAAAA 0 A_CustomMissile(\"BigPurpleBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAAAAAA 0 A_CustomMissile(\"PurpleSmokeFX1\", random(10,60), random(30,-30), random(0,360), 2, random(0,360))\n\tTNT1 A 0 Bright A_Mushroom(\"CommanderMushroomBrainwave\",12)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPulse\")\n\tCOMM JK 4\n\tTNT1 A 350\n\tSUPR M 0 A_PlaySound(\"misc/gibbed\")\n\tTNT1 A 0 A_GiveInventory(\"Health\",1000)\n \tSUPR M 0 A_SpawnItemEx(\"VileHealEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tSUPR M 0 A_ChangeFlag(\"SHOOTABLE\",1)\n SUPR ML 5 A_ChangeFlag(\"SOLID\",1)\n\tTNT1 A 0 A_ChangeFlag(nogravity,1)\n\t//TNT1 A 0 A_ChangeFlag(float,1)\n\tSUPR L 0 A_PlaySoundEx(\"sentient/laugh\",\"body\",0,1)\n\tTNT1 A 0 A_SpawnItem(\"EWAVE\")\n COMM IHGFE 5 Bright\n\tGoto Missile\nDeath:\n\tTNT1 A 0 A_SpawnItem(\"PyroCannon\",0,12)\n\tTNT1 A 0 Bright A_Scream\n\tCOMM E 20 Bright A_Fall\n TNT1 AA 0 A_SpawnItemEx(\"MutantGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigPurpleBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n\tCOMM FFFFF 2 Bright A_CustomMissile(\"CommKaboom\", random(10,60), random(30,-30), random(0,360), 2, random(0,360))\n TNT1 AA 0 A_SpawnItemEx(\"MutantGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigPurpleBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n TNT1 AA 0 A_SpawnItemEx(\"MutantGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigPurpleBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n\tCOMM FFFFF 2 Bright A_CustomMissile(\"CommKaboom\", random(10,60), random(30,-30), random(0,360), 2, random(0,360))\n TNT1 AA 0 A_SpawnItemEx(\"MutantGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigPurpleBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n COMM GGGGG 2 Bright A_CustomMissile(\"CommKaboom\", random(10,60), random(30,-30), random(0,360), 2, random(0,360))\n TNT1 AA 0 A_SpawnItemEx(\"MutantGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigPurpleBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n COMM GGGGG 2 Bright A_CustomMissile(\"CommKaboom\", random(10,60), random(30,-30), random(0,360), 2, random(0,360))\n TNT1 AA 0 A_SpawnItemEx(\"MutantGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigPurpleBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n COMM HHHHH 2 Bright A_CustomMissile(\"CommKaboom\", random(10,60), random(30,-30), random(0,360), 2, random(0,360))\n TNT1 AA 0 A_SpawnItemEx(\"MutantGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigPurpleBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n COMM IIIII 2 Bright A_CustomMissile(\"CommKaboom\", random(10,60), random(30,-30), random(0,360), 2, random(0,360))\n TNT1 AAAA 0 A_SpawnItemEx(\"MutantGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAAAAA 0 A_CustomMissile(\"BigPurpleBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAAAAAA 0 A_CustomMissile(\"PurpleSmokeFX1\", random(10,60), random(30,-30), random(0,360), 2, random(0,360))\n\tTNT1 A 0 Bright A_Mushroom(\"CommanderMushroomBrainwave\",12)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPulse\")\n\tCOMM JK 4\n\tTNT1 A -1 A_KillMaster\n\tStop\n }\n}\n\nActor CommanderSpawners\n{\nRadius 40\nHeight 56\nSpeed 29\nMonster\n+NOTIMEFREEZE\n+FLOAT\n-SHOOTABLE\n-COUNTKILL\n-SOLID\nGravity 1000\nMass 99999\nMaxDropOffHeight 48\nMaxStepHeight 32\nvar int user_limit;\nStates\n{\n Spawn:\n TNT1 A 0\n\tTNT1 A 0 A_SetAngle(random(0,359))\n\tTNT1 A 1 A_Recoil(-80)\n\tTNT1 A 0 A_JumpIf(user_limit > 3,\"Death\")\n\tTNT1 A 0 A_SetUserVar(\"user_limit\",user_limit+1)\n\tTNT1 A 1 A_Recoil(-8)\n\tTNT1 A 2 A_Jump(16,\"Death\")\n Goto Spawn+3\n Death:\n TNT1 A 0 A_SpawnItemEx(\"TeleportFog\")\n TNT1 A 5 A_SpawnItemEx(\"CommanderMinions\")\n\tTNT1 A 1 A_Fall\n\tStop\n\t}\n}\n\nACTOR CommanderSmokeSpawner : RedParticleSpawner\n{\n+NOTIMEFREEZE\n States\n {\n Spawn:\n TNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"monster/ambientfire2\")\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 AA 0 A_SpawnItemEx(\"PHellionSmoke\",random(50,70),random(50,70),78,0,0,random(-4,-6),0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"PHellionSmoke\",random(-50,-70),random(-50,-70),78,0,0,random(-4,-6),0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"PHellionSmoke\",random(50,70),random(-50,-70),78,0,0,random(-4,-6),0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"PHellionSmoke\",random(-50,-70),random(50,70),78,0,0,random(-4,-6),0,128,0)\n TNT1 A 1\n Stop\n }\n}\n\nACTOR CommanderSmokeSpawner2 : RedParticleSpawner\n{\n+NOTIMEFREEZE\n States\n {\n Spawn:\n TNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"monster/ambientfire2\")\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 AA 0 A_SpawnItemEx(\"PHellionSmoke\",random(50,70),random(50,70),78,0,0,random(-6,-8),0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"PHellionSmoke\",random(-50,-70),random(-50,-70),78,0,0,random(-6,-8),0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"PHellionSmoke\",random(50,70),random(-50,-70),78,0,0,random(-6,-8),0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"PHellionSmoke\",random(-50,-70),random(50,70),78,0,0,random(-6,-8),0,128,0)\n TNT1 A 1\n Stop\n }\n}\n\nACTOR CommanderSmokeSpawner2 : RedParticleSpawner\n{\n+NOTIMEFREEZE\n States\n {\n Spawn:\n TNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"monster/ambientfire2\")\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 AA 0 A_SpawnItemEx(\"PHellionSmoke\",random(50,70),random(50,70),78,0,0,random(-6,-8),0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"PHellionSmoke\",random(-50,-70),random(-50,-70),78,0,0,random(-6,-8),0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"PHellionSmoke\",random(50,70),random(-50,-70),78,0,0,random(-6,-8),0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"PHellionSmoke\",random(-50,-70),random(50,70),78,0,0,random(-6,-8),0,128,0)\n TNT1 A 1\n Stop\n }\n}\n\nACTOR CMRETrail : CometTail\n{\nAlpha 0.6\nScale 0.6\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tCEMR ABCABC 1 Bright A_FadeOut(0.02)\n\tGoto Spawn+2\n\t}\n}\n\nACTOR CommanderMassResurrectionEffect\n{\nHeight 6\nRadius 6\nDamage 0\nRenderStyle Add\nAlpha 0.5\nScale 0.5\nPROJECTILE\n+FLOORHUGGER\n+NOTIMEFREEZE\n+NOCLIP\nSpeed 25\nStates\n{\nSpawn:\n\tTNT1 A 10\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR A 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR B 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR C 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR A 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR B 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR C 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR A 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR B 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR C 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR A 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR B 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR C 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR A 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR B 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR C 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR A 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR B 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR C 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR A 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR B 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR C 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR A 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR B 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR C 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR A 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR B 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR C 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR A 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR B 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR C 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR A 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR B 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR C 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR A 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR B 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR C 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR A 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR B 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR C 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR A 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR B 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR C 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR A 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR B 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR C 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR A 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR B 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR C 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR A 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR B 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR C 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR A 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR B 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR C 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tStop\n\t}\n}\n\nACTOR CommanderBrainFlame : DukeHealFlame\n{\nScale 0.8\nStates\n{\nSpawn:\n\tPMKE ABCDEFGHIJKL 2 Bright A_FadeOut\n\tStop\n\t}\n}\n\nACTOR CommanderBrainLightning : DTBFGLightningRed\n{\nScale 0.52\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 0 A_Jump(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\tPEL1 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n\tPEL2 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n\tPEL3 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n\tPEL4 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\nToaster:\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\tPEL1 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n\tPEL2 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n\tPEL3 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n\tPEL4 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n\t}\n}\n\nACTOR CommanderBrainLightning2 : CommanderBrainLightning\n{\nScale 0.46\n}\n\nACTOR CommanderBrainSFX : RedParticleSpawner\n{\n+NOTIMEFREEZE\n States\n {\n Spawn:\n TNT1 A 0\n\tTNT1 AA 0 A_SpawnItemEx(\"CommanderBrainLightning\",random(40,-40),random(40,-40),random(60,100),0,0,0,0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"CommanderBrainLightning2\",random(40,-40),random(40,-40),random(60,100),0,0,0,0,128,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"CommanderBrainFlame\",random(40,-40),random(40,-40),random(60,100),0,0,random(4,6),0,128,0)\n TNT1 A 1\n Stop\n }\n}\n\nACTOR CommanderBFG9500Ball : BFG9500Ball\n{\n+THRUSPECIES\n+NOTIMEFREEZE\nSpecies \"Masterminds\"\nObituary \"%o was turned to mush by heavy weapons from the Cerebral Commander.\"\nStates\n{\nSpawn:\n BFP3 AAABBB 1 Bright A_SpawnItemEx(\"ProjectileTrailParticlePurple2\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n Loop\nDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"BFGShockwavePurple2\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 AAAAAA 0 A_CustomMissile(\"Kaboom18Purple\", 0, 0, random(0,360), 2, random(0,360))\n BPE3 AB 8 Bright A_SpawnItemEx(\"PurpleParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n BPE3 C 8 Bright A_BFGSpray(\"PurpleSpray\")\n BPE3 DEF 8 Bright\n Stop\n }\n}\n\nACTOR BFGShockwavePurple : BFGShockwave\n{\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tESHK ABCDEFGHIJKLMNOPQR 1 Bright A_FadeOut(0.04)\n\tStop\n\t}\n}\n\nACTOR BFGShockwavePurple2 : BFGShockwavePurple\n{\nScale 1.1\nStates\n{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tESHK ABCDEFGHIJKLMNOPQR 2 Bright A_FadeOut(0.04)\n\tStop\n\t}\n}\n\nACTOR Kaboom18Purple : Kaboom\n{\nSpeed 2\n+NOTIMEFREEZE\nScale 1\nStates\n{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tFXPP AABBCDEFGHIJKLM 2 Bright A_FadeOut(0.05)\n\tStop\n\t}\n}\n\nACTOR CommanderExplosiveTracer : SentientExplosiveTracer\n{\nDamageType \"C0mm4nder\"\nSpecies \"Masterminds\"\n+NOTIMEFREEZE\n+THRUSPECIES\nStates\n{\nSpawn:\n TPA3 A 1 Bright\n\tLoop\nDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_SetTranslucent(0.75,1)\n\tTNT1 A 0 A_SpawnItem(\"CommanderExplosiveEffect\")\n CISL B 4 Bright A_Explode(Random(3,6)*5,72)\n CISL CD 3 Bright\n Stop\n }\n}\n\nACTOR CommanderExplosiveEffect\n{\n+CLIENTSIDEONLY\n+NOGRAVITY\n+NOTIMEFREEZE\n+NOBLOCKMAP\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 0 A_SpawnItemEx(\"PurpleParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 AAA 0 A_CustomMissile(\"PurpleKaboom1\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"PurpleSmokeFX1\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 A 1\n\tStop\nToaster:\n TNT1 A 0\n\tStop\n\t}\n}\n\nACTOR PurpleShellCasing : ShellCasing\n{\n+NOTIMEFREEZE\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\t PURC DCBAHGFE 2\n\t Loop\n Death:\n\t TNT1 A 0\n TNT1 A 0 A_Jump(128,3)\n PURC C 100\n PURC C 5 A_FadeOut(0.10)\n Goto Death+3\n PURC G 100\n\t PURC G 5 A_FadeOut(0.10)\n\t Goto Death+5\n\t }\n}\n\nACTOR PurpleKaboom1 : Kaboom\n{\nSpeed 2\nScale 0.45\n+NOTIMEFREEZE\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nFXPP AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)\nStop\n}\n}\n\nACTOR PurpleSmokeFX1 : SmokeFX\n{\nScale 0.4\n+NOTIMEFREEZE\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nPBSP ABCDEFGHIJKLM 5 A_FadeOut(0.025)\nStop\n}\n}\n\nActor CommanderMinions\n{\n+NOSECTOR\n+NOGRAVITY\n+BOSSDEATH\n+SHOOTABLE\n+ISMONSTER\n+NORADIUSDMG\n+NOINTERACTION\n+NOBLOCKMAP\nHEALTH 0x7FFFFFFF\nRadius 0\nHeight 0\nMass 0x7FFFFFFF\nStates\n{\n Spawn:\n TNT1 A 1\n\tTNT1 A 0 A_Jump(1,\"LUUL\")\n\tTNT1 A 0 A_Jump(2,\"LUL\")\n\tTNT1 A 0 A_Jump(28,\"OPSpawn2\")\n\tTNT1 A 0 A_Jump(28,\"OPSpawn\")\n\tTNT1 A 0 A_Jump(56,\"StrongSpawn\")\n\tTNT1 A 0 A_Jump(112,\"MediumSpawn\")\n WeakSpawn:\n TNT1 A 0 A_SpawnItemEx(\"Weak1\")\n Stop\n MediumSpawn:\n TNT1 A 0 A_SpawnItemEx(\"CBabyDemolisher\")\n Stop\n StrongSpawn:\n TNT1 A 0 A_SpawnItemEx(\"CBabyDDemolisher\")\n Stop\n OPSpawn:\n TNT1 A 0 A_SpawnItemEx(\"CBabySentient\")\n Stop\n OPSpawn2:\n TNT1 A 0 A_SpawnItemEx(\"CBabyBFGMastermind\")\n Stop\n LUL:\n TNT1 A 0 A_SpawnItemEx(\"CLegendaryBabySentient\")\n Stop\n LUUL:\n TNT1 A 0 A_SpawnItemEx(\"CTrueLegendaryBabySentient\")\n Stop\n }\n}\n\nActor Weak1 : RandomSpawner\n{\nDropItem \"CFusionite\", 256, 100\nDropItem \"CDTechSpider\", 256, 100\n}\n\nActor CFusionite : Fusionite\n{\nDamageFactor \"C0mm4nder\", 0.0\nDamageFactor \"DemolisherEx\", 0.0\nDamageFactor \"DarkDemoEx\", 0.0\nDamageFactor \"CerChainguns\", 0.0\nDamageFactor \"CerEnergyBall\", 0.0\nDamageFactor \"Baby15K\", 0.0\nSpecies \"Masterminds\"\n+DONTHARMSPECIES\n+NOEXTREMEDEATH\nDropItem \"\"\n}\n\nActor CDTechSpider : DTechSpider\n{\nDamageFactor \"C0mm4nder\", 0.0\nDamageFactor \"DemolisherEx\", 0.0\nDamageFactor \"DarkDemoEx\", 0.0\nDamageFactor \"CerChainguns\", 0.0\nDamageFactor \"CerEnergyBall\", 0.0\nDamageFactor \"Baby15K\", 0.0\nSpecies \"Masterminds\"\n+DONTHARMSPECIES\n+NOEXTREMEDEATH\nDropItem \"\"\n}\n\nActor CBabyDemolisher : BabyDemolisher\n{\nDamageFactor \"C0mm4nder\", 0.0\nDamageFactor \"DemolisherEx\", 0.0\nDamageFactor \"DarkDemoEx\", 0.0\nDamageFactor \"CerChainguns\", 0.0\nDamageFactor \"CerEnergyBall\", 0.0\nDamageFactor \"Baby15K\", 0.0\nSpecies \"Masterminds\"\n+DONTHARMSPECIES\n+NOEXTREMEDEATH\nDropItem \"\"\n}\n\nActor CBabyDDemolisher : BabyDDemolisher\n{\nDamageFactor \"C0mm4nder\", 0.0\nDamageFactor \"DemolisherEx\", 0.0\nDamageFactor \"DarkDemoEx\", 0.0\nDamageFactor \"CerChainguns\", 0.0\nDamageFactor \"CerEnergyBall\", 0.0\nDamageFactor \"Baby15K\", 0.0\nSpecies \"Masterminds\"\n+DONTHARMSPECIES\n+NOEXTREMEDEATH\nDropItem \"\"\n}\n\nActor CBabySentient : BabySentient\n{\nDamageFactor \"C0mm4nder\", 0.0\nDamageFactor \"DemolisherEx\", 0.0\nDamageFactor \"DarkDemoEx\", 0.0\nDamageFactor \"CerChainguns\", 0.0\nDamageFactor \"CerEnergyBall\", 0.0\nDamageFactor \"Baby15K\", 0.0\nSpecies \"Masterminds\"\n+DONTHARMSPECIES\n+NOEXTREMEDEATH\nDropItem \"\"\n}\n\nActor CLegendaryBabySentient : LegendaryBabySentient\n{\nDamageFactor \"C0mm4nder\", 0.0\nDamageFactor \"DemolisherEx\", 0.0\nDamageFactor \"DarkDemoEx\", 0.0\nDamageFactor \"CerChainguns\", 0.0\nDamageFactor \"CerEnergyBall\", 0.0\nDamageFactor \"Baby15K\", 0.0\nSpecies \"Masterminds\"\n+DONTHARMSPECIES\n+NOEXTREMEDEATH\nDropItem \"\"\n}\n\nActor CTrueLegendaryBabySentient : TrueLegendaryBabySentient\n{\nDamageFactor \"C0mm4nder\", 0.0\nDamageFactor \"DemolisherEx\", 0.0\nDamageFactor \"DarkDemoEx\", 0.0\nDamageFactor \"CerChainguns\", 0.0\nDamageFactor \"CerEnergyBall\", 0.0\nDamageFactor \"Baby15K\", 0.0\nSpecies \"Masterminds\"\n+DONTHARMSPECIES\n+NOEXTREMEDEATH\nDropItem \"\"\n}\n\nACTOR Commander10K : Red10KProjectile\n{\nObituary \"%o was turned to mush by heavy weapons from the Cerebral Commander.\"\n+SEEKERMISSILE\n+SCREENSEEKER\n+NOTIMEFREEZE\nStates\n{\nDeath:\n Spawn:\n TPA3 A 35 Bright\n Fly:\n TPA3 A 3 Bright A_SeekerMissile(4,5)\n Loop\n Death:\n XDeath:\n TNT1 A 0\n TNT1 A 1 A_SpawnItem(\"CommanderPurple10KEx\")\n Stop\n }\n}\n\nACTOR CommanderPurple10KEx\n{\n Radius 11\n Height 8\n Damage 140\n +NOBLOCKMAP\n +NOGRAVITY\n +NOTELEPORT\n +FORCERADIUSDMG\n +NOTIMEFREEZE\n +BLOODLESSIMPACT\n Renderstyle Add\n Alpha 0.75\n Scale 0.85\n DamageType \"C0mm4nder\"\n States\n {\n Spawn:\n TNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"BFGShockwavePurple\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_SpawnItemEx(\"PurpleParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"PurpleKaboom2\", 0, 0, random(0,360), 2, random(0,360))\n BPE3 A 4 Bright A_Detonate\n BPE3 BCDEF 4 Bright\n Stop\n }\n}\n\nACTOR PurpleKaboom2 : Kaboom\n{\nSpeed 1\nScale 0.9\nStates\n{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tFXPP AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)\n\tStop\n\t}\n}\n\nACTOR CFuelExplosion01\n{\n Radius 8\n Height 8\n Speed 6\n Damage 0\n PROJECTILE\n RENDERSTYLE ADD\n DONTHURTSHOOTER\n Damagetype \"C0mm4nder\"\n +RIPPER\n +BLOODLESSIMPACT\n +NOTIMEFREEZE\n +EXTREMEDEATH\n +SPECTRAL\n SeeSound \"weapons/firex3\"\n ALPHA 0.80\n States\n {\n Spawn:\n TNT1 AAAAA 6 A_SpawnItem(\"CFuelExplosion02\",0,0)\n Stop\n }\n}\n\nACTOR CFuelExplosion02\n{\n Radius 5\n Height 5\n Speed 0\n Damage 0\n PROJECTILE\n RENDERSTYLE ADD\n +SPECTRAL\n +NOTIMEFREEZE\n +NOGRAVITY\n +EXTREMEDEATH\n Damagetype \"C0mm4nder\"\n ALPHA 0.80\n SeeSound \"weapons/firex3\"\n States\n {\n Spawn:\n PPEX A 3 Bright\n PPEX B 3 Bright A_Explode(10,164)\n PPEX CDEFGHIJKLMNOPQRSTU 3 Bright\n stop\n }\n}\n\nACTOR CommanderBrainWave\n{\n\tRadius 12\n\tHeight 12\n\tSpeed 60\n\tDamage 50\n\tScale 1.4\n\t+ExtremeDeath\n\t+DontReflect\n\t+SeekerMissile\n\t+PierceArmor\n\t+NOTIMEFREEZE\n\t+FoilInvul\n\tPROJECTILE\n\tDamageType \"C0mm4nder\"\n\tRenderstyle Add\n\tSEESOUND \"Commander/fire\"\n DeathSound \"weapons/bfg95explode\"\n\tObituary \"%o was turned to mush by heavy weapons from the Cerebral Commander.\"\n DECAL BFG9500LightningPurple\n\tstates\n\t{\n\tSpawn:\n\t CBTS A 0 A_SeekerMissile(15,0)\n CBTS A 2 BRIGHT A_SpawnItem(\"EWAVE\")\n\t CBTS A 0 A_SeekerMissile(15,0)\n CBTS B 2 BRIGHT A_SpawnItem(\"EWAVE\")\n\t CBTS A 0 A_SeekerMissile(15,0)\n CBTS C 2 BRIGHT A_SpawnItem(\"EWAVE\")\n\t CBTS A 0 A_SeekerMissile(15,0)\n CBTS D 2 BRIGHT A_SpawnItem(\"EWAVE\")\n\t CBTS A 0 A_SeekerMissile(15,0)\n CBTS E 2 BRIGHT A_SpawnItem(\"EWAVE\")\n\t CBTS A 0 A_SeekerMissile(15,0)\n CBTS F 2 BRIGHT A_SpawnItem(\"EWAVE\")\n\t CBTS A 0 A_SeekerMissile(15,0)\n CBTS G 2 BRIGHT A_SpawnItem(\"EWAVE\")\n\t CBTS A 0 A_SeekerMissile(15,0)\n CBTS H 2 BRIGHT A_SpawnItem(\"EWAVE\")\n\t CBTS A 0 A_SeekerMissile(15,0)\n CBTS I 2 BRIGHT A_SpawnItem(\"EWAVE\")\n\t CBTS A 0 A_SeekerMissile(15,0)\n CBTS J 2 BRIGHT A_SpawnItem(\"EWAVE\")\n Loop\n\tDeath:\n\t CBTS K 0 Radius_Quake(15,15,0,40,0)\n\t\tCBTS K 2 BRIGHT A_Explode(156,440)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleDTech10KShockwave2\", 0, 0, 15, 0, 0, 0, 0, 128)\n TNT1 A 20 A_SpawnItem(\"PurpleDTBFGEx\",0,-10)\n\t\tCBTS LMNOPQRSTUVW 2 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR EWAVE\n{\n Radius 30\n Height 30\n Obituary \"%o was turned to mush by heavy weapons from the Cerebral Commander.\"\n Speed 5\n PROJECTILE\n +NOGRAVITY\n +PIERCEARMOR\n +NOTELEPORT\n +NOBLOCKMAP\n +EXTREMEDEATH\n +DONTHURTSPECIES\n +NOTIMEFREEZE\n DamageType \"C0mm4nder\"\n RenderStyle ADD\n Alpha 0.5\n Species \"Masterminds\"\n States\n {\n Spawn:\n TNT1 A 0\n ESHK ABCDEFGHIJKLMNOPQR 2 Bright A_Explode(24,80,0)\n Stop\n }\n}\n\nActor CommanderMushroomFireballs\n{\n DamageType \"C0mm4nder\"\n Radius 10\n Height 8\n Damage 30\n PROJECTILE\n RENDERSTYLE Translucent\n Alpha 1\n Scale 1.0\n Speed 35\n SeeSound \"imp/attack\"\n DeathSound \"comet/explosion\"\n BounceCount 3\n -NoGravity\n +DoomBounce\n +SKYEXPLODE\n +NOTIMEFREEZE\n +SPECTRAL\n +SeekerMissile\n states\n {\n\tSpawn:\n\tTNT1 A 1\n\tTNT1 A 0 A_PlaySoundEx(\"HFCyb/rocket\", 1, 0, 2)\n\tGoto Fly\n\tFly:\n\t\tFPTB AB 1 BRIGHT A_SpawnItem(\"CComFireballTrail\")\n\t\tTNT1 A 0 A_CustomMissile (\"SuperMeteor_m_TrailFX_PurpleSmoke\", 0, 0, random (0, 360), 2, random (10, 40))\n\t\tLoop\n Death:\n\t\tTNT1 A 0 A_Explode(160, 192)//Damage, Radius\n\t\tTNT1 A 0 A_SpawnItemEx(\"LCABaseScorch\", 0, 0, 0, 0, 0, 0, Random(0,359))\n TNT1 AAAAAA 0 A_CustomMissile (\"PurpleParticleSpawner\", 0, 0, random (0, 360), 2, random (0, 180))\n\t\tTNT1 AAAAAAA 0 Bright A_SpawnItemEx(\"PurpleCometDeathGlow\",0,0,0,0,0,0,0,128,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"CommanderSuperMeteor_m_Explosion\",0,0,0,0,0,0,0,128,0)\n\t EXPL A 0 Radius_Quake(15,20,0,20,0)\n\t\tBEXP B 0 BRIGHT A_Scream\n TNT1 A 0 A_ALertMonsters\n\t\tTNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"SuperMeteor_m_FX_PurpleSmoke\", 0, 0, 0, 0.01 * Random(-125, 125), 0.01 * Random(-125, 125), 0.01 * Random(25, 245), 0, 128, 0)\n\t\tDVPP ABCDEFGHIJKLMNOP 2 BRIGHT\n\t\tStop\n }\n}\n\nActor SuperMeteor_m_TrailFX_PurpleSmoke\n{\n\t+NoInteraction\n\t+NOTIMEFREEZE\n\tAlpha 0.9\n\tScale 0.8\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(255, \"Cloud1\", \"Cloud2\", \"Cloud3\", \"Cloud4\")\n\tCloud1:\n\t\tSMPS A 1 A_FadeOut(0.02)//0.0125\n\t\tWait\n\tCloud2:\n\t\tSMPS B 1 A_FadeOut(0.02)\n\t\tWait\n\tCloud3:\n\t\tSMPS C 1 A_FadeOut(0.02)\n\t\tWait\n\tCloud4:\n\t\tSMPS D 1 A_FadeOut(0.02)\n\t\tWait\n\t}\n}\n\nActor SuperMeteor_m_FX_PurpleSmoke\n{\n\t+NoInteraction\n\t+NOTIMEFREEZE\n\tAlpha 0.9\n\tScale 2.0\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(255, \"Cloud1\", \"Cloud2\", \"Cloud3\", \"Cloud4\")\n\tCloud1:\n\t\tSMPS A 1 A_FadeOut(0.0125)\n\t\tWait\n\tCloud2:\n\t\tSMPS B 1 A_FadeOut(0.0125)\n\t\tWait\n\tCloud3:\n\t\tSMPS C 1 A_FadeOut(0.0125)\n\t\tWait\n\tCloud4:\n\t\tSMPS D 1 A_FadeOut(0.0125)\n\t\tWait\n\t}\n}\n\nACTOR PurpleCometDeathGlow : CometTail\n{\n+NOTIMEFREEZE\nScale 2.0\nAlpha 0.6\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nFPTB ABCDEFGHI 3 Bright\nStop\n}\n}\n\nACTOR CComFireballTrail\n{\n\t+MISSILE\n\t+NOGRAVITY\n\t+THRUACTORS\n\t+NOTIMEFREEZE\n\t+CLIENTSIDEONLY\n\tRenderStyle Add\n\tAlpha 0.6\n\tSpeed 1\n\tSCALE 1.0\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\t TNT1 A 1\n\t\tFPTB ABCDEFGHI 1 BRIGHT\n\t\tStop\nToaster:\n TNT1 A 0\n Stop\n\t}\n}\n\nActor CommanderPyroShot : PyroShot\n{\nDamageType \"C0mm4nder\"\nSpecies \"Masterminds\"\n+NOTIMEFREEZE\nstates\n {\n Spawn:\n\tTNT1 A 0 A_Explode(600,128,0,1)\n CCBA ABC 1 A_SpawnItemEx(\"CCExTrail\",0,0,0,0,0,0,0)\n TNT1 A 0 BRIGHT A_SeekerMissile(10,10)\n Goto Spawn+2\n Death:\n\t TNT1 A 0 Radius_Quake(15,20,0,20,0)\n\t CCBA D 0 Bright A_CustomMissile(\"PurpleExplosion01\",0,0,0,30)\n CCBA D 0 Bright A_CustomMissile(\"PurpleExplosion01\",0,0,65,30)\n CCBA D 0 Bright A_CustomMissile(\"PurpleExplosion01\",0,0,120,30)\n CCBA D 0 Bright A_CustomMissile(\"PurpleExplosion01\",0,0,165,30)\n CCBA D 0 Bright A_CustomMissile(\"PurpleExplosion01\",0,0,220,30)\n CCBA D 0 Bright A_CustomMissile(\"PurpleExplosion01\",0,0,265,30)\n CCBA D 0 Bright A_CustomMissile(\"PurpleExplosion01\",0,0,330,30)\n CCBA D 0 Bright A_CustomMissile(\"PurpleExplosion01\",0,0,375,30)\n CCBA D 0 Bright A_Mushroom(\"CommanderMushroomFireballs\",8)\n\t TNT1 A 0 A_Explode(4000,600,0,1)\n CCBA DEFGHIJKLMN 1 BRIGHT\n\t TNT1 A 0 A_SpawnItemEx(\"PurplePyroShotEx\",0,0,0,0,0,0,0)\n\t TNT1 A 0 A_SpawnItemEx(\"PurplePyroShotEx\",0,0,0,0,0,0,0)\n Stop\n }\n}\n\nActor CommanderSuperMeteor_m_Explosion : SuperMeteor_m_Explosion\n{\nDamageType \"C0mm4nder\"\n+NOTIMEFREEZE\nStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tgoto Death\n\t\tDeath:\n\t\t\tTNT1 A 0 A_Scream\n\t\t\tTNT1 A 1 A_SpawnItemEx(\"SFX_NoLight_SuperExpFirePurple\", 0, 0, 0, 0.1 * Random(-20, 20), 0.1 * Random(-20, 20), 0.1 * Random(-20, 20), 0, 128, 0)\n\t\t\tTNT1 AAAA 1 A_SpawnItemEx(\"SFX_NoLight_SuperExpFirePurple_long\", 0, 0, 0, 0.003 * Random(-200, 200), 0.003 * Random(-200, 200), 0.003 * Random(-200, 200), 0, 128, 0)\n\t\t\tTNT1 A 1 A_SpawnItemEx(\"SFX_NoLight_SuperExpFirePurple_long\", 0, 0, 0, 0.01 * Random(-200, 200), 0.01 * Random(-200, 200), 0.01 * Random(-200, 200), 0, 128, 0)\n\t\t\tTNT1 AAAA 1 A_SpawnItemEx(\"SFX_NoLight_SuperExpFirePurple\", 0, 0, 0, 0.01 * Random(-200, 200), 0.01 * Random(-200, 200), 0.01 * Random(-200, 200), 0, 128, 0)\n\t\t\tTNT1 A 5\n\t\t\tStop\n\t}\n}\n\nActor SFX_NoLight_SuperExpFirePurple_long : SFX_ExpFire_long\n{\n+NOTIMEFREEZE\nScale 1.6\nStates\n\t{\n\tSpawn:\n\t\tDVPP ABCDEFGHIJKLMNOPPPPPPPPPP 2 BRIGHT A_FadeOut(0.04)\n\t\tStop\n\t}\n}\n\nActor SFX_NoLight_SuperExpFirePurple : SFX_ExpFire\n{\n+NOTIMEFREEZE\nScale 1.6\nStates\n\t{\n\tSpawn:\n\t\tDVPP ABCDEFGHIJKLMNOPPPPPPPPPP 1 BRIGHT A_FadeOut(0.04)\n\t\tStop\n\t}\n}\n\nActor PurplePyroBoom : CommanderPyroShot\n{\nObituary \"%o payed the ultimate price for his greed.\"\n+NOTIMEFREEZE\nStates\n{\nSpawn:\nTNT1 A 0\nGoto Death\n Death:\n TNT1 A 0 A_Explode(2000,886,0,1)\n\t TNT1 A 0 Radius_Quake(15,20,0,20,0)\n\t CCBA D 0 Bright A_CustomMissile(\"PurpleExplosion01\",0,0,0,6)\n CCBA D 0 Bright A_CustomMissile(\"PurpleExplosion01\",0,0,45,6)\n CCBA D 0 Bright A_CustomMissile(\"PurpleExplosion01\",0,0,90,6)\n CCBA D 0 Bright A_CustomMissile(\"PurpleExplosion01\",0,0,135,6)\n CCBA D 0 Bright A_CustomMissile(\"PurpleExplosion01\",0,0,180,6)\n CCBA D 0 Bright A_CustomMissile(\"PurpleExplosion01\",0,0,225,6)\n CCBA D 0 Bright A_CustomMissile(\"PurpleExplosion01\",0,0,270,6)\n CCBA D 0 Bright A_CustomMissile(\"PurpleExplosion01\",0,0,315,6)\n CCBA DEFGHIJKLMN 1 BRIGHT\n\t TNT1 A 0 A_SpawnItemEx(\"PurplePyroShotEx\",0,0,0,0,0,0,0)\n\t TNT1 A 0 A_SpawnItemEx(\"PurplePyroShotEx\",0,0,0,0,0,0,0)\n Stop\n }\n}\n\nActor PurplePyroBoom2 : CommanderPyroShot\n{\nObituary \"%o payed the ultimate price for his greed.\"\n+NOTIMEFREEZE\nStates\n{\nSpawn:\nTNT1 A 0\nGoto Death\n Death:\n TNT1 A 0 A_Explode(3000,800,0,1)\n\t TNT1 A 0 Radius_Quake(15,20,0,20,0)\n\t CCBA D 0 Bright A_CustomMissile(\"PurpleExplosion01\",0,0,0,6)\n CCBA D 0 Bright A_CustomMissile(\"PurpleExplosion01\",0,0,45,6)\n CCBA D 0 Bright A_CustomMissile(\"PurpleExplosion01\",0,0,90,6)\n CCBA D 0 Bright A_CustomMissile(\"PurpleExplosion01\",0,0,135,6)\n CCBA D 0 Bright A_CustomMissile(\"PurpleExplosion01\",0,0,180,6)\n CCBA D 0 Bright A_CustomMissile(\"PurpleExplosion01\",0,0,225,6)\n CCBA D 0 Bright A_CustomMissile(\"PurpleExplosion01\",0,0,270,6)\n CCBA D 0 Bright A_CustomMissile(\"PurpleExplosion01\",0,0,315,6)\n CCBA DEFGHIJKLMN 1 BRIGHT\n\t TNT1 A 0 A_SpawnItemEx(\"PurplePyroShotEx\",0,0,0,0,0,0,0)\n\t TNT1 A 0 A_SpawnItemEx(\"PurplePyroShotEx\",0,0,0,0,0,0,0)\n Stop\n }\n}\n\nActor CCExTrail\n{\n\t+CLIENTSIDEONLY\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+NOINTERACTION\n\t+NOTIMEFREEZE\n\t+NOTIMEFREEZE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_SpawnItemEx(\"CCKaboom\",-8,0,0,-6, 0,random(-1,1),0)\n\t\tStop\n\t}\n}\n\nACTOR PurpleExplosion01\n{\n Radius 8\n Height 8\n Speed 6\n Damage 0\n PROJECTILE\n RENDERSTYLE ADD\n DONTHURTSHOOTER\n Damagetype \"Cyber10k\"\n +RIPPER\n +BLOODLESSIMPACT\n +EXTREMEDEATH\n +SPECTRAL\n +NOTIMEFREEZE\n SeeSound \"weapons/firex3\"\n ALPHA 0.80\n States\n {\n Spawn:\n TNT1 AAAAA 3 A_SpawnItem(\"PurpleExplosion02\",0,0)\n Stop\n }\n}\n\nACTOR PurpleExplosion02\n{\n Radius 5\n Height 5\n Speed 0\n Damage 0\n PROJECTILE\n RENDERSTYLE ADD\n +SPECTRAL\n +NOGRAVITY\n +EXTREMEDEATH\n +NOTIMEFREEZE\n Damagetype \"Cyber10k\"\n ALPHA 0.80\n SeeSound \"weapons/firex3\"\n States\n {\n Spawn:\n PPEX A 2 Bright\n PPEX B 2 Bright A_Explode(10,164)\n PPEX CDEFGHIJKLMNOPQRSTU 2 Bright\n stop\n }\n}\nActor PurplePyroShotEx\n{\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\t+NOTIMEFREEZE\n\tReactionTime 60\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"CCKaboom\",0,0,0,random(-9,9),random(-10,10),random(-10,10),0)\n\t\tTNT1 A 0 A_Countdown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nACTOR CCKaboom : Kaboom\n{\nSpeed 2\nScale 1.6\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nFXPP AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)\nStop\nToaster:\n TNT1 A 0\n Stop\n}\n}\n\nACTOR CommanderDTBFG10KTracer : FastProjectile\n{\n Height 4\n Radius 16\n Speed 60\n Damage 50\n Decal None\n DamageType \"C0mm4nder\"\n +NOTIMEFREEZE\n States\n {\n Spawn:\n TNT1 A 15\n\t Stop\n Death:\n TNT1 A 1\n Stop\n XDeath:\n\t TNT1 A 0\n TNT1 A 1 A_SpawnItem(\"CustomSpray\")\n Stop\n\t }\n}\n\nACTOR CommanderDTBFGProjectileAttack\n{\nPROJECTILE\n+LOOKALLAROUND\n+ISMONSTER\n+QUICKTORETALIATE\n+NOTARGET\n+NOTIMEFREEZE\n-COUNTKILL\n+NOCLIP\nObituary \"%o was turned to mush by heavy weapons from the Cerebral Commander.\"\nMissileType \"CommanderDTBFGRailgunSlug\"\nStates\n{\nSpawn:\n TNT1 A 0\n\tTNT1 AAAAA 1 A_Look\n\tStop\nSee:\n TNT1 A 0\n\tTNT1 A 1 A_JumpIfCloser(1250,\"Attack\")\n\tStop\nAttack:\n TNT1 A 0\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_MissileAttack\n\tTNT1 A 1 A_CustomRailgun(-1,0,NONE,\"80 00 FF\",1,1,2)\n\tGoto Death\nDeath:\n\tTNT1 A 1\n\tStop\n\t}\n}\n\nACTOR CommanderDTBFGRailgunSlug : PlayerDTBFGRailgunSlug\n{\n DamageType \"C0mm4nder\"\n -RIPPER\n +NOTIMEFREEZE\n Damage (Random(1,4))\n}\n\nActor CommanderPurpleDTBFG10KBall : SentientDTBFG10KBall\n{\nDamageType \"C0mm4nder\"\nSpecies \"Masterminds\"\n+NOTIMEFREEZE\n+SEEKERMISSILE\nObituary \"%o was turned to mush by heavy weapons from the Cerebral Commander.\"\nStates\n{\nSpawn:\n TNT1 A 0\n\tTNT1 A 0 A_Jump(128,\"DTBFGSFX\")\n TNT1 A 0 A_PlaySoundEx(\"weapons/dtech10kball\",\"Voice\",1)\n TNT1 A 0 A_SpawnItemEx(\"ProjectileTrailParticlePurple2\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tTNT1 A 0 A_SeekerMissile(3,5)\n CPS1 A 1 Bright A_CustomMissile(\"CebComDTBFGProjectileAttack\",Random(-10,10),0,0,CMF_TRACKOWNER)\n CPS1 B 1 Bright A_SpawnItemEx(\"ProjectileTrailParticlePurple2\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n TNT1 A 0 A_SpawnItemEx(\"ProjectileTrailParticlePurple2\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tTNT1 A 0 A_SeekerMissile(3,5)\n CPS1 C 1 Bright A_CustomMissile(\"CebComDTBFGProjectileAttack\",Random(-10,10),0,0,CMF_TRACKOWNER)\n CPS1 D 1 Bright A_SpawnItemEx(\"ProjectileTrailParticlePurple2\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n Loop\nDTBFGSFX:\n\tTNT1 A 0 A_PlaySoundEx(\"weapons/dtech10kball\",\"Voice\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"DTBFGLightningPurple\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)\n TNT1 A 0 A_SpawnItemEx(\"ProjectileTrailParticlePurple2\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tTNT1 A 0 A_SeekerMissile(3,5)\n CPS1 A 1 Bright A_CustomMissile(\"CebComDTBFGProjectileAttack\",Random(-10,10),0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_SpawnItemEx(\"DTBFGLightningPurple2\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)\n CPS1 B 1 Bright A_SpawnItemEx(\"ProjectileTrailParticlePurple2\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tTNT1 A 0 A_SpawnItemEx(\"DTBFGLightningPurple\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)\n TNT1 A 0 A_SpawnItemEx(\"ProjectileTrailParticlePurple2\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tTNT1 A 0 A_SeekerMissile(3,5)\n CPS1 C 1 Bright A_CustomMissile(\"CebComDTBFGProjectileAttack\",Random(-10,10),0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_SpawnItemEx(\"DTBFGLightningPurple2\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)\n CPS1 D 1 Bright A_SpawnItemEx(\"ProjectileTrailParticlePurple2\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n Goto Spawn\nDeath:\n TNT1 A 0\n\tTNT1 A 0 A_SetTranslucent(0.75,1)\n\tTNT1 A 0 Radius_Quake(5,60,0,10,0)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,10,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,20,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,30,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,40,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,50,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,60,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,70,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,80,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,90,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,100,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,110,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,120,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,130,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,140,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,150,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,160,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,170,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,180,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,190,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,200,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,210,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,220,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,230,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,240,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,250,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,260,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,270,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,280,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,290,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,300,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,310,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,320,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,330,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,340,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,350,CMF_TRACKOWNER)\n\tTNT1 A 0 A_SpawnItemEx(\"DTBFGLightningPurpleSpawner\", 0, 0, 15, 0, 0, 0, 0, 128)\n\tCPS1 ABCD 6 Bright A_SpawnItemEx(\"PurpleDTech10KShockwave\", 0, 0, 15, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_Explode(480,240)\n\tTNT1 A 0 A_StopSoundEx(\"Voice\")\n\tTNT1 A 0 Radius_Quake(15,20,0,20,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/dtech10kexplode\")\n\tTNT1 A 0 A_SpawnItemEx(\"PurpleDTech10KShockwave2\", 0, 0, 15, 0, 0, 0, 0, 128)\n TNT1 A 20 A_SpawnItem(\"PurpleDTBFGEx\",0,-10)\n Stop\n }\n}\n\nACTOR PurpleDTBFGEx\n{\nRenderStyle Add\nAlpha 0.85\n+CLIENTSIDEONLY\n+NOGRAVITY\n+NOTIMEFREEZE\nStates\n{\nSpawn:\nCPE1 AAAAAABBBBBBCCCCCCDDDDDD 1 Bright A_CustomMissile(\"Kaboom8\", 0, 0, random(0,360), 2, random(0,360))\nCPE1 EF 6 Bright\nStop\n}\n}\n\nACTOR DTBFG10KTracerPurple : DTBFG10KTracer\n{\n -THRUSPECIES\n +NOTIMEFREEZE\n Species \"Masterminds\"\n DamageType \"CerEnergyBall\"\n States\n {\n XDeath:\n TNT1 A 0\n TNT1 A 1 A_SpawnItem(\"PurpleSpray\")\n Stop\n\t }\n}\n\nACTOR PurpleSpray : CustomSpray\n{\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n TNT1 A 0\n CFGP A 4 Bright A_SpawnItemEx(\"PurpleParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n CFGP BCDEF 4 Bright\n Stop\n }\n}\n\nACTOR PurpleDTech10KShockwave : SmokeFX\n{\nSpeed 0\nScale 1\nAlpha 0.85\n+NOTIMEFREEZE\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nESHK ABCDEFGHIJKLMNOPQR 1 Bright A_FadeOut(0.04)\nStop\n}\n}\n\nACTOR PurpleDTech10KShockwave2 : SmokeFX\n{\nSpeed 0\nScale 2.5\nAlpha 0.85\n+NOTIMEFREEZE\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nESHK ABCDEFGHIJKLMNOPQR 2 Bright A_FadeOut(0.04)\nStop\n}\n}\n\nACTOR DTBFGLightningPurple : TeleportFogLightning\n{\nScale 0.24\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 0 A_Jump(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\tPEL1 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n\tPEL2 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n\tPEL3 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n\tPEL4 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\nDeath:\n\t\"----\" A 1 Bright\n\tStop\n\t}\n}\n\nACTOR DTBFGLightningPurple2 : DTBFGLightningPurple\n{\nScale 0.36\n+NOTIMEFREEZE\n}\n\nACTOR DTBFGLightningPurpleSpawner : BluePowerLineSpawner\n{\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 Bright A_SpawnItemEx(\"DTBFGLightningPurple2\",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,128)\n Stop\n }\n}\n\nACTOR ProjectileTrailParticlePurple : EnergyProjectileSparkOrange\n{\n+NOGRAVITY\n+NOTIMEFREEZE\nScale 0.02\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nSPKP A 1 Bright A_FadeOut(0.08)\nLoop\nToaster:\nTNT1 A 0\nStop\n}\n}\n\nACTOR ProjectileTrailParticlePurple2 : ProjectileTrailParticlePurple\n{\n+NOGRAVITY\n+NOTIMEFREEZE\nScale 0.045\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nSPKP A 2 Bright A_FadeOut(0.015)\nLoop\n}\n}\n\nACTOR CebComDTBFGProjectileAttack : SentientDTBFGProjectileAttack\n{\nObituary \"%o was turned to mush by heavy weapons from the Cerebral Commander.\"\nDamageType \"C0mm4nder\"\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n TNT1 A 0\n\tTNT1 AAAAA 1 A_Look\n\tStop\nSee:\n TNT1 A 0\n\tTNT1 A 1 A_JumpIfCloser(1250,\"Attack\")\n\tStop\nAttack:\n TNT1 A 0\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_MissileAttack\n\tTNT1 A 1 A_CustomRailgun(-1,0,NONE,\"80 00 FF\",1,1,2)\n\tGoto Death\nDeath:\n\tTNT1 A 1\n\tStop\n\t}\n}\n\nACTOR CommanderDevastatorBall : FusionDevastatorBall\n{\nDamageType \"C0mm4nder\"\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_PlaySoundEx(\"devastator/fly\",\"Voice\",1)\n\n\tTNT1 A 0 A_CustomMissile(\"CommDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tCPS1 A 0 Bright A_CustomMissile(\"CommanderLiteShot\",0,0,Random(0,360))\n CPS1 A 1 Bright A_SpawnItemEx(\"ProjectileTrailParticlePurple\",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(\"DevastatorLightningPurple\",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,128)\n\tCPS1 A 1 Bright A_CustomMissile(\"CebComDTBFGProjectileAttack\",Random(-10,10),0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"PurpleDevastatorTrail\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER,0)\n\tTNT1 A 0 A_Explode(32,450,0)\n\n\tTNT1 A 0 A_CustomMissile(\"CommDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tCPS1 A 0 Bright A_CustomMissile(\"CommanderLiteShot\",0,0,Random(0,360))\n CPS1 B 1 Bright A_SpawnItemEx(\"ProjectileTrailParticlePurple\",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(\"DevastatorLightningPurple2\",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,128)\n\tCPS1 A 1 Bright A_CustomMissile(\"CebComDTBFGProjectileAttack\",Random(-10,10),0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_Explode(32,450,0)\n\n\tTNT1 A 0 A_CustomMissile(\"CommDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tCPS1 A 0 Bright A_CustomMissile(\"CommanderLiteShot\",0,0,Random(0,360))\n CPS1 C 1 Bright A_SpawnItemEx(\"ProjectileTrailParticlePurple\",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(\"DevastatorLightningPurple\",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,128)\n\tCPS1 A 1 Bright A_CustomMissile(\"CebComDTBFGProjectileAttack\",Random(-10,10),0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"PurpleDevastatorTrail\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER,0)\n\tTNT1 A 0 A_Explode(32,450,0)\n\n\tTNT1 A 0 A_CustomMissile(\"CommDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tCPS1 A 0 Bright A_CustomMissile(\"CommanderLiteShot\",0,0,Random(0,360))\n CPS1 D 1 Bright A_SpawnItemEx(\"ProjectileTrailParticlePurple\",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(\"DevastatorLightningPurple2\",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,128)\n\tCPS1 A 1 Bright A_CustomMissile(\"CebComDTBFGProjectileAttack\",Random(-10,10),0,0,CMF_TRACKOWNER)\n Goto Spawn\nDeath:\n TNT1 A 0\n\tTNT1 A 0 A_SetTranslucent(0.75,1)\n\tTNT1 A 0 Radius_Quake(3,35,0,10,0)\n TNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,10,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,20,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,30,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,40,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,50,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,60,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,70,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,80,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,90,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,100,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,110,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,120,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,130,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,140,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,150,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,160,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,170,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,180,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,190,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,200,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,210,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,220,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,230,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,240,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,250,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,260,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,270,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,280,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,290,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,300,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,310,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,320,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,330,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,340,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,350,CMF_TRACKOWNER)\n\tTNT1 A 0 A_SpawnItemEx(\"DevastatorLightningPurpleSpawner\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCPS1 A 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCPS1 B 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCPS1 C 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCPS1 D 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCPS1 A 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCPS1 B 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCPS1 C 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCPS1 D 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCPS1 A 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCPS1 B 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCPS1 C 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCPS1 D 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",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(\"PurpleDevastatorShockWave2\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_SpawnItem(\"PurpleDTBFGEx\",0,-10)\n\tCPE1 D 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,18,2)\n CPE1 D 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,36,2)\n CPE1 D 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,54,2)\n CPE1 D 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,72,2)\n CPE1 D 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,90,2)\n CPE1 D 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,108,2)\n CPE1 D 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,126,2)\n CPE1 D 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,144,2)\n CPE1 D 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,144,2)\n CPE1 D 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,162,2)\n CPE1 D 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,180,2)\n CPE1 D 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,196,2)\n CPE1 D 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,216,2)\n CPE1 D 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,234,2)\n CPE1 D 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,252,2)\n CPE1 D 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,270,2)\n CPE1 D 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,288,2)\n CPE1 D 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,306,2)\n CPE1 D 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,324,2)\n CPE1 D 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,342,2)\n\tCPE1 AAAAAABBBBBBCCCCCCDDDDDD 1 A_CustomMissile(\"PurpleKaboomDevastator2\",0,0,random(0,360),2,random(0,360))\n CPE1 EF 6 Bright\n Stop\n }\n}\n\nActor PurpleDevastatorTrail\n{\n +NoBlockMap\n +NoGravity\n +ClientSideOnly\n +NOTIMEFREEZE\n Scale 1.45\n RenderStyle Add\n Radius 1\n Height 2\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n PDCP A 4 bright A_FadeOut(0.1)\n Loop\n Toaster:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR PurpleDevastatorShockWave\n{\nSpeed 0\nScale 1\nRadius 1\nHeight 1\nSpeed 2\nDamage 0\nRenderstyle Translucent\nAlpha 0.75\nPROJECTILE\n+NOBLOCKMAP\n+NOTELEPORT\n+DONTSPLASH\n+NOGRAVITY\n+MISSILE\n+NOTIMEFREEZE\n+FORCEXYBILLBOARD\n+CLIENTSIDEONLY\n+NOINTERACTION\n+NOCLIP\nScale 1.15\nStates\n{\nSpawn:\nESHK ABCDEFGHIJKLMNOPQR 1 Bright A_FadeOut(0.025)\nStop\n}\n}\n\nACTOR PurpleDevastatorShockWave2 : PurpleDevastatorShockWave\n{\nSpeed 0\nScale 2.5\nStates\n{\nSpawn:\nESHK ABCDEFGHIJKLMNOPQR 2 Bright A_FadeOut(0.015)\nStop\n}\n}\n\nACTOR PurpleDevastatorShockWave3 : PurpleDevastatorShockWave\n{\nScale 0.3\n}\n\nACTOR CommanderLiteShot : LiteShot\n{\n Damagetype \"C0mm4nder\"\n +NOTIMEFREEZE\n States\n {\n Spawn:\n PLIT AAABBBCCC 1 Bright A_SpawnItem (\"PurpleLiteTrail\",0,0,0)\n Loop\n Death:\n PLIT DEFGHIJKLMNO 1 Bright\n Stop\n }\n}\n\nACTOR PurpleLiteTrail\n{\n Radius 1\n Height 1\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.67\n +NOTIMEFREEZE\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n PLIT ABC 3 Bright\n Stop\n Toaster:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR CommanderDevastatorBall2\n{\n Radius 8\n Height 8\n Speed 16\n Damage 11\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.90\n ExplosionRadius 64\n ExplosionDamage 128\n Damagetype \"Cyber10K\"\n Decal DoomImpScorch\n +NOTIMEFREEZE\n +THRUGHOST\n SeeSound \"weapons/devbal\"\n DeathSound \"weapons/devex2\"\n States\n {\n Spawn:\n PBA2 AB 4 Bright\n Loop\n Death:\n PBA2 C 1 Bright\n PBA2 C 3 Bright A_Explode\n PBA2 DE 4 Bright\n Stop\n }\n}\n\nACTOR CommDevastatorBolt\n{\n Speed 35\n Radius 6\n Height 6\n Damage 22\n Alpha 0.8\n Projectile\n +SEEKERMISSILE\n +MTHRUSPECIES\n +NOTIMEFREEZE\n +DONTREFLECT\n +BRIGHT\n ReactionTime 170\n RenderStyle Add\n Damagetype \"C0mm4nder\"\n DeathSound \"bolt/explode\"\n States\n {\n Spawn:\n \tPVS1 A 0 A_Seekermissile(5,5,SMF_LOOK)\n PVS1 A 1 A_SpawnItem(\"PurpleBoltTrail\")\n Loop\n Death:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"ToasterDeath\")\n TNT1 A 0 A_SpawnItemEx(\"PurpleParticleSpawner\",0,0,0,0,0,0,0,128)\n TNT1 AAAA 0 A_CustomMissile(\"PurpleKaboomDevastator1\",0,0,random(0,360),2,random(0,360))\n ToasterDeath:\n PVS1 LMN 2\n Stop\n }\n}\n\nACTOR PurpleBoltTrail\n{\n +NOINTERACTION\n +CLIENTSIDEONLY\n +NOTIMEFREEZE\n Renderstyle Add\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n PVS1 GHIJK 1 Bright A_FadeOut (0.05)\n Stop\n Toaster:\n TNT1 A 0\n Stop\n\t}\n}\n\nACTOR DevastatorLightningPurpleSpawner\n{\n+NOBLOCKMAP\n+NOGRAVITY\n+NOSECTOR\n+NOINTERACTION\n+NOCLIP\n+CLIENTSIDEONLY\n+NOTELEPORT\n+DONTSPLASH\n-SOLID\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 Bright A_SpawnItemEx(\"DevastatorLightningPurple2\",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,128)\n Goto Death\n }\n}\n\nACTOR DevastatorLightningPurple\n{\nRenderStyle Add\nScale 0.24\nAlpha 0.5\n+MISSILE\n+NOGRAVITY\n+NOBLOCKMAP\n+NOINTERACTION\n+NOTELEPORT\n+DONTSPLASH\n+CLIENTSIDEONLY\n-SOLID\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72)\n\tPEL1 ABCDEFGHIJKLMNOPQR 0 A_Jump(256,\"Death\")\n\tPEL2 ABCDEFGHIJKLMNOPQR 0 A_Jump(256,\"Death\")\n\tPEL3 ABCDEFGHIJKLMNOPQR 0 A_Jump(256,\"Death\")\n\tPEL4 ABCDEFGHIJKLMNOPQR 0 A_Jump(256,\"Death\")\nDeath:\n\t\"----\" A 1 Bright\n\tStop\n\t}\n}\n\nACTOR DevastatorLightningPurple2 : DevastatorLightningPurple\n{\nScale 0.42\n}\n\nACTOR PurpleKaboomDevastator1 : KaboomDevastator\n{\nSpeed 1\nScale 0.3\nStates\n{\n\tSpawn:\n\tDVPP ABCDEFGHIJKLMNOP 1 Bright A_FadeOut(0.025)\n\tStop\n\t}\n}\n\nACTOR PurpleKaboomDevastator2 : KaboomDevastator\n{\nSpeed 1\nScale 1.5\nStates\n{\n\tSpawn:\n\tDVPP ABCDEFGHIJKLMNOP 1 Bright A_FadeOut(0.025)\n\tStop\n\t}\n}\n\nACTOR BigPurpleBloodCloud : PurpleBloodCloud\n{\nSpeed 2\nScale 1.5\n}\n\nACTOR CommKaboom : Kaboom\n{\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tFXPP A 1 Bright A_PlaySound(\"weapons/rocklx\")\n\tFXPP ABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)\n\tStop\n\t}\n}\n\nACTOR CommanderDeathMushroomFireballs : CommanderMushroomFireballs\n{\n states\n {\n Death:\n\t\tTNT1 A 0 A_Explode(160, 192)//Damage, Radius\n\t\tTNT1 A 0 A_SpawnItemEx(\"LCABaseScorch\", 0, 0, 0, 0, 0, 0, Random(0,359))\n TNT1 AAAAAA 0 A_CustomMissile (\"PurpleParticleSpawner\", 0, 0, random (0, 360), 2, random (0, 180))\n\t\tTNT1 AAAAAAA 0 Bright A_SpawnItemEx(\"PurpleCometDeathGlow\",0,0,0,0,0,0,0,128,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"CommanderSuperMeteor_m_Explosion\",0,0,0,0,0,0,0,128,0)\n\t EXPL A 0 Radius_Quake(15,20,0,20,0)\n\t\tBEXP B 0 BRIGHT A_Scream\n TNT1 A 0 A_ALertMonsters\n\t\tTNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"SuperMeteor_m_FX_PurpleSmoke\", 0, 0, 0, 0.01 * Random(-125, 125), 0.01 * Random(-125, 125), 0.01 * Random(25, 245), 0, 128, 0)\n\t\tDVPP ABCDEFGHIJKLMNOP 2 BRIGHT\n\t\tStop\n }\n}\n\nActor CommPurplePortalFX : RedParticleSpawner\n{\n Renderstyle Add\n Scale 5.65\n Alpha 1.0\n States\n {\n Spawn:\n VOIP A 8 Bright\n\tVOIP BCDEFGHIJKL 1\n\tVORX ABCDEFGHIJKLMNOP 1 Bright A_FadeOut\n\tStop\n }\n}\n\nActor CommPurpleFlare : BaseFlare\n{\n Scale 3.5\n Alpha 1.0\n States\n{\nSpawn:\n\tTNT1 A 0\n\tL2NP A 6 Bright\n\tL2NP AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 Bright A_FadeOut(0.04)\n\tStop\n\t}\n}\n\nACTOR OpCommanderBrainWave\n{\n\tRadius 12\n\tHeight 12\n\tSpeed 60\n\tDamage 50\n\tScale 1.4\n\t+ExtremeDeath\n\t+DontReflect\n\t+SeekerMissile\n\t+PierceArmor\n\t+FoilInvul\n\t+NOTIMEFREEZE\n\tPROJECTILE\n\tDamageType \"C0mm4nder\"\n\tRenderstyle Add\n\tSEESOUND \"Commander/fire\"\n DeathSound \"weapons/bfg95explode\"\n\tObituary \"%o was turned to mush by heavy weapons from the Cerebral Commander.\"\n DECAL BFG9500LightningRed\n\tstates\n\t{\n\tSpawn:\n\t CBTS A 0 A_SeekerMissile(15,0)\n CBTS A 2 BRIGHT A_SpawnItem(\"EWAVE\")\n\t CBTS A 0 A_SeekerMissile(15,0)\n CBTS B 2 BRIGHT A_SpawnItem(\"EWAVE\")\n\t CBTS A 0 A_SeekerMissile(15,0)\n CBTS C 2 BRIGHT A_SpawnItem(\"EWAVE\")\n\t CBTS A 0 A_SeekerMissile(15,0)\n CBTS D 2 BRIGHT A_SpawnItem(\"EWAVE\")\n\t CBTS A 0 A_SeekerMissile(15,0)\n CBTS E 2 BRIGHT A_SpawnItem(\"EWAVE\")\n\t CBTS A 0 A_SeekerMissile(15,0)\n CBTS F 2 BRIGHT A_SpawnItem(\"EWAVE\")\n\t CBTS A 0 A_SeekerMissile(15,0)\n CBTS G 2 BRIGHT A_SpawnItem(\"EWAVE\")\n\t CBTS A 0 A_SeekerMissile(15,0)\n CBTS H 2 BRIGHT A_SpawnItem(\"EWAVE\")\n\t CBTS A 0 A_SeekerMissile(15,0)\n CBTS I 2 BRIGHT A_SpawnItem(\"EWAVE\")\n\t CBTS A 0 A_SeekerMissile(15,0)\n CBTS J 2 BRIGHT A_SpawnItem(\"EWAVE\")\n Loop\n\tDeath:\n\t CBTS K 0 Radius_Quake(15,15,0,40,0)\n\t\tCBTS K 2 BRIGHT A_Explode(156,440)\n\t\tTNT1 A 0 Bright A_Mushroom(\"CommanderMushroomBrainwave\",6)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleDTech10KShockwave2\", 0, 0, 15, 0, 0, 0, 0, 128)\n TNT1 A 20 A_SpawnItem(\"PurpleDTBFGEx\",0,-10)\n\t\tCBTS LMNOPQRSTUVW 2 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR OpCommanderBrainWave\n{\n\tRadius 12\n\tHeight 12\n\tSpeed 80\n\tDamage 100\n\tScale 1.4\n\t+ExtremeDeath\n\t+DontReflect\n\t+SeekerMissile\n\t+PierceArmor\n\t+FoilInvul\n\t+NOTIMEFREEZE\n\tPROJECTILE\n\tDamageType \"C0mm4nder\"\n\tRenderstyle Add\n\tSEESOUND \"Commander/fire\"\n DeathSound \"weapons/bfg95explode\"\n\tObituary \"%o was turned to mush by heavy weapons from the Cerebral Commander.\"\n DECAL BFG9500LightningRed\n\tstates\n\t{\n\tSpawn:\n\t CBTS A 0 A_SeekerMissile(15,0)\n CBTS A 2 BRIGHT A_SpawnItem(\"EWAVE\")\n\t CBTS A 0 A_SeekerMissile(15,0)\n CBTS B 2 BRIGHT A_SpawnItem(\"EWAVE\")\n\t CBTS A 0 A_SeekerMissile(15,0)\n CBTS C 2 BRIGHT A_SpawnItem(\"EWAVE\")\n\t CBTS A 0 A_SeekerMissile(15,0)\n CBTS D 2 BRIGHT A_SpawnItem(\"EWAVE\")\n\t CBTS A 0 A_SeekerMissile(15,0)\n CBTS E 2 BRIGHT A_SpawnItem(\"EWAVE\")\n\t CBTS A 0 A_SeekerMissile(15,0)\n CBTS F 2 BRIGHT A_SpawnItem(\"EWAVE\")\n\t CBTS A 0 A_SeekerMissile(15,0)\n CBTS G 2 BRIGHT A_SpawnItem(\"EWAVE\")\n\t CBTS A 0 A_SeekerMissile(15,0)\n CBTS H 2 BRIGHT A_SpawnItem(\"EWAVE\")\n\t CBTS A 0 A_SeekerMissile(15,0)\n CBTS I 2 BRIGHT A_SpawnItem(\"EWAVE\")\n\t CBTS A 0 A_SeekerMissile(15,0)\n CBTS J 2 BRIGHT A_SpawnItem(\"EWAVE\")\n Loop\n\tDeath:\n\t CBTS K 0 Radius_Quake(15,15,0,40,0)\n\t\tCBTS K 2 BRIGHT A_Explode(156,440)\n\t\tTNT1 A 0 Bright A_Mushroom(\"CommanderMushroomBrainwave\",8)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleDTech10KShockwave2\", 0, 0, 15, 0, 0, 0, 0, 128)\n TNT1 A 20 A_SpawnItem(\"PurpleDTBFGEx\",0,-10)\n\t\tCBTS LMNOPQRSTUVW 2 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR CommanderMushroomBrainwave\n{\n\tRadius 9\n\tHeight 9\n\tSpeed 35\n\tDamage 25\n\tScale 1.1\n\t+ExtremeDeath\n\t+DontReflect\n\t+PierceArmor\n\t+FoilInvul\n\t+NOTIMEFREEZE\n\t-NOGRAVITY\n\t+DOOMBOUNCE\n\tBounceCount 6\n\tPROJECTILE\n\tDamageType \"C0mm4nder\"\n\tRenderstyle Add\n\tSEESOUND \"Commander/fire\"\n DeathSound \"weapons/bfg95explode\"\n\tObituary \"%o was turned to mush by heavy weapons from the Cerebral Commander.\"\n DECAL BFG9500LightningRed\n\tstates\n\t{\n\tSpawn:\n CBTS A 2 BRIGHT\n CBTS B 2 BRIGHT\n CBTS C 2 BRIGHT\n CBTS D 2 BRIGHT\n CBTS E 2 BRIGHT\n CBTS F 2 BRIGHT\n CBTS G 2 BRIGHT\n CBTS H 2 BRIGHT\n CBTS I 2 BRIGHT\n CBTS J 2 BRIGHT\n Loop\n\tDeath:\n\t CBTS K 0 Radius_Quake(15,15,0,40,0)\n\t\tCBTS K 2 BRIGHT A_Explode(80,240)\n\t\tTNT1 A 0 Bright A_Mushroom(\"MiniCommanderMushroomBrainwave\",8)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleDTech10KShockwave2\", 0, 0, 15, 0, 0, 0, 0, 128)\n TNT1 A 20 A_SpawnItem(\"PurpleDTBFGEx\",0,-10)\n\t\tCBTS LMNOPQRSTUVW 2 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR MiniCommanderMushroomBrainwave\n{\n\tRadius 8\n\tHeight 8\n\tSpeed 35\n\tDamage 15\n\tScale 0.8\n\t+ExtremeDeath\n\t+DontReflect\n\t+PierceArmor\n\t+FoilInvul\n\t+NOTIMEFREEZE\n\t-NOGRAVITY\n\t+DOOMBOUNCE\n\tBounceCount 3\n\tPROJECTILE\n\tDamageType \"C0mm4nder\"\n\tRenderstyle Add\n\tSEESOUND \"Commander/fire\"\n DeathSound \"weapons/bfg95explode\"\n\tObituary \"%o was turned to mush by heavy weapons from the Cerebral Commander.\"\n DECAL BFG9500LightningRed\n\tstates\n\t{\n\tSpawn:\n CBTS A 2 BRIGHT\n CBTS B 2 BRIGHT\n CBTS C 2 BRIGHT\n CBTS D 2 BRIGHT\n CBTS E 2 BRIGHT\n CBTS F 2 BRIGHT\n CBTS G 2 BRIGHT\n CBTS H 2 BRIGHT\n CBTS I 2 BRIGHT\n CBTS J 2 BRIGHT\n Loop\n\tDeath:\n\t CBTS K 0 Radius_Quake(15,15,0,40,0)\n\t\tCBTS K 2 BRIGHT A_Explode(40,180)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleDTech10KShockwave2\", 0, 0, 15, 0, 0, 0, 0, 128)\n TNT1 A 20 A_SpawnItem(\"PurpleDTBFGEx\",0,-10)\n\t\tCBTS LMNOPQRSTUVW 2 BRIGHT\n\t\tStop\n\t}\n}\n\nActor CommanderSuperMeteor_m_Explosion : SuperMeteor_m_Explosion\n{\nDamageType \"C0mm4nder\"\n}\n\nActor HFCyberPyroBoom2 : PyroShot\n{\nDamage 128\n-PIERCEARMOR\n-FoilInvul\n-NOTIMEFREEZE\nObituary \"%o payed the ultimate price for his greed.\"\nStates\n{\nSpawn:\nTNT1 A 0\nGoto Death\n Death:\n TNT1 A 0 A_Explode(768, 512, 0, 1, 384)\n\t TNT1 A 0 Radius_Quake(15,20,0,20,0)\n\t HFBA D 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,0,6)\n HFBA D 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,45,6)\n HFBA D 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,90,6)\n HFBA D 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,135,6)\n HFBA D 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,180,6)\n HFBA D 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,225,6)\n HFBA D 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,270,6)\n HFBA D 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,315,6)\n HFBA DEFGHIJKLMN 1 BRIGHT\n\t TNT1 A 0 A_SpawnItemEx(\"PyroShotEx\",0,0,0,0,0,0,0)\n\t TNT1 A 0 A_SpawnItemEx(\"PyroShotEx\",0,0,0,0,0,0,0)\n Stop\n }\n}\n\nACTOR ManipulatorDevastatorBall2 : CommanderDevastatorBall2\n{\n Radius 8\n Height 8\n Speed 55\n Damage 11\n ExplosionRadius 64\n ExplosionDamage 128\n Damagetype \"C0mm4nder\"\n}\n\nactor CommanderHax : PowerupGiver\n{\n inventory.pickupmessage \" \"\n inventory.maxamount 0\n powerup.type \"TimeFreezer\"\n powerup.duration -5\n +AUTOACTIVATE\n +INVENTORY.FANCYPICKUPSOUND\n states\n {\n Spawn:\n TNT1 A 0\n stop\n }\n}\n\nACTOR CerebralCommanderIllusion\n{\n Obituary \"%o was turned to mush by heavy weapons from the Cerebral Commander's Illusion.\"\n\tTag \"Cerebral Commander, Kappa\"\n\tAlpha 0.65\n RenderStyle Translucent\n\tHealth 500\n\tMonster\n\tSpecies \"Masterminds\"\n\tSpeed 18\n\tFloatSpeed 18\n PainChance 20\n\tScale 1.1\n\tRadius 65\n\tHeight 100\n\tDamageFactor \"C0mm4nder\", 0.0\n DamageFactor \"DemolisherEx\", 0.0\n DamageFactor \"DarkDemoEx\", 0.0\n DamageFactor \"CerChainguns\", 0.0\n DamageFactor \"CerEnergyBall\", 0.0\n\tMass 7000\n\t+MISSILEEVENMORE\n\t+QUICKTORETALIATE\n\t+LOOKALLAROUND\n\t+MISSILEMORE\n\t+FLOAT\n\t+BOSS\n\t+BOSSDEATH\n\t+NOGRAVITY\n\t-FLOORCLIP\n +DONTHARMSPECIES\n +NORADIUSDMG\n +NOICEDEATH\n +NOTARGET\n +CANTSEEK\n +DONTSPLASH\n +NOTIMEFREEZE\n +NOTELEFRAG\n +DONTGIB\n +DONTMORPH\n +DONTRIP\n\t+THRUSPECIES\n\t+NOBLOOD\n\t+NOPAIN\n States\n {\nSpawn:\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOMM A 2 A_Look\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOMM B 2 A_Look\n\tLoop\nSee:\n TNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOMM A 2 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOMM B 2 A_Chase\n\tTNT1 A 0 A_Jump(30,\"Evade\")\n\tLoop\nEvade:\n\tTNT1 A 0 A_Jump(128,19)\n\tTNT1 A 0 ThrustThing(Angle*256/360+64,20,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM A 2 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM B 2 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM A 2 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM B 2 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM A 2 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM B 2 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM A 2 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM B 2 A_Chase\n\tTNT1 A 0 A_Stop\n\tGoto See\n\tTNT1 A 0 ThrustThing(Angle*256/360+192,20,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM A 2 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM B 2 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM A 2 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM B 2 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM A 2 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM B 2 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM A 2 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM B 2 A_Chase\n\tTNT1 A 0 A_Stop\n\tGoto See\nMissile:\n\tTNT1 A 0 A_Jump(50,\"DTBFG10K\")\nNormal:\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n COMM ABA 2 Bright A_GiveInventory(\"CebComStrafe\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"PurpleShellCasing\", 10, 12, 40, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)\n\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tCOMM D 3 A_CustomMissile(\"CommanderExplosiveTracer\",36,0,Random(-800,800)/100.00,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n TNT1 A 0 A_SpawnItemEx(\"PurpleShellCasing\", 10, -12, 40, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tCOMM C 3 A_CustomMissile(\"CommanderExplosiveTracer\",36,0,Random(-800,800)/100.00,0)\n\tTNT1 A 0 A_StopSoundEx(\"Weapon\")\n\tTNT1 A 0 A_Jump(3,\"See\")\n TNT1 A 0 A_SpidRefire\n\tGoto Normal+7\n DTBFG10K:\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"Cardinal/9k\")\n\tCOM2 CC 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 DD 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 DD 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 D 2 A_CustomMissile(\"CommanderPurpleDTBFG10KBall\", 34, 0, 0)\n\tCOM2 DDDDDDDDDDDD 2 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tGoto See\n Death:\n\tTNT1 A 0 A_Scream\n\tCOMM E 15 A_Fall\n\tCOMM F 4\n\tCOMM G 4\n COMM H 4\n COMM I 4\n\tSUPR LM 8\n\tTNT1 A -1 A_KillMaster\n\tStop\n }\n}\n\nACTOR Manipulator\n{\n Health 3000\n PainChance 20\n Scale 1.5\n Speed 16\n\tmass 2000\n\tHeight 57\n Radius 52\n\talpha 0.75\n\tMonster\n RenderStyle translucent\n DamageFactor 0.55\n FloatSpeed 16\n\tSeeSound \"Manipulator/sight\"\n PainSound \"Manipulator/pain\"\n DeathSound \"Manipulator/death\"\n \tDamageFactor \"LegendaryGuru\", 0.0\n DamageFactor \"LegendaryGuruPlayer\", 0.3\n DamageFactor \"LegendaryPlayer\", 0.3\n\tDamageFactor \"Cyber10K\", 0.0\n\tDamageFactor \"Extreme\", 0.0\n\tDamageFactor \"CustomSpray\", 0.0\n DamageFactor \"BFG9500Ball\", 0.0\n\tDamageFactor \"PlayerPyro\", 0.0\n\tDamageFactor \"C0mm4nder\", 0.0\n DamageFactor \"DemolisherEx\", 0.0\n DamageFactor \"DarkDemoEx\", 0.0\n DamageFactor \"CerChainguns\", 0.0\n DamageFactor \"CerEnergyBall\", 0.0\n DamageFactor \"PDTBFG\", 0.03\n DamageFactor \"PDTBFGTracer\", 0.03\n DamageFactor \"Legendary\", 0.0\n DamageFactor \"LegendaryPlayer\", 0.0\n DamageFactor \"BFGSplash\", 0.15\n DamageFactor \"BFGSpray\", 0.15\n DamageFactor \"PlayerDevBall\", 0.020\n DamageFactor \"PlayerDevBall2\", 0.020\n DamageFactor \"PlayerDTBFGRailgunSlug\", 0.020\n DamageFactor \"PlayerDevTracer\", 0.020\n\tDamageFactor \"Ice\", 0.0\n DamageFactor \"FreezerBurn\", 0.0\n\tDamageFactor \"Baby15K\", 0.0\n DamageFactor \"Legendary1\", 0.0\n\tDamageFactor \"LegMind\", 0.0\n DamageFactor \"VileFires\", 0.0\n DamageFactor \"NobleComet\", 0.0\n DamageFactor \"ZombieDev\", 0.0\n DamageFactor \"BeheComet\", 0.0\n\tDamageFactor \"Railg\", 0.5\n\tSpecies \"Masterminds\"\n\tObituary \"%o was owned by the perfect illusion of Cerebral Commander, The Manipulator.\"\n\t+NOBLOOD\n +MISSILEEVENMORE\n\t+QUICKTORETALIATE\n\t+MISSILEMORE\n\t+FLOAT\n\t+BOSS\n\t+BOSSDEATH\n\t+NOGRAVITY\n\t-FLOORCLIP\n +DONTHARMSPECIES\n +NORADIUSDMG\n +NOICEDEATH\n +NOTARGET\n +CANTSEEK\n +DONTSPLASH\n +NOTIMEFREEZE\n +NOTELEFRAG\n +DONTGIB\n +DONTRIP\n\t+THRUSPECIES\n States\n {\n Spawn:\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP A 2 Bright A_Look\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP B 2 Bright A_Look\n Loop\n See:\n TNT1 A 0 A_SetTranslucent(0.65)\n TNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP B 2 Bright A_Chase\n\tTNT1 A 0 A_Jump(35,\"Evade\")\n\tTNT1 A 0 A_Jump(20,\"Telederp\",\"TelederpAfraid\")\n Loop\n Evade:\n\tTNT1 A 0 A_Jump(128,19)\n\tTNT1 A 0 ThrustThing(Angle*256/360+64,20,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP B 2 Bright A_Chase\n\tTNT1 A 0 A_Stop\n\tGoto See\n\tTNT1 A 0 ThrustThing(Angle*256/360+192,20,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP B 2 Bright A_Chase\n\tTNT1 A 0 A_Stop\n\tGoto See\n Pause:\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP A 2 Bright\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP B 2 Bright\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP A 2 Bright\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP B 2 Bright\n\tGoto See\n Missile:\n TNT1 A 0 A_SetTranslucent(0.65)\n TNT1 A 0 A_SetShootable\n TNT1 A 0 A_Jump(130,\"BFG10K\",\"Illusion\",\"ShockWaves\",\"DevastatorCannon\")\n\tTNT1 A 0 A_Jump(80,\"Minions\",\"TimeFreeze\")\n Normal:\n TNT1 A 0 A_PlaySound(\"monsters/darkmasterwind\")\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n MANP ABA 2 Bright A_GiveInventory(\"CebComStrafe\",1)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"monsters/darkmasterwind2\")\n\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tTNT1 A 0 A_SpawnItemEx(\"PurpleShellCasing\", 8, 8, 18, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)\n MANP K 2 Bright A_CustomMissile(\"ManipulatorExplosiveTracer\",20,0,Random(-800,800)/100.00,0)\n MANP K 2 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n TNT1 A 0 A_SpawnItemEx(\"PurpleShellCasing\", 8, -8, 18, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n MANP L 2 Bright A_CustomMissile(\"ManipulatorExplosiveTracer\",20,0,Random(-800,800)/100.00,0)\n\tMANP L 2 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Jump(3,\"Pause\",\"BFG10K\",\"ShockWaves\")\n TNT1 A 0 A_SpidRefire\n Goto Normal+15\n BFG10K:\n TNT1 A 0 A_SetTranslucent(0.65)\n\tTNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n MANP D 2 Bright A_CustomMissile(\"Manipulator10K\",20,0,Random(4,-4))\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP D 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n MANP D 2 Bright A_CustomMissile(\"Manipulator10K\",20,0,Random(4,-4))\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP D 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n MANP D 2 Bright A_CustomMissile(\"Manipulator10K\",20,0,Random(4,-4))\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP D 2 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n MANP D 2 Bright A_CustomMissile(\"Manipulator10K\",20,0,Random(4,-4))\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP D 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n MANP D 2 Bright A_CustomMissile(\"Manipulator10K\",20,0,Random(4,-4))\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP D 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n MANP D 2 Bright A_CustomMissile(\"Manipulator10K\",20,0,Random(4,-4))\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n MANP C 2 Bright A_PlaySound(\"weapons/bfg15kcooldown\",CHAN_AUTO)\n\tMANP CCCCCCCCC 2 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Jump(80,\"Shockwaves\")\n Goto See\n Illusion:\n TNT1 A 0 A_SetTranslucent(0.65)\n TNT1 A 0 A_PlaySound(\"Manipulator/laugh\")\n\tMANP VVVVVVVVVVV 4 bright A_FaceTarget\n\tMANP VVV 4 A_SpawnItem(\"ManipulatorIllusion\",25,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tgoto see\n Shockwaves:\n TNT1 A 0 A_SetTranslucent(0.65)\n\tMANP VVVVVVVVV 2 bright A_FaceTarget\n\tMANP VVVVVVVV 1 bright A_CustomMissile(\"MBrainwave\",35,0,random(-5,5),0)\n\tMANP VVVV 2 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tgoto see\n DevastatorCannon:\n TNT1 A 0 A_SetTranslucent(0.65)\n TNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n MANP C 2 bright A_CustomMissile(\"ManipulatorDevastatorBall2\",20,0,random(-5,5),1)\n\tMANP D 2 bright A_CustomMissile(\"ManipulatorDevastatorBall2\",20,0,random(-5,5),1)\n\tMANP C 2 bright A_CustomMissile(\"ManipulatorDevastatorBall2\",20,0,random(-5,5),1)\n\tMANP D 2 bright A_CustomMissile(\"ManipulatorDevastatorBall2\",20,0,random(-5,5),1)\n\tMANP C 2 bright A_CustomMissile(\"ManipulatorDevastatorBall2\",20,0,random(-5,5),1)\n\tMANP D 2 bright A_CustomMissile(\"ManipulatorDevastatorBall2\",20,0,random(-5,5),1)\n\tMANP C 2 bright A_CustomMissile(\"ManipulatorDevastatorBall2\",20,0,random(-5,5),1)\n\tMANP D 2 bright A_CustomMissile(\"ManipulatorDevastatorBall2\",20,0,random(-5,5),1)\n\tMANP C 2 bright A_CustomMissile(\"ManipulatorDevastatorBall2\",20,0,random(-5,5),1)\n\tMANP D 2 bright A_CustomMissile(\"ManipulatorDevastatorBall2\",20,0,random(-5,5),1)\n\tMANP C 2 bright A_CustomMissile(\"ManipulatorDevastatorBall2\",20,0,random(-5,5),1)\n\tMANP D 2 bright A_CustomMissile(\"ManipulatorDevastatorBall2\",20,0,random(-5,5),1)\n goto see\n Minions:\n TNT1 A 0 A_SetTranslucent(0.65)\n MANP V 1 Bright A_ChangeFlag(Invulnerable,1)\n\tTNT1 A 0 A_PlaySound(\"Manipulator/laugh\")\n\tMANP VVVVVVVVVVVVVVVVV 2 Bright A_CustomMissile(\"MWave\",35,0,0,0)\n\tTNT1 A 0 A_ChangeFlag(Reflective,1)\n\tTNT1 A 0 A_SpawnItemEx(\"BabySentientSummoner\",0,0,0,10,0,0,180,0)\n\tTNT1 A 0 A_SpawnItemEx(\"BabysentientSummoner\",0,0,0,10,0,0,305,0)\n\tMANP V 25 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_ChangeFlag(Invulnerable,0)\n\tTNT1 A 0 A_ChangeFlag(Reflective,0)\n\tGoto See\n TimeFreeze:\n TNT1 A 0 A_SetTranslucent(0.65)\n TNT1 A 0 A_SetInvulnerable\n\tMANP V 3 Bright A_PlaySound(\"Manipulator/laugh\")\n TNT1 A 0 A_SpawnItem(\"EWAVE\",35,0,0,0)\n MANP VV 3 Bright A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"EWAVE\",35,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP VV 3 Bright A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"EWAVE\",35,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tMANP VV 3 Bright A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP V 2 A_GiveInventory(\"ManipulatorHax\")\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP VVV 6 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tGoto Normal\n Pain:\n TNT1 A 0 A_SetTranslucent(0.65)\n TNT1 A 0 A_Jump(30,\"PainResurrect\")\n TNT1 A 0 A_Jump(120,\"PainMissile\")\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n MANP A 3 Bright A_Pain\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP A 3 Bright\n Goto See\nTelederpAfraid:\n TNT1 A 0 A_ChangeFlag(\"Frightened\",1)\nTelederp:\n MANP V 15\n\tTNT1 A 0 A_SetInvulnerable\n\tMANP V 4 Bright\n\tTNT1 A 0 A_HideThing\n\tTNT1 A 0 A_PlaySound(\"BH/Fire\",0,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_SpawnItemEx(\"ManpTeleportFXSpawner\",0,0,62)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Chase(\"\",\"\")\n\tMANP V 4 Bright\n\tTNT1 A 0 A_PlaySound(\"DMBall/Impact\",0,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_UnHideThing\n\tTNT1 A 0 A_ChangeFlag(\"Frightened\",0)\n\tTNT1 A 0 A_SpawnItemEx(\"ManpTeleportFXSpawner\",0,0,62)\n\tMANP V 10\n\tTNT1 A 0 A_UnSetInvulnerable\n\tGoTo See\nTeleMissile:\n\tTNT1 A 0 A_UnSetShootable\n\tMANP V 4 Bright\n\tTNT1 A 0 A_HideThing\n\tTNT1 A 0 A_PlaySound(\"BH/Fire\",0,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_SpawnItemEx(\"ManpTeleportFXSpawner\",0,0,62)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Chase(\"\",\"\")\n\tMANP V 4 Bright\n\tTNT1 A 0 A_PlaySound(\"DMBall/Impact\",0,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_UnHideThing\n\tTNT1 A 0 A_ChangeFlag(\"Frightened\",0)\n\tTNT1 A 0 A_SpawnItemEx(\"ManpTeleportFXSpawner\",0,0,62)\n\tMANP V 10\n\tTNT1 A 0 A_SetShootable\n\tGoTo Missile\n Pain.Commander:\n TNT1 A 0 A_ChangeFlag (INVULNERABLE, 1)\n\t TNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n TNT1 A 0 HealThing(500)\n\t TNT1 A 0 A_ChangeFlag (INVULNERABLE, 0)\n\t TNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tGoto See\n PainMissile:\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n MANP A 3 Bright A_Pain\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP A 3 Bright\n Goto Missile\n PainResurrect:\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP A 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP A 3 Bright A_Pain\n\tMANP AAAA 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 Radius_Quake(10,80,0,24,0)\n\tTNT1 A 0 A_GiveInventory(\"Health\",500)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n MANP V 3 Bright A_PlaySound(\"Manipulator/Laugh\")\n TNT1 A 0 A_GiveInventory(\"SmallCommanderMassResurrectionItem\")\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n TNT1 A 0 A_GiveInventory(\"SmallCommanderMassResurrectionItem\")\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n TNT1 A 0 A_GiveInventory(\"CommanderMassResurrectionItem\")\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n TNT1 A 0 A_GiveInventory(\"CommanderMassResurrectionItem\")\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tMANP A 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tGoto see\n Death:\n MANP A 20 Bright A_Scream\n MANP E 6 Bright A_Fall\n\tMANP F 6 Bright\n\tTNT1 AAA 0 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\tMANP GGGGG 2 Bright A_CustomMissile(\"Kaboom2\", random(20,40), random(10,-10), random(0,360), 2, random(0,360))\n\tTNT1 AAAA 0 A_CustomMissile(\"SmokeFX2\", random(20,40), 0, random(0,360), 2, random(0,360))\n MANP H 6 Bright\n MANP I 4\n\tMANP J 2\n TNT1 A -1 A_KillMaster\n Stop\n }\n}\n\nACTOR ManipulatorIllusion\n{\n Health 350\n Alpha 0.65\n RenderStyle Translucent\n Scale 1.30\n Monster\n Height 52\n Radius 52\n Mass 500\n Speed 16\n FloatSpeed 16\n SeeSound \"barachnophyte/sight\"\n PainSound \"barachnophyte/pain\"\n DeathSound \"barachnophyte/death\"\n DamageFactor \"C0mm4nder\", 0.0\n DamageFactor \"DemolisherEx\", 0.0\n DamageFactor \"DarkDemoEx\", 0.0\n DamageFactor \"CerChainguns\", 0.0\n DamageFactor \"CerEnergyBall\", 0.0\n DamageFactor \"Baby15K\", 0.0\n Species \"Masterminds\"\n\t+NOBLOOD\n +MISSILEEVENMORE\n\t+QUICKTORETALIATE\n\t+MISSILEMORE\n\t+FLOAT\n\t+BOSS\n\t+BOSSDEATH\n\t+NOGRAVITY\n\t-FLOORCLIP\n +DONTHARMSPECIES\n +NORADIUSDMG\n +NOICEDEATH\n +NOTARGET\n +CANTSEEK\n +DONTSPLASH\n +NOTIMEFREEZE\n +NOTELEFRAG\n +DONTGIB\n +DONTRIP\n\t+THRUSPECIES\n\t+NOPAIN\n Obituary \"%o was not intelligent enough to defeat a Manipulator's illusion.\"\n States\n {\n Spawn:\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP A 2 Bright A_Look\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP B 2 Bright A_Look\n Loop\n\t See:\n TNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP B 2 Bright A_Chase\n\tTNT1 A 0 A_Jump(30,\"Evade\")\n Loop\n Evade:\n\tTNT1 A 0 A_Jump(128,19)\n\tTNT1 A 0 ThrustThing(Angle*256/360+64,20,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP B 2 Bright A_Chase\n\tTNT1 A 0 A_Stop\n\tGoto See\n\tTNT1 A 0 ThrustThing(Angle*256/360+192,20,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP B 2 Bright A_Chase\n\tTNT1 A 0 A_Stop\n\tGoto See\n Pause:\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP A 2 Bright\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP B 2 Bright\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP A 2 Bright\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP B 2 Bright\n\tGoto See\n Missile:\n TNT1 A 0 A_Jump(100,\"ShockWave\")\n Normal:\n TNT1 A 0 A_PlaySound(\"monsters/darkmasterwind\")\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n MANP ABA 2 Bright A_GiveInventory(\"CebComStrafe\",1)\n\tTNT1 A 0 A_PlaySound(\"monsters/darkmasterwind2\")\n\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tTNT1 A 0 A_SpawnItemEx(\"PurpleShellCasing\", 8, 8, 18, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)\n MANP K 2 Bright A_CustomMissile(\"ManipulatorExplosiveTracer\",20,0,Random(-800,800)/100.00,0)\n MANP K 2 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n TNT1 A 0 A_SpawnItemEx(\"PurpleShellCasing\", 8, -8, 18, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n MANP L 2 Bright A_CustomMissile(\"ManipulatorExplosiveTracer\",20,0,Random(-800,800)/100.00,0)\n\tMANP L 2 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Jump(3,\"Pause\",\"Shockwave\")\n TNT1 A 0 A_SpidRefire\n Goto Normal+15\n Shockwave:\n\tMANP VVVVVVVV 2 bright A_FaceTarget\n\tMANP VV 1 bright A_CustomMissile(\"MBrainwave\",35,0,random(-5,5),0)\n\tMANP VVVV 2\n\tgoto see\n Death:\n MANP A 20 Bright A_Scream\n MANP E 6 Bright A_Fall\n\tMANP F 6 Bright\n\tMANP G 2 Bright\n MANP H 6 Bright\n MANP I 4\n\tMANP J 2\n TNT1 A -1 A_KillMaster\n Stop\n }\n}\n\nACTOR ManipulatorFireSpawner : RedParticleSpawner\n{\n States\n {\n Spawn:\n TNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"monster/ambientfire2\")\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 AA 0 A_SpawnItemEx(\"PHellionSmoke\",random(32,42),random(32,42),48,0,0,random(-4,-6),0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"PHellionSmoke\",random(-32,-42),random(-32,-42),48,0,0,random(-4,-6),0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"PHellionSmoke\",random(32,42),random(-32,-42),48,0,0,random(-4,-6),0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"PHellionSmoke\",random(-32,-42),random(32,42),48,0,0,random(-4,-6),0,128,0)\n TNT1 A 1\n Stop\n }\n}\n\nACTOR ManipulatorFireSpawner2 : RedParticleSpawner\n{\n States\n {\n Spawn:\n TNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"monster/ambientfire2\")\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 AA 0 A_SpawnItemEx(\"PHellionSmoke\",random(32,42),random(32,42),48,0,0,random(-6,-8),0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"PHellionSmoke\",random(-32,-42),random(-32,-42),48,0,0,random(-6,-8),0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"PHellionSmoke\",random(32,42),random(-32,-42),48,0,0,random(-6,-8),0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"PHellionSmoke\",random(-32,-42),random(32,42),48,0,0,random(-6,-8),0,128,0)\n TNT1 A 1\n Stop\n }\n}\n\nActor babysentientSummoner\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 0 A_SpawnItemEx(\"VileHealEffect\",0,0,0,0,0,0,0,128)\n\t TNT1 A 2\n\t TNT1 A 0 A_SpawnItemEx(\"CBabySentient\")\n\t Stop\n }\n}\n\nActor ManipulatorSummoner\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 0 A_SpawnItemEx(\"VileHealEffect\",0,0,0,0,0,0,0,128)\n\t TNT1 A 2\n\t TNT1 A 0 A_SpawnItemEx(\"Manipulator\")\n\t Stop\n }\n}\n\nACTOR MBrainWave\n{\n\tRadius 12\n\tHeight 12\n\tSpeed 55\n\tDamage 10\n\tScale 0.8\n\t+ExtremeDeath\n\t+DontReflect\n\t+NOTIMEFREEZE\n\tPROJECTILE\n\tDamageType \"C0mm4nder\"\n\tRenderstyle Add\n\tSEESOUND \"Commander/fire\"\n DeathSound \"weapons/bfg95explode\"\n\tObituary \"%o was owned by the perfect illusion of Cerebral Commander, The Manipulator.\"\n DECAL BFG9500LightningRed\n\tstates\n\t{\n\tSpawn:\n CBTS A 2 BRIGHT A_SpawnItem(\"MWAVE\")\n CBTS B 2 BRIGHT A_SpawnItem(\"MWAVE\")\n CBTS C 2 BRIGHT A_SpawnItem(\"MWAVE\")\n CBTS D 2 BRIGHT A_SpawnItem(\"MWAVE\")\n CBTS E 2 BRIGHT A_SpawnItem(\"MWAVE\")\n CBTS F 2 BRIGHT A_SpawnItem(\"MWAVE\")\n CBTS G 2 BRIGHT A_SpawnItem(\"MWAVE\")\n CBTS H 2 BRIGHT A_SpawnItem(\"MWAVE\")\n CBTS I 2 BRIGHT A_SpawnItem(\"MWAVE\")\n CBTS J 2 BRIGHT A_SpawnItem(\"MWAVE\")\n Loop\n\tDeath:\n\t\tCBTS LMNOPQRSTUVW 2 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR MWAVE\n{\n Radius 30\n Height 30\n Obituary \"%o was turned to mush by heavy weapons from the Cerebral Commander.\"\n Speed 5\n PROJECTILE\n +NOGRAVITY\n +NOTELEPORT\n +NOBLOCKMAP\n +DONTHURTSPECIES\n +NOTIMEFREEZE\n Scale 0.5\n DamageType \"C0mm4nder\"\n RenderStyle ADD\n Alpha 0.5\n Species \"Masterminds\"\n States\n {\n Spawn:\n TNT1 A 0\n ESHK ABCDEFGHIJKLMNOPQR 2 Bright A_Explode(24,80,0)\n Stop\n }\n}\n\nactor ManipulatorHax : PowerupGiver\n{\n inventory.pickupmessage \" \"\n inventory.maxamount 0\n powerup.type \"TimeFreezer\"\n powerup.duration -3\n +AUTOACTIVATE\n +INVENTORY.FANCYPICKUPSOUND\n states\n {\n Spawn:\n TNT1 A 0\n stop\n }\n}\n\nActor ManipulatorExplosiveTracer : CommanderExplosiveTracer {\n+Thruspecies\nDamageType \"C0mm4nder\"\nScale 0.6\nStates\n{\nSpawn:\n TPA3 A 1 Bright\n\tLoop\n\tTNT1 A 0\n\tTNT1 A 0 A_SetTranslucent(0.75,1)\n\tTNT1 A 0 A_SpawnItem(\"CommanderExplosiveEffect\")\n CISL B 4 Bright A_Explode(Random(3,6)*5,72)\n CISL CD 3 Bright\n Stop\n\t}\n}\n\nActor Manipulator10K : Commander10K {\n+Thruspecies\nDamageType \"C0mm4nder\"\n}\n\nactor CurseBall\n{\n Radius 9\n Height 9\n Speed 150\n FastSpeed 120\n Damage 1\n RenderStyle Add\n DeathSound \"Commander/Curse\"\n DamageType \"C0mm4nder\"\n Species \"Masterminds\"\n Projectile\n +RANDOMIZE\n +THRUSPECIES\n +DONTREFLECT\n +SEEKERMISSILE\n +SCREENSEEKER\n states\n {\n\tSpawn:\n\t\tTNT1 A 0 A_SeekerMissile(15,15,SMF_LOOK)\n\t\tBONE A 1 bright\n\t\tLoop\n\tDeath:\n TNT1 A 0 a_setblend(\"790FCB\", 0.75, 50)\n\t TNT1 A 0 a_setangle(angle+random(-30, 30))\n\t TNT1 A 0 a_setpitch(pitch+random(-15, 15))\n\t\tTNT1 A 0 ACS_ExecuteAlways(165)\n\t\tBONE BC 5 bright\n\t\tstop\n }\n}\n\nActor EMFX\n{\n\tRadius 1\n\tHeight 1\n\tSpeed 0\n\tRenderStyle Add\n\t+NoGravity\n\t+NoBlockMap\n\t+DontSplash\n\t+ForceXYBillboard\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 2 Bright\n\t\t\tBONE B 2 Bright\n\t\t\tBONE CCCCC 2 Bright\n\t\t\tStop\n\t}\n}\n\nActor Curse\n{\n\tRadius 1\n\tHeight 1\n\tSpeed 15\n\tRenderStyle Add\n\t+NoGravity\n\t+NoBlockMap\n\t+DontSplash\n\t+ForceXYBillboard\n\t+FLOORHUGGER\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"CurseSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 1 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"CurseSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 1 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"CurseSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 1 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"CurseSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 1 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"CurseSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 1 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"CurseSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 1 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"CurseSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 1 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"CurseSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 1 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"CurseSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 1 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"CurseSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 1 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"CurseSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 1 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"CurseSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 1 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"CurseSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 1 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"CurseSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 1 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"CurseSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 1 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"CurseSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 1 Bright\n\t\tDeath:\n\t\t\tTNT1 A 0\n\t\t\tstop\n\t}\n}\n\nACTOR PowerSlowCurse : PowerSpeed\n{\n Speed 0.10\n}\n\nACTOR PowerWeakenCurse : PowerProtection\n{\n DamageFactor \"Normal\", 2.0\n}\n\nactor CurseSphere : PowerupGiver\n{\n\tinventory.pickupmessage \"Cursed!!\"\n\tradius 64\n\theight 64\n\tpowerup.color \"RedMap\"\n\tinventory.maxamount 0\n\tpowerup.type PowerSlowCurse\n\tpowerup.type PowerWeakenCurse\n\tpowerup.duration 800\n\t+AUTOACTIVATE\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tNULL ABCD 6 bright\n\t\t\tstop\n\t}\n}\n\nActor CommanderStoleMyAmmo : CustomInventory\n{\n+INVENTORY.ALWAYSPICKUP\nInventory.Amount 500\nInventory.Pickupmessage \"Commander stole my ammo, fuck you Commander :c\"\n}\n\nactor SmallSentientMassResurrectionItem : CustomInventory\n{\n +INVENTORY.QUIET\n +INVENTORY.UNDROPPABLE\n +INVENTORY.ALWAYSPICKUP\n +INVENTORY.AUTOACTIVATE\n +COUNTITEM\n inventory.amount 1\n inventory.maxamount 0\n states\n {\n pickup:\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,15,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,45,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,75,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,105,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,135,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,165,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,195,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,225,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,255,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,285,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,315,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,345,0)\n\tstop\n }\n}\n\nactor SentientMassResurrectionItem : CustomInventory\n{\n +INVENTORY.QUIET\n +INVENTORY.UNDROPPABLE\n +INVENTORY.ALWAYSPICKUP\n +INVENTORY.AUTOACTIVATE\n +COUNTITEM\n inventory.amount 1\n inventory.maxamount 0\n states\n {\n pickup:\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,0,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,10,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,20,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,30,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,40,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,50,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,60,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,70,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,80,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,90,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,100,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,110,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,120,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,130,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,140,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,150,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,160,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,170,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,180,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,190,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,200,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,210,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,220,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,230,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,240,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,250,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,260,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,270,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,280,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,290,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,300,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,310,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,320,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,330,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,340,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,350,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,360,0)\n\tstop\n }\n}\n\nactor SmallCommanderMassResurrectionItem : CustomInventory\n{\n +INVENTORY.QUIET\n +INVENTORY.UNDROPPABLE\n +INVENTORY.ALWAYSPICKUP\n +INVENTORY.AUTOACTIVATE\n +COUNTITEM\n inventory.amount 1\n inventory.maxamount 0\n states\n {\n pickup:\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,15,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,45,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,75,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,105,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,135,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,165,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,195,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,225,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,255,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,285,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,315,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,345,0)\n\tstop\n }\n}\n\nactor CommanderMassResurrectionItem : CustomInventory\n{\n +INVENTORY.QUIET\n +INVENTORY.UNDROPPABLE\n +INVENTORY.ALWAYSPICKUP\n +INVENTORY.AUTOACTIVATE\n +COUNTITEM\n inventory.amount 1\n inventory.maxamount 0\n states\n {\n pickup:\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,0,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,10,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,20,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,30,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,40,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,50,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,60,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,70,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,80,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,90,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,100,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,110,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,120,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,130,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,140,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,150,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,160,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,170,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,180,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,190,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,200,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,210,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,220,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,230,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,240,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,250,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,260,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,270,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,280,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,290,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,300,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,310,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,320,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,330,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,340,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,350,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,360,0)\n\tstop\n }\n}\n\nActor CommanderPulse{\n Radius 12\n Height 12\n Speed 0\n Scale 5.2\n PROJECTILE\n RENDERSTYLE ADD\n\t+SEEKERMISSILE\n +EXTREMEDEATH\n +SPAWNSOUNDSOURCE\n +DONTREFLECT\n +PIERCEARMOR\n +FOILINVUL\n +BRIGHT\n\tDamageType \"C0mm4nder\"\n ALPHA 0.8\n SeeSound \"star/explode\"\n Obituary \"%o was turned to mush by heavy weapons from the Cerebral Commander.\"\n States\n {\n Spawn:\n\t TNT1 A 0 A_Explode(656,656,0)\n\t TNT1 A 0 Radius_Quake(15,20,0,20,0)\n\t TNT1 A 0 A_SpawnItemEx(\"PurpleDTech10KShockwave2\", 0, 0, 15, 0, 0, 0, 0, 128)\n TNT1 A 20 A_SpawnItem(\"PurpleDTBFGEx\",0,-10)\n\t\tPSTR E 3 Bright A_BFGSpray(\"PurpleSpray\")\n PSTR FGHIJKLMNO 3 Bright\n Stop\n }}\n\nACTOR ManipulatorBrainFlame : CommanderBrainFlame{Scale 0.6}\n\nACTOR ManipulatorBrainSFX : RedParticleSpawner\n{\n States\n {\n Spawn:\n TNT1 A 0\n\tTNT1 AA 0 A_SpawnItemEx(\"CommanderBrainLightning\",random(25,-25),random(25,-25),random(40,100),0,0,0,0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"CommanderBrainLightning2\",random(25,-25),random(25,-25),random(40,100),0,0,0,0,128,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"ManipulatorBrainFlame\",random(25,-25),random(25,-25),random(40,100),0,0,random(4,6),0,128,0)\n TNT1 A 1\n Stop\n }\n}\n\nACTOR ManipulatorSummonEffect\n{\nRenderStyle Add\nAlpha 0.75\nScale 1.3\n+NOTIMEFREEZE\n+CLIENTSIDEONLY\n+NOGRAVITY\n+NOCLIP\nStates\n{\nSpawn:\n FIRE ABCDEFGHIJKL 3 Bright\n\tStop\n\t}\n}\n\nActor CommTeleportFXSpawner : RedParticleSpawner\n{\n States\n {\n Spawn:\n TNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"CommPurplePortalFX\",0,0,0)\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 0 A_SpawnItemEx(\"CommPurpleFlare\",0,0,0)\n\tTNT1 A 1\n Stop\n }\n}\n\nActor CommPurplePortalFX : RedParticleSpawner\n{\n Renderstyle Add\n Scale 3.65\n Alpha 1.0\n States\n {\n Spawn:\n VOIP A 8 Bright\n\tVOIP BCDEFGHIJKL 1\n\tVORX ABCDEFGHIJKLMNOP 1 Bright A_FadeOut\n\tStop\n }\n}\n\nActor CommPurpleFlare : BaseFlare\n{\n Scale 2.5\n Alpha 1.0\n States\n{\nSpawn:\n\tTNT1 A 0\n\tL2NP A 6 Bright\n\tL2NP AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 Bright A_FadeOut(0.04)\n\tStop\n\t}\n}\n\nActor ManpTeleportFXSpawner : RedParticleSpawner\n{\n States\n {\n Spawn:\n TNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"ManpPurplePortalFX\",0,0,0)\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 0 A_SpawnItemEx(\"ManpPurpleFlare\",0,0,0)\n\tTNT1 A 1\n Stop\n }\n}\n\nActor ManpPurplePortalFX : RedParticleSpawner\n{\n Renderstyle Add\n Scale 1.65\n Alpha 1.0\n States\n {\n Spawn:\n VOIP A 8 Bright\n\tVOIP BCDEFGHIJKL 1\n\tVORX ABCDEFGHIJKLMNOP 1 Bright A_FadeOut\n\tStop\n }\n}\n\nActor ManpPurpleFlare : BaseFlare\n{\n Scale 0.5\n Alpha 1.0\n States\n{\nSpawn:\n\tTNT1 A 0\n\tL2NP A 6 Bright\n\tL2NP AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 Bright A_FadeOut(0.04)\n\tStop\n\t}\n}\n\nActor CebComStrafe : CustomInventory\n{\n +INVENTORY.QUIET\n +INVENTORY.UNDROPPABLE\n +INVENTORY.ALWAYSPICKUP\n +INVENTORY.AUTOACTIVATE\n +COUNTITEM\n Inventory.Amount 1\n Inventory.MaxAmount 0\n States\n {\n Pickup:\n NULL A 1\n\tNULL A 1 A_ChangeVelocity(velx/2,vely/2,velz,CVF_REPLACE)\n\tNULL A 1 A_JumpIf(velx != 0 || vely != 0,2)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 A_Jump(235,5)\n\tNULL A 1 A_JumpIfInventory(\"LegSentientStrafeSens\",1,3)\n\tNULL A 1 A_GiveInventory(\"LegSentientStrafeSens\",1)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 A_TakeInventory(\"LegSentientStrafeSens\",1)\n\tNULL A 1 A_JumpIfInventory(\"LegSentientStrafeSens\",1,3)\n\tNULL A 1 ThrustThing(angle*256/360+38.7,4,0,0)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 ThrustThing(angle*256/360+38.7,-4,0,0)\n NULL A 1 A_FaceTarget\n\tNULL A 1 A_Jump(24,2)\n\tNULL A 1 A_Recoil(-1)\n Stop\n\tNULL A 1 A_Recoil(1)\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/BFGFatty.txt",
"contents": "ACTOR Demobus : Fatso\n{\nHealth 1400\nPainChance 40\nDamageFactor \"BeheComet\", 0.0\nDamageFactor \"FatFlamer\", 0.0\nSpecies \"Fatsos\"\nMONSTER\n+DONTHURTSPECIES\n+MISSILEMORE\n+MISSILEEvenMORE\n+QUICKTORETALIATE\nDropItem \"BossLifeEssence\" 128 25\nDropItem \"BossArmorBonusMax\" 128 1\nDropItem \"DemonAmmoBox\" 128 200\nDropItem \"BFG10K \" 70 1\nSeeSound \"monsters/volsee\"\nPainSound \"monsters/volpain\"\nDeathSound \"monsters/voldeath\"\nActiveSound \"manc/idle\"\nObituary \"%o was not expecting a visit from a Demobus.\"\nTag \"Demobus\"\nStates\n{\nSpawn:\n BFAT A 10 A_Look\n Loop\nSee:\n TNT1 A 0 A_SpawnItem(\"BeefyStep\",0,0,0,0)\n BFAT AABBCCDD 3 A_Chase\n\t TNT1 A 0 A_SpawnItem(\"BeefyStep\",0,0,0,0)\n BFAT EEFF 3 A_Chase\n Loop\nMissile:\n TNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n BFAT G 20 A_FaceTarget\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 Bright A_CustomMissile(\"DBusBFG15K\", 26, 26, Random(6, -12))\n BFAT H 8 Bright A_CustomMissile(\"DBusBFG15K\", 26, -26, Random(12, -6))\n BFAT I 6 A_FaceTarget\n BFAT G 6 A_FaceTarget\n TNT1 A 0 Bright A_CustomMissile(\"DBusBFG15K\", 26, 26, Random(6, -12))\n BFAT H 8 Bright A_CustomMissile(\"DBusBFG15K\", 26, -26, Random(12, -6))\n BFAT I 10 A_FaceTarget\n BFAT G 10 A_FaceTarget\n TNT1 A 0 Bright A_CustomMissile(\"DBusBFG15K\", 26, 26, Random(-7, -13))\n TNT1 A 0 Bright A_CustomMissile(\"DBusBFG15K\", 26, 26, Random(0, -6))\n TNT1 A 0 Bright A_CustomMissile(\"DBusBFG15K\", 26, -26, Random(0, 6))\n BFAT H 8 Bright A_CustomMissile(\"DBusBFG15K\", 26, -26, Random(7, 13))\n BFAT I 8\n Goto See\nPain:\n BFAT J 6 A_Pain\n Goto See\nDeath:\n\t BFAT K 6\n BFAT L 6 A_Scream\n\t TNT1 A 0 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n BFAT M 6 A_NoBlocking\n BFAT NOPQR 6\n\t TNT1 A 0 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n BFAT S 6\n BFAT T -1 A_KillMaster\n Stop\nRaise:\n TNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"VileHealEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n BFAT SRQPONMLK 6\n Goto See\n }\n}\n\nACTOR DBusBFG15K : BFG15KBall\n{\nFastSpeed 30\nScale 0.6\nSeeSound \"weapons/bfg15kfire\"\nDamageType \"BeheComet\"\n-THRUSPECIES\nStates\n{\nSpawn:\n TNT1 AA 0 A_SpawnItemEx(\"ProjectileTrailParticleOrange2\",Random(-8,8),Random(-8,8),Random(-8,8),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)\n CFS1 A 4 Bright\n TNT1 AA 0 A_SpawnItemEx(\"ProjectileTrailParticleOrange2\",Random(-8,8),Random(-8,8),Random(-8,8),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)\n\tCFS1 B 4 Bright\n Loop\nDeath:\n\tTNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"Kaboom14\", 0, 0, random(0,360), 2, random(0,360))\n CFE1 A 3 Bright A_Explode(256,85)\n CFE1 BC 3 Bright\n CFE1 BA 3 Bright\n CFG9 ABCDEF 3 Bright\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/Widowmaker.txt",
"contents": "actor WidowMaker : Guardian\n{\n\thealth 750\n\tspeed 10\n\tpainchance 60\n\t+DONTHARMCLASS\n +DONTHARMSPECIES\n\t+MISSILEMORE\n\t+MissileEvenMore\n\t+AVOIDMELEE\n\t+QUICKTORETALIATE\n\t+NODROPOFF\n\tRadius 22\n Height 60\n\tDamageFactor \"CadaverRocket\", 0.0\n\tSpecies \"Skeletons\"\n\tdropitem \"Minigun \" 255\n\tDropItem \"LifeEssence\" 150\n DropItem \"ArmorBonusMax\" 150\n\tdropitem \"BackPack\" 30\n\tSeeSound \"widowmaker/sight\"\n\tActiveSound \"widowmaker/act\"\n\tPainSound \"widowmaker/pain\"\n\tDeathSound \"widowmaker/death\"\n\tObituary \"%o was perforated by a Widow maker.\"\n\tstates{\n Spawn:\n WDMK O 10 A_Look\n Loop\n See:\n TNT1 A 0 A_SpawnItem(\"BonyStep\",0,0,0,0)\n WDMK AAABBB 2 A_Chase\n TNT1 A 0 A_SpawnItem(\"BonyStep\",0,0,0,0)\n WDMK CCCDDD 2 A_Chase\n Loop\n Melee:\n \"####\" \"#\" 0 A_FaceTarget\n\t\"####\" \"#\" 0 A_PlaySound(\"player/normjump\")\n \"####\" \"#\" 8 A_Recoil(25)\n\t\"####\" \"#\" 0 A_PlaySound(\"plyrland\")\n Goto Normal\n\tPause:\n\tWDMK E 10\n\tGoto See\n Missile:\n TNT1 A 0 A_Jump(128,\"SeekMissile\",\"SeekMissile2\")\n Normal:\n TNT1 A 0 A_PlaySound(\"weapons/mgunspinstart\")\n WDMK E 10 A_FaceTarget\n\tTNT1 A 0 A_PlaySoundEx(\"weapons/mgunspin\",\"Voice\")\n\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\",Random(30,34),0,Random(5,-5),0)\n TNT1 A 0 A_SpawnItemEx(\"RifleCasing\", 12, 6, 28, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\tTNT1 A 0 A_PlaySoundEx(\"weapons/minigunfire\",\"Weapon\")\n WDMK F 2 Bright A_CustomBulletAttack(22.5,22.5,1,random(2,5),\"WMPuff\")\n WDMK E 1 A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\",Random(30,34),0,Random(5,-5),0)\n TNT1 A 0 A_SpawnItemEx(\"RifleCasing\", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\tTNT1 A 0 A_PlaySoundEx(\"weapons/minigunfire\",\"Weapon\")\n WDMK F 2 Bright A_CustomBulletAttack(22.5,22.5,1,random(2,5),\"WMPuff\")\n WDMK E 1 A_FaceTarget\n\tTNT1 A 0 A_Jump(11,\"Pause\",\"SeekMissile\")\n\tTNT1 A 0 A_StopSoundEx(\"Voice\")\n TNT1 A 0 A_CPosRefire\n Goto Normal+3\n SeekMissile:\n WDMK EEEE 3 A_FaceTarget\n\tWDMK F 4 Bright A_CustomMissile(\"HellFireRocket\",40,0,0)\n\tWDMK E 3 A_FaceTarget\n\tWDMK F 4 Bright A_CustomMissile(\"HellFireRocket\",40,0,0)\n\tWDMK E 3 Bright\n\tGoto see\n SeekMissile2:\n WDMK G 0 A_JumpIf(ceilingz-floorz<=175,\"SeekMissile\")\n WDMK G 1 A_FaceTarget\n\tWDMK G 5\n\tWDMK G 1 A_FaceTarget\n\tWDMK G 3 A_PlaySound(\"widowmaker/beep\")\n\tWDMK G 1 A_FaceTarget\n\tWDMK G 3 A_PlaySound(\"widowmaker/beep\")\n\tWDMK G 1 A_FaceTarget\n\tWDMK G 3 A_PlaySound(\"widowmaker/beep\")\n\tWDMK G 1 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"widowmaker/launch\")\n WDMK H 4 Bright\n\tWDMK H 0 Bright A_CustomMissile(\"widowmakerMiniRockets\",55,40,-25,90)\n\tWDMK H 0 Bright A_CustomMissile(\"widowmakerMiniRockets\",55,25,0,90)\n\tWDMK H 0 Bright A_CustomMissile(\"widowmakerMiniRockets\",55,10,25,90)\n WDMK H 2 Bright A_FaceTarget\n\tWDMK G 2\n Goto See\n Pain:\n TNT1 A 0 A_Jump(80,\"PainMissile\")\n WDMK I 5\n WDMK I 5 A_Pain\n Goto See\n PainMissile:\n WDMK I 5\n WDMK I 5 A_Pain\n Goto Missile\n XDeath:\n Death:\n WDMK I 7 A_Scream\n\tWDMK I 2 Bright\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\tWDMK IIJJJ 1 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\tWDMK JJJKK 1 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\tWDMK KKLLL 1 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 WDMK M 6 A_NoBlocking\n WDMK N -1\n Stop\n Raise:\n TNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"VileHealEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n WDMK NMLKJI 6\n Stop\n\t}\n}\n\nActor WMPuff: CyNoblePuff\n{\nDamageType \"CadaverRocket\"\n}\n\nactor widowmakerMiniRockets : Hellfirerocket\n{\n\tRadius 10\n\tHeight 10\n\tSpeed 24\n\tScale 0.7\n\tDamage 6\n\t+ScreenSeeker\n\tExplosionDamage 30\n ExplosionRadius 78\nStates\n{\nSpawn:\n TNT1 A 0\n\tTNT1 A 0 A_Jump(128,\"Homing\")\nNormal:\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",0,Random(-2,2))\n CBRK A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",0,Random(-2,2))\n Loop\nHoming:\n\tTNT1 A 0 Bright A_Tracer2\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",0,Random(-2,2))\n CBRK A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",0,Random(-2,2))\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",0,Random(-2,2))\n CBRK A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",0,Random(-2,2))\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",0,Random(-2,2))\n CBRK A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",0,Random(-2,2))\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",0,Random(-2,2))\n CBRK A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",0,Random(-2,2))\n\tTNT1 A 0 Bright A_Tracer2\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",0,Random(-2,2))\n CBRK A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",0,Random(-2,2))\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",0,Random(-2,2))\n CBRK A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",0,Random(-2,2))\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",0,Random(-2,2))\n CBRK A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",0,Random(-2,2))\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",0,Random(-2,2))\n CBRK A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",0,Random(-2,2))\n\tTNT1 A 0 Bright A_PlaySound(\"monster/homingrockbeep\")\n\tLoop\nDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 AAA 0 A_CustomMissile(\"Kaboom3\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n TNT1 AAAA 0 A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n TNT1 A 0 A_Explode\n TNT1 A 1 A_SpawnItem(\"RocketEx\")\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/LegendaryRevenant.txt",
"contents": "Actor LegendaryRevenant 16509\n{\n//$Category Monsters/LCA\n//$Sprite LREVA1D1\n//$Title \"Legendary Revenant\"\n Health 1350\n Radius 20\n Height 56\n Mass 1000\n Speed 12\n PainChance 55\n Monster\n MeleeRange 88\n MeleeThreshold 196\n +NORADIUSDMG\n +FLOORCLIP\n +MISSILEMORE\n +QUICKTORETALIATE\n +NODROPOFF\n +MISSILEMORE\n +MISSILEEVENMORE\n +NOICEDEATH\n +DONTGIB\n +FASTMELEE\n +BOSS\n +DONTHURTSPECIES\n +DONTHARMSPECIES\n +NOTARGET\n +NOTIMEFREEZE\n +NODROPOFF\n +NOFEAR\n Scale 1.1\n SeeSound \"legendaryrevenant/see\"\n PainSound \"legendaryrevenant/pain\"\n DeathSound \"legendaryrevenant/death\"\n ActiveSound \"legendaryrevenant/idle\"\n MeleeSound \"skeleton/melee\"\n BloodColor \"Blue\"\n MeleeDamage 7\n DamageFactor 0.65\n DamageFactor \"Legendary1\", 0.0\n DamageFactor \"LegendaryPlayer\", 0.3\n DamageFactor \"Legendary\", 0.0\n DamageFactor \"LegendaryGuru\", 0.0\n DamageFactor \"LegendaryGuruPlayer\", 0.3\n DamageFactor \"PDTBFG\", 0.25\n DamageFactor \"PDTBFGTracer\", 0.25\n DamageFactor \"PlayerDevBall\", 0.125\n DamageFactor \"PlayerDevBall2\", 0.125\n DamageFactor \"PlayerDTBFGRailgunSlug\", 0.125\n DamageFactor \"PlayerDevTracer\", 0.125\n DamageFactor \"CadaverRocket\", 0.0\n DamageFactor \"DBFG10K2\", 0.65\n DamageFactor \"PlayerDTRG\", 0.5\n DamageFactor \"PlayerDBFG10K2\", 0.65\n DamageFactor \"DBFG2\", 0.65\n DamageFactor \"PlayerDBFG2\", 0.65\n Species \"Skeletons\"\n DropItem \"LegendaryArmor\" 127 1\n DropItem \"LegendaryRune\" 100 1\n DropItem \"LegAmmoSphere\" 88 1\n DropItem \"LDemonAmmoBox\" 256\n DropItem \"LDemonAmmo\" 256\n DropItem \"BossLifeEssence\" 256\n DropItem \"BossArmorBonusMax\" 256\n DropItem \"Legendary Plasmatic Cannon\" 180 1\n DropItem \"LegDemonRune\" 64\n Obituary \"%o was gibbed on sight by the Legendary Revenant.\"\n HitObituary \"%o got his head punched clean off by the Legendary Revenant.\"\n var int user_missile;\n var int user_fake;\n var int user_music;\n States\n {\n Spawn:\n \tLREV AAA 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n LREV A 10 Bright A_Look\n Loop\n See:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(user_music == 1,3)\n TNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,7)\n\tTNT1 A 0 A_SetUserVar(\"user_music\",1)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n TNT1 A 0 A_Jump(100,\"Rush\")\n\tTNT1 A 0 A_SpawnItem(\"LegendaryBonyStep\",0,0,0,0)\n\tTNT1 AAA 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n LREV AAA 2 Bright A_Chase\n\tTNT1 AAA 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tLREV BBB 2 Bright A_Chase\n\tTNT1 AAA 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tLREV CCC 2 Bright A_Chase\n TNT1 A 0 A_SpawnItem(\"LegendaryBonyStep\",0,0,0,0)\n\tTNT1 AAA 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n LREV DDD 2 Bright A_Chase\n\tTNT1 AAA 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n LREV EEE 2 Bright A_Chase\n\tTNT1 AAA 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n LREV FFF 2 Bright A_Chase\n\tTNT1 A 0 A_Jump(28,\"Dodge\")\n\tTNT1 A 0 A_Jump(16,\"Teleport\")\n Loop\n Rush:\n\tTNT1 A 0 A_SpawnItem(\"LegendaryBonyStep\",0,0,0,0)\n\tLREV A 2 Bright A_SpawnItemEx(\"LRGhost\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tTNT1 AAA 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tLREV AAAA 0 Bright A_Chase\n\tLREV B 2 Bright A_SpawnItemEx(\"LRGhost\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tTNT1 AAA 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tLREV AAAA 0 Bright A_Chase\n\tLREV C 2 Bright A_SpawnItemEx(\"LRGhost\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tTNT1 AAA 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tLREV AAAA 0 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"LegendaryBonyStep\",0,0,0,0)\n\tLREV D 2 Bright A_SpawnItemEx(\"LRGhost\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tTNT1 AAA 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tLREV AAAA 0 Bright A_Chase\n\tLREV E 2 Bright A_SpawnItemEx(\"LRGhost\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tTNT1 AAA 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tLREV AAAA 0 Bright A_Chase\n\tLREV F 2 Bright A_SpawnItemEx(\"LRGhost\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\tTNT1 AAA 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tLREV AAAA 0 Bright A_Chase\n\tTNT1 A 0 A_Jump(28,\"Dodge\")\n\tTNT1 A 0 A_Jump(12,\"Teleport\")\n\tTNT1 A 0 A_Jump(75,\"See\")\n\tLoop\n Teleport:\n LREV K 1 Bright A_UnSetShootable\n\tLREV KKKKKK 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tLREV KKKKKKKKKK 1 A_FadeOut(0.1,0)\n\tLREV K 2\n\tLREV KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK 0 A_Wander\n\tLREV KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK 0 A_Wander\n LREV K 1 A_PlayWeaponSound(\"boss/teleport\")\n\tLREV KKKKKK 0 A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tLREV KKKKKKKKKK 1 A_FadeIn(0.1)\n LREV K 1 Bright A_SetShootable\n Goto See\n Dodge:\n LREV A 1 A_JumpIfTargetInLos(1)\n\tGoto See\n \tLREV A 1 Bright A_SetAngle(random(0,359))\n TNT1 A 0 A_Recoil(-40)\n\tLREV AAAAAAAAAAAAA 1 Bright A_SpawnItemEx(\"LRGhost\",0,0,0,0,0,0,0,128)\n\tLREV A 1 A_Stop\n \tLREV A 1 A_SetAngle(random(0,359))\n TNT1 A 0 A_Recoil(-40)\n\tLREV AAAAAAAAAAAAA 1 Bright A_SpawnItemEx(\"LRGhost\",0,0,0,0,0,0,0,128)\n\tLREV A 1 A_Stop\n \tLREV A 1 A_SetAngle(random(0,359))\n TNT1 A 0 A_Recoil(-40)\n\tLREV AAAAAAAAAAAAA 1 Bright A_SpawnItemEx(\"LRGhost\",0,0,0,0,0,0,0,128)\n\tLREV A 1 A_Stop\n \tLREV A 1 A_SetAngle(random(0,359))\n TNT1 A 0 A_Recoil(-40)\n\tLREV AAAAAAAAAAAAA 1 Bright A_SpawnItemEx(\"LRGhost\",0,0,0,0,0,0,0,128)\n\tLREV A 1 A_Stop\n Goto See\n Melee:\n LREV G 0 A_FaceTarget\n LREV G 1 Bright A_Jump(127,4)\n LREV G 2 Bright A_SkelWhoosh\n LREV H 2 Bright A_FaceTarget\n LREV I 2 Bright A_SkelFist\n Goto See\n LREV R 2 Bright A_SkelWhoosh\n LREV S 2 Bright A_FaceTarget\n LREV T 2 Bright A_SkelFist\n Goto See\n Missile:\n TNT1 A 0 A_SetShootable\n TNT1 A 0 A_UnsetInvulnerable\n TNT1 A 0 A_SetTranslucent(1)\n TNT1 A 0 A_Jump(48,\"BestAttack\")\n TNT1 A 0 A_Jump(156,\"Rage\",\"Rocket\",\"DeadHands\",\"Railgun\",\"RandomAngle\")\n TNT1 A 0 A_JumpIfCloser(350,\"DashPunch\")\n Normal:\n LREV J 10 Bright A_FaceTarget\n LREV K 0 A_CustomMissile(\"LegRevBall\",65,-13,0)\n LREV K 10 Bright A_CustomMissile(\"LegRevBall\",65,13,0)\n LREV K 10 Bright A_FaceTarget\n\tTNT1 A 0 A_Jump(156,\"Normal\",\"Rocket\")\n Goto See\n Rocket:\n LREV J 3 Bright A_FaceTarget\n LREV K 0 A_CustomMissile(\"LegRevRocket\",65,-13,0)\n LREV K 6 Bright A_CustomMissile(\"LegRevRocket\",65,13,0)\n LREV K 6 Bright A_FaceTarget\n\tLREV J 3 Bright A_FaceTarget\n LREV K 0 A_CustomMissile(\"LegRevRocket\",65,-13,0)\n LREV K 6 Bright A_CustomMissile(\"LegRevRocket\",65,13,0)\n LREV K 6 Bright A_FaceTarget\n\tTNT1 A 0 A_Jump(156,\"RandomAngle\")\n Goto See\n RandomAngle:\n LREV J 10 Bright A_FaceTarget\n\tLREV J 1 Bright A_SetUserVar(\"user_missile\",0)\n Randoming:\n LREV K 0 A_JumpIf(user_missile >= 24,\"Ending\")\n LREV K 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tLREV K 0 A_SetAngle(random(0,359))\n LREV K 0 A_CustomMissile(\"LegRevBall\",65,-13,random(0,359))\n LREV K 2 Bright A_CustomMissile(\"LegRevBall\",65,13,random(0,359))\n Loop\n Ending:\n LREV K 1 Bright A_Jump(156,\"DeadHands\")\n Goto See\n DeadHands:\n LREV GH 3 Bright A_FaceTarget\n LREV I 3 Bright A_CustomMissile(\"LegRevFloorDeadHands\",0,0,0)\n\tLREV RS 3 Bright A_FaceTarget\n LREV T 3 Bright A_CustomMissile(\"LegRevFloorDeadHands\",0,0,0)\n LREV GH 3 Bright A_FaceTarget\n LREV I 3 Bright A_CustomMissile(\"LegRevFloorDeadHands\",0,0,0)\n\tLREV RS 3 Bright A_FaceTarget\n LREV T 3 Bright A_CustomMissile(\"LegRevFloorDeadHands\",0,0,0)\n\tTNT1 A 0 A_Jump(156,\"Railgun\")\n Goto See\n Railgun:\n LREV J 1 Bright A_PlaySound(\"legendaryrevenant/see\")\n\tLREV J 0 A_SetInvulnerable\n\tLREV J 1 Bright A_FaceTarget\n\tLREV J 1 Bright A_SetUserVar(\"user_missile\",0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_ChangeFlag(\"NOPAIN\",1)\n LREV J 0 A_UnSetInvulnerable\n\tLREV K 0 A_FaceTarget\n\tLREV K 0 A_PlayWeaponSound(\"monsters/darkcyberrail\")\n LREV K 0 A_CustomMissile(\"LegRevRailgunProj\",70,-26,0)\n LREV K 3 Bright A_CustomMissile(\"LegRevRailgunProj\",70,26,0)\n\tTNT1 A 0 A_Jump(156,\"Rage\")\n Goto See\n Rage:\n LREV J 1 Bright A_PlaySound(\"legendaryrevenant/attack1\")\n\tLREV J 0 A_SetInvulnerable\n\tLREV J 1 Bright A_FaceTarget\n\tLREV J 1 Bright A_SetUserVar(\"user_missile\",0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"LHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_ChangeFlag(\"NOPAIN\",1)\n LREV J 0 A_UnSetInvulnerable\n Raging:\n LREV K 0 A_JumpIf(user_missile >= 28,\"See\")\n LREV K 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tLREV K 0 A_FaceTarget\n LREV K 0 A_CustomMissile(\"LegRevBall2\",70,-13,0)\n LREV K 3 Bright A_CustomMissile(\"LegRevBall2\",70,13,0)\n Loop\n BestAttack:\n LREV J 1 Bright A_FaceTarget\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tLREV J 0 A_SetInvulnerable\n\tLREV J 0 A_PlaySound(\"legendaryrevenant/attack2\")\n\tLREV JJJJJJJJJJ 2 Bright A_FaceTarget\n\tLREV J 2 Bright A_PlayWeaponSound(\"lrball3/charge\")\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n\tLREV J 0 A_FaceTarget\n LREV J 2 Bright A_SpawnItem(\"BHellionSmokeSpawner\",0,0,0,0)\n LREV J 0 A_UnSetInvulnerable\n\tLREV J 10 Bright A_FaceTarget\n\tLREV K 0 A_PlayWeaponSound(\"lrball3/shot\")\n LREV K 0 A_CustomMissile(\"LegRevBall3\",65,-13,0)\n LREV K 10 A_CustomMissile(\"LegRevBall3\",65,13,0)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n LREV K 10 A_FaceTarget\n DashPunch:\n TNT1 A 0 A_Jump(128,\"Normal\")\n\tTNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil(-65)\n TNT1 A 0 A_SkelWhoosh\n\tLREV GGGGG 1 Bright A_SpawnItemEx(\"LRGhost\",0,0,0,0,0,0,0,128)\n\tLREV HHHHH 1 Bright A_SpawnItemEx(\"LRGhost\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_CustomMissile(\"LRDashPunch\",32,0,0,CMF_AIMDIRECTION)\n\tLREV III 1 Bright A_SpawnItemEx(\"LRGhost\",0,0,0,0,0,0,0,128)\n\tLREV A 1 Bright A_Stop\n\tLREV A 1 Bright A_FaceTarget\n TNT1 A 0 A_Recoil(-65)\n TNT1 A 0 A_SkelWhoosh\n\tLREV RRRRR 1 Bright A_SpawnItemEx(\"LRGhost\",0,0,0,0,0,0,0,128)\n\tLREV SSSSS 1 Bright A_SpawnItemEx(\"LRGhost\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_CustomMissile(\"LRDashPunch\",32,0,0,CMF_AIMDIRECTION)\n\tLREV TTT 1 Bright A_SpawnItemEx(\"LRGhost\",0,0,0,0,0,0,0,128)\n\tLREV A 1 Bright A_Stop\n Goto See\n Pain:\n TNT1 A 0 A_Jump(8,\"Rage\")\n\tTNT1 A 0 A_Jump(32,\"Fake\")\n \tTNT1 A 0 A_Jump(21,\"Teleport\")\n\tTNT1 A 0 A_Jump(128,\"PainMissile\")\n LREV L 3 Bright\n LREV L 3 Bright A_Pain\n Goto See\n PainMissile:\n LREV L 3 Bright\n LREV L 3 Bright A_Pain\n Goto Missile\n Fake:\n \tTNT1 A 0 A_JumpIf(user_fake >= 2,\"See\")\n TNT1 A 0 A_SetUserVar(\"user_fake\",user_fake+1)\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\",0)\n TNT1 A 0 A_ChangeFlag(\"SOLID\",0)\n\tLREV LM 7\n\tTNT1 A 0 A_StopSound(6)\n\t//TNT1 A 0 ACS_ExecuteAlways(5433,0,7)\n\tTNT1 A 0 A_SetUserVar(\"user_music\",0)\n\tLREV N 7 A_PlaySoundEx(\"legendaryrevenant/death\",\"body\",0,1)\n LREV O 7\n\tLREV P 0 A_SpawnItemEx(\"BossArmorBonusMax\",0,0,0,0,0,0,0,0,64)\n\tLREV P 7 A_SpawnItemEx(\"BossLifeEssence\",0,0,0,0,0,0,0,0,64)\n LREV Q 17\n\tLREV QQQQQQQQQQQQQ 2 A_SpawnItemEx(\"LRUndeadHand\",random(-128,128),random(-128,128))\n\tLREV QQQQQQQQQQQQQ 2 A_SpawnItemEx(\"LRUndeadHand\",random(-128,128),random(-128,128))\n\tLREV QQQQQQQQQQQQQ 2 A_SpawnItemEx(\"LRUndeadHand\",random(-128,128),random(-128,128))\n\tLREV QQQQQQQQQQQQQ 2 A_SpawnItemEx(\"LRUndeadHand\",random(-128,128),random(-128,128))\n\tLREV QQQQQQQQQQQQQ 2 A_SpawnItemEx(\"LRUndeadHand\",random(-128,128),random(-128,128))\n\tLREV Q 175\n\tLREV Q 0 A_PlaySound(\"misc/gibbed\")\n \tLREV Q 0 A_SpawnItemEx(\"VileHealEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tLREV Q 0 A_ChangeFlag(\"SHOOTABLE\",1)\n LREV Q 5 A_ChangeFlag(\"SOLID\",1)\n\tLREV P 0 A_PlaySoundEx(\"legendaryrevenant/see\",\"body\",0,1)\n LREV PONML 5\n Goto See\n Death:\n\tTNT1 A 0 A_StopSound(6)\n\tLREV LM 7\n LREV N 7 A_Scream\n LREV O 7 A_NoBlocking\n LREV P 7\n LREV Q 17\n\tLREV QQQQQQQQQQQQQ 2 A_SpawnItemEx(\"LRUndeadHand\",random(-128,128),random(-128,128))\n\tLREV QQQQQQQQQQQQQ 2 A_SpawnItemEx(\"LRUndeadHand\",random(-128,128),random(-128,128))\n\tLREV QQQQQQQQQQQQQ 2 A_SpawnItemEx(\"LRUndeadHand\",random(-128,128),random(-128,128))\n\tLREV QQQQQQQQQQQQQ 2 A_SpawnItemEx(\"LRUndeadHand\",random(-128,128),random(-128,128))\n\tLREV QQQQQQQQQQQQQ 2 A_SpawnItemEx(\"LRUndeadHand\",random(-128,128),random(-128,128))\n\tLREV Q -1\n Stop\n }\n}\n\nActor LegRevBall\n{\n Radius 8\n Height 8\n Speed 42\n Damage 5\n Scale 1.5\n PROJECTILE\n RENDERSTYLE ADD\n +SPAWNSOUNDSOURCE\n\t+SEEKERMISSILE\n +NOTIMEFREEZE\n ALPHA 0.8\n SeeSound \"lrball1/shot\"\n DeathSound \"lrball1/exp\"\n Damagetype \"CadaverRocket\"\n Decal CacoScorch\n States\n {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,\"Homing\")\n Normal:\n LRB1 ABCD 2 A_CustomMissile(\"LegRevBallFX\",0,0,0,0)\n Loop\n Homing:\n\t TNT1 A 0 A_SeekerMissile(15,0)\n LRB1 A 2 A_CustomMissile(\"LegRevBallFX\",0,0,0,0)\n\t TNT1 A 0 A_SeekerMissile(15,0)\n LRB1 B 2 A_CustomMissile(\"LegRevBallFX\",0,0,0,0)\n\t TNT1 A 0 A_SeekerMissile(15,0)\n LRB1 C 2 A_CustomMissile(\"LegRevBallFX\",0,0,0,0)\n\t TNT1 A 0 A_SeekerMissile(15,0)\n LRB1 D 2 A_CustomMissile(\"LegRevBallFX\",0,0,0,0)\n Loop\n Death:\n\t LRB1 ABCD 4 A_SpawnItemEx(\"LegendaryBlueParticleSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(48,64,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/clrocketexplode\")\n\t TNT1 A 0 A_SpawnItemEx(\"LegendaryBlueParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t TNT1 AAA 0 A_CustomMissile(\"LegendaryKaboom6\", 0, 0, random(0,360), 2, random(0,360))\n\t TNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n LRB1 EFGHIJKLMNO 3\n Stop\n }\n}\n\nActor LegRevBallFX\n{\n Radius 2\n Height 2\n Speed 0\n PROJECTILE\n RENDERSTYLE ADD\n +CLIENTSIDEONLY\n +NOTIMEFREEZE\n Scale 0.9\n ALPHA 0.67\n States\n {\n Spawn:\n\t TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\t TNT1 A 1\n LRBF PQ 4 Bright A_FadeOut(0.1)\n Loop\n\t Toaster:\n TNT1 A 0\n\tStop\n }\n}\n\nActor LegRevBall2\n{\n Radius 5\n Height 5\n PROJECTILE\n Speed 75\n Damage 6\n +RANDOMIZE\n +NOTIMEFREEZE\n RENDERSTYLE ADD\n ALPHA 0.8\n Scale 1\n SeeSound \"lrball2/shot\"\n DeathSound \"lrball2/exp\"\n Decal Scorch\n States\n {\n Spawn:\n \tLRB2 A 0 A_ChangeVelocity(1,0.5*random(-3,3),0.5*random(-2,2),CVF_RELATIVE)\n LRB2 A 1 Bright A_SpawnItemEx(\"LegRevBall2Trail\",0,0,0,0,0,0,0,128)\n \tLRB2 A 0 A_ChangeVelocity(1,0.5*random(-3,3),0.5*random(-2,2),CVF_RELATIVE)\n LRB2 B 1 Bright A_SpawnItemEx(\"LegRevBall2Trail\",0,0,0,0,0,0,0,128)\n \tLRB2 A 0 A_ChangeVelocity(1,0.5*random(-3,3),0.5*random(-2,2),CVF_RELATIVE)\n LRB2 C 1 Bright A_SpawnItemEx(\"LegRevBall2Trail\",0,0,0,0,0,0,0,128)\n Loop\n Death:\n \tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryBlueParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"LegendaryKaboom6\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n LRB2 EFGHIJKLMNO 3 Bright\n Stop\n }\n}\n\nActor LegRevBall2Trail\n{\n \tPROJECTILE\n \t+NOCLIP\n\t+CLIENTSIDEONLY\n +NOTIMEFREEZE\n Scale 1\n Renderstyle ADD\n\tAlpha 0.6\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\t LRBE ABCDEFGHI 2 Bright\n\t Stop\n\t Toaster:\n TNT1 A 0\n\tStop\n\t}\n}\n\nActor LegRevBall3\n{\n Radius 6\n Height 22\n Speed 35\n Damage 85\n Scale 0.052\n Projectile\n +RANDOMIZE\n +EXTREMEDEATH\n +FORCERADIUSDMG\n +NOTIMEFREEZE\n SeeSound \"\"\n DeathSound \"lrball3/exp\"\n obituary \"%k destroys %o. %k becomes stronger.\"\n Damagetype \"CadaverRocket\"\n RenderStyle Add\n ReactionTime 14\n States\n {\n Spawn:\n\tLRBA A 0 A_CountDown\n LRBA AA 2 bright A_SpawnItemEx(\"LegRevBall3Trail\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n Loop\n Death:\n TNT1 A 0 A_Explode(128,128,0)\n TNT1 A 0 A_SpawnItemEx(\"LegendaryBlueParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 A 0 A_SpawnItemEx(\"LNCometDeath\",0,0,0,0,0,0,0,128,0)\n\tTNT1 A 0 A_PlaySound(\"lrball3/exp\")\n TNT1 AAAAAAAA 0 A_SpawnItemEx(\"LegRevSmallBall3\",Random(-8,8),Random(-8,8),Random(-8,8),Random(45,70),0,Random(-3,3),Random(170,190),SXF_NOCHECKPOSITION)\n TNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"LegRevSmallBall3\",Random(-8,8),Random(-8,8),Random(-8,8),Random(45,70),0,Random(-3,3),Random(-14,14),SXF_NOCHECKPOSITION)\n\tMMSD A 8 bright A_Explode(38, 140, 0)\n Stop\n }\n}\n\nActor LegRevBall3Trail\n{\n +NOINTERACTION\n +CLIENTSIDEONLY\n +NOTIMEFREEZE\n RenderStyle Add\n Alpha 0.7\n Scale 0.25\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 A 0 A_Jump(255, \"Flash1\", \"Flash2\", \"Flash3\", \"Flash4\")\n Flash1:\n LRB3 A 2 Bright A_FadeOut(0.08)\n Wait\n Flash2:\n LRB3 B 2 Bright A_FadeOut(0.08)\n Wait\n Flash3:\n LRB3 C 2 Bright A_FadeOut(0.08)\n Wait\n Flash4:\n LRB3 D 2 Bright A_FadeOut(0.08)\n Wait\n Toaster:\n TNT1 A 0\n\tStop\n }\n}\n\nActor LegRevSmallBall3\n{\n Radius 8\n Height 10\n Speed 70\n Damage 6\n Scale 0.17\n Projectile\n +SEEKERMISSILE\n +RANDOMIZE\n +EXTREMEDEATH\n +FORCERADIUSDMG\n +DOOMBOUNCE\n +NOTIMEFREEZE\n BounceCount 7\n ReactionTime 80\n SeeSound \"MMBurst\"\n DeathSound \"MBExplodeD\"\n Damagetype \"CadaverRocket\"\n obituary \"%k destroys %o. %k becomes stronger.\"\n RenderStyle Add\n States\n {\n Spawn:\n LRBA A 0\n\tLRBA A 0 bright A_CountDown\n LRBA A 0 bright A_SeekerMissile(15,8,SMF_LOOK)\n\tLRB3 AA 1 bright A_SpawnItemEx(\"LegRevBall3Trail2\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\tLRBA A 0 bright A_SeekerMissile(1,8,SMF_LOOK)\n\tLRB3 BB 1 bright A_SpawnItemEx(\"LegRevBall3Trail2\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\tLRBA A 0 bright A_SeekerMissile(15,8,SMF_LOOK)\n\tLRB3 CC 1 bright A_SpawnItemEx(\"LegRevBall3Trail2\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\tLRBA A 0 bright A_SeekerMissile(15,8,SMF_LOOK)\n\tLRB3 DD 1 bright A_SpawnItemEx(\"LegRevBall3Trail2\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n loop\n Death:\n TNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryBlueParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"LegendaryKaboom6\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n TNT1 I 8 bright A_Explode(8,80,0)\n TNT1 J 6 bright\n TNT1 K 4 bright\n Stop\n }\n}\n\nActor LegRevBall3Trail2\n{\n +NOINTERACTION\n +CLIENTSIDEONLY\n +NOTIMEFREEZE\n RenderStyle Add\n Scale 0.15\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 A 0 A_Jump(256,\"Flash1\",\"Flash2\",\"Flash3\",\"Flash4\")\n Flash1:\n LRB3 A 1 Bright A_FadeOut(0.125)\n Wait\n Flash2:\n LRB3 B 1 Bright A_FadeOut(0.125)\n Wait\n Flash3:\n LRB3 C 1 Bright A_FadeOut(0.125)\n Wait\n Flash4:\n LRB3 D 1 Bright A_FadeOut(0.125)\n Wait\n Toaster:\n TNT1 A 0\n\tStop\n }\n}\n\nACTOR LegRevRocket : CardinalRocket\n{\n\tSpeed 20\n\tFastSpeed 25\n\tScale 0.9\n\tDECAL LegRocketScorch\n\tDamageType \"CadaverRocket\"\n\t-THRUSPECIES\n +NOTIMEFREEZE\n\tStates\n\t{\n\tSpawn:\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(4,6),Random(-2,2))\n\t\tLROC A 2 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(4,6),Random(-2,2))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(4,6),Random(-2,2))\n\t\tLROC B 2 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(4,6),Random(-2,2))\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"LegendaryOrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tTNT1 AAA 0 A_CustomMissile(\"BlueKaboom3\", 0, 0, random(0,360), 2, random(0,360))\n\t\tTNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"LegendaryDebris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n\t\tLROC B 6 Bright A_Explode\n\t\tLROC CD 5 Bright A_SetTranslucent(0.75,1)\n\t\tStop\n\t}\n}\n\nACTOR LegRevFloorDeadHands\n{\nRadius 13\nHeight 8\nSpeed 12\nDamage 10\nPROJECTILE\n+RIPPER\n+FLOORHUGGER\n+NOTIMEFREEZE\nScale .75\nDamageType \"CadaverRocket\"\nStates\n{\n Spawn:\n LRHD MNO 2 A_SpawnItemEx(\"LRUndeadHand\",random(-16,16),random(-16,16))\n Loop\n Death:\n TNT1 A 0\n TNT1 AAAAAAA 0 A_SpawnItemEx(\"LRUndeadHand\",random(-48,48),random(-48,48))\n TNT1 A 1\n Stop\n\t}\n}\n\nACTOR LegRevRailgunProj : FastProjectile\n{\nRadius 6\nHeight 6\nSpeed 300\nDamage (Random(10,14))\nDeathSound \"cyberrail/impact\"\nDamageType \"CadaverRocket\"\nMissileType \"LegRevRailgunTrail\"\n+RIPPER\n+THRUSPECIES\n+EXTREMEDEATH\n+NOTIMEFREEZE\n+BLOODLESSIMPACT\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n TNT1 A 1\n Loop\nDeath:\n\tTNT1 A 0\n\tTNT1 AA 0 A_CustomMissile(\"LegendarySmokeFX4\",0,0,random(0,360),2,random(0,360))\n TNT1 AAAAAA 0 A_SpawnItemEx(\"BlueKaboom\",random(-32,32),random(-40,40),random(8,16),random(-4,4),random(-4,4),random(0,4),0,SXF_TRANSFERPOINTERS)\n\tTNT1 A 1 A_SpawnItem(\"RailgunImpactEffectBlue\")\n\tStop\n\t}\n}\n\nACTOR LegRevRailgunTrail\n{\nRenderStyle Add\n+CLIENTSIDEONLY\n+NOBLOCKMAP\n+DONTSPLASH\n+NOCLIP\n+NOINTERACTION\n+THRUACTORS\n+NOTIMEFREEZE\nScale 1\nStates\n{\nSpawn:\n\tRGPB ABCDEFGHIJKLMNOP 2 A_FadeOut(0.04)\n\tStop\n\t}\n}\n\nActor LRDashPunch : FastProjectile\n{\n Height 16\n Radius 18\n Speed 50\n Damage (8*Random(6,10))\n Species \"Skeletons\"\n SeeSound \"\"\n DeathSound \"skeleton/melee\"\n +THRUSPECIES\n +NOTIMEFREEZE\n States\n {\n Spawn:\n TNT1 A 2\n Stop\n Death:\n TNT1 A 1\n Stop\n }\n}\n\nActor LRUndeadHand\n{\n+CANNOTPUSH\n+NODAMAGETHRUST\n+FLOORCLIP\n+FLOORHUGGER\n+FORCERADIUSDMG\n+NOTIMEFREEZE\nRenderStyle Translucent\nScale .75\nObituary \"%o was torn appart by the undead.\"\nDamageType \"CadaverRocket\"\nstates\n{\nSpawn:\nLRHD A 0\nLRHD A 0 A_PlaySound(\"lrtrap/active\")\nLRHD ABCDEFGHIJKL 2 A_Explode(14,48,0)\nLRHD M 35\nGoto Fade\nFade:\nLRHD M 2 A_Fadeout(0.02)\nLoop\n}\n}\n\nActor LRGhost\n{\nScale 1.1\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 LREV A 2 A_FadeOut(0.09)\n Loop\n Toaster:\n TNT1 A 0\n\tStop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/PhaseOverlord.txt",
"contents": "ACTOR PhaseOverlord 16562\n{\n//$Category Monsters/LCA\n//$Sprite BOS3A1C1\n//$Title \"Phase Overlord\"\nHealth 1650\nRadius 24\nHeight 64\nMass 1000\nSpeed 8\nSpecies \"Nobles\"\nPainChance 20\nDropItem \"UltraSphere\" 40\nDropItem \"ExtraArmor\" 65\nDropItem \"BossLifeEssence\" 210\nDropItem \"BossArmorBonusMax\" 210\nDropItem \"PhaseSphere\" 25\nDamageFactor \"NobleComet\", 0.0\nMONSTER\nMeleeDamage 12\nObituary \"%o's aorta was punctured by a Phase Overlord.\"\nHitObituary \"%o's penis was split in two by a Phase Overlord.\"\nBloodColor \"cf 00 b0\"\n+NOTARGET\n+QUICKTORETALIATE\n+FLOORCLIP\n+MISSILEMORE\n+MISSILEEVENMORE\n+NORADIUSDMG\n+DONTHURTSPECIES\n+DONTHARMSPECIES\nSeeSound \"PhaseOverlord/Sight\"\nPainSound \"baron/pain\"\nDeathSound \"PhaseOverlord/Death\"\nMeleeSound \"baron/melee\"\nSpawnID 174\nStates\n {\n Spawn:\n //TNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n BOS3 A 14 A_Look\n\t //TNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n\t BOS3 X 14 A_Look\n\t //TNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n\t Loop\n See:\n BOS3 AA 3 A_Chase\n\t TNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\t TNT1 A 0 A_SpawnItemEx(\"PurpleWalkFire\",0,0,0,0,0,0,0,128)\n\t BOS3 BB 3 A_Chase\n\t TNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\t TNT1 A 0 A_SpawnItemEx(\"PurpleWalkFire\",0,0,0,0,0,0,0,128)\n\t BOS3 CC 3 A_Chase\n\t TNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\t TNT1 A 0 A_SpawnItemEx(\"PurpleWalkFire\",0,0,0,0,0,0,0,128)\n\t BOS3 DD 3 A_Chase\n\t TNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\t TNT1 A 0 A_SpawnItemEx(\"PurpleWalkFire\",0,0,0,0,0,0,0,128)\n\t //TNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n\t TNT1 A 0 A_Jump(62,\"Rush\")\n\t //TNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n\t Loop\n Rush:\n\t\tTNT1 A 0 A_UnHideThing\n TNT1 A 0 A_SetTranslucent(1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"OverlordGhostA\",0,0,0,0,0,0,0,128)\n\t\tBOS3 A 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"OverlordGhostA\",0,0,0,0,0,0,0,128)\n\t\tBOS3 A 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"OverlorddGhostB\",0,0,0,0,0,0,0,128)\n\t\tBOS3 B 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"OverlorddGhostB\",0,0,0,0,0,0,0,128)\n\t\tBOS3 B 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"OverlordGhostC\",0,0,0,0,0,0,0,128)\n\t\tBOS3 C 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"OverlordGhostC\",0,0,0,0,0,0,0,128)\n\t\tBOS3 C 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"OverlorddGhostD\",0,0,0,0,0,0,0,128)\n\t\tBOS3 D 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"OverlorddGhostD\",0,0,0,0,0,0,0,128)\n\t\tBOS3 D 1 A_Chase\n\t\tBOS3 D 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Jump(84,\"See\")\n\t\tLoop\n Phase:\n TNT1 A 0 A_PlaySound(\"phaseimp/teleport\")\n BOS3 A 4 A_FaceTarget\n BOS3 A 1 A_SetTranslucent(0.8)\n BOS3 A 1 A_SetTranslucent(0.6)\n BOS3 A 1 A_SetTranslucent(0.4)\n BOS3 A 1 A_SetTranslucent(0.2)\n TNT1 A 0 A_HideThing\n Goto See+10\n\tMissile:\n TNT1 A 0 A_SetShootable\n TNT1 A 0 A_UnsetInvulnerable\n TNT1 A 0 A_SetTranslucent(1)\n TNT1 A 0 A_Jump(30,\"Phase\")\n\t TNT1 A 0 A_UnHideThing\n TNT1 A 0 A_SetTranslucent(1)\n\t BOS3 B 0 A_Jump(156,\"PhazoLaser\",\"Spread\",\"Comet\")\n\tNormal:\n\t BOS3 EF 8 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"imp/attack\")\n\t BOS3 G 0 A_CustomMissile(\"PhaseImpBall\",28,0,-13)\n BOS3 G 0 A_CustomMissile(\"PhaseImpBall\",28,0,0)\n BOS3 G 6 A_CustomMissile(\"PhaseImpBall\",28,0,13)\n\t BOS3 ST 8 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"imp/attack\")\n\t BOS3 U 0 A_CustomMissile(\"PhaseImpBall\",28,0,-13)\n BOS3 U 0 A_CustomMissile(\"PhaseImpBall\",28,0,0)\n BOS3 U 6 A_CustomMissile(\"PhaseImpBall\",28,0,13)\n\t TNT1 A 0 A_Jump(88,\"PhazoLaser\")\n\t Goto See\n Melee:\n BOS3 EF 8 A_FaceTarget\n BOS3 G 8 A_MeleeAttack\n Goto See\n\tPhazoLaser:\n\t BOS3 EF 2 A_FaceTarget\n BOS3 G 2 A_CustomMissile(\"PhazoLaser\",28,0,0)\n\t BOS3 ST 2 A_FaceTarget\n BOS3 U 2 A_CustomMissile(\"PhazoLaser\",28,0,0)\n\t BOS3 EF 2 A_FaceTarget\n BOS3 G 2 A_CustomMissile(\"PhazoLaser\",28,0,0)\n\t BOS3 ST 2 A_FaceTarget\n BOS3 U 2 A_CustomMissile(\"PhazoLaser\",28,0,0)\n\t BOS3 EF 2 A_FaceTarget\n BOS3 G 2 A_CustomMissile(\"PhazoLaser\",28,0,0)\n\t BOS3 ST 2 A_FaceTarget\n BOS3 U 2 A_CustomMissile(\"PhazoLaser\",28,0,0)\n\t BOS3 EF 2 A_FaceTarget\n BOS3 G 2 A_CustomMissile(\"PhazoLaser\",28,0,0)\n\t BOS3 ST 2 A_FaceTarget\n BOS3 U 2 A_CustomMissile(\"PhazoLaser\",28,0,0)\n\t TNT1 A 0 A_Jump(88,\"Spread\")\n\t Goto See\n\tSpread:\n\t BOS3 HI 6 A_FaceTarget\n\t BOS3 J 0 A_CustomMissile(\"PhazoFastShot\",28,0,4)\n\t BOS3 J 0 A_CustomMissile(\"PhazoFastShot\",28,0,-4)\n\t BOS3 J 0 A_CustomMissile(\"PhazoFastShot\",28,0,2)\n\t BOS3 J 0 A_CustomMissile(\"PhazoFastShot\",28,0,-2)\n BOS3 J 4 A_CustomMissile(\"PhazoFastShot\",28,0,0)\n\t BOS3 HI 6 A_FaceTarget\n\t BOS3 J 0 A_CustomMissile(\"PhazoFastShot\",28,0,4)\n\t BOS3 J 0 A_CustomMissile(\"PhazoFastShot\",28,0,-4)\n\t BOS3 J 0 A_CustomMissile(\"PhazoFastShot\",28,0,2)\n\t BOS3 J 0 A_CustomMissile(\"PhazoFastShot\",28,0,-2)\n BOS3 J 4 A_CustomMissile(\"PhazoFastShot\",28,0,0)\n\t TNT1 A 0 A_Jump(88,\"Comet\")\n Goto See\n\tComet:\n BOS3 HI 8 A_FaceTarget\n //TNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n //TNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n BOS3 J 0 Bright A_Custommissile(\"PArchonComet\",32,0,0)\n\t BOS3 J 0 Bright A_Custommissile(\"PArchonComet\",32,0,5)\n\t BOS3 J 0 Bright A_Custommissile(\"PArchonComet\",32,0,-5)\n\t BOS3 J 7 Bright A_Custommissile(\"PArchonComet\",32,0,10)\n Goto See\n Melee:\n TNT1 A 0 A_UnHideThing\n TNT1 A 0 A_SetTranslucent(1)\n\t BOS3 EF 8 A_FaceTarget\n\t //TNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n BOS3 G 6 A_MeleeAttack\n\t //TNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n BOS3 G 0 A_Jump (128,1)\n //TNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n\t Goto See\n BOS3 ST 8 A_FaceTarget\n\t //TNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n BOS3 U 6 A_MeleeAttack\n\t //TNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n BOS3 G 0 A_Jump (64,1)\n\t //TNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n Goto See\n BOS3 HI 8 A_FaceTarget\n\t //TNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n BOS3 J 0 A_MeleeAttack\n\t //TNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n BOS3 J 6 A_MeleeAttack\n //TNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n\t Goto See\n Pain:\n TNT1 A 0 A_UnHideThing\n TNT1 A 0 A_SetTranslucent(1)\n\t BOS3 K 2\n BOS3 K 2 A_Pain\n Goto See\n Death:\n TNT1 A 0 A_UnHideThing\n TNT1 A 0 A_SetTranslucent(1)\n\t BOS3 L 8\n BOS3 M 8 A_Scream\n BOS3 N 8\n BOS3 O 8 A_NoBlocking\n BOS3 PQ 8\n BOS3 R -1\n Stop\n XDeath:\n TNT1 A 0 A_UnHideThing\n TNT1 A 0 A_SetTranslucent(1)\n\t XARC A 5\n XARC B 0 A_SpawnItemEx(\"MutantGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\t XARC B 5 A_XScream\n XARC C 5 A_NoBlocking\n XARC DEFGH 5\n XARC I -1\n stop\n }\n}\n\nACTOR PArchonComet\n{\n Radius 8\n Height 12\n Speed 25\n Damage 20\n DamageType \"NobleComet\"\n Scale 1.0\n SpawnID 251\n PROJECTILE\n RENDERSTYLE Normal\n +THRUGHOST\n SeeSound \"weapons/firbfi\"\n DeathSound \"weapons/hellex\"\n DONTHURTSHOOTER\n +FIREDAMAGE\n States\n {\n Spawn:\n LRCB AAAABBBBCCCC 1 Bright A_SpawnItem(\"PArchonCometTrail\",0,0)\n loop\n Death:\n LRCB J 0 Bright A_SetTranslucent (0.67,1)\n LRCB J 3 Bright\n LRCB K 3 Bright A_Explode(128,128,0)\n LRCB LMN 3 Bright\n stop\n }\n}\n\nACTOR PArchonCometTrail\n{\n Radius 3\n Height 3\n Scale 0.75\n Speed 0\n PROJECTILE\n RENDERSTYLE ADD\n +CLIENTSIDEONLY\n ALPHA 0.67\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n NULL A 3 Bright\n LRCB DEFGHI 3 BRIGHT\n Stop\n Toaster:\n TNT1 A 0\n\tStop\n }\n}\nACTOR OverlordGhostA\n{\nScale 1.1\nRadius 2\nHeight 2\nSpeed 0\nAlpha 0.7\nPROJECTILE\nRENDERSTYLE Translucent\n+CLIENTSIDEONLY\n+DONTSPLASH\n+THRUACTORS\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 A 1\n BOS3 A 2 A_FadeOut(0.10)\n Goto Spawn+1\n Toaster:\n TNT1 A 0\n\tStop\n }\n}\n\nACTOR OverlorddGhostB : OverlordGhostA\n{\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 A 1\n BOS3 B 2 A_FadeOut(0.10)\n Goto Spawn+1\n }\n}\n\nACTOR OverlordGhostC : OverlordGhostA\n{\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 A 1\n BOS3 C 2 A_FadeOut(0.10)\n Goto Spawn+1\n }\n}\n\nACTOR OverlorddGhostD : OverlordGhostA\n{\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 A 1\n BOS3 D 2 A_FadeOut(0.10)\n Goto Spawn+1\n }\n}\n\nACTOR PHellionSmoke\n{\n+MISSILE\n+DONTSPLASH\n+NOBLOCKMAP\n+NOGRAVITY\n+NOTELEPORT\n+FORCEXYBILLBOARD\n+THRUACTORS\nScale 0.4\nRenderStyle Normal\nStates\n{\nSpawn:\nPMKE ABCDEFGHIJKL 2 Bright A_FadeOut\nStop\n}\n}\n\nACTOR PHellionSmoke2 : PHellionSmoke\n{\nScale 0.6\n}\n\nACTOR PSoulSmoke : PHellionSmoke\n{\nScale 0.12\n}\n\nACTOR PHellionSmokeSpawner : RedParticleSpawner\n{\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 AAA 0 A_SpawnItemEx(\"PHellionSmoke\",random(12,-12),random(12,-12),random(12,64),0,0,random(1,3),0,128,0)\n TNT1 A 1\n Stop\n }\n}\n\nACTOR PHellionSmokeAttackSpawner : RedParticleSpawner\n{\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 A 0 A_SpawnItemEx(\"PHellionSmoke2\",random(12,-12),random(12,-12),random(12,18),0,0,random(6,9),0,128,0)\n\tTNT1 A 0 A_SpawnItemEx(\"PHellionSmoke2\",random(22,-22),random(22,-22),random(6,12),0,0,random(3,6),0,128,0)\n TNT1 A 1\n Stop\n }\n}\n\nACTOR PhaseBaronBall\n{\n Radius 5\n Height 5\n Speed 15\n\tFastSpeed 20\n Damage 5\n PROJECTILE\n +SEEKERMISSILE\n\t+RIPPER\n\t+THRUSPECIES\n\t+BLOODLESSIMPACT\n\tSpecies \"Imps\"\n SeeSound \"Null\"\n DeathSound \"phaseimp/shotx\"\n RENDERSTYLE ADD\n Decal DoomImpScorch\n States\n {\n Spawn:\n\t TNT1 A 0 Bright A_SeekerMissile(12,0)\n DIMB AB 1 Bright A_SpawnItemEx(\"PhaseBallTrail\",0,0,0,0,0,0,0,128,0)\n Loop\n Death:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tTNT1 AAA 0 A_CustomMissile(\"Kaboom8\", 0, 0, random(0,360), 2, random(0,360))\n\t\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n DIMB CDE 3 Bright\n Stop\n\t\t}\n}\n\nActor PhazoFastShot : GuardianTracer\n{\nSeeSound \"monsters/newfireshoot\"\nDeathSound \"monsters/newfireexplode\"\nRenderStyle Translucent\nAlpha 0.85\nDecal BaronScorch\n-SEEKERMISSILE\nDamage 12\nSpeed 24\nFastSpeed 26\nStates\n{\n Spawn:\n\t PPB2 AAABBB 1 Bright A_SpawnItemEx(\"PhazoFastShotTrail\",0,0,0,0,0,0,0,128)\n\t Loop\n\tDeath:\n\t TNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"PurpleParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t TNT1 AAA 0 A_CustomMissile(\"Kaboom8\", 0, 0, random(0,360), 2, random(0,360))\n\t TNT1 AAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n PPB2 DEFG 3 Bright\n Stop\n}\n}\n\nActor PhazoFastShotTrail : BFG9500Trail\n{\nScale 0.85\n States\n {\nSpawn:\n TNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 1\n PPB2 AB 1 A_FadeOut\n Goto Spawn+1\n }\n}\n\nActor PhazoLaser : FastProjectile\n{\n Height 6\n Radius 6\n Damage 4\n SeeSound \"baron/attack\"\n Damagetype \"CacoLich\"\n DeathSound \"baron/shotx\"\n -RIPPER\n +NoExplodeFLoor\n Speed 120\n Scale 0.75\n MissileType \"PhazoLaserTrail\"\n Renderstyle Add\n States\n {\n Spawn:\n\t PPB1 ABCB 1 Bright //A_Weave(0,4,0,2)\n\t Loop\n\tDeath:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"PurpleParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t TNT1 AAA 0 A_CustomMissile(\"Kaboom8\", 0, 0, random(0,360), 2, random(0,360))\n\t TNT1 AAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n\t PPB1 DDFFGGGGG 2 Bright A_FadeOut\n\t Stop\n }\n}\n\nActor CyLaser : PhazoLaser\n{\nDamagetype \"NobleComet\"\nStates\n {\n Death:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"PurpleParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t TNT1 AAA 0 A_CustomMissile(\"Kaboom8\", 0, 0, random(0,360), 2, random(0,360))\n\t TNT1 AAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n\t PPB1 DDFFGGGGG 2 Bright A_FadeOut\n\t Stop\n }\n}\n\nActor PhazoLaserTrail\n{\nScale 0.1\nRenderstyle Add\n+NOBLOCKMAP\n+NOGRAVITY\n+NOTELEPORT\n+CANNOTPUSH\n+NODAMAGETHRUST\n+CLIENTSIDEONLY\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 A 1 Bright A_SpawnItemEx(\"PhazoLaserTrail2\",0,0,8)\n Stop\n Toaster:\n TNT1 A 0\n\tStop\n}\n}\n\nActor PhazoLaserTrail2\n{\n Scale 0.75\n +Nogravity\n +CLIENTSIDEONLY\n Alpha 0.85\n Renderstyle Add\n States\n {\n Spawn:\n\t TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\t PPB1 AAA 3 Bright\n\t PPB1 DDFFGGGGG 1 Bright A_FadeOut\n\t Wait\n\t Toaster:\n TNT1 A 0\n\tStop\n }\n}\n\nACTOR PurpleWalkFire\n{\n Scale 1.4\n Speed 0\n RenderStyle Add\n Alpha 0.75\n Damage 1\n DamageType \"NobleComet\"\n +NOCLIP\n +MISSILE\n +DROPOFF\n +RANDOMIZE\n +DONTSPLASH\n +NOTELEPORT\n +DONTHURTSPECIES\n +THRUSPECIES\n +CLIENTSIDEONLY\n Species \"Nobles\"\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 A 10\n PRTF ABC 3 Bright\n TNT1 A 0 A_Jump(191,3)\n TNT1 A 0 A_CustomMissile(\"PurpleWalkFire\", 0, 24, 0)\n TNT1 A 0 A_CustomMissile(\"PurpleWalkFire\", 0, -24, 0)\n PRTF DEFGHIJKLMNO 3 Bright\n Stop\n Toaster:\n TNT1 A 0\n\tStop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/DKMinions.txt",
"contents": "ACTOR ESoul\n{\n obituary \"%o was raped by a black soul.\"\n health 80\n radius 16\n height 32\n mass 400\n speed 5\n damage 7\n DamageType \"VilesFire\"\n Species \"Viles\"\n DamageFactor \"VilesFire\", 0\n DamageFactor \"NobleComet\", 0\n DamageFactor \"CadaverRocket\", 0\n DamageFactor \"CacoComet\", 0\n DamageFactor \"BeheComet\", 0\n DamageFactor \"Baby15K\", 0\n DamageFactor \"Cyber10K\", 0\n DamageFactor \"Masterminds\", 0\n DamageFactor \"FiendFire\", 0.0\n DamageFactor \"DTFiendEx\", 0.0\n DamageFactor \"ZombieDev\", 0.0\n DamageFactor \"Legendary1\", 0.0\n painchance 128\n renderstyle Add\n Alpha 0.4\n attacksound \"skull/melee\"\n PainSound \"nightmare/pain\"\n DeathSound \"nightmare/death\"\n ActiveSound \"nightmare/active\"\n MONSTER\n +THRUSPECIES\n +FLOAT\n +NOGRAVITY\n +NOICEDEATH\n +MISSILEMORE\n +DONTFALL\n +STEALTH\n +NOBLOOD\n states\n {\n Spawn:\n ETHS ABCD 10 bright A_Look\n loop\n See:\n ETHS AABBCCDD 3 bright A_Chase\n loop\n Missile:\n ETHS C 6 bright A_FaceTarget\n ETHS E 4 bright A_SkullAttack\n ETHS E 0 bright A_FaceTarget\n ETHS F 4 bright A_SkullAttack\n ETHS F 0 bright A_FaceTarget\n ETHS E 4 bright A_SkullAttack\n ETHS E 0 bright A_FaceTarget\n ETHS F 4 bright A_SkullAttack\n goto See\n Pain:\n ETHS G 3 bright\n ETHS G 3 bright A_Pain\n goto See\n Death:\n ETHS F 3 bright\n ETHS H 3 bright A_ScreamAndUnblock\n ETHS IJKLMNO 3 bright\n stop\n }\n}\n\nactor Spookyskeleton\n{\n hitobituary \"%o's funnybone was tickled by a skeleton\"\n health 80\n painchance 180\n speed 10\n radius 24\n height 56\n mass 100\n Species \"Viles\"\n DamageFactor \"VilesFire\", 0\n DamageFactor \"NobleComet\", 0\n DamageFactor \"CadaverRocket\", 0.0\n DamageFactor \"CacoComet\", 0\n DamageFactor \"BeheComet\", 0\n DamageFactor \"Baby15K\", 0\n DamageFactor \"Cyber10K\", 0\n DamageFactor \"Masterminds\", 0\n DamageFactor \"FiendFire\", 0.0\n DamageFactor \"DTFiendEx\", 0.0\n DamageFactor \"ZombieDev\", 0.0\n DamageFactor \"Legendary1\", 0.0\n scale 0.9\n seesound \"skelsit\"\n painsound \"skelpai\"\n deathsound \"skeldth\"\n DropItem \"ArmorBonusMax\" 100\n MONSTER\n +NOBLOOD\n +THRUSPECIES\n states\n {\n Spawn:\n SKLT PONM 4\n Idle:\n SKLT R 10 A_Look\n loop\n See:\n SKLT AABBCC 2 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"BonyStep\",0,0,0,0)\n\tSKLT DDEEFF 2 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"BonyStep\",0,0,0,0)\n loop\n Melee:\n //TNT1 A 0 A_JumpIfInventory(\"DKMinionsBuff\", 1, \"BuffedMelee\")\n SKLT GH 4 A_FaceTarget\n SKLT I 4 A_playsound(\"skelatt\",chan_auto)\n SKLT J 4 A_CustomMeleeAttack(random(1,6)*4,\"swordhit\",none)\n SKLT K 4 A_FaceTarget\n goto See\n Pain:\n SKLT L 2\n SKLT L 2 A_Pain\n goto See\n Death:\n SKLT M 4 A_Scream\n\tTNT1 A 0 A_CustomMissile(\"SmokeFX\",Random(10,40),0,random(0,360),2,random(0,360))\n SKLT N 4 A_Fall\n SKLT O 8 A_Noblocking\n SKLT P 12\n SKLT Q -1\n stop\n Raise:\n TNT1 A 0 A_SpawnItemEx(\"VileHealEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n SKLT PONM 4\n goto see\n }\n}\n\nACTOR Ghoul 30123\n{\nHealth 400\nPainChance 24\nSpeed 9\nRadius 24\nHeight 56\nMass 320\nMeleeDamage 8\nMONSTER\nSpecies \"Viles\"\nDamageFactor \"VilesFire\", 0\nDamageFactor \"NobleComet\", 0\nDamageFactor \"CadaverRocket\", 0\nDamageFactor \"CacoComet\", 0\nDamageFactor \"BeheComet\", 0\nDamageFactor \"Baby15K\", 0\nDamageFactor \"Cyber10K\", 0\nDamageFactor \"Masterminds\", 0\nDamageFactor \"FiendFire\", 0.0\nDamageFactor \"DTFiendEx\", 0.0\nDamageFactor \"ZombieDev\", 0.0\nDamageFactor \"Legendary1\", 0.0\nBloodColor \"20 60 20\"\n+FLOORCLIP\n+MissileMore\n+DONTHURTSPECIES\n+THRUSPECIES\nObituary \"A Ghoul poisoned %o with it's toxic projectiles.\"\nHitObituary \"%o was beaten to death by a ghoul.\"\nSeeSound \"monster/ghlsit\"\nMeleeSound \"monster/ghlhit\"\nPainSound \"monster/ghlpai\"\nDeathSound \"monster/ghldth\"\nActiveSound \"monster/ghlact\"\nStates\n {\n Spawn:\n GHUL PONMLKJI 5\n Idle:\n GHUL A 10 A_Look\n Loop\n See:\n GHUL AABB 2 A_Chase\n\t TNT1 A 0 A_SpawnItem(\"HumanishStep\",0,0,0,0)\n\t GHUL CCDD 2 A_Chase\n\t TNT1 A 0 A_SpawnItem(\"HumanishStep\",0,0,0,0)\n Loop\n Melee:\n GHUL E 0 A_Jump(128,5)\n GHUL E 6 A_FaceTarget\n GHUL F 0 A_PlaySound(\"monster/ghlswg\")\n GHUL F 6 A_FaceTarget\n GHUL G 6 A_MeleeAttack\n Goto See\n GHUL R 6 A_FaceTarget\n GHUL S 0 A_PlaySound(\"monster/ghlswg\")\n GHUL S 6 A_FaceTarget\n GHUL T 6 A_MeleeAttack\n Goto See\n Missile:\n GHUL Q 10 A_FaceTarget\n GHUL Q 0 A_CustomMissile (\"ToxinShot\",44,-16,0,0,0)\n GHUL Q 8 A_CustomMissile (\"ToxinShot\",44,16,0,0,0)\n Goto See\n Pain:\n GHUL H 2\n GHUL H 2 A_Pain\n Goto See\n Death:\n GHUL I 5\n GHUL J 0 A_CustomMissile (\"ToxinCloud\",40,0,0,0,0)\n GHUL J 5 A_Scream\n GHUL K 5\n GHUL L 5 A_NoBlocking\n GHUL M 5\n GHUL N 5\n GHUL O 5\n GHUL P -1\n Stop\n Raise:\n TNT1 A 0 A_SpawnItemEx(\"VileHealEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n GHUL PONMLKJI 5\n Goto See\n }\n}\n\nACTOR ToxinShot\n{\n Radius 5\n Height 5\n Speed 15\n Damage 2\n poisondamage 16\n RENDERSTYLE ADD\n DamageType \"VilesFire\"\n ALPHA 0.80\n PROJECTILE\n +THRUGHOST\n +FLOATBOB\n Seesound \"weapons/skulfi\"\n DeathSound \"weapons/bloodx\"\n States\n {\n Spawn:\n GHFX A 1 Bright A_CustomMissile(\"Barbtrail\",0,0,0,0)\n GHFX A 1 Bright A_CStaffMissileSlither\n GHFX B 1 Bright A_CustomMissile(\"Barbtrail\",0,0,0,0)\n GHFX B 1 Bright A_CStaffMissileSlither\n loop\n Death:\n GHFX CDEF 4 Bright\n stop\n }\n}\n\nACTOR ToxinCloud\n{\n Radius 0\n Height 48\n ExplosionDamage 5\n ExplosionRadius 42\n RENDERSTYLE translucent\n DamageType \"VilesFire\"\n ReactionTime 20\n ALPHA 0.67\n MONSTER\n -SOLID\n -SHOOTABLE\n -ACTIVATEMCROSS\n -COUNTKILL\n +NOTELEPORT\n +THRUGHOST\n +DROPOFF\n +LOWGRAVITY\n +NODAMAGETHRUST\n Seesound \"weapons/poof1\"\n States\n {\n Spawn:\n GGAS ABCDEFGFD 5 A_Explode\n GGAS A 0 A_Countdown\n goto Spawn+2\n Death:\n GGAS C 5 A_FadeOut(0.10)\n GGAS C 0 A_Explode\n GGAS D 5 A_FadeOut(0.10)\n GGAS C 0 A_Explode\n GGAS E 5 A_FadeOut(0.10)\n GGAS C 0 A_Explode\n GGAS F 5 A_FadeOut(0.10)\n GGAS C 0 A_Explode\n GGAS G 5 A_FadeOut(0.10)\n GGAS C 0 A_Explode\n GGAS F 5 A_FadeOut(0.10)\n GGAS C 0 A_Explode\n GGAS E 5 A_FadeOut(0.10)\n GGAS C 0 A_Explode\n GGAS D 5 A_FadeOut(0.10)\n loop\n }\n}\n\nACTOR Barbtrail\n{\n Radius 0\n Height 1\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.75\n States\n {\n Spawn:\n NULL A 1 Bright\n SSFX ABCDEFGH 2 Bright\n Stop\n }\n}\n\nACTOR MinionLineSpawner {\n+CLIENTSIDEONLY\n+NOGRAVITY\n+NOBLOCKMAP\n+NOINTERACTION\n+NOTELEPORT\n+NOSECTOR\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 AAAAAAA 0 A_SpawnItemEx(\"MinionPowerLine\", frandom(-80.0, 80.0), frandom(-80.0, 80.0), 0.0, 0.0, 0.0, 5.0, SXF_CLIENTSIDE | SXF_NOCHECKPOSITION)\n\tTNT1 A 1 A_SpawnItemEx(\"MinionPowerLine\", frandom(-80.0, 80.0), frandom(-80.0, 80.0), 0.0, 0.0, 0.0, 5.0, SXF_CLIENTSIDE | SXF_NOCHECKPOSITION)\n Stop\n }\n}\n\nactor MinionPowerLine {\n Speed 1\n Radius 0\n Height 0\n Scale 0.40\n Translation \"80:111=112:127\"\n RenderStyle Add\n Alpha 0.8\n +MISSILE\n +NOGRAVITY\n +NOBLOCKMAP\n +NOINTERACTION\n +NOTELEPORT\n +DONTSPLASH\n +NOTIMEFREEZE\n +CLIENTSIDEONLY\n -SOLID\n States {\n Spawn:\n FMFX A 5 Bright\n TNT1 A 0 A_Jump(128, \"FadeOutFaster\")\n Normal:\n FMFX AAAAAAAA 1 Bright A_FadeOut(0.05)\n Stop\n FadeOutFaster:\n FMFX AAAAAAAA 1 Bright A_FadeOut(0.075)\n Stop\n }\n}\n\nActor DKMinionsBuff : CustomInventory\n{\ninventory.maxamount 1\n states\n {\n pickup:\n TNT1 A 0 ACS_ExecuteAlways(423)\n\tstop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/PhaseWarlord.txt",
"contents": "ACTOR PhaseWarlord : BaronOfHell\n{\nHealth 3000\nSpeed 9\nPainChance 10\nMass 4000\nBloodColor \"cf 00 b0\"\nScale 1.1\nMeleedamage 16\nDamageFactor 0.65\nDropItem \"BossLifeEssence\" 128 25\nDropItem \"BossArmorBonusMax\" 128 1\nDropItem \"DemonAmmoBox\" 128 200\nDropItem \"PhaseSphere\"\nDropItem \"Ultrasphere\"\nDropItem \"BossLifeEssence\" 256\nDropItem \"BossArmorBonusMax\" 256\nDamageFactor \"PlayerDTRG\", 0.65\nDamageFactor \"PDTPuff\", 0.2\nDamageFactor \"FiendFire\", 0.0\nDamageFactor \"DTFiendEx\", 0.0\nDamageFactor \"Legendary1\", 0.0\nDamageFactor \"Legendary\", 0.0\nDamageFactor \"LegendaryPlayer\", 0.1\nDamageFactor \"LegendaryGuru\", 0.0\nDamageFactor \"LegendaryGuruPlayer\", 0.3\nDamageFactor \"PDTBFG\", 0.25\nDamageFactor \"PDTBFGTracer\", 0.25\nDamageFactor \"PlayerDevBall\", 0.125\nDamageFactor \"PlayerDevBall2\", 0.125\nDamageFactor \"PlayerDTBFGRailgunSlug\", 0.125\nDamageFactor \"PlayerDevTracer\", 0.125\nDamageFactor \"NobleComet\", 0.0\nDamageFactor \"Legendary\", 0.0\nDamageFactor \"DBFG10K2\", 0.65\nDamageFactor \"PlayerDTRG\", 0.5\nDamageFactor \"PlayerDBFG10K2\", 0.65\nDamageFactor \"DBFG2\", 0.65\nDamageFactor \"PlayerDBFG2\", 0.65\nvar int user_lightlevel;\nSpecies \"Nobles\"\nMONSTER\n+FLOORCLIP\n+MISSILEMORE\n+noicedeath\n+FASTMELEE\n+Boss\n+NOTARGET\n+NOFEAR\n+NORADIUSDMG\n+MissileEvenMore\n+QUICKTORETALIATE\n-BOSSDEATH\nRenderstyle Add\nAlpha 0.8\nObituary \"%o was phased out of existence by the phase warlord\"\nHitObituary \"%o was gutted by the Phase Warlord.\"\nSeeSound \"PArchon/Sight\"\nActiveSound \"PArchon/Active\"\nPainSound \"PArchon/Pain\"\nDeathSound \"PArchon/Death\"\nMeleeSound \"Baron/Melee\"\nStates\n{\nSpawn:\n PWRL A 2\n\t\tTNT1 A 0 a_spawnitemex(\"phasewarlordAspawner\")\n\t\tTNT1 A 0 ACS_ExecuteAlways(164)\n PWRL A 3 ACS_ExecuteAlways(160)\t\t// A_SorcSpinBalls\nIdle:\n TNT1 A 0 ACS_ExecuteAlways(160)\n PWRL A 1 A_Look\n\t\tTNT1 A 0 a_spawnitemex(\"phasewarlordAspawner\")\n Loop\n See:\n TNT1 A 0 ACS_ExecuteAlways(160)\n\t TNT1 A 0 A_JumpIf(user_lightlevel == 1,3)\n\t TNT1 A 0 A_SetUserVar(\"user_lightlevel\",1)\n\t TNT1 A 0 ACS_ExecuteAlways(166)\n TNT1 A 0 A_Jump(87,\"Rush\")\n PWRL AA 3 A_Chase\n\t TNT1 A 0 a_spawnitemex(\"phasewarlordAspawner\")\n\t TNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\t PWRL BB 3 A_Chase\n\t TNT1 A 0 a_spawnitemex(\"phasewarlordbspawner\")\n\t TNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\t PWRL CC 3 A_Chase\n\t TNT1 A 0 a_spawnitemex(\"phasewarlordcspawner\")\n\t TNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\t PWRL DD 3 A_Chase\n\t TNT1 A 0 a_spawnitemex(\"phasewarlorddspawner\")\n\t TNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\t TNT1 A 0 A_Jump(62,\"Phase\")\n\t Loop\n Rush:\n TNT1 A 0 ACS_ExecuteAlways(161,0,25,1)\n\t\tTNT1 A 0 A_UnHideThing\n TNT1 A 0 A_SetTranslucent(0.8)\n\t TNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PArchonGhostA\",0,0,0,0,0,0,0,128)\n\t\tPWRL A 1 A_Chase\n\t\tTNT1 A 0 a_spawnitemex(\"phasewarlordAspawner\")\n\t\tTNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PArchonGhostA\",0,0,0,0,0,0,0,128)\n\t\tPWRL A 1 A_Chase\n\t\tTNT1 A 0 a_spawnitemex(\"phasewarlordAspawner\")\n\t\tTNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PArchonGhostB\",0,0,0,0,0,0,0,128)\n\t\tPWRL B 1 A_Chase\n\t\tTNT1 A 0 a_spawnitemex(\"phasewarlordbspawner\")\n\t\tTNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PArchonGhostB\",0,0,0,0,0,0,0,128)\n\t\tPWRL B 1 A_Chase\n\t\tTNT1 A 0 a_spawnitemex(\"phasewarlordbspawner\")\n\t\tTNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PArchonGhostC\",0,0,0,0,0,0,0,128)\n\t\tPWRL C 1 A_Chase\n\t\tTNT1 A 0 a_spawnitemex(\"phasewarlordcspawner\")\n\t\tTNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PArchonGhostC\",0,0,0,0,0,0,0,128)\n\t\tPWRL C 1 A_Chase\n\t\tTNT1 A 0 a_spawnitemex(\"phasewarlordcspawner\")\n\t\tTNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PArchonGhostD\",0,0,0,0,0,0,0,128)\n\t\tPWRL D 1 A_Chase\n\t\tTNT1 A 0 a_spawnitemex(\"phasewarlorddspawner\")\n\t\tTNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PArchonGhostD\",0,0,0,0,0,0,0,128)\n\t\tPWRL D 1 A_Chase\n\t\tTNT1 A 0 a_spawnitemex(\"phasewarlorddspawner\")\n\t PWRL H 0 ACS_ExecuteAlways(161,0,0,2)\n\t\tTNT1 A 0 A_Jump(84,\"See\")\n\t\tLoop\n\t Phased:\n\t PWRL H 0 ACS_ExecuteAlways(161,0,0,2)\n PWRL AABBCCDDAABBCCDDAABBCCDDAABBCCDD 1 A_ExtChase(0,0)\n PWRL AABBCCDDAABBCCDD 1 A_Chase\n\t\tTNT1 A 0 A_Jump(24,\"UnPhase\")\n Goto Phased+32\n\tPhase:\n TNT1 A 0 A_PlaySound(\"phaseimp/teleport\")\n TNT1 A 0 ACS_ExecuteAlways(161,0,25,1)\n PWRL E 2 A_FaceTarget\n PWRL E 1 A_SetTranslucent(0.75)\n PWRL E 1 A_SetTranslucent(0.55)\n PWRL E 1 A_SetTranslucent(0.35)\n\t\tPWRL E 1 A_SetTranslucent(0.15)\n Goto Phased\n\tUnPhase:\n TNT1 A 0 A_PlaySound(\"phaseimp/teleport\")\n\t\tTNT1 A 0 ACS_ExecuteAlways(160)\n\t\tPWRL E 1 A_SetTranslucent(0.15)\n PWRL E 1 A_SetTranslucent(0.35)\n PWRL E 1 A_SetTranslucent(0.55)\n PWRL E 1 A_SetTranslucent(0.75)\n\t\tTNT1 A 0 A_SetTranslucent(0.8)\n PWRL E 2 A_FaceTarget\n Goto See\nMissile:\n TNT1 A 0 ACS_ExecuteAlways(161,0,0,2)\n TNT1 A 0 A_SetTranslucent(0.8)\n\t\t//TNT1 A 0 A_Jump(256,\"FirstAttack\")\n TNT1 A 0 A_Jump(128,\"Comets\",\"Spread\",\"Seekers2\",\"FloorHugger\",\"DarkMatter\",\"UltimateFloorHugger\")\n\t\tTNT1 A 0 A_Jump(10,\"Minions\",\"Minions2\")\n\t\t//TNT1 A 0 A_Jump(5,\"ZAWARUDO\")\n\tSeekers:\n\t TNT1 A 0 ACS_ExecuteAlways(161,0,25,1)\n PWRL EF 4 Bright A_FaceTarget\n\t\tTNT1 A 0 a_spawnitemex(\"phasewarlordFspawner\")\n PWRL G 0 Bright A_Custommissile (\"PhaseArchonBall\", 32, 0, 0)\n\t\tPWRL G 0 Bright A_Custommissile (\"PhaseArchonBall\", 32, 0, 10)\n\t\tPWRL G 3 Bright A_Custommissile (\"PhaseArchonBall\", 32, 0, -10)\n\t\tTNT1 A 0 a_spawnitemex(\"phasewarlordGspawner\")\n PWRL IJ 4 Bright A_FaceTarget\n\t\tTNT1 A 0 a_spawnitemex(\"phasewarlordJspawner\")\n PWRL K 0 Bright A_Custommissile (\"PhaseArchonBall\", 32, 0, 0)\n\t\tPWRL K 0 Bright A_Custommissile (\"PhaseArchonBall\", 32, 0, 10)\n\t\tPWRL K 3 Bright A_Custommissile (\"PhaseArchonBall\", 32, 0, -10)\n\t\tTNT1 A 0 a_spawnitemex(\"phasewarlordKspawner\")\n\t\tTNT1 A 0 ACS_ExecuteAlways(161,0,0,2)\n\t\tTNT1 A 0 Bright A_Jump(87,\"Spread\")\n Goto See\n\tSpread:\n\t TNT1 A 0 ACS_ExecuteAlways(161,0,25,1)\n\t TNT1 A 0 A_SetTranslucent(0.8)\n\t PWRL MN 5 A_FaceTarget\n\t\tTNT1 A 0 a_spawnitemex(\"phasewarlordNspawner\")\n\t PWRL O 0 A_CustomMissile(\"PhazoFastShot\",28,0,4)\n\t PWRL O 0 A_CustomMissile(\"PhazoFastShot\",28,0,-4)\n\t PWRL O 0 A_CustomMissile(\"PhazoFastShot\",28,0,2)\n\t PWRL O 0 A_CustomMissile(\"PhazoFastShot\",28,0,-2)\n PWRL O 4 A_CustomMissile(\"PhazoFastShot\",28,0,0)\n\t\tTNT1 A 0 a_spawnitemex(\"phasewarlordOspawner\")\n\t PWRL MN 5 A_FaceTarget\n\t\tTNT1 A 0 a_spawnitemex(\"phasewarlordNspawner\")\n\t PWRL O 0 A_CustomMissile(\"PhazoFastShot\",28,0,4)\n\t PWRL O 0 A_CustomMissile(\"PhazoFastShot\",28,0,-4)\n\t PWRL O 0 A_CustomMissile(\"PhazoFastShot\",28,0,2)\n\t PWRL O 0 A_CustomMissile(\"PhazoFastShot\",28,0,-2)\n PWRL O 4 A_CustomMissile(\"PhazoFastShot\",28,0,0)\n\t\tTNT1 A 0 a_spawnitemex(\"phasewarlordOspawner\")\n\t\tPWRL MN 5 A_FaceTarget\n\t\tTNT1 A 0 a_spawnitemex(\"phasewarlordOspawner\")\n\t PWRL O 0 A_CustomMissile(\"PhazoFastShot\",28,0,4)\n\t PWRL O 0 A_CustomMissile(\"PhazoFastShot\",28,0,-4)\n\t PWRL O 0 A_CustomMissile(\"PhazoFastShot\",28,0,2)\n\t PWRL O 0 A_CustomMissile(\"PhazoFastShot\",28,0,-2)\n PWRL O 4 A_CustomMissile(\"PhazoFastShot\",28,0,0)\n\t\tTNT1 A 0 a_spawnitemex(\"phasewarlordOspawner\")\n\t PWRL MN 5 A_FaceTarget\n\t\tTNT1 A 0 a_spawnitemex(\"phasewarlordOspawner\")\n\t PWRL O 0 A_CustomMissile(\"PhazoFastShot\",28,0,4)\n\t PWRL O 0 A_CustomMissile(\"PhazoFastShot\",28,0,-4)\n\t PWRL O 0 A_CustomMissile(\"PhazoFastShot\",28,0,2)\n\t PWRL O 0 A_CustomMissile(\"PhazoFastShot\",28,0,-2)\n PWRL O 4 A_CustomMissile(\"PhazoFastShot\",28,0,0)\n\t\tTNT1 A 0 a_spawnitemex(\"phasewarlordOspawner\")\n\t\tTNT1 A 0 ACS_ExecuteAlways(161,0,0,2)\n\t\tTNT1 A 0 A_Jump(70,\"Comets\")\n Goto See\n\tComets:\n\t TNT1 A 0 ACS_ExecuteAlways(161,0,25,1)\n\t TNT1 A 0 A_SetTranslucent(0.8)\n\t\tTNT1 A 0 a_spawnitemex(\"phasewarlordMspawner\")\n PWRL MN 8 Bright A_FaceTarget\n\t\tTNT1 A 0 a_spawnitemex(\"phasewarlordNspawner\")\n\t\tTNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n\t\tPWRL O 0 Bright A_Custommissile (\"PArchonComet2\", 32, 0, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n\t\tPWRL O 0 Bright A_Custommissile (\"PArchonComet2\", 32, 0, 6)\n\t\tTNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n PWRL O 7 Bright A_Custommissile (\"PArchonComet2\", 32, 0, -6)\n\t\tTNT1 A 0 a_spawnitemex(\"phasewarlordOspawner\")\n\t\tTNT1 A 0 ACS_ExecuteAlways(161,0,0,2)\n\t\tGoto See\n\tSeekers2:\n\t TNT1 A 0 ACS_ExecuteAlways(161,0,25,1)\n\t\tTNT1 A 0 a_spawnitemex(\"phasewarlordQspawner\")\n PWRL QQ 5 Bright A_FaceTarget\n\t\tTNT1 A 0 a_spawnitemex(\"phasewarlordQspawner\")\n PWRL Q 0 Bright A_Custommissile (\"PhaseArchonTracer\", 64, 0, 0)\n\t\tPWRL Q 0 Bright A_Custommissile (\"PhaseArchonTracer\", 64, 0, 6)\n\t\tPWRL Q 4 Bright A_Custommissile (\"PhaseArchonTracer\", 64, 0, -6)\n\t\tTNT1 A 0 a_spawnitemex(\"phasewarlordQspawner\")\n PWRL QQ 5 Bright A_FaceTarget\n\t\tTNT1 A 0 a_spawnitemex(\"phasewarlordQspawner\")\n PWRL Q 0 Bright A_Custommissile (\"PhaseArchonTracer\", 64, 0, 0)\n\t\tPWRL Q 0 Bright A_Custommissile (\"PhaseArchonTracer\", 64, 0, 6)\n\t\tPWRL Q 4 Bright A_Custommissile (\"PhaseArchonTracer\", 64, 0, -6)\n\t\tTNT1 A 0 a_spawnitemex(\"phasewarlordQspawner\")\n\t\tTNT1 A 0 ACS_ExecuteAlways(161,0,0,2)\n Goto See\n\tDarkMatter:\n\t TNT1 A 0 ACS_ExecuteAlways(161,0,25,1)\n\t TNT1 A 0 A_PlaySound(\"PArchon/Sight2\")\n PWRL EF 10 Bright A_FaceTarget\n\t\tTNT1 A 0 A_SetInvulnerable\n\t\tPWRL F 20 Bright A_Facetarget\n PWRL G 0 Bright A_Custommissile (\"DarkMatterBall\", 32, 0, 0)\n\t\tPWRL G 0 Bright A_Custommissile (\"DarkMatterBall\", 32, 0, 5)\n\t\tPWRL G 8 Bright A_Custommissile (\"DarkMatterBall\", 32, 0, -5)\n PWRL IJ 4 Bright A_FaceTarget\n PWRL K 0 Bright A_Custommissile (\"DarkMatterBall\", 32, 0, 0)\n\t\tPWRL G 0 Bright A_Custommissile (\"DarkMatterBall\", 32, 0, 5)\n\t\tPWRL K 8 Bright A_Custommissile (\"DarkMatterBall\", 32, 0, -5)\n\t\tTNT1 A 0 ACS_ExecuteAlways(161,0,0,2)\n\t\tTNT1 A 0 A_UnSetInvulnerable\n Goto See\n FloorHugger:\n\t TNT1 A 0 ACS_ExecuteAlways(161,0,25,1)\n PWRL MN 8 A_FaceTarget\n\t\tTNT1 A 0 a_spawnitemex(\"phasewarlordNspawner\")\n\t PWRL O 0 Bright A_CustomMissile(\"PhaseArchFire\", 32, 0, 0)\n\t PWRL O 0 Bright A_CustomMissile(\"PhaseArchFire\", 32, 0, 5)\n\t PWRL O 0 Bright A_CustomMissile(\"PhaseArchFire\", 32, 0, -5)\n\t PWRL O 0 Bright A_CustomMissile(\"PhaseArchFire\", 32, 0, 10)\n\t PWRL O 8 Bright A_CustomMissile(\"PhaseArchFire\", 32, 0, -10)\n\t\tTNT1 A 0 a_spawnitemex(\"phasewarlordOspawner\")\n\t\tTNT1 A 0 ACS_ExecuteAlways(161,0,0,2)\n\t\tTNT1 A 0 A_Jump(80,\"UltimateFloorHugger\")\n Goto See\n\tUltimateFloorHugger:\n\t TNT1 A 0 ACS_ExecuteAlways(161,0,25,1)\n\t TNT1 A 0 A_PlaySound(\"PArchon/Sight2\")\n\t\tTNT1 A 0 A_SetInvulnerable\n\t\tPWRL M 15 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n PWRL M 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n\t\tPWRL M 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n PWRL M 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n\t\tPWRL M 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n PWRL M 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n\t\tPWRL M 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n\t\tPWRL N 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n\t\tPWRL N 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n\t\tPWRL N 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n\t\tPWRL N 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n\t\tPWRL N 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n\t\tPWRL N 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n\t PWRL O 0 Bright A_CustomMissile(\"PhaseAFireSpawner\", 32, 0, 0)\n\t PWRL O 0 Bright A_CustomMissile(\"PhaseAFireSpawner\", 32, 0, 5)\n\t PWRL O 0 Bright A_CustomMissile(\"PhaseAFireSpawner\", 32, 0, -5)\n\t PWRL O 0 Bright A_CustomMissile(\"PhaseAFireSpawner\", 32, 0, 10)\n\t PWRL O 0 Bright A_CustomMissile(\"PhaseAFireSpawner\", 32, 0, -10)\n\t PWRL O 0 Bright A_CustomMissile(\"PhaseAFireSpawner\", 32, 0, 15)\n\t PWRL O 0 Bright A_CustomMissile(\"PhaseAFireSpawner\", 32, 0, -15)\n\t PWRL O 0 Bright A_CustomMissile(\"PhaseAFireSpawner\", 32, 0, 20)\n\t PWRL O 0 Bright A_CustomMissile(\"PhaseAFireSpawner\", 32, 0, -20)\n\t PWRL O 0 Bright A_CustomMissile(\"PhaseAFireSpawner\", 32, 0, 25)\n\t PWRL O 0 Bright A_CustomMissile(\"PhaseAFireSpawner\", 32, 0, -25)\n\t PWRL O 0 Bright A_CustomMissile(\"PhaseAFireSpawner\", 32, 0, 30)\n\t PWRL O 0 Bright A_CustomMissile(\"PhaseAFireSpawner\", 32, 0, -30)\n\t\tPWRL O 0 Bright A_CustomMissile(\"PhaseAFireSpawner\", 32, 0, 35)\n\t PWRL O 0 Bright A_CustomMissile(\"PhaseAFireSpawner\", 32, 0, -35)\n\t PWRL O 0 Bright A_CustomMissile(\"PhaseAFireSpawner\", 32, 0, 40)\n\t PWRL O 0 Bright A_CustomMissile(\"PhaseAFireSpawner\", 32, 0, -40)\n\t\tPWRL O 0 Bright A_CustomMissile(\"PhaseAFireSpawner\", 32, 0, 45)\n\t PWRL O 0 Bright A_CustomMissile(\"PhaseAFireSpawner\", 32, 0, -45)\n\t PWRL O 0 Bright A_CustomMissile(\"PhaseAFireSpawner\", 32, 0, 50)\n\t PWRL O 15 Bright A_CustomMissile(\"PhaseAFireSpawner\", 32, 0, -50)\n\t\tTNT1 A 0 A_UnSetInvulnerable\n\t\tTNT1 A 0 ACS_ExecuteAlways(161,0,0,2)\n Goto See\nMelee:\n TNT1 A 0 ACS_ExecuteAlways(160)\n TNT1 A 0 A_SetTranslucent(0.8)\n\t\tTNT1 A 0 a_spawnitemex(\"phasewarlordEspawner\")\n PWRL EF 5 Bright A_FaceTarget\n\t\tTNT1 A 0 a_spawnitemex(\"phasewarlordFspawner\")\n PWRL G 4 Bright A_MeleeAttack\n\t\tTNT1 A 0 a_radiusgive(\"phasemindfuck\", 96, RGF_PLAYERS|RGF_MONSTERS)\n\t\tTNT1 A 0 a_spawnitemex(\"phasewarlordGspawner\")\n PWRL FE 3 Bright A_FaceTarget\n\t\tTNT1 A 0 a_spawnitemex(\"phasewarlordFspawner\")\n Goto See\nZAWARUDO:\n TNT1 A 0 A_GiveInventory(\"CommanderHax\",1)\n\t\tTNT1 A 0 A_PlaySound(\"PArchon/Sight2\")\n\t\tPWRL ONM 35 Bright A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n\t\tPWRL AABBCCDDAABBCCDDAABBCCDDAABBCCDD 0 A_ExtChase(0,0)\n PWRL AABBCCDDAABBCCDD 0 A_Chase\n\t\tGoto UltimateFloorHugger\nPain:\n TNT1 A 0 ACS_ExecuteAlways(160)\n TNT1 A 0 A_SetTranslucent(0.8)\n\t\tTNT1 A 0 A_Jump(10,\"PhaseBye\")\n\t\tTNT1 A 0 A_Jump(20,\"Minions\")\n\t\tTNT1 A 0 A_Jump(90,\"PainMissile\")\n TNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n PWRL Q 10 Bright A_Pain\n\t\tTNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n Goto See\nPainMissile:\n TNT1 A 0 ACS_ExecuteAlways(160)\n TNT1 A 0 A_SetTranslucent(0.8)\n TNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n PWRL Q 10 Bright A_Pain\n\t\tTNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n Goto Missile\nPhaseBye:\n PWRL E 1 A_SetTranslucent(0.75)\n PWRL E 1 A_SetTranslucent(0.55)\n PWRL E 1 A_SetTranslucent(0.35)\n\t\tPWRL E 1 A_SetTranslucent(0.15)\n PWRL AABBCCDDAABBCCDDAABBCCDDAABBCCDD 0 A_ExtChase(0,0)\n PWRL AABBCCDDAABBCCDD 0 A_Chase\n Goto Missile\nMinions:\n TNT1 A 0 ACS_ExecuteAlways(161,0,25,1)\n\t TNT1 A 0 A_SetTranslucent(0.8)\n\t\tTNT1 A 0 A_SetInvulnerable\n PWRL ON 8 Bright A_FaceTarget\n\t\tTNT1 A 0 A_GiveInventory(\"Health\",100)\n\t\tTNT1 A 0 A_UnSetInvulnerable\n\t\tTNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n\t TNT1 A 0 A_SpawnItemEx(\"PhaseImpSummoner\",0,0,20,0,0,0,0,SXF_SETMASTER,0)\n\t TNT1 A 0 A_SpawnItemEx(\"PhaseImpSummoner\",0,0,20,0,0,0,180,SXF_SETMASTER,0)\n\t TNT1 A 0 A_SpawnItemEx(\"PhaseImpSummoner\",0,0,20,0,0,0,225,SXF_SETMASTER,0)\n\t TNT1 A 0 A_SpawnItemEx(\"PhaseImpSummoner\",0,0,20,0,0,0,305,SXF_SETMASTER,0)\n\t\tTNT1 A 0 A_PlaySound(\"PArchon/Sight2\")\n\t\tPWRL M 25 Bright A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 ACS_ExecuteAlways(161,0,0,2)\n\t\tGoto See\nMinions2:\n TNT1 A 0 ACS_ExecuteAlways(161,0,25,1)\n\t TNT1 A 0 A_SetTranslucent(0.8)\n\t\tTNT1 A 0 A_SetInvulnerable\n PWRL ON 8 Bright A_FaceTarget\n\t\tTNT1 A 0 A_GiveInventory(\"Health\",200)\n\t\tTNT1 A 0 A_UnSetInvulnerable\n\t\tTNT1 A 0 A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n\t TNT1 A 0 A_SpawnItemEx(\"PhaseNightmareSummoner\",0,0,20,0,0,0,180,SXF_SETMASTER,0)\n\t TNT1 A 0 A_SpawnItemEx(\"PhaseNightmareSummoner\",0,0,20,0,0,0,305,SXF_SETMASTER,0)\n\t\tTNT1 A 0 A_PlaySound(\"PArchon/Sight2\")\n\t\tPWRL M 25 Bright A_SpawnItem(\"PHellionSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 ACS_ExecuteAlways(161,0,0,2)\n\t\tGoto See\nDeath:\n PWRL H 0 ACS_ExecuteAlways(162,0)\n\t\tTNT1 A 0 A_JumpIf(user_lightlevel != 1,3)\n\t\tTNT1 A 0 A_SetUserVar(\"user_lightlevel\",0)\n\t\tTNT1 A 0 ACS_ExecuteAlways(167)\n\t\tTNT1 A 0 A_SetTranslucent(0.8)\n\t PWRL H 0 A_SpawnItemEx(\"PWCube1Fall\",0,30,80,frandom(-5.0,5.0),frandom(-5.0,5.0),frandom(2.0,5.0),0,32)\n\t PWRL H 0 A_SpawnItemEx(\"PWCube2Fall\",26,-15,80,frandom(-5.0,5.0),frandom(-5.0,5.0),frandom(2.0,5.0),0,32)\n\t PWRL Q 4 A_SpawnItemEx(\"PWCube3Fall\",-26,-15,80,frandom(-5.0,5.0),frandom(-5.0,5.0),frandom(2.0,5.0),0,32)\n\t\tTNT1 A 0 a_radiusgive(\"phasemindfuck\", 400, RGF_PLAYERS)\n PWRL R 8 Bright\n PWRL S 7 Bright A_Scream\n\t\tTNT1 A 0 a_radiusgive(\"phasemindfuck\", 96, RGF_PLAYERS)\n\t\tTNT1 AAA 0 Bright A_SpawnItemEx(\"PurpleParticleSpawner\", 0, 0, 40, 0, 0, 0, 0, 128)\n PWRL U 5 Bright A_Fall\n\t\tTNT1 A 0 a_radiusgive(\"phasemindfuck\", 96, RGF_PLAYERS)\n PWRL VW 5 Bright\n\t\tTNT1 AAAA 0 A_CustomMissile(\"SmokeFX\", Random(30,60), 0, random(0,360), 2, random(0,360))\n \tPWRL X 4 Bright A_CustomMissile(\"PArchonSoul\",86,0,0,2,90)\n\t\tTNT1 A 0 a_radiusgive(\"phasemindfuck\", 96, RGF_PLAYERS)\n \tPWRL Z 4 Bright\n TNT1 A -1\n\t Stop\n }\n}\n\nACTOR PWCube1\n{\n +CLIENTSIDEONLY\n +NOCLIP\n +NOBLOCKMAP\n +NOINTERACTION\n states\n {\n Spawn:\n\tSBMP A 1 Bright\n\tgoto Orbit\n Orbit:\n\t\"####\" AB 2 Bright\n\t\"####\" C 2 Bright A_JumpIf(args[0] <= 0,\"End\")\n\t\"####\" D 2 Bright A_SetArg(0,0)\n\t\"####\" E 2 Bright\n\t\"####\" F 2 Bright A_JumpIf(args[0] <= 0,\"End\")\n\t\"####\" G 2 Bright A_SetArg(0,0)\n\t\"####\" H 2 Bright\n\t\"####\" I 2 Bright A_JumpIf(args[0] <= 0,\"End\")\n\t\"####\" J 2 Bright A_SetArg(0,0)\n\t\"####\" K 2 Bright\n\t\"####\" L 2 Bright A_JumpIf(args[0] <= 0,\"End\")\n\t\"####\" M 2 Bright A_SetArg(0,0)\n\t\"####\" N 2 Bright\n\t\"####\" O 2 Bright A_JumpIf(args[0] <= 0,\"End\")\n\t\"####\" P 2 Bright A_SetArg(0,0)\n\tloop\n End:\n\t\"####\" A 0\n\tstop\n\t}\n}\n\nACTOR PWCube2 : PWCube1\n{\n states\n {\n Spawn:\n\tSBMB A 1 Bright\n\tgoto Orbit\n }\n}\n\nACTOR PWCube3 : PWCube1\n{\n states\n {\n Spawn:\n\tSBMP A 1 Bright\n\tgoto Orbit\n }\n}\n\nACTOR PWCube1Fall\n{\n PROJECTILE\n -NOGRAVITY\n +CANBOUNCEWATER\n +BOUNCEONACTORS\n +SKYEXPLODE\n Bouncetype Hexen\n Bouncesound \"BallBounce\"\n Deathsound \"BallExplode\"\n Obituary \"%o had %p bones rolled by the Phase Warlord (its that a hexen reference!?!?).\"\n Gravity 0.125\n Height 5\n Radius 5\n Speed 0\n Reactiontime 108\n states\n {\n Spawn:\n\tSBMP A 0\n\tSBMP A 5 Bright\n\tSBMP B 2 Bright A_Countdown\n\twait\n Death:\n TNT1 A 0 A_SpawnItemEx(\"DShockWave1\", 0, 0, 15, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_SpawnItemEx(\"ShadowVaporSpawner\",0,0,0,0,0,0,0,32)\n\tSBS4 D 5 Bright A_Explode(255,200)\n\tSBS4 E 5 Bright\n\tSBS4 FGH 6 Bright\n\tstop\n\t}\n}\n\nACTOR PWCube2Fall : PWCube1Fall\n{\n States\n {\n Spawn:\n\tSBMB A 0\n SBMB A 5 Bright\n SBMB B 2 Bright A_Countdown\n Wait\n Death:\n TNT1 A 0 A_SpawnItemEx(\"DShockWave1\", 0, 0, 15, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_SpawnItemEx(\"ShadowVaporSpawner\",0,0,0,0,0,0,0,32)\n SBS5 D 5 Bright A_Explode(255,200)\n SBS5 E 5 Bright\n SBS5 FGH 6 Bright\n Stop\n\t}\n}\n\nACTOR PWCube3Fall : PWCube1Fall\n{\n states\n {\n Spawn:\n\tSBMP A 0\n\tSBMP A 5 Bright\n\tSBMP B 2 A_Countdown\n\twait\n Death:\n TNT1 A 0 A_SpawnItemEx(\"DShockWave1\", 0, 0, 15, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_SpawnItemEx(\"ShadowVaporSpawner\",0,0,0,0,0,0,0,32)\n\tSBS4 D 5 Bright A_Explode(255,200)\n\tSBS4 E 5 Bright\n\tSBS4 FGH 6 Bright\n\tstop\n\t}\n}\n\nACTOR PArchonGhostA\n{\nScale 1.1\nRadius 2\nHeight 2\nSpeed 0\nAlpha 0.7\nPROJECTILE\nRENDERSTYLE Translucent\n+CLIENTSIDEONLY\n+DONTSPLASH\n+THRUACTORS\nStates\n{\nSpawn:\n TNT1 A 1\n PWRL A 2 A_FadeOut(0.10)\n Goto Spawn+1\n }\n}\n\nACTOR PArchonGhostB : PArchonGhostA\n{\nStates\n{\nSpawn:\n TNT1 A 1\n PWRL B 2 A_FadeOut(0.10)\n Goto Spawn+1\n }\n}\n\nACTOR PArchonGhostC : PArchonGhostA\n{\nStates\n{\nSpawn:\n TNT1 A 1\n PWRL C 2 A_FadeOut(0.10)\n Goto Spawn+1\n }\n}\n\nACTOR PArchonGhostD : PArchonGhostA\n{\nStates\n{\nSpawn:\n TNT1 A 1\n PWRL D 2 A_FadeOut(0.10)\n Goto Spawn+1\n }\n}\n\nActor CorruptedPhaseImp : PhaseImp\n{\nSpecies \"Nobles\"\nDamageFactor \"NobleComet\", 0.0\nDamageFactor \"FiendFire\", 0.0\nDamageFactor \"DTFiendEx\", 0.0\n+DontHurtSpecies\n}\n\nActor PhaseArchonBall : PhaseImpBall\n{\nDamagetype \"NobleComet\"\nStates\n{\nSpawn:\nTNT1 A 0 A_SeekerMissile(12,0)\nTNT1 A 0 A_radiusgive(\"phasemindfuck\",80, RGF_PLAYERS)\nTNT1 A 0 A_BishopMissileWeave\nDIMB A 1 Bright A_SpawnItemEx(\"PhaseBallTrail\",0,0,0,0,0,0,0,128,0)\nTNT1 A 0 A_BishopMissileWeave\nDIMB B 1 Bright A_SpawnItemEx(\"PhaseBallTrail\",0,0,0,0,0,0,0,128,0)\nLoop\nDeath:\nTNT1 A 0\nTNT1 A 0 A_radiusgive(\"phasemindfuck\",80, RGF_PLAYERS)\nTNT1 A 0 A_SpawnItemEx(\"PurpleParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\nTNT1 AAA 0 A_CustomMissile(\"Kaboom8\", 0, 0, random(0,360), 2, random(0,360))\nTNT1 AAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\nDIMB CDE 3 Bright\nStop\n}\n}\n\nActor PArchonComet2 : PArchonComet\n{\nDamageType \"NobleComet\"\nStates\n{\nDeath:\n TNT1 A 0\n TNT1 A 0 A_radiusgive(\"phasemindfuck\",80, RGF_PLAYERS)\n LRCB J 0 Bright A_SetTranslucent (0.67,1)\n LRCB J 3 Bright\n LRCB K 3 Bright A_Explode(128,128,0)\n LRCB LMN 3 Bright\n\t Stop\n}\n}\n\nActor PArchonSoul\n{\n Radius 1\n Height 1\n Speed 6\n Projectile\n RenderStyle Add\n Alpha 0.80\n States\n {\n Spawn:\n BFXP ABCD 4 Bright\n Stop\n }\n}\n\nActor PhaseImpSummoner\n{\n Height 8\n Radius 25\n Speed 30\n Damage (0)\n +RippeR\n +BloodlessImpact\n States\n {\n Spawn:\n\t TNT1 A 5\n\tDeath:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"PHellionSmokeSpawner\",0,0,0,0,0,0,0,128)\n\t TNT1 A 2\n\t TNT1 A 0 A_SpawnItemEx(\"CorruptedPhaseImp\")\n\t Stop\n }\n}\n\nActor PhaseNightmareSummoner\n{\n Height 8\n Radius 25\n Speed 30\n Damage (0)\n +RippeR\n +BloodlessImpact\n States\n {\n Spawn:\n\t TNT1 A 5\n\tDeath:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"PHellionSmokeSpawner\",0,0,0,0,0,0,0,128)\n\t TNT1 A 2\n\t TNT1 A 0 A_SpawnItemEx(\"PhaseNightmare2\")\n\t Stop\n }\n}\n\nACTOR PhaseArchonTracer\n{\nSpeed 14\nFastSpeed 16\nDamage 10\nRadius 8\nHeight 6\nRenderstyle Translucent\nAlpha 0.85\nScale 0.45\nSeeSound \"famine/attack\"\nDeathSound \"monsters/newfireexplode\"\nPROJECTILE\n+SEEKERMISSILE\n+DOOMBOUNCE\n+DONTSPLASH\nBounceCount 2\nBounceFactor 1\nDecal RevenantScorch\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_Jump(128,\"Homing\")\nNormal:\n PSAB AB 2 Bright\n\tLoop\nHoming:\n\tTNT1 A 0 A_Jump(128,1,3,5,7,9)\n PSAB ABABABABAB 2 Bright\n\tGoto StartSeek\nStartSeek:\n TNT1 A 0 Bright A_SpawnItemEx(\"PhaseArchonTrailSmoke\",0,0,6,0,0,0,0,128)\n PSAB A 2 Bright\tA_Tracer2\n\tPSAB B 2 Bright A_SpawnItemEx(\"PhaseArchonTrailSmoke\",0,0,6,0,0,0,0,128)\n\tLoop\nDeath:\n TNT1 A 0\n\tTNT1 A 0 A_radiusgive(\"phasemindfuck\",80, RGF_PLAYERS)\n TNT1 A 0 A_SpawnItemEx(\"PurpleParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"Kaboom8\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n TNT1 A 1 A_SpawnItem(\"PhaseArchonTracerEx\")\n Stop\n }\n}\n\nACTOR PhaseArchonTracerEx\n{\nScale 0.75\nRenderStyle Add\nAlpha 0.75\n+CLIENTSIDEONLY\n+NOGRAVITY\nStates\n{\nSpawn:\n\tPSAB CDEFGHIJKL 2 Bright\n\tStop\n\t}\n}\n\nACTOR PhaseArchonTrailSmoke : BFG9500Trail\n{\nScale 0.65\nStates\n{\nSpawn:\n\tTNT1 A 2\n\tPSTT ABCDE 2 Bright A_FadeOut(0.2)\n\tStop\n\t}\n}\n\nACTOR DarkMatterBall\n{\n Radius 11\n Height 8\n Speed 40\n\tFastSpeed 50\n Damage 35\n Scale 0.5\n Projectile\n +RANDOMIZE\n +EXTREMEDEATH\n +FORCERADIUSDMG\n +DONTREFLECT\n RenderStyle Translucent\n Alpha 0.625\n DamageType \"NobleComet\"\n\tSeeSound \"comet/launch\"\n DeathSound \"darkinquisitor/darkmatterdie\"\n States\n {\n Spawn:\n\tDMGB AA 0 A_SpawnItemEx(\"DarkMatterSpark\",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)\n\tDMGB A 1 Bright A_SpawnItemEx(\"DarkMatterSpark\",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)\n\tDMGB AA 0 A_SpawnItemEx(\"DarkMatterSpark\",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)\n\tDMGB A 1 Bright A_SpawnItemEx(\"DarkMatterSpark\",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)\n\tDMGB AA 0 A_SpawnItemEx(\"DarkMatterSpark\",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)\n\tDMGB A 1 Bright A_SpawnItemEx(\"DarkMatterSpark\",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)\n\tDMGB BB 0 A_SpawnItemEx(\"DarkMatterSpark\",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)\n\tDMGB B 1 Bright A_SpawnItemEx(\"DarkMatterSpark\",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)\n\tDMGB BB 0 A_SpawnItemEx(\"DarkMatterSpark\",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)\n\tDMGB B 1 Bright A_SpawnItemEx(\"DarkMatterSpark\",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)\n\tDMGB BB 0 A_SpawnItemEx(\"DarkMatterSpark\",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)\n\tDMGB B 1 Bright A_SpawnItemEx(\"DarkMatterSpark\",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)\n\tDMGB CC 0 A_SpawnItemEx(\"DarkMatterSpark\",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)\n\tDMGB C 1 Bright A_SpawnItemEx(\"DarkMatterSpark\",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)\n\tDMGB CC 0 A_SpawnItemEx(\"DarkMatterSpark\",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)\n\tDMGB C 1 Bright A_SpawnItemEx(\"DarkMatterSpark\",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)\n\tDMGB CC 0 A_SpawnItemEx(\"DarkMatterSpark\",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)\n\tDMGB C 1 Bright A_SpawnItemEx(\"DarkMatterSpark\",0,0,0,random(-1,1),random(-1,1),random(-1,1),0,32,0)\n\tGoTo Spawn+1\n Death:\n\tTNT1 A 0 A_SpawnItemEx(\"DShockWave1\", 0, 0, 15, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_SpawnItemEx(\"ShadowVaporSpawner\",0,0,0,0,0,0,0,32)\n\tTNT1 A 0 A_Explode(150,250,0)\n\tTNT1 A 15 Radius_Quake(5,15,0,20,0)\n\tTNT1 A 0 A_radiusgive(\"phasemindfuck\",80, RGF_PLAYERS)\n\tStop\n\t}\n}\n\nACTOR DShockWave1 : SmokeFX\n{\nSpeed 0\nScale 1.1\nAlpha 0.85\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nSH0K ABCDEFGHIJKLMNOPQR 2 Bright A_FadeOut(0.04)\nStop\n}\n}\n\nACTOR ShadowVaporSpawner\n{\n+NOINTERACTION\nRenderStyle none\nStates\n{\nSpawn:\n\tNULL A 0\n\tNULL AAAAAAA 0 A_SpawnItemEx(\"ShadowVapor\",0,0,0,random(4,-4),random(4,-4),random(4,-4),random(0,359),32)\n\tPLAY A 2\n\tPLAY BCDEF 4\n\tStop\n}\n}\nACTOR ShadowVapor\n{\nPROJECTILE\n+RIPPER\n+RANDOMIZE\nDamageType \"NobleComet\"\nDamage (random(1,8))\nSpeed 0\nRadius 2\nHeight 2\nrenderstyle Translucent\nScale 0.65\nAlpha 0.4\n+DOOMBOUNCE\n+CLIENTSIDEONLY\nStates\n{\nSpawn:\n\tVPXS MNOPQRSTUVWXYZ 1 Bright A_FadeOut(0.01)\n\tVPXZ ABC 1 A_FadeOut(0.01)\n\tStop\n}\n}\n\nACTOR DarkMatterSpark\n{\n RenderStyle translucent\n Scale 0.75\n Alpha 0.5\n PROJECTILE\n\t+CLIENTSIDEONLY\n States\n {\n Spawn:\n\tVPXS ABCDEFGHIJKL 1 Bright A_FadeOut(0.02)\n\tLoop\n }\n}\n\nACTOR PhaseArchFire\n{\n Radius 5\n Height 5\n Damage 9\n DamageType Fire\n RenderStyle Add\n Alpha 0.65\n Projectile\n +FloorHugger\n +DontSplash\n -NoGravity\n Speed 25\n FastSpeed 30\n DamageType \"NobleComet\"\n Obituary \"%o was dismembered by the Phase Hell Archon.\"\n Seesound \"weapons/diasht\"\n DeathSound \"weapons/firex3\"\n States\n {\n Spawn:\n TNT1 A 0 A_PlaySound(\"monster/ambientfire2\")\n TNT1 A 1 Bright A_SpawnItemEx(\"PhaseATracerPuff\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 A 1 Bright A_SpawnItemEx(\"PhaseATracerPuff\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 A 1 Bright A_SpawnItemEx(\"PhaseATracerPuff\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 A 1 Bright A_SpawnItemEx(\"PhaseATracerPuff\", 0, 0, 0, 0, 0, 0, 0, 128)\n Loop\n Death:\n TNT1 A 0 A_SpawnItemEx(\"PurpleParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n PFTR K 4 Bright\n\tTNT1 A 0 A_radiusgive(\"phasemindfuck\",80, RGF_PLAYERS)\n\tTNT1 AAA 0 A_CustomMissile(\"Kaboom8\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n PFTR L 4 Bright A_Explode(32, 64)\n PFTR MNO 3 Bright\n Stop\n }\n}\nACTOR PhaseATracerPuff\n{\n Radius 1\n Height 1\n Speed 0\n RenderStyle Add\n Alpha 0.6\n Scale 1.25\n Projectile\n +FloorHugger\n -NoGravity\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n PFTR ABCDEFGHIJ 2 Bright\n stop\n }\n}\n\nACTOR PhaseAFireSpawner\n{\n Radius 16\n Height 10\n Damage 6\n RenderStyle Add\n PROJECTILE\n +FLOORHUGGER\n +BLOODLESSIMPACT\n +THRUSPECIES\n +FORCERADIUSDMG\n Speed 20\n FastSpeed 25\n DamageType \"NobleComet\"\n Species \"Nobles\"\n Obituary \"%o was dismembered by the Phase Hell Archon.\"\n SeeSound \"weapons/diasht\"\n DeathSound \"weapons/firex3\"\n MissileType PhaseArchonFire2\n MissileHeight 0\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_PlaySoundEx(\"monster/ambientfire2\",\"Voice\",1)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tTNT1 A 1 A_MissileAttack\n\tTNT1 A 1 A_CStaffMissileSlither\n Loop\n Death:\n TNT1 A 0\n TNT1 A 0 A_StopSoundEx(\"Voice\")\n TNT1 A 0 A_SpawnItemEx(\"PurpleParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAAA 0 A_CustomMissile(\"Kaboom8\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n PFTR K 4 Bright\n PFTR L 4 Bright A_Explode(28,74)\n PFTR MNO 3 Bright\n Stop\n }\n}\n\nACTOR PhaseArchonFire2\n{\n Radius 1\n Height 1\n Speed 0\n Scale 2\n Projectile\n DamageType \"NobleComet\"\n RenderStyle Add\n Alpha 0.95\n +FLOORHUGGER\n +NODAMAGETHRUST\n +FORCERADIUSDMG\n Obituary \"%o was dismembered by the Phase Hell Archon.\"\n States\n {\n Spawn:\n TNT1 A 0\n PFTR A 1 Bright A_Explode(16,68)\n\tPFTR ABBCDEFGHIJ 1 Bright A_FadeOut(0.05)\n Stop\n\t}\n}\n\nactor phasewarlordAspawner\n{\n +nointeraction\n +clientsideonly\n scale 1.2\n renderstyle translucent\n alpha 0.5\n states\n {\n spawn:\n TNT1 A 0\n\tTNT1 A 0 a_spawnitemex(\"phasewarlordA\", 0, 0, -20, random(3, -3)*0.5, random(3, -3)*0.5, random(6, 13)*0.5)\n\tstop\n }\n}\n\nactor phasewarlordBspawner : phasewarlordAspawner\n{\n states\n {\n spawn:\n TNT1 A 0\n\tTNT1 A 0 a_spawnitemex(\"phasewarlordB\", 0, 0, -20, random(3, -3)*0.5, random(3, -3)*0.5, random(6, 13)*0.5)\n\tstop\n }\n}\n\nactor phasewarlordCspawner : phasewarlordAspawner\n{\n states\n {\n spawn:\n TNT1 A 0\n\tTNT1 A 0 a_spawnitemex(\"phasewarlordC\", 0, 0, -20, random(3, -3)*0.5, random(3, -3)*0.5, random(6, 13)*0.5)\n\tstop\n }\n}\n\nactor phasewarlordDspawner : phasewarlordAspawner\n{\n states\n {\n spawn:\n TNT1 A 0\n\tTNT1 A 0 a_spawnitemex(\"phasewarlordD\", 0, 0, -20, random(3, -3)*0.5, random(3, -3)*0.5, random(6, 13)*0.5)\n\tstop\n }\n}\n\nactor phasewarlordEspawner : phasewarlordAspawner\n{\n states\n {\n spawn:\n TNT1 A 0\n\tTNT1 A 0 a_spawnitemex(\"phasewarlordE\", 0, 0, -20, random(3, -3)*0.5, random(3, -3)*0.5, random(6, 13)*0.5)\n\tstop\n }\n}\n\nactor phasewarlordFspawner : phasewarlordAspawner\n{\n states\n {\n spawn:\n TNT1 A 0\n\tTNT1 A 0 a_spawnitemex(\"phasewarlordF\", 0, 0, -20, random(3, -3)*0.5, random(3, -3)*0.5, random(6, 13)*0.5)\n\tstop\n }\n}\n\nactor phasewarlordGspawner : phasewarlordAspawner\n{\n states\n {\n spawn:\n TNT1 A 0\n\tTNT1 A 0 a_spawnitemex(\"phasewarlordG\", 0, 0, -20, random(3, -3)*0.5, random(3, -3)*0.5, random(6, 13)*0.5)\n\tstop\n }\n}\n\nactor phasewarlordHspawner : phasewarlordAspawner\n{\n states\n {\n spawn:\n TNT1 A 0\n\tTNT1 A 0 a_spawnitemex(\"phasewarlordH\", 0, 0, -20, random(3, -3)*0.5, random(3, -3)*0.5, random(6, 13)*0.5)\n\tstop\n }\n}\n\nactor phasewarlordIspawner : phasewarlordAspawner\n{\n states\n {\n spawn:\n TNT1 A 0\n\tTNT1 A 0 a_spawnitemex(\"phasewarlordI\", 0, 0, -20, random(3, -3)*0.5, random(3, -3)*0.5, random(6, 13)*0.5)\n\tstop\n }\n}\n\nactor phasewarlordJspawner : phasewarlordAspawner\n{\n states\n {\n spawn:\n TNT1 A 0\n\tTNT1 A 0 a_spawnitemex(\"phasewarlordJ\", 0, 0, -20, random(3, -3)*0.5, random(3, -3)*0.5, random(6, 13)*0.5)\n\tstop\n }\n}\n\nactor phasewarlordKspawner : phasewarlordAspawner\n{\n states\n {\n spawn:\n TNT1 A 0\n\tTNT1 A 0 a_spawnitemex(\"phasewarlordK\", 0, 0, -20, random(3, -3)*0.5, random(3, -3)*0.5, random(6, 13)*0.5)\n\tstop\n }\n}\n\nactor phasewarlordMspawner : phasewarlordAspawner\n{\n states\n {\n spawn:\n TNT1 A 0\n\tTNT1 A 0 a_spawnitemex(\"phasewarlordM\", 0, 0, -20, random(3, -3)*0.5, random(3, -3)*0.5, random(6, 13)*0.5)\n\tstop\n }\n}\n\nactor phasewarlordNspawner : phasewarlordAspawner\n{\n states\n {\n spawn:\n TNT1 A 0\n\tTNT1 A 0 a_spawnitemex(\"phasewarlordN\", 0, 0, -20, random(3, -3)*0.5, random(3, -3)*0.5, random(6, 13)*0.5)\n\tstop\n }\n}\n\nactor phasewarlordOspawner : phasewarlordAspawner\n{\n states\n {\n spawn:\n TNT1 A 0\n\tTNT1 A 0 a_spawnitemex(\"phasewarlordO\", 0, 0, -20, random(3, -3)*0.5, random(3, -3)*0.5, random(6, 13)*0.5)\n\tstop\n }\n}\n\nactor phasewarlordQspawner : phasewarlordAspawner\n{\n states\n {\n spawn:\n TNT1 A 0\n\tTNT1 A 0 a_spawnitemex(\"phasewarlordQ\", 0, 0, -20, random(3, -3)*0.5, random(3, -3)*0.5, random(6, 13)*0.5)\n\tstop\n }\n}\n\nactor phasewarlordA : phasewarlordAspawner\n{\n states\n {\n spawn:\n TNT1 A 8\n\tPWRL A 1 a_fadeout(0.1)\n\tgoto spawn+1\n }\n}\n\nactor phasewarlordB : phasewarlordA\n{\n states\n {\n spawn:\n TNT1 A 8\n\tPWRL B 1 a_fadeout(0.1)\n\tgoto spawn+1\n }\n}\n\nactor phasewarlordC : phasewarlordA\n{\n states\n {\n spawn:\n TNT1 A 8\n\tPWRL C 1 a_fadeout(0.1)\n\tgoto spawn+1\n }\n}\n\nactor phasewarlordD : phasewarlordA\n{\n states\n {\n spawn:\n TNT1 A 8\n\tPWRL D 1 a_fadeout(0.1)\n\tgoto spawn+1\n }\n}\n\nactor phasewarlordE : phasewarlordA\n{\n states\n {\n spawn:\n TNT1 A 8\n\tPWRL E 1 a_fadeout(0.1)\n\tgoto spawn+1\n }\n}\n\nactor phasewarlordF : phasewarlordA\n{\n states\n {\n spawn:\n TNT1 A 8\n\tPWRL F 1 a_fadeout(0.1)\n\tgoto spawn+1\n }\n}\n\nactor phasewarlordG : phasewarlordA\n{\n states\n {\n spawn:\n TNT1 A 8\n\tPWRL G 1 a_fadeout(0.1)\n\tgoto spawn+1\n }\n}\n\nactor phasewarlordH : phasewarlordA\n{\n states\n {\n spawn:\n TNT1 A 8\n\tPWRL H 1 a_fadeout(0.1)\n\tgoto spawn+1\n }\n}\n\nactor phasewarlordI : phasewarlordA\n{\n states\n {\n spawn:\n TNT1 A 8\n\tPWRL I 1 a_fadeout(0.1)\n\tgoto spawn+1\n }\n}\n\nactor phasewarlordJ : phasewarlordA\n{\n states\n {\n spawn:\n TNT1 A 8\n\tPWRL J 1 a_fadeout(0.1)\n\tgoto spawn+1\n }\n}\n\nactor phasewarlordK : phasewarlordA\n{\n states\n {\n spawn:\n TNT1 A 8\n\tPWRL K 1 a_fadeout(0.1)\n\tgoto spawn+1\n }\n}\n\nactor phasewarlordM : phasewarlordA\n{\n states\n {\n spawn:\n TNT1 A 8\n\tPWRL M 1 a_fadeout(0.1)\n\tgoto spawn+1\n }\n}\n\nactor phasewarlordN : phasewarlordA\n{\n states\n {\n spawn:\n TNT1 A 8\n\tPWRL N 1 a_fadeout(0.1)\n\tgoto spawn+1\n }\n}\n\nactor phasewarlordO : phasewarlordA\n{\n states\n {\n spawn:\n TNT1 A 8\n\tPWRL O 1 a_fadeout(0.1)\n\tgoto spawn+1\n }\n}\n\nactor phasewarlordQ : phasewarlordA\n{\n states\n {\n spawn:\n TNT1 A 8\n\tPWRL Q 1 a_fadeout(0.1)\n\tgoto spawn+1\n }\n}\n\nactor phasewarlordpain : phasewarlordAspawner\n{\n alpha 1.0\n states\n {\n spawn:\n TNT1 A 0\n\tPWRL Q 1 a_setscale(scalex+0.02, scaley+0.02)\n\tPWRL H 0 a_fadeout(0.025)\n\tgoto spawn+1\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/LegendaryASG.txt",
"contents": "ACTOR \"Legendary Assault Shotgun\" : Weapon 16601\n{\n//$Category Weapons/LCA\n//$Sprite LMAPA0\n//$Title \"Legendary Assault Shotgun\"\n\tScale 0.85\n\tWeapon.PreferredSkin \"LegendaryASG-Marine\"\n\tWeapon.SelectionOrder 4500\n\tWeapon.KickBack 160\n\tWeapon.AmmoUse 1\n Weapon.AmmoGive 16\n Weapon.AmmoGive2 32\n Weapon.AmmoType \"LegendaryShotgunDrum\"\n Weapon.AmmoType2 \"LegendaryShell\"\n\tInventory.PickupSound \"LShotgun/Cock\"\n\tInventory.PickupMessage \"Legendary Assault Shotgun\"\n\tObituary \"%o ate several blue bullets from %k's Legendary Assault Shotgun.\"\n\tDecal LegBulletChip\n\t+WEAPON.AMMO_OPTIONAL\n\t+WEAPON.NOALERT\n\t+INVENTORY.UNDROPPABLE\n\tStates\n {\n\tReady:\n TNT1 A 0 A_PlayWeaponSound(\"LShotgun/Cock\")\n\tLSGR ABCDE 1\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n LMAG A 1 A_WeaponReady\n Goto Ready+6\n Deselect:\n TNT1 A 0 A_PlaySound(\"weapons/weapondown\")\n LMAG A 1 A_Lower\n Goto Deselect+1\n Select:\n\tTNT1 A 0 A_Raise\n Wait\n Fire:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\tTNT1 A 0 A_PlaySound(\"Weapons/LegAutoShotgun\", 1)\n\tTNT1 A 0 A_AlertMonsters\n TNT1 A 0 Radius_Quake(3,3,0,1,0)\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n\tTNT1 A 0 A_SpawnItemEx(\"BlueShellCasing\",30,5,25,Random(2,4),Random(3,6),Random(3,6),0)\n\tTNT1 AAAAAA 0 A_FireCustomMissile(\"BlueSGTracer\",Random(5,-5),0,0,Random(5,-5))\n LMAF A 1 Bright A_FireBullets(4.9,2.7,7,Random(20,28),\"LegendaryASGBulletPuff\")\n LMAF B 1 Bright A_Light2\n\tTNT1 A 0 A_Light0\n LMAG BCDE 1\n\tLMAG FA 2\n Goto Ready+6\n Empty:\n LMAG A 10 A_PlaySound(\"weapons/click\")\n AltFire:\n \tTNT1 A 0 A_JumpIfInventory(\"LegendaryShotgunDrum\",16,2)\n TNT1 A 0 A_JumpIfInventory(\"LegendaryShell\",1,2)\n\tTNT1 A 0\n\tGoto Ready+6\n\tLMAR ABCDEF 1\n\tLMAR GO 2\n\tLMAR N 2 A_PlaySound(\"lasgguy/asgout\")\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryShotgunDrum\",1,\"MaxReload\")\n \tLMAR H 3\n\tLMAR I 2\n\tLMAR JKL 1\n\tLMAR M 35 A_FireCustomMissile(\"LegendaryEmptyDrumSpawner\", 0, 0, 10, 1)\n\tLMAR LKJ 1\n\tLMAR I 2\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryShell\",1,\"Reload2\")\n Reload:\n\tTNT1 A 0 A_TakeInventory(\"LegendaryShell\",1)\n\tTNT1 A 0 A_GiveInventory(\"LegendaryShotgunDrum\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryShotgunDrum\",16,2)\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryShell\",1,\"Reload\")\n\tTNT1 A 0\n\tGoto Ready+6\n MaxReload:\n\tLMAR H 3\n\tLMAR I 2\n\tLMAR JKL 1\n\tLMAR M 35 A_FireCustomMissile(\"LegendaryEmptyDrum\", 0, 0, 10, 1)\n\tLMAR LKJ 1\n\tLMAR I 2\n\tLMAR P 6 A_PlaySound(\"lasgguy/asgin\")\n\tLMAR NOG 2\n\tLMAR FEDCBA 1\n\tLMAG A 5\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryShell\",1,\"Reload\")\n Reload2:\n\tTNT1 A 0 A_TakeInventory(\"LegendaryShell\",1)\n\tTNT1 A 0 A_GiveInventory(\"LegendaryShotgunDrum\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryShotgunDrum\",15,\"FullCock\")\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryShell\",1,\"Reload2\")\n Full:\n\tLMAR P 6 A_PlayWeaponSound(\"lasgguy/asgin\")\n\tLMAR NOG 2\n\tLMAR FEDCBA 1\n\tLMAG A 3\n\tLMAG A 5\n\tGoto Ready+6\n FullCock:\n\tLMAR P 6 A_PlayWeaponSound(\"lasgguy/asgin\")\n\tLMAR NOG 2\n\tLMAR FEDCBA 1\n\tLMAG A 3\n\tLMAG A 5\n\tLMCK AB 2\n\tLMCK C 4 A_PlayWeaponSound(\"LShotgun/Cock\")\n\tLMCK D 3\n\tLMCK A 2\n\tLMAG A 3\n\tGoto Ready+6\n GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready+6\n GrenadeToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tLSGR EDCBA 1\n\tTNT1 A 6\n\tHGRN ABC 1\n\tHGRN D 3\n\tHGRN EFGHI 2\n\tTNT1 A 14 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGRN J 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN KLM 2\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tLSGR ABCDE 1\n\tGoto Ready+6\n MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready+6\n MineToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tLSGR EDCBA 1\n\tTNT1 A 10\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tGoto Ready+1\n Spawn:\n LMAP A -1\n Stop\n }\n}\nACTOR LegendaryShotgunDrum : Ammo\n{\n\tInventory.Amount 16\n\tInventory.MaxAmount 16\n\tAmmo.BackpackAmount 16\n\tAmmo.BackpackMaxAmount 16\n\tInventory.Icon \"LMAPA0\"\n\t+IGNORESKILL\n\t+NOTIMEFREEZE\n}\nACTOR LegendaryEmptyDrum : BulletCasing\n{\n\tScale 0.2\n\tSeesound \"weapons/emptydrum\"\n\t+NOTIMEFREEZE\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\t LDRM ABCD 3\n\t Loop\n Death:\n\t TNT1 A 0\n TNT1 A 0 A_Jump(128,3)\n LDRM A 100\n LDRM A 5 A_FadeOut(0.10)\n Goto Death+3\n LDRM C 100\n\t LDRM C 5 A_FadeOut(0.10)\n\t Goto Death+5\n\t }\n}\n\nACTOR LegendaryShell : Ammo 16801\n{\n//$Category Ammunition/LCA\n//$Sprite LESSA0\n//$Title \"Legendary Shells\"\nScale 0.3\nInventory.PickupMessage \"Legendary Shells\"\nInventory.PickupSound \"items/shell\"\nInventory.Amount 4\nInventory.MaxAmount 40\nAmmo.BackpackAmount 5\nAmmo.BackpackMaxAmount 90\nInventory.Icon \"LHELA0\"\n+NOTIMEFREEZE\nStates\n{\n Spawn:\n LESS A -1\n Stop\n }\n}\n\nACTOR LegendaryShellBox : LegendaryShell 16802\n{\n//$Category Ammunition/LCA\n//$Sprite LBOXA0\n//$Title \"Legendary Shell Box\"\nScale 0.75\nInventory.Amount 10\nInventory.PickupMessage \"Legendary Shell Box\"\nInventory.PickupSound \"items/shellbox\"\nInventory.Icon \"LBOXA0\"\n+NOTIMEFREEZE\nStates\n{\n Spawn:\n LBOX A -1\n Stop\n }\n}\n\nACTOR BlueSGTracer : Tracer\n{\nSpeed 100\nScale 0.075\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n BRAC A 10 Bright\n\tStop\n\t}\n}\n\nACTOR LegendaryEmptyDrumSpawner : CasingSpawner\n{\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 1 A_SpawnItemEx(\"LegendaryEmptyDrum\", 2, 0, -12, 1, 0, 0, Random(-100, -110), 128)\n Stop\n }\n}\n\nACTOR LegendaryASGBulletPuff : ModdedBulletPuff {\nDamageType \"Legendary\"\nDecal \"LegBulletChip\"\n+NOTIMEFREEZE\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/DTShotgun.txt",
"contents": "// \"Secret\": u can jump with this, like Rocket Jump\n\nACTOR \"Demon Tech Shotgun\" : Weapon\n{\n Inventory.PickupSound \"misc/w_pkup\"\n Weapon.PreferredSkin \"DoubleBarrelSG-Marine\"\n Inventory.PickupMessage \"Demon Tech Shotgun\"\n Obituary \"%o was blasted with explosive lead by %k's ''Demon Tech Shotgun''.\"\n Weapon.UpSound \"Weapons/ErasusUp\"\n Weapon.AmmoType \"DemonAmmo\"\n Weapon.AmmoType2 \"DemonAmmo\"\n Weapon.AmmoUse 8\n Weapon.AmmoUse2 1\n Weapon.AmmoGive 60\n Weapon.Kickback 10\n Weapon.SlotNumber 3\n Scale 0.9\n +INVENTORY.UNDROPPABLE\n +NOAUTOFIRE\n States\n {\n Spawn:\n ERAG X -1\n Stop\n Ready:\n ERAG A 1 A_WeaponReady\n Loop\n Deselect:\n ERAG A 0 A_StopSound(6)\n ERAG A 0 A_ZoomFactor(1)\n ERAG A 0 A_Lower\n ERAG A 1 A_Lower\n Loop\n Select:\n ERAG A 0 A_Raise\n ERAG A 1 A_Raise\n Loop\n Fire:\n ERAF A 0 A_GunFlash\n ERAF A 0 A_AlertMonsters\n ERAF A 0 A_Recoil(5)\n ERAF A 0 A_ZoomFactor(0.98)\n ERAF A 0 A_PlayWeaponSound(\"Weapons/ErasusFire\")\n ERAF A 0 A_PlaySound(\"Weapons/ErasusAmbient\",5)\n\t TNT1 AAAAAAAAA 0 A_FireCustomMissile(\"RedDemonTechTracer\",Random(8,-8),0,0,Random(8,-8))\n\t ERAF A 2 Bright A_FireBullets(11.2,7.1,20,5,\"DemonShotgunPuff\")\n ERAF AB 1 Bright\n ERAF C 0 Bright A_ZoomFactor(1)\n ERAF C 1 Bright\n ERAG B 1\n ERAR A 0 A_PlaySound(\"Weapons/ErasusPump\",6)\n ERAR ABCDE 1\n ERAR FFEDCBA 1\n ERAG C 1\n ERAG A 4\n\t TNT1 A 0 A_ReFire\n Goto Ready\n\t AltFire:\n ERAF A 0 A_GunFlash\n ERAF A 0 A_AlertMonsters\n ERAF A 0 A_Recoil(5)\n ERAF A 0 A_ZoomFactor(0.98)\n ERAF A 0 A_PlayWeaponSound(\"Weapons/ErasusAltFire\")\n ERAF A 0 A_PlaySound(\"Weapons/ErasusAmbient\",5)\n\t ERAF A 0 A_FireCustomMissile(\"RedDemonTechProjectile\", 0)\n\t ERAF A 0 A_FireCustomMissile(\"RedDemonTechProjectile\", -1)\n\t ERAF A 0 A_FireCustomMissile(\"RedDemonTechProjectile\", 2)\n\t ERAF A 0 A_FireCustomMissile(\"RedDemonTechProjectile\", -2)\n\t ERAF A 0 A_FireCustomMissile(\"RedDemonTechProjectile\", 3)\n\t ERAF A 0 A_FireCustomMissile(\"RedDemonTechProjectile\", -3)\n\t ERAF A 0 A_FireCustomMissile(\"RedDemonTechProjectile\", 4)\n\t ERAF A 0 A_FireCustomMissile(\"RedDemonTechProjectile\", -4)\n\t ERAF A 0 A_FireCustomMissile(\"RedDemonTechProjectile\", 0)\n\t ERAF A 0 A_FireCustomMissile(\"RedDemonTechProjectile\", -1)\n\t ERAF A 0 A_FireCustomMissile(\"RedDemonTechProjectile\", 2)\n\t ERAF A 0 A_FireCustomMissile(\"RedDemonTechProjectile\", -2)\n\t ERAF A 0 A_FireCustomMissile(\"RedDemonTechProjectile\", 3)\n\t ERAF A 0 A_FireCustomMissile(\"RedDemonTechProjectile\", -3)\n\t ERAF A 0 A_FireCustomMissile(\"RedDemonTechProjectile\", 4)\n\t ERAF A 0 A_FireCustomMissile(\"RedDemonTechProjectile\", -4)\n\t ERAF A 0 A_FireCustomMissile(\"RedDemonTechProjectile\", 0)\n\t ERAF A 0 A_FireCustomMissile(\"RedDemonTechProjectile\", -1)\n\t ERAF A 0 A_FireCustomMissile(\"RedDemonTechProjectile\", 2)\n\t ERAF A 0 A_FireCustomMissile(\"RedDemonTechProjectile\", -2)\n\t ERAF A 2 Bright\n ERAF AB 1 Bright\n ERAF C 0 Bright A_ZoomFactor(1)\n ERAF C 1 Bright\n ERAG B 1\n ERAR A 0 A_PlaySound(\"Weapons/ErasusPump\",6)\n ERAR ABCDE 1\n ERAR FFEDCBA 1\n ERAG C 1\n ERAG A 2\n\t TNT1 A 0 A_ReFire\n Goto Ready\n Flash:\n TNT1 A 2 A_Light2\n TNT1 A 1 A_Light1\n TNT1 A 0 A_Light0\n Stop\n }\n}\n\nACTOR RedDemonTechTracer : FastProjectile\n{\nRadius 1\nHeight 1\nSpeed 100\nScale 0.075\nRenderStyle Add\nAlpha 0.85\n+RANDOMIZE\n+FORCEXYBILLBOARD\nStates\n{\nSpawn:\n TRA3 A 10 Bright\n\tLoop\nDeath:\n\tTNT1 A 1\n\tStop\n\t}\n}\n\nActor DemonShotgunPuff\n{\n Radius 6\n Height 6\n +NOBLOCKMAP\n +NOGRAVITY\n +ACTIVATEIMPACT\n +ACTIVATEPCROSS\n +NOTELEPORT\n +PUFFONACTORS\n +BLOODLESSIMPACT\n +FORCERADIUSDMG\n +ALWAYSPUFF\n +DONTHARMSPECIES\n Scale 0.5\n Renderstyle Add\n Alpha 0.75\n Decal Bulletchip\n Species \"Player\"\n DamageType \"PDTPuff\"\n States\n {\n Spawn:\n\tTNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\",0,0,0,0,0,0,0,128)\n\tTNT1 AAA 0 A_CustomMissile(\"RedDTKaboom2\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 A 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n BFOG A 3 Bright A_Explode(25,8)\n BFOG BCDEF 3 Bright\n Stop\n }\n}\nACTOR RedDTKaboom : Kaboom6\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nRFXP AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)\nStop\n}\n}\nACTOR RedDTKaboom2 : RedDTKaboom\n{\nScale 0.25\n}\nACTOR RedDemonTechProjectile\n{\n Height 4\n Radius 4\n Speed 40\n FastSpeed 50\n Damage 5\n Scale 0.06\n PROJECTILE\n +FORCERADIUSDMG\n +Thruspecies\n DamageType \"PDTPuff\"\n DeathSound \"weapons/demontechex\"\n Decal RedDTRScorch\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 RDTR A 1 Bright A_SpawnItemEx(\"RedDemonTechTrail\",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(\"RDTechLightning\",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,0,128)\n RDTR A 1 Bright A_SpawnItemEx(\"RedDemonTechTrail\",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(\"RDTechLightning2\",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,0,128)\n RDTR A 1 Bright A_SpawnItemEx(\"RedDemonTechTrail\",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 RDTR A 1 Bright A_SpawnItemEx(\"RedDemonTechTrail2\",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(\"RDTechLightning\",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,0,128)\n RDTR A 1 Bright A_SpawnItemEx(\"RedDemonTechTrail\",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(\"RDTechLightning2\",Random(1,-1),Random(1,-1),Random(1,-1),0,0,0,0,128)\n RDTR A 1 Bright A_SpawnItemEx(\"RedDemonTechTrail\",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(\"RedParticleSpawnerDT\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t TNT1 A 0 Bright A_SpawnItemEx(\"RedDemonTechEx\",0,0,0,0,0,0,0,128,0)\n\t TNT1 AAA 0 A_CustomMissile(\"RedDTKaboom\", 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\t TNT1 A 1 Bright A_Explode(20,64)\n Stop\n\t }\n}\nACTOR RDTechLightning : DTBFGLightningRed\n{\nScale 0.03\n}\nACTOR RDTechLightning2 : DTBFGLightningRed\n{\nScale 0.06\n}\n\nACTOR EnergyProjectileSparkRedDT : EnergyProjectileSparkGreen\n{\nStates\n{\nSpawn:\nSPKR A 2 Bright A_FadeOut(0.08)\nLoop\n}\n}\nACTOR EPSG72 : EnergyProjectileSparkRedDT\n{\nScale 0.040\n}\n\nACTOR EPSG82 : EnergyProjectileSparkRedDT\n{\nScale 0.035\n}\n\nACTOR EPSG92 : EnergyProjectileSparkRedDT\n{\nScale 0.030\n}\n\nACTOR EPSG102 : EnergyProjectileSparkRedDT\n{\nScale 0.025\n}\n\nACTOR EPSG112 : EnergyProjectileSparkRedDT\n{\nScale 0.020\n}\n\nACTOR EPSG122 : EnergyProjectileSparkRedDT\n{\nScale 0.015\n}\n\nACTOR RedParticleSpawnerDT : RedParticleSpawner\n{\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 A 0 A_SpawnItemEx(\"EPSG72\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n\tTNT1 A 0 A_SpawnItemEx(\"EPSG82\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n TNT1 A 0 A_SpawnItemEx(\"EPSG92\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n\tTNT1 A 0 A_SpawnItemEx(\"EPSG102\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n TNT1 A 0 A_SpawnItemEx(\"EPSG112\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n\tTNT1 A 0 A_SpawnItemEx(\"EPSG122\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n TNT1 A 1\n Stop\n }\n}\nACTOR RedDemonTechEx\n{\nRenderStyle Add\nAlpha 0.75\nScale 0.45\nPROJECTILE\n+NOCLIP\nStates\n{\nSpawn:\nRFRG ABCDEFGH 2 Bright A_FadeOut(0.1)\nStop\n}\n}\n\nACTOR RedDemonTechTrail : 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 RDTI AAAAAABBBBBBBB 1 Bright A_FadeOut(0.05)\n Stop\nToaster:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR RedDemonTechTrail2 : RedDemonTechTrail\n{\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 2\n RDTI AAAAAACCCCCCCC 1 Bright A_FadeOut(0.05)\n Stop\n }\n}\n\nACTOR DTShellCasing : BulletCasing\n{\n\tScale 0.24\n\tSeesound \"weapons/casing2\"\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\t REDC ABCDEFGH 2\n\t Loop\n Death:\n\t TNT1 A 0\n TNT1 A 0 A_Jump(128,3)\n RDTC C 100\n RDTC C 5 A_FadeOut(0.10)\n Goto Death+3\n RDTC G 100\n\t RDTC G 5 A_FadeOut(0.10)\n\t Goto Death+5\n\t }\n}\n\nACTOR DemonShotgunMagazine : Ammo\n{\nInventory.Amount 0\nInventory.MaxAmount 9\nAmmo.BackpackAmount 0\nAmmo.BackpackMaxAmount 9\nInventory.Icon \"ERAGX0\"\n+IGNORESKILL\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/FreezerRifle.txt",
"contents": "Actor \"Freezer Rifle\" : Weapon 16652\n{\n//$Category Weapons/LCA\n//$Sprite RIPGA0\n//$Title \"Freezer Rifle\"\n SpawnID 30\n Weapon.PreferredSkin \"Ionspray-Marine\"\n Weapon.SelectionOrder 110\n Weapon.AmmoUse 1\n Weapon.AmmoUse2 1\n Weapon.AmmoGive 40\n Weapon.AmmoType \"NewCell\"\n Weapon.AmmoType2 \"NewCell\"\n Inventory.PickupMessage \"Freezer Rifle\"\n Inventory.PickupSound \"freeze/pickup\"\n Weapon.UpSound \"freeze/up\"\n Obituary \"%o couldn't handle k's chilled weaponry.\"\n +INVENTORY.UNDROPPABLE\n Scale 0.8\n States\n {\n Spawn:\n\tRIPG A -1\n\tStop\n Ready:\n RIPE A 0 A_StopSound(CHAN_WEAPON)\n RIPR ABCD 4 A_WeaponReady\n Loop\n Deselect:\n TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n RIPR A 1 A_Lower\n Loop\n Select:\n RIPR A 1 A_Raise\n\tLoop\n Fire:\n TNT1 A 0 A_GunFlash\n TNT1 A 0 A_PlaySound(\"weapons/iceshot\",5)\n\tTNT1 A 0 A_FireCustomMissile(\"NewFreezeBlast2\",0.0,0)\n\tRIPE A 2 A_FireCustomMissile(\"NewFreezeBlast\",0.0)\n RIPE B 2\n\tRIPE C 2\n\tTNT1 D 0 A_PlaySound(\"weapons/chill\",5,1.0)\n\tRIPE EFGHI 6 A_Refire\n Goto Ready\n AltFire:\n RIPE A 0 A_StopSound(CHAN_WEAPON)\n RIPE A 0 A_PlaySound (\"freeze/altfire\",6)\n\tRIPE A 1 BRIGHT A_FireCustomMissile(\"FlameShot\",1,14,0,0,random(4.000,-4.000))\n RIPE A 0 A_PlaySound(\"freeze/althold\",CHAN_WEAPON,1.0,True)\n\tGoto AltHold\n AltHold:\n\tRIPE CDE 1 BRIGHT A_FireCustomMissile(\"FlameShot\",1,14,0,0,random(4.000,-4.000))\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\tRIPE A 0 A_Refire\n RIPE A 0 A_StopSound(CHAN_WEAPON)\n\tRIPE A 0 A_PlaySound(\"freeze/altstop\",CHAN_WEAPON)\n\tRIPE EFGHI 5 A_WeaponReady\n\tGoto Ready\n \"Empty\":\n RIPE A 0 A_StopSound(CHAN_WEAPON)\n\tRIPE EFGHI 5 A_WeaponReady\n\tGoto Ready\n Flash:\n RIPE A 3 Bright A_Light1\n Goto LightDone\n RIPE B 3 Bright A_Light1\n Goto LightDone\n Spawn:\n RIPG A -1\n Stop\n }\n}\n\nactor FreezeBlast\n{\n Radius 13\n Height 8\n Speed 55\n Damage 12\n Projectile\n Species \"Player\"\n +RANDOMIZE\n +THRUSPECIES\n RenderStyle Add\n Alpha 0.75\n scale 0.9\n SeeSound \"weapons/iceshot\"\n DeathSound \"weapons/icehit\"\n Obituary \"%o got frozen solid by %k.\"\n DamageType \"Ice\"\n States\n {\n Spawn:\n FBLS A 6 bright A_SpawnItem(\"FreezeBlastTrail\")\n loop\n Death:\n\tFBLS BCDE 4 bright\n stop\n }\n}\n\nactor FreezeBlastTrail\n{\n Radius 13\n Height 8\n Speed 20\n Damage 0\n Projectile\n +RANDOMIZE\n +CLIENTSIDEONLY\n RenderStyle Add\n Alpha 0.75\n SeeSound \"weapons/iceshot\"\n DeathSound \"weapons/icehit\"\n Obituary \"%o got frozen solid by %k.\"\n States\n {\n Spawn:\n TNT1 A 0\n\tTNT1 A 0\n TNT1 A 1 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 A 1\n Fade:\n FRTR ABC 6 bright A_FadeOut(0.2)\n Loop\n Toaster:\n FRTR ABC 6 bright\n Stop\n Death:\n FRTR ABC 4 bright\n Stop\n Toaster:\n TNT1 A 0\n\tStop\n }\n}\n\nactor RocketFire\n{\n Height 2\n Radius 2\n Speed 3\n RenderStyle Add\n Alpha 0.9\n Scale 0.75\n +NOGRAVITY\n +FORCEXYBILLBOARD\n +DONTSPLASH\n +NOTELEPORT\n +NOBLOCKMAP\n +RIPPER\n +BLOODLESSIMPACT\n +CANNOTPUSH\n -BLOODSPLATTER\n -ACTIVATEPCROSS\n -ACTIVATEIMPACT\n -NOCLIP\n States\n {\n Spawn:\n \t64P1 A 0\n \t64P1 A 0 A_Jump(127, \"Spawn2\", \"Spawn3\")\n \t64P1 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT\n \tstop\n Spawn2:\n \t64P2 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT\n \tstop\n Spawn3:\n \t64P3 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT\n \tstop\n }\n}\n\nactor FlameStreamTrail : RocketFire\n{\n\tScale 0.36\n\tAlpha 0.32\n\tDamage 0\n\tDamageType \"Ice\"\n\tSpecies \"Player\"\n\t+MISSILE\n\t-ACTIVATEIMPACT\n\t-ACTIVATEPCROSS\n\t+THRUSPECIES\n\tStates\n\t{\n\t\tDeath:\n\t\t\tTNT1 AA 1\n\t\t\tstop\n\t}\n}\n\nACTOR FlameShot\n{\n\tRadius 13\n\tHeight 8\n\tSpeed 25\n\tDamage 4\n\tProjectile\n\t+THRUSPECIES\n\t+RANDOMIZE\n\t+NOBOSSRIP\n\t+NODAMAGETHRUST\n\t-BLOODSPLATTER\n\t+BLOODLESSIMPACT\n\tSpecies \"Player\"\n\tRenderStyle Add\n\tAlpha 0.66\n\tScale 0.5\n\tDeathSound \"weapons/flamehit\"\n\tObituary \"$OB_MPFLAMETHROWER\"\n\tDecal \"FlameScorch\"\n\tDamageType \"Ice\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 BRIGHT A_PlaySound(\"weapons/flamehit\")\n\t\tTNT1 AAAA 1 BRIGHT A_SpawnItemEx(\"FlameStreamTrail\", 0, 0, 0, Random(-1,1)+MOMX, Random(-1,1)+MOMY, Random(-1,1)+MOMZ, 0, SXF_CLIENTSIDE | SXF_ABSOLUTEMOMENTUM, 32)\n TNT1 A 1 BRIGHT A_SpawnItemEx(\"FlameStreamTrail\", 0, 0, 0, Random(-2,2)+MOMX, Random(-2,2)+MOMY, Random(-2,2)+MOMZ, 0, SXF_CLIENTSIDE | SXF_ABSOLUTEMOMENTUM, 32)\n\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"FlameStreamTrail\", 0, 0, 0, Random(-3,3)+MOMX, Random(-3,3)+MOMY, Random(-3,3)+MOMZ, 0, SXF_CLIENTSIDE | SXF_ABSOLUTEMOMENTUM, 32)\n\t\tTNT1 A 1 BRIGHT A_SpawnItemEx(\"FlameStreamTrail\", 0, 0, 0, Random(-3,3)+MOMX, Random(-3,3)+MOMY, Random(-3,3)+MOMZ, 0, SXF_CLIENTSIDE | SXF_ABSOLUTEMOMENTUM, 32)\n\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"FlameStreamTrail\", 0, 0, 0, Random(-3,3)+MOMX, Random(-3,3)+MOMY, Random(-3,3)+MOMZ, 0, SXF_CLIENTSIDE | SXF_ABSOLUTEMOMENTUM, 32)\n\t\tTNT1 A 1 BRIGHT A_SpawnItemEx(\"FlameStreamTrail\", 0, 0, 0, Random(-4,4)+MOMX, Random(-4,4)+MOMY, Random(-4,4)+MOMZ, 0, SXF_CLIENTSIDE | SXF_ABSOLUTEMOMENTUM, 32)\n\t\tTNT1 A 18 BRIGHT\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nActor ZombieFlameShot : FlameShot\n{\nSpecies \"\"\n-THRUSPECIES\nStates\n{\nDeath:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nActor FRZRFlameShot : FlameShot\n{\nSpecies \"Fatsos\"\n+THRUSPECIES\nStates\n{\nDeath:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nActor PoltFlameShot : FlameShot\n{\nSpecies \"Imps\"\n+THRUSPECIES\nStates\n{\nDeath:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nACTOR FlameShot2 : FlameShot\n{\n\tDecal \"\"\n\tspeed 25\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor NewZombieFreezeBlast\n{\n\tPROJECTILE\n +RANDOMIZE\n Radius 8\n Height 8\n Speed 55\n Damage 12\n\tRenderStyle Translucent\n\tScale 0.9\n\tAlpha 0.75\n\t SeeSound \"weapons/iceshot2\"\n DeathSound \"weapons/icehit2\"\n DamageType \"Ice\"\n\tStates\n\t{\n\tSpawn:\n TNT1 A 0 Bright A_CustomMissile(\"ICBTrail\",Random(4,6),Random(-2,2))\n\t\tISHR A 2 Bright A_CustomMissile(\"ProjectileTrailParticleBlue\",Random(4,6),Random(-2,2))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"ICBTrail\",Random(4,6),Random(-2,2))\n\t\tISHR B 2 Bright A_CustomMissile(\"ProjectileTrailParticleBlue\",Random(4,6),Random(-2,2))\n\t\tLoop\n\tDeath:\n\t TNT1 A 0\n\t\tTNT1 AAA 0 A_CustomMissile(\"Kaboom6F\", 0, 0, random(0,360), 2, random(0,360))\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"IceDebris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"Kaboom6F\", 0, 0, random(0,360), 2, random(0,360))\n\t\tStop\n\t}\n}\n\nActor NewFreezeBlast\n{\n\tPROJECTILE\n +RANDOMIZE\n\t+THRUSPECIES\n\tSpecies \"Player\"\n Radius 8\n Height 8\n Speed 55\n Damage 12\n\tRenderStyle add\n\tAlpha 0.75\n\t SeeSound \"weapons/iceshot2\"\n DeathSound \"weapons/icehit2\"\n DamageType \"Ice\"\n\tStates\n\t{\n\tSpawn:\n TNT1 A 0 Bright A_CustomMissile(\"ICBTrail\",Random(4,6),Random(-2,2))\n\t\tISHR A 2 Bright A_CustomMissile(\"ProjectileTrailParticleBlue\",Random(4,6),Random(-2,2))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"ICBTrail\",Random(4,6),Random(-2,2))\n\t\tISHR B 2 Bright A_CustomMissile(\"ProjectileTrailParticleBlue\",Random(4,6),Random(-2,2))\n\t\tLoop\n\tDeath:\n\t TNT1 A 0\n\t\tTNT1 AAA 0 A_CustomMissile(\"Kaboom6F\", 0, 0, random(0,360), 2, random(0,360))\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"IceDebris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"Kaboom6F\", 0, 0, random(0,360), 2, random(0,360))\n\t\tStop\n\t}\n}\n\nACTOR Kaboom6F : Kaboom6\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nFXPB AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)\nStop\n}\n}\n\nACTOR NewFreezeBlast2 : NewFreezeBlast\n{\n Damage 1\n DamageType \"None\"\n States {\n\tSpawn:\n TNT1 A 1\n\t\tLoop\n\tDeath:\n\t TNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR ICBTrail\n{\n Radius 8\n Height 16\n Scale 0.30\n RenderStyle Add\n Alpha 0.67\n PROJECTILE\n +CLIENTSIDEONLY\n +Randomize\n states\n {\n Spawn:\n \tTNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n PLSS JKLMNOPQRSTUVWXYZ 2 Bright A_FadeOut\n goto death\n Death:\n TNT1 A 0 A_SpawnItemEx(\"IceSparkle\", 0, 0, 0, random(-2, 2), random(-2, 2), random(-1, 1),0,128)\n TNT1 A 0 A_SpawnItemEx(\"IceSparkle\", 0, 0, 0, random(-2, 2), random(-2, 2), random(-1, 1),0,128)\n TNT1 A 0 A_SpawnItemEx(\"IceSparkle\", 0, 0, 0, random(-2, 2), random(-2, 2), random(-1, 1),0,128)\n PLSS JKLMNOPQRSTUVWXYZ 2 Bright A_FadeOut(0,05)\n goto death+3\n Toaster:\n TNT1 A 0\n\tStop\n }\n}\n\nActor IceSparkle\n{\n renderstyle translucent\n alpha 0.5\n radius 0\n height 0\n +NOGRAVITY\n +NOBLOCKMAP\n +NOLIFTDROP\n +NOTARGET\n +DONTSQUASH\n +NOTELEOTHER\n +NONSHOOTABLE\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n ICE2 A 0\n ICE2 A 0\n ICE2 ABC 4 A_FadeOut(0.10)\n Goto Spawn+1\n }\n}\nActor FrozenWind\n{\n+MISSILE\n+DONTSPLASH\n+CLIENTSIDEONLY\n+NOBLOCKMAP\n+NOGRAVITY\n+NOTELEPORT\n+FORCEXYBILLBOARD\n+THRUACTORS\nRenderStyle Add\nScale 0.4\nStates\n{\nSpawn:\nPLSS JKLMNOPQRSTUVWXYZ 2 Bright A_FadeOut\n\t}\n}\n\nACTOR IceDebris\n{\nRadius 3\nScale 0.4\n+MISSILE\n+CLIENTSIDEONLY\n+DOOMBOUNCE\n+NOTELEPORT\n+FORCEXYBILLBOARD\n+THRUACTORS\n+DROPOFF\nBounceCount 3\nBounceFactor 0.4\nWallBounceFactor 0.3\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tICEC AB 2\n\tLoop\nDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(128,3,5)\n\tICEC C 50\n\tICEC C 5 A_FadeOut(0.10)\n\tGoto Death+3\n\tICEC C 50\n\tICEC C 5 A_FadeOut(0.10)\n\tGoto Death+5\n\tICEC D 50\n\tICEC D 5 A_FadeOut(0.10)\n\tGoto Death+7\nToaster:\n\tTNT1 A 0\n\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/LegendaryPlasmaticRifle.txt",
"contents": "ACTOR \"Legendary Plasmatic Rifle\" : Weapon 16604\n{\n//$Category Weapons/LCA\n//$Sprite BTEPA0\n//$Title \"Legendary Plasmatic Rifle\"\n Height 14\n Weapon.PreferredSkin \"LegendaryRifle-Marine\"\n Weapon.SelectionOrder 7980\n Weapon.KickBack 60\n Weapon.AmmoUse 2\n Weapon.AmmoGive 100\n Scale 0.95\n Weapon.AmmoType \"LDemonMagazine\"\n Weapon.AmmoType2 \"LDemonAmmo\"\n Inventory.PickupMessage \"Legendary's Rifle Obtained, you'll never need another gun again.\"\n Inventory.PickupSound \"weapons/legup\"\n Obituary \"%o was obliterated by a soldier trained by Legendary.\"\n +WEAPON.AMMO_OPTIONAL\n +WEAPON.NOALERT\n +INVENTORY.UNDROPPABLE\n States\n {\n Ready:\n TNT1 A 0 A_PlaySound(\"weapons/legup\")\n\t BTRS ABCDE 1\n ReadyLoop:\n TNT1 A 0 A_JumpIfInventory(\"LDemonMagazine\",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 BTEK 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 BTEK 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 BTEK 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 BTEK 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 BTEK 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 BTEK 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 BTEK 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 BTEK 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 BTEK 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 BTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_PlaySound(\"weapons/legrifidle\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t BTEK 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 BTEK 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 BTEK 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 BTEK 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 BTEK 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 BTEK 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 BTEK 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 BTEK 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 BTEK A 1 A_WeaponReady\n\t Loop\n Deselect:\n TNT1 A 0 A_PlaySound (\"D_LEGND\",5,5.0,1,ATTN_NONE)\n TNT1 A 0 ACS_NamedExecuteAlways(\"StopWeaponMusic\",0)\n\t BTEK A 1 A_Lower\n Goto Deselect+2\n Select:\n TNT1 A 0\n\t TNT1 A 0 A_Raise\n\t Wait\n Fire:\n\t TNT1 A 0 Bright A_JumpIfNoAmmo(\"Empty\")\n //TNT1 A 0 ACS_NamedExecuteAlways(\"StartWeaponMusic\",0,0)\n\t TNT1 A 0 Bright A_AlertMonsters\n TNT1 A 0 Bright A_GunFlash\n\t TNT1 A 0 Bright Radius_Quake(4,2,0,1,0)\n TNT1 A 0 Bright A_Light1\n\t TNT1 A 0 Bright A_PlayWeaponSound(\"BlueDTRFire\")\n BTKF A 1 Bright A_FireCustomMissile(\"PlayerLegendaryProjectile\",Random(100,-100)/100.00,1,0,0,0,Random(100,-100)/100.00)\n\t BTKF B 1 Bright A_Light2\n BTKF C 2 A_Light0\n TNT1 A 0 A_ReFire\n Goto ReadyLoop\n Empty:\n BTEK A 10 A_PlaySound(\"weapons/click2\")\n AltFire:\n \t TNT1 A 0 A_JumpIfInventory(\"LDemonMagazine\",50,2)\n TNT1 A 0 A_JumpIfInventory(\"LDemonAmmo\",1,2)\n\t TNT1 A 0\n\t Goto ReadyLoop\n BTKR AB 2\n\t BTKR C 3\n\t BTKR D 4 A_PlaySound(\"weapons/demontecheject\")\n\t TNT1 A 0 Radius_Quake(2,2,0,1,0)\n\t BTKR E 2 A_PlaySound(\"weapons/demontechsteam\")\n\t BTKR F 2 Radius_Quake(2,2,0,1,0)\n\t BTKR GHI 2 Radius_Quake(2,2,0,1,0)\n\t BTKR J 3 A_FireCustomMissile(\"LDemonTechEmptyMag\", 0, 0, 0, 1)\n\t BTKR K 15\n\t BTKR LMN 2\n\t TNT1 A 0 A_JumpIfInventory(\"LDemonAmmo\",1,\"Reload\")\n BTKR O 6 A_PlayWeaponSound(\"weapons/demontechload\")\n BTKR O 4 A_PlayWeaponSound(\"weapons/demontechclick\")\n BTKR CB 3\n\t BTKR A 2\n\t Goto ReadyLoop\n Reload:\n\t TNT1 A 0 A_TakeInventory(\"LDemonAmmo\",1)\n\t TNT1 A 0 A_GiveInventory(\"LDemonMagazine\",1)\n\t TNT1 A 0 A_JumpIfInventory(\"LDemonMagazine\",50,\"Full\")\n\t TNT1 A 0 A_JumpIfInventory(\"LDemonAmmo\",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 BTRS EDCBA 1\n\t TNT1 A 6\n\t HGRN ABC 1\n\t HGRN D 3\n\t HGRN EFGHI 2\n\t TNT1 A 14 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\t HGRN J 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\t HGRN K 1\n\t HGRN LMNO 2\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 BTRS EDCBA 1\n\t TNT1 A 10\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 BTEP A -1\n Stop\n }\n}\n\nACTOR LDemonMagazine : Ammo\n{\nInventory.Amount 0\nInventory.MaxAmount 50\nAmmo.BackpackAmount 0\nAmmo.BackpackMaxAmount 50\nInventory.Icon \"BTEPA0\"\n+IGNORESKILL\n}\n\nACTOR LDemonAmmo : Ammo 16806\n{\n//$Category Ammunition/LCA\n//$Sprite BAMGA0\n//$Title \"Legendary Demon Ammo\"\nScale 0.65\nInventory.PickupMessage \"Legendary Plasmatic Energy Cells Obtained\"\nInventory.PickupSound \"items/legendaryammo\"\nInventory.Amount 50\nInventory.MaxAmount 250\nAmmo.BackpackAmount 10\nAmmo.BackpackMaxAmount 500\nInventory.Icon \"BAMGA0\"\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n\tBAMG A -1\n Stop\n }\n}\n\nACTOR LDemonAmmoBox : LDemonAmmo 16807\n{\n//$Category Ammunition/LCA\n//$Sprite BAMOA0\n//$Title \"Legendary Box of Demon Ammo\"\nScale 0.65\nInventory.Amount 100\nInventory.PickupMessage \"Charged Legendary Plasmatic Energy Cells Obtained\"\nInventory.PickupSound \"items/legendaryammopack\"\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n\tBAMO A -1\n\tStop\n\t}\n}\n\nACTOR LDemonTechEmptyMag : BulletCasing\n{\nScale 0.4\nSeeSound \"weapons/emptydrum\"\n+NOTIMEFREEZE\nStates\n{\n\tSpawn:\n\t LDTM ABCD 3\n\t Loop\n Death:\n\t TNT1 A 0\n TNT1 A 0 A_Jump(128,3)\n LDTM A 100\n LDTM A 5 A_FadeOut(0.10)\n Goto Death+3\n LDTM C 100\n\t LDTM C 5 A_FadeOut(0.10)\n\t Goto Death+5\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Items/LegendaryUltraSphere.txt",
"contents": "ACTOR LegendaryUltraSphere : CustomInventory 16703\n{\n//$Category Powerups/LCA\n//$Sprite LLDSA0\n//$Title \"Legendary UltraSphere\"\n Inventory.PickupSound \"legmegasphere/pickup\"\n Inventory.Pickupmessage \"You got the Legendary UltraSphere! You cheeky cunt!\"\n +FLOATBOB\n +COUNTITEM\n +INVENTORY.BIGPOWERUP\n -INVENTORY.ALWAYSPICKUP\n -FLOAT\n +NOTIMEFREEZE\n ActiveSound \"legendarymegasphere/idle\"\n States\n {\n Spawn:\n\tTNT1 A 1\n TNT1 A 0 A_PlaySound(\"legendarymegasphere/idle\",6,1.0,1)\n\tIdle:\n TNT1 A 0 A_CustomMissile (\"YellowSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tTNT1 A 0 A_CustomMissile (\"YellowSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tLLDS ABCDCB 10 Bright A_CustomMissile (\"LegendarySphereFlameSpawner\", -20, 0, random(0,-360), 2, random(0,360))\n\tLoop\n Pickup:\n\tTNT1 A 0 A_StopSound(6)\n TNT1 A 0 A_GiveInventory(\"LegendarySphereHealth\", 1)\n TNT1 A 0 A_GiveInventory(\"LegendaryArmor\", 1)\n\tTNT1 A 0 A_GiveInventory(\"ModdedBackpack\", 1)\n\tTNT1 A 0 A_GiveInventory(\"BulletMag\", 400)\n TNT1 A 0 A_GiveInventory(\"NewShell\", 100)\n\tTNT1 A 0 A_GiveInventory(\"Missile\", 100)\n TNT1 A 0 A_GiveInventory(\"NewCell\", 600)\n\tTNT1 A 0 A_GiveInventory(\"DemonAmmo\", 600)\n\tTNT1 A 0 A_GiveInventory(\"HandGrenadeAmmo\", 8)\n\tTNT1 A 0 A_GiveInventory(\"MineAmmo\", 6)\n TNT1 A 0 A_GiveInventory(\"LDemonAmmo\", 500)\n\tTNT1 A 0 A_GiveInventory(\"LegendaryShell\",90)\n\tTNT1 A 0 A_GiveInventory(\"LegendaryLMGBulletMag\",300)\n\tTNT1 A 1 A_StopSound\n\tStop\n }\n}"
}
]
},
"maps": []
}