Counts

endoom0
graphics0
lumps10
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "03e81533-7a16-4b22-9c8c-a8859f32a157",
    "sha1": "f796559f179e287f859a27cd475ba0f73468e27c",
    "sha256": "9aad94d63f00f4871151c54fafc17974d109af63ab31f27502a0ac6d705c779c",
    "filenames": [
      "randommons-v1.2.3.1-cd27-patch.pk3"
    ],
    "additional": {
      "engines": [],
      "iwad": [],
      "filename": null,
      "added": "2018-03-28 00:21:39",
      "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": "2018-03-28 00:21:39",
    "file": {
      "type": "PK3",
      "size": 3949755,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/f796559f179e287f859a27cd475ba0f73468e27c/f796559f179e287f859a27cd475ba0f73468e27c.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 10,
        "maps": 0,
        "palettes": 0
      }
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "README.txt",
        "contents": "Compatibility patch for Complex Doom v27. - arkore\n\n- Includes clean-up and fixes for KEYCONF."
      },
      {
        "source": "pk3",
        "name": "Actors/Items/Hellfireultrasphere.txt",
        "contents": "ACTOR HellfireUltraSphere : CustomInventory\n{\n  Inventory.PickupSound \"HFCyb/Laugh\"\n  Inventory.Pickupmessage \"You got the Hellfire UltraSphere! 6666666666666666666666666666!\"\n  +FLOATBOB\n  +COUNTITEM\n  +INVENTORY.BIGPOWERUP\n  -INVENTORY.ALWAYSPICKUP\n  -FLOAT\n  ActiveSound \"HFUl/Active\"\n  States\n  {\n  Spawn:\n\tTNT1 A 0 A_LoopActiveSound\n\tHFUL ABCD 10 Bright A_CustomMissile (\"HellFireBaronFlameSpawner\", -20, 0, random(0,-360), 2, random(0,360))\n\tLoop\n  Pickup:\n    TNT1 A 0 A_GiveInventory(\"HellfireSphereHealth\", 1)\n    TNT1 A 0 A_GiveInventory(\"HellfireArmor\", 1)\n\tTNT1 A 0 A_GiveInventory(\"ModdedBackpack\", 1)\n\tTNT1 A 0 A_GiveInventory(\"BulletMag\", 400)\n    TNT1 A 0 A_GiveInventory(\"NewShell\", 100)\n\tTNT1 A 0 A_GiveInventory(\"Missile\", 100)\n    TNT1 A 0 A_GiveInventory(\"NewCell\", 600)\n\tTNT1 A 0 A_GiveInventory(\"DemonAmmo\", 600)\n\tTNT1 A 0 A_GiveInventory(\"HandGrenadeAmmo\", 8)\n\tTNT1 A 0 A_GiveInventory(\"MineAmmo\", 6)\n    TNT1 A 0 A_GiveInventory(\"Gas\",500)\n\tTNT1 A 1 A_StopSound\n\tStop\n  }\n}\n\nACTOR HellfireSphereHealth : Health\n{\n    Inventory.Amount 666\n    Inventory.MaxAmount 666\n}\n\nACTOR HellfireArmor : BlueArmor\n{\n\t+INVENTORY.BIGPOWERUP\n\tMass 0x7FFFFFFF\n\tDamageFactor \"PDTBFG\", 0.05\n\tDamageFactor \"PDTBFGTracer\", 0.05\n\tDamageFactor \"Cyber10K\", 0.001\n\tDamageFactor \"Legendary\", 0.05\n\tDamageFactor \"Legendary1\", 0.05\n\tDamageFactor \"LegendaryGuru\", 0.05\n\tDamageFactor \"BFGSplash\", 0.15\n\tDamageFactor \"BFGSpray\", 0.15\n\tDamageFactor \"Explosion\", 0.3\n\tDamageFactor \"Plasma\", 0.3\n\tDamageFactor \"HFCyb3r\", 0.7\n\tDamageFactor 0.3\n\tInventory.Icon \"HFARA0\"\n\tArmor.SavePercent 300\n\tArmor.SaveAmount 666\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tLoop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/Abaddon.txt",
        "contents": "ACTOR \"Abaddon \" : Cacodemon~\n{\nHealth 650\nSpeed 8\nFloatSpeed 5\nRadius 30\nHeight 56\nPainChance 80\nMass 500\nMeleeDamage 6\nDamageFactor \"CacoComet\", 0.0\nBloodColor \"Red\"\nSeeSound \"caco/sight\"\nPainSound \"monsters/cacopain\"\nActiveSound \"caco/active\"\nMeleeSound \"caco/melee\"\nDeathSound \"cacos/death\"\nObituary \"%o was smitten by an Abaddon.\"\nHitObituary \"%o was eaten by an Abaddon.\"\nDropItem \"LifeEssence\" 90\nDropItem \"ArmorBonusMax\" 90\nMONSTER\n+NOGRAVITY\n+FLOAT\n+MISSILEMORE\nStates\n{\nSpawn:\n         ABDD A 1 A_Look\n\t\t Loop\nSee:\n         ABDD A 3 A_Chase\n\t\t TNT1 A 0 A_Jump(13,\"Evade\")\n         Loop\nEvade:\n\t\t TNT1 A 0 A_Jump(128,7)\n\t\t TNT1 A 0 ThrustThing(Angle*256/360+64,14,0,0)\n\t\t ABDD AAAA 3 A_Chase\n\t\t TNT1 A 0 A_Stop\n\t\t Goto See\n\t\t TNT1 A 0 ThrustThing(Angle*256/360+192,14,0,0)\n\t\t ABDD AAAA 3 A_Chase\n\t\t TNT1 A 0 A_Stop\n\t\t Goto See\nMissile:\n         TNT1 A 0 A_Jump(128,\"Seeking\")\nNormal:\n         ABDD BC 6 A_FaceTarget\n         ABDD D 2 Bright A_FaceTarget\n\t\t ABDD D 1 Bright A_CustomMissile(\"ABDBall\",24,0,0,0,0)\n         TNT1 A 0 Bright A_CustomMissile(\"ABDBall\",24,0,6,0,0)\n         ABDD D 1 Bright A_CustomMissile(\"ABDBall\",24,0,-6,0,0)\n\t\t ABDD CB 4 A_FaceTarget\n\t\t ABDD D 2 Bright A_FaceTarget\n\t\t ABDD D 1 Bright A_CustomMissile(\"ABDBall\",24,0,0,0,0)\n         TNT1 A 0 Bright A_CustomMissile(\"ABDBall\",24,0,6,0,0)\n         ABDD D 1 Bright A_CustomMissile(\"ABDBall\",24,0,-6,0,0)\n         ABDD CB 4 A_FaceTarget\n\t     TNT1 A 0 A_Jump(87,\"Seeking\")\n         Goto See\nSeeking:\n         ABDD BC 6 A_Facetarget\n\t     ABDD D 4 Bright A_CustomMissile(\"HeleBall\",24,0,0,0,0)\n\t\t ABDD BC 6 A_Facetarget\n\t     ABDD D 4 Bright A_CustomMissile(\"HeleBall\",24,0,0,0,0)\n         ABDD CB 4\n\t    Goto See\nMelee:\n         ABDD BC 5 A_FaceTarget\n         ABDD D 5 A_MeleeAttack\n\t\t ABDD CB 5 A_FaceTarget\n         Goto See\nPain:\n\t\t ABDD E 3\n\t\t ABDD F 6 A_Pain\n         Goto See\nXDeath:\nDeath:\n         ABDD G 8 A_Scream\n         ABDD H 8 A_NoBlocking\n\t\t ABDD H -1\n\t\t Stop\nCrash:\n\t\t TNT1 A 0\n\t\t TNT1 A 0 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\t\t ABDD I 4 A_PlaySound(\"Gore/Splat\")\n\t\t ABDD J 4 A_NoBlocking\n\t\t ABDD K 4\n\t\t ABDD L -1 A_SetFloorClip\n\t\t Stop\nRaise:\n\t     TNT1 A 0\n\t     TNT1 A 0 A_SpawnItemEx(\"VileHealEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t     ABDD KJIHG 5\n\t     Goto See\n         }\n}\n\nACTOR ABDBall : BaronBall\n{\nSpeed 16\nDamage 6\nFastSpeed 20\nStates\n{\nSpawn:\n    ABD2 AB 1 Bright A_SpawnItemEx(\"ABDBall2Trail\",0,0,0,0,0,0,0,128,0)\n    Loop\nDeath:\n    TNT1 A 0\n    TNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"Kaboom10\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n    ABB2 ABC 3 Bright\n    Stop\n    }\n}\n\nACTOR ABDBall2Trail : BFG9500Trail\n{\nScale 0.85\nStates\n{\nSpawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 1\n    ABD2 AB 1 A_FadeOut(0.25)\n\tGoto Spawn+3\n    }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/ImpLord.txt",
        "contents": "ACTOR ImpLord : Imp 21768\n{\n\tHealth 400\n\tSpeed 10\n\tMass 500\n\tPainChance 30\n\tDropItem \"LifeEssence\" 100\n\tDropItem \"ArmorBonusMax\" 100\n\tDropItem \"BerserkPack\" 80\n\tDropItem \"PureRage\" 45\n\tDropItem \"DemonAmmo\" 100\n    SeeSound \"superimp/sight\"\n\tPainSound \"voidimp/pain\"\n\tDeathSound \"superimp/death\"\n\tActiveSound \"superimp/active\"\n    MeleeSound \"baron/melee\"\n\tbloodcolor \"DarkRed\"\n\tRadiusDamageFactor 0.3\n\t+MissileMore\n\t+FloorClip\n\t+FastMelee\n\t+QUICKTORETALIATE\n    Obituary \"%o was smashed by an Imp Lord.\"\n\tHitObituary \"%o was smashed by an Imp Lord.\"\n\tMeleeDamage 10\n    States\n    {\n    Spawn:\n        LROO A 10 A_Look\n\t\tLROI A 10 A_Look\n        Loop\n    See:\n\t    LROO AABB 3 A_Chase\n\t    TNT1 A 0 A_SpawnItem(\"HumanishStep\",0,0,0,0)\n\t    LROO CCDD 3 A_Chase\n\t    TNT1 A 0 A_SpawnItem(\"HumanishStep\",0,0,0,0)\n        Loop\n     Missile:\n\t    TNT1 A 0 A_JumpIfCloser(250,\"Claw\")\n        LROO EF 7 A_FaceTarget\n        LROO G 5 A_CustomMissile(\"ImpLordBall\",32,0,0)\n        Goto See\n\t Claw:\n\t    LROO AA 7 A_FaceTarget\n\t    TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,1)\n\t    TNT1 A 0 ThrustThingZ(0,20,0,1)\n\t    LROO F 2 A_Recoil(-30)\n\t    LROO F 3 A_CustomMissile(\"ImpLunge\",18,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_PlaySound(\"baron/melee\")\n\t    LROO F 6\n\t    LROO F 2 A_ScaleVelocity(0.2)\n\t    TNT1 A 0 A_ChangeFlag(SLIDESONWALLS,0)\n\t    LROO F 1 A_ScaleVelocity(0)\n\t   Goto See\n     Melee:\n        LROO EF 6 A_FaceTarget\n        LROO G 4 A_MeleeAttack\n        Goto See\n     Pain:\n        LROO H 2\n        LROO H 2 A_Pain\n        Goto See\n    Death:\n        LROO J 8 A_Scream\n        LROO K 6\n        LROO L 6 A_Fall\n        LROO M -1\n        Stop\n    XDeath:\n\t\tLROO N 3\n\t\tLROO O 3 A_XScream\n\t\tLROO P 3 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\t\tLROO Q 3 A_Fall\n\t\tLROO RST 3\n\t\tLROO U -1\n        Stop\n    Raise:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"VileHealEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n        LROO TSRQPON 5\n        Goto See\n\t\t}\n}\n\nACTOR ImpLordBall : NewImpBall\n{\n  FastSpeed 30\n  Speed 18\n  Damage 7\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/CerebralCommander.txt",
        "contents": "ACTOR CerebralCommander : SpiderMastermind 21306\n{\n    Health 10500\n    Speed 18\n\tFloatSpeed 18\n    PainChance 20\n\tScale 1.1\n\tRadius 65\n\tHeight 100\n\tBloodColor \"Purple\"\n\tDropItem \"BossLifeEssence\" 204 25\n\tDropItem \"BossArmorBonusMax\" 204 1\n\tDropItem \"DemonAmmoBox\" 128 200\n\tDropItem \"SkullOfPower\" 90\n\tDropItem \"UltraSphere\" 128 1\n\tDropItem \"PhaseSphere\"\n\tDropItem \"BigGas\" 256 100\n\tDropItem \"Demon Tech Shotgun\" 256 1\n\tMass 7000\n\t+MISSILEEVENMORE\n\t+QUICKTORETALIATE\n\t+LOOKALLAROUND\n\t+MISSILEMORE\n\t+FLOAT\n\t+BOSS\n\t+NOEXTREMEDEATH\n\t+BOSSDEATH\n\t+NOGRAVITY\n\t-FLOORCLIP\n    +DONTHARMSPECIES\n    +NORADIUSDMG\n    +NOICEDEATH\n    +NOTARGET\n    +CANTSEEK\n    +NOFEAR\n    +DONTSPLASH\n    +NOTIMEFREEZE\n    +NOTELEFRAG\n    +DONTGIB\n    +DONTMORPH\n    +DONTRIP\n\t+THRUSPECIES\n\tAttackSound \"\"\n\tDamageFactor 0.3\n\tDamageFactor \"PlayerFireSword\", 0.5\n\tDamageFactor \"PlayerDTRG\", 0.30\n\tDamageFactor \"PlayerBHole\", 0.25\n\tDamageFactor \"LegendaryGuru\", 0.0\n    DamageFactor \"LegendaryGuruPlayer\", 0.2\n    DamageFactor \"LegendaryPlayer\", 0.3\n\tDamageFactor \"Cyber10K\", 0.0\n\tDamageFactor \"Extreme\", 0.0\n\tDamageFactor \"CustomSpray\", 0.0\n    DamageFactor \"BFG9500Ball\", 0.0\n\tDamageFactor \"PlayerPyro\", 0.15\n\tDamageFactor \"C0mm4nder\", 0.0\n    DamageFactor \"UltimateLegendary\", 0.0\n    DamageFactor \"DemolisherEx\", 0.0\n    DamageFactor \"DarkDemoEx\", 0.0\n    DamageFactor \"CerChainguns\", 0.0\n    DamageFactor \"CerEnergyBall\", 0.0\n    DamageFactor \"PDTBFG\", 0.03\n    DamageFactor \"PDTBFGTracer\", 0.03\n    DamageFactor \"Legendary\", 0.0020\n    DamageFactor \"LegendaryPlayer\", 0.0\n    DamageFactor \"BFG10K\", 0.65\n    DamageFactor \"BFGSplash\", 0.0\n    DamageFactor \"BFGSpray\", 0.0\n    DamageFactor \"Railgun\", 0.5\n    DamageFactor \"PlayerDevBall\", 0.020\n    DamageFactor \"PlayerDevBall2\", 0.020\n    DamageFactor \"PlayerDTBFGRailgunSlug\", 0.020\n    DamageFactor \"PlayerDevTracer\", 0.020\n\tDamageFactor \"Ice\", 0.0\n    DamageFactor \"FreezerBurn\", 0.0\n\tDamageFactor \"Railg\", 0.5\n    // no infight 4 u\n\tDamageFactor \"Baby15K\", 0.0\n    DamageFactor \"Legendary1\", 0.0\n\tDamageFactor \"LegMind\", 0.0\n    DamageFactor \"VileFires\", 0.0\n    DamageFactor \"NobleComet\", 0.0\n    DamageFactor \"ZombieDev\", 0.0\n    DamageFactor \"BeheComet\", 0.0\n\tDamageFactor \"HFCyb3r\", 0.0\n\tDamageFactor \"T3rm\", 0.0\n    SeeSound \"Commander/sight\"\n    PainSound \"Commander/pain\"\n    DeathSound \"Commander/death\"\n\n\tPainChance \"BFG9500Ball\", 40\n    PainChance \"PlayerDevBall\", 100\n    PainChance \"BFG10K\", 100\n    PainChance  \"PDTBFG\", 100\n    PainChance \"PlayerDBFG10K2\", 100\n    PainChance \"Legendary\", 100 // 100\n    PainChance \"LegendaryPlayer\", 100 // 100\n    PainChance \"LegendaryGuru\", 256\n    PainChance \"LegendaryGuruPlayer\", 256\n    PainChance \"PlayerDBFG2\", 256\n\n    DamageFactor \"DBFG10K2\", 0.65\n    DamageFactor \"PlayerDBFG10K2\", 0.65\n    DamageFactor \"DBFG2\", 0.65\n    DamageFactor \"PlayerDBFG2\", 0.65\n\tMinMissileChance 1\n\tSpecies \"Masterminds\"\n    Obituary \"%o was turned to mush by heavy weapons from the Cerebral Commander.\"\n\tTag \"Cerebral Commander\"\n\tvar int user_fake;\n\tvar int user_manipulator;\n\tvar int user_Illusion;\n\tvar int user_Illusion2;\n\tvar int user_summon;\n\tvar int user_bfg10k;\n\tvar int user_devcharge;\n    States\n    {\nSpawn:\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOMM A 2 Bright A_Look\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOMM B 2 Bright A_Look\n\tLoop\nSee:\n    TNT1 A 0 A_SetShootable\n    TNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOMM A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOMM B 2 Bright A_Chase\n\tTNT1 A 0 A_Jump(35,\"Evade\")\n\tTNT1 A 0 A_Jump(20,\"Telederp\",\"TelederpAfraid\")\n\tLoop\nEvade:\n\tTNT1 A 0 A_Jump(128,19)\n\tTNT1 A 0 ThrustThing(Angle*256/360+64,20,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM B 2 Bright A_Chase\n\tTNT1 A 0 A_Stop\n\tGoto See\n\tTNT1 A 0 ThrustThing(Angle*256/360+192,20,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM B 2 Bright A_Chase\n\tTNT1 A 0 A_Stop\n\tGoto See\n  Teleport:\n    TNT1 A 0\n    TNT1 A 0 A_UnSetShootable\n    TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"HFCyberLineSpawner\")\n    SLAY AAAAAAAAAAAA 1 Bright A_FadeOut(0.1,0)\n    TNT1 A 0 A_ChangeVelocity(0, 0, 0, CVF_REPLACE)\n    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Chase(0, 0, CHF_NIGHTMAREFAST)\n    TNT1 A 1 A_PlayWeaponSound(\"boss/teleport\")\n    TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"HFCyberLineSpawner\")\n    TNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_SetShootable\n\tGoto Normal\nMissile:\n    TNT1 A 0 A_SetShootable\n    TNT1 A 0 A_UnSetInvulnerable\n    TNT1 A 0 A_SetTranslucent(1)\n\tTNT1 A 0 A_Jump(130,\"BFG9K\",\"BFG10K\",\"DTBFG10K\",\"DTDevastator\",\"PyroCannon\",\"MiniIllusion\",\"Illusion\",\"TakeAmmo\",\"Curse\")\n\tTNT1 A 0 A_Jump(60,\"BrainWave\",\"Illusion2\",\"Freeze\",\"TakeAmmoMedium\",\"TakeWeaponsMedium\")\n\tTNT1 A 0 A_Jump(50,\"Summon\",\"SummonManipulator\",\"TakeAmmoALL\",\"TakeWeaponsAll\")\nNormal:\n    TNT1 A 0 A_JumpIfCloser(1500,1)\n\tGoto BFG10K\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOMM ABA 2 Bright A_GiveInventory(\"CebComStrafe\",1)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"PurpleShellCasing\", 10, 12, 40, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)\n\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tCOMM D 0 Bright A_CustomMissile(\"CommanderExplosiveTracer\",36,0,Random(-800,800)/100.00,0)\n\tCOMM D 3 Bright A_CustomMissile(\"CommanderExplosiveTracer\",36,0,Random(-800,800)/100.00,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n    TNT1 A 0 A_SpawnItemEx(\"PurpleShellCasing\", 10, -12, 40, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tCOMM C 0 Bright A_CustomMissile(\"CommanderExplosiveTracer\",36,0,Random(-800,800)/100.00,0)\n\tCOMM C 3 Bright A_CustomMissile(\"CommanderExplosiveTracer\",36,0,Random(-800,800)/100.00,0)\n\tTNT1 A 0 A_StopSoundEx(\"Weapon\")\n\tTNT1 A 0 A_Jump(9,\"See\",\"BFG9K\",\"BFG10K\",\"DTBFG10K\")\n    TNT1 A 0 A_SpidRefire\n\tGoto Normal+7\n  MiniIllusion:\n    TNT1 A 0 A_Changeflag(reflective,1)\n    TNT1 A 0 Bright A_PlaySound(\"Commander/Laugh\")\n    TNT1 A 0 A_SetInvulnerable\n\tSLAY AAAAAAAAAAAAA 4 bright A_FaceTarget\n\tSLAY AA 4 A_SpawnItemEx(\"CerebralCommanderIllusion\",0,0,0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_Changeflag(reflective,0)\n\tgoto see\n  Illusion:\n    TNT1 A 0 A_Changeflag(reflective,1)\n    TNT1 A 0 Bright A_PlaySound(\"Commander/Laugh\")\n\tTNT1 A 0 A_JumpIf(user_illusion >= 5,\"Freeze\")\n    TNT1 A 0 A_SetUserVar(\"user_illusion\",user_illusion+1)\n    TNT1 A 0 A_SetInvulnerable\n\tSLAY AAAAAAAAAAAAA 4 bright A_FaceTarget\n\tSLAY AAAA 4 A_SpawnItemEx(\"CerebralCommanderIllusion\",0,0,0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_Changeflag(reflective,0)\n\tgoto see\n  Illusion2:\n    TNT1 A 0 A_Changeflag(reflective,1)\n    TNT1 A 0 Bright A_PlaySound(\"Commander/Laugh\")\n\tTNT1 A 0 A_JumpIf(user_illusion2 >= 3,\"Illusion\")\n    TNT1 A 0 A_SetUserVar(\"user_illusion2\",user_illusion2+1)\n    TNT1 A 0 A_SetInvulnerable\n\tSLAY AAAAAAAAAAAAA 4 bright A_FaceTarget\n\tSLAY AAAAAA 4 A_SpawnItemEx(\"CerebralCommanderIllusion\",0,0,0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_Changeflag(reflective,0)\n\tgoto see\n  SummonManipulator:\n    TNT1 A 0 A_Changeflag(reflective,1)\n    TNT1 A 0 Bright A_PlaySound(\"Commander/Laugh\")\n    TNT1 A 0 A_JumpIf(user_manipulator >= 4,\"Illusion2\")\n    TNT1 A 0 A_SetUserVar(\"user_manipulator\",user_manipulator+1)\n    TNT1 A 0 A_SetInvulnerable\n\tSLAY BCBCBCBCBCBBC 4 bright A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"CommanderPulse\")\n\tSLAY B 4 A_SpawnItemEx(\"ManipulatorSummoner\",0,0,0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_Changeflag(reflective,0)\n\tgoto see\n   Curse:\n    TNT1 A 0 A_Changeflag(reflective,1)\n    TNT1 A 0 Bright A_PlaySound(\"Commander/Laugh\")\n    TNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY AA 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY AA 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n    SLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY CC 6 Bright A_CustomMissile(\"CurseBall\", 60, 0, random(6,-6))\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_Changeflag(reflective,0)\n\tgoto see\nBFG9K:\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 D 2 Bright A_CustomMissile(\"CommanderBFG9500Ball\", 34, 0, 0)\n\tCOM2 CCC 2 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 D 2 Bright A_CustomMissile(\"CommanderBFG9500Ball\", 34, 0, 0)\n\tCOM2 CCC 2 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 D 2 Bright A_CustomMissile(\"CommanderBFG9500Ball\", 34, 0, 0)\n\tCOM2 C 2 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 A 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 A 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 D 2 Bright A_CustomMissile(\"CommanderBFG9500Ball\", 34, 0, 0)\n\tCOM2 CCCCCCC 2 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Jump(128,\"BFG10K\",\"DTBFG10K\",\"PyroCannon\")\n\tGoto See\nBFG10K:\n    TNT1 A 0 A_changeflag(reflective,1)\n    TNT1 A 0 ThrustThing(Angle*256/360+128,15,0,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n\tTNT1 A 0 A_SetUserVar(\"user_bfg10k\", 0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 C 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 C 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 C 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 C 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 C 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 C 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 C 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\nBFG10KLoop:\n    TNT1 A 0 A_JumpIf(user_bfg10k >= 30,\"BFG10KEnd\")\n    TNT1 A 0 A_SetUserVar(\"user_bfg10k\",user_bfg10k+1)\n\tCOM2 C 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCOM2 D 1 Bright A_CustomMissile(\"Commander10K\", 42, 0, Random(4, -4))\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n    Loop\nBFG10KEnd:\n    TNT1 A 0 A_ChangeFlag(reflective,0)\n\tCOM2 C 3 Bright A_PlaySound(\"weapons/bfg15kcooldown\",CHAN_AUTO)\n\tCOM2 CCCCC 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Jump(128,\"DTBFG10K\")\n\tGoto See\nDTBFG10K:\n    TNT1 A 0 ThrustThing(Angle*256/360+128,15,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"Cardinal/9k\")\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 DD 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 DD 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 D 2 Bright A_CustomMissile(\"CommanderPurpleDTBFG10KBall\", 34, 0, 0)\n\tCOM2 DDDDDDDDDDDD 2 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"Cardinal/9k\")\n\tCOM2 AA 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 AA 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 AA 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 AA 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 AA 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 B 2 Bright A_CustomMissile(\"CommanderPurpleDTBFG10KBall\", 34, 0, 0)\n\tCOM2 BBBBBBBBBBBB 2 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Jump(80,\"PyroCannon\")\n\tGoto See\nPyroCannon:\n    TNT1 A 0 ThrustThing(Angle*256/360+128,15,0,0)\n    TNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"Cardinal/9k\")\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 DD 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 DD 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 D 2 Bright A_CustomMissile(\"CommanderPyroShot\", 34, 0, 0)\n\tCOM2 DDDDDDDDDDDD 2 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_Jump(50,\"DTDevastator\",\"BrainWave\")\n\tGoto See\n  DTDevastator:\n    TNT1 A 0 ThrustThing(Angle*256/360+128,15,0,0)\n\tTNT1 A 0 A_PlaySound(\"devastator/charge\")\n\tTNT1 A 0 A_SetUserVar(\"user_devcharge\", 0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tDevCharge:\n    TNT1 A 0 A_JumpIf(user_devcharge > 55,\"DevFire\")\n\tTNT1 A 0 A_SetUserVar(\"user_devcharge\",user_devcharge+1)\n\tCOM2 C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tLoop\n\tDevFire:\n\tTNT1 A 0 A_PlaySound(\"devastator/fire\")\n\tTNT1 A 0 ThrustThing(Angle*256/360+128,15,0,0)\n\tCOM2 D 2 Bright A_CustomMissile(\"CommanderDevastatorBall\",34,0,0)\n\tCOM2 CC 2 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CCCC 2 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Jump(110,\"BrainWave\")\n\tGoto See\nBrainwave:\n    TNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SetInvulnerable\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_PlaySound(\"Commander/Laugh\")\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n    SLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY C 2 Bright A_CustomMissile(\"CommanderBrainWave\", 54, 0, 0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY C 2 Bright A_CustomMissile(\"CommanderBrainWave\", 54, 0, random(-2,2))\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY C 2 Bright A_CustomMissile(\"OpCommanderBrainWave\", 54, 0, random(-2,2))\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY C 2 Bright A_CustomMissile(\"CommanderBrainWave\", 54, 0, random(-2,2))\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY C 2 Bright A_CustomMissile(\"CommanderBrainWave\", 54, 0, random(-2,2))\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tSLAY AAAAAAAAAAAA 2 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tgoto see\n  Freeze:\n    TNT1 A 0 A_SetInvulnerable\n\tSLAY A 3 Bright A_PlaySound(\"sentient/laugh\")\n    TNT1 A 0 A_SpawnItem(\"EWAVE\",35,0,0,0)\n    SLAY AA 3 Bright A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"EWAVE\",35,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY AA 3 Bright A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"EWAVE\",35,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY AA 3 Bright A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY A 2 A_GiveInventory(\"CommanderHax\")\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY AAA 6  A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tGoto Normal\n\tTakeAmmo:\n\t  TNT1 A 0 Bright A_PlaySound(\"Commander/Laugh\")\n\t  SLAY A 3 Bright A_FaceTarget\n      TNT1 A 0 A_SpawnItem(\"EWAVE\",35,0,0,0)\n      SLAY AA 3 Bright A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\t  TNT1 A 0 A_SpawnItem(\"EWAVE\",35,0,0,0)\n\t  TNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\t  SLAY AA 3 Bright A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\t  TNT1 A 0 A_SpawnItem(\"EWAVE\",35,0,0,0)\n\t  TNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\t  SLAY AA 3 Bright A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\t  TNT1 A 0 A_TakeFromTarget(\"BulletMag\",100)\n\t  TNT1 A 0 A_TakeFromTarget(\"NewShell\",25)\n\t  TNT1 A 0 A_TakeFromTarget(\"QuadShell\",4)\n\t  TNT1 A 0 A_TakeFromTarget(\"PistolMagazine\",16)\n\t  TNT1 A 0 A_TakeFromTarget(\"ShotgunMagazine\",8)\n\t  TNT1 A 0 A_TakeFromTarget(\"SSGShell\",2)\n\t  TNT1 A 0 A_TakeFromTarget(\"ARMagazine\",40)\n\t  TNT1 A 0 A_TakeFromTarget(\"Missile\",40)\n\t  TNT1 A 0 A_TakeFromTarget(\"RocketDrum\",7)\n\t  TNT1 A 0 A_TakeFromTarget(\"NewCell\",150)\n\t  TNT1 A 0 A_TakeFromTarget(\"PlasmaCell\",50)\n\t  TNT1 A 0 A_TakeFromTarget(\"HexaShell\",6)\n\t  TNT1 A 0 A_TakeFromTarget(\"ShotgunDrum2\",12)\n\t  TNT1 A 0 A_TakeFromTarget(\"GrenadeDrum\",7)\n\t  TNT1 A 0 A_TakeFromTarget(\"CellCharge\",50)\n\t  TNT1 A 0 A_TakeFromTarget(\"DemonMagazine\",60)\n\t  TNT1 A 0 A_TakeFromTarget(\"DemonAmmo\",150)\n\t  TNT1 A 0 A_TakeFromTarget(\"LAK47Magazine\",31)\n\t  TNT1 A 0 A_TakeFromTarget(\"LegendaryShotgunDrum\",16)\n\t  TNT1 A 0 A_TakeFromTarget(\"LDemonMagazine\",60)\n\t  TNT1 A 0 A_TakeFromTarget(\"LegendaryBulletMag\",75)\n\t  TNT1 A 0 A_TakeFromTarget(\"LDemonAmmo\",150)\n\t  TNT1 A 0 A_TakeFromTarget(\"LegendaryShell\",25)\n\t  TNT1 A 0 A_TakeFromTarget(\"Gas\",150)\n\t  TNT1 A 0 A_TakeFromTarget(\"DCell\",50)\n\t  TNT1 A 0 A_TakeFromTarget(\"MP40Mag\",33)\n\t  TNT1 A 0 A_GivetoTarget(\"CommanderStoleMyAmmo\",1)\n\t  Goto see\n\t TakeAmmomedium:\n\t  TNT1 A 0 Bright A_PlaySound(\"Commander/Laugh\")\n\t  SLAY A 3 Bright A_FaceTarget\n      TNT1 A 0 A_SpawnItem(\"EWAVE\",35,0,0,0)\n      SLAY AA 3 Bright A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\t  TNT1 A 0 A_SpawnItem(\"EWAVE\",35,0,0,0)\n\t  TNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\t  SLAY AA 3 Bright A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\t  TNT1 A 0 A_SpawnItem(\"EWAVE\",35,0,0,0)\n\t  TNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\t  SLAY AA 3 Bright A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\t  TNT1 A 0 A_TakeFromTarget(\"BulletMag\",200)\n\t  TNT1 A 0 A_TakeFromTarget(\"NewShell\",50)\n\t  TNT1 A 0 A_TakeFromTarget(\"QuadShell\",4)\n\t  TNT1 A 0 A_TakeFromTarget(\"PistolMagazine\",16)\n\t  TNT1 A 0 A_TakeFromTarget(\"ShotgunMagazine\",8)\n\t  TNT1 A 0 A_TakeFromTarget(\"SSGShell\",2)\n\t  TNT1 A 0 A_TakeFromTarget(\"ARMagazine\",40)\n\t  TNT1 A 0 A_TakeFromTarget(\"Missile\",80)\n\t  TNT1 A 0 A_TakeFromTarget(\"RocketDrum\",7)\n\t  TNT1 A 0 A_TakeFromTarget(\"NewCell\",300)\n\t  TNT1 A 0 A_TakeFromTarget(\"PlasmaCell\",50)\n\t  TNT1 A 0 A_TakeFromTarget(\"HexaShell\",6)\n\t  TNT1 A 0 A_TakeFromTarget(\"ShotgunDrum2\",12)\n\t  TNT1 A 0 A_TakeFromTarget(\"GrenadeDrum\",7)\n\t  TNT1 A 0 A_TakeFromTarget(\"CellCharge\",50)\n\t  TNT1 A 0 A_TakeFromTarget(\"DemonMagazine\",60)\n\t  TNT1 A 0 A_TakeFromTarget(\"DemonAmmo\",300)\n\t  TNT1 A 0 A_TakeFromTarget(\"LAK47Magazine\",31)\n\t  TNT1 A 0 A_TakeFromTarget(\"LegendaryShotgunDrum\",40)\n\t  TNT1 A 0 A_TakeFromTarget(\"LDemonMagazine\",60)\n\t  TNT1 A 0 A_TakeFromTarget(\"LegendaryBulletMag\",75)\n\t  TNT1 A 0 A_TakeFromTarget(\"LDemonAmmo\",300)\n\t  TNT1 A 0 A_TakeFromTarget(\"LegendaryShell\",50)\n\t  TNT1 A 0 A_TakeFromTarget(\"Gas\",300)\n\t  TNT1 A 0 A_TakeFromTarget(\"MP40Mag\",33)\n\t  TNT1 A 0 A_GivetoTarget(\"CommanderStoleMyAmmo\",1)\n\t  Goto see\n\t TakeAmmoAll:\n\t  TNT1 A 0 Bright A_PlaySound(\"Commander/Laugh\")\n\t  SLAY A 3 Bright A_FaceTarget\n      TNT1 A 0 A_SpawnItem(\"EWAVE\",35,0,0,0)\n      SLAY AA 3 Bright A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\t  TNT1 A 0 A_SpawnItem(\"EWAVE\",35,0,0,0)\n\t  TNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\t  SLAY AA 3 Bright A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\t  TNT1 A 0 A_SpawnItem(\"EWAVE\",35,0,0,0)\n\t  TNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\t  SLAY AA 3 Bright A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\t  TNT1 A 0 A_TakeFromTarget(\"BulletMag\",400)\n\t  TNT1 A 0 A_TakeFromTarget(\"NewShell\",50)\n\t  TNT1 A 0 A_TakeFromTarget(\"QuadShell\",4)\n\t  TNT1 A 0 A_TakeFromTarget(\"PistolMagazine\",16)\n\t  TNT1 A 0 A_TakeFromTarget(\"ShotgunMagazine\",8)\n\t  TNT1 A 0 A_TakeFromTarget(\"SSGShell\",2)\n\t  TNT1 A 0 A_TakeFromTarget(\"ARMagazine\",40)\n\t  TNT1 A 0 A_TakeFromTarget(\"Missile\",100)\n\t  TNT1 A 0 A_TakeFromTarget(\"RocketDrum\",7)\n\t  TNT1 A 0 A_TakeFromTarget(\"NewCell\",600)\n\t  TNT1 A 0 A_TakeFromTarget(\"PlasmaCell\",50)\n\t  TNT1 A 0 A_TakeFromTarget(\"HexaShell\",6)\n\t  TNT1 A 0 A_TakeFromTarget(\"ShotgunDrum2\",12)\n\t  TNT1 A 0 A_TakeFromTarget(\"GrenadeDrum\",7)\n\t  TNT1 A 0 A_TakeFromTarget(\"CellCharge\",50)\n\t  TNT1 A 0 A_TakeFromTarget(\"DemonMagazine\",60)\n\t  TNT1 A 0 A_TakeFromTarget(\"DemonAmmo\",600)\n\t  TNT1 A 0 A_TakeFromTarget(\"LAK47Magazine\",31)\n\t  TNT1 A 0 A_TakeFromTarget(\"LegendaryShotgunDrum\",40)\n\t  TNT1 A 0 A_TakeFromTarget(\"LDemonMagazine\",60)\n\t  TNT1 A 0 A_TakeFromTarget(\"LegendaryBulletMag\",75)\n\t  TNT1 A 0 A_TakeFromTarget(\"LDemonAmmo\",600)\n\t  TNT1 A 0 A_TakeFromTarget(\"LegendaryShell\",90)\n\t  TNT1 A 0 A_TakeFromTarget(\"Gas\",600)\n\t  TNT1 A 0 A_TakeFromTarget(\"DCell\",100)\n\t  TNT1 A 0 A_TakeFromTarget(\"MP40Mag\",33)\n\t  TNT1 A 0 A_GivetoTarget(\"CommanderStoleMyAmmo\",1)\n\t  Goto see\n\tTakeWeaponsMedium:\n    TNT1 A 0 Bright A_PlaySound(\"Commander/Laugh\")\n\tSLAY A 3 Bright A_FaceTarget\n    TNT1 A 0 A_SpawnItem(\"EWAVE\",35,0,0,0)\n    SLAY AA 3 Bright A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n    TNT1 A 0 A_SpawnItem(\"EWAVE\",35,0,0,0)\n    TNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY AA 3 Bright A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"EWAVE\",35,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY AA 3 Bright A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_TakeFromTarget(\"Assault Shotgun \")\n    TNT1 A 0 A_TakeFromTarget(\"Double Barrel Shotgun\")\n\tTNT1 A 0 A_TakeFromTarget(\"Quad Barrel Shotgun\")\n\tTNT1 A 0 A_TakeFromTarget(\"Hexa-Shotgun\")\n\tTNT1 A 0 A_TakeFromTarget(\"Assault Rifle\")\n\tTNT1 A 0 A_TakeFromTarget(\"Minigun \")\n\tTNT1 A 0 A_TakeFromTarget(\"Rocket Launcher\")\n\tTNT1 A 0 A_TakeFromTarget(\"Grenade Launcher\")\n\tTNT1 A 0 A_TakeFromTarget(\"Plasma Rifle\")\n\tTNT1 A 0 A_TakeFromTarget(\"Railgun \")\n\tTNT1 A 0 A_TakeFromTarget(\"BFG9500\")\n\tTNT1 A 0 A_TakeFromTarget(\"Demon Tech BFG10K\")\n\tTNT1 A 0 A_TakeFromTarget(\"Freezer Rifle\")\n\tTNT1 A 0 A_TakeFromTarget(\"BehemothCannon\")\n\tTNT1 A 0 A_TakeFromTarget(\"BarbatosCannon\")\n    Goto See\n\tTakeWeaponsAll:\n    TNT1 A 0 Bright A_PlaySound(\"Commander/Laugh\")\n\tSLAY A 3 Bright A_FaceTarget\n    TNT1 A 0 A_SpawnItem(\"EWAVE\",35,0,0,0)\n    SLAY AA 3 Bright A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n    TNT1 A 0 A_SpawnItem(\"EWAVE\",35,0,0,0)\n    TNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY AA 3 Bright A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"EWAVE\",35,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY AA 3 Bright A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_TakeFromTarget(\"Assault Shotgun \")\n\tTNT1 A 0 A_TakeFromTarget(\"Double Barrel Shotgun\")\n\tTNT1 A 0 A_TakeFromTarget(\"Quad Barrel Shotgun\")\n\tTNT1 A 0 A_TakeFromTarget(\"Hexa-Shotgun\")\n\tTNT1 A 0 A_TakeFromTarget(\"Assault Rifle\")\n\tTNT1 A 0 A_TakeFromTarget(\"Minigun \")\n\tTNT1 A 0 A_TakeFromTarget(\"Rocket Launcher\")\n\tTNT1 A 0 A_TakeFromTarget(\"Grenade Launcher\")\n\tTNT1 A 0 A_TakeFromTarget(\"Plasma Rifle\")\n\tTNT1 A 0 A_TakeFromTarget(\"Railgun \")\n\tTNT1 A 0 A_TakeFromTarget(\"BFG9500\")\n\tTNT1 A 0 A_TakeFromTarget(\"BFG10K \")\n\tTNT1 A 0 A_TakeFromTarget(\"Demon Tech Rifle\")\n\tTNT1 A 0 A_TakeFromTarget(\"Demon Tech BFG10K\")\n\tTNT1 A 0 A_TakeFromTarget(\"Freezer Rifle\")\n\tTNT1 A 0 A_TakeFromTarget(\"BehemothCannon\")\n\tTNT1 A 0 A_TakeFromTarget(\"Explosive Minigun\")\n\tTNT1 A 0 A_TakeFromTarget(\"Legendary AK-47\")\n\tTNT1 A 0 A_TakeFromTarget(\"Legendary Assault Shotgun\")\n\tTNT1 A 0 A_TakeFromTarget(\"Legendary Plasmatic Rifle\")\n\tTNT1 A 0 A_TakeFromTarget(\"Legendary Plasmatic Cannon\")\n\tTNT1 A 0 A_TakeFromTarget(\"Legendary BFG\")\n\tTNT1 A 0 A_TakeFromTarget(\"Demon Tech Devastator\")\n\tTNT1 A 0 A_TakeFromTarget(\"PyroCannon\")\n\tTNT1 A 0 A_TakeFromTarget(\"BarbatosCannon\")\n\tTNT1 A 0 A_TakeFromTarget(\"Blackhole Generator\")\n\tTNT1 A 0 A_TakeFromTarget(\"D-BFG\")\n    Goto See\nPain:\n    TNT1 A 0 A_Jump(35,\"Fake\")\n\tTNT1 A 0 A_Jump(40,\"PainResurrect\")\n\tTNT1 A 0 A_Jump(45,\"Freeze\")\n\tTNT1 A 0 A_Jump(50,\"Summon\")\n    TNT1 A 0 A_Jump(60,\"PainBoom\")\n\tTNT1 A 0 A_Jump(128,\"PainMissile\")\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOMM A 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOMM A 3 Bright A_Pain\n\tGoto See\nPainMissile:\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOMM A 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOMM A 3 Bright A_Pain\n\tGoto Missile\nPainBoom:\n    SLAY A 3 Bright A_Pain\n\tTNT1 A 0 A_SetInvulnerable\n    TNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY AAAA 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY A 20 Bright A_PlaySound(\"Commander/charge\")\n\tSLAY A 10 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 Radius_Quake(10,80,0,24,0)\n\tTNT1 A 0 A_GiveInventory(\"Health\",150)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPulse\")\n\tTNT1 A 0 Bright A_Mushroom(\"CommanderMushroomBrainwave\",8)\n\tSLAY A 0 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY A 0 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY A 20 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tgoto see\nSummon:\n    TNT1 A 0 A_JumpIf(user_summon >= 3,\"freeze\")\n    TNT1 A 0 A_SetUserVar(\"user_summon\",user_summon+1)\n\tTNT1 A 0 A_SetInvulnerable\n\tSLAY AA 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY AA 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY AA 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY AA 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 Radius_Quake(10,80,0,24,0)\n\tTNT1 A 0 A_GiveInventory(\"Health\",500)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_PlaySound(\"sentient/laugh\")\n    TNT1 A 0 A_GiveInventory(\"SmallCommanderMassResurrectionItem\")\n\tSLAY AA 3 Bright A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n    TNT1 A 0 A_GiveInventory(\"SmallCommanderMassResurrectionItem\")\n\tSLAY AA 3 Bright A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY AAAAAAAAAAAA 0 A_SpawnItemEx(\"CommanderSpawners\",0,0,0,0,0,0,0,32,64)\n\tSLAY AAAAAAAAAA 3 Bright A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY AAAAAAAAAAAA 0 A_SpawnItemEx(\"CommanderSpawners\",0,0,0,0,0,0,0,32,64)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tSLAY AAAAAAAAAAAAAA 3 Bright A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tCOMM A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tGoto See\nPainResurrect:\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOMM A 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOMM A 3 Bright A_Pain\n\tCOMM AAAA 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 Radius_Quake(10,80,0,24,0)\n\tTNT1 A 0 A_GiveInventory(\"Health\",1000)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n    SLAY A 3 Bright A_PlaySound(\"Commander/Laugh\")\n    TNT1 A 0 A_GiveInventory(\"SmallCommanderMassResurrectionItem\")\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n    TNT1 A 0 A_GiveInventory(\"SmallCommanderMassResurrectionItem\")\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n    TNT1 A 0 A_GiveInventory(\"CommanderMassResurrectionItem\")\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n    TNT1 A 0 A_GiveInventory(\"CommanderMassResurrectionItem\")\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tCOMM A 3 Bright A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tGoto See\n  Pain.Legendary:\n  Pain.LegendaryPlayer:\n  Pain.LegendaryGuruPlayer:\n  Pain.PlayerDevBall:\n  Pain.PDTBFG:\n  Pain.BFG10K:\n  Pain.BFG9500Ball:\n  Pain.PlayerDBFG10K2:\n  Pain.PlayerDBFG2:\n\tTNT1 A 0 A_Jump(200, \"TeleMissile\")\n\tGoto PainResurrect\nTelederpAfraid:\n    TNT1 A 0 A_ChangeFlag(\"Frightened\",1)\nTelederp:\n    COM2 A 15\n\tTNT1 A 0 A_SetInvulnerable\n\tCOM2 A 4 Bright\n\tTNT1 A 0 A_HideThing\n\t//TNT1 A 0 A_PlaySound(\"BH/Fire\",0,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_SpawnItemEx(\"CommTeleportFXSpawner\",0,0,62)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Chase(\"\",\"\")\n\tCOM2 A 4 Bright\n\t//TNT1 A 0 A_PlaySound(\"DMBall/Impact\",0,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_UnHideThing\n\tTNT1 A 0 A_ChangeFlag(\"Frightened\",0)\n\tTNT1 A 0 A_SpawnItemEx(\"CommTeleportFXSpawner\",0,0,62)\n\tCOM2 A 10\n\tTNT1 A 0 A_UnSetInvulnerable\n\tGoTo See\nTeleMissile:\n\tTNT1 A 0 A_UnSetShootable\n\tCOM2 A 4 Bright\n\tTNT1 A 0 A_HideThing\n\t//TNT1 A 0 A_PlaySound(\"BH/Fire\",0,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_SpawnItemEx(\"CommTeleportFXSpawner\",0,0,62)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Chase(\"\",\"\")\n\tCOM2 A 4 Bright\n\t//TNT1 A 0 A_PlaySound(\"DMBall/Impact\",0,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_UnHideThing\n\tTNT1 A 0 A_ChangeFlag(\"Frightened\",0)\n\tTNT1 A 0 A_SpawnItemEx(\"CommTeleportFXSpawner\",0,0,62)\n\tCOM2 A 10\n\tTNT1 A 0 A_SetShootable\n\tGoTo Missile\nFake:\n    TNT1 A 0 A_JumpIf(user_fake >= 3,\"See\")\n    TNT1 A 0 A_SetUserVar(\"user_fake\",user_fake+1)\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\",0)\n    TNT1 A 0 A_ChangeFlag(\"SOLID\",0)\n\tTNT1 A 0 A_SpawnItem(\"BigGas\",0,12)\n\tTNT1 A 0 A_ChangeFlag(nogravity,0)\n\t//TNT1 A 0 A_ChangeFlag(float,0)\n\tCOMM E 7 A_PlaySoundEx(\"Commander/death\",\"body\",0,1)\n\tCOMM E 12 Bright\n    TNT1 AA 0 A_SpawnItemEx(\"MutantGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigPurpleBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n\tCOMM FFFFF 2 Bright A_CustomMissile(\"CommKaboom\", random(10,60), random(30,-30), random(0,360), 2, random(0,360))\n    TNT1 AA 0 A_SpawnItemEx(\"MutantGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigPurpleBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    TNT1 AA 0 A_SpawnItemEx(\"MutantGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigPurpleBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n\tCOMM FFFFF 2 Bright A_CustomMissile(\"CommKaboom\", random(10,60), random(30,-30), random(0,360), 2, random(0,360))\n    TNT1 AA 0 A_SpawnItemEx(\"MutantGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigPurpleBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    COMM GGGGG 2 Bright A_CustomMissile(\"CommKaboom\", random(10,60), random(30,-30), random(0,360), 2, random(0,360))\n    TNT1 AA 0 A_SpawnItemEx(\"MutantGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigPurpleBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    COMM GGGGG 2 Bright A_CustomMissile(\"CommKaboom\", random(10,60), random(30,-30), random(0,360), 2, random(0,360))\n    TNT1 AA 0 A_SpawnItemEx(\"MutantGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigPurpleBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    COMM HHHHH 2 Bright A_CustomMissile(\"CommKaboom\", random(10,60), random(30,-30), random(0,360), 2, random(0,360))\n    TNT1 AA 0 A_SpawnItemEx(\"MutantGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigPurpleBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    COMM IIIII 2 Bright A_CustomMissile(\"CommKaboom\", random(10,60), random(30,-30), random(0,360), 2, random(0,360))\n    TNT1 AAAA 0 A_SpawnItemEx(\"MutantGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAAAAA 0 A_CustomMissile(\"BigPurpleBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAAAAAA 0 A_CustomMissile(\"PurpleSmokeFX1\", random(10,60), random(30,-30), random(0,360), 2, random(0,360))\n\tTNT1 A 0 Bright A_Mushroom(\"CommanderMushroomBrainwave\",12)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPulse\")\n\tCOMM JK 4\n\tTNT1 A 350\n\tSUPR M 0 A_PlaySound(\"misc/gibbed\")\n\tTNT1 A 0 A_GiveInventory(\"Health\",1000)\n  \tSUPR M 0 A_SpawnItemEx(\"VileHealEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tSUPR M 0 A_ChangeFlag(\"SHOOTABLE\",1)\n    SUPR ML 5 A_ChangeFlag(\"SOLID\",1)\n\tTNT1 A 0 A_ChangeFlag(nogravity,1)\n\t//TNT1 A 0 A_ChangeFlag(float,1)\n\tSUPR L 0 A_PlaySoundEx(\"sentient/laugh\",\"body\",0,1)\n\tTNT1 A 0 A_SpawnItem(\"EWAVE\")\n    COMM IHGFE 5 Bright\n\tGoto Missile\nDeath:\n\tTNT1 A 0 A_SpawnItem(\"PyroCannon\",0,12)\n\tTNT1 A 0 Bright A_Scream\n\tCOMM E 20 Bright A_Fall\n    TNT1 AA 0 A_SpawnItemEx(\"MutantGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigPurpleBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n\tCOMM FFFFF 2 Bright A_CustomMissile(\"CommKaboom\", random(10,60), random(30,-30), random(0,360), 2, random(0,360))\n    TNT1 AA 0 A_SpawnItemEx(\"MutantGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigPurpleBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    TNT1 AA 0 A_SpawnItemEx(\"MutantGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigPurpleBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n\tCOMM FFFFF 2 Bright A_CustomMissile(\"CommKaboom\", random(10,60), random(30,-30), random(0,360), 2, random(0,360))\n    TNT1 AA 0 A_SpawnItemEx(\"MutantGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigPurpleBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    COMM GGGGG 2 Bright A_CustomMissile(\"CommKaboom\", random(10,60), random(30,-30), random(0,360), 2, random(0,360))\n    TNT1 AA 0 A_SpawnItemEx(\"MutantGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigPurpleBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    COMM GGGGG 2 Bright A_CustomMissile(\"CommKaboom\", random(10,60), random(30,-30), random(0,360), 2, random(0,360))\n    TNT1 AA 0 A_SpawnItemEx(\"MutantGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigPurpleBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    COMM HHHHH 2 Bright A_CustomMissile(\"CommKaboom\", random(10,60), random(30,-30), random(0,360), 2, random(0,360))\n    TNT1 AA 0 A_SpawnItemEx(\"MutantGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAA 0 A_CustomMissile(\"BigPurpleBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n    COMM IIIII 2 Bright A_CustomMissile(\"CommKaboom\", random(10,60), random(30,-30), random(0,360), 2, random(0,360))\n    TNT1 AAAA 0 A_SpawnItemEx(\"MutantGibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\tTNT1 AAAAAA 0 A_CustomMissile(\"BigPurpleBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAAAAAA 0 A_CustomMissile(\"PurpleSmokeFX1\", random(10,60), random(30,-30), random(0,360), 2, random(0,360))\n\tTNT1 A 0 Bright A_Mushroom(\"CommanderMushroomBrainwave\",12)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPulse\")\n\tCOMM JK 4\n\tTNT1 A -1 A_KillMaster\n\tStop\n    }\n}\n\nActor CommanderSpawners\n{\nRadius 40\nHeight 56\nSpeed 29\nMonster\n+NOTIMEFREEZE\n+FLOAT\n-SHOOTABLE\n-COUNTKILL\n-SOLID\nGravity 1000\nMass 99999\nMaxDropOffHeight 48\nMaxStepHeight 32\nvar int user_limit;\nStates\n{\n   Spawn:\n    TNT1 A 0\n\tTNT1 A 0 A_SetAngle(random(0,359))\n\tTNT1 A 1 A_Recoil(-80)\n\tTNT1 A 0 A_JumpIf(user_limit > 3,\"Death\")\n\tTNT1 A 0 A_SetUserVar(\"user_limit\",user_limit+1)\n\tTNT1 A 1 A_Recoil(-8)\n\tTNT1 A 2 A_Jump(16,\"Death\")\n    Goto Spawn+3\n   Death:\n    TNT1 A 0 A_SpawnItemEx(\"TeleportFog\")\n    TNT1 A 5 A_SpawnItemEx(\"CommanderMinions\")\n\tTNT1 A 1 A_Fall\n\tStop\n\t}\n}\n\nACTOR CommanderSmokeSpawner : RedParticleSpawner\n{\n+NOTIMEFREEZE\n  States\n  {\n  Spawn:\n    TNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"monster/ambientfire2\")\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n    TNT1 AA 0 A_SpawnItemEx(\"PHellionSmoke\",random(50,70),random(50,70),78,0,0,random(-4,-6),0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"PHellionSmoke\",random(-50,-70),random(-50,-70),78,0,0,random(-4,-6),0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"PHellionSmoke\",random(50,70),random(-50,-70),78,0,0,random(-4,-6),0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"PHellionSmoke\",random(-50,-70),random(50,70),78,0,0,random(-4,-6),0,128,0)\n    TNT1 A 1\n    Stop\n  }\n}\n\nACTOR CommanderSmokeSpawner2 : RedParticleSpawner\n{\n+NOTIMEFREEZE\n  States\n  {\n  Spawn:\n    TNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"monster/ambientfire2\")\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n    TNT1 AA 0 A_SpawnItemEx(\"PHellionSmoke\",random(50,70),random(50,70),78,0,0,random(-6,-8),0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"PHellionSmoke\",random(-50,-70),random(-50,-70),78,0,0,random(-6,-8),0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"PHellionSmoke\",random(50,70),random(-50,-70),78,0,0,random(-6,-8),0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"PHellionSmoke\",random(-50,-70),random(50,70),78,0,0,random(-6,-8),0,128,0)\n    TNT1 A 1\n    Stop\n  }\n}\n\nACTOR CMRETrail : CometTail\n{\nAlpha 0.6\nScale 0.6\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tCEMR ABCABC 1 Bright A_FadeOut(0.02)\n\tGoto Spawn+2\n\t}\n}\n\nACTOR CommanderMassResurrectionEffect\n{\nHeight 6\nRadius 6\nDamage 0\nRenderStyle Add\nAlpha 0.5\nScale 0.5\nPROJECTILE\n+FLOORHUGGER\n+NOTIMEFREEZE\n+NOCLIP\nSpeed 25\nStates\n{\nSpawn:\n\tTNT1 A 10\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR A 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR B 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR C 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR A 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR B 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR C 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR A 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR B 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR C 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR A 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR B 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR C 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR A 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR B 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR C 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR A 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR B 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR C 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR A 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR B 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR C 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR A 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR B 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR C 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR A 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR B 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR C 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR A 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR B 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR C 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR A 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR B 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR C 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR A 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR B 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR C 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR A 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR B 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR C 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR A 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR B 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR C 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR A 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR B 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR C 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR A 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR B 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR C 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR A 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR B 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR C 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR A 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR B 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_CStaffMissileSlither\n\tCEMR C 1 Bright A_SpawnItemEx(\"CMRETrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tStop\n\t}\n}\n\nACTOR CommanderBrainFlame : DukeHealFlame\n{\nScale 0.8\nStates\n{\nSpawn:\n\tPMKE ABCDEFGHIJKL 2 Bright A_FadeOut\n\tStop\n\t}\n}\n\nACTOR CommanderBrainLightning : DTBFGLightningRed\n{\nScale 0.52\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72)\n\tPEL1 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n\tPEL2 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n\tPEL3 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n\tPEL4 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\nToaster:\n\tTNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72)\n\tPEL1 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n\tPEL2 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n\tPEL3 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n\tPEL4 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n\t}\n}\n\nACTOR CommanderBrainLightning2 : CommanderBrainLightning\n{\nScale 0.46\n}\n\nACTOR CommanderBrainSFX : RedParticleSpawner\n{\n+NOTIMEFREEZE\n  States\n  {\n  Spawn:\n    TNT1 A 0\n\tTNT1 AA 0 A_SpawnItemEx(\"CommanderBrainLightning\",random(40,-40),random(40,-40),random(60,100),0,0,0,0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"CommanderBrainLightning2\",random(40,-40),random(40,-40),random(60,100),0,0,0,0,128,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"CommanderBrainFlame\",random(40,-40),random(40,-40),random(60,100),0,0,random(4,6),0,128,0)\n    TNT1 A 1\n    Stop\n  }\n}\n\nACTOR CommanderBFG9500Ball : BFG9500Ball\n{\n+THRUSPECIES\n+NOTIMEFREEZE\nSpecies \"Masterminds\"\nObituary \"%o was turned to mush by heavy weapons from the Cerebral Commander.\"\nStates\n{\nSpawn:\n    BFP3 AAABBB 1 Bright A_SpawnItemEx(\"ProjectileTrailParticlePurple2\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n    Loop\nDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"BFGShockwavePurple2\", 0, 0, 0, 0, 0, 0, 0, 128)\n    TNT1 AAAAAA 0 A_CustomMissile(\"Kaboom18Purple\", 0, 0, random(0,360), 2, random(0,360))\n    BPE3 AB 8 Bright A_SpawnItemEx(\"PurpleParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n    BPE3 C 8 Bright A_BFGSpray(\"PurpleSpray\")\n    BPE3 DEF 8 Bright\n    Stop\n    }\n}\n\nACTOR BFGShockwavePurple : BFGShockwave\n{\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tESHK ABCDEFGHIJKLMNOPQR 1 Bright A_FadeOut(0.04)\n\tStop\n\t}\n}\n\nACTOR BFGShockwavePurple2 : BFGShockwavePurple\n{\nScale 1.1\nStates\n{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tESHK ABCDEFGHIJKLMNOPQR 2 Bright A_FadeOut(0.04)\n\tStop\n\t}\n}\n\nACTOR Kaboom18Purple : Kaboom\n{\nSpeed 2\n+NOTIMEFREEZE\nScale 1\nStates\n{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tFXPP AABBCDEFGHIJKLM 2 Bright A_FadeOut(0.05)\n\tStop\n\t}\n}\n\nACTOR CommanderExplosiveTracer : SentientExplosiveTracer\n{\nDamageType \"C0mm4nder\"\nSpecies \"Masterminds\"\n+NOTIMEFREEZE\n+THRUSPECIES\nStates\n{\nSpawn:\n    TPA3 A 1 Bright\n\tLoop\nDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_SetTranslucent(0.75,1)\n\tTNT1 A 0 A_SpawnItem(\"CommanderExplosiveEffect\")\n    CISL B 4 Bright A_Explode(Random(3,6)*5,72)\n    CISL CD 3 Bright\n    Stop\n    }\n}\n\nACTOR CommanderExplosiveEffect\n{\n+CLIENTSIDEONLY\n+NOGRAVITY\n+NOTIMEFREEZE\n+NOBLOCKMAP\nStates\n{\nSpawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 0 A_SpawnItemEx(\"PurpleParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n    TNT1 AAA 0 A_CustomMissile(\"PurpleKaboom1\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"PurpleSmokeFX1\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 A 1\n\tStop\nToaster:\n    TNT1 A 0\n\tStop\n\t}\n}\n\nACTOR PurpleShellCasing : ShellCasing\n{\n+NOTIMEFREEZE\n\tStates\n\t{\n\tSpawn:\n\t  TNT1 A 0\n      TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\t  PURC DCBAHGFE 2\n\t  Loop\n    Death:\n\t  TNT1 A 0\n      TNT1 A 0 A_Jump(128,3)\n      PURC C 100\n      PURC C 5 A_FadeOut(0.10)\n      Goto Death+3\n      PURC G 100\n\t  PURC G 5 A_FadeOut(0.10)\n\t  Goto Death+5\n\t  }\n}\n\nACTOR PurpleKaboom1 : Kaboom\n{\nSpeed 2\nScale 0.45\n+NOTIMEFREEZE\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nFXPP AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)\nStop\n}\n}\n\nACTOR PurpleSmokeFX1 : SmokeFX\n{\nScale 0.4\n+NOTIMEFREEZE\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nPBSP ABCDEFGHIJKLM 5 A_FadeOut(0.025)\nStop\n}\n}\n\nActor CommanderMinions\n{\n+NOSECTOR\n+NOGRAVITY\n+BOSSDEATH\n+SHOOTABLE\n+ISMONSTER\n+NORADIUSDMG\n+NOINTERACTION\n+NOBLOCKMAP\nHEALTH 0x7FFFFFFF\nRadius 0\nHeight 0\nMass 0x7FFFFFFF\nStates\n{\n  Spawn:\n    TNT1 A 1\n\tTNT1 A 0 A_Jump(1,\"LUUL\")\n\tTNT1 A 0 A_Jump(2,\"LUL\")\n\tTNT1 A 0 A_Jump(28,\"OPSpawn2\")\n\tTNT1 A 0 A_Jump(28,\"OPSpawn\")\n\tTNT1 A 0 A_Jump(56,\"StrongSpawn\")\n\tTNT1 A 0 A_Jump(112,\"MediumSpawn\")\n  WeakSpawn:\n    TNT1 A 0 A_SpawnItemEx(\"Weak1\")\n    Stop\n  MediumSpawn:\n    TNT1 A 0 A_SpawnItemEx(\"CBabyDemolisher\")\n    Stop\n StrongSpawn:\n    TNT1 A 0 A_SpawnItemEx(\"CBabyDDemolisher\")\n    Stop\n  OPSpawn:\n    TNT1 A 0 A_SpawnItemEx(\"CBabySentient\")\n    Stop\n  OPSpawn2:\n    TNT1 A 0 A_SpawnItemEx(\"CBabyBFGMastermind\")\n    Stop\n  LUL:\n    TNT1 A 0 A_SpawnItemEx(\"CLegendaryBabySentient\")\n    Stop\n  LUUL:\n    TNT1 A 0 A_SpawnItemEx(\"CTrueLegendaryBabySentient\")\n    Stop\n    }\n}\n\nActor Weak1 : RandomSpawner\n{\nDropItem \"CFusionite\", 256, 100\nDropItem \"CDTechSpider\", 256, 100\n}\n\nActor CFusionite : Fusionite\n{\nDamageFactor \"C0mm4nder\", 0.0\nDamageFactor \"DemolisherEx\", 0.0\nDamageFactor \"DarkDemoEx\", 0.0\nDamageFactor \"CerChainguns\", 0.0\nDamageFactor \"CerEnergyBall\", 0.0\nDamageFactor \"Baby15K\", 0.0\nSpecies \"Masterminds\"\n+DONTHARMSPECIES\n+NOEXTREMEDEATH\nDropItem \"\"\n}\n\nActor CDTechSpider : DTechSpider\n{\nDamageFactor \"C0mm4nder\", 0.0\nDamageFactor \"DemolisherEx\", 0.0\nDamageFactor \"DarkDemoEx\", 0.0\nDamageFactor \"CerChainguns\", 0.0\nDamageFactor \"CerEnergyBall\", 0.0\nDamageFactor \"Baby15K\", 0.0\nSpecies \"Masterminds\"\n+DONTHARMSPECIES\n+NOEXTREMEDEATH\nDropItem \"\"\n}\n\nActor CBabyDemolisher : BabyDemolisher\n{\nDamageFactor \"C0mm4nder\", 0.0\nDamageFactor \"DemolisherEx\", 0.0\nDamageFactor \"DarkDemoEx\", 0.0\nDamageFactor \"CerChainguns\", 0.0\nDamageFactor \"CerEnergyBall\", 0.0\nDamageFactor \"Baby15K\", 0.0\nSpecies \"Masterminds\"\n+DONTHARMSPECIES\n+NOEXTREMEDEATH\nDropItem \"\"\n}\n\nActor CBabyDDemolisher : BabyDDemolisher\n{\nDamageFactor \"C0mm4nder\", 0.0\nDamageFactor \"DemolisherEx\", 0.0\nDamageFactor \"DarkDemoEx\", 0.0\nDamageFactor \"CerChainguns\", 0.0\nDamageFactor \"CerEnergyBall\", 0.0\nDamageFactor \"Baby15K\", 0.0\nSpecies \"Masterminds\"\n+DONTHARMSPECIES\n+NOEXTREMEDEATH\nDropItem \"\"\n}\n\nActor CBabySentient : BabySentient\n{\nDamageFactor \"C0mm4nder\", 0.0\nDamageFactor \"DemolisherEx\", 0.0\nDamageFactor \"DarkDemoEx\", 0.0\nDamageFactor \"CerChainguns\", 0.0\nDamageFactor \"CerEnergyBall\", 0.0\nDamageFactor \"Baby15K\", 0.0\nSpecies \"Masterminds\"\n+DONTHARMSPECIES\n+NOEXTREMEDEATH\nDropItem \"\"\n}\n\nActor CLegendaryBabySentient : LegendaryBabySentient\n{\nDamageFactor \"C0mm4nder\", 0.0\nDamageFactor \"DemolisherEx\", 0.0\nDamageFactor \"DarkDemoEx\", 0.0\nDamageFactor \"CerChainguns\", 0.0\nDamageFactor \"CerEnergyBall\", 0.0\nDamageFactor \"Baby15K\", 0.0\nSpecies \"Masterminds\"\n+DONTHARMSPECIES\n+NOEXTREMEDEATH\nDropItem \"\"\n}\n\nActor CTrueLegendaryBabySentient : TrueLegendaryBabySentient\n{\nDamageFactor \"C0mm4nder\", 0.0\nDamageFactor \"DemolisherEx\", 0.0\nDamageFactor \"DarkDemoEx\", 0.0\nDamageFactor \"CerChainguns\", 0.0\nDamageFactor \"CerEnergyBall\", 0.0\nDamageFactor \"Baby15K\", 0.0\nSpecies \"Masterminds\"\n+DONTHARMSPECIES\n+NOEXTREMEDEATH\nDropItem \"\"\n}\n\nACTOR Commander10K : Red10KProjectile\n{\nObituary \"%o was turned to mush by heavy weapons from the Cerebral Commander.\"\n+SEEKERMISSILE\n+SCREENSEEKER\n+NOTIMEFREEZE\nStates\n{\nDeath:\n  Spawn:\n   TPA3 A 35 Bright\n  Fly:\n   TPA3 A 3 Bright A_SeekerMissile(4,5)\n   Loop\n  Death:\n  XDeath:\n   TNT1 A 0\n   TNT1 A 1 A_SpawnItem(\"CommanderPurple10KEx\")\n   Stop\n   }\n}\n\nACTOR CommanderPurple10KEx\n{\n  Radius 11\n  Height 8\n  Damage 140\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +NOTELEPORT\n  +FORCERADIUSDMG\n  +NOTIMEFREEZE\n  +BLOODLESSIMPACT\n  Renderstyle Add\n  Alpha 0.75\n  Scale 0.85\n  DamageType \"C0mm4nder\"\n  States\n  {\n  Spawn:\n    TNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"BFGShockwavePurple\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_SpawnItemEx(\"PurpleParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"PurpleKaboom2\", 0, 0, random(0,360), 2, random(0,360))\n    BPE3 A 4 Bright A_Detonate\n    BPE3 BCDEF 4 Bright\n    Stop\n  }\n}\n\nACTOR PurpleKaboom2 : Kaboom\n{\nSpeed 1\nScale 0.9\nStates\n{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tFXPP AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)\n\tStop\n\t}\n}\n\nACTOR CFuelExplosion01\n{\n   Radius 8\n   Height 8\n   Speed 6\n   Damage 0\n   PROJECTILE\n   RENDERSTYLE ADD\n   DONTHURTSHOOTER\n   Damagetype \"C0mm4nder\"\n   +RIPPER\n   +BLOODLESSIMPACT\n   +NOTIMEFREEZE\n   +EXTREMEDEATH\n   +SPECTRAL\n   SeeSound \"weapons/firex3\"\n   ALPHA 0.80\n   States\n   {\n   Spawn:\n      TNT1 AAAAA 6 A_SpawnItem(\"CFuelExplosion02\",0,0)\n      Stop\n   }\n}\n\nACTOR CFuelExplosion02\n{\n   Radius 5\n   Height 5\n   Speed 0\n   Damage 0\n   PROJECTILE\n   RENDERSTYLE ADD\n   +SPECTRAL\n   +NOTIMEFREEZE\n   +NOGRAVITY\n   +EXTREMEDEATH\n   Damagetype \"C0mm4nder\"\n   ALPHA 0.80\n   SeeSound \"weapons/firex3\"\n   States\n   {\n   Spawn:\n      PPEX A 3 Bright\n      PPEX B 3 Bright A_Explode(10,164)\n      PPEX CDEFGHIJKLMNOPQRSTU 3 Bright\n      stop\n   }\n}\n\nACTOR CommanderBrainWave\n{\n\tRadius 12\n\tHeight 12\n\tSpeed 60\n\tDamage 50\n\tScale 1.4\n\t+ExtremeDeath\n\t+DontReflect\n\t+SeekerMissile\n\t+PierceArmor\n\t+NOTIMEFREEZE\n\t+FoilInvul\n\tPROJECTILE\n\tDamageType \"C0mm4nder\"\n\tRenderstyle Add\n\tSEESOUND \"Commander/fire\"\n    DeathSound \"weapons/bfg95explode\"\n\tObituary \"%o was turned to mush by heavy weapons from the Cerebral Commander.\"\n    DECAL BFG9500LightningPurple\n\tstates\n\t{\n\tSpawn:\n\t  CBTS A 0 A_SeekerMissile(15,0)\n      CBTS A 2 BRIGHT A_SpawnItem(\"EWAVE\")\n\t  CBTS A 0 A_SeekerMissile(15,0)\n      CBTS B 2 BRIGHT A_SpawnItem(\"EWAVE\")\n\t  CBTS A 0 A_SeekerMissile(15,0)\n      CBTS C 2 BRIGHT A_SpawnItem(\"EWAVE\")\n\t  CBTS A 0 A_SeekerMissile(15,0)\n      CBTS D 2 BRIGHT A_SpawnItem(\"EWAVE\")\n\t  CBTS A 0 A_SeekerMissile(15,0)\n      CBTS E 2 BRIGHT A_SpawnItem(\"EWAVE\")\n\t  CBTS A 0 A_SeekerMissile(15,0)\n      CBTS F 2 BRIGHT A_SpawnItem(\"EWAVE\")\n\t  CBTS A 0 A_SeekerMissile(15,0)\n      CBTS G 2 BRIGHT A_SpawnItem(\"EWAVE\")\n\t  CBTS A 0 A_SeekerMissile(15,0)\n      CBTS H 2 BRIGHT A_SpawnItem(\"EWAVE\")\n\t  CBTS A 0 A_SeekerMissile(15,0)\n      CBTS I 2 BRIGHT A_SpawnItem(\"EWAVE\")\n\t  CBTS A 0 A_SeekerMissile(15,0)\n      CBTS J 2 BRIGHT A_SpawnItem(\"EWAVE\")\n      Loop\n\tDeath:\n\t    CBTS K 0 Radius_Quake(15,15,0,40,0)\n\t\tCBTS K 2 BRIGHT A_Explode(156,440)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleDTech10KShockwave2\", 0, 0, 15, 0, 0, 0, 0, 128)\n        TNT1 A 20 A_SpawnItem(\"PurpleDTBFGEx\",0,-10)\n\t\tCBTS LMNOPQRSTUVW 2 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR EWAVE\n{\n   Radius 30\n   Height 30\n   Obituary \"%o was turned to mush by heavy weapons from the Cerebral Commander.\"\n   Speed 5\n   PROJECTILE\n   +NOGRAVITY\n   +PIERCEARMOR\n   +NOTELEPORT\n   +NOBLOCKMAP\n   +EXTREMEDEATH\n   +DONTHURTSPECIES\n   +NOTIMEFREEZE\n   DamageType \"C0mm4nder\"\n   RenderStyle ADD\n   Alpha 0.5\n   Species \"Masterminds\"\n   States\n   {\n   Spawn:\n      TNT1 A 0\n      ESHK ABCDEFGHIJKLMNOPQR 2 Bright A_Explode(24,80,0)\n      Stop\n   }\n}\n\nActor CommanderMushroomFireballs\n{\n   DamageType \"C0mm4nder\"\n   Radius 10\n   Height 8\n   Damage 30\n   PROJECTILE\n   RENDERSTYLE Translucent\n   Alpha 1\n   Scale 1.0\n   Speed 35\n   SeeSound \"imp/attack\"\n   DeathSound \"comet/explosion\"\n   BounceCount 3\n   -NoGravity\n   +DoomBounce\n   +SKYEXPLODE\n   +NOTIMEFREEZE\n   +SPECTRAL\n   +SeekerMissile\n   states\n   {\n\tSpawn:\n\tTNT1 A 1\n\tTNT1 A 0 A_PlaySoundEx(\"HFCyb/rocket\", 1, 0, 2)\n\tGoto Fly\n\tFly:\n\t\tFPTB AB 1 BRIGHT A_SpawnItem(\"CComFireballTrail\")\n\t\tTNT1 A 0 A_CustomMissile (\"SuperMeteor_m_TrailFX_PurpleSmoke\", 0, 0, random (0, 360), 2, random (10, 40))\n\t\tLoop\n      Death:\n\t\tTNT1 A 0 A_Explode(160, 192)//Damage, Radius\n\t\tTNT1 A 0 A_SpawnItemEx(\"LCABaseScorch\", 0, 0, 0, 0, 0, 0, Random(0,359))\n        TNT1 AAAAAA 0 A_CustomMissile (\"PurpleParticleSpawner\", 0, 0, random (0, 360), 2, random (0, 180))\n\t\tTNT1 AAAAAAA 0 Bright A_SpawnItemEx(\"PurpleCometDeathGlow\",0,0,0,0,0,0,0,128,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"CommanderSuperMeteor_m_Explosion\",0,0,0,0,0,0,0,128,0)\n\t    EXPL A 0 Radius_Quake(15,20,0,20,0)\n\t\tBEXP B 0 BRIGHT A_Scream\n        TNT1 A 0 A_ALertMonsters\n\t\tTNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"SuperMeteor_m_FX_PurpleSmoke\", 0, 0, 0, 0.01 * Random(-125, 125), 0.01 * Random(-125, 125), 0.01 * Random(25, 245), 0, 128, 0)\n\t\tDVPP ABCDEFGHIJKLMNOP 2 BRIGHT\n\t\tStop\n   }\n}\n\nActor SuperMeteor_m_TrailFX_PurpleSmoke\n{\n\t+NoInteraction\n\t+NOTIMEFREEZE\n\tAlpha 0.9\n\tScale 0.8\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(255, \"Cloud1\", \"Cloud2\", \"Cloud3\", \"Cloud4\")\n\tCloud1:\n\t\tSMPS A 1 A_FadeOut(0.02)//0.0125\n\t\tWait\n\tCloud2:\n\t\tSMPS B 1 A_FadeOut(0.02)\n\t\tWait\n\tCloud3:\n\t\tSMPS C 1 A_FadeOut(0.02)\n\t\tWait\n\tCloud4:\n\t\tSMPS D 1 A_FadeOut(0.02)\n\t\tWait\n\t}\n}\n\nActor SuperMeteor_m_FX_PurpleSmoke\n{\n\t+NoInteraction\n\t+NOTIMEFREEZE\n\tAlpha 0.9\n\tScale 2.0\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(255, \"Cloud1\", \"Cloud2\", \"Cloud3\", \"Cloud4\")\n\tCloud1:\n\t\tSMPS A 1 A_FadeOut(0.0125)\n\t\tWait\n\tCloud2:\n\t\tSMPS B 1 A_FadeOut(0.0125)\n\t\tWait\n\tCloud3:\n\t\tSMPS C 1 A_FadeOut(0.0125)\n\t\tWait\n\tCloud4:\n\t\tSMPS D 1 A_FadeOut(0.0125)\n\t\tWait\n\t}\n}\n\nACTOR PurpleCometDeathGlow : CometTail\n{\n+NOTIMEFREEZE\nScale 2.0\nAlpha 0.6\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nFPTB ABCDEFGHI 3 Bright\nStop\n}\n}\n\nACTOR CComFireballTrail\n{\n\t+MISSILE\n\t+NOGRAVITY\n\t+THRUACTORS\n\t+NOTIMEFREEZE\n\t+CLIENTSIDEONLY\n\tRenderStyle Add\n\tAlpha 0.6\n\tSpeed 1\n\tSCALE 1.0\n\tStates\n\t{\n\tSpawn:\n\t    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\t    TNT1 A 1\n\t\tFPTB ABCDEFGHI 1 BRIGHT\n\t\tStop\nToaster:\n    TNT1 A 0\n    Stop\n\t}\n}\n\nActor CommanderPyroShot : PyroShot\n{\nDamageType \"C0mm4nder\"\nSpecies \"Masterminds\"\n+NOTIMEFREEZE\nstates\n   {\n   Spawn:\n\tTNT1 A 0 A_Explode(600,128,0,1)\n    CCBA ABC 1 A_SpawnItemEx(\"CCExTrail\",0,0,0,0,0,0,0)\n    TNT1 A 0 BRIGHT A_SeekerMissile(10,10)\n    Goto Spawn+2\n   Death:\n\t  TNT1 A 0 Radius_Quake(15,20,0,20,0)\n\t  CCBA D 0 Bright A_CustomMissile(\"PurpleExplosion01\",0,0,0,30)\n      CCBA D 0 Bright A_CustomMissile(\"PurpleExplosion01\",0,0,65,30)\n      CCBA D 0 Bright A_CustomMissile(\"PurpleExplosion01\",0,0,120,30)\n      CCBA D 0 Bright A_CustomMissile(\"PurpleExplosion01\",0,0,165,30)\n      CCBA D 0 Bright A_CustomMissile(\"PurpleExplosion01\",0,0,220,30)\n      CCBA D 0 Bright A_CustomMissile(\"PurpleExplosion01\",0,0,265,30)\n      CCBA D 0 Bright A_CustomMissile(\"PurpleExplosion01\",0,0,330,30)\n      CCBA D 0 Bright A_CustomMissile(\"PurpleExplosion01\",0,0,375,30)\n      CCBA D 0 Bright A_Mushroom(\"CommanderMushroomFireballs\",8)\n\t  TNT1 A 0 A_Explode(4000,600,0,1)\n      CCBA DEFGHIJKLMN 1 BRIGHT\n\t  TNT1 A 0 A_SpawnItemEx(\"PurplePyroShotEx\",0,0,0,0,0,0,0)\n\t  TNT1 A 0 A_SpawnItemEx(\"PurplePyroShotEx\",0,0,0,0,0,0,0)\n      Stop\n   }\n}\n\nActor CommanderSuperMeteor_m_Explosion : SuperMeteor_m_Explosion\n{\nDamageType \"C0mm4nder\"\n+NOTIMEFREEZE\nStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tgoto Death\n\t\tDeath:\n\t\t\tTNT1 A 0 A_Scream\n\t\t\tTNT1 A 1 A_SpawnItemEx(\"SFX_NoLight_SuperExpFirePurple\", 0, 0, 0, 0.1 * Random(-20, 20), 0.1 * Random(-20, 20), 0.1 * Random(-20, 20), 0, 128, 0)\n\t\t\tTNT1 AAAA 1 A_SpawnItemEx(\"SFX_NoLight_SuperExpFirePurple_long\", 0, 0, 0, 0.003 * Random(-200, 200), 0.003 * Random(-200, 200), 0.003 * Random(-200, 200), 0, 128, 0)\n\t\t\tTNT1 A 1 A_SpawnItemEx(\"SFX_NoLight_SuperExpFirePurple_long\", 0, 0, 0, 0.01 * Random(-200, 200), 0.01 * Random(-200, 200), 0.01 * Random(-200, 200), 0, 128, 0)\n\t\t\tTNT1 AAAA 1 A_SpawnItemEx(\"SFX_NoLight_SuperExpFirePurple\", 0, 0, 0, 0.01 * Random(-200, 200), 0.01 * Random(-200, 200), 0.01 * Random(-200, 200), 0, 128, 0)\n\t\t\tTNT1 A 5\n\t\t\tStop\n\t}\n}\n\nActor SFX_NoLight_SuperExpFirePurple_long : SFX_ExpFire_long\n{\n+NOTIMEFREEZE\nScale 1.6\nStates\n\t{\n\tSpawn:\n\t\tDVPP ABCDEFGHIJKLMNOPPPPPPPPPP 2 BRIGHT A_FadeOut(0.04)\n\t\tStop\n\t}\n}\n\nActor SFX_NoLight_SuperExpFirePurple : SFX_ExpFire\n{\n+NOTIMEFREEZE\nScale 1.6\nStates\n\t{\n\tSpawn:\n\t\tDVPP ABCDEFGHIJKLMNOPPPPPPPPPP 1 BRIGHT A_FadeOut(0.04)\n\t\tStop\n\t}\n}\n\nActor PurplePyroBoom : CommanderPyroShot\n{\nObituary \"%o payed the ultimate price for his greed.\"\n+NOTIMEFREEZE\nStates\n{\nSpawn:\nTNT1 A 0\nGoto Death\n   Death:\n      TNT1 A 0 A_Explode(2000,886,0,1)\n\t  TNT1 A 0 Radius_Quake(15,20,0,20,0)\n\t  CCBA D 0 Bright A_CustomMissile(\"PurpleExplosion01\",0,0,0,6)\n      CCBA D 0 Bright A_CustomMissile(\"PurpleExplosion01\",0,0,45,6)\n      CCBA D 0 Bright A_CustomMissile(\"PurpleExplosion01\",0,0,90,6)\n      CCBA D 0 Bright A_CustomMissile(\"PurpleExplosion01\",0,0,135,6)\n      CCBA D 0 Bright A_CustomMissile(\"PurpleExplosion01\",0,0,180,6)\n      CCBA D 0 Bright A_CustomMissile(\"PurpleExplosion01\",0,0,225,6)\n      CCBA D 0 Bright A_CustomMissile(\"PurpleExplosion01\",0,0,270,6)\n      CCBA D 0 Bright A_CustomMissile(\"PurpleExplosion01\",0,0,315,6)\n      CCBA DEFGHIJKLMN 1 BRIGHT\n\t  TNT1 A 0 A_SpawnItemEx(\"PurplePyroShotEx\",0,0,0,0,0,0,0)\n\t  TNT1 A 0 A_SpawnItemEx(\"PurplePyroShotEx\",0,0,0,0,0,0,0)\n      Stop\n   }\n}\n\nActor PurplePyroBoom2 : CommanderPyroShot\n{\nObituary \"%o payed the ultimate price for his greed.\"\n+NOTIMEFREEZE\nStates\n{\nSpawn:\nTNT1 A 0\nGoto Death\n   Death:\n      TNT1 A 0 A_Explode(3000,800,0,1)\n\t  TNT1 A 0 Radius_Quake(15,20,0,20,0)\n\t  CCBA D 0 Bright A_CustomMissile(\"PurpleExplosion01\",0,0,0,6)\n      CCBA D 0 Bright A_CustomMissile(\"PurpleExplosion01\",0,0,45,6)\n      CCBA D 0 Bright A_CustomMissile(\"PurpleExplosion01\",0,0,90,6)\n      CCBA D 0 Bright A_CustomMissile(\"PurpleExplosion01\",0,0,135,6)\n      CCBA D 0 Bright A_CustomMissile(\"PurpleExplosion01\",0,0,180,6)\n      CCBA D 0 Bright A_CustomMissile(\"PurpleExplosion01\",0,0,225,6)\n      CCBA D 0 Bright A_CustomMissile(\"PurpleExplosion01\",0,0,270,6)\n      CCBA D 0 Bright A_CustomMissile(\"PurpleExplosion01\",0,0,315,6)\n      CCBA DEFGHIJKLMN 1 BRIGHT\n\t  TNT1 A 0 A_SpawnItemEx(\"PurplePyroShotEx\",0,0,0,0,0,0,0)\n\t  TNT1 A 0 A_SpawnItemEx(\"PurplePyroShotEx\",0,0,0,0,0,0,0)\n      Stop\n   }\n}\n\nActor CCExTrail\n{\n\t+CLIENTSIDEONLY\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+NOINTERACTION\n\t+NOTIMEFREEZE\n\t+NOTIMEFREEZE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_SpawnItemEx(\"CCKaboom\",-8,0,0,-6, 0,random(-1,1),0)\n\t\tStop\n\t}\n}\n\nACTOR PurpleExplosion01\n{\n   Radius 8\n   Height 8\n   Speed 6\n   Damage 0\n   PROJECTILE\n   RENDERSTYLE ADD\n   DONTHURTSHOOTER\n   Damagetype \"Cyber10k\"\n   +RIPPER\n   +BLOODLESSIMPACT\n   +EXTREMEDEATH\n   +SPECTRAL\n   +NOTIMEFREEZE\n   SeeSound \"weapons/firex3\"\n   ALPHA 0.80\n   States\n   {\n   Spawn:\n      TNT1 AAAAA 3 A_SpawnItem(\"PurpleExplosion02\",0,0)\n      Stop\n   }\n}\n\nACTOR PurpleExplosion02\n{\n   Radius 5\n   Height 5\n   Speed 0\n   Damage 0\n   PROJECTILE\n   RENDERSTYLE ADD\n   +SPECTRAL\n   +NOGRAVITY\n   +EXTREMEDEATH\n   +NOTIMEFREEZE\n   Damagetype \"Cyber10k\"\n   ALPHA 0.80\n   SeeSound \"weapons/firex3\"\n   States\n   {\n   Spawn:\n      PPEX A 2 Bright\n      PPEX B 2 Bright A_Explode(10,164)\n      PPEX CDEFGHIJKLMNOPQRSTU 2 Bright\n      stop\n   }\n}\nActor PurplePyroShotEx\n{\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\t+NOTIMEFREEZE\n\tReactionTime 60\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"CCKaboom\",0,0,0,random(-9,9),random(-10,10),random(-10,10),0)\n\t\tTNT1 A 0 A_Countdown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nACTOR CCKaboom : Kaboom\n{\nSpeed 2\nScale 1.6\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nFXPP AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)\nStop\nToaster:\n    TNT1 A 0\n    Stop\n}\n}\n\nACTOR CommanderDTBFG10KTracer : FastProjectile\n{\n   Height 4\n   Radius 16\n   Speed 60\n   Damage 50\n   Decal None\n   DamageType \"C0mm4nder\"\n   +NOTIMEFREEZE\n   States\n   {\n   Spawn:\n      TNT1 A 15\n\t  Stop\n   Death:\n      TNT1 A 1\n      Stop\n   XDeath:\n\t  TNT1 A 0\n      TNT1 A 1 A_SpawnItem(\"CustomSpray\")\n      Stop\n\t  }\n}\n\nACTOR CommanderDTBFGProjectileAttack\n{\nPROJECTILE\n+LOOKALLAROUND\n+ISMONSTER\n+QUICKTORETALIATE\n+NOTARGET\n+NOTIMEFREEZE\n-COUNTKILL\n+NOCLIP\nObituary \"%o was turned to mush by heavy weapons from the Cerebral Commander.\"\nMissileType \"CommanderDTBFGRailgunSlug\"\nStates\n{\nSpawn:\n    TNT1 A 0\n\tTNT1 AAAAA 1 A_Look\n\tStop\nSee:\n    TNT1 A 0\n\tTNT1 A 1 A_JumpIfCloser(1250,\"Attack\")\n\tStop\nAttack:\n    TNT1 A 0\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_MissileAttack\n\tTNT1 A 1 A_CustomRailgun(-1,0,NONE,\"80 00 FF\",1,1,2)\n\tGoto Death\nDeath:\n\tTNT1 A 1\n\tStop\n\t}\n}\n\nACTOR CommanderDTBFGRailgunSlug : PlayerDTBFGRailgunSlug\n{\n   DamageType \"C0mm4nder\"\n   -RIPPER\n   +NOTIMEFREEZE\n   Damage (Random(1,4))\n}\n\nActor CommanderPurpleDTBFG10KBall : SentientDTBFG10KBall\n{\nDamageType \"C0mm4nder\"\nSpecies \"Masterminds\"\n+NOTIMEFREEZE\n+SEEKERMISSILE\nObituary \"%o was turned to mush by heavy weapons from the Cerebral Commander.\"\nStates\n{\nSpawn:\n    TNT1 A 0\n\tTNT1 A 0 A_Jump(128,\"DTBFGSFX\")\n    TNT1 A 0 A_PlaySoundEx(\"weapons/dtech10kball\",\"Voice\",1)\n    TNT1 A 0 A_SpawnItemEx(\"ProjectileTrailParticlePurple2\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tTNT1 A 0 A_SeekerMissile(3,5)\n    CPS1 A 1 Bright A_CustomMissile(\"CebComDTBFGProjectileAttack\",Random(-10,10),0,0,CMF_TRACKOWNER)\n    CPS1 B 1 Bright A_SpawnItemEx(\"ProjectileTrailParticlePurple2\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n    TNT1 A 0 A_SpawnItemEx(\"ProjectileTrailParticlePurple2\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tTNT1 A 0 A_SeekerMissile(3,5)\n    CPS1 C 1 Bright A_CustomMissile(\"CebComDTBFGProjectileAttack\",Random(-10,10),0,0,CMF_TRACKOWNER)\n    CPS1 D 1 Bright A_SpawnItemEx(\"ProjectileTrailParticlePurple2\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n    Loop\nDTBFGSFX:\n\tTNT1 A 0 A_PlaySoundEx(\"weapons/dtech10kball\",\"Voice\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"DTBFGLightningPurple\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)\n    TNT1 A 0 A_SpawnItemEx(\"ProjectileTrailParticlePurple2\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tTNT1 A 0 A_SeekerMissile(3,5)\n    CPS1 A 1 Bright A_CustomMissile(\"CebComDTBFGProjectileAttack\",Random(-10,10),0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_SpawnItemEx(\"DTBFGLightningPurple2\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)\n    CPS1 B 1 Bright A_SpawnItemEx(\"ProjectileTrailParticlePurple2\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tTNT1 A 0 A_SpawnItemEx(\"DTBFGLightningPurple\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)\n    TNT1 A 0 A_SpawnItemEx(\"ProjectileTrailParticlePurple2\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tTNT1 A 0 A_SeekerMissile(3,5)\n    CPS1 C 1 Bright A_CustomMissile(\"CebComDTBFGProjectileAttack\",Random(-10,10),0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_SpawnItemEx(\"DTBFGLightningPurple2\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)\n    CPS1 D 1 Bright A_SpawnItemEx(\"ProjectileTrailParticlePurple2\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n    Goto Spawn\nDeath:\n    TNT1 A 0\n\tTNT1 A 0 A_SetTranslucent(0.75,1)\n\tTNT1 A 0 Radius_Quake(5,60,0,10,0)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,10,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,20,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,30,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,40,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,50,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,60,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,70,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,80,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,90,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,100,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,110,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,120,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,130,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,140,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,150,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,160,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,170,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,180,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,190,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,200,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,210,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,220,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,230,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,240,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,250,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,260,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,270,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,280,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,290,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,300,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,310,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,320,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,330,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,340,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,350,CMF_TRACKOWNER)\n\tTNT1 A 0 A_SpawnItemEx(\"DTBFGLightningPurpleSpawner\", 0, 0, 15, 0, 0, 0, 0, 128)\n\tCPS1 ABCD 6 Bright A_SpawnItemEx(\"PurpleDTech10KShockwave\", 0, 0, 15, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_Explode(480,240)\n\tTNT1 A 0 A_StopSoundEx(\"Voice\")\n\tTNT1 A 0 Radius_Quake(15,20,0,20,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/dtech10kexplode\")\n\tTNT1 A 0 A_SpawnItemEx(\"PurpleDTech10KShockwave2\", 0, 0, 15, 0, 0, 0, 0, 128)\n    TNT1 A 20 A_SpawnItem(\"PurpleDTBFGEx\",0,-10)\n    Stop\n    }\n}\n\nACTOR PurpleDTBFGEx\n{\nRenderStyle Add\nAlpha 0.85\n+CLIENTSIDEONLY\n+NOGRAVITY\n+NOTIMEFREEZE\nStates\n{\nSpawn:\nCPE1 AAAAAABBBBBBCCCCCCDDDDDD 1 Bright A_CustomMissile(\"Kaboom8\", 0, 0, random(0,360), 2, random(0,360))\nCPE1 EF 6 Bright\nStop\n}\n}\n\nACTOR DTBFG10KTracerPurple : DTBFG10KTracer\n{\n   -THRUSPECIES\n   +NOTIMEFREEZE\n   Species \"Masterminds\"\n   DamageType \"CerEnergyBall\"\n   States\n   {\n   XDeath:\n      TNT1 A 0\n      TNT1 A 1 A_SpawnItem(\"PurpleSpray\")\n      Stop\n\t  }\n}\n\nACTOR PurpleSpray : CustomSpray\n{\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n   TNT1 A 0\n   CFGP A 4 Bright A_SpawnItemEx(\"PurpleParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n   CFGP BCDEF 4 Bright\n   Stop\n   }\n}\n\nACTOR PurpleDTech10KShockwave : SmokeFX\n{\nSpeed 0\nScale 1\nAlpha 0.85\n+NOTIMEFREEZE\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nESHK ABCDEFGHIJKLMNOPQR 1 Bright A_FadeOut(0.04)\nStop\n}\n}\n\nACTOR PurpleDTech10KShockwave2 : SmokeFX\n{\nSpeed 0\nScale 2.5\nAlpha 0.85\n+NOTIMEFREEZE\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nESHK ABCDEFGHIJKLMNOPQR 2 Bright A_FadeOut(0.04)\nStop\n}\n}\n\nACTOR DTBFGLightningPurple : TeleportFogLightning\n{\nScale 0.24\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72)\n\tPEL1 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n\tPEL2 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n\tPEL3 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n\tPEL4 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\nDeath:\n\t\"----\" A 1 Bright\n\tStop\n\t}\n}\n\nACTOR DTBFGLightningPurple2 : DTBFGLightningPurple\n{\nScale 0.36\n+NOTIMEFREEZE\n}\n\nACTOR DTBFGLightningPurpleSpawner : BluePowerLineSpawner\n{\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 Bright A_SpawnItemEx(\"DTBFGLightningPurple2\",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,128)\n    Stop\n    }\n}\n\nACTOR ProjectileTrailParticlePurple2 :  ProjectileTrailParticlePurple\n{\n+NOGRAVITY\n+NOTIMEFREEZE\nScale 0.045\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nSPKP A 2 Bright A_FadeOut(0.015)\nLoop\n}\n}\n\nACTOR CebComDTBFGProjectileAttack : SentientDTBFGProjectileAttack\n{\nObituary \"%o was turned to mush by heavy weapons from the Cerebral Commander.\"\nDamageType \"C0mm4nder\"\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n    TNT1 A 0\n\tTNT1 AAAAA 1 A_Look\n\tStop\nSee:\n    TNT1 A 0\n\tTNT1 A 1 A_JumpIfCloser(1250,\"Attack\")\n\tStop\nAttack:\n    TNT1 A 0\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_MissileAttack\n\tTNT1 A 1 A_CustomRailgun(-1,0,NONE,\"80 00 FF\",1,1,2)\n\tGoto Death\nDeath:\n\tTNT1 A 1\n\tStop\n\t}\n}\n\nACTOR CommanderDevastatorBall : FusionDevastatorBall\n{\nDamageType \"C0mm4nder\"\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n    TNT1 A 0\n    TNT1 A 0 A_PlaySoundEx(\"devastator/fly\",\"Voice\",1)\n\n\tTNT1 A 0 A_CustomMissile(\"CommDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tCPS1 A 0 Bright A_CustomMissile(\"CommanderLiteShot\",0,0,Random(0,360))\n    CPS1 A 1 Bright A_SpawnItemEx(\"ProjectileTrailParticlePurple\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tTNT1 A 0 A_SpawnItemEx(\"DevastatorLightningPurple\",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,128)\n\tCPS1 A 1 Bright A_CustomMissile(\"CebComDTBFGProjectileAttack\",Random(-10,10),0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"PurpleDevastatorTrail\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER,0)\n\tTNT1 A 0 A_Explode(32,450,0)\n\n\tTNT1 A 0 A_CustomMissile(\"CommDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tCPS1 A 0 Bright A_CustomMissile(\"CommanderLiteShot\",0,0,Random(0,360))\n    CPS1 B 1 Bright A_SpawnItemEx(\"ProjectileTrailParticlePurple\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tTNT1 A 0 A_SpawnItemEx(\"DevastatorLightningPurple2\",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,128)\n\tCPS1 A 1 Bright A_CustomMissile(\"CebComDTBFGProjectileAttack\",Random(-10,10),0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_Explode(32,450,0)\n\n\tTNT1 A 0 A_CustomMissile(\"CommDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tCPS1 A 0 Bright A_CustomMissile(\"CommanderLiteShot\",0,0,Random(0,360))\n    CPS1 C 1 Bright A_SpawnItemEx(\"ProjectileTrailParticlePurple\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tTNT1 A 0 A_SpawnItemEx(\"DevastatorLightningPurple\",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,128)\n\tCPS1 A 1 Bright A_CustomMissile(\"CebComDTBFGProjectileAttack\",Random(-10,10),0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"PurpleDevastatorTrail\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER,0)\n\tTNT1 A 0 A_Explode(32,450,0)\n\n\tTNT1 A 0 A_CustomMissile(\"CommDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tCPS1 A 0 Bright A_CustomMissile(\"CommanderLiteShot\",0,0,Random(0,360))\n    CPS1 D 1 Bright A_SpawnItemEx(\"ProjectileTrailParticlePurple\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tTNT1 A 0 A_SpawnItemEx(\"DevastatorLightningPurple2\",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,128)\n\tCPS1 A 1 Bright A_CustomMissile(\"CebComDTBFGProjectileAttack\",Random(-10,10),0,0,CMF_TRACKOWNER)\n    Goto Spawn\nDeath:\n    TNT1 A 0\n\tTNT1 A 0 A_SetTranslucent(0.75,1)\n\tTNT1 A 0 Radius_Quake(3,35,0,10,0)\n    TNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,0,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,10,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,20,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,30,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,40,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,50,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,60,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,70,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,80,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,90,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,100,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,110,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,120,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,130,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,140,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,150,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,160,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,170,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,180,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,190,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,200,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,210,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,220,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,230,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,240,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,250,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,260,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,270,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,280,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,290,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,300,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,310,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,320,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,330,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,340,CMF_TRACKOWNER)\n\tTNT1 A 0 A_CustomMissile(\"DTBFG10KTracerPurple\",0,0,350,CMF_TRACKOWNER)\n\tTNT1 A 0 A_SpawnItemEx(\"DevastatorLightningPurpleSpawner\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCPS1 A 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCPS1 B 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCPS1 C 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCPS1 D 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCPS1 A 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCPS1 B 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCPS1 C 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCPS1 D 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCPS1 A 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCPS1 B 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCPS1 C 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCPS1 D 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(128,1024,0)\n\tTNT1 A 0 A_Explode(460,640,0)\n\tTNT1 A 0 A_Explode(618,256)\n\tTNT1 A 0 A_StopSoundEx(\"Voice\")\n\tTNT1 A 0 Radius_Quake(20,12,0,12,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/dtech10kexplode\")\n\tTNT1 A 0 A_SpawnItemEx(\"PurpleDevastatorShockWave2\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_SpawnItem(\"PurpleDTBFGEx\",0,-10)\n\tCPE1 D 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,18,2)\n    CPE1 D 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,36,2)\n    CPE1 D 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,54,2)\n    CPE1 D 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,72,2)\n    CPE1 D 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,90,2)\n    CPE1 D 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,108,2)\n    CPE1 D 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,126,2)\n    CPE1 D 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,144,2)\n    CPE1 D 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,144,2)\n    CPE1 D 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,162,2)\n    CPE1 D 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,180,2)\n    CPE1 D 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,196,2)\n    CPE1 D 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,216,2)\n    CPE1 D 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,234,2)\n    CPE1 D 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,252,2)\n    CPE1 D 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,270,2)\n    CPE1 D 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,288,2)\n    CPE1 D 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,306,2)\n    CPE1 D 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,324,2)\n    CPE1 D 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,342,2)\n\tCPE1 AAAAAABBBBBBCCCCCCDDDDDD 1 A_CustomMissile(\"PurpleKaboomDevastator2\",0,0,random(0,360),2,random(0,360))\n    CPE1 EF 6 Bright\n    Stop\n    }\n}\n\nActor PurpleDevastatorTrail\n{\n  +NoBlockMap\n  +NoGravity\n  +ClientSideOnly\n  +NOTIMEFREEZE\n  Scale 1.45\n  RenderStyle Add\n  Radius 1\n  Height 2\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n    PDCP A 4 bright A_FadeOut(0.1)\n    Loop\n  Toaster:\n    TNT1 A 0\n    Stop\n  }\n}\n\nACTOR PurpleDevastatorShockWave\n{\nSpeed 0\nScale 1\nRadius 1\nHeight 1\nSpeed 2\nDamage 0\nRenderstyle Translucent\nAlpha 0.75\nPROJECTILE\n+NOBLOCKMAP\n+NOTELEPORT\n+DONTSPLASH\n+NOGRAVITY\n+MISSILE\n+NOTIMEFREEZE\n+FORCEXYBILLBOARD\n+CLIENTSIDEONLY\n+NOINTERACTION\n+NOCLIP\nScale 1.15\nStates\n{\nSpawn:\nESHK ABCDEFGHIJKLMNOPQR 1 Bright A_FadeOut(0.025)\nStop\n}\n}\n\nACTOR PurpleDevastatorShockWave2 : PurpleDevastatorShockWave\n{\nSpeed 0\nScale 2.5\nStates\n{\nSpawn:\nESHK ABCDEFGHIJKLMNOPQR 2 Bright A_FadeOut(0.015)\nStop\n}\n}\n\nACTOR PurpleDevastatorShockWave3 : PurpleDevastatorShockWave\n{\nScale 0.3\n}\n\nACTOR CommanderLiteShot : LiteShot\n{\n   Damagetype \"C0mm4nder\"\n   +NOTIMEFREEZE\n   States\n   {\n   Spawn:\n      PLIT AAABBBCCC 1 Bright A_SpawnItem (\"PurpleLiteTrail\",0,0,0)\n      Loop\n   Death:\n      PLIT DEFGHIJKLMNO 1 Bright\n      Stop\n   }\n}\n\nACTOR PurpleLiteTrail\n{\n   Radius 1\n   Height 1\n   PROJECTILE\n   RENDERSTYLE ADD\n   ALPHA 0.67\n   +NOTIMEFREEZE\n   +CLIENTSIDEONLY\n   States\n   {\n   Spawn:\n      TNT1 A 0\n      TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n      PLIT ABC 3 Bright\n      Stop\n   Toaster:\n      TNT1 A 0\n      Stop\n   }\n}\n\nACTOR CommanderDevastatorBall2\n{\n   Radius 8\n   Height 8\n   Speed 16\n   Damage 11\n   PROJECTILE\n   RENDERSTYLE ADD\n   ALPHA 0.90\n   ExplosionRadius 64\n   ExplosionDamage 128\n   Damagetype \"Cyber10K\"\n   Decal DoomImpScorch\n   +NOTIMEFREEZE\n   +THRUGHOST\n   SeeSound \"weapons/devbal\"\n   DeathSound \"weapons/devex2\"\n   States\n   {\n   Spawn:\n      PBA2 AB 4 Bright\n      Loop\n   Death:\n      PBA2 C 1 Bright\n      PBA2 C 3 Bright A_Explode\n      PBA2 DE 4 Bright\n      Stop\n   }\n}\n\nACTOR CommDevastatorBolt\n{\n  Speed 35\n  Radius 6\n  Height 6\n  Damage 22\n  Alpha 0.8\n  Projectile\n  +SEEKERMISSILE\n  +MTHRUSPECIES\n  +NOTIMEFREEZE\n  +DONTREFLECT\n  +BRIGHT\n  ReactionTime 170\n  RenderStyle Add\n  Damagetype \"C0mm4nder\"\n  DeathSound \"bolt/explode\"\n  States\n  {\n  Spawn:\n  \tPVS1 A 0 A_Seekermissile(5,5,SMF_LOOK)\n    PVS1 A 1 A_SpawnItem(\"PurpleBoltTrail\")\n    Loop\n  Death:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"ToasterDeath\")\n    TNT1 A 0 A_SpawnItemEx(\"PurpleParticleSpawner\",0,0,0,0,0,0,0,128)\n    TNT1 AAAA 0 A_CustomMissile(\"PurpleKaboomDevastator1\",0,0,random(0,360),2,random(0,360))\n  ToasterDeath:\n    PVS1 LMN 2\n    Stop\n  }\n}\n\nACTOR PurpleBoltTrail\n{\n  +NOINTERACTION\n  +CLIENTSIDEONLY\n  +NOTIMEFREEZE\n  Renderstyle Add\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n    PVS1 GHIJK 1 Bright A_FadeOut (0.05)\n    Stop\n  Toaster:\n    TNT1 A 0\n    Stop\n\t}\n}\n\nACTOR DevastatorLightningPurpleSpawner\n{\n+NOBLOCKMAP\n+NOGRAVITY\n+NOSECTOR\n+NOINTERACTION\n+NOCLIP\n+CLIENTSIDEONLY\n+NOTELEPORT\n+DONTSPLASH\n-SOLID\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 Bright A_SpawnItemEx(\"DevastatorLightningPurple2\",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,128)\n    Goto Death\n    }\n}\n\nACTOR DevastatorLightningPurple\n{\nRenderStyle Add\nScale 0.24\nAlpha 0.5\n+MISSILE\n+NOGRAVITY\n+NOBLOCKMAP\n+NOINTERACTION\n+NOTELEPORT\n+DONTSPLASH\n+CLIENTSIDEONLY\n-SOLID\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72)\n\tPEL1 ABCDEFGHIJKLMNOPQR 0 A_Jump(256,\"Death\")\n\tPEL2 ABCDEFGHIJKLMNOPQR 0 A_Jump(256,\"Death\")\n\tPEL3 ABCDEFGHIJKLMNOPQR 0 A_Jump(256,\"Death\")\n\tPEL4 ABCDEFGHIJKLMNOPQR 0 A_Jump(256,\"Death\")\nDeath:\n\t\"----\" A 1 Bright\n\tStop\n\t}\n}\n\nACTOR DevastatorLightningPurple2 : DevastatorLightningPurple\n{\nScale 0.42\n}\n\nACTOR PurpleKaboomDevastator1 : KaboomDevastator\n{\nSpeed 1\nScale 0.3\nStates\n{\n\tSpawn:\n\tDVPP ABCDEFGHIJKLMNOP 1 Bright A_FadeOut(0.025)\n\tStop\n\t}\n}\n\nACTOR PurpleKaboomDevastator2 : KaboomDevastator\n{\nSpeed 1\nScale 1.5\nStates\n{\n\tSpawn:\n\tDVPP ABCDEFGHIJKLMNOP 1 Bright A_FadeOut(0.025)\n\tStop\n\t}\n}\n\nACTOR BigPurpleBloodCloud : PurpleBloodCloud\n{\nSpeed 2\nScale 1.5\n}\n\nACTOR CommKaboom : Kaboom\n{\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tFXPP A 1 Bright A_PlaySound(\"weapons/rocklx\")\n\tFXPP ABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)\n\tStop\n\t}\n}\n\nACTOR CommanderDeathMushroomFireballs : CommanderMushroomFireballs\n{\n   states\n   {\n    Death:\n\t\tTNT1 A 0 A_Explode(160, 192)//Damage, Radius\n\t\tTNT1 A 0 A_SpawnItemEx(\"LCABaseScorch\", 0, 0, 0, 0, 0, 0, Random(0,359))\n        TNT1 AAAAAA 0 A_CustomMissile (\"PurpleParticleSpawner\", 0, 0, random (0, 360), 2, random (0, 180))\n\t\tTNT1 AAAAAAA 0 Bright A_SpawnItemEx(\"PurpleCometDeathGlow\",0,0,0,0,0,0,0,128,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"CommanderSuperMeteor_m_Explosion\",0,0,0,0,0,0,0,128,0)\n\t    EXPL A 0 Radius_Quake(15,20,0,20,0)\n\t\tBEXP B 0 BRIGHT A_Scream\n        TNT1 A 0 A_ALertMonsters\n\t\tTNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"SuperMeteor_m_FX_PurpleSmoke\", 0, 0, 0, 0.01 * Random(-125, 125), 0.01 * Random(-125, 125), 0.01 * Random(25, 245), 0, 128, 0)\n\t\tDVPP ABCDEFGHIJKLMNOP 2 BRIGHT\n\t\tStop\n   }\n}\n\nActor CommPurplePortalFX : RedParticleSpawner\n{\n Renderstyle Add\n Scale 5.65\n Alpha 1.0\n States\n  {\n   Spawn:\n    VOIP A 8 Bright\n\tVOIP BCDEFGHIJKL 1\n\tVORX ABCDEFGHIJKLMNOP 1 Bright A_FadeOut\n\tStop\n  }\n}\n\nActor CommPurpleFlare : BaseFlare\n{\n Scale 3.5\n Alpha 1.0\n States\n{\nSpawn:\n\tTNT1 A 0\n\tL2NP A 6 Bright\n\tL2NP AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 Bright A_FadeOut(0.04)\n\tStop\n\t}\n}\n\nACTOR OpCommanderBrainWave\n{\n\tRadius 12\n\tHeight 12\n\tSpeed 80\n\tDamage 100\n\tScale 1.4\n\t+ExtremeDeath\n\t+DontReflect\n\t+SeekerMissile\n\t+PierceArmor\n\t+FoilInvul\n\t+NOTIMEFREEZE\n\tPROJECTILE\n\tDamageType \"C0mm4nder\"\n\tRenderstyle Add\n\tSEESOUND \"Commander/fire\"\n    DeathSound \"weapons/bfg95explode\"\n\tObituary \"%o was turned to mush by heavy weapons from the Cerebral Commander.\"\n    DECAL BFG9500LightningRed\n\tstates\n\t{\n\tSpawn:\n\t  CBTS A 0 A_SeekerMissile(15,0)\n      CBTS A 2 BRIGHT A_SpawnItem(\"EWAVE\")\n\t  CBTS A 0 A_SeekerMissile(15,0)\n      CBTS B 2 BRIGHT A_SpawnItem(\"EWAVE\")\n\t  CBTS A 0 A_SeekerMissile(15,0)\n      CBTS C 2 BRIGHT A_SpawnItem(\"EWAVE\")\n\t  CBTS A 0 A_SeekerMissile(15,0)\n      CBTS D 2 BRIGHT A_SpawnItem(\"EWAVE\")\n\t  CBTS A 0 A_SeekerMissile(15,0)\n      CBTS E 2 BRIGHT A_SpawnItem(\"EWAVE\")\n\t  CBTS A 0 A_SeekerMissile(15,0)\n      CBTS F 2 BRIGHT A_SpawnItem(\"EWAVE\")\n\t  CBTS A 0 A_SeekerMissile(15,0)\n      CBTS G 2 BRIGHT A_SpawnItem(\"EWAVE\")\n\t  CBTS A 0 A_SeekerMissile(15,0)\n      CBTS H 2 BRIGHT A_SpawnItem(\"EWAVE\")\n\t  CBTS A 0 A_SeekerMissile(15,0)\n      CBTS I 2 BRIGHT A_SpawnItem(\"EWAVE\")\n\t  CBTS A 0 A_SeekerMissile(15,0)\n      CBTS J 2 BRIGHT A_SpawnItem(\"EWAVE\")\n      Loop\n\tDeath:\n\t    CBTS K 0 Radius_Quake(15,15,0,40,0)\n\t\tCBTS K 2 BRIGHT A_Explode(156,440)\n\t\tTNT1 A 0 Bright A_Mushroom(\"CommanderMushroomBrainwave\",8)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleDTech10KShockwave2\", 0, 0, 15, 0, 0, 0, 0, 128)\n        TNT1 A 20 A_SpawnItem(\"PurpleDTBFGEx\",0,-10)\n\t\tCBTS LMNOPQRSTUVW 2 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR CommanderMushroomBrainwave\n{\n\tRadius 9\n\tHeight 9\n\tSpeed 35\n\tDamage 25\n\tScale 1.1\n\t+ExtremeDeath\n\t+DontReflect\n\t+PierceArmor\n\t+FoilInvul\n\t+NOTIMEFREEZE\n\t-NOGRAVITY\n\t+DOOMBOUNCE\n\tBounceCount 6\n\tPROJECTILE\n\tDamageType \"C0mm4nder\"\n\tRenderstyle Add\n\tSEESOUND \"Commander/fire\"\n    DeathSound \"weapons/bfg95explode\"\n\tObituary \"%o was turned to mush by heavy weapons from the Cerebral Commander.\"\n    DECAL BFG9500LightningRed\n\tstates\n\t{\n\tSpawn:\n      CBTS A 2 BRIGHT\n      CBTS B 2 BRIGHT\n      CBTS C 2 BRIGHT\n      CBTS D 2 BRIGHT\n      CBTS E 2 BRIGHT\n      CBTS F 2 BRIGHT\n      CBTS G 2 BRIGHT\n      CBTS H 2 BRIGHT\n      CBTS I 2 BRIGHT\n      CBTS J 2 BRIGHT\n      Loop\n\tDeath:\n\t    CBTS K 0 Radius_Quake(15,15,0,40,0)\n\t\tCBTS K 2 BRIGHT A_Explode(80,240)\n\t\tTNT1 A 0 Bright A_Mushroom(\"MiniCommanderMushroomBrainwave\",8)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleDTech10KShockwave2\", 0, 0, 15, 0, 0, 0, 0, 128)\n        TNT1 A 20 A_SpawnItem(\"PurpleDTBFGEx\",0,-10)\n\t\tCBTS LMNOPQRSTUVW 2 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR MiniCommanderMushroomBrainwave\n{\n\tRadius 8\n\tHeight 8\n\tSpeed 35\n\tDamage 15\n\tScale 0.8\n\t+ExtremeDeath\n\t+DontReflect\n\t+PierceArmor\n\t+FoilInvul\n\t+NOTIMEFREEZE\n\t-NOGRAVITY\n\t+DOOMBOUNCE\n\tBounceCount 3\n\tPROJECTILE\n\tDamageType \"C0mm4nder\"\n\tRenderstyle Add\n\tSEESOUND \"Commander/fire\"\n    DeathSound \"weapons/bfg95explode\"\n\tObituary \"%o was turned to mush by heavy weapons from the Cerebral Commander.\"\n    DECAL BFG9500LightningRed\n\tstates\n\t{\n\tSpawn:\n      CBTS A 2 BRIGHT\n      CBTS B 2 BRIGHT\n      CBTS C 2 BRIGHT\n      CBTS D 2 BRIGHT\n      CBTS E 2 BRIGHT\n      CBTS F 2 BRIGHT\n      CBTS G 2 BRIGHT\n      CBTS H 2 BRIGHT\n      CBTS I 2 BRIGHT\n      CBTS J 2 BRIGHT\n      Loop\n\tDeath:\n\t    CBTS K 0 Radius_Quake(15,15,0,40,0)\n\t\tCBTS K 2 BRIGHT A_Explode(40,180)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleDTech10KShockwave2\", 0, 0, 15, 0, 0, 0, 0, 128)\n        TNT1 A 20 A_SpawnItem(\"PurpleDTBFGEx\",0,-10)\n\t\tCBTS LMNOPQRSTUVW 2 BRIGHT\n\t\tStop\n\t}\n}\n\nActor HFCyberPyroBoom2 : PyroShot\n{\nDamage 128\n-PIERCEARMOR\n-FoilInvul\n-NOTIMEFREEZE\nObituary \"%o payed the ultimate price for his greed.\"\nStates\n{\nSpawn:\nTNT1 A 0\nGoto Death\n   Death:\n      TNT1 A 0 A_Explode(768, 512, 0, 1, 384)\n\t  TNT1 A 0 Radius_Quake(15,20,0,20,0)\n\t  HFBA D 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,0,6)\n      HFBA D 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,45,6)\n      HFBA D 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,90,6)\n      HFBA D 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,135,6)\n      HFBA D 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,180,6)\n      HFBA D 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,225,6)\n      HFBA D 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,270,6)\n      HFBA D 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,315,6)\n      HFBA DEFGHIJKLMN 1 BRIGHT\n\t  TNT1 A 0 A_SpawnItemEx(\"PyroShotEx\",0,0,0,0,0,0,0)\n\t  TNT1 A 0 A_SpawnItemEx(\"PyroShotEx\",0,0,0,0,0,0,0)\n      Stop\n   }\n}\n\nACTOR ManipulatorDevastatorBall2 : CommanderDevastatorBall2\n{\n   Radius 8\n   Height 8\n   Speed 55\n   Damage 11\n   ExplosionRadius 64\n   ExplosionDamage 128\n   Damagetype \"C0mm4nder\"\n}\n\nactor CommanderHax : PowerupGiver\n{\n inventory.pickupmessage \" \"\n inventory.maxamount 0\n powerup.type \"TimeFreezer\"\n powerup.duration -5\n +AUTOACTIVATE\n +INVENTORY.FANCYPICKUPSOUND\n   states\n {\n Spawn:\n   TNT1 A 0\n   stop\n }\n}\n\nACTOR CerebralCommanderIllusion\n{\n    Obituary \"%o was turned to mush by heavy weapons from the Cerebral Commander's Illusion.\"\n\tTag \"Cerebral Commander, Kappa\"\n\tAlpha 0.65\n    RenderStyle Translucent\n\tHealth 500\n\tMonster\n\tSpecies \"Masterminds\"\n\tSpeed 18\n\tFloatSpeed 18\n    PainChance 20\n\tScale 1.1\n\tRadius 65\n\tHeight 100\n\tDamageFactor \"C0mm4nder\", 0.0\n    DamageFactor \"DemolisherEx\", 0.0\n    DamageFactor \"DarkDemoEx\", 0.0\n    DamageFactor \"CerChainguns\", 0.0\n    DamageFactor \"CerEnergyBall\", 0.0\n\tMass 7000\n\t+MISSILEEVENMORE\n\t+QUICKTORETALIATE\n\t+LOOKALLAROUND\n\t+MISSILEMORE\n\t+FLOAT\n\t+BOSS\n\t+BOSSDEATH\n\t+NOGRAVITY\n\t-FLOORCLIP\n    +DONTHARMSPECIES\n    +NORADIUSDMG\n    +NOICEDEATH\n    +NOTARGET\n    +CANTSEEK\n    +DONTSPLASH\n    +NOTIMEFREEZE\n    +NOTELEFRAG\n    +DONTGIB\n    +DONTMORPH\n    +DONTRIP\n\t+THRUSPECIES\n\t+NOBLOOD\n\t+NOPAIN\n    States\n    {\nSpawn:\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOMM A 2  A_Look\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOMM B 2  A_Look\n\tLoop\nSee:\n    TNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOMM A 2  A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOMM B 2  A_Chase\n\tTNT1 A 0 A_Jump(30,\"Evade\")\n\tLoop\nEvade:\n\tTNT1 A 0 A_Jump(128,19)\n\tTNT1 A 0 ThrustThing(Angle*256/360+64,20,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM A 2 A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM B 2  A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM A 2  A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM B 2  A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM A 2  A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM B 2  A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM A 2  A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM B 2  A_Chase\n\tTNT1 A 0 A_Stop\n\tGoto See\n\tTNT1 A 0 ThrustThing(Angle*256/360+192,20,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM A 2  A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM B 2  A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM A 2  A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM B 2  A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM A 2  A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM B 2  A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM A 2  A_Chase\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner2\",0,0,0,0)\n\tCOMM B 2  A_Chase\n\tTNT1 A 0 A_Stop\n\tGoto See\nMissile:\n\tTNT1 A 0 A_Jump(50,\"DTBFG10K\")\nNormal:\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n    COMM ABA 2 Bright A_GiveInventory(\"CebComStrafe\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"PurpleShellCasing\", 10, 12, 40, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)\n\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tCOMM D 3 A_CustomMissile(\"CommanderExplosiveTracer\",36,0,Random(-800,800)/100.00,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n    TNT1 A 0 A_SpawnItemEx(\"PurpleShellCasing\", 10, -12, 40, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tCOMM C 3 A_CustomMissile(\"CommanderExplosiveTracer\",36,0,Random(-800,800)/100.00,0)\n\tTNT1 A 0 A_StopSoundEx(\"Weapon\")\n\tTNT1 A 0 A_Jump(3,\"See\")\n    TNT1 A 0 A_SpidRefire\n\tGoto Normal+7\n  DTBFG10K:\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"Cardinal/9k\")\n\tCOM2 CC 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 CC 2  A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 DD 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 DD 2 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tCOM2 D 2 A_CustomMissile(\"CommanderPurpleDTBFG10KBall\", 34, 0, 0)\n\tCOM2 DDDDDDDDDDDD 2  A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tGoto See\n  Death:\n\tTNT1 A 0  A_Scream\n\tCOMM E 15  A_Fall\n\tCOMM F 4\n\tCOMM G 4\n    COMM H 4\n    COMM I 4\n\tSUPR LM 8\n\tTNT1 A -1 A_KillMaster\n\tStop\n    }\n}\n\nACTOR Manipulator\n{\n    Health 3000\n    PainChance 20\n    Scale 1.5\n    Speed 16\n\tmass 2000\n\tHeight 57\n    Radius 52\n\talpha 0.75\n\tMonster\n    RenderStyle translucent\n    DamageFactor 0.55\n    FloatSpeed 16\n\tSeeSound \"Manipulator/sight\"\n    PainSound \"Manipulator/pain\"\n    DeathSound \"Manipulator/death\"\n  \tDamageFactor \"LegendaryGuru\", 0.0\n    DamageFactor \"LegendaryGuruPlayer\", 0.3\n    DamageFactor \"LegendaryPlayer\", 0.3\n\tDamageFactor \"Cyber10K\", 0.0\n\tDamageFactor \"Extreme\", 0.0\n\tDamageFactor \"CustomSpray\", 0.0\n    DamageFactor \"BFG9500Ball\", 0.0\n\tDamageFactor \"PlayerPyro\", 0.0\n\tDamageFactor \"C0mm4nder\", 0.0\n    DamageFactor \"DemolisherEx\", 0.0\n    DamageFactor \"DarkDemoEx\", 0.0\n    DamageFactor \"CerChainguns\", 0.0\n    DamageFactor \"CerEnergyBall\", 0.0\n    DamageFactor \"PDTBFG\", 0.03\n    DamageFactor \"PDTBFGTracer\", 0.03\n    DamageFactor \"Legendary\", 0.0\n    DamageFactor \"LegendaryPlayer\", 0.0\n    DamageFactor \"BFGSplash\", 0.15\n    DamageFactor \"BFGSpray\", 0.15\n    DamageFactor \"PlayerDevBall\", 0.020\n    DamageFactor \"PlayerDevBall2\", 0.020\n    DamageFactor \"PlayerDTBFGRailgunSlug\", 0.020\n    DamageFactor \"PlayerDevTracer\", 0.020\n\tDamageFactor \"Ice\", 0.0\n    DamageFactor \"FreezerBurn\", 0.0\n\tDamageFactor \"Baby15K\", 0.0\n    DamageFactor \"Legendary1\", 0.0\n\tDamageFactor \"LegMind\", 0.0\n    DamageFactor \"VileFires\", 0.0\n    DamageFactor \"NobleComet\", 0.0\n    DamageFactor \"ZombieDev\", 0.0\n    DamageFactor \"BeheComet\", 0.0\n\tDamageFactor \"Railg\", 0.5\n\tSpecies \"Masterminds\"\n\tObituary \"%o was owned by the perfect illusion of Cerebral Commander, The Manipulator.\"\n\t+NOBLOOD\n    +MISSILEEVENMORE\n\t+QUICKTORETALIATE\n\t+MISSILEMORE\n\t+FLOAT\n\t+BOSS\n\t+BOSSDEATH\n\t+NOGRAVITY\n\t-FLOORCLIP\n    +DONTHARMSPECIES\n    +NORADIUSDMG\n    +NOICEDEATH\n    +NOTARGET\n    +CANTSEEK\n    +DONTSPLASH\n    +NOTIMEFREEZE\n    +NOTELEFRAG\n    +DONTGIB\n    +DONTRIP\n\t+THRUSPECIES\n  States\n  {\n  Spawn:\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP A 2 Bright A_Look\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP B 2 Bright A_Look\n    Loop\n  See:\n    TNT1 A 0 A_SetTranslucent(0.65)\n    TNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP B 2 Bright A_Chase\n\tTNT1 A 0 A_Jump(35,\"Evade\")\n\tTNT1 A 0 A_Jump(20,\"Telederp\",\"TelederpAfraid\")\n    Loop\n  Evade:\n\tTNT1 A 0 A_Jump(128,19)\n\tTNT1 A 0 ThrustThing(Angle*256/360+64,20,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP B 2 Bright A_Chase\n\tTNT1 A 0 A_Stop\n\tGoto See\n\tTNT1 A 0 ThrustThing(Angle*256/360+192,20,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP B 2 Bright A_Chase\n\tTNT1 A 0 A_Stop\n\tGoto See\n  Pause:\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP A 2 Bright\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP B 2 Bright\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP A 2 Bright\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP B 2 Bright\n\tGoto See\n  Missile:\n    TNT1 A 0 A_SetTranslucent(0.65)\n    TNT1 A 0 A_SetShootable\n    TNT1 A 0 A_Jump(130,\"BFG10K\",\"Illusion\",\"ShockWaves\",\"DevastatorCannon\")\n\tTNT1 A 0 A_Jump(80,\"Minions\",\"TimeFreeze\")\n  Normal:\n    TNT1 A 0 A_PlaySound(\"monsters/darkmasterwind\")\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n    MANP ABA 2 Bright A_GiveInventory(\"CebComStrafe\",1)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"monsters/darkmasterwind2\")\n\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tTNT1 A 0 A_SpawnItemEx(\"PurpleShellCasing\", 8, 8, 18, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)\n    MANP K 2 Bright A_CustomMissile(\"ManipulatorExplosiveTracer\",20,0,Random(-800,800)/100.00,0)\n    MANP K 2 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n    TNT1 A 0 A_SpawnItemEx(\"PurpleShellCasing\", 8, -8, 18, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n    MANP L 2 Bright A_CustomMissile(\"ManipulatorExplosiveTracer\",20,0,Random(-800,800)/100.00,0)\n\tMANP L 2 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Jump(3,\"Pause\",\"BFG10K\",\"ShockWaves\")\n    TNT1 A 0 A_SpidRefire\n    Goto Normal+15\n  BFG10K:\n    TNT1 A 0 A_SetTranslucent(0.65)\n\tTNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n    MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n    MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n    MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n    MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n    MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n    MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n    MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n    MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n    MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n    MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n    MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n    MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n    MANP D 2 Bright A_CustomMissile(\"Manipulator10K\",20,0,Random(4,-4))\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP D 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n    MANP D 2 Bright A_CustomMissile(\"Manipulator10K\",20,0,Random(4,-4))\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP D 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n    MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n    MANP D 2 Bright A_CustomMissile(\"Manipulator10K\",20,0,Random(4,-4))\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP D 2 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n    MANP D 2 Bright A_CustomMissile(\"Manipulator10K\",20,0,Random(4,-4))\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP D 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n    MANP D 2 Bright A_CustomMissile(\"Manipulator10K\",20,0,Random(4,-4))\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP D 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n    MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n    MANP D 2 Bright A_CustomMissile(\"Manipulator10K\",20,0,Random(4,-4))\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n    MANP C 2 Bright A_PlaySound(\"weapons/bfg15kcooldown\",CHAN_AUTO)\n\tMANP CCCCCCCCC 2 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Jump(80,\"Shockwaves\")\n    Goto See\n Illusion:\n    TNT1 A 0 A_SetTranslucent(0.65)\n    TNT1 A 0 A_PlaySound(\"Manipulator/laugh\")\n\tMANP VVVVVVVVVVV 4 bright A_FaceTarget\n\tMANP VVV 4 A_SpawnItem(\"ManipulatorIllusion\",25,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tgoto see\n Shockwaves:\n    TNT1 A 0 A_SetTranslucent(0.65)\n\tMANP VVVVVVVVV 2 bright A_FaceTarget\n\tMANP VVVVVVVV 1 bright A_CustomMissile(\"MBrainwave\",35,0,random(-5,5),0)\n\tMANP VVVV 2 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tgoto see\n  DevastatorCannon:\n    TNT1 A 0 A_SetTranslucent(0.65)\n    TNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n    MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n    MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n    MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n    MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n    MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n    MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n    MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n    MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n    MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n    MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n    MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n    MANP C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n    MANP C 2 bright A_CustomMissile(\"ManipulatorDevastatorBall2\",20,0,random(-5,5),1)\n\tMANP D 2 bright A_CustomMissile(\"ManipulatorDevastatorBall2\",20,0,random(-5,5),1)\n\tMANP C 2 bright A_CustomMissile(\"ManipulatorDevastatorBall2\",20,0,random(-5,5),1)\n\tMANP D 2 bright A_CustomMissile(\"ManipulatorDevastatorBall2\",20,0,random(-5,5),1)\n\tMANP C 2 bright A_CustomMissile(\"ManipulatorDevastatorBall2\",20,0,random(-5,5),1)\n\tMANP D 2 bright A_CustomMissile(\"ManipulatorDevastatorBall2\",20,0,random(-5,5),1)\n\tMANP C 2 bright A_CustomMissile(\"ManipulatorDevastatorBall2\",20,0,random(-5,5),1)\n\tMANP D 2 bright A_CustomMissile(\"ManipulatorDevastatorBall2\",20,0,random(-5,5),1)\n\tMANP C 2 bright A_CustomMissile(\"ManipulatorDevastatorBall2\",20,0,random(-5,5),1)\n\tMANP D 2 bright A_CustomMissile(\"ManipulatorDevastatorBall2\",20,0,random(-5,5),1)\n\tMANP C 2 bright A_CustomMissile(\"ManipulatorDevastatorBall2\",20,0,random(-5,5),1)\n\tMANP D 2 bright A_CustomMissile(\"ManipulatorDevastatorBall2\",20,0,random(-5,5),1)\n    goto see\n  Minions:\n    TNT1 A 0 A_SetTranslucent(0.65)\n    MANP V 1 Bright A_ChangeFlag(Invulnerable,1)\n\tTNT1 A 0 A_PlaySound(\"Manipulator/laugh\")\n\tMANP VVVVVVVVVVVVVVVVV 2 Bright A_CustomMissile(\"MWave\",35,0,0,0)\n\tTNT1 A 0 A_ChangeFlag(Reflective,1)\n\tTNT1 A 0 A_SpawnItemEx(\"BabySentientSummoner\",0,0,0,10,0,0,180,0)\n\tTNT1 A 0 A_SpawnItemEx(\"BabysentientSummoner\",0,0,0,10,0,0,305,0)\n\tMANP V 25 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_ChangeFlag(Invulnerable,0)\n\tTNT1 A 0 A_ChangeFlag(Reflective,0)\n\tGoto See\n  TimeFreeze:\n    TNT1 A 0 A_SetTranslucent(0.65)\n    TNT1 A 0 A_SetInvulnerable\n\tMANP V 3 Bright A_PlaySound(\"Manipulator/laugh\")\n    TNT1 A 0 A_SpawnItem(\"EWAVE\",35,0,0,0)\n    MANP VV 3 Bright A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"EWAVE\",35,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP VV 3 Bright A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"EWAVE\",35,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderSmokeSpawner\",0,0,0,0)\n\tMANP VV 3 Bright A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP V 2 A_GiveInventory(\"ManipulatorHax\")\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP VVV 6  A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tGoto Normal\n  Pain:\n    TNT1 A 0 A_SetTranslucent(0.65)\n    TNT1 A 0 A_Jump(30,\"PainResurrect\")\n    TNT1 A 0 A_Jump(120,\"PainMissile\")\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n    MANP A 3 Bright A_Pain\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP A 3 Bright\n    Goto See\nTelederpAfraid:\n    TNT1 A 0 A_ChangeFlag(\"Frightened\",1)\nTelederp:\n    MANP V 15\n\tTNT1 A 0 A_SetInvulnerable\n\tMANP V 4 Bright\n\tTNT1 A 0 A_HideThing\n\tTNT1 A 0 A_PlaySound(\"BH/Fire\",0,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_SpawnItemEx(\"ManpTeleportFXSpawner\",0,0,62)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Chase(\"\",\"\")\n\tMANP V 4 Bright\n\tTNT1 A 0 A_PlaySound(\"DMBall/Impact\",0,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_UnHideThing\n\tTNT1 A 0 A_ChangeFlag(\"Frightened\",0)\n\tTNT1 A 0 A_SpawnItemEx(\"ManpTeleportFXSpawner\",0,0,62)\n\tMANP V 10\n\tTNT1 A 0 A_UnSetInvulnerable\n\tGoTo See\nTeleMissile:\n\tTNT1 A 0 A_UnSetShootable\n\tMANP V 4 Bright\n\tTNT1 A 0 A_HideThing\n\tTNT1 A 0 A_PlaySound(\"BH/Fire\",0,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_SpawnItemEx(\"ManpTeleportFXSpawner\",0,0,62)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Chase(\"\",\"\")\n\tMANP V 4 Bright\n\tTNT1 A 0 A_PlaySound(\"DMBall/Impact\",0,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_UnHideThing\n\tTNT1 A 0 A_ChangeFlag(\"Frightened\",0)\n\tTNT1 A 0 A_SpawnItemEx(\"ManpTeleportFXSpawner\",0,0,62)\n\tMANP V 10\n\tTNT1 A 0 A_SetShootable\n\tGoTo Missile\n  Pain.Commander:\n      TNT1 A 0 A_ChangeFlag (INVULNERABLE, 1)\n\t  TNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n      TNT1 A 0 HealThing(500)\n\t  TNT1 A 0 A_ChangeFlag (INVULNERABLE, 0)\n\t  TNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tGoto See\n  PainMissile:\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n    MANP A 3 Bright A_Pain\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP A 3 Bright\n    Goto Missile\n PainResurrect:\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP A 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP A 3 Bright A_Pain\n\tMANP AAAA 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 Radius_Quake(10,80,0,24,0)\n\tTNT1 A 0 A_GiveInventory(\"Health\",500)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n    MANP V 3 Bright A_PlaySound(\"Manipulator/Laugh\")\n    TNT1 A 0 A_GiveInventory(\"SmallCommanderMassResurrectionItem\")\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n    TNT1 A 0 A_GiveInventory(\"SmallCommanderMassResurrectionItem\")\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n    TNT1 A 0 A_GiveInventory(\"CommanderMassResurrectionItem\")\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n    TNT1 A 0 A_GiveInventory(\"CommanderMassResurrectionItem\")\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tMANP A 3 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tGoto see\n  Death:\n    MANP A 20 Bright A_Scream\n    MANP E 6 Bright A_Fall\n\tMANP F 6 Bright\n\tTNT1 AAA 0 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\tMANP GGGGG 2 Bright A_CustomMissile(\"Kaboom2\", random(20,40), random(10,-10), random(0,360), 2, random(0,360))\n\tTNT1 AAAA 0 A_CustomMissile(\"SmokeFX2\", random(20,40), 0, random(0,360), 2, random(0,360))\n    MANP H 6 Bright\n    MANP I 4\n\tMANP J 2\n    TNT1 A -1 A_KillMaster\n    Stop\n  }\n}\n\nACTOR ManipulatorIllusion\n{\n  Health 350\n  Alpha 0.65\n  RenderStyle Translucent\n  Scale 1.30\n  Monster\n  Height 52\n  Radius 52\n  Mass 500\n  Speed 16\n  FloatSpeed 16\n  SeeSound \"barachnophyte/sight\"\n  PainSound \"barachnophyte/pain\"\n  DeathSound \"barachnophyte/death\"\n  DamageFactor \"C0mm4nder\", 0.0\n  DamageFactor \"DemolisherEx\", 0.0\n  DamageFactor \"DarkDemoEx\", 0.0\n  DamageFactor \"CerChainguns\", 0.0\n  DamageFactor \"CerEnergyBall\", 0.0\n  DamageFactor \"Baby15K\", 0.0\n  Species \"Masterminds\"\n\t+NOBLOOD\n    +MISSILEEVENMORE\n\t+QUICKTORETALIATE\n\t+MISSILEMORE\n\t+FLOAT\n\t+BOSS\n\t+BOSSDEATH\n\t+NOGRAVITY\n\t-FLOORCLIP\n    +DONTHARMSPECIES\n    +NORADIUSDMG\n    +NOICEDEATH\n    +NOTARGET\n    +CANTSEEK\n    +DONTSPLASH\n    +NOTIMEFREEZE\n    +NOTELEFRAG\n    +DONTGIB\n    +DONTRIP\n\t+THRUSPECIES\n\t+NOPAIN\n  Obituary \"%o was not intelligent enough to defeat a Manipulator's illusion.\"\n  States\n  {\n  Spawn:\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP A 2 Bright A_Look\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP B 2 Bright A_Look\n    Loop\n\t  See:\n    TNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP B 2 Bright A_Chase\n\tTNT1 A 0 A_Jump(30,\"Evade\")\n    Loop\n  Evade:\n\tTNT1 A 0 A_Jump(128,19)\n\tTNT1 A 0 ThrustThing(Angle*256/360+64,20,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP B 2 Bright A_Chase\n\tTNT1 A 0 A_Stop\n\tGoto See\n\tTNT1 A 0 ThrustThing(Angle*256/360+192,20,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner2\",0,0,0,0)\n\tMANP B 2 Bright A_Chase\n\tTNT1 A 0 A_Stop\n\tGoto See\n  Pause:\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP A 2 Bright\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP B 2 Bright\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP A 2 Bright\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tMANP B 2 Bright\n\tGoto See\n  Missile:\n    TNT1 A 0 A_Jump(100,\"ShockWave\")\n  Normal:\n    TNT1 A 0 A_PlaySound(\"monsters/darkmasterwind\")\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n    MANP ABA 2 Bright A_GiveInventory(\"CebComStrafe\",1)\n\tTNT1 A 0 A_PlaySound(\"monsters/darkmasterwind2\")\n\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tTNT1 A 0 A_SpawnItemEx(\"PurpleShellCasing\", 8, 8, 18, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)\n    MANP K 2 Bright A_CustomMissile(\"ManipulatorExplosiveTracer\",20,0,Random(-800,800)/100.00,0)\n    MANP K 2 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n    TNT1 A 0 A_SpawnItemEx(\"PurpleShellCasing\", 8, -8, 18, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n    MANP L 2 Bright A_CustomMissile(\"ManipulatorExplosiveTracer\",20,0,Random(-800,800)/100.00,0)\n\tMANP L 2 Bright A_SpawnItem(\"ManipulatorFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Jump(3,\"Pause\",\"Shockwave\")\n    TNT1 A 0 A_SpidRefire\n    Goto Normal+15\n   Shockwave:\n\tMANP VVVVVVVV 2 bright A_FaceTarget\n\tMANP VV 1 bright A_CustomMissile(\"MBrainwave\",35,0,random(-5,5),0)\n\tMANP VVVV 2\n\tgoto see\n  Death:\n    MANP A 20 Bright A_Scream\n    MANP E 6 Bright A_Fall\n\tMANP F 6 Bright\n\tMANP G 2 Bright\n    MANP H 6 Bright\n    MANP I 4\n\tMANP J 2\n    TNT1 A -1 A_KillMaster\n    Stop\n  }\n}\n\nACTOR ManipulatorFireSpawner : RedParticleSpawner\n{\n  States\n  {\n  Spawn:\n    TNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"monster/ambientfire2\")\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n    TNT1 AA 0 A_SpawnItemEx(\"PHellionSmoke\",random(32,42),random(32,42),48,0,0,random(-4,-6),0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"PHellionSmoke\",random(-32,-42),random(-32,-42),48,0,0,random(-4,-6),0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"PHellionSmoke\",random(32,42),random(-32,-42),48,0,0,random(-4,-6),0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"PHellionSmoke\",random(-32,-42),random(32,42),48,0,0,random(-4,-6),0,128,0)\n    TNT1 A 1\n    Stop\n  }\n}\n\nACTOR ManipulatorFireSpawner2 : RedParticleSpawner\n{\n  States\n  {\n  Spawn:\n    TNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"monster/ambientfire2\")\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n    TNT1 AA 0 A_SpawnItemEx(\"PHellionSmoke\",random(32,42),random(32,42),48,0,0,random(-6,-8),0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"PHellionSmoke\",random(-32,-42),random(-32,-42),48,0,0,random(-6,-8),0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"PHellionSmoke\",random(32,42),random(-32,-42),48,0,0,random(-6,-8),0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"PHellionSmoke\",random(-32,-42),random(32,42),48,0,0,random(-6,-8),0,128,0)\n    TNT1 A 1\n    Stop\n  }\n}\n\nActor babysentientSummoner\n{\n Height 8\n Radius 25\n Speed 30\n Damage (0)\n +RippeR\n +BloodlessImpact\n +NOTIMEFREEZE\n  States\n   {\n    Spawn:\n\t TNT1 A 5\n\tDeath:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"VileHealEffect\",0,0,0,0,0,0,0,128)\n\t TNT1 A 2\n\t TNT1 A 0 A_SpawnItemEx(\"CBabySentient\")\n\t Stop\n   }\n}\n\nActor ManipulatorSummoner\n{\n Height 8\n Radius 25\n Speed 30\n Damage (0)\n +RippeR\n +BloodlessImpact\n +NOTIMEFREEZE\n  States\n   {\n    Spawn:\n\t TNT1 A 5\n\tDeath:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"VileHealEffect\",0,0,0,0,0,0,0,128)\n\t TNT1 A 2\n\t TNT1 A 0 A_SpawnItemEx(\"Manipulator\")\n\t Stop\n   }\n}\n\nACTOR MBrainWave\n{\n\tRadius 12\n\tHeight 12\n\tSpeed 55\n\tDamage 10\n\tScale 0.8\n\t+ExtremeDeath\n\t+DontReflect\n\t+NOTIMEFREEZE\n\tPROJECTILE\n\tDamageType \"C0mm4nder\"\n\tRenderstyle Add\n\tSEESOUND \"Commander/fire\"\n    DeathSound \"weapons/bfg95explode\"\n\tObituary \"%o was owned by the perfect illusion of Cerebral Commander, The Manipulator.\"\n    DECAL BFG9500LightningRed\n\tstates\n\t{\n\tSpawn:\n      CBTS A 2 BRIGHT A_SpawnItem(\"MWAVE\")\n      CBTS B 2 BRIGHT A_SpawnItem(\"MWAVE\")\n      CBTS C 2 BRIGHT A_SpawnItem(\"MWAVE\")\n      CBTS D 2 BRIGHT A_SpawnItem(\"MWAVE\")\n      CBTS E 2 BRIGHT A_SpawnItem(\"MWAVE\")\n      CBTS F 2 BRIGHT A_SpawnItem(\"MWAVE\")\n      CBTS G 2 BRIGHT A_SpawnItem(\"MWAVE\")\n      CBTS H 2 BRIGHT A_SpawnItem(\"MWAVE\")\n      CBTS I 2 BRIGHT A_SpawnItem(\"MWAVE\")\n      CBTS J 2 BRIGHT A_SpawnItem(\"MWAVE\")\n      Loop\n\tDeath:\n\t\tCBTS LMNOPQRSTUVW 2 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR MWAVE\n{\n   Radius 30\n   Height 30\n   Obituary \"%o was turned to mush by heavy weapons from the Cerebral Commander.\"\n   Speed 5\n   PROJECTILE\n   +NOGRAVITY\n   +NOTELEPORT\n   +NOBLOCKMAP\n   +DONTHURTSPECIES\n   +NOTIMEFREEZE\n   Scale 0.5\n   DamageType \"C0mm4nder\"\n   RenderStyle ADD\n   Alpha 0.5\n   Species \"Masterminds\"\n   States\n   {\n   Spawn:\n      TNT1 A 0\n      ESHK ABCDEFGHIJKLMNOPQR 2 Bright A_Explode(24,80,0)\n      Stop\n   }\n}\n\nactor ManipulatorHax : PowerupGiver\n{\n inventory.pickupmessage \" \"\n inventory.maxamount 0\n powerup.type \"TimeFreezer\"\n powerup.duration -3\n +AUTOACTIVATE\n +INVENTORY.FANCYPICKUPSOUND\n   states\n {\n Spawn:\n   TNT1 A 0\n   stop\n }\n}\n\nActor ManipulatorExplosiveTracer : CommanderExplosiveTracer {\n+Thruspecies\nDamageType \"C0mm4nder\"\nScale 0.6\nStates\n{\nSpawn:\n    TPA3 A 1 Bright\n\tLoop\n\tTNT1 A 0\n\tTNT1 A 0 A_SetTranslucent(0.75,1)\n\tTNT1 A 0 A_SpawnItem(\"CommanderExplosiveEffect\")\n    CISL B 4 Bright A_Explode(Random(3,6)*5,72)\n    CISL CD 3 Bright\n    Stop\n\t}\n}\n\nActor Manipulator10K : Commander10K {\n+Thruspecies\nDamageType \"C0mm4nder\"\n}\n\nactor CurseBall\n{\n  Radius 9\n  Height 9\n  Speed 150\n  FastSpeed 120\n  Damage 1\n  RenderStyle Add\n  DeathSound \"Commander/Curse\"\n  DamageType \"C0mm4nder\"\n  Species \"Masterminds\"\n  Projectile\n  +RANDOMIZE\n  +THRUSPECIES\n  +DONTREFLECT\n  +SEEKERMISSILE\n  +SCREENSEEKER\n  states\n  {\n\tSpawn:\n\t\tTNT1 A 0 A_SeekerMissile(15,15,SMF_LOOK)\n\t\tTNT1 A 0 bright\n\t\tLoop\n\tDeath:\n        TNT1 A 0 a_setblend(\"790FCB\", 0.75, 50)\n\t    TNT1 A 0 a_setangle(angle+random(-30, 30))\n\t    TNT1 A 0 a_setpitch(pitch+random(-15, 15))\n\t\tTNT1 A 0 ACS_ExecuteAlways(165)\n\t\tBONE BC 5 bright\n\t\tstop\n  }\n}\n\nActor EMFX\n{\n\tRadius 1\n\tHeight 1\n\tSpeed 0\n\tRenderStyle Add\n\t+NoGravity\n\t+NoBlockMap\n\t+DontSplash\n\t+ForceXYBillboard\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 2 Bright\n\t\t\tBONE B 2 Bright\n\t\t\tBONE CCCCC 2 Bright\n\t\t\tStop\n\t}\n}\n\nActor Curse\n{\n\tRadius 1\n\tHeight 1\n\tSpeed 15\n\tRenderStyle Add\n\t+NoGravity\n\t+NoBlockMap\n\t+DontSplash\n\t+ForceXYBillboard\n\t+FLOORHUGGER\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"CurseSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 1 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"CurseSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 1 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"CurseSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 1 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"CurseSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 1 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"CurseSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 1 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"CurseSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 1 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"CurseSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 1 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"CurseSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 1 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"CurseSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 1 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"CurseSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 1 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"CurseSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 1 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"CurseSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 1 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"CurseSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 1 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"CurseSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 1 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"CurseSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 1 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"CurseSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 1 Bright\n\t\tDeath:\n\t\t\tTNT1 A 0\n\t\t\tstop\n\t}\n}\n\nACTOR PowerSlowCurse : PowerSpeed\n{\n  Speed 0.10\n}\n\nACTOR PowerWeakenCurse : PowerProtection\n{\n  DamageFactor \"Normal\", 2.0\n}\n\nactor CurseSphere : PowerupGiver\n{\n\tinventory.pickupmessage \"Cursed!!\"\n\tradius 64\n\theight 64\n\tpowerup.color \"RedMap\"\n\tinventory.maxamount 0\n\tpowerup.type PowerSlowCurse\n\tpowerup.type PowerWeakenCurse\n\tpowerup.duration 800\n\t+AUTOACTIVATE\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tNULL ABCD 6 bright\n\t\t\tstop\n\t}\n}\n\nActor CommanderStoleMyAmmo : CustomInventory\n{\n+INVENTORY.ALWAYSPICKUP\nInventory.Amount 500\nInventory.Pickupmessage \"Commander stole my ammo, fuck you Commander :c\"\n}\n\nactor SmallSentientMassResurrectionItem : CustomInventory\n{\n  +INVENTORY.QUIET\n  +INVENTORY.UNDROPPABLE\n  +INVENTORY.ALWAYSPICKUP\n  +INVENTORY.AUTOACTIVATE\n  +COUNTITEM\n  inventory.amount 1\n  inventory.maxamount 0\n  states\n  {\n  pickup:\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,15,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,45,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,75,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,105,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,135,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,165,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,195,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,225,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,255,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,285,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,315,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,345,0)\n\tstop\n  }\n}\n\nactor SentientMassResurrectionItem : CustomInventory\n{\n  +INVENTORY.QUIET\n  +INVENTORY.UNDROPPABLE\n  +INVENTORY.ALWAYSPICKUP\n  +INVENTORY.AUTOACTIVATE\n  +COUNTITEM\n  inventory.amount 1\n  inventory.maxamount 0\n  states\n  {\n  pickup:\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,0,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,10,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,20,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,30,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,40,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,50,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,60,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,70,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,80,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,90,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,100,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,110,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,120,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,130,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,140,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,150,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,160,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,170,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,180,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,190,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,200,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,210,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,220,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,230,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,240,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,250,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,260,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,270,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,280,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,290,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,300,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,310,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,320,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,330,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,340,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,350,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,360,0)\n\tstop\n  }\n}\n\nactor SmallCommanderMassResurrectionItem : CustomInventory\n{\n  +INVENTORY.QUIET\n  +INVENTORY.UNDROPPABLE\n  +INVENTORY.ALWAYSPICKUP\n  +INVENTORY.AUTOACTIVATE\n  +COUNTITEM\n  inventory.amount 1\n  inventory.maxamount 0\n  states\n  {\n  pickup:\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,15,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,45,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,75,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,105,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,135,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,165,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,195,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,225,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,255,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,285,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,315,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,345,0)\n\tstop\n  }\n}\n\nactor CommanderMassResurrectionItem : CustomInventory\n{\n  +INVENTORY.QUIET\n  +INVENTORY.UNDROPPABLE\n  +INVENTORY.ALWAYSPICKUP\n  +INVENTORY.AUTOACTIVATE\n  +COUNTITEM\n  inventory.amount 1\n  inventory.maxamount 0\n  states\n  {\n  pickup:\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,0,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,10,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,20,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,30,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,40,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,50,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,60,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,70,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,80,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,90,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,100,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,110,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,120,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,130,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,140,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,150,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,160,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,170,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,180,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,190,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,200,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,210,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,220,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,230,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,240,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,250,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,260,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,270,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,280,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,290,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,300,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,310,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,320,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,330,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,340,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,350,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,360,0)\n\tstop\n  }\n}\n\nActor CommanderPulse{\n    Radius 12\n    Height 12\n    Speed 0\n    Scale 5.2\n    PROJECTILE\n    RENDERSTYLE ADD\n\t+SEEKERMISSILE\n    +EXTREMEDEATH\n    +SPAWNSOUNDSOURCE\n    +DONTREFLECT\n    +PIERCEARMOR\n    +FOILINVUL\n    +BRIGHT\n\tDamageType \"C0mm4nder\"\n    ALPHA 0.8\n    SeeSound \"star/explode\"\n    Obituary \"%o was turned to mush by heavy weapons from the Cerebral Commander.\"\n    States\n    {\n    Spawn:\n\t    TNT1 A 0 A_Explode(656,656,0)\n\t    TNT1 A 0 Radius_Quake(15,20,0,20,0)\n\t    TNT1 A 0 A_SpawnItemEx(\"PurpleDTech10KShockwave2\", 0, 0, 15, 0, 0, 0, 0, 128)\n        TNT1 A 20 A_SpawnItem(\"PurpleDTBFGEx\",0,-10)\n\t\tPSTR E 3 Bright A_BFGSpray(\"PurpleSpray\")\n        PSTR FGHIJKLMNO 3 Bright\n        Stop\n    }}\n\nACTOR ManipulatorBrainFlame : CommanderBrainFlame{Scale 0.6}\n\nACTOR ManipulatorBrainSFX : RedParticleSpawner\n{\n  States\n  {\n  Spawn:\n    TNT1 A 0\n\tTNT1 AA 0 A_SpawnItemEx(\"CommanderBrainLightning\",random(25,-25),random(25,-25),random(40,100),0,0,0,0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"CommanderBrainLightning2\",random(25,-25),random(25,-25),random(40,100),0,0,0,0,128,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"ManipulatorBrainFlame\",random(25,-25),random(25,-25),random(40,100),0,0,random(4,6),0,128,0)\n    TNT1 A 1\n    Stop\n  }\n}\n\nACTOR ManipulatorSummonEffect\n{\nRenderStyle Add\nAlpha 0.75\nScale 1.3\n+NOTIMEFREEZE\n+CLIENTSIDEONLY\n+NOGRAVITY\n+NOCLIP\nStates\n{\nSpawn:\n    FIRE ABCDEFGHIJKL 3 Bright\n\tStop\n\t}\n}\n\nActor CommTeleportFXSpawner : RedParticleSpawner\n{\n States\n  {\n   Spawn:\n    TNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"CommPurplePortalFX\",0,0,0)\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 0 A_SpawnItemEx(\"CommPurpleFlare\",0,0,0)\n\tTNT1 A 1\n    Stop\n  }\n}\n\nActor ManpTeleportFXSpawner : RedParticleSpawner\n{\n States\n  {\n   Spawn:\n    TNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"ManpPurplePortalFX\",0,0,0)\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 0 A_SpawnItemEx(\"ManpPurpleFlare\",0,0,0)\n\tTNT1 A 1\n    Stop\n  }\n}\n\nActor ManpPurplePortalFX : RedParticleSpawner\n{\n Renderstyle Add\n Scale 1.65\n Alpha 1.0\n States\n  {\n   Spawn:\n    VOIP A 8 Bright\n\tVOIP BCDEFGHIJKL 1\n\tVORX ABCDEFGHIJKLMNOP 1 Bright A_FadeOut\n\tStop\n  }\n}\n\nActor ManpPurpleFlare : BaseFlare\n{\n Scale 0.5\n Alpha 1.0\n States\n{\nSpawn:\n\tTNT1 A 0\n\tL2NP A 6 Bright\n\tL2NP AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 Bright A_FadeOut(0.04)\n\tStop\n\t}\n}\n\nActor CebComStrafe : CustomInventory\n{\n  +INVENTORY.QUIET\n  +INVENTORY.UNDROPPABLE\n  +INVENTORY.ALWAYSPICKUP\n  +INVENTORY.AUTOACTIVATE\n  +COUNTITEM\n  Inventory.Amount 1\n  Inventory.MaxAmount 0\n  States\n  {\n  Pickup:\n    NULL A 1\n\tNULL A 1 A_ChangeVelocity(velx/2,vely/2,velz,CVF_REPLACE)\n\tNULL A 1 A_JumpIf(velx != 0 || vely != 0,2)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 A_Jump(235,5)\n\tNULL A 1 A_JumpIfInventory(\"LegSentientStrafeSens\",1,3)\n\tNULL A 1 A_GiveInventory(\"LegSentientStrafeSens\",1)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 A_TakeInventory(\"LegSentientStrafeSens\",1)\n\tNULL A 1 A_JumpIfInventory(\"LegSentientStrafeSens\",1,3)\n\tNULL A 1 ThrustThing(angle*256/360+38.7,4,0,0)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 ThrustThing(angle*256/360+38.7,-4,0,0)\n    NULL A 1 A_FaceTarget\n\tNULL A 1 A_Jump(24,2)\n\tNULL A 1 A_Recoil(-1)\n    Stop\n\tNULL A 1 A_Recoil(1)\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters/DementedTerminator.txt",
        "contents": "ACTOR DementedTerminator : Cyberdemon 30307\n{\nHealth 16000\nRadius 28\nMass 0x7FFFFFFF\nSpeed 16\nFloatSpeed 12\nPainChance 1\nSpecies \"Cybers\"\nScale 1.4\nMonster\nBloodColor \"Black\"\nObituary \"The Demented Terminator ripped %o's head off and shit down %p neck.\"\nSpecies \"Cybers\"\n+DONTHARMSPECIES\n+MISSILEMORE\n-FLOORCLIP\n+FireResist\n+NORADIUSDMG\n+NOICEDEATH\n+BOSS\n+NOTARGET\n+MISSILEEVENMORE\n+CANTSEEK\n+NOFEAR\n+DONTSPLASH\n+LOOKALLAROUND\n+NOEXTREMEDEATH\n+BOSSDEATH\n+NOTIMEFREEZE\n+NOTELEFRAG\n+DONTGIB\n+DONTMORPH\n+QUICKTORETALIATE\n+DONTRIP\n+FLOAT\n+NOGRAVITY\nDamageFactor \"Player\", 0.0\nDamageFactor \"CustomSpray\", 0.0\nDamageFactor \"BFG9500Ball\", 0.0\nDamageFactor \"PlayerPyro\", 0.0\nDamageFactor \"Extreme\", 0.0\nDamageFactor \"HellComet\", 0.0\nDamageFactor \"PDTBFG\", 0.03\nDamageFactor \"UltimateLegendary\", 0.0\nDamageFactor \"PDTBFGTracer\", 0.03\nDamageFactor \"PlayerRailPuff\", 0.0\nDamageFactor \"PlayerPyro\", 0.0\nDamageFactor \"PDTPuff\", 0.0\nDamageFactor \"Ice\", 0.0\nDamageFactor \"FreezerBurn\", 0.0\nDamageFactor \"DemolisherEx\", 0.0\nDamageFactor \"DarkDemoEx\", 0.0\nDamageFactor \"CerChainguns\", 0.0\nDamageFactor \"CerEnergyBall\", 0.0\nDamageFactor \"Cyber10K\", 0.0\nDamageFactor \"Legendary\", 0.0015\nDamageFactor \"Legendary1\", 0.0\nDamageFactor \"LegendaryPlayer\", 0.0015\nDamageFactor \"BFGSplash\", 0.0\nDamageFactor \"BFGSpray\", 0.0\nDamageFactor \"PlayerDevBall\", 0.020\nDamageFactor \"PlayerDTBFGRailgunSlug\", 0.020\nDamageFactor \"PlayerDevTracer\", 0.020\nDamageFactor \"DBFG10K\", 0.015\nDamageFactor \"PlayerDBFG10K\", 0.015\nDamageFactor \"DBFG\", 0.015\nDamageFactor \"SuperWeapon\", 0.0\nDamageFactor \"PlayerDBFG\", 0.015\nDamageFactor \"Commander\", 0.0\nDamageFactor \"T3rm\", 0.0\nDamageFactor \"Hell\", 0.0\nDamageFactor \"HFCyber\", 0.0\nDamageFactor \"DementedTerminator\", 0.0\nDamageFactor \"Crush\", 0.1\nDamageFactor \"PyroShot\", 0.0\nDamageFactor 0.35\n\nDamageFactor \"LegendaryGuru\", 0.0015\nDamageFactor \"LegendaryGuruPlayer\", 0.0015\n\nPainChance \"PlayerDevBall\", 100\nPainChance \"BFG10K\", 100\nPainChance \"PDTBFG\", 100\nPainChance \"DTBFG10KBall\", 100\n\nSeeSound \"monster/dtermsit\"\nPainSound \"monster/dtermpin\"\nDeathSound \"monster/termdth\"\nAttackSound \"plasmaminigun/fire\"\nActiveSound \"Terminator/dtermact\"\nTag \"Terminator\"\nvar int user_dterm;\nvar int user_music;\nStates\n{\nSpawn:\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM A 2 A_Look\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM B 2 A_Look\n\tLoop\nSee:\n\tTNT1 A 0 A_JumpIf(user_music == 1,3)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,98)\n\tTNT1 A 0 A_SetUserVar(\"user_music\",1)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM A 2 A_Chase\n\t\tTNT1 A 0 A_Jump(48,\"Rush\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM B 2 A_Chase\n\t\tTNT1 A 0 A_Jump(48,\"Teleport\")\n\tLoop\nRush:\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM A 0 A_Chase\n\tDTRM A 0 A_SpawnItemEx(\"DTermGhost\",0,0,0,0,0,0,0,128)\n\tDTRM A 2 A_Chase\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM A 0 A_Chase\n\tDTRM A 0 A_SpawnItemEx(\"DTermGhost\",0,0,0,0,0,0,0,128)\n\tDTRM A 2 A_Chase\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM A 0 A_Chase\n\tDTRM A 0 A_SpawnItemEx(\"DTermGhost\",0,0,0,0,0,0,0,128)\n\tDTRM A 2 A_Chase\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM A 0 A_Chase\n\tDTRM A 0 A_SpawnItemEx(\"DTermGhost\",0,0,0,0,0,0,0,128)\n\tDTRM A 2 A_Chase\n\t\tTNT1 A 0 A_Jump(72,\"See\")\n\t\t\tLoop\nTeleport:\n\tDTRM M 1 A_UnSetShootable\n\tDTRM MMMMMMMMMMMM 0 A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM MMMMMMMMMMM 1 A_FadeOut(0.1,0)\n\tDTRM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM 0 A_Wander\n\tDTRM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM 0 A_Wander\n\tDTRM M 1 A_PlayWeaponSound(\"boss/teleport\")\n\tDTRM MMMMMMMMMMMM 0 A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM MMMMMMMMMMM 1 A_FadeIn(0.1)\n\tDTRM M 1 A_SetShootable\n\t\t\tGoto See\nMissile:\n\t\tTNT1 A 0 A_Jump(8,\"Nuke\")\n\t\tTNT1 A 0 A_Jump(16,\"PyroShot\")\n\t\tTNT1 A 0 A_Jump(192,\"Railgun\",\"BFG9K\",\"BFG10K\",\"DTBFG\",\"RedStar\",\"OneTwoPunch\",\"DTDevastator\",\"BlackHole\")\n\t\tTNT1 A 0 A_JumpifCloser(400,\"UberHexaSG\")\nNormal:\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM G 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tDTRM H 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",70,-18,Random(-800,800)/100.00)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM I 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",70,-18,Random(-800,800)/100.00)\n\t\tTNT1 A 0 A_StopSoundEx(\"Weapon\")\n\t\tTNT1 A 0 A_Jump(15,\"Missile\")\n\t\tTNT1 A 0 A_SpidRefire\n\t\t\tLoop\nUberHexaSG:\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM G 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM G 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM G 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM GGGGGG 0 A_SpawnItemEx(\"SSGShellCasing\",25,-25,70,Random(2,4),Random(-3,-6),Random(3,6),0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/hsgfire\")\n\t\tTNT1 AAAAAAAAAAAA 0 Bright A_CustomMissile(\"MonsterTracer2\",88,-17,Random(6,-6),0)\n\tDTRM H 2 Bright A_CustomBulletAttack(15.4,10.6,78,Random(1,4)*3)\n\t\tTNT1 A 0 A_StopSoundEx(\"Weapon\")\n\t\tTNT1 A 0 A_Jump(15,\"See\")\n\t\tTNT1 A 0 A_SpidRefire\n\t\t\tLoop\nRailgun:\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/rgcharge\")\n\tDTRM J 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM K 2 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM K 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM K 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM K 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM K 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM K 2 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM K 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM K 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM K 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM K 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM K 2 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM K 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM K 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM K 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM K 2 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM K 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM K 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM K 2 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM K 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM K 2 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM K 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM K 2 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM K 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM K 2 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM K 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 1 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM K 2 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM K 1 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 1 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM K 2 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM K 1 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 1 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM K 2 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM K 1 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 1 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM K 2 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM K 1 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM K 2 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM K 2 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM K 2 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM K 2 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 1 Bright A_FaceTarget\n\tDTRM K 1 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 1 Bright A_FaceTarget\n\tDTRM K 1 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 1 Bright A_FaceTarget\n\tDTRM K 1 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 1 Bright A_FaceTarget\n\tDTRM K 1 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 1 Bright A_FaceTarget\n\tDTRM K 1 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 1 Bright A_FaceTarget\n\tDTRM K 1 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 1 Bright A_FaceTarget\n\tDTRM K 1 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 1 Bright A_FaceTarget\n\tDTRM K 1 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 1 Bright A_FaceTarget\n\tDTRM K 1 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 1 Bright A_FaceTarget\n\tDTRM K 1 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 1 Bright A_FaceTarget\n\tDTRM K 1 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 1 Bright A_FaceTarget\n\tDTRM K 1 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 1 Bright A_FaceTarget\n\tDTRM K 1 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 1 Bright A_FaceTarget\n\tDTRM K 1 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 1 Bright A_FaceTarget\n\tDTRM K 1 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 1 Bright A_FaceTarget\n\tDTRM K 1 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 1 Bright A_FaceTarget\n\tDTRM K 1 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 1 Bright A_FaceTarget\n\tDTRM K 1 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 1 Bright A_FaceTarget\n\tDTRM K 1 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 1 Bright A_FaceTarget\n\tDTRM K 1 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 1 Bright A_FaceTarget\n\tDTRM K 1 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 1 Bright A_FaceTarget\n\tDTRM K 1 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 1 Bright A_FaceTarget\n\tDTRM K 1 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 1 Bright A_FaceTarget\n\tDTRM K 1 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 1 Bright A_FaceTarget\n\tDTRM K 1 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 1 Bright A_FaceTarget\n\tDTRM K 1 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 1 Bright A_FaceTarget\n\tDTRM K 1 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 1 Bright A_FaceTarget\n\tDTRM K 1 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 1 Bright A_FaceTarget\n\tDTRM K 1 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 1 Bright A_FaceTarget\n\tDTRM K 1 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 1 Bright A_FaceTarget\n\tDTRM K 1 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 1 Bright A_FaceTarget\n\tDTRM K 1 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 1 Bright A_FaceTarget\n\tDTRM K 1 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 1 Bright A_FaceTarget\n\tDTRM K 1 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 1 Bright A_FaceTarget\n\tDTRM K 1 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 1 Bright A_FaceTarget\n\tDTRM K 1 Bright A_CustomMissile(\"CardinalRail\",83,-26,random(-2,3))\n\tDTRM JJJ 2 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2\n\t\t\tGoto See\nBFG9K:\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n\t\tTNT1 A 0 A_Jump(64,\"F9K\")\n\t\tTNT1 A 0 A_Jump(128,\"R9K\")\n L9K:\n\t\tTNT1 A 0 ThrustThing(Angle*256/360+192,15,0,0)\n\t\tTNT1 A 0 A_Jump(256,\"F9K\")\n R9K:\n\t\tTNT1 A 0 ThrustThing(Angle*256/360+64,15,0,0)\n F9K:\n\tDTRM J 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM K 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM K 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM K 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM K 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM K 2 Bright A_CustomMissile(\"TerminatorBFG9500Ball\",68,-15,random(-10,10))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM K 2 Bright A_CustomMissile(\"TerminatorBFG9500Ball\",68,-15,random(-10,10))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM K 2 Bright A_CustomMissile(\"TerminatorBFG9500Ball\",68,-15,random(-10,10))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM K 2 Bright A_CustomMissile(\"TerminatorBFG9500Ball\",68,-15,random(-10,10))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM K 2 Bright A_CustomMissile(\"TerminatorBFG9500Ball\",68,-15,random(-10,10))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM K 2 Bright A_CustomMissile(\"TerminatorBFG9500Ball\",68,-15,random(-10,10))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM K 2 Bright A_CustomMissile(\"TerminatorBFG9500Ball\",68,-15,random(-10,10))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM K 2 Bright A_CustomMissile(\"TerminatorBFG9500Ball\",68,-15,random(-10,10))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM JJJ 2 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2\n\t\tTNT1 A 0 A_Stop\n\t\t\tGoto See\nBFG10K:\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n\tDTRM J 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDTRM K 2 Bright A_CustomMissile(\"Cardinal10K\",68,-15,Random(-4, 4))\n\tDTRM K 1 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDTRM K 2 Bright A_CustomMissile(\"Cardinal10K\",68,-15,Random(-4, 4))\n\tDTRM K 1 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDTRM K 2 Bright A_CustomMissile(\"Cardinal10K\",68,-15,Random(-4, 4))\n\tDTRM K 1 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDTRM K 2 Bright A_CustomMissile(\"Cardinal10K\",68,-15,Random(-4, 4))\n\tDTRM K 1 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDTRM K 2 Bright A_CustomMissile(\"Cardinal10K\",68,-15,Random(-4, 4))\n\tDTRM K 1 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDTRM K 2 Bright A_CustomMissile(\"Cardinal10K\",68,-15,Random(-4, 4))\n\tDTRM K 1 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDTRM K 2 Bright A_CustomMissile(\"Cardinal10K\",68,-15,Random(-4, 4))\n\tDTRM K 1 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDTRM K 2 Bright A_CustomMissile(\"Cardinal10K\",68,-15,Random(-4, 4))\n\tDTRM K 1 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDTRM K 2 Bright A_CustomMissile(\"Cardinal10K\",68,-15,Random(-4, 4))\n\tDTRM K 1 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDTRM K 2 Bright A_CustomMissile(\"Cardinal10K\",68,-15,Random(-4, 4))\n\tDTRM K 1 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\tDTRM J 1 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDTRM K 2 Bright A_CustomMissile(\"Cardinal10K\",68,-15,Random(-4, 4))\n\tDTRM K 1 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\tDTRM J 1 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDTRM K 2 Bright A_CustomMissile(\"Cardinal10K\",68,-15,Random(-4, 4))\n\tDTRM K 1 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\tDTRM J 1 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDTRM K 2 Bright A_CustomMissile(\"Cardinal10K\",68,-15,Random(-4, 4))\n\tDTRM K 1 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\tDTRM J 1 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDTRM K 2 Bright A_CustomMissile(\"Cardinal10K\",78,-26,Random(-4, 4))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDTRM K 2 Bright A_CustomMissile(\"Cardinal10K\",78,-26,Random(-4, 4))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDTRM K 2 Bright A_CustomMissile(\"Cardinal10K\",78,-26,Random(-4, 4))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDTRM K 2 Bright A_CustomMissile(\"Cardinal10K\",78,-26,Random(-4, 4))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDTRM K 2 Bright A_CustomMissile(\"Cardinal10K\",78,-26,Random(-4, 4))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDTRM K 2 Bright A_CustomMissile(\"Cardinal10K\",78,-26,Random(-4, 4))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDTRM K 2 Bright A_CustomMissile(\"Cardinal10K\",78,-26,Random(-4, 4))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDTRM K 2 Bright A_CustomMissile(\"Cardinal10K\",78,-26,Random(-4, 4))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDTRM K 2 Bright A_CustomMissile(\"Cardinal10K\",78,-26,Random(-4, 4))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDTRM K 2 Bright A_CustomMissile(\"Cardinal10K\",78,-26,Random(-4, 4))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 1 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDTRM K 2 Bright A_CustomMissile(\"Cardinal10K\",78,-26,Random(-4, 4))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 1 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDTRM K 2 Bright A_CustomMissile(\"Cardinal10K\",78,-26,Random(-4, 4))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 1 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDTRM K 2 Bright A_CustomMissile(\"Cardinal10K\",78,-26,Random(-4, 4))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 1 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDTRM K 2 Bright A_CustomMissile(\"Cardinal10K\",78,-26,Random(-4, 4))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 1 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDTRM K 2 Bright A_CustomMissile(\"Cardinal10K\",78,-26,Random(-4, 4))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 1 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDTRM K 2 Bright A_CustomMissile(\"Cardinal10K\",78,-26,Random(-4, 4))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 1 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDTRM K 2 Bright A_CustomMissile(\"Cardinal10K\",78,-26,Random(-4, 4))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 1 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDTRM K 2 Bright A_CustomMissile(\"Cardinal10K\",78,-26,Random(-4, 4))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 1 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDTRM K 2 Bright A_CustomMissile(\"Cardinal10K\",78,-26,Random(-4, 4))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 1 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDTRM K 1 Bright A_CustomMissile(\"Cardinal10K\",78,-26,Random(-4, 4))\n\tDTRM J 1 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDTRM K 1 Bright A_CustomMissile(\"Cardinal10K\",78,-26,Random(-4, 4))\n\tDTRM J 1 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDTRM K 1 Bright A_CustomMissile(\"Cardinal10K\",78,-26,Random(-4, 4))\n\tDTRM J 1 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDTRM K 1 Bright A_CustomMissile(\"Cardinal10K\",78,-26,Random(-4, 4))\n\tDTRM J 1 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDTRM K 1 Bright A_CustomMissile(\"Cardinal10K\",78,-26,Random(-4, 4))\n\tDTRM J 1 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDTRM K 1 Bright A_CustomMissile(\"Cardinal10K\",78,-26,Random(-4, 4))\n\tDTRM J 1 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDTRM K 1 Bright A_CustomMissile(\"Cardinal10K\",78,-26,Random(-4, 4))\n\tDTRM J 1 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDTRM K 1 Bright A_CustomMissile(\"Cardinal10K\",78,-26,Random(-4, 4))\n\tDTRM J 1 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDTRM K 1 Bright A_CustomMissile(\"Cardinal10K\",78,-26,Random(-4, 4))\n\tDTRM J 1 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDTRM K 1 Bright A_CustomMissile(\"Cardinal10K\",78,-26,Random(-4, 4))\n\tDTRM J 1 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDTRM K 1 Bright A_CustomMissile(\"Cardinal10K\",78,-26,Random(-4, 4))\n\tDTRM J 1 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n \tDTRM K 1 Bright A_CustomMissile(\"Cardinal10K\",78,-26,Random(-4, 4))\n\tDTRM J 1 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDTRM K 1 Bright A_CustomMissile(\"Cardinal10K\",78,-26,Random(-4, 4))\n\tDTRM J 1 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDTRM K 1 Bright A_CustomMissile(\"Cardinal10K\",78,-26,Random(-4, 4))\n\tDTRM J 1 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tDTRM K 1 Bright A_CustomMissile(\"Cardinal10K\",78,-26,Random(-4, 4))\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 Bright A_PlaySound(\"weapons/bfg15kcooldown\",CHAN_AUTO)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM J 2 A_FaceTarget\n\t\t\tGoto See\nDTBFG:\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"Cardinal/9k\")\n\t\tTNT1 A 0 A_Jump(64,\"FDTBFG\")\n\t\tTNT1 A 0 A_Jump(128,\"RDTBFG\")\n LDTBFG:\n\t\tTNT1 A 0 ThrustThing(Angle*256/360+192,15,0,0)\n\t\tTNT1 A 0 A_Jump(256,\"FDTBFG\")\n RDTBFG:\n\t\tTNT1 A 0 ThrustThing(Angle*256/360+64,15,0,0)\n FDTBFG:\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM F 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM F 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM F 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM F 0 Bright A_CustomMissile(\"CardinalDTBFG10KBall\",63,15,0)\n\tDTRM F 0 Bright A_CustomMissile(\"CardinalDTBFG10KBall\",63,15,30)\n\tDTRM F 0 Bright A_CustomMissile(\"CardinalDTBFG10KBall\",63,15,-30)\n\tDTRM F 2 Bright A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_FaceTarget\n\t\tTNT1 A 0 A_Stop\n\t\t\tGoto See\nRedStar:\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"monster/dtermsit2\",\"DTSIGHT\")\n\t\tTNT1 A 0 A_SetInvulnerable\n\tDTRM E 0 A_FaceTarget\n\tDTRM E 2 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 0 A_FaceTarget\n\tDTRM E 2 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"star/load1\")\n\tDTRM E 0 A_FaceTarget\n\tDTRM E 2 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 0 A_FaceTarget\n\tDTRM E 2 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"star/load2\")\n\tDTRM E 0 A_FaceTarget\n\tDTRM E 2 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 0 A_FaceTarget\n\tDTRM E 2 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 0 A_FaceTarget\n\tDTRM E 2 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 0 A_FaceTarget\n\t\tTNT1 A 0 A_PlayWeaponSound(\"star/load3\")\n\tDTRM E 2 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 0 A_FaceTarget\n\tDTRM E 2 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_UnSetInvulnerable\n\tDTRM E 0 A_FaceTarget\n\tDTRM F 0 A_PlayWeaponSound(\"star/fire\")\n\tDTRM F 2 Bright A_CustomMissile(\"DTermRedStar\",78,17,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM F 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM F 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM F 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM F 0 A_PlayWeaponSound(\"star/fire\")\n\tDTRM F 2 Bright A_CustomMissile(\"DTermRedStar\",78,17,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM F 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM F 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM F 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM F 0 A_PlayWeaponSound(\"star/fire\")\n\tDTRM F 2 Bright A_CustomMissile(\"DTermRedStar\",78,17,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM F 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM F 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM F 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM F 0 A_PlayWeaponSound(\"star/fire\")\n\tDTRM F 2 Bright A_CustomMissile(\"DTermRedStar\",78,17,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM F 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM F 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM F 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_FaceTarget\n\tDTRM F 0 A_PlayWeaponSound(\"star/fire\")\n\tDTRM F 2 Bright A_CustomMissile(\"DTermRedStar\",78,17,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM F 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM F 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM F 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_FaceTarget\n\t\t\tGoto See\nOneTwoPunch:\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM M 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tDTRM N 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",88,-17,Random(-800,800)/100.00)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM O 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",88,-17,Random(-800,800)/100.00)\n\t\tTNT1 A 0 A_StopSoundEx(\"Weapon\")\n\t\tTNT1 A 0 A_Jump(20,\"TwoRS\",\"TwoDT\")\n\t\tTNT1 A 0 A_SpidRefire\n\t\t\tLoop\n TwoRS:\n\t\tTNT1 A 0 A_Jump(160,\"FTwoRS\")\n\t\tTNT1 A 0 A_Jump(128,\"LTwoRS\")\n  RTwoRS:\n\t\tTNT1 A 0 ThrustThing(Angle*256/360+64,12,0,0)\n\t\tTNT1 A 0 A_Jump(256,\"FTwoRS\")\n  LTwoRS:\n\t\tTNT1 A 0 ThrustThing(Angle*256/360+192,12,0,0)\n  FTwoRS:\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n \tDTRM P 0 A_FaceTarget\n\tDTRM P 0 A_PlayWeaponSound(\"star/fire\")\n\tDTRM P 2 Bright A_CustomMissile(\"DTermRedStar\",78,17,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM N 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tDTRM N 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",88,-17,Random(-800,800)/100.00)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM O 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tDTRM O 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",88,-17,Random(-800,800)/100.00)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM N 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tDTRM N 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",88,-17,Random(-800,800)/100.00)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM O 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tDTRM O 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",88,-17,Random(-800,800)/100.00)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM N 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tDTRM N 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",88,-17,Random(-800,800)/100.00)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM P 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tDTRM P 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",88,-17,Random(-800,800)/100.00)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n \tDTRM P 0 A_FaceTarget\n\tDTRM P 0 A_PlayWeaponSound(\"star/fire\")\n\tDTRM P 2 Bright A_CustomMissile(\"DTermRedStar\",78,17,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM N 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tDTRM N 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",88,-17,Random(-800,800)/100.00)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM O 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tDTRM O 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",88,-17,Random(-800,800)/100.00)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM N 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tDTRM N 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",88,-17,Random(-800,800)/100.00)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM O 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tDTRM O 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",88,-17,Random(-800,800)/100.00)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM N 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tDTRM N 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",88,-17,Random(-800,800)/100.00)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM P 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tDTRM P 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",88,-17,Random(-800,800)/100.00)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n \tDTRM P 0 A_FaceTarget\n\tDTRM P 0 A_PlayWeaponSound(\"star/fire\")\n\tDTRM P 2 Bright A_CustomMissile(\"DTermRedStar\",78,17,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM N 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tDTRM N 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",88,-17,Random(-800,800)/100.00)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM O 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tDTRM O 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",88,-17,Random(-800,800)/100.00)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM N 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tDTRM N 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",88,-17,Random(-800,800)/100.00)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM O 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tDTRM O 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",88,-17,Random(-800,800)/100.00)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM N 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tDTRM N 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",88,-17,Random(-800,800)/100.00)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM P 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tDTRM P 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",88,-17,Random(-800,800)/100.00)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n \tDTRM P 0 A_FaceTarget\n\tDTRM P 0 A_PlayWeaponSound(\"star/fire\")\n\tDTRM P 2 Bright A_CustomMissile(\"DTermRedStar\",78,17,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM N 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tDTRM N 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",88,-17,Random(-800,800)/100.00)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM O 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tDTRM O 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",88,-17,Random(-800,800)/100.00)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM N 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tDTRM N 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",88,-17,Random(-800,800)/100.00)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM O 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tDTRM O 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",88,-17,Random(-800,800)/100.00)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM N 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tDTRM N 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",88,-17,Random(-800,800)/100.00)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM P 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tDTRM P 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",88,-17,Random(-800,800)/100.00)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n \tDTRM P 0 A_FaceTarget\n\tDTRM P 0 A_PlayWeaponSound(\"star/fire\")\n\tDTRM P 2 Bright A_CustomMissile(\"DTermRedStar\",78,17,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM N 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tDTRM N 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",88,-17,Random(-800,800)/100.00)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM O 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tDTRM O 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",88,-17,Random(-800,800)/100.00)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM N 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tDTRM N 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",88,-17,Random(-800,800)/100.00)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM O 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tDTRM O 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",88,-17,Random(-800,800)/100.00)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM N 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tDTRM N 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",88,-17,Random(-800,800)/100.00)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM O 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", -18, -15, 76, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tDTRM O 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",88,-17,Random(-800,800)/100.00)\n\t\tTNT1 A 0 A_Stop\n\t\t\tGoto See\n TwoDT:\n\t\tTNT1 A 0 A_Jump(160,\"FTwoDT\")\n\t\tTNT1 A 0 A_Jump(128,\"LTwoDT\")\n  RTwoDT:\n\t\tTNT1 A 0 ThrustThing(Angle*256/360+64,12,0,0)\n\t\tTNT1 A 0 A_Jump(256,\"FTwoDT\")\n  LTwoDT:\n\t\tTNT1 A 0 ThrustThing(Angle*256/360+192,12,0,0)\n  FTwoDT:\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n \tDTRM N 0 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"Cardinal/9k\")\n\tDTRM N 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",88,-17,Random(-800,800)/100.00)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM O 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",88,-17,Random(-800,800)/100.00)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM N 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",88,-17,Random(-800,800)/100.00)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM O 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",88,-17,Random(-800,800)/100.00)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM P 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",88,-17,Random(-800,800)/100.00)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM P 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",88,-17,Random(-800,800)/100.00)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n \tDTRM P 0 A_FaceTarget\n\tDTRM P 0 Bright A_CustomMissile(\"CardinalDTBFG10KBall\",63,15,0)\n\tDTRM P 0 Bright A_CustomMissile(\"CardinalDTBFG10KBall\",63,15,30)\n\tDTRM P 0 Bright A_CustomMissile(\"CardinalDTBFG10KBall\",63,15,-30)\n \tDTRM O 0 A_FaceTarget\n\tDTRM N 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",88,-17,Random(-800,800)/100.00)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM O 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",88,-17,Random(-800,800)/100.00)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM N 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",88,-17,Random(-800,800)/100.00)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM O 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",88,-17,Random(-800,800)/100.00)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM N 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",88,-17,Random(-800,800)/100.00)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM O 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",88,-17,Random(-800,800)/100.00)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n \tDTRM O 0 A_FaceTarget\n\tDTRM N 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",88,-17,Random(-800,800)/100.00)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM O 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",88,-17,Random(-800,800)/100.00)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM N 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",88,-17,Random(-800,800)/100.00)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM O 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",88,-17,Random(-800,800)/100.00)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM N 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",88,-17,Random(-800,800)/100.00)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM O 2 Bright A_CustomMissile(\"TerminatorExplosiveTracer\",88,-17,Random(-800,800)/100.00)\n\t\tTNT1 A 0 A_Stop\n\t\t\tGoto See\nPyroShot:\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"monster/dtermsit2\",\"DTSIGHT\")\n\t\tTNT1 A 0 A_SetInvulnerable\n\tDTRM E 2 A_FaceTarget\n\tDTRM EEEEEE 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_FaceTarget\n\tDTRM EEEEEE 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_FaceTarget\n\tDTRM EEEEEE 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_FaceTarget\n\tDTRM EEEEEE 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_FaceTarget\n\tDTRM EEEEEE 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_FaceTarget\n\tDTRM EEEEEE 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_FaceTarget\n\tDTRM EEEEEE 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_FaceTarget\n\tDTRM EEEEEE 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_FaceTarget\n\tDTRM EEEEEE 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_FaceTarget\n\tDTRM EEEEEE 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_FaceTarget\n\tDTRM EEEEEE 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_FaceTarget\n\tDTRM EEEEEE 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_FaceTarget\n\tDTRM EEEEEE 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_FaceTarget\n\tDTRM EEEEEE 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_FaceTarget\n\tDTRM EEEEEE 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_FaceTarget\n\tDTRM EEEEEE 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_FaceTarget\n\tDTRM EEEEEE 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_FaceTarget\n\tDTRM EEEEEE 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_FaceTarget\n\tDTRM EEEEEE 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_FaceTarget\n\tDTRM EEEEEE 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_FaceTarget\n\tDTRM EEEEEE 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_FaceTarget\n\tDTRM EEEEEE 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_FaceTarget\n\tDTRM EEEEEE 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_FaceTarget\n\tDTRM EEEEEE 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"Cardinal/9k\")\n\tDTRM E 2 A_FaceTarget\n\tDTRM EEEEEE 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_FaceTarget\n\tDTRM EEEEEE 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_FaceTarget\n\tDTRM EEEEEE 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_FaceTarget\n\tDTRM EEEEEE 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_FaceTarget\n\tDTRM EEEEEE 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_FaceTarget\n\tDTRM EEEEEE 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_FaceTarget\n\tDTRM EEEEEE 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM F 2 A_FaceTarget\n\tDTRM FFFFFF 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM FF 0 Bright A_CustomMissile(\"DTermPyroShot\",88,17,random(6,-6))\n\tDTRM EEEEEE 2 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2\n\t\tTNT1 A 0 A_UnSetInvulnerable\n\t\t\tGoto See\nDTDevastator:\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"monster/dtermsit2\",\"DTSIGHT\")\n\t\tTNT1 A 0 A_SetInvulnerable\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 0 Bright A_PlaySound (\"devastator/charge\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM F 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM F 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM F 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM F 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM F 0 A_PlaySound (\"devastator/fire\")\n\tDTRM F 0 Bright A_CustomMissile(\"TerminatorDevastator\",78,17,-7)\n\tDTRM F 0 Bright A_CustomMissile(\"TerminatorDevastator\",78,17,7)\n\tDTRM F 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM F 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM EEEEEEEEEEEEEEEEEEEEEEE 2 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2\n\t\tTNT1 A 0 A_UnSetInvulnerable\n\t\t\tGoto See\nNuke:\n\t\tTNT1 A 0 A_JumpIf(user_dterm > 12,\"Missile\")\n\t\tTNT1 A 0 A_SetInvulnerable\n\t\tTNT1 A 0 A_PlaySoundEx(\"monster/dtermsit2\",\"DTSIGHT\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/nuclearmissilecharge2\")\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 A_Facetarget\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTermLineSpawner\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM F 2 Bright A_CustomMissile(\"DTermNuke\", 78, 17, 0)\n\t\tTNT1 A 0 ThrustThing(Angle*256/360+128,15,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM F 2 Bright\n\tDTRM EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 2 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_UnSetInvulnerable\n\t\tTNT1 A 0 A_Stop\n\tDTRM E 2 Bright\n\tDTRM EEEEEEEEEEEEEE 2 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright\n\t\tTNT1 A 0 A_SetUserVar(\"user_dterm\",user_dterm+1)\n\t\t\tGoto See\nBlackHole:\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"monster/dtermsit2\",\"DTSIGHT\")\n\t\tTNT1 A 0 A_SetInvulnerable\n\t\tTNT1 A 0 A_PlaySound(\"BH/Charge\")\n\tDTRM E 2 Bright A_SpawnItemEx(\"TerminatorDarkLineSpawner\")\n\tDTRM E 1 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"TerminatorDarkLineSpawner\")\n\tDTRM E 1 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"TerminatorDarkLineSpawner\")\n\tDTRM E 1 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"TerminatorDarkLineSpawner\")\n\tDTRM E 1 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"TerminatorDarkLineSpawner\")\n\tDTRM E 1 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"TerminatorDarkLineSpawner\")\n\tDTRM E 1 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"TerminatorDarkLineSpawner\")\n\tDTRM E 1 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"TerminatorDarkLineSpawner\")\n\tDTRM E 1 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"TerminatorDarkLineSpawner\")\n\tDTRM E 1 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"TerminatorDarkLineSpawner\")\n\tDTRM E 1 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"TerminatorDarkLineSpawner\")\n\tDTRM E 1 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"TerminatorDarkLineSpawner\")\n\tDTRM E 1 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"TerminatorDarkLineSpawner\")\n\tDTRM E 1 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"TerminatorDarkLineSpawner\")\n\tDTRM E 1 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"TerminatorDarkLineSpawner\")\n\tDTRM E 1 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"TerminatorDarkLineSpawner\")\n\tDTRM E 1 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"TerminatorDarkLineSpawner\")\n\tDTRM E 1 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"TerminatorDarkLineSpawner\")\n\tDTRM E 1 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"TerminatorDarkLineSpawner\")\n\tDTRM E 1 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"TerminatorDarkLineSpawner\")\n\tDTRM E 1 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"TerminatorDarkLineSpawner\")\n\tDTRM E 1 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"TerminatorDarkLineSpawner\")\n\tDTRM E 1 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"TerminatorDarkLineSpawner\")\n\tDTRM E 1 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"TerminatorDarkLineSpawner\")\n\tDTRM E 1 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"TerminatorDarkLineSpawner\")\n\tDTRM E 1 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"TerminatorDarkLineSpawner\")\n\tDTRM E 1 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"TerminatorDarkLineSpawner\")\n\tDTRM E 1 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2 Bright A_SpawnItemEx(\"TerminatorDarkLineSpawner\")\n\tDTRM E 1 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 0 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"BH/Fire\")\n\tDTRM F 2 Bright A_CustomMissile(\"BlackHoleProjectile\",78,17,random(6,-6))\n\tDTRM F 2 Bright A_SpawnItemEx(\"TerminatorDarkLineSpawner\")\n\tDTRM EEEEEE 2 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM E 2\n\t\tTNT1 A 0 A_UnSetInvulnerable\n\t\t\tGoto See\nPain:\n\t\tTNT1 A 0 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM L 2 A_Pain\n\tDTRM L 2 Bright A_SpawnItem(\"DTermFireSpawner\",0,0,0,0)\n\tDTRM L 2\n\t\t\tGoto Missile\nPain.PlayerDevBall:\nPain.PDTBFG:\nPain.DTBFG10KBall:\nPain.BFGSplash:\nPain.BFGSpray:\nPain.BFG10K:\nPain.PlayerDBFG10K2:\nPain.PlayerDBFG2:\n\t TNT1 A 0 A_Jump(200, \"Teleport\")\n\t Goto Missile\nDeath:\n\tDTRM M 10 A_Scream\n\t\tTNT1 AA 0 A_SpawnItemEx(\"GibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n\tDTRM NNNOOO 5 Bright A_CustomMissile(\"Kaboom\", random(10,60), random(30,-30), random(0,360), 2, random(0,360))\n\t\tTNT1 AA 0 A_SpawnItemEx(\"GibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"DTermNukeDeath\",0,0,0,0,0,0,0)\n\tDTRM PPPQQQ 2 Bright A_CustomMissile(\"Kaboom\", random(10,60), random(30,-30), random(0,360), 2, random(0,360))\n\t\tTNT1 AA 0 A_SpawnItemEx(\"GibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n\tDTRM SSSTTT 2 Bright A_CustomMissile(\"Kaboom\", random(10,60), random(30,-30), random(0,360), 2, random(0,360))\n\t\tTNT1 AA 0 A_SpawnItemEx(\"GibbedGenerator\",Random(10,-10),Random(10,-10),Random(20,60),0,0,0,0,128,0)\n\t\tTNT1 AAA 0 A_CustomMissile(\"BigRedBloodCloud\", random(10,80), 0, random(0,360), 2, random(0,360))\n\tDTRM UUUVVV 2 Bright A_CustomMissile(\"Kaboom\", random(10,60), random(30,-30), random(0,360), 2, random(0,360))\n\tDTRM W 4\n\tTNT1 A 0 A_SpawnItemEx(\"Explosive Minigun\",0,0,64,random(0,8),random(0,8),2,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"Demon Tech Devastator\",0,0,64,random(0,8),random(0,8),2,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"BFG10K \",0,0,64,random(0,8),random(0,8),2,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"BlackHole Generator\",0,0,64,random(0,8),random(0,8),2,0,0,1)\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryUltraSphere\",0,0,64,random(0,8),random(0,8),2,0,0,0)\n\t//TNT1 A 0 A_SpawnItemEx(\"UnbelieveabilitySphere\",0,0,64,random(0,8),random(0,8),2,0,0,64)\n\tDTRM X 6 A_Fall\n\tDTRM Y 2\n\tDTRM Z -1\n\tStop\n   }\n}\n\nActor DTermNukeDeath : DarkDesNuke2\n{\nDamagetype \"T3rm\"\nObituary \"The Demented Terminator ripped %o's head off and shit down %p neck.\"\n}\n\nActor DTermNuke : FusionNuke\n{\nObituary \"The Demented Terminator ripped %o's head off and shit down %p neck.\"\n+DontReflect\nDamageType \"T3rm\"\n   States\n   {\n   Death:\n      TNT1 A 0\n\t  TNT1 A 0 A_StopSound(5)\n\t  TNT1 A 0 A_SpawnItem(\"DarkDesNuke2\")\n\t  TNT1 A 0 A_Explode(100000,1000,0,1,666)\n      Stop\n   }\n}\n\nACTOR DTermGhost\n{\nScale 1.4\nRENDERSTYLE Translucent\nAlpha 0.75\n+NOGRAVITY\n+CLIENTSIDEONLY\n+DONTSPLASH\n+NOINTERACTION\n+NOCLIP\nStates\n{\nSpawn:\n    DTRM A 2 A_FadeOut(0.18)\n    Loop\n    }\n}\n\nActor DTermRedStar\n{\n    Radius 14\n    Height 14\n    Speed 45\n    Damage 300\n    Scale 3.5\n\tDamageType \"T3rm\"\n    PROJECTILE\n    RENDERSTYLE ADD\n\t+SEEKERMISSILE\n    +EXTREMEDEATH\n    +SPAWNSOUNDSOURCE\n    +DONTREFLECT\n    +PIERCEARMOR\n    +FOILINVUL\n    +FORCERADIUSDMG\n    Species \"Cybers\"\n    +BRIGHT\n    ALPHA 0.8\n    DeathSound \"star/explode\"\n    Obituary \"The Demented Terminator ripped %o's head off and shit down %p neck.\"\n    States\n    {\n    Spawn:\n        STAR ABCD 2 Bright A_CustomMissile(\"RedstarFX\",0,0,0,0)\n        Loop\n    Death:\n\t    TNT1 A 0 A_Explode(192,384,0)\n\t    TNT1 A 0 Radius_Quake(15,20,0,20,0)\n\t    TNT1 A 0 A_SpawnItemEx(\"DTech10KShockwave2\", 0, 0, 15, 0, 0, 0, 0, 128)\n        TNT1 A 20 A_SpawnItem(\"RedDTBFGEx\",0,-10)\n\t\tSTAR E 3 Bright A_BFGSpray(\"CustomSprayRed\")\n        STAR FGHIJKLMNO 3 Bright\n        Stop\n    }\n}\n\nActor DTermPulse\n{\n    Radius 12\n    Height 12\n    Speed 0\n    Scale 3.2\n    PROJECTILE\n    RENDERSTYLE ADD\n\t+SEEKERMISSILE\n    +EXTREMEDEATH\n    +SPAWNSOUNDSOURCE\n    +DONTREFLECT\n    +PIERCEARMOR\n    +FOILINVUL\n    +BRIGHT\n    ALPHA 0.8\n\tTranslation \"168:191=240:247\"\n    SeeSound \"star/explode\"\n    Obituary \"The Demented Terminator ripped %o's head off and shit down %p neck.\"\n    States\n    {\n    Spawn:\n\t    TNT1 A 0 A_Explode(256,256,0)\n\t    TNT1 A 0 Radius_Quake(15,20,0,20,0)\n\t    TNT1 A 0 A_SpawnItemEx(\"DTech10KShockwave2\", 0, 0, 15, 0, 0, 0, 0, 128)\n        TNT1 A 20 A_SpawnItem(\"RedDTBFGEx\",0,-10)\n\t\tSTAR E 3 Bright A_BFGSpray(\"CustomSprayRed\")\n        STAR FGHIJKLMNO 3 Bright\n        Stop\n    }\n}\n\nACTOR DTermLineSpawner : BluePowerLineSpawner\n{\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 AAAAA 0 A_SpawnItemEx(\"DTermPowerLine\",random(48,-48),random(48,-48),random(0,48),0,0,random(2,8),0,128,0)\n\tTNT1 A 1 A_SpawnItemEx(\"DTermPowerLine\",random(48,-48),random(48,-48),random(0,48),0,0,random(2,8),0,128,0)\n    Stop\n    }\n}\n\nACTOR DTermPowerLine : BluePowerLine\n{\nScale 1\nTranslation \"80:111=200:207\"\nStates\n{\nSpawn:\n   SPFX A 5 BRIGHT\n   TNT1 A 0 A_Jump(128,\"FadeOut2\")\nNormal:\n   SPFX AAAAAAAA 1 BRIGHT A_FadeOut(0.025)\n   Stop\nFadeOut2:\n   SPFX AAAAAAAA 1 BRIGHT A_FadeOut(0.035)\n   Stop\n   }\n}\n/*\nACTOR TerminatorDarkPowerLine : BluePowerLine\n{\nScale 0.84\nTranslation \"80:111=250:254\"\nStates\n{\nSpawn:\n   SPFX A 5 Bright\n   TNT1 A 0 A_Jump(128,\"FadeOut2\")\nNormal:\n   SPFX AAAAAAAA 1 Bright A_FadeOut(0.025)\n   Stop\nFadeOut2:\n   SPFX AAAAAAAA 1 Bright A_FadeOut(0.03)\n   Stop\n   }\n}\n\nActor TerminatorDevastator : FusionDevastatorBall\n{\nDamagetype \"T3rm\"\n+DontReflect\n}\n*/\n\nACTOR DTermPyroShot\n{\n   PROJECTILE\n   +SeekerMissile\n   +FORCERADIUSDMG\n   +ExtremeDeath\n   +DONTBLAST\n   +NoGravity\n   +DONTREFLECT\n   SeeSound \"weapons/firbfi\"\n   DeathSound \"Weapons/PCnnEx\"\n   DamageType \"T3rm\"\n   Obituary \"The Demented Terminator ripped %o's head off and shit down %p neck.\"\n   Alpha 1.0\n   Scale 1.4\n   RenderStyle Add\n   Speed 45\n   FastSpeed 50\n   PROJECTILE\n   Damage 300\n   Radius 16\n   Height 16\n   states\n   {\n   Spawn:\n\tTNT1 A 0 A_Explode(600,64,0,1)\n    HFBA ABC 1 A_SpawnItemEx(\"HFExTrail\",0,0,0,0,0,0,0)\n    TNT1 A 0 BRIGHT A_SeekerMissile(6,12)\n    Goto Spawn+2\n   Death:\n\t  TNT1 A 0 Radius_Quake(15,20,0,20,0)\n\t  HFBA D 0 Bright A_CustomMissile(\"TFuelExplosion01\",0,0,0,30)\n      HFBA D 0 Bright A_CustomMissile(\"TFuelExplosion01\",0,0,65,30)\n      HFBA D 0 Bright A_CustomMissile(\"TFuelExplosion01\",0,0,120,30)\n      HFBA D 0 Bright A_CustomMissile(\"TFuelExplosion01\",0,0,165,30)\n      HFBA D 0 Bright A_CustomMissile(\"TFuelExplosion01\",0,0,220,30)\n      HFBA D 0 Bright A_CustomMissile(\"TFuelExplosion01\",0,0,265,30)\n      HFBA D 0 Bright A_CustomMissile(\"TFuelExplosion01\",0,0,330,30)\n      HFBA D 0 Bright A_CustomMissile(\"TFuelExplosion01\",0,0,375,30)\n      HFBA D 0 Bright A_Mushroom(\"DTermMushroomFireballs\",8)\n\t  TNT1 A 0 A_Explode(2000,486,0,1)\n      HFBA DEFGHIJKLMN 1 BRIGHT\n\t  TNT1 A 0 A_SpawnItemEx(\"PyroShotEx\",0,0,0,0,0,0,0)\n\t  TNT1 A 0 A_SpawnItemEx(\"PyroShotEx\",0,0,0,0,0,0,0)\n      Stop\n   }\n}\n\nACTOR TFuelExplosion01\n{\n   Radius 8\n   Height 8\n   Speed 6\n   Damage 0\n   PROJECTILE\n   RENDERSTYLE ADD\n   DONTHURTSHOOTER\n   Damagetype \"T3rm\"\n   +RIPPER\n   +BLOODLESSIMPACT\n   +EXTREMEDEATH\n   +DontReflect\n   +SPECTRAL\n   SeeSound \"weapons/firex3\"\n   ALPHA 0.80\n   States\n   {\n   Spawn:\n      TNT1 AAAAA 3 A_SpawnItem(\"FuelExplosion02\",0,0)\n      Stop\n   }\n}\n\nACTOR TFuelExplosion02\n{\n   Radius 5\n   Height 5\n   Speed 0\n   Damage 0\n   PROJECTILE\n   RENDERSTYLE ADD\n   +SPECTRAL\n   +NOGRAVITY\n   +DontReflect\n   +EXTREMEDEATH\n   Damagetype \"T3rm\"\n   ALPHA 0.80\n   SeeSound \"weapons/firex3\"\n   States\n   {\n   Spawn:\n      RPEX A 2 Bright\n      RPEX B 2 Bright A_Explode(10,164)\n      RPEX CDEFGHIJKLMNOPQRSTU 2 Bright\n      stop\n   }\n}\n\nActor DTermMushroomFireballs\n{\n   DamageType \"T3rm\"\n   Radius 10\n   Height 8\n   Damage 30\n   PROJECTILE\n   RENDERSTYLE Translucent\n   Obituary \"The Demented Terminator ripped %o's head off and shit down %p neck.\"\n   Alpha 1\n   Scale 1.0\n   Speed 35\n   SeeSound \"imp/attack\"\n   DeathSound \"comet/explosion\"\n   BounceCount 3\n   -NoGravity\n   +DoomBounce\n   +DontReflect\n   +SKYEXPLODE\n   +SPECTRAL\n   +SeekerMissile\n   states\n   {\n\tSpawn:\n\tTNT1 A 1\n\tTNT1 A 0 A_PlaySoundEx(\"HFCyb/rocket\", 1, 0, 2)\n\tGoto Fly\n\tFly:\n\t\tFRTB AB 1 BRIGHT A_SpawnItem(\"HFCybFireballTrail\")\n\t\tTNT1 A 0 A_CustomMissile (\"SuperMeteor_m_TrailFX_Smoke\", 0, 0, random (0, 360), 2, random (10, 40))\n\t\tLoop\n      Death:\n\t\tTNT1 A 0 A_Explode(160, 192)//Damage, Radius\n\t\tTNT1 A 0 A_SpawnItemEx(\"LCABaseScorch\", 0, 0, 0, 0, 0, 0, Random(0,359))\n        TNT1 AAAAAA 0 A_CustomMissile (\"OrangeParticleSpawner\", 0, 0, random (0, 360), 2, random (0, 180))\n\t\tTNT1 AAAAAAA 0 Bright A_SpawnItemEx(\"CometDeathGlow\",0,0,0,0,0,0,0,128,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"CyberSuperMeteor_m_Explosion\",0,0,0,0,0,0,0,128,0)\n\t    EXPL A 0 Radius_Quake(15,20,0,20,0)\n\t\tBEXP B 0 BRIGHT A_Scream\n        TNT1 A 0 A_ALertMonsters\n\t\tTNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"SuperMeteor_m_FX_Smoke\", 0, 0, 0, 0.01 * Random(-125, 125), 0.01 * Random(-125, 125), 0.01 * Random(25, 245), 0, 128, 0)\n\t\tBOOM ABCDEFGHIJKLMNOP 2 BRIGHT\n\t\tStop\n   }\n}\n\n/*\nActor CyberSuperMeteor_m_Explosion : SuperMeteor_m_Explosion\n{\nDamageType \"Cyber10k\"\n}\n*/\n\nACTOR DTermFire\n{\n+MISSILE\n+DONTSPLASH\n+CLIENTSIDEONLY\n+NOBLOCKMAP\n+NOGRAVITY\n+NOTELEPORT\n+FORCEXYBILLBOARD\n+THRUACTORS\nRenderStyle Translucent\nScale 0.4\nStates\n{\nSpawn:\nSMOK ABCDEFGHIJKL 3 BRIGHT A_FadeOut\nStop\n}\n}\n\nACTOR DTermFireFlame : Kaboom3 { Scale 0.5 }\nACTOR DTermFireParticleRed : LCABFGTrailParticleRed {\nBounceType None\nBounceFactor 0\nScale 0.04\nAlpha 0.95\n+CLIENTSIDEONLY\n-MISSILE\n-DOOMBOUNCE\nStates\n{\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n  BurnOut:\n    TNT1 A 0\n    LSKR A 2 Bright A_FadeOut(0.1)\n    Loop\n  Toaster:\n    TNT1 A 0\n\tStop\n}\n}\n\nACTOR DTermFireParticleGold : DTermFireParticleRed {\nStates\n{\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n  BurnOut:\n    LPKG A 2 Bright A_FadeOut(0.1)\n    Loop\n  Toaster:\n    TNT1 A 0\n\tStop\n}\n}\n\nACTOR DTermFireSpawner : RedParticleSpawner\n{\n+DONTSPLASH\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"monster/ambientfire3\")\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 0 A_SpawnItemEx(\"DTermFireParticleRed\",random(10,-32),random(14,-10),random(50,60),Random(2,-2),Random(2,-2),-2,0,128,0)\n\tTNT1 A 0 A_SpawnItemEx(\"DTermFireParticleGold\",random(10,-32),random(14,-10),random(50,60),Random(2,-2),Random(2,-2),-2,0,128,0)\n\tTNT1 AAA 0 A_SpawnItemEx(\"DTermFire\",random(10,-32),random(14,-10),random(60,70),0,0,random(-6,-8),0,128,0)\n\tTNT1 A 1\n\tTNT1 AAA 0 A_SpawnItemEx(\"DTermFireFlame\",random(10,-32),random(14,-10),random(60,70),0,0,random(-5,-7),0,128,0)\n\tTNT1 A 1\n\tTNT1 AAA 0 A_SpawnItemEx(\"DTermFire\",random(10,-32),random(14,-10),random(60,70),0,0,random(-6,-8),0,128,0)\n\tTNT1 A 1\n\tStop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Spawner/RMSpawner.txt",
        "contents": "// IMPORTANT: The total sum of chance numbers must be 100.\n// For example: 60 + 28 + 8 + 3 + 1 = 100\nACTOR RMZombieman : RandomSpawner Replaces Zombieman\n{\nDropItem \"PlasmaGunner\", 256, 52\nDropItem \"RailGunner\", 256, 24\nDropItem \"DemonTechZombie\", 256, 8\nDropItem \"RocketZombie\", 256, 3\nDropItem \"LegendaryZombie\", 256, 1\n\nDropItem \"DemonTechTrooper\",256, 6\nDropItem \"SuicideBomber\", 256, 4\nDropItem \"HomingRocketZombie\",256, 2\n}\n\nActor RMShotgunGuy : RandomSpawner Replaces ShotgunGuy\n{\nDropItem \"ShotgunZombie\", 256, 46\nDropItem \"AssaultShotgunZombie\", 256, 24\nDropItem \"SuperShotgunZombie\", 256, 12\nDropItem \"QuadShotgunZombie\", 256, 5\nDropItem \"Hexa-ShotgunZombie\",256, 3\nDropItem \"ShotgunCommando\", 256, 2\nDropItem \"EraserZombie\", 256, 2\nDropItem \"DTDevastatorZombie\", 256, 1\nDropItem \"LegendaryAssaultCaptain\", 256, 1\n\nDropItem \"HomingRocketZombie\",256, 3\nDropItem \"DTShotgunZombie\",256, 1\n}\n\nACTOR RMChaingunGuy : RandomSpawner Replaces ChaingunGuy\n{\nDropItem \"AssaultRifleZombie\", 256, 40\nDropItem \"Chaingunner\", 256, 20\nDropItem \"Minigunner\", 256, 10\nDropItem \"BFGZombieman\", 256, 2\nDropItem \"ExplosiveMinigunner\", 256, 5\nDropItem \"FreezerZombie\", 256, 4\nDropItem \"DemonicZombie\", 256, 3\nDropItem \"BFG10KGeneral\", 256, 2\nDropItem \"LegendaryStealthTrooper\", 256, 1\nDropItem \"LegendaryCommando\", 256, 1\n\nDropItem \"ChaingunGuy2\", 256, 6\nDropItem \"EMinigunner\", 256, 5\nDropItem \"GeneralRoasterock\", 256, 1\n}\n\nACTOR RMDoomImp : RandomSpawner Replaces DoomImp\n{\nDropItem \"Imp\", 256, 47\nDropItem \"VoidImp\", 256, 10\nDropItem \"Devil\", 256, 5\nDropItem \"PhaseImp\", 256, 3\nDropItem \"Poltergeist\", 256, 2\nDropItem \"AnnihilatorImp\", 256, 1\nDropItem \"LegendaryImp\", 256, 1\n\nDropItem \"CryoImp\", 256, 10\nDropItem \"PyroImp\", 256, 10\nDropItem \"ToxicImp\", 256, 7\nDropItem \"ImpLord\", 256, 4\n}\n\nACTOR RMDemon : RandomSpawner Replaces Demon\n{\nDropItem \"BullFiend\", 256, 50\nDropItem \"CyberFiend\", 256, 20\nDropItem \"MagmaFiend\", 256, 8\nDropItem \"DTechFiend\", 256, 3\nDropItem \"ToxicFiend\", 256, 2\nDropItem \"LegendaryFiend\", 256, 1\n\nDropItem \"PhaseFiend\", 256, 7\nDropItem \"StoneDemon\", 256, 5\nDropItem \"ChaingunFiend\", 256, 4\n}\n\nACTOR RMSpectre : RandomSpawner Replaces Spectre\n{\nDropItem \"Spectre~\", 256, 48\nDropItem \"Lurker\", 256, 19\nDropItem \"MagmaSpook\", 256, 8\nDropItem \"SpectralDTechFiend\", 256, 3\n\nDropItem \"Spook\", 256, 8\nDropItem \"ColdNightmare\", 256, 7\nDropItem \"FacelessSpectre\", 256, 5\nDropItem \"PhaseNightmare\", 256, 2\n}\n\nACTOR RMLostSoul : RandomSpawner Replaces LostSoul\n{\nDropItem \"TerrorSoul\", 256, 57\nDropItem \"ForgottenOne\", 256, 19\nDropItem \"PoisonSoul\", 256, 8\nDropItem \"Rictus\", 256, 6\n\nDropItem \"PhaseSoul\", 256, 10\n}\n\nActor RMCacodemon : RandomSpawner Replaces Cacodemon\n{\nDropItem \"Cacodemon~\", 256, 63\nDropItem \"Watcher\", 256, 12\nDropItem \"Cacomental\", 256, 6\nDropItem \"BFGCacodemon\", 256, 2\nDropItem \"LegendaryRedeemer\", 256, 1\n\nDropItem \"CacoLich\", 256, 7\nDropItem \"Abaddon\", 256, 9\n}\n\nACTOR RMPainElemental : RandomSpawner Replaces PainElemental\n{\nDropItem \"SoulKeeper\", 256, 72\nDropItem \"Defiler\", 256, 10\nDropItem \"PoisonElemental\", 256, 6\nDropItem \"BombElemental\", 256, 3\nDropItem \"LegendaryTormentor\", 256, 1\n\nDropItem \"PhaseElemental\", 256, 8\n}\n\nACTOR RMArachnotron Replaces Arachnotron\n{\nDropItem \"Dualachnotron\", 256, 60\nDropItem \"Fusionite\", 256, 20\nDropItem \"BabyDemolisher\", 256, 10\nDropItem \"BabySentient\", 256, 5\nDropItem \"LegendaryBabySentient\", 256, 1\n\nDropItem \"DTechSpider\", 256, 1\nDropItem \"BabyDDemolisher\", 256, 1\nDropItem \"IceSpider\", 256, 1\nDropItem \"BabyBFGMastermind\", 256, 1\n}\n\nACTOR RMFatso Replaces Fatso\n{\n\nDropItem \"Hectebus\", 256, 62\nDropItem \"Daedabus\", 256, 16\nDropItem \"Behemoth\", 256, 10\nDropItem \"Barbatos\", 256, 6\nDropItem \"FreezerBehemoth\", 256, 3\nDropItem \"LegendaryBehemoth\", 256, 1\n\nDropItem \"KSBehemoth\", 256, 1\nDropItem \"Demobus\", 256, 1\n}\n\nACTOR RMRevenant : RandomSpawner Replaces Revenant\n{\nDropItem \"Guardian\", 256, 60\nDropItem \"Cadaver\", 256, 15\nDropItem \"HellfireRevenant\", 256, 9\nDropItem \"Famine\", 256, 7\nDropItem \"LegendaryRevenant\", 256, 1\n\nDropItem \"WidowMaker\", 256, 8\n}\n\nACTOR RMHellKnight : RandomSpawner Replaces HellKnight\n{\nDropItem \"HellKnight~\", 256, 58\nDropItem \"PyroDemon\", 256, 9\nDropItem \"CyberNoble\", 256, 5\nDropItem \"HellDuke\" 256, 3\nDropItem \"SandSpirit\" 256, 2\nDropItem \"LegendaryHellKnight\" 256, 1\n\n//DropItem \"PoisonousBruiserDemon\", 3\nDropItem \"HellArchon\", 256, 10\nDropItem \"CryoDemon\", 256, 6\nDropItem \"ToxicLord\", 256, 4\nDropItem \"PhaseWarlord\" 256, 2\n}\n\nACTOR RMBaronOfHell Replaces BaronOfHell\n{\nDropItem \"BaronOfHell~\", 256, 60\nDropItem \"BruiserDemon\", 256, 16\nDropItem \"Cybruiser\", 256, 8\nDropItem \"RictusIncarnate\", 256, 5\nDropItem \"PhaseOverlord\", 256, 3\nDropItem \"Cydestroyer\", 256, 2\nDropItem \"LegendaryCyberNoble\", 256, 1\n\nDropItem \"Afrit\", 256, 2\nDropItem \"ProtoDestroyer\", 256, 1\nDropItem \"HellFireBaron\", 256, 2\n}\n\nACTOR RMSpiderMastermind Replaces SpiderMastermind\n{\nDropItem \"Demolisher\", 256, 65\nDropItem \"DarkDemolisher\", 256, 17\nDropItem \"CerebralSentient\", 256, 8\nDropItem \"CerebralCardinal\", 256, 4\nDropItem \"LegendarySentient\", 256, 1\n\nDropItem \"BFGMastermind\", 256, 4\nDropItem \"CerebralCommander\", 256, 1\n}\n\nACTOR RMCyberdemon Replaces Cyberdemon\n{\nDropItem \"CyberLord\", 256, 30\nDropItem \"DarkCyberdemon\", 256, 18\nDropItem \"Cardinal\", 256, 16\nDropItem \"DarkAnnihilator\", 256, 12\nDropItem \"Cardihilator\", 256, 9\nDropItem \"LegendaryCyberdemon\", 256, 4\nDropItem \"LegendaryAnnihilator\", 256, 2\nDropItem \"LegendaryCardinal\", 256, 1\n\nDropItem \"CorruptedCyberLord\", 256, 5\nDropItem \"Terminator2\", 256, 1\nDropItem \"DementedTerminator\", 256, 1\nDropItem \"HellFireCyberdemon\", 256, 1\n}\n\nACTOR RMWolfensteinSS : RandomSpawner Replaces WolfensteinSS\n{\nDropItem \"Guard\", 256, 28\nDropItem \"SSNazi\", 256, 20\nDropItem \"Mutant\", 256, 16\nDropItem \"Officer\", 256, 14\nDropItem \"NaziDog\" 256, 8\nDropItem \"Hitler\", 256, 2\n\nDropItem \"SSRocketMan\", 256, 7\nDropItem \"SSSuperSoldier\", 256, 5\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Player/NewPlayer.txt",
        "contents": "ACTOR RMComplexDoomPlayer : LCAComplexDoomPlayer\n{\nDamageFactor \"PlayerFireSword\", 0.0\nDamageFactor \"PlayerBHole\", 0.0\nDamageFactor \"PlayerPyro\", 0.0\nDamageFactor \"PDTPuff\", 0.0\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.