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"contents": "//==============================//\n// Updates\n//==============================//\n\ni wanna kms\n\nv1.2.5.1.1\ncredit fix\n\nv1.2.5.1\nFixed DT Rifle decal (it was purple insted of green)\nCryo Demon and Imp explode instantly on death\nCerebral Commander's curse is now fully Purple insted of \"fireblu\"\nManipulator no longer uses the mass resurrect attack\nHellfire Cyberdemon's Hellfire Combo,Hellfire Devastation and Burn attacks are less common now\nCerebral Commander's projectiles are a bit more faster now\nTerminators no longer break the kill counter when they go up a tier\nDeath Knight no longer uses AOE heal and War Cry as attack\nDeath Knight's summoned Famine no longer uses fake death\nDisabled Phase Warlord's Time freeze\nAdded Phase Baron of Hell(exclusive minion of the Phase Warlord)\nPhase Nightmare's Sprite is a bit more noticeable\nIncreased amount of Phase Imps summoned by the Phase Warlord\nPhase Warlord's summoned Phase Nightmare no longer drops Phase Sphere\nFixed Corruption's mini nuke's sound\nAdded an Purple Aura around the Phase Soul and Phase Warlord (OpenGL)\nLord Asmodeus' Phase 2 song no longer keeps playing if you have legmusic off\n\nv1.2.5\nAdded the Flame Sword\nRemoved Weak Hellfire Cyberdemon and Commander\nThe blackhole from the blackhole gun no longer sucks you in\nFixed some meme bugs because i don't know how to make items properly haHA (Hellfire Armor)\nAdded Lord Asmodeous, High tier Baron\nNew Widomaker Death sprite\nBuffed Manipulator\nNew DT Shotgun Alt-Fire (kinda)\nNew DT Shotgun Sprites\nCerebral Commander no longer steals weapons and ammo\nNew Attacks For the Cerebral Commander\nNew Barbatos cannon sprites\nNew Cerebral Commander and Manipulator sprites\nChanged Inferno demon's radious\nAjusted Pyro cannon's fire animation\nFixed Hellfire cyberdemon's sprite offests\nNerfed Homing Rocket Zombie (Damage)\nAdded Samael (High tier Arachnotron)\nRemoved Kinder Surprise Behemoth\nAdded Flying Behemoth as replace for the Kinder Surprise Behemoth\nRemoved Terminator/Demented Terminator's Nuke/Blackhole attacks\nBlackhole gun is now an exclusive drop of the Cerebral Commander\nTerminator/Demented Terminator's HP scale now depending of your runes,weapons and items\nAdded a Commander Devastator Zombie\nNerfed Phase Nightmare's Dark Matter balls\nFixed Phase Warlord's corrupted imp summon\nNerfed Baby BFG Mastermind's BFG15K attack fire rate and Railgun attack fire rate\nFixed Death Knight's buffs\nFixed Death Knight's Summons\nNerfed Demobus's BFG15k\nHellfire Cyberdemon can drop Legendary Rune and Armageddon Sphere\nGeneral Roasterock can drop Legendary Rune\nChanged LegendaryUltraSphere to HellFireUltraSphere from Demented Terminator's drop list\nAbaddon no longer infights with other cacos\nRemoved Hell Archon\nRenamed Toxic Lord to Radiation Knight and updated its sprites\nChanged Phase Soul and Phase Elemental's sprites\nChanged Phase Nightmare's sprites\nNerfed Imp Lord's Explosive resistence\nNerfed Stone Imp/Stone Demon's Bullet resistence\nAdded Melee Revenant as replace for Death Knight's Skeleton\nChanged Cryo Demon's Death animation and it no longer bleeds\nToxic Imp's ball is no longer Homing\nReduced Faceless Spectre's chance to drop haste sphere\nBuffed HellFire Baron\nCerebral Commander Drops an upgrade for the Devastator to turn it into the Commander Devastator(Fire: Homing Devastator ball, Alt Fire: Homing DTBFG10K Ball)\nAdded GLDEFS for a bunch of projectiles (i will add more in the future)\nAdded songs for certain bosses\nFixed Corrupted Cyberlord's gibs\nAdded an alt fire for the Barbatos Cannon\nAdded a cast animation for the Inferno Demon's Pyro Bomb\nFixed Phase Warlord's summons\nRe-Added Phase Armor\n\nv1.2.4\nRemoved the anti D-BFG stuff from the Hellfire Cyberdemon, now he just teleports\nFixed the Hellfire Cyberdemon's fire sky not being animated\nAdded a new sky for the Cerebral Commander\nRenamed the music to LEGM666 for LCA 1.5.9.6 compatibility\nRemoved the \"Curse\" attack from Cerebral Commander because it caused problems\nEdited drops on the weak and normal Commander\nChanged actor names of the Dark Matter stuff to prevent conflicts with other mods\nFixed typo in Chaingun Fiend's obituary\nPistol Zombie now properly drops 4 bullets instead of one (even though the sprite has 4)\nFixed script errors in the Demented Terminator\n\nv1.2.3.1\nfixed the shitty bug of replacer+this\n\nv1.2.3(for servers)\nremoved the useless code/sprites (unused monsters)\nfixed some decorate files(duplicates)\nremoved Death knight from normal spawner\nfixed spawners (names)\nfixed baby bfg mastermind's hp bar colour (was blue insted of green lol)\n^the same with the ghoul\nyes those yellow errors are to support arkore's addon\n\n**EVERYONE, CHANGE THE NAME OF THE SPAWNER IF YOU'RE GOING TO COPY SOME VERSION OF THE SPAWNER TO ADD THE MONSTERS OF YOUR ADDON.\nbecause those errors are annyoing lol\nexample: i copied the spawner of complex, added my monsters and then i changed the name of my spawner to \"rmspawner\".\nis the easiest way to fix \"tried to register class 'xdddspawner' more than once\"\n\nv1.2.2\nRE-ADDED THE PHASE WARLORD\nre-added +notimefreeze to terminator and hellfire cyberdemon (op version).\nchanged slot of pyro cannon and BHG to 8.\nAdded a new spectre, the Faceless Spectre.\nAdded a new spectre, the Phase Nightmare.\nAdded a new vile(not at all), the Death Knight and his minions.\nAdded a new arachnotron, the Baby BFG Mastermind\nAdded a new powerup, the Phase Sphere\nOptimized \"black hole\" configuration.\nDemon Tech Shotgun - added grenade and mine toss.\nFixed Raise state Windowmaker.\nFixed RedDemonTechTracer.\nOptimized BFG weapon of BFG Mastermind\nAdded a new powerup, the HellFire Ultra Sphere (666 armor and HP)\n\nv1.2.1.1\nUpdated spawner for the new monsters of lca\n\nv1.2.1\nremoved LCA-STUFF due bugs, = nerfed cardinal + legendary bosses without resistence to the pyrocannon + op legendary soul again, enjoy ;))))\nfixed Commander a bit, teleport and unshootable\nnerfed Commander's unlimited heal, 450 -> 150\nBuffed (almost nothing) Corrupted Annihilator, (+mass)\nfixed General Roasterock again...\nremoved +notimefreeze from hellfire cyberdemon and terminator, DON'T TOUCH IT ARKORE GOD DAMN IS MY ADDON, I DONT CHANGE ANYTHING OF YOUR ADDON SO GTFO PLS\n\nv1.2.0\nNerfed Legendary Soul(Less invul spam)\nFixed monsters hitscan annoying damage(zombies and cyberknight)\nFixed a little bug of the Hell Duke's ground fire(lca fault again lol)\nUpdated Legendary Cardinal(ofc legendary is taking his time to release 1.5.9 so i will edit my poor yellow boy)\nLowered the size of some files\nFixed the bodyblock of the General roasterock(lol)\nMore Effects for the vanilla mode\nReAdded dt shotgun\nFixed DTerm drops\nNow Terminator/Demented Terminator can drop spread rune\nBuffed widowmaker's hitscan dmg\nFixed Commander and Hellfire Cyberdemon's gldefs\nBuffed a bit the drops of Roasterock\nNow Commander can take your weapons, medium or ALL\nFixed infinite loop of the black hole/player black hole\nFixed DTerm's permanent invul state and 100% translucent\n\nv1.1.9\nFixed LCA's Sentient version hp(the original sentient have 5000 hp, lca version have 4000....)\nAdded the Demented Terminator from HAF\nNerfed Roasterock's drops\nFixed Roasterock's annoying chaingun sound(lol)\nChanged Commander color to purple\nFixed a little bug on the hf cyber's weapon\nChanged command name to hf_hard insted hf_instakill\nChanged hf_hard default to 0 insted 1\nFixed permanent demon rune invul hahahaha.\nand more fix\n\nv1.1.8\nDT Shotgun was temporally desactivated.\nAdded a new spectre called Cold Nightmare.\nNerfed Imp lord's HP, 450->400.\nAdded Scroll of Hellfire, it turn you on a HellFire Cyberdemon for 5 min.\nAdded General Roasterock(Nightmare tier chaingunner spawn, he can spawn only with the new replacer system)\nNerfed Terminator's % to use his teleport and combo teleport.\nAdded the Stone Imp and Stone Demon.\nRemoved Hellfire Baron's Flame spawner and GLDEFS (2 laggy)\nNerfed HellFire Cyber(weak version)\nBuffed Toxic Lord's poison damage to 15 from 10.\nChanged the BlackHole damage type to \"PlayerBHole\"\nBuffed Commander's illusion, Manipulator and added some new attacks to the Commander.\nAdded A_UnSetInvulnerable to \"See:\" of Terminator,Hellfire Cyber and Commander if the invul got stuck\nBuffed the Pyro Cannon (and the projectile can't be reflected :*)\nLowered Hellfire cyberdemon's dtbfg resistence to 0.03 from 0.015\nAdded ZombieExplosivetracer (Eminigunner) to the model list (i forgot that thing sorry)\nNow the Pyro cannon works on the Commander (0.15) and Terminator (0.3).\nLowered Terminator's HP from 13.000 to 12.000.\nAdded an advert to run when the Hellfire Cyber use his BBQ attack and undead hands attack\nNow server can enable and disable instakill stomp using \"hf_instakill\" CVar\nFixed Terminator's offsets\nFixed Proto-Destroyer's offsets\n\nv1.1.7\nAdded new monsters from lca to the monster spawner.\nRevamped Cerebral Commander(op version).\nChanged HellFire Cyberdemon's HP to 11.500 from 9000 (op version)\nChanged Terminator's HP to 13.000 from 7500 and gave him more attacks.\n\nv1.1.6\nReadded the bosses with some changes.\nAdded a Nerfed HfCyber version to play it without HAF.\nAdded a Nerfed Cerebral Commander version to play it without HAF.\nFixed the Black Hole Generator (player and terminator one).\nChanges D-BFG Damage to 65%, on Hellfire Cyberdemon.\nChanges D-BFG Damage to 65%, on Terminator.\nChanges D-BFG Damage to 65%, on Cerebral Commander.\nRemoves NOTIMEFREEZE from Hellfire Cyberdemon and Terminator.\nRemoves PyroCannon drop from PyroImp, and Terminator.\nPrevents Hellfire Cyberdemon and Terminator from killing players with Godmode.\nAdds ability to Cerebral Commander, Hellfire Cyberdemon and Terminator to dodge strong attacks.\nChanges some of Hellfire Cyberdemon's damage amounts to be realistic amounts.\nFixes music and sky for Hellfire Cyberdemon.\nRemoved PyroCannon attack of Terminator.\nFixed Hud (ty gregm9999)\nBuffed DTech Shotgun\nBuffed Pyro Cannon (Player)\nBuffed Cerebral Commander with a new attack\n\nv1.1.5\nREMOVED THE HF CYBER\nREMOVED THE TERMINATOR\nREMOVED THE CEREBRAL COMMANDER\nBuffed ImpLord\nNerfed HellFire Baron\n\nv1.1.4\nLittle bug fix\n\nv1.1.3\n\"BALANCEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEED\" okno but i try\nFixed HF Cyber's offsets.\nBuffed and nerfed the HF Cyber and lowered the spawnrate to 1. // TRY to kill him\nBuffed and nerfed the Cerebral Commander.\nFixed Chaingun Fiend's gldefs.\nAdded a ImpLord. (A imp with steoirds, can drop berserk pack and pure rage)\nChanged explosive minigunner's sprite.\nFixed Widowmaker's drops.\nAdded Breathing Frames for Chaingun demon, EMinigunner, Pyro Imp, Toxic Imp and Kamikaze.\nTerminator's return.\nBuffed a little the BFG Mastermind\nRemoved the Demolisher MK II bcoz is useless a lot.\nAdded some extra drops to HFBaron, Pyro and Cryo Imp, HellArchon, BabyDD, Corrupted Anni, Chaingun Fiend, Homing Rocket Zombie, Phase Elemental and soul\n\nv1.1.2\nFixed Cerebral Commander's green dtbfg10k and Red10k.\nRemoved HellFire Baron's walk fire.\nAdded a Chaingun Fiend.\nNerfed and Fixed Corrupted Annihilator's cryo rockets.\nFixed SBARINFO.\n\nv1.1.1\nRemoved the Paladin.\nRemoved Terminator.\nRemoved Agaures.\nRemoved the Phase Warlord,still in the addon but no more a HK spawn.\nRemoved Demon Tech Trooper.\nRemoved FreezerSpider.\nNerfed Toxic Imp Hp.\nRenamed again to Cerebral Commander.\nFixed Spawners for LCA.\nChanged Widow Maker's ASG for a Minigun.\nChanged BFGMastermind's attacks(combos,etc).\nChanged Corrupted Annihilator's FloorStomp and gave him a new attack.\nNerfed Demobus attack speed.\nLowered Baby Dark Demolisher spawn rate in 8 from 10.\nRemoved the DTBFG10K attack from the BFG Mastermind.\nIncreased Demobus's weapon drop rate.\nBuffed an attack of the Abaddon.\nLowered WidowMaker spawn rate.\nFixed a problem with Abaddon.\nNerfed Hell Archon's attack speed.\nAdded a Pistol Zombie.\nAdded a Proto-Destroyer.\nAdded a Cryo Imp.\nAdded a Pyro Imp.\nAdded two Extra Nazis.\nChanged Toxic Imp's Sprite.\nRe-Sprited HellFire Cyberdemon's Face.\nBuffed HellFire Cyberdemon and Lowered spawn rate in 2 from 5.\nBuffed Cerebral Commander and Lowered spawn rate in 4 from 7.\nLowered BFG Mastermind spawn rate in 20 of 24.\nReworked Demolisher Mk II.\nRemoved DTShotgunner, now the Cerebral Commander drop the DTSG.\n\nv1.1.0\nLowered Paladin spawn rate in 2 from 3.\nLowered HellFire Baron spawn rate in 3 from 4.\nLowered Freezer Spider spawn rate in 4 from 3.\nLowered Demobus spawn rate in 2 from 4.\nLowered Corrupted Annihilator spawn rate in 18 from 22.\nLowered Widow Maker spawn rate in 11 from 12.\nLowered Afrit spawn rate in 14 from 20.\nLowered HellArchon spawn rate in 11 from 13.\nLowered CacoLich spawn rate in 7 from 10.\nRenamed the Ice spider, now is Freezer Spider.\nRenamed the Phase Hell Archon, now is Phase Warlord.\nBuffed the DT Trooper.\nChanged Flame Spawner to HellFire Cyberdemon and Baron.\nAdded a rage attack to the HellFire Baron\nRemoved the custom sprites of the Terminator.\nBuffed the Terminator, yep buffed, made it so the Terminator could only fire his nuke three times, enjoy.\nChanged the HellFire Cyberdemon's sounds to make them more original.\nChanged the Cerebral Slayer's sounds to make them more original.\nBuffed the Cerebral Slayer,a new Super Attack.\nBuffed the HellFire Cyberdemon,a new Super Attack.\nRenamed the Cerebral Commander, now is Cerebral Slayer.\nHellfire Cyberdemon is now limited on how many times it can heal itself (3 max)\nCerebral Slayer is now limited on how many times it can heal itself (3 max)\nRemoved the Tech-Vile.\nRemoved the Phase Fiend.\nNerfed the Afrit.\nChanged the Sprites to the DTShotgunner(a fat), Explosive Minigunner(the old sprite).\nAdded the Abaddon(tier 2.5 caco).\nChanged the Toxic Imp's Green\nNerfed Kamikaze Explosion.\nBuffed the BFG Mastermind move speed.\nFixed the Cyberdemon Random Spawner.\nNerfed a little the Corrupted Annihilator\n\nv1.0.9\nRemoved Eruption projectile from HF Cyberdemon's Special, but i add more projectiles and Buffed.\nBuffed DT Trooper, now is stealth, like a spectre.\nBuffed Cerebral Commander resistence.\nBuffed DT Shotgun.\nIncreased Pyro Cannon Cost, 150 from 50.\nAdded a New Imp, Agaures.\nIncreased Demolisher Mk II Spawn Rate.\nNerfed Demobus a little.\nBuffed IceSpider.\nBuffed Corrupted Annihilator.\nBuffed Phase Hell Archon resistence(DTBFG10K and Devastator).\n\nv1.0.8\nChanged DT Shotgun Zombie's sprites to make them more original and buffed.\nLowered the DTShotgun Zombie spawnrate in 3 from 4.\nFixed a little error with the BFG Fatty and DT Spider.\nAdded an Alt-Fire in the DT Shotgun //Fire: Burst //Alt-Fire: Projectile, Wave Clear.\nNerfed Tech-vile.\nNerfed HellFire Baron rush.\nFixed Phase Hell Archon rush.\nBuffed EMinigunner HP.\nNerfed Toxic Lord HP but buffed melee.\nFixed random issues.\nRenamed and buffed The Blue Annihilator, now is Corrupted Annihilator. // Rename by Legendary :D\nBuffed Phase Hell Archon resistence.\nLowered Terminator spawnrate in 1 from 2 and nerfed teleport spam. // PPL Hate This XD\nChanged HellFire Baron's Sounds.\nIncreased the BFG Mastermind spawn rate in 25 from 22.\nAdded a Demolisher Mk II, like KS Behemoth.\nBuffed the Hellfire Cyberdemon. Added new attacks and orange gibs.\nBuffed Cerebral Commander.\n\nv1.0.7\nThe Pyro cannon now cannot hurt.\nAdded a Demon Tech Trooper.\nBuffed the HFCyber and Cerebral Commander.\nLowered the Cerebral Commander spawn rate in 7 from 12, but a op buff.\nLowered the HellFire Cyberdemon spawn rate in 6 from 10, but a op buff.\nAdded the Demon Tech Shotgun and Zombie.\nAdded a Demobus, (BFG15K fatty).\nBuffed the Phase HellArchon.\nLowered the Phase HellArchon spawnrate in 1 from 2.\nIncreased the EMinigunner spawnrate in 5 from 4.\nAdded a Ice Spider.\nAdded a Tech-Vile.\nFixed a Terminator problem.\nAdded the Blue Annihilator (relax, is a common Cyber spawn like Dark Cyberdemon).\nBuffed the Kamikaze hp, speed and dmg.\nLowered the Terminator spawnrate in 2 from 3.\nBuffed the Widow Maker beep beep rockets.\nRemoved the Terminator music.\n\nv1.0.6a\nFixed a bug with the Velocirator spawner\nNerfed the Phase Hell Archon\n\nv1.0.6\nEdited and Nerfed the Phase HellArchon.\nEdited and Buffed the Demon Tech Spider.\nBuffed the Baby Dark Demolisher.\nEdited the Suicide Bomber.\nFixed a Sprite bug with the complex normal imp.\nChanged EMinigunner Zombie's sprites to make them more original.\nChanged Homing Rocket Zombie's sprites to make them more original.\nBuffed the Widow Maker´s Hp.\nAdded the HellFire Baron.\nChanged HellFire Cyberdemon's obituary.\nPaladin Spawn rate 3, but he had +50 hp.\n\nv1.0.5\nBuffed and nerfed the HFCyberdemon, but i low the spawn rate in 10 from 15\nEdited the HFCyberdemon rage attack\nBuffed and Fixed the Cerebral Commander\nEdited the Pyro shot Death\nBuffed the Kamikaze Zombie, More dmg, speed and hp\nBuffed the HRL Zombie, more hp\nBuffed a litte the EMinigunner\nBuffed the DtechSpider attack Speed\nBuffed the Terminator and new Sprites\nLowered the Cerebral Commander spawn rate in 12 from 16\nBuffed and edited the BFGMastermind\nEdited the Toxic Lord poison balls\nFixed the KSBehemoth \"Death\" xd\nFixed Widow Maker Sounds\nReAdded the Hell Archon <3 and buffed\nAdded the CryoDemon, PyroDemon Nemesis\nAdded the Phase HellArchon, a HK Miniboss, Spawnrate \"2\" :DDDD\nFixed the Widow maker Name\n//ADDED GLDEFS//\n\nv1.0.4\nAdded the Barbatos Cannon\nAdded a Suicide Bomber (allahu Akbar)\nAdded a Homing Rocket Zombie\nAdded the Kinder Surprise Behemoth, 2x1 :D\nAdded a PhaseFiend\nEdited the Barbatos (for the Barbatos Cannon)\nFixed Random things (again xd)\nAdded the Rotation \"O\" for the WidowMaker\nBuffed the WidowMaker\nAdded a RageAttack in HFCyberdemon and CerebralCommander\nFixed a bug with the spawners (sorry Legendary :c)\n\nv1.0.3\nfixed the hud because my addon remove the leg ammo on the hud\nAdded the BFG Mastermind (tier 2.5 xD)\nFixed random things\nAdded the Cerebral Commander (tier 4 spider)\n\nv1.0.2\nNerfed the EMinigunner, AttackSpeed, Spawnrate, Removed the flag +MissileEvenMore, Dmg\nAdded the Baby Dark Demolisher\nAdded the Demon Tech Spider\nRemoved the Profane One\nAdded the Toxic Lord (replacing the Profane One)\nRenamed Toxic Lord (imp) to Toxic Imp\nAdded the CacoLich\nRemoved the ComboTel from Terminator\nLowered the spawn rates for the HellFire Cyberdemon and Terminator.\nAdded the PhaseElemental and soul\n\nMinor Update for v1.0.1A\n\nFixed the Afrit sprite\nFixed random things\nAdded the PyroCannon\n\nv1.0.1\nRemoved the Black Panther\nAdded a ProfaneOne, Strong HK\nEdited the HFCyberdemon sprites\nReduced/fixed the spawn rates for the HF Cyber, EMinigunner, and Toxic Lord.\nAdded the Afrit <3\nNerfed the EMinigunner HP\n\nv1.0.0\nAdded a Black Panther (Random HK)\nAdded the Terminator from Complex Doom invasion, yep the Terminator MUAJAJJAJA\nAdded a Paladin from Complex Doom Invasion\nAdded the HellFire Cyberdemon, new random cyberdemon\nAdded the WidowMaker, Strong revenant\nAdded the Toxic Lord, Powerful Imp\nAdded a Explosive Minigunner, Lol what?"
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"source": "pk3",
"name": "Actors/Monsters/ToxicLord.txt",
"contents": "ACTOR RadiationKnight : HellKnight 28528\n{\nHealth 1125\nPainChance 45\nPainChance \"Explosion\", 60\nScale 1.15\nBloodColor \"Green\"\nMeleeDamage 15\nDropItem \"BossLifeEssence\" 128 25\nDropItem \"BossArmorBonusMax\" 128 1\nDropItem \"DemonAmmoBox\" 128 200\nDamageFactor \"NobleComet\", 0.0\nSpecies \"Nobles\"\n+MISSILEMORE\n+FASTMELEE\n+QUICKTORETALIATE\nObituary \"%o was disintegrated by the toxins of Radiation Knight.\"\nHitObituary \"%o received a sweet hug from Radiation Knight.\"\nSeeSound \"TLord/See\"\nDeathSound \"TLord/Death\"\nPainSound \"TLord/Pain\"\nMeleeSound \"baron/melee\"\nTag \"\\cdRadiation Knight\\c-\"\nStates\n{\nSpawn:\n TLOD A 7 Bright A_Look\n TLOD A 7 Bright A_Look\n TLOD A 7 Bright A_Look\n TLOD A 7 Bright A_Look\n Loop\nSee:\n TNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n TLOD AA 3 Bright A_Chase\n TLOD BB 3 Bright A_Chase\n TNT1 A 0 A_SpawnItem(\"HoofStep\",0,0,0,0)\n TLOD CC 3 Bright A_Chase\n\t\tTLOD DD 3 Bright A_Chase\n Loop\nMissile:\n TNT1 A 0 Bright A_Jump(128,\"GiantBalls\",\"BurstComet\")\nNormal:\n TLOD EF 6 Bright A_FaceTarget\n\t\tTLOD G 1 Bright A_CustomMissile(\"PoisonBall\", 42, 0, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"PoisonBall\", 42, 0, -6)\n\t\tTLOD G 4 Bright A_CustomMissile(\"PoisonBall\", 42, 0, 6)\n TLOD IJ 6 Bright A_FaceTarget\n\t\tTLOD K 1 Bright A_CustomMissile(\"PoisonBall\", 42, 0, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"PoisonBall\", 42, 0, -6)\n\t\tTLOD K 4 Bright A_CustomMissile(\"PoisonBall\", 42, 0, 6)\n\t\tTNT1 A 0 A_Jump(87,\"GiantBalls\",\"BurstComet\")\n Goto See\nGiantBalls:\n\t\tTLOD EF 7 Bright A_FaceTarget\n\t\tTLOD G 6 Bright A_CustomMissile(\"DukeBall2\", 32, 0, 0)\n\t\tTLOD IJ 7 Bright A_FaceTarget\n\t\tTLOD K 6 Bright A_CustomMissile(\"DukeBall2\", 32, 0, 0)\n\t\tTNT1 A 0 A_Jump(87,\"BurstComet\")\n\t\tGoto See\nBurstComet:\n TLO2 AB 8 Bright A_FaceTarget\n TLO2 C 2 Bright A_Custommissile(\"TLordComet\",32,0,0)\n\t\tTNT1 A 0 A_Custommissile(\"TLordComet\",32,0,-10)\n\t\tTLO2 C 5 Bright A_Custommissile(\"TLordComet\",32,0,10)\n Goto See\nMelee:\n TLO2 AB 7 Bright A_FaceTarget\n TLO2 C 6 Bright A_MeleeAttack\n Goto See\nPain:\n TLOD N 4 Bright A_Pain\n Goto See\nPainMissile:\n\t\tTLOD N 10 Bright A_Pain\n Goto Missile\n XDeath:\n Death:\n\t\tTLOD O 7\n\t\tTLOD P 6 A_Scream\n\t\tTLOD Q 5 A_Fall\n\t\tTLOD R 4 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"TLordPoison\",0,0,20,Random(8,-8),Random(8,-8),Random(6,-6))\n\t\tTLOD ST 4 A_SpawnItemEx(\"GreenGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\t\tTLOD U -1 A_KillMaster\n\t Stop\nRaise:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"VileHealEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tTLOD UTSRQPO 6\n Goto See\n }\n}\nactor PoisonBall : CStaffMissile\n{\nRadius 8\nHeight 12\ndamage 7\nSpeed 18\nFastSpeed 22\nRenderstyle Add\nAlpha 0.90\nPoisonDamage 15\nDamagetype Poison\nSeeSound \"monsters/newfireshoot\"\nDeathSound \"monsters/newfireexplode\"\nPROJECTILE\n+EXPLODEONWATER\nstates\n{\nSpawn:\nFVN1 A 1 Bright A_BishopMissileWeave\nFVN1 A 0 Bright A_SpawnItemEx(\"PoisonTrail\",0,0,0,0,0,0,0,0,10)\nFVN1 B 1 Bright A_BishopMissileWeave\nFVN1 B 0 Bright A_SpawnItemEx(\"PoisonTrail\",0,0,0,0,0,0,0,0,10)\nFVN1 C 1 Bright A_BishopMissileWeave\nFVN1 C 0 Bright A_SpawnItemEx(\"PoisonTrail\",0,0,0,0,0,0,0,0,10)\nFVN1 D 1 Bright A_BishopMissileWeave\nFVN1 D 0 Bright A_SpawnItemEx(\"PoisonTrail\",0,0,0,0,0,0,0,0,10)\nloop\nDeath:\nTNT1 A 0 A_SpawnItemEx(\"GreenParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\nTNT1 AAA 0 A_CustomMissile(\"Kaboom7\", 0, 0, random(0,360), 2, random(0,360))\nTNT1 AAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\nFVN1 EFGHIJ 3 Bright\nstop\n}\n}\n\nACTOR Poisontrail\n{\n Radius 0\n Height 1\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.80\n States\n {\n Spawn:\n NULL A 1 Bright\n SSFX ABCDEFG 2 Bright\n Stop\n }\n}\n\nACTOR TLordComet : Comet\n{\nDamage 6\nExplosionDamage 42\nDamageType \"NobleComet\"\nMissileType \"\"\nDeathSound \"barbcomet/explosion\"\nStates\n{\nSpawn:\nBRTB AAABBB 1 Bright A_SpawnItemEx(\"BarbCometTail\", 0, 0, 0, 0, 0, 0, 0, 128)\nLoop\nDeath:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"GreenParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\nTNT1 AAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\nTNT1 AAA 0 A_CustomMissile(\"Kaboom13\", 0, 0, random(0,360), random(2,3), random(0,360))\nBRTB C 3 Bright A_Explode\nBRTB D 3 Bright A_SetTranslucent(0.75,1)\nTNT1 AAAAA 0 A_SpawnItemEx(\"TLordPoison\",0,0,10,Random(4,-4),Random(4,-4),Random(4,-2))\nBRTB EFG 3 Bright\nStop\n}\n}\n\nACTOR GHellionSmokeSpawner4 : RedParticleSpawner\n{\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 AAA 0 A_SpawnItemEx(\"PoisonSoulGas\",random(12,-12),random(12,-12),random(12,64),0,0,random(1,3),0,128,0)\n TNT1 A 1\n Stop\n }\n}\n\nACTOR GHellionSmoke4 : GHellionSmoke\n{\nScale 0.6\n}\n\nActor TLordPoison : BarbatosPoison\n{\nDamageType \"NobleComet\"\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/ToxicImp.txt",
"contents": "ACTOR ToxicImp : Imp 21769\n{\n\tHealth 150\n\tSpeed 9\n\tPainChance 70\n\tDropItem \"LifeEssence\" 100\n\tDropItem \"ArmorBonusMax\" 100\n\tDropItem \"DemonAmmo\" 100\n SeeSound \"TImp/sight\"\n\tbloodcolor \"Red\"\n\tPainSound \"TImp/pain\"\n\t+MissileMore\n\t+FloorClip\n\t+QUICKTORETALIATE\n Obituary \"%o was corroded by a Toxic Imp.\"\n\tHitObituary \"%o was scratched by a Toxic Imp.\"\n States\n {\n Spawn:\n TIMP A 10 A_Look\n\t\tTIMI A 10 A_Look\n Loop\n See:\n\t\tTNT1 A 0 A_Jump(46,\"Evade\")\n\t\tTIMP AABB 3 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HumanishStep\",0,0,0,0)\n\t\tTIMP CCDD 3 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HumanishStep\",0,0,0,0)\n Loop\n Evade:\n\t\tTNT1 A 0 A_Jump(128,7)\n\t\tTNT1 A 0 ThrustThing(Angle*256/360+64,16,0,0)\n\t\tTIMP AAAA 3 A_Chase\n\t\tTNT1 A 0 A_Stop\n\t\tGoto See\n\t\tTNT1 A 0 ThrustThing(Angle*256/360+192,16,0,0)\n\t\tTIMP AAAA 3 A_Chase\n\t\tTNT1 A 0 A_Stop\n\t\tGoto See\n Melee:\n TIMP EF 5 A_FaceTarget\n TIMP G 5 A_MeleeAttack\n TIMP FE 5 A_FaceTarget\n Goto See\n Missile:\n TIMP EF 6 A_FaceTarget\n\t\tTNT1 A 0 Bright A_PlaySound(\"imp/attack\")\n TIMP G 5 Bright A_CustomMissile(\"ToxicBall\", 32, 0, 0)\n\t\tTIMP FE 4\n Goto See\n Pain:\n \tTIMP H 6 A_Pain\n \tGoto See\n Death:\n TIMP J 8 A_Scream\n TIMP K 6\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"TImpPoison\",0,0,20,Random(8,-8),Random(8,-8),Random(6,-6))\n TIMP L 6 A_Fall\n TIMP M -1\n Stop\n XDeath:\n\t\tTIMP N 3\n\t\tTIMP O 3 A_XScream\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"TImpPoison\",0,0,20,Random(8,-8),Random(8,-8),Random(6,-6))\n\t\tTIMP P 3 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\t\tTIMP Q 3 A_Fall\n\t\tTIMP RST 3\n\t\tTIMP 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 TIMP TSRQPON 5\n Goto See\n\t\t}\n}\n\nACTOR ToxicBall\n{\n Radius 8\n Height 8\n Speed 15\n\tFastSpeed 19\n Damage (Random(5,7))\n\tScale 0.9\n PROJECTILE\n\t+NOBOSSRIP\n\t+BLOODLESSIMPACT\n DeathSound \"barbcomet/explosion\"\n RenderStyle Add\n Decal DoomImpScorch\n States\n {\n Spawn:\n\t\tTNT1 A 0 A_CStaffMissileSlither\n BRTB A 1 Bright A_SpawnItemEx(\"BarbCometTail\",0,0,0,0,0,0,0,128,0)\n\t\tTNT1 A 0 A_CStaffMissileSlither\n BRTB B 1 Bright A_SpawnItemEx(\"BarbCometTail\",0,0,0,0,0,0,0,128,0)\n Loop\n Death:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tTNT1 AAA 0 A_CustomMissile(\"Kaboom7\", 0, 0, random(0,360), 2, random(0,360))\n\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"TImpPoison\",0,0,10,Random(4,-4),Random(4,-4),Random(4,-2))\n\t\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n BRTB CDEFG 3 Bright\n Stop\n\t\t}\n}\n\nACTOR GHellionSmokeSpawner2 : RedParticleSpawner\n{\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 AAAA 0 A_SpawnItemEx(\"PoisonSoulGas\",random(12,-12),random(12,-12),random(12,64),0,0,random(1,3),0,128,0)\n TNT1 A 1\n Stop\n }\n}\n\nACTOR GHellionSmoke3 : GHellionSmoke\n{\nScale 0.2\n}\nActor TImpPoison : BarbatosPoison\n{\nDamageType \"ImpComet\"\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/BaseMonsters.txt",
"contents": "Actor BasePREffect\n{\nRenderStyle Add\n+CLIENTSIDEONLY\n+NOBLOCKMAP\n+DONTSPLASH\n+NOCLIP\n+NOINTERACTION\n+THRUACTORS\n}\n\nActor BaseLordAsmodeus : BaronofHell\n{\n DamageFactor \"PlayerFireSword\", 0.0\n DamageFactor \"PlayerNemesisPlasma\", 0.4\n DamageFactor \"Explosion\", 0.2\n DamageFactor \"PlayerDTRG\", 0.01\n DamageFactor \"DTRailgun\", 0.01\n DamageFactor \"PDTPuff\", 0.01\n DamageFactor \"RailG\", 0.01\n DamageFactor \"PDTBFG\", 0.03\n DamageFactor \"PDTBFGTracer\", 0.03\n DamageFactor \"Cyber10K\", 0.0\n DamageFactor \"Legendary\", 0.0\n DamageFactor \"LegendaryPlayer\", 0.0\n DamageFactor \"LegendaryGuru\", 0.0\n DamageFactor \"LegendaryGuruPlayer\", 0.0\n DamageFactor \"LegendaryPlayer\", 0.0\n DamageFactor \"BFGSplash\", 0.0\n DamageFactor \"BFGSpray\", 0.0\n DamageFactor \"PlayerDevBall\", 0.020\n DamageFactor \"PlayerDevBall2\", 0.020\n DamageFactor \"PlayerDTBFGRailgunSlug\", 0.0\n DamageFactor \"PlayerDevTracer\", 0.0\n DamageFactor \"UltimateLegendary\", 0.0\n DamageFactor \"Extreme\", 0.0\n DamageFactor \"PyroShot\", 0.0\n DamageFactor \"PlayerPyro\", 0.0\n DamageFactor \"PDTPuff\", 0.0\n DamageFactor \"Ice\", 0.0\n DamageFactor \"FreezerBurn\", 0.0\n DamageFactor \"SuperWeapon\", 0.0\n DamageFactor \"Railg\", 0.0\n DamageFactor \"DBFG10K\", 0.5\n DamageFactor \"PlayerDBFG10K\", 0.5\n DamageFactor \"PlayerDBFG2\", 0.5\n DamageFactor \"PlayerDBFG210K\", 0.5\n DamageFactor \"PlayerDBFG\", 0.5\n DamageFactor \"DBFG\", 0.5\n DamageFactor \"DBFG2\", 0.0\n DamageFactor \"DBFG10K2\", 0.0\n DamageFactor \"DBFGSplash2\", 0.0\n DamageFactor \"Bullet\", 0.3\n // no infight 4 u\n DamageFactor \"DemolisherEx\", 0.0\n DamageFactor \"DarkDemoEx\", 0.0\n DamageFactor \"CerChainguns\", 0.0\n DamageFactor \"CerEnergyBall\", 0.0\n DamageFactor \"LegMind\", 0.0\n DamageFactor \"BeheComet\", 0.0\n DamageFactor \"NobleCOmet\", 0.0\n DamageFactor \"CacoComet\", 0.0\n DamageFactor \"CadaverRocket\", 0.0\n DamageFactor \"HellComet\", 0.0\n DamageFactor \"Legendary1\", 0.0\n DamageFactor \"T3rm\", 0.0\n DamageFactor \"Terminator\", 0.0\n DamageFactor \"Baby15k\", 0.0\n DamageFactor \"C0mm4nder\", 0.0\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/Afrit.txt",
"contents": "ACTOR RMAfrit : BaronOfHell 31049\n{\nHealth 1200\nSpeed 8\nPainChance 30\nPainChance \"SoulToxic\", 20\nPainChance \"FatFlamer\", 20\nPainChance \"FiendFire\", 20\nBloodcolor \"ff 50 00\"\nMass 1000\nDamageFactor \"NobleComet\", 0.0\nDropItem \"BossLifeEssence\" 100\nDropItem \"ArmorBonusMax\" 100\nMeleedamage 8\nPainSound \"monsters/baronpain\"\nMeleeSound \"baron/melee\"\nSpecies \"Nobles\"\nMONSTER\n+FLOAT\n+MISSILEMORE\n+FastMelee\n+NOGRAVITY\n+BOSSDEATH\n+QUICKTORETALIATE\n+DONTHURTSPECIES\n-FLOORCLIP\nObituary \"%o was deep fried by an Afrit.\"\nHitObituary \"%o couldnt take an Afrits heat.\"\nTag \"Afrit\"\nvar int user_script;\nStates\n{\nSpawn:\n TNT1 A 0 A_JumpIf(user_script == 1,3)\n TNT1 A 0 ACS_NamedExecuteAlways(\"AfritFireSpawner\",0)\n\t TNT1 A 0 A_SetUserVar(\"user_script\",1)\n AFRT A 4 Bright A_Look\n AFRT B 4 Bright A_Look\n AFRT C 4 Bright A_Look\n AFRT D 4 Bright A_Look\n Loop\nSee:\n TNT1 A 0 A_JumpIf(user_script == 1,3)\n TNT1 A 0 ACS_NamedExecuteAlways(\"AfritFireSpawner\",0)\n\t TNT1 A 0 A_SetUserVar(\"user_script\",1)\n AFRT A 3 Bright A_Chase\n AFRT B 3 Bright A_Chase\n AFRT C 3 Bright A_Chase\n AFRT D 3 Bright A_Chase\n Loop\nMelee:\n AFRT ST 5 Bright A_FaceTarget\n AFRT U 4 Bright A_MeleeAttack\n AFRT TS 4 Bright A_FaceTarget\n Goto See\nMissile:\n\t TNT1 A 0 A_Jump(127,\"Comet\",\"Tracers\")\n AFRT S 6 Bright A_FaceTarget\n AFRT T 6 Bright A_FaceTarget\n\t AFRT U 3 Bright A_FaceTarget\n\t AFRT U 1 Bright A_CustomMissile(\"AfritBall\", 44, 0, 0)\n\t AFRT U 0 Bright A_CustomMissile(\"AfritBall\", 44, 0, 3)\n\t AFRT U 1 Bright A_CustomMissile(\"AfritBall\", 44, 0, -3)\n AFRT T 5 Bright A_FaceTarget\n AFRT S 5 Bright A_FaceTarget\n AFRT T 6 Bright A_FaceTarget\n\t AFRT U 3 Bright A_FaceTarget\n\t AFRT U 1 Bright A_CustomMissile(\"AfritBall\", 44, 0, 0)\n\t AFRT U 0 Bright A_CustomMissile(\"AfritBall\", 44, 0, 3)\n\t AFRT U 1 Bright A_CustomMissile(\"AfritBall\", 44, 0, -3)\n\t TNT1 A 0 A_Jump(87,\"Comet\")\n\t Goto See\n\t Comet:\n AFRT E 8 Bright A_FaceTarget\n AFRT F 8 Bright A_FaceTarget\n AFRT G 1 Bright A_CustomMissile(\"Comet\", 44, 0, 0)\n AFRT G 0 Bright A_CustomMissile(\"Comet\", 44, 0, 6)\n AFRT G 4 Bright A_CustomMissile(\"Comet\", 44, 0, -6)\n AFRT G 6 Bright A_FaceTarget\n\t TNT1 A 0 A_Jump(87,\"Tracers\")\n\t Goto See\n\t Tracers:\n AFRT G 8 Bright A_FaceTarget\n AFRT F 8 Bright A_FaceTarget\n AFRT E 8 Bright A_FaceTarget\n TNT1 A 0 Bright A_FaceTarget\n TNT1 A 0 Bright A_CustomMissile (\"AfritTracer\",0,40,0)\n AFRT E 1 Bright A_CustomMissile (\"AfritTracer\",0,-40,0)\n AFRT E 4 Bright A_FaceTarget\n Goto See\nPain:\n\t TNT1 A 0 A_Jump(87,\"PainMissile\")\n AFRT H 8 Bright A_Pain\n Goto See\nPainMissile:\n AFRT H 8 Bright A_Pain\n Goto Missile\nDeath:\n AFRT I 0 Bright\n AFRT I 6 Bright A_Scream\n AFRT J 4 Bright A_Fall\n AFRT KLMNOPQ 3 Bright\n AFRT R 3 Bright\n\t TNT1 A -1 Bright A_KillMaster\n Stop\nRaise:\n AFRT RQPONMLKJI 3 Bright\n Goto See\n }\n}\n\nACTOR AfritFire\n{\n+MISSILE\n+DONTSPLASH\n+CLIENTSIDEONLY\n+NOBLOCKMAP\n+NOGRAVITY\n+NOTELEPORT\n+FORCEXYBILLBOARD\nRenderStyle Add\nScale 0.3\nStates\n{\nSpawn:\nFIR1 ABCDEFGHIJKL 2 bright A_FadeOut\nStop\n}\n}\n\nACTOR AfritFireSpawner : RedParticleSpawner\n{\n States\n {\n Spawn:\n TNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 0 A_PlaySound(\"monster/ambientfire\")\n\tTNT1 A 0 A_SpawnItemEx(\"AfritFireEx\",random(-12,12),random(-12,12),random(30,60),0,0,random(-4,-6),0,128,0)\n TNT1 AAAA 0 A_SpawnItemEx(\"RMAfritFire\",random(-18,18),random(-18,18),random(25,60),0,0,random(-6,-8),0,128,0)\n TNT1 A 1\n Stop\n }\n}\n\nACTOR AfritBall\n{\nRadius 8\nHeight 10\nSpeed 18\nFastSpeed 22\nDamage 8\nPROJECTILE\nRENDERSTYLE ADD\nSeeSound \"imp/attack\"\nDeathSound \"imp/shotx\"\nStates\n{\nSpawn:\n FRTM AB 1 Bright A_SpawnItemEx(\"AfritTrail\",0,0,0,0,0,0,0,128,0)\n Loop\nDeath:\n\t TNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t TNT1 AAA 0 A_CustomMissile(\"Kaboom9\", 0, 0, random(0,360), 2, random(0,360))\n\t TNT1 AAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n FRTM CDE 3 Bright\n Stop\n }\n}\n\nACTOR AfritTrail : BFG9500Trail\n{\nStates\n{\nSpawn:\nDeath:\n FRTM B 1 A_SetTranslucent(0.7,1)\n FRTM A 1 A_SetTranslucent(0.6,1)\n FRTM B 1 A_SetTranslucent(0.5,1)\n FRTM A 1 A_SetTranslucent(0.4,1)\n FRTM B 1 A_SetTranslucent(0.3,1)\n Stop\n }\n}\n\nACTOR AfritTracer\n{\n Radius 5\n Height 5\n Damage 6\n DamageType Fire\n RenderStyle Add\n Alpha 0.65\n Projectile\n +SeekerMissile\n +FloorHugger\n +DontSplash\n -NoGravity\n Speed 20\n FastSpeed 25\n DamageType \"NobleComet\"\n Obituary \"%o was deep fried by an Afrit.\"\n Seesound \"weapons/diasht\"\n DeathSound \"weapons/firex3\"\n States\n {\n Spawn:\n TNT1 A 0 A_PlaySound(\"monster/ambientfire2\")\n TNT1 A 0 Bright A_SeekerMissile(0,2)\n TNT1 A 1 Bright A_SpawnItemEx(\"ATracerPuff\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 A 0 Bright A_SeekerMissile(0,2)\n TNT1 A 1 Bright A_SpawnItemEx(\"ATracerPuff\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 A 0 Bright A_SeekerMissile(0,2)\n TNT1 A 1 Bright A_SpawnItemEx(\"ATracerPuff\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 A 0 Bright A_SeekerMissile(0,2)\n TNT1 A 1 Bright A_SpawnItemEx(\"ATracerPuff\", 0, 0, 0, 0, 0, 0, 0, 128)\n Loop\n Death:\n TNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n FTRA K 4 Bright\n\tTNT1 AAA 0 A_CustomMissile(\"Kaboom9\", 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 FTRA L 4 Bright A_Explode(32, 64)\n FTRA MNO 3 Bright\n Stop\n }\n}\n\nACTOR ATracerPuff\n{\n Radius 1\n Height 1\n Speed 0\n RenderStyle Add\n Alpha 0.6\n Scale 1.25\n Projectile\n +FloorHugger\n -NoGravity\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n FTRA ABCDEFGHIJ 2 Bright\n stop\n }\n}\n\nActor RMAfrit2 : RMAfrit{\nSpecies \"Cybers\"\nDamageFactor \"HFCyb3r\", 0.0\nDamageFactor \"Cyber10K\", 0.0\nDamageFactor \"VileFires\", 0.0\nDamageFactor \"NobleComet\", 0.0\nDamageFactor \"CadaverRocket\", 0.0\n+THRUSPECIES\n+DONTHARMSPECIES\n+NOTELEFRAG\n+NOTELESTOMP\nTag \"Afrit\"\nStates\n{\nDeath:\n AFRT I 0 Bright\n AFRT I 6 Bright A_Scream\n AFRT J 4 Bright A_Fall\n AFRT KLMNOPQ 3 Bright\n AFRT R 3 Bright\n\t TNT1 A -1 Bright\n Stop\n\t }\n}\n\nACTOR AfritFireEx : CardinalFireEx\n{\nScale 0.5\n}\n\nACTOR RMAfritFire\n{\n+CLIENTSIDEONLY\n+FORCEXYBILLBOARD\n+CLIENTSIDEONLY\nRenderStyle Add\nScale 0.3\nStates\n{\nSpawn:\nFIR1 ABCDEFGHIJKL 1 Bright A_FadeOut\nStop\n}\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/HellFireCyber.txt",
"contents": "ACTOR HellFireCyberdemon : Cyberdemon\n{\n BloodColor \"ff 50 00\"\n +BRIGHT\n MaxStepHeight 32\n MaxDropOffHeight 32\n +DONTHARMSPECIES\n +MISSILEMORE\n +FLOORCLIP\n +FireResist\n +NORADIUSDMG\n +NOEXTREMEDEATH\n +NOICEDEATH\n +BOSS\n +NOTIMEFREEZE\n +MISSILEEVENMORE\n +CANTSEEK\n +TELESTOMP\n +NOFEAR\n +DONTSPLASH\n +LOOKALLAROUND\n +BOSSDEATH\n +NOTELEFRAG\n +DONTGIB\n +DONTMORPH\n +QUICKTORETALIATE\n +NoDropOff\n +DONTRIP\n SeeSound \"HfCyber/See\"\n PainSound \"HFCyber/Pain\"\n ActiveSound \"HFCyber/Active\"\n DeathSound \"HFCyb/Laugh\"\n Health 17000\n Scale 1.1\n Mass 0x7FFFFFFF\n Radius 40\n Height 100\n Speed 23\n Obituary \"The HellFire Cyberdemon converted %o's head into another one of his trophies, now it is a decoration in his home.\"\n PainChance 8\n Species \"Cybers\"\n DamageFactor \"PlayerFireSword\", 0.0\n DamageFactor \"PlayerDTRG\", 0.0001\n DamageFactor \"DTRailgun\", 0.0001\n DamageFactor \"PDTPuff\", 0.0001\n DamageFactor \"RailG\", 0.0001\n DamageFactor \"PlayerBHole\", 0.25\n DamageFactor \"PDTBFG\", 0.03\n DamageFactor \"PDTBFGTracer\", 0.03\n DamageFactor \"Cyber10K\", 0.0\n DamageFactor \"Legendary\", 0.0\n DamageFactor \"LegendaryPlayer\", 0.0\n DamageFactor \"LegendaryGuru\", 0.0\n DamageFactor \"LegendaryGuruPlayer\", 0.0\n DamageFactor \"LegendaryPlayer\", 0.0\n DamageFactor \"BFGSplash\", 0.0\n DamageFactor \"BFGSpray\", 0.0\n DamageFactor \"PlayerDevBall\", 0.020\n DamageFactor \"PlayerDevBall2\", 0.020\n DamageFactor \"PlayerDTBFGRailgunSlug\", 0.0\n DamageFactor \"PlayerDevTracer\", 0.0\n DamageFactor \"UltimateLegendary\", 0.0\n DamageFactor \"Extreme\", 0.0\n DamageFactor \"PyroShot\", 0.0\n DamageFactor \"PlayerPyro\", 0.0\n DamageFactor \"PDTPuff\", 0.0\n DamageFactor \"FreezerBurn\", 0.0\n DamageFactor \"SuperWeapon\", 0.0\n DamageFactor \"Fire\", 0.0\n DamageFactor \"Crush\", 0.0\n DamageFactor \"Suicide\", 0.0\n DamageFactor \"Telefrag\", 0.0\n DamageFactor \"Massacre\", 0.0\n DamageFactor \"Ice\", 0.0\n // no infight 4 u\n DamageFactor \"DemolisherEx\", 0.0\n DamageFactor \"FlamingBatshitBurglers\", 0.0\n DamageFactor \"DarkDemoEx\", 0.0\n DamageFactor \"CerChainguns\", 0.0\n DamageFactor \"CerEnergyBall\", 0.0\n DamageFactor \"LegMind\", 0.0\n DamageFactor \"BeheComet\", 0.0\n DamageFactor \"NobleCOmet\", 0.0\n DamageFactor \"CacoComet\", 0.0\n DamageFactor \"CadaverRocket\", 0.0\n DamageFactor \"HellComet\", 0.0\n DamageFactor \"Legendary1\", 0.0\n DamageFactor \"T3rm\", 0.0\n DamageFactor \"Terminator\", 0.0\n DamageFactor \"\", 0.0\n DamageFactor \"Ice\", 0.0\n DamageFactor \"Moloch\", 0.0\n DamageFactor \"AbyssalSatyr\", 0.0\n DamageFactor \"SatanGuard\", 0.0\n DamageFactor \"Hell\", 0.0\n DamageFactor \"C0mm4nder\", 0.0\n DamageFactor \"UpBFGSplash\", 0.3\n DamageFactor \"Baby15K\", 0.0\n DamageFactor \"RST\", 0.0\n MinMissileChance 50\n DamageFactor 0.3\n\n PainChance \"BFG9500Ball\", 256\n PainChance \"PlayerDevBall\", 100\n PainChance \"BFG10K\", 100\n PainChance \"PDTBFG\", 100\n PainChance \"Legendary\", 100 // 100\n PainChance \"LegendaryPlayer\", 100 // 100\n PainChance \"LegendaryGuru\", 256\n PainChance \"LegendaryGuruPlayer\", 256\n PainChance \"PlayerDBFG2\", 256\n PainChance \"PlayerDBFG210K\", 256\n PainChance \"PlayerDBFG10K2\", 256\n PainChance \"DBFG210K\", 256\n PainChance \"DBFG2Splash\", 256\n PainChance \"DBFG2\", 256\n PainChance \"DBFG\", 256\n PainChance \"PlayerDBFG\", 256\n PainChance \"DBFG10K2\", 256\n DamageFactor \"Melee\", 0.0\n\n DamageFactor \"DBFG10K\", 0.5\n DamageFactor \"PlayerDBFG10K\", 0.5\n DamageFactor \"PlayerDBFG2\", 0.5\n DamageFactor \"PlayerDBFG210K\", 0.5\n DamageFactor \"PlayerDBFG\", 0.5\n DamageFactor \"DBFG\", 0.5\n DamageFactor \"DBFG2\", 0.0\n DamageFactor \"DBFG10K2\", 0.0\n DamageFactor \"DBFGSplash2\", 0.0\n var int user_music;\n var int user_hellfiredevastation;\n var int user_painrage;\n var int user_script;\n var int user_pain;\n var int user_servants;\n var int user_invasion;\n var int user_missile;\n var int user_soulstorm;\n Tag \"\\c[z4]Hellfire \\c[v9]Cyberdemon\\c-\"\n DamageFactor \"Normal\", 0.9\n DamageFactor \"PlayerNemesisPlasma\", 0.2\n DamageFactor \"Explosion\", 0.1\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(user_script == 1,3)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"HFCDFireSpawner\",0)\n\tTNT1 A 0 A_SetUserVar(\"user_script\",1)\n HFCY A 10 Bright A_Look\n\tHFCY A 10 Bright A_Look\n\tHFCY Z 10 Bright A_Look\n\tHFCY Z 10 Bright A_Look\n\tTNT1 A 0 A_AlertMonsters(0,AMF_EMITFROMTARGET)\n Loop\n See:\n TNT1 A 0 A_JumpIf(user_script == 1,3)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"HFCDFireSpawner\",0)\n\tTNT1 A 0 A_SetUserVar(\"user_script\",1)\n TNT1 A 0 A_SetTranslucent(1)\n TNT1 A 0 A_UnSetInvulnerable\n TNT1 A 0 A_JumpIf(user_music == 1,4)\n TNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,666)\n TNT1 A 0 ACS_ExecuteAlways(667)\n\tTNT1 A 0 A_SetUserVar(\"user_music\",1)\n HFCY A 3 Bright A_Hoof\n HFCY ABBCC 3 Bright A_Chase\n HFCY D 3 Bright A_Metal\n HFCY D 3 Bright A_Chase\n\tTNT1 A 0 A_Jump(100,\"Rush\",\"Teleport\")\n Loop\n Rush:\n TNT1 A 0 A_SetTranslucent(1)\n TNT1 A 0 A_Hoof\n\tHFCY A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"HellFireCyberGhostA\",0,0,0,0,0,0,0,128)\n\tHFCY A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"HellFireCyberGhostA\",0,0,0,0,0,0,0,128)\n\tHFCY A 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"HellFireCyberGhostB\",0,0,0,0,0,0,0,128)\n\tHFCY B 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"HellFireCyberGhostB\",0,0,0,0,0,0,0,128)\n\tHFCY C 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"HellFireCyberGhostC\",0,0,0,0,0,0,0,128)\n\tHFCY C 2 Bright A_Chase\n\tTNT1 A 0 A_Metal\n\tTNT1 A 0 A_SpawnItemEx(\"HellFireCyberGhostC\",0,0,0,0,0,0,0,128)\n\tHFCY D 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"HellFireCyberGhostD\",0,0,0,0,0,0,0,128)\n\tHFCY D 2 Bright A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"HellFireCyberGhostD\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 HealThing(1)\n\tTNT1 A 0 A_Jump(75,\"See\",\"HFTeleport\")\n\tgoto see\nHFTeleport:\n TNT1 A 0 A_UnSetShootable\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"HFireSpawner\",random(-64,64),random(-64,64),random(0,64),0,0,0,0,32)\n HFCY EEEEEEEEEEE 1 Bright A_FadeOut(0.1,0)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n TNT1 A 1 A_PlayWeaponSound(\"boss/teleport\")\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"HFireSpawner\",random(-64,64),random(-64,64),random(0,64),0,0,0,0,32)\n\tHFCY EEEEEEEEEEE 1 Bright A_FadeIn(0.1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_SetShootable\n\tTNT1 A 0 A_SetTranslucent(1)\n\tTNT1 A 0 HealThing(2)\n\tGoto see\nTeleport:\n TNT1 A 0\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_ChangeFlag(\"NODAMAGE\",1)\n TNT1 A 0 A_UnSetShootable\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"HFFireSpawned2\",random(-64,64),random(-64,64),random(0,64),0,0,0,0,32)\n HFCY GGGGGGGGGGG 1 Bright A_FadeOut(0.1,0)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n TNT1 A 1 A_PlayWeaponSound(\"boss/teleport\")\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"HFFireSpawned2\",random(-64,64),random(-64,64),random(0,64),0,0,0,0,32)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil(-100)\n HFCY GGGGGGGGGGG 1 Bright A_FadeIn(0.1)\n TNT1 A 0 A_SetShootable\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_ChangeFlag(\"NODAMAGE\",0)\n\tTNT1 A 0 HealThing(2)\n Goto see\nIdle:\n\tTNT1 A 0 A_SetTranslucent(1)\n\tHFCY AA 3 A_Wander\n\tTNT1 A 0 A_Look\n\tHFCY BB 3 A_Wander\n\tTNT1 A 0 A_Look\n\tHFCY CC 3 A_Wander\n\tTNT1 A 0 A_Look\n\tHFCY DD 3 A_Wander\n\tTNT1 A 0 A_Look\n\tTNT1 A 0 HealThing(20)\n\tLoop\n Missile:\n TNT1 A 0 A_SetTranslucent(1)\n TNT1 A 0 A_JumpIfCloser(200, \"Stomp\")\n\tTNT1 A 0 A_JumpIfCloser(450, \"DTShotgun\")\n TNT1 A 0 A_Jump(130,\"Seekers\",\"FloorStomp\",\"SeekerTracers\",\"RandomTrap\",\"Railgun\",\"HFGauss\",\"FuelRockets\",\"FireBalls\",\"HF10K\",\"FlameRockets\",\"FireBallsCombo\")\n\tTNT1 A 0 A_Jump(90,\"PyroBombs\",\"PyroShot\",\"UndeadWave\",\"SoulsStorm\")\n\tTNT1 A 0 A_Jump(50,\"Burnnn\",\"HellishAmbient\",\"Army\")\n\tTNT1 A 0 A_Jump(45,\"Invasion\",\"TheCall\")\n\tTNT1 A 0 A_Jump(35,\"Servants\",\"HellfireCombo\")\n\tTNT1 A 0 A_Jump(20,\"HellfireDevastation\")\nRockets:\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\nRocketsLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 5,\"RocketsEnd\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n HFCY E 1 A_FaceTarget\n HFCY F 1 Bright A_CustomMissile (\"HFCyberRocket\",56,-26,random(-6,6))\n HFCY E 1 A_FaceTarget\n HFCY F 1 Bright A_CustomMissile (\"HFCyberRocket\",56,-26,random(-6,6))\n HFCY E 1 A_FaceTarget\n HFCY F 1 Bright A_CustomMissile (\"HFCyberRocket\",56,-26,random(-6,6))\n HFCY E 1 A_FaceTarget\n HFCY F 1 Bright A_CustomMissile (\"HFCyberRocket\",56,-26,random(-6,6))\n HFCY E 1 A_FaceTarget\n HFCY F 1 Bright A_CustomMissile (\"HFCyberRocket\",56,-26,random(-6,6))\n HFCY E 1 A_FaceTarget\n HFCY F 4 Bright A_CustomMissile (\"HFCyberRocket\",56,-26,random(-6,6))\n Loop\nRocketsEnd:\n TNT1 A 0 A_Jump(128,\"FuelRockets\",\"Seekers\",\"FloorStomp\",\"SeekerTracers\",\"RandomTrap\",\"HFGauss\",\"HF10K\",\"Railgun\",\"FireBalls\",\"FlameRockets\",\"FireBallsCombo\",\"UndeadWave\",\"PyroShot\")\n\tGoto FuelRockets\nFlameRockets:\n HFCY E 3 A_FaceTarget\n HFCY F 4 Bright A_CustomMissile (\"HFCyberFlameRocket\",56,-26,random(-6,6))\n HFCY E 3 A_FaceTarget\n HFCY F 4 Bright A_CustomMissile (\"HFCyberFlameRocket\",56,-26,random(-6,6))\n HFCY E 3 A_FaceTarget\n HFCY F 4 Bright A_CustomMissile (\"HFCyberFlameRocket\",56,-26,random(-6,6))\n HFCY E 3 A_FaceTarget\n HFCY F 4 Bright A_CustomMissile (\"HFCyberFlameRocket\",56,-26,random(-6,6))\n HFCY E 3 A_FaceTarget\n HFCY F 4 Bright A_CustomMissile (\"HFCyberFlameRocket\",56,-26,random(-6,6))\n HFCY E 3 A_FaceTarget\n HFCY F 4 Bright A_CustomMissile (\"HFCyberFlameRocket\",56,-26,random(-6,6))\n\tHFCY E 3 A_FaceTarget\n HFCY F 4 Bright A_CustomMissile (\"HFCyberFlameRocket\",56,-26,random(-6,6))\n HFCY E 3 A_FaceTarget\n HFCY F 4 Bright A_CustomMissile (\"HFCyberFlameRocket\",56,-26,random(-6,6))\n HFCY E 3 A_FaceTarget\n HFCY F 4 Bright A_CustomMissile (\"HFCyberFlameRocket\",56,-26,random(-6,6))\n HFCY E 3 A_FaceTarget\n HFCY F 4 Bright A_CustomMissile (\"HFCyberFlameRocket\",56,-26,random(-6,6))\n\tTNT1 A 0 A_Jump(90,\"PyroShot\",\"Burnnn\",\"UndeadWave\")\n\tGoto See\nDTShotgun:\n\tHFCY E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"DTShellCasing\",26,26,58,Random(2, 6),0,Random(1, 3),Random(80,90),128)\n\tTNT1 AAAAAAAA 0 Bright A_CustomMissile(\"RedDemonTechTracer\",56,-26,Random(6,-6),0)\n\tTNT1 A 0 Bright A_PlaySoundEx(\"Weapons/ErasusFire\",\"Weapon\")\n\tHFCY F 2 Bright A_CustomBulletAttack(20,18,8,Random(10,20)*6,\"HFCyberDTShotgunPuff\",0,CBAF_NORANDOM)\n\tHFCY E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"Weapons/ErasusPump\",6)\n\tTNT1 A 0 Bright A_CPosRefire\n\tTNT1 A 0 A_Jump(20,\"BurstShot\")\n\tTNT1 A 0 A_JumpIfCloser(450, \"DTShotgun\")\n\tGoto RocketsEnd\nBurstShot:\n HFCY E 4 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"DTShellCasing\",26,26,58,Random(2, 6),0,Random(1, 3),Random(80,90),128)\n\tTNT1 A 0 Bright A_PlaySoundEx(\"Weapons/ErasusFire\",\"Weapon\")\n\tTNT1 A 0 A_PlaySound(\"Weapons/ErasusAmbient\",5)\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"HFCyberRedDemonTechProjectile\",56,-26,random(-20,20))\n\tTNT1 A 0 A_PlaySound(\"Weapons/ErasusPump\",6)\n\tHFCY E 15 Bright A_FaceTarget\n\tGoto RocketsEnd\nAntiAerial: //in case some pepega mobs annoys him\n TNT1 A 0 A_SetTranslucent(1)\n TNT1 A 0 A_Jump(256,\"SpecialBurn\",\"Rockets\",\"Seekers\",\"HFGauss\",\"HF10K\",\"Railgun\",\"FireBalls\",\"FuelRockets\",\"FlameRockets\",\"FireBallsCombo\",\"Burnnn\")\n\tGoto FuelRockets\nPyroBombs:\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",0)\nBombsLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 5,\"BombEnd\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n HFCY E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"BombPreparationFX5\",40,-26,56)\n\tHFCY E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"BombPreparationFX5\",40,-26,56)\n\tHFCY E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"BombPreparationFX4\",40,-26,56)\n\tHFCY E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"BombPreparationFX4\",40,-26,56)\n\tHFCY E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"BombPreparationFX3\",40,-26,56)\n\tHFCY E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"BombPreparationFX3\",40,-26,56)\n\tHFCY E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"BombPreparationFX2\",40,-26,56)\n\tHFCY E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"BombPreparationFX2\",40,-26,56)\n\tHFCY E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"BombPreparationFX\",40,-26,56)\n\tHFCY E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItemEx(\"BombPreparationFX\",40,-26,56)\n HFCY F 6 Bright A_CustomMissile(\"PyroBomb\",53,-26,0,0,0)\n Loop\nBombEnd:\n TNT1 A 0 A_Jump(128,\"PyroShot\",\"HellfireCombo\")\n\tGoto see\nSpecialBurn:\n TNT1 A 0 A_SetUserVar(\"user_missile\",0)\n HFCY A 0 Bright A_PlaySoundEx(\"HFCyb/laugh\",\"Voice\")\n TNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_ChangeFlag(NODAMAGE,1)\n\tHFCY EEE 15 Bright A_FaceTarget\nSpecialBurnLoop:\n TNT1 A 0 A_JumpIf(user_missile >= 30,\"SpecialBurnEnd\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n HFCY E 2 Bright A_VileAttack\n\tHFCY E 0 Bright A_VileTarget(\"FuelExplosionSpawner\")\n\tHFCY E 2 Bright A_VileAttack(0,500,100,269)\n\tHFCY E 0 Bright A_VileTarget(\"FuelExplosionSpawner\")\n\tHFCY E 2 Bright A_VileAttack(0,500,100,269)\n\tHFCY E 0 Bright A_VileTarget(\"FuelExplosionSpawner\")\n\tHFCY E 2 Bright A_VileAttack(0,500,100,269)\n\tHFCY E 0 Bright A_VileTarget(\"FuelExplosionSpawner\")\n\tHFCY E 1 Bright A_VileAttack(0,500,100,269)\n\tHFCY E 0 Bright A_VileTarget(\"FuelExplosionSpawner\")\n\tHFCY E 1 Bright A_VileAttack(0,500,100,269)\n\tHFCY E 0 Bright A_VileTarget(\"FuelExplosionSpawner\")\n\tHFCY E 1 Bright A_VileAttack(0,500,100,269)\n\tHFCY E 0 Bright A_VileTarget(\"FuelExplosionSpawner\")\n\tHFCY E 1 Bright A_VileAttack(0,500,100,269)\n\tHFCY E 0 Bright A_VileTarget(\"FuelExplosionSpawner\")\n\tloop\nSpecialBurnEnd:\n\tTNT1 A 0 A_ChangeFlag(NODAMAGE,0)\n TNT1 A 0 A_UnSetInvulnerable\n Goto See\nStomp:\n TNT1 A 0 A_CheckFlag(\"Float\",\"AntiAerial\",AAPTR_TARGET)\n\tTNT1 A 0 A_CheckFlag(\"lookallaround\",\"SpecialBurn\",AAPTR_TARGET)\n\tTNT1 A 0 A_SetInvulnerable\n HFCY G 3 A_FaceTarget\n\tTNT1 A 0 A_Recoil(-50)\n\tHFCS A 5 A_FaceTarget\n\tTNT1 A 0 Radius_Quake(10,8,0,24,0)\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberstomp\")\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_CustomMissile(\"HFCyberStomp\",10,0,0,0)\n\tHFCS B 8 A_FaceTarget\n\tTNT1 A 0 A_Jump(128,\"FloorStomp\",\"SeekerTracers\",\"UndeadWave\",\"FireBalls\")\n\tGoto See\n Servants:\n TNT1 A 0 A_CheckFlag(\"Float\",\"AntiAerial\",AAPTR_TARGET)\n\tTNT1 A 0 A_CheckFlag(\"lookallaround\",\"SpecialBurn\",AAPTR_TARGET)\n TNT1 A 0 A_JumpIf(user_servants >= 1,\"Army\")\n TNT1 A 0 A_SetUserVar(\"user_Servants\",user_Servants+1)\n\tHFCY G 3 A_FaceTarget\n\tHFCS A 5 A_FaceTarget\n\tTNT1 A 0 Radius_Quake(10,8,0,24,0)\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberstomp\")\n\tTNT1 A 0 A_UnSetInvulnerable\n\tHFCS G 0 A_CustomMissile(\"PentaLine1\",0,0,-72,2)\n HFCS G 0 A_CustomMissile(\"PentaLine1\",0,0,-144,2)\n HFCS G 0 A_CustomMissile(\"PentaLine1\",0,0,-216,2)\n HFCS G 0 A_CustomMissile(\"PentaLine1\",0,0,-288,2)\n HFCS B 25 A_CustomMissile(\"PentaLine1\",0,0,0,2)\n\tHFCY GGGGGGG 0 Bright A_SpawnItemEx(\"HFire\",Random(650,-650),Random(650,-650),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tHFCY GGGGGGGGGGGG 0 Bright A_SpawnItemEx(\"HFire\",Random(650,-650),Random(650,-650),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 AAAAAA 0 A_SpawnItemEx(\"HFireSpawner\",0,0,20,30,0,0,90,0)\n\tHFCS B 0 A_SpawnItemEx(\"InfernoDemon1\",0,0,20,10,0,0,90,SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tTNT1 AAAAAA 0 A_SpawnItemEx(\"HFireSpawner\",0,0,20,30,0,0,270,0)\n\tHFCS B 0 A_SpawnItemEx(\"InfernoDemon2\",0,0,20,10,0,0,270,SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tHFCS B 400 A_FaceTarget\n\tGoto See\n Army:\n TNT1 A 0 A_CheckFlag(\"Float\",\"AntiAerial\",AAPTR_TARGET)\n\tTNT1 A 0 A_CheckFlag(\"lookallaround\",\"SpecialBurn\",AAPTR_TARGET)\n\tHFCY G 3 A_FaceTarget\n\tHFCS A 5 A_FaceTarget\n\tTNT1 A 0 Radius_Quake(10,8,0,24,0)\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberstomp\")\n\tTNT1 A 0 A_UnSetInvulnerable\n\tHFCS G 0 A_CustomMissile(\"PentaLine1\",0,0,-72,2)\n HFCS G 0 A_CustomMissile(\"PentaLine1\",0,0,-144,2)\n HFCS G 0 A_CustomMissile(\"PentaLine1\",0,0,-216,2)\n HFCS G 0 A_CustomMissile(\"PentaLine1\",0,0,-288,2)\n HFCS B 25 A_CustomMissile(\"PentaLine1\",0,0,0,2)\n\tHFCY GGGGGGGGGG 0 Bright A_SpawnItemEx(\"HFire\",Random(650,-650),Random(650,-650),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tHFCY GGGGGG 0 Bright A_SpawnItemEx(\"HFire\",Random(650,-650),Random(650,-650),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tHFCY GGGGGGG 0 Bright A_SpawnItemEx(\"HFire\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tHFCY GGGGG 0 Bright A_SpawnItemEx(\"HFire\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tHFCS B 0 A_SpawnItemEx(\"Pyrodemon2\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tHFCS B 0 A_SpawnItemEx(\"Bruiserdemon2\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tHFCS B 0 A_SpawnItemEx(\"RMAfrit2\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tHFCS B 0 A_SpawnItemEx(\"RMAfrit2\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tHFCS B 0 A_SpawnItemEx(\"HellfireBaron2\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tHFCS B 0 A_SpawnItemEx(\"HellfireBaron2\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tHFCS B 0 A_SpawnItemEx(\"HellfireBaron2\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tHFCS B 0 A_SpawnItemEx(\"HellfireBaron2\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tHFCS B 0 A_SpawnItemEx(\"HellfireBaron2\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tHFCS B 0 A_SpawnItemEx(\"HellfireBaron2\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tHFCS B 4 A_SpawnItemEx(\"HellFireRevenant2\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_AlertMonsters(0,AMF_EMITFROMTARGET)\n\tHFCS B 10 A_FaceTarget\n\tGoto See\n Invasion:\n TNT1 A 0 A_CheckFlag(\"Float\",\"AntiAerial\",AAPTR_TARGET)\n\tTNT1 A 0 A_CheckFlag(\"lookallaround\",\"SpecialBurn\",AAPTR_TARGET)\n TNT1 A 0 A_JumpIf(user_invasion >= 5,\"army\")\n TNT1 A 0 A_SetUserVar(\"user_invasion\",user_invasion+1)\n\tHFCY G 3 A_FaceTarget\n\tHFCS A 5 A_FaceTarget\n\tTNT1 A 0 Radius_Quake(10,8,0,24,0)\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberstomp\")\n\tTNT1 A 0 A_UnSetInvulnerable\n\tHFCS G 0 A_CustomMissile(\"PentaLine1\",0,0,-72,2)\n HFCS G 0 A_CustomMissile(\"PentaLine1\",0,0,-144,2)\n HFCS G 0 A_CustomMissile(\"PentaLine1\",0,0,-216,2)\n HFCS G 0 A_CustomMissile(\"PentaLine1\",0,0,-288,2)\n HFCS B 25 A_CustomMissile(\"PentaLine1\",0,0,0,2)\n\tHFCY GGGGGGG 0 Bright A_SpawnItemEx(\"HFire\",Random(650,-650),Random(650,-650),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tHFCY GGGGGGG 0 Bright A_SpawnItemEx(\"HFire\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n HFCS B 0 A_SpawnItemEx(\"Pyrodemon2\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tHFCS B 0 A_SpawnItemEx(\"Pyrodemon2\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tHFCS B 0 A_SpawnItemEx(\"Pyrodemon2\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tHFCS B 0 A_SpawnItemEx(\"Pyrodemon2\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tHFCS B 0 A_SpawnItemEx(\"Pyrodemon2\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tHFCS B 0 A_SpawnItemEx(\"Pyrodemon2\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tHFCS B 0 A_SpawnItemEx(\"Bruiserdemon2\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tHFCS B 0 A_SpawnItemEx(\"Bruiserdemon2\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tHFCS B 0 A_SpawnItemEx(\"Bruiserdemon2\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tHFCS B 0 A_SpawnItemEx(\"RMAfrit2\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tHFCS B 0 A_SpawnItemEx(\"RMAfrit2\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tHFCS B 0 A_SpawnItemEx(\"RMAfrit2\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tHFCS B 0 A_SpawnItemEx(\"RMAfrit2\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tHFCS B 0 A_SpawnItemEx(\"HellfireBaron2\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tHFCS B 0 A_SpawnItemEx(\"HellfireBaron2\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tHFCS B 0 A_SpawnItemEx(\"HellfireBaron2\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tHFCS B 0 A_SpawnItemEx(\"HellfireBaron2\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tHFCS B 0 A_SpawnItemEx(\"HellfireBaron2\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tHFCS B 0 A_SpawnItemEx(\"HellfireBaron2\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tHFCS B 0 A_SpawnItemEx(\"HellfireBaron2\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tHFCS B 0 A_SpawnItemEx(\"HellfireBaron2\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tHFCS B 0 A_SpawnItemEx(\"HellfireBaron2\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tHFCS B 0 A_SpawnItemEx(\"HellFireRevenant2\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tHFCS B 0 A_SpawnItemEx(\"HellFireRevenant2\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tHFCS B 4 A_SpawnItemEx(\"HellFireRevenant2\",0,random(20,300),10,10,0,0,random(20,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_AlertMonsters(0,AMF_EMITFROMTARGET)\n\tHFCS B 10 A_FaceTarget\n\tGoto See\nHellishAmbient:\n TNT1 A 0 A_SetInvulnerable\n TNT1 A 0 A_CheckFlag(\"Float\",\"AntiAerial\",AAPTR_TARGET)\n HFCY G 10 A_FaceTarget\n TNT1 A 0 A_SetInvulnerable\n\tHFCY G 3 Bright A_PlaySoundEx(\"HFCyb/Laugh\",\"Voice\")\n\tHFCS A 8 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCS A 6 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCS A 6 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCS A 6 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n HFCS A 5 A_FaceTarget\n\tTNT1 A 0 Radius_Quake(10,8,0,24,0)\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberstomp\")\n\tTNT1 A 0 A_UnSetInvulnerable\n\tHFCS G 0 A_CustomMissile(\"PentaLine1\",0,0,-72,2)\n HFCS G 0 A_CustomMissile(\"PentaLine1\",0,0,-144,2)\n HFCS G 0 A_CustomMissile(\"PentaLine1\",0,0,-216,2)\n HFCS G 0 A_CustomMissile(\"PentaLine1\",0,0,-288,2)\n TNT1 A 0 A_CustomMissile(\"HFCyberRainCometNull\",56,0,200)\n TNT1 A 0 A_CustomMissile(\"HFCyberRainCometNull\",56,0,90)\n TNT1 A 0 A_CustomMissile(\"HFCyberRainCometNull\",56,0,-90)\n TNT1 A 0 A_CustomMissile(\"HFCyberRainCometNull\",56,0,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberRainCometNull\",56,0,240)\n TNT1 A 0 A_CustomMissile(\"HFCyberRainCometNull\",56,0,-240)\n TNT1 A 0 A_CustomMissile(\"HFCyberRainCometNull\",56,0,300)\n TNT1 A 0 A_CustomMissile(\"HFCyberRainCometNull\",56,0,-300)\n\tHFCY GGGGGGGG 0 Bright A_SpawnItemEx(\"HFire\",Random(650,-650),Random(650,-650),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tHFCY GGGGGGGGGGG 0 Bright A_SpawnItemEx(\"HFire\",Random(650,-650),Random(650,-650),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tHFCY GGGGGGGGGGG 0 Bright A_SpawnItemEx(\"HFire\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tHFCY GGGGGGGGGG 0 Bright A_SpawnItemEx(\"HFire\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n HFCS B 25 A_CustomMissile(\"PentaLine1\",0,0,0,2)\n\tGoto FloorStomp\nHellfireDevastation:\n TNT1 A 0 A_CheckFlag(\"Float\",\"AntiAerial\",AAPTR_TARGET)\n TNT1 A 0 A_JumpIf(user_HellfireDevastation >= 10,\"HellishAmbient\")\n\tTNT1 A 0 A_GiveInventory(\"Health\",1000)\n TNT1 A 0 A_SetUserVar(\"user_HellfireDevastation\",user_HellfireDevastation+1)\n TNT1 A 0 A_SetInvulnerable\n\tHFCS A 0 Bright A_PlaySoundEx(\"HFCyb/laugh2\",\"Voice\")\n\tHFCY GGGGGGGG 5 Bright A_FaceTarget\n\tHFCS A 5 A_FaceTarget\n\tTNT1 A 0 Radius_Quake(60,180,0,360,0)\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberstomp\")\n\tHFCS B 7\n TNT1 A 0 A_CustomMissile(\"HFCyberRainCometNull\",56,0,0)\n TNT1 A 0 A_CustomMissile(\"HFCyberRainCometNull\",56,0,30)\n TNT1 A 0 A_CustomMissile(\"HFCyberRainCometNull\",56,0,-30)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberRainCometNull\",56,0,200)\n TNT1 A 0 A_CustomMissile(\"HFCyberRainCometNull\",56,0,90)\n TNT1 A 0 A_CustomMissile(\"HFCyberRainCometNull\",56,0,-90)\n HFCS B 2 Bright A_GiveInventory(\"StompTracersAttack\")\n\tHFCY G 0 A_FaceTarget\n\tTNT1 A 0 Radius_Quake(60,120,0,360,0)\n\tHFCY GGGGGGGGGGGGGGGGGGGGG 0 Bright A_SpawnItemEx(\"HFire\",Random(-1250, 1250),Random(-1250, 1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tHFCY GGGGGGGGGGGGGGGGGGGGG 0 Bright A_SpawnItemEx(\"HFUndeadHandProjectile\",Random(-1250, 1250),Random(-1250, 1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 Radius_Quake(80,120,0,460,0)\n\tHFCY GGGGGGGGGGGGGGGGGGGGG 0 Bright A_SpawnItemEx(\"HFire\",Random(-3500, 3500),Random(-3500, 3500),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tHFCY GGGGGGGGGGGGGGGGGGGGG 0 Bright A_SpawnItemEx(\"HFUndeadHandProjectile\",Random(-3500, 3500),Random(-3500, 3500),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 Radius_Quake(100,120,0,560,0)\n\tHFCY GGGGGGGGGGGGGGGGGGGGG 0 Bright A_SpawnItemEx(\"HFire\",Random(-5000, 5000),Random(-5000, 5000),0,0,0,0,SXF_NOCHECKPOSITION,0)\n HFCY GGGGGGGGGGGGGGGGGGGGG 0 Bright A_SpawnItemEx(\"HFUndeadHandProjectile\",Random(-5000, 5000),Random(-5000, 5000),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 Radius_Quake(120,120,0,660,0)\n\tHFCY GGGGGGGGGGGGGGGGGGGGG 0 Bright A_SpawnItemEx(\"HFire\",Random(-7500, 7500),Random(-7500, 7500),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tHFCY GGGGGGGGGGGGGGGGGGGGG 0 Bright A_SpawnItemEx(\"HFUndeadHandProjectile\",Random(-7500, 7500),Random(-7500, 7500),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 Radius_Quake(140,120,0,760,0)\n\tHFCY GGGGGGGGGGGGGGGGGGGGG 0 Bright A_SpawnItemEx(\"HFire\",Random(-15000, 15000),Random(-15000, 15000),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tHFCY GGGGGGGGGGGGGGGGGGGGG 0 Bright A_SpawnItemEx(\"HFUndeadHandProjectile\",Random(-15000, 15000),Random(-15000, 15000),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 Radius_Quake(150,120,0,860,0)\n\tHFCY GGGGGGGGGGGGGGGGGGGGG 0 Bright A_SpawnItemEx(\"HFire\",Random(-20000, 20000),Random(-20000, 20000),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tHFCY GGGGGGGGGGGGGGGGGGGGG 0 Bright A_SpawnItemEx(\"HFUndeadHandProjectile\",Random(-20000, 20000),Random(-20000, 20000),0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tGoto See\nBurnnn:\n TNT1 A 0 A_CheckFlag(\"lookallaround\",\"specialburn\",AAPTR_TARGET)\n TNT1 A 0 A_CheckFlag(\"nofear\",\"specialburn\",AAPTR_TARGET)\n TNT1 A 0 ACS_ExecuteAlways(670,0,0)\n HFCY A 0 Bright A_PlaySoundEx(\"HFCyb/laugh\",\"Voice\")\n TNT1 A 0 A_SetInvulnerable\n HFCY EEE 15 Bright A_FaceTarget\n TNT1 A 0 A_UnSetInvulnerable\n HFCY E 7 Bright A_VileTarget(\"IFireHFCyberVersion\")\n HFCY E 7 Bright A_FaceTarget\n HFCY E 14 Bright A_VileAttack\n\tHFCY E 6 Bright A_VileTarget(\"IFireHFCyberVersion\")\n HFCY E 5 Bright A_FaceTarget\n HFCY E 5 Bright A_VileAttack\n\tHFCY E 4 Bright A_VileTarget(\"IFireHFCyberVersion\")\n HFCY E 4 Bright A_FaceTarget\n HFCY E 3 Bright A_VileAttack\n\tHFCY E 3 Bright A_VileTarget(\"IFireHFCyberVersion\")\n HFCY E 3 Bright A_FaceTarget\n HFCY E 3 Bright A_VileAttack\n\tHFCY E 3 Bright A_VileTarget(\"IFireHFCyberVersion\")\n HFCY E 3 Bright A_FaceTarget\n HFCY E 3 Bright A_VileAttack\n\tHFCY E 3 Bright A_VileTarget(\"IFireHFCyberVersion\")\n HFCY E 3 Bright A_FaceTarget\n HFCY E 2 Bright A_VileAttack\n\tHFCY E 0 Bright A_VileTarget(\"IFireHFCyberVersion\")\n\tHFCY E 2 Bright A_VileAttack\n\tHFCY E 0 Bright A_VileTarget(\"IFireHFCyberVersion\")\n\tHFCY E 2 Bright A_VileAttack\n\tHFCY E 0 Bright A_VileTarget(\"IFireHFCyberVersion\")\n\tHFCY E 2 Bright A_VileAttack\n\tHFCY E 0 Bright A_VileTarget(\"IFireHFCyberVersion\")\n\tHFCY E 1 Bright A_VileAttack\n\tHFCY E 0 Bright A_VileTarget(\"IFireHFCyberVersion\")\n\tHFCY E 1 Bright A_VileAttack\n\tHFCY E 0 Bright A_VileTarget(\"IFireHFCyberVersion\")\n\tHFCY E 1 Bright A_VileAttack\n\tHFCY E 0 Bright A_VileTarget(\"IFireHFCyberVersion\")\n\tHFCY E 1 Bright A_VileAttack\n\tHFCY E 0 Bright A_VileTarget(\"IFireHFCyberVersion\")\n\tTNT1 A 0 A_Jump(60,\"UndeadWave\")\n\tTNT1 A 0 A_Jump(30,\"TheCall\")\n\tGoto see\nTheCall:\n TNT1 A 0 A_CheckFlag(\"lookallaround\",\"SpecialBurn\",AAPTR_TARGET)\n TNT1 A 0 ACS_ExecuteAlways(670,0,0)\n\tHFCS A 0 Bright A_PlaySoundEx(\"HFCyb/laugh2\",\"Voice\")\n\tTNT1 A 0 A_SetInvulnerable\n\tHFCS A 8 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCS A 6 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCS A 6 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCS A 6 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCS A 6 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCS A 6 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCS A 6 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCS A 6 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCS A 6 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCS A 6 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\nTheCallLoop:\n TNT1 A 0 Radius_Quake(10,8,0,24,0)\n\tHFCS A 0 Bright A_PlaySoundEx(\"HFCyb/Laugh\",\"Voice\")\n\tHFCS A 10 Bright A_FaceTarget\n TNT1 A 0 Radius_Quake(10,8,0,24,0)\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberstomp\")\n TNT1 A 0 A_VileTarget(\"HFUndeadHandProjectile\")\n\tTNT1 A 0 A_CheckSight(2)\n TNT1 A 0 A_Jump(256,\"TheCallLoop\")\n\tHFCS B 10 Bright\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_Jump(100,\"FlameRockets\",\"UndeadWave\",\"FireBallsCombo\")\n\tGoto See\nRandomTrap:\n TNT1 A 0 A_CheckFlag(\"Float\",\"AntiAerial\",AAPTR_TARGET)\n HFCY G 10 A_FaceTarget\n TNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCY G 3 Bright A_PlaySoundEx(\"HFCyb/Laugh\",\"Voice\")\n\tTNT1 A 0 A_FaceTarget\n\tHFCY G 3 Bright\n\tTNT1 A 0 A_FaceTarget\n\tHFCY G 3 Bright\n\tTNT1 A 0 A_FaceTarget\n\tHFCY G 3 Bright\n\tTNT1 A 0 A_FaceTarget\n\tHFCY G 3 Bright\n\tTNT1 A 0 A_FaceTarget\n\tHFCY G 3 Bright\n\tHFCY G 7 A_FaceTarget\n\tHFCS A 5 A_FaceTarget\n\tTNT1 A 0 Radius_Quake(10,8,0,24,0)\n\tHFCS B 6 A_PlaySound(\"monsters/darkcyberstomp\")\n\tTNT1 A 0 A_UnSetInvulnerable\n TNT1 A 0 A_GiveToTarget(\"HFHandTrapInventory\",1)\n\tHFCS B 20\n\tTNT1 A 0 A_Jump(128,\"HF10K\",\"Railgun\",\"FuelRockets\",\"FireBalls\")\n Goto See\nSeekers:\n HFCY E 3 A_FaceTarget\n HFCY F 3 Bright A_CustomMissile (\"ForgottenOneBomb\",53,-26,random(-6,6))\n HFCY E 3 A_FaceTarget\n HFCY F 3 Bright A_CustomMissile (\"ForgottenOneBomb\",53,-26,random(-6,6))\n HFCY E 3 A_FaceTarget\n HFCY F 3 Bright A_CustomMissile (\"ForgottenOneBomb\",53,-26,random(-6,6))\n HFCY E 3 A_FaceTarget\n HFCY F 3 Bright A_CustomMissile (\"ForgottenOneBomb\",53,-26,random(-6,6))\n HFCY E 3 A_FaceTarget\n HFCY F 3 Bright A_CustomMissile (\"ForgottenOneBomb\",53,-26,random(-6,6))\n HFCY E 3 A_FaceTarget\n HFCY F 3 Bright A_CustomMissile (\"ForgottenOneBomb\",53,-26,random(-6,6))\n\tHFCY E 3 A_FaceTarget\n HFCY F 3 Bright A_CustomMissile (\"ForgottenOneBomb\",53,-26,random(-6,6))\n HFCY E 3 A_FaceTarget\n HFCY F 3 Bright A_CustomMissile (\"ForgottenOneBomb\",53,-26,random(-6,6))\n HFCY E 3 A_FaceTarget\n HFCY F 3 Bright A_CustomMissile (\"ForgottenOneBomb\",53,-26,random(-6,6))\n HFCY E 3 A_FaceTarget\n HFCY F 3 Bright A_CustomMissile (\"ForgottenOneBomb\",53,-26,random(-6,6))\n HFCY E 3 A_FaceTarget\n\tTNT1 A 0 A_Jump(128,\"HFGauss\",\"FuelRockets\",\"HF10K\",\"Railgun\",\"FloorStomp\",\"SeekerTracers\",\"FireBalls\",\"PyroBombs\",\"PyroShot\")\n\tGoto see\nSeekerTracers:\n TNT1 A 0 A_CheckFlag(\"Float\",\"AntiAerial\",AAPTR_TARGET)\n HFCY G 10 A_FaceTarget\n TNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCY G 3 Bright A_PlaySoundEx(\"HFCyb/Laugh\",\"Voice\")\n HFCS A 5 A_FaceTarget\n\tTNT1 A 0 Radius_Quake(10,80,0,24,0)\n\tHFCS B 6 A_PlaySound(\"monsters/darkcyberstomp\")\n\tHFCS B 2 Bright A_GiveInventory(\"SeekerTracersAttack\")\n\tHFCS B 10 A_FaceTarget\n\tGoto See\nUndeadwave:\n TNT1 A 0 A_CheckFlag(\"Float\",\"AntiAerial\",AAPTR_TARGET)\n HFCY G 10 A_FaceTarget\n TNT1 A 0 A_SetInvulnerable\n\tHFCY G 3 Bright A_PlaySoundEx(\"HFCyb/Laugh\",\"Voice\")\n\tHFCS A 8 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCS A 6 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCS A 6 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCS A 6 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n HFCS A 5 A_FaceTarget\n\tTNT1 A 0 Radius_Quake(50,80,0,24,0)\n\tHFCS B 6 A_PlaySound(\"monsters/darkcyberstomp\")\n\tHFCS B 2 Bright A_GiveInventory(\"UndeadHandsWaveAttack\")\n\tHFCS B 15 Bright A_FaceTarget\n\tGoto See\nFloorStomp:\n TNT1 A 0 A_CheckFlag(\"Float\",\"AntiAerial\",AAPTR_TARGET)\n HFCY G 10 A_FaceTarget\n TNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCY G 3 Bright A_PlaySoundEx(\"HFCyb/Laugh\",\"Voice\")\n\tTNT1 A 0 A_FaceTarget\n\tHFCY G 3 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tHFCY G 3 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tHFCY G 3 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tHFCY G 3 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tHFCY G 3 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCY G 7 A_FaceTarget\n\tHFCS A 5 A_FaceTarget\n\tTNT1 A 0 Radius_Quake(10,8,0,24,0)\n\tHFCS B 6 A_PlaySound(\"monsters/darkcyberstomp\")\n\tTNT1 A 0 A_UnSetInvulnerable\n\tARCR J 0 A_Custommissile(\"HellCyberFireSpawner2\",16,0,0)\n\tARCR J 0 A_Custommissile(\"InfernoDemonFireBeam\",16,0,5)\n\tARCR J 0 A_Custommissile(\"HellCyberFireSpawner2\",16,0,-5)\n\tARCR J 0 A_Custommissile(\"HellCyberFireSpawner2\",16,0,10)\n\tARCR J 0 A_Custommissile(\"InfernoDemonFireBeam\",16,0,-10)\n\tARCR J 0 A_Custommissile(\"HellCyberFireSpawner2\",16,0,15)\n\tARCR J 0 A_Custommissile(\"InfernoDemonFireBeam\",16,0,-15)\n\tARCR J 0 A_Custommissile(\"HellCyberFireSpawner2\",16,0,20)\n\tARCR J 0 A_Custommissile(\"InfernoDemonFireBeam\",16,0,-20)\n\tARCR J 0 A_Custommissile(\"InfernoDemonFireBeam\",16,0,25)\n\tARCR J 0 A_Custommissile(\"HellCyberFireSpawner2\",16,0,-25)\n\tARCR J 0 A_Custommissile(\"InfernoDemonFireBeam\",16,0,30)\n\tARCR J 0 A_Custommissile(\"HellCyberFireSpawner2\",16,0,-30)\n\tARCR J 0 A_Custommissile(\"InfernoDemonFireBeam\",16,0,35)\n\tARCR J 0 A_Custommissile(\"HellCyberFireSpawner2\",16,0,-35)\n\tARCR J 0 A_Custommissile(\"InfernoDemonFireBeam\",16,0,40)\n\tARCR J 0 A_Custommissile(\"HellCyberFireSpawner2\",16,0,-40)\n\tARCR J 0 A_Custommissile(\"InfernoDemonFireBeam\",16,0,45)\n\tARCR J 0 A_Custommissile(\"HellCyberFireSpawner2\",16,0,-45)\n\tHFCS A 5 A_FaceTarget\n\tTNT1 A 0 Radius_Quake(10,80,0,24,0)\n\tHFCS B 6 A_PlaySound(\"monsters/darkcyberstomp\")\n\tHFCS B 2 Bright A_GiveInventory(\"StompTracersAttack\")\n\tHFCS A 5 A_FaceTarget\n\tTNT1 A 0 Radius_Quake(10,80,0,24,0)\n\tHFCS B 6 A_PlaySound(\"monsters/darkcyberstomp\")\n\tHFCS B 2 Bright A_GiveInventory(\"StompTracersAttack\")\n\tHFCS A 5 A_FaceTarget\n\tTNT1 A 0 Radius_Quake(10,80,0,24,0)\n\tHFCS B 6 A_PlaySound(\"monsters/darkcyberstomp\")\n\tHFCS B 2 Bright A_GiveInventory(\"StompTracersAttack\")\n\tHFCS A 5 A_FaceTarget\n\tTNT1 A 0 Radius_Quake(10,80,0,24,0)\n\tHFCS B 6 A_PlaySound(\"monsters/darkcyberstomp\")\n\tHFCS B 2 Bright A_GiveInventory(\"StompTracersAttack\")\n\tHFCS B 10\n\tTNT1 A 0 A_Jump(128,\"HF10K\",\"Railgun\",\"HFGauss\",\"FuelRockets\",\"FireBalls\")\n Goto See\nHFGauss:\n\tHFCY E 10 Bright A_FaceTarget\n\tHFCY E 4 Bright A_FaceTarget\n\tHFCY E 0 A_PlaySound(\"Weapons/HFGaussFire\")\n\tHFCY F 3 Bright A_CustomMissile(\"HFGaussProjectile\",58,-26,Random(-4, 4))\n\tHFCY E 2 Bright A_FaceTarget\n\tHFCY E 0 A_PlaySound(\"Weapons/HFGaussFire\")\n\tHFCY F 3 Bright A_CustomMissile(\"HFGaussProjectile\",58,-26,Random(-4, 4))\n\tHFCY E 2 Bright A_FaceTarget\n\tHFCY E 0 A_PlaySound(\"Weapons/HFGaussFire\")\n\tHFCY F 3 Bright A_CustomMissile(\"HFGaussProjectile\",58,-26,Random(-4, 4))\n\tHFCY E 2 Bright A_FaceTarget\n\tHFCY E 0 A_PlaySound(\"Weapons/HFGaussFire\")\n\tHFCY F 3 Bright A_CustomMissile(\"HFGaussProjectile\",58,-26,Random(-4, 4))\n\tHFCY E 2 Bright A_FaceTarget\n\tHFCY E 0 A_PlaySound(\"Weapons/HFGaussFire\")\n\tHFCY F 3 Bright A_CustomMissile(\"HFGaussProjectile\",58,-26,Random(-4, 4))\n\tHFCY E 2 Bright A_FaceTarget\n\tHFCY E 0 A_PlaySound(\"Weapons/HFGaussFire\")\n\tHFCY F 3 Bright A_CustomMissile(\"HFGaussProjectile\",58,-26,Random(-4, 4))\n\tHFCY E 2 Bright A_FaceTarget\n\tHFCY E 0 A_PlaySound(\"Weapons/HFGaussFire\")\n\tTNT1 A 0 A_CustomMissile(\"HFGaussProjectile\",58,-26,3)\n\tTNT1 A 0 A_CustomMissile(\"HFGaussProjectile\",58,-26, -3)\n\tHFCY F 3 Bright A_CustomMissile(\"HFGaussProjectile\",58,-26,Random(-4, 4))\n\tHFCY E 2 Bright A_FaceTarget\n\tHFCY E 0 A_PlaySound(\"Weapons/HFGaussFire\")\n\tTNT1 A 0 A_CustomMissile(\"HFGaussProjectile\",58,-26,3)\n\tTNT1 A 0 A_CustomMissile(\"HFGaussProjectile\",58,-26, -3)\n\tHFCY F 3 Bright A_CustomMissile(\"HFGaussProjectile\",58,-26,Random(-4, 4))\n\tHFCY E 2 Bright A_FaceTarget\n\tHFCY E 0 A_PlaySound(\"Weapons/HFGaussFire\")\n\tTNT1 A 0 A_CustomMissile(\"HFGaussProjectile\",58,-26,3)\n\tTNT1 A 0 A_CustomMissile(\"HFGaussProjectile\",58,-26, -3)\n\tHFCY F 3 Bright A_CustomMissile(\"HFGaussProjectile\",58,-26,Random(-4, 4))\n\tHFCY E 2 Bright A_FaceTarget\n\tHFCY E 0 A_PlaySound(\"Weapons/HFGaussFire\")\n\tTNT1 A 0 A_CustomMissile(\"HFGaussProjectile\",58,-26, 6)\n\tTNT1 A 0 A_CustomMissile(\"HFGaussProjectile\",58,-26, -6)\n\tTNT1 A 0 A_CustomMissile(\"HFGaussProjectile\",58,-26,3)\n\tTNT1 A 0 A_CustomMissile(\"HFGaussProjectile\",58,-26, -3)\n\tHFCY F 3 Bright A_CustomMissile(\"HFGaussProjectile\",58,-26,Random(-4, 4))\n\tHFCY E 2 A_FaceTarget\n\tgoto see\nFuelRockets:\n TNT1 A 0 A_SetUserVar(\"user_missile\", 0)\n\tHFCY E 10 Bright A_FaceTarget\n\tHFCY E 4 Bright A_Facetarget\nFRocketsLooop:\n \tTNT1 A 0 A_JumpIf(user_missile >= 5, \"FuelRocketsEnd\")\n TNT1 A 0 A_SetUserVar(\"user_missile\", user_missile+1)\n\tHFCY E 4 Bright A_FaceTarget\n\tHFCY F 1 Bright A_CustomMissile(\"FuelRocket\",58,-26,Random(-4, 4))\n\tHFCY E 1 Bright A_FaceTarget\n\tHFCY F 1 Bright A_CustomMissile(\"FuelRocket\",58,-26,Random(-4, 4))\n\tHFCY E 1 Bright A_FaceTarget\n\tHFCY F 1 Bright A_CustomMissile(\"FuelRocket\",58,-26,Random(-4, 4))\n\tHFCY E 1 Bright A_FaceTarget\n\tHFCY F 1 Bright A_CustomMissile(\"FuelRocket\",58,-26,Random(-4, 4))\n\tHFCY E 1 Bright A_FaceTarget\n\tHFCY F 1 Bright A_CustomMissile(\"FuelRocket\",58,-26,Random(-4, 4))\n\tHFCY E 1 Bright A_FaceTarget\n\tHFCY F 1 Bright A_CustomMissile(\"FuelRocket\",58,-26,Random(-4, 4))\n\tloop\nFuelRocketsEnd:\n TNT1 A 0 A_Jump(100,\"PyroBombs\",\"Pyroshot\",\"Railgun\",\"FireBalls\",\"HF10K\")\n\tGoto FlameRockets\nFireBalls:\n TNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n TNT1 A 0 A_SetReflective\n\tTNT1 A 0 A_SetUserVar(\"user_missile\", 0)\n\tHFCY E 10 Bright A_FaceTarget\n\tHFCY E 4 Bright A_Facetarget\nFireBallsLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 14, \"FireBallsEnd\")\n TNT1 A 0 A_SetUserVar(\"user_missile\", user_missile+1)\n\tHFCY E 3 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"HFCyb/rocket\")\n\tHFCY F 1 Bright A_CustomMissile(\"HFCyberFireBalls\",58,-26,Random(-9, 9))\n\tLoop\nFireBallsEnd:\n\tHFCY E 10 Bright A_PlaySound(\"weapons/bfg15kcooldown\",CHAN_AUTO)\n\tTNT1 A 0 A_UnSetReflective\n\tTNT1 A 0 A_Jump(120,\"FireBallsCombo\",\"UndeadWave\",\"Pyrobombs\",\"Pyroshot\")\n\tgoto see\nHF10K:\n TNT1 A 0 A_Changeflag(reflective,1)\n TNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\", 0)\n\tHFCY E 10 Bright A_FaceTarget\n\tHFCY E 4 Bright A_FaceTarget\nHF10KLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 14, \"HF10KEnd\")\n TNT1 A 0 A_SetUserVar(\"user_missile\", user_missile+1)\n\tHFCY E 2 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tHFCY F 1 Bright A_CustomMissile(\"HFCyber10K\",58,-26,Random(-8, 8))\n\tHFCY E 1 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tHFCY F 1 Bright A_CustomMissile(\"HFCyber10K\",58,-26,Random(-8, 8))\n\tLoop\nHF10KEnd:\n\tHFCY E 10 Bright A_PlaySound(\"weapons/bfg15kcooldown\",CHAN_AUTO)\n\tTNT1 A 0 A_Changeflag(reflective,0)\n\tTNT1 A 0 A_Jump(100,\"PyroBombs\",\"Pyroshot\",\"Railgun\")\n\tgoto see\nRailgun:\n\tTNT1 A 0 A_PlaySound(\"weapons/rgcharge\")\n\tTNT1 A 0 A_Changeflag(reflective,1)\n\tTNT1 A 0 A_SetUserVar(\"user_Missile\", 0)\n HFCY EE 10 A_FaceTarget\nRailgunLoop:\n\tTNT1 A 0 A_JumpIf(user_missile >= 3, \"RailgunEnd\")\n TNT1 A 0 A_SetUserVar(\"user_Missile\", user_Missile+1)\n\tTNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"HFireSpawner\",random(-64,64),random(-64,64),random(0,64),0,0,0,0,32)\n HFCY EEEEEEEEEEE 1 Bright A_FadeOut(0.1,0)\n TNT1 A 0 A_ChangeVelocity(0, 0, 0, CVF_REPLACE)\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Chase(0, 0, CHF_NIGHTMAREFAST)\n TNT1 A 1 A_PlayWeaponSound(\"boss/teleport\")\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"HFireSpawner\",random(-64,64),random(-64,64),random(0,64),0,0,0,0,32)\n\tHFCY EEEEEEEEEEE 1 A_FadeIn(0.1)\n HFCY E 1\n TNT1 A 0 A_ChangeVelocity(0, 0, 0, CVF_REPLACE)\n\tHFCY E 3 Bright A_FaceTarget\n HFCY F 2 Bright A_CustomMissile(\"HFRail\",58,-26,random(-2,3))\n\tHFCY E 3 Bright A_FaceTarget\n HFCY F 1 Bright A_CustomMissile(\"HFRail\",58,-26,random(-2,3))\n\tHFCY E 3 Bright A_FaceTarget\n HFCY F 2 Bright A_CustomMissile(\"HFRail\",58,-26,random(-2,3))\n\tLoop\nRailgunEnd:\n\tHFCY E 10 Bright\n\tTNT1 A 0 A_Changeflag(reflective,0)\n\tTNT1 A 0 A_Jump(128,\"UndeadWave\",\"PyroBombs\",\"Pyroshot\",\"SoulsStorm\",\"HellfireCombo\",\"TheCall\")\n\tGoto See\nPyroShot:\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_PlaySoundEx(\"HFCyb/Laugh\",\"Voice\")\n\tHFCY EEEEEE 4 Bright A_FaceTarget\n\tHFCY F 4 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySoundEX(\"weapons/PCNNF\",CHAN_WEAPON)\n\tHFCY F 0 Bright A_CustomMissile(\"HFCyberFireballs\",58, -26, -8)\n\tHFCY F 0 Bright A_CustomMissile(\"HFCyberFireballs\",58, -26, 8)\n HFCY F 4 Bright A_CustomMissile(\"PyroShot\",58, -26, 0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_PlaySound(\"weapons/dtech10ksteam\")\n\tHFCY EEEEEE 5 Bright A_SpawnItemEx(\"LegendaryCannonSmoke\", 10, 12, 50, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)\n\tTNT1 A 0 A_Jump(60,\"SoulsStorm\",\"HellFireCombo\")\n Goto See\nSoulsStorm:\n TNT1 A 0 A_PlaySound(\"HFCyb/laugh2\")\n\tHFCB A 3 Bright\n\tHFCB A 3 Bright A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_soulstorm\", 0)\n\tTNT1 A 0 A_SetInvulnerable\nSoulStormLoop:\n\tTNT1 A 0 A_JumpIf(user_soulstorm >= 5, \"SoulStormEnd\")\n TNT1 A 0 A_SetUserVar(\"user_soulstorm\", user_soulstorm+1)\n\tHFCB A 3 Bright A_FaceTarget\n\tHFCB B 0 Bright A_CustomMissile(\"BombBall2\",78,-26,random(-2,3))\n\tHFCB B 0 Bright A_CustomMissile(\"BombBall2\",78,0,random(-2,3))\n\tHFCB B 0 Bright A_CustomMissile(\"BombBall2\",78,26,random(-2,3))\n\tHFCB B 0 Bright A_CustomMissile(\"BombBall2\",38,26,random(-2,3))\n\tHFCB B 3 Bright A_CustomMissile(\"BombBall2\",38,-26,random(-2,3))\n\tHFCB A 3 Bright A_FaceTarget\n\tHFCB B 0 Bright A_CustomMissile(\"FamineTracer2\",78,-26,random(-2,3))\n\tHFCB B 0 Bright A_CustomMissile(\"FamineTracer2\",78,0,random(-2,3))\n\tHFCB B 0 Bright A_CustomMissile(\"FamineTracer2\",78,26,random(-2,3))\n\tHFCB B 0 Bright A_CustomMissile(\"FamineTracer2\",38,26,random(-2,3))\n\tHFCB B 3 Bright A_CustomMissile(\"FamineTracer2\",38,-26,random(-2,3))\n\tLoop\nSoulStormEnd:\n\tHFCB A 20 Bright\n\tTNT1 A 0 A_Jump(87,\"FireBallsCombo\")\n\tTNT1 A 0 A_UnSetInvulnerable\n\tgoto see\nFireBallsCombo: //budget Korax\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tTNT1 A 0 A_SetUserVar(\"user_missile\", 0)\n TNT1 A 0 A_PlaySound(\"HFCyb/laugh2\")\n\tHFCY G 15 Bright A_FaceTarget\n\tHFCY G 3 Bright A_FaceTarget\nFBComboLoop:\n TNT1 A 0 A_JumpIf(user_missile >= 4, \"FBComboEnd\")\n TNT1 A 0 A_SetUserVar(\"user_missile\", user_missile+1)\n\tHFCB A 4 Bright A_FaceTarget\n\tHFCB B 0 Bright A_CustomMissile(\"LavaBall\",78,-26,random(-2,3))\n\tHFCB B 0 Bright A_CustomMissile(\"LavaBall\",78,0,random(-2,3))\n\tHFCB B 0 Bright A_CustomMissile(\"LavaBall\",78,26,random(-2,3))\n\tHFCB B 0 Bright A_CustomMissile(\"LavaBall\",38,26,random(-2,3))\n\tHFCB A 3 Bright A_CustomMissile(\"LavaBall\",38,-26,random(-2,3))\n\tHFCB A 4 Bright A_FaceTarget\n\tHFCB B 0 Bright A_CustomMissile(\"HFCyberFireBalls\",78,-26,random(-2,3))\n\tHFCB B 0 Bright A_CustomMissile(\"HFCyberFireBalls\",78,0,random(-2,3))\n\tHFCB B 0 Bright A_CustomMissile(\"HFCyberFireBalls\",78,26,random(-2,3))\n\tHFCB B 0 Bright A_CustomMissile(\"HFCyberFireBalls\",38,26,random(-2,3))\n\tHFCB A 3 Bright A_CustomMissile(\"HFCyberFireBalls\",38,-26,random(-2,3))\n\tHFCB A 4 Bright A_FaceTarget\n\tHFCB B 0 Bright A_CustomMissile(\"IComet\",78,-26,random(-2,3))\n\tHFCB B 0 Bright A_CustomMissile(\"IComet\",78,0,random(-2,3))\n\tHFCB B 0 Bright A_CustomMissile(\"IComet\",78,26,random(-2,3))\n\tHFCB B 0 Bright A_CustomMissile(\"IComet\",38,26,random(-2,3))\n\tHFCB A 3 Bright A_CustomMissile(\"IComet\",38,-26,random(-2,3))\n\tHFCB A 4 Bright A_FaceTarget\n\tHFCB B 0 Bright A_CustomMissile(\"CyberSeekingComet\",78,-26,random(-2,3))\n\tHFCB B 0 Bright A_CustomMissile(\"CyberSeekingComet\",78,0,random(-2,3))\n\tHFCB B 0 Bright A_CustomMissile(\"CyberSeekingComet\",78,26,random(-2,3))\n\tHFCB B 0 Bright A_CustomMissile(\"CyberSeekingComet\",38,26,random(-2,3))\n\tHFCB A 3 Bright A_CustomMissile(\"CyberSeekingComet\",38,-26,random(-2,3))\n\tHFCB A 4 Bright A_FaceTarget\n\tHFCB B 0 Bright A_CustomMissile(\"HFCyberMiniFireBall\",78,-26,random(-2,3))\n\tHFCB B 0 Bright A_CustomMissile(\"HFCyberMiniFireBall\",78,0,random(-2,3))\n\tHFCB B 0 Bright A_CustomMissile(\"HFCyberMiniFireBall\",78,26,random(-2,3))\n\tHFCB B 0 Bright A_CustomMissile(\"HFCyberMiniFireBall\",38,26,random(-2,3))\n\tHFCB A 3 Bright A_CustomMissile(\"HFCyberMiniFireBall\",38,-26,random(-2,3))\n\tloop\nFBComboEnd:\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tHFCY G 20 Bright\n\tgoto see\nHellfireCombo:\n HFCB C 0 Bright A_PlaySoundEx(\"HFCyb/laugh2\",\"Voice\")\n\tTNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_ChangeFlag(\"NODAMAGE\",1)\n HFCB C 10 Bright A_FaceTarget\n TNT1 A 0 A_PlaySound(\"lrball3/charge\",CHAN_WEAPON)\n\tTNT1 A 0 A_SetUserVar(\"user_missile\", 0)\nComboCharge:\n TNT1 A 0 A_JumpIf(user_missile >= 3, \"ComboCharged\")\n TNT1 A 0 A_SetUserVar(\"user_missile\", user_missile+1)\n\tHFCB C 20 Bright A_FaceTarget\n\tLoop\nComboCharged:\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",78,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",78,0,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",78,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",38,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",38,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"ForgottenOneBomb\",58, 0, 0)\n\tTNT1 A 0 A_PlaySound(\"weapons/PCNNF\",CHAN_WEAPON)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberFireBalls\",58,-26, 6)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberFireBalls\",58,-26, -6)\n HFCB D 4 Bright A_CustomMissile(\"PyroShot\",58, -26, 0)\n\tHFCB C 3 Bright A_FaceTarget\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",78,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",78,0,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",78,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",38,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",38,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"ForgottenOneBomb\",58, 0, 0)\n\tHFCB D 4 Bright A_CustomMissile(\"HFRail\",58, -26, 0)\n\tHFCB C 3 Bright A_FaceTarget\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",78,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",78,0,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",78,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",38,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",38,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"ForgottenOneBomb\",58, 0, 0)\n\tHFCB D 4 Bright A_CustomMissile(\"HFCyber10K\",58, -26, 0)\n\tHFCB C 3 Bright A_FaceTarget\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",78,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",78,0,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",78,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",38,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",38,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"ForgottenOneBomb\",58, 0, 0)\n\tHFCB D 4 Bright A_CustomMissile(\"HFCyber10K\",58, -26, 0)\n\tHFCB C 3 Bright A_FaceTarget\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",78,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",78,0,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",78,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",38,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",38,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"ForgottenOneBomb\",58, 0, 0)\n\tHFCB D 4 Bright A_CustomMissile(\"HFCyber10K\",58, -26, 0)\n\tHFCB C 3 Bright A_FaceTarget\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",78,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",78,0,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",78,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",38,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",38,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"ForgottenOneBomb\",58, 0, 0)\n\tHFCB D 4 Bright A_CustomMissile(\"HFGaussProjectile\",58, -26, 0)\n\tHFCB C 3 Bright A_FaceTarget\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",78,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",78,0,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",78,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",38,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",38,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"ForgottenOneBomb\",58, 0, 0)\n\tHFCB D 4 Bright A_CustomMissile(\"HFCyberFlameRocket\",58, -26, 0)\n\tHFCB C 3 Bright A_FaceTarget\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",78,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",78,0,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",78,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",38,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",38,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"ForgottenOneBomb\",58, 0, 0)\n\tHFCB D 4 Bright A_CustomMissile(\"HFCyberFlameRocket\",58, -26, 0)\n\tHFCB C 3 Bright A_FaceTarget\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",78,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",78,0,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",78,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",38,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",38,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"ForgottenOneBomb\",58, 0, 0)\n\tHFCB D 4 Bright A_CustomMissile(\"FuelRocket\",58, -26, 0)\n\tHFCB C 3 Bright A_FaceTarget\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",78,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",78,0,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",78,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",38,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",38,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"ForgottenOneBomb\",58, 0, 0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberFireBalls\",58,-26, 6)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberFireBalls\",58,-26, -6)\n\tHFCB D 4 Bright A_CustomMissile(\"PyroBomb\",58, -26, 0)\n\tHFCB C 3 Bright A_FaceTarget\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",78,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",78,0,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",78,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",38,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",38,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"ForgottenOneBomb\",58, 0, 0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberFireBalls\",58,-26, 6)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberFireBalls\",58,-26, -6)\n\tHFCB D 4 Bright A_CustomMissile(\"PyroBomb\",58, -26, 0)\n\tHFCB C 3 Bright A_FaceTarget\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",78,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",78,0,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",78,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",38,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",38,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"ForgottenOneBomb\",58, 0, 0)\n\tTNT1 A 0 A_PlaySound(\"weapons/PCNNF\")\n\tTNT1 A 0 A_CustomMissile(\"HFCyberFireBalls\",58,-26, 6)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberFireBalls\",58,-26, -6)\n\tHFCB D 4 Bright A_CustomMissile(\"PyroShot\",58, -26, 0)\n\tHFCB C 3 Bright A_FaceTarget\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",78,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",78,0,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",78,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",38,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",38,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"ForgottenOneBomb\",58, 0, 0)\n\tTNT1 A 0 A_PlaySound(\"weapons/PCNNF\")\n\tTNT1 A 0 A_CustomMissile(\"HFCyberFireBalls\",58,-26, 6)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberFireBalls\",58,-26, -6)\n\tHFCB D 4 Bright A_CustomMissile(\"PyroShot\",58, -26, 0)\n\tHFCB C 3 Bright A_FaceTarget\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",78,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",78,0,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",78,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",38,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",38,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"ForgottenOneBomb\",58, 0, 0)\n\tTNT1 A 0 A_PlaySound(\"weapons/PCNNF\")\n\tTNT1 A 0 A_CustomMissile(\"HFCyberFireBalls\",58,-26, 6)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberFireBalls\",58,-26, -6)\n\tHFCB D 4 Bright A_CustomMissile(\"PyroShot\",58, -26, 0)\n\tHFCB D 20 Bright A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_ChangeFlag(\"NODAMAGE\",0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_SetUserVar(\"user_pain\",0)\n\tgoto see\n Pain:\n TNT1 A 0 A_Jump(30,\"HellfireDevastation\")\n TNT1 A 0 A_Jump(50,\"PainRage\")\n TNT1 A 0 A_Jump(70,\"PainBoom\")\n \tTNT1 A 0 A_Jump(128,\"PainMissile\")\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"HFLavaMist\",0,0,random(0,120),(Random (-8, 8)),(Random (-8, 8)),(Random (0, 8)),(Random (0, 360)))\n HFCY G 10 A_Pain\n Goto See\nPainBoom:\n\tHFCY G 3 Bright\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"HFLavaMist\",0,0,random(0,120),(Random (-8, 8)),(Random (-8, 8)),(Random (0, 8)),(Random (0, 360)))\n\tHFCY G 3 Bright A_Pain\n\tTNT1 A 0 A_SetInvulnerable\n\tHFCY G 40 Bright A_PlaySound(\"HFCyb/Laugh\")\n\tTNT1 A 0 Radius_Quake(10,80,0,24,0)\n\tTNT1 A 0 A_GiveInventory(\"Health\",400)\n\tTNT1 AAAAAAAAAAAA 0 A_CustomMissile(\"HFCyberMushroomFireballs\",30,0,random(0,360),2,random(-5,30))\n\tTNT1 A 0 A_SpawnItem(\"HFCyberPyroBoom\",30,0,0,0)\n\tHFCY G 20 Bright\n\tTNT1 A 0 A_UnSetInvulnerable\n\tgoto Missile\nPainRage:\n TNT1 A 0 A_JumpIf(user_painrage >= 5,\"painboom\")\n TNT1 A 0 A_SetUserVar(\"user_painrage\",user_painrage+1)\n HFCY G 3 Bright A_Pain\n HFCY G 5 A_FaceTarget\n\tTNT1 A 0 A_SetInvulnerable\n TNT1 A 0 A_ChangeFlag(\"NODAMAGE\",1)\n\tTNT1 A 0 A_GiveInventory(\"Health\",800)\n\tTNT1 A 0 A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCY G 5 Bright A_PlaySound(\"HFCyb/Laugh\")\n\tTNT1 A 0 A_FaceTarget\n\tHFCY G 5 Bright A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tHFCY G 5 Bright A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tHFCY G 5 Bright A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tHFCY G 5 Bright A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tTNT1 A 0 A_FaceTarget\n\tHFCY G 3 Bright A_SpawnItem(\"HFCyberFlameSpawner\",0,0,0,0)\n\tHFCY G 5 A_FaceTarget\n\tHFCS A 5 A_FaceTarget\n\tTNT1 A 0 Radius_Quake(10,80,0,24,0)\n\tHFCS B 3 A_PlaySound(\"monsters/darkcyberstomp\")\n\tHFCS B 2 Bright A_GiveInventory(\"StompTracersAttack\")\n\tHFCS A 4 A_FaceTarget\n\tTNT1 A 0 Radius_Quake(10,80,0,24,0)\n\tHFCS B 3 A_PlaySound(\"monsters/darkcyberstomp\")\n\tHFCS B 2 Bright A_GiveInventory(\"StompTracersAttack\")\n\tHFCS A 4 A_FaceTarget\n\tTNT1 A 0 Radius_Quake(10,80,0,24,0)\n\tHFCS B 3 A_PlaySound(\"monsters/darkcyberstomp\")\n\tHFCS B 2 Bright A_GiveInventory(\"StompTracersAttack\")\n\tHFCS A 4 A_FaceTarget\n\tTNT1 A 0 Radius_Quake(10,80,0,24,0)\n\tHFCS B 3 A_PlaySound(\"monsters/darkcyberstomp\")\n\tHFCS B 2 Bright A_GiveInventory(\"StompTracersAttack\")\n\tHFCS A 4 A_FaceTarget\n\tTNT1 A 0 Radius_Quake(10,80,0,24,0)\n\tHFCS B 3 A_PlaySound(\"monsters/darkcyberstomp\")\n\tHFCS B 2 Bright A_GiveInventory(\"StompTracersAttack\")\n\tHFCS A 4 A_FaceTarget\n\tTNT1 A 0 Radius_Quake(10,80,0,24,0)\n\tHFCS B 3 A_PlaySound(\"monsters/darkcyberstomp\")\n\tHFCS B 2 Bright A_GiveInventory(\"StompTracersAttack\")\n\tHFCS A 4 A_FaceTarget\n\tTNT1 A 0 Radius_Quake(10,80,0,24,0)\n\tHFCS B 3 A_PlaySound(\"monsters/darkcyberstomp\")\n\tHFCS B 2 Bright A_GiveInventory(\"StompTracersAttack\")\n\tHFCS A 4 A_FaceTarget\n\tTNT1 A 0 Radius_Quake(10,80,0,24,0)\n\tHFCS B 3 A_PlaySound(\"monsters/darkcyberstomp\")\n\tHFCS B 2 Bright A_GiveInventory(\"StompTracersAttack\")\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_ChangeFlag(\"NODAMAGE\",0)\n Goto See\n PainMissile:\n HFCY G 10 A_Pain\n Goto Teleport\n Pain.Legendary:\n Pain.LegendaryPlayer:\n Pain.LegendaryGuruPlayer:\n Pain.PlayerDevBall:\n Pain.PDTBFG:\n Pain.BFG10K:\n Pain.BFG9500Ball:\n TNT1 A 0 A_Jump(200, \"Teleport\")\n Goto PainMissile\n Pain.PlayerDBFG10K2:\n Pain.DBFG10K2:\n Pain.DBFG:\n Pain.PlayerDBFG:\n Pain.DBFG2:\n Pain.PlayerDBFG210K:\n Pain.DBFG210K:\n Pain.DBFG2Splash:\n Pain.PlayerDBFG2:\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\tGoto Insane\nInsane:\n TNT1 A 0 A_SetInvulnerable\n HFCB C 0 Bright A_PlaySoundEx(\"HFCyb/laugh2\",\"Voice\")\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",78,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",78,0,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",78,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",38,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",38,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"ForgottenOneBomb\",58, 0, 0)\n\tTNT1 A 0 A_PlaySound(\"weapons/PCNNF\",CHAN_WEAPON)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberFireBalls\",58,-26, 6)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberFireBalls\",58,-26, -6)\n HFCB D 4 Bright A_CustomMissile(\"PyroShot\",58, -26, 0)\n\tTNT1 A 0 A_UnSetShootable\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"HFireSpawner\",random(-64,64),random(-64,64),random(0,64),0,0,0,0,32)\n HFCY EEEEEEEEEEE 0 Bright A_FadeOut(0.1,0)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n TNT1 A 1 A_PlayWeaponSound(\"boss/teleport\")\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"HFireSpawner\",random(-64,64),random(-64,64),random(0,64),0,0,0,0,32)\n\tHFCY EEEEEEEEEEE 0 Bright A_FadeIn(0.1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_SetShootable\n\tHFCB C 3 Bright A_FaceTarget\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",78,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",78,0,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",78,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",38,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",38,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"ForgottenOneBomb\",58, 0, 0)\n TNT1 A 0 A_CustomMissile(\"HFGaussProjectile\",58, -26, 3)\n TNT1 A 0 A_CustomMissile(\"HFGaussProjectile\",58, -26, -3)\n\tHFCB D 4 Bright A_CustomMissile(\"HFRail\",58, -26, 0)\n\tTNT1 A 0 A_UnSetShootable\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"HFireSpawner\",random(-64,64),random(-64,64),random(0,64),0,0,0,0,32)\n HFCY EEEEEEEEEEE 0 Bright A_FadeOut(0.1,0)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n TNT1 A 1 A_PlayWeaponSound(\"boss/teleport\")\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"HFireSpawner\",random(-64,64),random(-64,64),random(0,64),0,0,0,0,32)\n\tHFCY EEEEEEEEEEE 0 Bright A_FadeIn(0.1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_SetShootable\n\tHFCB C 3 Bright A_FaceTarget\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",78,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",78,0,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",78,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",38,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",38,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"ForgottenOneBomb\",58, 0, 0)\n TNT1 A 0 A_CustomMissile(\"HFGaussProjectile\",58, -26, 3)\n TNT1 A 0 A_CustomMissile(\"HFGaussProjectile\",58, -26, -3)\n\tHFCB D 4 Bright A_CustomMissile(\"HFCyber10K\",58, -26, 0)\n\tTNT1 A 0 A_UnSetShootable\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"HFireSpawner\",random(-64,64),random(-64,64),random(0,64),0,0,0,0,32)\n HFCY EEEEEEEEEEE 0 Bright A_FadeOut(0.1,0)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n TNT1 A 1 A_PlayWeaponSound(\"boss/teleport\")\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"HFireSpawner\",random(-64,64),random(-64,64),random(0,64),0,0,0,0,32)\n\tHFCY EEEEEEEEEEE 0 Bright A_FadeIn(0.1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_SetShootable\n\tHFCB C 3 Bright A_FaceTarget\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",78,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",78,0,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",78,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",38,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",38,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"ForgottenOneBomb\",58, 0, 0)\n TNT1 A 0 A_CustomMissile(\"HFGaussProjectile\",58, -26, 3)\n TNT1 A 0 A_CustomMissile(\"HFGaussProjectile\",58, -26, -3)\n\tHFCB D 4 Bright A_CustomMissile(\"HFCyber10K\",58, -26, 0)\n\tTNT1 A 0 A_UnSetShootable\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"HFireSpawner\",random(-64,64),random(-64,64),random(0,64),0,0,0,0,32)\n HFCY EEEEEEEEEEE 0 Bright A_FadeOut(0.1,0)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n TNT1 A 1 A_PlayWeaponSound(\"boss/teleport\")\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"HFireSpawner\",random(-64,64),random(-64,64),random(0,64),0,0,0,0,32)\n\tHFCY EEEEEEEEEEE 0 Bright A_FadeIn(0.1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_SetShootable\n\tHFCB C 3 Bright A_FaceTarget\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",78,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",78,0,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",78,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",38,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",38,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"ForgottenOneBomb\",58, 0, 0)\n TNT1 A 0 A_CustomMissile(\"HFGaussProjectile\",58, -26, 3)\n TNT1 A 0 A_CustomMissile(\"HFGaussProjectile\",58, -26, -3)\n\tHFCB D 4 Bright A_CustomMissile(\"HFCyber10K\",58, -26, 0)\n\tTNT1 A 0 A_UnSetShootable\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"HFireSpawner\",random(-64,64),random(-64,64),random(0,64),0,0,0,0,32)\n HFCY EEEEEEEEEEE 0 Bright A_FadeOut(0.1,0)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n TNT1 A 1 A_PlayWeaponSound(\"boss/teleport\")\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"HFireSpawner\",random(-64,64),random(-64,64),random(0,64),0,0,0,0,32)\n\tHFCY EEEEEEEEEEE 0 Bright A_FadeIn(0.1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_SetShootable\n\tHFCB C 3 Bright A_FaceTarget\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",78,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",78,0,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",78,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",38,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",38,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"ForgottenOneBomb\",58, 0, 0)\n TNT1 A 0 A_CustomMissile(\"LavaBall\",58, -26, 3)\n TNT1 A 0 A_CustomMissile(\"LavaBall\",58, -26, -3)\n\tHFCB D 4 Bright A_CustomMissile(\"HFCyberFireBalls\",58, -26, 0)\n\tTNT1 A 0 A_UnSetShootable\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"HFireSpawner\",random(-64,64),random(-64,64),random(0,64),0,0,0,0,32)\n HFCY EEEEEEEEEEE 0 Bright A_FadeOut(0.1,0)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n TNT1 A 1 A_PlayWeaponSound(\"boss/teleport\")\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"HFireSpawner\",random(-64,64),random(-64,64),random(0,64),0,0,0,0,32)\n\tHFCY EEEEEEEEEEE 0 Bright A_FadeIn(0.1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_SetShootable\n\tHFCB C 3 Bright A_FaceTarget\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",78,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",78,0,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",78,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",38,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",38,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"ForgottenOneBomb\",58, 0, 0)\n TNT1 A 0 A_CustomMissile(\"LavaBall\",58, -26, 3)\n TNT1 A 0 A_CustomMissile(\"LavaBall\",58, -26, -3)\n\tHFCB D 4 Bright A_CustomMissile(\"HFCyberFireBalls\",58, -26, 0)\n\tTNT1 A 0 A_UnSetShootable\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"HFireSpawner\",random(-64,64),random(-64,64),random(0,64),0,0,0,0,32)\n HFCY EEEEEEEEEEE 0 Bright A_FadeOut(0.1,0)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n TNT1 A 1 A_PlayWeaponSound(\"boss/teleport\")\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"HFireSpawner\",random(-64,64),random(-64,64),random(0,64),0,0,0,0,32)\n\tHFCY EEEEEEEEEEE 0 Bright A_FadeIn(0.1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_SetShootable\n\tHFCB C 3 Bright A_FaceTarget\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",78,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",78,0,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",78,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",38,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",38,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"ForgottenOneBomb\",58, 0, 0)\n\tHFCB D 4 Bright A_CustomMissile(\"PyroBomb\",58, -26, 0)\n\tTNT1 A 0 A_UnSetShootable\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"HFireSpawner\",random(-64,64),random(-64,64),random(0,64),0,0,0,0,32)\n HFCY EEEEEEEEEEE 0 Bright A_FadeOut(0.1,0)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n TNT1 A 1 A_PlayWeaponSound(\"boss/teleport\")\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"HFireSpawner\",random(-64,64),random(-64,64),random(0,64),0,0,0,0,32)\n\tHFCY EEEEEEEEEEE 0 Bright A_FadeIn(0.1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_SetShootable\n\tHFCB C 3 Bright A_FaceTarget\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",78,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",78,0,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",78,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",38,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",38,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"ForgottenOneBomb\",58, 0, 0)\n\tHFCB D 4 Bright A_CustomMissile(\"FuelRocket\",58, -26, 0)\n\tTNT1 A 0 A_UnSetShootable\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"HFireSpawner\",random(-64,64),random(-64,64),random(0,64),0,0,0,0,32)\n HFCY EEEEEEEEEEE 0 Bright A_FadeOut(0.1,0)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n TNT1 A 1 A_PlayWeaponSound(\"boss/teleport\")\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"HFireSpawner\",random(-64,64),random(-64,64),random(0,64),0,0,0,0,32)\n\tHFCY EEEEEEEEEEE 0 Bright A_FadeIn(0.1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_SetShootable\n\tHFCB C 3 Bright A_FaceTarget\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",78,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",78,0,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",78,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",38,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",38,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"ForgottenOneBomb\",58, 0, 0)\n\tHFCB D 4 Bright A_CustomMissile(\"HFCyberFlameRocket\",58, -26, 0)\n\tTNT1 A 0 A_UnSetShootable\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"HFireSpawner\",random(-64,64),random(-64,64),random(0,64),0,0,0,0,32)\n HFCY EEEEEEEEEEE 0 Bright A_FadeOut(0.1,0)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n TNT1 A 1 A_PlayWeaponSound(\"boss/teleport\")\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"HFireSpawner\",random(-64,64),random(-64,64),random(0,64),0,0,0,0,32)\n\tHFCY EEEEEEEEEEE 0 Bright A_FadeIn(0.1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_SetShootable\n\tHFCB C 3 Bright A_FaceTarget\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",78,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",78,0,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",78,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",38,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",38,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"ForgottenOneBomb\",58, 0, 0)\n\tHFCB D 4 Bright A_CustomMissile(\"HFCyberFlameRocket\",58, -26, 0)\n\tTNT1 A 0 A_UnSetShootable\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"HFireSpawner\",random(-64,64),random(-64,64),random(0,64),0,0,0,0,32)\n HFCY EEEEEEEEEEE 0 Bright A_FadeOut(0.1,0)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n TNT1 A 1 A_PlayWeaponSound(\"boss/teleport\")\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"HFireSpawner\",random(-64,64),random(-64,64),random(0,64),0,0,0,0,32)\n\tHFCY EEEEEEEEEEE 0 Bright A_FadeIn(0.1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_SetShootable\n\tHFCB C 3 Bright A_FaceTarget\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",78,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",78,0,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",78,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",38,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",38,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"ForgottenOneBomb\",58, 0, 0)\n\tTNT1 A 0 A_PlaySound(\"weapons/PCNNF\")\n\tTNT1 A 0 A_CustomMissile(\"HFCyberFireBalls\",58,-26, 6)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberFireBalls\",58,-26, -6)\n\tHFCB D 4 Bright A_CustomMissile(\"PyroShot\",58, -26, 0)\n\tTNT1 A 0 A_UnSetShootable\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"HFireSpawner\",random(-64,64),random(-64,64),random(0,64),0,0,0,0,32)\n HFCY EEEEEEEEEEE 0 Bright A_FadeOut(0.1,0)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n TNT1 A 1 A_PlayWeaponSound(\"boss/teleport\")\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"HFireSpawner\",random(-64,64),random(-64,64),random(0,64),0,0,0,0,32)\n\tHFCY EEEEEEEEEEE 0 Bright A_FadeIn(0.1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_SetShootable\n\tHFCB C 3 Bright A_FaceTarget\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",78,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",78,0,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",78,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",38,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"BombBall2\",38,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"ForgottenOneBomb\",58, 0, 0)\n\tTNT1 A 0 A_PlaySound(\"weapons/PCNNF\")\n\tTNT1 A 0 A_CustomMissile(\"HFCyberFireBalls\",58,-26, 6)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberFireBalls\",58,-26, -6)\n\tHFCB D 4 Bright A_CustomMissile(\"PyroShot\",58, -26, 0)\n\tTNT1 A 0 A_UnSetShootable\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"HFireSpawner\",random(-64,64),random(-64,64),random(0,64),0,0,0,0,32)\n HFCY EEEEEEEEEEE 0 Bright A_FadeOut(0.1,0)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n TNT1 A 1 A_PlayWeaponSound(\"boss/teleport\")\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"HFireSpawner\",random(-64,64),random(-64,64),random(0,64),0,0,0,0,32)\n\tHFCY EEEEEEEEEEE 0 Bright A_FadeIn(0.1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_SetShootable\n\tHFCB C 3 Bright A_FaceTarget\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",78,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",78,0,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",78,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",38,26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"FamineTracer2\",38,-26,random(-2,3))\n\tHFCB D 0 Bright A_CustomMissile(\"ForgottenOneBomb\",58, 0, 0)\n\tTNT1 A 0 A_PlaySound(\"weapons/PCNNF\")\n\tTNT1 A 0 A_CustomMissile(\"HFCyberFireBalls\",58,-26, 6)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberFireBalls\",58,-26, -6)\n\tHFCB D 4 Bright A_CustomMissile(\"PyroShot\",58, -26, 0)\n\tTNT1 A 0 A_UnSetShootable\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"HFireSpawner\",random(-64,64),random(-64,64),random(0,64),0,0,0,0,32)\n HFCY EEEEEEEEEEE 0 Bright A_FadeOut(0.1,0)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n TNT1 A 1 A_PlayWeaponSound(\"boss/teleport\")\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"HFireSpawner\",random(-64,64),random(-64,64),random(0,64),0,0,0,0,32)\n\tHFCY EEEEEEEEEEE 0 Bright A_FadeIn(0.1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_SetShootable\n\tHFCB D 20 Bright\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tgoto see\n Death:\n TNT1 A 0 A_Facetarget\n TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"HFireSpawner\",random(-64,64),random(-64,64),random(0,64),0,0,0,0,32)\n HFCS A 80 A_Scream\n\tTNT1 A 0 Radius_Quake(10,8,0,24,0)\n\tTNT1 A 0 A_PlaySound(\"monsters/darkcyberstomp\")\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"HFLavaMist\",0,0,random(0,120),(Random (-8, 8)),(Random (-8, 8)),(Random (0, 8)),(Random (0, 360)))\n\tTNT1 A 0 A_SpawnItemEx(\"DemonicChalice\",0,0,64,random(1,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"ScrollOfHellfire\",0,0,64,random(1,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"Demon Tech Shotgun\",0,0,64,random(0,8),0,2,random(1,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"PyroCannon\",0,0,64,random(1,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HellfireUltrasphere\",0,0,64,random(1,8),0,2,random(0,360),0,64)\n\tTNT1 A 0 A_SpawnItemEx(\"UnbelieveabilitySphere\",0,0,64,random(1,8),0,2,random(0,360),0,64)\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryRune\",0,0,64,random(1,8),0,2,random(0,360),0,64)\n\tHFCS B 50\n\tHFCY G 10\n\tTNT1 A 0 A_PlaySound(\"HFCyb/laugh2\")\n TNT1 A 0 Radius_Quake(10,80,0,24,0)\n\tHFCY G 0 A_CustomMissile(\"PentaLine1\",0,0,-72,2)\n HFCY G 0 A_CustomMissile(\"PentaLine1\",0,0,-144,2)\n HFCY G 0 A_CustomMissile(\"PentaLine1\",0,0,-216,2)\n HFCY G 0 A_CustomMissile(\"PentaLine1\",0,0,-288,2)\n HFCY G 0 A_CustomMissile(\"PentaLine1\",0,0,0,2)\n\tHFCY GGGGGGGGGGGGGGGGGG 0 Bright A_SpawnItemEx(\"RainCometSpawner\",Random(1250,-1250),Random(1250,-1250),0,0,0,0,SXF_NOCHECKPOSITION,0)\n HFCY G 50 A_NoBlocking\n\tTNT1 AAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"HFFireSpawned2\",random(-64,64),random(-64,64),random(0,64),0,0,0,0,32)\n\tHFCY G 0 Bright A_SpawnItem(\"CardinalRageFlameSpawner\",0,0,0,0)\n\tHFCY GGGGG 2 A_FadeOut\n\tTNT1 AAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"HFFireSpawned2\",random(-64,64),random(-64,64),random(0,64),0,0,0,0,32)\n\tTNT1 AAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"HFFireSpawned2\",random(-64,64),random(-64,64),random(0,64),0,0,0,0,32)\n\tTNT1 A 0 ACS_ExecuteAlways(668)\n TNT1 A -1 Bright A_KillMaster\n\tstop\n}\n}\n\nACTOR PainfulKaboom\n{\nSpeed 3\nDamage 0\nRenderstyle Add\nAlpha 0.75\nPROJECTILE\n+NOBLOCKMAP\n+NOTELEPORT\n+DONTSPLASH\n+NOGRAVITY\n+MISSILE\n+FORCEXYBILLBOARD\n+NOCLIP\nScale 1.3\nStates\n{\nSpawn:\nTNT1 A 0\nFXPO A 1 Bright A_PlaySound(\"weapons/rocklx\")\nTNT1 A 0 A_Explode(16, 192, 0, 1, 128)\nFXPO ABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)\nStop\n}\n}\n\nActor ForgottenOneBomb\n{\n Radius 12\n Height 24\n Speed 80\n\tFastSpeed 120\n\tRENDERSTYLE ADD\n\tALPHA 0.8\n\tScale 0.8\n Damage 45\n\t+ExtremeDeath\n\t+SeekerMissile\n\t+NOTIMEFREEZE\n\t+NoGravity\n\t+FoilInvul\n\tProjectile\n\tDamageType \"HFCyb3r\"\n ExplosionDamage 60\n ExplosionRadius 128\n SeeSound \"forgotten/attack\"\n DeathSound \"forgotten/death\"\n States\n {\n Spawn:\n\t TNT1 A 0\n FRGO CCCCDDDD 1 BRIGHT A_SpawnItemEx(\"ForgottenOneFireSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t TNT1 A 0 A_SeekerMissile(0,6)\n Loop\n Death:\n FRGO H 4 BRIGHT A_Mushroom(\"RainComet\", 4)\n FRGO I 4 BRIGHT A_Explode\n FRGO JK 4 BRIGHT\n stop\n }\n}\n\nActor BombBall2 : BombBall\n{\nDamage 18\nSpeed 35\n+DontReflect\n+NOTIMEFREEZE\n+FoilInvul\nDamageType \"HFCyb3r\"\nSpecies \"Cybers\"\n}\n\nActor FamineTracer2 : FamineTracer\n{\nDamage 18\nSpeed 35\n+DontReflect\n+NOTIMEFREEZE\n+FoilInvul\nDamageType \"HFCyb3r\"\nSpecies \"Cybers\"\n}\n\nACTOR BigOrangeBloodCloud : OrangeBloodCloud\n{\nSpeed 2\nScale 1.5\n}\n\nACTOR HFCyberFlame\n{\n+MISSILE\n+DONTSPLASH\n+NOBLOCKMAP\n+NOGRAVITY\n+NOTELEPORT\n+FORCEXYBILLBOARD\nRenderStyle Add\nScale 0.5\nStates\n{\nSpawn:\nFIR1 ABCDEFGHIJKL 2 Bright A_FadeOut\nStop\n}\n}\n\nACTOR HFCyberFlameSpawner : RedParticleSpawner\n{\n+NOTIMEFREEZE\n States\n {\n Spawn:\n TNT1 A 0\n \tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 AA 0 A_SpawnItemEx(\"HFCyberFlame\",random(48,-48),random(48,-48),random(0,96),0,0,random(2,6),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n TNT1 A 1\n Stop\n }\n}\n\nActor HFCyberRainCometNull\n{\n Radius 10\n Height 10\n Speed 8\n Projectile\n +FloorClip\n +Ripper\n +CeilingHugger\n +DONTHARMSPECIES\n ReactionTime 80\n States\n {\n Spawn:\n\tTNT1 A 0 A_Countdown\n ZAP5 A 1 Bright A_Wander\n ZAP5 A 8 Bright A_CustomMissile(\"HellFireFallingComet\",-24,random(0,128),random(0,360),2,random(1,89))\n Loop\n Death:\n ZAP5 A 0\n Stop\n }\n}\n\nActor HellFireFallingComet\n{\n Radius 6\n Height 6\n Speed 5\n Damage 20\n Damagetype \"Cyber10K\"\n ExplosionDamage 48\n ExplosionRadius 192\n Scale 0.55\n Projectile\n SeeSound \"comet/launch\"\n DeathSound \"comet/explosion\"\n +MTHRUSPECIES\n -NoGravity\n -Float\n +FloorClip\n +DONTHARMSPECIES\n +SpawnCeiling\n MissileType HFFCometTail\n MissileHeight 0\n States\n {\n Spawn:\n G001 AABBCC 1 Bright A_MissileAttack\n Loop\n Death:\n TNT1 A 0\n\tTNT1 A 0 A_Explode\n\tTNT1 A 0 A_SetTranslucent(0.75,1)\n\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"Kaboom\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n\tGOO1 DEFGH 3 Bright\n\tStop\n }\n}\n\nACTOR HFFCometTail : CometTail\n{\nScale 1.15\nStates\n{\nSpawn:\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nTNT1 A 2 Bright\nFRTB DEFGHI 2 Bright\nStop\nToaster:\nTNT1 A 0\nStop\n}\n}\nACTOR PentaLine1\n{\n\tRadius 0\n\tHeight 32\n\tSpeed 200\n RenderStyle NONE\n\tAlpha 0.85\n\tPROJECTILE\n +FLOORHUGGER\n +NOCLIP\n SeeSound \"weapons/diasht\"\n\tstates\n\t{\n\tSpawn:\n TNT1 A 1\n TNT1 A 0 A_CustomMissile(\"PentaLine2\",0,0,-198,2)\n TNT1 A 0 A_CustomMissile(\"PentaLine2\",0,0,198,2)\n\t stop\n\t}\n}\n\nACTOR PentaLine2\n{\n\tRadius 0\n\tHeight 32\n\tSpeed 16\n RenderStyle NONE\n\tAlpha 0.85\n\tPROJECTILE\n +FLOORHUGGER\n +NOCLIP\n\tstates\n\t{\n\tSpawn:\n TNT1 AAAAAAAAAAAAAAAA 1 A_SpawnItem(\"PentaFire\",0,0)\n\t stop\n\t}\n}\n\nACTOR PentaFire\n{\n\tRadius 0\n\tHeight 32\n\tSpeed 0\n DamageType fire\n RenderStyle Add\n\tAlpha 0.85\n ReactionTime 2\n\tPROJECTILE\n +FLOORHUGGER\n +DONTSPLASH\n -NOGRAVITY\n\tstates\n\t{\n\tSpawn:\n HFHF A 1 Bright A_Explode(1,32,1)\n HFHF A 2 Bright A_PlaySound(\"weapons/onfire\")\n HFHF BCDEFGHIJKLM 3 Bright A_Explode(1,32,1)\n HFHF A 0 Bright A_CountDown\n\t loop\n Death:\n HFHF NOP 3 Bright A_Explode(2,32,1)\n stop\n\t}\n}\n\nACTOR HellFireCyberGhostA\n{\nScale 1.1\nRENDERSTYLE Translucent\nAlpha 0.75\n+NOGRAVITY\n+CLIENTSIDEONLY\n+DONTSPLASH\n+NOTIMEFREEZE\n+NOINTERACTION\n+NOCLIP\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n HFCY A 0 A_SpawnItem(\"HFWalkFire\")\n HFCY A 2 A_FadeOut(0.18)\n Loop\n Toaster:\n TNT1 A 0\n\tStop\n }\n}\n\nACTOR HellFireCyberGhostB : HellFireCyberGhostA\n{\nStates\n{\nSpawn:\n HFCY B 0 A_SpawnItem(\"HFWalkFire\")\n HFCY B 2 A_FadeOut(0.18)\n Loop\n }\n}\n\nACTOR HellFireCyberGhostC : HellFireCyberGhostA\n{\nStates\n{\nSpawn:\n HFCY C 0 A_SpawnItem(\"HFWalkFire\")\n HFCY C 2 A_FadeOut(0.18)\n Loop\n }\n}\n\nACTOR HellFireCyberGhostD : HellFireCyberGhostA\n{\nStates\n{\nSpawn:\n HFCY D 0 A_SpawnItem(\"HFWalkFire\")\n HFCY D 2 A_FadeOut(0.18)\n Loop\n }\n}\n\nACTOR HFWalkFire\n{\n Scale 1.5\n Speed 0\n RenderStyle Add\n Alpha 0.75\n Damage 1\n DamageType \"Cyber10k\"\n +NOCLIP\n +MISSILE\n +DROPOFF\n +RANDOMIZE\n +DONTSPLASH\n +NOTIMEFREEZE\n +NOTELEPORT\n +DONTHARMSPECIES\n +THRUSPECIES\n Species \"Cybers\"\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n HFWF ABC 3 Bright\n TNT1 A 0 A_Jump(191,3)\n TNT1 A 0 A_CustomMissile(\"HFWalkFire\", 0, 24, 0)\n TNT1 A 0 A_CustomMissile(\"HFWalkFire\", 0, -24, 0)\n HFWF DEFGHIJKLMNO 3 Bright\n Stop\n Toaster:\n TNT1 A 0\n\tStop\n }\n}\nActor HFCyberRocket : CardinalRocket\n{\n Speed 45\n FastSpeed 55\n Scale 0.9\n Damage 23\n SeeSound \"HFCyb/rocket\"\n DeathSound \"weapons/rocklx\"\n DamageType \"HFCyb3r\"\n -ThruSpecies\n +DONTREFLECT\n +PIERCEARMOR\n +FORCERADIUSDMG\n +DONTHARMSPECIES\n States\n {\n Spawn:\n TNT1 A 0 A_CustomMissile(\"MissileTrail\",Random(4,6),Random(-2,2))\n\tCROC A 2 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(4,6),Random(-2,2))\n\tTNT1 A 0 A_CustomMissile(\"MissileTrail\",Random(4,6),Random(-2,2))\n\tCROC A 2 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(4,6),Random(-2,2))\n loop\n Death:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t TNT1 AAA 0 A_CustomMissile(\"Kaboom3\", 0, 0, random(0,360), 2, random(0,360))\n\t TNT1 AAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n\t TNT1 AAAA 0 A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n\t CROC B 6 Bright A_Explode\n\t CBEX B 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,0,6)\n CBEX B 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,45,6)\n CBEX B 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,90,6)\n CBEX B 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,135,6)\n CBEX B 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,180,6)\n CBEX B 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,225,6)\n CBEX B 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,270,6)\n CBEX B 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,315,6)\n\t CROC CD 5 Bright A_SetTranslucent(0.75,1)\n stop\n }\n}\n\nACTOR PyroShot\n{\n PROJECTILE\n +SeekerMissile\n +FORCERADIUSDMG\n +ExtremeDeath\n +DONTHARMSPECIES\n +DONTBLAST\n +PIERCEARMOR\n +NoGravity\n +FoilInvul\n +DONTREFLECT\n SeeSound \"weapons/firbfi\"\n DeathSound \"Weapons/PCnnEx\"\n DamageType \"HFCyb3r\"\n Alpha 1.0\n Scale 1.4\n RenderStyle Add\n Speed 55\n FastSpeed 70\n PROJECTILE\n Damage 300\n Radius 11\n Height 6\n states\n {\n Spawn:\n HFBA ABC 1 A_SpawnItemEx(\"HFExTrail\",0,0,0,0,0,0,0)\n Goto Spawn\n Death:\n\t TNT1 A 0 Radius_Quake(15,20,0,20,0)\n\t HFBA D 0 Bright A_CustomMissile(\"PyroFuelExplosion01\",0,0,0,30)\n HFBA D 0 Bright A_CustomMissile(\"PyroFuelExplosion01\",0,0,65,30)\n HFBA D 0 Bright A_CustomMissile(\"PyroFuelExplosion01\",0,0,120,30)\n HFBA D 0 Bright A_CustomMissile(\"PyroFuelExplosion01\",0,0,165,30)\n HFBA D 0 Bright A_CustomMissile(\"PyroFuelExplosion01\",0,0,220,30)\n HFBA D 0 Bright A_CustomMissile(\"PyroFuelExplosion01\",0,0,265,30)\n HFBA D 0 Bright A_CustomMissile(\"PyroFuelExplosion01\",0,0,330,30)\n HFBA D 0 Bright A_CustomMissile(\"PyroFuelExplosion01\",0,0,375,30)\n HFBA D 0 Bright A_Mushroom(\"HFCyberMushroomFireballs\",8)\n\t TNT1 A 0 A_Explode(4000,600,0,1)\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 FuelExplosionSpawner : IFire\n{\n RenderStyle Add\n Alpha 0.85\n Scale 1\n +NOGRAVITY\n +SEEKERMISSILE\n +NOTARGET\n +NODAMAGETHRUST\n Obituary \"The HellFire Cyberdemon converted the Head of %o in one more of their trophies, now is a decoration in his home.\"\n DamageType \"HFCyb3r\"\n Species \"Cybers\"\nStates\n{\nSpawn:\n\t HFBA D 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,0,30)\n HFBA D 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,65,30)\n HFBA D 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,120,30)\n HFBA D 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,165,30)\n HFBA D 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,220,30)\n HFBA D 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,265,30)\n HFBA D 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,330,30)\n HFBA D 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,375,30)\n\t Stop\n\t }}\n\nACTOR FuelExplosion01\n{\n Radius 8\n Height 8\n Speed 6\n Damage 0\n PROJECTILE\n RENDERSTYLE ADD\n DONTHURTSHOOTER\n Damagetype \"HFCyb3r\"\n +RIPPER\n +BLOODLESSIMPACT\n +DONTHARMSPECIES\n +EXTREMEDEATH\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 FuelExplosion02\n{\n Radius 5\n Height 5\n Speed 0\n Damage 0\n PROJECTILE\n Scale 0.8\n RENDERSTYLE ADD\n +SPECTRAL\n +NOGRAVITY\n +FORCERADIUSDMG\n +DONTHARMSPECIES\n +EXTREMEDEATH\n Damagetype \"HFCyb3r\"\n ALPHA 0.85\n SeeSound \"weapons/firex3\"\n States\n {\n Spawn:\n CBEX A 2 Bright\n CBEX B 2 Bright A_Explode(8,164)\n CBEX CDEFGHIJ 2 Bright\n stop\n }\n}\n\nACTOR PyroFuelExplosion01 : FuelExplosion01\n{\n States\n {\n Spawn:\n TNT1 AAAAA 3 A_SpawnItem(\"PyroFuelExplosion02\",0,0)\n Stop\n }\n}\n\nACTOR PyroFuelExplosion02 : FuelExplosion02\n{\n States\n {\n Spawn:\n RPEX A 2 Bright\n RPEX B 2 Bright A_Explode(16,164)\n RPEX CDEFGHIJ 2 Bright\n stop\n }\n}\nActor PyroShotEx\n{\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tReactionTime 10\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_SpawnItemEx(\"HFKaboom\",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}\nActor HFExTrail\n{\n\t+CLIENTSIDEONLY\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_SpawnItemEx(\"HFKaboom\",-8,0,0,-6, 0,random(-1,1),0)\n\t\tStop\n\t}\n}\n\nACTOR HFKaboom : Kaboom\n{\nSpeed 2\nScale 1.6\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nFXPO AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)\nStop\nToaster:\nTNT1 A 0\nStop\n}\n}\n\nActor PyroCannonSteam : DTech10KSteam\n{\nScale 2.5\n}\n\nACTOR HellCyberFireSpawner2\n{\n Radius 5\n Height 5\n Speed 20\n FastSpeed 25\n Damage 0\n +RIPPER\n\t+DONTHARMSPECIES\n +FLOORHUGGER\n +BLOODLESSIMPACT\n +THRUSPECIES\n Species \"Cybers\"\n DamageType \"HFCyb3r\"\n Obituary \"The HellFire Cyberdemon converted the Head of %o into another one of his trophies, now it is a decoration in his home.\"\n\tProjectile\n\tMissileType HFCybFire\n\tMissileheight 0\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 3 Bright A_MissileAttack\n \t\tTNT1 A 3\n \t\tTNT1 A 3\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 6\n\t\tStop\n\t}\n}\n\nACTOR HellCyberHandsSpawner\n{\n Radius 5\n Height 5\n Speed 20\n FastSpeed 25\n Damage 0\n +RIPPER\n\t+DONTHARMSPECIES\n +FLOORHUGGER\n +BLOODLESSIMPACT\n +THRUSPECIES\n Species \"Cybers\"\n DamageType \"HFCyb3r\"\n Obituary \"The HellFire Cyberdemon converted the Head of %o into another one of his trophies, now it is a decoration in his home.\"\n\tProjectile\n\tMissileType HFUndeadHandProjectile2\n\tMissileheight 0\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 3 Bright A_MissileAttack\n \t\tTNT1 A 3\n \t\tTNT1 A 3\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 6\n\t\tStop\n\t}\n}\n\nACTOR HFCybFire\n{\n Radius 1\n Height 1\n Speed 0\n Damage 0\n Projectile\n RenderStyle Add\n +NOCLIP\n +FLOORHUGGER\n +DONTHARMSPECIES\n +FORCERADIUSDMG\n Obituary \"The HellFire Cyberdemon converted the Head of %o in one more of their trophies, now is a decoration in his home.\"\n DamageType \"HFCyb3r\"\n Species \"Cybers\"\n SeeSound \"weapons/rocklx\"\n States\n {\n Spawn:\n XXBF AB 2 Bright\n XXBF C 2 Bright A_Explode(42,106,0,0,0,0,0)\n XXBF DEFGHIJKLMNOPQRST 2 Bright\n Stop\n \t}\n}\nACTOR HFCyberTracer\n{\n Radius 5\n Height 5\n Damage 16\n RenderStyle Add\n Alpha 0.65\n Projectile\n Species \"Cybers\"\n Scale 2\n +ExtremeDeath\n +FloorHugger\n +DONTHARMSPECIES\n +FORCERADIUSDMG\n +DontSplash\n -NoGravity\n Speed 28\n FastSpeed 32\n DamageType \"HFCyb3r\"\n Obituary \"The HellFire Cyberdemon converted the Head of %o into another one of his trophies, now it is a decoration in his home.\"\n Seesound \"weapons/diasht\"\n DeathSound \"weapons/firex3\"\n States\n {\n Spawn:\n TNT1 A 0 A_PlaySound(\"monster/ambientfire2\")\n TNT1 A 1 Bright A_SpawnItemEx(\"ATracerPuff\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 A 1 Bright A_SpawnItemEx(\"ATracerPuff\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 A 1 Bright A_SpawnItemEx(\"ATracerPuff\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 A 1 Bright A_SpawnItemEx(\"ATracerPuff\", 0, 0, 0, 0, 0, 0, 0, 128)\n Loop\n Death:\n TNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n FTRA K 4 Bright\n FTRA L 4 Bright A_Explode(42, 64)\n FTRA MNO 3 Bright\n Stop\n }\n}\nACTOR HFCyberTracer2\n{\n Radius 5\n Height 5\n Damage 6\n RenderStyle Add\n Alpha 0.65\n Projectile\n Species \"Cybers\"\n Scale 2\n +ExtremeDeath\n +FloorHugger\n +DontSplash\n +DONTHARMSPECIES\n -NoGravity\n +PIERCEARMOR\n +DoomBounce\n Speed 28\n BounceCount 3\n FastSpeed 32\n DamageType \"HFCyb3r\"\n Obituary \"The HellFire Cyberdemon converted the Head of %o into another one of his trophies, now it is a decoration in his home.\"\n Seesound \"weapons/diasht\"\n DeathSound \"weapons/firex3\"\n States\n {\n Spawn:\n TNT1 A 0 A_PlaySound(\"monster/ambientfire2\")\n TNT1 A 1 Bright A_SpawnItemEx(\"ATracerPuff\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 A 1 Bright A_SpawnItemEx(\"ATracerPuff\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 A 1 Bright A_SpawnItemEx(\"ATracerPuff\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 A 1 Bright A_SpawnItemEx(\"ATracerPuff\", 0, 0, 0, 0, 0, 0, 0, 128)\n Loop\n Death:\n TNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n FTRA K 4 Bright\n FTRA L 4 Bright A_Explode(42, 64)\n FTRA MNO 3 Bright\n Stop\n }\n}\nACTOR HFCyberStomp\n{\n Species \"Cybers\"\n\tDamageType \"HFCyb3r\"\n\tObituary \"uh oh stinky\"\n\tSpeed 0\n\tHeight 20\n\tRadius 20\n\tDamage (0)\n\tProjectile\n\t+DONTHARMSPECIES\n\t+THRUSPECIES\n\t+DONTBLAST\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+FORCERADIUSDMG\n\t-TELESTOMP\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 1 A_Explode(random(300,400), 300, 0,0,random(300,400))\n\tStop\n }\n}\nActor CyberSeekingComet : BehemothSeekingComet\n{\n Speed 45\n FastSpeed 55\n DamageType \"HFCyb3r\"\n Damage 26\n +DONTREFLECT\n +DONTHARMSPECIES\n +FOILINVUL\n}\n\nACTOR HFCyberFireballs\n{\n\tRadius 6\n\tHeight 8\n\tSpeed 50\n\tFastSpeed 60\n\tDamage 65\n\tProjectile\n\t+RANDOMIZE\n\t+DONTHARMSPECIES\n\t+DONTREFLECT\n\t+SeekerMissile\n\t+ExtremeDeath\n\tDamagetype \"HFCyb3r\"\n\tRenderStyle Translucent\n\tAlpha 1\n\tScale 1.0\n SeeSound \"imp/attack\"\n DeathSound \"comet/explosion\"\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 1\n\tGoto Fly\n\tFly:\n\t\tHFTB AB 1 BRIGHT A_SpawnItem(\"HFCybFireballTrail\")\n\t\tTNT1 A 0 A_SeekerMissile(0,2)\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_Explode(190, 192)//Damage, Radius\n\t\tTNT1 A 0 A_SpawnItemEx(\"LCABaseScorch\", 0, 0, 0, 0, 0, 0, Random(0,359))\n TNT1 AAAA 0 A_CustomMissile (\"OrangeParticleSpawner\", 0, 0, random (0, 360), 2, random (0, 180))\n\t EXPL A 0 Radius_Quake(15,20,0,20,0)\n\t\tBEXP B 0 BRIGHT A_Scream\n\t\tGoto EndAnimation\n\t\tEndAnimation:\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"CyberSuperMeteor_m_Explosion\", 0, 0, 0, 0, 0, 0, -1, SXF_NOCHECKPOSITION)//A_CustomMissile(\"Meteor_m_Explosion\",0+Random(5,80),0+Random(35,-35),0+Random(0,370))\n\t\tTNT1 A 0 A_SpawnItemEx(\"HFCyberSuperMeteorSmoke\", 0, 0, 0, 0.01 * Random(-125, 125), 0.01 * Random(-125, 125), 0.01 * Random(25, 245), 0, 128, 0)\n\t\tStop\n\t Toaster:\n TNT1 A 0\n Stop\n\t}\n}\n\nActor HFCyberSuperMeteorSmoke : SuperMeteor_m_FX_Smoke\n{\nScale 1.0\n}\n\nACTOR HFCybFireballTrail\n{\n\t+MISSILE\n\t+NOGRAVITY\n\t+THRUACTORS\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\tHFTB ABCDEFGHI 1 BRIGHT\n\t\tStop\nToaster:\n TNT1 A 0\n Stop\n\t}\n}\n\nActor HFCyberFireballs2 : HFCyberFireballs\n{\nSpeed 50\nFastSpeed 60\nDamageType \"HFCyb3r\"\nBounceCount 2\n -SeekerMissile\n -NoGravity\n +PIERCEARMOR\n +DoomBounce\n}\n\nActor HFCyberPyroBoom : PyroShot\n{\nStates\n{\nSpawn:\nTNT1 A 0\nGoto Death\n Death:\n TNT1 A 0 A_Explode(2000,500,0,1)\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 D 0 Bright A_Mushroom(\"HFCyberMushroomFireballs\",8)\n HFBA DEFGHIJKLMN 1 BRIGHT\n\t TNT1 A 0 A_SpawnItemEx(\"PyroShotEx\",0,0,0,0,0,0,0)\n Stop\n }\n}\n\nACTOR HFCyberMushroomFireballs\n{\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 \"comet/launch\"\n DeathSound \"comet/explosion\"\n DamageType \"HFCyb3r\"\n Species \"Cybers\"\n BounceCount 3\n -NoGravity\n +DONTREFLECT\n +DoomBounce\n +SKYEXPLODE\n +SPECTRAL\n +DONTHARMSPECIES\n states\n {\n\tSpawn:\n\tTNT1 A 1\n\tGoto Fly\n\tFly:\n\t\tHFTB AB 1 BRIGHT A_SpawnItem(\"HFCybFireballTrail\")\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_Explode(190, 192,XF_NOTMISSILE)//Damage, Radius\n\t\tTNT1 A 0 A_SpawnItemEx(\"LCABaseScorch\", 0, 0, 0, 0, 0, 0, Random(0,359))\n TNT1 AAA 0 A_CustomMissile (\"OrangeParticleSpawner\", 0, 0, random (0, 360), 2, random (0, 180))\n\t EXPL A 0 Radius_Quake(15,20,0,20,0)\n\t\tBEXP B 0 BRIGHT A_Scream\n\t\tGoto EndAnimation\n\t\tEndAnimation:\n\t\tTNT1 A 0 A_SpawnItemEx(\"CyberSuperMeteor_m_Explosion\", 0, 0, 0, 0, 0, 0, -1, SXF_NOCHECKPOSITION)//A_CustomMissile(\"Meteor_m_Explosion\",0+Random(5,80),0+Random(35,-35),0+Random(0,370))\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"HFCyberSuperMeteorSmoke\", 0, 0, 0, 0.01 * Random(-125, 125), 0.01 * Random(-125, 125), 0.01 * Random(25, 245), 0, 128, 0)\n\t\tStop\n }\n}\n\nActor HFCyberMushroomFireballs2 : HFCyberMushroomFireballs\n{\nObituary \"%o payed the ultimate price for his greed.\"\n}\n\nActor FuelRocket\n{\n Radius 8\n Height 12\n Speed 50\n FastSpeed 60\n Damage 30\n PROJECTILE\n RENDERSTYLE ADD\n Damagetype \"Cyber10k\"\n ALPHA 0.95\n SeeSound \"HFCyb/rocket\"\n DeathSound \"weapons/rocklx\"\n ExplosionDamage 128\n ExplosionRadius 128\n DONTHURTSHOOTER\n +NOTIMEFREEZE\n +EXTREMEDEATH\n +SPECTRAL\n +DONTREFLECT\n +SeekerMissile\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_Jump(128,\"Homing\")\nNormal:\n TNT1 A 0 A_CustomMissile(\"MissileTrail\",0,Random(-2,2))\n MISN A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",0,Random(-2,2))\n Loop\nHoming:\n\tTNT1 A 0 A_Tracer2\n TNT1 A 0 A_CustomMissile(\"MissileTrail\",0,Random(-2,2))\n MISN A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",0,Random(-2,2))\n TNT1 A 0 A_CustomMissile(\"MissileTrail\",0,Random(-2,2))\n MISN A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",0,Random(-2,2))\n TNT1 A 0 A_CustomMissile(\"MissileTrail\",0,Random(-2,2))\n MISN A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",0,Random(-2,2))\n TNT1 A 0 A_CustomMissile(\"MissileTrail\",0,Random(-2,2))\n MISN A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",0,Random(-2,2))\n\tTNT1 A 0 A_Tracer2\n TNT1 A 0 A_CustomMissile(\"MissileTrail\",0,Random(-2,2))\n MISN A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",0,Random(-2,2))\n TNT1 A 0 A_CustomMissile(\"MissileTrail\",0,Random(-2,2))\n MISN A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",0,Random(-2,2))\n TNT1 A 0 A_CustomMissile(\"MissileTrail\",0,Random(-2,2))\n MISN A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",0,Random(-2,2))\n TNT1 A 0 A_CustomMissile(\"MissileTrail\",0,Random(-2,2))\n MISN A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",0,Random(-2,2))\n\tTNT1 A 0 A_PlaySound(\"monster/homingrockbeep\")\n Loop\n Death:\n CBEX A 3 Bright\n CBEX B 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,0,6)\n CBEX B 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,45,6)\n CBEX B 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,90,6)\n CBEX B 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,135,6)\n CBEX B 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,180,6)\n CBEX B 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,225,6)\n CBEX B 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,270,6)\n CBEX B 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,315,6)\n CBEX B 3 Bright A_Explode\n CBEX CDEFGHIJ 2 Bright\n stop\n }\n}\n\nActor HFUndeadHand : CustomInventory\n{\n+INVENTORY.QUIET\n+INVENTORY.UNDROPPABLE\n+INVENTORY.ALWAYSPICKUP\n+INVENTORY.AUTOACTIVATE\n+COUNTITEM\ninventory.amount 1\ninventory.maxamount 1\nRenderStyle Translucent\nScale 2.75\nObituary \"The HellFire Cyberdemon converted the Head of %o into another one of his trophies, now it is a decoration in his home.\"\nDamageType \"HFCyb3r\"\nstates\n{\npickup:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"HFUndeadhandProjectile\",0,0,0,0,0,0,0,0)\nTNT1 A 1\nstop\n}\n}\n\nActor HFUndeadhandProjectile\n{\n+CANNOTPUSH\n+NODAMAGETHRUST\n+FLOORCLIP\n+FLOORHUGGER\n+ExtremeDeath\n+FORCERADIUSDMG\n+DONTHARMSPECIES\nRenderStyle Translucent\nScale 3.0\nObituary \"The HellFire Cyberdemon converted the Head of %o into another one of his trophies, now it is a decoration in his home.\"\nDamageType \"HFCyb3r\"\nSpecies \"Cybers\"\nstates\n{\nSpawn:\nTNT1 A 2 Radius_Quake(30,2,0,0,0)\nHFHD A 0 A_PlaySound(\"lrtrap/active\")\nHFBA D 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,0,6)\nHFBA D 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,45,6)\nHFBA D 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,90,6)\nHFBA D 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,135,6)\nHFBA D 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,180,6)\nHFBA D 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,225,6)\nHFBA D 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,270,6)\nHFBA D 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,315,6)\nHFHD ABCDEFGHIJKL 3 Bright A_Explode(20,180,0,0,0,0,0)\nHFHD M 35 Bright\nGoto Fade\nFade:\nHFHD M 5 Bright A_Fadeout(0.02)\nLoop\n}\n}\n\nACTOR HFUndeadhandProjectile2\n{\n Radius 1\n Height 1\n Speed 0\n Scale 3.0\n Damage 0\n Projectile\n RenderStyle Add\n +NOCLIP\n +FLOORHUGGER\n +DONTHARMSPECIES\n +FORCERADIUSDMG\n Obituary \"The HellFire Cyberdemon converted the Head of %o in one more of their trophies, now is a decoration in his home.\"\n DamageType \"HFCyb3r\"\n Species \"Cybers\"\n SeeSound \"lrtrap/active\"\n States\n {\n Spawn:\n HFHD AB 2 Bright\n\tHFHD D 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,0,6)\n HFHD D 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,45,6)\n HFHD D 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,90,6)\n HFHD D 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,135,6)\n HFHD D 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,180,6)\n HFHD D 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,225,6)\n HFHD D 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,270,6)\n HFHD D 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,315,6)\n HFHD C 2 Bright A_Explode(20,106,0,0,0,0,0)\n HFHD DEFGHIJKLM 2 Bright\n Stop\n \t}\n}\nActor HFFireSpawned\n{\n Obituary \"The HellFire Cyberdemon converted the Head of %o into another one of his trophies, now it is a decoration in his home.\"\n Radius 0\n Height 1\n Damagetype \"HFCyb3r\"\n Speed 0\n RenderStyle Add\n ALPHA 1.00\n +NoGravity\n +SeekerMissile\n +FORCERADIUSDMG\n +NoDamageThrust\n States\n {\n Spawn:\n TNT1 A 10\n\tTNT1 A 0 A_SpawnItem(\"DiabFireSpawner\",0,0,0,0)\n DFIR A 2 A_StartFire\n TNT1 A 0 A_Explode(15, 40)\n DFIR B 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"DiabFireSpawner\",0,0,0,0)\n TNT1 A 0 A_Explode(15, 40)\n DFIR A 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"DiabFireSpawner\",0,0,0,0)\n TNT1 A 0 A_Explode(15, 40)\n DFIR B 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"DiabFireSpawner\",0,0,0,0)\n TNT1 A 0 A_Explode(15, 40)\n DFIR C 2 Bright A_FireCrackle\n\tTNT1 A 0 A_SpawnItem(\"DiabFireSpawner\",0,0,0,0)\n TNT1 A 0 A_Explode(15, 40)\n DFIR B 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"DiabFireSpawner\",0,0,0,0)\n TNT1 A 0 A_Explode(15, 40)\n DFIR C 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"DiabFireSpawner\",0,0,0,0)\n TNT1 A 0 A_Explode(15, 40)\n DFIR B 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"DiabFireSpawner\",0,0,0,0)\n TNT1 A 0 A_Explode(15, 40)\n DFIR C 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"DiabFireSpawner\",0,0,0,0)\n TNT1 A 0 A_Explode(15, 40)\n DFIR D 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"DiabFireSpawner\",0,0,0,0)\n TNT1 A 0 A_Explode(15, 40)\n DFIR C 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"DiabFireSpawner\",0,0,0,0)\n TNT1 A 0 A_Explode(15, 40)\n DFIR D 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"DiabFireSpawner\",0,0,0,0)\n TNT1 A 0 A_Explode(15, 40)\n DFIR C 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"DiabFireSpawner\",0,0,0,0)\n TNT1 A 0 A_Explode(15, 40)\n DFIR D 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"DiabFireSpawner\",0,0,0,0)\n TNT1 A 0 A_Explode(15, 40)\n DFIR E 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"DiabFireSpawner\",0,0,0,0)\n TNT1 A 0 A_Explode(15, 40)\n DFIR D 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"DiabFireSpawner\",0,0,0,0)\n TNT1 A 0 A_Explode(15, 40)\n DFIR E 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"DiabFireSpawner\",0,0,0,0)\n TNT1 A 0 A_Explode(15, 40)\n DFIR D 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"DiabFireSpawner\",0,0,0,0)\n TNT1 A 0 A_Explode(15, 40)\n DFIR E 2 Bright A_FireCrackle\n\tTNT1 A 0 A_SpawnItem(\"DiabFireSpawner\",0,0,0,0)\n TNT1 A 0 A_Explode(15, 40)\n DFIR F 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"DiabFireSpawner\",0,0,0,0)\n TNT1 A 0 A_Explode(15, 40)\n DFIR E 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"DiabFireSpawner\",0,0,0,0)\n TNT1 A 0 A_Explode(15, 40)\n DFIR F 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"DiabFireSpawner\",0,0,0,0)\n TNT1 A 0 A_Explode(15, 40)\n DFIR E 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"DiabFireSpawner\",0,0,0,0)\n TNT1 A 0 A_Explode(15, 40)\n DFIR F 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"DiabFireSpawner\",0,0,0,0)\n TNT1 A 0 A_Explode(15, 40)\n DFIR G 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"DiabFireSpawner\",0,0,0,0)\n TNT1 A 0 A_Explode(15, 40)\n DFIR H 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"DiabFireSpawner\",0,0,0,0)\n TNT1 A 0 A_Explode(15, 40)\n DFIR G 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"DiabFireSpawner\",0,0,0,0)\n TNT1 A 0 A_Explode(15, 40)\n DFIR H 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"DiabFireSpawner\",0,0,0,0)\n TNT1 A 0 A_Explode(15, 40)\n DFIR G 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"DiabFireSpawner\",0,0,0,0)\n TNT1 A 0 A_Explode(15, 40)\n DFIR H 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"DiabFireSpawner\",0,0,0,0)\n Stop\n }\n}\n\nActor HFFireSpawned2 : HFFireSpawned\n{\n States\n {\n Spawn:\n TNT1 A 10\n\tTNT1 A 0 A_SpawnItem(\"DiabFireSpawner\",0,0,0,0)\n DFIR A 2 A_StartFire\n TNT1 A 0 A_Explode(15, 40)\n DFIR B 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"DiabFireSpawner\",0,0,0,0)\n TNT1 A 0 A_Explode(15, 40)\n DFIR A 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"DiabFireSpawner\",0,0,0,0)\n TNT1 A 0 A_Explode(15, 40)\n DFIR B 2 Bright A_Fire\n\tTNT1 A 0 A_SpawnItem(\"DiabFireSpawner\",0,0,0,0)\n TNT1 A 0 A_Explode(15, 40)\n DFIR C 2 Bright A_FireCrackle\n Stop\n }\n}\n\nACTOR HFLavaMist\n{\n Speed 0\n Damage 0\n Radius 8\n Height 5\n RenderStyle Add\n Alpha 0.3\n Scale 0.6\n DamageType \"HFCyb3r\"\n SeeSound \"HFCyber/Lava\"\n PROJECTILE\n +DONTBLAST\n -NOGRAVITY\n States\n {\n Spawn:\n HMST ABCDE 2 Bright\n\t Loop\n Death:\n TNT1 A 0 A_SpawnItemEx(\"HFLava\")\n Stop\n }\n}\n\nACTOR HFLava\n{\n Speed 0\n Damage 10\n Radius 14\n Height 14\n RenderStyle Add\n Alpha 1.0\n Scale 1.9\n DamageType \"HFCyb3r\"\n ReactionTime 450\n PROJECTILE\n +DROPOFF\n -NOGRAVITY\n +DONTBLAST\n +NOEXPLODEFLOOR\n DeathSound \"HFCyber/Lava\"\n States\n {\n Spawn:\n HFUD A 1\n\t TNT1 A 0 A_Explode(8,16)\n\t TNT1 A 0 A_CountDown\n\t Loop\n Death:\n TNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 0)\n HFUD A 1 A_SetTranslucent(0.35)\n HFUD A 1 A_SetTranslucent(0.3)\n\t HFUD A 1 A_SetTranslucent(0.25)\n\t HFUD A 1 A_SetTranslucent(0.2)\n\t HFUD A 1 A_SetTranslucent(0.15)\n\t HFUD A 1 A_SetTranslucent(0.1)\n Stop\n }\n}\n\nACTOR HFire : IFire\n{\n Obituary \"The HellFire Cyberdemon converted the Head of %o into another one of his trophies, now it is a decoration in his home.\"\n DamageType \"HFCyb3r\"\n var int user_delay;\n Speed 8\n +NOCLIP\n +FORCERADIUSDMG\n YScale 1.8\n XScale 1.9\n States\n {\n Spawn:\n DFIR A 2 Bright\n\tTNT1 A 0 A_JumpIf(user_delay >= 60,\"Death\")\n\tTNT1 A 0 A_SetUserVar(\"user_delay\",user_delay+1)\n\tTNT1 A 0 A_SpawnItem(\"HFIRESpawner\",0,0,0,0)\n\tTNT1 A 0 A_Wander\n DFIR B 2 Bright A_Explode(Random(8,24),192)\n\tTNT1 A 0 A_SpawnItem(\"HFIRESpawner\",0,0,0,0)\n\tTNT1 A 0 A_Wander\n DFIR C 2 Bright A_Explode(Random(8,24),192)\n\tTNT1 A 0 A_SpawnItem(\"HFIRESpawner\",0,0,0,0)\n\tTNT1 A 0 A_Wander\n DFIR D 2 Bright A_Explode(Random(8,24),192)\n\tTNT1 A 0 A_SpawnItem(\"HFIRESpawner\",0,0,0,0)\n\tDFIR C 0 A_FireCrackle\n\tTNT1 A 0 A_Wander\n DFIR C 2 Bright A_Explode(Random(8,24),192)\n\tTNT1 A 0 A_SpawnItem(\"HFIRESpawner\",0,0,0,0)\n\tTNT1 A 0 A_Wander\n DFIR B 2 Bright A_Explode(Random(8,24),192)\n Goto Spawn+1\n Death:\n TNT1 A 0 A_SpawnItem(\"HFIRESpawner\",0,0,0,0)\n DFIR E 2 Bright A_Explode(Random(8,24),128)\n TNT1 A 0 A_SpawnItem(\"HFIRESpawner\",0,0,0,0)\n DFIR F 2 Bright A_Explode(Random(8,24),128)\n TNT1 A 0 A_SpawnItem(\"HFIRESpawner\",0,0,0,0)\n DFIR G 2 Bright A_Explode(Random(8,24),128)\n TNT1 A 0 A_SpawnItem(\"HFIRESpawner\",0,0,0,0)\n DFIR H 2 Bright A_Explode(Random(8,24),128)\n Stop\n }\n}\n\nACTOR HFireSpawner : RedParticleSpawner\n{\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 0 A_SpawnItemEx(\"Kaboom3\",random(48,-48),random(48,-48),random(6,48),0,0,random(2,4),0,128,0)\n TNT1 A 0 A_SpawnItemEx(\"CardinalFire\",random(48,-48),random(48,-48),random(6,48),0,0,random(4,6),0,128,0)\n TNT1 A 1\n Stop\n }\n}\n\nactor StompTracersAttack : 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 A_CustomMissile(\"HFCyberTracer\",0,0,0,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberTracer\",0,0,15,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberTracer\",0,0,-15,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberTracer\",0,0,30,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberTracer\",0,0,-30,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberTracer\",0,0,45,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberTracer\",0,0,-45,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberTracer\",0,0,60,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberTracer\",0,0,-60,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberTracer\",0,0,-80,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberTracer\",0,0,80,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberTracer\",0,0,100,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberTracer\",0,0,-100,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberTracer\",0,0,120,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberTracer\",0,0,-120,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberTracer\",0,0,150,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberTracer\",0,0,-150,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberTracer\",0,0,170,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberTracer\",0,0,-170,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberTracer\",0,0,190,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberTracer\",0,0,-190,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberTracer\",0,0,220,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberTracer\",0,0,-220,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberTracer\",0,0,250,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberTracer\",0,0,-250,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberTracer\",0,0,280,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberTracer\",0,0,-280,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberTracer\",0,0,300,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberTracer\",0,0,-300,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberTracer\",0,0,330,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberTracer\",0,0,-330,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberTracer\",0,0,360,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberTracer\",0,0,-360,0)\n\tstop\n }\n}\n\nActor Pyrodemon2 : Pyrodemon{\nSpecies \"Cybers\"\nDamageFactor \"HFCyb3r\", 0.0\nDamageFactor \"Cyber10K\", 0.0\nDamageFactor \"VileFires\", 0.0\nDamageFactor \"NobleComet\", 0.0\nDamageFactor \"CadaverRocket\", 0.0\n+THRUSPECIES\n+DONTHARMSPECIES\n-COUNTKILL\n+NOTELEFRAG\n+NOTELESTOMP\nTag \"Pyrodemon\"\n}\n\nActor HellFireRevenant2 : HellFireRevenant{\nSpecies \"Cybers\"\nDamageFactor \"HFCyb3r\", 0.0\nDamageFactor \"Cyber10K\", 0.0\nDamageFactor \"VileFires\", 0.0\nDamageFactor \"NobleComet\", 0.0\nDamageFactor \"CadaverRocket\", 0.0\n+THRUSPECIES\n+NOTELEFRAG\n-COUNTKILL\n+NOTELESTOMP\nTag \"Hellfire Revenant\"\n}\n\nActor BruiserDemon2 : BruiserDemon\n{\nSpecies \"Cybers\"\nDamageFactor \"HFCyb3r\", 0.0\nDamageFactor \"Cyber10K\", 0.0\nDamageFactor \"VileFires\", 0.0\nDamageFactor \"NobleComet\", 0.0\nDamageFactor \"CadaverRocket\", 0.0\n+THRUSPECIES\n+NOTELEFRAG\n-COUNTKILL\n+NOTELESTOMP\nTag \"Bruiser Demon\"\nStates\n{\nDeath:\n FRID A 7 Bright\n FRID B 6 Bright A_Scream\n FRID D 5 Bright A_Fall\n TNT1 AAAA 0 A_CustomMissile(\"SmokeFX\", Random(30,60), 0, random(0,360), 2, random(0,360))\n FRID EFGHIJKL 4 Bright A_SpawnItemEx(\"OrangeParticleSpawner\", Random(10,-10), Random(10,-10), Random(30,60), 0, 0, 0, 0, 128)\n FRID MNOP 4\n\tFRID QRST 3\n FRID V 3 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n FRID W -1\n Stop\n}}\n\nActor IFireHFCyberVersion : IFire\n{\n+FORCERADIUSDMG\nDamageType \"HFCyb3r\"\n}\n\nActor Infernodemon1Summoner\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 AAAAA 0 A_SpawnItemEx(\"HFireSpawner\",random(-64,128),random(-64,64),random(0,64),0,0,0,0,32)\n\t TNT1 A 2\n\t TNT1 A 0 A_SpawnItemEx(\"Infernodemon1\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)\n\t Stop\n }\n}\n\nActor Infernodemon2Summoner : Infernodemon1Summoner\n{\n States\n {\n Spawn:\n\t TNT1 A 5\n\tDeath:\n\t TNT1 A 0\n\t TNT1 AAAAAA 0 A_SpawnItemEx(\"HFireSpawner\",random(-64,64),random(-64,64),random(0,64),0,0,0,0,32)\n\t TNT1 A 2\n\t TNT1 A 0 A_SpawnItemEx(\"Infernodemon2\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)\n\t Stop\n }\n}\n\nactor HFCyberUDHandsWall\n{\n+SOLID\nScale 3.0\nHealth 60\nDamage 20\n+NOBLOOD\n+Ripper\n+DontHarmSpecies\n+THRUSPECIES\nradius 20\nHeight 93\nmass 999999\nSpecies \"Cybers\"\nDamageType \"Cyber10k\"\nDamageFactor \"DemolisherEx\", 0.0\nDamageFactor \"DarkDemoEx\", 0.0\nDamageFactor \"CerChainguns\", 0.0\nDamageFactor \"CerEnergyBall\", 0.0\nDamageFactor \"LegMind\", 0.0\nDamageFactor \"BeheComet\", 0.0\nDamageFactor \"NobleCOmet\", 0.0\nDamageFactor \"CacoComet\", 0.0\nDamageFactor \"CadaverRocket\", 0.0\nDamageFactor \"HellComet\", 0.0\nDamageFactor \"Legendary1\", 0.0\nDamageFactor \"Term\", 0.0\nStates\n{\nSpawn:\nTNT1 A 0\nHFHD G 6 ThrustThingZ(0, 9999, 1, 1)\nTNT1 A 0 A_PlaySound(\"icespike\")\nHFHD G 0 A_ChangeFlag(\"SHOOTABLE\", 1)\nHFHD G 200\nGoto Death\nDeath:\nHFHD G 0 A_ChangeFlag(\"SHOOTABLE\", 0)\nHFHD G 2 A_ChangeFlag(\"SOLID\", 0)\nHFHD GHJIKLM 4 A_SpawnItemEx(\"HFireSpawner\",0,0,random(0,93),0,0,0,0,128,158)\nHFHD A 0 A_PlaySound(\"lrtrap/active\")\nstop\n}\n}\nactor HFHandTrapInventory : CustomInventory\n{\n inventory.pickupmessage \"\"\n inventory.pickupsound \"\"\n - COUNTITEM\n Species \"Cybers\"\n +INVENTORY.AUTOACTIVATE\n States\n {\n Spawn:\n TNT1 A 1\n Loop\n Pickup:\n TNT1 A 1\n TNT1 AAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"HFCyberUDHandsWall\", random(-256,256), random(-256,256), 0, 0, 0, 0, 0, 34, 0)\n TNT1 AAAAAAAAA 1 A_SpawnItemEx(\"HFCyberUDHandsWall\", random(-256,256), random(-256,256), 0, 0, 0, 0, 0, 34, 0)\n TNT1 AAAAAAAA 3 A_SpawnItemEx(\"HFCyberUDHandsWall\", random(-256,256), random(-256,256), 0, 0, 0, 0, 0, 34, 0)\n Stop\n }\n}\n\nactor HFHandTrapInventory2 : CustomInventory\n{\n inventory.pickupmessage \"\"\n inventory.pickupsound \"\"\n - COUNTITEM\n Species \"Cybers\"\n +INVENTORY.AUTOACTIVATE\n States\n {\n Spawn:\n TNT1 A 1\n Loop\n Pickup:\n TNT1 A 1\n TNT1 AAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"HFCyberUDHandsWall\", random(-60,60),random(-60,60), 0, 0, 0, 0, 0, 0, 0)\n TNT1 AAAAAAAAA 1 A_SpawnItemEx(\"HFCyberUDHandsWall\", random(-60,60),random(-60,60), 0, 0, 0, 0, 0, 0, 0)\n Stop\n }\n}\n\nActor HFRail : CardinalRail {\nDamageType\"HFCyb3r\"\n+NOTIMEFREEZE\n}\n\nACTOR HFCyber10K : FastProjectile\n{\n Obituary \"The HellFire Cyberdemon converted the Head of %o into another one of his trophies, now it is a decoration in his home.\"\n Radius 6\n Height 9\n Speed 269\n +NOBLOCKMAP\n +NOGRAVITY\n +NOTELEPORT\n +EXTREMEDEATH\n +NOTIMEFREEZE\n +DONTHARMSPECIES\n +FORCERADIUSDMG\n +BLOODLESSIMPACT\n DamageType \"HFCyb3r\"\n Renderstyle Add\n deathsound \"weapons/bfg95explode\"\n Alpha 0.75\n Scale 0.6\n States\n {\n Spawn:\n TRA3 A 1 Bright\n Loop\n Death:\n TNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"BFGShockwaveRed\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"Kaboom14\", 0, 0, random(0,360), 2, random(0,360))\n CFE1 A 4 Bright A_Explode(220,169,0)\n CFE1 BCDEF 4 Bright\n Stop\n}}\n\nActor HFGaussProjectile : FastProjectile\n{\nRadius 10\nHeight 7\nMissileHeight 7\nSpeed 300\nRenderStyle Add\nDamageType \"HFCyb3r\"\nMissileType \"GaussTrail\"\nDamage 43\nScale 0.9\n+NOTIMEFREEZE\n+RIPPER\n+EXTREMEDEATH\n+NODAMAGETHRUST\n+DONTBLAST\n+MTHRUSPECIES\nSeeSound \"Weapons/HFGaussFire\"\nStates\n\t{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"Weapons/HFGaussLoop\",6,1.0,true)\nLooplet:\n\tHROD A 1 Bright A_ChangeVelocity(0,0,-0.1)\n\tLoop\nDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"GaussWallRod\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_NOCHECKPOSITION,0)\nCrash:\nXDeath:\n\tTNT1 AAA 0 A_StopSound(6)\n\tTNT1 AAA 0 A_SpawnItemEx(\"GaussHotSpark\",12.0+frandom(2.0,-2.0),frandom(2.0,-2.0),frandom(2.0,-2.0),frandom(4.0,-4.0),frandom(2.0,-2.0),frandom(7.0,-1.0),frandom(0.0,360.0),SXF_CLIENTSIDE,0)\n\tTNT1 A 2 A_PlaySound(\"weapons/HFGaussRod\",7,1.0,false)\n\tStop\n\t}\n}\n\nActor GaussWallRod\n{\nScale 0.9\nRadius 20\nHeight 20\nDamageType \"HFCyb3r\"\nAlpha 0.99\nRenderStyle Add\nReactionTime 80\n+NOTIMEFREEZE\n+DONTBLAST\n+NOTELEPORT\n+NONSHOOTABLE\n+NOINTERACTION\n+BLOODLESSIMPACT\nStates\n\t{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"Weapons/HFGaussLoop\",6,1.0,true)\n\tHROD A 6 Bright A_Explode(20,20,0,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"GaussHotSpark\",frandom(-24,24),3+frandom(-1,1),frandom(-1,1),frandom(-1,1),frandom(-1,1),frandom(2,3),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,128)\n\tTNT1 A 0 A_Countdown\n\tLoop\nDeath:\n TNT1 A 0 A_StopSound(6)\n\tHROD A 20 Bright A_PlaySound(\"Weapons/HFGaussEnd\",7,1.0,false)\n\tHROD AAAABBBBB 1 A_FadeOut(0.1,1)\n\tStop\n\t}\n}\n\nActor GaussTrail\n{\nHeight 1\nRadius 1\nSpeed 0\nRenderStyle None\n+NOTIMEFREEZE\n+DONTBLAST\n+NOTELEPORT\n+NOINTERACTION\n+CLIENTSIDEONLY\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"GaussHotRod\",0,0,0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"GaussHotSpark\",0,0,0,frandom(-2.0,2.0),frandom(-2.0,2.0),frandom(1.0,3.0),frandom(360.0,0.0),SXF_CLIENTSIDE)\n\t\tStop\n\t}\n}\n\nActor GaussHotRod\n{\nHeight 20\nRadius 20\nScale 0.9\nRenderStyle Add\n+NOTIMEFREEZE\n+DONTBLAST\n+NOTELEPORT\n+NOINTERACTION\n+CLIENTSIDEONLY\nStates\n\t{\n\tSpawn:\n\t\tHROD A 1 A_FadeOut(0.2,1)\n\t\tLoop\n\t}\n}\n\nActor GaussHotSpark\n{\nHeight 8\nRadius 4\nGravity 0.15\nScale 0.2\nRenderStyle Add\nAlpha 1\n+NOTIMEFREEZE\n-NOGRAVITY\n+DROPOFF\n+DONTBLAST\n+NOTELEPORT\n+NOBLOCKMAP\n+CLIENTSIDEONLY\nStates\n\t{\n\tSpawn:\n\tTNT1 A 0 A_ScaleVelocity(0.98)\n\tHROD E 1 Bright A_FadeOut(0.05,1)\n\tLoop\n }\n}\n\nActor HFCyberSeekerTracer : HFCyberTracer\n{\n+SeekerMissile\nDamage 1\n States\n {\n Spawn:\n TNT1 A 0 A_PlaySound(\"monster/ambientfire2\")\n TNT1 A 0 A_SeekerMissile(0,2)\n TNT1 A 1 A_SpawnItemEx(\"ATracerPuff\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 A 0 A_SeekerMissile(0,2)\n TNT1 A 1 A_SpawnItemEx(\"ATracerPuff\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 A 0 A_SeekerMissile(0,2)\n TNT1 A 1 A_SpawnItemEx(\"ATracerPuff\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 A 0 A_SeekerMissile(0,2)\n TNT1 A 1 A_SpawnItemEx(\"ATracerPuff\", 0, 0, 0, 0, 0, 0, 0, 128)\n Loop\n}}\n\nactor SeekerTracersAttack : 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 A_CustomMissile(\"HFCyberSeekerTracer\",0,0,0,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberSeekerTracer\",0,0,15,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberSeekerTracer\",0,0,-15,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberSeekerTracer\",0,0,30,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberSeekerTracer\",0,0,-30,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberSeekerTracer\",0,0,45,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberSeekerTracer\",0,0,-45,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberSeekerTracer\",0,0,60,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberSeekerTracer\",0,0,-60,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberSeekerTracer\",0,0,-80,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberSeekerTracer\",0,0,80,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberSeekerTracer\",0,0,100,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberSeekerTracer\",0,0,-100,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberSeekerTracer\",0,0,120,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberSeekerTracer\",0,0,-120,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberSeekerTracer\",0,0,150,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberSeekerTracer\",0,0,-150,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberSeekerTracer\",0,0,170,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberSeekerTracer\",0,0,-170,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberSeekerTracer\",0,0,190,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberSeekerTracer\",0,0,-190,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberSeekerTracer\",0,0,220,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberSeekerTracer\",0,0,-220,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberSeekerTracer\",0,0,250,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberSeekerTracer\",0,0,-250,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberSeekerTracer\",0,0,280,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberSeekerTracer\",0,0,-280,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberSeekerTracer\",0,0,300,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberSeekerTracer\",0,0,-300,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberSeekerTracer\",0,0,330,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberSeekerTracer\",0,0,-330,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberSeekerTracer\",0,0,360,0)\n\tTNT1 A 0 A_CustomMissile(\"HFCyberSeekerTracer\",0,0,-360,0)\n\tstop\n }\n}\n\nactor UndeadHandsWaveAttack : 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 A_CustomMissile(\"HellCyberHandsSpawner\",0,0,0,0)\n\tTNT1 A 0 A_CustomMissile(\"HellCyberHandsSpawner\",0,0,15,0)\n\tTNT1 A 0 A_CustomMissile(\"HellCyberHandsSpawner\",0,0,-15,0)\n\tTNT1 A 0 A_CustomMissile(\"HellCyberHandsSpawner\",0,0,30,0)\n\tTNT1 A 0 A_CustomMissile(\"HellCyberHandsSpawner\",0,0,-30,0)\n\tTNT1 A 0 A_CustomMissile(\"HellCyberHandsSpawner\",0,0,45,0)\n\tTNT1 A 0 A_CustomMissile(\"HellCyberHandsSpawner\",0,0,-45,0)\n\tTNT1 A 0 A_CustomMissile(\"HellCyberHandsSpawner\",0,0,60,0)\n\tTNT1 A 0 A_CustomMissile(\"HellCyberHandsSpawner\",0,0,-60,0)\n\tTNT1 A 0 A_CustomMissile(\"HellCyberHandsSpawner\",0,0,-80,0)\n\tTNT1 A 0 A_CustomMissile(\"HellCyberHandsSpawner\",0,0,80,0)\n\tTNT1 A 0 A_CustomMissile(\"HellCyberHandsSpawner\",0,0,100,0)\n\tTNT1 A 0 A_CustomMissile(\"HellCyberHandsSpawner\",0,0,-100,0)\n\tTNT1 A 0 A_CustomMissile(\"HellCyberHandsSpawner\",0,0,120,0)\n\tTNT1 A 0 A_CustomMissile(\"HellCyberHandsSpawner\",0,0,-120,0)\n\tTNT1 A 0 A_CustomMissile(\"HellCyberHandsSpawner\",0,0,150,0)\n\tTNT1 A 0 A_CustomMissile(\"HellCyberHandsSpawner\",0,0,-150,0)\n\tTNT1 A 0 A_CustomMissile(\"HellCyberHandsSpawner\",0,0,170,0)\n\tTNT1 A 0 A_CustomMissile(\"HellCyberHandsSpawner\",0,0,-170,0)\n\tTNT1 A 0 A_CustomMissile(\"HellCyberHandsSpawner\",0,0,190,0)\n\tTNT1 A 0 A_CustomMissile(\"HellCyberHandsSpawner\",0,0,-190,0)\n\tTNT1 A 0 A_CustomMissile(\"HellCyberHandsSpawner\",0,0,220,0)\n\tTNT1 A 0 A_CustomMissile(\"HellCyberHandsSpawner\",0,0,-220,0)\n\tTNT1 A 0 A_CustomMissile(\"HellCyberHandsSpawner\",0,0,250,0)\n\tTNT1 A 0 A_CustomMissile(\"HellCyberHandsSpawner\",0,0,-250,0)\n\tTNT1 A 0 A_CustomMissile(\"HellCyberHandsSpawner\",0,0,280,0)\n\tTNT1 A 0 A_CustomMissile(\"HellCyberHandsSpawner\",0,0,-280,0)\n\tTNT1 A 0 A_CustomMissile(\"HellCyberHandsSpawner\",0,0,300,0)\n\tTNT1 A 0 A_CustomMissile(\"HellCyberHandsSpawner\",0,0,-300,0)\n\tTNT1 A 0 A_CustomMissile(\"HellCyberHandsSpawner\",0,0,330,0)\n\tTNT1 A 0 A_CustomMissile(\"HellCyberHandsSpawner\",0,0,-330,0)\n\tTNT1 A 0 A_CustomMissile(\"HellCyberHandsSpawner\",0,0,360,0)\n\tTNT1 A 0 A_CustomMissile(\"HellCyberHandsSpawner\",0,0,-360,0)\n\tstop\n }\n}\nActor MiniHellFlame : RedParticleSpawner\n{\nScale 0.2\nRenderstyle Add\nAlpha 1.0\n+NOINTERACTION\n+NONETID\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"monster/ambientfire\")\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\t\tTNT1 A 0 A_CheckSight(\"Toaster\")\n\t\tFIR1 ABCD 2 Bright A_FadeOut(0.1,0)\n\t\tFIR1 EFGHIJKL 1 Bright A_FadeOut(0.1,1)\n\t\tStop\n\tToaster:\n\t\tTNT1 A 1 Bright\n\t\tStop\n\t}\n}\n\nActor EternalFlame\n{\n Projectile\n Alpha 1\n Height 4\n Radius 2\n Gravity 0.52\n Bouncetype Doom\n BounceFactor 0.01\n WallBounceFactor 0.01\n Scale 1.5\n Renderstyle Add\n +DONTFALL\n -Nogravity\n +NODAMAGETHRUST\n -EXTREMEDEATH\n +THRUSPECIES\n +DONTHARMSPECIES\n +NOTIMEFREEZE\n +FORCERADIUSDMG\n Species \"Cybers\"\n Damagetype \"HFCyb3r\"\n var int user_fireloop;\n}\n\nActor HellFlame : EternalFlame\n{\n Species \"Cybers\"\n Damagetype \"HFCyb3r\"\n var int user_fireloop;\n States\n {\n Spawn:\n Death:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"OhGodOhFuck\")\n\tTNT1 A 0 A_ChangeFlag(MOVEWITHSECTOR,1)\n\tTNT1 A 0 A_SetUserVar(\"user_fireloop\",random(0,8))\n\tTNT1 A 0 A_PlaySound(\"monster/ambientfire\",7,1.0,1)\n DeathLoop:\n\tTNT1 A 0 A_JumpIf(user_fireloop >= 50,\"Death2\")\n\tTNT1 A 0 A_SetUserVar(\"user_fireloop\",user_fireloop+1)\n\tHFHF AABBCC 1 Bright A_spawnItemEx(\"MiniHellFlame\",random(-6,6),random(-6,6),random(0,3),random(-2,2),random(-2,2),random(2,7),random(0,360))\n\tTNT1 A 0 A_Explode(39,69)\n\tTNT1 A 0 A_JumpIf(user_fireloop >= 50,\"Death2\")\n\tTNT1 A 0 A_SetUserVar(\"user_fireloop\",user_fireloop+1)\n\tHFHF DDEEFF 1 Bright A_spawnItemEx(\"MiniHellFlame\",random(-6,6),random(-6,6),random(0,3),random(-2,2),random(-2,2),random(2,7),random(0,360))\n\tTNT1 A 0 A_Explode(39,69)\n\tTNT1 A 0 A_JumpIf(user_fireloop >= 50,\"Death2\")\n\tTNT1 A 0 A_SetUserVar(\"user_fireloop\",user_fireloop+1)\n\tHFHF GGHHII 1 Bright A_spawnItemEx(\"MiniHellFlame\",random(-6,6),random(-6,6),random(0,3),random(-2,2),random(-2,2),random(2,7),random(0,360))\n\tTNT1 A 0 A_Explode(39,69)\n\tTNT1 A 0 A_JumpIf(user_fireloop >= 50,\"Death2\")\n\tTNT1 A 0 A_SetUserVar(\"user_fireloop\",user_fireloop+1)\n\tHFHF KKLLMM 1 Bright A_spawnItemEx(\"MiniHellFlame\",random(-6,6),random(-6,6),random(0,3),random(-2,2),random(-2,2),random(2,7),random(0,360))\n\tTNT1 A 0 A_Explode(39,69)\n\tLoop\n Death2:\n\tTNT1 A 0 A_StopSound(7)\n\tHFHF MNOP 2 Bright\n\tStop\n OhGodOhFuck:\n TNT1 AAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 A 1 Bright A_ChangeFlag(\"MISSILE\",0)\n\tStop\n\t}\n}\n\nActor HFCyberFlameRocket : CardinalRocket\n{\n Speed 45\n FastSpeed 55\n Scale 0.9\n Damage 23\n SeeSound \"HFCyb/rocket\"\n DeathSound \"weapons/rocklx\"\n DamageType \"HFCyb3r\"\n -ThruSpecies\n +DONTREFLECT\n +PIERCEARMOR\n +FORCERADIUSDMG\n +DONTHARMSPECIES\n States\n {\n Spawn:\n TNT1 A 0 A_CustomMissile(\"MissileTrail\",Random(4,6),Random(-2,2))\n\tFFRC A 2 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(4,6),Random(-2,2))\n\tTNT1 A 0 A_CustomMissile(\"MissileTrail\",Random(4,6),Random(-2,2))\n\tFFRC A 2 A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(4,6),Random(-2,2))\n loop\n Death:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t TNT1 AAA 0 A_CustomMissile(\"Kaboom3\", 0, 0, random(0,360), 2, random(0,360))\n\t TNT1 AAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n\t TNT1 AAAA 0 A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n\t FFRC B 6 Bright A_Explode\n\t TNT1 AAAAAAA 0 A_SpawnItemEx(\"HellFlame\",0,0,0,random(0,30),0,random(0,10),random(0,360))\n\t CBEX B 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,0,6)\n CBEX B 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,45,6)\n CBEX B 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,90,6)\n CBEX B 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,135,6)\n CBEX B 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,180,6)\n CBEX B 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,225,6)\n CBEX B 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,270,6)\n CBEX B 0 Bright A_CustomMissile(\"FuelExplosion01\",0,0,315,6)\n\t CROC CD 5 Bright A_SetTranslucent(0.75,1)\n stop\n }\n}\n\nActor HFCyberMiniFireBall : RictusBall\n{\nSpeed 60\nFastSpeed 90\nDamage 15\nXScale 0.92\nYScale 0.92\nSpecies \"Cybers\"\nDamagetype \"HFCyb3r\"\nStates\n{\nSpawn:\n RCST AB 1 Bright A_SpawnItemEx(\"RSoulBallTrail\",0,0,0,0,0,0,0,128,0)\n Loop\n\t }\n}\n\nACTOR HFCybMiniFireBallTrail : RSoulBallTrail\n{\nXScale 0.62\nYScale 0.68\n\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/Widowmaker.txt",
"contents": "actor WidowMaker : Guardian\n{\n\thealth 750\n\tspeed 10\n\tpainchance 60\n\t+DONTHARMCLASS\n +DONTHARMSPECIES\n\t+MISSILEMORE\n\t+MissileEvenMore\n\t+AVOIDMELEE\n\t+QUICKTORETALIATE\n\t+NODROPOFF\n\tRadius 22\n Height 60\n\tDamageFactor \"CadaverRocket\", 0.0\n\tSpecies \"Skeletons\"\n\tdropitem \"Minigun \" 255\n\tDropItem \"LifeEssence\" 150\n DropItem \"ArmorBonusMax\" 150\n\tdropitem \"BackPack\" 30\n\tSeeSound \"widowmaker/sight\"\n\tActiveSound \"widowmaker/act\"\n\tPainSound \"widowmaker/pain\"\n\tDeathSound \"widowmaker/death\"\n\tObituary \"%o was perforated by a Widow maker.\"\n\tstates{\n Spawn:\n WDMK O 10 A_Look\n Loop\n See:\n TNT1 A 0 A_SpawnItem(\"BonyStep\",0,0,0,0)\n WDMK AAABBB 2 A_Chase\n TNT1 A 0 A_SpawnItem(\"BonyStep\",0,0,0,0)\n WDMK CCCDDD 2 A_Chase\n Loop\n Melee:\n \"####\" \"#\" 0 A_FaceTarget\n\t\"####\" \"#\" 0 A_PlaySound(\"player/normjump\")\n \"####\" \"#\" 8 A_Recoil(25)\n\t\"####\" \"#\" 0 A_PlaySound(\"plyrland\")\n Goto Normal\n\tPause:\n\tWDMK E 10\n\tGoto See\n Missile:\n TNT1 A 0 A_Jump(128,\"SeekMissile\",\"SeekMissile2\")\n Normal:\n TNT1 A 0 A_PlaySound(\"weapons/mgunspinstart\")\n WDMK E 10 A_FaceTarget\n\tTNT1 A 0 A_PlaySoundEx(\"weapons/mgunspin\",\"Voice\")\n\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\",Random(30,34),0,Random(5,-5),0)\n TNT1 A 0 A_SpawnItemEx(\"RifleCasing\", 12, 6, 28, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\tTNT1 A 0 A_PlaySoundEx(\"weapons/minigunfire\",\"Weapon\")\n WDMK F 2 Bright A_CustomBulletAttack(22.5,0,1,random(2,5)*3,\"WMPuff\")\n WDMK E 1 A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\",Random(30,34),0,Random(5,-5),0)\n TNT1 A 0 A_SpawnItemEx(\"RifleCasing\", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\tTNT1 A 0 A_PlaySoundEx(\"weapons/minigunfire\",\"Weapon\")\n WDMK F 2 Bright A_CustomBulletAttack(22.5,0,1,random(2,5)*3,\"WMPuff\")\n WDMK E 1 A_FaceTarget\n\tTNT1 A 0 A_Jump(11,\"Pause\",\"SeekMissile\")\n\tTNT1 A 0 A_StopSoundEx(\"Voice\")\n TNT1 A 0 A_CPosRefire\n Goto Normal+3\n SeekMissile:\n WDMK EEEE 3 A_FaceTarget\n\tWDMK F 4 Bright A_CustomMissile(\"HellFireRocket\",40,0,0)\n\tWDMK E 3 A_FaceTarget\n\tWDMK F 4 Bright A_CustomMissile(\"HellFireRocket\",40,0,0)\n\tWDMK E 3 Bright\n\tGoto see\n SeekMissile2:\n WDMK G 0 A_JumpIf(ceilingz-floorz<=175,\"SeekMissile\")\n WDMK G 1 A_FaceTarget\n\tWDMK G 5\n\tWDMK G 1 A_FaceTarget\n\tWDMK G 3 A_PlaySound(\"widowmaker/beep\")\n\tWDMK G 1 A_FaceTarget\n\tWDMK G 3 A_PlaySound(\"widowmaker/beep\")\n\tWDMK G 1 A_FaceTarget\n\tWDMK G 3 A_PlaySound(\"widowmaker/beep\")\n\tWDMK G 1 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"widowmaker/launch\")\n WDMK H 4 Bright\n\tWDMK H 0 Bright A_CustomMissile(\"widowmakerMiniRockets\",55,40,-25,90)\n\tWDMK H 0 Bright A_CustomMissile(\"widowmakerMiniRockets\",55,25,0,90)\n\tWDMK H 0 Bright A_CustomMissile(\"widowmakerMiniRockets\",55,10,25,90)\n WDMK H 2 Bright A_FaceTarget\n\tWDMK G 2\n Goto See\n Pain:\n TNT1 A 0 A_Jump(80,\"PainMissile\")\n WDMK I 5\n WDMK I 5 A_Pain\n Goto See\n PainMissile:\n WDMK I 5\n WDMK I 5 A_Pain\n Goto Missile\n Death:\n \tWDMK P 7 A_Scream\n\tWDMK Q 7\n\tTNT1 AA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n\tWDMK R 7\n TNT1 AA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n\tWDMK S 7 A_NoBlocking\n\tWDMK T -1\n Stop\n XDeath:\n WDMK I 7 A_Scream\n\tWDMK I 2 Bright\n\tTNT1 AA 0 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\tTNT1 AA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n\tWDMK IIJJJ 1 Bright A_CustomMissile(\"Kaboom17\", Random(10,50), 0, random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\tTNT1 AA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n\tWDMK JJJKK 1 Bright A_CustomMissile(\"Kaboom17\", Random(10,50), 0, random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\tTNT1 AA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n\tWDMK KKLLL 1 Bright A_CustomMissile(\"Kaboom17\", Random(10,50), 0, random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\tTNT1 AAAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n WDMK M 6 A_NoBlocking\n WDMK N -1\n Stop\n Raise:\n TNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"VileHealEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tWDMK TSRQP 4\n Goto See\n\t}\n}\n\nActor WMPuff: CyNoblePuff\n{\nDamageType \"CadaverRocket\"\n}\n\nactor widowmakerMiniRockets : Hellfirerocket\n{\n\tRadius 10\n\tHeight 10\n\tSpeed 24\n\tScale 0.7\n\tDamage 6\n\t+ScreenSeeker\n\tExplosionDamage 30\n ExplosionRadius 78\nStates\n{\nSpawn:\n TNT1 A 0\n\tTNT1 A 0 A_Jump(128,\"Homing\")\nNormal:\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",0,Random(-2,2))\n CBRK A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",0,Random(-2,2))\n Loop\nHoming:\n\tTNT1 A 0 Bright A_Tracer2\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",0,Random(-2,2))\n CBRK A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",0,Random(-2,2))\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",0,Random(-2,2))\n CBRK A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",0,Random(-2,2))\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",0,Random(-2,2))\n CBRK A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",0,Random(-2,2))\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",0,Random(-2,2))\n CBRK A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",0,Random(-2,2))\n\tTNT1 A 0 Bright A_Tracer2\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",0,Random(-2,2))\n CBRK A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",0,Random(-2,2))\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",0,Random(-2,2))\n CBRK A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",0,Random(-2,2))\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",0,Random(-2,2))\n CBRK A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",0,Random(-2,2))\n TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",0,Random(-2,2))\n CBRK A 1 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",0,Random(-2,2))\n\tTNT1 A 0 Bright A_PlaySound(\"monster/homingrockbeep\")\n\tLoop\nDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 AAA 0 A_CustomMissile(\"Kaboom3\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n TNT1 AAAA 0 A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n TNT1 A 0 A_Explode\n TNT1 A 1 A_SpawnItem(\"RocketEx\")\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/EMinigunner.txt",
"contents": "ACTOR RMExplosiveMinigunner : ChaingunGuy\n{\n Health 150\n PainChance 110\n Speed 7\n Mass 100\n DropItem \"StimKit\" 180\n DropItem \"ArmorBooster\" 180\n DropItem \"AmmoPack\" 165\n DropItem \"HandGrenadeAmmo\" 250 1\n DropItem \"MineAmmo\" 180 1\n DropItem \"BulletMag\" 256 10\n DropItem \"BulletBox\" 128\n DropItem \"Armorplate\" 215 1\n DropItem \"Portablemedkit\" 230 1\n DropItem \"Backpack\" 80 1\n DropItem \"Explosive Minigun\" 65\n DamageFactor \"EMGEx\", 0.0\n SeeSound \"superzombie/sight\"\n PainSound \"superzombie/pain\"\n DeathSound \"superzombie/death\"\n ActiveSound \"superzombie/active\"\n AttackSound \"weapons/minigunfire\"\n Obituary \"%o was blown to smithereens by an Explosive Minigunner.\"\n +MISSILEMORE\n +QUICKTORETALIATE\ntag \"Explosive Minigunner\"\n\tStates\n\t{\n\tSpawn:\n\t\tEMNG AZ 10 A_Look\n\t\tLoop\n\tSee:\n EMNG AABB 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n EMNG CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tLoop\n Missile:\n TNT1 A 0 A_PlaySound(\"weapons/expmgunspinstart\")\n EMNG E 25 A_FaceTarget\n\tTNT1 A 0 A_PlaySoundEx(\"weapons/expmgunspin\",\"Voice\")\n\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tTNT1 A 0 A_CustomMissile(\"MinigunnerExplosiveTracer\",Random(30,34),0,Random(15,-15),0)\n TNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", 12, 6, 28, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n EMNG E 4 Bright A_CPosAttack\n\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\tTNT1 A 0 A_CustomMissile(\"MinigunnerExplosiveTracer\",Random(30,34),0,Random(15,-15),0)\n TNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n EMNG F 4 Bright A_CPosAttack\n\tTNT1 A 0 A_PlaySound(\"weapons/expmgunspinstop\")\n\tTNT1 A 0 A_StopSoundEx(\"Voice\")\n TNT1 A 0 A_CPosRefire\n Goto Missile+2\n\tPain:\n\t\tEMNG G 6 A_Pain\n\t\tGoto See\n\tDeath:\n EMNG H 5\n EMNG I 5 A_Scream\n EMNG J 5 A_Fall\n EMNG KLM 5 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n\t\tEMNG N -1\n Stop\n\tXDeath:\n EMNG O 3\n EMNG P 3 A_XScream\n EMNG Q 3 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n EMNG R 3 A_Fall\n EMNG STUV 3\n\t EMNG W -1\n Stop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/BabyDarkDemolisher.txt",
"contents": "ACTOR BabyDDemolisher : Arachnotron 23336\n{\n Health 1200\n PainChance 70\n Scale 1.2\n Speed 13\n Radius 52\n SeeSound \"minidemo/sight\"\n ActiveSound \"minidemo/active\"\n PainSound \"monsters/fusionitepain\"\n DeathSound \"minidemo/death\"\n AttackSound \"\"\n BloodColor \"DarkGreen\"\n DropItem \"LifeEssence\" 140\n DropItem \"ArmorBonusMax\" 140\n DropItem \"DemonAmmoBox\" 128 200\n DamageFactor \"Baby15K\", 0.0\n Species \"BabySpiders\"\n +MISSILEMORE\n +QUICKTORETALIATE\n Obituary \"%o was annihilated by a Baby Dark Demolisher.\"\n Tag \"Baby Dark Demolisher\"\n States\n {\n Spawn:\n DMSP A 10 A_Look\n Loop\n See:\n TNT1 A 0 A_Jump(62,\"Rush\")\n DMSP A 2 A_BabyMetal\n DMSP ABBCC 2 A_Chase\n DMSP D 2 A_BabyMetal\n DMSP DEEFF 2 A_Chase\n Loop\n Rush:\n\tTNT1 A 0 A_Metal\n\tTNT1 A 0 A_SpawnItemEx(\"BabyDDGhostA\",0,0,0,0,0,0,0,128)\n\tDMSP A 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"BabyDDGhostA\",0,0,0,0,0,0,0,128)\n\tDMSP A 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"BabyDDGhostB\",0,0,0,0,0,0,0,128)\n\tDMSP B 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"BabyDDGhostB\",0,0,0,0,0,0,0,128)\n\tDMSP B 1 A_Chase\n\tTNT1 A 0 A_Metal\n\tTNT1 A 0 A_SpawnItemEx(\"BabyDDGhostC\",0,0,0,0,0,0,0,128)\n\tDMSP C 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"BabyDDGhostC\",0,0,0,0,0,0,0,128)\n\tDMSP C 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"BabyDDGhostD\",0,0,0,0,0,0,0,128)\n\tDMSP D 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"BabyDDGhostD\",0,0,0,0,0,0,0,128)\n\tDMSP D 1 A_Chase\n\tTNT1 A 0 A_Metal\n\tTNT1 A 0 A_SpawnItemEx(\"BabyDDGhostE\",0,0,0,0,0,0,0,128)\n\tDMSP E 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"BabyDDGhostE\",0,0,0,0,0,0,0,128)\n\tDMSP E 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"BabyDDGhostF\",0,0,0,0,0,0,0,128)\n\tDMSP F 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"BabyDDGhostF\",0,0,0,0,0,0,0,128)\n\tDMSP F 1 A_Chase\n\tTNT1 A 0 A_Jump(84,\"See\")\n\tLoop\n Pause:\n DMSP A 10\n Goto See\n Missile:\n TNT1 A 0 A_Jump(70,\"BFG10K\")\n Normal:\n TNT1 A 0 A_PlaySound(\"monsters/darkmasterwind\")\n DMSP A 13 A_FaceTarget\n\tTNT1 A 0 Bright A_PlaySound(\"monsters/darkmasterwind2\")\n\tTNT1 A 0 Bright A_PlaySoundEx(\"weapons/minigunfire\",\"Weapon\")\n\tTNT1 A 0 Bright A_CustomMissile(\"MonsterTracer\",Random(26,30),0,Random(5,-5),0)\n\tTNT1 A 0 Bright A_SpawnItemEx(\"RifleCasing\", 8, 8, 18, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)\n DMSP Q 3 Bright A_CustomBulletAttack(20.0, 0, 1, Random(1,5)*3, \"BabyPuff\")\n\tTNT1 A 0 Bright A_PlaySoundEx(\"weapons/minigunfire\",\"Weapon\")\n TNT1 A 0 Bright A_SpawnItemEx(\"RifleCasing\", 8, -8, 18, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n DMSP R 2 Bright A_CustomBulletAttack(20.0, 0, 1, Random(1,5)*3, \"BabyPuff\")\n\tTNT1 A 0 A_Jump(3,\"Pause\",\"Missile\")\n TNT1 A 0 A_SpidRefire\n Goto Normal+2\n BFG10K:\n\tTNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n DMSP G 16 Bright A_FaceTarget\n\tDMSP G 6 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n DMSP H 4 Bright A_CustomMissile(\"BabyDemo10K\",20,0,Random(4,-4))\n DMSP G 6 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n DMSP H 4 Bright A_CustomMissile(\"BabyDemo10K\",20,0,Random(4,-4))\n DMSP G 6 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n DMSP H 4 Bright A_CustomMissile(\"BabyDemo10K\",20,0,Random(4,-4))\n DMSP G 20 Bright A_PlaySound(\"weapons/bfg15kcooldown\",CHAN_AUTO)\n Goto See\n Pain:\n TNT1 A 0 A_Jump(87,\"PainMissile\")\n DMSP I 10 A_Pain\n Goto See\n PainMissile:\n\tDMSP I 10 A_Pain\n Goto Missile\n Death:\n DMSP I 20 A_Scream\n\tDMSP J 6\n\tTNT1 AAA 0 A_SpawnItemEx(\"GreenGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\tDMS2 KKKKK 2 Bright A_CustomMissile(\"Kaboom5\", 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 DMSP L 6 A_NoBlocking\n DMSP MN 6\n DMSP O 6\n DMSP P -1 A_KillMaster\n Stop\n Raise:\n \tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"VileHealEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n DMSP PONMLKJ 5\n Goto See+1\n }\n}\n\nACTOR BabyDDGhostA\n{\nRENDERSTYLE Translucent\nAlpha 0.75\nScale 1.2\n+NOGRAVITY\n+CLIENTSIDEONLY\n+DONTSPLASH\n+NOINTERACTION\n+NOCLIP\nStates\n{\nSpawn:\n TNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n DMSP A 2 A_FadeOut(0.18)\n Loop\nToaster:\n TNT1 A 0\n\tStop\n }\n}\n\nACTOR BabyDDGhostB : BabyDDGhostA\n{\nStates\n{\nSpawn:\n DMSP B 2 A_FadeOut(0.18)\n Loop\n }\n}\n\nACTOR BabyDDGhostC : BabyDDGhostA\n{\nStates\n{\nSpawn:\n DMSP C 2 A_FadeOut(0.18)\n Loop\n }\n}\n\nACTOR BabyDDGhostD : BabyDDGhostA\n{\nStates\n{\nSpawn:\n DMSP D 2 A_FadeOut(0.18)\n Loop\n }\n}\n\nACTOR BabyDDGhostE : BabyDDGhostA\n{\nStates\n{\nSpawn:\n DMSP E 2 A_FadeOut(0.18)\n Loop\n }\n}\n\nACTOR BabyDDGhostF : BabyDDGhostA\n{\nStates\n{\nSpawn:\n DMSP F 2 A_FadeOut(0.18)\n Loop\n }\n}\n\nACTOR BabyDemo10K : 10KProjectile\n{\n-ThruSpecies\nStates\n{\nDeath:\nXDeath:\n TNT1 A 0\n TNT1 A 1 A_SpawnItem(\"BabyDemo10KEx\")\n Stop\n }\n}\nACTOR BabyDemo10KEx : DarkDemo10KEx\n{\nObituary \"%o was annihilated by a Baby Dark Demolisher.\"\nDamageType \"Baby15K\"\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/DTechSpider.txt",
"contents": "actor DTechSpider : Arachnotron\n{\n obituary \"%o was eliminated by a Demon Tech Spider.\"\n health 1000\n radius 26\n height 64\n mass 600\n speed 12\n Scale 1.2\n painchance 80\n BloodColor \"DarkGreen\"\n DropItem \"Demon Tech Rifle\" 256 1\n DropItem \"LifeEssence\" 140\n DropItem \"ArmorBonusMax\" 140\n SeeSound \"minidemo/sight\"\n ActiveSound \"minidemo/active\"\n PainSound \"monsters/fusionitepain\"\n DeathSound \"minidemo/death\"\n DamageFactor \"Baby15K\", 0.0\n Species \"BabySpiders\"\n Tag \"Demon Tech Spider\"\n MONSTER\n +MissileMore\n +QUICKTORETALIATE\n states\n {\n Spawn:\n DTSD A 10 A_Look\n loop\n See:\n TNT1 A 0 A_Jump(62,\"Rush\")\n DTSD A 2 A_BabyMetal\n DTSD ABBCC 2 A_Chase\n DTSD D 2 A_BabyMetal\n DTSD DEEFF 2 A_Chase\n Loop\n Rush:\n\tTNT1 A 0 A_Metal\n\tTNT1 A 0 A_SpawnItemEx(\"DTSpidGhostA\",0,0,0,0,0,0,0,128)\n\tDTSD A 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"DTSpidGhostA\",0,0,0,0,0,0,0,128)\n\tDTSD A 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"DTSpidGhostB\",0,0,0,0,0,0,0,128)\n\tDTSD B 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"DTSpidGhostB\",0,0,0,0,0,0,0,128)\n\tDTSD B 1 A_Chase\n\tTNT1 A 0 A_Metal\n\tTNT1 A 0 A_SpawnItemEx(\"DTSpidGhostC\",0,0,0,0,0,0,0,128)\n\tDTSD C 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"DTSpidGhostC\",0,0,0,0,0,0,0,128)\n\tDTSD C 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"DTSpidGhostD\",0,0,0,0,0,0,0,128)\n\tDTSD D 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"DTSpidGhostD\",0,0,0,0,0,0,0,128)\n\tDTSD D 1 A_Chase\n\tTNT1 A 0 A_Metal\n\tTNT1 A 0 A_SpawnItemEx(\"DTSpidGhostE\",0,0,0,0,0,0,0,128)\n\tDTSD E 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"DTSpidGhostE\",0,0,0,0,0,0,0,128)\n\tDTSD E 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"DTSpidGhostF\",0,0,0,0,0,0,0,128)\n\tDTSD F 1 A_Chase\n\tTNT1 A 0 A_SpawnItemEx(\"DTSpidGhostF\",0,0,0,0,0,0,0,128)\n\tDTSD F 1 A_Chase\n\tTNT1 A 0 A_Jump(84,\"See\")\n\tLoop\n Missile:\n\tDTSD G 10 A_FaceTarget\n\tDTSD G 2 A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"DTSDemonTechProjectile\",28,0,Random(150,-150)/100.00,0)\n\tDTSD H 2 Bright A_PlaySoundEx(\"weapons/demontechfire\",\"Weapon\")\n\tTNT1 A 0 A_Jump(6,\"Pause\")\n\tTNT1 A 0 A_SpidRefire\n\tGoto Missile+1\n Pause:\n\tDTSD G 15 A_PlaySound(\"weapons/demontechsteam\")\n\tGoto See\n Pain:\n DTSD I 3\n DTSD I 3 A_Pain\n goto See+1\n Death:\n DTSD J 20 A_Scream\n DTSD K 7 A_NoBlocking\n\tTNT1 AAA 0 A_SpawnItemEx(\"GreenGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\tTNT1 AAAA 0 A_CustomMissile(\"SmokeFX2\", random(20,40), 0, random(0,360), 2, random(0,360))\n DTSD LMNO 7 Bright A_CustomMissile(\"Kaboom5\", random(20,40), random(10,-10), random(0,360), 2, random(0,360))\n DTSD P -1 A_KillMaster\n stop\n Raise:\n TNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"VileHealEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n DTSD PONMLKJ 5\n goto See+1\n }\n}\n\nACTOR DTSDemonTechProjectile : ZDemonTechProjectile\n{\n DamageType \"Baby15k\"\n}\n\nACTOR DTSpidGhostA\n{\nRENDERSTYLE Translucent\nAlpha 0.75\nScale 1.2\n+NOGRAVITY\n+CLIENTSIDEONLY\n+DONTSPLASH\n+NOINTERACTION\n+NOCLIP\nStates\n{\nSpawn:\n DTSD A 2 A_FadeOut(0.18)\n Loop\n }\n}\n\nACTOR DTSpidGhostB : DTSpidGhostA\n{\nStates\n{\nSpawn:\n DTSD B 2 A_FadeOut(0.18)\n Loop\n }\n}\n\nACTOR DTSpidGhostC : DTSpidGhostA\n{\nStates\n{\nSpawn:\n DTSD C 2 A_FadeOut(0.18)\n Loop\n }\n}\n\nACTOR DTSpidGhostD : DTSpidGhostA\n{\nStates\n{\nSpawn:\n DTSD D 2 A_FadeOut(0.18)\n Loop\n }\n}\n\nACTOR DTSpidGhostE : DTSpidGhostA\n{\nStates\n{\nSpawn:\n DTSD E 2 A_FadeOut(0.18)\n Loop\n }\n}\n\nACTOR DTSpidGhostF : DTSpidGhostA\n{\nStates\n{\nSpawn:\n DTSD F 2 A_FadeOut(0.18)\n Loop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/CacoLich.txt",
"contents": "ACTOR CacoLich : CacoDemon~\n{\n\tHealth 700\n\tSpeed 12\n\tRadius 31\n\tHeight 56\n\tPainChance 96\n\tMass 500\n\tPainChance \"SoulToxic\", 40\n PainChance \"FatFlamer\", 40\n PainChance \"FiendFire\", 40\n\tSpecies \"Cacodemons\"\n\tDamageFactor \"CacoComet\", 0.0\n\tBloodColor \"DarkGreen\"\n\tDropItem \"LifeEssence\" 120\n DropItem \"ArmorBonusMax\" 120\n\tSeeSound \"CacoLich/Sight\"\n\tActiveSound \"CacoLich/Active\"\n\tPainSound \"CacoLich/Pain\"\n\tDeathSound \"CacoLich/Death\"\n\tObituary \"%o was blasted by the Cacolich\"\n\tMONSTER\n +NOGRAVITY\n\t+MissileMore\n\t+QUICKTORETALIATE\n\t+FLOAT\n\tStates\n\t{\n\tSpawn:\n CLIH A 1 A_Look\n\t Loop\n\tSee:\n\t CLIH A 3 A_Chase\n\t\t TNT1 A 0 A_Jump(6,\"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 CLIH 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 CLIH AAAA 3 A_Chase\n\t\t TNT1 A 0 A_Stop\n\t\t Goto See\n Missile:\n\t TNT1 A 0 A_Jump(128,\"Comet\",\"Seeking\")\n CLIH EF 6 A_FaceTarget\n\t\t CLIH G 0 Bright A_CustomMissile(\"WatcherBall\", 24, 0, 0)\n\t\t CLIH G 0 Bright A_CustomMissile(\"WatcherBall\", 24, 0, 4)\n CLIH G 6 Bright A_CustomMissile(\"WatcherBall\", 24, 0, -4)\n CLIH G 6 A_FaceTarget\n CLIH G 0\n Goto See\n\t Seeking:\n CLIH B 6 A_Facetarget\n\t TNT1 A 0 A_CustomMissile(\"CacoLichBall\",35,0,16,0,0)\n\t CLIH C 4 Bright A_CustomMissile(\"CacoLichBall\",35,0,-16,0,0)\n CLIH CD 4\n\t TNT1 A 0 A_Jump(87,\"Comet\")\n\t Goto See\n Comet:\n CLIH EF 6 A_Facetarget\n\t CLIH G 5 Bright A_CustomMissile(\"LichComet\",24,0,0,0,0)\n CLIH GG 4\n\t Goto See\n Melee:\n\t\tCLIH EF 4 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_PlaySound(\"monster/psoattack\")\n\t\tCLIH G 3 Bright A_CustomMissile(\"LichBreath\", 10, 0, Random(18,-18))\n\t\tTNT1 A 0 Bright A_FaceTarget\n\t\tCLIH F 3 Bright A_CustomMissile(\"LichBreath\", 10, 0, Random(18,-18))\n\t\tTNT1 A 0 Bright A_FaceTarget\n\t\tCLIH G 3 Bright A_CustomMissile(\"LichBreath\", 10, 0, Random(18,-18))\n\t\tTNT1 A 0 Bright A_FaceTarget\n\t\tCLIH F 3 Bright A_CustomMissile(\"LichBreath\", 10, 0, Random(18,-18))\n\t\tTNT1 A 0 Bright A_FaceTarget\n\t\tCLIH G 3 Bright A_CustomMissile(\"LichBreath\", 10, 0, Random(18,-18))\n\t\tTNT1 A 0 Bright A_FaceTarget\n\t\tCLIH F 3 Bright A_CustomMissile(\"LichBreath\", 10, 0, Random(18,-18))\n\t\tTNT1 A 0 Bright A_FaceTarget\n\t\tCLIH G 3 Bright A_CustomMissile(\"LichBreath\", 10, 0, Random(18,-18))\n\t\tTNT1 A 0 Bright A_FaceTarget\n\t\tCLIH F 3 Bright A_CustomMissile(\"LichBreath\", 10, 0, Random(18,-18))\n\t\tTNT1 A 0 Bright A_FaceTarget\n\t\tCLIH G 3 Bright A_CustomMissile(\"LichBreath\", 10, 0, Random(18,-18))\n\t\tTNT1 A 0 Bright A_FaceTarget\n\t\tCLIH F 3 Bright A_CustomMissile(\"LichBreath\", 10, 0, Random(18,-18))\n\t\tCLIH FG 3\n\t\tGoto See\n\tPain:\n\t TNT1 A 0 A_Jump(70,\"PainMissile\")\n CLIH H 3\n CLIH I 6 A_Pain\n Goto See\n\tPainMissile:\n CLIH H 3\n CLIH I 6 A_Pain\n Goto Missile\n XDeath:\n Death:\n CLIH J 0\n CLIH J 0 A_SetFloorClip\n CLIH J 6 A_Scream\n CLIH KLMN 6\n Wait\n Crash:\n CLIH OP 6 A_SpawnItemEx(\"GreenGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n CLIH Q 6 A_NoBlocking\n CLIH R 6\n CLIH S -1\n Stop\n\t}\n}\n\nACTOR CacoLichBall\n{\n Radius 8\n Height 6\n Speed 20\n Damage 7\n\tPROJECTILE\n\t+SEEKERMISSILE\n\tRENDERSTYLE ADD\n\tALPHA 0.8\n\tSeeSound \"Imp/attack\"\n\tDeathSound \"Imp/shotx\"\n\tDecal CacoScorch\n\tStates\n\t{\n\tSpawn:\n\t CB4L AB 4 Bright BRIGHT A_SeekerMissile(5,15)\n\t TNT1 A 0 BRIGHT A_SpawnItemEx(\"WatcherBallTrail\",0,0,2,0,0,0,0,128,0)\n\t Loop\n\tDeath:\n\t TNT1 A 0 A_SpawnItemEx(\"GreenParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t TNT1 AAA 0 A_CustomMissile(\"Kaboom7\", 0, 0, random(0,360), 2, random(0,360))\n\t TNT1 AAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n\t CB4L CDEFG 6 BRIGHT\n\t Stop\n\t}\n}\n\nACTOR LichBreath : PoisonSoulCloud\n{\n\tScale 0.85\n\tSpeed 12\n\tDamageType \"CacoComet\"\n\t+MISSILE\n\t+THRUSPECIES\n\t+HEXENBOUNCE\n\t-NOGRAVITY\n\tGravity 0.06\n States\n {\n Spawn:\n TRPS AABBCDEFGDFEG 3 A_Explode(2,68)\n Death:\n\t\tTRPS CCBBAA 1 A_FadeOut(0.15)\n Stop\n\t\t}\n}\nACTOR LichComet : Comet\n{\nDamageType \"CacoComet\"\nScale 0.85\nStates\n{\nSpawn:\nHCMT AAAABBBBCCCC 1 Bright A_SpawnItemEx(\"HDCometTail\",0,0,0,0,0,0,0,128)\nLoop\nDeath:\nTNT1 A 0 Bright A_Explode\nTNT1 A 0 A_SpawnItemEx(\"GreenParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\nHCMT DE 3 Bright\nTNT1 A 0 A_SpawnItemEx(\"HDCometDeath\",0,0,0,0,0,0,0,128,0)\nStop\n}\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/PhaseLS.txt",
"contents": "ACTOR PhaseSoul : TerrorSoul\n{\nHealth 100\nRadius 16\nHeight 56\nMass 50\nSpeed 8\nDamage 5\nPainChance 100\nSpecies \"EleSouls\"\nSpecies \"Souls\"\nMonster\nrenderstyle normal\nDropItem \"LifeEssence\" 100\nDropItem \"ArmorBonusMax\" 100\nDropItem \"DemonAmmo\" 100 60\nDamageFactor \"SoulToxic\", 0.0\n+DONTHURTSPECIES\n+FLOAT\n+NOGRAVITY\n+MISSILEMORE\n+DONTFALL\n+NOBLOOD\n+NOBLOODDECALS\nAttackSound \"skull/melee\"\nPainSound \"skull/pain\"\nPainSound \"monsters/terrorsoulpain\"\nDeathSound \"skull/death\"\nActiveSound \"skull/active\"\nObituary \"%o was eaten by a Phase soul\"\nStates\n{\nSpawn:\n TNT1 A 0 Bright A_SpawnItem(\"PSoulSpawner\",0,0,0,0)\n\tPSKU A 2 Bright A_Look\n TNT1 A 0 Bright A_SpawnItem(\"PSoulSpawner\",0,0,0,0)\n\tPSKU A 2 Bright A_Look\n TNT1 A 0 Bright A_SpawnItem(\"PSoulSpawner\",0,0,0,0)\n\tPSKU B 2 Bright A_Look\n TNT1 A 0 Bright A_SpawnItem(\"PSoulSpawner\",0,0,0,0)\n\tPSKU B 2 Bright A_Look\n\tLoop\nSee:\n TNT1 A 0 Bright A_SpawnItem(\"PSoulSpawner\",0,0,0,0)\n\tPSKU A 2 Bright A_Chase\n TNT1 A 0 Bright A_SpawnItem(\"PSoulSpawner\",0,0,0,0)\n\tPSKU A 2 Bright A_Chase\n\tTNT1 A 0 Bright A_SpawnItem(\"PSoulSpawner\",0,0,0,0)\n\tPSKU B 2 Bright A_Chase\n TNT1 A 0 Bright A_SpawnItem(\"PSoulSpawner\",0,0,0,0)\n\tPSKU B 2 Bright A_Chase\n\tTNT1 A 0 A_Jump(46,\"Phase\")\n\tLoop\n\tPhased:\n PSKU AABBAABBAABBAABBAABBAABBAABBAABB 1 A_ExtChase(0,0)\n PSKU AABBAABBAABBAABB 1 A_Chase\n TNT1 A 0 A_Jump(24,\"UnPhase\")\n Goto Phased+32\n\tPhase:\n TNT1 A 0 A_PlaySound(\"phaseimp/teleport\")\n PSKU C 2 A_FaceTarget\n PSKU C 1 A_SetTranslucent(0.75)\n PSKU C 1 A_SetTranslucent(0.55)\n PSKU C 1 A_SetTranslucent(0.35)\n PSKU C 1 A_SetTranslucent(0.15)\n Goto Phased\n\tUnPhase:\n TNT1 A 0 A_PlaySound(\"phaseimp/teleport\")\n PSKU C 1 A_SetTranslucent(0.15)\n PSKU C 1 A_SetTranslucent(0.35)\n PSKU C 1 A_SetTranslucent(0.55)\n PSKU C 1 A_SetTranslucent(0.75)\n\tTNT1 C 0 A_SetTranslucent(1)\n PSKU C 2 A_FaceTarget\n Goto See\nMissile:\n TNT1 A 0 A_SetTranslucent(1)\n\tTNT1 A 0 Bright A_SpawnItem(\"PSoulSpawner\",0,0,0,0)\n\tPSKU A 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"PSoulSpawner\",0,0,0,0)\n\tPSKU A 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"PSoulSpawner\",0,0,0,0)\n\tPSKU C 2 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_SpawnItem(\"PSoulSpawner\",0,0,0,0)\n\tPSKU C 2 Bright A_SkullAttack(23)\n PSKU DD 2 Bright A_SpawnItem(\"PSoulSpawner\",0,0,0,0)\n\tPSKU CC 2 Bright A_SpawnItem(\"PSoulSpawner\",0,0,0,0)\n Goto Missile+10\nPain:\n TNT1 A 0 A_SetTranslucent(1)\n TNT1 A 0 Bright A_SpawnItem(\"PSoulSpawner\",0,0,0,0)\n\tPSKU E 3 Bright A_Pain\n\tPSKU E 3 Bright A_SpawnItem(\"PSoulSpawner\",0,0,0,0)\n\tGoto See\nDeath:\n TNT1 A 0 A_SetTranslucent(1)\n\tPSKU F 4 Bright A_NoGravity\n\tPSKU G 4 Bright A_Scream\n\tTNT1 AA 0 A_SpawnItemEx(\"SoulPart1\",0,0,Random(10,20),Random(8,-8),Random(8,-8),Random(6,8))\n\tTNT1 A 0 A_SpawnItemEx(\"SoulPart2\",0,0,Random(10,20),Random(8,-8),Random(8,-8),Random(6,8))\n\tTNT1 AA 0 A_SpawnItemEx(\"SoulPart3\",0,0,Random(10,20),Random(8,-8),Random(8,-8),Random(6,8))\n\tPSKU H 4 Bright\n\tPSKU I 4 Bright A_Fall\n TNT1 AA 0 A_SpawnItemEx(\"PurpleParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n\tPSKU J 4\n\tPSKU K 4\n Stop\n\t}\n}\n\nACTOR PsoulSpawner : RedParticleSpawner\n{\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 A 0 A_SpawnItemEx(\"PSoulSmoke\",3,random(-2,2),random(12,16),1,0,random(1,2),random(90,270),128,0)\n\tTNT1 A 1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/PElemental.txt",
"contents": "ACTOR PhaseElemental : SoulKeeper 21527\n{\n\tHealth 600\n\tPainChance 80\n\tSeeSound \"Defier/Sight\"\n\tDeathSound \"Defiler/Death\"\n\tBloodColor \"cf 00 b0\"\n\tObituary \"%o was pierced by a Phase Elemental.\"\n\tHitObituary \"%o is too salty to the refined tastes of the Phase Elemental.\"\n\tDropItem \"LifeEssence\" 90\n\tDropItem \"ArmorBonusMax\" 90\n\tDropItem \"DemonAmmoBox\" 128 200\n\tStates\n\t{\n\tSpawn:\n\t\tPELE A 10 A_Look\n\t\tLoop\n\tSee:\n\t\tPELE AABBCCBB 3 A_Chase\n\t\tTNT1 A 0 A_Jump(46,\"Phase\")\n\t\tLoop\n\tPhased:\n PELE AABBCCAAAABBCCAAAABBCCAAAABBCCAA 1 A_ExtChase(0,0)\n PELE AABBCCAAAABBCCAA 1 A_Chase\n\t\tTNT1 A 0 A_Jump(24,\"UnPhase\")\n Goto Phased+32\n\tPhase:\n TNT1 A 0 A_PlaySound(\"phaseimp/teleport\")\n PELE E 2 A_FaceTarget\n PELE E 1 A_SetTranslucent(0.75)\n PELE E 1 A_SetTranslucent(0.55)\n PELE E 1 A_SetTranslucent(0.35)\n\t\tPELE E 1 A_SetTranslucent(0.15)\n Goto Phased\n\tUnPhase:\n TNT1 A 0 A_PlaySound(\"phaseimp/teleport\")\n\t\tPELE E 1 A_SetTranslucent(0.15)\n PELE E 1 A_SetTranslucent(0.35)\n PELE E 1 A_SetTranslucent(0.55)\n PELE E 1 A_SetTranslucent(0.75)\n\t\tTNT1 A 0 A_SetTranslucent(1)\n PELE E 2 A_FaceTarget\n Goto See\n\tMissile:\n\t TNT1 A 0 A_SetTranslucent(1)\n\t\tTNT1 A 0 Bright A_Jump(87,\"Seeker\")\n\tNormal:\n PELE DE 6 A_FaceTarget\n PELE F 5 Bright A_PainAttack(\"PhaseSoul\")\n\t\tPELE ED 4\n\t\tGoto See\n\tSeeker:\n\t TNT1 A 0 A_SetTranslucent(1)\n\t\tPELE D 6 Bright A_FaceTarget\n\t\tPELE E 4 Bright\tA_FaceTarget\n\t\tTNT1 A 0 Bright A_PlaySound(\"imp/attack\")\n\t\tPELE F 0 Bright A_CustomMissile(\"PhaseEleBall\", 26, 0, -30)\n\t\tPELE F 3 Bright A_CustomMissile(\"PhaseEleBall\", 26, 0, 30)\n\t\tPELE ED 4\n\t\tGoto See\n\tMelee:\n\t TNT1 A 0 A_SetTranslucent(1)\n PELE DE 5 A_FaceTarget\n PELE F 4 A_MeleeAttack\n\t PELE ED 3 A_FaceTarget\n Goto See\n\tPain:\n\t TNT1 A 0 A_SetTranslucent(1)\n\t\tTNT1 A 0 A_Jump(61,\"PainMissile\")\n\t\tPELE G 12 A_Pain\n\t\tGoto See\n\tPainMissile:\n\t TNT1 A 0 A_SetTranslucent(1)\n\t\tPELE G 12 A_Pain\n\t\tGoto Missile\n\tDeath:\n\t TNT1 A 0 A_SetTranslucent(1)\n\t\tPELE H 5\n\t\tPELE I 5 Bright A_Scream\n\t\tPELE J 5 Bright A_NoBlocking\n\t\tTNT1 A 0 A_SetTranslucent(0.75,1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"MutantGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\t TNT1 AAAA 0 A_SpawnItemEx(\"PurpleParticleSpawner\", 0, 0, random(20,40), 0, 0, 0, 0, 128)\n\t\tTNT1 AAAA 0 A_CustomMissile(\"SmokeFX2\", random(20,40), 0, random(0,360), 2, random(0,360))\n\t\tTNT1 AAAA 0 A_CustomMissile(\"Kaboom8\", random(20,40), 0, random(0,360), 2, random(0,360))\n\t\tPELE K 5 Bright A_PainDie(\"PhaseSoul\")\n\t\tPELE LM 5 Bright\n\t\tStop\n }\n}\nActor PhaseEleBall : PhaseImpBall\n{\nDamageType \"EleSouls\"\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/PhaseNightmare.txt",
"contents": "actor phasenightmare 13337\n{\n Height 48\n Radius 24\n health 700\n painchance 15\n speed 15\n mass 20 //kek\n species \"fiends\"\n renderstyle normal\n +shadow\n +missilemore\n +quicktoretaliate\n +noicedeath //prevents cheesy freezer rifle from making him un-ressable\n +avoidmelee\n +nofear\n monster\n bloodcolor \"51 07 94\"\n scale 1.15\n maxtargetrange 1250\n MeleeDamage 12\n\n damagefactor 0.75\n DamageFactor \"PlayerDTRG\", 0.8\n damagefactor \"legendary\", 0.25\n damagefactor \"NobleComet\", 0.0\n damagefactor \"legendaryplayer\", 0.25\n damagefactor \"legendaryguru\", 0.25\n damagefactor \"legendaryguruplayer\", 0.25\n damagefactor \"ice\", 0.4\n damagefactor \"freezerburn\", 0.4\n DamageFactor \"FiendFire\", 0.0\n DamageFactor \"DTFiendEx\", 0.0\n\n PainChance \"SoulToxic\", 5\n PainChance \"FatFlamer\", 5\n painchance \"legendaryplayer\", 128\n painchance \"legendaryguruplayer\", 128\n\n DropItem \"BossLifeEssence\" 104 25\n DropItem \"BossArmorBonusMax\" 104 1\n DropItem \"DemonAmmo\" 256 60\n DropItem \"PhaseSphere\"\n\n SeeSound \"LegFiend/Sight\"\n PainSound \"LegFiend/Pain\"\n DeathSound \"LegFiend/Death\"\n ActiveSound \"LegFiend/Active\"\n AttackSound \"LegFiend/Melee\"\n\n obituary \"%o became easy prey for a phase nightmare.\"\n HitObituary \"%o is too salty to the refined tastes of the Phase Nightmare.\"\n tag \"\\ctPhase \\cmNightmare\"\n states\n {\n spawn:\n TNT1 A 0\n\n\tTNT1 A 0 a_takeinventory(\"phaseidletoken\", 11)\n TNT1 A 1 a_spawnitemex(\"phasenightmareAspawner\")\n\tTNT1 A 0 a_look\n\tTNT1 A 0 a_giveinventory(\"phaseidletoken\", 1)\n\tTNT1 A 0 a_jumpifinventory(\"phaseidletoken\", 11, \"spawn2\")\n\tgoto spawn+2\n spawn2:\n TNT1 A 0 a_takeinventory(\"phaseidletoken\", 11)\n TNT1 A 1 a_spawnitemex(\"phasenightmareQspawner\")\n\tTNT1 A 0 a_look\n\tTNT1 A 0 a_giveinventory(\"phaseidletoken\", 1)\n\tTNT1 A 0 a_jumpifinventory(\"phaseidletoken\", 11, \"spawn2\")\n\tgoto spawn+1\n see:\n TNT1 A 0 a_jumpifinventory(\"phasenightmareragetoken\", 1, \"seerage\")\n TNT1 A 1 a_spawnitemex(\"phasenightmareAspawner\")\n\tTNT1 A 0 a_chase\n\tTNT1 A 1 a_spawnitemex(\"phasenightmareAspawner\")\n\tTNT1 A 0 a_chase\n\tTNT1 A 1 a_spawnitemex(\"phasenightmareAspawner\")\n\tTNT1 A 0 a_chase\n\tTNT1 A 1 a_spawnitemex(\"phasenightmareAspawner\")\n\tTNT1 A 0 a_chase\n\n\tTNT1 B 1 a_spawnitemex(\"phasenightmareBspawner\")\n\tTNT1 B 0 a_chase\n\tTNT1 B 1 a_spawnitemex(\"phasenightmareBspawner\")\n\tTNT1 B 0 a_chase\n\tTNT1 B 1 a_spawnitemex(\"phasenightmareBspawner\")\n\tTNT1 B 0 a_chase\n\tTNT1 B 1 a_spawnitemex(\"phasenightmareBspawner\")\n\tTNT1 B 0 a_chase\n\n\tTNT1 C 1 a_spawnitemex(\"phasenightmareCspawner\")\n\tTNT1 C 0 a_chase\n\tTNT1 C 1 a_spawnitemex(\"phasenightmareCspawner\")\n\tTNT1 C 0 a_chase\n\tTNT1 C 1 a_spawnitemex(\"phasenightmareCspawner\")\n\tTNT1 C 0 a_chase\n\tTNT1 C 1 a_spawnitemex(\"phasenightmareCspawner\")\n\tTNT1 C 0 a_chase\n\n\tTNT1 D 1 a_spawnitemex(\"phasenightmareDspawner\")\n\tTNT1 D 0 a_chase\n\tTNT1 D 1 a_spawnitemex(\"phasenightmareDspawner\")\n\tTNT1 D 0 a_chase\n\tTNT1 D 1 a_spawnitemex(\"phasenightmareDspawner\")\n\tTNT1 D 0 a_chase\n\tTNT1 D 1 a_spawnitemex(\"phasenightmareDspawner\")\n\tTNT1 D 0 a_chase\n\tloop\n seerage:\n PSPC A 1 a_chase(\"\", \"\")\n\tPSPC A 0 thrustthing(random(0, 359), random(1, 3))\n\tPSPC AA 0 a_wander\n\tPSPC A 1 a_chase(\"\", \"\")\n\tPSPC A 0 thrustthing(random(0, 359), random(1, 3))\n\tPSPC AA 0 a_wander\n\n\tPSPC B 1 a_chase(\"\", \"\")\n\tPSPC A 0 thrustthing(random(0, 359), random(1, 3))\n\tPSPC AA 0 a_wander\n\tPSPC B 1 a_chase(\"\", \"\")\n\tPSPC A 0 thrustthing(random(0, 359), random(1, 3))\n\tPSPC AA 0 a_wander\n\n\tPSPC C 1 a_chase(\"\", \"\")\n\tPSPC A 0 thrustthing(random(0, 359), random(1, 3))\n\tPSPC AA 0 a_wander\n\tPSPC C 1 a_chase(\"\", \"\")\n\tPSPC A 0 thrustthing(random(0, 359), random(1, 3))\n\tPSPC AA 0 a_wander\n\n\tPSPC D 1 a_chase(\"\", \"\")\n\tPSPC A 0 thrustthing(random(0, 359), random(1, 3))\n\tPSPC AA 0 a_wander\n\tPSPC D 1 a_chase(\"\", \"\")\n\tPSPC A 0 thrustthing(random(0, 359), random(1, 3))\n\tPSPC AA 0 a_wander\n\tTNT1 A 0 a_takeinventory(\"phasenightmareragetoken\", 1)\n\tgoto see\n Melee:\n TNT1 EEEE 1 a_spawnitemex(\"phasenightmareEspawner\")\n TNT1 E 0 A_facetarget\n\tPSPC EEEE 1 a_spawnitemex(\"phasenightmareEspawner\")\n PSPC E 0 A_FaceTarget\n\tPSPC FFF 1 a_spawnitemex(\"phasenightmareFspawner\")\n\tPSPC F 0 A_MeleeAttack\n\tTNT1 A 0 a_radiusgive(\"phasemindfuck\", 96, RGF_PLAYERS)\n\tPSPC FFFF 1 a_spawnitemex(\"phasenightmareFspawner\")\n\tTNT1 GG 1 a_spawnitemex(\"phasenightmareGspawner\")\n\tTNT1 AAAAAAAAAAAAA 0 a_wander\n missile:\n TNT1 A 0 a_jumpifcloser(250, \"phaselunge\")\n\tTNT1 A 0 a_jumpifcloser(500, \"missilemedium\")\n\tTNT1 A 0 a_jumpifcloser(750, \"phaseattack\")\n\tTNT1 A 0 a_jumpifcloser(1100, \"phaseattack2\")\n\tgoto phaselunge\n missilemedium:\n TNT1 A 0 a_jump(96, \"phaselunge\")\n\tgoto phaseattack\n phaselunge:\n PSPC A 0 a_jumpifcloser(250, \"phaselunge2\")\n\tgoto see\n phaselunge2:\n TNT1 EEEE 1 a_spawnitemex(\"phasenightmareEspawner\")\n TNT1 E 0 A_facetarget\n\tPSPC EEEE 1 a_spawnitemex(\"phasenightmareEspawner\")\n TNT1 E 0 A_facetarget\n\tTNT1 A 0 a_playsound(\"LegFiend/Melee\")\n TNT1 A 0 a_facetarget\n TNT1 A 0 ThrustThingZ(0,25,0,1)\n\tPSPC FF 1 a_spawnitemex(\"phasenightmareFspawner\")\n TNT1 F 0 A_Recoil(-30)\n\tPSPC FFF 1 a_spawnitemex(\"phasenightmareFspawner\")\n\tTNT1 F 0 A_CustomMissile(\"phasePinkyLunge\",18,0,0,CMF_AIMDIRECTION)\n\tTNT1 A 0 A_GiveInventory(\"Health\",10)\n\tTNT1 A 0 a_radiusgive(\"phasemindfuck\", 96, RGF_PLAYERS)\n\tPSPC FFFF 1 a_spawnitemex(\"phasenightmareFspawner\")\n\tTNT1 GG 1 a_spawnitemex(\"phasenightmareGspawner\")\n\tTNT1 AAAAAAAAAAAAA 0 a_wander\n\tgoto see\n phaseattack:\n TNT1 AAAAAAAAAAA 0 a_wander\n\tTNT1 EEEE 1 a_spawnitemex(\"phasenightmareEspawner\")\n\tTNT1 E 0 a_facetarget\n\tTNT1 E 0 a_wander\n\tTNT1 FFFF 1 a_spawnitemex(\"phasenightmareFspawner\")\n\tTNT1 F 0 a_facetarget\n\tTNT1 F 0 a_wander\n\tTNT1 A 0 a_playsound(\"monsters/newfireshoot\")\n\tTNT1 A 0 a_jump(96, \"phaseattack2\")\n\tTNT1 A 0 a_jump(55, \"phaseattack3\")\n\tTNT1 A 0 a_jump(256, 0,1,2,3,4)\n\tTNT1 AAAAA 0 a_custommissile(\"phasenightmareball\", 32, 0, random(24, -24)*0.25, cmf_offsetpitch, random(24, -24)*0.25)\n\tTNT1 GGGGGGGG 1 a_spawnitemex(\"phasenightmareGspawner\")\n\tTNT1 GGGG 0 a_wander\n\tgoto see\n phaseattack2:\n TNT1 A 0 a_custommissile(\"phasenightmareball2\", 32, 0, -10)\n\tTNT1 A 0 a_custommissile(\"phasenightmareball2\", 32, 0, 10)\n\tTNT1 A 0 a_custommissile(\"phasenightmareball2\", 32, 0, 0)\n\tTNT1 GGGGGGGG 1 a_spawnitemex(\"phasenightmareGspawner\")\n\tTNT1 GGGG 0 a_wander\n\tgoto see\n phaseattack3:\n TNT1 AAAAAAAAAAA 0 a_wander\n\tTNT1 EEEE 1 a_spawnitemex(\"phasenightmareEspawner\")\n\tTNT1 E 0 a_facetarget\n\tTNT1 E 0 a_wander\n\tTNT1 FFFF 1 a_spawnitemex(\"phasenightmareFspawner\")\n\tTNT1 F 0 a_facetarget\n\tTNT1 F 0 a_wander\n\tTNT1 A 0 a_playsound(\"monsters/newfireshoot\")\n\tTNT1 A 0 a_jump(256, 0,1,2,3,4)\n\tTNT1 AAA 0 a_custommissile(\"darkmatterballmini\", 32, 0, random(24, -24)*0.25, cmf_offsetpitch, random(24, -24)*0.25)\n\tTNT1 GGGGGGGG 1 a_spawnitemex(\"phasenightmareGspawner\")\n\tTNT1 GGGG 0 a_wander\n\tgoto see\n pain:\n TNT1 A 0 a_takeinventory(\"phasenightmarelungetoken\", 4)\n TNT1 A 0 a_pain\n\tTNT1 A 0 a_giveinventory(\"phasenightmareragetoken\", random(2, 4))\n\tTNT1 A 10 a_spawnitemex(\"phasenightmarepain\")\n\tgoto seerage\n pain.legendary:\n pain.legendaryguru:\n TNT1 A 0 a_takeinventory(\"phasenightmarelungetoken\", 4)\n TNT1 A 0 a_pain\n\tTNT1 A 0 a_giveinventory(\"phasenightmareragetoken\", random(3, 5))\n\tTNT1 A 1 a_spawnitemex(\"phasenightmarepain\")\n\tgoto seerage\n death:\n PSPC AAAA 0 a_spawnitemex(\"phasenightmareball3\", 0, 0, 16, random(5, -5)*0.5, random(5, -5)*0.5, random(23, 31)*0.333)\n PSPC A 0 a_settranslucent(0.333, 0)\n\tPSPC I 8 A_SpawnItemEx(\"MutantGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\tPSPC J 8 a_scream\n\tPSPC K 4\n\tPSPC L 4 a_noblocking\n\tPSPC M 4\n PSPC N -1\n\tstop\n raise:\n TNT1 A 0 A_SpawnItemEx(\"VileHealEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tPSPC MLKJJII 4\n\tgoto see\n }\n}\n\nactor phasenightmareball : phaseimpball\n{\n damagetype \"fiendfire\"\n states\n {\n Spawn:\n\tTNT1 A 0 A_SeekerMissile(4,2)\n\tTNT1 A 0 A_weave(random(2, -2), random(2, -2), random(2, -2), random(2, -2))\n DIMB A 1 Bright A_SpawnItemEx(\"PhaseBallTrail\",0,0,0,0,0,0,0,128,0)\n\tTNT1 A 0 A_weave(random(2, -2), random(2, -2), random(2, -2), random(2, -2))\n DIMB B 1 Bright A_SpawnItemEx(\"PhaseBallTrail\",0,0,0,0,0,0,0,128,0)\n Loop\n }\n}\n\nactor phasenightmareball2 : phasenightmareball\n{\n damage(5)\n speed 8\n states\n {\n spawn:\n TNT1 A 0 a_seekermissile(4, 4)\n TNT1 A 0 a_weave(1.0, 1.0, 5.0, 1.0)\n\tPFRT A 1 bright a_spawnitemex(\"phaseballtrail2\")\n\tTNT1 A 0 a_weave(1.0, 1.0, 5.0, 1.0)\n\tPFRT A 1 bright a_spawnitemex(\"phaseballtrail2\")\n\n\tTNT1 A 0 a_weave(1.0, 1.0, 5.0, 1.0)\n\tPFRT B 1 bright a_spawnitemex(\"phaseballtrail2\")\n\tTNT1 A 0 a_weave(1.0, 1.0, 5.0, 1.0)\n\tPFRT B 1 bright a_spawnitemex(\"phaseballtrail2\")\n\tloop\n death:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"PurpleParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"Kaboom8\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n PFRT CDEFG 2 Bright\n Stop\n }\n}\n\nactor phasenightmareball3 : phasenightmareball2\n{\n -nogravity\n gravity 0.666\n states\n {\n spawn:\n TNT1 A 0\n\tPRFT AABB 1 bright a_spawnitemex(\"phaseballtrail2\")\n\tloop\n }\n}\n\nactor phaseballtrail2 : phaseballtrail\n{\n states\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 1\n PFRT AABBAABB 1 A_FadeOut(0.1)\n\tStop\n }\n}\n\nactor phasePinkyLunge\n{\n Height 16\n Radius 16\n Speed 30\n Damage (random(36, 64))\n Species \"Fiends\"\n SeeSound \"\"\n DeathSound \"\"\n PROJECTILE\n States\n {\n Spawn:\n\tTNT1 A 4\n Stop\n }\n}\n\nactor phasemindfuck : custominventory\n{\n inventory.maxamount 1\n +inventory.autoactivate\n +inventory.alwayspickup\n +inventory.quiet\n +inventory.undroppable\n +notimefreeze\n states\n {\n pickup:\n TNT1 A 0 a_setblend(\"790FCB\", 0.75, 50)\n\tTNT1 A 0 a_setangle(angle+random(-30, 30))\n\tTNT1 A 0 a_setpitch(pitch+random(-15, 15))\n\tstop\n }\n}\n\nactor phasenightmareAspawner\n{\n +nointeraction\n +clientsideonly\n scale 1.15\n renderstyle translucent\n alpha 0.5\n states\n {\n spawn:\n TNT1 A 0\n\tTNT1 A 0 a_spawnitemex(\"phasenightmareA\", 0, 0, -20, random(3, -3)*0.5, random(3, -3)*0.5, random(6, 13)*0.5)\n\tstop\n }\n}\n\nactor phasenightmareBspawner : phasenightmareAspawner\n{\n states\n {\n spawn:\n TNT1 A 0\n\tTNT1 A 0 a_spawnitemex(\"phasenightmareB\", 0, 0, -20, random(3, -3)*0.5, random(3, -3)*0.5, random(6, 13)*0.5)\n\tstop\n }\n}\n\nactor phasenightmareCspawner : phasenightmareAspawner\n{\n states\n {\n spawn:\n TNT1 A 0\n\tTNT1 A 0 a_spawnitemex(\"phasenightmareC\", 0, 0, -20, random(3, -3)*0.5, random(3, -3)*0.5, random(6, 13)*0.5)\n\tstop\n }\n}\n\nactor phasenightmareDspawner : phasenightmareAspawner\n{\n states\n {\n spawn:\n TNT1 A 0\n\tTNT1 A 0 a_spawnitemex(\"phasenightmareD\", 0, 0, -20, random(3, -3)*0.5, random(3, -3)*0.5, random(6, 13)*0.5)\n\tstop\n }\n}\n\nactor phasenightmareEspawner : phasenightmareAspawner\n{\n states\n {\n spawn:\n TNT1 A 0\n\tTNT1 A 0 a_spawnitemex(\"phasenightmareE\", 0, 0, -20, random(3, -3)*0.5, random(3, -3)*0.5, random(6, 13)*0.5)\n\tstop\n }\n}\n\nactor phasenightmareFspawner : phasenightmareAspawner\n{\n states\n {\n spawn:\n TNT1 A 0\n\tTNT1 A 0 a_spawnitemex(\"phasenightmareF\", 0, 0, -20, random(3, -3)*0.5, random(3, -3)*0.5, random(6, 13)*0.5)\n\tstop\n }\n}\n\nactor phasenightmareGspawner : phasenightmareAspawner\n{\n states\n {\n spawn:\n TNT1 A 0\n\tTNT1 A 0 a_spawnitemex(\"phasenightmareG\", 0, 0, -20, random(3, -3)*0.5, random(3, -3)*0.5, random(6, 13)*0.5)\n\tstop\n }\n}\n\nactor phasenightmareHspawner : phasenightmareAspawner\n{\n states\n {\n spawn:\n TNT1 A 0\n\tTNT1 A 0 a_spawnitemex(\"phasenightmareH\", 0, 0, -20, random(3, -3)*0.5, random(3, -3)*0.5, random(6, 13)*0.5)\n\tstop\n }\n}\n\nactor phasenightmareQspawner : phasenightmareAspawner\n{\n states\n {\n spawn:\n TNT1 A 0\n\tTNT1 A 0 a_spawnitemex(\"phasenightmareQ\", 0, 0, -20, random(3, -3)*0.5, random(3, -3)*0.5, random(6, 13)*0.5)\n\tstop\n }\n}\n\nactor phasenightmareA : phasenightmareAspawner\n{\n states\n {\n spawn:\n TNT1 A 8\n\tPSPC A 1 a_fadeout(0.1)\n\tgoto spawn+1\n }\n}\n\nactor phasenightmareB : phasenightmareA\n{\n states\n {\n spawn:\n TNT1 A 8\n\tPSPC B 1 a_fadeout(0.1)\n\tgoto spawn+1\n }\n}\n\nactor phasenightmareC : phasenightmareA\n{\n states\n {\n spawn:\n TNT1 A 8\n\tPSPC C 1 a_fadeout(0.1)\n\tgoto spawn+1\n }\n}\n\nactor phasenightmareD : phasenightmareA\n{\n states\n {\n spawn:\n TNT1 A 8\n\tPSPC D 1 a_fadeout(0.1)\n\tgoto spawn+1\n }\n}\n\nactor phasenightmareE : phasenightmareA\n{\n states\n {\n spawn:\n TNT1 A 8\n\tPSPC E 1 a_fadeout(0.1)\n\tgoto spawn+1\n }\n}\n\nactor phasenightmareF : phasenightmareA\n{\n states\n {\n spawn:\n TNT1 A 8\n\tPSPC F 1 a_fadeout(0.1)\n\tgoto spawn+1\n }\n}\n\nactor phasenightmareG : phasenightmareA\n{\n states\n {\n spawn:\n TNT1 A 8\n\tPSPC G 1 a_fadeout(0.1)\n\tgoto spawn+1\n }\n}\n\nactor phasenightmareH : phasenightmareA\n{\n states\n {\n spawn:\n TNT1 A 8\n\tPSPC H 1 a_fadeout(0.1)\n\tgoto spawn+1\n }\n}\n\nactor phasenightmareQ : phasenightmareA\n{\n states\n {\n spawn:\n TNT1 A 8\n\tPSPC Q 1 a_fadeout(0.1)\n\tgoto spawn+1\n }\n}\n\nactor phasenightmarepain : phasenightmareAspawner\n{\n alpha 1.0\n states\n {\n spawn:\n TNT1 A 0\n\tPSPC H 1 a_setscale(scalex+0.02, scaley+0.02)\n\tPSPC H 0 a_fadeout(0.025)\n\tgoto spawn+1\n }\n}\n\nactor phaseidletoken : inventory { inventory.maxamount 11 }\nactor phasenightmareragetoken : inventory { inventory.maxamount 10 }\nactor phasenightmarelungetoken : inventory { inventory.maxamount 4 }\nactor phasedecoylife : inventory { inventory.maxamount 5 }\nactor decoyspawned : inventory { inventory.maxamount 3 }\n\nactor darkmatterballmini : darkmatterballRM\n{\nDamage 10\nScale 0.25\n-EXTREMEDEATH\nStates\n{\n Death:\n\tTNT1 A 0 A_SpawnItemEx(\"DShockWave1\", 0, 0, 15, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_SpawnItemEx(\"ShadowVaporSpawnerRM\",0,0,0,0,0,0,0,32)\n\tTNT1 A 0 A_Explode(30,60,0)\n\tTNT1 A 0 A_radiusgive(\"phasemindfuck\",80, RGF_PLAYERS)\n\tTNT1 A 15 Radius_Quake(5,5,0,20,0)\n\tStop\n\t}\n}\n\nActor phasenightmare2 : phasenightmare\n{\nSpecies \"Nobles\"\nDamageFactor \"NobleComet\", 0.0\n+DontHurtSpecies\nDropItem \"BossLifeEssence\" 104 25\nDropItem \"BossArmorBonusMax\" 104 1\nDropItem \"DemonAmmo\" 256 60\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/BFGMastermind.txt",
"contents": "ACTOR BFGMastermind\n{\nMonster\nHealth 4500\nHeight 100\nRadius 65\nMass 2000\nSpeed 18\nScale 1.05\nBloodColor \"Green\"\nMinMissileChance 160\nPainChance 30\n+BOSS\n+BOSSDEATH\n+DONTMORPH\n+FLOORCLIP\n+NORADIUSDMG\n+MISSILEMORE\n+MISSILEEVENMORE\n+QUICKTORETALIATE\n+DONTHARMCLASS\nDamageFactor \"DemolisherEx\", 0.0\nDamageFactor \"DarkDemoEx\", 0.0\nDamageFactor \"CerChainguns\", 0.0\nDamageFactor \"CerEnergyBall\", 0.0\nDamageFactor \"BFGMastermind\", 0.0\nDamageFactor \"PDTBFG\", 0.3\nDamageFactor \"PDTBFGTracer\", 0.3\nDropItem \"BossLifeEssence\", 162\nDropItem \"BossArmorBonusMax\", 162\nDropItem \"NewCellPack\", 186, 300\nDropItem \"BFG10K \", 256, 1\nSeeSound \"monsters/darkdemolishersee\"\nAttackSound \"spider/attack\"\nActiveSound \"spider/active\"\nPainSound \"monsters/darkmasterpain\"\nDeathSound \"monsters/darkmasterminddie\"\nObituary \"%o was destroyed by the BFG Mastermind.\"\nTag \"\\cqBFG Mastermind\\c-\"\nStates\n\t{\n\tSpawn:\n\t\tBFGD A 10 A_Look\n\t\tLoop\n\tSee:\n\t\tTNT1 A 0 A_Jump(70,\"Rush\")\n\t\tBFGD A 2 A_Metal\n\t\tBFGD ABB 2 A_Chase\n\t\tBFGD C 2 A_Metal\n\t\tBFGD CDD 2 A_Chase\n\t\tBFGD E 2 A_Metal\n\t\tBFGD EFF 2 A_Chase\n\t\tLoop\n\tRush:\n\t\tTNT1 A 0 A_Metal\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFGSpiderGhostA\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tBFGD A 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFGSpiderGhostA\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tBFGD A 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFGSpiderGhostB\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tBFGD B 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFGSpiderGhostB\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tBFGD B 1 A_Chase\n\t\tTNT1 A 0 A_Metal\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFGSpiderGhostC\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tBFGD C 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFGSpiderGhostC\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tBFGD C 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFGSpiderGhostD\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tBFGD D 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFGSpiderGhostD\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tBFGD D 1 A_Chase\n\t\tTNT1 A 0 A_Metal\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFGSpiderGhostE\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tBFGD E 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFGSpiderGhostE\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tBFGD E 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFGSpiderGhostF\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tBFGD F 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFGSpiderGhostF\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tBFGD F 1 A_Chase\n\t\tTNT1 A 0 A_Jump(84,\"See\")\n\t\tLoop\n\tMissile:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,\"BFG9K\",\"BFG15K\",\"BFG10K\",\"Railgun\",\"BFGCombo\")\n\t\tTNT1 A 0 A_JumpIfCloser(1500,\"Normal\")\n\t\tGoto BFG10K\nNormal:\n\t BFGD A 10 Bright A_FaceTarget\n BFGD A 0 A_Jump(4,\"See\",\"Missile\",\"BFG9K\")\n BFGD H 2 Bright A_CustomMissile(\"BMasterMindPlasma\",40,0,random(7,-7))\n\t BFGD H 0 Bright A_CustomMissile(\"BMasterMindPlasma\",40,0,random(7,-7))\n\t BFGD H 0 Bright A_CustomMissile(\"BMasterMindPlasma\",40,0,random(7,-7))\n BFGD G 2 Bright A_CustomMissile(\"BMasterMindPlasma\",40,0,random(7,-7))\n BFGD A 0 A_SpidRefire\n Goto Normal+1\n\tBFG9K:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n\t\tBFGD GGG 5 Bright A_FaceTarget\n\t\tBFGD GG 5 Bright A_FaceTarget\n\t\tBFGD H 8 Bright A_FaceTarget\n\t\tBFGD H 4 Bright A_CustomMissile(\"SpiderBFG9500Ball\",40,0,0,CMF_TRACKOWNER)\n\t\tBFGD G 6 Bright A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n\t\tBFGD G 15 Bright A_FaceTarget\n\t\tBFGD G 10 Bright A_FaceTarget\n\t\tBFGD H 8 Bright A_FaceTarget\n\t\tBFGD H 4 Bright A_CustomMissile(\"SpiderBFG9500Ball\",40,0,0,CMF_TRACKOWNER)\n\t\tBFGD G 15 Bright\n\t\tTNT1 A 0 A_Jump(128,\"BFG15K\")\n\t\tGoto See\n\tBFG15k:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n\t\tBFGD GGG 6 Bright A_FaceTarget\n\t\tBFGD G 6 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_CustomMissile(\"BFGMastermind15K\",34,0,Random(-8,8),CMF_TRACKOWNER)\n\t\tBFGD H 4 Bright A_CustomMissile(\"BFGMastermind15K\",34,0,Random(-4,4),CMF_TRACKOWNER)\n\t\tBFGD G 4 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_CustomMissile(\"BFGMastermind15K\",34,0,Random(-8,8),CMF_TRACKOWNER)\n\t\tBFGD H 4 Bright A_CustomMissile(\"BFGMastermind15K\",34,0,Random(-4,4),CMF_TRACKOWNER)\n\t\tBFGD G 4 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_CustomMissile(\"BFGMastermind15K\",34,0,Random(-8,8),CMF_TRACKOWNER)\n\t\tBFGD H 4 Bright A_CustomMissile(\"BFGMastermind15K\",34,0,Random(-4,4),CMF_TRACKOWNER)\n\t\tBFGD G 4 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_CustomMissile(\"BFGMastermind15K\",34,0,Random(-8,8),CMF_TRACKOWNER)\n\t\tBFGD H 4 Bright A_CustomMissile(\"BFGMastermind15K\",34,0,Random(-4,4),CMF_TRACKOWNER)\n\t\tBFGD G 4 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_CustomMissile(\"BFGMastermind15K\",34,0,Random(-8,8),CMF_TRACKOWNER)\n\t\tBFGD H 4 Bright A_CustomMissile(\"BFGMastermind15K\",34,0,Random(-4,4),CMF_TRACKOWNER)\n\t\tBFGD G 4 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_CustomMissile(\"BFGMastermind15K\",34,0,Random(-8,8),CMF_TRACKOWNER)\n\t\tBFGD H 4 Bright A_CustomMissile(\"BFGMastermind15K\",34,0,Random(-4,4),CMF_TRACKOWNER)\n\t\tBFGD G 20 Bright A_PlaySound(\"weapons/bfg15kcooldown\",CHAN_AUTO)\n\t\tTNT1 A 0 A_Jump(128,\"BFG10k\")\n\t\tGoto See\n\tBFG10K:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n\t\tBFGD GGG 6 Bright A_FaceTarget\n\t\tBFGD G 6 Bright A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\t\tBFGD H 4 Bright A_CustomMissile(\"BFGMastermind10K\",44,0,Random(4,-4),CMF_TRACKOWNER)\n\t\tBFGD G 5 Bright A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\t\tBFGD H 4 Bright A_CustomMissile(\"BFGMastermind10K\",44,0,Random(4,-4),CMF_TRACKOWNER)\n\t\tBFGD G 5 Bright A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\t\tBFGD H 4 Bright A_CustomMissile(\"BFGMastermind10K\",44,0,Random(4,-4),CMF_TRACKOWNER)\n\t\tBFGD G 5 Bright A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\t\tBFGD H 4 Bright A_CustomMissile(\"BFGMastermind10K\",44,0,Random(4,-4),CMF_TRACKOWNER)\n\t\tBFGD G 5 Bright A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\t\tBFGD H 4 Bright A_CustomMissile(\"BFGMastermind10K\",44,0,Random(4,-4),CMF_TRACKOWNER)\n\t\tBFGD G 5 Bright A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\t\tBFGD H 4 Bright A_CustomMissile(\"BFGMastermind10K\",44,0,Random(4,-4),CMF_TRACKOWNER)\n\t\tBFGD G 20 Bright A_PlaySound(\"weapons/bfg15kcooldown\",CHAN_AUTO)\n\t\tTNT1 A 0 A_Jump(128,\"Railgun\")\n\t\tGoto See\n\tRailgun:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"weapons/rgcharge\")\n\t\tBFGD GGG 5 Bright A_FaceTarget\n\t\tBFGD H 10 Bright A_CustomMissile(\"SpiderRail\",32,0,0,CMF_TRACKOWNER)\n\t\tBFGD G 5 Bright A_FaceTarget\n\t\tBFGD H 10 Bright A_CustomMissile(\"SpiderRail\",32,0,0,CMF_TRACKOWNER)\n\t\tBFGD G 15\n\t\tTNT1 A 0 A_Jump(100,\"BFGCombo\")\n\t\tGoto See\n\tBFGCombo:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n\t\tBFGD GGG 5 Bright A_FaceTarget\n\t\tBFGD HH 4 Bright A_FaceTarget\n\t\tBFGD H 4 Bright A_CustomMissile(\"SpiderBFG9500Ball\",40,0,0,CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n\t\tBFGD G 15 Bright A_FaceTarget\n\t\tBFGD H 8 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_CustomMissile(\"SpiderBFG9500Ball\",40,0,0,CMF_TRACKOWNER)\n\t\tBFGD H 4 Bright A_CustomMissile(\"SpiderBFG9500Ball\",40,0,6,CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n\t\tBFGD G 15 Bright A_FaceTarget\n\t\tBFGD H 8 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_CustomMissile(\"SpiderBFG9500Ball\",40,0,0,CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"FakeSpiderBFG9500Ball\",40,0,6,CMF_TRACKOWNER)\n\t\tBFGD H 4 Bright A_CustomMissile(\"FakeSpiderBFG9500Ball\",40,0,-6,CMF_TRACKOWNER)\n\t\tBFGD G 15 Bright\n\t\tGoto See\n\tPain:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(87,\"PainMissile\")\n\t\tBFGD I 3\n\t\tBFGD I 3 A_Pain\n\t\tGoto See\n\tPainMissile:\n\t\tBFGD I 3\n\t\tBFGD I 3 A_Pain\n\t\tGoto Missile\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Scream\n\t\tBFGD J 20 A_Fall\n\t\tTNT1 AA 0 A_SpawnItemEx(\"GreenGibbedGenerator\",random(10,-10),random(10,-10),random(20,60),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tTNT1 AAA 0 A_CustomMissile(\"BigGreenBloodCloud\",random(10,80),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tBFGD JJJJJ 2 Bright A_CustomMissile(\"Kaboom5\",random(10,60),random(30,-30),random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 AA 0 A_SpawnItemEx(\"GreenGibbedGenerator\",Random(10,-10),random(10,-10),random(20,60),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tTNT1 AAA 0 A_CustomMissile(\"BigGreenBloodCloud\",random(10,80),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tBFGD KKKKK 2 Bright A_CustomMissile(\"Kaboom5\",random(10,60),random(30,-30),random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 AA 0 A_SpawnItemEx(\"GreenGibbedGenerator\",random(10,-10),random(10,-10),random(20,60),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tTNT1 AAA 0 A_CustomMissile(\"BigGreenBloodCloud\",random(10,80),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tBFGD LLLLL 2 Bright A_CustomMissile(\"Kaboom5\",random(10,60),random(30,-30),random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 AA 0 A_SpawnItemEx(\"GreenGibbedGenerator\",random(10,-10),Random(10,-10),random(20,60),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tTNT1 AAA 0 A_CustomMissile(\"BigGreenBloodCloud\",random(10,80),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tBFGD MMMMM 2 Bright A_CustomMissile(\"Kaboom5\",random(10,60),random(30,-30),random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 AA 0 A_SpawnItemEx(\"GreenGibbedGenerator\",random(10,-10),random(10,-10),random(20,60),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tTNT1 AAA 0 A_CustomMissile(\"BigGreenBloodCloud\",random(10,80),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tBFGD NNNNN 2 Bright A_CustomMissile(\"Kaboom5\",random(10,60),random(30,-30),random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 AA 0 A_SpawnItemEx(\"GreenGibbedGenerator\",random(10,-10),random(10,-10),random(20,60),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tTNT1 AAA 0 A_CustomMissile(\"BigGreenBloodCloud\",random(10,80),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tBFGD OOOOO 2 Bright A_CustomMissile(\"Kaboom5\",random(10,60),random(30,-30),random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 AA 0 A_SpawnItemEx(\"GreenGibbedGenerator\",random(10,-10),random(10,-10),random(20,60),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tTNT1 AAA 0 A_CustomMissile(\"BigGreenBloodCloud\",random(10,80),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tBFGD PPPPP 2 Bright A_CustomMissile(\"Kaboom5\", random(10,60),random(30,-30),random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"GreenGibbedGenerator\",random(10,-10),random(10,-10),random(20,60),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tTNT1 AAAAAA 0 A_CustomMissile(\"BigGreenBloodCloud\",random(10,80),0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 AAAAAAAA 0 A_CustomMissile(\"SmokeFX3\",random(10,60),random(30,-30),random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tBFGD QR 5 A_KillMaster\n\t\t//TNT1 A 0 ACS_ExecuteAlways(RM_RemoveThingDelayed,0)\n\t\tBFGD S -1\n\t\tStop\n\t}\n}\n\nACTOR FakeSpiderBFG9500Ball : BFGBall\n{\nDamage 50\n-THRUSPECIES\nSpecies \"Masterminds\"\nDeathSound \"BFG9K/Explode\"\nDamagetype \"BFGMastermind\"\nStates\n\t{\n\tSpawn:\n\t\tBFS3 AAABBB 1 Bright A_SpawnItemEx(\"BFGTrailParticleGreen\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"BFGShockwave2\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tTNT1 AAAAAA 0 Bright A_CustomMissile(\"Kaboom11\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tBFE3 AB 8 Bright A_SpawnItemEx(\"GreenParticleSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tBFE3 C 8 Bright A_Explode(100,256,0,0)\n\t\tBFE3 DEF 8 Bright\n\t\tStop\n\t}\n}\n\nActor BFGMastermind10K : DarkDemo10K\n{\nPROJECTILE\nHeight 1\nRadius 1\nSpeed 200\nScale 0.15\nRenderStyle Add\nAlpha 0.85\nDecal BFG15KLightning\n+NOEXTREMEDEATH\n+THRUSPECIES\nSpecies \"Masterminds\"\nDamageType \"BFGMastermind\"\nDeathSound \"weapons/bfg95explode\"\nStates\n\t{\n\tSpawn:\n\t\tTRA2 A 1 Bright\n\t\tLoop\n\tDeath:\n\tXDeath:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 1 Bright A_SpawnItem(\"BFGMastermind10KEx\")\n\t\tStop\n\t}\n}\n\nACTOR BFGMastermind10KEx : Player10KEx\n{\nRadius 11\nHeight 8\nDecal BFG15KLightning\nRenderstyle Add\nAlpha 0.75\nScale 0.85\n+NOBLOCKMAP\n+NOGRAVITY\n+NOTELEPORT\n+FORCERADIUSDMG\nSpecies \"\"\nSpecies \"Masterminds\"\nDamageType \"\"\nDamageType \"BFGMastermind\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"BFGShockwave\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tTNT1 AA 0 Bright A_SpawnItemEx(\"GreenParticleSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tTNT1 AAAA 0 Bright A_CustomMissile(\"Kaboom13\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 A 4 Bright A_Detonate\n\t\tTNT1 BCDEF 4 Bright\n\t\tStop\n\t}\n}\n\nActor BFGMastermind15K : Spider15K { DamageType \"BFGMastermind\" }\n\nACTOR BFGSpiderGhostA\n{\nScale 1.1\nRENDERSTYLE Translucent\nAlpha 0.75\n+NOINTERACTION\n+CLIENTSIDEONLY\nStates\n\t{\n\tSpawn:\n\t\tBFGD A 2 A_FadeOut(0.18,1)\n\t\tLoop\n\t}\n}\n\nACTOR BFGSpiderGhostB : BFGSpiderGhostA\n{\nStates\n\t{\n\tSpawn:\n\t\tBFGD B 2 A_FadeOut(0.18,1)\n\t\tLoop\n\t}\n}\n\nACTOR BFGSpiderGhostC : BFGSpiderGhostA\n{\nStates\n\t{\n\tSpawn:\n\t\tBFGD C 2 A_FadeOut(0.18,1)\n\t\tLoop\n\t}\n}\n\nACTOR BFGSpiderGhostD : BFGSpiderGhostA\n{\nStates\n\t{\n\tSpawn:\n\t\tBFGD D 2 A_FadeOut(0.18,1)\n\t\tLoop\n\t}\n}\n\nACTOR BFGSpiderGhostE : BFGSpiderGhostA\n{\nStates\n\t{\n\tSpawn:\n\t\tBFGD E 2 A_FadeOut(0.18,1)\n\t\tLoop\n\t}\n}\n\nACTOR BFGSpiderGhostF : BFGSpiderGhostA\n{\nStates\n\t{\n\tSpawn:\n\t\tBFGD F 2 A_FadeOut(0.18,1)\n\t\tLoop\n\t}\n}\n\nACTOR SpiderRail : FastProjectile\n{\nRadius 6\nHeight 6\nSpeed 300\nDecal BFG9500Lightning\nScale 1.26\nMissileType \"SpiderDarkRailTrail\"\nDamage (Random(60,80))\n+RIPPER\n+THRUSPECIES\n+EXTREMEDEATH\n+BLOODLESSIMPACT\nSpecies \"Masterminds\"\nSeeSound \"monsters/darkcyberrail\"\nDeathSound \"cyberrail/impact\"\nStates\n\t{\n\tSpawn:\n\t\tDCRP A 1 Bright\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"BFGShockwave\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tTNT1 AAAA 0 Bright A_CustomMissile(\"Kaboom13\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 A 1 Bright A_SpawnItem(\"RailgunImpactEffectGreen\")\n\t\tStop\n\t}\n}\n\nACTOR SpiderDarkRailTrail : BFG9500Trail\n{\nScale 1\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tRGPG ABCDEFGHIJKLMNOP 2 A_FadeOut(0.04,1)\n\t\tStop\n\t}\n}\n\nACTOR BMastermindPlasma\n{\nPROJECTILE\nRadius 13\nHeight 8\nSpeed 52\nFastSpeed 66\nDamage 8\nScale 0.75\nDamageType \"BFGMastermind\"\nRENDERSTYLE ADD\nSeeSound \"weapons/hrfire\"\nDeathSound \"weapons/hrballexplode\"\nStates\n\t{\n\tSpawn:\n\t\tBMPL AB 1 Bright A_SpawnItemEx(\"BMasterPlasmaTrail\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"GreenParticleSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"Kaboom7\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"SmokeFX4\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tBMPL HIJ 3 Bright\n\t\tStop\n\t}\n}\n\nACTOR BMasterPlasmaTrail : BFG9500Trail\n{\nScale 0.7\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\t\tTNT1 A 1\n\t\tBMPL AB 1 A_FadeOut(0.35,1)\n\t\tGoto Spawn+3\n\t}\n}\n\nACTOR BFGSpiderDTBFGBall : DTBFG10KBall\n{\nPROJECTILE\nAlpha 0.85\n+FORCERADIUSDMG\n+THRUSPECIES\nSpecies \"Masterminds\"\nObituary \"%o was destroyed by the BFG Mastermind\"\nDamageType \"BFGMastermind\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_Jump(128,\"DTBFGSFX\")\n\t\tTNT1 A 0 Bright A_AlertMonsters\n\t\tTNT1 A 0 Bright A_PlaySoundEx(\"weapons/dtech10kball\",\"Voice\",1)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"BFGTrailParticleGreen\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tCGS1 A 1 Bright A_CustomMissile(\"BFGSpiderDTBFGProjectileAttack\",Random(-10,10),0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"BFGTrailParticleGreen\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tCGS1 B 1 Bright A_CustomMissile(\"BFGSpiderDTBFGProjectileAttack\",Random(-10,10),0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"BFGTrailParticleGreen\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tCGS1 C 1 Bright A_CustomMissile(\"BFGSpiderDTBFGProjectileAttack\",Random(-10,10),0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"BFGTrailParticleGreen\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tCGS1 D 1 Bright A_CustomMissile(\"BFGSpiderDTBFGProjectileAttack\",Random(-10,10),0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tLoop\n\tDTBFGSFX:\n\t\tTNT1 A 0 Bright A_AlertMonsters\n\t\tTNT1 A 0 Bright A_PlaySoundEx(\"weapons/dtech10kball\",\"Voice\",1)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTBFGLightningGreen\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"BFGTrailParticleGreen\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tCGS1 A 1 Bright A_CustomMissile(\"BFGSpiderDTBFGProjectileAttack\",Random(-10,10),0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTBFGLightningGreen2\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"BFGTrailParticleGreen\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tCGS1 B 1 Bright A_CustomMissile(\"BFGSpiderDTBFGProjectileAttack\",Random(-10,10),0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTBFGLightningGreen\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"BFGTrailParticleGreen\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tCGS1 C 1 Bright A_CustomMissile(\"BFGSpiderDTBFGProjectileAttack\",Random(-10,10),0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTBFGLightningGreen2\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"BFGTrailParticleGreen\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tCGS1 D 1 Bright A_CustomMissile(\"BFGSpiderDTBFGProjectileAttack\",Random(-10,10),0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tGoto Spawn\n\tDeath:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_SetTranslucent(0.75,1)\n\t\tTNT1 A 0 Bright Radius_Quake(5,60,0,10,0)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"BFGSpiderDTBFG10KTracer\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"BFGSpiderDTBFG10KTracer\",0,0,10,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"BFGSpiderDTBFG10KTracer\",0,0,20,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"BFGSpiderDTBFG10KTracer\",0,0,30,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"BFGSpiderDTBFG10KTracer\",0,0,40,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"BFGSpiderDTBFG10KTracer\",0,0,50,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"BFGSpiderDTBFG10KTracer\",0,0,60,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"BFGSpiderDTBFG10KTracer\",0,0,70,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"BFGSpiderDTBFG10KTracer\",0,0,80,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"BFGSpiderDTBFG10KTracer\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"BFGSpiderDTBFG10KTracer\",0,0,100,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"BFGSpiderDTBFG10KTracer\",0,0,110,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"BFGSpiderDTBFG10KTracer\",0,0,120,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"BFGSpiderDTBFG10KTracer\",0,0,130,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"BFGSpiderDTBFG10KTracer\",0,0,140,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"BFGSpiderDTBFG10KTracer\",0,0,150,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"BFGSpiderDTBFG10KTracer\",0,0,160,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"BFGSpiderDTBFG10KTracer\",0,0,170,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"BFGSpiderDTBFG10KTracer\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"BFGSpiderDTBFG10KTracer\",0,0,190,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"BFGSpiderDTBFG10KTracer\",0,0,200,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"BFGSpiderDTBFG10KTracer\",0,0,210,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"BFGSpiderDTBFG10KTracer\",0,0,220,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"BFGSpiderDTBFG10KTracer\",0,0,230,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"BFGSpiderDTBFG10KTracer\",0,0,240,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"BFGSpiderDTBFG10KTracer\",0,0,250,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"BFGSpiderDTBFG10KTracer\",0,0,260,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"BFGSpiderDTBFG10KTracer\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"BFGSpiderDTBFG10KTracer\",0,0,280,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"BFGSpiderDTBFG10KTracer\",0,0,290,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"BFGSpiderDTBFG10KTracer\",0,0,300,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"BFGSpiderDTBFG10KTracer\",0,0,310,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"BFGSpiderDTBFG10KTracer\",0,0,320,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"BFGSpiderDTBFG10KTracer\",0,0,330,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"BFGSpiderDTBFG10KTracer\",0,0,340,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"BFGSpiderDTBFG10KTracer\",0,0,350,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTBFGLightningGreenSpawner\",0,0,15,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tCGS1 ABCD 6 Bright A_SpawnItemEx(\"DTech10KShockwave3\",0,0,15,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_Explode(480,240,0,0)\n\t\tTNT1 AAA 0 Bright A_StopSoundEx(\"Voice\")\n\t\tTNT1 A 0 Bright Radius_Quake(15,20,0,20,0)\n\t\tTNT1 A 0 Bright A_PlaySound(\"weapons/dtech10kexplode\")\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"DTech10KShockwave4\",0,0,15,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 A 20 Bright A_SpawnItemEx(\"PlayerDTBFGEx\",0,0,-10,0,0,0,0,SXF_NOCHECKPOSITION,0)//|SXF_CLIENTSIDE)\n\t\tStop\n\t}\n}\n\nACTOR BFGSpiderDTBFG10KTracer : FastProjectile\n{\nHeight 4\nRadius 16\nSpeed 60\nDecal None\nDamage 50\nDamageType \"BFGMastermind\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 15 Bright\n\t\tStop\n\tDeath:\n\t\tTNT1 A 1 Bright\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 1 Bright A_SpawnItem(\"CustomSpray\")\n\t\tStop\n\t}\n}\n\nACTOR BFGSpiderDTBFGProjectileAttack\n{\nPROJECTILE\nMissileType \"BFGSpiderDTBFGRailgunSlug\"\n+ISMONSTER\n-COUNTKILL\n+NOTARGET\n+LOOKALLAROUND\n+QUICKTORETALIATE\n+THRUACTORS\nObituary \"%o was destroyed by the BFG Mastermind\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 AAAAA 1 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,1250,0,360,\"Attack\")\n\t\tGoto Death\n\tAttack:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_MissileAttack\n\t\tTNT1 A 1 A_CustomRailgun(-1,0,NONE,\"Green\",1,1,2)\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR BFGSpiderDTBFGRailgunSlug : PlayerDTBFGRailgunSlug\n{\n-RIPPER\nDamage (Random(1,4))\nSpecies \"Mastermind\"\nDamageType \"BFGMastermind\"\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/CerebralCommander.txt",
"contents": "ACTOR CerebralCommander : SpiderMastermind 21306\n{\n Health 16500\n Speed 24\n\tFloatSpeed 24\n PainChance 20\n\tScale 1.1\n\tRadius 65\n\tHeight 100\n\tBloodColor \"Purple\"\n\tDropItem \"BossLifeEssence\" 256 25\n\tDropItem \"BossArmorBonusMax\" 256 1\n\tDropItem \"DemonAmmoBox\" 128 200\n\tDropItem \"SkullOfPower\" 256\n\tDropItem \"DemonicChalice\" 256\n\tDropItem \"HellfireUltrasphere\" 128 1\n\tDropItem \"PhaseSphere\"\n\tDropItem \"BigGas\" 256 100\n\tMass 99999\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\", 1.1\n DamageFactor \"PlayerDTRG\", 0.0001\n DamageFactor \"DTRailgun\", 0.0001\n DamageFactor \"PDTPuff\", 0.0001\n DamageFactor \"RailG\", 0.0001\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\", 0.0\n DamageFactor \"LegendaryPlayer\", 0.0\n DamageFactor \"BFG10K\", 0.65\n DamageFactor \"BFGSplash\", 0.0\n DamageFactor \"BFGSpray\", 0.0\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\tDamageFactor \"Terminator\", 0.0\n\tDamageFactor \"Hell\", 0.0\n SeeSound \"Commander/sight\"\n PainSound \"Commander/pain\"\n DeathSound \"Commander/Laugh\"\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\", 0.2\n DamageFactor \"PlayerDBFG10K2\", 0.2\n DamageFactor \"DBFG2\", 0.2\n DamageFactor \"PlayerDBFG2\", 0.2\n\tMinMissileChance 200\n\tSpecies \"Masterminds\"\n Obituary \"%o was turned into mush by heavy weapons of the Cerebral Commander.\"\n\tTag \"\\ctCerebral \\cmCommander\\c-\"\n DamageFactor \"PlayerNemesisPlasma\", 0.2\n DamageFactor \"Explosion\", 0.1\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_missile;\n\tvar int user_music;\n\tvar int user_script;\n\tvar int user_dbfg;\n\tvar int user_devcharge;\n States\n {\nSpawn:\n TNT1 A 0 A_JumpIf(user_script == 1,3)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"CommieSmokeSpawner\",0)\n\tTNT1 A 0 A_SetUserVar(\"user_script\",1)\n\tCOMM A 2 Bright A_Look\n\tCOMM B 2 Bright A_Look\n\tLoop\nSee:\n TNT1 A 0 A_JumpIf(user_dbfg == 1, \"see2\")\n TNT1 A 0 A_JumpIfHealthLower(7500,\"DBFGUpgrade\")\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"TrueLegendaryRuneItem\",1,\"DBFGUpgrade\")\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"TrueLegendaryRuneItem2\",1,\"DBFGUpgrade\")\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"D-BFG\",1,\"DBFGUpgrade\")\n\tTNT1 A 0 A_JumpIf(user_script == 1,3)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"CommieSmokeSpawner\",0)\n\tTNT1 A 0 A_SetUserVar(\"user_script\",1)\n TNT1 A 0 ACS_NamedExecuteAlways(\"CommanderSky\")\n\tTNT1 A 0 A_JumpIf(user_music == 1,3)\n TNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,605)\n\tTNT1 A 0 A_SetUserVar(\"user_music\",1)\n TNT1 A 0 A_SetShootable\n TNT1 A 0 A_UnSetInvulnerable\n\tCOMM A 2 Bright A_Chase\n\tCOMM B 2 Bright A_Chase\n\tTNT1 A 0 A_Jump(35,\"Evade\")\n\tTNT1 A 0 A_Jump(20,\"Teleport\")\n\tLoop\nSee2:\n TNT1 A 0 A_JumpIf(user_script == 1,3)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"CommieSmokeSpawner\",0)\n\tTNT1 A 0 A_SetUserVar(\"user_script\",1)\n TNT1 A 0 ACS_NamedExecuteAlways(\"CommanderSky\")\n\tTNT1 A 0 A_JumpIf(user_music == 1,3)\n TNT1 A 0 ACS_NamedExecuteAlways(\"StartMonsterMusic\",0,605)\n\tTNT1 A 0 A_SetUserVar(\"user_music\",1)\n TNT1 A 0 A_SetShootable\n TNT1 A 0 A_UnSetInvulnerable\n\tCOMM A 2 Bright A_Chase\n\tCOMM B 2 Bright A_Chase\n\tTNT1 A 0 A_Jump(45,\"Evade\")\n\tTNT1 A 0 A_Jump(20,\"Teleport\")\n\tLoop\nEvade:\n\tTNT1 A 0 A_Jump(128,19)\n\tTNT1 A 0 ThrustThing(Angle*256/360+64,20,0,0)\n\tCOMM A 2 Bright A_Chase\n\tCOMM B 2 Bright A_Chase\n\tCOMM A 2 Bright A_Chase\n\tCOMM B 2 Bright A_Chase\n\tCOMM A 2 Bright A_Chase\n\tCOMM B 2 Bright A_Chase\n\tCOMM A 2 Bright A_Chase\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\tCOMM A 2 Bright A_Chase\n\tCOMM B 2 Bright A_Chase\n\tCOMM A 2 Bright A_Chase\n\tCOMM B 2 Bright A_Chase\n\tCOMM A 2 Bright A_Chase\n\tCOMM B 2 Bright A_Chase\n\tCOMM A 2 Bright A_Chase\n\tCOMM B 2 Bright A_Chase\n\tTNT1 A 0 A_Stop\n\tGoto See\nMissile:\n TNT1 A 0 A_SetShootable\n TNT1 A 0 A_UnSetInvulnerable\n TNT1 A 0 A_SetTranslucent(1)\n\tTNT1 A 0 A_Jump(130,\"BFG9K\",\"BFG10K\",\"DTBFG10K\",\"DTDevastator\",\"CommanderPlasmaBlast\",\"MiniBrainwaves\",\"PyroCannon\",\"MiniIllusion\",\"DarkMatter\",\"SlowDeath\",\"BrainWave\",\"AntiMatter\")\n\tTNT1 A 0 A_Jump(60,\"Illusion\",\"Illusion2\",\"Freeze\")\n\tTNT1 A 0 A_Jump(40,\"SummonManipulator\")\n\t//TNT1 A 0 A_Jump(10,\"VoidFrenzy\")\nNormal:\n\tTNT1 A 0\n\tCOMM ABA 1 Bright A_GiveInventory(\"CebComStrafe\",1)\n\tTNT1 A 0 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 0 Bright A_CustomMissile(\"CommanderExplosiveTracer\",36,0,Random(-800,800)/100.00,0)\n\tCOMM D 1 Bright A_CustomMissile(\"CommanderExplosiveTracer\",36,0,Random(-800,800)/100.00,0)\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\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\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tCOMM C 0 Bright A_CustomMissile(\"CommanderExplosiveTracer\",36,0,Random(-800,800)/100.00,0)\n\tCOMM C 1 Bright A_CustomMissile(\"CommanderExplosiveTracer\",36,0,Random(-800,800)/100.00,0)\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tTNT1 A 0 A_StopSoundEx(\"Weapon\")\n\tTNT1 A 0 A_Jump(9,\"CommanderPlasmaBlast\",\"DarkMatter\",\"MiniBrainwaves\",\"SlowDeath\",\"BFG9K\",\"BFG10K\",\"DTBFG10K\")\n TNT1 A 0 A_SpidRefire\n\tGoto Normal+4\nDarkMatter:\n\tTNT1 A 0\n\tCOMM ABA 2 Bright A_GiveInventory(\"CebComStrafe\",1)\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCOMM D 0 Bright A_CustomMissile(\"CommanderDarkMatterball\",36,0,Random(-800,800)/100.00,0)\n\tCOMM D 3 Bright A_CustomMissile(\"CommanderDarkMatterball\",36,0,Random(-800,800)/100.00,0)\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCOMM C 0 Bright A_CustomMissile(\"CommanderDarkMatterball\",36,0,Random(-800,800)/100.00,0)\n\tCOMM C 3 Bright A_CustomMissile(\"CommanderDarkMatterball\",36,0,Random(-800,800)/100.00,0)\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tTNT1 A 0 A_StopSoundEx(\"Weapon\")\n\tTNT1 A 0 A_Jump(4,\"DTBFG10K\",\"DTDevastator\",\"MiniBrainwaves\",\"Brainwave\",\"AntiMatter\")\n TNT1 A 0 A_SpidRefire\n\tGoto DarkMatter+4\nDBFGUpgrade:\n TNT1 A 0 A_SetInvulnerable\n\tTNT1 A 0 A_ChangeFlag(NODAMAGE,1)\n TNT1 A 0 A_PlaySound(\"Commander/Laugh\")\n\tTNT1 A 0 A_PlaySound(\"Weapons/dbfgfire\", CHAN_AUTO)\n\tTNT1 A 0 A_SetUserVar(\"user_dbfg\",1)\n\tTNT1 A 0 A_GiveInventory(\"CommanderDBFGUpgrade\",1)\n\tTNT1 A 0 A_ChangeFlag(ALWAYSFAST,1)\n\tCOMM A 30 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_PlaySound(\"DMBall/Impact\",0,1.0,0,ATTN_NONE)\n SLAY A 25 Bright A_SpawnItemEx(\"BlackDeathSequence\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 A_ChangeFlag(NODAMAGE,0)\n TNT1 A 0 A_UnSetInvulnerable\n Goto see\nSlowDeath:\n\tCOMM A 3 Bright\n\tCOMM A 3 Bright A_FaceTarget\n\tCOMM AAAA 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 Bright A_CustomMissile(\"CommanderSlowball\",120,0,random(0,360))\n\tSlAY A 15 Bright\n\tGoto See\n MiniIllusion:\n TNT1 A 0 A_Changeflag(reflective,1)\n TNT1 A 0 A_PlaySound(\"Commander/Laugh\")\n TNT1 A 0 A_SetInvulnerable\n\tSLAY AAAAAAAAAAAAA 4 bright A_FaceTarget\n\tSLAY AAA 4 A_SpawnItemEx(\"CerebralCommanderIllusion\",0,0,0,0,0,0,0,SXF_SETMASTER)\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 A_PlaySound(\"Commander/Laugh\")\n TNT1 A 0 A_SetInvulnerable\n\tSLAY AAAAAAAAAAAAA 4 bright A_FaceTarget\n\tSLAY AAAAAA 1 A_SpawnItemEx(\"CerebralCommanderIllusion\",0,0,0,0,0,0,0,SXF_SETMASTER)\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 A_PlaySound(\"Commander/Laugh\")\n TNT1 A 0 A_SetInvulnerable\n\tSLAY AAAAAAAAAAAAA 4 bright A_FaceTarget\n\tSLAY AAAAAAAAA 1 A_SpawnItemEx(\"CerebralCommanderIllusion\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_Changeflag(reflective,0)\n\tgoto see\n SummonManipulator:\n TNT1 A 0 Bright A_PlaySound(\"Commander/Laugh\")\n TNT1 A 0 A_JumpIf(user_manipulator >= 10,\"Illusion2\")\n TNT1 A 0 A_SetUserVar(\"user_manipulator\",user_manipulator+1)\n TNT1 A 0 A_SetInvulnerable\n\tSLAY AAAAAAAAAAAAA 4 bright A_FaceTarget\n\tTNT1 A 0 A_CustomMissile(\"CommanderPulse\")\n\tSLAY A 4 A_SpawnItemEx(\"Manipulator\",0,0,0,0,0,0,random(-300,300),SXF_SETMASTER|SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tgoto see\nBFG9K:\n\tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n\tCOM2 CC 2 Bright A_FaceTarget\n\tCOM2 CC 2 Bright A_FaceTarget\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tCOM2 CC 2 Bright A_FaceTarget\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tCOM2 C 1 Bright A_FaceTarget\n\tCOM2 C 1 Bright A_FaceTarget\n\tCOM2 D 1 Bright A_CustomMissile(\"CommanderBFG9500Ball\", 34, 0, random(-10,10))\n\tCOM2 D 1 Bright A_CustomMissile(\"CommanderBFG9500Ball\", 34, 0, random(-10,10))\n\tCOM2 D 1 Bright A_CustomMissile(\"CommanderBFG9500Ball\", 34, 0, random(-10,10))\n\tCOM2 D 1 Bright A_CustomMissile(\"CommanderBFG9500Ball\", 34, 0, 0)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n\tCOM2 CC 2 Bright A_FaceTarget\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tCOM2 CC 2 Bright A_FaceTarget\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tCOM2 C 1 Bright A_FaceTarget\n\tCOM2 C 1 Bright A_FaceTarget\n\tCOM2 D 1 Bright A_CustomMissile(\"CommanderBFG9500Ball\", 34, 0, random(-10,10))\n\tCOM2 D 1 Bright A_CustomMissile(\"CommanderBFG9500Ball\", 34, 0, random(-10,10))\n\tCOM2 D 1 Bright A_CustomMissile(\"CommanderBFG9500Ball\", 34, 0, random(-10,10))\n\tCOM2 D 1 Bright A_CustomMissile(\"CommanderBFG9500Ball\", 34, 0, 0)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n\tCOM2 CC 2 Bright A_FaceTarget\n\tCOM2 CC 2 Bright A_FaceTarget\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tCOM2 CC 2 Bright A_FaceTarget\n\tCOM2 CC 2 Bright A_FaceTarget\n\tCOM2 C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tCOM2 C 1 Bright A_FaceTarget\n\tCOM2 C 1 Bright A_FaceTarget\n\tCOM2 D 1 Bright A_CustomMissile(\"CommanderBFG9500Ball\", 34, 0, random(-10,10))\n\tCOM2 D 1 Bright A_CustomMissile(\"CommanderBFG9500Ball\", 34, 0, random(-10,10))\n\tCOM2 D 1 Bright A_CustomMissile(\"CommanderBFG9500Ball\", 34, 0, random(-10,10))\n\tCOM2 D 1 Bright A_CustomMissile(\"CommanderBFG9500Ball\", 34, 0, 0)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n\tCOM2 CC 2 Bright A_FaceTarget\n\tCOM2 CC 2 Bright A_FaceTarget\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tCOM2 CC 2 Bright A_FaceTarget\n\tCOM2 CC 2 Bright A_FaceTarget\n\tCOM2 A 2 Bright A_FaceTarget\n\tCOM2 A 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tCOM2 C 1 Bright A_FaceTarget\n\tCOM2 C 1 Bright A_FaceTarget\n\tCOM2 D 1 Bright A_CustomMissile(\"CommanderBFG9500Ball\", 34, 0, random(-10,10))\n\tCOM2 D 1 Bright A_CustomMissile(\"CommanderBFG9500Ball\", 34, 0, random(-10,10))\n\tCOM2 D 1 Bright A_CustomMissile(\"CommanderBFG9500Ball\", 34, 0, random(-10,10))\n\tCOM2 D 1 Bright A_CustomMissile(\"CommanderBFG9500Ball\", 34, 0, 0)\n\tCOM2 CCCCCCC 2 Bright\n\tTNT1 A 0 A_Jump(128,\"DarkMatter\",\"SlowDeath\",\"BFG10K\",\"DTBFG10K\",\"PyroCannon\",\"MiniBrainwaves\")\n\tGoto See\nBFG10K:\n TNT1 A 0 A_JumpIfInventory(\"CommanderDBFGUpgrade\",1,\"UpgradedBFG10K\")\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\tCOM2 C 3 Bright A_FaceTarget\n\tCOM2 C 3 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tCOM2 C 3 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tCOM2 C 3 Bright A_FaceTarget\n\tTNT1 A 0\nBFG10KLoop:\n TNT1 A 0 A_JumpIf(user_bfg10k >= 30,\"BFG10KEnd\")\n TNT1 A 0 A_SetUserVar(\"user_bfg10k\",user_bfg10k+1)\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tCOM2 C 1 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCOM2 D 1 Bright A_CustomMissile(\"Commander10K\", 42, 0, random(-2,2))\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\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\n\tTNT1 A 0 A_Jump(128,\"DTBFG10K\")\n\tGoto See\nMiniBrainwaves:\n\tSLAY AAAAABB 2 bright A_FaceTarget\n\tSLAY CDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCDC 1 bright A_CustomMissile(\"MiniBrainwave\",75,0,random(-30,30),0)\n\tSLAY BBB 2\n\tgoto see\nUpgradedBFG10K:\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_PlaySound(\"Commander/Laugh\")\n\tTNT1 A 0 A_SetUserVar(\"user_bfg10k\", 0)\n\tCOM2 C 3 Bright A_FaceTarget\n\tCOM2 C 3 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tCOM2 C 3 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tCOM2 C 3 Bright A_FaceTarget\n\tTNT1 A 0\nUpgradedBFG10KLoop:\n TNT1 A 0 A_JumpIf(user_bfg10k >= 80,\"UpgradedBFG10KEnd\")\n TNT1 A 0 A_SetUserVar(\"user_bfg10k\",user_bfg10k+1)\n TNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tCOM2 C 1 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tTNT1 A 0 A_CustomMissile(\"Commander10K\", 42, 0, random(-8,8))\n\tCOM2 D 1 Bright A_CustomMissile(\"Commander10K\", 42, 0, random(-3,3))\n\tTNT1 A 0 A_CheckSight(3)\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n Loop\nUpgradedBFG10KEnd:\n TNT1 A 0 A_ChangeFlag(reflective,0)\n\tCOM2 C 3 Bright A_PlaySound(\"weapons/bfg15kcooldown\",CHAN_AUTO)\n\tCOM2 CCCCC 3 Bright\n\tTNT1 A 0 A_Jump(128,\"DTBFG10K\")\n\tGoto See\nCommanderPlasmaBlast:\n SLAY AAAAAA 6 Bright A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\", 0)\nPlasmaBlastLoop:\n TNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n TNT1 A 0 A_JumpIf(user_missile > 20,\"PlasmaBlastStop\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n SLAY A 0 A_FaceTarget\n SLAY A 0 A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, 90)\n SLAY A 3 Bright A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, -90)\n\tLoop\nPlasmaBlastStop:\n SLAY A 6\n SLAY A 6 A_FaceTarget\n SLAY A 24 A_Jump(60,\"AntiMatter\",\"DarkMatter\",\"SlowDeath\",\"MiniBrainwaves\",\"BFG9K\",\"BFG10K\",\"DTBFG10K\")\n Goto See\nDTBFG10K:\n TNT1 A 0 A_JumpIfInventory(\"CommanderDBFGUpgrade\",1,\"UpgradedDTBFG10K\")\n TNT1 A 0 ThrustThing(Angle*256/360+128,15,0,0)\n\tTNT1 A 0 A_PlaySound(\"Cardinal/9k\")\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tCOM2 CC 2 Bright A_FaceTarget\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tCOM2 DD 2 Bright A_FaceTarget\n\tCOM2 DD 2 Bright A_FaceTarget\n\tCOM2 D 2 Bright A_CustomMissile(\"CommanderPurpleDTBFG10KBall\", 34, 0, 0)\n\tCOM2 DD 2 Bright\n\tTNT1 A 0 A_PlaySound(\"Cardinal/9k\")\n\tCOM2 AA 2 Bright A_FaceTarget\n\tCOM2 AA 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tCOM2 AA 2 Bright A_FaceTarget\n\tCOM2 AA 2 Bright A_FaceTarget\n\tCOM2 AA 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tCOM2 BB 2 Bright A_FaceTarget\n\tCOM2 BB 2 Bright A_FaceTarget\n\tCOM2 B 2 Bright A_CustomMissile(\"CommanderPurpleDTBFG10KBall\", 34, 0, 0)\n\tTNT1 A 0 A_PlaySound(\"Cardinal/9k\")\n\tCOM2 AA 2 Bright A_FaceTarget\n\tCOM2 AA 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tCOM2 AA 2 Bright A_FaceTarget\n\tCOM2 AA 2 Bright A_FaceTarget\n\tCOM2 AA 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tCOM2 BB 2 Bright A_FaceTarget\n\tCOM2 BB 2 Bright A_FaceTarget\n\tCOM2 B 2 Bright A_CustomMissile(\"CommanderPurpleDTBFG10KBall\", 34, 0, 0)\n\tCOM2 B 2 Bright\n\tTNT1 A 0 A_Jump(80,\"DTDevastator\",\"AntiMatter\")\n\tGoto See\nUpgradedDTBFG10K:\n TNT1 A 0 ThrustThing(Angle*256/360+128,15,0,0)\n\tTNT1 A 0 A_PlaySound(\"Cardinal/9k\")\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tCOM2 CC 2 Bright A_FaceTarget\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tCOM2 DD 2 Bright A_FaceTarget\n\tCOM2 DD 2 Bright A_FaceTarget\n\tCOM2 D 2 Bright A_CustomMissile(\"UpCommanderPurpleDTBFG10KBall\", 34, 0, 0)\n\tCOM2 DD 2 Bright A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"Cardinal/9k\")\n\tCOM2 AA 2 Bright A_FaceTarget\n\tCOM2 AA 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tCOM2 AA 2 Bright A_FaceTarget\n\tCOM2 AA 2 Bright A_FaceTarget\n\tCOM2 AA 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tCOM2 BB 2 Bright A_FaceTarget\n\tCOM2 BB 2 Bright A_FaceTarget\n\tCOM2 B 2 Bright A_CustomMissile(\"UpCommanderPurpleDTBFG10KBall\", 34, 0, 0)\n\tTNT1 A 0 A_PlaySound(\"Cardinal/9k\")\n\tCOM2 AA 2 Bright A_FaceTarget\n\tCOM2 AA 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tCOM2 AA 2 Bright A_FaceTarget\n\tCOM2 AA 2 Bright A_FaceTarget\n\tCOM2 AA 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tCOM2 BB 2 Bright A_FaceTarget\n\tCOM2 BB 2 Bright A_FaceTarget\n\tCOM2 B 2 Bright A_CustomMissile(\"UpCommanderPurpleDTBFG10KBall\", 34, 0, 0)\n\tCOM2 B 2 Bright\n\tTNT1 A 0 A_Jump(80,\"DTDevastator\",\"AntiMatter\")\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_PlaySound(\"Cardinal/9k\")\n\tCOM2 CC 2 Bright A_FaceTarget\n\tCOM2 CC 2 Bright A_FaceTarget\n\tCOM2 CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tCOM2 CC 2 Bright A_FaceTarget\n\tCOM2 DD 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tCOM2 DD 2 Bright A_FaceTarget\n\tCOM2 D 2 Bright A_CustomMissile(\"CommanderPyroShot\", 34, 0, 0)\n\tCOM2 DDDDDDDDDDDD 2 Bright\n\tTNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_Jump(50,\"DTDevastator\",\"BrainWave\",\"AntiMatter\")\n\tGoto See\nDTDevastator:\n TNT1 A 0 A_JumpIfInventory(\"CommanderDBFGUpgrade\",1,\"DBFG\")\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\tDevCharge:\n TNT1 A 0 A_JumpIf(user_devcharge > 55,\"DevFire\")\n\tTNT1 A 0 A_SetUserVar(\"user_devcharge\",user_devcharge+1)\n\tSLAY A 0 A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, 90)\n SLAY A 0 Bright A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, -90)\n\tCOM2 C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tTNT1 A 0\n\tLoop\nDevFire:\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\n\tCOM2 CCCC 2 Bright\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tCOM2 C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\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\n\tCOM2 CCCC 2 Bright\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tCOM2 C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\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\n\tCOM2 CCCC 2 Bright\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tTNT1 A 0 A_Jump(110,\"BrainWave\")\n\tGoto See\nDBFG:\n\tTNT1 A 0 A_PlaySound(\"Weapons/dbfgcharge\")\n\tSLAY A 0 Bright A_PlaySound(\"Commander/laugh\")\n\tTNT1 A 0 A_SetUserVar(\"user_devcharge\", 0)\nDBFGCharge:\n TNT1 A 0 A_JumpIf(user_devcharge > 85,\"DBFGFire\")\n\tTNT1 A 0 A_SetUserVar(\"user_devcharge\",user_devcharge+1)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 0 A_CustomMissile(\"CommanderPlasmaBlast\", 90, 0, 90)\n SLAY A 0 Bright A_CustomMissile(\"CommanderPlasmaBlast\", 90, 0, -90)\n\tCOM2 C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tLoop\nDBFGFire:\n\tTNT1 A 0 A_PlaySound(\"Weapons/dbfgfire\", CHAN_AUTO)\n\tCOM2 C 1 A_Facetarget\n\tCOM2 D 4 Bright A_CustomMissile(\"PurpleDBFGBall\",34,0,0)\n\tTNT1 A 0 A_PlaySound(\"Weapons/dbfgfire\", CHAN_AUTO)\n\tCOM2 C 1 A_Facetarget\n\tCOM2 D 4 Bright A_CustomMissile(\"PurpleDBFGBall\",34,0,0)\n\tTNT1 A 0 A_PlaySound(\"Weapons/dbfgfire\", CHAN_AUTO)\n\tCOM2 C 1 A_Facetarget\n\tCOM2 D 4 Bright A_CustomMissile(\"PurpleDBFGBall\",34,0,0)\n\tCOM2 CC 2 Bright\n\tCOM2 CCCC 2 Bright\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tTNT1 A 0 A_Jump(30,\"Overload\")\n\tTNT1 A 0 A_Jump(110,\"BrainWave\",\"AntiMatter\")\n\tGoto See\nOverload:\n\tTNT1 A 0 A_PlaySound(\"Weapons/dbfgcharge\")\n\tSLAY A 0 Bright A_PlaySound(\"Commander/laugh\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\", 0)\nOverCharge:\n TNT1 A 0 A_JumpIf(user_missile > 35,\"DBFGFire\")\n\tTNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tCOM2 C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tLoop\nOverFire:\n\tTNT1 A 0 A_PlaySound(\"Weapons/dbfgfire\", CHAN_AUTO)\n\tCOM2 D 2 Bright A_CustomMissile(\"PurpleDBFGBall\",34,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tCOM2 CCCC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tTNT1 A 0 A_PlaySound(\"Weapons/dbfgfire\", CHAN_AUTO)\n\tCOM2 D 2 Bright A_CustomMissile(\"PurpleDBFGBall\",34,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tCOM2 CCCC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tTNT1 A 0 A_PlaySound(\"Weapons/dbfgfire\", CHAN_AUTO)\n\tCOM2 D 2 Bright A_CustomMissile(\"PurpleDBFGBall\",34,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tCOM2 CCCC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire\", CHAN_AUTO)\n\tCOM2 D 2 Bright A_CustomMissile(\"PurpleDBFGBall\",34,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tCOM2 CCCC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tTNT1 A 0 A_PlaySound(\"Weapons/dbfgfire\", CHAN_AUTO)\n\tCOM2 D 2 Bright A_CustomMissile(\"PurpleDBFGBall\",34,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tCOM2 CCCC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tTNT1 A 0 A_PlaySound(\"Weapons/dbfgfire\", CHAN_AUTO)\n\tCOM2 D 2 Bright A_CustomMissile(\"PurpleDBFGBall\",34,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tCOM2 CCCC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n TNT1 A 0 A_PlaySound(\"Weapons/dbfgfire\", CHAN_AUTO)\n\tCOM2 D 2 Bright A_CustomMissile(\"PurpleDBFGBall\",34,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tCOM2 CCCC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tTNT1 A 0 A_PlaySound(\"Weapons/dbfgfire\", CHAN_AUTO)\n\tCOM2 D 2 Bright A_CustomMissile(\"PurpleDBFGBall\",34,0,0)\n\tCOM2 CC 2 Bright A_FaceTarget\n\tCOM2 C 40 Bright\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tGoto See\nBrainwave:\n TNT1 A 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\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n SLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tSLAY CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY D 2 Bright A_CustomMissile(\"CommanderBrainWave\", 54, 0, 0)\n\tSLAY BB 2 Bright A_FaceTarget\n\tSLAY CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY D 2 Bright A_CustomMissile(\"CommanderBrainWave\", 54, 0, random(-2,2))\n\tSLAY BB 2 Bright A_FaceTarget\n\tSLAY CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY D 2 Bright A_CustomMissile(\"CommanderBrainWave\", 54, 0, random(-2,2))\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tSLAY CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY D 2 Bright A_CustomMissile(\"CommanderBrainWave\", 54, 0, random(-2,2))\n\tSLAY BB 2 Bright A_FaceTarget\n\tSLAY CC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY D 2 Bright A_CustomMissile(\"EmpoweredBrainWave\", 54, 0, random(-2,2))\n\tSLAY BB 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tTNT1 A 0 A_UnSetInvulnerable\n\tSLAY AAAAAAAAAAAA 2 Bright\n\tgoto see\nAntiMatter:\n TNT1 A 0 Bright A_PlaySound(\"Commander/Laugh\")\n\tSLAY AA 2 Bright A_FaceTarget\n SLAY A 0 A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, 90)\n SLAY A 0 Bright A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, -90)\n\tTNT1 A 0 Bright A_PlaySound(\"Commander/Laugh\")\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n SLAY A 0 A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, 90)\n SLAY A 0 Bright A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, -90)\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY CC 2 Bright A_FaceTarget\n SLAY A 0 A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, 90)\n SLAY A 0 Bright A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, -90)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY D 2 Bright A_CustomMissile(\"CommanderAntiMatterMissile\", 74, 0, 0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n SLAY A 0 A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, 90)\n SLAY A 0 Bright A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, -90)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n SLAY A 0 A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, 90)\n SLAY A 0 Bright A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, -90)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n SLAY BB 2 Bright A_FaceTarget\n SLAY A 0 A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, 90)\n SLAY A 0 Bright A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, -90)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY CC 2 Bright A_FaceTarget\n SLAY A 0 A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, 90)\n SLAY A 0 Bright A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, -90)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY D 2 Bright A_CustomMissile(\"CommanderAntiMatterMissile\", 74, 0, 0)\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n SLAY A 0 A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, 90)\n SLAY A 0 Bright A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, -90)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY CC 2 Bright A_FaceTarget\n SLAY A 0 A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, 90)\n SLAY A 0 Bright A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, -90)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY D 2 Bright A_CustomMissile(\"CommanderAntiMatterMissile\", 74, 0, 0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n SLAY A 0 A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, 90)\n SLAY A 0 Bright A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, -90)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n SLAY A 0 A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, 90)\n SLAY A 0 Bright A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, -90)\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n SLAY A 0 A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, 90)\n SLAY A 0 Bright A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, -90)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n SLAY A 0 A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, 90)\n SLAY A 0 Bright A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, -90)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY CC 2 Bright A_FaceTarget\n SLAY A 0 A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, 90)\n SLAY A 0 Bright A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, -90)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY D 2 Bright A_CustomMissile(\"CommanderAntiMatterMissile\", 74, 0, 0)\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n SLAY A 0 A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, 90)\n SLAY A 0 Bright A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, -90)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n SLAY A 0 A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, 90)\n SLAY A 0 Bright A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, -90)\n\tSLAY CC 2 Bright A_FaceTarget\n SLAY A 0 A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, 90)\n SLAY A 0 Bright A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, -90)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY D 2 Bright A_CustomMissile(\"CommanderAntiMatterMissile\", 74, 0, 0)\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY DD 2 Bright A_FaceTarget\n SLAY A 0 A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, 90)\n SLAY A 0 Bright A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, -90)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY DD 2 Bright A_FaceTarget\n SLAY A 0 A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, 90)\n SLAY A 0 Bright A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, -90)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n SLAY A 0 A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, 90)\n SLAY A 0 Bright A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, -90)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n SLAY A 0 A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, 90)\n SLAY A 0 Bright A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, -90)\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tSLAY BB 2 Bright A_FaceTarget\n SLAY A 0 A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, 90)\n SLAY A 0 Bright A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, -90)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n SLAY A 0 A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, 90)\n SLAY A 0 Bright A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, -90)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY CC 2 Bright A_FaceTarget\n SLAY A 0 A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, 90)\n SLAY A 0 Bright A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, -90)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY D 2 Bright A_CustomMissile(\"CommanderAntiMatterMissile\", 74, 0, 0)\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n SLAY A 0 A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, 90)\n SLAY A 0 Bright A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, -90)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTargeT\n SLAY A 0 A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, 90)\n SLAY A 0 Bright A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, -90)\n\tSLAY CC 2 Bright A_FaceTarget\n SLAY A 0 A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, 90)\n SLAY A 0 Bright A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, -90)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY D 2 Bright A_CustomMissile(\"CommanderAntiMatterMissile\", 34, 0, random(-2,2))\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY DD 2 Bright A_FaceTarget\n SLAY A 0 A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, 90)\n SLAY A 0 Bright A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, -90)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY DD 2 Bright A_FaceTarget\n SLAY A 0 A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, 90)\n SLAY A 0 Bright A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, -90)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n SLAY A 0 A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, 90)\n SLAY A 0 Bright A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, -90)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n SLAY A 0 A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, 90)\n SLAY A 0 Bright A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, -90)\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tSLAY CC 2 Bright A_FaceTarget\n SLAY A 0 A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, 90)\n SLAY A 0 Bright A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, -90)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY D 2 Bright A_CustomMissile(\"CommanderAntiMatterMissile\", 74, 0, 0)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n SLAY A 0 A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, 90)\n SLAY A 0 Bright A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, -90)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n SLAY A 0 A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, 90)\n SLAY A 0 Bright A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, -90)\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n SLAY A 0 A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, 90)\n SLAY A 0 Bright A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, -90)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTargeT\n SLAY A 0 A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, 90)\n SLAY A 0 Bright A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, -90)\n\tSLAY CC 2 Bright A_FaceTarget\n SLAY A 0 A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, 90)\n SLAY A 0 Bright A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, -90)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY D 2 Bright A_CustomMissile(\"CommanderAntiMatterMissile\", 74, 0, 0)\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY DD 2 Bright A_FaceTarget\n SLAY A 0 A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, 90)\n SLAY A 0 Bright A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, -90)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY DD 2 Bright A_FaceTarget\n SLAY A 0 A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, 90)\n SLAY A 0 Bright A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, -90)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n SLAY A 0 A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, 90)\n SLAY A 0 Bright A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, -90)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n SLAY A 0 A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, 90)\n SLAY A 0 Bright A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, -90)\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tSLAY BB 2 Bright A_FaceTarget\n SLAY A 0 A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, 90)\n SLAY A 0 Bright A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, -90)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n SLAY A 0 A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, 90)\n SLAY A 0 Bright A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, -90)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n SLAY A 0 A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, 90)\n SLAY A 0 Bright A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, -90)\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTarget\n SLAY A 0 A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, 90)\n SLAY A 0 Bright A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, -90)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY BB 2 Bright A_FaceTargeT\n SLAY A 0 A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, 90)\n SLAY A 0 Bright A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, -90)\n\tSLAY CC 2 Bright A_FaceTarget\n SLAY A 0 A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, 90)\n SLAY A 0 Bright A_CustomMissile(\"CommanderPlasmaBlast\", 100, 0, -90)\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY AAAAAAAAAAAA 2 Bright\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\tSLAY AA 3 Bright A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"EWAVE\",35,0,0,0)\n\tSLAY AA 3 Bright A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 2 A_GiveToTarget(\"CommanderCurse\")\n\tSLAY AAA 6\n\tTNT1 A 0 A_UnSetInvulnerable\n\tGoto Normal\nPain:\n\t//TNT1 A 0 A_Jump(20,\"PainResurrect\")\n\tTNT1 A 0 A_Jump(10,\"Freeze\")\n\tTNT1 A 0 A_Jump(128,\"PainMissile\")\n\tCOMM A 3 Bright\n\tCOMM A 3 Bright A_Pain\n\tGoto See\nPainMissile:\n\tCOMM A 3 Bright\n\tCOMM A 3 Bright A_Pain\n\tGoto Missile\nPainResurrect:\n\tCOMM A 3 Bright\n\tCOMM A 3 Bright A_Pain\n\tCOMM AAAA 3 Bright\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 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\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright\n TNT1 A 0 A_GiveInventory(\"SmallCommanderMassResurrectionItem\")\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright\n TNT1 A 0 A_GiveInventory(\"CommanderMassResurrectionItem\")\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"CommanderBrainSFX\",0,0,0,0)\n\tSLAY A 3 Bright\n\tTNT1 A 0 A_UnSetInvulnerable\n\tCOMM A 3 Bright\n\tGoto See\n Pain.PlayerDBFG10K2:\n Pain.DBFG10K2:\n Pain.DBFG:\n Pain.PlayerDBFG:\n Pain.DBFG2:\n Pain.PlayerDBFG210K:\n Pain.DBFG210K:\n Pain.DBFG2Splash:\n Pain.PlayerDBFG2:\n\tTNT1 A 0\n\tGoto Overload\nTeleport:\n COM2 A 5\n\tTNT1 A 0 A_SetInvulnerable\n\tCOM2 A 3 Bright\n\tTNT1 A 0 A_HideThing\n\tTNT1 A 0 A_SpawnItemEx(\"CommTeleportFXSpawner\",0,0,62)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tCOM2 A 3 Bright\n\tTNT1 A 0 A_UnHideThing\n\tTNT1 A 0 A_SpawnItemEx(\"CommTeleportFXSpawner\",0,0,62)\n\tCOM2 A 5\n\tTNT1 A 0 A_UnSetInvulnerable\n\tGoTo See\nPain.Legendary:\nPain.LegendaryPlayer:\nPain.LegendaryGuruPlayer:\nPain.PlayerDevBall:\nPain.PDTBFG:\nPain.BFG10K:\nPain.BFG9500Ball:\nTeleMissile:\n\tTNT1 A 0 A_UnSetShootable\n\tCOM2 A 3 Bright\n\tTNT1 A 0 A_HideThing\n\tTNT1 A 0 A_SpawnItemEx(\"CommTeleportFXSpawner\",0,0,62)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tCOM2 A 3 Bright\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 5\n\tTNT1 A 0 A_SetShootable\n\tGoTo Missile\nDeath:\n\tTNT1 A 0 A_SpawnItemEx(\"PyroCannon\",0,0,64,random(0,8),0,2,random(1,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"BlackHole Generator\",0,0,64,random(0,8),0,2,random(1,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"Demon Tech Shotgun\",0,0,64,random(0,8),0,2,random(1,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"CommanderDevUpgrade\",0,0,64,random(1,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"SkullOfPower\",0,0,64,random(1,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"DemonicChalice\",0,0,64,random(1,8),0,2,random(0,360),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryRune\",0,0,64,random(1,8),0,2,random(0,360),0,64)\n\tTNT1 A 0 A_Scream\n\tTNT1 A 0 A_Fall\n\tTNT1 A 0 A_ChangeFlag(Nogravity,1)\n\tTNT1 A 0 A_ChangeFlag(float,1)\n SLAY A 40 A_FaceTarget\n\tSLAY AAA 4 A_SpawnItemEx(\"CerebralCommanderIllusion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_HideThing\n\tTNT1 A 0 A_PlaySound(\"DMBall/Impact\",0,1.0,0,ATTN_NONE)\n\tTNT1 A 0 A_SpawnItemEx(\"CommTeleportFXSpawner\",0,0,62)\n\tTNT1 A 0 A_SpawnItemEx(\"BlackDeathSequence\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 ACS_ExecuteAlways(668)\n\tTNT1 A -1 A_KillMaster\n\tStop\n }\n}\n\nactor DBFGUpgrade : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 1\n-INVBAR\n}\nActor CommanderSmoke : PHellionSmoke\n{\n+NOTIMEFREEZE\nAlpha 0.6\nScale 0.6\n}\n\nActor ManipulatorSmoke : PHellionSmoke\n{\n+NOTIMEFREEZE\nAlpha 0.6\nScale 0.4\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(\"CommanderSmoke\",random(50,70),random(50,70),78,0,0,random(-7,-10),0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"CommanderSmoke\",random(-50,-70),random(-50,-70),78,0,0,random(-7,-10),0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"CommanderSmoke\",random(50,70),random(-50,-70),78,0,0,random(-7,-10),0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"CommanderSmoke\",random(-50,-70),random(50,70),78,0,0,random(-7,-10),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(\"CommanderSmoke\",random(50,70),random(50,70),78,0,0,random(-6,-8),0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"CommanderSmoke\",random(-50,-70),random(-50,-70),78,0,0,random(-6,-8),0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"CommanderSmoke\",random(50,70),random(-50,-70),78,0,0,random(-6,-8),0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"CommanderSmoke\",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{\n+NOTIMEFREEZE\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\nSpeed 75\nDamageType \"C0mm4nder\"\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+NOTIMEFREEZE\n+THRUSPECIES\nStates\n{\nDeath:\n Spawn:\n TPA3 A 1 Bright\n\tLoop\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 80\n\tScale 1.4\n\t+ExtremeDeath\n\t+DontReflect\n\t+FORCERADIUSDMG\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 CBTS A 2 BRIGHT A_SpawnItem(\"EWAVE\")\n CBTS B 2 BRIGHT A_SpawnItem(\"EWAVE\")\n CBTS C 2 BRIGHT A_SpawnItem(\"EWAVE\")\n CBTS D 2 BRIGHT A_SpawnItem(\"EWAVE\")\n CBTS E 2 BRIGHT A_SpawnItem(\"EWAVE\")\n CBTS F 2 BRIGHT A_SpawnItem(\"EWAVE\")\n CBTS G 2 BRIGHT A_SpawnItem(\"EWAVE\")\n CBTS H 2 BRIGHT A_SpawnItem(\"EWAVE\")\n CBTS I 2 BRIGHT A_SpawnItem(\"EWAVE\")\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 MiniBrainWave\n{\n\tRadius 12\n\tHeight 12\n\tSpeed 85\n\tFastSpeed 100\n\tDamage 40\n\tScale 0.8\n\t+ExtremeDeath\n\t+DontReflect\n\t+FORCERADIUSDMG\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 CBTS A 2 BRIGHT A_SpawnItem(\"EWAVE\")\n CBTS B 2 BRIGHT A_SpawnItem(\"EWAVE\")\n CBTS C 2 BRIGHT A_SpawnItem(\"EWAVE\")\n CBTS D 2 BRIGHT A_SpawnItem(\"EWAVE\")\n CBTS E 2 BRIGHT A_SpawnItem(\"EWAVE\")\n CBTS F 2 BRIGHT A_SpawnItem(\"EWAVE\")\n CBTS G 2 BRIGHT A_SpawnItem(\"EWAVE\")\n CBTS H 2 BRIGHT A_SpawnItem(\"EWAVE\")\n CBTS I 2 BRIGHT A_SpawnItem(\"EWAVE\")\n CBTS J 2 BRIGHT A_SpawnItem(\"EWAVE\")\n Loop\n\tDeath:\n\t\tCBTS K 2 BRIGHT A_Explode(35,120)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleDTech10KShockwave2\", 0, 0, 15, 0, 0, 0, 0, 128)\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 +NOTELEPORT\n +FORCERADIUSDMG\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 AAAA 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 1.0\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 CCBA ABC 1 A_SpawnItemEx(\"CCExTrail\",0,0,0,0,0,0,0)\n LOOP\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(2000,600,0,1)\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 1.0\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 1.0\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(\"PurpleSpray\")\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\"\nSpeed 65\nFastSpeed 75\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 UpCommanderPurpleDTBFG10KBall : CommanderPurpleDTBFG10KBall\n{\nObituary \"%o was turned to mush by heavy weapons from the Cerebral Commander.\"\nSpeed 75\nFastSpeed 85\nStates\n{\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\tTNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBoltExp\")\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 DTBFG10KTracerPurple : DTBFG10KTracer\n{\n -THRUSPECIES\n +NOTIMEFREEZE\n Species \"Masterminds\"\n DamageType \"C0mm4nder\"\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\nDamageType \"C0mm4nder\"\nSpecies \"Masterminds\"\nStates\n{\nSpawn:\n TNT1 A 0\n CFGP A 4 Bright A_SpawnItemEx(\"PurpleParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n CFGP BCDEF 4 Bright\n Stop\n }\n}\n\nACTOR PurpleDTech10KShockwave : SmokeFX\n{\nSpeed 0\nScale 1\nAlpha 0.85\n+NOTIMEFREEZE\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nESHK ABCDEFGHIJKLMNOPQR 1 Bright A_FadeOut(0.04)\nStop\n}\n}\n\nACTOR PurpleDTech10KShockwave2 : SmokeFX\n{\nSpeed 0\nScale 2.5\nAlpha 0.85\n+NOTIMEFREEZE\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nESHK ABCDEFGHIJKLMNOPQR 2 Bright A_FadeOut(0.04)\nStop\n}\n}\n\nACTOR DTBFGLightningPurple : TeleportFogLightning\n{\nScale 0.24\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72)\n\tPEL1 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n\tPEL2 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n\tPEL3 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n\tPEL4 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\nDeath:\n\t\"----\" A 1 Bright\n\tStop\n\t}\n}\n\nACTOR DTBFGLightningPurple2 : DTBFGLightningPurple\n{\nScale 0.36\n+NOTIMEFREEZE\n}\n\nACTOR DTBFGLightningPurpleSpawner : BluePowerLineSpawner\n{\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 Bright A_SpawnItemEx(\"DTBFGLightningPurple2\",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,128)\n Stop\n }\n}\n\nACTOR ProjectileTrailParticlePurple : EnergyProjectileSparkOrange\n{\n+NOGRAVITY\n+NOTIMEFREEZE\nScale 0.02\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nSPKP A 1 Bright A_FadeOut(0.08)\nLoop\nToaster:\nTNT1 A 0\nStop\n}\n}\n\nACTOR ProjectileTrailParticlePurple2 : ProjectileTrailParticlePurple\n{\n+NOGRAVITY\n+NOTIMEFREEZE\nScale 0.045\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\nSPKP A 2 Bright A_FadeOut(0.015)\nLoop\n}\n}\n\nACTOR CebComDTBFGProjectileAttack : SentientDTBFGProjectileAttack\n{\nObituary \"%o was turned to mush by heavy weapons from the Cerebral Commander.\"\nDamageType \"C0mm4nder\"\n+NOTIMEFREEZE\nStates\n{\nSpawn:\n TNT1 A 0\n\tTNT1 AAAAA 1 A_Look\n\tStop\nSee:\n TNT1 A 0\n\tTNT1 A 1 A_JumpIfCloser(1250,\"Attack\")\n\tStop\nAttack:\n TNT1 A 0\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_MissileAttack\n\tTNT1 A 1 A_CustomRailgun(-1,0,NONE,\"80 00 FF\",1,1,2)\n\tGoto Death\nDeath:\n\tTNT1 A 1\n\tStop\n\t}\n}\n\nACTOR CommanderDevastatorBall : FusionDevastatorBall\n{\nDamageType \"C0mm4nder\"\nSpeed 45\nFastSpeed 55\n+NOTIMEFREEZE\n+SEEKERMISSILE\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\tTNT1 A 0 A_SeekerMissile(3,5,SMF_LOOK|SMF_PRECISE)\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\tTNT1 A 0 A_SeekerMissile(3,5,SMF_LOOK|SMF_PRECISE)\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\tTNT1 A 0 A_SeekerMissile(3,5,SMF_LOOK|SMF_PRECISE)\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\tTNT1 A 0 A_SeekerMissile(3,5,SMF_LOOK|SMF_PRECISE)\n Goto Spawn\nDeath:\n TNT1 A 0\n\tTNT1 AAA 0 A_RadiusThrust(-5000, 900, RTF_NOIMPACTDAMAGE)\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\tTNT1 AAA 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,18,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,36,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,54,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,72,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,108,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,126,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,144,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,144,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,162,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,196,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,216,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,234,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,252,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,288,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,306,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,324,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\tTNT1 AAA 0 Bright A_CustomMissile(\"CommanderDevastatorBall2\",0,0,342,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\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 50\n FastSpeed 70\n Damage 15\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.90\n ExplosionRadius 64\n ExplosionDamage 128\n Damagetype \"C0mm4nder\"\n Decal DoomImpScorch\n +NOTIMEFREEZE\n +EXTREMEDEATH\n +FORCERADIUSDMG\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 EmpoweredBrainwave\n{\n\tRadius 20\n\tHeight 20\n\tSpeed 80\n\tDamage 100\n\tScale 1.6\n\t+ExtremeDeath\n\t+DontReflect\n\t+SeekerMissile\n\t+FoilInvul\n\t+FORCERADIUSDMG\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 BFG9500LightningPurple\n\tstates\n\t{\nSpawn:\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\nDeath:\n\tCBTS K 0 Radius_Quake(15,15,0,40,0)\n\tCBTS K 2 BRIGHT A_Explode(600,600)\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\tCBTS A 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCBTS B 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCBTS C 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCBTS D 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCBTS A 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCBTS B 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCBTS C 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCBTS D 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCBTS A 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCBTS B 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCBTS C 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCBTS 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 TNT1 AAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"CommanderBouncyBrainwave\",0,0,random(0,360),0,random(-5,30))\n TNT1 A 0 A_SpawnItemEx(\"PurpleDTech10KShockwave2\", 0, 0, 15, 0, 0, 0, 0, 128)\n TNT1 A 20 A_SpawnItem(\"PurpleDTBFGEx\",0,-10)\n CBTS LMNOPQRSTUVW 2 BRIGHT\n Stop\n\t}\n}\n\nActor CommanderBouncyBrainwave : EmpoweredBrainWave\n{\n+DOOMBOUNCE\n-SEEKERMISSILE\n+SKYEXPLODE\nbouncecount 3\nSpeed 20\nScale 1.2\n\tstates\n\t{\nSpawn:\n CBTS A 2 BRIGHT A_SpawnItem(\"EWAVE\")\n CBTS B 2 BRIGHT A_SpawnItem(\"EWAVE\")\n CBTS C 2 BRIGHT A_SpawnItem(\"EWAVE\")\n CBTS D 2 BRIGHT A_SpawnItem(\"EWAVE\")\n CBTS E 2 BRIGHT A_SpawnItem(\"EWAVE\")\n CBTS F 2 BRIGHT A_SpawnItem(\"EWAVE\")\n CBTS G 2 BRIGHT A_SpawnItem(\"EWAVE\")\n CBTS H 2 BRIGHT A_SpawnItem(\"EWAVE\")\n CBTS I 2 BRIGHT A_SpawnItem(\"EWAVE\")\n CBTS J 2 BRIGHT A_SpawnItem(\"EWAVE\")\n Loop\nDeath:\n\tCBTS K 0 Radius_Quake(15,15,0,40,0)\n\tCBTS K 2 BRIGHT A_Explode(600,600)\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\tCBTS A 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCBTS B 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCBTS C 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCBTS D 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCBTS A 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCBTS B 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCBTS C 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCBTS D 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCBTS A 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCBTS B 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCBTS C 6 Bright A_SpawnItemEx(\"PurpleDevastatorShockWave\",0,0,0,0,0,0,0,128)\n\tTNT1 A 0 A_Explode(80,256)\n\tCBTS 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_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 TNT1 A 0 A_SpawnItemEx(\"PurpleDTech10KShockwave2\", 0, 0, 15, 0, 0, 0, 0, 128)\n TNT1 A 20 A_SpawnItem(\"PurpleDTBFGEx\",0,-10)\n CBTS LMNOPQRSTUVW 2 BRIGHT\n Stop\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+FoilInvul\n\t+FORCERADIUSDMG\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 BFG9500LightningPurple\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+FoilInvul\n\t+NOTIMEFREEZE\n\t+FORCERADIUSDMG\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 BFG9500LightningPurple\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 is pepega.\"\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\"\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 99999\n +NoPain\n +ThruActors\n +MissileMore\n +MissileEvenMore\n +DontHurtSpecies\n -CountKill\n +NoGravity\n +Float\n\tvar int user_script;\n\tvar int user_missile;\n States\n {\nSpawn:\n\tTNT1 A 0 A_JumpIf(user_script == 1,3)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"CommieSmokeSpawner\",0)\n\tTNT1 A 0 A_SetUserVar(\"user_script\",1)\nMissileLoop:\n TNT1 A 0 A_JumpIf(user_missile >= 15,\"MissileEnd\")\n TNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tCOM2 C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCOM2 D 3 Bright A_CustomMissile(\"Commander10K\", 42, 0, random(-2,2))\n\tTNT1 A 0\n Loop\nMissileEnd:\n\tCOM2 C 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n\tCOM2 D 3 Bright A_CustomMissile(\"Commander10K\", 42, 0, random(-2,2))\n Death:\n SLAY AAAAAAA 2 A_Fadeout\n\tStop\n }\n}\n\nACTOR Manipulator\n{\n Health 3000\n PainChance 20\n Alpha 1.0\n RenderStyle Normal\n Scale 1.5\n Speed 16\n\tmass 2000\n\tHeight 57\n Radius 52\n\tMonster\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 DamageFactor \"LegendaryGuruPlayer\", 0.0\n DamageFactor \"LegendaryPlayer\", 0.0\n Species \"BabySpiders\"\n Obituary \"%o was taken control by the Manipulator.\"\n DropItem \"BossLifeEssence\" 256 25\n DropItem \"BossArmorBonusMax\" 256 1\n DropItem \"DemonAmmoBox\" 128 200\n DropItem \"SkullOfPower\" 128\n DropItem \"DemonicChalice\" 128\n DropItem \"Ultrasphere\" 128\n DropItem \"PhaseSphere\" 100\n Bloodcolor Purple\n +MISSILEEVENMORE\n +QUICKTORETALIATE\n +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\tvar int user_missile;\n\tvar int user_script;\n Tag \"\\c[s9]Manipulator\\c-\"\n States\n {\n Spawn:\n\tTNT1 A 0 A_JumpIf(user_script == 1,3)\n TNT1 A 0 ACS_NamedExecuteAlways(\"ManipulatorSmokeSpawner\",0)\n\tTNT1 A 0 A_SetUserVar(\"user_script\",1)\n\tMANP A 2 Bright A_Look\n\tMANP B 2 Bright A_Look\n Loop\n See:\n\tTNT1 A 0 A_JumpIf(user_script == 1,3)\n TNT1 A 0 ACS_NamedExecuteAlways(\"ManipulatorSmokeSpawner\",0)\n\tTNT1 A 0 A_SetUserVar(\"user_script\",1)\n TNT1 A 0 A_SetTranslucent(1.0)\n TNT1 A 0 A_UnSetInvulnerable\n\tMANP A 2 Bright A_Chase\n\tMANP B 2 Bright A_Chase\n\tTNT1 A 0 A_Jump(35,\"Evade\")\n\tTNT1 A 0 A_Jump(25,\"Teleport\")\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\tMANP A 2 Bright A_Chase\n\tMANP B 2 Bright A_Chase\n\tMANP A 2 Bright A_Chase\n\tMANP B 2 Bright A_Chase\n\tMANP A 2 Bright A_Chase\n\tMANP B 2 Bright A_Chase\n\tMANP A 2 Bright A_Chase\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\tMANP A 2 Bright A_Chase\n\tMANP B 2 Bright A_Chase\n\tMANP A 2 Bright A_Chase\n\tMANP B 2 Bright A_Chase\n\tMANP A 2 Bright A_Chase\n\tMANP B 2 Bright A_Chase\n\tMANP A 2 Bright A_Chase\n\tMANP B 2 Bright A_Chase\n\tTNT1 A 0 A_Stop\n\tGoto See\n Pause:\n\tMANP A 2 Bright\n\tMANP B 2 Bright\n\tMANP A 2 Bright\n\tMANP B 2 Bright\n\tGoto See\n Missile:\n TNT1 A 0 A_SetTranslucent(1.0)\n TNT1 A 0 A_SetShootable\n TNT1 A 0 A_Jump(130,\"BFG10K\",\"BFG9K\",\"DTBFG10K\",\"ShockWaves\",\"DevastatorCannon\")\n\tTNT1 A 0 A_Jump(80,\"Minions\",\"Illusion\")\n Normal:\n TNT1 A 0 A_PlaySound(\"monsters/darkmasterwind\")\n MANP ABA 2 Bright A_GiveInventory(\"CebComStrafe\",1)\n\tTNT1 A 0 A_PlaySound(\"monsters/darkmasterwind2\")\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\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 0 Bright A_CustomMissile(\"ManipulatorExplosiveTracer\",16,-10,Random(-800,800)/100.00,0)\n MANP K 1 Bright A_CustomMissile(\"ManipulatorExplosiveTracer\",16,10,Random(-800,800)/100.00,0)\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\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 K 0 Bright A_CustomMissile(\"ManipulatorExplosiveTracer\",16,-10,Random(-800,800)/100.00,0)\n MANP K 1 Bright A_CustomMissile(\"ManipulatorExplosiveTracer\",16,10,Random(-800,800)/100.00,0)\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tTNT1 A 0 A_Jump(3,\"Pause\",\"BFG10K\",\"ShockWaves\")\n TNT1 A 0 A_SpidRefire\n Goto Normal+4\n BFG10K:\n TNT1 A 0 A_SetTranslucent(1.0)\n\tTNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n MANP CCCCCCC 2 Bright A_FaceTarget\n\tTNT1 A 0 A_SetUserVar(\"user_missile\", 0)\nBFG10KLoop:\n TNT1 A 0 A_JumpIf(user_missile >= 20,\"BFG10KEnd\")\n TNT1 A 0 A_SetUserVar(\"user_missile\",user_missile+1)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfg15kfire\")\n MANP D 0 Bright A_CustomMissile(\"Manipulator10K\",20,0,Random(4,-4))\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tMANP D 2 Bright A_FaceTarget\n\tTNT1 A 0 A_GiveInventory(\"CebComStrafe\",1)\n\tMANP C 2 Bright A_FaceTarget\n\tLoop\n BFG10KEnd:\n MANP C 2 Bright A_PlaySound(\"weapons/bfg15kcooldown\",CHAN_AUTO)\n\tMANP CCCCCCCCC 2 Bright\n\tTNT1 A 0 A_Jump(80,\"Shockwaves\")\n Goto See\n BFG9K:\n TNT1 A 0 A_SetTranslucent(1.0)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n MANP C 2 Bright A_FaceTarget\n MANP C 2 Bright A_FaceTarget\n MANP C 2 Bright A_FaceTarget\n MANP C 2 Bright A_FaceTarget\n MANP C 2 Bright A_FaceTarget\n MANP C 2 Bright A_FaceTarget\n MANP C 2 Bright A_FaceTarget\n MANP C 2 Bright A_FaceTarget\n MANP C 2 Bright A_FaceTarget\n MANP C 2 Bright A_FaceTarget\n MANP C 2 Bright A_FaceTarget\n MANP C 2 Bright A_FaceTarget\n MANP C 2 Bright A_FaceTarget\n MANP C 2 Bright A_FaceTarget\n MANP D 2 Bright A_FaceTarget\n\tTNT1 A 0\n MANP D 2 Bright A_CustomMissile(\"CommanderBFG9500Ball\",20,0,0)\n\tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n MANP C 2 Bright A_FaceTarget\n MANP C 2 Bright A_FaceTarget\n MANP C 2 Bright A_FaceTarget\n MANP C 2 Bright A_FaceTarget\n MANP C 2 Bright A_FaceTarget\n MANP C 2 Bright A_FaceTarget\n MANP C 2 Bright A_FaceTarget\n MANP C 2 Bright A_FaceTarget\n MANP C 2 Bright A_FaceTarget\n MANP C 2 Bright A_FaceTarget\n MANP C 2 Bright A_FaceTarget\n MANP C 2 Bright A_FaceTarget\n MANP C 2 Bright A_FaceTarget\n MANP C 2 Bright A_FaceTarget\n MANP D 2 Bright A_FaceTarget\n MANP D 2 Bright A_CustomMissile(\"CommanderBFG9500Ball\",20,0,0)\n\tMANP CCCCCCCCC 2 Bright\n\tTNT1 A 0 A_Jump(80,\"Shockwaves\")\n Goto See\n DTBFG10K:\n TNT1 A 0 A_SetTranslucent(1.0)\n\tTNT1 A 0 A_PlaySound(\"Cardinal/9k\")\n MANP C 2 Bright A_FaceTarget\n MANP C 2 Bright A_FaceTarget\n MANP C 2 Bright A_FaceTarget\n MANP C 2 Bright A_FaceTarget\n MANP C 2 Bright A_FaceTarget\n MANP C 2 Bright A_FaceTarget\n MANP C 2 Bright A_FaceTarget\n MANP C 2 Bright A_FaceTarget\n MANP C 2 Bright A_FaceTarget\n MANP C 2 Bright A_FaceTarget\n MANP C 2 Bright A_FaceTarget\n MANP C 2 Bright A_FaceTarget\n MANP C 2 Bright A_FaceTarget\n MANP C 2 Bright A_FaceTarget\n MANP D 2 Bright A_FaceTarget\n MANP D 2 Bright A_CustomMissile(\"CommanderPurpleDTBFG10KBall\",20,0,0)\n\tMANP CCCCCCCCC 2 Bright\n\tTNT1 A 0 A_Jump(80,\"Shockwaves\")\n Goto See\n Illusion:\n TNT1 A 0 A_SetTranslucent(1.0)\n TNT1 A 0 A_PlaySound(\"Manipulator/laugh\")\n\tMANP VVVVVVVVVVV 4 bright A_FaceTarget\n\tMANP VVV 4 A_SpawnItemex(\"ManipulatorIllusion\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\tgoto see\n Shockwaves:\n TNT1 A 0 A_SetTranslucent(1.0)\n\tMANP VVVVVVVVV 2 bright A_FaceTarget\n\tMANP VVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 1 bright A_CustomMissile(\"MBrainwave\",35,0,random(-20,20),0)\n\tMANP VVVV 2\n\tgoto see\n DevastatorCannon:\n TNT1 A 0 A_SetTranslucent(1.0)\n TNT1 A 0 A_PlaySound(\"weapons/charge15k\")\n MANP C 2 Bright A_FaceTarget\n MANP C 2 Bright A_FaceTarget\n MANP C 2 Bright A_FaceTarget\n MANP C 2 Bright A_FaceTarget\n\tMANP CDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCDC 1 A_CustomMissile(\"ManipulatorDevastatorBall2\",20,0,random(-10,10),1)\n goto see\n Minions:\n TNT1 A 0 A_SetTranslucent(1.0)\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,SXF_SETMASTER)\n\tTNT1 A 0 A_SpawnItemEx(\"BabysentientSummoner\",0,0,0,10,0,0,305,SXF_SETMASTER)\n\tMANP V 25 Bright\n\tTNT1 A 0 A_ChangeFlag(Invulnerable,0)\n\tTNT1 A 0 A_ChangeFlag(Reflective,0)\n\tGoto See\n Pain:\n TNT1 A 0 A_SetTranslucent(1.0)\n //TNT1 A 0 A_Jump(30,\"PainResurrect\")\n TNT1 A 0 A_Jump(120,\"PainMissile\")\n MANP A 3 Bright A_Pain\n\tMANP A 3 Bright\n Goto See\nTeleport:\n TNT1 A 0 A_SetInvulnerable\n MANP V 14 Bright\n\tMANP V 3 Bright\n\tTNT1 A 0 A_HideThing\n\t//TNT1 A 0 A_PlaySound(\"BH/Fire\",0)\n\tTNT1 A 0 A_SpawnItemEx(\"ManpTeleportFXSpawner\",0,0,62)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\tMANP V 4 Bright\n\t//TNT1 A 0 A_PlaySound(\"DMBall/Impact\",0)\n\tTNT1 A 0 A_UnHideThing\n\tTNT1 A 0 A_SpawnItemEx(\"ManpTeleportFXSpawner\",0,0,62)\n\tMANP V 10\n\tTNT1 A 0 A_UnSetInvulnerable\n\tGoTo See\n PainMissile:\n MANP A 3 Bright A_Pain\n\tMANP A 3 Bright\n Goto Missile\n PainResurrect:\n\tMANP A 3 Bright\n\tMANP A 3 Bright A_Pain\n\tMANP AAAA 3 Bright\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 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\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright\n TNT1 A 0 A_GiveInventory(\"SmallCommanderMassResurrectionItem\")\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright\n TNT1 A 0 A_GiveInventory(\"CommanderMassResurrectionItem\")\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright\n TNT1 A 0 A_GiveInventory(\"CommanderMassResurrectionItem\")\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright\n\tTNT1 A 0 A_SpawnItem(\"ManipulatorBrainSFX\",0,0,0,0)\n\tMANP V 3 Bright\n\tTNT1 A 0 A_UnSetInvulnerable\n\tMANP A 3 Bright\n\tGoto see\n Death:\n MANP A 20 Bright A_Scream\n MANP E 6 Bright A_Fall\n\tTNT1 AA 0 A_SpawnItemEx(\"MutantGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\tMANP FFFFFFFFF 2 Bright A_CustomMissile(\"CommKaboom\", random(20,40), random(10,-10), random(0,360), 2, random(0,360))\n\tTNT1 AAAA 0 A_CustomMissile(\"PurpleSmokeFX1\", random(20,40), 0, random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"MutantGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\tMANP GGGGGGGGG 2 Bright A_CustomMissile(\"CommKaboom\", random(20,40), random(10,-10), random(0,360), 2, random(0,360))\n\tTNT1 AAAA 0 A_CustomMissile(\"PurpleSmokeFX1\", random(20,40), 0, random(0,360), 2, random(0,360))\n\tTNT1 AA 0 A_SpawnItemEx(\"MutantGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\tMANP HHHHHHHHH 2 Bright A_CustomMissile(\"CommKaboom\", random(20,40), random(10,-10), random(0,360), 2, random(0,360))\n\tTNT1 AAAA 0 A_CustomMissile(\"PurpleSmokeFX1\", random(20,40), 0, random(0,360), 2, random(0,360))\n MANP I 4\n\tMANP J 2\n TNT1 A -1\n Stop\n }\n}\n\nACTOR ManipulatorIllusion : Manipulator\n{\n Health 350\n Alpha 0.65\n RenderStyle Translucent\n SeeSound \"barachnophyte/sight\"\n PainSound \"barachnophyte/pain\"\n DeathSound \"barachnophyte/death\"\n Obituary \"%o was not intelligent enough to defeat a Manipulator's illusion.\"\n -BOSS\n +THRUSPECIES\n DropItem \"BossLifeEssence\" 100 25\n DropItem \"BossArmorBonusMax\" 100 1\n States\n {\n Spawn:\n\tTNT1 A 0 A_JumpIf(user_script == 1,3)\n TNT1 A 0 ACS_NamedExecuteAlways(\"ManipulatorSmokeSpawner\",0)\n\tTNT1 A 0 A_SetUserVar(\"user_script\",1)\n\tMANP A 2 Bright A_Look\n\tTNT1 A 0\n\tMANP B 2 Bright A_Look\n Loop\n See:\n TNT1 A 0 A_UnSetInvulnerable\n\tTNT1 A 0 A_JumpIf(user_script == 1,3)\n TNT1 A 0 ACS_NamedExecuteAlways(\"ManipulatorSmokeSpawner\",0)\n\tTNT1 A 0 A_SetUserVar(\"user_script\",1)\n\tMANP A 2 Bright A_Chase\n\tTNT1 A 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\tMANP A 2 Bright A_Chase\n\tMANP B 2 Bright A_Chase\n\tMANP A 2 Bright A_Chase\n\tMANP B 2 Bright A_Chase\n\tMANP A 2 Bright A_Chase\n\tMANP B 2 Bright A_Chase\n\tMANP A 2 Bright A_Chase\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\tMANP A 2 Bright A_Chase\n\tMANP B 2 Bright A_Chase\n\tMANP A 2 Bright A_Chase\n\tMANP B 2 Bright A_Chase\n\tMANP A 2 Bright A_Chase\n\tMANP B 2 Bright A_Chase\n\tMANP A 2 Bright A_Chase\n\tMANP B 2 Bright A_Chase\n\tTNT1 A 0 A_Stop\n\tGoto See\n Pause:\n\tTNT1 A 0\n\tMANP A 2 Bright\n\tTNT1 A 0\n\tMANP B 2 Bright\n\tTNT1 A 0\n\tMANP A 2 Bright\n\tTNT1 A 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\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\",16,0,Random(-800,800)/100.00,0)\n MANP K 2 Bright\n\tTNT1 A 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\",16,0,Random(-800,800)/100.00,0)\n\tMANP L 2 Bright\n\tTNT1 A 0 A_Jump(3,\"Pause\",\"Shockwave\")\n TNT1 A 0 A_SpidRefire\n Goto Normal+6\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 Pain:\n\tTNT1 A 0\n MANP A 3 Bright A_Pain\n\tTNT1 A 0\n\tMANP A 3 Bright\n Goto 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\n Stop\n }\n}\n\nACTOR ManipulatorSmokeSpawner : 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(\"ManipulatorSmoke\",random(32,42),random(32,42),48,0,0,random(-4,-6),0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"ManipulatorSmoke\",random(-32,-42),random(-32,-42),48,0,0,random(-4,-6),0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"ManipulatorSmoke\",random(32,42),random(-32,-42),48,0,0,random(-4,-6),0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"ManipulatorSmoke\",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(\"ManipulatorSmoke\",random(32,42),random(32,42),48,0,0,random(-6,-8),0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"ManipulatorSmoke\",random(-32,-42),random(-32,-42),48,0,0,random(-6,-8),0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"ManipulatorSmoke\",random(32,42),random(-32,-42),48,0,0,random(-6,-8),0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"ManipulatorSmoke\",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\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)\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 2\n\t TNT1 A 0 A_SpawnItemEx(\"Manipulator\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)\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 BFG9500LightningPurple\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 owned by the perfect illusion of Cerebral Commander, The Manipulator.\"\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 1 bright\n\t\tLoop\n\tDeath:\n TNT1 A 0 a_setblend(\"790FCB\", 0.75, 50)\n\t TNT1 A 0 a_setangle(angle+random(-30, 30))\n\t TNT1 A 0 a_setpitch(pitch+random(-15, 15))\n\t\tTNT1 A 0 ACS_ExecuteAlways(165)\n\t\tBONE BC 5 bright\n\t\tstop\n }\n}\n\nActor EMFX\n{\n\tRadius 1\n\tHeight 1\n\tSpeed 0\n\tRenderStyle Add\n\t+NoGravity\n\t+NoBlockMap\n\t+DontSplash\n\t+ForceXYBillboard\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 2 Bright\n\t\t\tBONE B 2 Bright\n\t\t\tBONE CCCCC 2 Bright\n\t\t\tStop\n\t}\n}\n\nActor Curse\n{\n\tRadius 1\n\tHeight 1\n\tSpeed 15\n\tRenderStyle Add\n\t+NoGravity\n\t+NoBlockMap\n\t+DontSplash\n\t+ForceXYBillboard\n\t+FLOORHUGGER\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"CurseSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 1 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"CurseSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 1 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"CurseSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 1 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"CurseSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 1 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"CurseSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 1 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"CurseSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 1 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"CurseSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 1 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"CurseSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 1 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"CurseSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 1 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"CurseSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 1 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"CurseSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 1 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"CurseSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 1 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"CurseSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 1 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"CurseSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 1 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"CurseSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 1 Bright\n\t\t\tTNT1 A 0 BRIGHT A_SpawnItemEx(\"CurseSphere\",0,0,0,0,0,0,0,0)\n\t\t\tBONE B 1 Bright\n\t\tDeath:\n\t\t\tTNT1 A 0\n\t\t\tstop\n\t}\n}\n\nACTOR PowerSlowCurse : PowerSpeed\n{\n Speed 0.10\n}\n\nACTOR PowerWeakenCurse : PowerProtection\n{\n DamageFactor \"Normal\", 2.0\n}\n\nactor CurseSphere : PowerupGiver\n{\n\tinventory.pickupmessage \"Cursed!!\"\n\tradius 64\n\theight 64\n\tpowerup.color \"RedMap\"\n\tinventory.maxamount 0\n\tpowerup.type PowerSlowCurse\n\tpowerup.type PowerWeakenCurse\n\tpowerup.duration 800\n\t+AUTOACTIVATE\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tNULL ABCD 6 bright\n\t\t\tstop\n\t}\n}\n\nActor CommanderStoleMyAmmo : CustomInventory\n{\n+INVENTORY.ALWAYSPICKUP\nInventory.Amount 500\nInventory.Pickupmessage \"Commander stole my ammo, fuck you Commander :c\"\n}\n\nactor SmallSentientMassResurrectionItem : CustomInventory\n{\n +INVENTORY.QUIET\n +INVENTORY.UNDROPPABLE\n +INVENTORY.ALWAYSPICKUP\n +INVENTORY.AUTOACTIVATE\n +COUNTITEM\n inventory.amount 1\n inventory.maxamount 0\n states\n {\n pickup:\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,15,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,45,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,75,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,105,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,135,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,165,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,195,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,225,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,255,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,285,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,315,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrectionEffect\",10,0,345,0)\n\tstop\n }\n}\n\nactor SentientMassResurrectionItem : CustomInventory\n{\n +INVENTORY.QUIET\n +INVENTORY.UNDROPPABLE\n +INVENTORY.ALWAYSPICKUP\n +INVENTORY.AUTOACTIVATE\n +COUNTITEM\n inventory.amount 1\n inventory.maxamount 0\n states\n {\n pickup:\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,0,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,10,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,20,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,30,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,40,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,50,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,60,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,70,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,80,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,90,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,100,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,110,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,120,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,130,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,140,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,150,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,160,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,170,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,180,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,190,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,200,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,210,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,220,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,230,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,240,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,250,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,260,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,270,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,280,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,290,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,300,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,310,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,320,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,330,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,340,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,350,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"SentientMassResurrection\",10,0,360,0)\n\tstop\n }\n}\n\nactor SmallCommanderMassResurrectionItem : CustomInventory\n{\n +INVENTORY.QUIET\n +INVENTORY.UNDROPPABLE\n +INVENTORY.ALWAYSPICKUP\n +INVENTORY.AUTOACTIVATE\n +COUNTITEM\n inventory.amount 1\n inventory.maxamount 0\n states\n {\n pickup:\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,15,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,45,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,75,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,105,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,135,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,165,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,195,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,225,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,255,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,285,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,315,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,345,0)\n\tstop\n }\n}\n\nactor CommanderMassResurrectionItem : CustomInventory\n{\n +INVENTORY.QUIET\n +INVENTORY.UNDROPPABLE\n +INVENTORY.ALWAYSPICKUP\n +INVENTORY.AUTOACTIVATE\n +COUNTITEM\n inventory.amount 1\n inventory.maxamount 0\n states\n {\n pickup:\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,0,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,10,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,20,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,30,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,40,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,50,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,60,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,70,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,80,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,90,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,100,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,110,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,120,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,130,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,140,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,150,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,160,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,170,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,180,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,190,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,200,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,210,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,220,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,230,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,240,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,250,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,260,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,270,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,280,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,290,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,300,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,310,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,320,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,330,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,340,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,350,0)\n\tTNT1 A 0 Bright A_CustomMissile(\"CommanderMassResurrectionEffect\",10,0,360,0)\n\tstop\n }\n}\n\nActor CommanderPulse{\n Radius 12\n Height 12\n Speed 0\n Scale 5.2\n PROJECTILE\n RENDERSTYLE ADD\n\t+SEEKERMISSILE\n +EXTREMEDEATH\n +SPAWNSOUNDSOURCE\n +DONTREFLECT\n +PIERCEARMOR\n +FOILINVUL\n +BRIGHT\n\tDamageType \"C0mm4nder\"\n ALPHA 0.8\n SeeSound \"star/explode\"\n Obituary \"%o was turned to mush by heavy weapons from the Cerebral Commander.\"\n States\n {\n Spawn:\n\t TNT1 A 0 A_Explode(656,656,0)\n\t TNT1 A 0 Radius_Quake(15,20,0,20,0)\n\t TNT1 A 0 A_SpawnItemEx(\"PurpleDTech10KShockwave2\", 0, 0, 15, 0, 0, 0, 0, 128)\n TNT1 A 20 A_SpawnItem(\"PurpleDTBFGEx\",0,-10)\n\t\tPSTR E 3 Bright A_BFGSpray(\"PurpleSpray\")\n PSTR FGHIJKLMNO 3 Bright\n Stop\n }}\n\nACTOR ManipulatorBrainFlame : CommanderBrainFlame{Scale 0.6}\n\nACTOR ManipulatorBrainSFX : RedParticleSpawner\n{\n States\n {\n Spawn:\n TNT1 A 0\n\tTNT1 AA 0 A_SpawnItemEx(\"CommanderBrainLightning\",random(25,-25),random(25,-25),random(40,100),0,0,0,0,128,0)\n\tTNT1 AA 0 A_SpawnItemEx(\"CommanderBrainLightning2\",random(25,-25),random(25,-25),random(40,100),0,0,0,0,128,0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"ManipulatorBrainFlame\",random(25,-25),random(25,-25),random(40,100),0,0,random(4,6),0,128,0)\n TNT1 A 1\n Stop\n }\n}\n\nACTOR ManipulatorSummonEffect\n{\nRenderStyle Add\nAlpha 0.75\nScale 1.3\n+NOTIMEFREEZE\n+CLIENTSIDEONLY\n+NOGRAVITY\n+NOCLIP\nStates\n{\nSpawn:\n FIRE ABCDEFGHIJKL 3 Bright\n\tStop\n\t}\n}\n\nActor CommTeleportFXSpawner : RedParticleSpawner\n{\n States\n {\n Spawn:\n TNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"CommPurplePortalFX\",0,0,0)\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 0 A_SpawnItemEx(\"CommPurpleFlare\",0,0,0)\n\tTNT1 A 1\n Stop\n }\n}\n\nActor 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 +NOTIMEFREEZE\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+38.7,10,0,0)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 ThrustThing(angle*256/360+38.7,-10,0,0)\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}\nactor CommanderSlowball : phaseimpball\n{\n damage 15\n DamageType \"C0mm4nder\"\n speed 8\n states\n {\n spawn:\n TNT1 A 0 a_seekermissile(20, 20)\n\tPFRT A 1 bright a_spawnitemex(\"phaseballtrail2\")\n\tPFRT A 1 bright a_spawnitemex(\"phaseballtrail2\")\n\n\tTNT1 A 0 a_weave(1.0, 1.0, 5.0, 1.0)\n\tPFRT B 1 bright a_spawnitemex(\"phaseballtrail2\")\n\tPFRT B 1 bright a_spawnitemex(\"phaseballtrail2\")\n\tloop\n death:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"PurpleParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"Kaboom8\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 A 0 a_radiusgive(\"phasemindfuck\", 96, RGF_PLAYERS)\n PFRT CDEFG 2 Bright\n Stop\n }\n}\n\nactor CommamnderShockwave : 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 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,0,2,0)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,15,2,0)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,30,2,0)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,45,2,0)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,60,2,0)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,75,2,0)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,90,2,0)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,105,2,0)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,120,2,0)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,135,2,0)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,150,2,0)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,165,2,0)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,180,2,0)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,195,2,0)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,210,2,0)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,225,2,0)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,240,2,0)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,255,2,0)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,270,2,0)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,285,2,0)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,300,2,0)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,315,2,0)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,330,2,0)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,345,2,0)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,0,2,5)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,15,2,5)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,30,2,5)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,45,2,5)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,60,2,5)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,75,2,5)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,90,2,5)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,105,2,5)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,120,2,5)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,135,2,5)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,150,2,5)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,165,2,5)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,180,2,5)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,195,2,5)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,210,2,5)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,225,2,5)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,240,2,5)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,255,2,5)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,270,2,5)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,285,2,5)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,300,2,5)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,315,2,5)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,330,2,5)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,345,2,5)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,0,2,-5)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,15,2,-5)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,30,2,-5)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,45,2,-5)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,60,2,-5)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,75,2,-5)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,90,2,-5)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,105,2,-5)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,120,2,-5)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,135,2,-5)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,150,2,-5)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,165,2,-5)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,180,2,-5)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,195,2,-5)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,210,2,-5)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,225,2,-5)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,240,2,-5)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,255,2,-5)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,270,2,-5)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,285,2,-5)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,300,2,-5)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,315,2,-5)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,330,2,-5)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,345,2,-5)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,0,2,10)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,15,2,10)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,30,2,10)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,45,2,10)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,60,2,10)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,75,2,10)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,90,2,10)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,105,2,10)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,120,2,10)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,135,2,10)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,150,2,10)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,165,2,10)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,180,2,10)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,195,2,10)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,210,2,10)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,225,2,10)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,240,2,10)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,255,2,10)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,270,2,10)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,285,2,10)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,300,2,10)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,315,2,10)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,330,2,10)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,345,2,10)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,0,2,-10)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,15,2,-10)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,30,2,-10)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,45,2,-10)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,60,2,-10)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,75,2,-10)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,90,2,-10)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,105,2,-10)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,120,2,-10)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,135,2,-10)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,150,2,-10)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,165,2,-10)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,180,2,-10)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,195,2,-10)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,210,2,-10)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,225,2,-10)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,240,2,-10)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,255,2,-10)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,270,2,-10)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,285,2,-10)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,300,2,-10)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,315,2,-10)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,330,2,-10)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,345,2,-10)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,0,2,-15)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,15,2,15)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,30,2,15)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,45,2,15)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,60,2,15)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,75,2,15)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,90,2,15)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,105,2,15)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,120,2,15)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,135,2,15)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,150,2,15)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,165,2,15)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,180,2,15)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,195,2,15)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,210,2,15)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,225,2,15)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,240,2,15)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,255,2,15)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,270,2,15)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,285,2,15)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,300,2,15)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,315,2,15)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,330,2,15)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,345,2,15)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,0,2,-15)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,15,2,-15)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,30,2,-15)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,45,2,-15)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,60,2,-15)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,75,2,-15)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,90,2,-15)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,105,2,-15)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,120,2,-15)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,135,2,-15)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,150,2,-15)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,165,2,-15)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,180,2,-15)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,195,2,-15)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,210,2,-15)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,225,2,-15)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,240,2,-15)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,255,2,-15)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,270,2,-15)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,285,2,-15)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,300,2,-15)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,315,2,-15)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,330,2,-15)\n\tTNT1 A 0 A_CustomMissile(\"CommanderPlasmaBlast\",0,16,345,2,-15)\n\tstop\n }\n}\n\nActor CommanderPlasmaBlast\n{\n Radius 13\n Height 13\n Speed 35\n FastSpeed 45\n Damage 9\n Projectile\n DamageType \"C0mm4nder\"\n Scale 0.9\n +RANDOMIZE\n +BLOODLESSIMPACT\n +SEEKERMISSILE\n +NOEXTREMEDEATH\n RenderStyle Add\n Alpha 0.75\n SeeSound \"electricplasma/shoot\"\n DeathSound \"electricplasma/hit\"\n Decal ImpFireBall\n States\n {\n Spawn:\n CBLT GH 0 bright A_CustomMissile(\"CommanderPlasmaBlastTrail\",0,0,0)\n CBLT GH 2 bright A_SeekerMissile(20,20)\n Loop\n Death:\n \tTNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"PurpleParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n CBLT IJK 3 bright\n Stop\n }\n}\n\nActor CommanderPlasmaBlastTrail\n{\n Radius 13\n Height 8\n Speed 0\n Damage 0\n Projectile\n +RANDOMIZE\n +CLIENTSIDEONLY\n RenderStyle Add\n Alpha 0.75\n States\n {\n Spawn:\n TNT1 A 0\n CBLT ABC 3 bright A_BishopMissileWeave\n goto death\n Death:\n CBLT DEF 4 bright A_FadeOut(0.25)\n loop\n }\n}\n\nActor CommanderHomingPlasmaBlast\n{\n+SEEKERMISSILE\n States\n {\n Spawn:\n CBLT GH 0 bright A_CustomMissile(\"CommanderPlasmaBlastTrail\",0,0,0)\n\tTNT1 A 0 a_seekermissile(10, 10)\n CBLT GH 2 bright A_BishopMissileWeave\n Loop\n}}\n\nactor CommanderAntiMatterMissile : FastProjectile\n{\n\tRadius 3\n\tHeight 3\n\tSpeed 90\n\tFastSpeed 105\n\tRenderstyle add\n\tScale 1.2\n\tDamage 90\n\tPROJECTILE\n\tSeeSound \"coantimatter/fire\"\n\tDeathSound \"coantimatter/boom\"\n\t+FORCEXYBILLBOARD\n\t+EXTREMEDEATH\n\t+FOILINVUL\n\t+NOTIMEFREEZE\n\t+DONTREFLECT\n\tDamageType \"C0mm4nder\"\n\tMissileType \"CommanderAntiMatterTrailSpawner\"\n\tMissileHeight 8\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tC3PP ABCDEF 1 bright\n\t\t\tloop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_Explode(208,400,0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"CommanderAntiMatterBoomFlash\",0,0,0, 0,0,0)\n\t\t\tTNT1 AAAAAA 0 A_SpawnItemEx(\"CommanderAntiMatterBoom1\",0,0,30, random(-5,5),random(-8,8),random(0,7))\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"CommanderAntiMatterBoom2\",0,0,0, 0,0,0)\n\t\t\tTNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"CommanderAntiMatterBoomSmoke\",0,0,0, random(-4,4),random(-4,4), random(-4,4), random(180,360), 0)\n\t\t\tTNT1 A 20\n\t\t\tstop\n\t}\n}\n\nactor CommanderAntiMatterTrailSpawner\n{\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tstates\n\t{\n\t\tspawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"CommanderAntiMatterTrailCore\",-3,0,0, 0,0,0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"CommanderAntiMatterTrail1\",-7,0,0, 0,random(-0.5,0.5),random(-0.5,0.5))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"CommanderAntiMatterTrail2\",-7,0,0, 0,random(-2.5,2.5),random(-2.5,2.5))\n\t\t\tstop\n\t}\n}\n\nactor CommanderAntiMatterTrailCore\n{\n\tscale 1.3\n\talpha 1.0\n\trenderstyle add\n\t+NOINTERACTION\n\t+FORCEXYBILLBOARD\n\t+NOTELEPORT\n\t+CLIENTSIDEONLY\n\tstates\n\t{\n\t\tspawn:\n\t\t\tTNT1 A 0\n\t\t\tTGBL A 1 bright A_FadeOut(0.02)\n\t\t\tstop\n\t}\n}\n\nactor CommanderAntiMatterTrail1\n{\n\tscale 0.6\n\talpha 1.0\n\trenderstyle add\n\t+NOINTERACTION\n\t+FORCEXYBILLBOARD\n\t+NOTELEPORT\n\t+CLIENTSIDEONLY\n\tstates\n\t{\n\t\tspawn:\n\t\t\tRMNS ABCDEFGHIJKLMNOPQ 1 bright A_FadeOut(0.02)\n\t\t\tstop\n\t}\n}\n\nactor CommanderAntiMatterTrail2\n{\n\tscale 0.5\n\talpha 1.0\n\trenderstyle add\n\t+NOINTERACTION\n\t+FORCEXYBILLBOARD\n\t+NOTELEPORT\n\t+CLIENTSIDEONLY\n\tstates\n\t{\n\t\tspawn:\n\t\t\tPLSP ABCDEFGHIJKLMNO 1 bright A_FadeOut(0.06)\n\t\t\tstop\n\t}\n}\n\nactor CommanderAntiMatterBoomFlash\n{\n\tscale 0.9\n\talpha 1.0\n\trenderstyle add\n\t+NOINTERACTION\n\t+FORCEXYBILLBOARD\n\t+NOTELEPORT\n\t+CLIENTSIDEONLY\n\tstates{\n\t\tspawn:\n\t\t\tG5FL A 1 A_FadeOut(0.05)\n\t\t\tloop\n\t}\n}\n\nactor CommanderAntiMatterBoom1\n{\n\tscale 1.6\n\talpha 1.0\n\trenderstyle add\n\t+NOINTERACTION\n\t+FORCEXYBILLBOARD\n\t+NOTELEPORT\n\t+CLIENTSIDEONLY\n\tstates{\n\t\tspawn:\n\t\t\tPPEX ABCDEFGHIJKLMNOPQRSTU 1 bright\n\t\t\tstop\n\t}\n}\n\nactor CommanderAntiMatterBoom2\n{\n\tscale 2.0\n\talpha 1.0\n\trenderstyle add\n\t+NOINTERACTION\n\t+FORCEXYBILLBOARD\n\t+NOTELEPORT\n\t+CLIENTSIDEONLY\n\tstates\n\t{\n\t\tspawn:\n\t\t\tC3PX ABCDEFG 2 bright\n\t\t\tstop\n\t}\n}\n\nactor CommanderAntiMatterBoomSmoke : CommanderAntiMatterTrail2\n{\n\tscale 2.8\n\tstates\n\t{\n\t\tspawn:\n\t\t\tPLSP ABCDEFGHIJKLMNO 2 bright\n\t\t\tstop\n\t}\n}\n\nactor CommanderDBFGUpgrade : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 1\n-INVBAR\n}\n\nActor PowerCommanderSuperMindFuck : PowerSpeed\n{\n Speed -1\n}\n\nActor CommanderCurse : PowerupGiver\n{\n Inventory.MaxAmount 0\n Powerup.Colormap 0.5, 0.0, 0.5\n Powerup.Type \"PowerCommanderSuperMindFuck\"\n Powerup.Duration -10\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/purpledbfg.txt",
"contents": "ACTOR PurpleBaseEffect\n{\n +CLIENTSIDEONLY\n +NOINTERACTION\n +NOGRAVITY\n +NOBLOCKMAP\n +NOTELEPORT\n +NOCLIP\n +NONETID\nStates\n{\n Toaster:\n TNT1 A 0\n\tStop\n}\n}\n\nACTOR LightPurpleGuruStruckGlowX : BlueGuruStruckGlowX\n{\nStates\n{\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n Fade:\n TNT1 A 0 //A_SetScale(ScaleX +0.1, ScaleY +0.025)\n G5FL A 1 Bright A_FadeOut(0.01)\n Loop\n Toaster:\n TNT1 A 0\n Stop\n}\n}\n\nACTOR LightPurpleGuruStruckGlowY : BlueGuruStruckGlowY\n{\nStates\n{\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n Fade:\n G5FL A 0 //A_SetScale(ScaleX +0.025, ScaleY +0.1)\n G5FL A 1 Bright A_FadeOut(0.01)\n Loop\n Toaster:\n TNT1 A 0\n Stop\n}\n}\n\nACTOR LightPurpleStruckGlow : GuruEffectInheritance\n{\nStates\n{\n Spawn:\n\tTNT1 A 0\n G5FL A 2 Bright A_FadeOut(0.05)\n Loop\n}\n}\n\nACTOR LightPurpleGuruChunkSpark : BlueGuruChunkSpark\n{\nStates\n{\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n G5SP ABCDEF 2 Bright A_FadeOut(0.1)\n Stop\n Toaster:\n TNT1 A 0\n Stop\n}\n}\n\nACTOR LightPurpleGuruSphereSmoke : BlueGuruSmokeInheritance\n{\nProjectile\nScale 1.8\nRenderStyle Translucent\nAlpha 0.45\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 AA 1 Bright A_Jump(256,\"Spawn1\",\"Spawn2\",\"Spawn3\")\n\tSpawn1:\n\t\tTNT1 A 0 Bright A_SetScale(ScaleX -0.002, ScaleY -0.002)\n\t\tTNT1 A 0 Bright A_JumpIf(Alpha<0.3,2)\n\t\tTNT1 A 0 Bright A_Explode(10,200,0)\n\t\tG5SM A 4 Bright A_FadeOut(0.0065,1)\n\t\tLoop\n\tSpawn2:\n\t\tTNT1 A 0 Bright A_SetScale(ScaleX -0.002, ScaleY -0.002)\n\t\tTNT1 A 0 Bright A_JumpIf(Alpha<0.3,2)\n\t\tTNT1 A 0 Bright A_Explode(10,200,0)\n\t\tG5SM B 4 Bright A_FadeOut(0.0065,1)\n\t\tLoop\n\tSpawn3:\n\t\tTNT1 A 0 Bright A_SetScale(ScaleX -0.002, ScaleY -0.002)\n\t\tTNT1 A 0 Bright A_JumpIf(Alpha<0.3,2)\n\t\tTNT1 A 0 Bright A_Explode(10,200,0)\n\t\tG5SM C 4 Bright A_FadeOut(0.0065,1)\n\t\tLoop\n\t}\n}\n\nACTOR PurpleDBFGBallParticleFloater : PurpleBaseEffect\n{\n Height 0\n Radius 0\n Mass 0\n Damage 0\n +THRUACTORS\n +DONTSPLASH\n +DOOMBOUNCE\n +MISSILE\n +FORCEXYBILLBOARD\n -NOGRAVITY\n RenderStyle Add\n BounceFactor 0.6\n Gravity 0.2\n Scale 0.06\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n SSKP ABC 2 Bright A_FadeOut(0.015)\n Loop\n }\n}\n\nACTOR PurpleDBFGShockAttack\n{\n Projectile\n +LOOKALLAROUND\n +ISMONSTER\n +QUICKTORETALIATE\n +NOTARGET\n +FRIENDLY\n +NOCLIP\n Obituary \"%o got shocked by %k's D-BFG.\"\n DamageType \"C0mm4nder\"\n MissileType \"PurpleDBFGRailgunSlug\"\n States\n {\n Spawn:\n TNT1 A 0\n\tTNT1 AAAAA 1 A_Look\n\tStop\n See:\n TNT1 A 0\n\tTNT1 A 1 A_JumpIfCloser(1250,\"Attack\")\n\tStop\n Attack:\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,\"Purple\",1,1,2)\n\tGoto Death\n Death:\n\tTNT1 A 1\n\tStop\n }\n}\n\nACTOR PlayerPurpleDBFGShockAttack : PurpleDBFGShockAttack\n{\n Species \"Player\"\n DamageType \"PlayerDBFG2\"\n MissileType \"PlayerPurpleDBFGRailgunSlug\"\n}\n\nACTOR PurpleDBFGBallTrail : PurpleBaseEffect\n{\n\tAlpha 0.70\n\tRenderstyle Add\n Scale 1.0\n\tStates\n\t{\n\tSpawn:\n P3FL ABC 2 Bright A_FadeOut(0.10)\n P3FL DEF 2 Bright A_FadeOut(0.10)\n TNT1 AAAA 2 Bright A_FadeOut(0.10)\n\t\tStop\n\t}\n}\n\nACTOR PurpleDBFGBallParticle : PurpleBaseEffect\n{\n Scale 0.5\n\tAlpha 0.75\n\tRenderstyle Add\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n \t\t\tTNT1 A 0 A_ChangeVelocity(frandom(1.6, -1.6), frandom(1.6, -1.6), frandom(1.6, -1.6), 0)\n\t\t\tSSKP A 1 Bright A_FadeOut(0.08+random(0.0075,-0.0075))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticleTrail\", 0, 0, 0, 0)\n\n\t\t\tSSKP B 1 Bright A_FadeOut(0.08+random(0.0075,-0.0075))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticleTrail\", 0, 0, 0, 0)\n\n\t\t\tSSKP C 1 Bright A_FadeOut(0.08+random(0.0075,-0.0075))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticleTrail\", 0, 0, 0, 0)\n\n\t\t\tSSKP B 1 Bright A_FadeOut(0.08+random(0.0075,-0.0075))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticleTrail\", 0, 0, 0, 0)\n\n\t\t\tSSKP A 1 Bright A_FadeOut(0.08+random(0.0075,-0.0075))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticleTrail\", 0, 0, 0, 0)\n\n\t\t\tSSKP B 1 Bright A_FadeOut(0.08+random(0.0075,-0.0075))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticleTrail\", 0, 0, 0, 0)\n\n\t\t\tSSKP C 1 Bright A_FadeOut(0.08+random(0.0075,-0.0075))\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticleTrail\", 0, 0, 0, 0)\n\t\t\tLoop\n\t}\n}\n\nACTOR PurpleDBFGBallParticleTrail : PurpleBaseEffect\n{\n Scale 0.5\n\tAlpha 0.75\n\tRenderstyle Add\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n \t\t\tTNT1 A 0 A_ChangeVelocity(frandom(0.2, -0.2), frandom(0.2, -0.2), frandom(0.2, -0.2), 0)\n\t\t\t//BGFL ABC 1 Bright A_FadeOut(0.05+random(0.0075,-0.0075))\n P3FL ABC 2 Bright A_FadeOut(0.10)\n \t\t\tTNT1 A 0 A_ChangeVelocity(frandom(0.2, -0.2), frandom(0.2, -0.2), frandom(0.2, -0.2), 0)\n\n P3FL DEF 2 Bright A_FadeOut(0.10)\n \t\t\tTNT1 A 0 A_ChangeVelocity(frandom(0.2, -0.2), frandom(0.2, -0.2), frandom(0.2, -0.2), 0)\n\n TNT1 AAAA 2 Bright A_FadeOut(0.10)\n\t\t\tStop\n\t}\n}\n\nACTOR PurpleDBFGBallLightningBolt : DevastatorLightningPurple\n{\nScale 0.35\n}\n\nACTOR PurpleDTBFGLightningSpawner : PurpleBaseEffect\n{\n+NOGRAVITY\nStates\n{\nSpawn:\n TNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 Bright A_SpawnItemEx(\"PurpleDBFGBallLightningBolt\",Random(6,-6),Random(6,-6),Random(6,-6),0,0,0,0,128)\n Stop\n }\n}\n\nACTOR PurpleDBFGBallShockwave : PurpleBaseEffect\n{\n Alpha 0.9\n Renderstyle Add\n +DONTSPLASH\n +FORCEXYBILLBOARD\n\n States\n {\n Spawn:\n CG3W ABCDEFGHIJKLMNOPQR 1 Bright A_FadeOut(0.04)\n Stop\n }\n}\n\nACTOR PurpleDBFGBallShockwaveLrg : PurpleDBFGBallShockwave\n{\n Scale 2.5\n Alpha 0.85\n States\n {\n Spawn:\n CG3W ABCDEFGHIJKLMNOPQR 2 Bright A_FadeOut(0.04)\n Stop\n }\n}\n\nACTOR PurpleDBFGShotShockwave : PurpleDBFGBallShockwave\n{\n Scale 0.75\n}\n\nACTOR PlayerPurpleDBFGProjectileAttack\n{\nPROJECTILE\n+LOOKALLAROUND\n+ISMONSTER\n+QUICKTORETALIATE\n+NOTARGET\n+FRIENDLY\n+NOCLIP\nObituary \"%o had no chance against %k's Demon Tech BFG10K.\"\nMissileType \"PlayerDTBFGRailgunSlug\"\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,\"Green\",1,1,2)\n\tGoto Death\nDeath:\n\tTNT1 A 1\n\tStop\n\t}\n}\n\nACTOR PurpleDBFGTracer : FastProjectile\n{\n Height 4\n Radius 16\n Speed 60\n Damage 50\n Decal None\n Species \"Cybers\"\n +THRUSPECIES\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(\"LightPurpleSpray\")\n Stop\n\t }\n}\n\nACTOR PurpleDBFGBallExploding : PurpleBaseEffect\n{\n Damage 0\n Speed 6\n Scale 1.15\n Alpha 0.75\n Renderstyle Add\n PROJECTILE\n +DONTSPLASH\n +MISSILE\n +FORCEXYBILLBOARD\n States\n {\n Spawn:\n TNT1 A 0\n FXPP AABBCDEFGHIJKLM 2 Bright A_FadeOut(0.05)\n Stop\n }\n}\n\nACTOR PurpleDBFGBallExp : PurpleBaseEffect\n{\n RenderStyle Add\n Alpha 0.85\n +CLIENTSIDEONLY\n +NOGRAVITY\n States\n {\n Spawn:\n\t TNT1 A 0\n C3E1 AAAAAABBBBBBCCCCCCDDDDDD 1 Bright A_CustomMissile(\"PurpleDBFGBallExploding\", 0, 0, random(0,360), 2, random(0,360))\n C3E1 EF 6 Bright\n Stop\n }\n}\n\nACTOR PurpleDBFGBoltExpStruckGlowX : LightPurpleGuruStruckGlowX { }\nACTOR PurpleDBFGBoltExpStruckGlowY : LightPurpleGuruStruckGlowY { }\nACTOR PurpleDBFGBoltExpChunkSpark : LightPurpleGuruChunkSpark { }\nACTOR PurpleDBFGBoltExpSphereSmoke : LightPurpleGuruSphereSmoke { DamageType \"C0mm4nder\" }\n\nACTOR PurpleDBFGBoltExpImpact\n{\n+DONTHARMSPECIES\n+MTHRUSPECIES\n+THRUSPECIES\n+NOBLOCKMAP\n+NOTELEPORT\n+BLOODLESSIMPACT\n+NOGRAVITY\nDamageType \"C0mm4nder\"\n\nStates\n{\n Spawn:\n TNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"Weapons/GuruBlast3\",5)\n\tTNT1 A 0 A_Explode(512,256,0,1)\n\t//COLLATERAL DAMAGE EFFECTS\n\tTNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBoltExpStruckGlowX\",0,0,10,0,0,0,0,128,0)\n\tTNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBoltExpStruckGlowY\",0,0,10,0,0,0,0,128,0)\n\tTNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBoltExpImpactFlareSpawner\",0,0,10,0,0,0,0,128,0)\n\tTNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"PurpleDBFGBoltExpSphereSmoke\",random(126,-126),random(126,-126),random(66,-66),0.00001*random(100000,-100000),0.00001*random(100000,-100000),0.00001*random(100000,-100000),random(0,359),0,0)\n\tTNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"PurpleDBFGBoltExpChunkSpark\",random(126,-126),random(126,-126),random(66,-66),0,0,0,0,0,0)\n\tTNT1 AAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"PurpleDBFGBoltExpChunkSpark\",random(126,-126),random(126,-126),random(66,-66),0,0,0,0,0,0)\n\tStop\n}\n}\n\nACTOR PurpleDBFGBoltExpImpactFlare : PurpleBaseEffect\n{\nRenderStyle Add\nStates\n{\n Spawn:\n TNT1 A 0\n\tPRFL A 1 Bright A_FadeOut(0.05)\n\tLoop\n}\n}\n\nACTOR PurpleDBFGBoltExpImpactFlareSpawner : PurpleBaseEffect\n{\nStates\n{\n Spawn:\n TNT1 A 0\n\tTNT1 AAAAA 0 A_SpawnItemEx(\"PurpleDBFGBoltExpImpactFlare\", Random(-64, 64), Random(-64, 64), Random(-64, 64), Random(-1, 1), Random(-1, 1), Random(-1, 1))\n\tTNT1 AAAAA 1 A_SpawnItemEx(\"PurpleDBFGBoltExpImpactFlare\", Random(-128, 128), Random(-128, 128), Random(-128, 128), Random(-1, 1), Random(-1, 1), Random(-1, 1))\n\tStop\n}\n}\n\nACTOR PurpleDBFGBoltExp\n{\n +NODAMAGETHRUST\n +MTHRUSPECIES\n +THRUSPECIES\n +NOBLOCKMAP\n +NOTELEPORT\n +FORCERADIUSDMG\n +BLOODLESSIMPACT\n\t+NOBLOCKMAP\n\t+DONTHARMSPECIES\n\t+NOGRAVITY\n\tRenderstyle Add\n\n Alpha 0.95\n DamageType \"C0mm4nder\"\n\tRenderStyle Add\n\n\tStates {\n\tSpawn:\n TNT1 A 0 Radius_Quake(5,60,0,10,0)\n TNT1 A 0 A_SpawnItemEx(\"PurpleDTBFGLightningSpawner\", 0, 0, 15, 0, 0, 0, 0, 128)\n\n TNT1 A 0 Bright A_SpawnItemEx(\"PurpleDBFGBallShockwave\", 0, 0, 15, 0, 0, 0, 0, 128)\n\t\tC3PP A 1 Bright A_SpawnItemEx(\"PurpleDBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\t\tC3PP A 1 Bright A_SpawnItemEx(\"PurpleDBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\t\tC3PP A 1 Bright A_SpawnItemEx(\"PurpleDBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\t\tC3PP A 1 Bright A_SpawnItemEx(\"PurpleDBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\t\tC3PP A 1 Bright A_SpawnItemEx(\"PurpleDBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\t\tC3PP A 1 Bright A_SpawnItemEx(\"PurpleDBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\n TNT1 A 0 Bright A_SpawnItemEx(\"PurpleDBFGBallShockwave\", 0, 0, 15, 0, 0, 0, 0, 128)\n\t\tC3PP B 1 Bright A_SpawnItemEx(\"PurpleDBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\t\tC3PP B 1 Bright A_SpawnItemEx(\"PurpleDBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\t\tC3PP B 1 Bright A_SpawnItemEx(\"PurpleDBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\t\tC3PP B 1 Bright A_SpawnItemEx(\"PurpleDBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\t\tC3PP B 1 Bright A_SpawnItemEx(\"PurpleDBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\t\tC3PP B 1 Bright A_SpawnItemEx(\"PurpleDBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\n TNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBoltExpB\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\n TNT1 A 0 Bright A_SpawnItemEx(\"PurpleDBFGBallShockwave\", 0, 0, 15, 0, 0, 0, 0, 128)\n\t\tC3PP C 1 Bright A_SpawnItemEx(\"PurpleDBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\t\tC3PP C 1 Bright A_SpawnItemEx(\"PurpleDBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\t\tC3PP C 1 Bright A_SpawnItemEx(\"PurpleDBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\t\tC3PP C 1 Bright A_SpawnItemEx(\"PurpleDBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\t\tC3PP C 1 Bright A_SpawnItemEx(\"PurpleDBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\t\tC3PP C 1 Bright A_SpawnItemEx(\"PurpleDBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\n TNT1 A 0 Bright A_SpawnItemEx(\"PurpleDBFGBallShockwave\", 0, 0, 15, 0, 0, 0, 0, 128)\n\t\tC3PP A 1 Bright A_SpawnItemEx(\"PurpleDBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\t\tC3PP A 1 Bright A_SpawnItemEx(\"PurpleDBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\t\tC3PP A 1 Bright A_SpawnItemEx(\"PurpleDBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\t\tC3PP A 1 Bright A_SpawnItemEx(\"PurpleDBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\t\tC3PP A 1 Bright A_SpawnItemEx(\"PurpleDBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\t\tC3PP A 1 Bright A_SpawnItemEx(\"PurpleDBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\n TNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBoltExpC\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\n TNT1 A 0 A_StopSound(CHAN_VOICE)\n TNT1 A 0 Radius_Quake(15,20,0,20,0)\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/dbfgexplode\", CHAN_AUTO, 1.0, False, ATTN_NONE)\n //TNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallShockwaveLrg\", 0, 0, 15, 0, 0, 0, 0, 128)\n TNT1 A 20 A_SpawnItemEx(\"PurpleDBFGBallExp\")\n\n\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBoltExpImpact\")\n\n TNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallShockwaveLrg\", 0, 0, 15, 0, 0, 0, 0, 128)\n\n\t\tTNT1 A 0\n\t\t//TNT1 A 0 A_PlaySound(\"Weapons/dbfgexplode\", CHAN_BODY, 1.0, False, ATTN_NONE)\n\n //TNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBoltExpB\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n //TNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBoltExpC\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\n\t\tC3PX A 3 Bright A_FadeOut(0.05)\n\t\tC3PX B 3 Bright A_FadeOut(0.05)\n\n //TNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBoltLrgExpB\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n TNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBoltLrgExpC\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\n\t\tC3PX C 3 Bright A_FadeOut(0.045)\n\t\tC3PX D 3 Bright A_FadeOut(0.035)\n\n TNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBoltExtLrgExpB\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n //TNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBoltExpC\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\n\t\tC3PX A 3 Bright A_FadeOut(0.05)\n\t\tC3PX B 3 Bright A_FadeOut(0.05)\n\n //TNT1 AA 0 A_SpawnItemEx(\"PurpleDBFGBoltLrgExpB\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n //TNT1 AAA 0 A_SpawnItemEx(\"PurpleDBFGBoltLrgExpC\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\n\t\tC3PX C 3 Bright A_FadeOut(0.045)\n\t\tC3PX D 3 Bright A_FadeOut(0.035)\n\n //TNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBoltExpB\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n //TNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBoltExtLrgExpC\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\n\t\tC3PX E 3 Bright A_FadeOut(0.025)\n\t\tC3PX F 3 Bright A_FadeOut(0.015)\n\n\t\tC3PX G 4 Bright A_FadeOut(0.065)\n\n\tContinuous:\n\t\tC3PX G 1 Bright A_FadeOut(0.065)\n\t\tLoop\n }\n}\n\nACTOR PurpleDBFGBoltExpB : PurpleDBFGBoltExp\n{\n\n States\n {\n Spawn:\n C3P1 A 4 Bright A_FadeOut(0.05)\n\tC3P1 B 4 Bright A_FadeOut(0.05)\n\tC3P1 C 4 Bright A_FadeOut(0.045)\n\tC3P1 D 4 Bright A_FadeOut(0.035)\n\tC3P1 E 4 Bright A_FadeOut(0.025)\n\tC3P1 F 4 Bright A_FadeOut(0.015)\n\tC3P1 G 4 Bright A_FadeOut(0.065)\nContinuous:\n\tC3P1 G 1 Bright A_FadeOut(0.065)\n\tLoop\n }\n}\n\nACTOR PurpleDBFGBoltSmlExpB : PurpleDBFGBoltExpB\n{\n Scale 0.5\n States\n {\n Spawn:\n TNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 0 A_PlaySound(\"Weapons/dbfgwave\", CHAN_AUTO)\n C3P1 A 3 Bright A_FadeOut(0.05)\n\tC3P1 B 3 Bright A_FadeOut(0.05)\n\tC3P1 C 3 Bright A_FadeOut(0.045)\n\tC3P1 D 3 Bright A_FadeOut(0.035)\n\tC3P1 E 3 Bright A_FadeOut(0.025)\n\tC3P1 F 3 Bright A_FadeOut(0.015)\n\tC3P1 G 3 Bright A_FadeOut(0.065)\n Continuous:\n\tC3P1 G 1 Bright A_FadeOut(0.065)\n\tLoop\n Toaster:\n TNT1 A 0\n\tStop\n }\n}\n\nACTOR PurpleDBFGBoltLrgExpB : PurpleDBFGBoltExpB\n{\n Scale 2.0\n}\n\nACTOR PurpleDBFGBoltExtLrgExpB : PurpleDBFGBoltExpB\n{\n Scale 4.0\n}\n\nACTOR PurpleDBFGBoltExpC : PurpleDBFGBoltExp\n{\n\n States\n {\n Spawn:\n C3P2 A 4 Bright A_FadeOut(0.05)\n\tC3P2 B 4 Bright A_FadeOut(0.05)\n\tC3P2 C 4 Bright A_FadeOut(0.045)\n\tC3P2 D 4 Bright A_FadeOut(0.035)\n\tC3P2 E 4 Bright A_FadeOut(0.025)\n\tC3P2 F 4 Bright A_FadeOut(0.015)\n\tC3P2 G 4 Bright A_FadeOut(0.065)\nContinuous:\n\tC3P2 G 1 Bright A_FadeOut(0.065)\n\tLoop\n }\n}\n\nACTOR PurpleDBFGBoltSmlExpC : PurpleDBFGBoltExpB\n{\n Scale 0.5\n\n States\n {\n Spawn:\n TNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\") C3P2 A 3 Bright A_FadeOut(0.05)\n\tC3P2 B 3 Bright A_FadeOut(0.05)\n\tC3P2 C 3 Bright A_FadeOut(0.045)\n\tC3P2 D 3 Bright A_FadeOut(0.035)\n\tC3P2 E 3 Bright A_FadeOut(0.025)\n\tC3P2 F 3 Bright A_FadeOut(0.015)\n\tC3P2 G 3 Bright A_FadeOut(0.065)\n Continuous:\n\tC3P2 G 1 Bright A_FadeOut(0.065)\n\tLoop\n Toaster:\n TNT1 A 0\n\tStop\n }\n}\n\nACTOR PurpleDBFGBoltLrgExpC : PurpleDBFGBoltExpC\n{\n Scale 2.0\n}\n\nACTOR PurpleDBFGBoltExtLrgExpC : PurpleDBFGBoltExpC\n{\n Scale 4.0\n}\n\nActor PurpleDBFG10kDeathParticleSpawner\n{\n +NoClip\n +NoBlockMap\n +NoGravity\n +Missile\n States\n {\n Spawn:\n TNT1 A 0\n\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n TNT1 AAAAA 1 A_SpawnItemEx(\"PurpleDBFG10kDeathParticle\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n TNT1 AAAAA 0 A_SpawnItemEx(\"PurpleDBFG10kDeathParticle\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n TNT1 AAAAA 1 A_SpawnItemEx(\"PurpleDBFG10kDeathParticle\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n TNT1 AAAAA 0 A_SpawnItemEx(\"PurpleDBFG10kDeathParticle\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n TNT1 A 1\n Stop\n Toaster:\n TNT1 A 0\n\tStop\n }\n}\n\nActor PurpleDBFG10kDeathParticle\n{\n Height 0\n Radius 0\n Mass 0\n +Missile\n +NoBlockMap\n -NoGravity\n +LowGravity\n +DontSplash\n +DoomBounce\n BounceFactor 0.7\n RenderStyle Add\n Scale 0.04\n States\n {\n Spawn:\n Death:\n SSKP A 2 Bright A_FadeOut(0.05)\n Loop\n }\n}\n\nACTOR PurpleDBFGRailgunSlug : ProjectileBullet\n{\n Damage 8\n Decal None\n +RIPPER\n +NOBOSSRIP\n +BLOODLESSIMPACT\n +NODAMAGETHRUST\n +THRUSPECIES\n -NOEXTREMEDEATH\n States\n {\n Death:\n TNT1 A 1\n Stop\n\t }\n}\n\nACTOR PlayerPurpleDBFGRailgunSlug : PurpleDBFGRailgunSlug\n{\n DamageType \"PlayerDBFG2\"\n Species \"Player\"\n}\n\n//\n\nActor PurpleDBFG10kShot : FastProjectile\n{\n Height 1 // 8\n Radius 1 // 11\n Speed 200\n Projectile\n Renderstyle Add\n Alpha 0.75\n DeathSound \"Weapons/dbfgexplode2\"\n Damage 75 // 100\n DamageType \"C0mm4nder\"\n +THRUSPECIES\n //+MTHRUSPECIES\n +NOEXTREMEDEATH\n +ActivatePCross\n +FORCEXYBILLBOARD\n +ForceRadiusDmg\n States\n {\n Spawn:\n TPA3 A 1 Bright\n Loop\n Death:\n XDeath:\n TNT1 A 0 A_SpawnItemEx(\"PurpleDBFG10kDeathParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 A 0 A_SpawnItemEx(\"PurpleDBFGShotShockwave\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 A 0 A_Explode(50,300)\n CG3X A 3 Bright A_SpawnItemEx(\"PurpleDBFGShotShockwaveDmg\", 16, 16)\n CG3X B 3 Bright A_SpawnItemEx(\"PurpleDBFGShotShockwaveDmg\", -16, 16)\n\tCG3X C 3 Bright A_SpawnItemEx(\"PurpleDBFGShotShockwaveDmg\", 16, -16)\n\tCG3X D 3 Bright A_SpawnItemEx(\"PurpleDBFGShotShockwaveDmg\", -16, -16)\n\tCG3X E 3 Bright A_SpawnItemEx(\"PurpleDBFGShotShockwaveDmg\", 0, 0, 16)\n\tCG3X F 3 Bright A_SpawnItemEx(\"PurpleDBFGShotShockwaveDmg\", 0, 0, -16)\n Stop\n }\n}\n\nACTOR PurpleDBFGShotShockwaveDmg\n{\n+ForceRadiusDmg\n+NoDamageThrust\n+NoClip\n+NoBlockMap\nStates\n{\n Spawn:\n TNT1 A 0\n\tTNT1 A 1 A_Explode(32, 128, 0, 0, True)\n\tStop\n}\n}\n\nACTOR PurpleDBFGBall : BFGBall\n{\n Alpha 0.75\n Scale 1.8\n Speed 65\n Radius 85\n Height 40\n Damage 100\n Decal \"PurpleDBFGLightning\"\n DeathSound \"Weapons/bfg27ex\"\n DamageType \"C0mm4nder\"\n SeeSound \"\"\n +MTHRUSPECIES\n +FORCERADIUSDMG\n +NODAMAGETHRUST\n +FOILINVUL\n +SEEKERMISSILE\n +EXTREMEDEATH\n +RIPPER\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_Jump(128,\"SpawnSFX\")\n TNT1 A 0 A_AlertMonsters\n\t TNT1 A 0 A_PlaySound(\"Weapons/dbfgball\", CHAN_VOICE, 1.0, True)\n\n\t TNT1 A 0 A_Jump(128, 2)\n TNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBoltSmlExpB\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\t TNT1 A 0 A_Jump(256, 1)\n TNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBoltSmlExpC\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\n\t TNT1 A 0 A_SeekerMissile(3,5,SMF_LOOK|SMF_PRECISE)\n\t TNT1 A 0 A_Explode(128, 256, 0, false, 64)\n\t TNT1 A 0 A_CustomMissile(\"CommDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n TNT1 A 0 A_SpawnItemEx(\"PurpleDBFGShockAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\t C3PP A 1 Bright A_SpawnItemEx(\"PurpleDBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n TNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n TNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticleFloater\",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(\"PurpleDBFGShockAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\t CPS1 A 0 Bright A_CustomMissile(\"CommanderLiteShot\",0,0,Random(0,360))\n C3PP A 1 Bright A_SpawnItemEx(\"PurpleDBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n TNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n TNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticleFloater\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\n\t TNT1 A 0 A_SeekerMissile(3,5,SMF_LOOK|SMF_PRECISE)\n\t TNT1 A 0 A_Explode(128, 256, 0, false, 64)\n TNT1 A 0 A_SpawnItemEx(\"PurpleDBFGShockAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\t C3PP B 1 Bright A_SpawnItemEx(\"PurpleDBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n TNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n TNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticleFloater\",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(\"PurpleDBFGShockAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\t CPS1 A 0 Bright A_CustomMissile(\"CommanderLiteShot\",0,0,Random(0,360))\n C3PP B 1 Bright A_SpawnItemEx(\"PurpleDBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n TNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n TNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticleFloater\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\n\t TNT1 A 0 A_SeekerMissile(3,5,SMF_LOOK|SMF_PRECISE)\n\t TNT1 A 0 A_Explode(128, 256, 0, false, 64)\n TNT1 A 0 A_SpawnItemEx(\"PurpleDBFGShockAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\t C3PP C 1 Bright A_SpawnItemEx(\"PurpleDBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n TNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n TNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticleFloater\",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(\"PurpleDBFGShockAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\t CPS1 A 0 Bright A_CustomMissile(\"CommanderLiteShot\",0,0,Random(0,360))\n C3PP C 1 Bright A_SpawnItemEx(\"PurpleDBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n TNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n TNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticleFloater\",Random(-12,12),Random(-12,12),Random(12,22),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\n\t Loop\n \"SpawnSFX\":\n TNT1 A 0 A_AlertMonsters\n\t TNT1 A 0 A_PlaySound(\"Weapons/dbfgball\", CHAN_VOICE, 1.0, True)\n\n\t TNT1 A 0 A_Jump(128, 2)\n TNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBoltSmlExpB\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\t TNT1 A 0 A_Jump(256, 1)\n TNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBoltSmlExpC\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n\n\t TNT1 A 0 A_SeekerMissile(3,5,SMF_LOOK|SMF_PRECISE)\n\t TNT1 A 0 A_Explode(128, 256, 0, false, 64)\n\t TNT1 A 0 A_CustomMissile(\"CommDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n TNT1 A 0 A_SpawnItemEx(\"PurpleDBFGShockAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\t C3PP A 1 Bright A_SpawnItemEx(\"PurpleDBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n TNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n TNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticleFloater\",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(\"PurpleDBFGBallLightningBolt\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)\n TNT1 A 0 A_SpawnItemEx(\"PurpleDBFGShockAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\t CPS1 A 0 Bright A_CustomMissile(\"CommanderLiteShot\",0,0,Random(0,360))\n C3PP A 1 Bright A_SpawnItemEx(\"PurpleDBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n TNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n TNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticleFloater\",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(\"PurpleDBFGBallLightningBolt\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)\n\n\t TNT1 A 0 A_SeekerMissile(3,5,SMF_LOOK|SMF_PRECISE)\n\t TNT1 A 0 A_Explode(128, 256, 0, false, 64)\n TNT1 A 0 A_SpawnItemEx(\"PlayerPurpleDBFGShockAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\t C3PP B 1 Bright A_SpawnItemEx(\"PurpleDBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n TNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n TNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticleFloater\",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(\"PurpleDBFGBallLightningBolt\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)\n TNT1 A 0 A_SpawnItemEx(\"PurpleDBFGShockAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\t CPS1 A 0 Bright A_CustomMissile(\"CommanderLiteShot\",0,0,Random(0,360))\n C3PP B 1 Bright A_SpawnItemEx(\"PurpleDBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n TNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n TNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticleFloater\",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(\"PurpleDBFGBallLightningBolt\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)\n\n\t TNT1 A 0 A_SeekerMissile(3,5,SMF_LOOK|SMF_PRECISE)\n\t TNT1 A 0 A_Explode(128, 256, 0, false, 64)\n TNT1 A 0 A_SpawnItemEx(\"PlayerPurpleDBFGShockAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\t C3PP C 1 Bright A_SpawnItemEx(\"PurpleDBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n TNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n TNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticleFloater\",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(\"PurpleDBFGBallLightningBolt\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)\n TNT1 A 0 A_SpawnItemEx(\"PurpleDBFGShockAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\t CPS1 A 0 Bright A_CustomMissile(\"CommanderLiteShot\",0,0,Random(0,360))\n C3PP C 1 Bright A_SpawnItemEx(\"PurpleDBFGBallTrail\", 0, random(2,-2), random(2,-2), 0, 0, 0, 0, 128, 0)\n TNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticle\", random(1,-1), frandom(1,-1), frandom(1,-1), frandom(1,1), frandom(1,1), frandom(1,-1), random(0,359))\n TNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBallParticleFloater\",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(\"PurpleDBFGBallLightningBolt\",Random(6,-6),Random(6,-6),Random(16,8),0,0,0,0,128)\n\t Loop\n Death:\n TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBoltExp\")\n\t TNT1 A 0 A_SpawnItemEx(\"PurpleDBFGBoltExpImpact\")\n\t TNT1 A 0 A_Explode(1024, 1024, 0, false, 256)\n TNT1 A 0 A_Explode(256, 256, 0, false, 128)\n TNT1 A 0 Bright A_Quake(4, 35*2, 0, 4096, none)\n\n\t TNT1 A 8 Bright\n TNT1 A 0 A_Explode(256, 384, 0, false, 128)\n\n\t TNT1 A 8 Bright\n TNT1 A 0 A_Explode(256, 512, 0, false, 256)\n\n\t TNT1 A 8 Bright A_BFGSpray(\"PurpleDBFGExtra\", 40, 30)\n TNT1 A 0 A_Explode(256, 512, 0, false, 256)\n\n\t TNT1 A 8 Bright\n TNT1 A 0 A_Explode(256, 512, 0, false, 256)\n\n TNT1 A 8 Bright\n TNT1 A 0 A_Explode(256, 512, 0, false, 256)\n\n TNT1 A 8 Bright\n TNT1 A 0 A_Explode(256, 512, 0, false, 256)\n Stop\n }\n}\n\nACTOR PurpleDBFGExtra\n{\n +NOBLOCKMAP\n +NOGRAVITY\n RenderStyle Add\n Alpha 0.75\n DamageType \"C0mm4nder\"\n States\n {\n Spawn:\n CG3E ABCD 8 Bright\n Stop\n }\n}\n\nACTOR LightPurpleSpray : BlueSpray\n{\n//+NOTIMEFREEZE\nStates\n{\nSpawn:\n TNT1 A 0\n BG3E A 6 Bright A_SpawnItemEx(\"PurpleParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n BG3E BCD 6 Bright\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/NewBarbatos.txt",
"contents": "ACTOR NewBarbatos : Fatso Replaces Barbatos 32222\n{\nHealth 1350\nPainChance 60\nSpeed 4\nMass 2500\nScale 0.8\nDamageFactor \"BeheComet\", 0.0\nDamageFactor \"FatFlamer\", 0.0\nDropItem \"BossLifeEssence\" 128 25\nDropItem \"BossArmorBonusMax\" 128 1\nDropItem \"DemonAmmoBox\" 128 200\nDropItem \"BarbatosCannon\" 128\nSpecies \"Fatsos\"\n+MISSILEMORE\n+DONTHURTSPECIES\n+QUICKTORETALIATE\n+FLOAT\n+NOGRAVITY\n-FLOORCLIP\nSeeSound \"monsters/barbsee\"\nPainSound \"monsters/barbpain\"\nDeathSound \"monsters/barbdeath\"\nActiveSound \"manc/idle\"\nObituary \"%o was overpowered by a Barbatos.\"\nBloodColor \"Green\"\nStates\n{\nSpawn:\n FFAT A 8 A_Look\n FFAT A 8 A_Look\n\t FFAI A 8 A_Look\n\t FFAI A 8 A_Look\n Loop\nSee:\n FFAT A 2 A_Chase\n Loop\nMissile:\n\t TNT1 A 0 A_JumpIfCloser(300,\"ChemSpray\")\nNormal:\n TNT1 A 0 A_PlaySound(\"monsters/barbattack\")\n FFAT G 15 A_FaceTarget\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"BarbatosComet\", 36, 24, Random(6, -12))\n FFAT H 6 Bright A_CustomMissile(\"BarbatosComet\", 36, -24, Random(12, -6))\n FFAT FG 8 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"BarbatosComet\", 36, 24, Random(6, -12))\n FFAT H 6 Bright A_CustomMissile(\"BarbatosComet\", 36, -24, Random(12, -6))\n FFAT FG 12 A_FaceTarget\n TNT1 A 0 Bright A_CustomMissile(\"BarbatosComet\", 36, -24, Random(0, 6))\n FFAT H 2 Bright A_CustomMissile(\"BarbatosComet\", 36, 24, Random(0, -6))\n TNT1 A 0 Bright A_CustomMissile(\"BarbatosComet\", 36, 24, Random(-7, -12))\n FFAT H 6 Bright A_CustomMissile(\"BarbatosComet\", 36, -24, Random(7, 12))\n FFAT FG 12\n Goto See\nChemSpray:\n TNT1 A 0 A_Jump(106,\"Normal\")\n\t TNT1 A 0 A_PlaySound(\"hectebus/flameready\")\n\t FFAT GG 10 A_FaceTarget\n\t TNT1 A 0 A_PlaySound(\"Daedabus/Chem\")\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"DaedabusChemSpray\", 36, 30, Random(16, -16), CMF_AIMOFFSET)\n FFAT H 2 Bright A_CustomMissile(\"DaedabusChemSpray\", 36, -30, Random(16, -16), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"DaedabusChemSpray\", 36, 30, Random(16, -16), CMF_AIMOFFSET)\n FFAT H 2 Bright A_CustomMissile(\"DaedabusChemSpray\", 36, -30, Random(16, -16), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"DaedabusChemSpray\", 36, 30, Random(16, -16), CMF_AIMOFFSET)\n FFAT H 2 Bright A_CustomMissile(\"DaedabusChemSpray\", 36, -30, Random(16, -16), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"DaedabusChemSpray\", 36, 30, Random(16, -16), CMF_AIMOFFSET)\n FFAT H 2 Bright A_CustomMissile(\"DaedabusChemSpray\", 36, -30, Random(16, -16), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"DaedabusChemSpray\", 36, 30, Random(16, -16), CMF_AIMOFFSET)\n FFAT H 2 Bright A_CustomMissile(\"DaedabusChemSpray\", 36, -30, Random(16, -16), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"DaedabusChemSpray\", 36, 30, Random(16, -16), CMF_AIMOFFSET)\n FFAT H 2 Bright A_CustomMissile(\"DaedabusChemSpray\", 36, -30, Random(16, -16), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"DaedabusChemSpray\", 36, 30, Random(16, -16), CMF_AIMOFFSET)\n FFAT H 2 Bright A_CustomMissile(\"DaedabusChemSpray\", 36, -30, Random(16, -16), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"DaedabusChemSpray\", 36, 30, Random(16, -16), CMF_AIMOFFSET)\n FFAT H 2 Bright A_CustomMissile(\"DaedabusChemSpray\", 36, -30, Random(16, -16), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"DaedabusChemSpray\", 36, 30, Random(16, -16), CMF_AIMOFFSET)\n FFAT H 2 Bright A_CustomMissile(\"DaedabusChemSpray\", 36, -30, Random(16, -16), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"DaedabusChemSpray\", 36, 30, Random(16, -16), CMF_AIMOFFSET)\n FFAT H 2 Bright A_CustomMissile(\"DaedabusChemSpray\", 36, -30, Random(16, -16), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"DaedabusChemSpray\", 36, 30, Random(16, -16), CMF_AIMOFFSET)\n FFAT H 2 Bright A_CustomMissile(\"DaedabusChemSpray\", 36, -30, Random(16, -16), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"DaedabusChemSpray\", 36, 30, Random(16, -16), CMF_AIMOFFSET)\n FFAT H 2 Bright A_CustomMissile(\"DaedabusChemSpray\", 36, -30, Random(16, -16), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"DaedabusChemSpray\", 36, 30, Random(16, -16), CMF_AIMOFFSET)\n FFAT H 2 Bright A_CustomMissile(\"DaedabusChemSpray\", 36, -30, Random(16, -16), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"DaedabusChemSpray\", 36, 30, Random(16, -16), CMF_AIMOFFSET)\n FFAT H 2 Bright A_CustomMissile(\"DaedabusChemSpray\", 36, -30, Random(16, -16), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"DaedabusChemSpray\", 36, 30, Random(16, -16), CMF_AIMOFFSET)\n FFAT H 2 Bright A_CustomMissile(\"DaedabusChemSpray\", 36, -30, Random(16, -16), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"DaedabusChemSpray\", 36, 30, Random(16, -16), CMF_AIMOFFSET)\n FFAT H 2 Bright A_CustomMissile(\"DaedabusChemSpray\", 36, -30, Random(16, -16), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"DaedabusChemSpray\", 36, 30, Random(16, -16), CMF_AIMOFFSET)\n FFAT H 2 Bright A_CustomMissile(\"DaedabusChemSpray\", 36, -30, Random(16, -16), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"DaedabusChemSpray\", 36, 30, Random(16, -16), CMF_AIMOFFSET)\n FFAT H 2 Bright A_CustomMissile(\"DaedabusChemSpray\", 36, -30, Random(16, -16), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"DaedabusChemSpray\", 36, 30, Random(16, -16), CMF_AIMOFFSET)\n FFAT H 2 Bright A_CustomMissile(\"DaedabusChemSpray\", 36, -30, Random(16, -16), CMF_AIMOFFSET)\n TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_CustomMissile(\"DaedabusChemSpray\", 36, 30, Random(16, -16), CMF_AIMOFFSET)\n FFAT H 2 Bright A_CustomMissile(\"DaedabusChemSpray\", 36, -30, Random(16, -16), CMF_AIMOFFSET)\n\t FFAT FG 12\n\t Goto See\nPain:\n TNT1 A 0 A_Jump(102,\"PainMissile\")\n FFAT J 6 A_Pain\n Goto See\nPainMissile:\n FFAT J 6 A_Pain\n Goto Missile\nDeath:\n FFAT K 6\n FFAT L 6 A_Scream\n TNT1 A 0 A_SpawnItemEx(\"GreenGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n FFAT M 6 A_NoBlocking\n TNT1 A 0 A_SpawnItemEx(\"GreenGibbedGenerator\",0,0,0,0,0,0,0,128,0)\n\t TNT1 A 0 A_PlaySound(\"monsters/barbgas\")\n\t TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"BarbatosPoison\",0,0,20,Random(8,-8),Random(8,-8),Random(6,-6))\n FFAT NO 6\n\t FFAT P 6 A_KillMaster\n FFAT Q -1 A_SetFloorClip\n Stop\nRaise:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"VileHealEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n FFAT P 6 A_UnSetFloorClip\n FFAT ONMLK 6\n Goto See\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/FlyingBehemoth.txt",
"contents": "ACTOR FlyingBehemoth\n{\nHealth 1100\nPainChance 80\nScale 0.8\nRadius 26\nSpeed 6\nHeight 64\nMass 2000\nMonster\nDamageFactor \"BeheComet\", 0.0\nDamageFactor \"FatFlamer\", 0.0\nDropItem \"LifeEssence\" 140\nDropItem \"ArmorBonusMax\" 140\nDropItem \"BehemothCannon\" 128\nSpecies \"Fatsos\"\n+MISSILEMORE\n+DONTHURTSPECIES\n+QUICKTORETALIATE\n+FLOAT\n+NOGRAVITY\n-FLOORCLIP\nSeeSound \"monsters/volsee\"\nPainSound \"monsters/volpain\"\nDeathSound \"monsters/voldeath\"\nActiveSound \"manc/idle\"\nObituary \"%o was squashed by a Behemoth.\"\nStates\n{\nSpawn:\n KSFA A 5 A_Look\n Loop\nSee:\n KSFA AA 2 A_Chase\n Loop\nMissile:\n\t TNT1 A 0 A_Jump(82,\"Seekers\")\nNormal:\n TNT1 A 0 A_PlaySound(\"monsters/volattack\")\n KSFA G 15 A_FaceTarget\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"BehemothComet\", 36, 24, Random(6, -12))\n KSFA H 6 Bright A_CustomMissile(\"BehemothComet\", 36, -24, Random(12, -6))\n KSFA FG 8 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"BehemothComet\", 36, 24, Random(6, -12))\n KSFA H 6 Bright A_CustomMissile(\"BehemothComet\", 36, -24, Random(12, -6))\n KSFA FG 12 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"BehemothComet\", 36, -24, Random(0, 6))\n KSFA H 2 Bright A_CustomMissile(\"BehemothComet\", 36, 24, Random(0, -6))\n TNT1 A 0 A_CustomMissile(\"BehemothComet\", 36, 24, Random(-7, -12))\n KSFA H 6 Bright A_CustomMissile(\"BehemothComet\", 36, -24, Random(7, 12))\n KSFA FG 12\n Goto See\nSeekers:\n TNT1 A 0 A_PlaySound(\"monsters/volattack\")\n KSFA G 15 A_FaceTarget\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"BehemothSeekingComet\", 36, 24, -16)\n KSFA H 6 Bright A_CustomMissile(\"BehemothSeekingComet\", 36, -24, 16)\n KSFA FG 12\n Goto See\nPain:\n TNT1 A 0 A_Jump(87,2)\n KSFA J 6 A_Pain\n Goto See\n KSFA J 6 A_Pain\n Goto Missile\nDeath:\n KSFA K 6\n KSFA L 6 A_Scream\n\t TNT1 A 0 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n KSFA M 6 A_NoBlocking\n\t TNT1 A 0 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n KSFA NOP 6\n KSFA Q -1 A_KillMaster\n Stop\nRaise:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"VileHealEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n KSFA QPONMLK 6\n Goto See\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/Kamikase.txt",
"contents": "actor SuicideBomber\n{\n obituary \"%o was killed by a crazy suicide bomber.\"\n health 200\n radius 20\n height 56\n mass 150\n speed 15\n painchance 20\n DropItem \"PortableMedkit\" 120\n DropItem \"ArmorPlate\" 120\n DropItem \"AmmoPack\" 80\n DropItem \"Missile\" 256 5\n DropItem \"HandGrenadeAmmo\" 200 1\n DropItem \"MineAmmo\" 100 1\n seesound \"suicide/sit\"\n attacksound \"shotguy/death\"\n painsound \"shotguy/pain\"\n deathsound \"shotguy/death\"\n MONSTER\n +FLOORCLIP\n +MissileMore\n states\n {\n Spawn:\n ZBMB A 10 A_Look\n\tZBMI A 10 A_Look\n Loop\n See:\n ZBMB AAABBBCCCDDD 2 A_Chase\n ZBMB A 0 A_PlaySound(\"suicide/loop\")\n Loop\n Missile:\n ZBMB A 1 A_PlayWeaponSound(\"suicide/run\")\n ZBMB AAAA 5 A_FaceTarget\n\tZBMB A 1 A_Jump(256,2)\n\tZBMB A 0 A_JumpIf(velx != 0 || vely != 0,1)\n\tGoto ChargeStop\n\tZBMB A 0 A_CposRefire\n\tZCHW D 0 A_PlayWeaponSound(\"suicide/loop\")\n\tZBMB A 0 A_FaceTarget\n\tZBMB A 0 A_GiveInventory(\"SuicideJumping\",1)\n ZBMB A 0 A_Recoil(-11)\n ZBMB ABCD 1 A_JumpIfCloser(90,\"Melee\")\n\tZBMB A 0 A_FaceTarget\n\tZBMB A 0 A_Recoil(-11)\n ZBMB ABCD 1 A_JumpIfCloser(90,\"Melee\")\n\tZBMB A 0 A_FaceTarget\n\tZBMB A 0 A_Recoil(-11)\n ZBMB ABCD 1 A_JumpIfCloser(90,\"Melee\")\n\tZBMB A 0 A_FaceTarget\n\tZBMB A 0 A_Recoil(-11)\n\tZBMB A 0 A_JumpIf(z - floorz >= 64,\"ChargeStop\")\n ZBMB ABCD 1 A_JumpIfCloser(90,\"Melee\")\n Goto Missile+6\n ChargeStop:\n ZBMB A 1 A_Stop\n Goto See\n Melee:\n ZBMB A 2 A_Die\n Stop\n Pain:\n ZBMB A 3\n ZBMB A 3 A_Pain\n Goto See\n Death:\n TNT1 A 0\n TNT1 A 0 A_CustomMissile(\"SuicideBomb\",24,0,0,CMF_AIMDIRECTION)\n TNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\",0,0,24,0,0,0,0,128)\n TNT1 AAA 0 A_CustomMissile(\"Kaboom3\",24,0,random(0,360),2,random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX2\",24,0,random(0,360),2,random(0,360))\n TNT1 AAAA 0 A_SpawnItemEx(\"Debris\",0,0,24,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n TNT1 A 0 A_SpawnItem(\"RocketEx\",0,24)\n\tTNT1 A 0 A_Stop\n ZBMB M 5 Bright A_PlaySound(\"weapons/rocklx\")\n ZBMB N 5 Bright A_XScream\n ZBMB O 5 A_NoBlocking\n ZBMB PQRST 5\n ZBMB U -1\n Stop\n Raise:\n \tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"VileHealEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n ZBMB TSRQPONM 3\n\tGoto See\n }\n}\n\nActor SuicideJumping : CustomInventory\n{\n +INVENTORY.QUIET\n +INVENTORY.UNDROPPABLE\n +INVENTORY.ALWAYSPICKUP\n +INVENTORY.AUTOACTIVATE\n Inventory.Amount 1\n Inventory.MaxAmount 0\n States\n {\n Pickup:\n NULL A 1\n NULL A 1 A_CheckFloor(1)\n Stop\n\tNULL A 1 A_Jump(160,2)\n\tNULL A 1 ThrustThingZ(0,25,0,1)\n Stop\n\tNULL A 1\n Stop\n }\n}\n\nActor SuicideBomb\n{\nProjectile\nSpeed 0\nDamage 0\n+NOCLIP\nStates\n{\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Explode(104,164)\n Stop\n }\n}"
}
]
},
"maps": []
}