cf_nexus-alpha-v1.82sahfix.pk3

PK3 81 MiB 0 map(s)

Counts

endoom0
graphics0
lumps3649
maps2
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "03405228-cbb2-48e5-85f0-b5f13a3674d6",
    "sha1": "8a417e42e568df12d6ca158988936071bfe3c3a7",
    "sha256": "618e2e50115f4888477052f8e4805403195e75eec92e6083b2401d2af64c1c21",
    "filenames": [
      "cf_nexus-alpha-v1.82sahfix.pk3"
    ],
    "additional": {
      "engines": [],
      "iwad": [],
      "filename": null,
      "added": "2021-01-10 03:11:27",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": null,
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2021-01-10 03:11:27",
    "file": {
      "type": "PK3",
      "size": 84553299,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/8a417e42e568df12d6ca158988936071bfe3c3a7/8a417e42e568df12d6ca158988936071bfe3c3a7.pk3.gz",
      "corrupt": false
    },
    "content": {
      "maps": [
        "MAPINFO",
        "TEST"
      ],
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 3649,
        "maps": 2,
        "palettes": 0
      }
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "DECORATE.txt",
        "contents": "#include \"Actors/ComplexDoomFixes.txt\"\n#include \"Actors/Misc.txt\"\n#include \"Actors/DatPlayer.txt\"\n#include \"Actors/CFFixes.txt\"\n#include \"Actors/HellsmithEdits.txt\"\n#include \"Actors/ShiroEdits.txt\"\n#include \"Actors/TXSedits.txt\"\n\n//Spawners\n#include \"Actors/Spawners/EnemySpawner.txt\"\n#include \"Actors/Spawners/EnemySpawnerEdits.txt\"\n#include \"Actors/Spawners/WeaponEntitySpawner.txt\"\n#include \"Actors/Spawners/TXSShuffleSpawners.txt\"\n#include \"Actors/Spawners/AmmoSpawner.txt\"\n#include \"Actors/Spawners/TrueCF.txt\"\n//#include \"Actors/Spawners/PMD.txt\"\n\n//Marines\n#include \"Actors/DrBlood/cdi_marines.txt\"\n#include \"Actors/DrBlood/cdi_marines_items.txt\"\n\n//Items\n#include \"Actors/Items/NemesisPowerShard.txt\"\n#include \"Actors/Items/VengefulNemesisArmor.txt\"\n#include \"Actors/Items/NemesisSoulSphere.txt\"\n#include \"Actors/Items/NemesisPowerSphere.txt\"\n#include \"Actors/Items/TrueLegendaryArmor.txt\"\n#include \"Actors/Items/HellfireArmor.txt\"\n\n#include \"Actors/Items/Edits/ItemEdits.txt\"\n\n//Weapons\n#include \"Actors/Weapons/LegendaryC4.txt\"\n#include \"Actors/Weapons/HellstormCannon.txt\"\n\n#include \"Actors/Weapons/EnragedLegendaryCoachgun.txt\"\n\n#include \"Actors/Weapons/Edits/WeaponEdits.txt\"\n\n//Monsters\n#Include \"Actors/Monsters/CorruptLegCard.txt\"\n#Include \"Actors/Monsters/HellFireCardinal.txt\"\n#include \"Actors/Monsters/NemSaw.txt\"\n#include \"Actors/Monsters/NemesisSSGZombie.txt\"\n#include \"Actors/Monsters/GrossElemental.txt\"\n#include \"Actors/Monsters/HellsMinister.txt\"\n#include \"Actors/Monsters/Maephisto.txt\"\n#include \"Actors/Monsters/HellfrostCyberdemon.txt\"\n#include \"Actors/Monsters/EnragedLegendaryLieutenant.txt\"\n#include \"Actors/Monsters/EnragedLegendaryCyberDemon.txt\"\n#include \"Actors/Monsters/VexedNemesisStealthTrooper.txt\"\n#include \"Actors/Monsters/VexedNemesisRedeemer.txt\"\n#include \"Actors/Monsters/VexedNemesisFiend.txt\"\n#include \"Actors/Monsters/VexedNemesisArchon.txt\"\n#include \"Actors/Monsters/VexedNemesisGoliath.txt\"\n#include \"Actors/Monsters/VexedNemesisBabySentient.txt\"\n#include \"Actors/Monsters/VexedNemesisSentient.txt\"\n\n#include \"Actors/Monsters/VexedNemesisTerminator.txt\"\n\n#include \"Actors/Monsters/Edits/SuicideMonsterEdits.txt\"\n#include \"Actors/Monsters/Edits/Utsuho.txt\"\n#include \"Actors/Monsters/Edits/NemesisEdits.txt\"\n#include \"Actors/Monsters/Edits/VexMonsterEdits.txt\"\n#include \"Actors/Monsters/Edits/TrueLegEdits.txt\"\n#include \"Actors/Monsters/Edits/OtherEdits.txt\"\n\n#include \"Actors/Monsters/BringBackRemoveStatesPlease/EnragedMonsters.txt\"\n#include \"Actors/Monsters/BringBackRemoveStatesPlease/NemesisMonsters.txt\"\n\n//Barrels\n#include \"Actors/Barrels/NemBarrel.txt\"\n#include \"Actors/Barrels/VNemBarrel.txt\"\n#include \"Actors/Barrels/TrueLegBarrel.txt\""
      },
      {
        "source": "pk3",
        "name": "SNDINFO.txt",
        "contents": "Sounds/termlgh tlaugh\n\nredeemer/active BOOALAR\nredeemer/explosion NUKEDES\n\nVexedExplosion VBOMBEX\n\nCoomer VCOMER\nBoomer VBOMER\n\n//music vol\n$musicvolume LEGM765 2.0\n$musicvolume LEGM2002 2.0\n$musicvolume LEGM2003 2.0\n$musicvolume LEGM2004 2.0\n$musicvolume LEGM2010 2.0\n\n//TXS\nCHSTOPN1 CHSTOPN1\nCHSTOPN2 CHSTOPN2\nCHSTOPN3 CHSTOPN3\n$random chest/open { CHSTOPN1 CHSTOPN2 CHSTOPN3 }\n\nANGSIN1 ANGSIN1\nANGSIN2 ANGSIN2\nANGSIN3 ANGSIN3\n$random AngelChest/Luck { ANGSIN1 ANGSIN2 ANGSIN3 }\n\nangelchest/superluck ANGSIN4\n\nunmakerchest/luck DVLSIN2\n\ntruelegtime/effect0 TLEGSEF\n\n//BeaconBois\nbeacon/alarm BALARM\n\n$random marine/see\t  { marine/see1 marine/see2 marine/see3 }\n$random marine/active { marine/active1 marine/active2 marine/active3 }\n$random marine/death  { marine/death1 marine/death2 marine/death3 }\nmarine/see1\tMARSEE1\nmarine/see2\tMARSEE2\nmarine/see3 MARSEE3\nmarine/active1 MARIDL1\nmarine/active2 MARIDL2\nmarine/active3 MARIDL3\nmarine/pain MARPAIN\nmarine/death1 MARDIE1\nmarine/death2 MARDIE2\nmarine/death3 MARDIE3\n\nsniper/fire2 SNIPFIR2\n\nbeacon/explode GRENEZ1\ndbfgbeacon/warn BBACON1\n$rolloff dbfgbeacon/warn 1000 3500\n\n//KAZUMI\n$rolloff singenjitsu/ambient 1000 3500\n\n//Mad Big Brain\nEnragedSentient/Active1 ESENACT1\nEnragedSentient/Active2 ESENACT2\n$random EnragedSentient/Active { EnragedSentient/Active1 EnragedSentient/Active2 }\n$rolloff EnragedSentient/Active 800 2200\n\n//Hellfire Cardinal\nHFCardinal/Sight HFCDSIT\nHFCardinal/Death HFCDTH\n$rolloff HFCardinal/Death\t 1000 3500\nHFCardinal/Laugh HFLAUG1\n$rolloff HFCardinal/Laugh\t 1000 3500\nHFCardinal/Charge HFFIRE1\n$rolloff HFCardinal/Charge\t 1000 3500\nFireBlast/Exp HFEXP1\n$rolloff FireBlast/Exp\t 1000 3500\n//$Volume HFEXP1 5.0\n\nhfcardinal/fireloop BOMBBLOP\n$rolloff hfcardinal/fireloop 1000 3500\nhfcardinal/begin BOMBCHRG\n$rolloff hfcardinal/begin 1000 3500\n\nhfcardinal/fly BOMSFLY\n\n$random Weapons/BombExp { Weapons/BombExp1 Weapons/BombExp2 Weapons/BombExp3 Weapons/BombExp4 Weapons/BombExp5 Weapons/BombExp6 }\nWeapons/BombExp1\t\tBOMBEX01\nWeapons/BombExp2\t\tBOMBEX02\nWeapons/BombExp3\t\tBOMBEX03\nWeapons/BombExp4\t\tBOMBEX04\nWeapons/BombExp5\t\tBOMBEX05\nWeapons/BombExp6\t\tBOMBEX06\n\n//Nemesis Chainsaw Zombie\nNemesisChainsawZombie/Sight NCZZSEE\nVexedNemesisChainsawZombie/Sight VCZZSEE\n$random NemesisChainZomb/Active { NemesisChainZomb/Active1 NemesisChainZomb/Active2 NemesisChainZomb/Active3 }\nNemesisChainZomb/Active1 NCSTALK1\nNemesisChainZomb/Active2 NCSTALK2\nNemesisChainZomb/Active3 NCSTALK3\n\nMadSaw/Idle\t\tECHSIDLE\n$rolloff MadSaw/Idle 400 2200\nMadSaw/Attack\tECHSATK\n$rolloff MadSaw/Attack 400 2200\n\n//Nemesis SSG Zombie\n$Volume LSSGSIT 3.0\n$Volume LSSGACT 3.0\n$Volume LSSGPAIN 3.0\n$Volume LSSGDTH 3.0\nNemssgzomb/sight NZSSGSEE\nNemssgzomb/pain NZSSGPN\nNemssgzomb/death NZSSGDTH\n\n//CorruptedLegendaryCardinal\nCLC/death CLCDETH\n\n$random CLC/attack1 { CLCPREP1 CLCPREP3 }\nCLCPREP1 CLCPREP1\nCLCPREP3 CLCPREP3\n$rolloff CLC/attack1 800 2200\n\n$random CLC/attack2 { CLCPREP2 CLCPREP6 }\nCLCPREP2 CLCPREP2\nCLCPREP6 CLCPREP6\n$rolloff CLC/attack2 800 2200\n\n$random CLC/attack3 { CLCPREP4 CLCPREP5 }\nCLCPREP4 CLCPREP4\nCLCPREP5 CLCPREP5\n$rolloff CLC/attack3 800 2200\n\n$random CLC/Rekt { CLCREKT1 CLCREKT2 }\nCLCREKT1 CLCREKT1\nCLCREKT2 CLCREKT2\n$rolloff CLC/Rekt 10000 3500\n\n$volume CLCREKT1 5.0\n$volume CLCREKT2 5.0\n\n$random CLC/Rage { CLCRAGE1 CLCRAGE2 CLCRAGE3 }\nCLCRAGE1 CLCRAGE1\nCLCRAGE2 CLCRAGE2\nCLCRAGE3 CLCRAGE3\n$rolloff CLC/Rage 800 2200\n\n$random CLC/see { CLCSEE1 CLCSEE2 }\nCLCSEE1 CLCSEE1\nCLCSEE2 CLCSEE2\n\n$random CLC/active { CLCACT1 CLCACT2 CLCACT3 CLCACT4 }\nCLCACT1 CLCACT1\nCLCACT2 CLCACT2\nCLCACT3 CLCACT3\nCLCACT4 CLCACT4\n$rolloff CLC/active 800 2200\n\n//Minister Of Hell\nMinister/See\t\tMOFHSIG\n$rolloff Minister/See\t\t800 2200\nMinister/Active\t\tMOFHACT\n$rolloff Minister/Active\t\t800 2200\nMinister/Death\t\tMOFHDTH\n\n//Maef***er\n$random maephisto/see {maephisto/see1 maephisto/see2}\n$rolloff maephisto/see\t400 2200\n$random maephisto/idle {maephisto/idle1 maephisto/idle2 maephisto/idle3 maephisto/idle4 maephisto/idle5}\n$rolloff maephisto/idle\t400 2200\nmaephisto/see1   MAESEE1\nmaephisto/see2   MAESEE2\n$rolloff maephisto/see1\t400 2200\n$rolloff maephisto/see2\t400 2200\nmaephisto/charge MAECHRG\nmaephisto/laser  MAELAZR\nmaephisto/death  MAEDETH\nmaephisto/idle1  MAEIDL1\nmaephisto/idle2  MAEIDL2\nmaephisto/idle3  MAEIDL3\nmaephisto/idle4  MAEIDL4\nmaephisto/idle5  MAEIDL5\n\n//Gross Elemental\nGrossElem/Sight         BELSIT\nGrossElem/Idle          BELIDLE\nGrossElem/Pain          BELPAIN\nGrossElem/Die           BELDTH\nGrossElem/Fire          BELSPIT\n\n$Random VenMaggot/Sight          { VenMagSight1 VenMagSight2 }\nVenMagSight1            MAGSIT1\nVenMagSight2            MAGSIT2\n$Random VenMaggot/Idle           { VenMagIdl1 VenMagIdl2 }\nVenMagIdl1              MAGACT1\nVenMagIdl2              MAGACT2\nVenMaggot/Pain          BELPAIN\nVenMaggot/Die           MAGDTH\nVenMaggot/Melee         MAGATK\n\n// legendary C4 (Sounds by 3D Realms)\nweapons/pbthrow\t\t        dspipthr\nweapons/pbarm\t\t        dspiparm\n\n//Tleg Armor\ntruelegprotec/pickup TLEGARMO\n\n//Hexa-Shotgun\nweapons/pickuphsg\t\tdsgthxs\nweapons/hsgdoublefire\t\t\tDSQUDBL\nweapons/hsgfire\t\t\t\t\tDSHSFIR\nweapons/hsgopen\t\t\t\t\tDSQSOPN\nweapons/hsgshellslide\t\t\tDSQSLL\nweapons/hsgclose\t\t\t\tDSQSCLS\n\n//EFG\nEFG9000/up EFGUP\nefg/nuke EFGNUK\nefg/nukecharge EFGNKCH\n\n//Empowered Demon Tech Railgun\nEDTRA/Select EDTRASL\nEDTRA/Idle EDTRAIDL\nEDTRA/Fire EDTRAFI\n\n//Enraged Legendary Lieutenant\nenragedleglie/pain ELIEUPAI\nenragedleglie/death ELIEUDTH\nenragedleglie/sight ELIEUSIT\n\n//Enraged Coachgun\nDragon/Fire DRAGON0\nDragon/Alt DRAGON1\nDragon/Normalfire ECGFIR1\nDragon/Normalaltfire ECGFIR2\nDragon/Selectbreath ECGDRAG\nDragon/Selectnormal ECGSHELL\n\n//ZEN\nZENSTA ZENSTA\nZENLOP ZENLOP\nZENSTO ZENSTO\nZENUP ZENUP\nZENUP2 ZENUP2\nZENUP3 ZENUP3\nZENUP4 ZENUP4\nZENIDL ZENIDL\n\n//Enraged Legendary Cyberdemon\nenrlegcyber/superform ESPFRM\n\nECYBSIT1 ECYBSIT1\nECYBSIT2 ECYBSIT2\n$random EnragedCyberdemon/Sight {ECYBSIT1 ECYBSIT2}\n\nECYBACT1 ECYBACT1\nECYBACT2 ECYBACT2\nECYBACT3 ECYBACT3\nECYBACT4 ECYBACT4\nECYBACT5 ECYBACT5\n$random EnragedCyberdemon/Idle {ECYBACT1 ECYBACT2 ECYBACT3 ECYBACT4 ECYBACT5}\n\nECYBATK1 ECYBATK1\nECYBATK2 ECYBATK2\nECYBATK3 ECYBATK3\nECYBATK4 ECYBATK4\nECYBATK5 ECYBATK5\nECYBATK6 ECYBATK6\n$random EnragedCyberdemon/Attack {ECYBATK1 ECYBATK2 ECYBATK3 ECYBATK4 ECYBATK5 ECYBATK6}\n\nECYBPT1 ECYBPT1\nECYBPT2 ECYBPT2\nECYBPT3 ECYBPT3\nEnragedCyberdemon/Taunt ECYBPT3\n$rolloff EnragedCyberdemon/Taunt 10000 3500\n\nEnragedCyberdemon/Spawn ECYBPT2\n\nEnragedCyberdemon/Heal ECYBPT1\n\nECYBPAI1 ECYBPAI1\nECYBPAI2 ECYBPAI2\nECYBPAI3 ECYBPAI3\n$random EnragedCyberdemon/Pain {ECYBPAI1 ECYBPAI2 ECYBPAI3}\n\nEnragedCyberdemon/Death ECYBDTH\n\n$Volume ECYBPAI1 5.0\n$Volume ECYBPAI2 5.0\n$Volume ECYBPAI3 5.0\n$Volume ECYBSIT1 5.0\n$Volume ECYBSIT2 5.0\n$Volume ECYBPT1 5.0\n$Volume ECYBPT2 5.0\n$Volume ECYBPT3 5.0\n\n//Vexed Nemesis Baby Sentient\nVexedNemesisBabySentient/Sight\tVNBSSIT\n$rolloff NemesisBabySentient/Sight\t400 2200\nVexedNemesisBabySentient/Active\tVNBSACT\n$rolloff VexedNemesisBabySentient/Active\t400 2200\n$rolloff VexedNemesisBabySentient/Active\t400 2200\n$random VexedNemesisBabySentient/Pain { VNBSPAI1 VNBSPAI2 }\nNMBSPAI1 NMBSPAI1\nNMBSPAI2 NMBSPAI2\n$rolloff NemesisBabySentient/Pain\t400 2200\nVexedNemesisBabySentient/Death\tVNBSDTH\n\n//Vexed Nemesis Sentient\nVexedBallDeath VEXDTH\nVexedNemesisSentient/Sight VSENSEE\n$random VexedNemesisSentient/Taunt { VNSETAU1 VNSETAU2 VNSETAU3 }\nVNSETAU1 VNSETAU1\nVNSETAU2 VNSETAU2\nVNSETAU3 VNSETAU3\nVexedNemesisSentient/Death\t\tVNSEDTH"
      },
      {
        "source": "pk3",
        "name": "INFO.txt",
        "contents": "CF Nexus aims to bring 3rd party content to CF 4.1, which was previosuly featured in CF 3.0.\nAll featured addons can be run as solo together with CF.\n\nAddons featured in the Alpha version: TXS Reborn, Nemesis Hellsmith, Kazumi's Complex Addon Pack, Patch content and Dr. Blood's CDI Marines\n\nMore info: https://github.com/Fluffx/Nexus-Works"
      },
      {
        "source": "pk3",
        "name": "CREDITS.txt",
        "contents": "Addon maintained by Fluffy\n\nNOTE: If you made anything included in this mod and don't see the credits,\nyou can contact me via my discord here: Fluffy#5319\n\n---Used Decorate---\n\nNemesis/vexed Chainsaw Zombie - Overlord\nNemesis Super Shotgun Zombie - TheUndeadSoldier\nLegendary C4 - sprites and decorate by Craneo, modifications by fluffy\nCDI Marines - Dr. Blood\nHell's Minister, Maephisto - CF3.0 and Complex Doom Invasion\nVexed Nemesis Terminator, Legendary Roasterock - Animated Ginger\n\n---Used Sprites---\n\nLegendary/Enraged ASG, ELeg Coachgun, Nemesis Unmaker (ZEN) - Craneo\nFreezer rifle and HellStorm Pulverizer - -Metal_Spaghetti-\nNemesis Zombie, Commando and Assault Captain sprites - TheUndeadSoldier\nHellfire Cardinal, Nemesis SSG - Gorman freebmane (Gay Dickem, Iknowhowtomap)\nDeath lord - Harbinger\nTrue legendary Armor - Killerkouhai\nRunes, Hellfire Armor, ZEN edits - ParadoX\nCorrupted Cardinal - Arkore\nImproved Minigun - Carrot, ParadoX (edit)\nArchvile Staff - ParadoX\n\nBy Carrot:\nLegendary Invisibility Sphere, Legendary Invulnerability Sphere, Legendary PowerSphere,\nLegendary RandomSphere, Legendary Sphere, Legendary Time Freeze Sphere, Legendary Salvation Sphere,\nLegendary Ammo Sphere, Skull Of Power, Demonic Chalice, Berserk Pack, Pure Rage,\nMonster Life essences and armor bonuses, Barbatos Cannon, Black Hole Generator,\nRuffian Cannon, Hellfire Cyber Cannon, Legendary Rifle, Commander Devastator Recolor\nand EFG9000\n\n---Used Sounds---\n\nEnraged Legendary Lieutenant - DissyEX\nEnraged Legendary Cyberdemon - DissyEX (editing), Ultra Street Fighter IV (voices), Metroid Prime 2: Echoes (death & explosion)\nEnraged Legendary Coachgun - DissyEX (editing), Entropy Zero (fire sounds), Metroid Prime (mode select sounds)\nArmageddon Cannon explosion - DissyEX (editing), Team Fortress 2, Half-Life 2\nVexed Nemesis Baby Sentient - Xanadox, Terraria, Star Trek IV\nDBFG beacon explosion - Arkore\n\nTXS chest sounds:\nSource - The Binding of Isaac: Wrath of the Lamb, The Binding of Isaac: Afterbirth Team Fortress 2, Half-Life 2 and Left 4 Dead 2.\nSound editing - DissyEX\n\n---Music---\n\nStartup song - Two Steps From Hell - Demon Rider                                     STARTUP\n\nCorrupted Legendary Cardinal: Boss Boss Boss (Monster) - Katana ZERO (Gamerip)       LEGM763\nHellfire Cardinal: Andrew Hulshult - Bleeding Out                                    LEGM765\nUtsuho: https://www.roblox.com/library/674318415/Nuclear-Fusion                      LEGM760 (SHIRO)\nNemesis Chainsaw Zombie: I Cum Blood (Cannibal Corpse instrumental cover)            LEGM766\nVexed nemesis Chainsaw Zombie: Arch Enemy - Nemesis (instrumental)                   LEGM767\nNemesis Super Shotgun Zombie: Markie Music - BALLET [Slash Theme]                    LEGM768\n\nVexed Nemesis Baby Sentient: Daisuke Nagata - the ordinary people (edit: Xanadox)    LEGM2001\nVexed Nemesis Behemoth: ANFS (KAFTA002) - Nation                                     LEGM2002\nVexed Nemesis Archon: The Binding of Isaac OST - The Clubbing of Isaac(Remix)        LEGM2003\nVexed Nemesis Fiend: Devil May Cry 3 Soundtrack - Arkham Battle                      LEGM2004\nVexed Nemesis Redeemer: Devil May Cry 3 Geyron Battle 1                              LEGM2005\nVexed Nemesis Stealth Trooper: Disphonia - Careful                                   LEGM2006\nEnraged Legendary Lieutnant: EGT - This is my rifle and this will be fun             LEGM2007\nEnraged Legendary Cyberdemon: Ratchet & Clank - Planet Koros (D&BMetal Remix)        LEGM2008\nVexed nemesis Sentient: goreshit - loather                                           LEGM2010\n\n---Nemesis Items Credits---\n\nSemi Nemesis Sphere:\nSprites: NoozeArt\nRecolor: Titanium, ParadoX\n\nVengeful Nemesis Armor:\nSprite base: killerkouhai\nRemake: Titanium\n\nNemesis Power Sphere:\nSprites: NoozeArt\nRecolor: Titanium\n\nNemesis Power Shard effects:\nSprites: Daedalus\nRecolor: Titanium\n\n---Gross Elemental Credits---\n\nSprites: ID Software, Craneo\nSounds: Nintendo, DissyEx\nDecorate: Craneo, Fluffy\n\nVenom Maggot Credits:\nSprites: Freedoom (Fredrik Johanson), Craneo\nSounds: Nintendo, DissyEx\nDecorate: Craneo, Fluffy\n\n---CA Credits (By ParadoX)---\n\nVexed Stealthtrooper, Redeemer, Fiend, Archon, Goliath, Babysentient\nAnd Sentient\n\nEnraged Legendary Cyberdemon, Enraged Legendary Lieutenant\n\nTrue leg barrel\n\n---Corrupted Legendary Cardinal credits---\n\nDecorate 'attempt' - Fluffy\nvoices - Killing Floor 2 (Tripwire Studios)\nSprites - Gorman freebmane (Gay Dickem, Iknowhowtomap)\n\n---Special Thanks---\n\nEmpyre, Hellsmith1, Kazumi (Shirohima M. Yumikira), SyfeKS"
      },
      {
        "source": "pk3",
        "name": "LOAD ORDER.txt",
        "contents": "Preferred load order:\n\nbulletpuff_fix.wad\n--Your map wad here--\ncomplex-doom.v26a2.wad\nlca-v1.5.9.6.pk3\nrandomons-v1.2.5.1.pk3\ncomplex-dust-v1.7.2.pk3\ninsanelca-custom-v1.3a.pk3\nhem-custom-cf-v4.1.pk3\ncomplex-dust-clusterfuck-v4.1.pk3\nhpbar-v22.1-cf.pk3\ntxs-reborn-v1.1.pk3\nNemesis_Hellsmith002-cf-fix.pk3\nKazumisComplexAddonPack-Alpha-Ver.0.6.pk3\nCF_Nexus-Alpha-v1.82.pk3\nnewtextcolours_260.pk3\nreimagined-cf-sounds-v2.0.pk3 (Optional sounds)\n(Skins)\n\nNOTE: All wads can be dowloaded from https://allfearthesentinel.net/"
      },
      {
        "source": "pk3",
        "name": "CHANGELOG.txt",
        "contents": "1.82:\n-New ZEN draw animation\n-New Archvile Staff sprites\n-Readded Jetpack Zombie and Stone Imp to the spawners\n-Hellstorm weapon's rod deals damage over time\n-Changed the Supercharged DTech Sentry to an Empowered DTech Sentry (TXS)\n-Hackroid ASG doesn't refill it's magazine on backpacks (TXS)\n-Nerfed Phase Guardian Cube's damage (TXS)\n-Nerfed Cyborg Shotgunner's Damage (TXS)\n-Hellclones take more damage (no damagefactor) (TXS)\n-Fixed an infinite loop error message with the Carrier (TXS)\n-Starting armor/health doesn't give ammo and doesn't reset after each map //reverted it back, sucks ass, btw good features\n-Corrected Demon Tech Rifle's Tag\n-Grenades don't explode twice\n\n1.81:\n-A slight rebalance to chest drops (TXS)\n-Changed names to nemesis spheres and armors\n-CDI Marines have custom colours\n-Beacons don't randomly explode\n-Terminators don't drop on death when cf_nodroprunes is on\n-Slightly buffed Armageddon Cannon's both fire modes\n-Restored complex doom skills, UV is now skill 3 and TrueCF skill 7 on servers (sorry about that....)\n-Fixed the Nemesis Tormentor disappearing after getting a kill\n-Fixed an issue with Vexed Nemesis Fiend's ghosts not disappearing\n-Fixed Enraged Legendary Lieutenant's after images\n-Fixed a sprite conflict with the watcher's projectiles\n\n1.8:\n-Revamped Enraged Legendary Cyberdemon\n-Adjusted Armageddon Cannon's damage / explosion edit (WIP)\n-Ammo randomization, special types of ammo has a rare chance to spawn from ammo spawns, does not affect the items respawn flag (Subject to change)\n-New difficulty options (Subject to change)\n-New Enraged Legendary Coachgun sounds\n-New Vexed nemesis Baby Sentient sounds\n-New soundtracks for Vexed Nemesis Baby Sentient and Enraged Legendary Cyberdemon\n-The HF Card is less aggressive (Pause between attacks)\n-Runes cannot be crushed when dropped\n-Terminator powerups drop on death\n-BFG2704 uses less ammo\n-DBFG fully ignores ammo spheres (Subject to change)\n-Fixed a bug with Hellstorm BFG's alt fire\n\nNexus extra 2.6:\n-New nemesis ammo resprites\n-Added True legendary barrel and new leg/nemesis/vexed barrel resprites\n-Changes to Vexed nemesis Archon, Vexed Nemesis Goliath and Vexed Nemesis Sentient\n\nTXS:\n-TXS Compatibility\n-New chest sounds\n-New True Legendary Time Sphere use sound\n-New Legendary Behemoth Cannon resprites\n-Hackroid weapons ignore ammo spheres\n\n1.72:\n-Added a starting armor/health option\n-Nerfed grenades to half damage and radius\n-Credit corrections\n\n1.71:\n-Fixed a sprite conflict from the Painharvester\n\n1.7:\n-Hardspawns can now be accessed from the CF options (testing stage)\n-Changed Leg C4's unarmed sprites\n-Grenades do self damage\n-Reworked HF Cards's attacks for the 999th time\n-The HF Card now spawns when the HF cyber dies (TLR equipped only)\n-Dispenser Marines give explosive ammo much slower\n-Fixed Enraged Coachgun not giving loaded shells on pickup\n-Updated Nemesis SSG DMF's\n-Legendary Kaguya has less health\n-Moved D-BFG higher in slot 7 selection\n-Moved Leg saber to be first in slot 1\n-Removed DTech Shotgun sprites\n\nNexus Extra 2.5:\n-Reworked EFG\n-New hellfire armor sprites\n-New Corrupted Cardinal sprites\n-Changed agility and legendary rune sprites\n-Leg/tleg BFG offset adjustments\n-A slight change for the ZEN\n\nNemesis Hellsmith 002 cf has updated with fixes:\n-Stingray's primary fire and the BLG ignores ammo spheres unless infiniteammo is enabled\n-Adjusted Nemesis Hellsmith's radius, height, DMF's and painchance\n-BLG sprite conflict fix\n-Removed Flak Cannon vertical recoil\n-Removed Railgun sounds\n-Cleaned SNDINFO and removed it's duplicate\n\nV1.63:\n-Compatibility with reimagined cf sounds 2.0 (Powered Dtech Railgun)\n-New startup song\n-Fixed Powered Dtech Railgun's ammo counter\n\nV1.62:\n-Removed CFDEMO and player healing script\n\nV1.6 - 1.61:\n-Readded Hell's Minister and Maephisto\n-Fixed Legendary C4's sprites when having no ammo\n\nDr. Blood's patch:\n-Added CDI Marines (Marine beacons are harder to get)\n-Added CF demo map\n\nStuff from Nexus Extra:\n-Added Vexed Nemesis Sentient\n-Added Hellfrost Cyberdemon\n-Added Hellstorm Penetrator\n-Readded new crosshair\n-New Demon Tech Shotgun, Freezer Rifle, EFG9000 and Improved Minigun sprites\n-Some new hud sprites\n-Changed Nemesis Unmaker to ZEN\n-Removed Flak Cannon vertical recoil\n\nV1.51:\n-Fixed hotkeys for demonic chalice, skull of power and ammo satchel\n-Added Gross Elemental\n\nV1.5:\n-BFG2704 nerf: Needs more energy, ignores ammo spheres and faster projectiles\n-Made the hellstorm BFG more useful (I think?)\n-An attempt to fix Enraged Sentient's sky\n-Fixed a bug where exp rifle kept firing after 0 ammo\n-Changed Super Aprrentice's drops\n-New soundtrack for Vexed Archon\n\nNew sprites (By Carrot):\n-Legendary Invisibilitysphere, Legendary Invulnerabilitysphere, Legendary Powersphere,\n-Legendary Randomsphere, Legendary Sphere, Legendary Timefreezesphere, Legendary Salvationsphere,\n-Legendary Ammosphere, Skull Of Power, Demonic Chalice, Berserk Pack, Pure Rage,\n-Monster Life essences and armor bonuses, Barbatos Cannon, Black Hole Generator,\n-Ruffian Cannon and Improved Minigun\n\nV1.42:\n-Updated Vexed Chainsaw Zombie's rewards and nerfed vexed timer\n-Changed crosshair 2 to be smaller\n\nV1.41:\n-Fixed Nemesis Power Sphere conflicting with runes\n\nV1.4:\n-Brand new Nemesis SSG sprites\n-Added a menu cursor\n-Updated nemesis barrel\n-Updated nemesis ammo hud\n-Updated Vexed Nemesis Suicide Bomber\n-Semi nemesis sphere/armor increased to 900\n-Fixed Vexed Baby Sentient's sounds\n-Included a nerf for legendary chair\n-More enemies drop the Armageddon Cannon\n\n-Nemesis Hellsmith 002 has updated to support CF:\n\n-New and improved Stingray\n-Angry Unmaker is changed to Nemesis Unmaker (again)\n\nV1.3: (Now fused with ParadoX's Clusteraddons)\n-Added Vexed Nemesis Stealth Trooper\n-Added Vexed Nemesis Redeemer\n-Added Vexed Nemesis Fiend\n-Added Vexed Nemesis Archon\n-Added Vexed Nemesis Behemoth\n-Added Vexed Nemesis Baby Sentient\n-Added Enraged Legendary Cyberdemon\n-Added Enraged Legendary Lieutenant\n-Added Enraged Legendary Coach Gun\n-Added True Legendary Armor\n-New rune sprites\n-New Hellfire Cyber Cannon sprites\n-New Deathlord sprites\n-New sprites for Legendary Rifle, Ruffian Cannon and Leg/Enraged ASG\n\nV1.2:\n-Rebalanced monsters, now the special monsters should appear slightly more often.\n\nV1.1:\n-Added LegC4 to the hud\n-Fixed issue with two different ammo satchels appearing\n-Rebalanced Hibachi's drops\n-Changed BFG Spawns\n\nV1.0:\n-Compatibility to CF 4.1\n-Fixed Nemesis Chainsaw's infinite clones\n-Changed voices for Corrupted Legendary Cardinal\n-Changed the Commander Devastator's propulsion speeds (subject to change)\n\n--^ALPHA^--"
      },
      {
        "source": "pk3",
        "name": "CVARINFO.txt",
        "contents": "server bool dr_marine_tele = TRUE;\nserver bool dr_marine_beacon = FALSE;\nserver bool dr_alwaysdrop = FALSE;\nserver int dr_marine_weapons = 0;\n\nserver int nx_hardspawns = 0;\nserver int nx_hardbosses = 0;\nserver int nx_startingarmor = 0;"
      },
      {
        "source": "pk3",
        "name": "TODO.txt",
        "contents": "Nemesis/Vexed rune\nmad cyber attacks"
      },
      {
        "source": "pk3",
        "name": "Actors/ComplexDoomFixes.txt",
        "contents": "//Sand Spirit\n\nACTOR SandSoul2 : SandSoul replaces SandSoul\n{\n  Scale 1\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n    SASX ABCD 4 Bright\n    Stop\n  }\n}\n\nACTOR SandSpiritBall2 : SandSpiritBall replaces SandSpiritBall\n{\nStates\n{\nSpawn:\n    SBAX AB 1 Bright A_SpawnItemEx(\"SandSpiritBallTrail\",0,0,0,0,0,0,0,128,0)\n    Loop\nDeath:\n\tTNT1 A 0\n    TNT1 A 0 A_SpawnItemEx(\"BrownParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"BrownKaboom7\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_SpawnItemEx(\"SandClouds\",0,0,10,Random(4,-4),Random(4,-4),Random(4,-2))\n    SBAL CDE 3 Bright\n    Stop\n    }\n}\n\nACTOR SandSpiritBallTrail2 : SandSpiritBallTrail replaces SandSpiritBallTrail\n{\nScale 0.85\nStates\n{\nSpawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 1\n    SBAX AB 1 A_FadeOut(0.25)\n    Goto Spawn+3\n    }\n}\n\nACTOR WatcherBall2 : WatcherBall Replaces WatcherBall\n{\nRadius 8\nHeight 6\nSpeed 16\nDamage 6\nScale 0.85\nPROJECTILE\nRENDERSTYLE ADD\nSpeed 16\nFastSpeed 24\nSeeSound \"monsters/newfireshoot\"\nDeathSound \"monsters/newfireexplode\"\nStates\n{\nSpawn:\n\tTNT1 A 0 A_CStaffMissileSlither\n\tGZXA AB 1 Bright A_SpawnItemEx(\"WatcherBallTrail\",0,0,2,0,0,0,0,128,0)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tLoop\nDeath:\n\tTNT1 A 0\n    TNT1 A 0 A_SpawnItemEx(\"GreenParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"Kaboom7\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n\tGZXA CDEFG 3 Bright\n\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/CFFixes.txt",
        "contents": "//Demon Tech Railgun\n\nACTOR \" Demon Tech Railgun \" : Weapon replaces \"Demon Tech Railgun \"\n{\n//$Category Weapons/LCA\n//$Sprite DRGIA0\n//$Title \"Demon Tech Railgun\"\nScale 0.8\nDecal \"GreenRocketScorch\"\n+WEAPON.NOALERT\n+WEAPON.NOAUTOAIM\n+WEAPON.AMMO_OPTIONAL\n-INVENTORY.UNDROPPABLE\nWeapon.PreferredSkin \"DTechRailgun-Marine\"\nWeapon.Selectionorder 4000\nWeapon.KickBack 200\nWeapon.AmmoUse 10\nWeapon.AmmoGive 60\nWeapon.AmmoGive2 60\nWeapon.AmmoType \"DemonAmmoCharge\"\nWeapon.AmmoType2 \"DemonAmmo\"\nDamageType \"PlayerDTRG\"\nAttackSound \"weapons/dtrailf\"\nInventory.PickupSound \"weapons/pickupdtrg\"\nInventory.Pickupmessage \"Demon Tech Railgun\"\nObituary \"%o sucked on %k's Demon Tech Railgun slug.\"\nWeapon.SisterWeapon \"PoweredDTRailgun\"\nTag \"Demon Tech Railgun\"\nStates\n\t{\n  Spawn:\n\tDRGI A -1\n\tLoop\n  Ready:\n\tTNT1 A 0 A_PlaySound(\"weapons/dtrgselect\")\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"ChargeUp\")\n\tGoto EmptyUp\n  EmptyUp:\n\tTNT1 AAA 0 A_StopSound(6)\n\tDRGS FGHIJ 1\n\tGoto ReadyEmpty\n  ChargeUp:\n\tDRGS ABCDE 1\n\tGoto ReadyCharge\n  ReadyEmptyStart:\n\tTNT1 AAA 0 A_StopSound(6)\n\tDRGG D 1 A_WeaponReady(WRF_NOFIRE)\n  ReadyEmpty:\n\tDRGG D 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"ReadyCharge\")\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tLoop\n  ReadyChargeStart:\n\tDRGG AABBCC 1 A_WeaponReady(WRF_NOFIRE)\n  ReadyCharge:\n\tTNT1 A 0 A_PlaySound(\"weapons/dtrailgunhum\",6,1.0,1)\n\tDRGG A 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tDRGG A 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tDRGG A 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tDRGG B 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tDRGG B 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tDRGG B 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tDRGG C 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tDRGG C 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tDRGG C 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"ReadyCharge\")\n\tGoto ReadyEmptyStart\n  Select:\n\tTNT1 A 0 A_Raise\n\tWait\n  Deselect:\n\tTNT1 A 0\n\tTNT1 AAA 0 A_StopSound(6)\n\tTNT1 A 0 A_PlaySound(\"weapons/weapondown\",CHAN_WEAPON)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"Deselect2\")\n\tDRGS JIHGF 1 A_Lower\n\tWait\n  Deselect2:\n\tDRGS EDCBA 1 A_Lower\n\tWait\n  Fire:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 Radius_Quake(12,4,0,1,0)\n\tTNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n\tTNT1 A 0 A_FireCustomMissile(\"DTRail\",0,0,0,5)\n\tDRGF A 2 Bright A_RailAttack(450,0,1,\"00 FF 85\",None,0,0,\"PlayerRailPuffGreen\",0,0,8192,35,0.5,0.5,\"DTRailCoreTrail\")\n\tDRGF B 2 Bright A_Light2\n\tTNT1 A 0 A_Light0\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"ChargedRecoil\")\n\tGoto EmptyRecoil\n  EmptyRecoil:\n\tTNT1 AAA 0 A_StopSound(6)\n\tDRGF KLMN 2\n\tDRGF OPQ 1\n\tDRGG D 1\n\tDRGG DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 1 A_WeaponReady(WRF_NOPRIMARY|WRF_NOBOB)\n\tGoto ReadyEmptyStart\n  ChargedRecoil:\n\tDRGF CDEF 2\n\tDRGF GHI 1\n\tDRGF J 1\n\tDRGF JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ 1 A_WeaponReady(WRF_NOPRIMARY|WRF_NOBOB)\n\tGoto ReadyChargeStart\n  Empty:\n\tTNT1 A 0 A_PlaySound(\"weapons/click2\")\n\tDRGG DDDDDDDDDDDDDDD 1 A_WeaponReady(WRF_NOFIRE)\n  AltFire:\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",60,\"ReadyChargeStart\")\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"ChargeReload\")\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",10,\"EmptyReload\")\n\tGoto ReadyEmptyStart\n  EmptyReload:\n\tDRGR WXYZ 2\n\tGoto ChargeReload2\n  ChargeReload:\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,1)\n\tGoto ReadyChargeStart\n\tDRGR ABCD 2\n  ChargeReload2:\n\tDRGR EF 2\n\tDRGR G 4 A_PlaySound(\"weapons/demontecheject\",6)\n\tTNT1 A 0 A_PlaySound(\"weapons/demontechsteam\",1)\n\tDRGR HIJ 2\n\tDRGR K 3\n\tDRGR L 20 A_FireCustomMissile(\"DemonTechEmptyMagSpawner\",random(-13,-15),0,2,1)\n\tDRGR MNO 1\n\tDRGR PQ 2\n\tDRGR R 4\n\tDRGR R 6 A_PlayWeaponSound(\"weapons/demontechload\")\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",10,\"Reload\")\n  Low:\n\tDRGR S 4\n\tDRGR \"Y\" 3 A_PlayWeaponSound(\"weapons/demontechclick\")\n\tDRGR \"X\" 2\n\tDRGR W 4\n\tGoto ReadyEmptyStart\n  Full:\n\tDRGR S 4\n\tDRGR T 3 A_PlayWeaponSound(\"weapons/demontechclick\")\n\tDRGR U 2\n\tDRGR V 4\n\tGoto ReadyChargeStart\n  Reload:\n\tTNT1 A 0 A_TakeInventory(\"DemonAmmo\",10,TIF_NOTAKEINFINITE)\n\tTNT1 A 0 A_GiveInventory(\"DemonAmmoCharge\",10)\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",60,\"Full\")\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",10,\"Reload\")\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"Full\")\n\tGoto Low\n  GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"ReadyChargeStart\")\n\tGoto ReadyEmptyStart\n  GrenadeToss:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"GrenadeToss1\")\n\tDRGS JIHGF 1\n\tGoto GrenadeToss2\n  GrenadeToss1:\n\tDRGS EDCBA 1\n  GrenadeToss2:\n\tTNT1 A 4\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1,TIF_NOTAKEINFINITE)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0,false)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN \"NO\" 1\n\tTNT1 A 6\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tGoto Ready+1\n  MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"ReadyChargeStart\")\n\tGoto ReadyEmptyStart\n  MineToss:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"MineToss1\")\n\tDRGS JIHGF 1\n\tGoto MineToss2\n  MineToss1:\n\tDRGS EDCBA 1\n  MineToss2:\n\tTNT1 A 8\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1,TIF_NOTAKEINFINITE)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0,false)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tGoto Ready+1\n\t}\n}\n\nACTOR PoweredDTRailgun : PoweredDemonTechRailgun replaces PoweredDemonTechRailgun\n{\n  Decal Scorch\n  Weapon.SisterWeapon \" Demon Tech Railgun \"\n  AttackSound \"EDTRA/Fire\"\n  +WEAPON.POWERED_UP\n  States\n  {\n\tSpawn:\n\t\tPDRI A -1\n\t\tLoop\n\tReady:\n\t\tTNT1 A 0 A_PlaySound(\"EDTRA/Select\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"ChargeUp\")\n\t\tGoto EmptyUp\n\tEmptyUp:\n\t\tTNT1 AAA 0 A_StopSound(6)\n\t\tPDRS FGHIJ 1\n\t\tGoto ReadyEmpty\n\tChargeUp:\n\t\tPDRS ABCDE 1\n\t\tGoto ReadyCharge\n\tReadyEmptyStart:\n\t\tTNT1 AAA 0 A_StopSound(6)\n\t\tPDRG D 1 A_WeaponReady(WRF_NOFIRE)\n\tReadyEmpty:\n\t\tPDRG D 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"ReadyCharge\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tLoop\n\tReadyChargeStart:\n\t\tPDRG AABBCC 1 A_WeaponReady(WRF_NOFIRE)\n\tReadyCharge:\n\t\tTNT1 A 0 A_PlaySound(\"EDTRA/Idle\",6,1.0,1)\n\t\tPDRG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,2)\n\t\tPDRG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,2)\n\t\tPDRG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,2)\n\t\tPDRG B 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,2)\n\t\tPDRG B 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,2)\n\t\tPDRG B 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,2)\n\t\tPDRG C 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,2)\n\t\tPDRG C 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,2)\n\t\tPDRG C 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"ReadyCharge\")\n\t\tGoto ReadyEmptyStart\n\tSelect:\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\tDeselect:\n\t\tTNT1 A 0\n\t\tTNT1 AAA 0 A_StopSound(6)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/weapondown\",CHAN_WEAPON)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"Deselect2\")\n\t\tPDRS JIHGF 1 A_Lower\n\t\tWait\n\tDeselect2:\n\t\tPDRS EDCBA 1 A_Lower\n\t\tWait\n\tFire:\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 Radius_Quake(12,4,0,1,0)\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlayerPoweredDTRail\",0,0,0,5)\n\t\tPDRF A 2 Bright A_RailAttack(750,0,1,\"00 FF 85\",None,0,0,\"PlayerRailPuffRed\",0,0,8192,35,0.5,0.5,\"PoweredDTRailCoreTrail\")\n\t\tPDRF B 2 Bright A_Light2\n\t\tTNT1 A 0 A_Light0\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"ChargedRecoil\")\n\t\tGoto EmptyRecoil\n\tEmptyRecoil:\n\t\tTNT1 AAA 0 A_StopSound(6)\n\t\tPDRF KLMN 2\n\t\tPDRF OPQ 1\n\t\tPDRG D 1\n\t\tPDRG DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 1 A_WeaponReady(WRF_NOPRIMARY|WRF_NOBOB)\n\t\tGoto ReadyEmptyStart\n\tChargedRecoil:\n\t\tPDRF CDEF 2\n\t\tPDRF GHI 1\n\t\tPDRF J 1\n\t\tPDRF JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ 1 A_WeaponReady(WRF_NOPRIMARY|WRF_NOBOB)\n\t\tGoto ReadyChargeStart\n\tEmpty:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/click2\")\n\t\tPDRG DDDDDDDDDDDDDDD 1 A_WeaponReady(WRF_NOFIRE)\n\tAltFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",60,\"ReadyChargeStart\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"ChargeReload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",10,\"EmptyReload\")\n\t\tGoto ReadyEmptyStart\n\tEmptyReload:\n\t\tPDRR WXYZ 2\n\t\tGoto ChargeReload2\n\tChargeReload:\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,1)\n\t\tGoto ReadyChargeStart\n\t\tPDRR ABCD 2\n\tChargeReload2:\n\t\tPDRR EF 2\n\t\tPDRR G 4 A_PlaySound(\"weapons/demontecheject\",6)\n\t\tTNT1 A 0 A_PlaySound(\"EDT/Steam\",1)\n\t\tPDRR HIJ 2\n\t\tPDRR K 3\n\t\tPDRR L 20 A_FireCustomMissile(\"DemonTechEmptyMagSpawner\",random(-13,-15),0,2,1)\n\t\tPDRR MNO 1\n\t\tPDRR PQ 2\n\t\tPDRR R 4\n\t\tPDRR R 6 A_PlayWeaponSound(\"weapons/demontechload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",10,\"Reload\")\n\tLow:\n\t\tPDRR S 4\n\t\tPDRR \"Y\" 3 A_PlayWeaponSound(\"weapons/demontechclick\")\n\t\tPDRR \"X\" 2\n\t\tPDRR W 4\n\t\tGoto ReadyEmptyStart\n\tFull:\n\t\tPDRR S 4\n\t\tPDRR T 3 A_PlayWeaponSound(\"weapons/demontechclick\")\n\t\tPDRR U 2\n\t\tPDRR V 4\n\t\tGoto ReadyChargeStart\n\tReload:\n\t\tTNT1 A 0 A_TakeInventory(\"DemonAmmo\",10,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_GiveInventory(\"DemonAmmoCharge\",10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",60,\"Full\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",10,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"Full\")\n\t\tGoto Low\n\tGrenadeCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"ReadyChargeStart\")\n\t\tGoto ReadyEmptyStart\n\tGrenadeToss:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"GrenadeToss1\")\n\t\tPDRS JIHGF 1\n\t\tGoto GrenadeToss2\n\tGrenadeToss1:\n\t\tPDRS EDCBA 1\n\tGrenadeToss2:\n\t\tTNT1 A 4\n\t\tHGRN ABC 1\n\t\tHGRN D 2\n\t\tHGRN EFG 1\n\t\tHGRN HI 2\n\t\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1,TIF_NOTAKEINFINITE)\n\t\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0,false)\n\t\tHGRN J 1\n\t\tHGRN KLM 2\n\t\tHGRN \"NO\" 1\n\t\tTNT1 A 6\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n\t\tTNT1 A 0// A_TakeInventory(\"Hand Grenade\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0\n\t\tGoto Ready+1\n\tMineCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"ReadyChargeStart\")\n\t\tGoto ReadyEmptyStart\n\tMineToss:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonAmmoCharge\",10,\"MineToss1\")\n\t\tPDRS JIHGF 1\n\t\tGoto MineToss2\n\tMineToss1:\n\t\tPDRS EDCBA 1\n\tMineToss2:\n\t\tTNT1 A 8\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tMINE ABCDEF 1\n\t\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1,TIF_NOTAKEINFINITE)\n\t\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0,false)\n\t\tMINE HI 1\n\t\tMINE JK 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n\t\tTNT1 A 0// A_TakeInventory(\"Land Mine\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0\n\t\tTNT1 A 5\n\t\tGoto Ready+1\n    }\n}\n\n//HK randomizer\n\nACTOR NemesisHKSuperItemRandomizer2 : NemesisHKSuperItemRandomizer Replaces NemesisHKSuperItemRandomizer\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_Jump(192,\"DoomguyDoll\",\"AnkhOfResurrection\",\"LightArmor\")\nTNT1 A 0 A_Jump(128,\"NemesisSphere\",\"NemesisArmor\")\nNothing:\nTNT1 A 1\nStop\nDoomGuyDoll:\nTNT1 A 1 ACS_NamedExecuteAlways(\"DropDoll\",0,80)\nStop\nAnkhOfResurrection:\nTNT1 A 1 ACS_NamedExecuteAlways(\"DropAnkh\",0,80)\nStop\nLightArmor:\nTNT1 A 1 A_SpawnItemEx(\"LightNemesisArmor\",0,0,32)\nStop\nNemesisSphere:\nTNT1 A 1 A_SpawnItemEx(\"NemesisSphere\",0,0,32)\nStop\nNemesisArmor:\nTNT1 A 1 A_SpawnItemEx(\"NemesisArmor\",0,0,32)\nStop\n}\n}\n\n//Tleg cyber fix\n\nACTOR LegendaryRevival4 : LegendaryRevival replaces LegendaryRevival1\n{\n  -COUNTKILL\n  States\n  {\n  Spawn:\n    CYBR P 420 Bright\n    Goto See\n  }\n}\n\nACTOR LegendaryRevival5 : LegendaryRevival2 replaces LegendaryRevival3\n{\n  -COUNTKILL\n  States\n  {\n  Spawn:\n    CYBR P 420 Bright\n    Goto See\n  }\n}\n\n//CDevastator\n\nACTOR PCommanderDevastatorBall3 : CommanderDevastatorBall replaces PCommanderDevastatorBall\n{ //please actually be fucking usefull\nSpecies \"Player\"\nDamageType \"PlayerDevBall\"\nSpeed 20\nFastSpeed 30\n+FRIENDLY\n+SEEKERMISSILE\nObituary \"%o was turned to mush by heavy weapons from %k.\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_PlaySoundEx(\"devastator/fly\",\"Voice\",1)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PCommDevastatorBolt\",6,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PCommanderLiteShot\",0,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\t\"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),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DevastatorLightningPurple\",random(6,-6),random(6,-6),random(6,-6),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\t\"CPS1\" C 1 Bright A_CustomMissile(\"PCerComDevastatorProjectileAttack\",random(-4,4),random(-8,8),0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PurpleDevastatorTrail\",0,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 Bright A_Explode(32,450,0,0)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PCommDevastatorBolt\",6,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PCommanderLiteShot\",0,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\t\"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),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DevastatorLightningPurple2\",random(6,-6),random(6,-6),random(6,-6),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\t\"CPS1\" D 1 Bright A_CustomMissile(\"PCerComDevastatorProjectileAttack\",random(-4,4),random(-8,8),0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_Explode(32,450,0,0)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PCommDevastatorBolt\",6,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PCommanderLiteShot\",0,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\t\"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),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DevastatorLightningPurple\",random(6,-6),random(6,-6),random(6,-6),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\t\"CPS1\" A 1 Bright A_CustomMissile(\"PCerComDevastatorProjectileAttack\",random(-4,4),random(-8,8),0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PurpleDevastatorTrail\",0,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 Bright A_Explode(32,450,0,0)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PCommDevastatorBolt\",6,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PCommanderLiteShot\",0,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\t\"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),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DevastatorLightningPurple2\",random(6,-6),random(6,-6),random(6,-6),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\t\"CPS1\" B 1 Bright A_CustomMissile(\"PCerComDevastatorProjectileAttack\",random(-4,4),random(-8,8),0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_Explode(32,450,0,0)\n\t\tTNT1 A 0 Bright A_JumpIfInventory(\"ATic\",4,\"SpawnLoop\")\n\t\tTNT1 A 0 Bright A_GiveInventory(\"ATic\",1)\n\t\tLoop\n\tSpawnLoop:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_PlaySoundEx(\"devastator/fly\",\"Voice\",1)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PCommDevastatorBolt\",6,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PCommanderLiteShot\",0,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\t\"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),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DevastatorLightningPurple\",random(6,-6),random(6,-6),random(6,-6),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\t\"CPS1\" C 1 Bright A_CustomMissile(\"PCerComDevastatorProjectileAttack\",random(-4,4),random(-8,8),0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PurpleDevastatorTrail\",0,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 Bright A_Explode(32,450,0,0)\n\t\tTNT1 A 0 Bright A_SeekerMissile(3,5,SMF_LOOK|SMF_PRECISE)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PCommDevastatorBolt\",6,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PCommanderLiteShot\",0,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\t\"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),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DevastatorLightningPurple2\",random(6,-6),random(6,-6),random(6,-6),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\t\"CPS1\" D 1 Bright A_CustomMissile(\"PCerComDevastatorProjectileAttack\",random(-4,4),random(-8,8),0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_Explode(32,450,0,0)\n\t\tTNT1 A 0 Bright A_SeekerMissile(3,5,SMF_LOOK|SMF_PRECISE)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PCommDevastatorBolt\",6,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PCommanderLiteShot\",0,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\t\"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),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DevastatorLightningPurple\",random(6,-6),random(6,-6),random(6,-6),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\t\"CPS1\" A 1 Bright A_CustomMissile(\"PCerComDevastatorProjectileAttack\",random(-4,4),random(-8,8),0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PurpleDevastatorTrail\",0,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 Bright A_Explode(32,450,0,0)\n\t\tTNT1 A 0 Bright A_SeekerMissile(3,5,SMF_LOOK|SMF_PRECISE)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PCommDevastatorBolt\",6,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PCommanderLiteShot\",0,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\t\"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),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DevastatorLightningPurple2\",random(6,-6),random(6,-6),random(6,-6),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\t\"CPS1\" B 1 Bright A_CustomMissile(\"PCerComDevastatorProjectileAttack\",random(-4,4),random(-8,8),0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_Explode(32,450,0,0)\n\t\tTNT1 A 0 Bright A_SeekerMissile(3,5,SMF_LOOK|SMF_PRECISE)\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_SetTranslucent(0.75,1)\n\t\tTNT1 A 0 Bright Radius_Quake(3,35,0,10,0)\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,10,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,20,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,30,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,40,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,50,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,60,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,70,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,80,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,100,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,110,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,120,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,130,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,140,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,150,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,160,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,170,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,190,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,200,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,210,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,220,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,230,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,240,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,250,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,260,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,280,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,290,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,300,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,310,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,320,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,330,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,340,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,350,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DevastatorLightningPurpleSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_Explode(90,256,0,0)\n\t\t\"CPS1\" A 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_Explode(90,256,0,0)\n\t\t\"CPS1\" B 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_Explode(90,256,0,0)\n\t\t\"CPS1\" C 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_Explode(90,256,0,0)\n\t\t\"CPS1\" D 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_Explode(90,256,0,0)\n\t\t\"CPS1\" A 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_Explode(90,256,0,0)\n\t\t\"CPS1\" B 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_Explode(90,256,0,0)\n\t\t\"CPS1\" C 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_Explode(90,256,0,0)\n\t\t\"CPS1\" D 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_Explode(90,256,0,0)\n\t\t\"CPS1\" A 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_Explode(90,256,0,0)\n\t\t\"CPS1\" B 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_Explode(90,256,0,0)\n\t\t\"CPS1\" C 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_Explode(90,256,0,0)\n\t\t\"CPS1\" D 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_Explode(150,1024,0,0)\n\t\tTNT1 A 0 Bright A_Explode(480,640,0,0)\n\t\tTNT1 A 0 Bright A_Explode(640,256,0,0)\n\t\tTNT1 AAA 0 Bright A_StopSoundEx(\"Voice\")\n\t\tTNT1 A 0 Bright Radius_Quake(20,12,0,12,0)\n\t\tTNT1 A 0 Bright A_PlaySound(\"weapons/dtech10kexplode\")\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"PurpleDTBFGEx\",0,-10)\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PCommanderDevastatorBall2\",0,0,18,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PCommanderDevastatorBall2\",0,0,36,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PCommanderDevastatorBall2\",0,0,54,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PCommanderDevastatorBall2\",0,0,72,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PCommanderDevastatorBall2\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PCommanderDevastatorBall2\",0,0,108,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PCommanderDevastatorBall2\",0,0,126,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PCommanderDevastatorBall2\",0,0,144,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PCommanderDevastatorBall2\",0,0,144,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PCommanderDevastatorBall2\",0,0,162,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PCommanderDevastatorBall2\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PCommanderDevastatorBall2\",0,0,196,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PCommanderDevastatorBall2\",0,0,216,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PCommanderDevastatorBall2\",0,0,234,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PCommanderDevastatorBall2\",0,0,252,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PCommanderDevastatorBall2\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PCommanderDevastatorBall2\",0,0,288,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PCommanderDevastatorBall2\",0,0,306,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PCommanderDevastatorBall2\",0,0,324,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PCommanderDevastatorBall2\",0,0,342,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tCPE1 AAAAAABBBBBBCCCCCCDDDDDD 1 Bright A_CustomMissile(\"PurpleKaboomDevastator2\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tCPE1 EF 6 Bright\n\t\tTNT1 A 35 Bright\n\t\tStop\n\t}\n}\n\nActor PlayerPurpleDTBFG10KBall3 : CommanderPurpleDTBFG10KBall Replaces PlayerPurpleDTBFG10KBall\n{\n+FRIENDLY\nSpecies \"\"\nSpecies \"Player\"\nSpeed 35\nDamageType \"\"\nDamageType \"PDTBFG\"\nObituary \"%o was turned to mush by heavy weapons from %k.\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_Jump(128,\"DTBFGSFX\")\n\t\tTNT1 A 0 Bright A_PlaySoundEx(\"weapons/dtech10kball\",\"Voice\",1)\n\t\tTNT1 A 0 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),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 Bright A_SeekerMissile(3,5,SMF_LOOK|SMF_PRECISE)\n\t\tCPS1 A 1 Bright A_CustomMissile(\"PCerComDTBFGProjectileAttack\",random(-8,8),random(-8,8),0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tCPS1 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),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 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),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 Bright A_SeekerMissile(3,5,SMF_LOOK|SMF_PRECISE)\n\t\tCPS1 C 1 Bright A_CustomMissile(\"PCerComDTBFGProjectileAttack\",random(-8,8),random(-8,8),0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tCPS1 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),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tLoop\n\tDTBFGSFX:\n\t\tTNT1 A 0 Bright A_PlaySoundEx(\"weapons/dtech10kball\",\"Voice\",1)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTBFGLightningPurple\",random(6,-6),random(6,-6),random(16,8),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 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),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 Bright A_SeekerMissile(3,5,SMF_LOOK|SMF_PRECISE)\n\t\tCPS1 A 1 Bright A_CustomMissile(\"PCerComDTBFGProjectileAttack\",random(-8,8),random(-8,8),0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTBFGLightningPurple2\",random(6,-6),random(6,-6),random(16,8),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tCPS1 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),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTBFGLightningPurple\",random(6,-6),random(6,-6),random(16,8),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 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),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 Bright A_SeekerMissile(3,5,SMF_LOOK|SMF_PRECISE)\n\t\tCPS1 C 1 Bright A_CustomMissile(\"PCerComDTBFGProjectileAttack\",random(-8,8),random(-8,8),0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTBFGLightningPurple2\",random(6,-6),random(6,-6),random(16,8),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tCPS1 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),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tGoto Spawn\n\tDeath:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_SetTranslucent(0.75,1)\n\t\tTNT1 A 0 Bright Radius_Quake(5,60,0,10,0)\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,10,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,20,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,30,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,40,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,50,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,60,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,70,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,80,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,100,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,110,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,120,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,130,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,140,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,150,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,160,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,170,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,190,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,200,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,210,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,220,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,230,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,240,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,250,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,260,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,280,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,290,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,300,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,310,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,320,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,330,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,340,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"PDTBFG10KTracerPurple\",0,0,350,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTBFGLightningPurpleSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tCPS1 ABCD 6 Bright A_SpawnItemEx(\"PurpleDTech10KShockwave\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_Explode(550,300,0,0)\n\t\tTNT1 AAA 0 Bright A_StopSoundEx(\"Voice\")\n\t\tTNT1 A 0 Bright Radius_Quake(15,20,0,20,0)\n\t\tTNT1 A 0 Bright A_PlaySound(\"weapons/dtech10kexplode\",6)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"PurpleDTech10KShockwave2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 20 Bright A_SpawnItem(\"PurpleDTBFGEx\",0,-10)\n\t\tStop\n\t}\n}\n\n//Runes\n\nActor NexusLegendaryRune : LegendaryRune2 replaces LegendaryRune2\n{\n  +DONTGIB\n  Inventory.PickupMessage \"Legendary Rune: Double Damage and Drain\"\n  States\n  {\n  Spawn:\n\tTNT1 A 0 NoDelay A_JumpIf(ACS_NamedExecuteWithResult(\"TrueHardMode\") == 1, \"Remove\")\n\tTNT1 A 0 A_PlaySound(\"Pickups/Legruneidle\",7,1.0,1)\n    TNT1 A 0 A_SpawnItemEx(\"YellowSparkleSpawner\")\n\tLGRN AAA 10 Bright A_SpawnItemEx(\"LegendaryRuneFlameSpawner\",0,0,-20)\n    Loop\n  Pickup:\n\tTNT1 A 0 A_JumpIfInventory(\"RuneArmorResetCooldown\",1,\"Nope\")\n\tTNT1 A 0 A_JumpIfInventory(\"TrueLegendaryRuneItem2\",1,\"Nope\")\n\tTNT1 A 0 A_JumpIfInventory(\"TrueLegendaryRuneItem\",1,\"Enhance\")\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryRuneToken\",1,\"Nope\")\n\tTNT1 A 0 A_PlaySound(\"LegendaryRune/Pickup\",6)\n\tTNT1 A 0 A_GiveInventory(\"LegendaryRuneDoubleDamage\",1)\n\tTNT1 A 0 A_GiveInventory(\"LegendaryRuneDrain\",1)\n\tTNT1 A 0 A_GiveInventory(\"LegendaryRuneToken\",1)\n\tTNT1 A 1 A_StopSound(7)\n\tStop\n  Enhance:\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryRuneUpgradeToken\",1,\"Nope\")\n\tTNT1 A 0 A_JumpIfInventory(\"VitalityRuneUpgradeToken\",1,\"Enhance2\")\n\tTNT1 A 0 A_JumpIfInventory(\"AgilityRuneUpgradeToken\",1,\"Enhance3\")\n\tTNT1 A 0 A_PlaySound(\"LegendaryRune/Pickup\",6)\n\tTNT1 A 0 A_GiveInventory(\"LegendaryRuneUpgradeToken\",1)\n\tTNT1 A 0 A_Print(\"\\c[z3]Acquire the last two runes to further upgrade the True Legendary Rune!\")\n\tTNT1 A 1 A_StopSound(7)\n\tStop\n  Enhance2:\n\tTNT1 A 0 A_JumpIfInventory(\"AgilityRuneUpgradeToken\",1,\"Done\")\n\tTNT1 A 0 A_PlaySound(\"LegendaryRune/Pickup\",6)\n\tTNT1 A 0 A_GiveInventory(\"LegendaryRuneUpgradeToken\",1)\n\tTNT1 A 0 A_Print(\"\\c[z3]Acquire the last rune to further upgrade the True Legendary Rune!\")\n\tTNT1 A 1 A_StopSound(7)\n\tStop\n  Enhance3:\n\tTNT1 A 0 A_JumpIfInventory(\"VitalityRuneUpgradeToken\",1,\"Done\")\n\tTNT1 A 0 A_PlaySound(\"LegendaryRune/Pickup\",6)\n\tTNT1 A 0 A_GiveInventory(\"LegendaryRuneUpgradeToken\",1)\n\tTNT1 A 0 A_Print(\"\\c[z3]Acquire the last rune to further upgrade the True Legendary Rune!\")\n\tTNT1 A 1 A_StopSound(7)\n\tStop\n  Done:\n\tTNT1 A 0 A_PlaySound(\"LegendaryRune/Pickup\",6)\n\tTNT1 A 0 A_GiveInventory(\"LegendaryRuneUpgradeToken\",1)\n\tTNT1 A 0 A_GiveInventory(\"TrueLegendaryRuneUpgradeToken\",1)\n\tTNT1 A 0 A_Print(\"\\c[z3]Acquire another True Legendary Rune!\")\n\tTNT1 A 1 A_StopSound(7)\n\tStop\n  Remove:\n\tTNT1 A 0\n\tStop\n\t}\n}\n\nActor NexusVitalityRune : NexusLegendaryRune replaces VitalityRune\n{\n  Inventory.PickupMessage \"Vitality Rune: Regeneration and Resistance\"\n  States\n  {\n  Spawn:\n\tTNT1 A 0 NoDelay A_JumpIf(ACS_NamedExecuteWithResult(\"TrueHardMode\") == 1, \"Remove\")\n\tTNT1 A 0 A_PlaySound(\"Pickups/Legruneidle\",7,1.0,1)\n    TNT1 A 0 A_SpawnItemEx(\"VitalityRuneFXSpawner\")\n\tVRUN AAA 10 Bright A_SpawnItemEx(\"VitalityRuneFlameSpawner\",0,0,-20)\n    Loop\n  Pickup:\n\tTNT1 A 0 A_JumpIfInventory(\"RuneArmorResetCooldown\",1,\"Nope\")\n\tTNT1 A 0 A_JumpIfInventory(\"TrueLegendaryRuneItem2\",1,\"Nope\")\n\tTNT1 A 0 A_JumpIfInventory(\"TrueLegendaryRuneItem\",1,\"Enhance\")\n    TNT1 A 0 A_JumpIfInventory(\"VitalityRuneToken\",1,\"Nope\")\n\tTNT1 A 0 A_PlaySound(\"LegendaryRune/Pickup\",6)\n\tTNT1 A 0 A_GiveInventory(\"VitalityRuneProtection\",1)\n\tTNT1 A 0 A_GiveInventory(\"VitalityRuneIronFeet\",1)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"RuneRegeneration\",0,1)\n\tTNT1 A 0 A_GiveInventory(\"VitalityRuneToken\",1)\n\tTNT1 A 1 A_StopSound(7)\n\tStop\n  Enhance:\n\tTNT1 A 0 A_JumpIfInventory(\"VitalityRuneUpgradeToken\",1,\"Nope\")\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryRuneUpgradeToken\",1,\"Enhance2\")\n\tTNT1 A 0 A_JumpIfInventory(\"AgilityRuneUpgradeToken\",1,\"Enhance3\")\n\tTNT1 A 0 A_PlaySound(\"LegendaryRune/Pickup\",6)\n\tTNT1 A 0 A_GiveInventory(\"VitalityRuneUpgradeToken\",1)\n\tTNT1 A 0 A_Print(\"\\c[z3]Acquire the last two runes to further upgrade the True Legendary Rune!\")\n\tTNT1 A 1 A_StopSound(7)\n\tStop\n  Enhance2:\n\tTNT1 A 0 A_JumpIfInventory(\"AgilityRuneUpgradeToken\",1,\"Done\")\n\tTNT1 A 0 A_PlaySound(\"LegendaryRune/Pickup\",6)\n\tTNT1 A 0 A_GiveInventory(\"VitalityRuneUpgradeToken\",1)\n\tTNT1 A 0 A_Print(\"\\c[z3]Acquire the last rune to further upgrade the True Legendary Rune!\")\n\tTNT1 A 1 A_StopSound(7)\n\tStop\n  Enhance3:\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryRuneUpgradeToken\",1,\"Done\")\n\tTNT1 A 0 A_PlaySound(\"LegendaryRune/Pickup\",6)\n\tTNT1 A 0 A_GiveInventory(\"VitalityRuneUpgradeToken\",1)\n\tTNT1 A 0 A_Print(\"\\c[z3]Acquire the last rune to further upgrade the True Legendary Rune!\")\n\tTNT1 A 1 A_StopSound(7)\n\tStop\n  Done:\n\tTNT1 A 0 A_PlaySound(\"LegendaryRune/Pickup\",6)\n\tTNT1 A 0 A_GiveInventory(\"VitalityRuneUpgradeToken\",1)\n\tTNT1 A 0 A_GiveInventory(\"TrueLegendaryRuneUpgradeToken\",1)\n\tTNT1 A 0 A_Print(\"\\c[z3]Acquire another True Legendary Rune!\")\n\tTNT1 A 1 A_StopSound(7)\n\tStop\n\t}\n}\n\nActor NexusAgilityRune : NexusLegendaryRune replaces AgilityRune\n{\n  Inventory.PickupMessage \"Agility Rune: Speed and Rage\"\n  States\n  {\n  Spawn:\n\tTNT1 A 0 NoDelay A_JumpIf(ACS_NamedExecuteWithResult(\"TrueHardMode\") == 1, \"Remove\")\n\tTNT1 A 0 A_PlaySound(\"Pickups/Legruneidle\",7,1.0,1)\n    TNT1 A 0 A_SpawnItemEx(\"AgilityRuneLineSpawner\")\n\tARUN AA 10 Bright A_SpawnItemEx(\"AgilityRuneFlameSpawner\",0,0,-20)\n    Loop\n  Pickup:\n\tTNT1 A 0 A_JumpIfInventory(\"RuneArmorResetCooldown\",1,\"Nope\")\n\tTNT1 A 0 A_JumpIfInventory(\"TrueLegendaryRuneItem2\",1,\"Nope\")\n\tTNT1 A 0 A_JumpIfInventory(\"TrueLegendaryRuneItem\",1,\"Enhance\")\n    TNT1 A 0 A_JumpIfInventory(\"AgilityRuneToken\",1,\"Nope\")\n\tTNT1 A 0 A_PlaySound(\"LegendaryRune/Pickup\",6)\n    TNT1 A 0 A_GiveInventory(\"AgilityRuneSpeed\",1)\n\tTNT1 A 0 A_GiveInventory(\"AgilityRuneRage\",1)\n\tTNT1 A 0 A_GiveInventory(\"AgilityRuneToken\",1)\n\tTNT1 A 1 A_StopSound(7)\n\tStop\nEnhance:\n\tTNT1 A 0 A_JumpIfInventory(\"AgilityRuneUpgradeToken\",1,\"Nope\")\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryRuneUpgradeToken\",1,\"Enhance2\")\n\tTNT1 A 0 A_JumpIfInventory(\"VitalityRuneUpgradeToken\",1,\"Enhance3\")\n\tTNT1 A 0 A_GiveInventory(\"AgilityRuneUpgradeToken\",1)\n\tTNT1 A 0 A_PlaySound(\"LegendaryRune/Pickup\",6)\n\tTNT1 A 0 A_Print(\"\\c[z3]Acquire the last two runes to further upgrade the True Legendary Rune!\")\n\tTNT1 A 1 A_StopSound(7)\n\tStop\nEnhance2:\n\tTNT1 A 0 A_JumpIfInventory(\"VitalityRuneUpgradeToken\",1,\"Done\")\n\tTNT1 A 0 A_GiveInventory(\"AgilityRuneUpgradeToken\",1)\n\tTNT1 A 0 A_PlaySound(\"LegendaryRune/Pickup\",6)\n\tTNT1 A 0 A_Print(\"\\c[z3]Acquire the last rune to further upgrade the True Legendary Rune!\")\n\tTNT1 A 1 A_StopSound(7)\n\tStop\nEnhance3:\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryRuneUpgradeToken\",1,\"Done\")\n\tTNT1 A 0 A_GiveInventory(\"AgilityRuneUpgradeToken\",1)\n\tTNT1 A 0 A_PlaySound(\"LegendaryRune/Pickup\",6)\n\tTNT1 A 0 A_Print(\"\\c[z3]Acquire the last rune to further upgrade the True Legendary Rune!\")\n\tTNT1 A 1 A_StopSound(7)\n\tStop\nDone:\n\tTNT1 A 0 A_PlaySound(\"LegendaryRune/Pickup\",6)\n\tTNT1 A 0 A_GiveInventory(\"AgilityRuneUpgradeToken\",1)\n\tTNT1 A 0 A_GiveInventory(\"TrueLegendaryRuneUpgradeToken\",1)\n\tTNT1 A 0 A_Print(\"\\c[z3]Acquire another True Legendary Rune!\")\n\tTNT1 A 1 A_StopSound(7)\n\tStop\n\t}\n}\n\nActor NexusTrueLegendaryRune : NexusLegendaryRune replaces TrueLegendaryRune\n{\n  Inventory.PickupMessage \"\\c[l5]True Legendary Rune obtained! Wreck havoc!\"\n  States\n  {\n  Spawn:\n\tTNT1 A 0 NoDelay A_JumpIf(ACS_NamedExecuteWithResult(\"TrueHardMode\") == 1, \"Remove\")\n\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"NoTrueLegRune\") == 1, \"Remove\")\n\tTNT1 A 0 A_PlaySound(\"TrueLegRune/Idle\",7,1.0,1)\n\tTNT1 A 0 A_SpawnItemEx(\"BlueSparkleSpawner\")\n\tTGRN A 3 Bright A_CustomMissile(\"TrueLegendaryRuneFlameSpawner\", -20, 0, random(0,-360), 2, random(0,360))\n\tLoop\n  Pickup:\n\tTNT1 A 0 A_JumpIfInventory(\"RuneArmorResetCooldown\",1,\"Nope\")\n\tTNT1 A 0 A_JumpIfInventory(\"TrueLegendaryRuneUpgradeToken\",1,\"Done\")\n\tTNT1 A 0 A_JumpIfInventory(\"TrueLegendaryRuneItem2\",1,\"Nope\")\n\tTNT1 A 0 A_JumpIfInventory(\"TrueLegendaryRuneItem\",1,\"Nope\")\n\tTNT1 A 0 A_PlaySound(\"TrueLegRune/Pickup\",6)\n\n\tTNT1 A 0 A_TakeInventory(\"LegendaryRuneToken\",1)\n\tTNT1 A 0 A_TakeInventory(\"AgilityRuneToken\",1)\n\tTNT1 A 0 A_TakeInventory(\"VitalityRuneToken\",1) //removes the regen too\n\n\tTNT1 A 0 A_TakeInventory(\"LegendaryRuneDoubleDamage\",1)\n\t//TNT1 A 0 A_TakeInventory(\"LegendaryRuneDrain\",1)\n\n\tTNT1 A 0 A_TakeInventory(\"VitalityRuneProtection\",1)\n\t//TNT1 A 0 A_TakeInventory(\"VitalityRuneIronFeet\",1)\n\n\t//TNT1 A 0 A_TakeInventory(\"AgilityRuneRage\",1)\n\t//TNT1 A 0 A_TakeInventory(\"AgilityRuneSpeed\",1)\n\n\tTNT1 A 0 A_GiveInventory(\"TrueLegRuneDamage\",1)\n\tTNT1 A 0 A_GiveInventory(\"LegendaryRuneDrain\",1)\n\n\tTNT1 A 0 A_GiveInventory(\"VitalityRuneIronFeet\",1)\n\tTNT1 A 0 A_GiveInventory(\"TrueLegProtection\",1)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"RuneRegeneration\",0,2)\n\n\tTNT1 A 0 A_GiveInventory(\"AgilityRuneRage\",1)\n\tTNT1 A 0 A_GiveInventory(\"AgilityRuneSpeed\",1)\n\n\tTNT1 A 0 A_GiveInventory(\"TrueLegendaryRuneItem\",1)\n\n\tTNT1 A 1 A_StopSound(7)\n\tStop\n  Done:\n\tTNT1 A 0 A_PlaySound(\"TrueLegRune/Pickup\",6)\n\tTNT1 A 0 A_Print(\"\\c[l5]The True Legendary Rune has reached its full power!\")\n\tTNT1 A 0 A_TakeInventory(\"LegendaryRuneToken\",1)\n\tTNT1 A 0 A_TakeInventory(\"AgilityRuneToken\",1)\n\tTNT1 A 0 A_TakeInventory(\"VitalityRuneToken\",1) //removes the regen too\n\tTNT1 A 0 A_TakeInventory(\"TrueLegendaryRuneItem\",1)\n\tTNT1 A 0 A_TakeInventory(\"TrueLegendaryRuneUpgradeToken\",1)\n\n\tTNT1 A 0 A_TakeInventory(\"LegendaryRuneDoubleDamage\",1)\n\t//TNT1 A 0 A_TakeInventory(\"LegendaryRuneDrain\",1)\n\n\tTNT1 A 0 A_TakeInventory(\"VitalityRuneProtection\",1)\n\t//TNT1 A 0 A_TakeInventory(\"VitalityRuneIronFeet\",1)\n\n\t//TNT1 A 0 A_TakeInventory(\"AgilityRuneRage\",1)\n\tTNT1 A 0 A_TakeInventory(\"AgilityRuneSpeed\",1)\n\n\tTNT1 A 0 A_TakeInventory(\"TrueLegRuneDamage\",1)\n\tTNT1 A 0 A_TakeInventory(\"TrueLegProtection\",1)\n\n\tTNT1 A 0 A_GiveInventory(\"TrueLegRuneDamage2\",1)\n\tTNT1 A 0 A_GiveInventory(\"LegendaryRuneDrain\",1)\n\n\tTNT1 A 0 A_GiveInventory(\"VitalityRuneIronFeet\",1)\n\tTNT1 A 0 A_GiveInventory(\"TrueLegProtection2\",1)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"RuneRegeneration\",0,3)\n\n\tTNT1 A 0 A_GiveInventory(\"AgilityRuneRage\",1)\n\tTNT1 A 0 A_GiveInventory(\"TrueLegSpeed\",1)\n\n\tTNT1 A 0 A_GiveInventory(\"TrueLegendaryBFGUpgrade\",1)\n\n\tTNT1 A 0 A_GiveInventory(\"TrueLegendaryRuneItem2\",1)\n\n\tTNT1 A 1 A_StopSound(7)\n\tStop\n\t}\n}\n\nActor NexusTrueLegendaryRune2 : NexusTrueLegendaryRune replaces TrueLegendaryRune2\n{\n  Inventory.PickupMessage \"\\c[l5]Fully upgraded True Legendary Rune obtained! Destroy all who oppose you!\"\n  States\n  {\n  Spawn:\n\tTNT1 A 0 NoDelay A_JumpIf(ACS_NamedExecuteWithResult(\"TrueHardMode\") == 1, \"Remove\")\n\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"NoTrueLegRune\") == 1, \"Remove\")\n\tTNT1 A 0 A_PlaySound(\"TrueLegRune/Idle\",7,1.0,1)\n\tTNT1 A 0 A_CustomMissile(\"BlueSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tTGRN B 3 Bright A_CustomMissile(\"TrueLegendaryRuneFlameSpawner\", -20, 0, random(0,-360), 2, random(0,360))\n\tLoop\n  Pickup:\n\tTNT1 A 0 A_JumpIfInventory(\"RuneArmorResetCooldown\",1,\"Nope\")\n\tTNT1 A 0 A_JumpIfInventory(\"TrueLegendaryRuneItem2\",1,\"Nope\")\n\tTNT1 A 0 A_PlaySound(\"TrueLegRune/Pickup\",6)\n\tTNT1 A 0 A_TakeInventory(\"LegendaryRuneToken\",1)\n\tTNT1 A 0 A_TakeInventory(\"AgilityRuneToken\",1)\n\tTNT1 A 0 A_TakeInventory(\"VitalityRuneToken\",1) //removes the regen too\n\tTNT1 A 0 A_TakeInventory(\"TrueLegendaryRuneItem\",1)\n\tTNT1 A 0 A_TakeInventory(\"TrueLegendaryRuneUpgradeToken\",1)\n\n\tTNT1 A 0 A_TakeInventory(\"LegendaryRuneDoubleDamage\",1)\n\t//TNT1 A 0 A_TakeInventory(\"LegendaryRuneDrain\",1)\n\n\tTNT1 A 0 A_TakeInventory(\"VitalityRuneProtection\",1)\n\t//TNT1 A 0 A_TakeInventory(\"VitalityRuneIronFeet\",1)\n\n\t//TNT1 A 0 A_TakeInventory(\"AgilityRuneRage\",1)\n\tTNT1 A 0 A_TakeInventory(\"AgilityRuneSpeed\",1)\n\n\tTNT1 A 0 A_TakeInventory(\"TrueLegRuneDamage\",1)\n\tTNT1 A 0 A_TakeInventory(\"TrueLegProtection\",1)\n\n\tTNT1 A 0 A_GiveInventory(\"TrueLegRuneDamage2\",1)\n\tTNT1 A 0 A_GiveInventory(\"LegendaryRuneDrain\",1)\n\n\tTNT1 A 0 A_GiveInventory(\"VitalityRuneIronFeet\",1)\n\tTNT1 A 0 A_GiveInventory(\"TrueLegProtection2\",1)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"RuneRegeneration\",0,3)\n\n\tTNT1 A 0 A_GiveInventory(\"AgilityRuneRage\",1)\n\tTNT1 A 0 A_GiveInventory(\"TrueLegSpeed\",1)\n\n\tTNT1 A 0 A_GiveInventory(\"TrueLegendaryBFGUpgrade\",1)\n\n\tTNT1 A 0 A_GiveInventory(\"TrueLegendaryRuneItem2\",1)\n\n\tTNT1 A 1 A_StopSound(7)\n\tStop\n\t}\n}\n\n//Empowered bosses BFG10k fix\n\nActor EmpoweredDarkCyberdemon2 : EmpoweredDarkCyberdemon replaces EmpoweredDarkCyberdemon\n{\nTag \"\\c[x9]Empowered Dark Cyberdemon\\c-\"\nDropItem \"BossLifeEssence\" 256 25\nDropItem \"BossArmorBonusMax\" 256 1\nDropItem \"NewCellPack\" 186 300\nDropItem \"SphereOfPower\" 200\nDropItem \"BFG10K \" 128\nDropItem \"BFG9500\" 128\n}\n\nActor EmpoweredBFGArachnophyte2 : EmpoweredBFGArachnophyte replaces EmpoweredBFGArachnophyte\n{\nTag \"\\c[x9]Empowered BFG Arachnophyte\\c-\"\nDropItem \"BossLifeEssence\" 256 25\nDropItem \"BossArmorBonusMax\" 256 1\nDropItem \"NewCellPack\" 186 300\nDropItem \"SphereOfPower\" 200\nDropItem \"BFG10K \" 128\nDropItem \"BFG9500\" 128\n}\n\n//Terminator\n\nActor NexusTerminatorItem : CustomInventory replaces TerminatorItem\n{\nMass 1\nGravity 1.0\n+COUNTITEM\n-FLOAT\n+FLOATBOB\n-NOGRAVITY\n+NOTIMEFREEZE\n+FORCEXYBILLBOARD\n+INVENTORY.BIGPOWERUP\n+INVENTORY.AUTOACTIVATE\nInventory.MaxAmount 0\nInventory.PickupSound \"misc/p_pkup\"\nInventory.PickupMessage \"Terminator!\"\nTag \"Terminator Artifact\"\nStates\n  {\n  Spawn:\n    TNT1 A 0 A_CustomMissile (\"OrangeSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n    ARNO AABB 1 Bright A_SpawnItem(\"RedSphereFlare\",0,38)\n    TNT1 A 0 A_CustomMissile (\"OrangeSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n    ARNO CCDD 1 Bright A_SpawnItem(\"RedSphereFlare\",0,38)\n\tLoop\n  Pickup:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"TerminatorDamage2\",1,\"FuckGoBack\")\n\tTNT1 A 0 A_JumpIfInventory(\"TerminatorDamage\",1,\"Upgrade\")\n\tTNT1 A 0 Healthing(666,666)\n\tTNT1 A 0 A_Print(\"Pick up another Terminator Sphere to upgrade it!\")\n\tTNT1 A 0 A_GiveInventory(\"HellfireArmor\",1)\n\tTNT1 A 0 A_GiveInventory(\"TerminatorCheck\",1)\n\tTNT1 A 1 A_GiveInventory(\"TerminatorDamage\",1)\n\tStop\n  Upgrade:\n\tTNT1 A 0\n\tTNT1 A 0 Healthing(666,666)\n\tTNT1 A 0 A_Print(\"The Terminator Sphere has been upgraded!\")\n\tTNT1 A 0 A_TakeInventory(\"TerminatorCheck\",1)\n\tTNT1 A 0 A_GiveInventory(\"TerminatorCheck2\",1)\n\tTNT1 A 0 A_GiveInventory(\"HellfireArmor\",1)\n\tTNT1 A 0 A_TakeInventory(\"TerminatorDamage\",1)\n\tTNT1 A 1 A_GiveInventory(\"TerminatorDamage2\",1)\n\tStop\n  FuckGoBack:\n\tTNT1 A 1\n\tFail\n  }\n}\n\nACTOR TerminatorCheck : Inventory {Inventory.MaxAmount 1}\n\nACTOR TerminatorCheck2 : Inventory {Inventory.MaxAmount 1}"
      },
      {
        "source": "pk3",
        "name": "Actors/Misc.txt",
        "contents": "//Ammo Satchel\n\nACTOR \"NonBrokenAmmoPack\" : \"AmmoPack \" Replaces \"AmmoPack \"\n{\nScale 0.8\nInventory.Amount 1\nInventory.MaxAmount 5\nInventory.InterHubAmount 5\nInventory.PickupSound \"pickups/iammosatchel\"\nInventory.UseSound \"Null\"\nInventory.PickupMessage \"Ammo Satchel\"\nTag \"Ammo Satchel\"\nInventory.Icon \"INASA0\"\n+INVENTORY.INVBAR\n+FLOORCLIP\nStates\n  {\n  Spawn:\n      ASAT A -1\n      Stop\n  Use:\n      TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"AmmoFull\", 0) == 2, \"Full\")\n\t  TNT1 A 0 A_PlaySound(\"ammosatchel/use\")\n\t  TNT1 A 0 A_GiveInventory(\"BulletMag\",20)\n\t  TNT1 A 0 A_GiveInventory(\"LegendaryLMGBulletMag\",5)\n\t  TNT1 A 0 A_GiveInventory(\"LegendaryBulletMag\",5)\n\t  TNT1 A 0 A_GiveInventory(\"ELegendaryLMGBulletMag\",7)\n\t  TNT1 A 0 A_GiveInventory(\"ELegendaryLMGBulletMag\",0)\n\t  TNT1 A 0 A_GiveInventory(\"NewShell\",8)\n\t  TNT1 A 0 A_GiveInventory(\"LegendaryShell\",2)\n\t  //TNT1 A 0 A_GiveInventory(\"LegendaryCell\",6)\n\t  TNT1 A 0 A_GiveInventory(\"EnragedLegendaryShell\",4)\n\t  TNT1 A 0 A_GiveInventory(\"Missile\",4)\n\t  TNT1 A 0 A_GiveInventory(\"Gas\",10)\n\t  TNT1 A 0 A_GiveInventory(\"NewCell\",20)\n\t  TNT1 A 0 A_GiveInventory(\"DemonAmmo\",15)\n\t  TNT1 A 0 A_GiveInventory(\"LDemonAmmo\",6)\n\t  TNT1 A 0 A_GiveInventory(\"ILDemonAmmo\",8)\n\t  //TNT1 A 0 A_GiveInventory(\"HadesCrystal\",10)\n\t  //TNT1 A 0 A_GiveInventory(\"AcidAmmo\",10)\n\t  TNT1 A 0 A_GiveInventory(\"DustMana\",10)\n\t  TNT1 A 0 A_GiveInventory(\"ProxMines\",2)\n\t  TNT1 A 0 A_GiveInventory(\"HandGrenadeAmmo\",1)\n\t  TNT1 A 0 A_GiveInventory(\"MineAmmo\",1)\n\t  Stop\n  Full:\n      TNT1 A 0\n\t  Fail\n  }\n}\n\nACTOR TrueLegendaryUltraSphere3 : TrueLegendaryUltraSphere2 replaces TrueLegendaryUltraSphere2\n{\nInventory.PickupSound \"truelegmegasphere/pickup\"\nInventory.Pickupmessage \"\\c[l5]True Legendary Ultrasphere! Unstoppable, my bois!\\c-\"\nActiveSound \"truelegendarymegasphere/idle\"\nStates\n{\nSpawn:\n\tTNT1 A 0 A_CustomMissile (\"BlueSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tTNT1 A 0 A_LoopActiveSound\n\tTNT1 A 0 A_CustomMissile (\"BlueSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tTLUS ABCD 4 Bright A_CustomMissile (\"TrueLegendarySphereFlameSpawner\", -20, 0, random(0,-360), 2, random(0,360))\n\tTLUS EFGH 4 Bright A_CustomMissile (\"BlueSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n\tTLUS IJK 4 Bright A_CustomMissile (\"TrueLegendarySphereFlameSpawner\", -20, 0, random(0,-360), 2, random(0,360))\n\tLoop\nPickup:\n\t//TNT1 A 0 A_JumpIfHealthLower(1000, \"Success\")\n\t//Fail\nSuccess:\n\tTNT1 A 0 A_GiveInventory(\"TrueLegendarySphereHealth\", 1)\n\tTNT1 A 0 A_GiveInventory(\"TrueLegendaryArmor2\", 1)\n\tTNT1 A 0 A_GiveInventory(\"ModdedBackpack\", 1)\n\tTNT1 A 0 A_GiveInventory(\"BulletMag\", 800)\n\tTNT1 A 0 A_GiveInventory(\"NewShell\", 200)\n\tTNT1 A 0 A_GiveInventory(\"Missile\", 200)\n\tTNT1 A 0 A_GiveInventory(\"NewCell\", 1200)\n\tTNT1 A 0 A_GiveInventory(\"DemonAmmo\", 1200)\n\tTNT1 A 0 A_GiveInventory(\"HandGrenadeAmmo\", 16)\n\tTNT1 A 0 A_GiveInventory(\"MineAmmo\", 12)\n\tTNT1 A 0 A_GiveInventory(\"LDemonAmmo\", 1000)\n\tTNT1 A 0 A_GiveInventory(\"LegendaryShell\",180)\n\tTNT1 A 0 A_GiveInventory(\"LegendaryBulletMag\",600)\n\t//TNT1 A 0 A_GiveInventory(\"LegendaryCell\",1000)\n\tTNT1 A 0 A_GiveInventory(\"Gas\",1200)\n\t//TNT1 A 0 A_GiveInventory(\"LegendaryFuel\",800)\n\tTNT1 A 1 A_StopSound\n\tStop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/DatPlayer.txt",
        "contents": "ACTOR NexusPlayer : DoomPlayer\n{\nSpeed 1\nHealth 100\nGibHealth 50\nRadius 16\nHeight 56\nMass 100\nPainChance 255\nSpecies \"Player\"\nDamageFactor \"Player\", 0.0\nDamageFactor \"Players\", 0.0\nDamageFactor \"PlayerNemesisPlasma\", 0.0\nDamageFactor \"PlayerDevBall\", 0.0\nDamageFactor \"PlayerDevBall2\", 0.0\nDamageFactor \"PlayerDevTracer\", 0.0\nDamageFactor \"PlayerExplosive\", 0.0\nDamageFactor \"PlayerDTRG\", 0.0\nDamageFactor \"PDTBFG\", 0.0\nDamageFactor \"PDTBFGTracer\", 0.0\nDamageFactor \"LegendaryPlayer\", 0.0\nDamageFactor \"LegendaryGuruPlayer\", 0.0\nDamageFactor \"PlayerPyro\", 0.0\ndamageFactor \"PlayerFireSword\", 0.0\nDamageFactor \"PlayerBHole\", 0.0\nDamageFactor \"PDTPuff\", 0.0\nDamageFactor \"Player2hu\", 0.0\n//Ark\nDamageFactor \"PlayerTear\", 0.0\nDamageFactor \"PlayerDBFG2\", 0.0\n//TXS\nDamageFactor \"VulcanPlasmaPuff\", 0.0\nDamageFactor \"VulcanLazer\", 0.0\nDamageFactor \"VulcanLazerEffect\", 0.0\n//DamageFactor \"Fire\", 0.0\nDamageFactor \"PlayerBrimstone\", 0.0\nDamageFactor \"ChaosC\", 0.0\n-NOSKIN\n+THRUSPECIES//could conflict with PVP gamemodes\n+DONTHARMSPECIES//could conflict with PVP gamemodes\n+MTHRUSPECIES//could conflict with PVP gamemodes\nPlayer.SoundClass \"Marine\"\nPlayer.ColorRange 112, 127\nPlayer.DisplayName \"Doom Guy\"\nPlayer.CrouchSprite \"PLYC\"\nPlayer.StartItem \"Handgun \"\nPlayer.StartItem \"Plasma Handgun\"\nPlayer.StartItem \"DemonTechPistol\"\nPlayer.StartItem \"PistolMagazine\" 16\nPlayer.StartItem \"ShotgunMagazine\" 9\nPlayer.StartItem \"SSGShell\" 2\nPlayer.StartItem \"QuadShell\" 4\nPlayer.StartItem \"HexaShell\" 6\nPlayer.StartItem \"ShotgunDrum2\" 12\nPlayer.StartItem \"RocketDrum\" 7\nPlayer.StartItem \"GrenadeDrum\" 7\nPlayer.StartItem \"ARMagazine\" 41\nPlayer.StartItem \"BulletMag\" 60\nPlayer.StartItem \"CellCharge\" 50\nPlayer.StartItem \"NewNewMelee\"\nPlayer.StartItem \"Hand Grenade\"\nPlayer.StartItem \"HandGrenadeAmmo\" 4\nPlayer.StartItem \"Land Mine\"\nPlayer.StartItem \"MineAmmo\" 4\nPlayer.StartItem \"NewShell\" 8\nPlayer.StartItem \"PlasmaCell\" 50\nPlayer.StartItem \"DemonMagazine\" 60\nPlayer.StartItem \"MP40Mag\" 33\nPlayer.StartItem \"ExplosiveShotgunMagazine\" 9\nPlayer.StartItem \"ExpSSGShell\" 2\nPlayer.StartItem \"NemesisPellets\" 2\nPlayer.StartItem \"LegendaryCoachShells\" 2\nPlayer.StartItem \"ELegendaryCoachShells\" 2\nPlayer.StartItem \"EnragedLegendaryShotgunDrum\" 16\nPlayer.StartItem \"EXPCellCharge\" 60\nPlayer.StartItem \"SpringMine\" 4\nPlayer.StartItem \"PlasmaHGCell\" 100\nPlayer.StartItem \"DTPistolMagazine\" 16\nPlayer.StartItem \"StartingArmor\"\nPlayer.StartItem \"IsPlayer\"\nStates\n\t{\n\tSpawn:\n\t\tPLAY A 5\n\t\tTNT1 A 0 A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tLoop\n\tSee:\n\t\tPLAY A 5\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY B 5\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY C 5\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY D 5\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0\n\t\tGoto Spawn\n\tMissile:\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY E 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"kickAnim\",1,\"Kick\")\n\t\tPLAY E 5\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY E 5\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY E 1\n\t\tGoto Spawn\n\tMelee:\n\t\tPLAY F 1 Bright\n\t\tTNT1 A 0 A_JumpIfInventory(\"kickAnim\",1,\"Kick\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY F 5 Bright\n\t\tGoto Missile\n\tKick:\n\t\tTNT1 A 0 A_TakeInventory(\"kickAnim\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"KickBerserked\")\n\t\tPLAY X 6\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY Y 6\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY Z 6\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY Y 6\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY X 6\n\t\tGoto Spawn\n\tKickBerserked:\n\t\tPLAY XY 3\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY ZY 3\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY X 6\n\t\tGoto Spawn\n\tPain:\n\t\tPLAY G 4\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY G 4 A_Pain\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0\n\t\tGoto Spawn\n\tDeath:\n\t\tTNT1 A 0 A_StopSound(5)\n\t\tTNT1 A 0 A_StopSound(6)\n\t\tTNT1 A 0 A_StopSound(7)\n\t\tTNT1 A 0 A_GiveToTarget(\"MarineKilled\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\tPLAY H 8\n\t\tPLAY I 8 A_PlayerScream\n\t\tPLAY J 8 A_NoBlocking\n\t\tPLAY K 8\n\t\tPLAY L 8 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n\t\tPLAY M 8\n\t\tPLAY N -1\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0 A_StopSound(5)\n\t\tTNT1 A 0 A_StopSound(6)\n\t\tTNT1 A 0 A_StopSound(7)\n\t\tTNT1 A 0 A_GiveToTarget(\"MarineKilled\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tPLAY P 3 A_XScream\n\t\tPLAY Q 3 A_NoBlocking\n\t\tPLAY RSTUV 3\n\t\tPLAY W -1\n\t\tStop\n\tXDeath.LegendaryHeroSoul:\n    Death.LegendaryHeroSoul:\n        TNT1 A 0 A_StopSound(5)\n        TNT1 A 0 A_StopSound(6)\n        TNT1 A 0 A_StopSound(7)\n        TNT1 A 0 A_GiveToTarget(\"MarineKilled\",1)\n        TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n        TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n        TNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n        TNT1 A 0 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n        PLAY P 3 A_XScream\n        PLAY Q 3 A_NoBlocking\n        PLAY RSTUV 3\n        TNT1 A 0 ACS_NamedExecuteWithResult(\"LDGSummoner\")\n        PLAY W 185\n        TNT1 A -1\n        Stop\n\tIncorp:\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\",FALSE)\n\t\tGoto Spawn\n\tCorp:\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\",TRUE)\n\t\tGoto Spawn\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/HellsmithEdits.txt",
        "contents": "//Monster Edits\n\nACTOR Supremotaur2 : Supremotaur Replaces Supremotaur\n{\nDropItem \"BFG9500\", 255\nDropItem \"VitalityRune\", 180\nDropItem \"VitalityRune\", 128\nDropItem \"NewCellPack\", 255\nDropItem \"NewCellPack\", 160\nDropItem \"NewCell\", 255\nDropItem \"NewCell\", 160\nDropItem \"NewCellPack\", 255\nDropItem \"NewCell\", 255\nDropItem \"NewCellPack\", 160\nDropItem \"NewCell\", 160\nDropItem \"BossArmorBonusMax\", 256, 32\nDropItem \"BossArmorBonusMax\", 256, 32\nDropItem \"FuelCore\" 256 1\nDropItem \"FuelCore\" 256 1\nDropItem \"FuelCore\" 256 1\nTag \"\\c[A6]Super Apprentice\\c-\"\nStates\n{\nDeath:\n\tSMT3 P 60 A_PlaySoundEx(\"monster/smitht\",\"Voice\",0,2)\n\tSMT3 P 0 A_CustomMissile(\"SupremoPento3\",0,0,-72,2)\n\tSMT3 P 0 A_CustomMissile(\"SupremoPento3\",0,0,-144,2)\n\tSMT3 P 0 A_CustomMissile(\"SupremoPento3\",0,0,-216,2)\n\tSMT3 P 0 A_CustomMissile(\"SupremoPento3\",0,0,-288,2)\n\tSMT3 P 0 A_CustomMissile(\"SupremoPento3\",0,0,0,2)\n\tSMT3 P 0 Radius_Quake(6,250,2,64,8)\n\tSMT3 P 0 A_Mushroom(\"SupremoArachPlasma\",35)\n\tSMT3 PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 1 A_CustomMissile(\"SupremoExplosion\",52,0,random(0,360),2,random(0,100))\n\tTNT1 A 0 A_SpawnItemEx(\"ModdedInvulnerabilitySphere\",0,0,64,random(3,8),0,20,random(0,360),0,64)\n\tSMT3 PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 1 A_CustomMissile(\"SupremoExplosion\",52,0,random(0,360),2,random(0,100))\n\tTNT1 A 0 A_SpawnItemEx(\"ModdedInvulnerabilitySphere\",0,0,64,random(3,8),0,20,random(0,360),0,64)\n\tSMT3 PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 1 A_CustomMissile(\"SupremoExplosion\",52,0,random(0,360),2,random(0,100))\n\tTNT1 A 0 A_SpawnItemEx(\"ModdedInvulnerabilitySphere\",0,0,64,random(3,8),0,20,random(0,360),0,64)\n\tSMT3 PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 1 A_CustomMissile(\"SupremoExplosion\",52,0,random(0,360),2,random(0,100))\n\tTNT1 A 0 A_SpawnItemEx(\"ModdedInvulnerabilitySphere\",0,0,64,random(3,8),0,20,random(0,360),0,64)\n\tSMT3 PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 1 A_CustomMissile(\"SupremoExplosion\",52,0,random(0,360),2,random(0,100))\n\tSMT3 Q 6 A_CustomMissile(\"SmithHammer\",128,-40,-30,0)\n\tSMT3 R 6 A_Scream\n\tSMT3 STU 6\n\tSMT3 V 6 A_NoBlocking\n\tSMT3 X 6\n\tSMT3 X 6\n\tSMT3 Y -1 A_BossDeath\n\tstop\n\t}\n}\n\n//Nemesis Unmaker\n\nACTOR Zen : NemesisUnmaker Replaces NemesisUnmaker\n{\n\tWeapon.SlotNumber 9\n\tTag \"Zen\"\n\tInventory.PickupMessage \"You are the wielder of Zen.\"\n\tObituary \"%k Purified %o.\"\n\tHeight 20\n\tWeapon.UpSound \"ZENUP2\"\n\tWeapon.PreferredSkin \"Unmaker-Marine\"\n\tWeapon.SelectionOrder 2700\n\tWeapon.AmmoGive 200\n\tweapon.ammotype \"NLDemonAmmo\"\n\tweapon.ammouse 3\n\tweapon.ammotype2 \"NLDemonAmmo\"\n\tweapon.ammouse2 35\n\tDamageType \"PlayerNemesisPlasma\"\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.NOAUTOFIRE\n\tStates\n\t{\n\tSpawn:\n\t\tZNMA A 6\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",0,0,10,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,160)\n\t\tLoop\n\tReady:\n\t\tTNT1 A 0\n\t\tUNM2 HGFEDCBA 1\n\tReadyLoop:\n\t    TNT1 A 0 A_PlaySound(\"ZENIDL\",6,1.0,1)\n\t\tUNMK A 4 A_WeaponReady\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tLoop\n\tDeselect:\n\t   \tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_StopSOund(1)\n\t\tTNT1 A 0 A_StopSOund(6)\n\t\tTNT1 AAA 0 A_StopSound(6)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/weapondown\",CHAN_WEAPON)\n\t\tTNT1 A 0 A_PlaySound(\"ZENUP4\",CHAN_WEAPON)\n\t\tUNM2 ABCDEFGH 1 Bright\n\tDeselectLoop:\n\t\tTNT1 A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 0 A_Raise\n\t\twait\n\tPreHold:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"NLDemonAmmo\",6,\"Hold\")\n\t\tGoto NoAmmo\n\tFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"NLDemonAmmo\",6,\"Fire2\")\n\t\tGoto NoAmmo\n\tFire2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"ZENUP3\",0,1.0,FALSE)\n\t\tUNMK AF 12\n\t\tTNT1 A 0 A_PlaySOund(\"ZENSTA\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(0.95)\n\tHold:\n\t    UNMK D 1 BRIGHT\n\t\tTNT1 A 0 A_PlaySOund(\"ZENLOP\", 6, 1, 1)\n\t    TNT1 A 0 A_FireCustomMissile(\"UnmakerParticleSpawner\", 0, 1, 0, 0, 0, 0)\n    \tTNT1 A 0 A_TakeInventory(\"NLDemonAmmo\",3)\n\t\tTNT1 A 0 A_RailAttack(600, 0, 0, \"none\", \"white\", RGF_NOPIERCING | RGF_SILENT | RGF_CENTERZ | RGF_FULLBRIGHT, 0, \"Bulletpuff\", 0, 0, 9999, 1)\n\t\tTNT1 A 0 A_SetAngle(random(1, -1) + angle)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\n\t\tUNMK V 1 BRIGHT\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"UnmakerParticleSpawner\", 0, 1, 0, 0, 0, 0)\n    \tTNT1 A 0 A_TakeInventory(\"NLDemonAmmo\",3)\n\t\tTNT1 A 0 A_RailAttack(600, 0, 0, \"none\", \"white\", RGF_NOPIERCING | RGF_SILENT | RGF_CENTERZ | RGF_FULLBRIGHT, 0, \"Bulletpuff\", 0, 0, 9999, 1)\n\t\tTNT1 A 0 A_SetAngle(random(1, -1) + angle)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\n\t\tUNMK Y 1 BRIGHT\n\t\tTNT1 A 0 A_FireCustomMissile(\"UnmakerParticleSpawner\", 0, 1, 0, 0, 0, 0)\n    \tTNT1 A 0 A_TakeInventory(\"NLDemonAmmo\",3)\n\t\tTNT1 A 0 A_RailAttack(600, 0, 0, \"none\", \"white\", RGF_NOPIERCING | RGF_SILENT | RGF_CENTERZ | RGF_FULLBRIGHT, 0, \"Bulletpuff\", 0, 0, 9999, 1)\n\t\tTNT1 A 0 A_SetAngle(random(1, -1) + angle)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\n\t\tUNMK Z 1 BRIGHT\n\t\tTNT1 A 0 A_FireCustomMissile(\"NemUnmakerBall\", 0, 1, 15, 0, 0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"NemUnmakerBall\", 0, 1, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"NemUnmakerBall\", 0, 1, -15, 0, 0, 0)\n    \tTNT1 A 0 A_TakeInventory(\"NLDemonAmmo\",3)\n\t\tTNT1 A 0 A_RailAttack(600, 0, 0, \"none\", \"white\", RGF_NOPIERCING | RGF_SILENT | RGF_CENTERZ | RGF_FULLBRIGHT, 0, \"Bulletpuff\", 0, 0, 9999, 1)\n\t\tTNT1 A 0 A_SetAngle(random(1, -1) + angle)\n\t\tTNT1 A 0 A_SetPitch(-0.5 + pitch)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\n\t\tTNT1 A 0 A_Refire(\"PreHold\")\n\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_StopSOund(1)\n\t\tTNT1 A 0 A_StopSOund(6)\n\t\tTNT1 A 0 A_PlaySOund(\"ZENSTO\", 1)\n\t\tUNMK A 6\n\n\t\tGoto ReadyLoop\n\n    NoAmmo:\n\t    TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_StopSOund(1)\n\t\tTNT1 A 0 A_StopSOund(6)\n\t\tTNT1 A 1 A_PlaySOund(\"ZENSTO\", 1)\n\t\tUNMK A 16\n\t\tGoto ReadyLoop\n\nDeselect2:\n\t   \tTNT1 A 0 A_ZoomFactor(1.0)\n\t\t//TNT1 A 0 A_StopSOund(1)\n\t\tTNT1 A 0 A_StopSOund(6)\n\t\tTNT1 AAA 0 A_StopSound(6)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/weapondown\",CHAN_WEAPON)\n\t\tTNT1 A 1 A_PlaySOund(\"ZENSTO\", 1)\n\t\tUNM2 ABCDEF 16\n\tDeselectLoop2:\n\t\tTNT1 A 1 A_Lower\n\t\tLoop\n\n\tAltFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"NLDemonAmmo\",70,\"AltFire2\")\n\t\tGoto ReadyLoop\n\tAltFire2:\n\t\tUNMK E 40 A_PlaySound(\"ZENUP3\",0,1.0,FALSE)\n\t\tTNT1 A 0 A_Playsound(\"ZENUP\",0,1.0,FALSE)\n\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"UnmakerParticleSpawner\",8,0,28,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH,160)\n\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",0,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",15,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",30,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",45,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",60,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",75,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",90,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",105,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",120,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",135,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",150,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",165,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",180,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",195,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",210,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",225,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",240,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",255,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",270,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",285,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",300,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",315,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",330,0,3)\n\t\tTNT1 A 0 A_FireCustomMissile(\"AltNemUnmakerBall\",345,1,3)\n    \tTNT1 A 0 A_TakeInventory(\"NLDemonAmmo\",35)\n        UNM2 ABCCBA 2 Bright\n\t\t//UNMK D 4 Bright A_GunFlash\n\t\tUNMK E 30\n\t\tUNMK F 10 A_ReFire\n\t\tGoto ReadyLoop\n\tFlash:\n\t\tTNT1 A 6 Bright A_Light1\n\t\tTNT1 A 4 Bright A_Light2\n\t\tGoto LightDone\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/ShiroEdits.txt",
        "contents": "//Grenade explosion\n\nACTOR ThrownGrenade3 : ThrownGrenade Replaces Throwngrenade2\n{\nHeight 2\nRadius 2\nSpeed 36\nScale 0.4\nWallBounceFactor 0.16\nBounceFactor 0.36\nGravity 0.6\nMass 400\nDamage 8\n+MISSILE\n+DROPOFF\n-MOVEWITHSECTOR\n+THRUSPECIES\n+DONTFALL\n+CANBOUNCEWATER\n+DOOMBOUNCE\n+NOTELEPORT\n+FORCERADIUSDMG\n-EXTREMEDEATH\n-NODAMAGETHRUST\n-GRENADETRAIL\n-ROCKETTRAIL\n+DONTHARMSPECIES\n+DONTHARMCLASS\nSpecies \"Player\"\nDamageType \"Explosion\"\nSeeSound \"weapons/hgrenadebounce\"\nObituary \"%o was fragged by %k's hand grenade.\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 AAA 0 A_StopSound\n\t\tHGN1 A 3\n\t\tHGN1 B 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tHGN1 C 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tHGN1 D 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tHGN1 E 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tHGN1 F 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tHGN1 G 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tHGN1 H 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tHGN1 A 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tHGN1 B 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tHGN1 C 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tHGN1 D 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tHGN1 E 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tHGN1 F 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tHGN1 G 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tHGN1 H 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tHGN1 A 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tHGN1 B 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tHGN1 C 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tHGN1 D 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tHGN1 E 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\t//HGN1 F 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\t//HGN1 G 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\t//HGN1 H 3 A_GiveInventory(\"GrenadeTime\",1)\n\t\tGoto Death\n\tCrash:\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(MOVEWITHSECTOR,1)\n\t\tHGN1 H 1\n\t\tHGN1 H 1 A_GiveInventory(\"GrenadeTime\",1)\n\t\tHGN1 H 1 A_JumpIfInventory(\"GrenadeTime\",20,\"XDeath\")\n\t\tGoto Death+2\n\tXDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeExploded\",1,\"NoExplosion\")\n\t\tHGN1 H 1 Bright A_ChangeFlag(EXTREMEDEATH,1)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Explode(100,150,XF_HURTSOURCE,0)\n\t\tTNT1 A 0 Radius_Quake(2,24,0,15,0)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_GiveInventory(\"GrenadeExploded\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/hgrenadeex\",CHAN_BODY)\n\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"Kaboom3\",0,0,random(0,360),2,random(0,360))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"SmokeFX2\",0,0,random(0,360),2,random(0,360))\n\t\tTNT1 AAAA 0 Bright A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,SXF_CLIENTSIDE,0)\n\t\tTNT1 A 1 Bright A_SpawnItem(\"RocketEx\")\n\t\tTNT1 A 0 A_Explode(200,300,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"Explosion\",CHAN_WEAPON)\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\",CHAN_VOICE)\n\t\tTNT1 AAA 1 Bright A_SpawnItemEx(\"RocketEx\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,SXF_CLIENTSIDE,0)\n\t\tTNT1 A 48 Bright\n\tNoExplosion:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR GrenadeExploded : Inventory {Inventory.Maxamount 1}\n\n//Hibachi\n\nACTOR Kazumi_Hibachi2 : Kazumi_Hibachi Replaces Kazumi_Hibachi\n{\ntag \"\\c[l5]Hibachi!!\\c-\"\nDropItem \"DemonicChalice\" 256\nDropItem \"SkullOfPower\" 256\nDropItem \"TrueLegendaryRune\" 64 1\nDropitem \"Legendary BFG\" 255\nDropitem \"LDemonAmmoBox\" 255\nDropitem \"Truelegendarybfgupgrade\" 128\nDropitem \"TrueLegendaryUltraSphere\" 128\nDropitem \"TrueLegAmmoSphere\" 128 //TXS\nDropitem \"TrueLegTimeFreezeSphere\" 128 //TXS\nDropItem \"TrueLegendaryArmor\" 128\nDropItem \"BossArmorBonusMax\", 256, 32\nDropItem \"BossLifeEssence\", 256\nDropItem \"BossArmorBonusMax\", 256, 32\nDropItem \"BossLifeEssence\", 256\nDropItem \"LegendaryPowerSphere\" 96\nDropitem \"LegendaryPowerShard\" 96\n}\n\n//DOOM\n\nACTOR Kazumi_EvaccanniaDOOM2 : Kazumi_EvaccanniaDOOM Replaces Kazumi_EvaccanniaDOOM\n{\nTag \"\\c[w2]Evaccannia DOOM!!\"\nDropitem \"ArmageddonCannon\" 80 1\nDropitem \"NuclearRocket\" 256 1\nDropitem \"NuclearRocket\" 192 1\nDropitem \"NuclearRocket\" 70 1\nDropitem \"EnragedLegendaryPowerShard\" 256 1\n}\n\n//Kaguya\n\nACTOR Kazumi_LegendaryKaguyaHealth : Kazumi_KaguyaHouraisan Replaces Kazumi_LegendaryKaguya\n{\n//Enemy Name: Legendary Kaguya Houraisan\n//Monster Tier: Pinky Demon\n//Enemy Tier: Legendary (Touhou)\n//Difficulty: Insane (SURPRISE! 8/10)\n  Health 3000\n  Painchance 16\n  Obituary \"%o died when %g saw Legendary Kaguya's beautiful barrage of danmaku.\"\n  tag \"\\c[z3]Legendary Kaguya\"\n\tDamageFactor \"SuperWeapon\", 0.0\n\tDamageFactor \"Extreme\", 0.0\n\tDamageFactor \"SatanGuard\", 0.1\n\tDamageFactor \"AbyssalSatyr\", 0.1\n\tDamageFactor \"Moloch\", 0.1\n\tDamageFactor \"Exos\", 0.2\n\tDamageFactor \"ZombieDev\", 0.1\n\tDamageFactor \"Terminator\", 0.1\n\tDamageFactor \"AdvancedImp\", 0.1\n\tDamageFactor \"Legendary1\", 0.1\n\tDamageFactor \"LegendaryGuru\", 0.1\n\tDamageFactor \"UltimateLegendary\", 0.0\n\tDamageFactor \"Nobles\", 0.1\n\tDamageFactor \"VileFires\", 0.1\n\tDamageFactor \"Shadow\", 0.1\n\tDamageFactor \"DarkBruiserBFG10K\", 0.1\n\tDamageFactor \"Cybers\", 0.1\n\tDamageFactor \"Hell\", 0.1\n\tDamageFactor \"Commander\", 0.1\n\tDamageFactor \"Baby15K\", 0.1\n\tDamageFactor \"Cyber10K\", 0.1\n\tDamageFactor \"DemolisherEx\", 0.1\n\tDamageFactor \"DarkDemoEx\", 0.1\n\tDamageFactor \"CerChainguns\", 0.1\n\tDamageFactor \"CerEnergyBall\", 0.1\n\tDamageFactor \"LegMind\", 0.1\n\tDamageFactor \"BeheComet\", 0.1\n\tDamageFactor \"UBDTR\", 0.1\n\tDamageFactor \"NobleComet\", 0.1\n\tDamageFactor \"CacoComet\", 0.1\n\tDamageFactor \"SoulToxic\", 0.1\n\tDamageFactor \"Cacolich\", 0.1\n\tDamageFactor \"CadaverRocket\", 0.1\n\tDamageFactor \"HellComet\", 0.1\n\tDamageFactor \"HFCyber\", 0.1\n\tDamageFactor \"DBFG2\", 0.1\n\tDamageFactor \"DBFG10K2\", 0.1\n\tDamageFactor \"DBFGSplash2\", 0.1\n\tdamagefactor \"Terminator\", 0.01\n\tdamagefactor \"T3rm\", 0.01\n\tdamagefactor \"Term\", 0.1\n  dropitem \"LegendaryRune\", 128\n  DropItem \"LDemonAmmoBox\" 200\n  DropItem \"LDemonAmmoBox\" 200\n  DropItem \"LDemonAmmo\" 250\n  DropItem \"LDemonAmmo\" 250\n  dropitem \"Legendary Revolver\", 48\n  dropitem \"Legendary Assault Shotgun\", 48\n  dropitem \"Legendary Sawed-Off Shotgun\", 48\n  dropitem \"Legendary Light Machine Gun\", 48\n  dropitem \"Legendary Plasmatic Cannon\", 48\n  dropitem \"Legendary Plasmatic Rifle\", 48\n  dropitem \"Legendary BFG 10K\", 48\n  dropitem \"Legendary BFG\", 24\n  dropitem \"LegendaryBossLifeEssence\", 256\n  dropitem \"LegendaryLifeEssence\", 256\n  dropitem \"LegendaryBossArmorBonusMax\", 256\n  dropitem \"LegendaryArmorBonusMax\", 256\n  var int user_music;\n  var int user_loopnuke;\n  seesound \"\"\n  States\n  {\n  Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Kazumi_DisableGirls\") == 1, \"Remove\")\n  SpawnLoop:\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"LegTermFireBecauseIAmLazy\",0)\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_ChangeFlag(\"NODAMAGE\",1)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n    KALI AAAAAAAAAAAAAAABBBBBCCCCCDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDCCCCCBBBBBAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAEEEFFGGGG 1 A_LookEX(LOF_FULLVOLSEESOUND,0,0,0,360,\"Prepare\")\n  IdleMore:\n    KALI H 1 A_LookEX(LOF_FULLVOLSEESOUND,0,0,0,360,\"Prepare\")\n\tLoop\n  Remove:\n\tTNT1 A 1\n\tTNT1 A 0 A_SpawnItemEx(\"Demon\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", FALSE)\n\tTNT1 A 0\n\tStop\n  Prepare:\n\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Kazumi_AltGirlSightSounds\") == 1,\"AltSight\")\n\tTNT1 A 0 A_PlaySound(\"touhou/sight\",7,1.0,0,ATTN_NONE)\n\tgoto FinishPrep\n  AltSight:\n  \tTNT1 A 0 A_PlaySound(\"touhou/sorrym8\",7,1.0,0,ATTN_NONE)\n  FinishPrep:\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_ChangeFlag(\"NODAMAGE\",0)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n    Goto See\n  See:\n  \tTNT1 A 0 A_JumpIf(user_music == 1,3)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,814)\n\tTNT1 A 0 A_SetUserVar(\"user_music\",1)\n    TNT1 A 0 A_SetUserVar(\"user_delay\",0)\n\tgoto SeeAnim1\n  SeeAnim1:\n\tTNT1 A 0 A_JumpIf(user_delay >= 15,\"SeeAnim2\")\n  \tKAGI A 0 A_Jump(2,\"BOUNCEPAD\")\n    KALI A 1 A_Chase\n\tTNT1 A 0 A_SetUserVar(\"user_delay\",user_delay+1)\n\tloop\n  SeeAnim2:\n \tTNT1 A 0 A_JumpIf(user_delay >= 20,\"SeeAnim3\")\n \tKAGI B 0 A_Jump(2,\"BOUNCEPAD\")\n    KALI B 1 A_Chase\n\tTNT1 A 0 A_SetUserVar(\"user_delay\",user_delay+1)\n\tloop\n  SeeAnim3:\n \tTNT1 A 0 A_JumpIf(user_delay >= 25,\"SeeAnim4\")\n \tKAGI B 0 A_Jump(2,\"BOUNCEPAD\")\n    KALI C 1 A_Chase\n\tTNT1 A 0 A_SetUserVar(\"user_delay\",user_delay+1)\n\tloop\n  SeeAnim4:\n \tTNT1 A 0 A_JumpIf(user_delay >= 65,\"SeeAnim5\")\n \tKAGI B 0 A_Jump(2,\"BOUNCEPAD\")\n    KALI D 1 A_Chase\n\tTNT1 A 0 A_SetUserVar(\"user_delay\",user_delay+1)\n\tloop\n  SeeAnim5:\n \tTNT1 A 0 A_JumpIf(user_delay >= 70,\"SeeAnim6\")\n \tKAGI B 0 A_Jump(2,\"BOUNCEPAD\")\n    KALI C 1 A_Chase\n\tTNT1 A 0 A_SetUserVar(\"user_delay\",user_delay+1)\n\tloop\n  SeeAnim6:\n \tTNT1 A 0 A_JumpIf(user_delay >= 75,\"See\")\n \tKAGI B 0 A_Jump(2,\"BOUNCEPAD\")\n    KALI B 1 A_Chase\n\tTNT1 A 0 A_SetUserVar(\"user_delay\",user_delay+1)\n\tloop\n  BOUNCEPAD:\n\tTNT1 A 0 A_SetUserVar(\"user_delay\",0)\n\tKALJ ABC 3\n\tKALJ D 3 A_GiveInventory(\"KaguyaJump\",1)\n\tKALJ EF 3\n  CheckForFloor:\n\tTNT1 A 0 A_JumpIf(user_delay >= 60,\"Land\")\n    TNT1 A 0 A_SetUserVar(\"user_delay\",user_delay+6)\n\tKALJ GGGHHH 1 A_CheckFloor(\"Land\")\n    Loop\n  Land:\n\tKALJ IJ 2 A_Stop\n\tGoto See\n  Pain:\n    KALP A 5 A_Pain\n    Goto See\n  Melee:\n    KALM ABC 2 A_FaceTarget\n\tKALM D 3 A_CustomMeleeAttack(random(150,200),\"touhou/kaguya/melee\",\"touhou/kaguya/meleemiss\",\"Touhou\")\n\tKALM EFG 2 A_FaceTarget\n    MYST A 0 A_Jump(256,\"Missile\")\n\tGoto See\n  Missile:\n\tTNT1 A 0 A_Jump(4,\"OhShit\")\n    MYST A 0 A_facetarget\n\tMYST A 0 A_Jump(256,\"Attack1\", \"Attack2\",\"Attack3\",\"Attack4\",\"Attack5\")\n    Goto See\n  Attack1:\n\tKAL1 A 3 A_FaceTarget\n\tMYS2 O 0 A_Playsound(\"remishot\",0)\n\tKAL1 B 0 A_CustomMissile(\"KaguyaDanmaku6\",30,0,-50)\n\tKAL1 B 0 A_CustomMissile(\"KaguyaDanmaku5\",30,0,-40)\n\tKAL1 B 0 A_CustomMissile(\"KaguyaDanmaku4\",30,0,-30)\n\tKAL1 B 0 A_CustomMissile(\"KaguyaDanmaku3\",30,0,-20)\n\tKAL1 B 0 A_CustomMissile(\"KaguyaDanmaku2\",30,0,-10)\n\tKAL1 B 0 A_CustomMissile(\"KaguyaDanmaku1\",30,0,0)\n\tKAL1 B 0 A_CustomMissile(\"KaguyaDanmaku2\",30,0,10)\n\tKAL1 B 0 A_CustomMissile(\"KaguyaDanmaku3\",30,0,20)\n\tKAL1 B 0 A_CustomMissile(\"KaguyaDanmaku4\",30,0,30)\n\tKAL1 B 0 A_CustomMissile(\"KaguyaDanmaku5\",30,0,40)\n\tKAL1 B 3 A_CustomMissile(\"KaguyaDanmaku6\",30,0,50)\n\tKAL1 CDE 3 A_FaceTarget\n\tTNT1 A 0 A_Jump(192,\"Attack1\")\n\tgoto see\n  Attack2:\n\tKALJ A 5 A_FaceTarget\n\tKAL2 ABABABABABABABABAB 3 A_FaceTarget\n\tKALJ A 3 A_FaceTarget\n\tTNT1 A 0 Bright A_Explode(768,768,0,0)\n\tTNT1 A 0 Bright A_PlaySound(\"touhou/rekt\")\n\tTNT1 A 0 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\tTNT1 AAA 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,18,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,36,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,54,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,72,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,90,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,108,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,126,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,144,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,144,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,162,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,180,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,196,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,216,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,234,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,252,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,270,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,288,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,306,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,324,CMF_AIMDIRECTION,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"ZombieCommanderDevastatorBall2\",30,0,342,CMF_AIMDIRECTION,random(-90,90))\n\tKAL2 CDE 5 A_FaceTarget\n\tgoto see\n  Attack3:\n\tKAL3 AB 3 A_FaceTarget\n\tMYS2 O 0 A_Playsound(\"remishot\",0)\n\tKAL3 C 0 A_CustomMissile(\"LegendaryProjectile\",30,0,0)\n\tKAL3 C 0 A_CustomMissile(\"LegendaryProjectile\",30,0,10)\n\tKAL3 C 0 A_CustomMissile(\"LegendaryProjectile\",30,0,20)\n\tKAL3 C 0 A_CustomMissile(\"LegendaryProjectile\",30,0,30)\n\tKAL3 C 0 A_CustomMissile(\"LegendaryProjectile\",30,0,40)\n\tKAL3 C 3 A_CustomMissile(\"LegendaryProjectile\",30,0,50)\n\tKAL3 DED 3 A_FaceTarget\n\tMYS2 O 0 A_Playsound(\"remishot\",0)\n\tKAL3 C 0 A_CustomMissile(\"LegendaryProjectile\",30,0,0)\n\tKAL3 C 0 A_CustomMissile(\"LegendaryProjectile\",30,0,-10)\n\tKAL3 C 0 A_CustomMissile(\"LegendaryProjectile\",30,0,-20)\n\tKAL3 C 0 A_CustomMissile(\"LegendaryProjectile\",30,0,-30)\n\tKAL3 C 0 A_CustomMissile(\"LegendaryProjectile\",30,0,-40)\n\tKAL3 C 3 A_CustomMissile(\"LegendaryProjectile\",30,0,-50)\n\tKAL3 B 3 A_FaceTarget\n\tMYS2 O 0 A_Playsound(\"remishot\",0)\n\tKAL3 C 0 A_CustomMissile(\"LegendaryProjectile\",30,0,0)\n\tKAL3 C 0 A_CustomMissile(\"LegendaryProjectile\",30,0,10)\n\tKAL3 C 0 A_CustomMissile(\"LegendaryProjectile\",30,0,20)\n\tKAL3 C 0 A_CustomMissile(\"LegendaryProjectile\",30,0,30)\n\tKAL3 C 0 A_CustomMissile(\"LegendaryProjectile\",30,0,40)\n\tKAL3 C 3 A_CustomMissile(\"LegendaryProjectile\",30,0,50)\n\tKAL3 DED 3 A_FaceTarget\n\tMYS2 O 0 A_Playsound(\"remishot\",0)\n\tKAL3 C 0 A_CustomMissile(\"LegendaryProjectile\",30,0,0)\n\tKAL3 C 0 A_CustomMissile(\"LegendaryProjectile\",30,0,-10)\n\tKAL3 C 0 A_CustomMissile(\"LegendaryProjectile\",30,0,-20)\n\tKAL3 C 0 A_CustomMissile(\"LegendaryProjectile\",30,0,-30)\n\tKAL3 C 0 A_CustomMissile(\"LegendaryProjectile\",30,0,-40)\n\tKAL3 C 3 A_CustomMissile(\"LegendaryProjectile\",30,0,-50)\n\tKAL3 B 3 A_FaceTarget\n\tMYS2 O 0 A_Playsound(\"remishot\",0)\n\tKAL3 C 0 A_CustomMissile(\"LegendaryProjectile\",30,0,0)\n\tKAL3 C 0 A_CustomMissile(\"LegendaryProjectile\",30,0,10)\n\tKAL3 C 0 A_CustomMissile(\"LegendaryProjectile\",30,0,20)\n\tKAL3 C 0 A_CustomMissile(\"LegendaryProjectile\",30,0,30)\n\tKAL3 C 0 A_CustomMissile(\"LegendaryProjectile\",30,0,40)\n\tKAL3 C 3 A_CustomMissile(\"LegendaryProjectile\",30,0,50)\n\tKAL3 DEFG 3 A_FaceTarget\n\tgoto See\n  Attack4:\n\tKAL1 A 3 A_FaceTarget\n\tMYS2 O 0 A_Playsound(\"remishot\",0)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,-50)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,-40)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,-30)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,-20)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,-10)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,0)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,10)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,20)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,30)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,40)\n\tKAL1 B 3 A_CustomMissile(\"LegRevSmallBall3\",30,0,50)\n\tKAL1 CDEA 3 A_FaceTarget\n\tMYS2 O 0 A_Playsound(\"remishot\",0)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,-50)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,-40)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,-30)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,-20)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,-10)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,0)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,10)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,20)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,30)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,40)\n\tKAL1 B 3 A_CustomMissile(\"LegRevSmallBall3\",30,0,50)\n\tKAL1 CDEA 3 A_FaceTarget\n\tMYS2 O 0 A_Playsound(\"remishot\",0)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,-50)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,-40)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,-30)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,-20)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,-10)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,0)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,10)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,20)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,30)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,40)\n\tKAL1 B 3 A_CustomMissile(\"LegRevSmallBall3\",30,0,50)\n\tKAL1 CDEA 3 A_FaceTarget\n\tMYS2 O 0 A_Playsound(\"remishot\",0)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,-50)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,-40)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,-30)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,-20)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,-10)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,0)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,10)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,20)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,30)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,40)\n\tKAL1 B 3 A_CustomMissile(\"LegRevSmallBall3\",30,0,50)\n\tKAL1 CDEA 3 A_FaceTarget\n\tMYS2 O 0 A_Playsound(\"remishot\",0)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,-50)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,-40)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,-30)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,-20)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,-10)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,0)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,10)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,20)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,30)\n\tKAL1 B 0 A_CustomMissile(\"LegRevSmallBall3\",30,0,40)\n\tKAL1 B 3 A_CustomMissile(\"LegRevSmallBall3\",30,0,50)\n\tKAL1 CDE 3 A_FaceTarget\n\tgoto See\n  Attack5:\n  \tKAL3 AB 3 A_FaceTarget\n\tMYS2 O 0 A_Playsound(\"remishot\",0)\n\tKAL3 C 3 A_CustomMissile(\"LegendaryProjectile\",30,0,0)\n\tKAL3 DEFG 3 A_FaceTarget\n\tgoto See\n  OhShit:\n\tKALJ A 5 A_FaceTarget\n\tTNT1 A 0 A_PrintBold(\"\\cgTAKE COVER!!!!!\")\n  OhShitLoop:\n\tTNT1 A 0 A_JumpIf(user_loopnuke == 10,\"OhShitNuke\")\n\tKAG2 CCC 0 A_SpawnItemEX(\"FakeLegCardinalThunder\",10,0,0,0,0,0,random(0,360))\n\tKAL2 ABABABABABABABABABAB 1 A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_loopnuke\",user_loopnuke+1)\n\tloop\n  OhShitNuke:\n\tKALJ A 3 A_FaceTarget\n    TNT1 A 0 A_SpawnItem(\"LegendaryCardinalNuke\")\n    TNT1 A 0 A_Explode(8000,1642,0,1)\n    TNT1 A 0 A_BFGSpray(\"ArcSpray\",15,20)\n    KAL2 C 3\n\tTNT1 A 0 DamageThing(1000000)\n\tgoto See\n  Death:\n\tKALP C 70 A_PlaySound(\"uroboros/death\",5,1.0,0,ATTN_NONE)\n    MYST K 0 A_Scream\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 AAA 0 A_SpawnItemEx(\"Red2huBossDeathFlame\",0,0,20,random(-4,4),random(-4,4),random(0,3))\n\tTNT1 AAA 0 A_SpawnItemEx(\"Red2huBossDeathFlame3\",0,0,20,random(-20,20),random(-20,20),random(0,20))\n\tTNT1 A 0 A_Explode(256,256,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"2huBossDeathFlame\", Random(-8,8), Random(-8,8), Random(12,80), Random(8,38), 0, Random(3,43), Random(-180,180))\n\tTNT1 A 15\n\tstop\n  }\n}\n\n//Leg Chair Nerf\n\nACTOR Kazumi_LegendaryChairNEW : Kazumi_LegendaryChair replaces Kazumi_LegendaryChair\n{\n\tHealth 500\n\tSpeed 0\n    Radius 10\n    Height 34\n\tMass 0x7FFFFFFF\n\tPainChance 255\n\tSpecies \"Chair\"\n\tObituary \"%o got fucking destroyed by a fucking Legendary Chair that magically charges at anything it's hit by!\"\n\tDamageFactor \"Cyber10K\", 0.0\n\tDamageFactor \"PDTBFG\", 0.01\n\tDamageFactor \"PDTBFGTracer\", 0.01\n\tDamageFactor \"Legendary\", 0.0\n\tDamageFactor \"LegendaryGuru\", 0.0\n\tDamageFactor \"LegendaryGuruPlayer\", 0.3\n\tDamageFactor \"LegendaryPlayer\", 0.3\n\tDamageFactor \"BFGSplash\", 0.2\n\tDamageFactor \"BFGSpray\", 0.2\n\tDamageFactor \"CerEnergyBall\", 0.0\n\tDamageFactor \"PlayerDevBall\", 0.005\n\tDamageFactor \"PlayerDevBall2\", 0.005\n\tDamageFactor \"PlayerDTBFGRailgunSlug\", 0.005\n\tDamageFactor \"PlayerDevTracer\", 0.005\n\tDamageFactor \"DemolisherEx\", 0.0\n\tDamageFactor \"DarkDemoEx\", 0.0\n\tDamageFactor \"CerChainguns\", 0.0\n\tDamageFactor \"CerEnergyBall\", 0.0\n\tDamageFactor \"PlayerDTRG\", 0.3\n\tDamageFactor \"DBFG10K2\", 0.65\n\tDamageFactor \"PlayerDBFG10K2\", 0.65\n\tDamageFactor \"DBFG2\", 0.65\n\tDamageFactor \"PlayerDBFG2\", 0.65\n\tDamageFactor \"PyroShot\", 0.0\n\tDamageFactor \"PlayerPyro\", 0.0\n\tDamageFactor \"PDTPuff\", 0.0\n\tDamageFactor 0.5\n\tPainChance \"PlayerDBFG2\", 256\n\tPainChance \"DBFG2\", 256\n\tPainChance \"PlayerDBFG10K2\", 256\n\tDropItem \"LegAmmoSphere\" 64 1\n\tDropItem \"LegendarySphere\" 128 1\n\tDropItem \"LDemonAmmoBox\" 256\n\tDropItem \"BossLifeEssence\" 256\n\tDropItem \"BossArmorBonusMax\" 256\n\tSeeSound \"\"\n\tPainSound \"\"\n\tDeathSound \"legchair/death\"\n\tActiveSound \"\"\n\tmonster\n\t+NORADIUSDMG\n\t+QUICKTORETALIATE\n\t-PIERCEARMOR\n\t+MISSILEEVENMORE\n\t+NOTARGET\n\t+BOSS\n\t+MISSILEMORE\n\t+LOOKALLAROUND\n\t+FLOORCLIP\n\t+DONTMORPH\n\t+BOSSDEATH\n\t+NOICEDEATH\n\t+DONTGIB\n\t+NOTIMEFREEZE\n\t+CANTSEEK\n\t+DONTRIP\n\t+NOFEAR\n\t+DONTHARMSPECIES\n\t+DONTHURTSPECIES\n\t+NOBLOOD\n\ttag \"\\c[z3]Legendary... Chair?\"\n\tvar int user_music;\n\tStates\n\t{\n\tSpawn:\n\t    TNT1 A 0\n\t    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RawAnger\") == 0,\"Remove\")\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"kazumi_NoChair\") == 1,\"Remove\")\n\tSpawnloop:\n\t\tCHAI R 1 A_Look\n\t\tTNT1 A 0 A_SpawnItemEx(\"LHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,64)\n\t\tLoop\n    Remove:\n\t    TNT1 A 1\n\t    TNT1 A 0 A_SpawnItemEx(\"explosivebarrel\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t    TNT1 A 0 A_ChangeFlag(\"COUNTKILL\", FALSE)\n\t    TNT1 A 0\n\tStop\n\tSee:\n\t\tCHAI R 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"LHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,64)\n\t\tloop\n\tPain:\n\t    TNT1 A 0 A_JumpIf(user_music == 1,3)\n        TNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,820)\n\t    TNT1 A 0 A_SetUserVar(\"user_music\",1)\n\t\tTNT1 A 0 A_PlaySound(\"ESuicide/Scream\",5,1.0,1)\n\tCHAAAAAAAAARGE:\n\t\tTNT1 A 0 A_GiveInventory(\"LegSuicideJumping\",1)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(-5)\n\t\tCHAI R 1 A_Chase\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(-5)\n\t\tCHAI R 1 A_Chase\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(-5)\n\t\tCHAI R 1 A_Chase\n\t\tloop\n\tMelee:\n\t\tTNT1 A 0 A_StopSound(5)\n\t\tTNT1 A 0 A_Stop\n\t\tCHAI R 1 A_VileAttack(\"NULL\",Random(499,999),0,64,2,\"Legendary\")\n\t\t//TNT1 A 0 Bright A_PlaySoundEx(\"legchair/crash\",\"Voice\",0,2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"LHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,64)\n\t\tgoto Death\n\tDeath:\n\t\tTNT1 A 2 A_StopSound(5)\n\t\tTNT1 A 0 Bright Radius_Quake(7,105,0,140,0)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"BlueKaboom3\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX2\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 Bright A_PlaySoundEx(\"legchair/death\",\"Voice\",0,2)\n\t\tTNT1 A 70 Bright A_SpawnItemEx(\"LegendaryBarrelStrike\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tstop\n\t}\n}\n\n//Redeemer Nuke\n\nActor NuclearMissileExplosion2 : NuclearMissileShot Replaces NuclearMissileExplosion\n{\nSpeed 0\nDamagetype \"explosion\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_Die\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 1 Bright A_Explode(500,1200,true,true,666)\n\t\tTNT1 A 1 Bright A_SpawnItemEx(\"PlayerNuke\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS|SXF_SETMASTER)\n\t\tTNT1 A 0 Bright A_SetUserVar(\"user_lcounter\",0)\n\t\tTNT1 A 0 Bright A_Blast(BF_DONTWARN,225,1000,30)\n\t\tGoto NuclearFireLoop\n\tNuclearFireLoop:\n\t\tTNT1 A 1 Bright A_CustomMissile(\"NuclearMissileShotEx\",0,0,user_lcounter*20,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"NuclearMissileShotEx2\",0,0,user_lcounter*20,CMF_AIMDIRECTION|CMF_TRACKOWNER,45)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"NuclearMissileShotEx2\",0,0,user_lcounter*20,CMF_AIMDIRECTION|CMF_TRACKOWNER,-45)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"NuclearMissileShotEx2\",0,0,360-(user_lcounter*20),CMF_AIMDIRECTION|CMF_TRACKOWNER,45)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"NuclearMissileShotEx2\",0,0,360-(user_lcounter*20),CMF_AIMDIRECTION|CMF_TRACKOWNER,-45)\n\t\t//TNT1 AAA 0 Bright A_SpawnItemEx(\"HemNuclearFlare\",random(-150,150),random(-150,150),random(0,10),random(0,8),random(0,8),2,random(0,360),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS|SXF_SETMASTER,96)\n\t\tTNT1 A 0 Bright A_SetUserVar(\"user_lcounter\",user_lcounter+1)\n\t\tTNT1 A 0 Bright A_JumpIf(user_lcounter < 7 ,\"NuclearFireLoop\")\n\t\tTNT1 A 1 Bright\n\t\tStop\n\t}\n}\n\nActor NexusNuclearMissileShotEx : NuclearMissileShot Replaces NuclearMissileShotEx\n{\nRenderstyle None\n-FOILINVUL\n-NOCLIP\n+NODAMAGETHRUST\nSpeed 20\nDamagetype \"Explosion\"\nObituary \"%o was burned by in nuclear fire.\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 AAAAAAAA 2 A_Explode(250,1000,true,0,333)\n\tDeath:\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_Explode(150,1000,true,0,166)\n\t\t//TNT1 AAA 1 A_CustomMissile(\"HemNuclearFlare2\",0,0,random(0,360),2,random(-90,90))\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor NexusNuclearMissileShotEx2 : NuclearMissileShot Replaces NuclearMissileShotEx2\n{\nRenderstyle None\nSpeed 20\n-FOILINVUL\n-NOCLIP\n+NODAMAGETHRUST\nDamagetype \"Explosion\"\nObituary \"%o was burned by in nuclear fire.\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 AAAAAAAA 2 A_Explode(250,1000,true,0,333)\n\tDeath:\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_Explode(150,1000,true,0,166)\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor KazumiNuclearMissileShotEx : NuclearMissileShot\n{\nRenderstyle None\n-FOILINVUL\n-NOCLIP\n+NODAMAGETHRUST\nSpeed 20\nDamagetype \"Normal\"\nObituary \"%o was burned by in nuclear fire.\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 AAAAAAAA 2 A_Explode(500,5000,true,0,333)\n\tDeath:\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_Explode(350,3000,true,0,166)\n\t\t//TNT1 AAA 1 A_CustomMissile(\"HemNuclearFlare2\",0,0,random(0,360),2,random(-90,90))\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor KazumiNuclearMissileShotEx2 : NuclearMissileShot\n{\nRenderstyle None\nSpeed 20\n-FOILINVUL\n-NOCLIP\n+NODAMAGETHRUST\nDamagetype \"Normal\"\nObituary \"%o was burned by in nuclear fire.\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 AAAAAAAA 2 A_Explode(500,5000,true,0,333)\n\tDeath:\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_Explode(350,3000,true,0,166)\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR Kazumi_NewNukeRocket : Kazumi_NukeRocket Replaces Kazumi_NukeRocket\n{\n   States\n   {\n   Spawn:\n\t\tTNT1 A 0 A_JumpIf(user_flytime >= 110,2) //140.2\n\t\tTNT1 A 0 A_ScaleVelocity(1.1) //1.02\n\t\tTNT1 A 0 A_SetUserVar(\"user_flytime\",user_flytime+1)\n\t\tYAMG A 0 A_PlaySound(\"redeemer/active\",5,1.0,1,ATTN_NONE)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(-2,2),Random(-2,2))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(-2,2),Random(-2,2))\n\t\tNKS1 A 1 Bright A_CustomMissile(\"PlayerNuclearMissileTrail\",0,0,0)\n\t\tloop\n   Death:\n\t\tTNT1 A 0\n\t\tNKS1 A 56 //A_PlaySound(\"kazumi/nuke/WTFBOOM\",5,1.0,0,ATTN_NONE)\n\t\tgoto Nuke\n\tBOOM:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_StopSound\n\t\tTNT1 A 0 A_PlaySound(\"redeemer/explosion\",5,1.0,0,ATTN_NONE)\n\t\tgoto Nuke\n\tNuke:\n\t\tTNT1 A 0 A_CustomBulletAttack(0,0,1,7000,\"BulletPuff\",128,CBAF_AIMFACING) //DAAAAAAAAAAAAAMN.\n\t\tTNT1 A 0 A_PlaySound(\"redeemer/explosion\",5,1.0,0,ATTN_NONE)\n\t\t//Range is 64 units to do 7k damage to the actor it hits.\n\t\tTNT1 A 0 Bright A_GiveToTarget(\"NuclearShield\",1)\n\t\tTNT1 A 0 Bright A_GiveToTarget(\"VulnerabilityQuiet\",1)\n\t\t//TNT1 A 0 Bright A_GiveToTarget(\"VulnerabilityQuiet\",1)\n\t\tTNT1 A 1 Bright A_Explode(10000,3600,true,true,666)\n\t\tTNT1 A 0 Bright A_Blast(BF_DONTWARN,225,1000,30)\n\t\t//TNT1 A 0 A_Explode(10000000,1000,0,1)\n\t\tTNT1 A 0 A_SpawnItemEX(\"NewDOOKNOOKMsilent\",0,0,0,0,0,0,0)\n\t    TNT1 A 1 Bright A_CustomMissile(\"KazumiNuclearMissileShotEx\",0,0,user_lcounter*20,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"KazumiNuclearMissileShotEx2\",0,0,user_lcounter*20,CMF_AIMDIRECTION|CMF_TRACKOWNER,45)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"KazumiNuclearMissileShotEx2\",0,0,user_lcounter*20,CMF_AIMDIRECTION|CMF_TRACKOWNER,-45)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"KazumiNuclearMissileShotEx2\",0,0,360-(user_lcounter*20),CMF_AIMDIRECTION|CMF_TRACKOWNER,45)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"KazumiNuclearMissileShotEx2\",0,0,360-(user_lcounter*20),CMF_AIMDIRECTION|CMF_TRACKOWNER,-45)\n\t\tstop\n\t}\n}\n\nActor NewDOOKNOOKMsilent : NuclearMissileExplosion\n{\n +NoBlockmap\n +NoGravity\n +NoInteraction\n +ForceRadiusDmg\n DamageType \"Normal\"\n obituary \"%o was absolutely rekt and sent into oblivion by %k's nuke!!!\"\n var int user_lcounter;\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 AAAA 0 A_Explode(1000, 2048, 1)\n   //TNT1 A 0 A_Quake(9, 210, 0, 1048576, \"None\")\n   TNT1 A 0 A_SpawnItemEx(\"MegaNukeFlare\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERPOINTERS)\n   TNT1 AAAAA 0 A_SpawnItemEx(\"MegaNukeSmokeFloor\", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE)\n   TNT1 A 0 A_SpawnItemEx(\"MegaNukeFloor\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERPOINTERS)\n   TNT1 A 0 A_SpawnItemEx(\"MegaNukeMushroom\", 0, 0, 0, 0, 0, 10, 0, SXF_TRANSFERPOINTERS, 0)\n   TNT1 A 1 A_SpawnItemEx(\"BoomHitPlayer\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n   TNT1 A 0 A_SpawnItemEx(\"MegaNukeFlareMushroom\", 0, 0, 0, 0, 0, 10, 0, SXF_CLIENTSIDE, 0)\n   TNT1 AA 0 A_SpawnItemEx(\"MegaNukeSmokeMushroom\", 0, 0, 0, 0, 0, 10, 0, SXF_CLIENTSIDE, 0)\n   TNT1 A 0 A_SpawnItemEx(\"MegaNukePillar\", 0, 0, 0, 0, 0, 0, 12, SXF_TRANSFERPOINTERS, 0)\n   TNT1 AA 0 A_SpawnItemEx(\"MegaNukeSmokePillar\", 0, 0, 0, 0, 0, 12, 0, SXF_CLIENTSIDE, 0)\n   Stop\n }\n}\n\nACTOR BoomHitPlayer\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n        TNT1 A 0 A_PlaySound(\"Weapons/YamatoBlast\",6)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerBoomShockwaveEx\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\t//TNT1 A 0 A_SpawnItemEx(\"BoomSpinalCord\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerBoomGroundSpin\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerBoomExploder\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerBoomShroom\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerBoomBasis\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerBoomShroomer\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerBoomAfterBoomEffect\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 Radius_Quake(7, 165, 0, 140, 0)\n        TNT1 A 165\n        stop\n\t}\n}\n\nACTOR PlayerBoomShockwaveEx\n{\n\t+NOINTERACTION\n\t+NOCLIP\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"PlayerBoomExploder\",0.1*random(10,-10),0.1*random(10,-10),0.1*random(10,-10),5*random(4.25,3.25),0.1*random(6,-6),0.1*random(6,-6),random(0,359),SXF_TRANSFERPOINTERS,0)\n\t\t\tTNT1 AAAAAAAA 0 A_SpawnItemEx(\"PlayerBoomAfterBoomEffect\",0.1*random(10,-10),0.1*random(10,-10),0.1*random(10,-10),2.5*random(4.25,3.25),0.1*random(6,-6),0.1*random(6,-6),random(0,359),SXF_CLIENTSIDE,0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerBoomShockwave\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\t\tTNT1 A 1\n\t\t\tStop\n\t}\n}\n\nACTOR PlayerBoomShockwave\n{\n\t+NOINTERACTION\n\t+NOCLIP\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"PlayerBoomExploder\",0.1*random(10,-10),0.1*random(10,-10),0.1*random(10,-10),5*random(4.25,3.25),0.1*random(6,-6),0.1*random(6,-6),random(0,359),SXF_TRANSFERPOINTERS,0)\n\t\t\tTNT1 AAAAAAAA 0 A_SpawnItemEx(\"PlayerBoomAfterBoomEffect\",0.1*random(10,-10),0.1*random(10,-10),0.1*random(10,-10),2.5*random(4.25,3.25),0.1*random(6,-6),0.1*random(6,-6),random(0,359),SXF_CLIENTSIDE,0)\n\t\t\tTNT1 A 1\n\t\t\tStop\n\t}\n}\n\nACTOR PlayerBoomExplode\n{\n   Radius 8\n   Height 8\n   Speed 6\n   Damage 0\n   PROJECTILE\n   RENDERSTYLE ADD\n   DONTHURTSHOOTER\n   Damagetype \"Normal\"\n   +RIPPER\n   +BLOODLESSIMPACT\n   +DONTHARMSPECIES\n   +EXTREMEDEATH\n   +SPECTRAL\n   SeeSound \"weapons/firex3\"\n   ALPHA 0.80\n   States\n   {\n   Spawn:\n\t  TNT1 AAAAA 3 A_SpawnItemEX(\"FuelExplosion4\",0,0,0,0,0,0,0,0,128)\n      Stop\n   }\n}\n\nACTOR FuelExplosion4\n{\n   Radius 5\n   Height 5\n   Speed 0\n   Damage 0\n   PROJECTILE\n   Scale 4\n   RENDERSTYLE ADD\n   +SPECTRAL\n   +NOGRAVITY\n   +FORCERADIUSDMG\n   +DONTHARMSPECIES\n   +EXTREMEDEATH\n   Damagetype \"Normal\"\n   ALPHA 0.85\n   SeeSound \"weapons/firex3\"\n   States\n   {\n   Spawn:\n      CBEX A 2 Bright\n      CBEX B 2 Bright A_Explode(300,250)\n      CBEX CDEFGHIJ 2 Bright\n      stop\n   }\n}\n\nACTOR PlayerBoomExploder\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tRenderstyle Add\n\tReactionTime 25\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 4 A_SpawnItemEx(\"PlayerBoomExplode\",random(-700,700),random(-700,700),15+random(-150,150),0,0,2+random(-2,2),0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 A_Countdown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR PlayerBoomAfterFade\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tRenderstyle Add\n\tScale 0.5\n\tStates\n\t{\n\tSpawn:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\t\tYAE2 A 0\n\t\tTNT1 A 0 ThrustThingZ(0, 6, 0, 1)\n\t\tYAS2 AAA 1 Bright A_SpawnItemEx(\"BoomAfterFadeTrail\",0,0,random(-5,5),random(-5,5),0,0,0,128,0)\n\n\t\tTNT1 A 0 ThrustThingZ(0, 4, 0, 1)\n\t\tYAS2 BBB 1 Bright A_SpawnItemEx(\"BoomAfterFadeTrail\",0,0,random(-5,5),random(-5,5),0,0,0,128,0)\n\n\t\tTNT1 A 0 ThrustThingZ(0, 6, 0, 1)\n        YAS2 CCC 1 Bright A_SpawnItemEx(\"BoomAfterFadeTrail\",0,0,random(-5,5),random(-5,5),0,0,0,128,0)\n\n\t\tTNT1 A 0 ThrustThingZ(0, 4, 0, 1)\n        YAS2 DDD 1 Bright A_SpawnItemEx(\"BoomAfterFadeTrail\",0,0,random(-5,5),random(-5,5),0,0,0,128,0)\n\n\t\tTNT1 A 0 ThrustThingZ(0, 6, 0, 1)\n        YAS2 EEE 1 Bright A_SpawnItemEx(\"BoomAfterFadeTrail\",0,0,random(-5,5),random(-5,5),0,0,0,128,0)\n\n\t\tTNT1 A 0 ThrustThingZ(0, 4, 0, 1)\n\t\tYAS2 FFF 1 Bright A_SpawnItemEx(\"BoomAfterFadeTrail\",0,0,random(-5,5),random(-5,5),0,0,0,128,0)\n\t\tStop\n    Toaster:\n\t\tTNT1 A 1 Bright\n\t\tStop\n\t}\n}\n\nACTOR PlayerBoomAfterBoomEffect\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tReactionTime 120\n\tStates\n\t{\n\tSpawn:\n        \tTNT1 A 0 A_Countdown\n        \tTNT1 A 1 A_SpawnItemEx(\"PlayerBoomAfterFade\",0.1*random(-7000,7000),0.1*random(-7000,7000),15+random(-150,150),random(-20,20),random(-20,20),0,random(0,359),SXF_TRANSFERPOINTERS,0)\n\t\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR PlayerBoomSpinalCord\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tReactionTime 80\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ(0, 2, 0, 1)\n\t\tTNT1 A 0 A_CustomMissile(\"PlayerBoomExplodeCord\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"PlayerBoomExplodeCord\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"PlayerBoomExplodeCord\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"PlayerBoomExplodeCord\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 1 A_SetAngle(8 + angle)\n\t\tTNT1 A 0 A_Countdown\n\n\t\tTNT1 A 0 ThrustThingZ(0, 2, 0, 1)\n\t\tTNT1 A 0 A_CustomMissile(\"PlayerBoomExplodeCord\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"PlayerBoomExplodeCord\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"PlayerBoomExplodeCord\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"PlayerBoomExplodeCord\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 1 A_SetAngle(8 + angle)\n\t\tTNT1 A 0 A_Countdown\n\n\t\tTNT1 A 0 ThrustThingZ(0, 2, 0, 1)\n\t\tTNT1 A 0 A_CustomMissile(\"PlayerBoomExplodeCord\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"PlayerBoomExplodeCord\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"PlayerBoomExplodeCord\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"PlayerBoomExplodeCord\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 1 A_SetAngle(8 + angle)\n\t\tTNT1 A 0 A_Countdown\n\n\t\tTNT1 A 0 ThrustThingZ(0, 2, 0, 1)\n\t\tTNT1 A 0 A_CustomMissile(\"PlayerBoomExplodeCord\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"PlayerBoomExplodeCord\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"PlayerBoomExplodeCord\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"PlayerBoomExplodeCord\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 1 A_SetAngle(8 + angle)\n\t\tTNT1 A 0 A_Countdown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR PlayerBoomExplodeCord : PlayerBoomExplode\n{\n\tSpeed 45\n}\n\nACTOR PlayerBoomGroundSpin\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tReactionTime 120\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_CustomMissile(\"BoomExplodeSpin\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"BoomExplodeSpin\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"BoomExplodeSpin\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"BoomExplodeSpin\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 1 A_SetAngle(6 + angle)\n\t\tTNT1 A 0 A_Countdown\n\n\t\tTNT1 A 0 A_CustomMissile(\"BoomExplodeSpin\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"BoomExplodeSpin\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"BoomExplodeSpin\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"BoomExplodeSpin\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 1 A_SetAngle(6 + angle)\n\t\tTNT1 A 0 A_Countdown\n\n\t\tTNT1 A 0 A_CustomMissile(\"BoomExplodeSpin\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"BoomExplodeSpin\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"BoomExplodeSpin\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"BoomExplodeSpin\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 1 A_SetAngle(6 + angle)\n\t\tTNT1 A 0 A_Countdown\n\n\t\tTNT1 A 0 A_CustomMissile(\"BoomExplodeSpin\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"BoomExplodeSpin\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"BoomExplodeSpin\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"BoomExplodeSpin\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 1 A_SetAngle(6 + angle)\n\t\tTNT1 A 0 A_Countdown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR PlayerBoomExplodeSpin : PlayerBoomExplode\n{\n\tSpeed 55\n}\n\nACTOR PlayerBoomShroom\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tReactionTime 80\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ(0, 2, 0, 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerBoomExplode\",random(-200,200),random(-200,200),15+random(-70,70),0,0,2+random(-2,2),0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"PlayerBoomExplode\",random(-200,200),random(-200,200),15+random(-70,70),0,0,2+random(-2,2),0,SXF_TRANSFERPOINTERS,0)\n\n\t\tTNT1 A 0 A_Countdown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerBoomAirplode\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"BoomExplode\",frandom(-1000,1000),frandom(-1000,1000),15+frandom(-400,400),0,0,2+random(-2,2),0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerBoomExploder\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerBoomAfterboomEffectAir\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR PlayerBoomAirplode\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tReactionTime 95\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"PlayerBoomExplode\",0.1*frandom(-10000,10000),0.1*frandom(-10000,10000),15+frandom(-400,400),0,0,2+random(-2,2),0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 1 A_Countdown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR PlayerBoomAfterBoomEffectAir : PlayerBoomAfterBoomEffect\n{\n\tReactionTime 100\n}\n\nACTOR PlayerBoomShroomer\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tReactionTime 8\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ(0, 16, 0, 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerBoomMidplode\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 10\n\n\t\tTNT1 A 0 A_Countdown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR PlayerBoomMidplode\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tReactionTime 25\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"PlayerBoomAfterFade\",0.1*frandom(-2000,2000),0.1*frandom(-2000,2000),15+frandom(-90,90),random(-20,20),random(-20,20),0,random(0,359),SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 4 A_SpawnItemEx(\"PlayerBoomExplode\",0.1*frandom(-2000,2000),0.1*frandom(-2000,2000),15+frandom(-90,90),0,0,2+random(-2,2),0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 A_Countdown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR PlayerBoomBasis\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tReactionTime 4\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ(0, 8, 0, 1)\n\t\tTNT1 A 10 A_SpawnItemEx(\"PlayerBoomExploder\",frandom(-300,300),frandom(-300,300),frandom(-150,150),0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\n\t\tTNT1 A 0 A_Countdown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerBoomAfterboomEffect\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor VulnerabilityQuiet : CustomInventory\n{\n-COUNTITEM\n+INVENTORY.QUIET\n+INVENTORY.UNDROPPABLE\n+INVENTORY.ALWAYSPICKUP\n+INVENTORY.AUTOACTIVATE\ninventory.amount 1\ninventory.maxamount 0\nStates\n\t{\n\tPickup:\n\t\tTNT1 A 1\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"Hem_NemesisAttack\",0,1)\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/TXSedits.txt",
        "contents": "//Monster edits\n\nACTOR FlakCannonZombie2 : FlakCannonZombie Replaces FlakCannonZombie //Hellsmith projectiles\n{\nHealth 600\nRadius 20\nHeight 56\nSpeed 10\nMass 100\nPainChance 40\nDropItem \"PortableMedkit\" 166\nDropItem \"ArmorPlate\" 166\nDropItem \"AmmoPack\" 108\nDropItem \"HandGrenadeAmmo\" 200 1\nDropItem \"HandGrenadeAmmo\" 100 1\nDropItem \"MineAmmo\" 200 1\nDropItem \"MineAmmo\" 100 1\nDropItem \"NewShell\" 256\nDropItem \"Missile\" 256\nDropItem \"Flak Cannon\" 50 1\nDropItem \"BackPack\" 155 1\nDropItem \"NewShellBox\" 138\nDropItem \"MissileBox\" 138\nDropItem \"PortableMedCell\" 102 1\nDropItem \"PortableMedCellPack\" 46 1\nDamagefactor 0.7\nDamagefactor \"ZombieDemonTech\", 0\nDamagefactor \"RedZombieDemonTech\", 0\nDamageFactor \"RedZDemonTechProjectile\", 0.0\nDamagefactor \"ZombieRocket\", 0\nDamageFactor \"GeneralTracer\", 0.0\nDamageFactor \"EMGEx\", 0.0\nDamageFactor \"RST\", 0.0\nDamageFactor \"SoulToxic\", 0.0\nDamageFactor \"BeheComet\", 0.0\nDamageFactor \"FatFlamer\", 0.0\nDamagefactor \"HTZombie\", 0.0\nDamageFactor \"MiniRocket\", 0.0\nDamageFactor \"ZombieCannon\", 0.0\nDamagefactor \"ZExplosiveBullets\", 0.0\nDamagefactor \"ZGrenade\", 0.0\nDamageFactor \"SoulToxic\", 0.0\nDamageFactor \"Cacolich\", 0.0\nMONSTER\n+FLOORCLIP\n+MISSILEMORE\n+MISSILEEVENMORE\n+QUICKTORETALIATE\n+DONTHURTSPECIES\n+NODROPOFF\n+NOTARGET\n+NORADIUSDMG\n+FORCERADIUSDMG\n+NOFEAR\nSeeSound \"UltraZombie/see\"\nPainSound \"UltraZombie/pain\"\nDeathSound \"UltraZombie/die\"\nActiveSound \"UltraZombie/idle\"\nAttackSound \"\"\nObituary \"%k was shredded by a Flak Zombie's flak attack.\"\nTag  \"\\c[y5]Flak Cannon Zombie\\c-\"\nStates\n{\nSpawn:\n    HZOM A 10 A_Look\n    Loop\nSee:\n    HZOM AABB 3 A_Chase\n    TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n    HZOM CCDD 3 A_Chase\n    TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n    Loop\nMissile:\n    TNT1 A 0 A_JumpIfCloser(400,\"Cannon\")\n\tGoto BurstShot\n Cannon:\n    HZOM E 15 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"Weapon/FLAKAFIR\",5)\n\tTNT1 A 0 Radius_Quake(8,6,0,1,0)\n\tTNT1 A 0 A_CustomMissile(\"NHSFlakSlug3\",30,0,0,0)\n    HZOM F 3 Bright A_FaceTarget\n    HZOM E 5 A_FaceTarget\n\tHZOM EEEEEE 2 A_FaceTarget\n\tHZOM E 2 A_PlaySound(\"Weapon/FLAKSNAP\")\n\tHZOM EEEEEE 2 A_FaceTarget\n\tHZOM E 4 A_FaceTarget\n\tHZOM EE 2 A_FaceTarget\n    TNT1 A 0 A_playsound(\"Weapon/FLAKRELD\")\n\tHZOM E 6 A_FaceTarget\n\tHZOM EEEE 2 A_FaceTarget\n\tHZOM E 2 A_FaceTarget\n    Goto See\n BurstShot:\n    HZOM E 15 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"Weapon/FLAKFIRE\",5)\n\tTNT1 A 0 Radius_Quake(8,6,0,1,0)\n\tTNT1 AAAAAAAA 0 A_CustomMissile(\"NHSFlakShard3\",30,0,frandom(4,-4),0)\n    HZOM F 3 Bright A_FaceTarget\n    HZOM E 5 A_FaceTarget\n\tHZOM EEEEEE 2 A_FaceTarget\n\tHZOM E 2 A_PlaySound(\"Weapon/FLAKSNAP\")\n\tHZOM EEEEEE 2 A_FaceTarget\n\tHZOM E 4 A_FaceTarget\n\tHZOM EE 2 A_FaceTarget\n    TNT1 A 0 A_playsound(\"Weapon/FLAKRELD\")\n\tHZOM E 6 A_FaceTarget\n\tHZOM EEEE 2 A_FaceTarget\n\tHZOM E 2 A_FaceTarget\n    Goto See\nPain:\n    HZOM G 6 A_Pain\n    Goto See\nDeath:\n    HZOM H 5 A_Scream\n    HZOM I 5 A_Fall\n    HZOM J 5 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n\tHZOM K 5 A_Fall\n    HZOM L -1\n    Stop\nRaise:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"VileHealEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n    HZOM LKJIH 5\n    Goto See\n    }\n}\n\nactor NHSFlakSlug3\n{\n\tradius 8\n\theight 8\n\tspeed 30\n\tdamage 34\n\tSpecies \"EliteZombie\"\n    DamageType \"EMGEx\"\n\tdeathsound \"flak/expl\"\n\tPROJECTILE\n\tscale 0.4\n\tReactiontime 8\n\tDecal \"FadingScorch\"\n\t-NOGRAVITY\n\tGravity 0.25\n\tstates\n\t{\n\tSpawn:\n\t\tHFSL A 5\n\t\tHFSL A 6 A_SpawnItemEx(\"NHSFlakSmoke\",0,0,0,0,0,2,0,128,0)\n\t\tgoto Spawn+1\n\tDeath:\n\t\tTNT1 A 0 A_Explode(110,140)\n\t\tTNT1 A 0 A_NoGravity\n\t\tTNT1 A 0 A_SpawnItemEx(\"NHSFlakExplosion\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n\t\tTNT1 AAAAAAAAAA 0 A_CustomMissile(\"NHSFlakShard3\",0,0,random(0,359),6,random(-90,90)) //10 shards, Flags 6 = AimDirection and TrackOwner\n\t\tTNT1 AAAAAAAAAAAAA 8 A_SpawnItemEx(\"NHSFlakSmoke\",0,0,0,0,0,2,0,128,0)\n\t\tstop\n\t}\n}\n\nACTOR NHSFlakShard3\n{\n\tProjectile\n\t+RANDOMIZE\n\t+FORCEXYBILLBOARD\n\t+BOUNCEONFLOORS\n\t+BOUNCEONCEILINGS\n\t+NOGRAVITY\n\t+THRUSPECIES\n\tBounceType Grenade\n\tbouncefactor 1\n\tBounceSound \"flak/hit\"\n\twallbouncefactor 1\n\tSpecies \"EliteZombie\"\n    DamageType \"EMGEx\"\n\tdamage (5*random(1,5))\n\tradius 2\n\theight 2\n\tspeed 45\n\talpha 0.9\n\tscale 0.4\n\tDecal \"BulletChip\"\n\tDamageType \"NULL\"\n\tstates\n\t{\n\tSpawn:\n\t\tHFSH ABCDABCD 1 BRIGHT Light(\"NHSFLAKHI\")\n\t\tHFSH EFGHEFGHEFGH 1 BRIGHT Light(\"NHSFLAKLO\")\n\t\tTNT1 A 1 A_CustomMissile(\"NHSFlakResidue\",-5,0,0,CMF_AIMDIRECTION)\n\tDeath:\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nACTOR Carrier2 : Carrier Replaces Carrier\n{\n\tHealth 2100\n\tRadius 31\n\tHeight 63\n\tMass 1000\n\tSpeed 13\n\tSpecies \"EleSouls\"\n\tPainChance 20\n\tPainChance \"Souls\", 0\n\tPainChance \"ChaosSoul\", 0\n\tPainChance \"ImpureSoul\", 0\n\tDamageFactor \"CurseComet\", 0.0\n\tDamageFactor \"HelementalComet\", 0.0\n\tDamageFactor \"SoulToxic\", 0.0\n\tDamageFactor \"BombBreath\", 0.0\n\tDamagefactor \"EleSouls\", 0.0\n\tDamageFactor \"SatanGuard\", 0.0\n\tDropItem \"NemesisHealthBonusMax\", 200, 16\n\tDropItem \"NemesisArmorBonus16\", 200\n\tDropItem \"BigDustMana\" 128 100\n\tDropItem \"DustMana\" 256 30\n\tDropItem \"DustMana\" 256 30\n\tDropItem \"LifeSphere\" 60\n\tDropItem \"FantasyStaff\" 50\n\tDropItem \"OccultSpellbook\" 30\n\tMeleeDamage 60\n\tMeleeRange 72\n\tScale 0.85\n\tMonster\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t+FLOAT\n\t+NOGRAVITY\n\t+DONTFALL\n\t+NOICEDEATH\n\t+NOBLOOD\n\t+DONTHARMSPECIES\n\tSeeSound \"carrier/sight\"\n\tPainSound \"carrier/pain\"\n\tDeathSound \"carrier/death\"\n\tActiveSound \"carrier/active\"\n\tMeleeSound \"carrier/melee\"\n\tHitObituary \"%o was crushed by the Carrier's sharp teeth.\"\n\tObituary \"%o couldn't evade a Carrier's swarm of destruction.\"\n\tTag \"\\c[z2]Carrier\\c-\"\n\tvar int user_missile;\n\tStates\n\t{\n  Spawn:\n\tCARR A 10 Bright A_Look\n\tLoop\n  See:\n\tCARR A 0 Bright A_SetShootable\n\tCARR AAAAAAAAAAAA 3 Bright A_Chase\n\tTNT1 A 0 A_Jump(26,\"Evade\")\n\tLoop\n  Evade:\n\tTNT1 A 0 A_Jump(128,7)\n\tTNT1 A 0 ThrustThing(Angle*256/360+64,18,0,0)\n\tCARR BB 3 A_Chase\n\tTNT1 A 0 A_Stop\n\tGoto See\n\tTNT1 A 0 ThrustThing(Angle*256/360+192,18,0,0)\n\tCARR BB 3 A_Chase\n\tTNT1 A 0 A_Stop\n\tGoto See\n  Missile:\n    CARR A 1 A_FaceTarget\n\tTNT1 A 0 A_Jump(256,\"Beam\",\"Soul\",\"FantasySeal\",\"Souls\",\"Elemental\",\"Comet\",\"Comet2\")\n    Goto See\n  Soul:\n    CARR BC 8 Bright A_FaceTarget\n    CARR DD 8 Bright A_DualPainAttack(\"RandomSoulLaunch\")\n\tCARR DD 8 Bright A_DualPainAttack(\"RandomSoulLaunch\")\n    CARR CB 8 Bright A_FaceTarget\n    Goto See\n  Souls:\n    TNT1 A 0 A_Jump(106,\"Beam\",\"Soul\",\"FantasySeal\",\"Comet\",\"Comet2\")\n\tCARR BC 6 Bright A_FaceTarget\n    CARR DD 6 Bright A_PainAttack(\"RandomSoulLaunch\")\n\tCARR DD 6 Bright A_PainAttack(\"RandomSoulLaunch\")\n\tCARR DD 6 Bright A_PainAttack(\"RandomSoulLaunch\")\n\tCARR DD 6 Bright A_PainAttack(\"RandomSoulLaunch\")\n    CARR CB 6 Bright A_FaceTarget\n  Elemental:\n\tTNT1 A 0 A_Jump(106,\"Beam\",\"Soul\",\"FantasySeal\",\"Comet\",\"Comet2\")\n\tCARR BC 8 Bright A_FaceTarget\n    CARR DD 8 Bright A_PainAttack(\"RandomElementalLaunch\")\n    CARR CB 8 Bright A_FaceTarget\n  Beam:\n    TNT1 A 0 A_SpawnItem(\"HierophantBlueSmokeSpawner\",0,0,0,0)\n    CARR B 8 Bright A_FaceTarget\n    TNT1 A 0 A_SpawnItem(\"HierophantBlueSmokeSpawner\",0,0,0,0)\n    CARR C 8 Bright A_FaceTarget\n    TNT1 A 0 A_PlaySound(\"FantasyStaff/Fire\",7)\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  BeamLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 10,\"BeamEnd\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_FaceTarget\n    CARR DDD 1 Bright A_CustomMissile(\"CarrierFantasyStaffBeam\",24,0,0,0,0)\n    TNT1 A 0 A_PlaySound(\"FantasyStaff/FireLoop\",6)\n\tLoop\n  BeamEnd:\n    CARR C 10 Bright\n    CARR B 10 Bright\n    Goto See\n  FantasySeal:\n    TNT1 A 0 A_PlaySound(\"FantasyStaff/Charge\",7)\n    TNT1 A 0 A_SpawnItem(\"HierophantBlueSmokeSpawner\",0,0,0,0)\n    CARR B 8 Bright A_FaceTarget\n    TNT1 A 0 A_SpawnItem(\"HierophantBlueSmokeSpawner\",0,0,0,0)\n    CARR B 8 Bright A_FaceTarget\n    TNT1 A 0 A_SpawnItem(\"HierophantBlueSmokeSpawner\",0,0,0,0)\n    CARR B 8 Bright A_FaceTarget\n    TNT1 A 0 A_SpawnItem(\"HierophantBlueSmokeSpawner\",0,0,0,0)\n    CARR B 8 Bright A_FaceTarget\n    TNT1 A 0 A_SpawnItem(\"HierophantBlueSmokeSpawner\",0,0,0,0)\n    CARR C 8 Bright A_FaceTarget\n    TNT1 A 0 A_SpawnItem(\"HierophantBlueSmokeSpawner\",0,0,0,0)\n    CARR C 8 Bright A_FaceTarget\n    TNT1 A 0 A_SpawnItem(\"HierophantBlueSmokeSpawner\",0,0,0,0)\n    CARR C 8 Bright A_FaceTarget\n\tTNT1 A 0 A_FaceTarget\n    TNT1 A 0 Bright A_PlaySound(\"FantasyStaff/Fire2\",6)\n    TNT1 A 0 Bright A_PlaySound(\"FantasyStaff/Meltdown\",7)\n    CARR D 15 Bright A_CustomMissile(\"CarrierFantasySeal\",24,0,0,0,0)\n    CARR C 15 Bright\n    CARR B 10 Bright\n    Goto See\n  Charge:\n\tTNT1 A 0 A_Jump(142,1)\n\tGoto Normal\n\tTNT1 A 0 A_ScaleVelocity(0)\n\tTNT1 A 0 A_PlaySound(\"carrier/pain\")\n\tCARR B 6 Bright A_FaceTarget\n\tTNT1 A 0 A_ChangeFlag(SLIDESONWALLS,1)\n\tCARR C 4 Bright A_Recoil(-8)\n\tCARR D 4 Bright A_SkullAttack(40)\n\tCARR DCB 4 Bright\n\tGoto Melee\n  Comet:\n    CARR BC 6 A_FaceTarget\n    CARR D 2 Bright A_FaceTarget\n\tCARR D 1 Bright A_CustomMissile(\"CarrierComet\",24,0,0,0,0)\n    TNT1 A 0 A_CustomMissile(\"CarrierComet\",24,0,6,0,0)\n    CARR D 1 Bright A_CustomMissile(\"CarrierComet\",24,0,-6,0,0)\n\tCARR CB 4 A_FaceTarget\n\tGoto See\n  Comet2:\n    CARR BC 6 A_FaceTarget\n    CARR D 2 Bright A_FaceTarget\n\tCARR D 1 Bright A_CustomMissile(\"CurseComet\",24,0,0,0,0)\n    TNT1 A 0 A_CustomMissile(\"CurseComet\",24,0,6,0,0)\n    CARR D 1 Bright A_CustomMissile(\"CurseComet\",24,0,-6,0,0)\n\tCARR CB 4 A_FaceTarget\n\tGoto See\n  Melee:\n\tCARR BC 5 Bright A_FaceTarget\n\tCARR D 5 Bright A_MeleeAttack\n\tCARR CB 5 Bright A_FaceTarget\n\tGoto See\n  Pain:\n\tCARR E 0 A_Jump(128,\"PainMissile\")\n\tTNT1 A 0 A_Jump(106,\"PainEvade\")\n\tCARR E 5\n\tCARR E 5 A_Pain\n\tGoto See\n  PainMissile:\n\tCARR E 5\n\tCARR E 5 A_Pain\n\tGoto Missile\n  PainEvade:\n\tTNT1 A 0 A_Jump(128,7)\n\tTNT1 A 0 ThrustThing(Angle*256/360+64,24,0,0)\n\tCARR BB 3 A_Chase\n\tTNT1 A 0 A_Stop\n\tGoto See\n\tTNT1 A 0 ThrustThing(Angle*256/360+192,24,0,0)\n\tCARR BB 3 A_Chase\n\tTNT1 A 0 A_Stop\n\tGoto See\n  Death:\n\tTNT1 A 0 A_PlaySound(\"carrier/death\",7)\n\tCARR F 7 Bright A_NoBlocking\n\tCARR G 5 Bright A_Scream\n\tCARR H 5 Bright\n\tCARR I 5 Bright\n\tCARR I 0 Bright A_SpawnItemEx(\"CarrierDeath\",0,0,0,velx,vely,velz,angle,SXF_ABSOLUTEVELOCITY)\n\tTNT1 A 0\n\tTNT1 A 0 A_CustomMissile(\"FantasySealExplosion\",0,0,0,CMF_AIMDIRECTION,0)\n\tTNT1 A 0 A_CustomMissile(\"FantasySealExplosion\",0,0,60,CMF_AIMDIRECTION,0)\n\tTNT1 A 0 A_CustomMissile(\"FantasySealExplosion\",0,0,120,CMF_AIMDIRECTION,0)\n\tTNT1 A 0 A_CustomMissile(\"FantasySealExplosion\",0,0,180,CMF_AIMDIRECTION,0)\n\tTNT1 A 0 A_CustomMissile(\"FantasySealExplosion\",0,0,240,CMF_AIMDIRECTION,0)\n\tTNT1 A 0 A_CustomMissile(\"FantasySealExplosion\",0,0,300,CMF_AIMDIRECTION,0)\n\tTNT1 A 0 A_CustomMissile(\"FantasySealExplosion2\",0,0,0,CMF_AIMDIRECTION,0)\n\tTNT1 A 0 A_SpawnItem(\"BlueProjExplodeLarge\")\n\tTNT1 A 0 A_Explode(30,200)\n\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"BlueProjParticleSuperLarge\",0,0,0,frandom(-7,7),frandom(-7,7),frandom(-7,7),random(0,359))\n\tCARR O 0 A_Gravity\n  Falling:\n\tCARR O 1 A_CheckFloor(\"Crunchy\")\n\tloop\n  Crunchy:\n\tCARR P 0 A_PlaySound(\"wrath/ground\")\n\tCARR P -1\n\tStop\n  //Raise:\n\t//CARR NMLKJIHGFD 5 BRIGHT\n\t//goto See\n\n\t}\n}\n\nActor PhaseCubeShotNerf : PhaseCubeShot Replaces PhaseCubeShot //Phase Cube damage nerf\n{\n   Height 4\n   Radius 4\n   Speed 50\n   Damage 3\n   Scale 0.06\n   PROJECTILE\n   +FORCERADIUSDMG\n   DamageType \"Souls\"\n   Species \"Souls\"\n   SeeSound \"weapons/demontechfire\"\n   DeathSound \"weapons/demontechex\"\n   Decal DTRScorch\n   States\n   {\n   Spawn:\n\t  TNT1 A 0 A_SeekerMissile(12,0)\n\t  TNT1 A 0\n\t  TNT1 A 0 A_Jump(128,\"Spawn2\")\n   Normal:\n\t  TNT1 A 0 A_SeekerMissile(12,0)\n   \t  TNT1 A 0 A_Jump(128,\"NormalFX\")\n      PTPR A 1 Bright A_SpawnItemEx(\"PhaseSentryDemonTechTrail\",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      PTPR A 1 Bright A_SpawnItemEx(\"PhaseSentryDemonTechTrail\",Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)\n      PTPR A 1 Bright A_SpawnItemEx(\"PhaseSentryDemonTechTrail\",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_SeekerMissile(12,0)\n\t  TNT1 A 0 A_Jump(128,\"Spawn2FX\")\n      PTPR A 1 Bright A_SpawnItemEx(\"PhaseSentryDemonTechTrail2\",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      PTPR A 1 Bright A_SpawnItemEx(\"PhaseSentryDemonTechTrail\",Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)\n      PTPR A 1 Bright A_SpawnItemEx(\"PhaseSentryDemonTechTrail\",Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)\n      Goto Spawn2\n   Death:\n   \t  TNT1 A 0\n\t  TNT1 A 0 A_SpawnItemEx(\"PhaseSentryDemonTechEx\",0,0,0,0,0,0,0,128,0)\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  TNT1 A 1 Bright A_Explode(6,48)\n      Stop\n\t}\n}\n\n//Cyborg Shotgunner\n\nActor CyborgShotgunner2 : CyborgShotgunner Replaces CyborgShotgunner //Damage Nerf\n{\nHealth 500\nRadius 20\nHeight 56\nMass 250\nSpeed 8\nPainChance 25\nMonster\nSeeSound \"Monsters/NBSight\"\nPainSound \"Monsters/NBPain\"\nDeathSound \"Monsters/NBDeath\"\nActiveSound \"Monsters/NBAct\"\n+FLOORCLIP\n+MISSILEMORE\n+MISSILEEVENMORE\n+QUICKTORETALIATE\n+DONTHARMSPECIES\nSpecies \"EliteZombies\"\nDamageFactor \"Hell\", 0.0\nDamagefactor \"RedZombieDemonTech\", 0\nDamagefactor \"ZombieRocket\", 0\nDamagefactor \"ZombieDemonTech\", 0\nDamageFactor \"RedZDemonTechProjectile\", 0.0\nDamagefactor \"GeneralTracer\", 0\nDamageFactor \"EMGEx\", 0\nDamageFactor \"RST\", 0.0\nDamageFactor \"SoulToxic\", 0.0\nDamageFactor \"BeheComet\", 0.0\nDamageFactor \"FatFlamer\", 0.0\nDamagefactor \"HTZombie\", 0.0\nDamageFactor \"MiniRocket\", 0.0\nDamageFactor \"ZombieCannon\", 0.0\nDamagefactor \"ZExplosiveBullets\", 0.0\nDamagefactor \"ZGrenade\", 0.0\nDropItem \"NewCell\", 200\nDropItem \"NewCell\", 50\nDropItem \"NewCellPack\", 25\nDropItem \"HealthFlask\", 180\nDropItem \"MineAmmo\", 50, 1\nDropItem \"PortableMedkit\", 130\nDropItem \"BackPack\", 75\nDropItem \"ArmorPlate\", 120\nDropItem \"AmmoPack\", 100\nDropItem \"HandGrenadeAmmo\", 200, 1\nDropItem \"MineAmmo\", 100, 1\nDropItem \"Plasma Shotgun\", 45, 1\nMaxStepHeight 32\nMaxDropOffHeight 32\nObituary \"%o was eradicated by a Cyborg Shotgunner.\"\nTag \"\\c[h2]Cyborg Shotgunner\\c-\"\nStates\n{\n Spawn:\n\tCYSM AA 10 A_Look\n\tLoop\n See:\n\tCYSM AA 4 A_Chase\n\tCYSM A 0 A_PlaySound(\"Monsters/NBWalk\")\n\tCYSM BBCC 4 A_Chase\n\tCYSM CC 0 A_PlaySound(\"Monsters/NBWalk\")\n\tCYSM DD 4 A_Chase\n\tLoop\n Missile:\n\tCYSM E 18 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/plasmashotgun/add\")\n\tTNT1 AAAAAAA 0 Bright A_CustomMissile(\"CyShotgunnerShot\",Random(26,29),0,Random(5,-5),0)\n\tCYSM F 4 Bright A_CustomBulletAttack(5,6,7,8)\n    CYSM E 10 A_FaceTarget\n\tCYSM E 8 A_PlaySound(\"plasmashotgun/load\")\n\tTNT1 A 0 A_PlaySound(\"weapons/pulseshotgun/pump\")\n\tTNT1 A 0 A_SpawnItemEx(\"ShotgunCellCasing\", -8, 0, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\tCYSM E 8 A_FaceTarget\n\tGoto See\n  Pain:\n    TNT1 A 0\n    TNT1 A 0 A_Jump(128,\"PainMissile\")\n    CYSM G 4\n    CYSM G 4 A_Pain\n    Goto See\n  PainMissile:\n    CYSM G 4\n    CYSM G 4 A_Pain\n    Goto Missile\n  Death:\n    CYSM H 5\n    CYSM I 5 A_ScreamAndUnBlock\n    CYSM JKLM 5\n\tCYSM N -1\n  XDeath:\n    CYSM O 3 A_ScreamAndUnBlock\n\tTNT1 A 0 A_SpawnItem(\"RocketEx\",0,32)\n    TNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAA 0 A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n    CYSM P 3 A_XScream\n    CYSM Q 3 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n    CYSM R 3 A_Fall\n    CYSM STUV 3\n    CYSM W -1\n    Stop\n  Raise:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"VileHealEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n    CYSM NMLKJIH 5\n    Goto See\n}\n}\n\n//Full damage dealt towards Hellclones\nACTOR HellCloneHealth : HellClone Replaces HellClone\n{\nTag \"\\c[i7]Hell\\c[a2]Clone\\c-\"\nDamagefactor 1.0\n}\n\nACTOR HellCloneHealth2 : HellClone2 Replaces HellClone2\n{\nTag \"\\c[i7]Hell\\c[a2]Clone\\c-\"\nDamagefactor 1.0\n}\n\nACTOR HellCloneHealth3 : HellClone3 Replaces HellClone3\n{\nTag \"\\c[i7]Hell\\c[a2]Clone\\c-\"\nDamagefactor 1.0\n}\n\nACTOR HellCloneHealth4 : HellClone4 Replaces HellClone4\n{\nTag \"\\c[i7]Hell\\c[a2]Clone\\c-\"\nDamagefactor 1.0\nDropItem \"PortableMedkit\" 120\nDropItem \"ArmorPlate\" 120\nDropItem \"AmmoPack\" 100\nDropItem \"HandGrenadeAmmo\" 200 1\nDropItem \"MineAmmo\" 100 1\nDropItem \"NewCell\" 200 50\nDropItem \"NewCell\" 200 50\nDropItem \"NewCell\" 200 50\nDropItem \"BackPack\" 122 1\nDropItem \"CellPack\" 128 100\nDropItem \"CellPack\", 200 100\nDropItem \"BFG10K \" 100 1\nDropItem \"BFG9500\" 100 1\n}\n\n//Weapon edits\n\nACTOR \"Hackroid ASG\" : \"1337ASG\" Replaces \"HackroidASG\" //Magazine backpack fix\n{\n\tScale 0.85\n\tWeapon.PreferredSkin \"LegendaryASG-Marine\"\n\tWeapon.SelectionOrder 4500\n\tWeapon.KickBack 160\n\tWeapon.AmmoUse 0\n    Weapon.AmmoGive 12\n    Weapon.AmmoType \"HCKASGDrumFix\"\n\tInventory.PickupSound \"LShotgun/Cock\"\n\tInventory.PickupMessage \"Behold... Hackroid A.S.G.\"\n\tObituary \"%o was wrecked even infernally pieces by %k's unknown bullets from a ASG.\"\n\tDecal ELegBulletChip\n\tTag \"Hackroid Assault Shotgun\"\n\t+WEAPON.AMMO_OPTIONAL\n\t+WEAPON.NOALERT\n  States\n  {\n  Ready:\n    TNT1 A 0 A_PlayWeaponSound(\"LShotgun/Cock\")\n\tHGSG VWXYZ 1\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n    HGSG A 1 A_WeaponReady\n    Goto Ready+6\n  Deselect:\n    TNT1 A 0 A_PlaySound(\"weapons/weapondown\")\n    HGSG A 1 A_Lower\n    Goto Deselect+1\n  Select:\n\tTNT1 A 0 A_Raise\n    Wait\n  Fire:\n    TNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"HCKASGDrumFix\",1,1)\n\tGoto Empty\n\tTNT1 A 0 A_PlaySound(\"1337ASG/Fire\", 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(\"1337ShellCasing\",30,5,25,Random(2,4),Random(3,6),Random(3,6),0)\n\tTNT1 AAAAAA 0 A_FireCustomMissile(\"1337SGTracer\",Random(5,-5),0,0,Random(5,-5))\n\tTNT1 A 0 A_TakeInventory(\"HCKASGDrumFix\",1)\n    HGSG B 2 Bright A_FireBullets(6.2,3.4,7,Random(25,35),\"1337ModdedBulletPuff\")\n    HGSG C 2 Bright A_Light2\n\tTNT1 A 0 A_Light0\n    HGSG DEFG 1\n\tHGSG HI 4\n    Goto Ready+6\n  Empty:\n    HGSG A 10 A_PlaySound(\"weapons/click\")\n  AltFire:\n  \tTNT1 A 0 A_JumpIfInventory(\"HCKASGDrumFix\",12,2)\n    TNT1 A 0 A_JumpIfInventory(\"HCKShell\",1,2)\n\tTNT1 A 0\n\tGoto Ready+6\n\tHGSG JKLMN 1\n\tHGSG O 2\n\tHGSR A 2 A_PlaySound(\"lasgguy/asgout\")\n  \tHGSR B 3\n\tHGSG U 40 A_FireCustomMissile(\"1337EmptyDrumSpawner\", 0, 0, 10, 1)\n\tHGSG TSR 1\n\tHGSG Q 2\n  Reload:\n\tTNT1 A 0 A_TakeInventory(\"HCKShell\",1)\n\tTNT1 A 0 A_GiveInventory(\"HCKASGDrumFix\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"HCKASGDrumFix\",12,2)\n\tTNT1 A 0 A_JumpIfInventory(\"HCKShell\",1,\"Reload\")\n\tTNT1 A 0\n\tGoto Reload2\n  Reload2:\n\tHGSG P 3\n\tHGSG O 6 A_PlaySound(\"lasgguy/asgin\")\n\tHGSG NMLKJ 1\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\tHGSG ZYXWV 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\tHGSG VWXYZ 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\tHGSG ZYXWV 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    HMAP A -1\n    Stop\n\t}\n}\n\nACTOR HCKASGDrumFix : Ammo\n{\n\tInventory.Amount 12\n\tInventory.MaxAmount 12\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 12\n\tInventory.Icon \"45GPA0\"\n\t+IGNORESKILL\n\t+NOTIMEFREEZE\n}\n\nACTOR \" Demon Tech Rifle\" : \"DemonTechRifle\" Replaces \"DemonTechRifle\" //Tag Correction\n{\n//$Category Weapons/LCA\n//$Sprite DTEPA0\n//$Title \"Demon Tech Rifle\"\n   Height 14\n   Weapon.PreferredSkin \"LCADemonTechRifle-Marine\"\n   Weapon.SisterWeapon \" Powered Demon Tech Rifle\"\n   Weapon.SelectionOrder 7980\n   Weapon.KickBack 60\n   Weapon.AmmoUse 1\n   Weapon.AmmoGive 60\n   Weapon.AmmoGive2 30\n   Scale 0.95\n   Weapon.AmmoType \"DemonMagazine\"\n   Weapon.AmmoType2 \"DemonAmmo\"\n   Inventory.PickupMessage \"Demon Tech Rifle\"\n   Inventory.PickupSound \"weapons/demontechload\"\n   Obituary \"%o was fried by %k's Demon Tech Rifle.\"\n   +WEAPON.AMMO_OPTIONAL\n   +WEAPON.NOALERT\n   +INVENTORY.UNDROPPABLE\n   States\n   {\n   Ready:\n     TNT1 A 0\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReady\")\n     TNT1 A 0 A_PlayWeaponSound(\"weapons/demontechload\")\n\t DTRS ABCDE 1\n   ReadyLoop:\n     TNT1 A 0 A_JumpIfInventory(\"DemonMagazine\",1,2)\n\t TNT1 A 0\n\t Goto NoBuzzing\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t DTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_PlaySound(\"weapons/demontechidle\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK BB 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK BB 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK CC 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK CC 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK DD 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK DD 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK EE 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReadyLoop\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t DTEK 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\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXNoBuzzing\")\n     DTEK A 1 A_WeaponReady\n\t Loop\n   EXReady:\n     TNT1 A 0 A_PlayWeaponSound(\"weapons/demontechload\")\n\t EDT1 ABCDE 1\n   EXReadyLoop:\n     TNT1 A 0 A_JumpIfInventory(\"DemonMagazine\",1,2)\n\t TNT1 A 0\n\t Goto EXNoBuzzing\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 AAA 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 AAA 1 A_WeaponReady\n\t TNT1 A 0 A_PlaySound(\"explosivedtech/idle\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 BB 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 BB 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 CC 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 CC 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 DD 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 DD 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 EE 1 A_WeaponReady\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"EXGrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"RailgunAction\",1,\"Zoom\")\n\t EDT2 EE 1 A_WeaponReady\n     Goto EXReadyLoop\n   EXNoBuzzing:\n     TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"EXMineCheck\")\n     EDT2 A 1 A_WeaponReady\n\t Loop\n   Deselect:\n     TNT1 A 0\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXDeselect\")\n     TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n     DTEK A 1 A_Lower\n     Goto Deselect+1\n   EXDeselect:\n     TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n     EDT2 A 1 A_Lower\n     Goto EXDeselect+1\n   Select:\n\t TNT1 A 0 A_Raise\n\t Wait\n   Fire:\n     TNT1 A 0\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXFire\")\n     TNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\t TNT1 A 0 A_AlertMonsters\n     TNT1 A 0 A_GunFlash\n\t TNT1 A 0 Radius_Quake(4,2,0,1,0)\n     TNT1 A 0 A_Light1\n\t TNT1 A 0 A_PlaySound(\"weapons/demontechfire\")\n     DTKF A 2 Bright A_FireCustomMissile(\"DemonTechProjectile\",Random(100,-100)/100.00,1,0,0,0,Random(100,-100)/100.00)\n\t DTKF B 1 Bright A_Light2\n     DTKF C 2 A_Light0\n     TNT1 A 0 A_ReFire\n     Goto ReadyLoop\n   Empty:\n     DTEK A 10 A_PlayWeaponSound(\"weapons/click2\")\n   AltFire:\n     TNT1 A 0\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXAltFire\")\n  \t TNT1 A 0 A_JumpIfInventory(\"DemonMagazine\",60,2)\n     TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,2)\n\t TNT1 A 0\n\t Goto ReadyLoop\n     DTKR AB 2\n\t DTKR C 3\n\t DTKR D 4 A_PlayWeaponSound(\"weapons/demontecheject\")\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/demontechsteam\")\n\t DTKR EFG 1 Radius_Quake(2,2,0,1,0)\n\t DTKR H 2 Radius_Quake(2,2,0,1,0)\n\t DTKR I 3 Radius_Quake(2,2,0,1,0)\n\t DTKR J 4 A_FireCustomMissile(\"DemonTechEmptyMagSpawner\", 0, 0, 0, 1)\n\t DTKR K 15\n\t DTKR LM 2\n\t DTKR N 2 A_PlayWeaponSound(\"weapons/demontechload\")\n\t TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,\"Reload\")\n\t DTKR O 8\n\t DTKR O 2 A_PlayWeaponSound(\"weapons/demontechclick\")\n     DTKR CB 3\n\t DTKR A 2\n\t Goto ReadyLoop\n   EXFire:\n     TNT1 A 0 A_JumpIfNoAmmo(\"EXEmpty\")\n\t TNT1 A 0 A_AlertMonsters\n     TNT1 A 0 A_GunFlash\n\t TNT1 A 0 Radius_Quake(4,2,0,1,0)\n     TNT1 A 0 A_Light1\n\t TNT1 A 0 A_PlaySound(\"explosivedtech/fire\")\n\t TNT1 A 0 A_TakeInventory(\"DemonMagazine\",2,TIF_NOTAKEINFINITE)\n     EDT3 A 2 Bright A_FireCustomMissile(\"PlayerExplosiveDemonTechProjectile\",Random(100,-100)/100.00,0,0,0,0,Random(100,-100)/100.00)\n\t EDT3 B 1 Bright A_Light2\n     EDT3 C 2 A_Light0\n     TNT1 A 0 A_ReFire\n     Goto EXReadyLoop\n   EXEmpty:\n     EDT2 A 10 A_PlayWeaponSound(\"weapons/click2\")\n   EXAltFire:\n  \t TNT1 A 0 A_JumpIfInventory(\"DemonMagazine\",60,2)\n     TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,2)\n\t TNT1 A 0\n\t Goto EXReadyLoop\n     EDT4 AB 2\n\t EDT4 C 3\n\t EDT4 D 4 A_PlayWeaponSound(\"weapons/demontecheject\")\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/demontechsteam\")\n\t EDT4 EFG 1 Radius_Quake(2,2,0,1,0)\n\t EDT4 H 2 Radius_Quake(2,2,0,1,0)\n\t EDT4 I 3 Radius_Quake(2,2,0,1,0)\n\t EDT4 J 4 A_FireCustomMissile(\"DemonTechEmptyMagSpawner\", 0, 0, 0, 1)\n\t EDT4 K 15\n\t EDT4 LM 2\n\t EDT4 N 2 A_PlayWeaponSound(\"weapons/demontechload\")\n\t TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,\"EXReload\")\n\t EDT4 O 8\n\t EDT4 O 2 A_PlayWeaponSound(\"weapons/demontechclick\")\n     EDT4 CB 3\n\t EDT4 A 2\n\t Goto EXReadyLoop\n   Reload:\n     TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"EXReload\")\n\t TNT1 A 0 A_TakeInventory(\"DemonAmmo\",1)\n\t TNT1 A 0 A_GiveInventory(\"DemonMagazine\",1)\n\t TNT1 A 0 A_JumpIfInventory(\"DemonMagazine\",60,\"Full\")\n\t TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,\"Reload\")\n\t Goto AltFire+21\n   Full:\n     TNT1 A 0\n\t Goto AltFire+21\n   EXReload:\n\t TNT1 A 0 A_TakeInventory(\"DemonAmmo\",1)\n\t TNT1 A 0 A_GiveInventory(\"DemonMagazine\",1)\n\t TNT1 A 0 A_JumpIfInventory(\"DemonMagazine\",60,\"EXFull\")\n\t TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,\"EXReload\")\n\t Goto EXAltFire+19\n   EXFull:\n     TNT1 A 0\n\t Goto EXAltFire+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+8\n   EXGrenadeCheck:\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"EXGrenadeToss\")\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t Goto EXReady+6\n   GrenadeToss:\n  \t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t DTRS EDCBA 1\n\t TNT1 A 4\n\t HGRN ABC 1\n\t HGRN D 2\n\t HGRN EFG 1\n\t HGRN HI 2\n\t TNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\t HGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\t HGRN J 1\n\t HGRN KLM 2\n\t HGRN NO 1\n\t TNT1 A 6\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n     TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t TNT1 A 0\n\t Goto Ready+3\n   EXGrenadeToss:\n  \t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t EDT1 EDCBA 1\n\t TNT1 A 4\n\t HGRN ABC 1\n\t HGRN D 2\n\t HGRN EFG 1\n\t HGRN HI 2\n\t TNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\t HGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\t HGRN J 1\n\t HGRN KLM 2\n\t HGRN NO 1\n\t TNT1 A 6\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n     TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t TNT1 A 0\n\t Goto EXReady+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+8\n   EXMineCheck:\n\t TNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"EXMineToss\")\n\t TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t Goto EXReady+6\n   MineToss:\n  \t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t DTRS EDCBA 1\n\t TNT1 A 8\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t MINE ABCDEF 1\n\t TNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\t MINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\t MINE HI 1\n\t MINE JK 2\n\t TNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n     TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\t TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t TNT1 A 0\n\t TNT1 A 5\n\t Goto Ready+3\n   EXMineToss:\n  \t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t EDT1 EDCBA 1\n\t TNT1 A 8\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t MINE ABCDEF 1\n\t TNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\t MINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\t MINE HI 1\n\t MINE JK 2\n\t TNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n     TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\t TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t TNT1 A 0\n\t TNT1 A 5\n\t Goto EXReady+1\n   Zoom:\n     TNT1 A 0\n\t TNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechToken\",1,2)\n\t Goto MissingUpgrade\n   ChangeMode:\n     TNT1 A 0\n\t TNT1 A 0 A_JumpIfInventory(\"ExpDTechUpgraded\",1,\"ChangeMode2\")\n\t TNT1 A 0 A_Print(\"Upgrade enabled!\",1)\n\t TNT1 A 0 A_GiveInventory(\"ExpDTechUpgraded\",1)\n\t DTEK A 4 A_PlayWeaponSound(\"explosivedtech/enable\")\n\t DTEK A 2 Offset(0,34)\n\t DTEK A 2 Offset(0,37)\n\t DTEK A 2 Offset(0,40)\n     EDT2 A 2 Offset(0,37)\n\t EDT2 A 2 Offset(0,34)\n\t EDT2 A 1\n\t Goto EXReadyLoop\n   ChangeMode2:\n\t TNT1 A 0 A_Print(\"Upgrade disabled!\",1)\n\t TNT1 A 0 A_TakeInventory(\"ExpDTechUpgraded\",1)\n\t EDT2 A 4 A_PlayWeaponSound(\"explosivedtech/disable\")\n\t EDT2 A 2 Offset(0,34)\n\t EDT2 A 2 Offset(0,37)\n\t DTEK A 2 Offset(0,34)\n     DTEK A 1\n\t Goto ReadyLoop\n   MissingUpgrade:\n\t TNT1 A 0\n\t TNT1 A 0 A_Print(\"Missing explosive upgrade!\",2)\n\t DTEK A 10\n\t Goto ReadyLoop\n   Spawn:\n     DTEP A -1\n     Stop\n     }\n}\n\nACTOR \" Powered Demon Tech Rifle\" : \"PoweredDTRifle\" Replaces \"PoweredDTRifle\"\n{\n   Weapon.AmmoUse 2\n   Weapon.SisterWeapon \" Demon Tech Rifle\"\n   +WEAPON.POWERED_UP\n   States\n   {\n   Ready:\n     TNT1 A 0 A_PlayWeaponSound(\"weapons/demontechload\")\n\t STRS ABCDE 1\n   ReadyLoop:\n     TNT1 A 0 A_JumpIfInventory(\"DemonMagazine\",1,2)\n\t TNT1 A 0\n\t Goto NoBuzzing\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK 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 STEK 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 STEK 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 STEK 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 STEK 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 STEK 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 STEK 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 STEK 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 STEK 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 STEK AAA 1 A_WeaponReady\n\t TNT1 A 0 A_PlaySound(\"EDTR/Idle\")\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t TNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t STEK 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 STEK 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 STEK 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 STEK 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 STEK 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 STEK 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 STEK 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 STEK 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     STEK A 1 A_WeaponReady\n\t Loop\n   Deselect:\n     TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n     STEK A 1 A_Lower\n     Goto Deselect+1\n   Select:\n\t TNT1 A 0 A_Raise\n\t Wait\n   Fire:\n     TNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\t TNT1 A 0 A_AlertMonsters\n     TNT1 A 0 A_GunFlash\n\t TNT1 A 0 Radius_Quake(4,2,0,1,0)\n     TNT1 A 0 A_Light1\n\t TNT1 A 0 A_PlaySound(\"EDTR/Fire\")\n     STKF A 2 Bright A_FireCustomMissile(\"PoweredDemonTechProjectile\",Random(100,-100)/100.00,1,0,0,0,Random(100,-100)/100.00)\n\t STKF B 1 Bright A_Light2\n     STKF C 2 A_Light0\n     TNT1 A 0 A_ReFire\n     Goto ReadyLoop\n   Empty:\n     STEK A 10 A_PlayWeaponSound(\"weapons/click2\")\n   AltFire:\n  \t TNT1 A 0 A_JumpIfInventory(\"DemonMagazine\",60,2)\n     TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,2)\n\t TNT1 A 0\n\t Goto ReadyLoop\n     STKR AB 2\n\t STKR C 3\n\t STKR D 4 A_PlayWeaponSound(\"weapons/demontecheject\")\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/demontechsteam\")\n\t STKR EFG 1 Radius_Quake(2,2,0,1,0)\n\t STKR H 2 Radius_Quake(2,2,0,1,0)\n\t STKR I 3 Radius_Quake(2,2,0,1,0)\n\t STKR J 4 A_FireCustomMissile(\"DemonTechEmptyMagSpawner\", 0, 0, 0, 1)\n\t STKR K 15\n\t STKR LM 2\n\t STKR N 2 A_PlayWeaponSound(\"weapons/demontechload\")\n\t TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,\"Reload\")\n\t STKR O 8\n\t STKR O 2 A_PlayWeaponSound(\"weapons/demontechclick\")\n     STKR CB 3\n\t STKR A 2\n\t Goto ReadyLoop\n   Reload:\n\t TNT1 A 0 A_TakeInventory(\"DemonAmmo\",1)\n\t TNT1 A 0 A_GiveInventory(\"DemonMagazine\",1)\n\t TNT1 A 0 A_JumpIfInventory(\"DemonMagazine\",60,\"Full\")\n\t TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",1,\"Reload\")\n\t Goto AltFire+19\n   Full:\n     TNT1 A 0\n\t Goto AltFire+19\n   GrenadeCheck:\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t Goto Ready+6\n   GrenadeToss:\n  \t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t STRS EDCBA 1\n\t TNT1 A 4\n\t HGRN ABC 1\n\t HGRN D 2\n\t HGRN EFG 1\n\t HGRN HI 2\n\t TNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\t HGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\t HGRN J 1\n\t HGRN KLM 2\n\t HGRN NO 1\n\t TNT1 A 6\n\t TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n     TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t TNT1 A 0\n\t Goto Ready+1\n   MineCheck:\n\t TNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\t TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t Goto Ready+6\n   MineToss:\n  \t TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t STRS EDCBA 1\n\t TNT1 A 8\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t MINE ABCDEF 1\n\t TNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\t MINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\t MINE HI 1\n\t MINE JK 2\n\t TNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n     TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\t TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t TNT1 A 0\n\t TNT1 A 5\n\t Goto Ready+1\n   Spawn:\n     STEP A -1\n     Stop\n     }\n}\n\n//Chests\n\nACTOR DevilChest20K : DevilChest Replaces DevilChest //New sounds\n{\n  Health 1000\n  Radius 16\n  Height 27\n  Scale 1.2\n  Mass 0x7fffffff\n  DamageFactor 0.8\n  DamageFactor \"PlayerBHole\", 0.0\n  DamageFactor \"T3rm\", 0.0\n  DamageFactor \"Hell\", 0.0\n  Damagefactor \"Disintegrate\", 0.0\n  Deathsound \"Chest/Open\"\n  Tag \"\\c[G2]Devil Chest\\c- (loot)\"\n  -SOLID\n  +SHOOTABLE\n  +NEVERRESPAWN\n  +DONTGIB\n  +CANBLAST\n  +NOICEDEATH\n  +NOBLOOD\n  +ISMONSTER\n  +BOSS\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    DVBX A -1\n    Loop\n  Death:\n    TNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"chest/open\",7)\n\tDVBX B 50\n\tTNT1 A 0 A_Jump(200,\"Weapons\",\"Ammos\",\"Items\",\"Monsters\")\n    TNT1 A 0\n\t//TNT1 A 0 A_PlaySound(\"chest/drop\",7)\n\t//TNT1 A 0 A_SpawnItemEx(\"ChestWeapon\",0,0,2,random(1,8),0,10,random(0,360),0,150)\n\tGoto DeathLoop\n  Weapons:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(100,\"Weapons3\")\n\tTNT1 A 0\n  Weapons2:\n    TNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"chest/drop\",7)\n\tTNT1 A 0 A_SpawnItemEx(\"ChestWeapon\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"ChestWeapon\",0,0,2,random(1,8),0,10,random(0,360),0,100)\n\tGoto DeathLoop\n  Weapons3:\n    TNT1 A 0\n\tDVBX B 1 A_PlaySound(\"chest/drop\",7)\n\tTNT1 A 0 A_SpawnItemEx(\"RareChestWeapon\",0,0,2,random(1,8),0,10,random(0,360),0,150)\n\tTNT1 A 0 A_SpawnItemEx(\"ChestWeapon\",0,0,2,random(1,8),0,10,random(0,360),0,100)\n\tTNT1 A 0 A_SpawnItemEx(\"ChestWeapon\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tGoto DeathLoop\n  Ammos:\n\tDVBX B 1 A_PlaySound(\"DevilChest/Good\",7,5.0)\n\tTNT1 A 0 A_Jump(130,\"NemesisAmmos\")\n\tTNT1 A 0\n  DCells:\n    TNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"ChestWeaponFromTXS\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"DCell\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"DCell\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"DCell\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"DCell\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"DCell\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"DCellPack\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tGoto DeathLoop\n  NemesisAmmos:\n    TNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"ChestWeaponFromTXS\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisAmmoSpawner\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisAmmoSpawner\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisAmmoSpawner\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisAmmoSpawner\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisAmmoSpawner\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisBoxSpawner\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisBoxSpawner\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tGoto DeathLoop\n  Items:\n\tTNT1 A 0 A_Jump(128,\"Item2\",\"Item4\")\n\tTNT1 A 0 A_Jump(50,\"ItemLuck\")\n\tTNT1 A 0\n  Item:\n    TNT1 A 0\n\tDVBX B 1 A_PlaySound(\"DevilChest/Good\",7,5.0)\n\tTNT1 A 0 A_SpawnItemEx(\"IDummyShuffleItem\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tGoto DeathLoop\n  Item2:\n\tDVBX B 1 A_PlaySound(\"DevilChest/Good\",7,5.0)\n\tTNT1 A 0 A_Jump(100,\"Item3\")\n    TNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"ChestCrate\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tGoto DeathLoop\n  Item3:\n\tTNT1 A 0 A_Jump(50,\"Item7\")\n    TNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"SuperCrate\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tGoto DeathLoop\n  Item4:\n\tDVBX B 1 A_PlaySound(\"DevilChest/Good\",7,5.0)\n\tTNT1 A 0 A_Jump(100,\"Item5\")\n    TNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"PlayingCard\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tGoto DeathLoop\n  Item5:\n\tTNT1 A 0 A_Jump(30,\"Item6\")\n    TNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"Brimstoneitem\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tGoto DeathLoop\n  Item6:\n    TNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"MagicCard\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tGoto DeathLoop\n  Item7:\n    TNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"UnknownSpawner\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tGoto DeathLoop\n  ItemLuck:\n    TNT1 A 0\n\tDVBX B 1 A_PlaySound(\"DevilChest/Luck\",7)\n    TNT1 A 0 A_PlaySound(\"Weapons/ProxFire\")\n    TNT1 A 0 A_SpawnItemEx (\"DevilStuff\",0,0,24,random(3,14),0,random(2,12),random(0,359))\n    DVBX BBBBBBBBBBB 4\n    TNT1 A 0 A_PlaySound(\"Weapons/ProxFire\")\n    TNT1 A 0 A_SpawnItemEx (\"DevilStuff\",0,0,24,random(3,14),0,random(2,12),random(0,359))\n    DVBX BBBBBBBBBBB 4\n    TNT1 A 0 A_PlaySound(\"Weapons/ProxFire\")\n    TNT1 A 0 A_SpawnItemEx (\"DevilStuff\",0,0,24,random(3,14),0,random(2,12),random(0,359))\n\tDVBX BBBBBBBBBBB 4\n    TNT1 A 0 A_PlaySound(\"Weapons/ProxFire\")\n    TNT1 A 0 A_SpawnItemEx (\"DevilStuff\",0,0,24,random(3,14),0,random(2,12),random(0,359))\n\tGoto DeathLoop\n  Monsters:\n\tTNT1 A 0 A_Jump(80,\"TooBad\",\"Friend\")\n    TNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"chest/drop\",7)\n\tTNT1 A 0 A_SpawnItemEx(\"MonsterBeacon\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tGoto DeathLoop\n  TooBad:\n\tTNT1 A 0 A_Jump(80,\"OhShit\",\"OhFuck\")\n\tDVBX B 1 A_PlaySound(\"DevilChest/Bad\",7)\n    TNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"MonsterBeacon\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"MonsterBeacon\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"MonsterBeacon\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tGoto DeathLoop\n  OhShit:\n    TNT1 A 0\n\tDVBX B 1 A_PlaySound(\"DevilChest/Worst\",7)\n    DVBX BBBBBBBBBBB 1\n    TNT1 A 0 A_PlaySound(\"Weapons/ProxFire\")\n    TNT1 A 0 A_SpawnItemEx (\"MonsterCube\",0,0,24,random(3,14),0,random(2,12),random(0,359))\n    DVBX BBBBBBBBBBB 1\n    TNT1 A 0 A_PlaySound(\"Weapons/ProxFire\")\n    TNT1 A 0 A_SpawnItemEx (\"MonsterCube\",0,0,24,random(3,14),0,random(2,12),random(0,359))\n    DVBX BBBBBBBBBBB 1\n    TNT1 A 0 A_PlaySound(\"Weapons/ProxFire\")\n    TNT1 A 0 A_SpawnItemEx (\"MonsterCube\",0,0,24,random(3,14),0,random(2,12),random(0,359))\n\tDVBX BBBBBBBBBBB 1\n    TNT1 A 0 A_PlaySound(\"Weapons/ProxFire\")\n    TNT1 A 0 A_SpawnItemEx (\"MonsterCube\",0,0,24,random(3,14),0,random(2,12),random(0,359))\n\tDVBX BBBBBBBBBBB 1\n    TNT1 A 0 A_PlaySound(\"Weapons/ProxFire\")\n    TNT1 A 0 A_SpawnItemEx (\"MonsterCube\",0,0,24,random(3,14),0,random(2,12),random(0,359))\n\tDVBX BBBBBBBBBBB 1\n    TNT1 A 0 A_PlaySound(\"Weapons/ProxFire\")\n    TNT1 A 0 A_SpawnItemEx (\"MonsterCube\",0,0,24,random(3,14),0,random(2,12),random(0,359))\n\tDVBX BBBBBBBBBBB 1\n    TNT1 A 0 A_PlaySound(\"Weapons/ProxFire\")\n    TNT1 A 0 A_SpawnItemEx (\"MonsterCube\",0,0,24,random(3,14),0,random(2,12),random(0,359))\n\tDVBX BBBBBBBBBBB 1\n    TNT1 A 0 A_PlaySound(\"Weapons/ProxFire\")\n    TNT1 A 0 A_SpawnItemEx (\"MonsterCube\",0,0,24,random(3,14),0,random(2,12),random(0,359))\n\tDVBX BBBBBBBBBBB 1\n    TNT1 A 0 A_PlaySound(\"Weapons/ProxFire\")\n    TNT1 A 0 A_SpawnItemEx (\"MonsterCube\",0,0,24,random(3,14),0,random(2,12),random(0,359))\n\tDVBX BBBBBBBBBBB 1\n    TNT1 A 0 A_PlaySound(\"Weapons/ProxFire\")\n    TNT1 A 0 A_SpawnItemEx (\"MonsterCube\",0,0,24,random(3,14),0,random(2,12),random(0,359))\n\tGoto DeathLoop\n  Friend:\n    TNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"DevilChest/Luck\",7)\n\tTNT1 A 0 A_SpawnItemEx(\"Beacon\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"MarineMedicBeacon\",0,0,2,random(1,8),0,10,random(0,360),0,0) //BLOOD\n\tTNT1 A 0 A_SpawnItemEx(\"MarineDispensersBeacon\",0,0,2,random(1,8),0,10,random(0,360),0,0) //BLOOD\n\tTNT1 A 0 A_SpawnItemEx(\"MarineDBFGBeacon\",0,0,2,random(1,8),0,10,random(0,360),0,0) //BLOOD\n\tGoto DeathLoop\n  OhFuck:\n    TNT1 A 0\n\tDVBX B 1 A_PlaySound(\"DevilChest/Worst\",7)\n\tTNT1 A 0 A_SpawnItemEx(\"BossBeacon\",0,0,2,random(1,3),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"ChestWeapon\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tGoto DeathLoop\n  DeathLoop:\n    DVBX B 1\n    DVBX B -1\n    Stop\n  }\n}\n\nACTOR AngelChestElectric : MainyuSentientElectric\n{\n-THRUACTORS\nTag \"Lightning Vessel\"\nObituary \"%o died from the Angel Chest's worst outcome.\"\n}\n\nACTOR AngelChest20K : AngelChest Replaces AngelChest\n{\n  Health 1000\n  Radius 16\n  Height 27\n  Scale 1.2\n  Mass 0x7fffffff\n  DamageFactor 0.7\n  DamageFactor \"PlayerBHole\", 0.0\n  DamageFactor \"T3rm\", 0.0\n  DamageFactor \"Hell\", 0.0\n  Damagefactor \"Disintegrate\", 0.0\n  Deathsound \"Chest/Open\"\n  Tag \"\\c[G1]Angel Chest\\c- (loot)\"\n  -SOLID\n  +SHOOTABLE\n  +NEVERRESPAWN\n  +DONTGIB\n  +CANBLAST\n  +NOICEDEATH\n  +NOBLOOD\n  +ISMONSTER\n  +BOSS\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    AGBX A -1\n    Loop\n  Death:\n    TNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"chest/open\",7)\n\tAGBX B 50\n\tTNT1 A 0 A_Jump(185,\"Weapons\",\"Ammos\",\"Items\")\n\tTNT1 A 0 A_Jump(70,\"HolyShit\")\n    TNT1 A 0\n\t//TNT1 A 0 A_PlaySound(\"chest/drop\",7)\n\t//TNT1 A 0 A_SpawnItemEx(\"ChestWeapon\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tGoto DeathLoop\n  HolyShit:\n    TNT1 A 0\n\tAGBX B 30\n\tAGBX B 2 A_PlaySound(\"Mainyu/Electric\",7)\n\tTNT1 A 0 A_SpawnItemEx(\"AngelChestElectric\",0,0,0,0,0,2)\n\tGoto DeathLoop\n  Weapons:\n\tTNT1 A 0 A_Jump(100,\"Weapons3\")\n\tTNT1 A 0\n  Weapons2:\n    TNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"chest/drop\",7)\n\tTNT1 A 0 A_SpawnItemEx(\"ChestWeapon\",0,0,2,random(1,8),0,10,random(0,360),0,80)\n\tTNT1 A 0 A_SpawnItemEx(\"ChestWeapon\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tGoto DeathLoop\n  Weapons3:\n\tTNT1 A 0 A_Jump(30,\"SuperLuck\")\n    TNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"chest/drop\",7)\n\tTNT1 A 0 A_SpawnItemEx(\"RareChestWeapon\",0,0,2,random(1,8),0,10,random(0,360),0,100)\n\tTNT1 A 0 A_SpawnItemEx(\"ChestWeapon\",0,0,2,random(1,8),0,10,random(0,360),0,40)\n\tTNT1 A 0 A_SpawnItemEx(\"ChestWeapon\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tGoto DeathLoop\n  Ammos:\n\tTNT1 A 0 A_Jump(130,\"NemesisAmmos\")\n\tTNT1 A 0\n  DCells:\n    TNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"AngelChest/Luck\",7)\n\tTNT1 A 0 A_SpawnItemEx(\"DCell\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"DCell\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"DCell\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"DCell\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"DCell\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"DCell\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"DCell\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"DCellPack\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"DCellPack\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"D-BFG\",0,0,2,random(1,8),0,10,random(0,360),0,100)\n\tGoto DeathLoop\n  NemesisAmmos:\n    TNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"AngelChest/Luck\",7)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisAmmoSpawner\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisAmmoSpawner\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisAmmoSpawner\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisAmmoSpawner\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisAmmoSpawner\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisAmmoSpawner\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisAmmoSpawner\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisAmmoSpawner\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisAmmoSpawner\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisBoxSpawner\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisBoxSpawner\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisBoxSpawner\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"Nemesis Rifle\",0,0,2,random(1,8),0,10,random(0,360),0,100)\n\tGoto DeathLoop\n  Items:\n\tTNT1 A 0 A_Jump(128,\"Item2\",\"Item4\")\n\tTNT1 A 0 A_Jump(40,\"ItemLuck\")\n\tTNT1 A 0\n  Item:\n    TNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"chest/drop\",7)\n\tTNT1 A 0 A_SpawnItemEx(\"ChestWeapon\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tGoto DeathLoop\n  Item2:\n\tTNT1 A 0 A_Jump(100,\"Item3\")\n    TNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"chest/drop\",7)\n\tTNT1 A 0 A_SpawnItemEx(\"ChestCrate\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tGoto DeathLoop\n  Item3:\n\tTNT1 A 0 A_Jump(50,\"Item7\")\n    TNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"chest/drop\",7)\n\tTNT1 A 0 A_SpawnItemEx(\"SuperCrate\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tGoto DeathLoop\n  Item4:\n\tTNT1 A 0 A_Jump(100,\"Item5\")\n    TNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"chest/drop\",7)\n\tTNT1 A 0 A_SpawnItemEx(\"DemonicChalice\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tGoto DeathLoop\n  Item5:\n\tTNT1 A 0 A_Jump(40,\"Item6\")\n    TNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"chest/drop\",7)\n\tTNT1 A 0 A_SpawnItemEx(\"SkullofPower\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tGoto DeathLoop\n  Item6:\n    TNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"AngelChest/Luck\",7)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisSuperSphere\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tGoto DeathLoop\n  Item7:\n    TNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"AngelChest/Luck\",7)\n\tTNT1 A 0 A_SpawnItemEx(\"UnknownSpawner\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tGoto DeathLoop\n  ItemLuck:\n    TNT1 A 0\n\tTNT1 A 0 A_Jump(40,\"Luck\")\n\tTNT1 A 0 A_PlaySound(\"Weapons/ProxFire\")\n    TNT1 A 0 A_SpawnItemEx (\"DoRandom\",0,0,24,random(3,14),0,random(2,12),random(0,359))\n\tAGBX B 1 A_PlaySound(\"AngelChest/Luck\",7)\n\tAGBX BBBBBBBBBBB 4\n    TNT1 A 0 A_PlaySound(\"Weapons/ProxFire\")\n    TNT1 A 0 A_SpawnItemEx (\"DoRandom\",0,0,24,random(3,14),0,random(2,12),random(0,359))\n    AGBX BBBBBBBBBBB 4\n    TNT1 A 0 A_PlaySound(\"Weapons/ProxFire\")\n    TNT1 A 0 A_SpawnItemEx (\"DoRandom\",0,0,24,random(3,14),0,random(2,12),random(0,359))\n    AGBX BBBBBBBBBBB 4\n    TNT1 A 0 A_PlaySound(\"Weapons/ProxFire\")\n    TNT1 A 0 A_SpawnItemEx (\"DoRandom\",0,0,24,random(3,14),0,random(2,12),random(0,359))\n\tAGBX BBBBBBBBBBB 4\n    TNT1 A 0 A_PlaySound(\"Weapons/ProxFire\")\n    TNT1 A 0 A_SpawnItemEx (\"DoRandom\",0,0,24,random(3,14),0,random(2,12),random(0,359))\n\tGoto DeathLoop\n  Luck:\n    TNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"Weapons/ProxFire\")\n    TNT1 A 0 A_SpawnItemEx (\"DoRandom\",0,0,24,random(3,14),0,random(2,12),random(0,359))\n\tAGBX B 1 A_PlaySound(\"AngelChest/Luck\",7)\n    AGBX BBBBBBBBBBB 1\n    TNT1 A 0 A_PlaySound(\"Weapons/ProxFire\")\n    TNT1 A 0 A_SpawnItemEx (\"DoRandom\",0,0,24,random(3,14),0,random(2,12),random(0,359))\n    AGBX BBBBBBBBBBB 1\n    TNT1 A 0 A_PlaySound(\"Weapons/ProxFire\")\n    TNT1 A 0 A_SpawnItemEx (\"DoRandom\",0,0,24,random(3,14),0,random(2,12),random(0,359))\n    AGBX BBBBBBBBBBB 1\n    TNT1 A 0 A_PlaySound(\"Weapons/ProxFire\")\n    TNT1 A 0 A_SpawnItemEx (\"DoRandom\",0,0,24,random(3,14),0,random(2,12),random(0,359))\n\tAGBX BBBBBBBBBBB 1\n    TNT1 A 0 A_PlaySound(\"Weapons/ProxFire\")\n    TNT1 A 0 A_SpawnItemEx (\"DoRandom\",0,0,24,random(3,14),0,random(2,12),random(0,359))\n\tAGBX BBBBBBBBBBB 1\n    TNT1 A 0 A_PlaySound(\"Weapons/ProxFire\")\n    TNT1 A 0 A_SpawnItemEx (\"DoRandom\",0,0,24,random(3,14),0,random(2,12),random(0,359))\n\tAGBX BBBBBBBBBBB 1\n    TNT1 A 0 A_PlaySound(\"Weapons/ProxFire\")\n    TNT1 A 0 A_SpawnItemEx (\"DoRandom\",0,0,24,random(3,14),0,random(2,12),random(0,359))\n\tAGBX BBBBBBBBBBB 1\n    TNT1 A 0 A_PlaySound(\"Weapons/ProxFire\")\n    TNT1 A 0 A_SpawnItemEx (\"DoRandom\",0,0,24,random(3,14),0,random(2,12),random(0,359))\n\tAGBX BBBBBBBBBBB 1\n    TNT1 A 0 A_PlaySound(\"Weapons/ProxFire\")\n    TNT1 A 0 A_SpawnItemEx (\"DoRandom\",0,0,24,random(3,14),0,random(2,12),random(0,359))\n\tAGBX BBBBBBBBBBB 1\n    TNT1 A 0 A_PlaySound(\"Weapons/ProxFire\")\n    TNT1 A 0 A_SpawnItemEx (\"DoRandom\",0,0,24,random(3,14),0,random(2,12),random(0,359))\n\tAGBX BBBBBBBBBBB 1\n    TNT1 A 0 A_PlaySound(\"Weapons/ProxFire\")\n    TNT1 A 0 A_SpawnItemEx (\"DoRandom\",0,0,24,random(3,14),0,random(2,12),random(0,359))\n\tGoto DeathLoop\n  SuperLuck:\n    TNT1 A 0\n\tAGBX B 1 A_PlaySound(\"angelchest/superluck\",7)\n\tTNT1 A 0 A_SpawnItemEx(\"SuperLuckSpawner\",0,0,2,random(1,3),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"SuperLuckSpawner\",0,0,2,random(1,3),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"SuperWeaponLuckSpawner\",0,0,2,random(1,3),0,10,random(0,360),0,0)\n\tGoto DeathLoop\n  DeathLoop:\n    AGBX B 1\n    AGBX B -1\n    Stop\n  }\n}\n\nACTOR SuperLuckSpawner20K : SuperLuckSpawner Replaces SuperLuckSpawner\n{\n+DROPPED\nDropItem \"LegendaryInvisibilitySphere\", 256, 1\nDropItem \"TrueLegendaryUltraSphere\", 256, 1\nDropItem \"NemesisUltraSphere\", 256, 1\nDropItem \"NemesisOmegaSphere\", 256, 1\nDropItem \"LegendarySalvationSphere\", 256, 1\nDropItem \"RingOfRegeneration\", 256, 1\nDropItem \"BFGUpgrade\", 256, 1\nDropItem \"TrueLegendaryBFGUpgrade\", 256, 1\nDropItem \"WingsOfAscension\", 256, 1\nDropItem \"MarineDBFGBeacon\", 256, 1\n}\n\nACTOR SuperWeaponLuckSpawner20K : SuperWeaponLuckSpawner Replaces SuperWeaponLuckSpawner\n{\n+DROPPED\nDropItem \"LegendarySaber\", 256, 1\nDropItem \"CommanderDevastator\", 256, 1\nDropItem \"Nemesis BFG\", 256, 1\nDropItem \"Legendary BFG\", 256, 1\nDropItem \"Vilestaff\", 256, 1\nDropItem \"PyroCannon\", 256, 1\nDropItem \"Stingray\", 256, 1\nDropItem \"BLG\", 256, 1\nDropItem \"SubliminationSword\", 256, 1\n}\n\nactor UltraBossBeacon\n{\n  -SOLID\n  -SHOOTABLE\n  States\n  {\n  Spawn:\n    BEAC A 200\n    BEAC A 0 A_CustomMissile (\"TeleportFog\", 0, 0, 0, 0, 0)\n    BEAC A 0 A_SpawnItemEx (\"LegendaryCyberSpawner\", 0, 0, 8, 0, 0, 0, 0, 1)\n    BEAC A 105\n    goto Death\n  Death:\n    TNT1 A 1 A_CustomMissile (\"TeleportFog\", 0, 0, 0, 0, 0)\n    stop\n  }\n}\n\nACTOR UnmakerChest20K : UnmakerChest Replaces UnmakerChest\n{\n  Health 1000\n  Radius 16\n  Height 27\n  Scale 1.2\n  Mass 0x7fffffff\n  DamageFactor 0.5\n  DamageFactor \"PlayerBHole\", 0.0\n  DamageFactor \"T3rm\", 0.0\n  DamageFactor \"Hell\", 0.0\n  Damagefactor \"Disintegrate\", 0.0\n  Deathsound \"Chest/Open\"\n  Tag \"\\c[k8]Unmaker Chest\\c- (loot)\"\n  -SOLID\n  +SHOOTABLE\n  +NEVERRESPAWN\n  +DONTGIB\n  +CANBLAST\n  +NOICEDEATH\n  +NOBLOOD\n  +ISMONSTER\n  +BOSS\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    UNBX A -1\n    Loop\n  Death:\n    TNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"chest/open\",7)\n\tUNBX B 50\n\tTNT1 A 0 A_Jump(30,\"NotSoLuck\")\n\tTNT1 A 0 A_Jump(128,\"Death2\")\n    TNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"ChestAmmo\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"ChestAmmo\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"ChestAmmo\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"ChestAmmo\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"ChestAmmo\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"ChestAmmo\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"ChestAmmo\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"ChestAmmo\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"ChestBox\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"ChestBox\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"ChestBox\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"RareChestWeapon\",0,0,2,random(1,8),0,10,random(0,360),0,200)\n\tTNT1 A 0 A_SpawnItemEx(\"ChestWeapon\",0,0,2,random(1,8),0,10,random(0,360),0,150)\n\tTNT1 A 0 A_SpawnItemEx(\"ChestWeaponFromTXS\",0,0,2,random(1,8),0,10,random(0,360),0,100)\n\tTNT1 A 0 A_SpawnItemEx(\"ChestWeapon\",0,0,2,random(1,8),0,10,random(0,360),0,50)\n\tUNBX B 50 A_PlaySound(\"DevilChest/Good\",7)\n\tTNT1 A 0 A_Jump(30,\"Luck\")\n\tGoto DeathLoop\n  Death2:\n    TNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"RareChestWeapon\",0,0,2,random(1,8),0,10,random(0,360),0,150)\n\tTNT1 A 0 A_SpawnItemEx(\"ChestWeapon\",0,0,2,random(1,8),0,10,random(0,360),0,100)\n\tTNT1 A 0 A_SpawnItemEx(\"ChestWeapon\",0,0,2,random(1,8),0,10,random(0,360),0,50)\n\tTNT1 A 0 A_SpawnItemEx(\"SuperCrate\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tUNBX B 50 A_PlaySound(\"DevilChest/Good\",7)\n\tTNT1 A 0 A_Jump(30,\"Luck\")\n\tGoto DeathLoop\n  Luck:\n\tUNBX B 1\n\tTNT1 A 0 A_Jump(30,\"SuperLuck\")\n    TNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"UnmakerSurpise\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tUNBX B 50 A_PlaySound(\"unmakerchest/luck\",7)\n\tTNT1 A 0 A_Jump(40,\"SuperLuck\")\n\tGoto DeathLoop\n  SuperLuck:\n    TNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"Unmaker\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n\tUNBX B 50 A_PlaySound(\"unmakerchest/luck\",6)\n\tGoto DeathLoop\n  NotSoLuck:\n    TNT1 A 0\n\tUNBX B 30\n\tTNT1 A 0 Radius_Quake(9,150,0,24,0)\n\tUNBX B 150 A_PlaySound(\"HFCardinal/Laugh\", CHAN_AUTO, 1.0, False, ATTN_NONE)\n\tTNT1 A 0 A_PlaySound(\"chest/drop\",7)\n\tTNT1 A 0 A_SpawnItemEx(\"UltraBossBeacon\",0,0,2,random(1,3),0,10,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"RareChestWeapon\",0,0,2,random(1,8),0,10,random(0,360),0,0)\n  DeathLoop:\n    UNBX B 1\n    UNBX B -1\n    Stop\n  }\n}\n\n//Misc\n\nActor EmpoweredDemonTechSentryBox : SuperChargedDemonTechSentryBox Replaces SuperChargedDemonTechSentryBox\n{\n+FLOORCLIP\n+INVENTORY.INVBAR\n+INVENTORY.HUBPOWER\n+INVENTORY.PERSISTENTPOWER\n+INVENTORY.BIGPOWERUP\nInventory.Amount 1\nInventory.MaxAmount 4\nInventory.InterHubAmount 4\nInventory.Icon \"SGINE0\"\nInventory.PickupMessage \"Empowered Demon Tech Sentry Gun.\"\nInventory.PickupSound \"DTechSentry/pickup\"\nInventory.UseSound \"DTechSentry/use\"\nTag \"Empowered Demon Tech Sentry Gun \"\nStates\n\t{\n\tSpawn:\n\t\tSCBX AABBCCDDEEFFGGHHIIJJ 1 BRIGHT\n\t\tLoop\n\tUse:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"AlliedEmpoweredDemonTechSentryGun\",56,0,8,0,0,0,0,1)\n\t\tStop\n\t\tTNT1 A 1\n\t\tFail\n\t}\n}\n\nActor AlliedEmpoweredDemonTechSentryGun\n{\n  Obituary \"%o should not have died from a Demon Tech Sentry Gun.\"\n  Tag \"\\c[d4]Empowered Demon Tech\\c- Sentry Gun\"\n  Health 900\n  Radius 24\n  Height 56\n  Mass 100000\n  Speed 0\n  Monster\n  +FRIENDLY\n  +DONTHARMSPECIES\n  +THRUSPECIES\n  +FLOORCLIP\n  +MISSILEMORE\n  +MISSILEEVENMORE\n  +NOTARGET\n  +QUICKTORETALIATE\n  +NOBLOOD\n  +LOOKALLAROUND\n  +DROPOFF\n  +STANDSTILL\n  Species \"Player\"\n  DamageFactor 0.6\n  DeathSound \"DTechSentry/death\"\n  var int user_TurretLoop;\n  States\n  {\n  Spawn:\n  See:\n\tTNT1 A 0 A_SetUserVar(user_TurretLoop,0)\n    SCSN AAAAAAAAAAAAAAAA 1 A_Chase\n\tSCSN AAAAAAAAAAAAAAAA 1 A_Chase\n\tSCSN AAAAAAAAAAAAAAAA 1 A_Chase\n\tSCSN AAAAAAAAAAAAAAAA 1 A_Chase\n    TNT1 A 0 A_PlaySound(\"DTechSentry/beep\")\n\tTNT1 A 0 A_ClearTarget\n    Loop\n  Missile:\n\tSCSN A 1 A_FaceTarget\n\tSCSN A 3 A_PlaySound(\"DTechSentry/sight\",7)\n\tSCSN A 10 A_FaceTarget\n  TurretLoop:\n    TNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 A_JumpIf(user_TurretLoop == 50,\"Pause\")\n\tTNT1 A 0 A_SetUserVar(user_TurretLoop,user_TurretLoop+1)\n\tSCSN A 2 A_FaceTarget\n\tTNT1 A 0 A_PlayWeaponSound(\"EDTR/Fire\")\n\tTNT1 A 0 A_CustomMissile(\"SentryGunPoweredDemonTechProjectile\",Random(38,42),0,Random(125,-125)/125.25,0)\n    SCSN B 1 Bright A_FaceTarget\n    SCSN B 1 A_CPosRefire\n    Loop\n  Pause:\n\tSCSN A 40 A_PlaySound(\"weapons/demontechsteam\")\n\tTNT1 A 0 A_SetUserVar(\"user_TurretLoop\", 0)\n\tGoto TurretLoop\n  Death:\n\tTNT1 A 0 A_PlaySound(\"BFG9K/Explode\")\n\tTNT1 A 0 A_SpawnItemEx(\"BFGShockwaveRed2\", 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(\"Kaboom18\", 0, 0, random(0,360), 2, random(0,360))\n    TNT1 AAAA 0 A_SpawnItemEx(\"RedParticleSpawner\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n\tTNT1 AAA 0 A_BFGSpray(\"CustomSprayRed\")\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_Scream\n    Stop\n  }\n}\n\nACTOR SentryGunPoweredDemonTechProjectile : DemonTechProjectile\n{\n   Speed 70\n   Damage 16\n   Scale 0.1\n   Decal Scorch\n   DamageType \"Player\"\n   Species \"Player\"\n   +FORCERADIUSDMG\n   +THRUSPECIES\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      PDTS A 1 Bright A_SpawnItemEx(\"PoweredDemonTechTrail\",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      PDTS A 1 Bright A_SpawnItemEx(\"PoweredDemonTechTrail\",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      PDTS A 1 Bright A_SpawnItemEx(\"PoweredDemonTechTrail\",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      PDTS A 1 Bright A_SpawnItemEx(\"PoweredDemonTechTrail2\",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      PDTS A 1 Bright A_SpawnItemEx(\"PoweredDemonTechTrail\",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      PDTS A 1 Bright A_SpawnItemEx(\"PoweredDemonTechTrail\",Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),128)\n      Goto Spawn2\n   Death:\n   \t  TNT1 A 0\n\t  TNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t  TNT1 A 0 A_SpawnItemEx(\"PoweredDemonTechEx\",0,0,0,0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"Kaboom10\", 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  TNT1 A 1 Bright A_Explode(80,60)\n      Stop\n\t  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/CorruptLegCard.txt",
        "contents": "ACTOR CorruptedLegendaryCardinal //Welcome to fluffy's worst coding ever\n{\n   Monster\n   Health 19999\n   Radius 45\n   Height 110\n   Scale 1.2\n   Speed 24\n   Mass 0x7FFFFFFF\n   FloatSpeed 20\n   Species \"cybers\"\n   DamageFactor 0.34\n   DamageFactor \"PDTBFG\", 0.05\n   DamageFactor \"PDTBFGTracer\", 0.05\n   DamageFactor \"Explosion\", 0.1\n   DamageFactor \"Cyber10K\", 0.0\n   DamageFactor \"Legendary\", 0.0\n   DamageFactor \"LegendaryGuru\", 0.0\n   DamageFactor \"LegendaryGuruPlayer\", 0.3\n   DamageFactor \"LegendaryPlayer\", 0.3\n   DamageFactor \"PlayerBHole\", 0.0\n   DamageFactor \"BFGSplash\", 0.25\n   DamageFactor \"BFGSpray\", 0.25\n   DamageFactor \"PlayerDevBall\", 0.025\n   DamageFactor \"PlayerDevBall2\", 0.025\n   DamageFactor \"PlayerDTBFGRailgunSlug\", 0.025\n   DamageFactor \"PlayerDevTracer\", 0.025\n   DamageFactor \"PlayerDTRG\", 0.2\n   DamageFactor \"Railg\", 0.5\n   DamageFactor \"DemolisherEx\", 0.0\n   DamageFactor \"DarkDemoEx\", 0.0\n   DamageFactor \"CerChainguns\", 0.0\n   DamageFactor \"CerEnergyBall\", 0.0\n   DamageFactor \"LegMind\", 0.0\n   DamageFactor \"SuperWeapon\", 0.0\n   DamageFactor \"Term\", 0.0\n   DamageFactor \"CDTBFG\", 0.0\n   DamageFactor \"DBFG10K\", 0\n   DamageFactor \"PlayerDBFG10K\", 0\n   DamageFactor \"DBFG\", 0\n   DamageFactor \"DBFG210K\", 0\n   DamageFactor \"PlayerDBFG210K\", 0\n   DamageFactor \"PlayerDBFG\", 0\n   DamageFactor \"DBFG2Splash\", 0\n   DamageFactor \"UltimateLegendary\", 0.0\n   DamageFactor \"BeheComet\", 0.0\n   DamageFactor \"Extreme\", 0.0\n   Damagefactor \"Baby15K\", 0.0\n   DamageFactor \"CacoComet\", 0.0\n   DamageFactor \"CadaverRocket\", 0.0\n   DamageFactor \"NobleCOmet\", 0.0\n   DamageFactor \"HFCyber\", 0.0\n   DamageFactor \"DBFG10K2\", 0.0\n   DamageFactor \"PlayerDBFG10K2\", 0.0\n   DamageFactor \"DBFG2\", 0.0\n   DamageFactor \"PlayerDBFG2\", 0.0\n   DamageFactor \"PyroShot\", 0.0\n   DamageFactor \"PlayerPyro\", 0.0\n   DamageFactor \"PDTPuff\", 0.0\n   PainChance 15\n   PainChance \"PDTBFG\", 10\n   PainChance \"SoulToxic\", 3\n   PainChance \"FatFlamer\", 3\n   PainChance \"FiendFire\", 3\n   PainChance \"Explosion\", 35\n   PainChance \"PlayerDBFG2\", 0\n   PainChance \"PlayerDBFG210K\", 0\n   PainChance \"PlayerDBFG10K2\", 0\n   PainChance \"DBFG210K\", 0\n   PainChance \"DBFG2Splash\", 0\n   PainChance \"DBFG2\", 0\n   PainChance \"DBFG\", 0\n   PainChance \"PlayerDBFG\", 0\n   PainChance \"DBFG10K2\", 0\n   BloodColor \"33 66 99\"\n  //DropItem \"NemesisSuperSphere\"\n  DropItem \"LegAmmoSphere\", 128, 5\n  DropItem \"LegDemonRune\", 80, 1\n  //DropItem \"InventorySpreadRune\", 256, 1\n  DropItem \"DemonicChalice\", 256, 2\n  DropItem \"SkullOfPower\", 256, 2\n  DropItem \"BossLifeEssence\", 192\n  DropItem \"BossArmorBonusMax\", 192\n  DropItem \"DemonicChalice\", 128, 1\n  DropItem \"TrueLegendaryUltraSphere\", 256, 1\n  DropItem \"TrueLegendaryArmor\" 256 1\n  Dropitem \"D-BFG\", 256\n  Dropitem \"DCellPack\", 256, 32\n  Dropitem \"DCellPack\", 128, 24\n  Dropitem \"DCell\", 256, 10\n  Dropitem \"DCell\", 256, 10\n  Dropitem \"DCell\", 256, 10\n  DropItem \"LegAmmoSphere\", 128, 5\n  DropItem \"LegDemonRune\", 80, 1\n  DropItem \"TrueLegendaryRune\", 64, 1\n  DropItem \"BLG\", 255\n  DropItem \"MarineDBFGBeacon\", 128, 1\n  DropItem \"AncientRecall\", 256, 1 //TXS\n  //DropItem \"TalismanOfChaos\" 256\n  //DropItem \"SpreadKiller2\", 256\n  //DropItem \"SpreadKiller2\", 256\n  //DropItem \"SpreadKiller2\", 256\n   SeeSound \"CLC/see\"\n   PainSound \"CLC/Rage\"\n   DeathSound \"BlueCardinal/Death\"\n   ActiveSound \"CLC/active\"\n   +DONTHURTSPECIES\n   +DONTHARMSPECIES\n   +QUICKTORETALIATE\n   +FLOAT\n   +NOGRAVITY\n   +NOTIMEFREEZE\n   +NORADIUSDMG\n   +PIERCEARMOR\n   +MISSILEEVENMORE\n   +NOTARGET\n   +BOSS\n   +FIRERESIST\n   +MISSILEMORE\n   -FLOORCLIP\n   +DONTMORPH\n   +DONTRIP\n   +BOSSDEATH\n   +NOICEDEATH\n   +DONTGIB\n   +CANTSEEK\n   +NOTIMEFREEZE\n   +LOOKALLAROUND\n   +NOFEAR\n   +NOTELEFRAG\n   MinMissileChance 160\n   Obituary \"The Corrupted Legendary Cardinal turned %o into pure blue\"\n   var int user_music;\n   var int user_script;\n   var int user_missile;\n   Tag \"\\c[o7]Corrupted \\c[z3]Legendary Cardinal\\c-\"\n   States\n   {\n   Spawn:\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      CLCA A 2 Bright A_Look\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      CLCA B 2 Bright A_Look\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      CLCA A 2 Bright A_Look\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      Loop\n   See:\n\t  TNT1 A 0 A_JumpIf(user_music == 1,3)\n\t  TNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,763)\n\t  TNT1 A 0 A_SetUserVar(\"user_music\",1)\n\t  //TNT1 A 0 ACS_NamedExecuteAlways(\"Hem_LightOnMap\",0,1,64)\n\t  TNT1 A 0 A_SetTranslucent(1)\n\t  TNT1 A 0 A_JumpIfInventory(\"MarineKilled\",1,\"Rekt\")\n\t  TNT1 A 0 A_Jump(87,\"Rush\")\n\t  CLCA A 2 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA B 2 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_Jump(35,\"Teleport\")\n\t  Loop\n   Rush:\n\t  TNT1 A 0 A_SetTranslucent(1)\n\t  TNT1 A 0 A_JumpIfInventory(\"MarineKilled\",1,\"Rekt\")\n\t  TNT1 A 0 A_SpawnItemEx(\"CorruptCardinalGhost\")\n\t  CLCA A 1 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItemEx(\"CorruptCardinalGhost\")\n\t  CLCA B 1 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItemEx(\"CorruptCardinalGhost\")\n\t  CLCA A 1 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItemEx(\"CorruptCardinalGhost\")\n\t  CLCA B 1 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItemEx(\"CorruptCardinalGhost\")\n\t  CLCA A 1 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItemEx(\"CorruptCardinalGhost\")\n\t  CLCA B 1 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItemEx(\"CorruptCardinalGhost\")\n\t  CLCA A 1 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItemEx(\"CorruptCardinalGhost\")\n\t  CLCA B 1 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItemEx(\"CorruptCardinalGhost\")\n\t  CLCA A 1 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItemEx(\"CorruptCardinalGhost\")\n\t  CLCA B 1 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItemEx(\"CorruptCardinalGhost\")\n\t  CLCA A 1 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItemEx(\"CorruptCardinalGhost\")\n\t  CLCA B 1 Bright A_Chase\n\t  TNT1 A 0 A_Jump(35,\"Teleport\")\n\t  Loop\n\t  Teleport:\n\t//TNT1 A 0 A_JumpIf(user_rage == 1,\"TeleportRage\")\n\tCLCA A 1 Bright A_UnSetShootable\n\tTNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx(\"BlueFireSpawner\")\n\tCLCA AAAAAAAAAA 1 Bright A_FadeOut(0.1,0)\n\tTNT1 A 2 Bright\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 Bright A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 Bright A_Wander\n\tTNT1 A 1 Bright A_PlaySound(\"boss/teleport\",6)\n\tTNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx(\"BlueFireSpawner\")\n\tCLCA AAAAAAAAAA 1 Bright A_FadeIn(0.1)\n\tCLCA A 1 Bright A_SetShootable\n\tGoto See\n   Missile:\n      TNT1 A 0 A_SetShootable\n\t  TNT1 A 0 A_UnsetInvulnerable\n      TNT1 A 0 A_SetTranslucent(1)\n      TNT1 A 0 A_Jump(128,\"NemesisHoaming\",\"Railgun\",\"BFG10K\",\"NemRevAttack\",\"NemesisBFG\",\"NemesisStorm\",\"NemesisRifle\")\n\t  TNT1 A 0 A_Jump(87,\"ComboNemesisBFG\")\n   Normal:\n      TNT1 A 0 A_SetTranslucent(1)\n\t  TNT1 A 0 A_JumpIfInventory(\"MarineKilled\",1,\"Rekt\")\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA D 3 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA D 3 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA D 3 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA D 3 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA D 3 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA D 2 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t  CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA D 2 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA D 2 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n      CLCA D 2 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t  CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA D 2 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA D 2 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n      CLCA D 2 Bright A_CustomMissile(\"BlueCardinalRocket2\", 56, -26, Random(-6, 6))\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      //CLCA CCC 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_Jump(128,\"NemesisHoaming\",\"Railgun\",\"BFG10K\",\"NemRevAttack\",\"NemesisBFG\",\"NemesisStorm\",\"NemesisRifle\",\"ComboNemesisBFG\")\n      Goto See\n   NemesisHoaming:\n      TNT1 A 0 A_SetTranslucent(1)\n\t  TNT1 A 0 A_JumpIfInventory(\"MarineKilled\",1,\"Rekt\")\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA D 3 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA D 3 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA D 3 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA D 3 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA D 2 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA D 2 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t  CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA D 2 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA D 2 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n      CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA D 2 Bright A_CustomMissile(\"BlueCardinalRocket\", 56, -26, Random(-8, 8))\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      //CLCA CCC 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_Jump(128,\"Railgun\",\"BFG10K\",\"NemRevAttack\",\"NemesisBFG\",\"NemesisStorm\",\"NemesisRifle\",\"ComboNemesisBFG\")\n      Goto See\n   Railgun:\n      TNT1 A 0 A_SetTranslucent(1)\n\t  TNT1 A 0 A_JumpIfInventory(\"MarineKilled\",1,\"Rekt\")\n\t  TNT1 A 0 A_PlaySound(\"weapons/rgcharge\")\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCA CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"BlueFireSpawner\")\n      CLCA CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\t  CLCA CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n      CLCA C 5\n      CLCA C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t  TNT1 A 0 A_FaceTarget\n\t  CLCA CCCCCCCCCCCCC 0 A_SpawnItemEx(\"BlueFireSpawner\")\n\t  CLCA CCCCCCCCCCC 1 A_FadeIn(0.1)\n\t  TNT1 A 0 A_SetShootable\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      CLCA D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t  CLCA CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"BlueFireSpawner\")\n      CLCA CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\t  CLCA CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n      CLCA C 5\n      CLCA C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t  TNT1 A 0 A_FaceTarget\n\t  CLCA CCCCCCCCCCCCC 0 A_SpawnItemEx(\"BlueFireSpawner\")\n\t  CLCA CCCCCCCCCCC 1 A_FadeIn(0.1)\n\t  TNT1 A 0 A_SetShootable\n\t  CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      CLCA D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t  CLCA CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"BlueFireSpawner\")\n      CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      CLCA D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t  CLCA CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"BlueFireSpawner\")\n      CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      CLCA D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t  CLCA CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"BlueFireSpawner\")\n      CLCA C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      CLCA D 1 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t  CLCA CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"BlueFireSpawner\")\n      CLCA C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      CLCA D 1 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t  CLCA CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"BlueFireSpawner\")\n      CLCA C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      CLCA D 1 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t  CLCA CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"BlueFireSpawner\")\n      CLCA C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      CLCA D 1 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t  CLCA CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"BlueFireSpawner\")\n      CLCA C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      CLCA D 1 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t  CLCA CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"BlueFireSpawner\")\n      CLCA C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      CLCA D 1 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t  CLCA CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"BlueFireSpawner\")\n      CLCA C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      CLCA D 1 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t  CLCA CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"BlueFireSpawner\")\n      CLCA C 1 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      CLCA D 1 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t  CLCA CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"BlueFireSpawner\")\n      CLCA CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\t  CLCA CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n      CLCA C 5\n      CLCA C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t  TNT1 A 0 A_FaceTarget\n\t  CLCA CCCCCCCCCCCCC 0 A_SpawnItemEx(\"BlueFireSpawner\")\n\t  CLCA CCCCCCCCCCC 1 A_FadeIn(0.1)\n\t  TNT1 A 0 A_SetShootable\n\t  CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      CLCA D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA D 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA D 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n      CLCA D 2 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"monsters/darkcyberrail\",CHAN_WEAPON)\n      CLCA D 2 Bright A_CustomMissile(\"BlueCyberRail\", 56, -26, 0)\n      CLCA D 2 Bright A_FaceTarget\n      CLCA CCCCCCC 2 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_Jump(128,\"BFG10K\",\"NemRevAttack\",\"NemesisBFG\",\"NemesisStorm\",\"NemesisRifle\",\"ComboNemesisBFG\")\n\t Goto See\n   BFG10K:\n      TNT1 A 0 A_SetTranslucent(1)\n\t  TNT1 A 0 A_JumpIfInventory(\"MarineKilled\",1,\"Rekt\")\n\t  TNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 4 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 4 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 4 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 4 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 4 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 4 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      CLCA C 3 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      CLCA D 3 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      CLCA C 3 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      CLCA D 3 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      CLCA D 2 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      CLCA D 2 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      CLCA D 2 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      CLCA C 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      CLCA D 2 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  CLCA C 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      CLCA D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      CLCA C 1 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      CLCA D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 1 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      CLCA D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      CLCA C 1 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      CLCA D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 1 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      CLCA D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      CLCA C 1 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      CLCA D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  CLCA C 1 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      CLCA D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 1 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      CLCA D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      CLCA C 1 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      CLCA D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 1 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      CLCA D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      CLCA C 1 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      CLCA D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  CLCA C 1 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      CLCA D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 1 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      CLCA D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      CLCA C 1 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      CLCA D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 1 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      CLCA D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      CLCA C 1 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n      CLCA D 1 Bright A_CustomMissile(\"T3DBFG10kShot\", 56, -26, Random(4, -4))\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"weapons/bfg15kcooldown\",CHAN_AUTO)\n\t  CLCA CCCCC 4 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_Jump(128,\"NemesisRifle\",\"NemRevAttack\",\"NemesisBFG\",\"ComboNemesisBFG\")\n      Goto See\n  NemesisRifle:\n      TNT1 A 0 A_SetTranslucent(1)\n\t  TNT1 A 0 A_JumpIfInventory(\"MarineKilled\",1,\"Rekt\")\n      CLCA C 5 Bright A_faceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 5 Bright A_faceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 5 Bright A_faceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 5 Bright A_faceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 5 Bright A_faceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 5 Bright A_faceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_SetInvulnerable\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      TNT1 A 0 A_PlaySound(\"CLC/attack1\",2,1.0,0,ATTN_NONE)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_UnsetInvulnerable\n      TNT1 A 0 Bright A_PlaySoundEx(\"Weapons/dbfgfire2\",\"Weapon\")\n      CLCA D 3 Bright A_CustomMissile(\"T3DBFG10KBall2\", 64, -26, Random(4, -4))\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      CLCA C 8 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      TNT1 A 0 Bright A_PlaySoundEx(\"Weapons/dbfgfire2\",\"Weapon\")\n      CLCA D 3 Bright A_CustomMissile(\"T3DBFG10KBall2\", 64, -26, Random(4, -4))\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      CLCA C 8 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      TNT1 A 0 Bright A_PlaySoundEx(\"Weapons/dbfgfire2\",\"Weapon\")\n      CLCA D 3 Bright A_CustomMissile(\"T3DBFG10KBall2\", 64, -26, Random(4, -4))\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      CLCA C 8 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      TNT1 A 0 Bright A_PlaySoundEx(\"Weapons/dbfgfire2\",\"Weapon\")\n      CLCA D 3 Bright A_CustomMissile(\"T3DBFG10KBall2\", 64, -26, Random(4, -4))\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 8 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      TNT1 A 0 Bright A_PlaySoundEx(\"Weapons/dbfgfire2\",\"Weapon\")\n      CLCA D 3 Bright A_CustomMissile(\"T3DBFG10KBall2\", 64, -26, Random(4, -4))\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_PlaySoundEx(\"Legcyber/amhalt\",\"DECHST\")\n\t  CLCA CCCCC 4 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_Jump(128,\"NemRevAttack\",\"NemesisBFG\",\"ComboNemesisBFG\")\n\tGoto See\n NemRevAttack:\n      TNT1 A 0 A_SetTranslucent(1)\n\t  TNT1 A 0 A_JumpIfInventory(\"MarineKilled\",1,\"Rekt\")\n      TNT1 A 0 A_SetInvulnerable\n\t  CLCA C 0 A_FaceTarget\n\t  //TNT1 A 0 A_PlaySound(\"CLC/attack1\",2,1.0,0,ATTN_NONE)\n\t  TNT1 A 0 A_PlaySound(\"CLC/attack1\", CHAN_AUTO, 1.0, False, ATTN_NONE)\n      //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCA C 5 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      CLCA C 0 A_FaceTarget\n      //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCA C 5 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlayWeaponSound(\"legcardi/load1\")\n      CLCA C 0 A_FaceTarget\n      //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCA C 5 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 0 A_FaceTarget\n      //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCA C 5 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlayWeaponSound(\"legcardi/load2\")\n\t  CLCA C 0 A_FaceTarget\n      //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCA C 5 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 0 A_FaceTarget\n      //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCA C 5 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 0 A_FaceTarget\n      //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCA C 5 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 0 A_FaceTarget\n\t  TNT1 A 0 A_PlayWeaponSound(\"legcardi/load3\")\n      //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCA C 5 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 0 A_FaceTarget\n      //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCA C 5 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_UnSetInvulnerable\n\t  CLCA C 8 A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire\",CHAN_WEAPON)\n\t  CLCA D 3 Bright A_CustomMissile(\"T3DBFG10KBall\", 58, -26)\n\t  CLCA C 8 A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire\",CHAN_WEAPON)\n\t  CLCA D 3 Bright A_CustomMissile(\"T3DBFG10KBall\", 58, -26)\n\t  CLCA C 8 A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire\",CHAN_WEAPON)\n\t  CLCA D 3 Bright A_CustomMissile(\"T3DBFG10KBall\", 58, -26)\n\t  CLCA C 8 A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire\",CHAN_WEAPON)\n\t  CLCA D 3 Bright A_CustomMissile(\"T3DBFG10KBall\", 58, -26)\n\t  CLCA C 8 A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire\",CHAN_WEAPON)\n\t  CLCA D 3 Bright A_CustomMissile(\"T3DBFG10KBall\", 58, -26)\n\t  CLCA C 8 A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire\",CHAN_WEAPON)\n\t  CLCA D 3 Bright A_CustomMissile(\"T3DBFG10KBall\", 58, -26)\n\t  CLCA C 7 A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_Jump(128,\"NemesisBFG\",\"ComboNemesisBFG\")\n\t  Goto see\n  NemesisBFG:\n    CLCA C 5 Bright A_faceTarget\n\tTNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\tCLCA C 5 Bright A_faceTarget\n\tTNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\tCLCA C 5 Bright A_faceTarget\n\tTNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\tCLCA C 5 Bright A_faceTarget\n\tTNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\tCLCA C 5 Bright A_faceTarget\n\tTNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\tCLCA C 5 Bright A_faceTarget\n\tTNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_JumpIfInventory(\"MarineKilled\",1,\"Rekt\")\n\t//TNT1 A 0 A_PlaySound(\"CLC/attack2\",2,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_PlaySound(\"CLC/attack2\", CHAN_AUTO, 1.0, False, ATTN_NONE)\n\tCLCA C 3 Bright A_PlaySoundEx(\"Weapons/dbfgcharge\",\"GURUCHRG\")\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n  NemesisBFGCharging:\n\tTNT1 A 0 A_JumpIf(user_missile >= 38,\"NemesisBFGFire\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 Bright A_FaceTarget\n\tCLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\tLoop\n  NemesisBFGFire:\n\tCLCA CCCCCCCCCCCCC 0 A_SpawnItemEx(\"BlueFireSpawner\")\n\tTNT1 A 0 A_UnSetShootable\n    CLCA CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\tCLCA CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n    CLCA C 20\n    CLCA C 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tCLCA CCCCCCCCCCCCCC 0 A_SpawnItemEx(\"BlueFireSpawner\")\n\tCLCA CCCCCCCCCCC 1 A_FadeIn(0.1)\n\tTNT1 A 0 A_SetShootable\n    TNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_PlaySound(\"truelegbfg/fire\",7)\n\tTNT1 A 0 A_PlaySound(\"truelegbfg/fire2\",6)\n\tCLCA F 5 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0)\n\tCLCA CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"BlueFireSpawner\")\n    CLCA CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\tCLCA CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n    CLCA C 5\n    CLCA C 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tCLCA CCCCCCCCCCCCC 0 A_SpawnItemEx(\"BlueFireSpawner\")\n\tCLCA CCCCCCCCCCC 1 A_FadeIn(0.1)\n\tTNT1 A 0 A_SetShootable\n\t//TNT1 A 0 A_PlaySound(\"truelegbfg/fire\",7)\n\tTNT1 A 0 A_PlaySound(\"Weapons/dbfgfire\",6)\n\tCLCA F 5 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0)\n\tCLCA CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"BlueFireSpawner\")\n    CLCA CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\tCLCA CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n    CLCA C 5\n    CLCA C 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tCLCA CCCCCCCCCCCCC 0 A_SpawnItemEx(\"BlueFireSpawner\")\n\tCLCA CCCCCCCCCCC 1 A_FadeIn(0.1)\n\tTNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_SetShootable\n\tTNT1 A 0 A_PlaySound(\"Weapons/dbfgfire\",7)\n\t//TNT1 A 0 A_PlaySound(\"truelegbfg/fire2\",6)\n\tCLCA F 5 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0)\n\tTNT1 A 0 A_Jump(128,\"ComboNemesisBFG\")\n\tGoto NemesisBFGFire+2\n    CLCA EEEEEEEEEEEEE 0 A_SpawnItemEx(\"BlueFireSpawner\")\n\tTNT1 A 0 A_UnSetShootable\n    CLCA EEEEEEEEEEE 1 A_FadeOut(0.1,0)\n\tCLCA EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 A_Wander\n    CLCA E 20\n    CLCA E 1 A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 A 0 A_FaceTarget\n\tCLCA EEEEEEEEEEEEE 0 A_SpawnItemEx(\"BlueFireSpawner\")\n\tCLCA EEEEEEEEEEE 1 A_FadeIn(0.1)\n\tTNT1 A 0 A_SetShootable\n    TNT1 A 0 A_UnsetInvulnerable\n\tTNT1 A 0 A_PlaySound(\"Weapons/dbfgfire\",7)\n\t//TNT1 A 0 A_PlaySound(\"truelegbfg/fire2\",6)\n\tCLCA F 5 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0)\n    CLCA E 60 Bright A_FaceTarget\n   ComboNemesisBFG:\n      //TNT1 A 0 A_SetInvulnerable\n\t  //TNT1 A 0 A_UnsetShootable\n      TNT1 A 0 A_SetTranslucent(1)\n\t  TNT1 A 0 A_JumpIfInventory(\"MarineKilled\",1,\"Rekt\")\n      CLCA C 5 Bright A_faceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 5 Bright A_faceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 5 Bright A_faceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 5 Bright A_faceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 5 Bright A_faceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 5 Bright A_faceTarget\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_SetInvulnerable\n\t  //TNT1 A 0 A_PlaySound(\"CLC/attack3\",2,1.0,0,ATTN_NONE)\n\t  TNT1 A 0 A_PlaySound(\"CLC/attack3\", CHAN_AUTO, 1.0, False, ATTN_NONE)\n\t  CLCA C 3 Bright A_PlaySoundEx(\"Weapons/dbfgcharge\",\"GURUCHRG\")\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  TNT1 A 0 A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  CLCA C 3 Bright A_PlaySoundEx(\"Weapons/dbfgcharge\",\"GURUCHRG\")\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n  \t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n      TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 Bright A_FaceTarget\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCA C 3 Bright A_SpawnItem(\"BlueFireSpawner\",0,0,0,0)\n\t  //TNT1 A 0 A_UnsetInvulnerable\n\t  TNT1 A 0 A_UnsetShootable\n\t  CLCA CCCCCCCCCCCCC 0 Bright A_SpawnItemEx(\"BlueFireSpawner\")\n      CLCA CCCCCCCCCCC 1 A_FadeOut(0.1,0)\n\t  CLCA CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Wander\n      CLCA C 5\n      CLCA C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t  TNT1 A 0 A_FaceTarget\n\t  CLCA CCCCCCCCCCCCC 0 A_SpawnItemEx(\"BlueFireSpawner\")\n\t  CLCA CCCCCCCCCCC 1 A_FadeIn(0.1)\n\t  TNT1 A 0 A_UnsetInvulnerable\n\t  TNT1 A 0 A_SetShootable\n\t  TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire\",7)\n\t  //TNT1 A 0 A_PlaySound(\"truelegbfg/fire2\",6)\n\t  //TNT1 A 0 Bright A_SpawnItem(\"WhiteWalkFire\",0,0,0,0)\n\t  CLCA D 5 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0)\n\t  CLCA D 5 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0)\n\t  //CLCA D 5 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0)\n\t  //CLCA D 5 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0)\n\t  //CLCA D 5 A_CustomMissile(\"T3DBFGBall\", 58, -26, 0, 0)\n\tGoto See\n  NemesisStorm:\n\t CLCA P 5 A_CustomMissile(\"CLCLightningBolt\",30,0,random(0,360))\n\t TNT1 A 0 Radius_Quake(40,10,0,40,0)\n\t CLCA P 5 A_CustomMissile(\"CLCLightningBolt\",30,0,random(0,360))\n\t TNT1 A 0 A_SpawnItemEx(\"CLCLightning2\",Random(1250,-1250),Random(1250,-1250),-1000,0,0,0,SXF_NOCHECKPOSITION,0)\n\t CLCA PP 5 A_CustomMissile(\"CLCLightningBolt\",30,0,random(0,360))\n    Goto See\n\tRekt:\n\tTNT1 AAA 0 A_StopSound\n\tTNT1 A 0 A_PlaySound(\"CLC/Rekt\", CHAN_AUTO, 1.0, False, ATTN_NONE)\n\tTNT1 A 0 A_TakeInventory(\"MarineKilled\",1)\n    GoTo See\n\tPain:\n\tCLCA H 6 A_Pain\n\tTNT1 A 0 A_Jump(128,\"Missile\")\n\tTNT1 A 0 A_Jump(128,\"Teleport\")\n\tGoto See\n   Death:\n      TNT1 A 0 A_StopSound(6)\n\t  TNT1 A 0 A_PlaySound(\"CLC/death\", CHAN_AUTO, 1.0, False, ATTN_NONE)\n\t  CLCA H 10 A_Scream\n\t  CLCA I 10 A_NoBlocking\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCA HHHHH 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCA HHIIH 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCA HIHIH 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCA HIHIH 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCA HIHIH 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCA HIHIH 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCA GFGFG 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      TNT1 A 0 A_SpawnItem(\"DeathBall2\")\n      CLCA HIHIH 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCA HIHIH 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCA HIHIH 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCA HIHIH 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCA HIHIH 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCA HIHIH 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCA HIHIH 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCA HIHIH 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCA HIHIH 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCA HIHIH 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCA HIHIH 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCA JIJIJ 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      TNT1 A 0 A_SpawnItem(\"DeathBall2\")\n      CLCA JIJIJ 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCA JIJIJ 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCA JIJIJ 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCA JIJIJ 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCA JIJIJ 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCA JIJIJ 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCA JIJIJ 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCA JIJIJ 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCA JIJIJ 2 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      // 300 tics so far.\n      CLCA JJJJJ 1 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCA KKKKK 1 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCA LLLLL 1 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCA MMMMM 1 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCA MMMMM 1 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAA 0 A_CustomMissile(\"BigBlueBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCA NNNNN 1 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AAAA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAAAAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n      CLCA NNNNN 1 Bright A_CustomMissile(\"PainfulDeathKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\t  TNT1 AAAA 0 A_SpawnItemEx(\"LegBlueGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t  TNT1 AAAAAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n\t  TNT1 AAAAAAAA 0 A_CustomMissile(\"SmokeFX3\", Random(20,80), 0, random(0,360), 2, random(0,360))\n      TNT1 A 0 A_SpawnItem(\"CorruptLegendaryNuke\")\n      TNT1 A 0 A_Explode(8000,1642,0,1)\n      TNT1 A 0 A_BFGSpray(\"ArcSpray\",15,20)\n      TNT1 A 0 A_SpawnItemEx(\"ArcStruckGlowX\",0,0,10,0,0,0,0,128,0)\n      TNT1 A 0 A_SpawnItemEx(\"ArcStruckGlowY\",0,0,10,0,0,0,0,128,0)\n      CLCA L 5\n\t  //TNT1 A 0 ACS_NamedExecuteAlways(\"SetDefaultSky\")\n      TNT1 A -1 Bright A_KillMaster\n      Stop\n      }\n}\n\nACTOR CorruptCardinalGhost\n{\nScale 1.2\nRENDERSTYLE Translucent\nAlpha 0.75\n+NOGRAVITY\n+CLIENTSIDEONLY\n+DONTSPLASH\n+NOINTERACTION\n+NOCLIP\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n    CLCA A 2 A_FadeOut(0.18)\n    Loop\n  Toaster:\n    TNT1 A 0\n\tStop\n    }\n}\n\nACTOR BlueCardinalRocket2 : BlueCardinalRocket replaces BlueCardinalRocket\n{\nSpeed 60\n}\n\nActor CorruptLegendaryNuke : Nuke\n{\n PROJECTILE\n ReactionTime 1\n DamageType \"Legendary\"\n +NOTIMEFREEZE\n States\n {\n  Spawn:\n   TNT1 AAA 0 A_Countdown\n  Death:\n   TNT1 A 0\n   TNT1 A 0 A_PlaySoundEx(\"GoodGame/Mate\", \"Voice\", 0, 2)\n   TNT1 A 0 Radius_Quake(7, 105, 0, 140, 0)\n   TNT1 A 0 A_SpawnItemEx(\"TLCFlyLandKaBoom\", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE|SXF_TRANSFERPOINTERS, 0)\n   TNT1 A 0 A_SpawnItemEx(\"BlueNukeHyperFlare\", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE|SXF_TRANSFERPOINTERS, 0)\n   TNT1 A 5 A_SpawnItemEx(\"C4TrueLegNukeHyperFloor\", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE|SXF_TRANSFERPOINTERS, 0)\n   TNT1 AA 20 A_SpawnItemEx(\"C4TrueLegNukeHyperFloor\", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE|SXF_TRANSFERPOINTERS, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmokeFloor\", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE|SXF_TRANSFERPOINTERS, 0)\n   TNT1 AA 0 A_SpawnItemEx(\"C4TrueLegHyperPillar\", 0, 0, 0, 0, 0, 10, 0, SXF_CLIENTSIDE|SXF_TRANSFERPOINTERS, 0)\n   TNT1 A 105 A_SpawnItemEx(\"NukeHyperSmokePillar\", 0, 0, 0, 0, 0, 10, 0, SXF_CLIENTSIDE|SXF_TRANSFERPOINTERS, 0)\n   TNT1 AA 0 A_SpawnItemEx(\"C4TrueLegHyperMushroom\", 0, 0, 1000, 0, 0, 0, 0, SXF_CLIENTSIDE|SXF_TRANSFERPOINTERS, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmokeMushroom\", 0, 0, 1000, 0, 0, 0, 0, SXF_CLIENTSIDE|SXF_TRANSFERPOINTERS, 0)\n    TNT1 AAAAAAAA 0 A_CustomMissile(\"playertruelegbfgsmoke\", 0, 0, random(0,360), 2, random(0,360))\n   Stop\n }\n}\n\nActor CLCLightningBolt\n{\n\tReactionTime 35\n\tDamageType \"MinotaurDamage\"\n\tDeathType \"Legendary\"\n\tspecies \"Cybers\"\n\tRENDERSTYLE ADD\n\t+FoilInvul\n\t+EXTREMEDEATH\n\t+DONTHARMSPECIES\n\t+NODAMAGETHRUST\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(64,\"Homing\")\n\t\t//TNT1 A 0 A_Explode(10000000,1000,0,1)\n\t\tLFX2 F 1 Bright A_Explode(300)\n\t\tLFX2 F 0 Bright A_CustomMissile(\"NemHellsmithBolt2\",0,0,0,6,90)\n\t\tLFX2 F 0 ThrustThing(random(0,255),1,0,0)\n\t\tLFX2 G 1 Bright A_Explode(300)\n\t\tLFX2 G 0 Bright A_CustomMissile(\"NemHellsmithBolt2\",0,0,0,6,90)\n\t\tLFX2 H 1 Bright A_Explode(300)\n\t\tLFX2 H 0 Bright A_CustomMissile(\"NemHellsmithBolt2\",0,0,0,6,90)\n\t\tLFX2 I 1 Bright A_Explode(300)\n\t\tLFX2 I 0 Bright A_CustomMissile(\"NemHellsmithBolt2\",0,0,0,6,90)\n\t\tLFX2 J 1 Bright A_Explode(300)\n\t\tLFX2 J 0 Bright A_CustomMissile(\"NemHellsmithBolt2\",0,0,0,6,90)\n\t\tLFX2 J 0 Bright A_CountDown\n\t\tGoto Spawn+2\n\tHoming:\n\t\tLFX2 F 1 Bright A_Explode(300)\n\t\t//TNT1 A 0 A_Explode(10000000,1000,0,1)\n\t\tLFX2 F 0 Bright A_CustomMissile(\"NemHellsmithBolt2\",0,0,0,6,90)\n\t\tLFX2 F 0 A_SeekerMissile(2,2)\n\t\tLFX2 G 1 Bright A_Explode(300)\n\t\tLFX2 G 0 Bright A_CustomMissile(\"NemHellsmithBolt2\",0,0,0,6,90)\n\t\tLFX2 F 0 A_SeekerMissile(2,2)\n\t\tLFX2 H 1 Bright A_Explode(300)\n\t\tLFX2 H 0 Bright A_CustomMissile(\"NemHellsmithBolt2\",0,0,0,6,90)\n\t\tLFX2 F 0 A_SeekerMissile(2,2)\n\t\tLFX2 I 1 Bright A_Explode(300)\n\t\tLFX2 I 0 Bright A_CustomMissile(\"NemHellsmithBolt2\",0,0,0,6,90)\n\t\tLFX2 F 0 A_SeekerMissile(2,2)\n\t\tLFX2 J 1 Bright A_Explode(300)\n\t\tLFX2 J 0 Bright A_CustomMissile(\"NemHellsmithBolt2\",0,0,0,6,90)\n\t\tLFX2 F 0 A_SeekerMissile(2,2)\n\t\tLFX2 J 0 Bright A_CountDown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_FadeOut(0.2)\n\t\t//TNT1 A 0 A_Explode(10000000,1000,0,1)\n\t\tLFX2 F 2 Bright A_Explode(300)\n\t\tTNT1 A 0 A_FadeOut(0.2)\n\t\tLFX2 G 2 Bright A_Explode(300)\n\t\tTNT1 A 0 A_FadeOut(0.2)\n\t\tLFX2 H 2 Bright A_Explode(300)\n\t\tTNT1 A 0 A_FadeOut(0.2)\n\t\tLFX2 I 2 Bright A_Explode(300)\n\t\tTNT1 A 0 A_FadeOut(0.2)\n\t\tLFX2 J 2 Bright A_Explode(300)\n\t\tStop\n\t}\n}\n\nActor CLCLightning2\n{\n\tDamageType \"MinotaurDamage\"\n\tDeathType \"Legendary\"\n\tspecies \"Cybers\"\n\t+FOILINVUL\n\t+EXTREMEDEATH\n\t+DONTHARMSPECIES\n\t+NODAMAGETHRUST\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySoundEx(\"BFlan/Lightning\",CHAN_AUTO,false,ATTN_NONE)\n\t\t//TNT1 A 0 A_Explode(10000000,1000,0,1)\n\t\tTNT1 AAA 0 A_CustomMissile(\"CLCLightningBolt\",30,0,random(0,360),2)\n\t\t//TNT1 A 0 A_Explode(10000000,1000,0,1)\n\t\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX3\",0,0,random(0,360),2,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"CLCLightningSpark\",0,0,0,random(1,10),0,random(1,15),random(0,359),129)\n\t\tDV20 ABCBCAB 3 Bright\n\t\tStop\n    }\n}\n\nActor CLCLightningSpark\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(80,4)\n\t\tSWPX ABC 2 Bright\n\t\tLoop\n\t\tSWPX DEF 4 Bright A_FadeOut(0.25)\n\t\tStop\n\tDeath:\n\t\tSWPX DEF 4 Bright A_FadeOut(0.25)\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/HellFireCardinal.txt",
        "contents": "ACTOR HellFireCardinal //You meet hell and hell meets you\n{\n  Monster\n  BloodColor \"ff 50 00\"\n  +BRIGHT\n   +MISSILEMORE\n   +MISSILEEVENMORE\n   +QUICKTORETALIATE\n   +FLOAT\n   +NOGRAVITY\n   -FLOORCLIP\n   +BOSS\n   +BOSSDEATH\n   +NOICEDEATH\n   +DONTHARMSPECIES\n   +FireResist\n   +NORADIUSDMG\n   +NOEXTREMEDEATH\n   +NOTIMEFREEZE\n   +CANTSEEK\n   +NOFEAR\n   +DONTSPLASH\n   +LOOKALLAROUND\n   +NOTELEFRAG\n   +DONTGIB\n   +DONTMORPH\n   +NoDropOff\n   +DONTRIP\n  SeeSound \"HFCardinal/Sight\"\n  PainSound \"Cardinal/Pain\"\n  ActiveSound \"Cardinal/Active\"\n  DeathSound \"HFCardinal/Death\"\n  Health 18999\n  Scale 1.2\n  Radius 45\n  Height 110\n  Speed 16\n  Mass 0x7FFFFFFF\n  FloatSpeed 12\n  Obituary \"The HellFire Cardinal turned %o into a disgusting BBQ.\"\n  PainChance 8\n  Species \"Cybers\"\n  PainChance \"BFG9500Ball\", 256\n  PainChance \"PlayerDevBall\", 100\n  PainChance \"BFG10K\", 100\n  PainChance \"PDTBFG\", 100\n  PainChance \"Legendary\", 100 // 100\n  PainChance \"LegendaryPlayer\", 100 // 100\n  PainChance \"LegendaryGuru\", 256\n  PainChance \"LegendaryGuruPlayer\", 256\n  PainChance \"PlayerDBFG2\", 256\n  PainChance \"PlayerDBFG210K\", 256\n  PainChance \"PlayerDBFG10K2\", 256\n  PainChance \"DBFG210K\", 256\n  PainChance \"DBFG2Splash\", 256\n  PainChance \"DBFG2\", 256\n  PainChance \"DBFG\", 256\n  PainChance \"PlayerDBFG\", 256\n  PainChance \"DBFG10K2\", 256\n  DamageFactor \"PlayerFireSword\", 0.0\n  DamageFactor \"PlayerDTRG\", 0.2\n  DamageFactor \"DTRailgun\", 0.2\n  DamageFactor \"PDTPuff\", 0.2\n  DamageFactor \"RailG\", 0.2\n  DamageFactor \"PlayerBHole\", 0.25\n  DamageFactor \"PDTBFG\", 0.03\n  DamageFactor \"PDTBFGTracer\", 0.03\n  DamageFactor \"Cyber10K\", 0.0\n  DamageFactor \"Legendary\", 0.0\n  DamageFactor \"LegendaryPlayer\", 0.0\n  DamageFactor \"LegendaryGuru\", 0.0\n  DamageFactor \"LegendaryGuruPlayer\", 0.0\n  DamageFactor \"LegendaryPlayer\", 0.0\n  DamageFactor \"BFGSplash\", 0.0\n  DamageFactor \"BFGSpray\", 0.0\n  DamageFactor \"PlayerDevBall\", 0.020\n  DamageFactor \"PlayerDevBall2\", 0.020\n  DamageFactor \"PlayerDTBFGRailgunSlug\", 0.0\n  DamageFactor \"PlayerDevTracer\", 0.0\n  DamageFactor \"UltimateLegendary\", 0.0\n  DamageFactor \"Extreme\", 0.0\n  DamageFactor \"PyroShot\", 0.0\n  DamageFactor \"PlayerPyro\", 0.0\n  DamageFactor \"PDTPuff\", 0.0\n  DamageFactor \"FreezerBurn\", 0.0\n  DamageFactor \"SuperWeapon\", 0.0\n  DamageFactor \"Fire\", 0.0\n  DamageFactor \"Crush\", 0.0\n  DamageFactor \"Suicide\", 0.0\n  DamageFactor \"Telefrag\", 0.0\n  DamageFactor \"Massacre\", 0.0\n  DamageFactor \"Ice\", 0.0\n  DamageFactor \"Melee\", 0.0\n  DamageFactor \"DBFG10K\", 0.5\n  DamageFactor \"PlayerDBFG10K\", 0.5\n  DamageFactor \"PlayerDBFG2\", 0.5\n  DamageFactor \"PlayerDBFG210K\", 0.5\n  DamageFactor \"PlayerDBFG\", 0.5\n  DamageFactor \"DBFG\", 0.5\n  DamageFactor \"DBFG2\", 0.0\n  DamageFactor \"DBFG10K2\", 0.0\n  DamageFactor \"DBFGSplash2\", 0.0\n  DamageFactor \"Normal\", 0.9\n  DamageFactor \"PlayerNemesisPlasma\", 0.2\n  DamageFactor \"Explosion\", 0.1\n  //No infight\n  DamageFactor \"DemolisherEx\", 0.0\n  DamageFactor \"FlamingBatshitBurglers\", 0.0\n  DamageFactor \"DarkDemoEx\", 0.0\n  DamageFactor \"CerChainguns\", 0.0\n  DamageFactor \"CerEnergyBall\", 0.0\n  DamageFactor \"LegMind\", 0.0\n  DamageFactor \"BeheComet\", 0.0\n  DamageFactor \"NobleCOmet\", 0.0\n  DamageFactor \"CacoComet\", 0.0\n  DamageFactor \"CadaverRocket\", 0.0\n  DamageFactor \"HellComet\", 0.0\n  DamageFactor \"Legendary1\", 0.0\n  DamageFactor \"T3rm\", 0.0\n  DamageFactor \"Terminator\", 0.0\n  DamageFactor \"\", 0.0\n  DamageFactor \"Ice\", 0.0\n  DamageFactor \"Moloch\", 0.0\n  DamageFactor \"AbyssalSatyr\", 0.0\n  DamageFactor \"SatanGuard\", 0.0\n  DamageFactor \"Hell\", 0.0\n  DamageFactor \"C0mm4nder\", 0.0\n  DamageFactor \"UpBFGSplash\", 0.3\n  DamageFactor \"Baby15K\", 0.0\n  DamageFactor \"RST\", 0.0\n  DamageFactor \"MinotaurDamage\", 0.0\n  DamageFactor 0.25\n  DropItem \"BossLifeEssence\" 204 25\n  DropItem \"BossArmorBonusMax\" 204 1\n  MinMissileChance 160\n  var int user_music;\n  var int user_fireballs;\n  var int user_hf10k;\n  var int user_railgun;\n  var int user_fusionnuke;\n  var int user_rage;\n  var int user_plasma;\n  Tag \"\\c[z4]HellFire \\c[v9]Cardinal\"\n  States\n  {\n  Spawn:\n    TNT1 A 0 Bright A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n    TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    HFCD A 2 Bright A_Look\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    HFCD A 2 Bright A_Look\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    HFCD A 2 Bright A_Look\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    HFCD A 2 Bright A_Look\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    HFCD A 2 Bright A_Look\n\tTNT1 A 0 Bright A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n    TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    HFCD B 2 Bright A_Look\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    HFCD B 2 Bright A_Look\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    HFCD B 2 Bright A_Look\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    HFCD B 2 Bright A_Look\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    HFCD B 2 Bright A_Look\n    Loop\n  See:\n    TNT1 A 0 A_JumpIf(user_music == 1,6)\n    TNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,765)\n    TNT1 A 0 ACS_ExecuteAlways(667)\n\tTNT1 A 0 A_SetUserVar(\"user_music\",1)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"HFChangeColor\",0)\n\tTNT1 A 0 A_Jump(256,\"missile\")\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_SetTranslucent(1)\n\tTNT1 A 0 Bright A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_Hoof //Excuse me what the fuck\n    HFCD A 2 Bright A_Chase\n\tTNT1 A 0 Bright A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItemEx(\"HFire\",0,0,0,0,0,0,0,0,220)\n\tTNT1 A 0 A_Jump(100,\"Rush\")\n    HFCD B 2 Bright A_Chase\n    Loop\n  Rush:\n    TNT1 A 0 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tHFCD A 2 Bright A_Chase\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HellFireCardinalGhostA\",0,0,0,0,0,0,0,128)\n\tHFCD A 2 Bright A_Chase\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItemEx(\"HFire\",0,0,0,0,0,0,0,0,220)\n\tTNT1 A 0 A_SpawnItemEx(\"HellFireCardinalGhostA\",0,0,0,0,0,0,0,128)\n\tHFCD A 2 Bright A_Chase\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HellFireCardinalGhostB\",0,0,0,0,0,0,0,128)\n\tHFCD B 2 Bright A_Chase\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HellFireCardinalGhostB\",0,0,0,0,0,0,0,128)\n\tHFCD A 2 Bright A_Chase\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItemEx(\"HFire\",0,0,0,0,0,0,0,0,220)\n\tTNT1 A 0 A_SpawnItemEx(\"HellFireCardinalGhostC\",0,0,0,0,0,0,0,128)\n\tHFCD B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Metal\n\tTNT1 A 0 A_SpawnItemEx(\"HellFireCardinalGhostC\",0,0,0,0,0,0,0,128)\n\tHFCD A 2 Bright A_Chase\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HellFireCardinalGhostD\",0,0,0,0,0,0,0,128)\n\tHFCD B 2 Bright A_Chase\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HellFireCardinalGhostD\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Jump(75,\"See\",\"HFTeleport\")\n\tgoto see\n  HFTeleport:\n    TNT1 A 0 A_UnSetShootable\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"HFireSpawner\",random(-64,64),random(-64,64),random(0,64),0,0,0,0,32)\n    HFCD EEEEEEEEEEE 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(\"HFireSpawner\",random(-64,64),random(-64,64),random(0,64),0,0,0,0,32)\n\tHFCD EEEEEEEEEEE 1 A_FadeIn(0.1)\n    TNT1 A 0 A_FaceTarget\n    TNT1 A 0 A_SetShootable\n\tTNT1 A 0 A_SetTranslucent(1)\n\tGoto Rockets\n  HFTeleport2:\n    TNT1 A 0 A_UnSetShootable\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"HFireSpawner\",random(-64,64),random(-64,64),random(0,64),0,0,0,0,32)\n    HFCD EEEEEEEEEEE 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(\"HFireSpawner\",random(-64,64),random(-64,64),random(0,64),0,0,0,0,32)\n\tHFCD EEEEEEEEEEE 1 A_FadeIn(0.1)\n    TNT1 A 0 A_FaceTarget\n    TNT1 A 0 A_SetShootable\n\tTNT1 A 0 A_SetTranslucent(1)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tGoto Rockets\nIdle:\n\t\t//TNT1 A 0 A_SetTranslucent(1)\n\t\tHFCD BB 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\t\tHFCD B 1 A_Look\n\t\t//TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD BB 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD BB 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD B 3 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD BB 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD B 1 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\t\tHFCD BB 2 A_Wander\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD BB 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD B 1 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\t\tHFCD B 3 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\t//HFCD E 30 A_Look\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"HFCyber/Active\")\n\t\tTNT1 A 0 A_SetAngle(Angle-30)\n\t\t//HFCD E 60 A_Look\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SetAngle(Angle+30)\n\t\t//HFCD E 5 A_Look\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 1 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SetAngle(Angle+30)\n\t\t//HFCD E 60 A_Look\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SetAngle(Angle-30)\n\t\t//HFCD E 10 A_Look\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tHFCD E 2 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 HealThing(100)\n\t\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\t\tLoop\n  Missile:\n    TNT1 A 0 A_SetTranslucent(1)\n    TNT1 A 0 A_Jump(130,\"FireBlast\",\"Seekers\",\"FusionNuke\",\"Railgun\",\"FuelRockets\",\"FireBalls\",\"HF10K\",\"PyroShot\",\"HellFireBFG\",\"HellFireKnife\",\"HellFireKnifeSummon\",\"UltimateAttack\")\n\t//TNT1 A 0 A_Jump(100,\"FireBeamCannon\")\nRockets:\n    TNT1 A 0 A_JumpIfCloser(1500,1)\n\tGoto HF10K\n    HFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tHFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    HFCD F 3 Bright A_CustomMissile(\"HFCyberRocket\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    HFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    HFCD F 3 Bright A_CustomMissile(\"HFCyberRocket\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    HFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    HFCD F 3 Bright A_CustomMissile(\"HFCyberRocket\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    HFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    HFCD F 3 Bright A_CustomMissile(\"HFCyberRocket\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    HFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    HFCD F 3 Bright A_CustomMissile(\"HFCyberRocket\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    HFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    HFCD F 3 Bright A_CustomMissile(\"HFCyberRocket\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    HFCD F 3 Bright A_CustomMissile(\"HFCyberRocket\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    HFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    HFCD F 3 Bright A_CustomMissile(\"HFCyberRocket\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    HFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    HFCD F 3 Bright A_CustomMissile(\"HFCyberRocket\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    HFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    HFCD F 3 Bright A_CustomMissile(\"HFCyberRocket\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    HFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    TNT1 A 0 A_Jump(128,\"FireBlast\",\"Seekers\",\"FusionNuke\",\"Railgun\",\"FuelRockets\",\"FireBalls\",\"HF10K\",\"PyroShot\")\n\tTNT1 A 0 A_Jump(100,\"FireBeamCannon\",\"HellFireBFG\")\n    Goto See\nFireBlast:\n\tTNT1 A 0 A_PlaySound(\"weapons/PCNNF\")\n    HFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    HFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    HFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n    HFCD F 4 Bright A_CustomMissile(\"PyroShot\",40)\n    Goto See\nSeekers:\n    HFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tHFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    HFCD F 3 Bright A_CustomMissile(\"CyberSeekingComet\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    HFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    HFCD F 3 Bright A_CustomMissile(\"CyberSeekingComet\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    HFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    HFCD F 3 Bright A_CustomMissile(\"CyberSeekingComet\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    HFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    HFCD F 3 Bright A_CustomMissile(\"CyberSeekingComet\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    HFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    HFCD F 3 Bright A_CustomMissile(\"CyberSeekingComet\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    HFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    HFCD F 3 Bright A_CustomMissile(\"CyberSeekingComet\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    HFCD F 3 Bright A_CustomMissile(\"CyberSeekingComet\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    HFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    HFCD F 3 Bright A_CustomMissile(\"CyberSeekingComet\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    HFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    HFCD F 3 Bright A_CustomMissile(\"CyberSeekingComet\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    HFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    HFCD F 3 Bright A_CustomMissile(\"CyberSeekingComet\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    HFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 A_FaceTarget\n\t//TNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Jump(128,\"Railgun\",\"FusionNuke\",\"FuelRockets\",\"FireBalls\",\"HF10K\",\"PyroShot\")\n\tTNT1 A 0 A_Jump(100,\"FireBeamCannon\",\"HellFireBFG\")\n\tGoto see\nRailgun:\n\tTNT1 A 0 A_PlaySound(\"weapons/rgcharge\")\n\tTNT1 A 0 A_Changeflag(reflective,1)\n\tTNT1 A 0 A_SetUserVar(\"user_railgun\", 0)\n    //HFCD EE 10 A_FaceTarget\n\tHFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 A_FaceTarget\nRailgunLoop:\n\tTNT1 A 0 A_JumpIf(user_railgun >= 25, \"RailgunEnd\")\n    TNT1 A 0 A_SetUserVar(\"user_railgun\", user_railgun+1)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tHFCD E 3 Bright A_FaceTarget\n    HFCD F 1 Bright A_CustomMissile(\"HFRail\",58,-26)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tLoop\nRailgunEnd:\n\t//HFCD E 15 Bright\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tHFCD E 2 Bright\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Changeflag(reflective,0)\n\tTNT1 A 0 A_Jump(108,\"FuelRockets\",\"FusionNuke\",\"FireBalls\",\"HF10K\",\"PyroShot\",\"HellFireKnife\",\"HellFireKnifeSummon\",\"HellFireBFG\",\"UltimateAttack\")\n\tTNT1 A 0 A_Jump(100,\"FireBeamCannon\",\"HellFireBFG\")\n\tGoto See\nFuelRockets:\n\t//HFCD E 18 Bright A_FaceTarget\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD F 3 Bright A_CustomMissile(\"FuelRocket\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD F 3 Bright A_CustomMissile(\"FuelRocket\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD F 3 Bright A_CustomMissile(\"FuelRocket\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD F 3 Bright A_CustomMissile(\"FuelRocket\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD F 3 Bright A_CustomMissile(\"FuelRocket\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD F 3 Bright A_CustomMissile(\"FuelRocket\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD F 3 Bright A_CustomMissile(\"FuelRocket\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD F 3 Bright A_CustomMissile(\"FuelRocket\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD F 3 Bright A_CustomMissile(\"FuelRocket\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD F 3 Bright A_CustomMissile(\"FuelRocket\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 A_FaceTarget\n\t//TNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Jump(100,\"PyroShot\",\"FireBalls\",\"HF10K\",\"FusionNuke\",\"HellFireKnife\",\"HellFireKnifeSummon\",\"UltimateAttack\")\n\tTNT1 A 0 A_Jump(100,\"FireBeamCannon\",\"HellFireBFG\")\n    Goto See\nPyroShot:\n\t  TNT1 A 0 A_SetInvulnerable\n\t  HFCD E 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t  HFCD E 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t  HFCD E 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t  HFCD E 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t  HFCD E 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t  HFCD E 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t  HFCD E 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t  HFCD E 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t  HFCD E 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t  HFCD E 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t  HFCD E 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t  HFCD E 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t  HFCD E 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t  HFCD E 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t  HFCD F 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t  HFCD F 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_PlaySound(\"weapons/PCNNF\")\n      HFCD F 4 Bright A_CustomMissile(\"PyroShot\",40)\n\t  TNT1 A 0 A_UnSetInvulnerable\n\t  TNT1 A 0 A_PlaySound(\"weapons/dtech10ksteam\")\n\t  HFCD EEE 20 Bright A_SpawnItemEx(\"PyroCannonSteam\", 10, 12, 40, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)\n\t  TNT1 A 0 A_Jump(80,\"FireBalls\",\"HF10K\",\"FusionNuke\",\"HellFireBFG\",\"HellFireKnife\",\"HellFireKnifeSummon\",\"UltimateAttack\")\n\tTNT1 A 0 A_Jump(100,\"FireBeamCannon\",\"HellFireBFG\")\n      Goto See\nFireBalls:\n    TNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n    TNT1 A 0 A_SetInvulnerable\n\t//HFCD E 18 Bright A_FaceTarget\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_Facetarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_Facetarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\nFireBallsLoop:\n\tTNT1 A 0 A_JumpIf(user_FireBalls >= 30, \"FireBallsEnd\")\n    TNT1 A 0 A_SetUserVar(\"user_FireBalls\", user_FireBalls+1)\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tHFCD E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD F 1 Bright A_CustomMissile(\"HFCyberFireBalls\",58,-26,Random(-4, 4))\n\tLoop\nFireBallsEnd:\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tHFCD E 20 Bright A_PlaySound(\"weapons/bfg15kcooldown\",CHAN_AUTO)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_Jump(100,\"Pyroshot\",\"HF10K\",\"FusionNuke\",\"HellFireKnife\",\"HellFireKnifeSummon\",\"UltimateAttack\")\n\tTNT1 A 0 A_Jump(100,\"FireBeamCannon\")\n\tgoto see\nHF10K:\n    TNT1 A 0 A_Changeflag(reflective,1)\n    TNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n\tTNT1 A 0 A_SetUserVar(\"user_hf10k\", 0)\n\tTNT1 A 0 ThrustThing(angle*256/360, 15, 0, 0)\n\t//HFCD E 18 Bright A_FaceTarget\n\t//HFCD E 4 Bright A_FaceTarget\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\nHF10KLoop:\n\tTNT1 A 0 A_JumpIf(user_HF10K >= 30, \"HF10KEnd\")\n    TNT1 A 0 A_SetUserVar(\"user_HF10K\", user_HF10K+1)\n\tTNT1 A 0 ThrustThing(angle*256/360, 15, 0, 0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tHFCD E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tHFCD F 1 Bright A_CustomMissile(\"HFCyber10K\",58,-26,Random(-4, 4))\n\tLoop\nHF10KEnd:\n\tHFCD E 20 Bright A_PlaySound(\"weapons/bfg15kcooldown\",CHAN_AUTO)\n\tTNT1 A 0 A_Changeflag(reflective,0)\n\tTNT1 A 0 A_Jump(100,\"Pyroshot\",\"Railgun\",\"HFGauss\",\"HellFireKnife\",\"HellFireKnifeSummon\",\"UltimateAttack\")\n\tTNT1 A 0 A_Jump(100,\"FireBeamCannon\")\n    Goto See\nHFGauss:\n\t//HFCD E 10 Bright A_FaceTarget\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 ThrustThing(angle*256/360, 15, 0, 0)\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 0 A_PlaySound(\"Weapons/HFGaussFire\")\n\tHFCD F 3 Bright A_CustomMissile(\"HFGaussProjectile\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 0 A_PlaySound(\"Weapons/HFGaussFire\")\n\tHFCD F 3 Bright A_CustomMissile(\"HFGaussProjectile\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 0 A_PlaySound(\"Weapons/HFGaussFire\")\n\tHFCD F 3 Bright A_CustomMissile(\"HFGaussProjectile\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 0 A_PlaySound(\"Weapons/HFGaussFire\")\n\tHFCD F 3 Bright A_CustomMissile(\"HFGaussProjectile\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 0 A_PlaySound(\"Weapons/HFGaussFire\")\n\tHFCD F 3 Bright A_CustomMissile(\"HFGaussProjectile\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 0 A_PlaySound(\"Weapons/HFGaussFire\")\n\tHFCD F 3 Bright A_CustomMissile(\"HFGaussProjectile\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 0 A_PlaySound(\"Weapons/HFGaussFire\")\n\tHFCD F 3 Bright A_CustomMissile(\"HFGaussProjectile\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 0 A_PlaySound(\"Weapons/HFGaussFire\")\n\tHFCD F 3 Bright A_CustomMissile(\"HFGaussProjectile\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 0 A_PlaySound(\"Weapons/HFGaussFire\")\n\tHFCD F 3 Bright A_CustomMissile(\"HFGaussProjectile\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 0 A_PlaySound(\"Weapons/HFGaussFire\")\n\tHFCD F 3 Bright A_CustomMissile(\"HFGaussProjectile\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tHFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 A_FaceTarget\n\tTNT1 A 0 A_Jump(100,\"FusionNuke\",\"HellFireKnife\",\"HellFireKnifeSummon\",\"FireBeamCannon\",\"UltimateAttack\")\n\tgoto see\nFusionNuke:\n    TNT1 A 0 A_JumpIf(user_fusionnuke == 1, \"Missile\")\n    TNT1 A 0 A_SetUserVar(\"user_fusionnuke\", 2)\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_PlaySound(\"weapons/nuclearmissilecharge\",0,10.0)\n\tHFCD F 3 Bright A_PlaySound(\"HFCardinal/Sight\", CHAN_AUTO, 1.0, False, ATTN_NONE)\n\tTNT1 A 0 A_PlaySound(\"HFCardinal/Charge\")\n\tTNT1 A 0 Radius_Quake(50,150,0,24,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_PlaySoundEx(\"Cardihilator/NukeFire\", 1, 0, 2)\n\tHFCD F 6 Bright A_CustomMissile(\"FireBlast\", 40)\n\tTNT1 A 0 A_Jump(100,\"HellFireKnife\",\"HellFireKnifeSummon\",\"HellFireBFG\",\"UltimateAttack\")\n\tTNT1 A 0 A_Jump(100,\"FireBeamCannon\")\n    Goto See\n  HellFireBFG:\n\tTNT1 A 0 A_PlaySoundEx(\"Weapons/StingrayCharge\", 1, 0, 2)\n\tTNT1 A 0 A_SetInvulnerable\n\tHFCD E 4 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 4 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 4 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 4 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 4 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 4 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 4 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 4 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 4 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 4 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 4 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 4 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tHFCD E 10 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD F 0 A_PlaySound (\"Weapons/StingrayFire\",0,1,false,ATTN_NONE)\n\tHFCD F 5 Bright A_CustomMissile(\"HFStingrayShot\",58,-26)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD F 20 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 20 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD F 0 A_PlaySound (\"Weapons/StingrayFire\",0,1,false,ATTN_NONE)\n\tHFCD F 5 Bright A_CustomMissile(\"HFStingrayShot\",58,-26)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD F 20 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 20 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD F 0 A_PlaySound (\"Weapons/StingrayFire\",0,1,false,ATTN_NONE)\n\tHFCD F 5 Bright A_CustomMissile(\"HFStingrayShot\",58,-26)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD F 20 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 20 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Jump(100,\"HellFireKnife\",\"HellFireKnifeSummon\",\"UltimateAttack\")\n\tTNT1 A 0 A_Jump(100,\"FireBeamCannon\")\n    Goto See\n  HellFireKnife:\n\tTNT1 A 0 Bright A_PlaySound(\"HFCyb/laugh\",0,1,false,ATTN_NONE)\n\t//HFCD E 10 Bright A_FaceTarget\n\t//HFCD E 4 Bright A_FaceTarget\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 0 A_PlaySound(\"Weapons/HFGaussFire\")\n\tHFCD F 3 Bright A_CustomMissile(\"HFCyberFlameRocket2\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 0 A_PlaySound(\"Weapons/HFGaussFire\")\n\tHFCD F 3 Bright A_CustomMissile(\"HFCyberFlameRocket2\",58,-26,0)\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 0 A_PlaySound(\"Weapons/HFGaussFire\")\n\tHFCD F 3 Bright A_CustomMissile(\"HFCyberFlameRocket2\",58,-26,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 0 A_PlaySound(\"Weapons/HFGaussFire\")\n\tHFCD F 3 Bright A_CustomMissile(\"HFCyberFlameRocket2\",58,-26,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 0 A_PlaySound(\"Weapons/HFGaussFire\")\n\tHFCD F 3 Bright A_CustomMissile(\"HFCyberFlameRocket2\",58,-26,0)\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 0 A_PlaySound(\"Weapons/HFGaussFire\")\n\tHFCD F 3 Bright A_CustomMissile(\"HFCyberFlameRocket2\",58,-26,0)\n\tTNT1 A 0 A_Jump(100,\"UltimateAttack\",\"HellFireKnifeSummon\")\n\tTNT1 A 0 A_Jump(100,\"FireBeamCannon\",\"HellFireBFG\")\n    Goto See\n  UltimateAttack:\n\tHFCD F 3 Bright A_PlaySound(\"HFCardinal/Laugh\", CHAN_AUTO, 1.0, False, ATTN_NONE)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Radius_Quake(50,150,0,24,0)\n\tTNT1 A 0 A_Changeflag(reflective,1)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"HFire\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"HFire\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"HFire\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD FF 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Changeflag(reflective,0)\n\tTNT1 A 0 A_SetInvulnerable\n    TNT1 AAAA 0 A_SpawnItemEx(\"FakeHFCardiSummoner\",0,0,0,0,0,0,0,32,64)\n\tHFCD E 0 A_PlaySound(\"Weapons/HFGaussFire\")\n\tHFCD F 2 Bright A_CustomMissile(\"HFCyber10K\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD F 2 Bright A_CustomMissile(\"HFCyber10K\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD F 2 Bright A_CustomMissile(\"HFCyberFlameRocket2\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD F 2 Bright A_CustomMissile(\"HFCyberFlameRocket2\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 1 Bright A_FaceTarget\n\tHFCD E 0 A_PlaySound(\"Weapons/HFGaussFire\")\n\tHFCD F 2 Bright A_CustomMissile(\"HFCyber10K\",58,-26,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD F 2 Bright A_CustomMissile(\"HFCyber10K\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD F 2 Bright A_CustomMissile(\"HFCyberFlameRocket2\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD F 2 Bright A_CustomMissile(\"HFCyberFlameRocket2\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 1 Bright A_FaceTarget\n\tHFCD E 0 A_PlaySound(\"Weapons/HFGaussFire\")\n\tHFCD F 2 Bright A_CustomMissile(\"HFCyber10K\",58,-26,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD F 2 Bright A_CustomMissile(\"HFCyber10K\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD F 2 Bright A_CustomMissile(\"HFCyberFlameRocket2\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD F 2 Bright A_CustomMissile(\"HFCyberFlameRocket2\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 1 Bright A_FaceTarget\n\tHFCD E 0 A_PlaySound(\"Weapons/HFGaussFire\")\n\tHFCD F 1 Bright A_CustomMissile(\"HFCyber10K\",58,-26,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD F 2 Bright A_CustomMissile(\"HFCyber10K\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD F 2 Bright A_CustomMissile(\"HFCyberFlameRocket2\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD F 2 Bright A_CustomMissile(\"HFCyberFlameRocket2\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 1 Bright A_FaceTarget\n\tHFCD E 0 A_PlaySound(\"Weapons/HFGaussFire\")\n\tHFCD F 1 Bright A_CustomMissile(\"HFCyber10K\",58,-26,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD F 2 Bright A_CustomMissile(\"HFCyber10K\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD F 2 Bright A_CustomMissile(\"HFCyberFlameRocket2\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD F 2 Bright A_CustomMissile(\"HFCyberFlameRocket2\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 1 Bright A_FaceTarget\n\tHFCD E 0 A_PlaySound(\"Weapons/HFGaussFire\")\n\tHFCD F 1 Bright A_CustomMissile(\"HFCyber10K\",58,-26,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD F 2 Bright A_CustomMissile(\"HFCyber10K\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD F 2 Bright A_CustomMissile(\"HFCyber10K\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD F 2 Bright A_CustomMissile(\"HFCyber10K\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n    TNT1 AAAA 0 A_SpawnItemEx(\"FakeHFCardiSummoner\",0,0,0,0,0,0,0,32,64)\n\tTNT1 A 0 A_PlaySound(\"weapons/PCNNF\")\n\tHFCD F 4 Bright A_CustomMissile(\"PyroShot\",40)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/PCNNF\")\n\tHFCD F 4 Bright A_CustomMissile(\"PyroShot\",40)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/PCNNF\")\n\tHFCD F 4 Bright A_CustomMissile(\"PyroShot\",40)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/PCNNF\")\n\tHFCD F 4 Bright A_CustomMissile(\"PyroShot\",40)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"HFCardinal/Charge\")\n    TNT1 AAAA 0 A_SpawnItemEx(\"FakeHFCardiSummoner\",0,0,0,0,0,0,0,32,64)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySoundEx(\"Cardihilator/NukeFire\", 1, 0, 2)\n\tHFCD F 6 Bright A_CustomMissile(\"FireBlast\", 40)\n    Goto See\n   HellFireKnifeSummon:\n    //TNT1 A 0 Bright A_PlaySound(\"HFCardinal/Laugh\")\n\t//HFCD E 10 Bright A_FaceTarget\n\t//HFCD E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t//TNT1 A 0 A_SpawnItemEx(\"FakeHFCardiSummoner\",0,0,50,30,0,0,0,0)\n\t//TNT1 A 0 A_SpawnItemEx(\"FakeHFCardiSummoner\",0,0,50,30,0,0,180,0)\n\t//TNT1 A 0 A_SpawnItemEx(\"FakeHFCardiSummoner\",0,0,50,30,0,0,225,0)\n\t//TNT1 A 0 A_SpawnItemEx(\"FakeHFCardiSummoner\",0,0,50,30,0,0,305,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"FakeHFCardiSummoner\",0,0,0,0,0,0,0,32,64)\n\tHFCD E 0 A_PlaySound(\"Weapons/HFGaussFire\")\n\tHFCD F 2 Bright A_CustomMissile(\"HFCyberFlameRocket2\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 1 Bright A_FaceTarget\n\tHFCD E 0 A_PlaySound(\"Weapons/HFGaussFire\")\n\tHFCD F 2 Bright A_CustomMissile(\"HFCyberFlameRocket2\",58,-26,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 1 Bright A_FaceTarget\n\tHFCD E 0 A_PlaySound(\"Weapons/HFGaussFire\")\n\tHFCD F 2 Bright A_CustomMissile(\"HFCyberFlameRocket2\",58,-26,0)\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_UnSetInvulnerable\n\tHFCD E 0 A_PlaySound(\"Weapons/HFGaussFire\")\n\tHFCD F 1 Bright A_CustomMissile(\"HFCyberFlameRocket2\",58,-26,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 1 Bright A_FaceTarget\n\tHFCD E 0 A_PlaySound(\"Weapons/HFGaussFire\")\n\tHFCD F 1 Bright A_CustomMissile(\"HFCyberFlameRocket2\",58,-26,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 1 Bright A_FaceTarget\n\tHFCD E 0 A_PlaySound(\"Weapons/HFGaussFire\")\n\tHFCD F 1 Bright A_CustomMissile(\"HFCyberFlameRocket2\",58,-26,0)\n    Goto See\n  FireBeamCannon:\n    TNT1 A 0 A_PlaySound(\"truelegbfg/charge\",0,1,false,ATTN_NONE)\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCD E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tHFCD E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySoundEx(\"hfcardinal/begin\", 1, 0, 2)\n\tHFCD E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_plasma\", 0)\n\tTNT1 A 0 A_Changeflag(reflective,1)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t//HFCD F 1 A_CustomMissile(\"FireBeamLesser\",58,-26,0)\n\t//HFCD FFFFFFFFFFFFFFFFFFFFFF 1 Bright\n  FirePlasmaLoop:\n\tTNT1 A 0 A_JumpIf(user_plasma >= 25, \"PlasmaEnd\")\n    TNT1 A 0 A_SetUserVar(\"user_plasma\", user_plasma+1)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tHFCD E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySoundEx(\"hfcardinal/fireloop\", 1, 0, 2)\n\tHFCD F 1 Bright A_CustomMissile(\"BoomBarrageMissile\",58,-26,Random(-4, 4))\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tLoop\n  PlasmaEnd:\n\t//HFCD E 15 Bright\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 2 Bright\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tHFCD E 2 Bright\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD E 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Changeflag(reflective,0)\n\tTNT1 A 0 A_Jump(108,\"FuelRockets\",\"FusionNuke\",\"FireBalls\",\"HF10K\",\"PyroShot\",\"HellFireKnife\",\"HellFireKnifeSummon\",\"HellFireBFG\",\"UltimateAttack\")\n\tTNT1 A 0 A_Jump(100,\"FireBeamCannon\",\"HellFireBFG\")\n    Goto See\n  EnemySpawner:\n    TNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"HFEnemyToken\",2,\"HFTeleport2\")\n    HFCD E 1 Bright A_ChangeFlag(\"Invulnerable\",1)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tHFCD EEEEEEEEEEEEEEEEE 2 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_ChangeFlag(\"Reflective\",1)\n\tHFCD E 0 A_PlaySoundEx(\"brain/spit\",7,0,2)\n\tHFCD E 0 A_CustomMissile(\"PentaLine1\",0,0,-72,2)\n    HFCD E 0 A_CustomMissile(\"PentaLine1\",0,0,-144,2)\n    HFCD E 0 A_CustomMissile(\"PentaLine1\",0,0,-216,2)\n    HFCD E 0 A_CustomMissile(\"PentaLine1\",0,0,-288,2)\n    HFCD E 0 A_CustomMissile(\"PentaLine1\",0,0,0,2)\n\tTNT1 A 0 A_SpawnItemEx(\"HFCubeSpawner\",0,100,20,30,0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HFCubeSpawner2\",0,100,20,30,0,0,180,0)\n\tHFCD E 25 Bright\n\tHFCD EEE 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\tHFCD EEEEEEEEEE 0 Bright A_SpawnItemEx(\"HFire\",Random(650,-650),Random(650,-650),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tHFCD EEEEEE 0 Bright A_SpawnItemEx(\"HFire\",Random(650,-650),Random(650,-650),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tHFCD EEEEEEE 0 Bright A_SpawnItemEx(\"HFire\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tHFCD EEEEE 0 Bright A_SpawnItemEx(\"HFire\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tHFCD A 0 A_SpawnItemEx(\"Pyrodemon2\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tHFCD A 0 A_SpawnItemEx(\"Bruiserdemon2\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tHFCD A 0 A_SpawnItemEx(\"RMAfrit2\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tHFCD A 0 A_SpawnItemEx(\"RMAfrit2\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tHFCD A 0 A_SpawnItemEx(\"HellfireBaron2\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tHFCD A 0 A_SpawnItemEx(\"HellfireBaron2\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tHFCD A 0 A_SpawnItemEx(\"HellfireBaron2\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tHFCD A 0 A_SpawnItemEx(\"HellfireBaron2\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tHFCD A 0 A_SpawnItemEx(\"HellfireBaron2\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tHFCD A 0 A_SpawnItemEx(\"HellfireBaron2\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tHFCD A 4 A_SpawnItemEx(\"HellFireRevenant2\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_AlertMonsters(0,AMF_EMITFROMTARGET)\n\tTNT1 A 0 A_ChangeFlag(\"Invulnerable\",0)\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tTNT1 A 0 A_GiveInventory(\"HFEnemyToken\",1)\n\tTNT1 A 0 A_ChangeFlag(\"Reflective\",0)\n\tGoto See\n  Pain:\n    HFCD A 10 A_Pain\n\tTNT1 A 0 A_Jump(16,\"EnemySpawner\")\n    goto HFTeleport\n  Pain.PlayerDBFG10K2:\n  Pain.DBFG10K2:\n  Pain.DBFG:\n  Pain.PlayerDBFG:\n  Pain.DBFG2:\n  Pain.PlayerDBFG210K:\n  Pain.DBFG210K:\n  Pain.DBFG2Splash:\n  Pain.PlayerDBFG2:\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tTNT1 A 0 A_Jump(32,\"EnemySpawner\")\n\tGoto HFTeleport2\n   Death:\n    HFCD H 10 A_NoBlocking\n\tTNT1 AA 0 A_SpawnItemEx(\"OrangeGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigOrangeBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    HFCD IIIII 2 Bright A_CustomMissile(\"PainfulKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"OrangeGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigOrangeBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"OrangeGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigOrangeBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    HFCD IIIII 2 Bright A_CustomMissile(\"PainfulKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"OrangeGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigOrangeBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    HFCD JJJJJ 2 Bright A_CustomMissile(\"PainfulKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"OrangeGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigOrangeBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"OrangeGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigOrangeBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    HFCD JJJJJ 2 Bright A_CustomMissile(\"PainfulKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"OrangeGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigOrangeBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    HFCD KKKKK 2 Bright A_CustomMissile(\"PainfulKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"OrangeGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigOrangeBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    HFCD LLLLL 1 Bright A_CustomMissile(\"PainfulKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"OrangeGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigOrangeBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    HFCD MMMMM 1 Bright A_CustomMissile(\"PainfulKaboom\", random(20,80), random(20,-20), random(0,360), 2, random(0,360))\n\tTNT1 AAAA 0 A_SpawnItemEx(\"OrangeGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAAAAA 0 A_CustomMissile(\"BigOrangeBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"HFLavaMist\",0,0,random(0,360),(Random (-8, 8)),(Random (-8, 8)),(Random (0, 8)),(Random (0, 360)))\n\tTNT1 A 0 A_SpawnItemEx(\"DemonicChalice\",0,0,64,random(1,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"Fuelcore\",0,0,64,random(1,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"Fuelcore\",0,0,64,random(1,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"Fuelcore\",0,0,64,random(1,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"Fuelcore\",0,0,64,random(1,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"ScrollOfHellfire\",0,0,64,random(1,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"Demon Tech Shotgun\",0,0,64,random(0,8),0,2,random(1,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"PyroCannon\",0,0,64,random(1,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"Stingray\",0,0,64,random(1,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HellfireUltrasphere\",0,0,64,random(1,8),0,2,random(0,360),0,64)\n\tTNT1 A 0 A_SpawnItemEx(\"NuclearMissileBox\",0,0,64,random(1,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"ArmageddonCannon\",0,0,64,random(0,8),0,2,random(1,360),0,64)\n\tTNT1 A 0 A_SpawnItemEx(\"UnbelieveabilitySphere\",0,0,64,random(1,8),0,2,random(0,360),0,64)\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryRune\",0,0,64,random(1,8),0,2,random(0,360),0,64)\n\tTNT1 AAAAAAAA 0 A_CustomMissile(\"SmokeFX3\", Random(20,80), 0, random(0,360), 2, random(0,360))\n    HFCD N 10\n\tTNT1 A 0 A_TakeInventory(\"HFEnemyToken\",2)\n\tTNT1 A 0 Bright A_Mushroom(\"HFCyberMushroomFireballs2\",12)\n\tTNT1 A 0 A_SpawnItemEx(\"HFCyberPyroBoom2\")\n    HFCD O 8\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"ResetSectorColor\",0)\n\tTNT1 A 0 ACS_ExecuteAlways(668)\n    TNT1 A -1 Bright A_KillMaster\n    Stop\n\t}\n}\n\nACTOR HellFireCardinalGhostA\n{\nScale 1.1\nRENDERSTYLE Translucent\nAlpha 0.75\n+NOGRAVITY\n+CLIENTSIDEONLY\n+DONTSPLASH\n\n+NOINTERACTION\n+NOCLIP\nStates\n{\nSpawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n    HFCD A 0 A_SpawnItem(\"HFWalkFire\")\n    HFCD A 2 A_FadeOut(0.18)\n    Loop\n    Toaster:\n    TNT1 A 0\n\tStop\n    }\n}\n\nACTOR HellFireCardinalGhostB : HellFireCardinalGhostA\n{\nStates\n{\nSpawn:\n    HFCD B 0 A_SpawnItem(\"HFWalkFire\")\n    HFCD B 2 A_FadeOut(0.18)\n    Loop\n    }\n}\n\nACTOR HellFireCardinalGhostC : HellFireCardinalGhostA\n{\nStates\n{\nSpawn:\n    HFCD C 0 A_SpawnItem(\"HFWalkFire\")\n    HFCD C 2 A_FadeOut(0.18)\n    Loop\n    }\n}\n\nACTOR HellFireCardinalGhostD : HellFireCardinalGhostA\n{\nStates\n{\nSpawn:\n    HFCD D 0 A_SpawnItem(\"HFWalkFire\")\n    HFCD D 2 A_FadeOut(0.18)\n    Loop\n    }\n}\n\nActor HFCyberFlameRocket2 : CardinalRocket //What the actual fuck\n{\n   Speed 29\n   FastSpeed 55\n   Scale 0.9\n   Damage 23\n   SeeSound \"HFCyb/rocket\"\n   DeathSound \"weapons/rocklx\"\n   DamageType \"Cyber10K\"\n   Obituary \"The HellFire Cardinal turned %o into a BBQ.\"\n   -ThruSpecies\n   +DONTREFLECT\n   +PIERCEARMOR\n   +SEEKERMISSILE\n   +FORCERADIUSDMG\n   +DONTHARMSPECIES\n   States\n   {\n   Spawn:\n    TNT1 A 0 A_CustomMissile(\"MissileTrail\",Random(4,6),Random(-2,2))\n\tFFRC A 2 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(4,6),Random(-2,2))\n\tTNT1 A 0 A_CustomMissile(\"MissileTrail\",Random(4,6),Random(-2,2))\n\tFFRC A 2 A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(4,6),Random(-2,2))\n    loop\n   Death:\n\t  TNT1 A 0\n\t  TNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t  TNT1 AAA 0 A_CustomMissile(\"Kaboom3\", 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\t  FFRC B 6 Bright A_Explode\n\t  TNT1 AAAAAAA 0 A_SpawnItemEx(\"HellFlame\",0,0,0,random(0,30),0,random(0,10),random(0,360))\n\t  CBEX B 0 Bright A_CustomMissile(\"HFCyberFlameRocket3\",0,0,0,6)\n      CBEX B 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,45,6)\n      CBEX B 0 Bright A_CustomMissile(\"HFCyberFlameRocket3\",0,0,90,6)\n      CBEX B 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,135,6)\n      CBEX B 0 Bright A_CustomMissile(\"HFCyberFlameRocket3\",0,0,180,6)\n      CBEX B 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,225,6)\n      CBEX B 0 Bright A_CustomMissile(\"HFCyberFlameRocket3\",0,0,270,6)\n      CBEX B 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,315,6)\n\t  CROC CD 5 Bright A_SetTranslucent(0.75,1)\n      stop\n   }\n}\n\nActor HFCyberFlameRocket3 : CardinalRocket\n{\n   Speed 29\n   FastSpeed 55\n   Scale 0.9\n   Damage 23\n   SeeSound \"HFCyb/rocket\"\n   DeathSound \"weapons/rocklx\"\n   DamageType \"Cyber10K\"\n   Obituary \"The HellFire Cardinal turned %o into a BBQ.\"\n   -ThruSpecies\n   +DONTREFLECT\n   +PIERCEARMOR\n   +SEEKERMISSILE\n   +FORCERADIUSDMG\n   +DONTHARMSPECIES\n   States\n   {\n   Spawn:\n    TNT1 A 0 A_CustomMissile(\"MissileTrail\",Random(4,6),Random(-2,2))\n\tFFRC A 2 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(4,6),Random(-2,2))\n\tTNT1 A 0 A_CustomMissile(\"MissileTrail\",Random(4,6),Random(-2,2))\n\tFFRC A 2 A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(4,6),Random(-2,2))\n    loop\n   Death:\n\t  TNT1 A 0\n\t  TNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t  TNT1 AAA 0 A_CustomMissile(\"Kaboom3\", 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\t  FFRC B 6 Bright A_Explode\n\t  TNT1 AA 0 A_SpawnItemEx(\"HellFlame\",0,0,0,random(0,30),0,random(0,10),random(0,360))\n\t  CBEX B 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,0,6)\n      CBEX B 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,45,6)\n      CBEX B 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,90,6)\n      CBEX B 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,135,6)\n      CBEX B 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,180,6)\n      CBEX B 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,225,6)\n      CBEX B 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,270,6)\n      CBEX B 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,315,6)\n\t  CROC CD 5 Bright A_SetTranslucent(0.75,1)\n      stop\n   }\n}\n\nActor HFCyberFlameRocket4 : CardinalRocket\n{\n   Speed 29\n   FastSpeed 55\n   Scale 0.9\n   Damage 23\n   SeeSound \"HFCyb/rocket\"\n   DeathSound \"weapons/rocklx\"\n   DamageType \"Cyber10K\"\n   Obituary \"The HellFire Cardinal turned %o into a BBQ.\"\n   -ThruSpecies\n   +DONTREFLECT\n   +PIERCEARMOR\n   +SEEKERMISSILE\n   +FORCERADIUSDMG\n   +DONTHARMSPECIES\n   States\n   {\n   Spawn:\n    TNT1 A 0 A_CustomMissile(\"MissileTrail\",Random(4,6),Random(-2,2))\n\tFFRC A 2 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(4,6),Random(-2,2))\n\tTNT1 A 0 A_CustomMissile(\"MissileTrail\",Random(4,6),Random(-2,2))\n\tFFRC A 2 A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(4,6),Random(-2,2))\n    Goto Death\n   Death:\n\t  TNT1 A 0\n\t  TNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t  TNT1 AAA 0 A_CustomMissile(\"Kaboom3\", 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\t  FFRC B 6 Bright A_Explode\n\t  TNT1 AA 0 A_SpawnItemEx(\"HellFlame\",0,0,0,random(0,30),0,random(0,10),random(0,360))\n\t  CBEX B 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,0,6)\n      CBEX B 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,45,6)\n      CBEX B 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,90,6)\n      CBEX B 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,135,6)\n      CBEX B 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,180,6)\n      CBEX B 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,225,6)\n      CBEX B 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,270,6)\n      CBEX B 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,315,6)\n\t  CROC CD 5 Bright A_SetTranslucent(0.75,1)\n      stop\n   }\n}\n\nACTOR FakeHFCardiSummoner\n{\nRadius 24\nHeight 8\nSpeed 17\nMonster\n-SHOOTABLE\n-COUNTKILL\n-SOLID\nvar int user_limit;\nStates\n{\n   Spawn:\n    TNT1 A 0\n\tTNT1 A 0 A_SetAngle(random(0,359))\n\tTNT1 A 1 A_Recoil(-40)\n\tTNT1 A 0 A_JumpIf(user_limit > 3,\"Death\")\n\tTNT1 A 0 A_SetUserVar(\"user_limit\",user_limit+1)\n\tTNT1 A 1 A_Recoil(-4)\n\tTNT1 A 2 A_Jump(48,\"Death\")\n    Goto Spawn+3\n   Death:\n    HFCD C 1 A_PlayWeaponSound(\"boss/teleport\")\n    TNT1 A 5 A_SpawnItemEx(\"FakeHFCardiSpawner\")\n\tTNT1 A 1 A_Fall\n\tStop\n\t}\n}\n\nACTOR FakeHFCardiSpawner : RandomSpawner\n{\nDropItem \"FakeHFCardi\", 256, 1\nDropItem \"FakeHFCardi\", 256, 1\nDropItem \"FakeHFCardi\", 256, 1\nDropItem \"FakeHFCardi\", 256, 1\n}\n\nACTOR FakeHFCardi : HellFireCardinal\n{\n  Health 500\n  Monster\n  Scale 1.1\n  Speed 40\n  Species \"Cybers\"\n  MinMissileChance 160\n  DamageFactor \"Hell\", 0.0\n  DamageFactor \"Melee\", 25.0\n  DamageFactor \"PDTBFG\", 0.03\n  DamageFactor \"PDTBFGTracer\", 0.0\n  DamageFactor \"Cyber10K\", 0.0\n  DamageFactor \"Legendary\", 0.0\n  DamageFactor \"PlayerBHole\", 0.0\n  DamageFactor \"LegendaryPlayer\", 0.0\n  DamageFactor \"LegendaryGuru\", 0.0\n  DamageFactor \"LegendaryGuruPlayer\", 0.0\n  DamageFactor \"CustomSpray\", 0.0\n  DamageFactor \"BFG9500Ball\", 0.0\n  DamageFactor \"Terminator\", 0.0\n  DamageFactor \"Player\", 0.015\n  DamageFactor \"PlayerDevBall\", 0.020\n  DamageFactor \"PlayerDevBall2\", 0.020\n  DamageFactor \"PlayerDTBFGRailgunSlug\", 0.0\n  DamageFactor \"PlayerDevTracer\", 0.0\n  DamageFactor \"UltimateLegendary\", 0.0\n  DamageFactor \"PlayerDTRG\", 0.05\n  DamageFactor \"Extreme\", 0.0\n  DamageFactor \"PyroShot\", 0.0\n  DamageFactor \"Railgun \", 0.5\n  DamageFactor \"Demon Tech Railgun\", 0.0\n  DamageFactor \"DTRailgun\", 0.0\n  DamageFactor \"PlayerRailPuff\", 0.0\n  DamageFactor \"PlayerRailPuffGreen\", 0.0\n  DamageFactor \"PlayerPyro\", 0.0\n  DamageFactor \"Term\", 0.0\n  DamageFactor \"PDTPuff\", 0.0\n  DamageFactor \"BFGSplash\", 0.0\n  DamageFactor \"BFGSpray\", 0.0\n  DamageFactor \"Railg\", 0.5\n  DamageFactor \"Ice\", 0.0\n  DamageFactor \"FreezerBurn\", 0.0\n  DamageFactor \"DBFG10K\", 0\n  DamageFactor \"PlayerDBFG10K\", 0\n  DamageFactor \"PlayerDBFG2\", 0\n  DamageFactor \"DBFG210K\", 0\n  DamageFactor \"PlayerDBFG210K\", 0\n  DamageFactor \"PlayerDBFG\", 0\n  DamageFactor \"DBFG2Splash\", 0\n  DamageFactor \"DBFG2\", 0\n  DamageFactor \"DBFG\", 0\n  DamageFactor \"PlayerDBFG\", 0\n  DamageFactor \"DBFG10K2\",0\n  DamageFactor \"SuperWeapon\", 0.0\n  DamageFactor \"DemolisherEx\", 0.0\n  DamageFactor \"DarkDemoEx\", 0.0\n  DamageFactor \"CerChainguns\", 0.0\n  DamageFactor \"CerEnergyBall\", 0.0\n  DamageFactor \"LegMind\", 0.0\n  DamageFactor \"BeheComet\", 0.0\n  DamageFactor \"NobleComet\", 0.0\n  DamageFactor \"CacoComet\", 0.0\n  DamageFactor \"CadaverRocket\", 0.0\n  DamageFactor \"HellComet\", 0.0\n  DamageFactor \"Legendary1\", 0.0\n  DamageFactor \"HFCyber\", 0.0\n  DamageFactor \"DBFG10K\", 0.5\n  DamageFactor \"PlayerDBFG10K\", 0.5\n  DamageFactor \"PlayerDBFG2\", 0.5\n  DamageFactor \"DBFG210K\", 0.5\n  DamageFactor \"PlayerDBFG210K\", 0.5\n  DamageFactor \"PlayerDBFG\", 0.5\n  DamageFactor \"DBFG2Splash\", 0.5\n  DamageFactor \"DBFG2\", 0.5\n  DamageFactor \"DBFG\", 0.5\n  SeeSound \"Null\"\n  PainSound \"Null\"\n  DeathSound \"Null\"\n  ActiveSound \"Null\"\n  var int user_hfcard;\n  +NOPAIN\n  -BOSS\n  -CountKill\n  +LOOKALLAROUND\n  +MissileEvenMore\n  +MissileMore\n  +DONTHARMSPECIES\n  +DONTHURTSPECIES\n  -BOSSDeath\nStates\n{\n   Spawn:\n      TNT1 A 0\n   Idle:\n      TNT1 A 0 A_JumpIf(user_hfcard >= 8, \"Death\")\n      TNT1 A 0 A_SetUserVar(\"user_hfcard\", user_hfcard+1)\n      TNT1 A 0 Bright A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n      TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n      HFCD A 1 Bright A_Wander\n\t  TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n      HFCD A 1 Bright A_Look\n\t  TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n      HFCD A 1 Bright A_Wander\n\t  TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n      HFCD A 1 Bright A_Look\n\t  TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n      HFCD A 1 Bright A_Wander\n\t  TNT1 A 0 Bright A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n      TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n      HFCD B 1 Bright A_Look\n\t  TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n      HFCD B 1 Bright A_Wander\n\t  TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n      HFCD B 1 Bright A_Look\n\t  TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n      HFCD B 1 Bright A_Wander\n\t  TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n      HFCD B 1 Bright A_Look\n\t  loop\n   see:\n      TNT1 A 0\n\t  TNT1 A 0 A_Hoof //Excuse me what the fuck\n\t  TNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\t  HFCD A 2 Bright A_Chase\n\t  TNT1 A 0 ThrustThing(angle*256/360, 15, 0, 0)\n\t  TNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_SpawnItemEx(\"HellFireCardinalGhostA\",0,0,0,0,0,0,0,128)\n\t  HFCD A 2 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_SpawnItemEx(\"HellFireCardinalGhostA\",0,0,0,0,0,0,0,128)\n\t  HFCD A 2 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_SpawnItemEx(\"HellFireCardinalGhostB\",0,0,0,0,0,0,0,128)\n\t  HFCD B 2 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_SpawnItemEx(\"HellFireCardinalGhostB\",0,0,0,0,0,0,0,128)\n\t  HFCD A 2 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_SpawnItemEx(\"HellFireCardinalGhostC\",0,0,0,0,0,0,0,128)\n\t  HFCD B 2 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_Metal\n\t  TNT1 A 0 A_SpawnItemEx(\"HellFireCardinalGhostC\",0,0,0,0,0,0,0,128)\n\t  HFCD A 2 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_SpawnItemEx(\"HellFireCardinalGhostD\",0,0,0,0,0,0,0,128)\n\t  HFCD B 2 Bright A_Chase\n\t  TNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\t  TNT1 A 0 A_SpawnItemEx(\"HellFireCardinalGhostD\",0,0,0,0,0,0,0,128)\n      goto HFTeleport\n     HFTeleport:\n      TNT1 A 0 A_UnSetShootable\n\t  TNT1 A 0 Bright A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n      TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"HFireSpawner\",random(-64,64),random(-64,64),random(0,64),0,0,0,0,32)\n      HFCD EEEEEEEEEEE 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(\"HFireSpawner\",random(-64,64),random(-64,64),random(0,64),0,0,0,0,32)\n\t  HFCD EEEEEEEEEEE 1 A_FadeIn(0.1)\n      TNT1 A 0 A_FaceTarget\n      TNT1 A 0 A_SetShootable\n\t  TNT1 A 0 A_SetTranslucent(1)\n\t  Goto Missilefire\n   Missile:\n      TNT1 A 0\n\t  TNT1 A 0 A_Jump(256,\"HFTeleport\")\n   Missilefire:\n\t  HFCD E 4 Bright A_FaceTarget\n\t  TNT1 A 0 ThrustThing(angle*256/360, 15, 0, 0)\n\t  TNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t  HFCD E 2 Bright A_FaceTarget\n\t  TNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t  HFCD E 0 A_PlaySound(\"weapons/bfg15kfire\")\n\t  HFCD F 2 Bright A_CustomMissile(\"HFCyber10K2\",58,-26,Random(-4, 4))\n\t  TNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t  HFCD E 3 Bright A_FaceTarget\n\t  HFCD E 0 A_PlaySound(\"weapons/bfg15kfire\")\n\t  HFCD F 2 Bright A_CustomMissile(\"HFCyber10K2\",58,-26,0)\n\t  TNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t  HFCD E 3 Bright A_FaceTarget\n\t  HFCD E 0 A_PlaySound(\"weapons/bfg15kfire\")\n\t  HFCD F 2 Bright A_CustomMissile(\"HFCyber10K2\",58,-26,0)\n\t  TNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t  HFCD E 3 Bright A_FaceTarget\n\t  HFCD E 0 A_PlaySound(\"weapons/bfg15kfire\")\n\t  HFCD F 1 Bright A_CustomMissile(\"HFCyber10K2\",58,-26,0)\n\t  TNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t  HFCD E 3 Bright A_FaceTarget\n\t  HFCD E 0 A_PlaySound(\"weapons/bfg15kfire\")\n\t  HFCD F 1 Bright A_CustomMissile(\"HFCyber10K2\",58,-26,0)\n\t  TNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t  HFCD E 3 Bright A_FaceTarget\n\t  HFCD E 0 A_PlaySound(\"weapons/bfg15kfire\")\n\t  HFCD F 1 Bright A_CustomMissile(\"HFCyber10K2\",58,-26,0)\n\t  TNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t  HFCD E 3 Bright A_FaceTarget\n\t  HFCD E 0 A_PlaySound(\"weapons/bfg15kfire\")\n\t  HFCD F 1 Bright A_CustomMissile(\"HFCyber10K2\",58,-26,0)\n\t  TNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t  HFCD E 3 Bright A_FaceTarget\n\t  HFCD E 0 A_PlaySound(\"weapons/bfg15kfire\")\n\t  HFCD F 1 Bright A_CustomMissile(\"HFCyber10K2\",58,-26,0)\n\t  TNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t  HFCD E 3 Bright A_FaceTarget\n\t  HFCD E 0 A_PlaySound(\"weapons/bfg15kfire\")\n\t  HFCD F 1 Bright A_CustomMissile(\"HFCyber10K2\",58,-26,0)\n\t  TNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t  HFCD E 3 Bright A_FaceTarget\n\t  HFCD E 0 A_PlaySound(\"weapons/bfg15kfire\")\n\t  HFCD F 1 Bright A_CustomMissile(\"HFCyber10K2\",58,-26,0)\n\t  TNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t  HFCD E 3 Bright A_FaceTarget\n\t  HFCD E 0 A_PlaySound(\"weapons/bfg15kfire\")\n\t  HFCD F 1 Bright A_CustomMissile(\"HFCyber10K2\",58,-26,0)\n\t  TNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t  HFCD E 3 Bright A_FaceTarget\n\t  HFCD E 0 A_PlaySound(\"weapons/bfg15kfire\")\n\t  HFCD F 1 Bright A_CustomMissile(\"HFCyber10K2\",58,-26,0)\n\t  TNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t  HFCD E 3 Bright A_FaceTarget\n\t  HFCD E 0 A_PlaySound(\"weapons/bfg15kfire\")\n\t  HFCD F 1 Bright A_CustomMissile(\"HFCyber10K2\",58,-26,0)\n\t  TNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t  HFCD E 3 Bright A_FaceTarget\n\t  HFCD E 0 A_PlaySound(\"weapons/bfg15kfire\")\n\t  HFCD F 1 Bright A_CustomMissile(\"HFCyber10K2\",58,-26,0)\n\t  TNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t  HFCD E 3 Bright A_FaceTarget\n\t  HFCD E 0 A_PlaySound(\"weapons/bfg15kfire\")\n\t  HFCD F 1 Bright A_CustomMissile(\"HFCyber10K2\",58,-26,0)\n\t  TNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t  HFCD E 3 Bright A_FaceTarget\n\t  HFCD E 0 A_PlaySound(\"weapons/bfg15kfire\")\n\t  HFCD F 1 Bright A_CustomMissile(\"HFCyber10K2\",58,-26,0)\n\t  TNT1 A 0 A_SpawnItem(\"CardinalFireSpawner\",0,0,0,0)\n\t  goto death\n   Death:\n      HFCD C 1 A_Stop\n      HFCD C 1 A_PlayWeaponSound(\"boss/teleport\")\n\t  HFCD CCCCCCCCCCCCC 0 A_SpawnItemEx(\"HFCyberFlameSpawner\")\n\t  HFCD AAAAAAAAAAA 1 Bright A_FadeOut(0.1,0)\n\tStop\n\t}\n}\n\nACTOR FireBlast : FastProjectile\n{\n  Radius 3\n  Height 4\n  Speed 27\n  Damage 128\n  Scale 2.5\n  +RIPPER\n  +DONTBLAST\n  +MTHRUSPECIES\n  +BloodSplatter\n  +DONTREFLECT\n  -NODAMAGETHRUST\n  +BRIGHT\n  Renderstyle Add\n  SeeSound \"\"\n  DeathSound \"\"\n  Decal \"LDemonAmmo\"\n  States\n  {\n  Spawn:\n    HFEB A 0 A_SpawnItem(\"FireBlastGhost\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HFExBigTrail\",0,0,0,0,0,0,0)\n\tHFEB C 1 Bright\n\tHFEB B 0 A_SpawnItem(\"FireBlastGhost\",0,0,0,0)\n\tHFEB C 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tHFEB C 1 Bright\n\tHFEB B 0 A_SpawnItem(\"FireBlastGhost\",0,0,0,0)\n\tHFEB C 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HFExBigTrail\",0,0,0,0,0,0,0)\n\tHFEB C 1 Bright\n\tHFEB B 0 A_SpawnItem(\"FireBlastGhost\",0,0,0,0)\n\tHFEB C 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tHFEB A 1 Bright\n\tHFEB B 0 A_SpawnItem(\"FireBlastGhost\",0,0,0,0)\n\tHFEB C 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HFExBigTrail\",0,0,0,0,0,0,0)\n\tHFEB A 1 Bright\n\tHFEB B 0 A_SpawnItem(\"FireBlastGhost\",0,0,0,0)\n\tHFEB C 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tHFEB A 1 Bright\n\tHFEB B 0 A_SpawnItem(\"FireBlastGhost\",0,0,0,0)\n\tHFEB C 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HFExBigTrail\",0,0,0,0,0,0,0)\n\tHFEB B 1 Bright\n\tHFEB B 0 A_SpawnItem(\"FireBlastGhost\",0,0,0,0)\n\tHFEB C 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tHFEB B 1 Bright\n\tHFEB B 0 A_SpawnItem(\"FireBlastGhost\",0,0,0,0)\n\tHFEB C 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HFExBigTrail\",0,0,0,0,0,0,0)\n\tHFEB B 1 Bright\n\tHFEB B 0 A_SpawnItem(\"FireBlastGhost\",0,0,0,0)\n\tHFEB C 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HFExBigTrail\",0,0,0,0,0,0,0)\n\tHFEB C 1 Bright\n\tHFEB B 0 A_SpawnItem(\"FireBlastGhost\",0,0,0,0)\n\tHFEB C 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tHFEB C 1 Bright\n\tHFEB B 0 A_SpawnItem(\"FireBlastGhost\",0,0,0,0)\n\tHFEB C 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HFExBigTrail\",0,0,0,0,0,0,0)\n\tHFEB C 1 Bright\n\tHFEB B 0 A_SpawnItem(\"FireBlastGhost\",0,0,0,0)\n\tHFEB C 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tHFEB A 1 Bright\n\tHFEB B 0 A_SpawnItem(\"FireBlastGhost\",0,0,0,0)\n\tHFEB C 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HFExBigTrail\",0,0,0,0,0,0,0)\n\tHFEB A 1 Bright\n\tHFEB B 0 A_SpawnItem(\"FireBlastGhost\",0,0,0,0)\n\tHFEB C 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tHFEB A 1 Bright\n\tHFEB B 0 A_SpawnItem(\"FireBlastGhost\",0,0,0,0)\n\tHFEB C 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HFExBigTrail\",0,0,0,0,0,0,0)\n\tHFEB B 1 Bright\n\tHFEB B 0 A_SpawnItem(\"FireBlastGhost\",0,0,0,0)\n\tHFEB C 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tHFEB B 1 Bright\n\tHFEB B 0 A_SpawnItem(\"FireBlastGhost\",0,0,0,0)\n\tHFEB C 0 A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HFExBigTrail\",0,0,0,0,0,0,0)\n\tHFEB B 1 Bright\n    Loop\n  Death:\n\tTNT1 A 0 A_Spawnitem(\"DisasterExplosion\",0,0,0,0)\n    Stop\n  }\n}\n\nACTOR FireBlastGhost\n{\nScale 1.1\nRENDERSTYLE Translucent\nAlpha 0.75\n+RIPPER\n+DONTBLAST\n+MTHRUSPECIES\n+BloodSplatter\n+DONTREFLECT\n+NODAMAGETHRUST\nStates\n{\nSpawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n    HFEB A 2 A_FadeOut(0.18)\n    Loop\n    Toaster:\n    TNT1 A 0\n\tStop\n    }\n}\n\nACTOR DisasterExplosion //Invulnerability? Smilvulnerasnility!\n{\n   DamageType \"Cyber10K\"\n   PROJECTILE\n   +STRIFEDAMAGE\n   +NOTARGET\n   +FULLVOLDEATH\n   +THRUGHOST\n   +FORCERADIUSDMG\n   +THRUSPECIES\n   -ROCKETTRAIL\n   //ExplosionDamage 0\n   //ExplosionRadius 0\n   Obituary \"The HellFire Cardinal turned %o into a BBQ.\"\n   States\n   {\n  Spawn:\n   TNT1 AAA 0 A_Countdown\n  Death:\n      TNT1 A 0\n\t  TNT1 A 0 A_StopSound(5)\n\t  //TNT1 A 0 A_PlaySound(\"FireBlast/Exp\")\n\t  TNT1 A 0 A_PlaySoundEx(\"GoodGame/Mate\", \"Voice\", 0, 2)\n\t  //TNT1 A 0 A_PlaySoundEx(\"legendary/strike\", \"Voice\", 0, 2)\n\t  TNT1 A 0 A_Explode(10000000,666,0,1)\n\t  //TNT1 A 0 Radius_Quake(50,150,0,24,0)\n      TNT1 AA 0 A_SpawnItemEx(\"HFCyberFlameRocket4\",0,0,0,random(0,30),0,random(0,10),random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"HFCyberFlameRocket4\",0,0,0,random(0,30),0,random(0,10),random(0,360))\n\t  TNT1 AA 0 A_SpawnItemEx(\"HFCyberFlameRocket4\",0,0,0,random(0,30),0,random(0,10),random(0,360))\n\t  TNT1 A 0 A_SpawnItemEx(\"BlastInverse\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t  TNT1 A 1 A_SpawnItemEx(\"BoomHit\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n      TNT1 A 0 A_SpawnItemEx(\"MegaNukeFlare\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERPOINTERS)\n      TNT1 AAAAA 0 A_SpawnItemEx(\"MegaNukeSmokeFloor2\", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE)\n      TNT1 A 0 A_SpawnItemEx(\"MegaNukeFloor\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERPOINTERS)\n      TNT1 A 0 A_SpawnItemEx(\"MegaNukeMushroom\", 0, 0, 0, 0, 0, 10, 0, SXF_TRANSFERPOINTERS, 0)\n      TNT1 A 0 A_SpawnItemEx(\"MegaNukeFlareMushroom\", 0, 0, 0, 0, 0, 10, 0, SXF_CLIENTSIDE, 0)\n      TNT1 AA 0 A_SpawnItemEx(\"MegaNukeSmokeMushroom\", 0, 0, 0, 0, 0, 10, 0, SXF_CLIENTSIDE, 0)\n      TNT1 A 0 A_SpawnItemEx(\"MegaNukePillar\", 0, 0, 0, 0, 0, 0, 12, SXF_TRANSFERPOINTERS, 0)\n      TNT1 AA 0 A_SpawnItemEx(\"MegaNukeSmokePillar\", 0, 0, 0, 0, 0, 12, 0, SXF_CLIENTSIDE, 0)\n      Stop\n   }\n}\n\nActor MegaNukeSmokeFloor2 : DOOKNOOKM\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 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"MegaNukeSmokeSpawner\", 0, 0, Random(64,256), 0.016 * Random(1900, 2000), 0, -0.4, Random(0, 359), SXF_CLIENTSIDE, 0)\n   //TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"MegaNukeSmokeSpawner\", 0, 0, Random(64,256), 0.015 * Random(1900, 2000), 0, -0.4, Random(0, 359), SXF_CLIENTSIDE, 0)\n   TNT1 A 5\n   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"MegaNukeSmoke3\", Random(0,2048), 0, Random(64,192), 0.00001 * Random(0, -500000), 0, 0.00001 * Random(0, -500000), Random(0, 359), SXF_CLIENTSIDE, 0)\n   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"MegaNukeSmoke3\", 0, 0, Random(64,192), 0.00001 * Random(0, 500000), 0, 0, Random(0, 359), SXF_CLIENTSIDE, 0)\n   Stop\n  Toaster:\n\tTNT1 A 2\n\tstop\n }\n}\n\nActor HFCyber10K2 : HFCyber10K {damagetype \"Cyber10k\"}\n\nactor HFCubeSpawner\n{\n\tRadius 40\n\tHeight 110\n\tSeeSound \"brain/spit\"\n\tDeathSound \"brain/cubeboom\"\n\tRenderStyle Normal\n\tSpeed 9\n\tProjectile\n\t+RANDOMIZE\n\t+DOOMBOUNCE\n\t+DEHEXPLOSION\n\t+NOBOUNCESOUND\n\t+SOLID\n\tScale 0.75\n\tStates\n\t{\n\tSpawn:\n\t\tGCUB ABCABCABC 6\n\t\tGCUB A 0 A_Stop\n\t\tGCUB ABCABC 6\n\tDeath:\n/*\t\tCCCC C 0 Bright A_CustomMissile(\"SpawnFireProj\",0,0,45)\n\t\tCCCC C 0 Bright A_CustomMissile(\"SpawnFireProj\",0,0,45+90)\n\t\tCCCC C 0 Bright A_CustomMissile(\"SpawnFireProj\",0,0,45+180)\n\t\tCCCC C 0 Bright A_CustomMissile(\"SpawnFireProj\",0,0,45+270)\n\t\tCCCC C 0 Bright A_SpawnItem(\"SpawnFireSmall\",0,0)\n*/\t\tCCCC C 0 A_SpawnItemEx(\"InfernoDemon1\",0,0,20,10,0,0,90,SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\t\tCCCC CDE 5 Bright\n\t\tStop\n\t}\n}\n\nactor HFCubeSpawner2\n{\n\tRadius 40\n\tHeight 110\n\tSeeSound \"brain/spit\"\n\tDeathSound \"brain/cubeboom\"\n\tRenderStyle Normal\n\tSpeed 9\n\tProjectile\n\t+RANDOMIZE\n\t+DOOMBOUNCE\n\t+DEHEXPLOSION\n\t+NOBOUNCESOUND\n\t+SOLID\n\tScale 0.75\n\tStates\n\t{\n\tSpawn:\n\t\tGCUB ABCABCABC 6\n\t\tGCUB A 0 A_Stop\n\t\tGCUB ABCABC 6\n\tDeath:\n/*\t\tCCCC C 0 Bright A_CustomMissile(\"SpawnFireProj\",0,0,45)\n\t\tCCCC C 0 Bright A_CustomMissile(\"SpawnFireProj\",0,0,45+90)\n\t\tCCCC C 0 Bright A_CustomMissile(\"SpawnFireProj\",0,0,45+180)\n\t\tCCCC C 0 Bright A_CustomMissile(\"SpawnFireProj\",0,0,45+270)\n\t\tCCCC C 0 Bright A_SpawnItem(\"SpawnFireSmall\",0,0)\n*/\t\tCCCC C 0 Bright A_SpawnItemEx(\"InfernoDemon2\",0,0,20,10,0,0,270,SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\t\tCCCC CDE 5 Bright\n\t\tStop\n\t}\n}\n\nActor HFExBigTrail\n{\n\t+CLIENTSIDEONLY\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_SpawnItemEx(\"HFKaboom2\",-8,0,0,-6, 0,random(-1,1),0)\n\t\tStop\n\t}\n}\n\nACTOR HFKaboom2 : HFKaboom\n{\nSpeed 2\nScale 3\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nFXPO AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)\nStop\nToaster:\nTNT1 A 0\nStop\n}\n}\n\nACTOR HFStingrayShot : Fastprojectile\n{\n\tSpeed 200\n\tRadius 4\n\tHeight 8\n\tDamageType \"Cyber10K\"\n\tDamage 16\n\tScale 1.0\n\tProjectile\n\t+RIPPER\n\t+NODAMAGETHRUST\n\t+FORCERADIUSDMG\n\t+THRUACTORS\n\t+SKYEXPLODE\n\t+MTHRUSPECIES\n\tTranslation \"112:127=208:223\"\n\tRenderStyle Translucent\n\tAlpha 0.75\n\tMissileType \"StingrayTrail\"\n\tMissileHeight 8\n\tObituary \"%o was obliterated by %k's Stingray!\"\n\tStates\n\t{\n\tSpawn:\n\t\tBFSH AABB 1 Bright A_Explode(1000,256,0,0,256)\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItem(\"HFStingrayBlast\")\n\t\tStop\n\t}\n}\n\nACTOR HFStingrayBlast\n{\n\tRadius 4\n\tHeight 8\n\tScale 3.0\n\tRenderStyle Add\n\tAlpha 1.0\n\tProjectile\n\tStates\n\t{\n\tSpawn:\n\tCrash:\n\tXDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/GuruStruck\",CHAN_WEAPON,1.0,False,ATTN_NONE)\n\t\tTNT1 A 0 A_Quake(8,8,0,1024)\n\t\tTNT1 A 0 A_Quake(6,16,0,2048)\n\t\tTNT1 A 0 A_Quake(4,24,0,4096)\n\t\tTNT1 A 0 A_Quake(2,32,0,8192)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"HFStingrayPuff\",0,0,0,Random(-5,5),Random(-5,5),Random(-5,5)) //50\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR HFStingrayPuff\n{\n\tRadius 2\n\tHeight 4\n\tScale 2.0\n\tDamageType \"Cyber10K\"\n\tProjectile\n\t+NODAMAGETHRUST\n\t+FORCERADIUSDMG\n\t+FoilInvul\n\tObituary \"%o was utterly destroyed by %k's Stingray!\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,2)\n\t\tTNT1 A 0 A_SetScale(-2.0,2.0)\n\t\tFXPO ABCDEFGHIJKLM 3 Bright A_Explode(16,768,1,0,768)\n\t\tStop\n\t}\n}\n\nActor BlastInverse\n{\n\t+NOINTERACTION\n\tRenderstyle Add\n\tScale 15\n\tStates\n\t{\n\tSpawn:\n        YAE3 SRQPONMLK 2 Bright\n\t\tYAE3 JIHGFEDBCDEFGHIJKLMNOPQRS 6 Bright\n\t\tStop\n\t}\n}\n\nACTOR BoomHit\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_SpawnItemEx(\"BoomShockwave\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\t//TNT1 A 0 A_SpawnItemEx(\"BoomSpinalCord\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BoomGroundSpin\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\t//TNT1 A 0 A_SpawnItemEx(\"BoomExploder\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BoomShroom\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BoomBasis\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BoomShroomer\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BoomAfterBoomEffect\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 Radius_Quake(7, 165, 0, 140, 0)\n        TNT1 A 165\n        stop\n\t}\n}\n\nACTOR BoomShockwave\n{\n\t+NOINTERACTION\n\t+NOCLIP\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"BoomExploder\",0.1*random(10,-10),0.1*random(10,-10),0.1*random(10,-10),5*random(4.25,3.25),0.1*random(6,-6),0.1*random(6,-6),random(0,359),SXF_TRANSFERPOINTERS,0)\n\t\t\tTNT1 AAAAAAAA 0 A_SpawnItemEx(\"BoomAfterBoomEffect\",0.1*random(10,-10),0.1*random(10,-10),0.1*random(10,-10),2.5*random(4.25,3.25),0.1*random(6,-6),0.1*random(6,-6),random(0,359),SXF_CLIENTSIDE,0)\n\t\t\tTNT1 A 1\n\t\t\tStop\n\t}\n}\n\nACTOR BoomExplode\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   +DONTHARMSPECIES\n   +EXTREMEDEATH\n   +SPECTRAL\n   SeeSound \"weapons/firex3\"\n   ALPHA 0.80\n   States\n   {\n   Spawn:\n\t  TNT1 AAAAA 3 A_SpawnItemEX(\"FuelExplosion3\",0,0,0,0,0,0,0,0,128)\n      Stop\n   }\n}\n\nACTOR FuelExplosion3\n{\n   Radius 5\n   Height 5\n   Speed 0\n   Damage 0\n   PROJECTILE\n   Scale 4\n   RENDERSTYLE ADD\n   +SPECTRAL\n   +NOGRAVITY\n   +FORCERADIUSDMG\n   +DONTHARMSPECIES\n   +EXTREMEDEATH\n   Damagetype \"Cyber10K\"\n   ALPHA 0.85\n   SeeSound \"weapons/firex3\"\n   States\n   {\n   Spawn:\n      CBEX A 2 Bright\n      CBEX B 2 Bright A_Explode(8,164)\n      CBEX CDEFGHIJ 2 Bright\n      stop\n   }\n}\n\nACTOR BoomExploder\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tRenderstyle Add\n\tReactionTime 25\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 4 A_SpawnItemEx(\"BoomExplode\",random(-700,700),random(-700,700),15+random(-150,150),0,0,2+random(-2,2),0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 A_Countdown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR BoomAfterBoomEffect\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tReactionTime 120\n\tStates\n\t{\n\tSpawn:\n        \tTNT1 A 0 A_Countdown\n        \tTNT1 A 1 A_SpawnItemEx(\"BoomAfterFade\",0.1*random(-7000,7000),0.1*random(-7000,7000),15+random(-150,150),random(-20,20),random(-20,20),0,random(0,359),SXF_TRANSFERPOINTERS,0)\n\t\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR BoomSpinalCord\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tReactionTime 80\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ(0, 2, 0, 1)\n\t\tTNT1 A 0 A_CustomMissile(\"BoomExplodeCord\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"BoomExplodeCord\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"BoomExplodeCord\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"BoomExplodeCord\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 1 A_SetAngle(8 + angle)\n\t\tTNT1 A 0 A_Countdown\n\n\t\tTNT1 A 0 ThrustThingZ(0, 2, 0, 1)\n\t\tTNT1 A 0 A_CustomMissile(\"BoomExplodeCord\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"BoomExplodeCord\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"BoomExplodeCord\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"BoomExplodeCord\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 1 A_SetAngle(8 + angle)\n\t\tTNT1 A 0 A_Countdown\n\n\t\tTNT1 A 0 ThrustThingZ(0, 2, 0, 1)\n\t\tTNT1 A 0 A_CustomMissile(\"BoomExplodeCord\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"BoomExplodeCord\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"BoomExplodeCord\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"BoomExplodeCord\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 1 A_SetAngle(8 + angle)\n\t\tTNT1 A 0 A_Countdown\n\n\t\tTNT1 A 0 ThrustThingZ(0, 2, 0, 1)\n\t\tTNT1 A 0 A_CustomMissile(\"BoomExplodeCord\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"BoomExplodeCord\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"BoomExplodeCord\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"BoomExplodeCord\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 1 A_SetAngle(8 + angle)\n\t\tTNT1 A 0 A_Countdown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR BoomExplodeCord : BoomExplode\n{\n\tSpeed 45\n}\n\nACTOR BoomGroundSpin\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tReactionTime 120\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_CustomMissile(\"BoomExplodeSpin\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"BoomExplodeSpin\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"BoomExplodeSpin\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"BoomExplodeSpin\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 1 A_SetAngle(6 + angle)\n\t\tTNT1 A 0 A_Countdown\n\n\t\tTNT1 A 0 A_CustomMissile(\"BoomExplodeSpin\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"BoomExplodeSpin\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"BoomExplodeSpin\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"BoomExplodeSpin\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 1 A_SetAngle(6 + angle)\n\t\tTNT1 A 0 A_Countdown\n\n\t\tTNT1 A 0 A_CustomMissile(\"BoomExplodeSpin\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"BoomExplodeSpin\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"BoomExplodeSpin\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"BoomExplodeSpin\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 1 A_SetAngle(6 + angle)\n\t\tTNT1 A 0 A_Countdown\n\n\t\tTNT1 A 0 A_CustomMissile(\"BoomExplodeSpin\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"BoomExplodeSpin\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"BoomExplodeSpin\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"BoomExplodeSpin\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 1 A_SetAngle(6 + angle)\n\t\tTNT1 A 0 A_Countdown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR BoomExplodeSpin : BoomExplode\n{\n\tSpeed 55\n}\n\nACTOR BoomShroom\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tReactionTime 80\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ(0, 2, 0, 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BoomExplode\",random(-200,200),random(-200,200),15+random(-70,70),0,0,2+random(-2,2),0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"BoomExplode\",random(-200,200),random(-200,200),15+random(-70,70),0,0,2+random(-2,2),0,SXF_TRANSFERPOINTERS,0)\n\n\t\tTNT1 A 0 A_Countdown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItemEx(\"BoomAirplode\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"BoomExplode\",frandom(-1000,1000),frandom(-1000,1000),15+frandom(-400,400),0,0,2+random(-2,2),0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BoomExploder\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BoomAfterboomEffectAir\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR BoomAirplode\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tReactionTime 95\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"BoomExplode\",0.1*frandom(-10000,10000),0.1*frandom(-10000,10000),15+frandom(-400,400),0,0,2+random(-2,2),0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 1 A_Countdown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR BoomAfterBoomEffectAir : BoomAfterBoomEffect\n{\n\tReactionTime 100\n}\n\nACTOR BoomShroomer\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tReactionTime 8\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ(0, 16, 0, 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BoomMidplode\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 10\n\n\t\tTNT1 A 0 A_Countdown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR BoomMidplode\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tReactionTime 25\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"BoomAfterFade\",0.1*frandom(-2000,2000),0.1*frandom(-2000,2000),15+frandom(-90,90),random(-20,20),random(-20,20),0,random(0,359),SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 4 A_SpawnItemEx(\"BoomExplode\",0.1*frandom(-2000,2000),0.1*frandom(-2000,2000),15+frandom(-90,90),0,0,2+random(-2,2),0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 A_Countdown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR BoomBasis\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tReactionTime 4\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ(0, 8, 0, 1)\n\t\tTNT1 A 10 A_SpawnItemEx(\"BoomExploder\",frandom(-300,300),frandom(-300,300),frandom(-150,150),0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\n\t\tTNT1 A 0 A_Countdown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItemEx(\"BoomAfterboomEffect\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR BoomAfterFade\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tRenderstyle Add\n\tScale 0.5\n\tStates\n\t{\n\tSpawn:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\t\tYAE2 A 0\n\t\tTNT1 A 0 ThrustThingZ(0, 6, 0, 1)\n\t\tYAS2 AAA 1 Bright A_SpawnItemEx(\"BoomAfterFadeTrail\",0,0,random(-5,5),random(-5,5),0,0,0,128,0)\n\n\t\tTNT1 A 0 ThrustThingZ(0, 4, 0, 1)\n\t\tYAS2 BBB 1 Bright A_SpawnItemEx(\"BoomAfterFadeTrail\",0,0,random(-5,5),random(-5,5),0,0,0,128,0)\n\n\t\tTNT1 A 0 ThrustThingZ(0, 6, 0, 1)\n        YAS2 CCC 1 Bright A_SpawnItemEx(\"BoomAfterFadeTrail\",0,0,random(-5,5),random(-5,5),0,0,0,128,0)\n\n\t\tTNT1 A 0 ThrustThingZ(0, 4, 0, 1)\n        YAS2 DDD 1 Bright A_SpawnItemEx(\"BoomAfterFadeTrail\",0,0,random(-5,5),random(-5,5),0,0,0,128,0)\n\n\t\tTNT1 A 0 ThrustThingZ(0, 6, 0, 1)\n        YAS2 EEE 1 Bright A_SpawnItemEx(\"BoomAfterFadeTrail\",0,0,random(-5,5),random(-5,5),0,0,0,128,0)\n\n\t\tTNT1 A 0 ThrustThingZ(0, 4, 0, 1)\n\t\tYAS2 FFF 1 Bright A_SpawnItemEx(\"BoomAfterFadeTrail\",0,0,random(-5,5),random(-5,5),0,0,0,128,0)\n\t\tStop\n    Toaster:\n\t\tTNT1 A 1 Bright\n\t\tStop\n\t}\n}\n\nACTOR BoomAfterFadeTrail\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tRenderstyle Add\n\tAlpha 1\n\tScale 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tYAS2 A 0\n        YAS2 ABCDEF 1 Bright A_FadeOut(0.1)\n\t\tStop\n\t}\n}\n\n//Red Plasma\n\nACTOR BoomBarrageMissile\n{\n\tRadius 12\n\tHeight 18\n\tSpeed 100\n\tDamage 0\n\tDamagetype \"Cyber10K\"\n\tRenderstyle Add\n\tPROJECTILE\n\t+EXPLODEONWATER\n\t+FORCERADIUSDMG\n\t+SEEKERMISSILE\n\t+NODAMAGETHRUST\n\tScale 0.8\n\tStates\n\t{\n\tSpawn:\n\tYAS1 A 0 NoDelay A_SetScale(ScaleX, ScaleY - 0.4)\n\tYAS1 A 0 A_ScaleVelocity(frandom(0.75,1.25))\n\tYAS1 A 0 A_PlaySound(\"hfcardinal/fly\",CHAN_BODY,0.7,1)\n\tMain1:\n\tYAS1 AAAA 1 Bright A_SpawnItemEx(\"BoomBarrageTrailer\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\tYAS1 BBBB 1 Bright A_SpawnItemEx(\"BoomBarrageTrailer\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\tMain2:\n\tYAS1 AA 1 Bright A_SpawnItemEx(\"BoomBarrageTrailer\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\tYAS1 A 0 A_SeekerMissile(50,70,SMF_LOOK|SMF_PRECISE|SMF_CURSPEED,256,10)\n\tYAS1 AA 1 Bright A_SpawnItemEx(\"BoomBarrageTrailer\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\tYAS1 A 0 A_SeekerMissile(50,70,SMF_LOOK|SMF_PRECISE|SMF_CURSPEED,256,10)\n\tYAS1 BB 1 Bright A_SpawnItemEx(\"BoomBarrageTrailer\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\tYAS1 B 0 A_SeekerMissile(50,70,SMF_LOOK|SMF_PRECISE|SMF_CURSPEED,256,10)\n\tYAS1 BB 1 Bright A_SpawnItemEx(\"BoomBarrageTrailer\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\tYAS1 B 0 A_SeekerMissile(50,70,SMF_LOOK|SMF_PRECISE|SMF_CURSPEED,256,10)\n\tLoop\n\tDeath:\n\tYAS1 A 0 A_PlaySound(\"Weapons/BombExp\",5) //!\n\tYAS1 A 0 A_Explode(150,192,0)\n\tTNT1 A 0 A_SpawnItemEx(\"BoomBarrageExploder\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_SpawnItemEx(\"BoomBarrageFlash\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\tStop\n\t}\n}\n\nACTOR BoomBarrageTrailer\n{\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 0 A_CheckSight(\"Toaster\")\n\tTNT1 A 0 NoDelay A_SpawnItemEx(\"BoomSparkletySparkle\",frandom(15.0,-15.0),frandom(15.0,-15.0),frandom(15.0,-15.0),frandom(2.0,1.0),frandom(0.3,-0.3),frandom(3.0,1.0),frandom(135.0,270.0),SXF_CLIENTSIDE,40)\n\tTNT1 A 0 A_SpawnItemEx(\"BoomBarrageTrail\",frandom(0.5,-0.5),frandom(0.5,-0.5),frandom(0.5,-0.5))\n\tStop\n\tToaster:\n\tTNT1 A 1 Bright\n\tStop\n\t}\n}\n\nACTOR BoomSparkletySparkle\n{\n\t+NOINTERACTION\n\tRenderstyle Add\n\tAlpha 0\n\tStates\n\t{\n\tSpawn:\n\tYAS2 F 0 NoDelay A_SetScale(Frandom(0.2,0.7))\n\tYAS2 F 0 A_FadeIn(Frandom(0.75,1.0))\n\tMain:\n\tYAS2 F 0 A_ChangeVelocity(frandom(1.0,-1.0),frandom(1.0,-1.0),frandom(1.0,-1.0),0)\n\tYAS2 F 1 Bright A_FadeOut(frandom(0.05,0.025))\n\tLoop\n\t}\n}\n\nACTOR BoomBarrageTrail\n{\n\t+NOINTERACTION\n\tRenderstyle Add\n\tScale 0.8\n\tStates\n\t{\n\tSpawn:\n\tYAS1 A 0 NoDelay A_SetScale(ScaleX, ScaleY - 0.4)\n\tYAS1 A 0 A_Jump(256,\"SpriteA\",\"SpriteB\")\n\tSpriteA:\n\tYAS1 A 0\n\tGoto Main\n\tSpriteB:\n\tYAS1 B 0\n\tMain:\n\t\"####\" \"#\" 0 A_SetScale(ScaleX - 0.05, ScaleY - 0.05)\n\t\"####\" \"#\" 1 Bright A_FadeOut(0.1)\n\t\"####\" \"#\" 0 A_JumpIf(ScaleX <= 0,\"NULL\")\n\tLoop\n\t}\n}\n\nACTOR BoomBarrageFlash\n{\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tRenderstyle Add\n\tScale 0.9\n\tAlpha 0.99\n\tStates\n\t{\n\tSpawn:\n\tYAE3 ABCDEFGHIJKLMNOPQRS 1 Bright A_FadeOut(0.04)\n\tStop\n\t}\n}\n\nACTOR BoomBarrageExploder\n{\n\t+NOINTERACTION\n\tvar int User_Counter;\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0 NoDelay A_SetUserVar(\"User_Counter\",random(6,10))\n\tMain:\n\tTNT1 A 0 A_SetUserVar(\"User_Counter\", User_Counter - 1)\n\tTNT1 A 0 A_JumpIf(User_Counter <= 0, \"NULL\")\n\tTNT1 A random(1,5) A_SpawnItemEx(\"BoomBarrageExplode\",frandom(60.0,-60.0),frandom(60.0,-60.0),frandom(40.0,-40.0),frandom(0.5,-0.5),frandom(0.5,-0.5),frandom(3.0,0.5),frandom(0.0,360.0),SXF_TRANSFERPOINTERS)\n\tLoop\n\t}\n}\n\nACTOR BoomBarrageExplode\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\t+FORCERADIUSDMG\n\tRenderstyle Add\n\tDamagetype \"Cyber10K\"\n\tStates\n\t{\n\tSpawn:\n\t\tYAE2 A 0 NoDelay A_SetScale(frandom(1.25,1.0))\n\t\tYAE2 A 0 A_PlaySound(\"Weapons/BombExp\")\n\tMain:\n\t\tYAE2 A 0 A_Explode(50,128)\n        YAE2 ABCDEFGHIJKLMNO random(1,2) Bright A_FadeOut(0.03)\n\t\tYAE2 QSU random(1,2) A_FadeOut(0.03)\n\t\tStop\n\t}\n}\n\nACTOR HFEnemyToken : Inventory\n{\n\tInventory.MaxAmount 2\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/NemesisSSGZombie.txt",
        "contents": "ACTOR NemesisSuperShotgunZombie : LegendaryLieutenant //known to kill from long distances\n{\nHealth 1750\nSpeed 20\nBloodColor \"Black\"\nPainChance 20\nDamageFactor 0.6\nDamageFactor \"PlayerNemesisPlasma\", 0.0\nDamageFactor \"Explosion\", 0.2\nDamageFactor \"PlayerDTRG\", 0.4\nDamageFactor \"DTRailgun\", 0.4\nDamageFactor \"PDTPuff\", 0.4\nDamageFactor \"RailG\", 0.3\nDamageFactor \"PlayerPyro\", 0.2\nDamageFactor \"VileFires\", 0.0\nDropItem \"NemesisHealthBonusMax\", 256, 32\nDropItem \"NemesisArmorBonus32\", 256\nDropItem \"NemesisHealthBonusMax\", 256, 32\nDropItem \"NemesisArmorBonus32\", 256\nDropItem \"StimKit\", 222, 3\nDropItem \"HealthFlask\", 227, 5\nDropItem \"Armorplate\", 212, 1\nDropItem \"LegAmmoSphere\", 95, 3\nDropItem \"Portablemedkit\", 217, 1\nDropItem \"LegendaryRune\", 70, 1\nDropItem \"SemiNemesisArmor\", 92, 1\nDropItem \"NemesisPowerShard\", 35, 1\nDropItem \"HandGrenadeAmmo\", 237, 2\nDropItem \"MineAmmo\", 242, 2\nDropItem \"ModdedBackPack\", 202, 1\nDropItem \"NemesisShell\", 256\nDropItem \"NemesisShellBox\", 130\nDropItem \"Nemesis Sawed-Off Shotgun\", 128, 1\nTag \"\\c[v9]Nemesis Super Shotgun Zombie\\c-\"\nSeeSound \"Nemssgzomb/sight\"\nPainSound \"Nemssgzomb/pain\"\nDeathSound \"Nemssgzomb/death\"\nActiveSound \"NemesisZombie/Active\"\nObituary \"The nemesis super shotgun zombie fucked up %o's face.\"\nvar int user_music;\nStates\n{\nSpawn:\n    TNT1 A 0\n\tTNT1 A 0 A_Jump(180,\"Remove\")\nIdle:\n    TNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n    NZSG A 10 Bright A_Look\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tNZSI A 10 Bright A_Look\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n    Loop\nRemove:\n\tTNT1 A 1\n\tTNT1 A 0 A_SpawnItemEx(\"Shotgunguy\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", FALSE)\n\tTNT1 A 0\n\tStop\nSee:\n\tTNT1 A 0 A_JumpIf(user_music == 1,3)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,768)\n\tTNT1 A 0 A_SetUserVar(\"user_music\",1)\n    TNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n    NZSG A 0 A_JumpIfTargetInLOS(\"Strafing\")\n    NZSG AA 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tNZSG BB 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\tNZSG A 0 A_JumpIfTargetInLOS(\"Strafing\")\n\tNZSG CC 3 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tNZSG DD 3 Bright A_Chase\n\tTNT1 A 0 A_Jump(20,\"Teleport\")\n\tTNT1 A 0 A_Jump(80,\"Rush\")\n    TNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n    Loop\nRush:\n    NZSG A 0 A_JumpIfTargetInLOS(\"Strafing\")\n\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemSsgguyGhostA\",0,0,0,0,0,0,0,128)\n\tNZSG A 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemSsgguyGhostA\",0,0,0,0,0,0,0,128)\n\tNZSG A 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisSsgguyGhostB\",0,0,0,0,0,0,0,128)\n\tNZSG B 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisSsgguyGhostB\",0,0,0,0,0,0,0,128)\n\tNZSG B 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n    TNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemSsgguyGhostC\",0,0,0,0,0,0,0,128)\n\tNZSG C 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemSsgguyGhostC\",0,0,0,0,0,0,0,128)\n\tNZSG C 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisSsgguyGhostD\",0,0,0,0,0,0,0,128)\n\tNZSG D 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisSsgguyGhostD\",0,0,0,0,0,0,0,128)\n\tNZSG D 1 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tTNT1 A 0 A_Jump(84,\"See\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tLoop\n  Teleport:\n\tNZSG A 1 Bright A_UnSetShootable\n\tTNT1 AAAA 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tNZSG AAAAAAAAAA 1 Bright A_FadeOut(0.1,0)\n\tNZSG A 2 Bright\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tNZSG A 1 Bright A_PlayWeaponSound(\"boss/teleport\")\n\tTNT1 AAAA 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tNZSG AAAAAAAAAA 1 Bright A_FadeIn(0.1)\n\tNZSG A 1 Bright A_SetShootable\n\tGoto See\nStrafing:\n\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tNZSG AA 3 Bright A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tNZSG BB 3 Bright A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tTNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n    NZSG CC 3 Bright A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\tNZSG DD 3 Bright A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tGoto See\nMissile:\n    TNT1 A 0 A_Jump(45,\"NemNade\")\n\tTNT1 A 0 A_JumpIfCloser(275,\"Double\")\nNormal:\n    TNT1 A 0 A_SetShootable\n    TNT1 A 0 A_UnsetInvulnerable\n    TNT1 A 0 A_SetTranslucent(1)\n\tNZSG EE 1 Bright A_Facetarget\n\tNZSG E 1 Bright A_Facetarget\n\tTNT1 A 0 A_PlaySoundEx(\"NemesisSSG/Fire2\",\"Weapon\")\n\tTNT1 AAAA 0 A_CustomMissile(\"NemesisTracer\",Random(32,38),0,Random(6,-6),0)\n\tTNT1 A 0 A_CustomBulletAttack(4,4,5,0,\"NemesisASGPuffExplode\",0)\n\tNZSG F 3 Bright A_CustomBulletAttack(4,4,5,Random(5,15)*6,\"NemesisASGBulletPuff\",0,CBAF_NORANDOM)\n\tNZSG EE 3 Bright A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tNZSG E 0 Bright A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tTNT1 A 0 A_PlaySoundEx(\"NemesisSSG/Fire2\",\"Weapon\")\n\tTNT1 AAAA 0 A_CustomMissile(\"NemesisTracer\",Random(32,38),0,Random(6,-6),0)\n\tTNT1 A 0 A_CustomBulletAttack(4,4,5,0,\"NemesisASGPuffExplode\",0)\n\tNZSG F 3 Bright A_CustomBulletAttack(4,4,5,Random(5,15)*6,\"NemesisASGBulletPuff\",0,CBAF_NORANDOM)\n\tNZSG EE 3 Bright A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tGoto Reload\nDouble:\n    TNT1 A 0 A_SetShootable\n    TNT1 A 0 A_UnsetInvulnerable\n    TNT1 A 0 A_SetTranslucent(1)\n\tNZSG EEE 3 Bright A_Facetarget\n\tNZSG E 0 Bright A_Facetarget\n\tTNT1 A 0 A_PlaySoundEx(\"NemesisSSG/Fire1\",\"Weapon\")\n\tTNT1 AAAA 0 A_CustomMissile(\"NemesisTracer\",Random(32,38),0,Random(6,-6),0)\n\tNZSG F 4 Bright A_CustomBulletAttack(20,14,15,Random(5,15)*6,\"NemesisASGBulletPuff\",0,CBAF_NORANDOM)\n\tNZSG EEE 2 Bright A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tGoto Reload\nReload:\n\tNZSG E 3 Bright A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tTNT1 A 0 A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tNZSG E 6 Bright A_PlaySound(\"NemesisSSG/Open\")\n\tNZSG EEEE 1 Bright\n\tTNT1 A 0 A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisShellCasing\", -8, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\tNZSG E 1 Bright A_SpawnItemEx(\"NemesisShellCasing\", -10, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\tNZSG E 6 Bright A_PlaySound(\"NemesisSSG/Load\")\n\tNZSG EEEE 1 Bright\n\tTNT1 A 0 A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tNZSG E 6 Bright A_PlaySound(\"NemesisSSG/Close\")\n\tNZSG EEEE 1 Bright\n\tTNT1 A 0 A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tNZSG E 6 Bright A_CPosRefire\n\tGoto See\nNemNade:\n\tNZSG E 0 Bright A_JumpIfCloser(280,\"Missile\")\n    NZSG E 12 Bright A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n    NZSG EEE 6 Bright A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tTNT1 A 0 Bright A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n    NZSG E 6 Bright A_CustomMissile(\"NemesisGrenade2\",32,0,0,2,4)\n\tNZSG EE 25 Bright\n\tGoto See\n  Pain:\n\tTNT1 A 0 A_Jump(30,\"Teleport\")\n  Pain2:\n\tTNT1 A 0 A_Jump(192,\"PainMissile\")\n\tNZSG G 3 Bright A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tTNT1 A 0 A_Pain\n\tNZSG G 3 Bright A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tGoto See\n  PainMissile:\n\tNZSG G 3 Bright A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tTNT1 A 0 A_Pain\n\tNZSG G 3 Bright A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\tGoto Missile\nDeath:\n    TNT1 A 0 A_Jump(36,\"LegendarySoul\")\n    TNT1 A 0 A_StopSound(6)\n\tNZSG H 5 A_Scream\n    NZSG I 5 A_Fall\n    NZSG J 5 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n    NZSG K 5\n\tTNT1 A 0 A_Jump(100,\"MoreStuff\")\n    NZSG L -1\n\tStop\n  LegendarySoul:\n    TNT1 A 0 A_StopSound(6)\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tNZSG H 5 A_Scream\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n    NZSG I 5 A_Fall\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n    NZSG J 5 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n    NZSG K 5\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n    NZSG L 5\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tNZSG L 140\n\tNZSG L 0 A_PlaySoundEx(\"brain/spit\",\"Voice\",0,2)\n\tNZSG LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tNZSG LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tNZSG LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisSoul\",0,0,16,0,0,0,0,32)\n\tTNT1 A 0 A_SpawnItemEx(\"TeleportFog\",0,0,16,0,0,0,0,32)\n\tNZSG L -1\n\tStop\n  MoreStuff:\n\tNZSG L 100\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeAttack\")\n\tNZSG LLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 1 A_SpawnItem(\"NemesisAssaultCaptainItemRandomizer\")\n\tNZSG LLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 1 A_SpawnItem(\"NemesisAssaultCaptainItemRandomizer\")\n\tNZSG L 1 A_SpawnItem(\"NemesisZombieSuperItemRandomizer\")\n\tNZSG L -1\n\tStop\n  XDeath:\n\tTNT1 A 0 A_StopSound(6)\n\tNASG O 5 A_SpawnItemEx(\"NemesisGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\tNASG P 5 A_XScream\n\tNASG Q 5 A_Fall\n\tNASG RSTUV 5\n\tTNT1 A 0 A_Jump(100,\"MoreStuff2\")\n\tNASG W -1\n\tStop\n  MoreStuff2:\n\tNASG W 100\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeAttack\")\n\tNASG WWWWWWWWWWWWWWWWWWWWWWWWWWWWWW 1 A_SpawnItem(\"NemesisAssaultCaptainItemRandomizer\")\n\tNASG WWWWWWWWWWWWWWWWWWWWWWWWWWWWWW 1 A_SpawnItem(\"NemesisAssaultCaptainItemRandomizer\")\n\tNASG W 1 A_SpawnItem(\"NemesisZombieSuperItemRandomizer\")\n\tNASG W -1\n\tStop\n    }\n}\n\nACTOR NemSsgguyGhostA : NemesisZombieGhostA\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    NZSG A 2 A_FadeOut(0.10)\n    Goto Fade+1\nToaster:\n    TNT1 A 0\n    Stop\n    }\n}\n\nACTOR NemesisSsgguyGhostB : NemesisZombieGhostA\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    NZSG B 2 A_FadeOut(0.10)\n    Goto Fade+1\nToaster:\n    TNT1 A 0\n    Stop\n    }\n}\n\nACTOR NemSsgguyGhostC : NemesisZombieGhostA\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    NZSG C 2 A_FadeOut(0.10)\n    Goto Fade+1\nToaster:\n    TNT1 A 0\n    Stop\n    }\n}\n\nACTOR NemesisSsgguyGhostD : NemesisZombieGhostA\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    NZSG D 2 A_FadeOut(0.10)\n    Goto Fade+1\nToaster:\n    TNT1 A 0\n    Stop\n    }\n}\n\nACTOR NemesisSsgguyGhostE : NemesisZombieGhostA\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    NZSG E 2 A_FadeOut(0.10)\n    Goto Fade+1\nToaster:\n    TNT1 A 0\n    Stop\n    }\n}\n\nACTOR NemesisSsgguyGhostF : NemesisZombieGhostA\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    NZSG F 2 A_FadeOut(0.10)\n    Goto Fade+1\nToaster:\n    TNT1 A 0\n    Stop\n    }\n}\n\nACTOR NemSSGZombieToken : Inventory\n{\nInventory.MaxAmount 1\nInventory.MaxAmount 2\n}\n\nACTOR NemesisGrenade2 : NemesisGrenade\n{\nSpeed 100\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/NemSaw.txt",
        "contents": "Actor NemesisChainsawZombie 19500 //This guy is fucking\n{\nMONSTER\nBloodcolor \"Black\"\nHealth 3000\nHeight 56\nRadius 20\nMass 150\nPainChance 30\nPainchance \"Legendary\", 0\nPainchance \"Legendary1\", 0\nSpeed 55\n+BOSS\n+NOFEAR\n+BOSSDEATH\n+NOICEDEATH\n+NOTIMEFREEZE\n+FLOORCLIP\n+MISSILEMORE\n+MISSILEEVENMORE\n+QUICKTORETALIATE\n+NODROPOFF\n+DONTGIB\n+NOTARGET\n+NORADIUSDMG\n+DONTHARMSPECIES\nSpecies \"LegendaryZombie\"\nDamageFactor 0.7\nDamageFactor \"PlayerNemesisPlasma\", 0.0\nDamageFactor \"Explosion\", 0.2\nDamageFactor \"PlayerDTRG\", 0.4\nDamageFactor \"DTRailgun\", 0.4\nDamageFactor \"PDTPuff\", 0.4\nDamageFactor \"RailG\", 0.3\nDamageFactor \"PlayerPyro\", 0.2\nDamageFactor \"VileFires\", 0.0\nDamageFactor \"PlayerDTRG\", 0.5\nDamageFactor \"PDTBFG\", 0.2\nDamageFactor \"PDTBFGTracer\", 0.2\nDamageFactor \"PlayerDevBall\", 0.12\nDamageFactor \"PlayerDevBall2\", 0.12\nDamageFactor \"PlayerDevTracer\", 0.12\nDamageFactor \"PlayerDBFG2\", 0.65\nDamageFactor \"PlayerDBFG10K2\", 0.65\nDamageFactor \"PlayerDBFGSplash2\", 0.65\nDamageFactor \"LegendaryPlayer\", 0.0\nDamageFactor \"LegendaryGuruPlayer\", 0.1\n//No Infighting\nDamageFactor \"Legendary\", 0.0\nDamageFactor \"LegendaryGuru\", 0.0\nDamageFactor \"LACGrenade\", 0.0\nDamageFactor \"LSSGGrenade\", 0.0\nDropItem \"NemesisHealthBonusMax\", 256, 32\nDropItem \"NemesisArmorBonus32\", 256\nDropItem \"NemesisHealthBonusMax\", 256, 32\nDropItem \"NemesisArmorBonus32\", 256\nDropItem \"NemesisSphere\", 100, 1\nDropItem \"SemiNemesisArmor\", 85, 1\nDropItem \"LegendaryRune\", 128, 1\nDropItem \"NLDemonAmmo\", 256\nDropItem \"NLDemonAmmoBox\", 256\nDropItem \"Nemesis Rifle\", 200, 1\nDropItem \"NemesisPowerShard\", 256, 1\nSeeSound \"NemesisChainsawZombie/Sight\"\nActiveSound \"NemesisChainZomb/Active\"\nAttackSound \"\"\nPainSound \"NemesisStealthTrooper/death\"\nDeathSound \"NemesisStealthTrooper/death\"\nObituary \"%o was victim of the Nemesis Chainsaw Zombie's edginess.\"\nTag \"\\c[v9]Nemesis Chainsaw Zombie\\c-\"\nvar int user_music;\nvar int user_missile;\nvar int user_deathtimer;\nvar int user_deathtimeractive;\nStates\n  {\n  Spawn:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RawAnger\") == 0,\"Remove\")\n\t    TNT1 A 0 A_Jump(225,\"Remove\")\n\t    TNT1 A 0 A_SetUserVar(\"user_deathtimer\",0)\n  Idle:\n\t\tNCSZ AX 10 Bright A_Look\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\t\tLoop\n  Remove:\n\t    TNT1 A 1\n\t    TNT1 A 0 A_SpawnItemEx(\"Demon\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t    TNT1 A 0 A_ChangeFlag(\"COUNTKILL\", FALSE)\n\t    TNT1 A 0\n\t    Stop\n\tSee:\n\t    TNT1 A 0 A_JumpIf(user_deathtimeractive == 1,3)\n\t    TNT1 A 0 ACS_NamedExecuteAlways(\"NemesisDeathTimerForVexed\",0)\n\t    TNT1 A 0 A_SetUserVar(\"user_deathtimeractive\",1)\n\t    TNT1 A 0 A_JumpIfInTargetInventory(\"TrueLegendaryRuneItem\",1,\"VexedSpawn\")\n\t    TNT1 A 0 A_JumpIfInTargetInventory(\"TrueLegendaryRuneItem2\",1,\"VexedSpawn\")\n\t    TNT1 A 0 A_JumpIf(user_music == 1,3)\n\t    TNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,766)\n\t    TNT1 A 0 A_SetUserVar(\"user_music\",1)\n\t\tTNT1 A 0 A_PlaySound(\"MadSaw/Idle\",CHAN_WEAPON,1.0,1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep\",0,0,5,0,0,-20)\n\t\tNCSZ AA 2 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep\",0,0,5,0,0,-20)\n\t\tNCSZ BB 2 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep\",0,0,5,0,0,-20)\n\t\tNCSZ CC 2 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep\",0,0,5,0,0,-20)\n\t\tNCSZ DD 2 Bright A_Chase\n\t\tLoop\n\tMissile:\n\t\tTNT1 A 0 A_Jump(169,\"NemRipper\",\"NemCharge\",\"SpreadRipper\",\"eh\",\"weebshadowclones\")\n\t\tTNT1 A 0 A_Jump(50,\"Rampage\")\n\t\tGoto NemCharge\n\tNemRipper:\n\t\tNCSZ EEEEEEEEEFFFFFFFFF 1 Bright A_FaceTarget\n\t\tNCSZ EFE 2 Bright A_CustomMissile(\"NormalNemChainRipper\",32,0,random(-2,2))\n\t\tTNT1 A 0 A_FaceTarget\n\t\tNCSZ EFE 2 Bright A_CustomMissile(\"NormalNemChainRipper\",32,0,random(-2,2))\n\t\tTNT1 A 0 A_FaceTarget\n\t\tNCSZ E 3 Bright A_CustomMissile(\"ExplosiveNemChainRipper\",32,0,0)\n\t\tNCSZ F 2 Bright A_FaceTarget\n\t\tGoto See\n\tSpreadRipper:\n\t    TNT1 A 0 A_JumpIf(user_missile >= 15,\"SpreadRipperEnd\")\n\t    TNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\t    TNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\t\tNCSZ EFE 2 Bright A_CustomMissile(\"NormalNemChainRipper\",32,0,random(-2,2))\n\t\tTNT1 A 0 A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\t\tLoop\n\tSpreadRipperEnd:\n\t    NCSZ F 15\n\t\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n\t\tGoto Missile\n\tNemCharge:\n\t\tTNT1 A 0 A_PlaySound(\"MadSaw/Attack\",CHAN_WEAPON,1.0,1)\n\t\tNCSZ AAAAAAAAAAAAAAAAAAAA 1 Bright A_FaceTarget\n\tChargeAttack:\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_ChangeFlag(SLIDESONWALLS,1)\n\t\tTNT1 A 0 A_Recoil(-130)\n\t\tNCSZ AA 2 Bright A_FaceTarget\n\t\tTNT1 A 0 A_CposRefire\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"NCHSGhost\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_CustomMissile(\"themessedupactor\",18,0,0,CMF_AIMDIRECTION)\n\t\tNCSZ EF 2 Bright A_CustomMissile(\"NemChainSawAttack\",18,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"NCHSGhost\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_CustomMissile(\"themessedupactor\",18,0,0,CMF_AIMDIRECTION)\n\t\tNCSZ EF 2 Bright A_CustomMissile(\"NemChainSawAttack\",18,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"NCHSGhost\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_CustomMissile(\"themessedupactor\",18,0,0,CMF_AIMDIRECTION)\n\t\tNCSZ EF 2 Bright A_CustomMissile(\"NemChainSawAttack\",18,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"NCHSGhost\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_CustomMissile(\"themessedupactor\",18,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\t\tNCSZ EFEF 1 Bright A_JumpIfCloser(90,\"Melee2\")\n\t\tGoto Melee2\n\tChargeStop:\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\t\tNCSZ E 1 Bright A_Stop\n\t\tGoto See\n  \tweebshadowclones:\n\t\tNCSZ E 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"NCZLungeGhost\")\n\t\tNCSZ E 20\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"NCZLungeGhost\")\n\t\tNCSZ E 20\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"NCZExplosiveLungeGhost\")\n\t\tNCSZ E 20\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"NCZLungeGhost\")\n\t\tNCSZ E 20\n\t\tGoto ChargeAttack\n   eh:\n\t\tTNT1 A 0 A_PlaySound(\"MadSaw/Attack\",CHAN_WEAPON,1.0,1)\n\t\tNCSZ AAAAAAAAAA 1 Bright A_FaceTarget\n\tehh:\n\t\tTNT1 A 0 A_PlaySound(\"MadSaw/Attack\",CHAN_WEAPON,1.0,1)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_GiveInventory(\"ChainSawJumping\",1)\n\t\tTNT1 A 0 A_Recoil(-20)\n\t\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NCHSGhost\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_CustomMissile(\"themessedupactor\",18,0,0,CMF_AIMDIRECTION)\n\t\tNCSZ EE 1 Bright A_JumpIfTargetInLOS(\"Melee2\",90,JLOSF_DEADNOJUMP|JLOSF_TARGETLOS,90,0)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(-20)\n\t\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NCHSGhost\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_CustomMissile(\"themessedupactor\",18,0,0,CMF_AIMDIRECTION)\n\t\tNCSZ EE 1 Bright A_JumpIfTargetInLOS(\"Melee2\",90,JLOSF_DEADNOJUMP|JLOSF_TARGETLOS,90,0)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(-20)\n\t\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NCHSGhost\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_CustomMissile(\"themessedupactor\",18,0,0,CMF_AIMDIRECTION)\n\t\tNCSZ EE 1 Bright A_JumpIfTargetInLOS(\"Melee2\",90,JLOSF_DEADNOJUMP|JLOSF_TARGETLOS,90,0)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(-20)\n\t\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NCHSGhost\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_CustomMissile(\"themessedupactor\",18,0,0,CMF_AIMDIRECTION)\n\t\tNCSZ EE 1 Bright A_JumpIfTargetInLOS(\"Melee2\",90,JLOSF_DEADNOJUMP|JLOSF_TARGETLOS,90,0)\n\t\tGoto Missile2\n  Missile2:\n\t\tTNT1 A 0 A_JumpIf(velx != 0 || vely != 0,\"ehh\")\n\t\tGoto Charge1Stop\n  Charge1Stop:\n\t\tNCSZ A 1 Bright A_Stop\n\t\tTNT1 A 0 A_JumpIfInTargetLOS(\"Melee2\",90,JLOSF_DEADNOJUMP,200)\n\t\tGoto See\n   Melee:\n\t\tTNT1 A 0 A_UnSetInvulnerable\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep\",0,0,5,0,0,-20)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(-8)\n\t\tTNT1 A 0 A_TakeInventory(\"ChainSawJumping\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_PlaySound(\"MadSaw/Attack\",CHAN_WEAPON,1.0,1)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"NemChainSawAttack\",18,0,0,CMF_AIMDIRECTION)\n\t\tNCSZ EF 2 Bright A_CustomMissile(\"NemChainSawAttack\",18,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\t\tNCSZ EFEF 1 Bright A_JumpIfCloser(90,\"See\")\n\t\tGoto See\n\tMelee2:\n\t\tTNT1 A 0 A_UnSetInvulnerable\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"NCHSGhost\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep\",0,0,5,0,0,-20)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(-8)\n\t\tTNT1 A 0 A_TakeInventory(\"ChainSawJumping\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_PlaySound(\"MadSaw/Attack\",CHAN_WEAPON,1.0,1)\n\t\tTNT1 A 0 A_CustomMissile(\"themessedupactor\",18,0,0,CMF_AIMDIRECTION)\n\t\tNCSZ EF 2 Bright A_CustomMissile(\"NemChainSawAttack\",18,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_CustomMissile(\"themessedupactor\",18,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\t\tNCSZ EFEF 1 Bright A_JumpIfCloser(90,\"Melee2\")\n\t\tGoto See\n  \tRampage:\n\t    TNT1 A 0 A_SpawnItemEx(\"NCZLungeGhost\",30,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NCZLungeGhost\",-30,0,0)\n\t\tNCSZ A 20 A_FaceTarget\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_ChangeFlag(SLIDESONWALLS,1)\n\t\tTNT1 A 0 A_Recoil(-130)\n\t\tNCSZ AA 2 Bright A_FaceTarget\n\t\tTNT1 A 0 A_CposRefire\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"NCHSGhost\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_CustomMissile(\"themessedupactor\",18,0,0,CMF_AIMDIRECTION)\n\t\tNCSZ EF 2 Bright A_CustomMissile(\"NemChainSawAttack\",18,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"NCHSGhost\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_CustomMissile(\"themessedupactor\",18,0,0,CMF_AIMDIRECTION)\n\t\tNCSZ EF 2 Bright A_CustomMissile(\"NemChainSawAttack\",18,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"NCHSGhost\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_CustomMissile(\"themessedupactor\",18,0,0,CMF_AIMDIRECTION)\n\t\tNCSZ EF 2 Bright A_CustomMissile(\"NemChainSawAttack\",18,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"NCHSGhost\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_CustomMissile(\"themessedupactor\",18,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\t\tNCSZ E 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"NCZLungeGhost\")\n\t\tNCSZ E 20\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"NCZLungeGhost\")\n\t\tNCSZ E 20\n\t\tNCSZ EFE 2 Bright A_CustomMissile(\"NormalNemChainRipper\",32,0,random(-2,2))\n\t\tTNT1 A 0 A_FaceTarget\n\t\tNCSZ EFE 2 Bright A_CustomMissile(\"NormalNemChainRipper\",32,0,random(-2,2))\n\t\tTNT1 A 0 A_FaceTarget\n\t\tNCSZ E 3 Bright A_CustomMissile(\"ExplosiveNemChainRipper\",32,0,0)\n\t\tNCSZ F 2 Bright A_FaceTarget\n\t\tNCSZ E 10\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"NCZExplosiveLungeGhost\")\n\t\tGoto see\n\tPain:\n\t\tNCSZ G 5 Bright A_Pain\n\t\tGoto See\n\tPain.PlayerDBFG10K2:\n    Pain.DBFG10K2:\n    Pain.DBFG:\n    Pain.PlayerDBFG:\n    Pain.DBFG2:\n    Pain.PlayerDBFG210K:\n    Pain.DBFG210K:\n    Pain.DBFG2Splash:\n    Pain.BFGSplash:\n    Pain.BFGSray:\n    Pain.PlayerDBFG2:\n\tPain.PlayerDTRG:\n\tPain.DTRailgun:\n\tPain.PDTPuff:\n\tPain.RailG:\n\t    TNT1 A 0 A_SpawnItemEx(\"Sawseverywhere\",0,0,16,0,0,0,0,32)\n\t\tNCSZ G 2 Bright A_Pain\n\t\tTNT1 A 0 A_Jump(128,\"Rampage\")\n\t    Goto See\n  Death:\n\t    TNT1 AAA 0 A_StopSound(CHAN_WEAPON)\n\t    TNT1 A 0 A_JumpIfInTargetInventory(\"TrueLegendaryRuneItem\",1,\"VexedSpawn\")\n\t    TNT1 A 0 A_JumpIfInTargetInventory(\"TrueLegendaryRuneItem2\",1,\"VexedSpawn\")\n\t    TNT1 A 0 A_JumpIf(user_deathtimer <= 15,\"VexedSpawn\")\n\t    NCSZ H 5 A_Scream\n\t    NCSZ I 5 A_Fall\n\t    NCSZ J 5 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n\t    NCSZ Kl 5\n\t    TNT1 A 0 A_Jump(100,\"MoreStuff\")\n\t    NCSZ M -1\n\t    Stop\n   XDeath:\n\t  TNT1 AAA 0 A_StopSound(CHAN_WEAPON)\n\t  TNT1 A 0 A_JumpIfInTargetInventory(\"TrueLegendaryRuneItem\",1,\"VexedSpawn\")\n\t  TNT1 A 0 A_JumpIfInTargetInventory(\"TrueLegendaryRuneItem2\",1,\"VexedSpawn\")\n\t  TNT1 A 0 A_JumpIf(user_deathtimer <= 20,\"VexedSpawn\")\n\t  NCSZ O 3 A_SpawnItemEx(\"NemesisGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\t  NCSZ P 3 A_XScream\n\t  NCSZ R 3 A_Fall\n\t  NCSZ STUV 3\n\t  TNT1 A 0 A_Jump(100,\"MoreStuff2\")\n\t  NCSZ W -1\n\t  Stop\n  VexedSpawn:\n\tTNT1 A 0\n\tTNT1 AAA 0 A_StopSound(CHAN_WEAPON)\n\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"NoVexedBoys\") == 1,\"LegendarySoul\")\n\tNCSG A 3 Bright A_Pain\n\tNCSG A 0 A_PlaySoundEx(\"brain/spit\",7,0,2)\n\tNCSG AAAAAAAAAAAAAAAAA 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tNCSG AAAAAAAAAAAAAAAAA 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tNCSG AAAAAAAAAAAAAAAAA 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisLightning\")\n\tNCSG AAAAAAAAAAAAAAAAA 2 Bright A_SpawnItemEx(\"VexedNemesisFlameSpawner\")\n\tTNT1 A 0 A_SpawnItemEx(\"VexedNemesisChainsawZombie\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"Sawseverywhere\",0,0,16,0,0,0,0,32)\n\tTNT1 A 0\n\tStop\n  LegendarySoul:\n    TNT1 AAA 0 A_StopSound(CHAN_WEAPON)\n  \tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tNCSZ H 5\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tNCSZ I 5 A_Scream\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tNCSZ J 5 A_Fall\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tNCSZ J 5 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tNCSZ K 5\n\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\tNCSZ L 140\n\tNCSZ L 0 A_PlaySoundEx(\"brain/spit\",\"Voice\",0,2)\n\tNCSZ LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tNCSZ LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tNCSZ LLLLLLLLLLLLLLLLL 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisSoul\",0,0,16,0,0,0,0,32)\n\tTNT1 A 0 A_SpawnItemEx(\"TeleportFog\",0,0,16,0,0,0,0,32)\n\tNCSZ M -1\n\tStop\n  MoreStuff:\n\tNCSZ M 100\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeAttack\")\n\tNCSZ MMMMMMMMMMMMMMMMMMMMMMMMMMMMMM 1 A_SpawnItem(\"NemesisZombieItemRandomizer\")\n\tNCSZ MMMMMMMMMMMMMMMMMMMMMMMMMMMMMM 1 A_SpawnItem(\"NemesisZombieItemRandomizer\")\n\tNCSZ M 1 A_SpawnItem(\"NemesisZombieSuperItemRandomizer\")\n\tNCSZ M -1\n\tStop\n  MoreStuff2:\n\tNCSZ W 100\n\tTNT1 A 0 A_SpawnItem(\"HellionSmokeAttack\")\n\tNCSZ WWWWWWWWWWWWWWWWWWWWWWWWWWWWWW 1 A_SpawnItem(\"NemesisZombieItemRandomizer\")\n\tNCSZ WWWWWWWWWWWWWWWWWWWWWWWWWWWWWW 1 A_SpawnItem(\"NemesisZombieItemRandomizer\")\n\tNCSZ W 1 A_SpawnItem(\"NemesisZombieSuperItemRandomizer\")\n\tNCSZ W -1\n\tStop\n\t}\n}\n\nActor NemNail : BorgNail\n{\nDamageType \"Legendary\"\nSpecies \"LegendaryZombie\"\nSpeed 100\nDamage 3\n+PIERCEARMOR\n}\n\nActor NCHSGhost\n{\nScale 1.1\nRENDERSTYLE Translucent\nAlpha 0.75\n+NOINTERACTION\n+CLIENTSIDEONLY\n+NONETID\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tNCSZ E 2 A_FadeOut(0.09,1)\n\t\tWait\n\t}\n}\n\nACTOR NemChainSawAttack\n{\nPROJECTILE\nHeight 16\nRadius 16\nSpeed 90\nDamage (5*Random(20,23))\n+EXTREMEDEATH\nDamageType \"Legendary\"\nSeeSound \"\"\nDeathSound \"\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_SpawnItemEx(\"NewBlood\")\n\t\tStop\n\t}\n}\n\nActor LegChainRipper\n{\nPROJECTILE\nHeight 6\nRadius 4\nSpeed 70\nScale 0.75\nBounceCount 5\nDamage 8\nReactiontime 4\n+RIPPER\n+HEXENBOUNCE\n+NOTIMEFREEZE\nDamagetype \"Legendary\"\nSeeSound \"weapons/nailfire\"\n\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sawrotating\",CHAN_WEAPON,1.0,0)\n\t\tSAWS EFGHABCDEFGHABCDEFGHABCDEFGHABCD 2 Bright A_SeekerMissile(90,90)\n\t\tTNT1 A 0 A_CountDown\n\t\tloop\n\tDeath:\n\tXDeath:\n\t\tSAWE A 1 A_Gravity\n\t\tSAWE A 7 A_CustomMissile(\"LegendaryBlueParticleSpawner\",0,0,180,2)\n\t\tSAWE BCDEFG 8\n\t\tStop\n\t}\n}\n\nActor NormalNemChainRipper : LegChainRipper\n{\nSpeed 150\nDamagetype \"Legendary\"\nDamage 12\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sawrotating\",CHAN_WEAPON,1.0,0)\n\t\tNSAW EFGHABCDEFGHABCDEFGHABCDEFGHABCD 2 Bright A_SeekerMissile(90,90)\n\t\tTNT1 A 0 A_CountDown\n\t\tloop\n\tDeath:\n\tXDeath:\n\t\tNSWE A 1 A_Gravity\n\t\tNSWE A 7\n\t\tNSWE BCDEFG 8\n\t\tStop\n\t}\n}\n\nActor ExplosiveNemChainRipper : NormalNemChainRipper\n{\nSpeed 150\nBounceCount 0\n-BOUNCEONWALLS\nStates\n{\n\tDeath:\n\tXDeath:\n\t\tNSAW A 1 A_Gravity\n\t\tNSAW A 5 A_CustomMissile(\"NemesisWhiteParticleSpawner\",0,0,180,2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SawWall\",0,0,0,0,0,0,0,128,0)\n\t\tStop\n\t}\n}\n\nACTOR SawWall\n{\n  +NOGRAVITY\n  +BLOODLESSIMPACT\n  DamageType \"Legendary\"\n  Scale 1.0\n  States\n  {\n  Spawn:\n    NSAW A 1\n  Death:\n    TNT1 A 0\n    NSAW A 55 Bright\n    NSAW A 1\n\tTNT1 A 0 A_SpawnItemEx(\"MiniCyberNemesisGuruSphereSmokeProjectile\",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))\n\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"NemesisWhiteProjParticleSuperLarge2\",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))\n    NSAW A 6 Bright A_SpawnItem(\"NemesisWhiteProjExplodeLarge\")\n\tTNT1 A 1 A_SpawnItem(\"MiniNemesisDeathBall\")\n    Stop\n  }\n}\n\nACTOR SawsEverywhere\n{\n   Radius 6\n   Height 8\n   Speed 0\n   PROJECTILE\n   RenderStyle Add\n   Damage 0\n   DamageType \"Legendary\"\n   Alpha 1.0\n   Decal Scorch\n  states\n  {\n  Spawn:\n\t  TNT1 A 0 bright\n  Death:\n\tTNT1 A 0 A_CustomMissile(\"NormalNemChainRipper\",0,16,0,2,0)\n\tTNT1 A 0 A_CustomMissile(\"NormalNemChainRipper\",0,16,15,2,0)\n\tTNT1 A 0 A_CustomMissile(\"NormalNemChainRipper\",0,16,30,2,0)\n\tTNT1 A 0 A_CustomMissile(\"NormalNemChainRipper\",0,16,45,2,0)\n\tTNT1 A 0 A_CustomMissile(\"NormalNemChainRipper\",0,16,60,2,0)\n\tTNT1 A 0 A_CustomMissile(\"NormalNemChainRipper\",0,16,75,2,0)\n\tTNT1 A 0 A_CustomMissile(\"NormalNemChainRipper\",0,16,90,2,0)\n\tTNT1 A 0 A_CustomMissile(\"NormalNemChainRipper\",0,16,105,2,0)\n\tTNT1 A 0 A_CustomMissile(\"NormalNemChainRipper\",0,16,120,2,0)\n\tTNT1 A 0 A_CustomMissile(\"NormalNemChainRipper\",0,16,135,2,0)\n\tTNT1 A 0 A_CustomMissile(\"NormalNemChainRipper\",0,16,150,2,0)\n\tTNT1 A 0 A_CustomMissile(\"NormalNemChainRipper\",0,16,165,2,0)\n\tTNT1 A 0 A_CustomMissile(\"NormalNemChainRipper\",0,16,180,2,0)\n\tTNT1 A 0 A_CustomMissile(\"NormalNemChainRipper\",0,16,195,2,0)\n\tTNT1 A 0 A_CustomMissile(\"NormalNemChainRipper\",0,16,210,2,0)\n\tTNT1 A 0 A_CustomMissile(\"NormalNemChainRipper\",0,16,225,2,0)\n\tTNT1 A 0 A_CustomMissile(\"NormalNemChainRipper\",0,16,240,2,0)\n\tTNT1 A 0 A_CustomMissile(\"NormalNemChainRipper\",0,16,255,2,0)\n\tTNT1 A 0 A_CustomMissile(\"NormalNemChainRipper\",0,16,270,2,0)\n\tstop\n  }\n}\n\nACTOR themessedupactor\n{\nDamage 10\nSpeed 0\nHeight 16\nRadius 16\nSpecies \"LegendaryZombie\"\nSeeSound \"\"\nDeathSound \"\"\nDamagetype \"Legendary\"\nPROJECTILE\n+EXTREMEDEATH\n+FORCERADIUSDMG\n+NOTIMEFREEZE\nStates\n{\nSpawn:\nTNT1 A 2\nTNT1 A 1 A_Explode(24,64)\nStop\nDeath:\nTNT1 A 2\nTNT1 A 1 A_Explode(24,64)\nStop\n}\n}\n\nActor ELCZLungeGhost : ELFLungeGhost\n{\nSpecies \"LegendaryZombie\"\nScale 1.0\nvar int user_ragewait;\nStates\n{\nSpawn:\n\tECSZ E 1\n\tTNT1 A 0 ThrustThingZ(0,35,0,1)\n    TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,1)\n\tECSZ E 9 Bright\n\tECSZ E 0 A_FaceTarget\n\tECSZ E 3 Bright\n\tTNT1 A 0 ThrustThingZ(0,25,0,1)\n    ECSZ E 2 A_Recoil(-100)\nRageLoop:\n    TNT1 A 0 A_JumpIf(user_ragewait >= 10,\"Death\")\n\tTNT1 A 0 A_SetUserVar(\"user_ragewait\",user_ragewait+1)\n\tECSZ E 0 A_SpawnItem(\"ELFiendFlameSpawner\",0,0,0,0)\n\tECSZ E 0 A_CustomMissile(\"BigELFGhostLunge\",18,0,0,CMF_AIMDIRECTION)\n\tECSZ E 2 Bright A_FaceTarget\n\tLoop\nDeath:\n\tECSZ GGGGGGG 2 A_FadeOut(0.1)\n\tStop\n\t}\n}\n\nActor NCZLungeGhost : ELCZLungeGhost\n{\nScale 1.1\nSpecies \"LegendaryZombie\"\nDamageType \"Legendary\"\nvar int user_ragewait;\nStates\n{\nSpawn:\n\tNCSG A 1\n\tTNT1 A 0 ThrustThingZ(0,35,0,1)\n    TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,1)\n\tNCSG B 9 Bright\n\tNCSG E 0 A_FaceTarget\n\tNCSG A 3 Bright\n\tTNT1 A 0 ThrustThingZ(0,25,0,1)\n    NCSG B 2 A_Recoil(-100)\nRageLoop:\n    TNT1 A 0 A_PlaySound(\"MadSaw/Attack\",CHAN_WEAPON,1.0,1)\n    TNT1 A 0 A_JumpIf(user_ragewait >= 15,\"Death\")\n\tTNT1 A 0 A_SetUserVar(\"user_ragewait\",user_ragewait+1)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tNCSG A 0 A_CustomMissile(\"themessedupactor\",18,0,0,CMF_AIMDIRECTION)\n\tNCSG A 2 Bright\n\tLoop\nDeath:\n    TNT1 AAA 0 A_StopSound(CHAN_WEAPON)\n\tNCSG BBB 2 A_FadeOut(0.1)\n\tStop\n\t}\n}\n\nActor NCZExplosiveLungeGhost : NCZLungeGhost\n{\nStates\n{\nDeath:\n    TNT1 A 0 A_Spawnitem(\"SawsEverywhere\")\n\tNCSZ GGGGGGG 2 A_FadeOut(0.1)\n\tStop\n\t}\n}\n\nActor VexedNemesisChainsawZombie : NemesisChainsawZombie\n{\nMONSTER\nDamageFactor 0.5\nBloodcolor \"Black\"\nHealth 3500\nPainChance 25\nMass 69696969\nSpeed 55\nDamageFactor \"PlayerPyro\", 0.5\nDamageFactor \"None\", 0.1\nSeeSound \"VexedNemesisChainsawZombie/Sight\"\nActiveSound \"LegChainsawZomb/Active\"\nAttackSound \"\"\nDropItem \"NemesisHealthBonusMax\", 256, 32\nDropItem \"NemesisArmorBonus32\", 256\nDropItem \"NemesisHealthBonusMax\", 256, 32\nDropItem \"NemesisArmorBonus32\", 256\nDropItem \"SemiNemesisArmor\", 140, 1\nDropItem \"LegAmmoSphere\", 200, 3\nDropItem \"HandGrenadeAmmo\", 256, 2\nDropItem \"MineAmmo\", 256, 2\nDropItem \"Backpack\", 256, 1\nDropItem \"Armorplate\", 205, 1\nDropItem \"Portablemedkit\", 210, 1\nDropItem \"NemesisShellBox\", 200\nDropItem \"NemesisShell\", 256\nDropItem \"LegendaryRune\", 200, 1\nDropItem \"Nemesis Assault Shotgun\", 200, 1\nDropItem \"NemesisPowerShard\", 256, 1\nPainSound \"NemesisStealthTrooper/death\"\nDeathSound \"NemesisStealthTrooper/death\"\nObituary \"Vexed Nemesis Chainsaw Zombie ended %o's career.\"\nTag \"\\c[w2]vexed Nemesis Chainsaw Zombie\\c-\"\nvar int user_missile;\nStates\n  {\n  Spawn:\n\t    TNT1 A 0\n  Idle:\n\t\tVCSZ AX 10 Bright A_Look\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tLoop\n\tSee:\n\t    TNT1 A 0 A_JumpIf(user_music == 1,3)\n\t    TNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,767)\n\t    TNT1 A 0 A_SetUserVar(\"user_music\",1)\n\t\tTNT1 A 0 A_PlaySound(\"MadSaw/Idle\",CHAN_WEAPON,1.0,1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep\",0,0,5,0,0,-20)\n\t\tVCSZ AA 2 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep\",0,0,5,0,0,-20)\n\t\tVCSZ BB 2 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep\",0,0,5,0,0,-20)\n\t\tVCSZ CC 2 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep\",0,0,5,0,0,-20)\n\t\tVCSZ DD 2 Bright A_Chase\n\t\tTNT1 A 0 A_Jump(10,\"Shadows\")\n\t    TNT1 A 0 A_Jump(10,\"Decoy\")\n\t\tLoop\n\tShadows:\n\t    TNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep\",0,0,5,0,0,-20)\n\t\tVCSZ AA 2 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep\",0,0,5,0,0,-20)\n\t\tVCSZ BB 2 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"VchainsawShadow\",30,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tTNT1 A 0 A_SpawnItemEx(\"VchainsawShadow\",-30,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep\",0,0,5,0,0,-20)\n\t\tVCSZ CC 2 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep\",0,0,5,0,0,-20)\n\t\tVCSZ DD 2 Bright A_Chase\n\t\tGoto see\n\tDecoy:\n\t    VCSZ E 20 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"NCZDecoyGhost\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tGoto see\n\tMissile:\n\t\tTNT1 A 0 A_Jump(169,\"NemRipper\",\"NemCharge\",\"SpreadRipper\",\"eh\",\"weebshadowclones\",\"Rampage\")\n\t\tTNT1 A 0 A_Jump(40,\"IKUZO\")\n\t\tGoto NemCharge\n\tIKUZO:\n\t    VCSZ E 10 Bright A_FaceTarget\n\t    TNT1 A 0 A_PlaySound(\"EnragedChainsawZombie/sight\",7,1.0,0,ATTN_NONE)\n\t    VCSZ EEEEEEEEEEEEEEEEEEEEEEEEEE 3 Bright A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\t\tVCSZ A 1 Bright A_UnSetShootable\n\t    TNT1 AAAA 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t    VCSZ AAAAAAAAAA 1 Bright A_FadeOut(0.1,0)\n      \tVCSZ A 2 Bright\n\t    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\t    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\t    VCSZ A 1 Bright A_PlayWeaponSound(\"boss/teleport\")\n\t    TNT1 AAAA 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t    VCSZ AAAAAAAAAA 1 Bright A_FadeIn(0.1)\n\t    VCSZ A 1 Bright A_SetShootable\n\t\tTNT1 A 0 A_Facetarget\n        TNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_ChangeFlag(SLIDESONWALLS,1)\n\t\tTNT1 A 0 A_Recoil(-130)\n\t\tVCSZ AA 2 Bright A_FaceTarget\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"VCHSGhost\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_CustomMissile(\"themessedupactor\",18,0,0,CMF_AIMDIRECTION)\n\t\tVCSZ EF 2 Bright A_CustomMissile(\"NemChainSawAttack\",18,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"VCHSGhost\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_CustomMissile(\"themessedupactor\",18,0,0,CMF_AIMDIRECTION)\n\t\tVCSZ EF 2 Bright A_CustomMissile(\"NemChainSawAttack\",18,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"VCHSGhost\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_CustomMissile(\"themessedupactor\",18,0,0,CMF_AIMDIRECTION)\n\t\tVCSZ EF 2 Bright A_CustomMissile(\"NemChainSawAttack\",18,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"VCHSGhost\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_CustomMissile(\"themessedupactor\",18,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"MiniCyberNemesisGuruSphereSmokeProjectile\",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))\n\t    TNT1 AAAAAAAAA 0 A_SpawnItemEx(\"NemesisWhiteProjParticleSuperLarge2\",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))\n        VCSZ E 6 Bright A_SpawnItem(\"NemesisWhiteProjExplodeLarge\")\n\t    TNT1 A 1 A_SpawnItem(\"NemesisDeathBall\")\n\t\tVCSZ EE 15 Bright\n\t\tVCSZ A 1 Bright A_UnSetShootable\n\t    TNT1 AAAA 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t    VCSZ AAAAAAAAAA 1 Bright A_FadeOut(0.1,0)\n      \tVCSZ A 2 Bright\n\t    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\t    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\t    VCSZ A 1 Bright A_PlayWeaponSound(\"boss/teleport\")\n\t    TNT1 AAAA 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t    VCSZ AAAAAAAAAA 1 Bright A_FadeIn(0.1)\n\t    VCSZ A 1 Bright A_SetShootable\n\t\tTNT1 A 0 A_Facetarget\n        TNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_ChangeFlag(SLIDESONWALLS,1)\n\t\tTNT1 A 0 A_Recoil(-130)\n\t\tVCSZ AA 2 Bright A_FaceTarget\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"VCHSGhost\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_CustomMissile(\"themessedupactor\",18,0,0,CMF_AIMDIRECTION)\n\t\tVCSZ EF 2 Bright A_CustomMissile(\"NemChainSawAttack\",18,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"VCHSGhost\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_CustomMissile(\"themessedupactor\",18,0,0,CMF_AIMDIRECTION)\n\t\tVCSZ EF 2 Bright A_CustomMissile(\"NemChainSawAttack\",18,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"VCHSGhost\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_CustomMissile(\"themessedupactor\",18,0,0,CMF_AIMDIRECTION)\n\t\tVCSZ EF 2 Bright A_CustomMissile(\"NemChainSawAttack\",18,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"VCHSGhost\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_CustomMissile(\"themessedupactor\",18,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"MiniCyberNemesisGuruSphereSmokeProjectile\",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))\n\t    TNT1 AAAAAAAAA 0 A_SpawnItemEx(\"NemesisWhiteProjParticleSuperLarge2\",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))\n        VCSZ E 6 Bright A_SpawnItem(\"NemesisWhiteProjExplodeLarge\")\n\t    TNT1 A 1 A_SpawnItem(\"NemesisDeathBall\")\n\t\tVCSZ EE 15 Bright\n\t\tVCSZ A 1 Bright A_UnSetShootable\n\t    TNT1 AAAA 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t    VCSZ AAAAAAAAAA 1 Bright A_FadeOut(0.1,0)\n      \tVCSZ A 2 Bright\n\t    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\t    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\t    VCSZ A 1 Bright A_PlayWeaponSound(\"boss/teleport\")\n\t    TNT1 AAAA 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t    VCSZ AAAAAAAAAA 1 Bright A_FadeIn(0.1)\n\t    VCSZ A 1 Bright A_SetShootable\n\t\tTNT1 A 0 A_Facetarget\n        TNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_ChangeFlag(SLIDESONWALLS,1)\n\t\tTNT1 A 0 A_Recoil(-130)\n\t\tVCSZ AA 2 Bright A_FaceTarget\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"VCHSGhost\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_CustomMissile(\"themessedupactor\",18,0,0,CMF_AIMDIRECTION)\n\t\tVCSZ EF 2 Bright A_CustomMissile(\"NemChainSawAttack\",18,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"VCHSGhost\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_CustomMissile(\"themessedupactor\",18,0,0,CMF_AIMDIRECTION)\n\t\tVCSZ EF 2 Bright A_CustomMissile(\"NemChainSawAttack\",18,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"VCHSGhost\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_CustomMissile(\"themessedupactor\",18,0,0,CMF_AIMDIRECTION)\n\t\tVCSZ EF 2 Bright A_CustomMissile(\"NemChainSawAttack\",18,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"VCHSGhost\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_CustomMissile(\"themessedupactor\",18,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"MiniCyberNemesisGuruSphereSmokeProjectile\",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))\n\t    TNT1 AAAAAAAAA 0 A_SpawnItemEx(\"NemesisWhiteProjParticleSuperLarge2\",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))\n        VCSZ E 6 Bright A_SpawnItem(\"NemesisWhiteProjExplodeLarge\")\n\t    TNT1 A 1 A_SpawnItem(\"NemesisDeathBall\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"Sawseverywhere\",0,0,16,0,0,0,0,32)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Sawseverywhere\",0,0,16,0,0,0,0,32)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Sawseverywhere\",0,0,16,0,0,0,0,32)\n\t\tVCSZ EE 20 Bright\n\t\tGoto see\n\tNemRipper:\n\t\tVCSZ EEEEEEEEEFFFFFFFFF 1 Bright A_FaceTarget\n\t\tVCSZ EFE 2 Bright A_CustomMissile(\"NormalNemChainRipper\",32,0,random(-2,2))\n\t\tTNT1 A 0 A_FaceTarget\n\t\tVCSZ EFE 2 Bright A_CustomMissile(\"NormalNemChainRipper\",32,0,random(-2,2))\n\t\tTNT1 A 0 A_FaceTarget\n\t\tVCSZ EE 3 Bright A_CustomMissile(\"ExplosiveNemChainRipper\",32,0,0)\n\t\tVCSZ F 2 Bright A_FaceTarget\n\t\tGoto See\n\tSpreadRipper:\n\t    TNT1 A 0 A_JumpIf(user_missile >= 15,\"SpreadRipperEnd\")\n\t    TNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\t    TNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\t\tVCSZ EFE 2 Bright A_CustomMissile(\"NormalNemChainRipper\",32,0,random(-2,2))\n\t\tTNT1 A 0 A_GiveInventory(\"NemesisLegZombieStrafing\",1)\n\t\tLoop\n\tSpreadRipperEnd:\n\t    VCSZ F 15\n\t\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\n\t\tGoto Missile\n\tNemCharge:\n\t\tTNT1 A 0 A_PlaySound(\"MadSaw/Attack\",CHAN_WEAPON,1.0,1)\n\t\tVCSZ AAAAAAAAAAAAAAAAAAAA 1 Bright A_FaceTarget\n\tChargeAttack:\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_ChangeFlag(SLIDESONWALLS,1)\n\t\tTNT1 A 0 A_Recoil(-130)\n\t\tVCSZ AA 2 Bright A_FaceTarget\n\t\tTNT1 A 0 A_CposRefire\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"VCHSGhost\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_CustomMissile(\"themessedupactor\",18,0,0,CMF_AIMDIRECTION)\n\t\tVCSZ EF 2 Bright A_CustomMissile(\"NemChainSawAttack\",18,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"VCHSGhost\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_CustomMissile(\"themessedupactor\",18,0,0,CMF_AIMDIRECTION)\n\t\tVCSZ EF 2 Bright A_CustomMissile(\"NemChainSawAttack\",18,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"VCHSGhost\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_CustomMissile(\"themessedupactor\",18,0,0,CMF_AIMDIRECTION)\n\t\tVCSZ EF 2 Bright A_CustomMissile(\"NemChainSawAttack\",18,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"VCHSGhost\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_CustomMissile(\"themessedupactor\",18,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tVCSZ EFEF 1 Bright A_JumpIfCloser(90,\"Melee2\")\n\t\tGoto Melee2\n\tChargeStop:\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tVCSZ E 1 Bright A_Stop\n\t\tGoto See\n  \tweebshadowclones:\n\t\tVCSZ E 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"NCZLungeGhost\")\n\t\tVCSZ E 20\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"NCZLungeGhost\")\n\t\tVCSZ E 20\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"NCZExplosiveLungeGhost\")\n\t\tVCSZ E 20\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"NCZLungeGhost\")\n\t\tVCSZ E 20\n\t\tGoto ChargeAttack\n   eh:\n\t\tTNT1 A 0 A_PlaySound(\"MadSaw/Attack\",CHAN_WEAPON,1.0,1)\n\t\tVCSZ AAAAAAAAAA 1 Bright A_FaceTarget\n\tehh:\n\t\tTNT1 A 0 A_PlaySound(\"MadSaw/Attack\",CHAN_WEAPON,1.0,1)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_GiveInventory(\"ChainSawJumping\",1)\n\t\tTNT1 A 0 A_Recoil(-20)\n\t\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"VCHSGhost\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_CustomMissile(\"themessedupactor\",18,0,0,CMF_AIMDIRECTION)\n\t\tVCSZ EE 1 Bright A_JumpIfTargetInLOS(\"Melee2\",90,JLOSF_DEADNOJUMP|JLOSF_TARGETLOS,90,0)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(-20)\n\t\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"VCHSGhost\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_CustomMissile(\"themessedupactor\",18,0,0,CMF_AIMDIRECTION)\n\t\tVCSZ EE 1 Bright A_JumpIfTargetInLOS(\"Melee2\",90,JLOSF_DEADNOJUMP|JLOSF_TARGETLOS,90,0)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(-20)\n\t\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"VCHSGhost\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_CustomMissile(\"themessedupactor\",18,0,0,CMF_AIMDIRECTION)\n\t\tVCSZ EE 1 Bright A_JumpIfTargetInLOS(\"Melee2\",90,JLOSF_DEADNOJUMP|JLOSF_TARGETLOS,90,0)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(-20)\n\t\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"VCHSGhost\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_CustomMissile(\"themessedupactor\",18,0,0,CMF_AIMDIRECTION)\n\t\tVCSZ EE 1 Bright A_JumpIfTargetInLOS(\"Melee2\",90,JLOSF_DEADNOJUMP|JLOSF_TARGETLOS,90,0)\n\t\tGoto Missile2\n  Missile2:\n\t\tTNT1 A 0 A_JumpIf(velx != 0 || vely != 0,\"ehh\")\n\t\tGoto Charge1Stop\n  Charge1Stop:\n\t\tVCSZ A 1 Bright A_Stop\n\t\tTNT1 A 0 A_JumpIfInTargetLOS(\"Melee2\",90,JLOSF_DEADNOJUMP,200)\n\t\tGoto See\n   Melee:\n\t\tTNT1 A 0 A_UnSetInvulnerable\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep\",0,0,5,0,0,-20)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(-8)\n\t\tTNT1 A 0 A_TakeInventory(\"ChainSawJumping\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_PlaySound(\"MadSaw/Attack\",CHAN_WEAPON,1.0,1)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"NemChainSawAttack\",18,0,0,CMF_AIMDIRECTION)\n\t\tVCSZ EF 2 Bright A_CustomMissile(\"NemChainSawAttack\",18,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tVCSZ EFEF 1 Bright A_JumpIfCloser(90,\"See\")\n\t\tGoto See\n\tMelee2:\n\t\tTNT1 A 0 A_UnSetInvulnerable\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"VCHSGhost\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep\",0,0,5,0,0,-20)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(-8)\n\t\tTNT1 A 0 A_TakeInventory(\"ChainSawJumping\",1)\n\t\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_PlaySound(\"MadSaw/Attack\",CHAN_WEAPON,1.0,1)\n\t\tTNT1 A 0 A_CustomMissile(\"themessedupactor\",18,0,0,CMF_AIMDIRECTION)\n\t\tVCSZ EF 2 Bright A_CustomMissile(\"NemChainSawAttack\",18,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_CustomMissile(\"themessedupactor\",18,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tVCSZ EFEF 1 Bright A_JumpIfCloser(90,\"Melee2\")\n\t\tGoto See\n  \tRampage:\n\t\tVCSZ A 15 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"NCZLungeGhost\",0,30)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NCZLungeGhost\",0,30)\n\t\tVCSZ A 1 Bright A_UnSetShootable\n\t    TNT1 AAAA 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t    VCSZ AAAAAAAAAA 1 Bright A_FadeOut(0.1,0)\n      \tVCSZ A 2 Bright\n\t    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\t    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\t    VCSZ A 1 Bright A_PlayWeaponSound(\"boss/teleport\")\n\t    TNT1 AAAA 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t    VCSZ AAAAAAAAAA 1 Bright A_FadeIn(0.1)\n\t    VCSZ A 1 Bright A_SetShootable\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_ChangeFlag(SLIDESONWALLS,1)\n\t\tTNT1 A 0 A_Recoil(-130)\n\t\tVCSZ AA 2 Bright A_FaceTarget\n\t\tTNT1 A 0 A_CposRefire\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"VCHSGhost\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_CustomMissile(\"themessedupactor\",18,0,0,CMF_AIMDIRECTION)\n\t\tVCSZ EF 2 Bright A_CustomMissile(\"NemChainSawAttack\",18,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"VCHSGhost\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_CustomMissile(\"themessedupactor\",18,0,0,CMF_AIMDIRECTION)\n\t\tVCSZ EF 2 Bright A_CustomMissile(\"NemChainSawAttack\",18,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"VCHSGhost\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_CustomMissile(\"themessedupactor\",18,0,0,CMF_AIMDIRECTION)\n\t\tVCSZ EF 2 Bright A_CustomMissile(\"NemChainSawAttack\",18,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"VCHSGhost\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_CustomMissile(\"themessedupactor\",18,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tVCSZ E 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"NCZLungeGhost\")\n\t\tVCSZ E 10\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"NCZLungeGhost\")\n\t\tVCSZ E 10\n\t\tVCSZ EFE 2 Bright A_CustomMissile(\"NormalNemChainRipper\",32,0,random(-2,2))\n\t\tTNT1 A 0 A_FaceTarget\n\t\tVCSZ EFE 2 Bright A_CustomMissile(\"NormalNemChainRipper\",32,0,random(-2,2))\n\t\tTNT1 A 0 A_FaceTarget\n\t\tVCSZ E 3 Bright A_CustomMissile(\"ExplosiveNemChainRipper\",32,0,0)\n\t\tVCSZ F 2 Bright A_FaceTarget\n\t\tGoto see\n\tPain:\n\t\tVCSZ G 2 Bright A_Pain\n\t\tGoto See\n\tPain.PlayerDBFG10K2:\n    Pain.DBFG10K2:\n    Pain.DBFG:\n    Pain.PlayerDBFG:\n    Pain.DBFG2:\n    Pain.PlayerDBFG210K:\n    Pain.DBFG210K:\n    Pain.DBFG2Splash:\n    Pain.PlayerDBFG2:\n\tPain.PlayerDTRG:\n\tPain.DTRailgun:\n\tPain.PDTPuff:\n\tPain.PlayerBHole:\n\tPain.Explosive:\n\tPain.PlayerPyro:\n\tPain.None:\n\tPain.RailG:\n\t    TNT1 A 0 A_SpawnItemEx(\"Sawseverywhere\",0,0,16,0,0,0,0,32)\n\t    VCSZ G 1 Bright A_Pain\n\t\tTNT1 A 0 A_Jump(128,\"Rampage\")\n\t    Goto See\n    Death:\n\t    TNT1 AAA 0 A_StopSound(CHAN_WEAPON)\n\t\tTNT1 A 0 A_KillChildren\n\t\tTNT1 A 0 A_Jump(36,\"LegendarySoul\")\n\t    VCSZ H 5 A_Scream\n\t    VCSZ I 5 A_Fall\n\t    VCSZ J 5 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n\t    VCSZ Kl 5\n\t    TNT1 A 0 A_Jump(100,\"MoreStuff\")\n\t\tVCSZ M 100\n\t    TNT1 A 0 A_JumpIfInTargetInventory(\"NemesisFragmentToken\",1,3)\n\t    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"NemesisFragment\") == 0,2)\n\t    TNT1 A 0 A_SpawnItemEx(\"NemesisFragmentSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,192)\n\t    VCSZ M -1\n\t    Stop\n   XDeath:\n\t    TNT1 AAA 0 A_StopSound(CHAN_WEAPON)\n\t    VCSZ O 3 A_SpawnItemEx(\"NemesisGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\t    VCSZ P 3 A_XScream\n\t    VCSZ R 3 A_Fall\n\t    VCSZ STUV 3\n\t    TNT1 A 0 A_Jump(100,\"MoreStuff2\")\n\t\tVCSZ W 100\n\t    TNT1 A 0 A_JumpIfInTargetInventory(\"NemesisFragmentToken\",1,3)\n\t    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"NemesisFragment\") == 0,2)\n\t    TNT1 A 0 A_SpawnItemEx(\"NemesisFragmentSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,192)\n\t    VCSZ W -1\n\t    Stop\n   LegendarySoul:\n        TNT1 A 0 A_StopSound(6)\n\t    TNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\t    VCSZ H 5 A_Scream\n\t    TNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n        VCSZ I 5 A_Fall\n\t    TNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n        VCSZ J 5 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n\t    TNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n        VCSZ KL 5\n\t    TNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n        VCSZ M 5\n\t    TNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\",0,0,0,0)\n\t    VCSZ M 140\n\t    VCSZ M 0 A_PlaySoundEx(\"brain/spit\",\"Voice\",0,2)\n\t    VCSZ MMMMMMMMMMMMMMMMM 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\t    VCSZ MMMMMMMMMMMMMMMMM 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\t    VCSZ MMMMMMMMMMMMMMMMM 2 Bright A_GiveInventory(\"NemesisSoulEvent\",1)\n\t    TNT1 A 0 A_SpawnItemEx(\"VexedNemesisSoul\",0,0,16,0,0,0,0,32)\n\t    TNT1 A 0 A_SpawnItemEx(\"TeleportFog\",0,0,16,0,0,0,0,32)\n\t    VCSZ M -1\n\t    Stop\n   MoreStuff:\n\t    VCSZ M 100\n\t    TNT1 A 0 A_SpawnItem(\"HellionSmokeAttack\")\n\t    VCSZ MMMMMMMMMMMMMMMMMMMMMMMMMMMMMM 1 A_SpawnItem(\"NemesisZombieItemRandomizer\")\n\t    VCSZ MMMMMMMMMMMMMMMMMMMMMMMMMMMMMM 1 A_SpawnItem(\"NemesisZombieItemRandomizer\")\n\t    VCSZ M 1 A_SpawnItem(\"NemesisZombieSuperItemRandomizer\")\n\t    VCSZ M -1\n\t    Stop\n   MoreStuff2:\n\t    VCSZ W 100\n\t    TNT1 A 0 A_SpawnItem(\"HellionSmokeAttack\")\n\t    VCSZ WWWWWWWWWWWWWWWWWWWWWWWWWWWWWW 1 A_SpawnItem(\"NemesisZombieItemRandomizer\")\n\t    VCSZ WWWWWWWWWWWWWWWWWWWWWWWWWWWWWW 1 A_SpawnItem(\"NemesisZombieItemRandomizer\")\n\t    VCSZ W 1 A_SpawnItem(\"NemesisZombieSuperItemRandomizer\")\n\t    VCSZ W -1\n\t    Stop\n\t}\n}\n\nActor VchainsawShadow : VexedNemesisChainsawZombie\n{\nTag \"\\c[w3](clone) \\c[w2]vexed Nemesis Chainsaw Zombie\\c-\"\nHealth 200\nDamageFactor 6.5\nSeesound \"\"\nDeathsound \"\"\nDropitem \"\"\n+NOPAIN\n+THRUSPECIES\nvar int user_clone;\nstates\n{\n      Spawn:\n\t    TNT1 A 0\n      Idle:\n\t    TNT1 A 0 A_JumpIf(user_clone >= 80, \"Death\")\n        TNT1 A 0 A_SetUserVar(\"user_clone\", user_clone+1)\n\t\tVCSZ AX 10 Bright A_Look\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tLoop\n\t  See:\n\t    TNT1 A 0 A_JumpIf(user_clone >= 80, \"Death\")\n        TNT1 A 0 A_SetUserVar(\"user_clone\", user_clone+1)\n\t\tTNT1 A 0 A_PlaySound(\"MadSaw/Idle\",CHAN_WEAPON,1.0,1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep\",0,0,5,0,0,-20)\n\t\tVCSZ AA 2 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep\",0,0,5,0,0,-20)\n\t\tVCSZ BB 2 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep\",0,0,5,0,0,-20)\n\t\tVCSZ CC 2 Bright A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep\",0,0,5,0,0,-20)\n\t\tVCSZ DD 2 Bright A_Chase\n\t\tloop\n     Melee:\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep\",0,0,5,0,0,-20)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(-8)\n\t\tTNT1 A 0 A_TakeInventory(\"ChainSawJumping\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_PlaySound(\"MadSaw/Attack\",CHAN_WEAPON,1.0,1)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"NemChainSawAttack\",18,0,0,CMF_AIMDIRECTION)\n\t\tVCSZ EF 2 Bright A_CustomMissile(\"NemChainSawAttack\",18,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\t\tVCSZ EFEF 1 Bright A_JumpIfCloser(90,\"See\")\n\t\tGoto See\n\tMelee2:\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"VCHSGhost\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep\",0,0,5,0,0,-20)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(-8)\n\t\tTNT1 A 0 A_TakeInventory(\"ChainSawJumping\",1)\n\t\tTNT1 A 0 A_SpawnItem(\"TrueNemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_PlaySound(\"MadSaw/Attack\",CHAN_WEAPON,1.0,1)\n\t\tTNT1 A 0 A_CustomMissile(\"themessedupactor\",18,0,0,CMF_AIMDIRECTION)\n\t\tVCSZ EF 2 Bright A_CustomMissile(\"NemChainSawAttack\",18,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_CustomMissile(\"themessedupactor\",18,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tVCSZ EFEF 1 Bright A_JumpIfCloser(90,\"Melee2\")\n\t\tGoto See\n\tMissile:\n\t\tTNT1 A 0 A_PlaySound(\"MadSaw/Attack\",CHAN_WEAPON,1.0,1)\n\t\tVCSZ AAAAAAAAAAAAAAAAAAAA 1 Bright A_FaceTarget\n\tChargeAttack:\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_ChangeFlag(SLIDESONWALLS,1)\n\t\tTNT1 A 0 A_Recoil(-130)\n\t\tVCSZ AA 2 Bright A_FaceTarget\n\t\tTNT1 A 0 A_CposRefire\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"VCHSGhost\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_CustomMissile(\"themessedupactor\",18,0,0,CMF_AIMDIRECTION)\n\t\tVCSZ EF 2 Bright A_CustomMissile(\"NemChainSawAttack\",18,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"VCHSGhost\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_CustomMissile(\"themessedupactor\",18,0,0,CMF_AIMDIRECTION)\n\t\tVCSZ EF 2 Bright A_CustomMissile(\"NemChainSawAttack\",18,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"VCHSGhost\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_CustomMissile(\"themessedupactor\",18,0,0,CMF_AIMDIRECTION)\n\t\tVCSZ EF 2 Bright A_CustomMissile(\"NemChainSawAttack\",18,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"VCHSGhost\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_CustomMissile(\"themessedupactor\",18,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tVCSZ EFEF 1 Bright A_JumpIfCloser(90,\"Melee2\")\n\t\tGoto Melee2\n\tChargeStop:\n\t\tTNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\t\tVCSZ E 1 Bright A_Stop\n\t\tGoto See\n  XDeath:\n  Death:\n\t    TNT1 AAA 0 A_StopSound(CHAN_WEAPON)\n\t    VCSZ G 5 A_Scream\n\t    VCSZ G 5 A_FadeOut(0.0065,1)\n\t    Stop\n}}\n\nActor ChainSawJumping : CustomInventory\n{\n+INVENTORY.QUIET\n+INVENTORY.UNDROPPABLE\n+INVENTORY.ALWAYSPICKUP\n+INVENTORY.AUTOACTIVATE\nInventory.Amount 1\nInventory.MaxAmount 0\nStates\n\t{\n\tPickup:\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_CheckFloor(1)\n\t\tStop\n\t\tTNT1 A 1 A_Jump(160,2)\n\t\tTNT1 A 1 ThrustThingZ(0,25,0,1)\n\t\tStop\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor NCZDecoyGhost : ModdedExplosiveBarrel\n{\nScale 1.1\nDamagetype \"Legendary\"\nspecies \"Legendaryzombie\"\ndeathsound \"\"\nvar int user_decoy;\nstates\n{\nSpawn:\nTNT1 A 0 A_JumpIf(user_decoy >= 80, \"Death\")\nTNT1 A 0 A_SetUserVar(\"user_decoy\", user_decoy+1)\nTNT1 AA 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\nVCSZ AX 5 Bright\nloop\nDeath:\nVCSZ E 5 Bright A_SpawnItemEx(\"Sawseverywhere\",0,0,16,0,0,0,0,32)\nTNT1 A 0 A_Scream\nVCSZ E 0 A_FadeOut(0.1)\nStop\n}}\n\nActor VCHSGhost\n{\nScale 1.1\nRENDERSTYLE Translucent\nAlpha 0.75\n+NOINTERACTION\n+CLIENTSIDEONLY\n+NONETID\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tVCSZ E 2 A_FadeOut(0.09,1)\n\t\tWait\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/GrossElemental.txt",
        "contents": "ACTOR GrossElemental : SoulKeeper 6156 //BZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ\n{\nMonster\n+FLOORCLIP\n+FLOAT\n+NOGRAVITY\n+QUICKTORETALIATE\n+MissileMore\n+DontHarmSpecies\nHealth 1200\nSpeed 16\nFloatSpeed 7\nPainChance 160\nPainchance \"Mine\", 128\nPainchance \"SatanGuard\", 0\nPainchance \"BloodElemental\", 0\nPainchance \"Wicked\", 0\nSpecies \"Souls\"\nBloodColor \"Green\"\nDamageType \"Poison\"\nDamageFactor \"PDTBFG\", 0.25\nDamageFactor \"PDTBFGTracer\", 0.25\nDamageFactor \"PlayerDevBall\", 0.125\nDamageFactor \"PlayerDevBall2\", 0.125\nDamageFactor \"PlayerDevTracer\", 0.125\nDamageFactor \"PlayerDTBFGRailgunSlug\", 0.125\nDamageFactor \"PlayerDevTracer\", 0.125\nDamageFactor \"LegendaryPlayer\", 0.3\nDamageFactor \"LegendaryGuruPlayer\", 0.3\n//No Infight\nDamagefactor \"Broat\", 0.0\nDamagefactor \"BloodSkull\", 0.0\nDamagefactor \"BloodElemental\", 0.0\nDamagefactor \"Wicked\", 0.0\nDamagefactor \"EleSouls\", 0.0\nDamageFactor \"CacoComet\", 0.0\nObituary \"$o was melted by the acid vomit of the Gross Elemental, Eugh!\"\nSeeSound \"GrossElem/Sight\"\nDeathSound \"GrossElem/Die\"\nActiveSound \"GrossElem/Idle\"\nPainSound \"GrossElem/Pain\"\nAttackSound \"GrossElem/Fire\"\nTag \"\\c[x9]Gross Elemental\\c-\"\nDropItem \"BossLifeEssence\" 200 25\nDropItem \"BossArmorBonusMax\" 200 1\nDropItem \"PartialKakuhou\", 100, 1\nDropItem \"PartialKakuhou\", 100, 1\nDropItem \"PartialKakuhou\", 100, 1\nstates\n{\nSpawn:\nDFLY A 10 A_Look\nLoop\nSee:\nDFLY AAABBBCCC 1 Fast A_FastChase\nDFLY AAABBBCCC 1 Fast A_FastChase\nTNT1 A 0 A_SpawnItemEx(\"GrossEleBreath\", 0, 0, random(20,40), 0, 0, 0, 0, 128, 220)\nLoop\nMissile:\nDFLY D 0 A_JumpIfCloser(250,\"Vomit\")\nDFLY D 4 A_FaceTarget\nDFLY E 4 A_FaceTarget\nDFLY F 0 A_PainAttack(\"VenomMaggot\")\nTNT1 A 0 A_SpawnItemEx(\"GrossEleBreath\", 0, 0, random(20,40), 0, 0, 0, 0, 128, 220)\nDFLY F 2 A_FaceTarget\nGoto See\nVomit:\nDFLY D 4 Fast A_FaceTarget\nDFLY E 4 Fast A_FaceTarget\nDFLY F 0 A_CustomMissile(\"PukeVenom\", 23, 0, 0)\nDFLY F 0 A_CustomMissile(\"PukeVenom\", 23, 0, 3)\nDFLY F 0 A_CustomMissile(\"PukeVenom\", 23, 0, -3)\nTNT1 A 0 A_SpawnItemEx(\"GrossEleBreath\", 0, 0, random(20,40), 0, 0, 0, 0, 128, 220)\nDFLY F 2 Fast A_FaceTarget\nGoto See\nMelee:\nDFLY DE 5 A_FaceTarget\nDFLY F 4 A_MeleeAttack\nTNT1 A 0 A_SpawnItemEx(\"GrossEleBreath\", 0, 0, random(20,40), 0, 0, 0, 0, 128, 220)\nDFLY ED 3 A_FaceTarget\nGoto See\nPain:\nDFLY G 4 Fast\nDFLY G 0 A_Wander\nTNT1 A 0 A_SpawnItemEx(\"GrossEleBreath\", 0, 0, random(20,40), 0, 0, 0, 0, 128, 220)\nDFLY G 0 A_Wander\nDFLY G 4 Fast A_Pain\nGoto See\nDeath:\nDFLY H 8 A_Scream\nDFLY IJK 8\nTNT1 A 0 A_SpawnItemEx(\"PoisonEleGoreGenerator\",0,0,0,0,0,0,0,128,0)\nTNT1 AAAA 0 A_SpawnItemEx(\"GreenParticleSpawner\", 0, 0, random(20,40), 0, 0, 0, 0, 128)\nTNT1 AAAA 0 A_CustomMissile(\"SmokeFX2\", random(20,40), 0, random(0,360), 2, random(0,360))\nTNT1 AAAA 0 A_CustomMissile(\"Kaboom4\", random(20,40), 0, random(0,360), 2, random(0,360))\nTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"PoisonEleBreath\",0,0,10,Random(10,-10),Random(10,-10),Random(6,-6))\nDFLY L 8 A_PainDie(\"VenomMaggot\")\nDFLY M 8\nStop\n}\n}\n\nACTOR VenomMaggot : Demon 6157\n{\n+DontHarmSpecies\nHealth 90\nScale 0.5\nRadius 15\nHeight 28\nSpeed 9\nPainChance 70\nPainchance \"Mine\", 128\nPainchance \"SatanGuard\", 0\nPainchance \"BloodElemental\", 0\nPainchance \"Wicked\", 0\nBloodColor \"Green\"\nDamageFactor \"PDTBFG\", 0.25\nDamageFactor \"PDTBFGTracer\", 0.25\nDamageFactor \"PlayerDevBall\", 0.125\nDamageFactor \"PlayerDevBall2\", 0.125\nDamageFactor \"PlayerDevTracer\", 0.125\nDamageFactor \"PlayerDTBFGRailgunSlug\", 0.125\nDamageFactor \"PlayerDevTracer\", 0.125\nDamageFactor \"LegendaryPlayer\", 0.3\nDamageFactor \"LegendaryGuruPlayer\", 0.3\nSpecies \"EleSouls\"\nObituary \"$o's flesh was infected by the Venom Maggot's deadly bite, Gross!\"\nSeeSound \"VenMaggot/Sight\"\nDeathSound \"VenMaggot/Die\"\nActiveSound \"VenMaggot/Idle\"\nPainSound \"VenMaggot/Pain\"\nAttackSound \"VenMaggot/Melee\"\nDropItem \"LifeEssence\", 200, 4\nDropItem \"HEMArmorBonusMax5\", 200\nstates\n{\nSpawn:\nMAGT AB 5 A_Look\nLoop\nSee:\nMAGT AABBCCDD 2 Fast A_Chase\nLoop\nMelee:\nMAGT EF 6 Fast A_FaceTarget\nMAGT G 6 Fast A_CustomMeleeAttack(random(2, 6) * 4, \"VenMaggot/Melee\", \"\", \"Poison\")\nGoto See\nPain:\nMAGT H 2 Fast\nMAGT H 2 Fast A_Pain\nGoto See\nDeath:\nMAGT I 4 A_Scream\nMAGT J 4\nMAGT K 2 A_NoBlocking\nMAGT L 2\nMAGT M 2\nMAGT N -1\nStop\nRaise:\nMAGT N 4\nMAGT MLKJI 4\nGoto See\n}\n}\n\nACTOR PukeVenom : CacodemonBall\n{\nSpeed 15\nDamage 6\nRenderStyle Normal\nDamageType \"Poison\"\nPoisonDamage 1, 8\nGravity 0.4\nStates\n{\nSpawn:\nVBAL AB 4\nLoop\nDeath:\nVBAL CDE 4\nStop\n}\n}\n\nACTOR GrossEleBreath : PoisonSoulCloud\n{\n\tScale 0.85\n\tSpeed 12\n\tSpecies \"EleSouls\"\n\tDamagetype \"Poison\"\n\t+MISSILE\n\t+THRUSPECIES\n\t+HEXENBOUNCE\n\t-NOGRAVITY\n\tGravity 0.06\n    States\n    {\n    Spawn:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"monsters/barbgas\", 4)\n        TRPS AABBCDEFGDFEG 3 A_Explode(2,68)\n    Death:\n\t\tTRPS CCBBAA 1 A_FadeOut(0.15)\n        Stop\n\t\t}\n}"
      }
    ]
  },
  "maps": []
}

gib.gg runs on open-source software and freely licensed replacement game assets from the Freedoom project. gib.gg is not affiliated with Bethesda Softworks, id Software, or ZeniMax Media. All trademarks belong to their respective owners. Some WADs and associated metadata on this site are sourced from WAD Archive. User-submitted content remains the responsibility of its respective authors. If you believe content on this site violates your rights, please send DMCA requests to dmca@gib.gg.