Counts

endoom0
graphics0
lumps209
maps40
palettes0

Totals (across maps)

Things519
Linedefs26888
Sectors5681
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "70f9d66f-13dc-44e1-a411-1b1c0311a97b",
    "sha1": "a0d04ed82a90f7b1d5baf8782ceee6b8332b35d9",
    "sha256": "c6633980689c13a670f3d7fec4a5b8da89e8c58e70c9d8e6deaf94078c055053",
    "filenames": [
      "strongholduntitledres.pk3",
      "strongholduntitledreturn2.pk3"
    ],
    "additional": {
      "engines": [
        "GZDOOM"
      ],
      "iwad": [],
      "filename": null,
      "added": "2016-01-03 13:43:42",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": {
        "MAP99": "MAP99.png",
        "STR01": "STR01.png",
        "STR02": "STR02.png",
        "STR03": "STR03.png",
        "STR04": "STR04.png",
        "STR05": "STR05.png",
        "STR06": "STR06.png",
        "STR07": "STR07.png",
        "STR08": "STR08.png",
        "STR09": "STR09.png",
        "STR10": "STR10.png",
        "STR11": "STR11.png",
        "STR12": "STR12.png",
        "STR13": "STR13.png",
        "STR14": "STR14.png",
        "STR15": "STR15.png",
        "STR16": "STR16.png",
        "STR17": "STR17.png",
        "STR18": "STR18.png",
        "STR19": "STR19.png",
        "STR20": "STR20.png",
        "STR21": "STR21.png",
        "STR22": "STR22.png",
        "STR23": "STR23.png",
        "STR24": "STR24.png",
        "STR25": "STR25.png",
        "STR26": "STR26.png",
        "STR27": "STR27.png",
        "STR28": "STR28.png",
        "STR29": "STR29.png",
        "STR30": "STR30.png",
        "STR31": "STR31.png",
        "STR32": "STR32.png",
        "STR33": "STR33.png",
        "STR34": "STR34.png",
        "STR35": "STR35.png",
        "STR50": "STR50.png",
        "STR52": "STR52.png",
        "STR54": "STR54.png",
        "STR56": "STR56.png"
      },
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2016-01-03 13:43:42",
    "file": {
      "type": "PK3",
      "size": 51966819,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/a0d04ed82a90f7b1d5baf8782ceee6b8332b35d9/a0d04ed82a90f7b1d5baf8782ceee6b8332b35d9.pk3.gz",
      "corrupt": false
    },
    "content": {
      "maps": [
        "MAP99",
        "STR01",
        "STR02",
        "STR03",
        "STR04",
        "STR05",
        "STR06",
        "STR07",
        "STR08",
        "STR09",
        "STR10",
        "STR11",
        "STR12",
        "STR13",
        "STR14",
        "STR15",
        "STR16",
        "STR17",
        "STR18",
        "STR19",
        "STR20",
        "STR21",
        "STR22",
        "STR23",
        "STR24",
        "STR25",
        "STR26",
        "STR27",
        "STR28",
        "STR29",
        "STR30",
        "STR31",
        "STR32",
        "STR33",
        "STR34",
        "STR35",
        "STR50",
        "STR52",
        "STR54",
        "STR56"
      ],
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 209,
        "maps": 40,
        "palettes": 0
      },
      "engines_guess": [
        "GZDOOM"
      ]
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "mapinfo.txt",
        "contents": "clearepisodes\nepisode \"STR01\"\n{\n\tname = \"Stronghold\"\n}\n\ndefaultmap\n{\n\tnointermission\n\tkeepfullinventory\n\tallowrespawn\n\tnoinfighting\n\tnext = MAP99\n\tsecretnext = MAP99\n}\n\nmap STR01 \"Introduction\"\n{\n\tlevelnum = 1\n\tsky1 = BROM, 0.0\n\tmusic = \"TBM_ERIN\"\n}\n\nmap STR02 \"Too Young to Defend\"\n{\n\tlevelnum = 2\n\tsky1 = BROM, 0.0\n\tmusic = \"LAM_LOST\"\n}\n\nmap STR03 \"Swamp\"\n{\n\tlevelnum = 3\n\tsky1 = SWAMP, 0.0\n\tmusic = \"TBM_CERB\"\n}\n\nmap STR04 \"Asteroid\"\n{\n\tlevelnum = 4\n\tsky1 = FORGE, 0.20\n\tskyrotate = 0.6, 0.4, 0.3\n\tmusic = \"LAM_TORM\"\n}\n\nmap STR05 \"Twilight\"\n{\n\tlevelnum = 5\n\tsky1 = CRIM, 0.0\n\tmusic = \"TBM_CHAR\"\n}\n\nmap STR06 \"Downtown\"\n{\n\tlevelnum = 6\n\tsky1 = ABRA, 0.0\n\tmusic = \"SG_ART\"\n}\n\nmap STR07 \"Sandstorm\"\n{\n\tlevelnum = 7\n\tsky1 = NULL, 0.0\n\tmusic = \"TBM_OCEA\"\n}\n\nmap STR08 \"Tropical Paradox\"\n{\n\tlevelnum = 8\n\tsky1 = GORGE, 0\n\tmusic = \"LAM_BLOO\"\n}\n\nmap STR09 \"Volcanic Installation\"\n{\n\tlevelnum = 9\n\tsky1 = HERES, 0.0\n\tmusic = \"TBM_TART\"\n}\n\nmap STR10 \"Skyfire Research\"\n{\n\tlevelnum = 10\n\tsky1 = CYCLO, 0.0\n\tmusic = \"TBM_EURD\"\n}\n\nmap STR11 \"Tunnel\"\n{\n\tlevelnum = 11\n\tsky1 = SORB, 0.0\n\tmusic = \"SG_ODD\"\n}\n\nmap STR12 \"Dangoo Desert\"\n{\n\tlevelnum = 12\n\tsky1 = SORB, 0.0\n\tmusic = \"TBM_STYX\"\n}\n\nmap STR13 \"Inferno\"\n{\n\tfade = \"33 11 00\"\n\tlevelnum = 13\n\tsky1 = FORGE, 0.5\n\tmusic = \"LAX_WOLF\"\n}\n\nmap STR14 \"Locus of Pestilence\"\n{\n\tlevelnum = 14\n\tsky1 = BLOOD, 0.0\n\tmusic = \"LAM_BLOO\"\n}\n\nmap STR15 \"Armageddon\"\n{\n\tlevelnum = 15\n\tsky1 = STYX, 0.0\n\tmusic = \"TBM_ERIN\"\n}\n\nmap STR16 \"Frozen\"\n{\n\tlevelnum = 16\n\tsky1 = FROZ, 0.0\n\tmusic = \"SG_PRT\"\n}\n\nmap STR17 \"Slaughtered\"\n{\n\tlevelnum = 17\n\tsky1 = SWAMP, 0.0\n\tmusic = \"TBM_NEME\"\n}\n\nmap STR18 \"Delta Bunker\"\n{\n\tlevelnum = 18\n\tsky1 = CRIM, 0.0\n\tmusic = \"LAM_LOST\"\n}\n\nmap STR19 \"Tarstone Fortress\"\n{\n\tlevelnum = 19\n\tsky1 = STYX, 0.0\n\tmusic = \"LAX_HERE\"\n}\n\nmap STR20 \"Snake Corridors\"\n{\n\tlevelnum = 20\n\tmusic = \"TBM_EURD\"\n\tsky1 = HELL, 0.0\n}\n\nmap STR21 \"Overmind\"\n{\n\tlevelnum = 21\n\tsky1 = MID, 0.0\n\tmusic = \"SG_FMJ\"\n}\n\nmap STR22 \"Orbit\"\n{\n\tlevelnum = 22\n\tsky1 = ORBIT, 0.6\n\tmusic = \"LAM_LOST\"\n}\n\nmap STR23 \"Bipolar Bunker\"\n{\n\tlevelnum = 23\n\tsky1 = CHLOR, 0.0\n\tmusic = \"TBM_TART\"\n}\n\nmap STR24 \"Aurora Emitter\"\n{\n\tlevelnum = 24\n\tsky1 = MID, 0.0\n\tmusic = \"TBM_NEME\"\n}\n\nmap STR25 \"Eye of the Storm\"\n{\n\tlevelnum = 25\n\tsky1 = BROMX, 0.0\n\tmusic = \"TBM_ORPH\"\n}\n\nmap STR26 \"Deepspace 12\"\n{\n\tlevelnum = 26\n\tsky1 = SPACE, 0.1\n\tmusic = \"SG_TMJ\"\n}\n\nmap STR27 \"Cyclone\"\n{\n\tlevelnum = 27\n\tsky1 = MID, 0.0\n\tmusic = \"TBM_STYX\"\n\tevenlighting\n}\n\nmap STR28 \"Terrorforming\"\n{\n\tlevelnum = 28\n\tsky1 = SORB, 0.0\n\tmusic = \"LAM_TORM\"\n\tfogdensity = 70\n}\n\nmap STR29 \"Emerald Skies\"\n{\n\tlevelnum = 29\n\tsky1 = JAIL, 0.0\n\tmusic = \"TBM_TART\"\n}\n\nmap STR30 \"Convulsion Of Nature\"\n{\n\tlevelnum = 30\n\tsky1 = SPACE, 0.8\n\tskyrotate = 0.6, 0.4, 0.3\n\tsky2 = ABRA, 0.1\n\t//skyrotate2 = 0.0, 0.0, 0.0\n\tmusic = \"LAX_HERE\"\n}\n\nmap STR31 \"Shell Shock\"\n{\n\tlevelnum = 31\n\tsky1 = NULL, 0.0\n\tmusic = \"TBM_ORPH\"\n}\n\nmap STR32 \"Dusk\"\n{\n\tlevelnum = 32\n\tsky1 = CRIM, 0.0\n\tmusic = \"LAM_FINA\"\n}\n\nmap STR33 \"Antlion Nebula\"\n{\n\tlevelnum = 33\n\tsky1 = ABRA, 0.0\n\tmusic = \"SG_ART\"\n}\n\nmap STR34 \"Three Ways to Die\"\n{\n\tlevelnum = 34\n\tsky1 = BLOOD, 0.0\n\tmusic = \"TBM_OCEA\"\n}\n\nmap STR35 \"The Final Stand\"\n{\n\tlevelnum = 35\n\tsky1 = BROMX, 0.0\n\tmusic = \"MR_FINAL\"\n\tnext = CREDMAP\n\tsecretnext = MAP99\n}\n\nmap CREDMAP \"End & Credits\"\n{\n\tevenlighting\n\tmusic = \"CM_MUS2\"\n\tnext = CREDMAP\n}\n/////////////////// SECRET MAPS ///////////////////\nmap STR50 \"Duke it out\"\n{\n\tlevelnum = 50\n\tsky1 = DUKESKY, 0.0\n\tmusic = \"DN_STALK\"\n}\n\nmap STR52 \"City of Silence - Apocalypse\"\n{\n\tlevelnum = 52\n\tsky1 = RSKY1, 0.0\n\tmusic = \"SH_SIL\"\n}\n\nmap STR54 \"Fortress of Damnation\"\n{\n\tlevelnum = 54\n\tsky1 = RSKY1, 0.0\n\tmusic = \"D_TNT03B\"\n}\n\nmap STR56 \"Phobos Anomaly\"\n{\n\tlevelnum = 56\n\tsky1 = PHOBOS, 0.1\n\tmusic = \"D_E1M8\"\n}\n//////////////// INTERMAP ////////////////\nmap MAP99 \"Intermission\"\n{\n\tlevelnum = 999\n\tsky1 = BROM, 0.0\n\tmusic = \"D_INT\"\n}\n//////////////// TITLEMAP ////////////////\nmap TITLEMAP \"Titlemap\"\n{\n\tmusic = \"TBM_OCEA\"\n\tevenlighting\n\tnext = TITLEMAP\n}"
      },
      {
        "source": "pk3",
        "name": "sbarinfo.txt",
        "contents": "height 32;\nmonospacefonts true, \"0\";\n\nstatusbar fullscreen, fullscreenoffsets\n{\n\tdrawimage \"STBARFS\", 0+center, -32, center;\n\n\tdrawimage \"MEDIA0\", -98+center, -28, centerbottom;\n\tdrawnumber 3, HUDFONT_DOOM, untranslated, health, -41+center, -42;\n\tdrawimage \"WIPCNTSM\", -38+center, -37;\n\n\tdrawimage armoricon, -98+center, -6;\n\tdrawnumber 3, HUDFONT_DOOM, untranslated, armor, -41+center, -21;\n\tdrawimage \"WIPCNTSM\", -38+center, -16;\n\n\tIsSelected not AutoShotgun, PowerAutoshotgun\n\t{\n\t\tdrawimage ammoicon1, -6+center, -7;\n\t\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo1, 49+center, -21;\n\t}\n\n\tIsSelected AutoShotgun\n\t{\n\t\tdrawimage ammoicon2, -6+center, -29;\n\t\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo2, 49+center, -42;\n\t\tdrawimage ammoicon1, -6+center, -7;\n\t\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo1, 49+center, -21;\n\t}\n\n\tIsSelected PowerAutoShotgun\n\t{\n\t\tdrawimage ammoicon2, -6+center, -29;\n\t\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo2, 49+center, -42;\n\t\tdrawimage ammoicon1, -6+center, -7;\n\t\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo1, 49+center, -21;\n\t}\n\n\tdrawnumber 3, HUDFONT_DOOM, untranslated, LifeItem, 85+center, -21;\n\n\tgamemode deathmatch, teamgame\n\t{\n\t\tdrawnumber 2, HUDFONT_DOOM, untranslated, frags, -8, 1;\n\t}\n\n\tdrawselectedinventory center, alwaysshowcounter, INDEXFON, 116+center, -35, 142+center, -38, gold;\n\tdrawimage \"SACKA0\", 100+center, -25;\n\tdrawnumber 5, INDEXFON, gold, CoinItem, 142+center, -16;\n}\n\nstatusbar normal\n{\n\tdrawimage \"STBAR\", 0, 168;\n\tdrawimage \"WIPCNTSM\", 87, 177;\n\tdrawimage \"WIPCNTSM\", 217, 177;\n\tdrawnumber 3, HUDFONT_DOOM, untranslated, LifeItem, 248, 172;\n\tdrawnumber 3, HUDFONT_DOOM, untranslated, health, 85, 172;\n\tdrawnumber 3, HUDFONT_DOOM, untranslated, armor, 216, 172;\n\t// Special case for the Auto Shotgun - if AS is selected then display clip\n\t// Don't worry, the shells remaining are still shown to the right.\n\tIsSelected not AutoShotgun\n\t{\n\t\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo1, 40, 172;\n\t}\n\tIsSelected AutoShotgun\n\t{\n\t\tdrawnumber 3, HUDFONT_DOOM, gold, ammo2, 40, 172;\n\t}\n\n/*\t//keys\n\tdrawswitchableimage BlueCard && BlueSkull, \"nullimage\", \"STKEYS0\", \"STKEYS3\", \"STKEYS6\", 239, 171;\n\tdrawswitchableimage YellowCard && YellowSkull, \"nullimage\", \"STKEYS1\", \"STKEYS4\", \"STKEYS7\", 239, 181;\n\tdrawswitchableimage RedCard && RedSkull, \"nullimage\", \"STKEYS2\", \"STKEYS5\", \"STKEYS8\", 239, 191;\n*/\n\tdrawnumber 3, INDEXFON, gold, ammo Clip, 284, 173;\n\tdrawnumber 3, INDEXFON, gold, ammo Shell, 284, 182;\n\tdrawnumber 3, INDEXFON, gold, ammo RocketAmmo, 284, 191;\n\tdrawnumber 3, INDEXFON, gold, ammo Gas, 315, 173;\n\tdrawnumber 3, INDEXFON, gold, ammo Mines, 315, 182;\n\tdrawnumber 3, INDEXFON, gold, ammo Cell, 315, 191;\n\n/*\tdrawnumber 3, INDEXFON, gold, ammocapacity Clip, 314, 173;\n\tdrawnumber 3, INDEXFON, gold, ammocapacity Shell, 314, 179;\n\tdrawnumber 3, INDEXFON, gold, ammocapacity RocketAmmo, 314, 185;\n\tdrawnumber 3, INDEXFON, gold, ammocapacity Cell, 314, 191;\n*/\n/*\tgamemode deathmatch, teamgame\n\t{\n\t\tdrawnumber 2, HUDFONT_DOOM, untranslated, frags, 138, 171;\n\t}\n*/\n\n//\tgamemode cooperative, singleplayer\n//\t{\n//\t\tdrawimage \"STARMS\", 104, 168;\n\t\tdrawswitchableimage weaponslot 2, \"STGNUM2\", \"STYSNUM2\", 106, 172;\n\t\tdrawswitchableimage weaponslot 3, \"STGNUM3\", \"STYSNUM3\", 114, 172;\n\t\tdrawswitchableimage weaponslot 4, \"STGNUM4\", \"STYSNUM4\", 122, 172;\n\t\tdrawswitchableimage weaponslot 5, \"STGNUM5\", \"STYSNUM5\", 130, 172;\n\t\tdrawswitchableimage weaponslot 6, \"STGNUM6\", \"STYSNUM6\", 106, 182;\n\t\tdrawswitchableimage weaponslot 7, \"STGNUM7\", \"STYSNUM7\", 114, 182;\n\t\tdrawswitchableimage weaponslot 8, \"STGNUM8\", \"STYSNUM8\", 122, 182;\n\t\tdrawswitchableimage weaponslot 9, \"STGNUM9\", \"STYSNUM9\", 130, 182;\n//\t}\n\n\tdrawselectedinventory alternateonempty, INDEXFON, 140, 169\n\t{\n\t\tdrawmugshot \"STF\", 5, 140, 169;\n\t}\n}\n\nstatusbar inventory\n{\n\tdrawinventorybar Doom, 7, INDEXFONT, 50, 170;\n}\n\nstatusbar inventoryfullscreen // ZDoom HUD overlay.\n{\n\tdrawinventorybar Doom, translucent, 7, INDEXFONT, 50, 170;\n}\n\n/* Skulltag can't handle \"center\"\nstatusbar inventoryfullscreen, fullscreenoffsets // ZDoom HUD overlay.\n{\n\tdrawinventorybar Doom, translucent, 7, INDEXFONT, -106+center, -31, -80+center, -9;\n}\n*/"
      },
      {
        "source": "pk3",
        "name": "sndinfo.txt",
        "contents": "satyr/sight\t\tDSSATSIT\nsatyr/death\t\tDSSATDTH"
      },
      {
        "source": "pk3",
        "name": "actors/monsters/azazel.txt",
        "contents": "actor Azazel\n{\n//$Category Stronghold_Monsters\nspawnid 216\npainchance \"Stunner\", 128\n    Health 2400\n    Radius 22\n    Height 64\n    Speed 12\n    PainChance 20\n    Mass 1500\n    MONSTER\n    +BOSS\n    +FLOORCLIP\n    +MISSILEEVENMORE\n    +MISSILEMORE\n    +NORADIUSDMG\n    SeeSound \"diablo2/goatman/sight\"\n    PainSound \"diablo2/goatman/pain\"\n    DeathSound \"Goat/death\"\n    ActiveSound \"diablo2/goatman/idle\"\n    MeleeSound \"baron/melee\"\n    Obituary \"%o was slaughtered by an Azazel.\"\n    MinMissileChance 32\n    MeleeDamage 8\n    States\n    {\n    Spawn:\n        AZEW A 5 A_Look\n        Loop\n    See:\n        AZEW AABBCCDD 3 A_Chase\n        Loop\n    Missile:\n\t  TNT1 A 0 A_Jump(64,\"MDoubleSerie\")\n\t  TNT1 A 0 A_Jump(128,\"MRightHand\")\n    MLeftHand:\n\t  TNT1 A 0 A_PlaySound(\"Goat/Attack\")\n\t  AZEA D 4 A_FaceTarget\n\t  AZEA E 4 A_FaceTarget\n\t  AZEA F 7 A_CustomMissile(\"SatyrLordMissile1\",32,-5,0)\n\t  Goto see\n    MRightHand:\n\t  TNT1 A 0 A_PlaySound(\"Goat/Attack\")\n\t  AZEA A 4 A_FaceTarget\n\t  AZEA B 4 A_FaceTarget\n\t  AZEA C 7 A_CustomMissile(\"SatyrLordMissile2\",32,5,0)\n\t  Goto see\n    MDoubleSerie:\n\t  TNT1 A 0 A_PlaySoundEx(\"missile1charge\",\"SoundSlot5\")\n\t  TNT1 A 0 A_FaceTarget\n\t  AZEA D 5 A_SpawnItemEx(\"SatyrLordMissileDual1Fake\",10,-20,60,0,0,0,32)\n\t  AZEA E 5 A_SpawnItemEx(\"SatyrLordMissileDual1Fake\",10,-9,46,0,0,0,32)\n\t  AZEA F 6 A_SpawnItemEx(\"SatyrLordMissileDual1Fake\",10,4,28,0,0,0,32)\n\t  TNT1 A 0 A_PlaySoundEx(\"missile2charge\",\"SoundSlot6\")\n\t  TNT1 A 0 A_FaceTarget\n\t  AZEA A 5 A_SpawnItemEx(\"SatyrLordMissileDual2Fake\",10,20,60,0,0,0,32)\n\t  AZEA B 5 A_SpawnItemEx(\"SatyrLordMissileDual2Fake\",10,9,46,0,0,0,32)\n\t  AZEA C 6 A_SpawnItemEx(\"SatyrLordMissileDual2Fake\",10,-4,28,0,0,0,32)\n\t  TNT1 A 0 A_PlaySound(\"Goat/Attack\")\n\t  TNT1 A 0 A_FaceTarget\n\t  AZEA D 5 A_CustomMissile(\"SatyrLordMissileDual1Real\",60,-20,0)\n\t  AZEA E 5 A_CustomMissile(\"SatyrLordMissileDual1Real\",46,-9,0)\n\t  AZEA F 6 A_CustomMissile(\"SatyrLordMissileDual1Real\",28,4,0)\n\t  TNT1 A 0 A_PlaySound(\"Goat/Attack\")\n\t  TNT1 A 0 A_FaceTarget\n\t  AZEA A 5 A_CustomMissile(\"SatyrLordMissileDual2Real\",60,20,0)\n\t  AZEA B 5 A_CustomMissile(\"SatyrLordMissileDual2Real\",46,9,0)\n\t  AZEA C 6 A_CustomMissile(\"SatyrLordMissileDual2Real\",28,-4,0)\n\t  Goto see\n    Melee:\n\t  TNT1 A 0 A_Jump(128,\"Melee2\")\n\t  TNT1 A 0 A_PlaySound(\"Goat/Attack\")\n\tAZEA AB 7 A_FaceTarget\n        AZEA C 7 A_MeleeAttack\n\t  Goto See\n    Melee2:\n\t  TNT1 A 0 A_PlaySound(\"Goat/Attack\")\n        AZEA DE 7 A_FaceTarget\n        AZEA F 7 A_MeleeAttack\n        Goto See\n    Pain:\n    \tTNT1 A 0 A_Jump(64,\"Paincounteratk\")\n        AZEP A 2\n        AZEP A 6 A_Pain\n        Goto See\n    Paincounteratk:\n    \tAZEP A 2\n        AZEP A 2 A_Pain\n\t  TNT1 A 0 HealThing(random(10,120))\n\t  AZEP A 1 A_CustomMissile(\"SLGroundFire\",0,0,0)\n\t  AZEP A 1 A_CustomMissile(\"SLGroundFire\",0,0,45)\n\t  AZEP A 1 A_CustomMissile(\"SLGroundFire\",0,0,-45)\n\t  AZEP A 1 A_CustomMissile(\"SLGroundFire\",0,0,90)\n\t  AZEP A 1 A_CustomMissile(\"SLGroundFire\",0,0,-90)\n\t  AZEP A 1 A_CustomMissile(\"SLGroundFire\",0,0,135)\n\t  AZEP A 1 A_CustomMissile(\"SLGroundFire\",0,0,-135)\n\t  AZEP A 1 A_CustomMissile(\"SLGroundFire\",0,0,180)\n\t  AZEP A 4\n        Goto See\n    Pain.Stunner:\n       AZEP A 2 A_ChangeFlag(\"NoPain\", 1)\n       AZEP A 300 A_Pain\n       AZEP A 0 A_ChangeFlag(\"NoPain\", 0)\n       goto See\n    Death:\n        TNT1 A 0 A_GiveToTarget(\"AwardItem\", 48)\n        AZED A 5\n        AZED B 5 A_Scream\n        AZED C 5\n        AZED D 4 A_Fall\n        AZED E 4\n        AZED F 3\n        AZED G 3000\n        AZED GGGGGGGGGGGG 2 A_FadeOut(0.1)\n        Stop\n    }\n}\n\nactor SLGroundFire\n{\n\tProjectile\n\tSpeed 16\n\tDamage 1\n\t+RIPPER\n\tDamageType \"Normal\"\n\tScale 0.4\n\t+FLOORHUGGER\n\tSeeSound \"groundfirestart\"\n\tRenderStyle Add\n\tAlpha 0.9\n\tDecal Scorch\n\tStates\n\t{\n\tSpawn:\n\t\tFX03 B 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(16,64,0)\n\t\tFX03 C 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(16,64,0)\n\t\tFX03 D 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(16,64,0)\n\t\tFX03 E 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(16,64,0)\n\t\tFX03 F 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(16,64,0)\n\t\tFX03 G 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(16,64,0)\n\t\tFX03 H 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(16,64,0)\n\t\tFX03 I 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(16,64,0)\n\t\tFX03 J 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(16,64,0)\n\t\tFX03 K 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(16,64,0)\n\t\tFX03 L 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(16,64,0)\n\t\tFX03 M 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(16,64,0)\n\t\tFX03 N 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(16,64,0)\n\t\tFX03 O 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(16,64,0)\n\t\tFX03 P 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(16,64,0)\n\t\tFX03 Q 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(16,64,0)\n\t\tFX03 R 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(16,64,0)\n\t\tFX03 S 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(16,64,0)\n\t\tFX03 T 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(16,64,0)\n\t\tFX03 U 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(16,64,0)\n\t\tFX03 V 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(16,64,0)\n\t\tFX03 W 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(16,64,0)\n\t\tFX03 X 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(16,64,0)\n\t\tFX03 Y 2 A_SpawnItemEx(\"SLGFXtraSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 A 0 A_Explode(16,64,0)\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor SLGFXtraSpawner\n{\n\t+NOCLIP\n\tRenderStyle None\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tPLAY AAA 0 A_SpawnItemEx(\"SLGFXtra\",0,0,0,random(3,-3),random(3,-3),random(3,-3),0)\n\t\tStop\n\t}\n}\n\nActor SLGFXtra\n{\n\tProjectile\n\tDamage 0\n\t+NOCLIP\n\tSpeed 0\n\tRadius 1\n\t+DONTBLAST\n\tHeight 1\n\tScale 0.09\n\tRenderStyle Add\n\tStates\n\t{\n\tSpawn:\n\t\tSTAR P 3 Bright\n\t\tSTAR P 0 A_Jump(128,1)\n\t\tLoop\n\t\tSTAR P 3 Bright\n\t\tSTAR P 1 Bright A_FadeOut\n\t\tWait\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\n//*************************************************\n//*************************************************\nActor SatyrLordMissile1 : FastProjectile\n{\n\tProjectile\n\tRadius 8\n\tHeight 16\n\tSpeed 50\n\tDamage 19\n\tDamageType \"Normal\"\n\tScale 0.65\n\tRenderStyle Add\n\tSeeSound \"redballbsee\"\n\tDeathSound \"redballbdeth\"\n\tTranslation \"192:207=172:191\"\n\tDecal PlasmaScorchLower\n\tStates\n\t{\n\tSpawn:\n\t\tANFB A 1 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB A 0 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB A 1 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB A 0 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB A 1 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB A 0 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB B 1 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB B 0 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB B 1 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB B 0 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB B 1 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB B 0 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB C 1 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB C 0 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB C 1 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB C 0 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB C 1 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tANFB C 0 Bright A_SpawnItemEx(\"SLM1Trail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tLoop\n\tDeath:\n\t\tANFB DEFG 3 Bright\n\t\tStop\n\t}\n}\n\nActor SLM1Trail\n{\n\tProjectile\n\t-NOGRAVITY\n\tGravity 0.4\n\t+NOCLIP\n\tDamage 0\n\tRenderStyle Add\n\tAlpha 0.8\n\tScale 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 ThrustThingZ(0,random(-4,8),0,1)\n\t\tSHTR ABCDDE 3 Bright\n\t\tSHTR F 1 Bright A_FadeOut(0.1)\n\t\tWait\n\t}\n}\n\n//*************************************************\n//*************************************************\nActor SatyrLordMissile2\n{\n\tSpeed 9\n\tdamage 15\n\tDamageType \"Normal\"\n\tscale 0.35\n\tradius 6\n\theight 12\n\tRENDERSTYLE ADD\n\tAlpha 0.75\n\tPROJECTILE\n\t+SEEKERMISSILE\n\tseesound \"whiteballbsee\"\n\tdeathsound \"whiteballbdeth\"\n\tstates\n\t{\n\tSpawn:\n\t\tPSMM A 2 Bright A_SeekerMissile(10,25)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SLM2Trail\",0,0,0,0,0,0,0,128)\n\t\tPSMM A 2 Bright A_SeekerMissile(10,25)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SLM2Trail\",0,0,0,0,0,0,0,128)\n\t\tPSMM B 2 Bright A_SeekerMissile(10,25)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SLM2Trail\",0,0,0,0,0,0,0,128)\n\t\tPSMM B 2 Bright A_SeekerMissile(10,25)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SLM2Trail\",0,0,0,0,0,0,0,128)\n\t\tPSMM C 2 Bright A_SeekerMissile(10,25)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SLM2Trail\",0,0,0,0,0,0,0,128)\n\t\tPSMM C 2 Bright A_SeekerMissile(10,25)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SLM2Trail\",0,0,0,0,0,0,0,128)\n\t\tPSMM D 2 Bright A_SeekerMissile(10,25)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SLM2Trail\",0,0,0,0,0,0,0,128)\n\t\tPSMM E 2 Bright A_SeekerMissile(10,25)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SLM2Trail\",0,0,0,0,0,0,0,128)\n\t\tPSMM F 2 Bright A_SeekerMissile(10,25)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SLM2Trail\",0,0,0,0,0,0,0,128)\n\t\tgoto Spawn+12\n\tDeath:\n\t\tPSMM GGHHIIJJKKLLMM 2 Bright A_FadeOut(0.05)\n\t\tstop\n\t}\n}\n\nActor SLM2Trail\n{\n\tProjectile\n\t+NOCLIP\n\tDamage 0\n\tRenderStyle Add\n\tAlpha 0.45\n\tScale 0.9\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2\n\t\tPUF2 BDFHJLNPRTVXZ 1\n\t\tPUF3 B 1 A_FadeOut(0.2)\n\t\tWait\n\t}\n}\n\n//*************************************************\n//*************************************************\nActor SatyrLordMissileDual1Fake\n{\n\tProjectile\n\tSpeed 0\n\tScale 0.34\n\tRenderStyle Add\n\tSeeSound \"waitingballsspawn\"\n\tStates\n\t{\n\tSpawn:\n\t\tMSP2 ABCD 2\n\t\tMSP2 ABCD 2\n\t\tMSP2 ABCD 2\n\t\tMSP2 ABCD 2\n\t\tStop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\nActor SatyrLordMissileDual1Real : FastProjectile\n{\n\tProjectile\n\tSpeed 42\n\tScale 0.34\n\tRenderStyle Add\n\tDamage 16\n\tDamageType \"Normal\"\n\tRadius 6\n\theight 12\n\tSeeSound \"redballssee\"\n\tDeathSound \"redballsdeth\"\n\tDecal DoomImpScorch\n\tStates\n\t{\n\tSpawn:\n\t\tMSP2 A 1 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tMSP2 A 1 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tMSP2 B 1 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tMSP2 B 1 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tMSP2 C 1 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tMSP2 C 1 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tMSP2 D 1 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tMSP2 D 1 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"SLMD1RTrail\",random(8,-8),0,random(5,-5),0,0,0,0,128)\n\t\tLoop\n\tDeath:\n\t\tMSP1 G 2 A_Explode(64,128,0)\n\t\tMSP1 HIJKLMNO 2\n\t\tStop\n\t}\n}\n\nActor SLMD1RTrail\n{\n\tProjectile\n\t-NOGRAVITY\n\tGravity 0.4\n\t+NOCLIP\n\tDamage 0\n\tRenderStyle Add\n\tAlpha 0.8\n\tScale 0.3\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 ThrustThingZ(0,random(-3,5),0,1)\n\t\tSHTR ABCDDE 3 Bright\n\t\tSHTR F 1 Bright A_FadeOut(0.1)\n\t\tWait\n\t}\n}\n\nActor SatyrLordMissileDual2Fake\n{\n\tProjectile\n\tSpeed 0\n\tScale 0.8\n\tRenderStyle Add\n\tAlpha 0.75\n\tSeeSound \"waitingballsspawn\"\n\tTranslation \"112:127=80:111\"\n\tStates\n\t{\n\tSpawn:\n\t\tCSSF DEDE 2 Bright\n\t\tCSSF DEDE 2 Bright\n\t\tCSSF DEDE 2 Bright\n\t\tCSSF DEDE 2 Bright\n\t\tStop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\nActor SatyrLordMissileDual2Real\n{\n\tProjectile\n\tSpeed 7\n\tRadius 6\n\tDamage 12\n\tDamageType \"Normal\"\n\tScale 0.8\n\tRenderStyle Add\n\tAlpha 0.75\n\t+SeekerMissile\n\tTranslation \"112:127=80:111\"\n\tSeeSound \"whiteballssee\"\n\tDeathSound \"whiteballsdeth\"\n\theight 12\n\tDecal PlasmaScorchLower\n\tStates\n\t{\n\tSpawn:\n\t\tCSSF D 1 Bright A_SeekerMissile(4,10)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"SLMD2RTrail\",random(5,-5),0,random(5,-5),0,0,0,0,128)\n\t\tCSSF D 1 Bright A_SeekerMissile(4,10)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"SLMD2RTrail\",random(5,-5),0,random(5,-5),0,0,0,0,128)\n\t\tCSSF E 1 Bright A_SeekerMissile(4,10)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"SLMD2RTrail\",random(5,-5),0,random(5,-5),0,0,0,0,128)\n\t\tCSSF E 1 Bright A_SeekerMissile(4,10)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"SLMD2RTrail\",random(5,-5),0,random(5,-5),0,0,0,0,128)\n\t\tLoop\n\tDeath:\n\t\tCSSF GHI 4 Bright\n\t\tCSSF I 1 Bright A_FadeOut\n\t\tWait\n\t}\n}\n\nActor SLMD2RTrail\n{\n\tProjectile\n\tSpeed 0\n\tDamage 0\n\t+NOCLIP\n\tRenderStyle Add\n\tAlpha 0.5\n\tScale 0.25\n\tStates\n\t{\n\tSpawn:\n\t\tPUF2 BCDEFGHIJKL 1\n\t\tPUF2 L 1 A_FadeOut(0.2)\n\t\tWait\n\t}\n}\n\n//===========================================================================\n//\n// Satyr\n//\n// by: Nanami\n// New Sprites and additional scripting by: Vader\n//\n//===========================================================================\n\nactor Satyr 3109\n{\n\t//$Category Monsters\n\tPainChance \"Stunner\", 192\n    Health 400\n    Radius 18\n    Height 48\n    Scale 0.75\n    Speed 8\n    PainChance 50\n    Mass 350\n    MONSTER\n    +FLOORCLIP\n    SeeSound \"satyr/sight\"\n    PainSound \"knight/pain\"\n    DeathSound \"satyr/death\"\n    ActiveSound \"knight/active\"\n    MeleeSound \"baron/melee\"\n    HitObituary \"%o was mauled by a satyr.\"\n    MeleeDamage 8\n    States\n    {\n    Spawn:\n        STYR AB 10 A_Look\n        Loop\n    See:\n        STYR AABBCCDD 3 A_Chase\n        Loop\n    Melee:\n        STYR EF 6 A_FaceTarget\n        STYR G 6 A_MeleeAttack\n        STYR PQ 5 A_FaceTarget\n        STYR R 6 A_MeleeAttack\n        Goto See\n    Pain:\n        STYR H 2\n        STYR H 2 A_Pain\n        Goto See\n    Pain.Stunner:\n\tSTYR H 2 A_ChangeFlag(\"NoPain\", 1)\n\tSTYR H 300 A_Pain\n\tSTYR H 0 A_ChangeFlag(\"NoPain\", 0)\n\tgoto See\n    Death:\n        STYR I 5 A_GiveToTarget(\"AwardItem\",10)\n        STYR J 5 A_Scream\n        STYR K 6\n        STYR L 7 A_Fall\n        STYR M 4\n        STYR N 4\n        STYR O 3000\n\tSTYR OOOOOOOOOOOO 4 A_FadeOut(0.1)\n        Stop\n    Raise:\n        Stop\n    }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/monsters/bigboss.txt",
        "contents": "ACTOR STBoss 32767\n{\n//$Category Stronghold_Monsters\n\tGame Doom\n\tHealth 100000\n\tRadius 48\n\tHeight 128\n\tScale 2.0\n\tMass 50000\n\tSpeed 6\n\tPainChance 1\n\tMinMissileChance 32\n\tMeleeRange 128\n\tMonster\n\tPainChance \"MightyBoot\", 256\n\tDamageFactor \"STBoss\", 0.01\n\tDamageFactor \"STBossFactor\", 0.05\n\tDamageFactor \"Animate\", 0.05\n\t//DropItem \"SpiritBoss\"\n\t+FLOORCLIP\n\t//A couple boss flags\n\t+BOSSDEATH +NORADIUSDMG +BOSS +NOICEDEATH +DONTRIP +DONTMORPH //Nice try, Morph ovum users.\n\t//Extremely aggressive\n\t+MISSILEMORE +MISSILEEVENMORE +LOOKALLAROUND\n\t//Very Persistent\n\t+NOTIMEFREEZE +NOBLOCKMONST\n\t//Exempt from infighting\n\t+NOTARGET +NOINFIGHTING\n\t//Easily Distracted, to make him easier.\n\t+QUICKTORETALIATE\n\t//Cannot be hurt\n\t+NOPAIN +NODAMAGE\n\tSeeSound \"\"\n\tPainSound \"baron/pain\"\n\tDeathSound \"\"\n\tActiveSound \"baron/active\"\n\tTranslation \"16:47=32:47\", \"48:79=32:47\", \"112:127=160:167\"\n\tObituary \"\\c[E7]%o \\c[E7]couldn't evade the wrath of Mephistopheles.\"\n\tStates\n\t{\n\tSpawn:\n\t\tBOSS A 1 A_Look\n\t\tloop\n\n\tHeal:\n\t\tBOSS H 0\n\tSee:\n\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NODAMAGE\",0)\n\t\tBOSS A 0 A_JumpIfHealthLower(10000,\"CallingOfTheDamned\")\n\t\tBOSS A 0 A_JumpIfInventory(\"Clip\",50,\"LongTeleport\")\n\t\tBOSS A 0 NoiseAlert(0,0)\n\t\tBOSS A 0 A_Jump(5,\"Necromancy\")\n\t\tBOSS A 0 A_Jump(16, \"Teleport\")\n\t\tBOSS AAAAAABBBBBBCCCCCCDDDDDD 1 A_VileChase\n\t\tLoop\n\tNecromancy:\n\t\tBOSS A 1 A_JumpIfHealthLower(10000,\"CallingOfTheDamned\")\n\t\tBOSS A 0 A_JumpIfInventory(\"Clip\",50,\"LongTeleport\")\n\t\tBOSS A 0 A_Jump(15,\"RaiseArmy\")\n\t\tBOSS A 0 A_Jump(45,\"SpiritAttack\")\n\t\tBOSS A 0 A_Jump(5,\"Haunting\")\n\t\tBOSS A 0 A_VileChase\n\t\tLoop\n\tTeleport:\n\t\tBOSS A 0 A_JumpIfHealthLower(10000,\"CallingOfTheDamned\")\n\t\tBOSS A 0 A_JumpIfInventory(\"Clip\",50,\"LongTeleport\")\n\t\tBOSS A 1 A_FaceTarget\n      \t\tBOSS A 3\n      \t\tBOSS A 3 BRIGHT\n   \t\tBOSS A 0 A_UnSetShootable\n   \t\tBOSS A 1 A_PlaySound(\"pyro/tele\")\n    \t\tBOSS A 1 A_SetTranslucent(0.90)\n    \t\tBOSS A 1 A_SetTranslucent(0.80)\n    \t\tBOSS A 1 A_SetTranslucent(0.70)\n    \t\tBOSS A 1 A_SetTranslucent(0.60)\n    \t\tBOSS A 1 A_SetTranslucent(0.50)\n    \t\tBOSS A 1 A_SetTranslucent(0.40)\n    \t\tBOSS A 1 A_SetTranslucent(0.30)\n    \t\tBOSS A 1 A_SetTranslucent(0.20)\n    \t\tBOSS A 1 A_SetTranslucent(0.10)\n\t\t//BOSS A 1 A_Changeflag(\"NOGRAVITY\", 1)\n\t\t//BOSS A 1 A_Changeflag(\"FLOAT\", 1)\n    \t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n    \t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_ExtChase(0,0,1,1)\n    \t\tBOSS A 1 A_PlaySound(\"pyro/tele\")\n    \t\tBOSS A 1 A_SetTranslucent(0.10)\n    \t\tBOSS A 1 A_SetTranslucent(0.20)\n    \t\tBOSS A 1 A_SetTranslucent(0.30)\n    \t\tBOSS A 1 A_SetTranslucent(0.40)\n    \t\tBOSS A 1 A_SetTranslucent(0.50)\n    \t\tBOSS A 1 A_SetTranslucent(0.60)\n    \t\tBOSS A 1 A_SetTranslucent(0.70)\n    \t\tBOSS A 1 A_SetTranslucent(0.80)\n    \t\tBOSS A 1 A_SetTranslucent(0.90)\n    \t\tBOSS A 1 A_SetTranslucent(1.0)\n    \t\tBOSS A 0 A_SetShootable\n\t\t//BOSS A 1 A_Changeflag(\"FLOAT\", 0)\n\t\t//BOSS A 1 A_Changeflag(\"NOGRAVITY\", 0)\n\t\tBOSS A 0 A_Jump(32, \"FireMissile\")\n\t\tBOSS A 0 A_JumpIfCloser(1024, \"See\")\n\t\tLoop\n\tLongTeleport:\n\t\tBOSS A 0 A_TakeInventory(\"Clip\",999)\n\t\tBOSS A 1 A_FaceTarget\n      \t\tBOSS A 3\n      \t\tBOSS A 3 BRIGHT\n   \t\tBOSS A 0 A_UnSetShootable\n   \t\tBOSS A 1 A_PlaySound(\"pyro/tele\")\n    \t\tBOSS A 1 A_SetTranslucent(0.90)\n    \t\tBOSS A 1 A_SetTranslucent(0.80)\n    \t\tBOSS A 1 A_SetTranslucent(0.70)\n    \t\tBOSS A 1 A_SetTranslucent(0.60)\n    \t\tBOSS A 1 A_SetTranslucent(0.50)\n    \t\tBOSS A 1 A_SetTranslucent(0.40)\n    \t\tBOSS A 1 A_SetTranslucent(0.30)\n    \t\tBOSS A 1 A_SetTranslucent(0.20)\n    \t\tBOSS A 1 A_SetTranslucent(0.10)\n\t\t//BOSS A 1 A_Changeflag(\"NOGRAVITY\", 1)\n\t\t//BOSS A 1 A_Changeflag(\"FLOAT\", 1)\n\t\tBOSS A 1 A_Changeflag(\"SOLID\", 0)\n\t\tBOSS A 0 A_TakeInventory(\"Clip\",999)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Wander\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"STBossAttack5\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_ExtChase(0,0,1,1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"STBossAttack5\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_ExtChase(0,0,1,1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"STBossAttack5\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_ExtChase(0,0,1,1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"STBossAttack5\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Wander\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"STBossAttack5B\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_ExtChase(0,0,1,1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"STBossAttack5B\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_ExtChase(0,0,1,1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"SpiritCaller\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_ExtChase(0,0,1,1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"SpiritCaller\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Wander\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"STBossAttack5B\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_ExtChase(0,0,1,1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"STBossAttack5B\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_ExtChase(0,0,1,1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"SpiritCaller\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_ExtChase(0,0,1,1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"SpiritCaller\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Wander\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"STBossAttack5B\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_ExtChase(0,0,1,1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"STBossAttack5B\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_ExtChase(0,0,1,1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"SpiritCaller\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_ExtChase(0,0,1,1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"SpiritCaller\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Wander\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"STBossAttack5\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_ExtChase(0,0,1,1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"STBossAttack5\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_ExtChase(0,0,1,1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"STBossAttack5\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_ExtChase(0,0,1,1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"STBossAttack5\",0,0,random(0,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Wander\n\t\tBOSS A 0 A_TakeInventory(\"Clip\",999)\n\t\tBOSS A 1 A_Changeflag(\"SOLID\", 1)\n    \t\tBOSS A 1 A_PlaySound(\"pyro/tele\")\n    \t\tBOSS A 1 A_SetTranslucent(0.10)\n    \t\tBOSS A 1 A_SetTranslucent(0.20)\n    \t\tBOSS A 1 A_SetTranslucent(0.30)\n    \t\tBOSS A 1 A_SetTranslucent(0.40)\n    \t\tBOSS A 1 A_SetTranslucent(0.50)\n    \t\tBOSS A 1 A_SetTranslucent(0.60)\n    \t\tBOSS A 1 A_SetTranslucent(0.70)\n    \t\tBOSS A 1 A_SetTranslucent(0.80)\n    \t\tBOSS A 1 A_SetTranslucent(0.90)\n    \t\tBOSS A 1 A_SetTranslucent(1.0)\n    \t\tBOSS A 0 A_SetShootable\n\t\t//BOSS A 1 A_Changeflag(\"FLOAT\", 0)\n\t\t//BOSS A 1 A_Changeflag(\"NOGRAVITY\", 0)\n\t\tBOSS A 0 A_TakeInventory(\"Clip\",999)\n\t\tGoto FireMissile\n\tFireMissile:\n\t\tBOSS A 0 A_JumpIfHealthLower(10000,\"CallingOfTheDamned\")\n\t\tBOSS A 0 A_Jump(32,\"FireNova\")\n\t\tBOSS A 0 A_Jump(32,\"FireVolley\")\n\t\tBOSS A 0 A_Jump(32,\"FireBall\")\n\t\tBOSS A 0 A_Jump(32,\"ConvergeAttack\")\n\t\tBOSS A 0 A_Jump(32,\"FireSpark\")\n\t\tBOSS A 0 A_Jump(32,\"Eruption\")\n\t\tBOSS A 1 A_VileChase\n\t\tLoop\n\tCallingOfTheDamned:\n\t\tBOSS E 0 A_Changeflag(\"NOPAIN\",1)\n\t\tBOSS E 0 A_JumpIfHealthLower(7500,\"CallingOfTheDamned2\")\n\t\tBOSS E 0 A_AlertMonsters\n\t\tBOSS E 0 A_CustomMissile(\"STBossAttack5B\",64,0,Random(0,360))\n\t\tBOSS E 3 A_FaceTarget\n\t\tBOSS E 0 A_CustomMissile(\"STBossAttack5B\",64,0,Random(0,360))\n\t\tBOSS E 4 A_FaceTarget\n\t\tGoto CallingOfTheDamned+1\n\tCallingOfTheDamned2:\n\t\tBOSS F 0 A_JumpIfHealthLower(5000,\"CallingOfTheDamned3\")\n\t\tBOSS E 0 A_AlertMonsters\n\t\tBOSS F 0 A_CustomMissile(\"EruptionShot\",64,0,Random(0,360))\n\t\tBOSS E 0 A_CustomMissile(\"STBossAttack5B\",64,0,Random(0,360))\n\t\tBOSS E 3 A_FaceTarget\n\t\tBOSS F 0 A_CustomMissile(\"EruptionShot2\",64,0,Random(0,360))\n\t\tBOSS E 0 A_CustomMissile(\"STBossAttack5B\",64,0,Random(0,360))\n\t\tBOSS E 4 A_FaceTarget\n\t\tGoto CallingOfTheDamned2\n\tCallingOfTheDamned3:\n\t\tBOSS G 0 A_JumpIfHealthLower(2500,\"CallingOfTheDamned4\")\n\t\tBOSS G 0 A_AlertMonsters\n\t\tBOSS G 3 A_FaceTarget\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack5B\",64,0,Random(0,360))\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack5B\",64,0,Random(0,360))\n\t\tBOSS G 2 A_FaceTarget\n\t\tBOSS G 0 A_CustomMissile(\"EruptionShot\",64,0,Random(0,360))\n\t\tBOSS G 2 A_FaceTarget\n\t\tBOSS G 0 A_CustomMissile(\"EruptionShot2\",64,0,Random(0,360))\n\t\tBOSS G 3 A_FaceTarget\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack5B\",64,0,Random(0,360))\n\t\tBOSS G 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\t\tBOSS G 2 A_FaceTarget\n\t\tBOSS G 0 A_CustomMissile(\"EruptionShot\",64,0,Random(0,360))\n\t\tBOSS G 2 A_FaceTarget\n\t\tBOSS G 0 A_CustomMissile(\"EruptionShot2\",64,0,Random(0,360))\n\t\tGoto CallingOfTheDamned3\n\tCallingOfTheDamned4:\n\t\tBOSS G 0 A_AlertMonsters\n\t\tBOSS G 1 A_FaceTarget\n\t\tBOSS G 0 A_CustomMissile(\"STFireEffect\",64,0,Random(0,360))\n\t\tBOSS G 2 A_FaceTarget\n\t\tBOSS G 0 A_CustomMissile(\"EruptionShot\",64,0,Random(0,360))\n\t\tBOSS G 2 A_FaceTarget\n\t\tBOSS G 0 A_CustomMissile(\"EruptionShot2\",64,0,Random(0,360))\n\t\tBOSS G 2 A_FaceTarget\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack5B\",64,0,Random(0,360))\n\t\tBOSS G 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\t\tBOSS G 1 A_FaceTarget\n\t\tBOSS G 0 A_CustomMissile(\"RainCometNull\",64,0,Random(0,360))\n\t\tBOSS G 2 A_FaceTarget\n\t\tBOSS G 0 A_CustomMissile(\"EruptionShot\",64,0,Random(0,360))\n\t\tBOSS G 2 A_FaceTarget\n\t\tBOSS G 0 A_CustomMissile(\"EruptionShot2\",64,0,Random(0,360))\n\t\tBOSS G 2 A_FaceTarget\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack5B\",64,0,Random(0,360))\n\t\tBOSS G 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\t\tGoto CallingOfTheDamned4\n\tMelee:\n\t\tBOSS A 0 A_Jump(64,\"Missile\")\n\t\tBOSS A 0 A_JumpIfHealthLower(10000,\"CallingOfTheDamned\")\n\t\tBOSS E 17 A_FaceTarget\n\t\tBOSS F 18 A_FaceTarget\n\t\tBOSS GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 0 A_SpawnItemEx(\"STFireEffect2\", random(-160,160), random(-160,160), 0, 0, 0, 0, 0, 0)\n\t\tBOSS G 35\n\t\tGoto See\n\tMissile:\n\t\tBOSS A 0 A_JumpIfHealthLower(10000,\"CallingOfTheDamned\")\n\t\tBOSS A 0 A_JumpIfInventory(\"Clip\",50,\"LongTeleport\")\n\t\tBOSS A 0 A_Jump(40,\"FireNova\")\n\t\tBOSS A 0 A_Jump(36,\"FireVolley\")\n\t\tBOSS A 0 A_Jump(32,\"FireBall\")\n\t\tBOSS A 0 A_Jump(28,\"ConvergeAttack\")\n\t\tBOSS A 0 A_Jump(24,\"FireSpark\")\n\t\tBOSS A 0 A_Jump(20,\"Eruption\")\n\t\tBOSS A 0 A_Jump(16,\"RaiseArmy\")\n\t\tBOSS A 0 A_Jump(12,\"SpiritAttack\")\n\t\tBOSS A 0 A_Jump(8,\"Haunting\")\n\t\tBOSS A 0 A_Jump(4,\"Hadouken\")\n\t\tBOSS A 1 A_VileChase\n\t\tLoop\n\tFireNova:\n\t\tBOSS EF 3 A_FaceTarget\n//\t\tBOSS G 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack2\",0,0,36,2,4)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack2\",0,0,72,2,4)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack2\",0,0,108,2,4)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack2\",0,0,144,2,4)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack2\",0,0,180,2,4)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack2\",0,0,216,2,4)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack2\",0,0,252,2,4)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack2\",0,0,288,2,4)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack2\",0,0,324,2,4)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack2\",0,0,360,2,4)\n\t\tBOSS G 3 A_FaceTarget\n\t\tGoto Missile\n\tFireVolley:\n\t\tBOSS EF 8 A_FaceTarget\n//\t\tBOSS G 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS GGGGGGGG 2 A_CustomMissile(\"STBossAttack3\")\n\t\tGoto See\n\tFireBall:\n\t\tBOSS EF 4 A_FaceTarget\n//\t\tBOSS G 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack7\",64,0,10)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack7\",64,0,-10)\n\t\tBOSS G 4 A_CustomMissile(\"STBossAttack7\",64,0,0)\n\t\tGoto See\n\tConvergeAttack:\n\t\tBOSS EF 5 A_FaceTarget\n//\t\tBOSS G 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack1\",64,0,20)\n\t\tBOSS G 0 A_CustomMissile(\"STBossAttack1\",64,0,-20)\n\t\tBOSS G 5 A_CustomMissile(\"STBossAttack1\",64,0,0)\n\t\tGoto See\n\tFireSpark:\n\t\tBOSS EF 8 A_FaceTarget\n\t\tBOSS G 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS G 8 A_CustomMissile(\"STBossAttack9\",0,0,0,2,4)\n\t\tGoto See\n\tEruption:\n\t\tBOSS EF 6 A_FaceTarget\n\t\tBOSS G 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS G 8 A_CustomBulletAttack(0,0,1,0,\"Eruption\")\n\t\tGoto See\n\tRaiseArmy:\n\t\tBOSS H 8 A_FaceTarget\n\t\tBOSS GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 0 A_CustomMissile(\"STBossAttack5\",0,0,random(0,360))\n\t\tGoto See\n\tSpiritAttack:\n\t\tBOSS H 8 A_FaceTarget\n\t\tBOSS AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"STBossAttack4\",0,0,random(0,360))\n\t\tBOSS A 0 A_AlertMonsters\n\t\tGoto See\n\tHaunting:\n\t\tBOSS H 8 A_FaceTarget\n\t\tBOSS AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"STBossAttack6\",0,0,random(0,360))\n\t\tBOSS A 0 A_AlertMonsters\n\t\tGoto See\n\tHadouken:\n\t\tBOSS A 8 A_FaceTarget\n\t\tBOSS A 1 A_Changeflag(\"NOGRAVITY\", 1)\n\t\tBOSS A 0 A_Changeflag(\"INVULNERABLE\", 1)\n\t\tBOSS A 1 ThrustThingZ(0,3,0,0)\n\t\tBOSS AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAEEEEEEEEEEEEEEEEEEEEFFFFFFFFFF 3 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS FFFFFFFFFF 2 A_FaceTarget\n\t\tBOSS AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"RainCometNull\",0,0,Random(0,360))\n\t\tBOSS G 70 A_CustomMissile(\"FinalFlash\",75,0,0)\n\t\tBOSS AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"STBossAttack4\",0,0,random(0,360))\n\t\tBOSS AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"STBossAttack5\",0,0,random(0,360))\n\t\tBOSS G 70 A_Changeflag(\"NOGRAVITY\", 0)\n\t\tBOSS AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"STBossAttack6\",0,0,random(0,360))\n\t\tBOSS AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"STBossAttack5B\",0,0,random(0,360))\n\t\tBOSS G 35 A_Changeflag(\"INVULNERABLE\", 0)\n\t\tGoto See\n\tPain:\n\t\tBOSS H 1 A_Changeflag(\"NOGRAVITY\", 0)\n\t\tBOSS H 1 A_Pain\n\t\tBOSS H 1 A_Changeflag(\"INVULNERABLE\", 0)\n\t\tBOSS A 0 A_JumpIfHealthLower(10000,\"CallingOfTheDamned\")\n\t\tGoto Missile\n\tDeath:\n\t\tBOSS GGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 0 A_CustomMissile(\"SpiritCaller\",0,0,random(0,360))\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS GGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 0 A_CustomMissile(\"SpiritCaller\",0,0,random(0,360))\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS GGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 0 A_CustomMissile(\"SpiritCaller\",0,0,random(0,360))\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS I 8 A_Mushroom(\"Pyroflare\", random(2,7))\n\t\tBOSS I 0 A_SpawnItemEx(\"STFireEffect\",0,0,0,0,0,0,0,160)\n\t\tBOSS K 8 //A_GiveToTarget(\"AwardItem\",999)\n\t\tBOSS L 8 A_NoBlocking\n\t\tBOSS MN 8\n\t\tBOSS O 1 A_SpawnItemEx(\"SpiritBoss\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TELEFRAG,0)\n\t\tBOSS OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO 8 A_FadeOut(0.01)\n\t\tStop\n\t}\n}\n\nACTOR STBossAttack1 {\n\t+SEEKERMISSILE\n\tDamageType \"STBossFactor\"\n\tSpeed 20\n\tDamage 12\n\tRadius 12\n\tHeight 12\n\tFastSpeed 35\n\tProjectile\n\tRenderStyle Add\n\tAlpha 1\n\tScale 0.6\n\tTranslation \"112:127=160:167\"\n\t+RANDOMIZE\n\t+NOTIMEFREEZE\n\tSeeSound \"imp/attack\"\n\tDeathSound \"imp/shotx\"\n\tstates\n\t{\n\tSpawn:\n\t\tSTFR A 2 bright A_SpawnItemEx(\"KDBossFlame\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tSTFR A 0 A_SeekerMissile(2,5)\n\t\tSTFR A 2 bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tSTFR A 0 A_SeekerMissile(2,5)\n\t\tloop\n\tDeath:\n\t\tBAL7 C 6 Bright\n\t\tTNT1 A 0 A_Explode(48,256)\n\t\tTNT1 A 0 A_CheckSight(\"NoGen\")\n\t\tTNT1 A 0 A_SpawnItem(\"KDBossSparkGen\", 0, 10, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"KDBossFlameGen\", 0, 10, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"KDBossSmokeGen\", 0, 10, 0)\n\t\tBAL7 DE 6 bright\n\t\tstop\n\tNoGen:\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\t\tBAL7 C 6 bright A_Explode(48,256,0)\n\t\tBAL7 DE 6 bright\n\t\tStop\n\t}\n}\n\nACTOR Eruption : BulletPuff\n{\n\t+FLOORHUGGER\n\t+NOTIMEFREEZE\n\tVSpeed 0\n\tStates\n  {\n  Spawn:\n  TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 90), 0, 128 | 8, 0)\n  TNT1 AAAAA 1 A_SpawnItemEx(\"STBossDropFire\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 90), 0, 128 | 8, 0)\n  TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 90), 0, 128 | 8, 0)\n  TNT1 AAAAA 1 A_SpawnItemEx(\"STBossDropFire\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 90), 0, 128 | 8, 0)\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1 A_CustomMissile(\"EruptionShot2\",0,0,random(0,360),2,Random(85,90))\n  TNT1 A 1\n  Stop\n  }\n}\n\nACTOR EruptionShot\n{\n\t+NOTIMEFREEZE\n\tDamageType \"STBossFactor\"\n\tSpeed 20\n\tDamage 4\n\tRadius 24\n\tHeight 32\n\tFastSpeed 35\n\tProjectile\n\tRenderStyle Add\n\tAlpha 1\n\tScale 1\n\tTranslation \"112:127=160:167\"\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"imp/shotx\"\n\tstates\n\t{\n\tSpawn:\n\t\tSTFR A 1 bright //A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tloop\n\tDeath:\n\t\tBAL7 C 0\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\t\t//BAL7 C 0 A_SpawnItem(\"KDBossSmokeGen\", 0, 0, 0)\n\t\t//BAL7 C 0 A_SpawnItem(\"KDBossSparkGen\", 0, 0, 0)\n\t\tBAL7 C 6 bright A_Explode(16,256,0)\n\t\tBAL7 DE 6 bright\n\t\tstop\n\t}\n}\nACTOR EruptionShot2 : EruptionShot\n{\n\tstates\n\t{\n\tSpawn:\n\t\tSTFR B 1 bright //A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tloop\n\t}\n}\n/*\nACTOR EruptionA\n{\n\tDamageType \"STBossFactor\"\n\tSpeed 20\n\tDamage 16\n\tRadius 16\n\tHeight 16\n\tFastSpeed 35\n\tProjectile\n\tRenderStyle Add\n\tAlpha 1\n\tScale 1\n\tTranslation \"112:127=160:167\"\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"imp/shotx\"\n\tstates\n\t{\n\tSpawn:\n\t\tSTFR B 1 bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tloop\n\tDeath:\n\t\tBAL7 C 0\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossSmokeGen\", 0, 0, 0)\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossSparkGen\", 0, 0, 0)\n\t\tBAL7 C 6 bright A_Explode(64,256,0)\n      \t\tBAL7 CCCCCCCCCCCC 0 Bright A_CustomMissile(\"EruptionB\",random(8,24),0,random(0,360),2,random(0,90))\n\t\tBAL7 DE 6 bright\n\t\tstop\n\t}\n}\n\nACTOR EruptionB\n{\n\tDamageType \"STBossFactor\"\n\tSpeed 20\n\tDamage 12\n\tRadius 16\n\tHeight 16\n\tFastSpeed 35\n\tProjectile\n\tRenderStyle Add\n\tAlpha 1\n\tScale 0.75\n\t-NOGRAVITY\n\tTranslation \"112:127=160:167\"\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"imp/shotx\"\n\tstates\n\t{\n\tSpawn:\n\t\tSTFR B 1 bright A_SpawnItemEx(\"KDBossFlame\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tloop\n\tDeath:\n\t\tBAL7 C 0\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossSmokeGen\", 0, 0, 0)\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossSparkGen\", 0, 0, 0)\n\t\tBAL7 C 6 bright A_Explode(48,256,0)\n      \t\tBAL7 CCCCCCCC 0 Bright A_CustomMissile(\"EruptionC\",random(8,24),0,random(0,360),2,random(0,60))\n\t\tBAL7 DE 6 bright\n\t\tstop\n\t}\n}\nACTOR EruptionC\n{\n\tDamageType \"STBossFactor\"\n\tSpeed 20\n\tDamage 8\n\tRadius 16\n\tHeight 16\n\tFastSpeed 35\n\tProjectile\n\tRenderStyle Add\n\tAlpha 1\n\tScale 0.5\n\t-NOGRAVITY\n\tTranslation \"112:127=160:167\"\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"imp/shotx\"\n\tstates\n\t{\n\tSpawn:\n\t\tSTFR A 1 bright A_SpawnItemEx(\"KDBossFlame\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tloop\n\tDeath:\n\t\tBAL7 C 0\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossSmokeGen\", 0, 0, 0)\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossSparkGen\", 0, 0, 0)\n\t\tBAL7 C 6 bright A_Explode(32,256,0)\n\t\tBAL7 DE 6 bright\n\t\tstop\n\t}\n}\n*/\nACTOR STBossAttack2 {\n\tDamageType \"STBossFactor\"\n\tSpeed 20\n\tDamage 1\n\tRadius 24\n\tHeight 24\n\tFastSpeed 35\n\tProjectile\n\t+RIPPER\n\t+NOTIMEFREEZE\n\t+RANDOMIZE\n\tRenderStyle Add\n\tAlpha 1\n\tScale 4.0\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"vile/firecrkl\"\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-40, 40), Random(-40, 40), Random(0, 20), MomX, MomY, 0.1 * Random(-2, 80), 0, 128 | 8, 0)\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_CheckSight(\"NoGen\")\n\t\tTNT1 A 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\t\t//TNT1 A 0 A_SpawnItem(\"KDBossSmokeGen\", 0, 0, 0)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"KDBossBiggerSmoke\", Random(-40, 40), Random(-40, 40), Random(0, 20), MomX, MomY, 0.1 * Random(-2, 80), 0, 128 | 8, 0)\n\t\tFIRE CCBBCCBBCCBDCCDDCCDDEEDDEEDDEEFFEEFFEEFFGGHHGGHHGGHH 1 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tstop\n\tNoGen:\n\t\tFIRE CCBBCCBBCCBDCCDDCCDDEEDDEEDDEEFFEEFFEEFFGGHHGGHHGGHH 1 bright //A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tstop\n\t}\n}\nACTOR STBossAttack3 {\n\tDamageType \"STBossFactor\"\n\tSpeed 20\n\tDamage 8\n\tRadius 18\n\tHeight 18\n\tFastSpeed 35\n\tProjectile\n\tRenderStyle Add\n\tAlpha 1\n\tScale 0.5\n\tTranslation \"112:127=160:167\"\n\t+RANDOMIZE\n\t+RIPPER\n\t+NOTIMEFREEZE\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"imp/shotx\"\n\tstates\n\t{\n\tSpawn:\n\t\tSTFR A 1 bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tloop\n\tDeath:\n\t\tBAL7 C 0\n\t\tTNT1 A 0 A_CheckSight(\"NoGen\")\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossSmokeGen\", 0, 0, 0)\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossSparkGen\", 0, 0, 0)\n\t\tBAL7 C 6 bright A_Explode(32,256,0)\n\t\tBAL7 DE 6 bright\n\t\tstop\n\tNoGen:\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\t\tBAL7 C 6 bright A_Explode(32,256,0)\n\t\tBAL7 DE 6 bright\n\t\tStop\n\t}\n}\n\nACTOR STBossAttack4 {\n\tTranslation Ice\n\tRenderStyle Add\n\tAlpha 1.0\n\t+NOTIMEFREEZE +SHOOTABLE +LOOKALLAROUND +NOPAIN -ISMONSTER -SOLID -FRIENDLY\n\tRadius 16\n\tHeight 16\n\tHealth 1\n\tSpeed 20\n\tReactionTime 2\n\tstates\n\t{\n\tSpawn:\n\t\tSKUL A 0 BRIGHT A_JumpIfInventory(\"Clip\",1,\"Looking\")\n\t\tSKUL A 0 BRIGHT A_GiveInventory(\"Clip\",15)\n\tLooking:\n\t\tSKUL A 0 BRIGHT A_TakeInventory(\"Clip\",1)\n\t\tSKUL A 0 BRIGHT A_JumpIfInventory(\"Clip\",1,1)\n\t\tGoto Death\n\t\tSKUL A 0 BRIGHT A_Wander\n\t\tSKUL A 1 BRIGHT A_Look\n\t\tSKUL A 0 BRIGHT A_Wander\n\t\tSKUL A 1 BRIGHT A_Look\n\t\tSKUL A 0 BRIGHT A_Wander\n\t\tSKUL A 1 BRIGHT A_Look\n\t\tSKUL A 0 BRIGHT A_Wander\n\t\tSKUL A 1 BRIGHT A_Look\n\t\tSKUL B 0 BRIGHT A_Wander\n\t\tSKUL B 1 BRIGHT A_Look\n\t\tSKUL B 0 BRIGHT A_Wander\n\t\tSKUL B 1 BRIGHT A_Look\n\t\tSKUL B 0 BRIGHT A_Wander\n\t\tSKUL B 1 BRIGHT A_Look\n\t\tSKUL B 0 BRIGHT A_Wander\n\t\tSKUL B 1 BRIGHT A_Look\n\t\tloop\n\tSee:\n\t\tSKUL A 0 BRIGHT A_TakeInventory(\"Clip\",1)\n\t\tSKUL A 0 BRIGHT A_JumpIfInventory(\"Clip\",1,1)\n\t\tGoto Death\n\t\tSKUL A 0 BRIGHT A_Wander\n\t\tSKUL A 1 BRIGHT A_Chase(\"Melee\",0, CHF_FASTCHASE | CHF_RESURRECT )\n\t\tSKUL A 0 BRIGHT A_Wander\n\t\tSKUL A 1 BRIGHT A_Chase(\"Melee\",0, CHF_FASTCHASE | CHF_RESURRECT )\n\t\tSKUL A 0 BRIGHT A_Wander\n\t\tSKUL A 1 BRIGHT A_Chase(\"Melee\",0, CHF_FASTCHASE | CHF_RESURRECT )\n\t\tSKUL A 0 BRIGHT A_Wander\n\t\tSKUL A 1 BRIGHT A_Chase(\"Melee\",0, CHF_FASTCHASE | CHF_RESURRECT )\n\t\tSKUL B 0 BRIGHT A_Wander\n\t\tSKUL B 1 BRIGHT A_Chase(\"Melee\",0, CHF_FASTCHASE | CHF_RESURRECT )\n\t\tSKUL B 0 BRIGHT A_Wander\n\t\tSKUL B 1 BRIGHT A_Chase(\"Melee\",0, CHF_FASTCHASE | CHF_RESURRECT )\n\t\tSKUL B 0 BRIGHT A_Wander\n\t\tSKUL B 1 BRIGHT A_Chase(\"Melee\",0, CHF_FASTCHASE | CHF_RESURRECT )\n\t\tSKUL B 0 BRIGHT A_Wander\n\t\tSKUL B 1 BRIGHT A_Chase(\"Melee\",0, CHF_FASTCHASE | CHF_RESURRECT )\n\t\tloop\n\tMelee:\n\t\tSKUL A 0 BRIGHT A_TakeInventory(\"Clip\",1)\n\t\tSKUL A 0 BRIGHT A_JumpIfInventory(\"Clip\",1,1)\n\t\tGoto Death\n\t\tSKUL CD 5 BRIGHT A_CustomMeleeAttack(Random(0,1)*2,\"none\",\"none\",\"CoreFriendly\",0)\n\t\tSKUL A 5 BRIGHT A_Recoil(-32)\n\t\tSKUL A 0 BRIGHT A_Stop\n\t\tgoto See\n\tHeal:\n\t\tgoto Death\n\tDeath:\n\t\tSKUL AABBAABBAA 3 BRIGHT A_FadeOut(0.1)\n\t\tstop\n\t}\n}\nACTOR STBossAttack5\n{\n\tProjectile\n\t+RIPPER -DROPOFF\n\t+BLOODLESSIMPACT\n\tDamage 0\n\tSpeed 20\n\tFastSpeed 15\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 4 A_SpawnItemEx(\"STBossSkeleton\",0,0,0,0,0,0,0,0,224)\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nACTOR STBossAttack5B: StBossAttack5\n{\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 4 A_SpawnItemEx(\"STBossSkeleton2\",0,0,0,0,0,0,0,0,240)\n\t\tTNT1 A 4 A_SpawnItemEx(\"STBossSkeleton\",0,0,0,0,0,0,0,0,240)\n\t\tTNT1 A 4 A_SpawnItemEx(\"STBossAttack4\",0,0,0,0,0,0,0,0,240)\n\t\tTNT1 A 4 A_SpawnItemEx(\"STBossAttack6\",0,0,0,0,0,0,0,0,240)\n\t\tloop\n\t}\n}\n\nACTOR STBossAttack6 : STBossAttack4\n{\n\tstates\n\t{\n\tSpawn:\n\t\tSKUL A 0 BRIGHT A_JumpIfInventory(\"Clip\",1,\"Looking\")\n\t\tSKUL A 0 BRIGHT A_GiveInventory(\"Clip\",75)\n\t\tgoto Looking\n\t}\n}\nACTOR STBossAttack7\n{\n\tDamageType \"STBossFactor\"\n\tSpeed 20\n\tDamage 16\n\tRadius 18\n\tHeight 18\n\tFastSpeed 35\n\tProjectile\n\tRenderStyle Add\n\tAlpha 1\n\tScale 0.75\n\t+RANDOMIZE\n\t+NOTIMEFREEZE\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"imp/shotx\"\n\tstates\n\t{\n\tSpawn:\n\t\tSTFR B 1 bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0 bright A_CheckSight(\"NoGen\")\n\t\tMISL B 6 bright A_Explode(64,256,0)\n\t\tMISL C 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\t\tMISL C 0 A_SpawnItem(\"KDBossSmokeGen\", 0, 0, 0)\n\t\tMISL C 0 A_SpawnItem(\"KDBossSparkGen\", 0, 0, 0)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,18,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,36,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,54,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,72,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,90,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,108,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,126,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,144,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,162,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,180,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,198,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,216,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,234,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,252,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,270,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,288,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,306,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,324,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,342,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,360,2,4)\n\t\tMISL CD 6 bright\n\t\tstop\n\tNoGen:\n\t\tMISL B 6 bright A_Explode(64,256,0)\n\t\tMISL C 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,18,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,36,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,54,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,72,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,90,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,108,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,126,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,144,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,162,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,180,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,198,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,216,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,234,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,252,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,270,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,288,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,306,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,324,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,342,2,4)\n\t\tMISL C 0 A_CustomMissile(\"STBossAttack2\",0,0,360,2,4)\n\t\tMISL CD 6 bright\n\t\tStop\n\t}\n}\nACTOR STBossAttack8\n{\n\tDamageType \"STBossFactor\"\n\tSpeed 0\n\tDamage 1000\n\tRadius 24\n\tHeight 24\n\tFastSpeed 35\n\tProjectile\n\t+RANDOMIZE\n\tRenderStyle Add\n\tAlpha 1\n\tScale 4.0\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"vile/firecrkl\"\n\n\tReactionTime 10\n\n\t+NOTIMEFREEZE\n\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_Explode(random(0,random(0,1)),128,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"KDBossSmoke\", Random(-40, 40), Random(-40, 40), Random(0, 20), MomX, MomY, 0.1 * Random(-2, 80), 0, 128 | 8, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"KDBossFlame\", Random(-40, 40), Random(-40, 40), Random(0, 20), MomX, MomY, 0.1 * Random(-2, 80), 0, 128 | 8, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"KDBossBiggerSmoke\", Random(-40, 40), Random(-40, 40), Random(0, 20), MomX, MomY, 0.1 * Random(-2, 80), 0, 128 | 8, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-40, 40), Random(-40, 40), Random(0, 20), MomX, MomY, 0.1 * Random(-2, 80), 0, 128 | 8, 0)\n\t\tTNT1 A 0 A_CountDown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_CheckSight(\"NoGen\")\n\t\tTNT1 A 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"KDBossSparkGen\", 0, 0, 0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"KDBossBiggerSmoke\", Random(-40, 40), Random(-40, 40), Random(0, 20), MomX, MomY, 0.1 * Random(-2, 80), 0, 128 | 8, 0)\n\t\tFIRE A 0 A_PlaySound(\"vile/firecrkl\")\n\t\tFIRE CBCBCDCDCDEDEDEFEFEFGHGHGH 2 bright A_Explode(random(0,random(0,100)),128,0)\n\t\tstop\n\tNoGen:\n\t\tFIRE A 0 A_PlaySound(\"vile/firecrkl\")\n\t\tFIRE CBCBCDCDCDEDEDEFEFEFGHGHGH 2 bright A_Explode(random(0,random(0,100)),128,0)\n\t\tstop\n\t}\n}\nACTOR STBossSkeleton 32766\n{\n\tobituary \"\\c[G9]%o \\c[G9]got whalloped by a skeleton.\"\n\tDamageFactor \"Wraithverge\", 6\n\tDamageFactor \"CorvusCrossbow\", 1.1\n\tDamageFactor \"DragonClaw\", 1.6\n\thealth 20\n\tscale 0.75\n\tradius 15\n\theight 42\n\tmass 20\n\tspeed 8\n\tpainchance 256\n\tdropitem \"SoulSphere\" 1\n\tseesound \"\"\n\tpainsound \"\"\n\tdeathsound \"skeleton/death\"\n\tactivesound \"\"\n\tTranslation \"48:79=80:111\",\"16:47=80:111\",\"176:191=80:111\",\"160:167=80:103\",\n\t\t\"128:151=88:103\",\"232:235=104:105\",\"236:239=110:111\",\"13:15=107:111\"\n\tMONSTER\n\t+FLOORCLIP +NOBLOOD +NOBLOCKMONST +NOPAIN +DROPOFF\n\tstates\n\t{\n\tSpawn:\n\t\tSKEL Q 0 A_JumpIfInventory(\"Clip\",1,\"Beginning\")\n\t\tSKEL Q 0 A_GiveInventory(\"Clip\",1)\n\t\tGoto Raise\n\tBeginning:\n\t\tSKEL AB 10 A_Look\n\t\tloop\n\tSee:\n\t\tSKEL A 0 A_ChangeFlag(\"NOPAIN\",0)\n\t\tSKEL AAAABBBBCCCCDDDDEEEEFFFF 1 A_Chase\n\t\tloop\n\tMelee:\n\t\tSKEL G 0 A_FaceTarget\n\t\tSKEL G 6 A_SkelWhoosh\n\t\tSKEL H 6 A_FaceTarget\n\t\t//SKEL I 0 A_PlaySound(\"skeleton/melee\")\n\t\tSKEL I 6 A_CustomMeleeAttack(Random(1,Random(1,3)),\"skeleton/melee\",\"skeleton/melee\",\"CoreFriendly\",0)\n\t\tgoto See\n\tPain:\n\t\tSKEL L 5\n    \t\tSKEL L 5 A_Pain\n    \t\tgoto See\n\tPain.Animate:\n    \t\tgoto Death.Animate\n\tDeath:\n\t\tSKEL LM 7\n\t\tSKEL N 7 A_Scream\n\t\tSKEL O 7 A_NoBlocking\n\t\t//SKEL PPPPPPP 1 A_SpawnItemEx(\"KDBossSmallerSmoke\", Random(-7, 7), Random(-7, 7), 0, 0, 0, 0.01 * Random(1, 125), 0, 128, 0)\n\t\tSKEL P 7 //What the lag, tormentor.\n\t\tSKEL Q 1 A_Jump(128,\"FadeOut\")\n\t\tSKEL Q -1\n\t\tstop\n        FadeOut:\n\t\tSKEL QQQQQQQQQQQQ 2 A_FadeOut(0.1)\n\t\tstop\n\tDeath.Animate:\n\t\tSKEL L 1 A_SpawnItemEx(\"STFireEffectB\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tSKEL L 1 A_SpawnItemEx(\"STBossSkeleton2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tstop\n\tRaise:\n\t\tSKEL QPONML 5\n\t\tgoto See\n\t}\n}\n\nACTOR STBossSkeleton2 : STBossSkeleton\n{\n\tobituary \"\\c[Q8]%o \\c[Q8]got whalloped by a skeleton.\"\n\tPainChance 192\n\tdropitem \"MegaSphere\" 4\n\tPainChance \"Animate\", 0\n\tDamageFactor \"Animate\", 0\n\tDamageFactor \"Wraithverge\", 4\n\tDamageFactor \"CorvusCrossbow\", 1.15\n\tDamageFactor \"DragonClaw\", 1.5\n\tDamageFactor \"DukeIce\", 2.0\n\tDamageFactor \"HexenIce\", 2.0\n\tHealth 100\n\tScale 0.85\n\tTranslation \"48:79=168:191\",\"16:47=168:191\",\"176:191=168:191\",\"160:167=168:183\",\n\t\t\"128:151=172:183\",\"232:235=187:188\",\"236:239=190:191\",\"13:15=188:191\"\n\tstates\n\t{\n\tSpawn:\n\t\tSKEL AB 10 A_Look\n\t\tloop\n\tMelee:\n\t\tSKEL G 0 A_FaceTarget\n\t\tSKEL G 6 A_SkelWhoosh\n\t\tSKEL H 6 A_FaceTarget\n\t\t//SKEL I 0 A_PlaySound(\"skeleton/melee\")\n\t\tSKEL I 6 A_CustomMeleeAttack(20,\"skeleton/melee\",\"skeleton/melee\",\"CoreFriendly\",0)\n\t\tgoto See\n\tPain:\n\t\tSKEL L 5\n    \t\tSKEL L 5 A_Pain\n    \t\tgoto See\n\tDeath:\n\t\tSKEL LM 7\n\t\tSKEL N 7 A_Scream\n\t\tSKEL O 7 A_NoBlocking\n\t\tSKEL PPPPPPP 1 A_SpawnItemEx(\"KDBossSmallerSmoke\", Random(-7, 7), Random(-7, 7), 0, 0, 0, 0.01 * Random(1, 125), 0, 128, 0)\n\t\tSKEL Q 1 A_Jump(85,\"FadeOut\")\n\t\tSKEL Q -1\n\t\tstop\n        FadeOut:\n\t\tSKEL QQQQQQQQQQQQ 2 A_FadeOut(0.1)\n\t\tstop\n\tRaise:\n\t\tSKEL QPONML 5\n\t\tgoto See\n\t}\n}\nACTOR STFireEffect {\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tScale 4.0\n\tRenderStyle Add\n\tstates {\n\tSpawn:\n\t\tFIRE ABABCDCDEFEFGHGH 2 bright A_SpawnItemEx(\"KDBossFlame\", Random(-7, 7), Random(-7, 7), 0, 0, 0, 0.01 * Random(1, 125), 0, 128, 0)\n\t\tstop\n\t}\n}\n\nACTOR STFireEffectB : STFireEffect\n{\nScale 1.25\n}\n\nACTOR STFireEffect2 {\n\tDamageType \"STBoss\"\n\tSpeed 20\n\tDamage 1\n\tRadius 24\n\tHeight 24\n\tFastSpeed 35\n\tProjectile\n\t+RIPPER\n\t+RANDOMIZE\n\t+NOTIMEFREEZE\n\tRenderStyle Add\n\tAlpha 1\n\tScale 4.0\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"vile/firecrkl\"\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\tDeath:\n\t\tTNT1 A 0 A_CheckSight(\"NoGen\")\n\t\tTNT1 A 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\t\t//TNT1 A 0 A_SpawnItem(\"KDBossSmokeGen\", 0, 0, 0)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"KDBossBiggerSmoke\", Random(-40, 40), Random(-40, 40), Random(0, 20), MomX, MomY, 0.1 * Random(-2, 80), 0, 128 | 8, 0)\n\t\tTNT1 A 0 A_Explode(128,128,0)\n\t\tFIRE ABABCDCDEFEFGHGH 2 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tstop\n\tNoGen:\n\t\tTNT1 A 0 A_Explode(128,128,0)\n\t\tFIRE ABABCDCDEFEFGHGH 2 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tstop\n\t}\n}\n\n// ============================== SFX Actors by KeksDose\n// =====================================================\n// By adjusting the reactiontime, you can adjust how\n// many particles are spawned in the generator actors.\n\nActor KDBossSparkGen\n{\n\t+NOTIMEFREEZE\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"KDBossSpark\", 0, 0, 0, 0.1 * Random(0, 125), 0.1 * Random(0, 125), 0.1 * Random(0, 140), Random(0, 359), 128, 96)\n\t\tTNT1 A 1 A_SpawnItemEx(\"KDBossSpark\", 0, 0, 0, 0.1 * Random(0, 125), 0.1 * Random(0, 125), 0.1 * Random(0, 140), Random(0, 359), 128, 96)\n\t\tStop\n\t}\n}\n\nActor KDBossSmokeGen : KDBossSparkGen\n{\n\t+NOTIMEFREEZE\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"KDBossSmoke\", 0, 0, 0, 0.1 * Random(0, 12), 0.1 * Random(0, 12), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"KDBossSmoke\", 0, 0, 0, 0.1 * Random(0, 12), 0.1 * Random(0, 12), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n\t\tStop\n\t}\n}\n\nActor KDBossFlameGen : KDBossSmokeGen\n{\n\t+NOTIMEFREEZE\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"KDBossFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"KDBossFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n\t\tStop\n\t}\n}\n\nActor KDBossSpark\n{\n\t+NOTIMEFREEZE\n\t+NoBlockmap\n\t+NoInteraction\n\t+ClientSideOnly\n\tRadius 4\n\tHeight 8\n\tGravity 0.4\n\tRenderStyle Add\n\tScale 0.15\n\tStates\n\t{\n\tSpawn:\n\t\tPAO1 A 35 Bright\n\t\tPAO1 AAA 1 Bright A_FadeOut(0.05)\n\t\tGoto Spawn+1\n\t}\n}\n\nActor KDBossSmoke\n{\n\t+NOTIMEFREEZE\n\t+NoInteraction\n\t+ClientSideOnly\n\tRenderStyle Translucent\n\tScale 0.8\n\tAlpha 0.15\n\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_Jump(256, \"IdleA\", \"IdleB\", \"IdleC\", \"IdleD\")\n\tIdleA:\n\t\tSMOK A 1 A_FadeOut(0.001)\n\t\tLoop\n\tIdleB:\n\t\tSMOK B 1 A_FadeOut(0.001)\n\t\tLoop\n\tIdleC:\n\t\tSMOK C 1 A_FadeOut(0.001)\n\t\tLoop\n\tIdleD:\n\t\tSMOK D 1 A_FadeOut(0.001)\n\t\tLoop\n\t}\n}\n\nActor KDBossBiggerSmoke : KDBossSmoke { Scale 1.5 }\nActor KDBossSmallerSmoke : KDBossSmoke { Scale 0.5 }\n\nActor KDBossFlame\n{\n\t+NOTIMEFREEZE\n\t+NoInteraction\n\t+ClientSideOnly\n\tRenderStyle Add\n\tScale 0.6\n\tAlpha 0.4\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_Jump(256, \"IdleA\", \"IdleB\", \"IdleC\", \"IdleD\")\n\tIdleA:\n\t\tFRED A 1 A_FadeOut(0.0125)\n\t\tLoop\n\tIdleB:\n\t\tFRED B 1 A_FadeOut(0.0125)\n\t\tLoop\n\tIdleC:\n\t\tFRED C 1 A_FadeOut(0.0125)\n\t\tLoop\n\tIdleD:\n\t\tFRED D 1 A_FadeOut(0.0125)\n\t\tLoop\n\t}\n}\n\nActor KDBossBiggerFlame : KDBossFlame { Scale 1.25 }\n\n/*ACTOR Hadouken //Not used anymore. The Old Hadouken Attack was spamming 15 of these.\n{\n\tSpeed 32\n\tDamage 32\n\tMass 9001\n\tRadius 32\n\tHeight 32\n\tFastSpeed 36\n\tProjectile\n\tRenderStyle Add\n\tAlpha 1\n\tDONTHURTSHOOTER\n\t+RANDOMIZE\n\t+RIPPER\n\t+FORCERADIUSDMG\n\t+LOWGRAVITY\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"imp/shotx\"\n\tstates\n\t{\n\tSpawn:\n\t\tSTFR A 1 bright A_SpawnItemEx(\"KDBossFlame\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tloop\n\tDeath:\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"StBossAttack2\", 0, 0, Random(0, 360)) //LAG ALL THE PROCESSORS\n\t\tTNT1 A 0 bright A_Explode(160,640,0) //BLOW UP ALL THE THINGS\n\t\tTNT1 C 0 A_SpawnItem(\"KDBossBiggerFlame\", 0, 0, 0)\n\t\tFIRE CBCBCDCDCDEDEDEFEFEFGHGHGH 2 BRIGHT\n\t\tstop\n\t}\n}*/\n\nACTOR FinalFlash : FastProjectile\n\t{\n\tSpeed 48 //So not actually that fast\n\tDamage 1000\n\tRadius 48\n\tHeight 64\n\tFastSpeed 64\n\tProjectile\n\tRenderStyle Add\n\tAlpha 1\n\tScale 3.0\n\t+RANDOMIZE\n        +DONTREFLECT\n\t+NOTIMEFREEZE\n\t+FORCERADIUSDMG\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"imp/shotx\"\n\tDamageType \"STBoss\"\n\tstates\n\t{\n\tSpawn:\n\t\tWLXP B 1 bright A_SpawnItemEx(\"FinalFlashTrail\", Random(16,-16), Random(16,-16), Random(16,-16), Random(0,8) ,Random(0,8) ,Random(0,8) ,Random(0,360))\n\t\tWLXP B 0 bright A_Explode(Random(224,256),160,0)\n\t\tWLXP B 1 bright A_SpawnItemEx(\"FinalFlashTrail\", Random(16,-16), Random(16,-16), Random(16,-16), Random(0,8) ,Random(0,8) ,Random(0,8) ,Random(0,360))\n\t\tWLXP B 0 bright A_Explode(Random(336,384),96,0)\n\t\tLoop\n\tDeath:\n\t\tNULL A 0 A_Explode(512,512,0)\n\t\tNULL A 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\t\tNULL A 0 A_SpawnItem(\"KDBossSmokeGen\", 0, 0, 0)\n\t\tNULL A 0 A_SpawnItem(\"KDBossSparkGen\", 0, 0, 0)\n\t\tNULL A 0 A_SpawnItem(\"FinalFlashDeath\", 0, 0, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-256,256), random(-256,256), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-256,256), random(-256,256), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-256,256), random(-256,256), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-256,256), random(-256,256), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-272,272), random(-272,272), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-272,272), random(-272,272), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-272,272), random(-272,272), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-272,272), random(-272,272), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-288,288), random(-288,288), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-288,288), random(-288,288), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-288,288), random(-288,288), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-288,288), random(-288,288), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-304,304), random(-304,304), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-304,304), random(-304,304), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-304,304), random(-304,304), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-304,304), random(-304,304), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-320,320), random(-320,320), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-320,320), random(-320,320), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-320,320), random(-320,320), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-320,320), random(-320,320), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-336,336), random(-336,336), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-336,336), random(-336,336), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-336,336), random(-336,336), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-336,336), random(-336,336), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-352,352), random(-352,352), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-352,352), random(-352,352), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-352,352), random(-352,352), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-352,352), random(-352,352), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-368,368), random(-368,368), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-368,368), random(-368,368), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-368,368), random(-368,368), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-368,368), random(-368,368), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-384,384), random(-384,384), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-384,384), random(-384,384), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-384,384), random(-384,384), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-384,384), random(-384,384), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-400,400), random(-400,400), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-400,400), random(-400,400), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-400,400), random(-400,400), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-400,400), random(-400,400), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-416,416), random(-416,416), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-416,416), random(-416,416), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-416,416), random(-416,416), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-416,416), random(-416,416), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-432,432), random(-432,432), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-432,432), random(-432,432), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-432,432), random(-432,432), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-432,432), random(-432,432), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-448,448), random(-448,448), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-448,448), random(-448,448), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-448,448), random(-448,448), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-448,448), random(-448,448), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-464,464), random(-464,464), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-464,464), random(-464,464), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-464,464), random(-464,464), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-464,464), random(-464,464), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-480,480), random(-480,480), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-480,480), random(-480,480), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-480,480), random(-480,480), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-480,480), random(-480,480), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-496,496), random(-496,496), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-496,496), random(-496,496), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-496,496), random(-496,496), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-496,496), random(-496,496), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 0 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tNULL A 1 A_SpawnItemEx(\"FlashFire\", random(-512,512), random(-512,512), random(-128,128), 0, 0, 0, 0, SXF_SETMASTER)\n\t\tstop //There's probably a better way to code that but I don't care enough to change it\n\t}\n}\n\nACTOR FinalFlashTrail\n{\n   Radius 48\n   Height 64\n   Scale 2.5\n   Speed 0\n   PROJECTILE\n   RENDERSTYLE ADD\n   ALPHA 0.67\n   +Nointeraction\n   States\n   {\n   Spawn:\n      WLXP BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 A_FadeOut(0.025)\n      Stop\n   }\n}\n\nACTOR FinalFlashDeath : FinalFlashTrail\n{\n\tStates\n\t{\n\tSpawn:\n\t\tWLXP AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.01)\n\t\tStop\n\t}\n}\n\nACTOR FlashFire\n\t{\n\tSpeed 0\n\tDamage 5\n\tRadius 64\n\tHeight 112\n\tProjectile\n\tAlpha 1\n\tScale 4.0\n\tRenderStyle Add\n\t+RANDOMIZE\n\t+FORCERADIUSDMG\n\t+FLOORHUGGER\n\t+RIPPER\n\tSeeSound \"vile/firestrt\"\n\tDamageType \"STBoss\"\n\tstates\n\t{\n\tSpawn:\n\t\tgoto Death\n\tDeath:\n\t\tFIRE H 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE H 1 bright A_Explode(80,256,0)\n\t\tFIRE H 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE H 1 bright A_Explode(80,256,0)\n\t\tFIRE G 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE G 1 bright A_Explode(80,256,0)\n\t\tFIRE G 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE G 1 bright A_Explode(80,256,0)\n\t\tFIRE F 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE F 1 bright A_Explode(80,256,0)\n\t\tFIRE F 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE F 1 bright A_Explode(80,256,0)\n\t\tFIRE E 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE E 1 bright A_Explode(80,256,0)\n\t\tFIRE E 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE E 1 bright A_Explode(80,256,0)\n\t\tFIRE D 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE D 1 bright A_Explode(80,256,0)\n\t\tFIRE D 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE D 1 bright A_Explode(80,256,0)\n\t\tFIRE C 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE C 1 bright A_Explode(80,256,0)\n\t\tFIRE C 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE C 1 bright A_Explode(80,256,0)\n\t\tFIRE B 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE B 1 bright A_Explode(80,256,0)\n\t\tFIRE B 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE B 1 bright A_Explode(80,256,0)\n\t\tFIRE A 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE A 1 bright A_Explode(80,256,0)\n\t\tFIRE A 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE A 1 bright A_Explode(80,256,0)\n\t\tFIRE B 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE B 1 bright A_Explode(128,256,0)\n\t\tFIRE B 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE B 1 bright A_Explode(128,256,0)\n\t\tFIRE A 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE A 1 bright A_Explode(128,256,0)\n\t\tFIRE A 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE A 1 bright A_Explode(128,256,0)\n\t\tFIRE B 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE B 1 bright A_Explode(128,256,0)\n\t\tFIRE B 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE B 1 bright A_Explode(128,256,0)\n\t\tFIRE A 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE A 1 bright A_Explode(128,256,0)\n\t\tFIRE A 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE A 1 bright A_Explode(128,256,0)\n\t\tFIRE B 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE B 1 bright A_Explode(128,256,0)\n\t\tFIRE B 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE B 1 bright A_Explode(128,256,0)\n\t\tFIRE C 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE C 1 bright A_Explode(96,256,0)\n\t\tFIRE C 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE C 1 bright A_Explode(96,256,0)\n\t\tFIRE B 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE B 1 bright A_Explode(96,256,0)\n\t\tFIRE B 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE B 1 bright A_Explode(96,256,0)\n\t\tFIRE C 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE C 1 bright A_Explode(96,256,0)\n\t\tFIRE C 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE C 1 bright A_Explode(96,256,0)\n\t\tFIRE B 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE B 1 bright A_Explode(96,256,0)\n\t\tFIRE B 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE B 1 bright A_Explode(96,256,0)\n\t\tFIRE C 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE C 1 bright A_Explode(96,256,0)\n\t\tFIRE C 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE C 1 bright A_Explode(96,256,0)\n\t\tFIRE B 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE B 1 bright A_Explode(96,256,0)\n\t\tFIRE D 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE D 1 bright A_Explode(64,256,0)\n\t\tFIRE C 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE C 1 bright A_Explode(64,256,0)\n\t\tFIRE C 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE C 1 bright A_Explode(64,256,0)\n\t\tFIRE D 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE D 1 bright A_Explode(64,256,0)\n\t\tFIRE D 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE D 1 bright A_Explode(64,256,0)\n\t\tFIRE C 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE C 1 bright A_Explode(64,256,0)\n\t\tFIRE C 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE C 1 bright A_Explode(64,256,0)\n\t\tFIRE D 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE D 1 bright A_Explode(64,256,0)\n\t\tFIRE D 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE D 1 bright A_Explode(48,256,0)\n\t\tFIRE E 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE E 1 bright A_Explode(48,256,0)\n\t\tFIRE E 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE E 1 bright A_Explode(48,256,0)\n\t\tFIRE D 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE D 1 bright A_Explode(48,256,0)\n\t\tFIRE D 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE D 1 bright A_Explode(48,256,0)\n\t\tFIRE E 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE E 1 bright A_Explode(48,256,0)\n\t\tFIRE E 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE E 1 bright A_Explode(48,256,0)\n\t\tFIRE D 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE D 1 bright A_Explode(48,256,0)\n\t\tFIRE D 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE D 1 bright A_Explode(48,256,0)\n\t\tFIRE E 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE E 1 bright A_Explode(48,256,0)\n\t\tFIRE E 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE E 1 bright A_Explode(32,256,0)\n\t\tFIRE F 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE F 1 bright A_Explode(32,256,0)\n\t\tFIRE F 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE F 1 bright A_Explode(32,256,0)\n\t\tFIRE E 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE E 1 bright A_Explode(32,256,0)\n\t\tFIRE E 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE E 1 bright A_Explode(32,256,0)\n\t\tFIRE F 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE F 1 bright A_Explode(32,256,0)\n\t\tFIRE F 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE F 1 bright A_Explode(32,256,0)\n\t\tFIRE E 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE E 1 bright A_Explode(32,256,0)\n\t\tFIRE E 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE E 1 bright A_Explode(32,256,0)\n\t\tFIRE F 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE F 1 bright A_Explode(32,256,0)\n\t\tFIRE F 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE F 1 bright A_Explode(32,256,0)\n\t\tFIRE G 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE G 1 bright A_Explode(16,256,0)\n\t\tFIRE G 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE G 1 bright A_Explode(16,256,0)\n\t\tFIRE H 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE H 1 bright A_Explode(16,256,0)\n\t\tFIRE H 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE H 1 bright A_Explode(16,256,0)\n\t\tFIRE G 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE G 1 bright A_Explode(16,256,0)\n\t\tFIRE G 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE G 1 bright A_Explode(16,256,0)\n\t\tFIRE H 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE H 1 bright A_Explode(16,256,0)\n\t\tFIRE H 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE H 1 bright A_Explode(16,256,0)\n\t\tFIRE G 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE G 1 bright A_Explode(16,256,0)\n\t\tFIRE G 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE G 1 bright A_Explode(16,256,0)\n\t\tFIRE H 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE H 1 bright A_Explode(16,256,0)\n\t\tFIRE H 0 bright A_SpawnItemEx(\"KDBossBiggerFlame\", Random(-60, 60), Random(-60, 60), Random(0, 30), MomX, MomY, 0.1 * Random(-2, 160), 0, 128 | 8, 0)\n\t\tFIRE H 1 bright A_Explode(16,256,0)\n\t\tstop\n\t}\n}\nActor STBossAttack9\n{\n\tDamageType \"Animate\"\n\tSpeed 12\n\tDamage 0\n\tRadius 20\n\tHeight 64\n\tFastSpeed 16\n\tProjectile\n\tRenderStyle Add\n\tAlpha 1\n\tScale 0.33\n\t+RANDOMIZE\n   \t+NODAMAGETHRUST\n   \t+DONTSPLASH\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"imp/shotx\"\n\tstates\n\t{\n\tSpawn:\n\t\tSTFR B 1 bright\n\t\tloop\n\tDeath:\n\t\tBAL7 C 6\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\t\t//BAL7 C 0 A_SpawnItem(\"KDBossSmokeGen\", 0, 0, 0)\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossSparkGen\", 0, 0, 0)\n\t\tBAL7 DE 6 bright\n\t\tTNT1 A 17 bright\n\t\tTNT1 A 17\n\t\tTNT1 A 18 A_SpawnItem(\"KDBossSparkGen\", 0, 0, 0)\n\t\tBAL7 E 0 A_Burst(\"STBossDropFire\")\n\t\tstop\n\t}\n}\n\nACTOR STBossDropFire\n{\n   DamageType \"Animate\"\n   Radius 16\n   Height 8\n   Damage 1\n   PROJECTILE\n   RENDERSTYLE ADD\n   ALPHA 0.90\n   DONTHURTSHOOTER\n   -NOGRAVITY\n   +LOWGRAVITY\n   +FORCERADIUSDMG\n   +NOEXPLODEFLOOR\n   +NODAMAGETHRUST\n   +DONTSPLASH\n   +RIPPER\n   States\n   {\n   Spawn:\n      TNT1 A 1 Bright A_Playsound(\"weapons/onfire\")\n      TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n      TNT1 A 1 Bright A_Explode(2,32,0)\n      TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n      TNT1 A 1 Bright A_Explode(2,32,0)\n      TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n      TNT1 A 1 Bright A_Explode(2,32,0)\n      TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n      TNT1 A 1 Bright A_Explode(2,32,0)\n      TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n      TNT1 A 1 Bright A_Explode(2,32,0)\n      TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n      TNT1 A 1 Bright A_Explode(2,32,0)\n      TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n      TNT1 A 1 Bright A_Explode(2,32,0)\n      TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n      TNT1 A 1 Bright A_Explode(2,32,0)\n      TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n      TNT1 A 1 Bright A_Explode(2,32,0)\n      TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n      TNT1 A 1 Bright A_Explode(2,32,0)\n      TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n      TNT1 A 1 Bright A_Explode(2,32,0)\n      TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n      TNT1 A 1 Bright A_Explode(2,32,0)\n      TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n      TNT1 A 1 Bright A_Explode(2,32,0)\n      TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n      TNT1 A 1 Bright A_Explode(2,32,0)\n      TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n      TNT1 A 1 Bright A_Explode(2,32,0)\n      TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n      TNT1 A 1 Bright A_Explode(2,32,0)\n      TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n      TNT1 A 1 Bright A_Explode(2,32,0)\n      TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n      TNT1 A 1 Bright A_Explode(2,32,0)\n      TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n      TNT1 A 1 Bright A_Explode(2,32,0)\n      TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n      TNT1 A 1 Bright A_Explode(2,32,0)\n      TNT1 A 1 Bright A_SpawnItemEx(\"KDBossBiggerFlame\", 0, 0, 0, 0.1 * Random(0, 20), 0.1 * Random(0, 20), 0.1 * Random(0, 25), Random(0, 359), 128, 0)\n      TNT1 A 1 A_Jump(4,1)\n      loop\n      TNT1 A 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n      goto death\n   Death:\n      TNT1 A 1 Bright A_SpawnItem(\"KDBossSmokeGen\", 0, 0, 0)\n      stop\n   }\n}\n\nACTOR SpiritKnight : BaronOfHell\n{\n    +NOBLOCKMONST\n    Health 100\n    meleeDamage 5\n    Translation ice\n    Alpha 0.6\n    RenderStyle Translucent\n\tMissileType SpiritBall\n\tObituary \"\\c[G1]%o\\c[G1]'s existence was ended.\"\n    States\n    {\n\tSpawn:\n\tBOS2 A 0 A_JumpIfInventory(\"Clip\",1,\"Beginning\")\n\tBOS2 A 0 A_GiveInventory(\"Clip\",1)\n\tGoto Raise\n\n\tBeginning:\n\tBOS2 AB 10 A_Look\n\tloop\n\n\tRaise:\n\tBOS2 ONMLKJI 6\n\tgoto See\n\n\tMissile:\n\tBOS2 EF 8 A_FaceTarget\n    \tBOS2 G 8 A_ComboAttack\n    \tgoto See\n\n\tDeath:\n\tBOS2 A 0 A_SpawnItem(\"KDBossIce\",0,0)\n\tBOS2 IJKLMNO 6 A_FadeOut(0.1)\n\tStop\n    }\n}\n\nACTOR SpiritBall : BaronBall\n{\n    damage 4\n    translation ice\n    DamageType \"STBossFactor\"\n}\n\nACTOR SpiritCaller\n{\n\tProjectile\n\t+RIPPER -DROPOFF\n\t+THRUACTORS\n\t+BLOODLESSIMPACT\n\tDamage 0\n\tSpeed 20\n\tFastSpeed 10\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 2 A_SpawnItemEx(\"SpiritKnight\",0,0,0,0,0,0,0,0,224)\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nACTOR SpiritBoss 32765\n{\n    Health 50000\n    Translation ice\n    Mass 100000\n    Radius 48\n    Height 128\n    Alpha 0.8\n    Scale 2.0\n    Speed 8\n    FastSpeed 10\n    PainChance 1\n    Renderstyle translucent\n    MeleeRange 144\n\tDamageFactor \"STBoss\", 0.01\n\tDamageFactor \"STBossFactor\", 0.05\n\tDamageFactor \"Animate\", 0.05\n\tMonster\n\t+FLOORCLIP\n\t//A couple boss flags\n\t+BOSSDEATH +NORADIUSDMG +BOSS +DONTMORPH +DONTRIP\n\t//Aggressive\n\t+LOOKALLAROUND +MISSILEEVENMORE\n\t//Very Persistent\n\t+NOTIMEFREEZE +NOBLOCKMONST\n\t//Exempt from infighting\n\t+NOTARGET +NOINFIGHTING\n\t//Easily Distracted. Trust me, it's the only way you're going to win.\n\t+QUICKTORETALIATE\n\tObituary \"\\c[N0]%o's \\c[N0]existence was erased by the spirit of Mephistopheles.\"\n    states\n    {\n\tSpawn:\n\tBOSS ABCD 6 A_Look\n\tLoop\n\n\tSee:\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tLoop\n\n\tMissile:\n\tBOSS A 0 A_Jump(128,\"Summon1\",\"Summon1\",\"Summon1\",\"Summon1\",\"Summon2\",\"Summon2\",\"Summon2\",\"Summon3\",\"Summon3\",\"Summon4\")\n\tBOSS A 0 A_Jump(192,\"SpiritShot1\",\"SpiritShot2\")\n\tSpiritNuke:\n\tBOSS EF 11 A_FaceTarget\n\tBOSS G 0 A_SpawnItem(\"STIceEffect\", 0, 0, 0)\n\tBOSS G 13 A_CustomMissile(\"SpiritNuke\",64,0,0)\n\tGoto See\n\n\tSpiritShot1:\n\tBOSS EF 6 A_FaceTarget\n\tBOSS G 6 A_CustomMissile(\"SpiritShot1\",64,0,0)\n\tGoto See\n\n\tSpiritShot1:\n\tBOSS EF 8 A_FaceTarget\n\tBOSS GGGG 4 A_CustomMissile(\"SpiritShot2\",64,0,0)\n\tGoto See\n\n\tSummon1:\n\tBOSS H 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS H 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\tGoto See\n\n\tSummon2:\n\tBOSS H 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS H 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS H 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\tGoto See\n\n\tSummon3:\n\tBOSS H 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS H 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS H 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS H 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\tGoto See\n\n\tSummon4:\n\tBOSS H 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS A 1 A_VileChase\n\tBOSS A 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS H 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS B 1 A_VileChase\n\tBOSS B 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS H 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS C 1 A_VileChase\n\tBOSS C 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS H 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS D 1 A_VileChase\n\tBOSS D 0 A_SpawnItemEx(\"PowerFTFire2\", random(32,-32), random(32, -32), -24, 0, 0, 0, 0)\n\tBOSS H 0 A_CustomMissile(\"SpiritCaller\",64,0,Random(0,360))\n\tGoto See\n\n\tMelee:\n\tBOSS EF 16 A_FaceTarget\n\tBOSS G 1\n\tBOSS GGGGGGGGGGGG 0 A_SpawnItemEx(\"PowerFTFire2\", random(-192,192), random(-192,192), 32, random(0,9), random(0,6), random(0,3), 0, 0)\n\tBOSS G 1\n\tBOSS GGGGGGGGGGGG 0 A_SpawnItemEx(\"PowerFTFire2\", random(-192,192), random(-192,192), 32, random(0,12), random(0,6), random(0,3), 0, 0)\n\tBOSS G 1\n\tBOSS GGGGGGGGGGGG 0 A_SpawnItemEx(\"PowerFTFire2\", random(-192,192), random(-192,192), 32, random(0,9), random(0,6), random(0,3), 0, 0)\n\tBOSS G 1\n\tBOSS GGGGGGGGGGGG 0 A_SpawnItemEx(\"PowerFTFire2\", random(-192,192), random(-192,192), 32, random(0,12), random(0,6), random(0,3), 0, 0)\n\tBOSS G 1\n\tBOSS GGGGGGGGGGGG 0 A_SpawnItemEx(\"PowerFTFire2\", random(-224,224), random(-224,224), Random(24,48), random(0,9), random(0,6), random(0,3), 0, 0)\n\tBOSS G 1\n\tBOSS GGGGGGGGGGGG 0 A_SpawnItemEx(\"PowerFTFire2\", random(-224,224), random(-224,224), Random(24,48), random(0,12), random(0,6), random(0,3), 0, 0)\n\tBOSS G 1\n\tBOSS GGGGGGGGGGGG 0 A_SpawnItemEx(\"PowerFTFire2\", random(-224,224), random(-224,224), Random(24,48), random(0,9), random(0,6), random(0,3), 0, 0)\n\tBOSS G 1\n\tBOSS GGGGGGGGGGGG 0 A_SpawnItemEx(\"PowerFTFire2\", random(-224,224), random(-224,224), Random(24,48), random(0,12), random(0,6), random(0,3), 0, 0)\n\tBOSS G 1\n\tBOSS GGGGGGGGGGGG 0 A_SpawnItemEx(\"PowerFTFire2\", random(-256,256), random(-256,256), Random(16,64), random(0,9), random(0,6), random(0,3), 0, 0)\n\tBOSS G 1\n\tBOSS GGGGGGGGGGGG 0 A_SpawnItemEx(\"PowerFTFire2\", random(-256,256), random(-256,256), Random(16,64), random(0,12), random(0,6), random(0,3), 0, 0)\n\tBOSS G 1\n\tBOSS GGGGGGGGGGGG 0 A_SpawnItemEx(\"PowerFTFire2\", random(-256,256), random(-256,256), Random(16,64), random(0,9), random(0,6), random(0,3), 0, 0)\n\tBOSS G 1\n\tBOSS GGGGGGGGGGGG 0 A_SpawnItemEx(\"PowerFTFire2\", random(-256,256), random(-256,256), Random(16,64), random(0,12), random(0,6), random(0,3), 0, 0)\n\tBOSS G 4\n\tGoto See\n\n\tPain:\n\tGoto SpiritNuke\n\n\tDeath:\n\tBOSS IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 5 A_Mushroom(\"STBossIce\", Random(1,8))\n\tBOSS I 8 A_GiveToTarget(\"AwardItem\",9001)\n\tBOSS J 8 Thing_Destroy(0,1)\n\tBOSS K 8 ACS_Execute(910,0)\n\tBOSS LMNO 8 A_FadeOut(0.2)\n\tStop\n\n\tHeal:\n\tBOSS A 0\n\tGoto See\n\n    }\n}\n\nACTOR SpiritShot1\n{\n        DamageType \"STBoss\"\n\tSpeed 24\n\tFastSpeed 32\n\tDamage 3\n\tMass 5\n\tRadius 20\n\tHeight 20\n\tProjectile\n\tScale 3.0\n\tTranslation \"STBoss\"\n\tRenderstyle Add\n\tAlpha 1.0\n\t+RANDOMIZE\n\t+SEEKERMISSILE\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"imp/shotx\"\n\tstates\n\t{\n\tSpawn:\n\t\tSTEM A 0 A_SeekerMissile(2,5)\n\t\tSTEM A 0 A_SpawnItemEx(\"PowerFTFire2\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tSTEM A 0 A_SpawnItemEx(\"PowerFTFire2\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tSTEM A 1 A_SpawnItemEx(\"PowerFTFire2\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItem(\"STIceEffect\", 0, 0, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"KDBossBiggerIce\", 0, 0, 0)\n\t\tTNT1 A 0 A_Mushroom(\"PowerFTFire2\", 12)\n\t\tTNT1 AAAAAAAAAA 0 A_CustomMissile(\"PowerFTFire2\", 0, 0, Random(180,-180),2,Random(180,-180))\n\t\tTNT1 AAAAAAAA 1 A_CustomMissile(\"PowerFTFire2\", 0, 0, Random(180,-180),2,Random(180,-180))\n\t\tTNT1 AAAAAA 2 A_CustomMissile(\"PowerFTFire2\", 0, 0, Random(180,-180),2,Random(180,-180))\n\t\tTNT1 AAAA 3 A_CustomMissile(\"PowerFTFire2\", 0, 0, Random(180,-180),2,Random(180,-180))\n\t\tTNT1 AA 4 A_CustomMissile(\"PowerFTFire2\", 0, 0, Random(180,-180),2,Random(180,-180))\n\t\tstop\n\t}\n}\n\nACTOR SpiritShot2\n{\n        DamageType \"STBoss\"\n\tSpeed 24\n\tFastSpeed 32\n\tDamage 4\n\tMass 5\n\tRadius 20\n\tHeight 20\n\tProjectile\n\tScale 3.0\n\tTranslation \"STBoss\"\n\tRenderstyle Add\n\tAlpha 1.0\n\t+RANDOMIZE\n\t+RIPPER\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"imp/shotx\"\n\tstates\n\t{\n\tSpawn:\n\t\tSTEM A 0 A_SpawnItemEx(\"PowerFTFire2\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tSTEM A 0 A_SpawnItemEx(\"PowerFTFire2\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tSTEM A 1 A_SpawnItemEx(\"PowerFTFire2\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItem(\"STIceEffect\", 0, 0, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"KDBossBiggerIce\", 0, 0, 0)\n\t\tTNT1 A 0 A_Mushroom(\"PowerFTFire2\", 6)\n\t\tTNT1 AAAAA 0 A_CustomMissile(\"PowerFTFire2\", 0, 0, Random(180,-180),2,Random(180,-180))\n\t\tTNT1 AAAA 1 A_CustomMissile(\"PowerFTFire2\", 0, 0, Random(180,-180),2,Random(180,-180))\n\t\tTNT1 AAA 2 A_CustomMissile(\"PowerFTFire2\", 0, 0, Random(180,-180),2,Random(180,-180))\n\t\tTNT1 AA 3 A_CustomMissile(\"PowerFTFire2\", 0, 0, Random(180,-180),2,Random(180,-180))\n\t\tTNT1 A 4 A_CustomMissile(\"PowerFTFire2\", 0, 0, Random(180,-180),2,Random(180,-180))\n\t\tstop\n\t}\n}\n\nACTOR SpiritNuke\n{\n        DamageType \"STBoss\"\n\tSpeed 30\n\tFastSpeed 40\n\tDamage 32\n\tMass 5\n\tRadius 20\n\tHeight 20\n\tProjectile\n\tScale 4.0\n\tTranslation \"STBoss\"\n\tRenderstyle Add\n\tAlpha 1.0\n\t+RANDOMIZE\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"imp/shotx\"\n\tstates\n\t{\n\tSpawn:\n\t\tSTEM A 0 A_SpawnItemEx(\"PowerFTFire2\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tSTEM A 0 A_CustomMissile(\"PowerFTFire2NoDMG\", 0, 0, Random(0,360),2,Random(0,360))\n\t\tSTEM A 0 A_SpawnItemEx(\"PowerFTFire2\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tSTEM A 0 A_CustomMissile(\"PowerFTFire2NoDMG\", 0, 0, Random(0,360),2,Random(0,360))\n\t\tSTEM A 0 A_SpawnItemEx(\"PowerFTFire2\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tSTEM A 1 A_CustomMissile(\"PowerFTFire2NoDMG\", 0, 0, Random(0,360),2,Random(0,360))\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItem(\"STIceEffect\", 0, 0, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"KDBossBiggerIce\", 0, 0, 0)\n\t\tTNT1 A 0 A_Mushroom(\"PowerFTFire2\", 24)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"PowerFTFire2\", 0, 0, Random(180,-180),2,Random(180,-180))\n\t\tTNT1 AAAAAAAAAAAAAAAA 1 A_CustomMissile(\"PowerFTFire2\", 0, 0, Random(180,-180),2,Random(180,-180))\n\t\tTNT1 AAAAAAAAAAAA 2 A_CustomMissile(\"PowerFTFire2\", 0, 0, Random(180,-180),2,Random(180,-180))\n\t\tTNT1 AAAAAAAA 3 A_CustomMissile(\"PowerFTFire2\", 0, 0, Random(180,-180),2,Random(180,-180))\n\t\tTNT1 AAAA 4 A_CustomMissile(\"PowerFTFire2\", 0, 0, Random(180,-180),2,Random(180,-180))\n\t\tstop\n\t}\n}\n\nACTOR STBossIce : STBossAttack2\n{\n\tTranslation Ice\n}\n\nACTOR KDBossIce : KDBossFlame\n{\n\tTranslation Ice\n}\n\nACTOR KDBossBiggerIce : KDBossBiggerFlame\n{\n\tTranslation Ice\n}\n\nACTOR STIceEffect : STFireEffect\n{\n\tTranslation Ice\n\tScale 4.0\n}\n\nACTOR PowerFTFire2\n{\n   Radius 2\n   Height 4\n   Speed 16\n   Damage 1\n   Translation Ice\n   PROJECTILE\n   RENDERSTYLE ADD\n   DamageType \"STBoss\"\n   ALPHA 0.67\n   Scale 0.67\n   SeeSound \"\"\n   DeathSound \"\"\n   DONTHURTSHOOTER\n   +FORCERADIUSDMG\n   States\n   {\n   Spawn:\n      STEM A 2\n      STEM BCD 2 A_Explode(Random(4,8),16,0)\n      STEM EFG 2 A_Explode(Random(4,8),32,0)\n      STEM HIJ 2 A_Explode(Random(4,8),48,0)\n      STEM KJI 2 A_Explode(Random(4,8),64,0)\n      STEM HGFEDCBA 1\n      stop\n   Death:\n      STEM J 1 A_Explode(Random(8,12),96,0)\n      STEM I 1 A_Explode(Random(8,12),72,0)\n      STEM HGECA 1\n      stop\n   }\n}\n\nACTOR PowerFTFire2NoDMG : PowerFTFire2\n{\n   Speed 8\n   Damage 0\n   +NOINTERACTION\n   +CLIENTSIDEONLY\n   States\n   {\n   Spawn:\n      STEM ABCDEFGHIJKJI 2\n      STEM HGFEDCBA 1\n      stop\n   Death:\n      STEM JIHGECA 1\n      stop\n   }\n}\n\nACTOR CyberdemonMk2 32757\n{\n\t//$Category Stronghold_Monsters\n    \tTranslation \"1:2=247:247\", \"48:72=90:111\", \"73:79=5:8\", \"128:140=101:111\", \"141:143=5:7\", \"144:151=5:7\", \"236:239=247:247\"\n\tHealth 50000\n\tMeleeRange 160\n\tRadius 50\n\tHeight 120\n\tMass 1600\n\tSpeed 16\n\tPainChance 1\n\tScale 1.25\n\tMONSTER\n\tMinMissileChance 80\n\t+Boss\n\t+MissileEvenMore\n\t+FloorClip\n\t+DontRip\n\t+DontMorph\n\t+DontHurtSpecies\n\t+NoRadiusDMG\n\t+QuickToRetaliate\n\t+NoTimeFreeze\n\tDropItem \"Megasphere\"\n\tDropItem \"WeaponPowerItem\"\n\tDropItem \"WeaponPowerItem\"\n\tDropItem \"WeaponPowerItem\"\n\tDropItem \"SmartBombItem\"\n\tDropItem \"InvulnerabilityItem\"\n\tDropItem \"InvulnerabilityItem\"\n\tSEESOUND \"cyber/sight\"\n\tPAINSOUND \"cyber/pain\"\n\tDEATHSOUND \"cyber/death\"\n\tACTIVESOUND \"cyber/active\"\n\tOBITUARY \"%o Was Destroyed By The Cyberdemon Mk. II!\"\n\tstates\n\t{\n\tSpawn:\n\t\tCYBR AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tCYBR A 5 A_Hoof\n\t\tCYBR ABBCC 5 A_Chase\n\t\tCYBR D 5 A_Metal\n\t\tCYBR D 5 A_Chase\n\t\tCYBR A 5 A_Hoof\n\t\tCYBR ABBCC 5 A_Chase\n\t\tCYBR D 5 A_Metal\n\t\tCYBR D 5 A_Chase\n\t\tLoop\n\tMissile:\n\t\tCYBR B 0 A_Jump(128, \"LiteSpam\")\n\t\tCYBR B 0 A_Jump(64, \"Devastation\")\n\t\tCYBR E 6 A_FaceTarget\n\t\tCYBR F 0 A_CustomMissile(\"Rocket\", 85, -24, 5)\n\t\tCYBR F 6 A_CustomMissile(\"Rocket\", 85, -24, -5)\n\t\tCYBR F 6 A_CustomMissile(\"Rocket\", 85, -24, 0)\n\t\tCYBR E 6 A_FaceTarget\n\t\tCYBR F 0 A_CustomMissile(\"Rocket\", 85, -24, 10)\n\t\tCYBR F 0 A_CustomMissile(\"Rocket\", 85, -24, -10)\n\t\tCYBR F 6 A_CustomMissile(\"Rocket\", 85, -24, 0)\n\t\tCYBR E 6 A_FaceTarget\n\t\tCYBR F 0 A_CustomMissile(\"Rocket\", 85, -24, 15)\n\t\tCYBR F 0 A_CustomMissile(\"Rocket\", 85, -24, -15)\n\t\tCYBR F 6 A_CustomMissile(\"Rocket\", 85, -24, 0)\n\t\tGoto See\n\tDevastation:\n\t\tCYBR E 32 A_FaceTarget\n\t\tCYBR E 0 A_FaceTarget\n\t\tCYBR F 32 BRIGHT A_CustomMissile (\"DevastatorZone\",85,0,0,0)\n\t\tGoto See\n\tLiteSpam:\n\t\tCYBR B 0 A_Jump(64,\"UltraDevastation\")\n\t\tCYBR F 10 A_FaceTarget\n\t\tCYBR E 0 A_FaceTarget\n\t\tCYBR F 3 BRIGHT A_CustomMissile(\"LiteShot2\", 85, -24, Random(4,-4))\n\t\tCYBR E 0 A_FaceTarget\n\t\tCYBR F 3 BRIGHT A_CustomMissile(\"LiteShot2\", 85, -24, Random(4,-4))\n\t\tCYBR E 0 A_FaceTarget\n\t\tCYBR F 3 BRIGHT A_CustomMissile(\"LiteShot2\", 85, -24, Random(4,-4))\n\t\tCYBR E 0 A_FaceTarget\n\t\tCYBR F 3 BRIGHT A_CustomMissile(\"LiteShot2\", 85, -24, Random(4,-4))\n\t\tCYBR E 0 A_FaceTarget\n\t\tCYBR F 3 BRIGHT A_CustomMissile(\"LiteShot2\", 85, -24, Random(4,-4))\n\t\tCYBR E 0 A_FaceTarget\n\t\tCYBR F 3 BRIGHT A_CustomMissile(\"LiteShot2\", 85, -24, Random(4,-4))\n\t\tCYBR E 0 A_FaceTarget\n\t\tCYBR F 3 BRIGHT A_CustomMissile(\"LiteShot2\", 85, -24, Random(4,-4))\n\t\tCYBR E 0 A_FaceTarget\n\t\tCYBR F 3 BRIGHT A_CustomMissile(\"LiteShot2\", 85, -24, Random(4,-4))\n\t\tCYBR F 0 A_FaceTarget\n\t\tCYBR F 3 BRIGHT A_CustomMissile(\"LiteShot2\", 85, -24, Random(4,-4))\n\t\tCYBR F 0 A_FaceTarget\n\t\tCYBR F 3 BRIGHT A_CustomMissile(\"LiteShot2\", 85, -24, Random(4,-4))\n\t\tCYBR F 0 A_FaceTarget\n\t\tCYBR F 3 BRIGHT A_CustomMissile(\"LiteShot2\", 85, -24, Random(4,-4))\n\t\tCYBR F 0 A_FaceTarget\n\t\tCYBR F 3 BRIGHT A_CustomMissile(\"LiteShot2\", 85, -24, Random(4,-4))\n\t\tCYBR F 0 A_FaceTarget\n\t\tCYBR F 3 BRIGHT A_CustomMissile(\"LiteShot2\", 85, -24, Random(4,-4))\n\t\tCYBR F 0 A_FaceTarget\n\t\tCYBR F 3 BRIGHT A_CustomMissile(\"LiteShot2\", 85, -24, Random(4,-4))\n\t\tCYBR F 0 A_FaceTarget\n\t\tCYBR F 3 BRIGHT A_CustomMissile(\"LiteShot2\", 85, -24, Random(4,-4))\n\t\tCYBR F 0 A_FaceTarget\n\t\tCYBR F 3 BRIGHT A_CustomMissile(\"LiteShot2\", 85, -24, Random(4,-4))\n\t\tGoto See\n\tUltraDevastation:\n\t\tCYBR A 0 A_Jump(192, \"Summon\")\n\t\tCYBR A 1 A_SetInvulnerable\n\t\tCYBR E 64 A_PlaySound (\"cyber/sight\")\n\t\tCYBR E 1 BRIGHT A_Mushroom (\"LiteShotNoDMG\", 7)\n\t\tCYBR E 150 A_PlaySound (\"weapons/bfgf\")\n\t\tCYBR F 0 A_FaceTarget\n\t\tCYBR F 0 BRIGHT A_CustomMissile (\"UltraBallA\", 85,0,0,0)\n\t\tCYBR F 0 BRIGHT A_CustomMissile (\"UltraBallB\", 85,0,90,0)\n\t\tCYBR F 0 BRIGHT A_CustomMissile (\"UltraBallB\", 85,0,180,0)\n\t\tCYBR F 0 BRIGHT A_CustomMissile (\"UltraBallB\", 85,0,270,0)\n\t\tCYBR F 0 BRIGHT A_Mushroom(\"UltraBallC\",5)\n\t\tCYBR F 100 A_FaceTarget\n\t\tCYBR A 1 A_UnsetInvulnerable\n\t\tGoto See\n\tSummon:\n\t\tCYBR E 64 A_FaceTarget\n\t\tCYBR G 0 A_SpawnItemEx(\"MiniCyberSummon\",0,0,0,32,0,0,15,SXF_SETMASTER|SXF_TRANSFERTRANSLATION,0)\n\t\tCYBR G 0 A_SpawnItemEx(\"MiniCyberSummon\",0,0,0,32,0,0,30,SXF_SETMASTER|SXF_TRANSFERTRANSLATION,0)\n\t\tCYBR G 0 A_SpawnItemEx(\"MiniCyberSummon\",0,0,0,32,0,0,45,SXF_SETMASTER|SXF_TRANSFERTRANSLATION,0)\n\t\tCYBR G 0 A_SpawnItemEx(\"MiniCyberSummon\",0,0,0,32,0,0,60,SXF_SETMASTER|SXF_TRANSFERTRANSLATION,0)\n\t\tCYBR G 0 A_SpawnItemEx(\"MiniCyberSummon\",0,0,0,32,0,0,75,SXF_SETMASTER|SXF_TRANSFERTRANSLATION,0)\n\t\tCYBR G 0 A_SpawnItemEx(\"MiniCyberSummon\",0,0,0,32,0,0,90,SXF_SETMASTER|SXF_TRANSFERTRANSLATION,0)\n\t\tCYBR G 0 A_SpawnItemEx(\"MiniCyberSummon\",0,0,0,32,0,0,105,SXF_SETMASTER|SXF_TRANSFERTRANSLATION,0)\n\t\tCYBR G 0 A_SpawnItemEx(\"MiniCyberSummon\",0,0,0,32,0,0,120,SXF_SETMASTER|SXF_TRANSFERTRANSLATION,0)\n\t\tCYBR G 0 A_SpawnItemEx(\"MiniCyberSummon\",0,0,0,32,0,0,150,SXF_SETMASTER|SXF_TRANSFERTRANSLATION,0)\n\t\tCYBR G 0 A_SpawnItemEx(\"MiniCyberSummon\",0,0,0,32,0,0,165,SXF_SETMASTER|SXF_TRANSFERTRANSLATION,0)\n\t\tCYBR G 0 A_SpawnItemEx(\"MiniCyberSummon\",0,0,0,32,0,0,180,SXF_SETMASTER|SXF_TRANSFERTRANSLATION,0)\n\t\tCYBR G 0 A_SpawnItemEx(\"MiniCyberSummon\",0,0,0,32,0,0,195,SXF_SETMASTER|SXF_TRANSFERTRANSLATION,0)\n\t\tCYBR G 0 A_SpawnItemEx(\"MiniCyberSummon\",0,0,0,32,0,0,210,SXF_SETMASTER|SXF_TRANSFERTRANSLATION,0)\n\t\tCYBR G 0 A_SpawnItemEx(\"MiniCyberSummon\",0,0,0,32,0,0,225,SXF_SETMASTER|SXF_TRANSFERTRANSLATION,0)\n\t\tCYBR G 0 A_SpawnItemEx(\"MiniCyberSummon\",0,0,0,32,0,0,240,SXF_SETMASTER|SXF_TRANSFERTRANSLATION,0)\n\t\tCYBR G 0 A_SpawnItemEx(\"MiniCyberSummon\",0,0,0,32,0,0,265,SXF_SETMASTER|SXF_TRANSFERTRANSLATION,0)\n\t\tCYBR G 0 A_SpawnItemEx(\"MiniCyberSummon\",0,0,0,32,0,0,270,SXF_SETMASTER|SXF_TRANSFERTRANSLATION,0)\n\t\tCYBR G 0 A_SpawnItemEx(\"MiniCyberSummon\",0,0,0,32,0,0,285,SXF_SETMASTER|SXF_TRANSFERTRANSLATION,0)\n\t\tCYBR G 0 A_SpawnItemEx(\"MiniCyberSummon\",0,0,0,32,0,0,300,SXF_SETMASTER|SXF_TRANSFERTRANSLATION,0)\n\t\tCYBR G 0 A_SpawnItemEx(\"MiniCyberSummon\",0,0,0,32,0,0,315,SXF_SETMASTER|SXF_TRANSFERTRANSLATION,0)\n\t\tCYBR G 0 A_SpawnItemEx(\"MiniCyberSummon\",0,0,0,32,0,0,330,SXF_SETMASTER|SXF_TRANSFERTRANSLATION,0)\n\t\tCYBR G 0 A_SpawnItemEx(\"MiniCyberSummon\",0,0,0,32,0,0,345,SXF_SETMASTER|SXF_TRANSFERTRANSLATION,0)\n\t\tCYBR G 0 A_SpawnItemEx(\"MiniCyberSummon\",0,0,0,32,0,0,360,SXF_SETMASTER|SXF_TRANSFERTRANSLATION,0)\n\t\tCYBR G 64 A_FaceTarget\n\t\tGoto See\n\tMelee:\n\t\tCYBR A 0 A_Jump(85, \"Melee2\")\n\t\tCYBR E 4 A_FaceTarget\n\t\tCYBR F 1 A_CustomMissile(\"HadesBall\", 85, -24, 0)\n\t\tCYBR FFF 1 A_CustomMissile(\"HadesBall\", 85, -24, random(-20,20))\n\t\tCYBR E 4 A_FaceTarget\n\t\tCYBR F 1 A_CustomMissile(\"HadesBall\", 85, -24, 0)\n\t\tCYBR FFF 1 A_CustomMissile(\"HadesBall\", 85, -24, random(-20,20))\n\t\tCYBR E 4 A_FaceTarget\n\t\tCYBR F 1 A_CustomMissile(\"HadesBall\", 85, -24, 0)\n\t\tCYBR FFF 1 A_CustomMissile(\"HadesBall\", 85, -24, random(-20,20))\n\t\tCYBR E 4 A_FaceTarget\n\t\tCYBR F 1 A_CustomMissile(\"HadesBall\", 85, -24, 0)\n\t\tCYBR FFF 1 A_CustomMissile(\"HadesBall\", 85, -24, random(-20,20))\n\t\tCYBR E 4 A_FaceTarget\n\t\tCYBR F 1 A_CustomMissile(\"HadesBall\", 85, -24, 0)\n\t\tCYBR FFF 1 A_CustomMissile(\"HadesBall\", 85, -24, random(-20,20))\n\t\tCYBR E 4 A_FaceTarget\n\t\tCYBR F 1 A_CustomMissile(\"HadesBall\", 85, -24, 0)\n\t\tCYBR FFF 1 A_CustomMissile(\"HadesBall\", 85, -24, random(-20,20))\n\t\tGoto See\n\tMelee2:\n\t\tCYBR E 70 A_FaceTarget\n\t\tCYBR F 0 A_FaceTarget\n\t\tCYBR F 0 A_CustomMissile(\"DevastatorBall4\", 85,-24,2)\n\t\tCYBR F 0 A_CustomMissile(\"DevastatorBall4\", 85,-24,4)\n\t\tCYBR F 0 A_CustomMissile(\"DevastatorBall4\", 85,-24,6)\n\t\tCYBR F 0 A_CustomMissile(\"DevastatorBall4\", 85,-24,8)\n\t\tCYBR F 0 A_CustomMissile(\"DevastatorBall4\", 85,-24,10)\n\t\tCYBR F 0 A_CustomMissile(\"DevastatorBall4\", 85,-24,12)\n\t\tCYBR F 0 A_CustomMissile(\"DevastatorBall4\", 85,-24,-12)\n\t\tCYBR F 0 A_CustomMissile(\"DevastatorBall4\", 85,-24,-10)\n\t\tCYBR F 0 A_CustomMissile(\"DevastatorBall4\", 85,-24,-8)\n\t\tCYBR F 0 A_CustomMissile(\"DevastatorBall4\", 85,-24,-6)\n\t\tCYBR F 0 A_CustomMissile(\"DevastatorBall4\", 85,-24,-4)\n\t\tCYBR F 0 A_CustomMissile(\"DevastatorBall4\", 85,-24,-2)\n\t\tCYBR F 35 A_CustomMissile(\"CyberDevastatorBall\", 85,-24,0)\n\t\tGoto See\n\tPain:\n\t\tCYBR G 10 A_Pain\n\t\tCYBR F 0 A_UnSetInvulnerable\n\t\tCYBR F 0 A_Jump(128,\"LightningCircle\")\n\t\tCYBR E 70 A_FaceTarget\n\t\tCYBR F 35 A_CustomMissile(\"CyberDevastatorBall\", 85,-24,0)\n\t\tGoto See\n\tLightningCircle:\n\t\tCYBR e 35 A_FaceTarget\n\t\tCYBR F 0 A_CustomMissile(\"LiteShot2\", 85,0,20)\n\t\tCYBR F 0 A_CustomMissile(\"LiteShot2\", 85,0,40)\n\t\tCYBR F 0 A_CustomMissile(\"LiteShot2\", 85,0,60)\n\t\tCYBR F 0 A_CustomMissile(\"LiteShot2\", 85,0,80)\n\t\tCYBR F 0 A_CustomMissile(\"LiteShot2\", 85,0,100)\n\t\tCYBR F 0 A_CustomMissile(\"LiteShot2\", 85,0,120)\n\t\tCYBR F 0 A_CustomMissile(\"LiteShot2\", 85,0,140)\n\t\tCYBR F 0 A_CustomMissile(\"LiteShot2\", 85,0,160)\n\t\tCYBR F 0 A_CustomMissile(\"LiteShot2\", 85,0,180)\n\t\tCYBR F 0 A_CustomMissile(\"LiteShot2\", 85,0,200)\n\t\tCYBR F 0 A_CustomMissile(\"LiteShot2\", 85,0,220)\n\t\tCYBR F 0 A_CustomMissile(\"LiteShot2\", 85,0,240)\n\t\tCYBR F 0 A_CustomMissile(\"LiteShot2\", 85,0,260)\n\t\tCYBR F 0 A_CustomMissile(\"LiteShot2\", 85,0,280)\n\t\tCYBR F 0 A_CustomMissile(\"LiteShot2\", 85,0,300)\n\t\tCYBR F 0 A_CustomMissile(\"LiteShot2\", 85,0,320)\n\t\tCYBR F 0 A_CustomMissile(\"LiteShot2\", 85,0,340)\n\t\tCYBR F 0 A_CustomMissile(\"LiteShot2\", 85,0,360)\n\t\tCYBR F 0 A_CustomMissile(\"DevastatorBall3\", 85,0,30)\n\t\tCYBR F 0 A_CustomMissile(\"DevastatorBall3\", 85,0,60)\n\t\tCYBR F 0 A_CustomMissile(\"DevastatorBall3\", 85,0,90)\n\t\tCYBR F 0 A_CustomMissile(\"DevastatorBall3\", 85,0,120)\n\t\tCYBR F 0 A_CustomMissile(\"DevastatorBall3\", 85,0,150)\n\t\tCYBR F 0 A_CustomMissile(\"DevastatorBall3\", 85,0,180)\n\t\tCYBR F 0 A_CustomMissile(\"DevastatorBall3\", 85,0,210)\n\t\tCYBR F 0 A_CustomMissile(\"DevastatorBall3\", 85,0,240)\n\t\tCYBR F 0 A_CustomMissile(\"DevastatorBall3\", 85,0,270)\n\t\tCYBR F 0 A_CustomMissile(\"DevastatorBall3\", 85,0,300)\n\t\tCYBR F 0 A_CustomMissile(\"DevastatorBall3\", 85,0,330)\n\t\tCYBR F 0 A_CustomMissile(\"DevastatorBall3\", 85,0,360)\n\t\tCYBR F 0 A_CustomMissile(\"DevastatorBall4\", 85,0,30)\n\t\tCYBR F 0 A_CustomMissile(\"DevastatorBall4\", 85,0,60)\n\t\tCYBR F 0 A_CustomMissile(\"DevastatorBall4\", 85,0,90)\n\t\tCYBR F 0 A_CustomMissile(\"DevastatorBall4\", 85,0,120)\n\t\tCYBR F 0 A_CustomMissile(\"DevastatorBall4\", 85,0,150)\n\t\tCYBR F 0 A_CustomMissile(\"DevastatorBall4\", 85,0,180)\n\t\tCYBR F 0 A_CustomMissile(\"DevastatorBall4\", 85,0,210)\n\t\tCYBR F 0 A_CustomMissile(\"DevastatorBall4\", 85,0,240)\n\t\tCYBR F 0 A_CustomMissile(\"DevastatorBall4\", 85,0,270)\n\t\tCYBR F 0 A_CustomMissile(\"DevastatorBall4\", 85,0,300)\n\t\tCYBR F 0 A_CustomMissile(\"DevastatorBall4\", 85,0,330)\n\t\tCYBR F 0 A_CustomMissile(\"DevastatorBall4\", 85,0,360)\n\t\tCYBR F 35\n\t\tGoto See\n\tDeath:\n\t    \tTNT1 A 0 A_GiveToTarget(\"KillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 225)\n\t\tCYBR H 10\n\t\tCYBR H 10 A_Scream\n\t\tCYBR IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 1 BRIGHT A_CustomMissile(\"LiteShotNoDMG\", 85, random(0,45), random(0,360), random(0,360), random(0,360))\n\t\tCYBR JK 10\n\t\tCYBR K 0 A_KillChildren\n\t\tCYBR LLLLLLLLLLLLLLLLLLLLLLL 0 BRIGHT A_CustomMissile(\"LiteShotNoDMG\", 80, 32, random(0,360), 2, random(0,360))\n\t\tCYBR L 10\n\t\tCYBR M 10 A_NoBlocking\n\t\tCYBR NO 10\n\t\tCYBR P 10\n\t\tCYBR P 10 ACS_Execute(910,0)\n\t\tCYBR P -1\n\t\tStop\n\t}\n}\n\nACTOR LiteShot2 : FastProjectile\n{\n   Radius 2\n   Height 3\n   Speed 56\n   Damage 4\n   PROJECTILE\n   RENDERSTYLE ADD\n   Alpha 0.85\n   DamageType \"Cyber2Factor\"\n   SEESOUND \"weapons/devlit\"\n   DEATHSOUND \"weapons/devzap\"\n   +Ripper\n   +StrifeDamage\n   states\n   {\n   Spawn:\n      DLIT AAABBBCCC 1 BRIGHT A_SpawnItemEx(\"LiteTrail\",0,0,0,0,0,0,0,0,128)\n      Loop\n   Death:\n      DLIT DEFGHIJKLMNO 1 BRIGHT\n      Stop\n   }\n}\nACTOR LiteShotNoDMG : LiteShot\n{\n\tDamage 0\n}\nACTOR CyberDevastatorBall : DevastatorBall\n{\n\t-THRUSPECIES\n\tDamageType \"Cyber2Factor\"\n\tStates\n\t{\n   Spawn:\n      DBAL AB 4 Bright\n      DBAL A 4 Bright A_Explode (128,128,0)\n      DBAL A 0 Bright A_Jump (160,3)\n      DBAL AAA 0 Bright A_CustomMissile(\"LiteShot2\",0,0,Random(0,360))\n      DBAL B 4 Bright A_Explode (128,128,0)\n      DBAL B 0 Bright A_Jump (160,3)\n      DBAL BBB 0 Bright A_CustomMissile(\"LiteShot2\",0,0,Random(0,360))\n      Goto Spawn+2\n   Death:\n      DBAL C 5 Bright\n      DBAL D 5 Bright A_Explode\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall3\",0,0,18,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall3\",0,0,36,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall3\",0,0,54,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall3\",0,0,72,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall3\",0,0,90,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall3\",0,0,108,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall3\",0,0,126,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall3\",0,0,144,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall3\",0,0,144,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall3\",0,0,162,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall3\",0,0,180,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall3\",0,0,196,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall3\",0,0,216,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall3\",0,0,234,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall3\",0,0,252,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall3\",0,0,270,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall3\",0,0,288,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall3\",0,0,306,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall3\",0,0,324,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall3\",0,0,342,2)\n      DBAL EFG 5 Bright A_Explode\n      DBAL HI 3 Bright\n      stop\n\t}\n}\nACTOR DevastatorBall3 : DevastatorBall2\n{\n\t-THRUGHOST\n\tDamageType \"Cyber2Factor\"\n}\nACTOR DevastatorBall4 : DevastatorBall3\n{\n\tSpeed 28\n}\nACTOR UltraBallA\n{\n   Radius 12\n   Height 8\n   Speed 30\n   FastSpeed 40\n   Damage 20\n   PROJECTILE\n   ExplosionRadius 360\n   ExplosionDamage 256\n   RENDERSTYLE ADD\n   Alpha 0.90\n   DamageType \"Cyber2Factor\"\n   DontHurtShooter\n   DEATHSOUND \"weapons/devexp\"\n   Decal DevastatorLightning\n   states\n   {\n   Spawn:\n      DBAL AB 4 BRIGHT\n      DBAL A 4 BRIGHT A_Explode (64,128,0)\n      DBAL A 0 BRIGHT A_Jump (160,3)\n      DBAL AAA 0 BRIGHT A_CustomMissile(\"LiteShot2\",0,0,Random(0,360))\n      DBAL B 4 BRIGHT A_Explode (64,128,0)\n      DBAL B 0 BRIGHT A_Jump (160,3)\n      DBAL BBB 0 BRIGHT A_CustomMissile(\"LiteShot2\",0,0,Random(0,360))\n      Goto Spawn+2\n   Death:\n      DBAL C 5 BRIGHT A_Explode\n      DBAL DDDDDDDDDDDDDDDDDDDD 0 BRIGHT A_CustomMissile(\"UltraBallB\",32,0,Random(0,360),2,Random(0,360))\n      DBAL DEFGHI 5 BRIGHT\n      Stop\n   }\n}\n\nACTOR UltraBallB\n{\n   Radius 12\n   Height 8\n   Speed 30\n   Damage 15\n   PROJECTILE\n   ExplosionRadius 320\n   ExplosionDamage 256\n   DontHurtShooter\n   RENDERSTYLE ADD\n   Alpha 0.90\n   DamageType \"Cyber2Factor\"\n   DEATHSOUND \"weapons/devexp\"\n   Decal DevastatorLightning\n   states\n   {\n   Spawn:\n      DBAL AB 4 BRIGHT\n      DBAL A 4 BRIGHT A_Explode (64,128,0)\n      DBAL A 0 BRIGHT A_Jump (160,3)\n      DBAL AAA 0 BRIGHT A_CustomMissile(\"LiteShot2\",0,0,Random(0,360))\n      DBAL B 4 BRIGHT A_Explode (64,128,0)\n      DBAL B 0 BRIGHT A_Jump (160,3)\n      DBAL BBB 0 BRIGHT A_CustomMissile(\"LiteShot2\",0,0,Random(0,360))\n      DBAL AB 4 BRIGHT\n      DBAL A 4 BRIGHT A_Explode (64,128,0)\n      DBAL A 0 BRIGHT A_Jump (160,3)\n      DBAL AAA 0 BRIGHT A_CustomMissile(\"LiteShot2\",0,0,Random(0,360))\n      DBAL B 4 BRIGHT A_Explode (64,128,0)\n      DBAL B 0 BRIGHT A_Jump (160,3)\n      DBAL BBB 0 BRIGHT A_CustomMissile(\"LiteShot2\",0,0,Random(0,360))\n      DBAL AB 4 BRIGHT\n      DBAL A 4 BRIGHT A_Explode (64,128,0)\n      DBAL A 0 BRIGHT A_Jump (160,3)\n      DBAL AAA 0 BRIGHT A_CustomMissile(\"LiteShot2\",0,0,Random(0,360))\n      DBAL B 4 BRIGHT A_Explode (64,128,0)\n      DBAL B 0 BRIGHT A_Jump (160,3)\n      DBAL BBB 0 BRIGHT A_CustomMissile(\"LiteShot2\",0,0,Random(0,360))\n      Goto Death\n   Death:\n      DBAL C 5 BRIGHT A_Explode\n      DBAL DDDDDDDDDDDDDDDDDDDD 0 BRIGHT A_CustomMissile(\"UltraBallC\",32,0,Random(0,360),2,Random(0,360))\n      DBAL DEFGHI 5 BRIGHT\n      Stop\n   }\n}\n\nACTOR UltraBallC\n{\n   Radius 12\n   Height 8\n   Speed 30\n   Damage 12\n   PROJECTILE\n   ExplosionRadius 256\n   ExplosionDamage 256\n   RENDERSTYLE ADD\n   Alpha 0.90\n   DamageType \"Cyber2Factor\"\n   DontHurtShooter\n   DEATHSOUND \"weapons/devexp\"\n   Decal DevastatorLightning\n   states\n   {\n   Spawn:\n      DBAL A 4 BRIGHT\n      DBAL B 4 BRIGHT A_Explode (64,128,0)\n      DBAL A 4 BRIGHT\n      DBAL B 4 BRIGHT A_Explode (64,128,0)\n      DBAL A 4 BRIGHT\n      DBAL B 4 BRIGHT A_Explode (64,128,0)\n      DBAL A 4 BRIGHT\n      DBAL B 4 BRIGHT A_Explode (64,128,0)\n      DBAL A 4 BRIGHT\n      DBAL B 4 BRIGHT A_Explode (64,128,0)\n      DBAL A 4 BRIGHT\n      DBAL B 4 BRIGHT A_Explode (64,128,0)\n   Death:\n      DBAL C 5 BRIGHT A_Explode\n      DBAL DDDDDDDDDDDDDDDDDDDD 0 BRIGHT A_CustomMissile(\"DevastatorBall3\",32,0,Random(0,360),2,Random(0,360))\n      DBAL DEFGHI 5 BRIGHT\n      Stop\n   }\n}\nACTOR DevastatorZone : UltraBallA\n{\n\tScale 1.25\n\tDamage 0\n\tReactionTime 5\n\t-THRUGHOST\n\t+RIPPER\n\t+FORCERADIUSDMG\n\t+FOILINVUL\n\tSpeed 10\n\tStates\n\t{\n\tSpawn:\n\t\tDBAL A 4 A_SetTranslucent(Random(10,100)/100.0)\n\t\tDBAL B 4 A_SetTranslucent(Random(10,100)/100.0)\n\t\tDBAL A 0 A_Jump(128,\"Countdown\")\n\t\tLoop\n\tCountdown:\n\t\tDBAL A 0 A_Countdown\n\t\tGoto Spawn\n\tDeath:\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleRandom\",Random(128,-128),Random(128,-128),-32,0,0,random(0.25,4.00),0,0)\n\t\tLFX2 FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 0 Bright A_SpawnItemEx(\"ZoneKillerLightning\",Random(128,-128),Random(128,-128),0,0,0,0,0,0)\n\t\tLFX2 GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 0 Bright A_SpawnItemEx(\"ZoneKillerLightning\",Random(128,-128),Random(128,-128),0,0,0,0,0,0)\n\t\tLFX2 HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 0 Bright A_SpawnItemEx(\"ZoneKillerLightning\",Random(128,-128),Random(128,-128),0,0,0,0,0,0)\n\t\tLFX2 IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 0 Bright A_SpawnItemEx(\"ZoneKillerLightning\",Random(128,-128),Random(128,-128),0,0,0,0,0,0)\n\t\tLFX2 JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ 0 Bright A_SpawnItemEx(\"ZoneKillerLightning\",Random(128,-128),Random(128,-128),0,0,0,0,0,0)\n\t\tLFX2 FGHIJFGHIJFGHIJ 2 Bright A_Explode(128,128,0)\n\t\tLFX2 FGHIJ 2 Bright A_FadeOut(0.2)\n\t\tStop\n\t}\n}\n\nACTOR ZoneKillerLightning\n{\n   Damage 5\n   Speed 5\n   Radius 8\n   Height 8\n   Damagetype Lightning\n   SeeSound \"weapons/none\"\n   DeathSound \"weapons/gntidl\"\n   Scale 1.25\n   PROJECTILE\n   RENDERSTYLE ADD\n   Alpha 0.6\n   +FLOORHUGGER\n   +HEXENBOUNCE\n   +RIPPER\n   -NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tLFX2 FGHIJFGHIJFGHIJ 2 Bright A_Explode(32,64,0)\n\t\tLFX2 FGHIJ 2 Bright A_FadeOut(0.2)\n\t\tStop\n\t}\n}\n\nACTOR MiniCyberSummon\n{\n   OBITUARY \"%o .\"\n   Radius 1\n   Height 1\n   Speed 32\n   Damage 0\n   PROJECTILE\n   SEESOUND \"\"\n   DEATHSOUND \"\"\n   DontHurtShooter\n   states\n   {\n   Spawn:\n      TNT1 A 0 //First State is skipped.\n      TNT1 AA 1\n   Death:\n      DBAL CDE 5 BRIGHT A_Stop\n      DBAL F 5 BRIGHT A_SpawnItemEx(\"MiniCyber\", 0, 0, 0, 0, 0, 0, 0, SXF_SETMASTER | SXF_TRANSFERTRANSLATION, 0)\n      DBAL GHI 5 BRIGHT\n      Stop\n   }\n}\n\nACTOR MiniCyber 32756\n{\n\t//$Category Stronghold_Monsters\n  //Translation \"1:2=247:247\", \"48:72=90:111\", \"73:79=5:8\", \"128:140=101:111\", \"141:143=5:7\", \"144:151=5:7\", \"236:239=247:247\"\n  OBITUARY \"%o was made into a firework by a mini-Cyberdemon.\"\n  Health 40\n  Radius 20\n  Height 55\n  Scale 0.5\n  Mass 500\n  Speed 12\n  PainChance 255\n  DropItem \"RocketAmmo\" 256\n  DropItem \"Cell\" 256\n  DropItem \"HealthBonus\" 256\n  DropItem \"ArmorBonus\" 256\n  SEESOUND \"cyber/sight\"\n  PAINSOUND \"cyber/pain\"\n  DEATHSOUND \"cyber/death\"\n  ACTIVESOUND \"cyber/active\"\n  MONSTER\n  +NoRadiusDMG //Oh heh these things will annoy everyone.\n  +DontHurtSpecies\n  +FloorClip\n  +MissileMore\n  states\n  {\n  Spawn:\n    CYBR AB 10 A_Look\n    Loop\n  See:\n    CYBR A 2 A_Hoof\n    CYBR ABBCC 2 A_Chase\n    CYBR D 2 A_Metal\n    CYBR D 2\n    Loop\n  Missile:\n    CYBR E 12 A_FaceTarget\n    CYBR F 12 A_CustomMissile(\"MiniRocket\", 20, 0, 0, 0)\n    CYBR E 12 A_FaceTarget\n    CYBR F 12 A_CustomMissile(\"MiniRocket\", 20, 0, 0, 0)\n    CYBR E 12 A_FaceTarget\n    CYBR F 12 A_CustomMissile(\"MiniRocket\", 20, 0, 0, 0)\n    Goto See\n  Pain:\n    CYBR G 10 A_Pain\n    Goto See\n  Death:\n    TNT1 A 0 A_GiveToTarget(\"KillCount\", 1)\n    TNT1 A 0 A_GiveToTarget(\"AwardItem\", 4)\n    CYBR H 10\n    CYBR I 10 A_Scream\n    CYBR JKL 10\n    CYBR M 10 A_NoBlocking\n    CYBR NO 10\n    CYBR P 3000\n    CYBR PPPPPPPPPPPP 2 A_FadeOut(0.1)\n    Stop\n  }\n}\n\nACTOR ChaosCyber 32755\n{\n\t//$Category Stronghold_Monsters\n  Translation \"1:2=247:247\", \"48:72=170:191\", \"73:79=5:8\", \"128:140=181:191\", \"141:143=189:191\", \"144:151=189:191\", \"236:239=247:247\"\n  OBITUARY \"\\c[E9]%o \\c[E9]met an irritating cyberdemon.\"\n  Health 4000\n  Radius 26\n  Height 55\n  Scale 0.5\n  Mass 48\n  Speed 24\n  PainChance 32\n  SEESOUND \"cyber/sight\"\n  PAINSOUND \"cyber/pain\"\n  DEATHSOUND \"cyber/death\"\n  ACTIVESOUND \"cyber/active\"\n  MONSTER\n  +NoRadiusDMG\n  +DontHurtSpecies\n  +FloorClip\n  +MissileMore\n  +MissileEvenMore\n  +LookAllAround\n  +DontRip\n  +DontMorph\n  +Boss\n  states\n  {\n  Spawn:\n    CYBR AB 10 A_Look\n    Loop\n  See:\n    CYBR A 2 A_Hoof\n    CYBR ABBCC 2 A_Chase\n    CYBR D 2 A_Metal\n    CYBR D 2 A_Chase\n    Loop\n  Missile:\n    CYBR A 0 A_Jump(192, \"Missile2\")\n    CYBR E 5 A_FaceTarget\n    CYBR F 10 A_CustomMissile(\"ChaosRocket\", 28, 0, 0, 0)\n    CYBR E 10 A_FaceTarget\n    CYBR F 10 A_CustomMissile(\"ChaosRocket\", 28, 0, 0, 0)\n    CYBR E 10 A_FaceTarget\n    CYBR F 10 A_CustomMissile(\"ChaosRocket\", 28, 0, 0, 0)\n    CYBR A 0 A_Jump(96, \"Missile\")\n    Goto See\n  Missile2:\n  \tCYBR A 0 A_Jump(170, \"Missile3\")\n  \tCYBR E 8 A_FaceTarget\n  \tCYBR E 8 A_FaceTarget\n  \tCYBR E 8 A_FaceTarget\n  \tCYBR E 8 A_FaceTarget\n  \tCYBR F 24 A_CustomMissile(\"CyberEruptionProjectile\", 32, 0, 0, 0)\n   \tCYBR A 0 A_Jump(96, \"Missile\")\n    Goto See\n  Missile3:\n  \tCYBR A 0 A_Jump(128, \"Missile4\")\n  \tCYBR E 0 A_FaceTarget\n  \tCYBR E 3 A_CustomMissile(\"DFlare\", 28, 0, random(-10,10))\n  \tCYBR F 0 A_FaceTarget\n  \tCYBR F 3 A_CustomMissile(\"DFlare\", 28, 0, random(-10,10))\n  \tCYBR E 0 A_FaceTarget\n  \tCYBR E 3 A_CustomMissile(\"DFlare\", 28, 0, random(-10,10))\n  \tCYBR F 0 A_FaceTarget\n  \tCYBR F 3 A_CustomMissile(\"DFlare\", 28, 0, random(-10,10))\n  \tCYBR E 0 A_FaceTarget\n  \tCYBR E 3 A_CustomMissile(\"DFlare\", 28, 0, random(-10,10))\n  \tCYBR F 0 A_FaceTarget\n  \tCYBR F 3 A_CustomMissile(\"DFlare\", 28, 0, random(-10,10))\n  \tCYBR E 0 A_FaceTarget\n  \tCYBR E 3 A_CustomMissile(\"DFlare\", 28, 0, random(-10,10))\n  \tCYBR F 0 A_FaceTarget\n  \tCYBR F 3 A_CustomMissile(\"DFlare\", 28, 0, random(-10,10))\n  \tCYBR E 0 A_FaceTarget\n  \tCYBR E 3 A_CustomMissile(\"DFlare\", 28, 0, random(-10,10))\n  \tCYBR F 0 A_FaceTarget\n  \tCYBR F 3 A_CustomMissile(\"DFlare\", 28, 0, random(-10,10))\n  \tCYBR E 0 A_FaceTarget\n  \tCYBR E 3 A_CustomMissile(\"DFlare\", 28, 0, random(-10,10))\n  \tCYBR F 0 A_FaceTarget\n  \tCYBR F 3 A_CustomMissile(\"DFlare\", 28, 0, random(-10,10))\n  \tCYBR E 0 A_FaceTarget\n  \tCYBR E 3 A_CustomMissile(\"DFlare\", 28, 0, random(-10,10))\n  \tCYBR F 0 A_FaceTarget\n  \tCYBR F 3 A_CustomMissile(\"DFlare\", 28, 0, random(-10,10))\n  \tCYBR E 0 A_FaceTarget\n  \tCYBR E 3 A_CustomMissile(\"DFlare\", 28, 0, random(-10,10))\n  \tCYBR F 0 A_FaceTarget\n  \tCYBR F 3 A_CustomMissile(\"DFlare\", 28, 0, random(-10,10))\n  \tCYBR E 0 A_FaceTarget\n  \tCYBR E 3 A_CustomMissile(\"DFlare\", 28, 0, random(-10,10))\n  \tCYBR F 0 A_FaceTarget\n  \tCYBR F 3 A_CustomMissile(\"DFlare\", 28, 0, random(-10,10))\n  \tCYBR E 0 A_FaceTarget\n  \tCYBR E 3 A_CustomMissile(\"DFlare\", 28, 0, random(-10,10))\n  \tCYBR F 0 A_FaceTarget\n  \tCYBR F 3 A_CustomMissile(\"DFlare\", 28, 0, random(-10,10))\n  \tCYBR E 0 A_FaceTarget\n  \tCYBR E 3 A_CustomMissile(\"DFlare\", 28, 0, random(-10,10))\n  \tCYBR F 0 A_FaceTarget\n  \tCYBR F 3 A_CustomMissile(\"DFlare\", 28, 0, random(-10,10))\n  \tCYBR E 0 A_FaceTarget\n  \tCYBR E 3 A_CustomMissile(\"DFlare\", 28, 0, random(-10,10))\n  \tCYBR F 0 A_FaceTarget\n  \tCYBR F 3 A_CustomMissile(\"DFlare\", 28, 0, random(-10,10))\n  \tCYBR A 0 A_Jump(128, \"See\")\n    Goto Missile3+1\n  Missile4:\n    CYBR E 35 A_FaceTarget\n    CYBR E 0 A_FaceTarget\n    CYBR F 1 BRIGHT A_CustomBulletAttack (0, 0, 1, 0, \"Terminatorpuff\")\n    CYBR F 0 BRIGHT A_PlaySound(\"Terminator/tershotB\")\n    CYBR E 0 A_FaceTarget\n    CYBR E 1 BRIGHT A_CustomBulletAttack (0, 0, 1, 1, \"Terminatorpuff\")\n    CYBR F 0 BRIGHT A_PlaySound(\"Terminator/tershotB\")\n    CYBR E 0 A_FaceTarget\n    CYBR F 1 BRIGHT A_CustomBulletAttack (0, 0, 1, 0, \"Terminatorpuff\")\n    CYBR F 0 BRIGHT A_PlaySound(\"Terminator/tershotB\")\n    CYBR E 0 A_FaceTarget\n    CYBR E 1 BRIGHT A_CustomBulletAttack (0, 0, 1, 1, \"Terminatorpuff\")\n    CYBR F 0 BRIGHT A_PlaySound(\"Terminator/tershotB\")\n    CYBR E 0 A_SpidRefire\n    Goto Missile4+1\n  Melee:\n  \tCYBR E 0 A_FaceTarget\n  \tCYBR EF 3 A_CustomMissile(\"ChaosCyberPyroFlare\", 32, 0, random(-5,5))\n  \tCYBR F 0 A_FaceTarget\n  \tCYBR EF 3 A_CustomMissile(\"ChaosCyberPyroFlare\", 32, 0, random(-5,5))\n  \tCYBR E 0 A_FaceTarget\n  \tCYBR EF 3 A_CustomMissile(\"ChaosCyberPyroFlare\", 32, 0, random(-5,5))\n  \tCYBR F 0 A_FaceTarget\n  \tCYBR EF 3 A_CustomMissile(\"ChaosCyberPyroFlare\", 32, 0, random(-5,5))\n  \tCYBR E 0 A_FaceTarget\n  \tCYBR EF 3 A_CustomMissile(\"ChaosCyberPyroFlare\", 32, 0, random(-5,5))\n  \tCYBR F 0 A_FaceTarget\n  \tCYBR EF 3 A_CustomMissile(\"ChaosCyberPyroFlare\", 32, 0, random(-5,5))\n  \tCYBR E 0 A_FaceTarget\n  \tCYBR EF 3 A_CustomMissile(\"ChaosCyberPyroFlare\", 32, 0, random(-5,5))\n  \tCYBR F 0 A_FaceTarget\n  \tCYBR EF 3 A_CustomMissile(\"ChaosCyberPyroFlare\", 32, 0, random(-5,5))\n  \tCYBR E 0 A_FaceTarget\n  \tCYBR EF 3 A_CustomMissile(\"ChaosCyberPyroFlare\", 32, 0, random(-5,5))\n  \tCYBR F 0 A_FaceTarget\n  \tCYBR EF 3 A_CustomMissile(\"ChaosCyberPyroFlare\", 32, 0, random(-5,5))\n  \tCYBR E 0 A_FaceTarget\n  \tCYBR EF 3 A_CustomMissile(\"ChaosCyberPyroFlare\", 32, 0, random(-5,5))\n  \tCYBR F 0 A_FaceTarget\n  \tCYBR EF 3 A_CustomMissile(\"ChaosCyberPyroFlare\", 32, 0, random(-5,5))\n  \tCYBR E 0 A_FaceTarget\n  \tCYBR EF 3 A_CustomMissile(\"ChaosCyberPyroFlare\", 32, 0, random(-5,5))\n  \tCYBR F 0 A_FaceTarget\n  \tCYBR EF 3 A_CustomMissile(\"ChaosCyberPyroFlare\", 32, 0, random(-5,5))\n  \tCYBR E 0 A_FaceTarget\n  \tCYBR EF 3 A_CustomMissile(\"ChaosCyberPyroFlare\", 32, 0, random(-5,5))\n  \tCYBR F 0 A_FaceTarget\n  \tCYBR EF 3 A_CustomMissile(\"ChaosCyberPyroFlare\", 32, 0, random(-5,5))\n  \tCYBR E 0 A_FaceTarget\n  \tCYBR EF 3 A_CustomMissile(\"ChaosCyberPyroFlare\", 32, 0, random(-5,5))\n  \tCYBR F 0 A_FaceTarget\n  \tCYBR EF 3 A_CustomMissile(\"ChaosCyberPyroFlare\", 32, 0, random(-5,5))\n  \tGoto See\n  Pain:\n    CYBR G 10 A_Pain\n    Goto See\n  Death:\n    TNT1 A 0 A_GiveToTarget(\"KillCount\", 1)\n    TNT1 A 0 A_GiveToTarget(\"AwardItem\", 40)\n    CYBR H 10\n    CYBR I 10 A_Scream\n    CYBR JKL 10\n    CYBR M 10 A_NoBlocking\n    CYBR NO 10\n    CYBR P 3000\n    CYBR PPPPPPPPPPPP 2 A_FadeOut(0.1)\n    Stop\n  }\n}\n\nACTOR MiniRocket\n{\n  Radius 3\n  Height 3\n  Speed 25\n  Scale 0.5\n  Damage (20)\n  DamageType \"Cyber2Factor\"\n  PROJECTILE\n  +Randomize\n  +DEHExplosion\n  +RocketTrail\n  SEESOUND \"weapons/rocklf\"\n  DEATHSOUND \"weapons/rocklx\"\n  OBITUARY \"$OB_MPROCKET\" // \"%o rode %k's rocket.\"\n  states\n  {\n  Spawn:\n    MISL A 1 BRIGHT\n    Loop\n  Death:\n    MISL B 8 BRIGHT\n    MISL C 6 BRIGHT\n    MISL D 4 BRIGHT\n    Stop\n  }\n}\n\nACTOR ChaosRocket\n{\n  Radius 2\n  Height 2\n  Speed 30\n  Scale 0.75\n  Damage 10\n  PROJECTILE\n  DamageType \"Cyber2Factor\"\n  +Randomize\n  +DEHExplosion\n  +RocketTrail\n  SEESOUND \"weapons/rocklf\"\n  DEATHSOUND \"weapons/rocklx\"\n  OBITUARY \"$OB_MPROCKET\" // \"%o rode %k's rocket.\"\n  states\n  {\n  Spawn:\n    MISL A 1 BRIGHT\n    Loop\n  Death:\n    MISL B 8 BRIGHT A_Explode(32,128)\n    MISL C 6 BRIGHT\n    MISL D 4 BRIGHT\n    Stop\n  }\n}\n\nACTOR ChaosCyberPyroFlare : PyroFlare\n{\n    Damage 1\n    Speed 12\n    DamageType \"Cyber2Factor\"\n    States\n    {\n    Spawn:\n      TNT1 A 0\n      TNT1 A 1 Bright Thrustthingz(0, 12, 0, 1)\n      TNT1 A 1 Bright A_SpawnItemEx(\"PyroFX\",0,0,0,0,0,0,0,128)\n      Goto Spawn+2\n    Death:\n      FRFX HIJ 2 Bright\n      FRFX J 0 A_Explode(12,32)\n      FRFX J 0 A_SpawnItem(\"DropFire2\",0,0)\n      FRFX KLMNO 2 Bright\n      stop\n    }\n}\n\nACTOR FTFire2\n{\n   Radius 2\n   Height 4\n   Speed 16\n   Damage 1\n   PROJECTILE\n   RENDERSTYLE ADD\n   DamageType \"Cyber2Factor\"\n   ALPHA 0.67\n   Scale 0.67\n   SeeSound \"weapons/flamer\"\n   DeathSound \"weapons/scorch\"\n   DONTHURTSHOOTER\n   +THRUGHOST\n   +DONTSPLASH\n   States\n   {\n   Spawn:\n      TNT1 A 2\n      FRFX ABCD 2 A_Explode(5,8,0)\n      FRFX D 0 A_Lowgravity\n      FRFX EFG 2 A_Explode(5,16,0)\n      FRFX HIJ 2 A_Explode(5,32,0)\n      FRFX KLM 2 A_Explode(5,64,0)\n      FRFX NO 2\n      stop\n   Death:\n      FRFX HIJ 2 A_Explode(5,32,0)\n      FRFX J 0 A_CustomMissile (\"DropFire2\",0,0,0,4)\n      FRFX KLM 2 A_Explode(5,64,0)\n      FRFX NO 2\n      stop\n   }\n}\nACTOR DropFire2\n{\n   Radius 8\n   Height 40\n   PROJECTILE\n   RENDERSTYLE ADD\n   DamageType \"CoreFriendly\"\n   ALPHA 0.90\n   DONTHURTSHOOTER\n   -NOGRAVITY\n   +LOWGRAVITY\n   +NOEXPLODEFLOOR\n   +NODAMAGETHRUST\n   +THRUGHOST\n   +DONTSPLASH\n   States\n   {\n   Spawn:\n      FLME A 1 A_Playsound(\"weapons/onfire\")\n      FLME A 1 A_Explode(2,32,0)\n      FLME BCDEFGHIJKLMN 2 A_Explode(2,16,0)\n      FLME A 1 A_Playsound(\"weapons/onfire\")\n      FLME A 1 A_Explode(2,32,0)\n      FLME BCDEFGHIJKLMN 2 A_Explode(2,16,0)\n      FLME A 1 A_Playsound(\"weapons/onfire\")\n      FLME A 1 A_Explode(2,32,0)\n      FLME BCDEFGHIJKLMN 2 A_Explode(2,16,0)\n      FLME A 1 A_Playsound(\"weapons/onfire\")\n      FLME A 1 A_Explode(2,32,0)\n      FLME BCDEFGHIJKLMN 2 A_Explode(2,16,0)\n      FLME A 1 A_Playsound(\"weapons/onfire\")\n      FLME A 1 A_Explode(2,32,0)\n      FLME BCDEFGHIJKLMN 2 A_Explode(2,16,0)\n      FLME A 0 A_Jump(192,1)\n      loop\n      TNT1 A 0\n      goto death\n   Death:\n      TNT1 A 1\n      stop\n   }\n}\n\nACTOR CyberEruptionProjectile\n{\n\tDamageType \"Cyber2Factor\"\n\tSpeed 30\n\tDamage 16\n\tRadius 8\n\tHeight 8\n\tFastSpeed 40\n\tProjectile\n\tRenderStyle Add\n\tAlpha 1\n\tScale 0.4\n\tTranslation \"112:127=160:167\"\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"imp/shotx\"\n\tstates\n\t{\n\tSpawn:\n\t\tSTFR B 1 bright A_SpawnItemEx(\"KDBossFlame\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tloop\n\tDeath:\n\t\tBAL7 C 0\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossSmokeGen\", 0, 0, 0)\n\t\tBAL7 C 0 bright A_Explode(64,256,0)\n      \t\tBAL7 CCCCCCCCCCCC 0 Bright A_CustomMissile(\"EruptionB\",random(4,12),0,random(0,360),2,random(0,90))\n\t\tstop\n\t}\n}\n\nACTOR EruptionB\n{\n\tDamageType \"Cyber2Factor\"\n\tSpeed 20\n\tDamage 8\n\tRadius 16\n\tHeight 16\n\tFastSpeed 35\n\tProjectile\n\tRenderStyle Add\n\tAlpha 1\n\tScale 0.3\n\t-NOGRAVITY\n\tTranslation \"112:127=160:167\"\n\tSeeSound \"vile/firestrt\"\n\tDeathSound \"imp/shotx\"\n\tstates\n\t{\n\tSpawn:\n\t\tSTFR AAAA 1 bright A_SpawnItemEx(\"KDBossFlame\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tSTFR A 1 bright A_SpawnItemEx(\"KDBossFlame\", 0, 0, 0, 0.1 * Random(-6, 6), 0.1 * Random(-6, 6), 0.1 * Random(-2, 17), 0, 128, 0)\n\t\tSTFR A 0 bright A_Jump(64,\"Death\")\n\t\tGoto Spawn+3\n\tDeath:\n\t\tBAL7 C 0\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossFlameGen\", 0, 0, 0)\n\t\tBAL7 C 0 A_SpawnItem(\"KDBossSmokeGen\", 0, 0, 0)\n\t\tBAL7 C 0 bright A_Explode(32,256,0)\n\t\tstop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/monsters/bruiserdemon.txt",
        "contents": "ACTOR BruiserDemon 3333\n{\n//$Category Stronghold_Monsters\n        painchance \"Stunner\", 120\n\n\tSpawnID 234\n        Health 1500\n\tRadius 24\n\tHeight 64\n\tMass 2000\n\tSpeed 8\n\tPainChance 15\n\tMonster\n\t+BOSS\n\t+FLOORCLIP\n\t+LOOKALLAROUND\n\t+MISSILEEVENMORE\n\t+NORADIUSDMG\n\tMissileType BruiserBall\n\tSeeSound \"superbaron/scream\"\n\tPainSound \"superbaron/pain\"\n\tDeathSound \"superbaron/death\"\n\tActiveSound \"superbaron/act\"\n\tMeleeSound \"baron/melee\"\n        DamageFactor \"BruiserAttack\",0\n\tObituary \"%o was slaughtered by a Bruiserdemon.\"\n\tHitObituary \"%o was cremated by a Bruiserdemon.\"\n\tMeleeDamage 20\n\tScale 1.25\n\tStates\n\t{\n\tSpawn:\n\t\tBRUS AB 10 Bright A_Look\n\t\tLoop\n\tSee:\n\t\tBRUS AABBCCDD 3 Bright A_Chase\n\t\tLoop\n\tMelee:\n\t\tBRUS E 6 Bright A_FaceTarget\n\t\tBRUS F 6 Bright A_FaceTarget\n\t\tBRUS G 6 Bright A_ComboAttack\n\t\tGoto See\n\tMissile:\n\t\tBRUS E 0 Bright A_Jump(144, 8)\n\t\tBRUS EF 6 Bright A_FaceTarget\n\t\tBRUS G 6 Bright A_MissileAttack\n\t\tBRUS G 0 Bright A_Jump(96, 1)\n\t\tGoto See\n\t\tBRUS HI 6 Bright A_FaceTarget\n\t\tBRUS J 6 Bright A_MissileAttack\n\t\tGoto See\n\t\tBRUS E 0 Bright A_Jump(96, 20)\n\t\tBRUS E 6 Bright A_FaceTarget\n\t\tBRUS F 4 Bright A_FaceTarget\n\t\tBRUS F 2 Bright A_Custommissile(\"BruiserBall2\",56,0,-40,0)\n\t\tBRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,-30,0)\n\t\tBRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,-20,0)\n\t\tBRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,-10,0)\n\t\tBRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,0,0)\n\t\tBRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,10,0)\n\t\tBRUS G 1 Bright A_Custommissile(\"BruiserBall2\",56,0,20,0)\n\t\tBRUS G 0 Bright A_Jump(96, 1)\n\t\tGoto See\n\t\tBRUS H 6 Bright A_FaceTarget\n\t\tBRUS I 4 Bright A_FaceTarget\n\t\tBRUS I 2 Bright A_Custommissile(\"BruiserBall2\",56,0,40,0)\n\t\tBRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,30,0)\n\t\tBRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,20,0)\n\t\tBRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,10,0)\n\t\tBRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,0,0)\n\t\tBRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,-10,0)\n\t\tBRUS J 1 Bright A_Custommissile(\"BruiserBall2\",56,0,-20,0)\n\t\tGoto See\n\t\tBRUS KL 6 Bright A_FaceTarget\n\t\tBRUS M 2 Bright A_Custommissile(\"BruiserFireSpawner\",16,0,-15,0)\n\t\tBRUS M 2 Bright A_Custommissile(\"BruiserFireSpawner\",16,0,0,0)\n\t\tBRUS M 2 Bright A_Custommissile(\"BruiserFireSpawner\",16,0,15,0)\n\t\tGoto See\n\tPain:\n\t\tBRUS N 5 Bright A_Pain\n \t\tGoto See\n        Pain.Stunner:\n                BRUS N 2 A_ChangeFlag(\"NoPain\", 1)\n                BRUS N 300 A_Pain\n                BRUS N 0 A_ChangeFlag(\"NoPain\", 0)\n                goto See\n\tDeath:\n                TNT1 A 0 A_GiveToTarget(\"AwardItem\", 27)\n\t\tBRUD A 6 Bright A_Scream\n\t\tBRUD BCD 4 Bright\n\t\tBRUD EFG 4 Bright\n\t\tBRUD H 4 Bright A_Fall\n\t\tBRUD IJKLMNOP 4 Bright\n\t\tBRUD QRSTUV 4\n\t\tBRUD W 3000\n                BRUD WWWWWWWWWWWW 2 A_FadeOut(0.1)\n\t\tStop\n\t}\n}\n\nACTOR BruiserBall\n{\n\tRadius 16\n\tHeight 16\n\tSpeed 18\n\tDamage 16\n\tProjectile\n\t+RANDOMIZE\n\tRenderStyle \"ADD\"\n\tAlpha 0.9\n\tSeeSound \"imp/attack\"\n\tDeathSound \"imp/shotx\"\n\tStates\n\t{\n\tSpawn:\n\t\tBRBA AABB 2 BRIGHT A_SpawnItemEx(\"BruiserBallTrail\",0,0,0,0,0,0,0,128)\n\t\tLoop\n\tDeath:\n\t\tBRBA KLMNOPQRSTUVWX 3 Bright\n\t\tStop\n\t}\n}\n\nACTOR BruiserBall2\n{\n\tRadius 8\n\tHeight 8\n\tSpeed 10\n\tDamage 8\n\tProjectile\n\t+RANDOMIZE\n\tRenderStyle \"ADD\"\n\tAlpha 0.9\n\tSeeSound \"imp/attack\"\n\tDeathSound \"imp/shotx\"\n\tStates\n\t{\n\tSpawn:\n\t\tBRB2 AB 6 BRIGHT\n\t\tLoop\n\tDeath:\n\t\tBRB2 CDEFGHI 3 Bright\n\t\tStop\n\t}\n}\n\nACTOR BruiserFireSpawner\n{\n\tRadius 8\n\tHeight 8\n\tSpeed 12\n\tDamage 0\n\t+RIPPER\n\t+FLOORHUGGER\n\t+BLOODLESSIMPACT\n\tProjectile\n\tMissileType BruiserFire\n\tMissileheight 0\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 3\n  \t\tTNT1 A 3 Bright A_MissileAttack\n  \t\tTNT1 A 3\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 6\n\t\tStop\n\t}\n}\n\nactor BruiserBallTrail\n{\n    Radius 1\n    Height 1\n    Speed 0\n    PROJECTILE\n    RENDERSTYLE ADD\n    ALPHA 0.70\n    +NOCLIP\n    States\n    {\n    Spawn:\n     \tBRBA CDEFGHIJ 4 Bright\n     \tStop\n    }\n}\n\nACTOR BruiserFire\n{\n\tRadius 1\n    \tHeight 1\n    \tSpeed 0\n    \tDamage 0\n    \tPROJECTILE\n    \tRENDERSTYLE ADD\n    \tALPHA 0.9\n    \t+NOCLIP\n\t+FLOORHUGGER\n        DamageType \"BruiserAttack\"\n\tSeeSound \"weapons/rocklx\"\n    \tStates\n    \t{\n    \tSpawn:\n  \t\tXXBF AB 3 Bright\n    \t\tXXBF C 3 Bright A_Explode(48,128,1)\n\t\tXXBF DEFGHIJKLMNOPQRST 3 Bright\n     \t\tStop\n   \t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/monsters/demolisher.txt",
        "contents": "ACTOR Demolisher 30110\n{\n//$Category Stronghold_Monsters\npainchance \"Stunner\", 128\n\nspawnid 249\nObituary \"%o felt the power of the Spider-Demolisher.\"\nHealth 6000\nRadius 80\nHeight 80\nMass 1000\nSpeed 16\nPainChance 20\nMONSTER\n+NOTARGET\n+FLOORCLIP\n+BOSS\n+MISSILEEVENMORE\n+NORADIUSDMG\nSeeSound \"monster/demsit\"\nAttackSound \"spider/attack\"\nPainSound \"spider/pain\"\nDeathSound \"monster/demdth\"\nActiveSound \"spider/active\"\nStates\n   {\n   Spawn:\n       DEMO AB 10 A_Look\n       Loop\n   See:\n       DEMO A 3 A_Metal\n       DEMO ABB 3 A_Chase\n       DEMO C 3 A_Metal\n       DEMO CDD 3 A_Chase\n       DEMO E 3 A_Metal\n       DEMO EFF 3 A_Chase\n       Loop\n   Missile:\n       DEMO A 0 BRIGHT A_Jump (128,20)\n       DEMO A 20 BRIGHT A_FaceTarget\n       DEMO T 1 BRIGHT A_Playsound (\"weapons/bfgf\")\n       DEMO T 4 BRIGHT A_FaceTarget\n       DEMO T 4 BRIGHT A_FaceTarget\n       DEMO T 5 BRIGHT A_FaceTarget\n       DEMO T 5 BRIGHT A_FaceTarget\n       DEMO T 5 BRIGHT A_FaceTarget\n       DEMO T 5 BRIGHT A_FaceTarget\n       DEMO U 10 BRIGHT A_CustomMissile (\"BFGBall\",32,0,0)\n       DEMO T 0 BRIGHT A_Jump (128,10)\n       DEMO T 1 BRIGHT A_Playsound (\"weapons/bfgf\")\n       DEMO T 4 BRIGHT A_FaceTarget\n       DEMO T 4 BRIGHT A_FaceTarget\n       DEMO T 5 BRIGHT A_FaceTarget\n       DEMO T 5 BRIGHT A_FaceTarget\n       DEMO T 5 BRIGHT A_FaceTarget\n       DEMO T 5 BRIGHT A_FaceTarget\n       DEMO U 10 BRIGHT A_CustomMissile (\"BFGBall\",32,0,0)\n       DEMO T 0 BRIGHT A_Jump (192,1)\n       Goto See\n       DEMO A 20 BRIGHT A_FaceTarget\n       DEMO G 0 BRIGHT A_SPosAttack\n       DEMO G 4 BRIGHT A_SPosAttack\n       DEMO H 0 BRIGHT A_SPosAttack\n       DEMO H 4 BRIGHT A_SPosAttack\n       DEMO H 1 BRIGHT A_SpidRefire\n       Goto Missile+21\n   Pain:\n       DEMO I 3\n       DEMO I 3 A_Pain\n       Goto See\n   Pain.Stunner:\n       DEMO I 2 A_ChangeFlag(\"NoPain\", 1)\n       DEMO I 300 A_Pain\n       DEMO I 0 A_ChangeFlag(\"NoPain\", 0)\n       goto See\n   Death:\n       TNT1 A 0 A_GiveToTarget(\"AwardItem\", 55)\n       DEMO J 20 Bright A_Scream\n       DEMO K 10 Bright A_NoBlocking\n       DEMO LMNOPQR 10 Bright\n       DEMO S 30\n       DEMO S 3000 A_BossDeath\n       DEMO SSSSSSSSSSSS 2 A_FadeOut(0.1)\n       Stop\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/monsters/dunewarrior.txt",
        "contents": "ACTOR DuneWarrior 30040\n{\n//$Category Stronghold_Monsters\n  spawnid 215\n  painchance \"Stunner\", 128\n\n  OBITUARY \"%o was killed by a dune warrior.\"\n  Health 120\n  Radius 20\n  Height 56\n  Mass 100\n  Speed 12\n  PainChance 160\n  SEESOUND \"dune/sight\"\n  ATTACKSOUND \"chainguy/attack\"\n  PAINSOUND \"dune/pain\"\n  DEATHSOUND \"dune/death\"\n  DropItem \"Clip\" 256\n  DropItem \"Shell\" 256\n  DropItem \"RocketAmmo\" 256\n  DropItem \"Cell\" 256\n  MONSTER\n  +FloorClip\n  Decal Bulletchip\n  states\n  {\n  Spawn:\n    ZHRT AB 10 A_Look\n    Loop\n  See:\n    ZHRT AABBCCDD 4 A_Chase\n    Loop\n  Missile:\n    ZHRT E 0 A_Jump(80, 6)\n    ZHRT E 0 A_Jump(80, 20)\n    ZHRT E 0 A_Jump(80, 24)\n    ZHRT E 10 A_FaceTarget\n    ZHRT F 10 A_CustomMissile(\"DuneWarriorGrenade\", 32, 0, random(16,-16), 0)\n    ZHRT E 10\n    Goto See\n    ZHRT E 10 A_FaceTarget\n    ZHRT FE 4 BRIGHT A_CPosAttack\n    ZHRT F 1\n    ZHRT FE 4 BRIGHT A_CPosAttack\n    ZHRT F 1\n    ZHRT FE 4 BRIGHT A_CPosAttack\n    ZHRT F 1\n    ZHRT FE 4 BRIGHT A_CPosAttack\n    ZHRT F 1\n    ZHRT FE 4 BRIGHT A_CPosAttack\n    ZHRT F 1\n    Goto See\n    ZHRT E 6 A_FaceTarget\n    ZHRT F 12 A_CustomMissile(\"DuneWarriorMissile\", 32, 0, random(16,-16), 0)\n    ZHRT E 12 A_FaceTarget\n    ZHRT F 12 A_CustomMissile(\"DuneWarriorMissile\", 32, 0, random(16,-16), 0)\n    Goto See\n    //ZHRT A 0 A_SetInvulnerable\n    //ZHRT A 0 A_UnSetShootable //I'm sorry, but that's cheating.\n    ZHRT A 0 A_PlaySound(\"dune/active\")\n    ZHRT A 1 A_SetTranslucent(0.8, 0)\n    ZHRT A 1 A_SetTranslucent(0.6, 0)\n    ZHRT A 1 A_SetTranslucent(0.4, 0)\n    ZHRT A 1 A_SetTranslucent(0.3, 0)\n    ZHRT A 1 A_SetTranslucent(0.0, 0)\n    ZHRT AABBCCDDAABBCCDDAABBCCDDAABBCCDD 4 A_ExtChase(0,0)\n    ZHRT A 0 A_PlaySound(\"dune/active\")\n    ZHRT C 1 A_SetTranslucent(0.2, 0)\n    ZHRT C 1 A_SetTranslucent(0.4, 0)\n    ZHRT D 1 A_SetTranslucent(0.6, 0)\n    ZHRT D 1 A_SetTranslucent(0.8, 0)\n    ZHRT D 1 A_SetTranslucent(1.0, 0)\n    //ZHRT A 0 A_UnsetInvulnerable\n    //ZHRT A 0 A_SetShootable\n    Goto Missile+22\n  Pain:\n    ZHRT G 3\n    ZHRT G 3 A_Pain\n    ZHRT G 0 A_Jump(128,1)\n    Goto Missile\n    ZHRT G 0\n    Goto Missile+27\n  Pain.Stunner:\n       ZHRT G 2 A_ChangeFlag(\"NoPain\", 1)\n       ZHRT G 300 A_Pain\n       ZHRT G 0 A_ChangeFlag(\"NoPain\", 0)\n       goto See\n  Death:\n    TNT1 A 0 A_GiveToTarget(\"AwardItem\", 5)\n    TNT1 A 0 A_SetTranslucent(1.0, 0)\n    ZHRT H 5\n    ZHRT I 5 A_Scream\n    ZHRT J 5 A_NoBlocking\n    ZHRT K 5\n    ZHRT L 3000\n    ZHRT LLLLLLLLLLLL 2 A_FadeOut(0.1)\n    Stop\n  XDeath:\n    TNT1 A 0 A_GiveToTarget(\"AwardItem\", 8)\n    TNT1 A 0 A_SetTranslucent(1.0, 0)\n    ZHRT O 5\n    ZHRT P 5 A_XScream\n    ZHRT Q 5 A_NoBlocking\n    ZHRT RTUV 5\n    ZHRT W 3000\n    ZHRT WWWWWWWWWWWW 2 A_FadeOut(0.1)\n    Stop\n  Raise:\n    ZHRT KJIH 5\n    Goto See\n  }\n}\n\nACTOR DuneWarriorMissile\n{\n   Radius 8\n   Height 12\n   Speed 20\n   Damage 10\n   Scale 0.6\n   SpawnID 251\n   PROJECTILE\n   RENDERSTYLE Normal\n   SeeSound \"monster/brufir\"\n   DeathSound \"weapons/hellex\"\n   DONTHURTSHOOTER\n   +FIREDAMAGE\n   States\n   {\n   Spawn:\n      FBRS A 1 Bright\n      FBRS A 1 Bright A_SpawnItemEx(\"BruiserTrail\",0,0,0,0,0,0,0,128)\n      loop\n   Death:\n      BAL3 C 0 Bright A_SetTranslucent (0.67,1)\n      BAL3 C 6 Bright\n      BAL3 D 6 Bright A_Explode(64,64,0)\n      BAL3 E 6 Bright\n      stop\n   }\n}\n\nACTOR DuneWarriorGrenade\n{\n  Radius 6\n  Height 8\n  Speed 20\n  SEESOUND \"dune/bounce\"\n  DEATHSOUND \"catharsi/shotdth\"\n  PROJECTILE\n  -Shootable\n  +DoomBounce\n  +Randomize\n  -NoGravity\n  states\n  {\n  Spawn:\n    THR2 A 4 A_PlaySound(\"catharsi/thermtick\")\n    THR2 B 16\n    THR2 A 4 A_PlaySound(\"catharsi/thermtick\")\n    THR2 B 16\n    THR2 A 4 A_PlaySound(\"catharsi/thermtick\")\n    THR2 B 16\n    THR2 A 4 A_PlaySound(\"catharsi/thermtick\")\n    THR2 B 16\n    THR2 A 4 A_PlaySound(\"catharsi/thermtick\")\n    THR2 B 16\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 0)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 20)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 40)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 60)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 80)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 100)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 120)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 140)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 160)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 180)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 200)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 220)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 240)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 260)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 280)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 300)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 320)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 340)\n    SDFB BCDE 6 BRIGHT A_Die\n    Loop\n  Death:\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 0)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 20)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 40)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 60)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 80)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 100)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 120)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 140)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 160)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 180)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 200)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 220)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 240)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 260)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 280)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 300)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 320)\n    SDFB B 0 A_CustomMissile(\"CatharsiBall\", 4, 2, 340)\n    SDFB BCDE 6 BRIGHT A_Die\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/monsters/infernodemon.txt",
        "contents": "//The Inferno Demon is a mighty demon with full control over the power of fire. This monster took a shit load of time to create and perfect, I hope you like it.\n//I recommend to use it only as a boss like monster as it is extremely powerful and can kill you really fast if you haven't mastered dodging. He can't hurt himself\n//cause he uses a damage type and is resistant to his own damage type. He has about 5 attacks, one of which has about 20 different combinations.\n\nACTOR InfernoDemon 12345\n{\n  Health 20000\n  Speed 20\n  Radius 48\n  Height 96\n  Mass 50000\n  Damage 15\n  Scale 1.25\n  BloodColor \"Orange\"\n  Monster\n  PainChance 4\n  +MISSILEMORE\n  +MISSILEEVENMORE\n  +BOSS\n  +FLOORCLIP\n  +NOTARGET\n  +NOICEDEATH\n  damagefactor \"Fire\", 0.25\n  damagefactor \"Inferno\", 0\n  painchance \"HexenIce\", 16\n  painchance \"DukeIce\", 16\n  MinMissileChance 128\n  SeeSound \"Infdem/see\"\n  PainSound \"Infdem/pain\"\n  DeathSound \"Infdem/death\"\n  ActiveSound \"Infdem/active\"\n  Obituary \"%o was sent to burn in the fires of hell for an eternity.\"\n\n  States\n  {\n  Spawn:\n    XDIB A 5 A_Look\n    Loop\n  See:\n    XDIB A 0 A_JumpIfHealthLower(18000,\"See2\")\n    XDIB A 0 A_PlaySound(\"KoraxStep\")\n    XDIB A 0 Radius_Quake(0,5,0,2,0)\n    XDIB A 12 A_Chase\n    XDIB B 12 A_Chase\n    XDIB C 0 A_PlaySound(\"KoraxStep\")\n    XDIB C 0 Radius_Quake(0,5,0,10,0)\n    XDIB C 12 A_Chase\n    XDIB D 12 A_Chase\n    Goto See\n  See1:\n    XDIB A 0 A_JumpIfHealthLower(16000,\"See2\")\n    XDIB A 0 A_PlaySound(\"KoraxStep\")\n    XDIB A 0 Radius_Quake(1,5,0,4,0)\n    XDIB A 11 A_Chase\n    XDIB B 11 A_Chase\n    XDIB C 0 A_PlaySound(\"KoraxStep\")\n    XDIB C 0 Radius_Quake(1,5,0,10,0)\n    XDIB C 11 A_Chase\n    XDIB D 11 A_Chase\n    Goto See\n  See2:\n    XDIB A 0 A_JumpIfHealthLower(14000,\"See3\")\n    XDIB A 0 A_PlaySound(\"KoraxStep\")\n    XDIB A 0 Radius_Quake(2,5,0,6,0)\n    XDIB A 10 A_Chase\n    XDIB B 10 A_Chase\n    XDIB C 0 A_PlaySound(\"KoraxStep\")\n    XDIB C 0 Radius_Quake(2,5,0,10,0)\n    XDIB C 10 A_Chase\n    XDIB D 10 A_Chase\n    Goto See\n  See3:\n    XDIB A 0 A_JumpIfHealthLower(12000,\"See4\")\n    XDIB A 0 A_PlaySound(\"KoraxStep\")\n    XDIB A 0 Radius_Quake(3,5,0,8,0)\n    XDIB A 9 A_Chase\n    XDIB B 9 A_Chase\n    XDIB C 0 A_PlaySound(\"KoraxStep\")\n    XDIB C 0 Radius_Quake(3,5,0,10,0)\n    XDIB C 9 A_Chase\n    XDIB D 9 A_Chase\n    Goto See\n  See4:\n    XDIB A 0 A_JumpIfHealthLower(10000,\"See5\")\n    XDIB A 0 A_PlaySound(\"KoraxStep\")\n    XDIB A 0 Radius_Quake(4,5,0,10,0)\n    XDIB A 8 A_Chase\n    XDIB B 8 A_Chase\n    XDIB C 0 A_PlaySound(\"KoraxStep\")\n    XDIB C 0 Radius_Quake(4,5,0,10,0)\n    XDIB C 8 A_Chase\n    XDIB D 8 A_Chase\n    Goto See\n  See5:\n    XDIB A 0 A_JumpIfHealthLower(8000,\"See6\")\n    XDIB A 0 A_PlaySound(\"KoraxStep\")\n    XDIB A 0 Radius_Quake(5,5,0,12,0)\n    XDIB A 7 A_Chase\n    XDIB B 7 A_Chase\n    XDIB C 0 A_PlaySound(\"KoraxStep\")\n    XDIB C 0 Radius_Quake(5,5,0,10,0)\n    XDIB C 7 A_Chase\n    XDIB D 7 A_Chase\n    Goto See\n  See6:\n    XDIB A 0 A_JumpIfHealthLower(6000,\"See7\")\n    XDIB A 0 A_PlaySound(\"KoraxStep\")\n    XDIB A 0 Radius_Quake(6,5,0,14,0)\n    XDIB A 6 A_Chase\n    XDIB B 6 A_Chase\n    XDIB C 0 A_PlaySound(\"KoraxStep\")\n    XDIB C 0 Radius_Quake(6,5,0,10,0)\n    XDIB C 6 A_Chase\n    XDIB D 6 A_Chase\n    Goto See\n  See7:\n    XDIB A 0 A_JumpIfHealthLower(4000,\"See8\")\n    XDIB A 0 A_PlaySound(\"KoraxStep\")\n    XDIB A 0 Radius_Quake(7,5,0,16,0)\n    XDIB A 5 A_Chase\n    XDIB B 5 A_Chase\n    XDIB C 0 A_PlaySound(\"KoraxStep\")\n    XDIB C 0 Radius_Quake(7,5,0,10,0)\n    XDIB C 5 A_Chase\n    XDIB D 5 A_Chase\n    Goto See\n  See8:\n    XDIB A 0 A_JumpIfHealthLower(2000,\"See9\")\n    XDIB A 0 A_PlaySound(\"KoraxStep\")\n    XDIB A 0 Radius_Quake(8,5,0,18,0)\n    XDIB A 4 A_Chase\n    XDIB B 4 A_Chase\n    XDIB C 0 A_PlaySound(\"KoraxStep\")\n    XDIB C 0 Radius_Quake(8,5,0,10,0)\n    XDIB C 4 A_Chase\n    XDIB D 4 A_Chase\n    Goto See\n  See9:\n    XDIB A 0 A_PlaySound(\"KoraxStep\")\n    XDIB A 0 Radius_Quake(9,5,0,20,0)\n    XDIB A 3 A_Chase\n    XDIB B 3 A_Chase\n    XDIB C 0 A_PlaySound(\"KoraxStep\")\n    XDIB C 0 Radius_Quake(9,5,0,10,0)\n    XDIB C 3 A_Chase\n    XDIB D 3 A_Chase\n    Goto See\n  Missile:\n    XDIB A 1 A_Jump(128,\"A1\",\"A2\",\"A3\",\"A4\",\"A5\",\"A6\",\"A7\",\"A8\",\"A9\",\"A10\",\"A11\",\"A12\",\"A13\",\"A14\",\"A15\",\"A16\",\"A17\",\"A18\",\"A19\",\"A20\",\"A0\")\n    XDIB A 1 A_Jump(256,\"Missile1\",\"Missile2\",\"Missile3\",\"Missile4\")\n  Missile1:\n    XDIB A 0 Bright A_JumpIfHealthLower(8000,\"Missile1A\")\n    XDIB A 2 Bright A_FaceTarget\n\tXDIB G 2 Bright A_SpawnItemEx(\"FirePuff\",-24,0,96,0,0,5,128)\n\tXDIB G 2 Bright A_SpawnItemEx(\"FirePuff\",-24,0,96,0,0,5,128)\n\tXDIB G 2 Bright A_SpawnItemEx(\"FirePuff\",-24,0,96,0,0,5,128)\n    XDIB G 15 Bright A_CustomMissile(\"MeteorBolt\",37,0,0,0,0)\n\tGoto See\n  Missile1A:\n    XDIB A 2 Bright A_FaceTarget\n\tXDIB G 2 Bright A_SpawnItemEx(\"FirePuff\",-24,0,96,0,0,5,128)\n\tXDIB G 2 Bright A_SpawnItemEx(\"FirePuff\",-24,0,96,0,0,5,128)\n\tXDIB G 2 Bright A_SpawnItemEx(\"FirePuff\",-24,0,96,0,0,5,128)\n    XDIB GGG 25 Bright A_CustomMissile(\"MeteorBolt\",37,0,0,0,0)\n\tGoto See\n  Missile2:\n    XDIB A 0 Bright A_JumpIfHealthLower(4000,\"Missile2D\")\n    XDIB A 0 Bright A_JumpIfHealthLower(8000,\"Missile2C\")\n    XDIB A 0 Bright A_JumpIfHealthLower(12000,\"Missile2B\")\n    XDIB A 0 Bright A_JumpIfHealthLower(16000,\"Missile2A\")\n\tXDIB A 2 Bright A_FaceTarget\n    XDIB H 15 Bright A_CustomMissile(\"InfernoBomb\",75,0,0,0,0)\n    Goto See\n  Missile2A:\n\tXDIB A 2 Bright A_FaceTarget\n    XDIB H 0 Bright A_SpawnItemEx(\"ChargeBall1\",160,0,0)\n    XDIB H 15 Bright A_CustomMissile(\"InfernoBomb\",75,0,0,0,0)\n\tXDIB A 20 Bright A_FaceTarget\n    XDIB H 15 Bright A_CustomMissile(\"InfernoBomb\",75,0,0,0,0)\n    Goto See\n  Missile2B:\n\tXDIB A 2 Bright A_FaceTarget\n    XDIB H 0 Bright A_SpawnItemEx(\"ChargeBall3\",192,0,0)\n    XDIB H 15 Bright A_CustomMissile(\"InfernoBomb\",75,0,0,0,0)\n\tXDIB A 20 Bright A_FaceTarget\n    XDIB H 15 Bright A_CustomMissile(\"InfernoBomb\",75,0,0,0,0)\n\tXDIB A 20 Bright A_FaceTarget\n    XDIB H 15 Bright A_CustomMissile(\"InfernoBomb\",75,0,0,0,0)\n    Goto See\n  Missile2C:\n\tXDIB A 2 Bright A_FaceTarget\n    XDIB H 0 Bright A_SpawnItemEx(\"ChargeBall5\",224,0,0)\n    XDIB H 15 Bright A_CustomMissile(\"InfernoBomb\",75,0,0,0,0)\n\tXDIB A 2 Bright A_FaceTarget\n    XDIB H 15 Bright A_CustomMissile(\"InfernoBomb\",75,0,0,0,0)\n    Goto See\n  Missile2D:\n\tXDIB A 2 Bright A_FaceTarget\n    XDIB H 0 Bright A_SpawnItemEx(\"ChargeBall7\",256,0,0)\n    XDIB H 15 Bright A_CustomMissile(\"InfernoBomb\",75,0,0,0,0)\n\tXDIB A 2 Bright A_FaceTarget\n    XDIB H 15 Bright A_CustomMissile(\"InfernoBomb\",75,0,0,0,0)\n\tXDIB A 2 Bright A_FaceTarget\n    XDIB H 15 Bright A_CustomMissile(\"InfernoBomb\",75,0,0,0,0)\n    Goto See\n  Missile3:\n\tXDIB B 20 Bright A_FaceTarget\n\tXDIB B 0 Bright A_CustomMissile(\"FireBeam\",0,0,0,2,0)\n\tXDIB B 0 Bright A_CustomMissile(\"FireBeam\",0,0,20,2,0)\n\tXDIB B 0 Bright A_CustomMissile(\"FireBeam\",0,0,40,2,0)\n\tXDIB B 0 Bright A_CustomMissile(\"FireBeam\",0,0,60,2,0)\n\tXDIB B 0 Bright A_CustomMissile(\"FireBeam\",0,0,80,2,0)\n\tXDIB B 0 Bright A_CustomMissile(\"FireBeam\",0,0,-20,2,0)\n\tXDIB B 0 Bright A_CustomMissile(\"FireBeam\",0,0,-40,2,0)\n\tXDIB B 0 Bright A_CustomMissile(\"FireBeam\",0,0,-60,2,0)\n\tXDIB B 0 Bright A_CustomMissile(\"FireBeam\",0,0,-80,2,0)\n\tXDIB C 0 Radius_Quake(20,35,0,40,0)\n\tXDIB C 0 A_JumpIfHealthLower(16000,\"Missile3A\")\n  Missile3A:\n    XDIB C 20 Bright\n\tXDIB B 20 Bright A_FaceTarget\n\tXDIB B 0 Bright A_CustomMissile(\"FireBeam\",0,0,0,2,0)\n\tXDIB B 0 Bright A_CustomMissile(\"FireBeam\",0,0,20,2,0)\n\tXDIB B 0 Bright A_CustomMissile(\"FireBeam\",0,0,40,2,0)\n\tXDIB B 0 Bright A_CustomMissile(\"FireBeam\",0,0,60,2,0)\n\tXDIB B 0 Bright A_CustomMissile(\"FireBeam\",0,0,80,2,0)\n\tXDIB B 0 Bright A_CustomMissile(\"FireBeam\",0,0,-20,2,0)\n\tXDIB B 0 Bright A_CustomMissile(\"FireBeam\",0,0,-40,2,0)\n\tXDIB B 0 Bright A_CustomMissile(\"FireBeam\",0,0,-60,2,0)\n\tXDIB B 0 Bright A_CustomMissile(\"FireBeam\",0,0,-80,2,0)\n\tXDIB C 0 Radius_Quake(20,35,0,40,0)\n    XDIB C 20 Bright\n    Goto See\n  Missile4:\n\tXDIB A 0 A_JumpIfHealthLower(12000,\"Missile3A\")\n\tXDIB A 2 Bright A_FaceTarget\n    XDIB I 15 Bright A_CustomMissile(\"FireGlyphLineSpawner1\",32,0,0,0,0)\n    Goto See\n  Missile4A:\n\tXDIB A 2 Bright A_FaceTarget\n    XDIB I 15 Bright A_CustomMissile(\"FireGlyphLineSpawner1\",32,0,0,0,0)\n\tXDIB A 35\n\tXDIB A 2 Bright A_FaceTarget\n    XDIB I 15 Bright A_CustomMissile(\"FireGlyphLineSpawner1\",32,0,0,0,0)\n    Goto See\n  A1:\n\tXDIB E 2 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",65,32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",95,32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",125,32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",65,-32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",95,-32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",125,-32,0,0,0)\n    XDIB F 10 Bright A_JumpIfHealthLower(4000,\"Missile\")\n    Goto See\n  A2:\n\tXDIB E 2 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",65,32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",95,32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",125,32,0,0,0)\n\tXDIB F 10 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",65,-32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",95,-32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",125,-32,0,0,0)\n    XDIB F 10 Bright A_JumpIfHealthLower(4000,\"Missile\")\n    Goto See\n  A3:\n\tXDIB E 2 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",65,-32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",95,-32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",125,-32,0,0,0)\n\tXDIB F 10 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",65,32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",95,32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",125,32,0,0,0)\n    XDIB F 10 Bright A_JumpIfHealthLower(4000,\"Missile\")\n    Goto See\n  A4:\n\tXDIB E 2 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",65,32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",65,-32,0,0,0)\n\tXDIB F 10 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",95,32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",95,-32,0,0,0)\n\tXDIB F 10 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",125,32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",125,-32,0,0,0)\n    XDIB F 10 Bright A_JumpIfHealthLower(4000,\"Missile\")\n    Goto See\n  A5:\n\tXDIB E 2 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",125,32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",125,-32,0,0,0)\n\tXDIB F 10 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",95,32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",95,-32,0,0,0)\n\tXDIB F 10 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",65,32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",65,-32,0,0,0)\n    XDIB F 10 Bright A_JumpIfHealthLower(4000,\"Missile\")\n    Goto See\n  A6:\n\tXDIB E 2 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",125,32,0,0,0)\n\tXDIB F 8 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",95,-32,0,0,0)\n\tXDIB F 8 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",65,32,0,0,0)\n\tXDIB F 8 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",65,-32,0,0,0)\n\tXDIB F 8 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",95,32,0,0,0)\n\tXDIB F 8 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",125,-32,0,0,0)\n    XDIB F 10 Bright A_JumpIfHealthLower(4000,\"Missile\")\n    Goto See\n  A7:\n\tXDIB E 2 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",125,-32,0,0,0)\n\tXDIB F 8 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",95,32,0,0,0)\n\tXDIB F 8 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",65,-32,0,0,0)\n\tXDIB F 8 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",65,32,0,0,0)\n\tXDIB F 8 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",95,-32,0,0,0)\n\tXDIB F 8 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",125,32,0,0,0)\n    XDIB F 10 Bright A_JumpIfHealthLower(4000,\"Missile\")\n    Goto See\n  A8:\n\tXDIB E 2 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",65,32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",95,32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",125,32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",65,-32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",95,-32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",125,-32,0,0,0)\n    XDIB F 10 Bright A_JumpIfHealthLower(4000,\"Missile\")\n    Goto See\n  A9:\n\tXDIB E 2 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",65,32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",95,32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",125,32,0,0,0)\n\tXDIB F 10 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",65,-32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",95,-32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",125,-32,0,0,0)\n    XDIB F 10 Bright A_JumpIfHealthLower(4000,\"Missile\")\n    Goto See\n  A10:\n\tXDIB E 2 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",65,-32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",95,-32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",125,-32,0,0,0)\n\tXDIB F 10 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",65,32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",95,32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",125,32,0,0,0)\n    XDIB F 10 Bright A_JumpIfHealthLower(4000,\"Missile\")\n    Goto See\n  A11:\n\tXDIB E 2 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",65,32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",65,-32,0,0,0)\n\tXDIB F 10 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",95,32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",95,-32,0,0,0)\n\tXDIB F 10 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",125,32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",125,-32,0,0,0)\n    XDIB F 10 Bright A_JumpIfHealthLower(4000,\"Missile\")\n    Goto See\n  A12:\n\tXDIB E 2 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",125,32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",125,-32,0,0,0)\n\tXDIB F 10 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",95,32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",95,-32,0,0,0)\n\tXDIB F 10 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",65,32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",65,-32,0,0,0)\n    XDIB F 10 Bright A_JumpIfHealthLower(4000,\"Missile\")\n    Goto See\n  A13:\n\tXDIB E 2 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",125,32,0,0,0)\n\tXDIB F 8 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",95,-32,0,0,0)\n\tXDIB F 8 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",65,32,0,0,0)\n\tXDIB F 8 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",65,-32,0,0,0)\n\tXDIB F 8 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",95,32,0,0,0)\n\tXDIB F 8 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",125,-32,0,0,0)\n    XDIB F 10 Bright A_JumpIfHealthLower(4000,\"Missile\")\n    Goto See\n  A14:\n\tXDIB E 2 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",125,-32,0,0,0)\n\tXDIB F 8 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",95,32,0,0,0)\n\tXDIB F 8 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",65,-32,0,0,0)\n\tXDIB F 8 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",65,32,0,0,0)\n\tXDIB F 8 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",95,-32,0,0,0)\n\tXDIB F 8 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",125,32,0,0,0)\n    XDIB F 10 Bright A_JumpIfHealthLower(4000,\"Missile\")\n    Goto See\n  A15:\n\tXDIB E 2 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",65,32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",95,32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",125,32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",65,-32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",95,-32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",125,-32,0,0,0)\n    XDIB F 10 Bright A_JumpIfHealthLower(4000,\"Missile\")\n    Goto See\n  A16:\n\tXDIB E 2 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",65,32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",95,32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",125,32,0,0,0)\n\tXDIB F 10 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",65,-32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",95,-32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",125,-32,0,0,0)\n    XDIB F 10 Bright A_JumpIfHealthLower(4000,\"Missile\")\n    Goto See\n  A17:\n\tXDIB E 2 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",65,-32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",95,-32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",125,-32,0,0,0)\n\tXDIB F 10 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",65,32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",95,32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",125,32,0,0,0)\n    XDIB F 10 Bright A_JumpIfHealthLower(4000,\"Missile\")\n    Goto See\n  A18:\n\tXDIB E 2 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",65,32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",65,-32,0,0,0)\n\tXDIB F 10 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",95,32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",95,-32,0,0,0)\n\tXDIB F 10 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",125,32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",125,-32,0,0,0)\n    XDIB F 10 Bright A_JumpIfHealthLower(4000,\"Missile\")\n    Goto See\n  A19:\n\tXDIB E 2 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",125,32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",125,-32,0,0,0)\n\tXDIB F 10 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",95,32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",95,-32,0,0,0)\n\tXDIB F 10 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",65,32,0,0,0)\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",65,-32,0,0,0)\n    XDIB F 10 Bright A_JumpIfHealthLower(4000,\"Missile\")\n    Goto See\n  A20:\n\tXDIB E 2 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",125,32,0,0,0)\n\tXDIB F 8 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",95,-32,0,0,0)\n\tXDIB F 8 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",65,32,0,0,0)\n\tXDIB F 8 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",65,-32,0,0,0)\n\tXDIB F 8 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",95,32,0,0,0)\n\tXDIB F 8 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",125,-32,0,0,0)\n    XDIB F 10 Bright A_JumpIfHealthLower(4000,\"Missile\")\n    Goto See\n  A0:\n\tXDIB E 2 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",125,-32,0,0,0)\n\tXDIB F 8 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",95,32,0,0,0)\n\tXDIB F 8 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"LavaBall\",65,-32,0,0,0)\n\tXDIB F 8 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",65,32,0,0,0)\n\tXDIB F 8 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",95,-32,0,0,0)\n\tXDIB F 8 Bright A_FaceTarget\n\tXDIB F 0 Bright A_CustomMissile(\"DemonMeteor\",125,32,0,0,0)\n    XDIB F 10 Bright A_JumpIfHealthLower(4000,\"Missile\")\n    Goto See\n  Pain:\n    XDIB A 2\n    XDIB A 2 A_Pain\n    XDIB A 0 A_JumpIfHealthLower(5000,\"PainAttack4\")\n    XDIB A 0 A_JumpIfHealthLower(10000,\"PainAttack3\")\n    XDIB A 0 A_JumpIfHealthLower(15000,\"PainAttack2\")\n  PainAttack1:\n\tXDIB A 0 A_Jump(170,\"PainAttack1A\",\"PainAttackB\")\n\tXDIB A 0 A_SpawnItemEx(\"ChargeBall2\",0,0,0)\n\tGoto See\n  PainAttack1A:\n\tXDIB A 0 A_CustomMissile(\"FireGlyphLine1\",0,0,0,2)\n\tXDIB A 0 A_CustomMissile(\"FireGlyphLine2\",0,0,135,2)\n\tXDIB A 0 A_CustomMissile(\"FireGlyphLine3\",0,0,-135,2)\n\tXDIB A 0 A_CustomMissile(\"FireGlyphLine4\",0,0,0,2)\n\tXDIB A 0 A_CustomMissile(\"FireGlyphLine5\",0,0,135,2)\n\tXDIB A 0 A_CustomMissile(\"FireGlyphLine6\",0,0,-135,2)\n\tXDIB A 35\n\tXDIB A 0 A_CustomMissile(\"FinaleMeteor\",0,0,0,2)\n\tGoto See\n  PainAttack2:\n\tXDIB A 0 A_Jump(170,\"PainAttack2A\",\"PainAttackB\")\n\tXDIB A 0 A_SpawnItemEx(\"ChargeBall4\",160,0,0)\n\tXDIB A 0 A_SpawnItemEx(\"ChargeBall4\",-160,0,0)\n\tGoto See\n  PainAttack2A:\n\tXDIB A 0 A_CustomMissile(\"FireGlyphLine1\",0,0,0,2)\n\tXDIB A 0 A_CustomMissile(\"FireGlyphLine2\",0,0,135,2)\n\tXDIB A 0 A_CustomMissile(\"FireGlyphLine3\",0,0,-135,2)\n\tXDIB A 0 A_CustomMissile(\"FireGlyphLine4\",0,0,0,2)\n\tXDIB A 0 A_CustomMissile(\"FireGlyphLine5\",0,0,135,2)\n\tXDIB A 0 A_CustomMissile(\"FireGlyphLine6\",0,0,-135,2)\n\tXDIB A 35\n\tXDIB A 25 A_CustomMissile(\"FinaleMeteor\",0,0,0,2)\n\tXDIB A 25 A_CustomMissile(\"FinaleMeteor\",0,0,0,2)\n\tXDIB A 0 A_CustomMissile(\"FinaleMeteor\",0,0,0,2)\n\tGoto See\n  PainAttack3:\n\tXDIB A 0 A_Jump(170,\"PainAttack3A\",\"PainAttackB\")\n\tXDIB A 0 A_SpawnItemEx(\"ChargeBall6\",0,0,0)\n\tXDIB A 0 A_SpawnItemEx(\"ChargeBall6\",0,160,0)\n\tXDIB A 0 A_SpawnItemEx(\"ChargeBall6\",0,-160,0)\n\tGoto See\n  PainAttack3A:\n   \tXDIB A 2 Bright A_FaceTarget\n\tXDIB G 2 Bright A_SpawnItemEx(\"FirePuff\",-24,0,96,0,0,5,128)\n\tXDIB G 2 Bright A_SpawnItemEx(\"FirePuff\",-24,0,96,0,0,5,128)\n\tXDIB G 2 Bright A_SpawnItemEx(\"FirePuff\",-24,0,96,0,0,5,128)\n    \tXDIB G 15 Bright A_CustomMissile(\"MeteorBolt\",37,0,0,0,0)\n\tGoto See\n  PainAttack4:\n\tXDIB A 0 A_Jump(170,\"PainAttack4A\",\"PainAttackB\")\n\tXDIB A 0 A_SpawnItemEx(\"ChargeBall1\",0,0,0)\n\tXDIB A 0 A_SpawnItemEx(\"ChargeBall2\",0,0,0)\n\tXDIB A 0 A_SpawnItemEx(\"ChargeBall3\",0,0,0)\n\tXDIB A 0 A_SpawnItemEx(\"ChargeBall4\",0,0,0)\n\tXDIB A 0 A_SpawnItemEx(\"ChargeBall5\",0,0,0)\n\tXDIB A 0 A_SpawnItemEx(\"ChargeBall6\",0,0,0)\n\tXDIB A 0 A_SpawnItemEx(\"ChargeBall7\",0,0,0)\n\tGoto See\n  PainAttack4A:\n\tXDIB A 2 Bright A_FaceTarget\n\tXDIB G 2 Bright A_SpawnItemEx(\"FirePuff\",-24,0,96,0,0,5,128)\n\tXDIB G 2 Bright A_SpawnItemEx(\"FirePuff\",-24,0,96,0,0,5,128)\n\tXDIB G 2 Bright A_SpawnItemEx(\"FirePuff\",-24,0,96,0,0,5,128)\n    \tXDIB GGG 25 Bright A_CustomMissile(\"MeteorBolt\",37,0,0,0,0)\n\tGoto See\n  PainAttackB:\n\tXDIB B 20 Bright A_FaceTarget\n\tXDIB B 0 Bright A_CustomMissile(\"FireBeam\",0,0,0,2,0)\n\tXDIB B 0 Bright A_CustomMissile(\"FireBeam\",0,0,30,2,0)\n\tXDIB B 0 Bright A_CustomMissile(\"FireBeam\",0,0,60,2,0)\n\tXDIB B 0 Bright A_CustomMissile(\"FireBeam\",0,0,90,2,0)\n\tXDIB B 0 Bright A_CustomMissile(\"FireBeam\",0,0,120,2,0)\n\tXDIB B 0 Bright A_CustomMissile(\"FireBeam\",0,0,150,2,0)\n\tXDIB B 0 Bright A_CustomMissile(\"FireBeam\",0,0,180,2,0)\n\tXDIB B 0 Bright A_CustomMissile(\"FireBeam\",0,0,210,2,0)\n\tXDIB B 0 Bright A_CustomMissile(\"FireBeam\",0,0,240,2,0)\n\tXDIB B 0 Bright A_CustomMissile(\"FireBeam\",0,0,270,2,0)\n\tXDIB B 0 Bright A_CustomMissile(\"FireBeam\",0,0,300,2,0)\n\tXDIB B 0 Bright A_CustomMissile(\"FireBeam\",0,0,330,2,0)\n\tXDIB B 0 Bright A_CustomMissile(\"FireBeam\",0,0,360,2,0)\n\tXDIB C 0 Radius_Quake(20,35,0,40,0)\n    XDIB C 20 Bright\n    Goto See\n  Death:\n    XDIB J 5\n    XDIB K 5 A_FaceTarget\n    XDIB L 5 A_Scream\n    XDIB MNOPQ 5\n    XDIB R 10 A_GiveToTarget(\"AwardItem\",150)\n    XDIB S 5 Radius_Quake(20,200,0,40,0)\n    XDIB T 5 A_NoBlocking\n    XDIB UV 5\n\tNULL A 0 A_CustomMissile(\"SmithDFSpawner\",0,16,0,0)\n\tNULL A 0 A_SpawnItem(\"LargeGlyphExplosion1\",0,0,0)\n\tNULL WWWWWWWWW 0 A_SpawnItemEx(\"ApocalypseMeteor\", Random(-5,5), Random(-5,5), Random(2,10), Random(-5,5), Random(-5,5), Random(2,20), Random(0,360), 128)\n\tNULL EEEEEEEEEEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,10), Random(90,270), 128)\n\tXDIB W 5\n\tNULL WWWWWWWWW 0 A_SpawnItemEx(\"ApocalypseMeteor\", Random(-5,5), Random(-5,5), Random(2,10), Random(-5,5), Random(-5,5), Random(2,20), Random(0,360), 128)\n\tNULL EEEEEEEEEEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,10), Random(90,270), 128)\n\tXDIB W 5\n\tNULL WWWWWWWWW 0 A_SpawnItemEx(\"ApocalypseMeteor\", Random(-5,5), Random(-5,5), Random(2,10), Random(-5,5), Random(-5,5), Random(2,20), Random(0,360), 128)\n\tNULL EEEEEEEEEEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,10), Random(90,270), 128)\n\tXDIB W 5\n\tNULL WWWWWWWWW 0 A_SpawnItemEx(\"ApocalypseMeteor\", Random(-5,5), Random(-5,5), Random(2,10), Random(-5,5), Random(-5,5), Random(2,20), Random(0,360), 128)\n\tNULL EEEEEEEEEEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,10), Random(90,270), 128)\n\tXDIB W 5\n\tNULL WWWWWWWWW 0 A_SpawnItemEx(\"ApocalypseMeteor\", Random(-5,5), Random(-5,5), Random(2,10), Random(-5,5), Random(-5,5), Random(2,20), Random(0,360), 128)\n\tNULL EEEEEEEEEEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,10), Random(90,270), 128)\n\tXDIB W 5\n\tNULL WWWWWWWWW 0 A_SpawnItemEx(\"ApocalypseMeteor\", Random(-5,5), Random(-5,5), Random(2,10), Random(-5,5), Random(-5,5), Random(2,20), Random(0,360), 128)\n\tNULL EEEEEEEEEEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,10), Random(90,270), 128)\n\tXDIB W 5\n\tNULL A 0 A_SpawnItem(\"LargeGlyphExplosion1\",0,0,0)\n\tNULL WWWWWWWWW 0 A_SpawnItemEx(\"ApocalypseMeteor\", Random(-5,5), Random(-5,5), Random(2,10), Random(-5,5), Random(-5,5), Random(2,20), Random(0,360), 128)\n\tNULL EEEEEEEEEEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,10), Random(90,270), 128)\n\tXDIB W 5\n\tNULL WWWWWWWWW 0 A_SpawnItemEx(\"ApocalypseMeteor\", Random(-5,5), Random(-5,5), Random(2,10), Random(-5,5), Random(-5,5), Random(2,20), Random(0,360), 128)\n\tNULL EEEEEEEEEEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,10), Random(90,270), 128)\n\tXDIB W 5\n\tNULL WWWWWWWWW 0 A_SpawnItemEx(\"ApocalypseMeteor\", Random(-5,5), Random(-5,5), Random(2,10), Random(-5,5), Random(-5,5), Random(2,20), Random(0,360), 128)\n\tNULL EEEEEEEEEEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,10), Random(90,270), 128)\n\tXDIB W 5\n\tNULL WWWWWWWWW 0 A_SpawnItemEx(\"ApocalypseMeteor\", Random(-5,5), Random(-5,5), Random(2,10), Random(-5,5), Random(-5,5), Random(2,20), Random(0,360), 128)\n\tNULL EEEEEEEEEEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,10), Random(90,270), 128)\n\tXDIB W 5\n\tNULL WWWWWWWWW 0 A_SpawnItemEx(\"ApocalypseMeteor\", Random(-5,5), Random(-5,5), Random(2,10), Random(-5,5), Random(-5,5), Random(2,20), Random(0,360), 128)\n\tNULL EEEEEEEEEEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,10), Random(90,270), 128)\n\tXDIB W 5\n\tNULL WWWWWWWWW 0 A_SpawnItemEx(\"ApocalypseMeteor\", Random(-5,5), Random(-5,5), Random(2,10), Random(-5,5), Random(-5,5), Random(2,20), Random(0,360), 128)\n\tNULL EEEEEEEEEEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,10), Random(90,270), 128)\n\tXDIB W 5\n\tXDIB W 150\n\tXDIB WWW 25 A_CustomMissile(\"FinaleMeteor\",0,0,0,2)\n\tXDIB W 1 A_CustomMissile(\"SmithDFSpawner2\",0,16,0,0)\n    NULL A 1\n    Stop\n  }\n}\n\nACTOR SmithDFSpawner\n{\n\tRadius 0\n\tHeight 1\n\tSpeed 0\n\tDamage 0\n\tRenderStyle None\n        ReactionTime 150\n\tAlpha 0.5\n\tPROJECTILE\n        +NOEXPLODEFLOOR\n        States\n\t{\n\tSpawn:\n              NULL A 1 A_CustomMissile(\"SmithDeathFire\",0,0,0,2,90)\n\t      NULL A 0 A_CountDown\n              Loop\n        Death:\n              NULL A 1\n              stop\n\t}\n}\n\nACTOR SmithDFSpawner2\n{\n\tRadius 0\n\tHeight 1\n\tSpeed 0\n\tDamage 0\n\tRenderStyle None\n        ReactionTime 10\n\tAlpha 0.5\n\tPROJECTILE\n        +NOEXPLODEFLOOR\n        States\n\t{\n\tSpawn:\n              NULL A 1 A_CustomMissile(\"SmithDeathFire\",0,0,0,2,90)\n\t      NULL A 0 A_CountDown\n              Loop\n        Death:\n              NULL A 1\n              stop\n\t}\n}\n\nACTOR SmithDeathFire\n{\n   Radius 2\n   Height 2\n   Speed 16\n   Damage (Random(25,40))\n   PROJECTILE\n   RENDERSTYLE ADD\n   DamageType \"Inferno\"\n   ALPHA 0.67\n   Scale 2.0\n   SeeSound \"weapons/bigbrn\"\n   +NOCLIP\n   +DONTSPLASH\n   States\n   {\n   Spawn:\n      FRFX J 2 Bright A_Explode(80,110)\n      FRFX KLMNOP 2 Bright A_Explode(40,55)\n      stop\n   Death:\n      NULL A 1\n      stop\n   }\n}\n\nactor DemonMeteorTail\n{\n    PROJECTILE\n    RENDERSTYLE ADD\n    +NOCLIP\n    ALPHA 0.4\n    States\n    {\n    Spawn:\n        AF03 ABCDEFGHI 1 Bright\n        Stop\n    }\n}\n\nactor DemonMeteor\n{\n    Radius 6\n    Height 8\n    Speed 15\n    Damage 8\n    Scale .55\n    PROJECTILE\n\tDamageType \"Inferno\"\n    SeeSound \"Apocalypse/Meteor\"\n    DeathSound \"Apocalypse/Death\"\n    MissileType LichMeteorTail\n    MissileHeight 0\n    States\n    {\n    Spawn:\n        AF02 AAAA 1 Bright A_SpawnItemEx(\"DemonMeteorTail\",0,0,0,0,0,0,0,128)\n\t\tAF02 BBBB 1 Bright A_SpawnItemEx(\"DemonMeteorTail\",0,0,0,0,0,0,0,128)\n\t\tAF02 CCCC 1 Bright A_SpawnItemEx(\"DemonMeteorTail\",0,0,0,0,0,0,0,128)\n        Loop\n    Death:\n        AF02 D 0 Bright A_Explode(64,128)\n\t\tNULL EEEEEEEEEEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,10), Random(90,270), 128)\n\t\t/*\n\t\tNULL E 0 Bright A_SpawnItemEx(\"BoulderSmall\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,10), Random(90,270), 128)\n\t\tNULL E 0 Bright A_SpawnItemEx(\"BoulderSmall\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,10), Random(90,270), 128)\n\t\tNULL E 0 Bright A_SpawnItemEx(\"BoulderSmall\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,10), Random(90,270), 128)\n\t\tNULL E 0 Bright A_SpawnItemEx(\"BoulderSmall\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,10), Random(90,270), 128)\n\t\tNULL E 0 Bright A_SpawnItemEx(\"BoulderSmall\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,10), Random(90,270), 128)\n\t\tNULL E 0 Bright A_SpawnItemEx(\"BoulderSmall\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,10), Random(90,270), 128)\n\t\tNULL E 0 Bright A_SpawnItemEx(\"BoulderSmall\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,10), Random(90,270), 128)\n\t\tNULL E 0 Bright A_SpawnItemEx(\"BoulderSmall\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,10), Random(90,270), 128)\n\t\t*/\n        AF02 EFGHI 4\n        Stop\n    }\n}\n\nACTOR MeteorBolt : FastProjectile\n{\n   Radius 8\n   Height 8\n   Speed 500\n   Damage 0\n   PROJECTILE\n   +SKYEXPLODE\n   RENDERSTYLE ADD\n   ALPHA 0.80\n   States\n   {\n   Spawn:\n      TNT1 CD 2 Bright\n\t  TNT1 EF 2 Bright\n      loop\n   Death:\n      NULL A 0 A_CustomMissile(\"FireGlyphLine1\",0,0,0,2)\n\t  NULL A 0 A_CustomMissile(\"FireGlyphLine2\",0,0,135,2)\n\t  NULL A 0 A_CustomMissile(\"FireGlyphLine3\",0,0,-135,2)\n\t  NULL A 0 A_CustomMissile(\"FireGlyphLine4\",0,0,0,2)\n\t  NULL A 0 A_CustomMissile(\"FireGlyphLine5\",0,0,135,2)\n\t  NULL A 0 A_CustomMissile(\"FireGlyphLine6\",0,0,-135,2)\n      TNT1 H 35\n\t  TNT1 A 0 A_CustomMissile(\"FinaleMeteor\",0,0,0,2)\n      TNT1 IJKLM 3 Bright\n      stop\n   }\n}\n\nACTOR ApocalypseMeteor\n{\n    Radius 2\n    Height 2\n\tDamage (Random(40,64))\n\tDamageType \"Inferno\"\n\tSpeed 1\n    PROJECTILE\n\tSeeSound \"Apocalypse/Meteor\"\n\tDeathSound \"Apocalypse/Death\"\n\t-NoGravity\n    -Float\n    +FloorClip\n    +SpawnCeiling\n    states\n    {\n  Spawn:\n    AF02 AABBCC 1 A_SpawnItemEx(\"MeteorTrail\",0,0,0,0,0,0,0,128)\n    loop\n  Death:\n    NULL E 0 A_Explode(80,128)\n    NULL EEEEEEEEEEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,10), Random(90,270), 128)\n    NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"BoulderSmall\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,10), Random(90,270), 128)\n    AF02 DEFGHI 4\n    Stop\n  }\n}\n\nACTOR ApocalypseFinaleMeteor\n{\n    Radius 2\n    Height 2\n\tDamage 10\n\tMass 5000\n\tDamageType \"Inferno\"\n\tSpeed 1\n\tScale 2.5\n    PROJECTILE\n\tSeeSound \"weapons/firbfi\"\n\tDeathSound \"weapons/hellex\"\n\t-NoGravity\n    -Float\n    +FloorClip\n    +SpawnCeiling\n    states\n    {\n  Spawn:\n    G001 AABBCC 1 A_SpawnItemEx(\"MeteorFinaleTrail\",0,0,0,0,0,0,0,128)\n    loop\n  Death:\n    NULL E 0 A_Explode(128,128)\n    NULL EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n    NULL WWWWWWWWWWWWWWWWWW 0 A_SpawnItemEx(\"ApocalypseMeteor\", Random(-5,5), Random(-5,5), Random(2,10), Random(-5,5), Random(-5,5), Random(2,20), Random(0,360), 128)\n    AF02 JKLMN 3\n    Stop\n  }\n}\n\nactor MeteorFinaleTrail\n{\n    PROJECTILE\n    RENDERSTYLE ADD\n    +NOINTERACTION\n    ALPHA 0.4\n\tScale 2.5\n    States\n    {\n    Spawn:\n        G001 DEFGHI 1 Bright\n        Stop\n    }\n}\n\nactor MeteorTrail\n{\n    PROJECTILE\n    RENDERSTYLE ADD\n    +NOINTERACTION\n    ALPHA 0.4\n    States\n    {\n    Spawn:\n        AF03 ABCDEFGHI 1 Bright\n        Stop\n    }\n}\n\nactor BoulderSmall\n{\n  PROJECTILE\n  -NOGRAVITY\n  +DOOMBOUNCE\n  +CANBOUNCEWATER\n  +BOUNCEONACTORS\n  +STRIFEDAMAGE\n  DamageType \"Inferno\"\n  Damage 1\n  Radius 6\n  Height 6\n  Speed 20\n  VSpeed 3\n  Scale 0.2\n  States\n  {\n  Spawn:\n    SE01 ABCDEFGH 3\n    Loop\n  Death:\n    SE01 H 5\n\tSE01 HHHHHHHHHHHH 1 A_FadeOut(0.1)\n    Stop\n  }\n}\n\nActor ParticleBase\n{\n +NoGravity +NoBlockmap +ForceXYBillboard +NoTeleport +DontSplash +ClientSideOnly +NoInteraction\n Radius 1\n Height 1\n RenderStyle Add\n Scale 0.125\n States\n {\n  Spawn:\n   NULL ABCDEFG 1 Bright\n   NULL HIJKL 1 Bright A_FadeOut(0.15)\n   Stop\n }\n}\n\nActor FireParticleFloat : ParticleBase\n{\n +NoTeleport +DontSplash\n Scale 0.125\n States\n {\n  Spawn:\n   ORPA A 10 Bright\n   ORPA A 1 Bright A_FadeOut(0.1)\n   Wait\n }\n}\n\nActor FireSpark\n{\n Projectile\n Speed 5\n Scale 0.1\n Gravity 0.5\n +ForceXYBillboard -NoGravity +NoTeleport +DontSplash\n +NOCLIP +ClientSideOnly\n RenderStyle Add\n States\n {\n  Spawn:\n   ORPA AAAAAAAAAAAA 1 Bright A_FadeOut(0.1)\n   Stop\n }\n}\n\nACTOR FinaleMeteor\n{\n\tRadius 0\n\tHeight 0\n\tSpeed 0\n        RenderStyle NONE\n\tAlpha 0.85\n\tPROJECTILE\n        +CEILINGHUGGER\n        +NOCLIP\n        SeeSound \"weapons/diasht\"\n\tstates\n\t{\n\tSpawn:\n\t       NULL AAA 1\n           NULL A 0 A_CustomMissile(\"ApocalypseFinaleMeteor\",-16,0,0,0,0)\n\t\t   NULL AAA 1\n\t   stop\n\t}\n}\n\nACTOR FireGlyphLine1\n{\n\tRadius 0\n\tHeight 32\n\tSpeed 16\n        RenderStyle NONE\n\tAlpha 0.85\n\tPROJECTILE\n        +CEILINGHUGGER\n        +NOCLIP\n        SeeSound \"weapons/diasht\"\n\tstates\n\t{\n\tSpawn:\n           NULL AAA 1\n\t\t   NULL A 0 A_CustomMissile(\"ApocalypseMeteor\",-16,0,0,0,0)\n\t\t   NULL AAA 1\n\t\t   NULL A 0 A_CustomMissile(\"ApocalypseMeteor\",-16,0,0,0,0)\n\t\t   NULL AAA 1\n\t\t   NULL A 0 A_CustomMissile(\"ApocalypseMeteor\",-16,0,0,0,0)\n\t\t   NULL AAA 1\n\t\t   NULL A 0 A_CustomMissile(\"ApocalypseMeteor\",-16,0,0,0,0)\n\t\t   NULL AAA 1\n\t\t   NULL A 0 A_CustomMissile(\"ApocalypseMeteor\",-16,0,0,0,0)\n\t\t   NULL AAA 1\n\t\t   NULL A 0 A_CustomMissile(\"ApocalypseMeteor\",-16,0,0,0,0)\n\t\t   NULL AAA 1\n\t\t   NULL A 0 A_CustomMissile(\"ApocalypseMeteor\",-16,0,0,0,0)\n\t\t   NULL AAA 1\n\t\t   NULL A 0 A_CustomMissile(\"ApocalypseMeteor\",-16,0,0,0,0)\n\t\t   NULL AAA 1\n\t\t   NULL A 0 A_CustomMissile(\"ApocalypseMeteor\",-16,0,0,0,0)\n\t\t   NULL AAA 1\n\t\t   NULL A 0 A_CustomMissile(\"ApocalypseMeteor\",-16,0,0,0,0)\n           NULL A 0\n           NULL A 0\n\t   stop\n\t}\n}\n\nACTOR FireGlyphLine4\n{\n\tRadius 0\n\tHeight 32\n\tSpeed 16\n        RenderStyle NONE\n\tAlpha 0.85\n\tPROJECTILE\n        +FLOORHUGGER\n        +NOCLIP\n        SeeSound \"weapons/diasht\"\n\tstates\n\t{\n\tSpawn:\n           NULL AAA 1\n\t\t   NULL A 0\n\t\t   NULL AAA 1 A_SpawnItemEx(\"StayFire\",0,0,0,0,0,0,0,128)\n\t\t   NULL A 0\n\t\t   NULL AAA 1 A_SpawnItemEx(\"StayFire\",0,0,0,0,0,0,0,128)\n\t\t   NULL A 0\n\t\t   NULL AAA 1 A_SpawnItemEx(\"StayFire\",0,0,0,0,0,0,0,128)\n\t\t   NULL A 0\n\t\t   NULL AAA 1 A_SpawnItemEx(\"StayFire\",0,0,0,0,0,0,0,128)\n\t\t   NULL A 0\n\t\t   NULL AAA 1 A_SpawnItemEx(\"StayFire\",0,0,0,0,0,0,0,128)\n\t\t   NULL A 0\n\t\t   NULL AAA 1 A_SpawnItemEx(\"StayFire\",0,0,0,0,0,0,0,128)\n\t\t   NULL A 0\n\t\t   NULL AAA 1 A_SpawnItemEx(\"StayFire\",0,0,0,0,0,0,0,128)\n\t\t   NULL A 0\n\t\t   NULL AAA 1 A_SpawnItemEx(\"StayFire\",0,0,0,0,0,0,0,128)\n\t\t   NULL A 0\n\t\t   NULL AAA 1 A_SpawnItemEx(\"StayFire\",0,0,0,0,0,0,0,128)\n\t\t   NULL A 0\n           NULL A 0 A_SpawnItemEx(\"StayFire\",0,0,0,0,0,0,0,128)\n           NULL A 0\n\t   stop\n\t}\n}\n\nACTOR FireGlyphLine5\n{\n\tRadius 0\n\tHeight 32\n\tSpeed 16\n        RenderStyle NONE\n\tAlpha 0.85\n\tPROJECTILE\n        +FLOORHUGGER\n        +NOCLIP\n        SeeSound \"weapons/diasht\"\n\tstates\n\t{\n\tSpawn:\n           NULL AAA 1\n\t\t   NULL A 0\n\t\t   NULL AAA 1 A_SpawnItemEx(\"StayFire\",0,0,0,0,0,0,0,128)\n\t\t   NULL A 0\n\t\t   NULL AAA 1 A_SpawnItemEx(\"StayFire\",0,0,0,0,0,0,0,128)\n\t\t   NULL A 0\n\t\t   NULL AAA 1 A_SpawnItemEx(\"StayFire\",0,0,0,0,0,0,0,128)\n\t\t   NULL A 0\n\t\t   NULL AAA 1 A_SpawnItemEx(\"StayFire\",0,0,0,0,0,0,0,128)\n\t\t   NULL A 0\n\t\t   NULL AAA 1 A_SpawnItemEx(\"StayFire\",0,0,0,0,0,0,0,128)\n\t\t   NULL A 0\n\t\t   NULL AAA 1 A_SpawnItemEx(\"StayFire\",0,0,0,0,0,0,0,128)\n\t\t   NULL A 0\n\t\t   NULL AAA 1 A_SpawnItemEx(\"StayFire\",0,0,0,0,0,0,0,128)\n\t\t   NULL A 0\n\t\t   NULL AAA 1 A_SpawnItemEx(\"StayFire\",0,0,0,0,0,0,0,128)\n\t\t   NULL A 0\n\t\t   NULL AAA 1 A_SpawnItemEx(\"StayFire\",0,0,0,0,0,0,0,128)\n\t\t   NULL A 0\n           NULL A 0 A_SpawnItemEx(\"StayFire\",0,0,0,0,0,0,0,128)\n           NULL A 0\n\t   stop\n\t}\n}\n\nACTOR FireGlyphLine6\n{\n\tRadius 0\n\tHeight 32\n\tSpeed 16\n        RenderStyle NONE\n\tAlpha 0.85\n\tPROJECTILE\n        +FLOORHUGGER\n        +NOCLIP\n        SeeSound \"weapons/diasht\"\n\tstates\n\t{\n\tSpawn:\n           NULL AAA 1\n\t\t   NULL A 0\n\t\t   NULL AAA 1 A_SpawnItemEx(\"StayFire\",0,0,0,0,0,0,0,128)\n\t\t   NULL A 0\n\t\t   NULL AAA 1 A_SpawnItemEx(\"StayFire\",0,0,0,0,0,0,0,128)\n\t\t   NULL A 0\n\t\t   NULL AAA 1 A_SpawnItemEx(\"StayFire\",0,0,0,0,0,0,0,128)\n\t\t   NULL A 0\n\t\t   NULL AAA 1 A_SpawnItemEx(\"StayFire\",0,0,0,0,0,0,0,128)\n\t\t   NULL A 0\n\t\t   NULL AAA 1 A_SpawnItemEx(\"StayFire\",0,0,0,0,0,0,0,128)\n\t\t   NULL A 0\n\t\t   NULL AAA 1 A_SpawnItemEx(\"StayFire\",0,0,0,0,0,0,0,128)\n\t\t   NULL A 0\n\t\t   NULL AAA 1 A_SpawnItemEx(\"StayFire\",0,0,0,0,0,0,0,128)\n\t\t   NULL A 0\n\t\t   NULL AAA 1 A_SpawnItemEx(\"StayFire\",0,0,0,0,0,0,0,128)\n\t\t   NULL A 0\n\t\t   NULL AAA 1 A_SpawnItemEx(\"StayFire\",0,0,0,0,0,0,0,128)\n\t\t   NULL A 0\n           NULL A 0 A_SpawnItemEx(\"StayFire\",0,0,0,0,0,0,0,128)\n           NULL A 0\n\t   stop\n\t}\n}\n\nACTOR FireGlyphLine3\n{\n\tRadius 0\n\tHeight 32\n\tSpeed 16\n        RenderStyle NONE\n\tAlpha 0.85\n\tPROJECTILE\n        +CEILINGHUGGER\n        +NOCLIP\n        SeeSound \"weapons/diasht\"\n\tstates\n\t{\n\tSpawn:\n            NULL AAA 1\n\t\t   NULL A 0 A_CustomMissile(\"ApocalypseMeteor\",-16,0,0,0,0)\n\t\t   NULL AAA 1\n\t\t   NULL A 0 A_CustomMissile(\"ApocalypseMeteor\",-16,0,0,0,0)\n\t\t   NULL AAA 1\n\t\t   NULL A 0 A_CustomMissile(\"ApocalypseMeteor\",-16,0,0,0,0)\n\t\t   NULL AAA 1\n\t\t   NULL A 0 A_CustomMissile(\"ApocalypseMeteor\",-16,0,0,0,0)\n\t\t   NULL AAA 1\n\t\t   NULL A 0 A_CustomMissile(\"ApocalypseMeteor\",-16,0,0,0,0)\n\t\t   NULL AAA 1\n\t\t   NULL A 0 A_CustomMissile(\"ApocalypseMeteor\",-16,0,0,0,0)\n\t\t   NULL AAA 1\n\t\t   NULL A 0 A_CustomMissile(\"ApocalypseMeteor\",-16,0,0,0,0)\n\t\t   NULL AAA 1\n\t\t   NULL A 0 A_CustomMissile(\"ApocalypseMeteor\",-16,0,0,0,0)\n\t\t   NULL AAA 1\n\t\t   NULL A 0 A_CustomMissile(\"ApocalypseMeteor\",-16,0,0,0,0)\n\t\t   NULL AAA 1\n\t\t   NULL A 0 A_CustomMissile(\"ApocalypseMeteor\",-16,0,0,0,0)\n           NULL A 0\n\t   stop\n\t}\n}\n\nACTOR FireGlyphLine2\n{\n\tRadius 0\n\tHeight 32\n\tSpeed 16\n        RenderStyle NONE\n\tAlpha 0.85\n\tPROJECTILE\n        +CEILINGHUGGER\n        +NOCLIP\n        SeeSound \"weapons/diasht\"\n\tstates\n\t{\n\tSpawn:\n            NULL AAA 1\n\t\t   NULL A 0 A_CustomMissile(\"ApocalypseMeteor\",-16,0,0,0,0)\n\t\t   NULL AAA 1\n\t\t   NULL A 0 A_CustomMissile(\"ApocalypseMeteor\",-16,0,0,0,0)\n\t\t   NULL AAA 1\n\t\t   NULL A 0 A_CustomMissile(\"ApocalypseMeteor\",-16,0,0,0,0)\n\t\t   NULL AAA 1\n\t\t   NULL A 0 A_CustomMissile(\"ApocalypseMeteor\",-16,0,0,0,0)\n\t\t   NULL AAA 1\n\t\t   NULL A 0 A_CustomMissile(\"ApocalypseMeteor\",-16,0,0,0,0)\n\t\t   NULL AAA 1\n\t\t   NULL A 0 A_CustomMissile(\"ApocalypseMeteor\",-16,0,0,0,0)\n\t\t   NULL AAA 1\n\t\t   NULL A 0 A_CustomMissile(\"ApocalypseMeteor\",-16,0,0,0,0)\n\t\t   NULL AAA 1\n\t\t   NULL A 0 A_CustomMissile(\"ApocalypseMeteor\",-16,0,0,0,0)\n\t\t   NULL AAA 1\n\t\t   NULL A 0 A_CustomMissile(\"ApocalypseMeteor\",-16,0,0,0,0)\n\t\t   NULL AAA 1\n\t\t   NULL A 0 A_CustomMissile(\"ApocalypseMeteor\",-16,0,0,0,0)\n           NULL A 0\n\t   stop\n\t}\n}\n\nACTOR StayFire\n{\n\tDamageType \"Inferno\"\n     +NOCLIP\n     +DROPOFF\n     +RANDOMIZE\n\t +CANBOUNCEWATER\n\t +DONTSPLASH\n\t +FLOORHUGGER\n     Scale 0.8\n     Speed 1\n     Damage 1\n     PROJECTILE\n     RENDERSTYLE ADD\n     ALPHA 0.67\n     States\n     {\n     Spawn:\n          NULL A 8 A_Wander\n          FRTF A 3 Bright A_Explode(3,24)\n\t\t  FRTF A 0 A_Wander\n\t      FRTF B 3 Bright A_Explode(3,24)\n\t      FRTF B 0 A_Wander\n\t      FRTF C 3 Bright A_Explode(3,24)\n\t      FRTF C 0 A_Wander\n          FRTF C 0 A_Wander\n          FRTF DEFGHIJKDEFGHIJKDEFGHIJKDEFGHIJK 3 Bright A_Explode(2,16)\n          Stop\n     }\n}\n\nactor FirePuff\n{\n    Radius 6\n    Height 10\n    Speed 7\n\tScale 3.0\n    Damage 5\n    PROJECTILE\n\tSeeSound \"Meteor/Call\"\n    RENDERSTYLE ADD\n\tDamageType \"Inferno\"\n    ALPHA 0.67\n    States\n    {\n    Spawn:\n        DFFP ABCD 2 Bright A_Explode(5,25)\n        DFFP EFGH 2 Bright A_Explode(5,20)\n    Death:\n        DFFP IJKLM 2 Bright A_Explode(4,20)\n        DFFP NOPQR 2 Bright A_Explode(4,16)\n        Stop\n    }\n}\n\nACTOR InfernoBomb\n{\n   Radius 8\n   Height 8\n   Speed 30\n   FastSpeed 45\n   Damage 20\n   DamageType \"Inferno\"\n   SpawnID 250\n   Scale 1.0\n   PROJECTILE\n   RENDERSTYLE ADD\n   ALPHA 0.95\n   +DONTREFLECT\n   SeeSound \"weapons/justfi\"\n   DeathSound \"weapons/firex3\"\n   DONTHURTSHOOTER\n   States\n   {\n   Spawn:\n      SBLL A 2 A_SpawnItem(\"BombTrail\",0,0)\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL B 2 A_SpawnItem(\"BombTrail\",0,0)\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL C 2 A_SpawnItem(\"BombTrail\",0,0)\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL D 2 A_SpawnItem(\"BombTrail\",0,0)\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL E 2 A_SpawnItem(\"BombTrail\",0,0)\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL F 2 A_SpawnItem(\"BombTrail\",0,0)\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL G 2 A_SpawnItem(\"BombTrail\",0,0)\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL H 2 A_SpawnItem(\"BombTrail\",0,0)\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL I 2 A_SpawnItem(\"BombTrail\",0,0)\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL J 2 A_SpawnItem(\"BombTrail\",0,0)\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  Loop\n   Death:\n\tTNT1 A 1 A_SpawnItem(\"ChargeBall1\")\n\tstop\n   }\n}\n\nACTOR BombTrail\n{\n  Radius 8\n  Height 8\n  Scale 1.0\n  RenderStyle Add\n  Projectile\n  -ACTIVATEPCROSS\n  -ACTIVATEIMPACT\n  +SPAWNSOUNDSOURCE\n   States\n   {\n   Spawn:\n      SBLL ABCDEFGHIJ 1 Bright\n      Goto Death\n   Death:\n      SBLL A 1 Bright A_SetTranslucent(0.5)\n\t  SBLL B 1 Bright A_SetTranslucent(0.4)\n\t  SBLL C 1 Bright A_SetTranslucent(0.3)\n\t  SBLL D 1 Bright A_SetTranslucent(0.2)\n\t  SBLL E 1 Bright A_SetTranslucent(0.1)\n      stop\n   }\n}\n\nACTOR Lavaball\n{\n   Radius 8\n   Height 8\n   Speed 15\n   Damage 4\n   DamageType \"Inferno\"\n   Obituary \"%o was sent to burn in the fires of hell for an eternity.\"\n   SpawnID 250\n   Scale 1.0\n   PROJECTILE\n   RENDERSTYLE ADD\n   ALPHA 0.95\n   +THRUGHOST\n   SeeSound \"weapons/firmfi\"\n   DeathSound \"weapons/firex3\"\n   ExplosionDamage 80\n   ExplosionRadius 192\n   DONTHURTSHOOTER\n   States\n   {\n   Spawn:\n      BAL3 AB 4 Bright A_SpawnItem(\"RedPuff\",0,0)\n      loop\n   Death:\n      NULL E 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL E 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL E 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL E 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL E 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL E 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL E 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL E 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n      BAL3 C 5 Bright A_Explode\n      BAL3 DE 5 Bright\n      stop\n   }\n}\n\nACTOR RedPuff\n{\n   Radius 0\n   Height 1\n   Speed 0\n   PROJECTILE\n   RENDERSTYLE ADD\n   ALPHA 0.85\n   +NOINTERACTION\n   +CLIENTSIDEONLY\n   States\n   {\n   Spawn:\n      NULL A 3 Bright\n      RPUF ABCDE 3 Bright\n      Stop\n   }\n}\n\nACTOR ChargeBall1\n{\n  radius 8\n  height 8\n  Scale 1.0\n  RenderStyle Add\n  +NOCLIP\n  +FLOAT\n  +FLOATBOB\n  +NOGRAVITY\n  states\n  {\n  Spawn:\n\t  SBLL A 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL B 1 bright A_PlaySound(\"monster/bomb\")\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL C 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL D 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL E 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL F 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL G 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL H 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL I 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL J 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  goto death\n  Death:\n\tTNT1 A 1 A_SpawnItem(\"ChargeBall2\")\n\tstop\n  }\n}\n\nACTOR ChargeBall2\n{\n  radius 8\n  height 8\n  Scale 1.1\n  RenderStyle Add\n  +NOCLIP\n  +FLOAT\n  +FLOATBOB\n  +NOGRAVITY\n  states\n  {\n  Spawn:\n\t  SBLL A 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL B 1 bright A_PlaySound(\"monster/bomb\")\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL C 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL D 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL E 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL F 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL G 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL H 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL I 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL J 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  goto death\n  Death:\n\tTNT1 A 1 A_SpawnItem(\"ChargeBall3\")\n\tstop\n  }\n}\n\nACTOR ChargeBall3\n{\n  radius 8\n  height 8\n  Scale 1.2\n  RenderStyle Add\n  +NOCLIP\n  +FLOAT\n  +FLOATBOB\n  +NOGRAVITY\n  states\n  {\n  Spawn:\n \t  SBLL A 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL B 1 bright A_PlaySound(\"monster/bomb\")\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL C 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL D 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL E 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL F 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL G 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL H 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL I 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL J 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  goto death\n  Death:\n\tTNT1 A 1 A_SpawnItem(\"ChargeBall4\")\n\tstop\n  }\n}\n\nACTOR ChargeBall4\n{\n  radius 8\n  height 8\n  Scale 1.3\n  RenderStyle Add\n  +NOCLIP\n  +FLOAT\n  +FLOATBOB\n  +NOGRAVITY\n  states\n  {\n  Spawn:\n\t  SBLL A 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL B 1 bright A_PlaySound(\"monster/bomb\")\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL C 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL D 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL E 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL F 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL G 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL H 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL I 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL J 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  goto death\n  Death:\n\tTNT1 A 1 A_SpawnItem(\"ChargeBall5\")\n\tstop\n  }\n}\n\nACTOR ChargeBall5\n{\n  radius 8\n  height 8\n  Scale 1.4\n  RenderStyle Add\n  +NOCLIP\n  +FLOAT\n  +FLOATBOB\n  +NOGRAVITY\n  states\n  {\n  Spawn:\n\t  SBLL A 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL B 1 bright A_PlaySound(\"monster/bomb\")\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL C 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL D 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL E 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL F 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL G 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL H 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL I 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL J 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  goto death\n  Death:\n\tTNT1 A 1 A_SpawnItem(\"ChargeBall6\")\n\tstop\n  }\n}\n\nACTOR ChargeBall6\n{\n  radius 8\n  height 8\n  Scale 1.5\n  RenderStyle Add\n  +NOCLIP\n  +FLOAT\n  +FLOATBOB\n  +NOGRAVITY\n  states\n  {\n  Spawn:\n\t  SBLL A 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL B 1 bright A_PlaySound(\"monster/bomb\")\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL C 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL D 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL E 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL F 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL G 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL H 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL I 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL J 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  goto death\n  Death:\n\tTNT1 A 1 A_SpawnItem(\"ChargeBall7\")\n\tstop\n  }\n}\n\nACTOR ChargeBall7\n{\n  radius 8\n  height 8\n  Scale 1.5\n  +NOCLIP\n  +FLOAT\n  +FLOATBOB\n  +NOGRAVITY\n  RenderStyle Add\n  states\n  {\n  Spawn:\n\t  SBLL A 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL B 1 bright A_PlaySound(\"monster/bomb\")\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL C 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL D 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL E 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL F 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL G 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL H 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL I 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  SBLL J 1 bright\n\t  NULL EEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\t  NULL EEEE 0 Bright A_SpawnItemEx(\"FireParticleFloat\", Random(-5,5), Random(-5,5), Random(-5,5), Random(-1, 1), Random(-1, 1), Random(2, 4), 0, 128, 0)\n\t  goto death\n  Death:\n  NULL EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,10), Random(-5,5), Random(-5,5), Random(0,20), Random(90,270), 128)\n\tTNT1 A 0 A_Jump(256,\"LavaRing\",\"LavaSphere\",\"MeteorRing\",\"MeteorSphere\")\n  LavaRing:\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,0,2,0)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,15,2,0)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,30,2,0)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,45,2,0)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,60,2,0)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,75,2,0)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,90,2,0)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,105,2,0)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,120,2,0)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,135,2,0)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,150,2,0)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,165,2,0)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,180,2,0)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,195,2,0)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,210,2,0)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,225,2,0)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,240,2,0)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,255,2,0)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,270,2,0)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,285,2,0)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,300,2,0)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,315,2,0)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,330,2,0)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,345,2,0)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,0,2,5)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,15,2,5)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,30,2,5)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,45,2,5)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,60,2,5)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,75,2,5)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,90,2,5)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,105,2,5)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,120,2,5)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,135,2,5)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,150,2,5)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,165,2,5)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,180,2,5)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,195,2,5)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,210,2,5)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,225,2,5)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,240,2,5)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,255,2,5)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,270,2,5)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,285,2,5)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,300,2,5)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,315,2,5)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,330,2,5)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,345,2,5)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,0,2,-5)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,15,2,-5)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,30,2,-5)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,45,2,-5)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,60,2,-5)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,75,2,-5)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,90,2,-5)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,105,2,-5)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,120,2,-5)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,135,2,-5)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,150,2,-5)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,165,2,-5)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,180,2,-5)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,195,2,-5)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,210,2,-5)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,225,2,-5)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,240,2,-5)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,255,2,-5)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,270,2,-5)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,285,2,-5)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,300,2,-5)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,315,2,-5)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,330,2,-5)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,345,2,-5)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,0,2,10)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,15,2,10)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,30,2,10)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,45,2,10)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,60,2,10)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,75,2,10)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,90,2,10)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,105,2,10)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,120,2,10)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,135,2,10)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,150,2,10)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,165,2,10)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,180,2,10)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,195,2,10)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,210,2,10)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,225,2,10)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,240,2,10)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,255,2,10)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,270,2,10)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,285,2,10)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,300,2,10)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,315,2,10)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,330,2,10)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,345,2,10)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,0,2,-10)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,15,2,-10)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,30,2,-10)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,45,2,-10)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,60,2,-10)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,75,2,-10)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,90,2,-10)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,105,2,-10)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,120,2,-10)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,135,2,-10)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,150,2,-10)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,165,2,-10)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,180,2,-10)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,195,2,-10)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,210,2,-10)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,225,2,-10)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,240,2,-10)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,255,2,-10)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,270,2,-10)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,285,2,-10)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,300,2,-10)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,315,2,-10)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,330,2,-10)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,345,2,-10)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,0,2,-15)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,15,2,15)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,30,2,15)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,45,2,15)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,60,2,15)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,75,2,15)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,90,2,15)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,105,2,15)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,120,2,15)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,135,2,15)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,150,2,15)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,165,2,15)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,180,2,15)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,195,2,15)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,210,2,15)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,225,2,15)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,240,2,15)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,255,2,15)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,270,2,15)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,285,2,15)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,300,2,15)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,315,2,15)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,330,2,15)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,345,2,15)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,0,2,-15)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,15,2,-15)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,30,2,-15)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,45,2,-15)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,60,2,-15)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,75,2,-15)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,90,2,-15)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,105,2,-15)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,120,2,-15)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,135,2,-15)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,150,2,-15)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,165,2,-15)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,180,2,-15)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,195,2,-15)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,210,2,-15)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,225,2,-15)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,240,2,-15)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,255,2,-15)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,270,2,-15)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,285,2,-15)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,300,2,-15)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,315,2,-15)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,330,2,-15)\n\tTNT1 A 0 A_CustomMissile(\"LavaBall\",0,16,345,2,-15)\n\tstop\n\n      LavaSphere:\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"LavaBall\",0,16,Random(0,360),2,Random(0,360))\n\tStop\n\n      MeteorRing:\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,0,2,0)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,15,2,0)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,30,2,0)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,45,2,0)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,60,2,0)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,75,2,0)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,90,2,0)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,105,2,0)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,120,2,0)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,135,2,0)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,150,2,0)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,165,2,0)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,180,2,0)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,195,2,0)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,210,2,0)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,225,2,0)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,240,2,0)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,255,2,0)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,270,2,0)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,285,2,0)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,300,2,0)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,315,2,0)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,330,2,0)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,345,2,0)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,0,2,6)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,15,2,6)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,30,2,6)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,45,2,6)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,60,2,6)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,75,2,6)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,90,2,6)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,105,2,6)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,120,2,6)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,135,2,6)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,150,2,6)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,165,2,6)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,180,2,6)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,195,2,6)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,210,2,6)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,225,2,6)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,240,2,6)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,255,2,6)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,270,2,6)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,285,2,6)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,300,2,6)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,315,2,6)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,330,2,6)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,345,2,6)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,0,2,-6)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,15,2,-6)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,30,2,-6)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,45,2,-6)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,60,2,-6)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,75,2,-6)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,90,2,-6)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,105,2,-6)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,120,2,-6)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,135,2,-6)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,150,2,-6)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,165,2,-6)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,180,2,-6)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,195,2,-6)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,210,2,-6)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,225,2,-6)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,240,2,-6)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,255,2,-6)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,270,2,-6)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,285,2,-6)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,300,2,-6)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,315,2,-6)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,330,2,-6)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,345,2,-6)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,0,2,12)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,15,2,12)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,30,2,12)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,45,2,12)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,60,2,12)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,75,2,12)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,90,2,12)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,105,2,12)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,120,2,12)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,135,2,12)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,150,2,12)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,165,2,12)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,180,2,12)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,195,2,12)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,210,2,12)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,225,2,12)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,240,2,12)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,255,2,12)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,270,2,12)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,285,2,12)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,300,2,12)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,315,2,12)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,330,2,12)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,345,2,12)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,0,2,-12)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,15,2,-12)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,30,2,-12)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,45,2,-12)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,60,2,-12)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,75,2,-12)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,90,2,-12)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,105,2,-12)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,120,2,-12)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,135,2,-12)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,150,2,-12)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,165,2,-12)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,180,2,-12)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,195,2,-12)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,210,2,-12)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,225,2,-12)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,240,2,-12)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,255,2,-12)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,270,2,-12)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,285,2,-12)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,300,2,-12)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,315,2,-12)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,330,2,-12)\n\tTNT1 A 0 A_CustomMissile(\"DemonMeteor\",0,16,345,2,-12)\n\tStop\n\n      MeteorSphere:\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"DemonMeteor\",0,16,Random(0,360),2,Random(0,360))\n\tStop\n  }\n}\n\nACTOR FireBeam\n{\nHeight 10\nRadius 10\nDamageType \"Inferno\"\nObituary \"%o was sent to burn in the fires of hell for an eternity.\"\nPROJECTILE\n+DropOff\n-NoGravity\n+FloorHugger\n+ExtremeDeath\n+DontSplash\n+Ripper\n+SeekerMissile\nSpeed 12\nScale 0.5\nRENDERSTYLE Add\nAlpha 0.75\nDamage 3\nReactionTime 50\nACTIVESOUND \"monster/firebeamstart\"\nstates\n{\nSpawn:\nHK04 A 0\nHK04 A 0 A_CountDown\nHK04 A 0 A_LoopActiveSound\nHK04 ABC 1 BRIGHT A_CustomMissile(\"BeamFire\", 0, 0, 0, 4)\nHK04 A 0 A_SeekerMissile (0,3)\nGoto Spawn+1\nDeath:\nHK04 ABC 4\nStop\n}\n}\n\nACTOR BeamFire\n{\nObituary \"%o was sent to burn in the fires of hell for an eternity.\"\nSpeed 0\nScale 0.5\nDamage (Random(2,4))\nDamageType \"Inferno\"\nRENDERSTYLE Add\n+DontSplash\n+ExtremeDeath\n+LowGravity\n+NonShootable\n+NoTeleport\n+Noclip\n+NoBlockMap\nSEESOUND \"world/largefire\"\nstates\n{\nSpawn:\nTNT1 A 5\nHK06 ABC 3 BRIGHT A_Explode(3,24)\nHK06 DEFGHIJKLMNO 3 BRIGHT A_Explode(3,12)\nStop\n}\n}\n\nACTOR FireGlyphLineSpawner1\n{\n\tRadius 0\n\tHeight 32\n\tSpeed 500\n        RenderStyle NONE\n\tAlpha 0.85\n\tPROJECTILE\n        SeeSound \"weapons/diasht\"\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 CD 2 Bright\n\t  TNT1 EF 2 Bright\n      loop\n\tDeath:\n\t       NULL A 0 A_SpawnItemEx(\"StayFire\",0,0,0,4,0,0,0,128)\n\t\t   NULL A 0 A_SpawnItemEx(\"StayFire\",0,0,0,-4,0,0,0,128)\n\t\t   NULL A 0 A_SpawnItemEx(\"StayFire\",0,0,0,0,4,0,0,128)\n\t\t   NULL A 0 A_SpawnItemEx(\"StayFire\",0,0,0,0,-4,0,0,128)\n\t\t   NULL A 0 A_PlaySound(\"Glyph/Start\")\n\t\t   NULL A 0 A_PlaySound(\"Glyph/Start\")\n\t\t   NULL A 0 A_PlaySound(\"Glyph/Start\")\n\t\t   NULL A 0 A_PlaySound(\"Glyph/Start\")\n\t\t   NULL A 0 A_PlaySound(\"Glyph/Start\")\n\t\t   NULL A 35\n\t       NULL A 0 A_CustomMissile(\"FireGlyphLine10\",0,0,0,2)\n           NULL A 0 A_CustomMissile(\"FireGlyphLine20\",0,0,135,2)\n\t\t   NULL A 0 A_CustomMissile(\"FireGlyphLine30\",0,0,-135,2)\n\t\t   NULL A 0 A_SpawnItem(\"LargeGlyphExplosion1\",0,0,0)\n\t\t   NULL A 0 A_CustomMissile(\"SpiralFire1\",10,5,15,2,0)\n\t\tstop\n\t}\n}\n\nACTOR FireGlyphLine10\n{\n\tRadius 0\n\tHeight 32\n\tSpeed 16\n        RenderStyle NONE\n\tAlpha 0.85\n\tPROJECTILE\n        +FLOORHUGGER\n        +NOCLIP\n        SeeSound \"weapons/diasht\"\n\tstates\n\t{\n\tSpawn:\n           NULL AAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"StayFire\",0,0,0,0,0,0,0,128)\n           NULL A 0 A_CustomMissile(\"FireGlyphLine40\",0,0,-135,2)\n\t   stop\n\t}\n}\n\nACTOR FireGlyphLine40\n{\n\tRadius 0\n\tHeight 32\n\tSpeed 16\n        RenderStyle NONE\n\tAlpha 0.85\n\tPROJECTILE\n        +FLOORHUGGER\n        +NOCLIP\n        SeeSound \"weapons/diasht\"\n\tstates\n\t{\n\tSpawn:\n           NULL AAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"StayFire\",0,0,0,0,0,0,0,128)\n\t\t   NULL A 1 A_SpawnItem(\"GlyphExplosion1\",0,0,0)\n\t   stop\n\t}\n}\n\nACTOR FireGlyphLine30\n{\n\tRadius 0\n\tHeight 32\n\tSpeed 16\n        RenderStyle NONE\n\tAlpha 0.85\n\tPROJECTILE\n        +FLOORHUGGER\n        +NOCLIP\n        SeeSound \"weapons/diasht\"\n\tstates\n\t{\n\tSpawn:\n           NULL AAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"StayFire\",0,0,0,0,0,0,0,128)\n           NULL A 0 A_CustomMissile(\"FireGlyphLine60\",0,0,-135,2)\n\t   stop\n\t}\n}\n\nACTOR FireGlyphLine60\n{\n\tRadius 0\n\tHeight 32\n\tSpeed 16\n        RenderStyle NONE\n\tAlpha 0.85\n\tPROJECTILE\n        +FLOORHUGGER\n        +NOCLIP\n        SeeSound \"weapons/diasht\"\n\tstates\n\t{\n\tSpawn:\n           NULL AAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"StayFire\",0,0,0,0,0,0,0,128)\n\t\t   NULL A 1 A_SpawnItem(\"GlyphExplosion1\",0,0,0)\n\t   stop\n\t}\n}\n\nACTOR FireGlyphLine20\n{\n\tRadius 0\n\tHeight 32\n\tSpeed 16\n        RenderStyle NONE\n\tAlpha 0.85\n\tPROJECTILE\n        +FLOORHUGGER\n        +NOCLIP\n        SeeSound \"weapons/diasht\"\n\tstates\n\t{\n\tSpawn:\n           NULL AAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"StayFire\",0,0,0,0,0,0,0,128)\n           NULL A 0 A_CustomMissile(\"FireGlyphLine50\",0,0,-135,2)\n\t   stop\n\t}\n}\n\nACTOR FireGlyphLine50\n{\n\tRadius 0\n\tHeight 32\n\tSpeed 16\n        RenderStyle NONE\n\tAlpha 0.85\n\tPROJECTILE\n        +FLOORHUGGER\n        +NOCLIP\n        SeeSound \"weapons/diasht\"\n\tstates\n\t{\n\tSpawn:\n           NULL AAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"StayFire\",0,0,0,0,0,0,0,128)\n\t\t   NULL A 1 A_SpawnItem(\"GlyphExplosion1\",0,0,0)\n\t   stop\n\t}\n}\n\nACTOR GlyphExplosion1\n{\n    Radius 8\n    Height 56\n\tScale 0.5\n    Speed 0\n\tDamageType \"Inferno\"\n    States\n    {\n    Spawn:\n        NKXP B 1 BRIGHT\n        NKXP B 3 BRIGHT A_PlaySound(\"pyro/explosion\")\n        NKXP C 3 BRIGHT\n        NKXP D 3 BRIGHT A_Explode(160,160,1)\n\tNULL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,32), Random(-5,5), Random(-5,5), Random(0,20), Random(0,360), 128)\n        NKXP EFGHIJKLMNOPQRSTUV 3 BRIGHT\n        Stop\n    }\n}\n\nACTOR LargeGlyphExplosion1\n{\n    Radius 8\n    Height 56\n    Speed 0\n\tDamageType \"Inferno\"\n    States\n    {\n    Spawn:\n\t    NKXP B 1 BRIGHT\n        NKXP B 3 BRIGHT A_PlaySound(\"pyro/explosion\")\n        NKXP C 3 BRIGHT\n        NKXP D 3 BRIGHT A_Explode(256,512,1)\n\tNULL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 Bright A_SpawnItemEx(\"FireSpark\", Random(-5,5), Random(-5,5), Random(0,32), Random(-5,5), Random(-5,5), Random(0,20), Random(0,360), 128)\n        NKXP EFGHIJKLMNOPQRSTUV 3 BRIGHT\n        Stop\n    }\n}\n\nactor SpiralFire1\n{\n  radius 6\n  height 8\n  speed 0\n  damage 1\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  +RIPPER\n  +BLOODLESSIMPACT\n  PROJECTILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    NULL A 1\n    RI01 AB 1 bright\n\tRI01 B 1 A_SpawnItemEx(\"SpiralFire2\",5,5,5,0,0,0,15,128)\n\tRI01 CDEFGHIJKLM 2 bright\n\tRI01 ABCDEFGHIJKLMNOP 2 bright\n    stop\n  }\n}\n\nactor SpiralFire2\n{\n  radius 6\n  height 8\n  speed 0\n  damage 1\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  +RIPPER\n  +BLOODLESSIMPACT\n  PROJECTILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n  NULL A 1\n    RI01 AB 1 bright\n\tRI01 B 1 A_SpawnItemEx(\"SpiralFire3\",5,5,5,0,0,0,15,128)\n\tRI01 CDEFGHIJKLM 2 bright\n\tRI01 ABCDEFGHIJKLMNOP 2 bright\n    stop\n  }\n}\n\nactor SpiralFire3\n{\n  radius 6\n  height 8\n  speed 0\n  damage 1\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  +RIPPER\n  +BLOODLESSIMPACT\n  PROJECTILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n  NULL A 1\n    RI01 AB 1 bright\n\tRI01 B 1 A_SpawnItemEx(\"SpiralFire4\",5,5,5,0,0,0,15,128)\n\tRI01 CDEFGHIJKLM 2 bright\n\tRI01 ABCDEFGHIJKLMNOP 2 bright\n    stop\n  }\n}\n\nactor SpiralFire4\n{\n  radius 6\n  height 8\n  speed 0\n  damage 1\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  +RIPPER\n  +BLOODLESSIMPACT\n  PROJECTILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n  NULL A 1\n    RI01 AB 1 bright\n\tRI01 B 1 A_SpawnItemEx(\"SpiralFire5\",5,5,5,0,0,0,15,128)\n\tRI01 CDEFGHIJKLM 2 bright\n\tRI01 ABCDEFGHIJKLMNOP 2 bright\n    stop\n  }\n}\n\nactor SpiralFire5\n{\n  radius 6\n  height 8\n  speed 0\n  damage 1\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  +RIPPER\n  +BLOODLESSIMPACT\n  PROJECTILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n  NULL A 1\n    RI01 AB 1 bright\n\tRI01 B 1 A_SpawnItemEx(\"SpiralFire6\",5,5,5,0,0,0,15,128)\n\tRI01 CDEFGHIJKLM 2 bright\n\tRI01 ABCDEFGHIJKLMNOP 2 bright\n    stop\n  }\n}\n\nactor SpiralFire6\n{\n  radius 6\n  height 8\n  speed 0\n  damage 1\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  +RIPPER\n  +BLOODLESSIMPACT\n  PROJECTILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n  NULL A 1\n    RI01 AB 1 bright\n\tRI01 B 1 A_SpawnItemEx(\"SpiralFire7\",5,5,5,0,0,0,15,128)\n\tRI01 CDEFGHIJKLM 2 bright\n\tRI01 ABCDEFGHIJKLMNOP 2 bright\n    stop\n  }\n}\n\nactor SpiralFire7\n{\n  radius 6\n  height 8\n  speed 0\n  damage 1\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  +RIPPER\n  +BLOODLESSIMPACT\n  PROJECTILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n  NULL A 1\n    RI01 AB 1 bright\n\tRI01 B 1 A_SpawnItemEx(\"SpiralFire8\",5,5,5,0,0,0,15,128)\n\tRI01 CDEFGHIJKLM 2 bright\n\tRI01 ABCDEFGHIJKLMNOP 2 bright\n    stop\n  }\n}\n\nactor SpiralFire8\n{\n  radius 6\n  height 8\n  speed 0\n  damage 1\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  +RIPPER\n  +BLOODLESSIMPACT\n  PROJECTILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n  NULL A 1\n    RI01 AB 1 bright\n\tRI01 B 1 A_SpawnItemEx(\"SpiralFire9\",5,5,5,0,0,0,15,128)\n\tRI01 CDEFGHIJKLM 2 bright\n\tRI01 ABCDEFGHIJKLMNOP 2 bright\n    stop\n  }\n}\n\nactor SpiralFire9\n{\n  radius 6\n  height 8\n  speed 1\n  damage 1\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  +RIPPER\n  +BLOODLESSIMPACT\n  PROJECTILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n  NULL A 1\n    RI01 AB 1 bright\n\tRI01 B 1 A_SpawnItemEx(\"SpiralFire10\",5,5,5,0,0,0,15,128)\n\tRI01 CDEFGHIJKLM 2 bright\n\tRI01 ABCDEFGHIJKLMNOP 2 bright\n    stop\n  }\n}\n\nactor SpiralFire10\n{\n  radius 6\n  height 8\n  speed 0\n  damage 1\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  +RIPPER\n  +BLOODLESSIMPACT\n  +NOTELEPORT\n  PROJECTILE\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    NULL A 1\n    RI01 AB 1 bright\n\tRI01 B 1 A_SpawnItemEx(\"SpiralFire11\",5,5,5,0,0,0,15,128)\n\tRI01 CDEFGHIJKLM 2 bright\n\tRI01 ABCDEFGHIJKLMNOP 2 bright\n    stop\n  }\n}\n\nactor SpiralFire11\n{\n  radius 6\n  height 8\n  speed 0\n  damage 1\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  +RIPPER\n  +BLOODLESSIMPACT\n  PROJECTILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    NULL A 1\n    RI01 AB 1 bright\n\tRI01 B 1 A_SpawnItemEx(\"SpiralFire12\",5,5,5,0,0,0,15,128)\n\tRI01 CDEFGHIJKLM 2 bright\n\tRI01 ABCDEFGHIJKLMNOP 2 bright\n    stop\n  }\n}\n\nactor SpiralFire12\n{\n  radius 6\n  height 8\n  speed 0\n  damage 1\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  +RIPPER\n  +BLOODLESSIMPACT\n  PROJECTILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    NULL A 1\n    RI01 AB 1 bright\n\tRI01 B 1 A_SpawnItemEx(\"SpiralFire13\",5,5,5,0,0,0,15,128)\n\tRI01 CDEFGHIJKLM 2 bright\n\tRI01 ABCDEFGHIJKLMNOP 2 bright\n    stop\n  }\n}\n\nactor SpiralFire13\n{\n  radius 6\n  height 8\n  speed 0\n  damage 1\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  +RIPPER\n  +BLOODLESSIMPACT\n  PROJECTILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    NULL A 1\n    RI01 AB 1 bright\n\tRI01 B 1 A_SpawnItemEx(\"SpiralFire14\",5,5,5,0,0,0,15,128)\n\tRI01 CDEFGHIJKLM 2 bright\n\tRI01 ABCDEFGHIJKLMNOP 2 bright\n    stop\n  }\n}\n\nactor SpiralFire14\n{\n  radius 6\n  height 8\n  speed 0\n  damage 1\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  +RIPPER\n  +BLOODLESSIMPACT\n  PROJECTILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    NULL A 1\n    RI01 AB 1 bright\n\tRI01 B 1 A_SpawnItemEx(\"SpiralFire15\",5,5,5,0,0,0,15,128)\n\tRI01 CDEFGHIJKLM 2 bright\n\tRI01 ABCDEFGHIJKLMNOP 2 bright\n    stop\n  }\n}\n\nactor SpiralFire15\n{\n  radius 6\n  height 8\n  speed 0\n  damage 1\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  +RIPPER\n  +BLOODLESSIMPACT\n  PROJECTILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    NULL A 1\n    RI01 AB 1 bright\n\tRI01 B 1 A_SpawnItemEx(\"SpiralFire16\",5,5,5,0,0,0,15,128)\n\tRI01 CDEFGHIJKLM 2 bright\n\tRI01 ABCDEFGHIJKLMNOP 2 bright\n    stop\n  }\n}\n\nactor SpiralFire16\n{\n  radius 6\n  height 8\n  speed 0\n  damage 1\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  +RIPPER\n  +BLOODLESSIMPACT\n  PROJECTILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    NULL A 1\n    RI01 AB 1 bright\n\tRI01 B 1 A_SpawnItemEx(\"SpiralFire17\",5,5,5,0,0,0,15,128)\n\tRI01 CDEFGHIJKLM 2 bright\n\tRI01 ABCDEFGHIJKLMNOP 2 bright\n    stop\n  }\n}\n\nactor SpiralFire17\n{\n  radius 6\n  height 8\n  speed 0\n  damage 1\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  +RIPPER\n  +BLOODLESSIMPACT\n  PROJECTILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    NULL A 1\n    RI01 AB 1 bright\n\tRI01 B 1 A_SpawnItemEx(\"SpiralFire18\",5,5,5,0,0,0,15,128)\n\tRI01 CDEFGHIJKLM 2 bright\n\tRI01 ABCDEFGHIJKLMNOP 2 bright\n    stop\n  }\n}\n\nactor SpiralFire18\n{\n  radius 6\n  height 8\n  speed 0\n  damage 1\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  +RIPPER\n  +BLOODLESSIMPACT\n  PROJECTILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    NULL A 1\n    RI01 AB 1 bright\n\tRI01 B 1 A_SpawnItemEx(\"SpiralFire19\",5,5,5,0,0,0,15,128)\n\tRI01 CDEFGHIJKLM 2 bright\n\tRI01 ABCDEFGHIJKLMNOP 2 bright\n    stop\n  }\n}\n\nactor SpiralFire19\n{\n  radius 6\n  height 8\n  speed 0\n  damage 1\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  +RIPPER\n  +BLOODLESSIMPACT\n  PROJECTILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    NULL A 1\n    RI01 AB 1 bright\n\tRI01 B 1 A_SpawnItemEx(\"SpiralFire20\",5,5,5,0,0,0,15,128)\n\tRI01 CDEFGHIJKLM 2 bright\n\tRI01 ABCDEFGHIJKLMNOP 2 bright\n    stop\n  }\n}\n\nactor SpiralFire20\n{\n  radius 6\n  height 8\n  speed 0\n  damage 1\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  +RIPPER\n  +BLOODLESSIMPACT\n  PROJECTILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    NULL A 1\n    RI01 AB 1 bright\n\tRI01 B 1 A_SpawnItemEx(\"SpiralFire21\",5,5,5,0,0,0,15,128)\n\tRI01 CDEFGHIJKLM 2 bright\n\tRI01 ABCDEFGHIJKLMNOP 2 bright\n    stop\n  }\n}\n\nactor SpiralFire21\n{\n  radius 6\n  height 8\n  speed 0\n  damage 1\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  +RIPPER\n  +BLOODLESSIMPACT\n  PROJECTILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    NULL A 1\n    RI01 AB 1 bright\n\tRI01 B 1 A_SpawnItemEx(\"SpiralFire22\",5,5,5,0,0,0,15,128)\n\tRI01 CDEFGHIJKLM 2 bright\n\tRI01 ABCDEFGHIJKLMNOP 2 bright\n    stop\n  }\n}\n\nactor SpiralFire22\n{\n  radius 6\n  height 8\n  speed 0\n  damage 1\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  +RIPPER\n  +BLOODLESSIMPACT\n  PROJECTILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    NULL A 1\n    RI01 AB 1 bright\n\tRI01 B 1 A_SpawnItemEx(\"SpiralFire23\",5,5,5,0,0,0,15,128)\n\tRI01 CDEFGHIJKLM 2 bright\n\tRI01 ABCDEFGHIJKLMNOP 2 bright\n    stop\n  }\n}\n\nactor SpiralFire23\n{\n  radius 6\n  height 8\n  speed 0\n  damage 1\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  +RIPPER\n  +BLOODLESSIMPACT\n  PROJECTILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    NULL A 1\n    RI01 AB 1 bright\n\tRI01 B 1 A_SpawnItemEx(\"SpiralFire24\",5,5,5,0,0,0,15,128)\n\tRI01 CDEFGHIJKLM 2 bright\n\tRI01 ABCDEFGHIJKLMNOP 2 bright\n    stop\n  }\n}\n\nactor SpiralFire24\n{\n  radius 6\n  height 8\n  speed 0\n  damage 1\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  +RIPPER\n  +BLOODLESSIMPACT\n  PROJECTILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    NULL A 1\n    RI01 AB 1 bright\n\tRI01 B 1 A_SpawnItemEx(\"SpiralFire25\",5,5,5,0,0,0,15,128)\n\tRI01 CDEFGHIJKLM 2 bright\n\tRI01 ABCDEFGHIJKLMNOP 2 bright\n    stop\n  }\n}\n\nactor SpiralFire25\n{\n  radius 6\n  height 8\n  speed 0\n  damage 1\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  +RIPPER\n  +BLOODLESSIMPACT\n  PROJECTILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    NULL A 1\n    RI01 AB 1 bright\n\tRI01 B 1 A_SpawnItemEx(\"SpiralFire26\",5,5,5,0,0,0,15,128)\n\tRI01 CDEFGHIJKLM 2 bright\n\tRI01 ABCDEFGHIJKLMNOP 2 bright\n    stop\n  }\n}\n\nactor SpiralFire26\n{\n  radius 6\n  height 8\n  speed 0\n  damage 1\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  +RIPPER\n  +BLOODLESSIMPACT\n  PROJECTILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    NULL A 1\n    RI01 AB 1 bright\n\tRI01 B 1 A_SpawnItemEx(\"SpiralFire27\",5,5,5,0,0,0,15,128)\n\tRI01 CDEFGHIJKLM 2 bright\n\tRI01 ABCDEFGHIJKLMNOP 2 bright\n    stop\n  }\n}\n\nactor SpiralFire27\n{\n  radius 6\n  height 8\n  speed 0\n  damage 1\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  +RIPPER\n  +BLOODLESSIMPACT\n  PROJECTILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    NULL A 1\n    RI01 AB 1 bright\n\tRI01 B 1 A_SpawnItemEx(\"SpiralFire28\",5,5,5,0,0,0,15,128)\n\tRI01 CDEFGHIJKLM 2 bright\n\tRI01 ABCDEFGHIJKLMNOP 2 bright\n    stop\n  }\n}\n\nactor SpiralFire28\n{\n  radius 6\n  height 8\n  speed 0\n  damage 1\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  +RIPPER\n  +BLOODLESSIMPACT\n  PROJECTILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    NULL A 1\n    RI01 AB 1 bright\n\tRI01 B 1 A_SpawnItemEx(\"SpiralFire29\",5,5,5,0,0,0,15,128)\n\tRI01 CDEFGHIJKLM 2 bright\n\tRI01 ABCDEFGHIJKLMNOP 2 bright\n    stop\n  }\n}\n\nactor SpiralFire29\n{\n  radius 6\n  height 8\n  speed 0\n  damage 1\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  +RIPPER\n  +BLOODLESSIMPACT\n  PROJECTILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    NULL A 1\n    RI01 AB 1 bright\n\tRI01 B 1 A_SpawnItemEx(\"SpiralFire30\",5,5,5,0,0,0,15,128)\n\tRI01 CDEFGHIJKLM 2 bright\n\tRI01 ABCDEFGHIJKLMNOP 2 bright\n    stop\n  }\n}\n\nactor SpiralFire30\n{\n  radius 6\n  height 8\n  speed 0\n  damage 1\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  +RIPPER\n  +BLOODLESSIMPACT\n  PROJECTILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    NULL A 1\n    RI01 AB 1 bright\n\tRI01 B 1 A_SpawnItemEx(\"SpiralFire31\",5,5,5,0,0,0,15,128)\n\tRI01 CDEFGHIJKLM 2 bright\n\tRI01 ABCDEFGHIJKLMNOP 2 bright\n    stop\n  }\n}\n\nactor SpiralFire31\n{\n  radius 6\n  height 8\n  speed 0\n  damage 1\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  +RIPPER\n  +BLOODLESSIMPACT\n  PROJECTILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    NULL A 1\n    RI01 AB 1 bright\n\tRI01 B 1 A_SpawnItemEx(\"SpiralFire32\",5,5,5,0,0,0,15,128)\n\tRI01 CDEFGHIJKLM 2 bright\n\tRI01 ABCDEFGHIJKLMNOP 2 bright\n    stop\n  }\n}\n\nactor SpiralFire32\n{\n  radius 6\n  height 8\n  speed 0\n  damage 1\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  +RIPPER\n  +BLOODLESSIMPACT\n  PROJECTILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    NULL A 1\n    RI01 AB 1 bright\n\tRI01 B 1 A_SpawnItemEx(\"SpiralFire33\",5,5,5,0,0,0,15,128)\n\tRI01 CDEFGHIJKLM 2 bright\n\tRI01 ABCDEFGHIJKLMNOP 2 bright\n    stop\n  }\n}\n\nactor SpiralFire33\n{\n  radius 6\n  height 8\n  speed 0\n  damage 1\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  +RIPPER\n  +BLOODLESSIMPACT\n  PROJECTILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    NULL A 1\n    RI01 AB 1 bright\n\tRI01 B 1 A_SpawnItemEx(\"SpiralFire34\",5,5,5,0,0,0,15,128)\n\tRI01 CDEFGHIJKLM 2 bright\n\tRI01 ABCDEFGHIJKLMNOP 2 bright\n    stop\n  }\n}\n\nactor SpiralFire34\n{\n  radius 6\n  height 8\n  speed 0\n  damage 1\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  +RIPPER\n  +BLOODLESSIMPACT\n  PROJECTILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    NULL A 1\n    RI01 AB 1 bright\n\tRI01 B 1 A_SpawnItemEx(\"SpiralFire35\",5,5,5,0,0,0,15,128)\n\tRI01 CDEFGHIJKLM 2 bright\n\tRI01 ABCDEFGHIJKLMNOP 2 bright\n    stop\n  }\n}\n\nactor SpiralFire35\n{\n  radius 6\n  height 8\n  speed 0\n  damage 1\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  +RIPPER\n  +BLOODLESSIMPACT\n  PROJECTILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    NULL A 1\n    RI01 AB 1 bright\n\tRI01 B 1 A_SpawnItemEx(\"SpiralFire36\",5,5,5,0,0,0,15,128)\n\tRI01 CDEFGHIJKLM 2 bright\n\tRI01 ABCDEFGHIJKLMNOP 2 bright\n    stop\n  }\n}\n\nactor SpiralFire36\n{\n  radius 6\n  height 8\n  speed 0\n  damage 1\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  +RIPPER\n  +BLOODLESSIMPACT\n  PROJECTILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    NULL A 1\n    RI01 AB 1 bright\n\tRI01 B 1 A_SpawnItemEx(\"SpiralFire37\",5,5,5,0,0,0,15,128)\n\tRI01 CDEFGHIJKLM 2 bright\n\tRI01 ABCDEFGHIJKLMNOP 2 bright\n    stop\n  }\n}\n\nactor SpiralFire37\n{\n  radius 6\n  height 8\n  speed 0\n  damage 1\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  +RIPPER\n  +BLOODLESSIMPACT\n  PROJECTILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    NULL A 1\n    RI01 AB 1 bright\n\tRI01 B 1 A_SpawnItemEx(\"SpiralFire38\",5,5,5,0,0,0,15,128)\n\tRI01 CDEFGHIJKLM 2 bright\n\tRI01 ABCDEFGHIJKLMNOP 2 bright\n    stop\n  }\n}\n\nactor SpiralFire38\n{\n  radius 6\n  height 8\n  speed 0\n  damage 1\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  +RIPPER\n  +BLOODLESSIMPACT\n  PROJECTILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    NULL A 1\n    RI01 AB 1 bright\n\tRI01 B 1 A_SpawnItemEx(\"SpiralFire39\",5,5,5,0,0,0,15,128)\n\tRI01 CDEFGHIJKLM 2 bright\n\tRI01 ABCDEFGHIJKLMNOP 2 bright\n    stop\n  }\n}\n\nactor SpiralFire39\n{\n  radius 6\n  height 8\n  speed 0\n  damage 1\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  +RIPPER\n  +BLOODLESSIMPACT\n  PROJECTILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    NULL A 1\n    RI01 AB 1 bright\n\tRI01 B 1 A_SpawnItemEx(\"SpiralFire40\",5,5,5,0,0,0,15,128)\n\tRI01 CDEFGHIJKLM 2 bright\n\tRI01 ABCDEFGHIJKLMNOP 2 bright\n    stop\n  }\n}\n\nactor SpiralFire40\n{\n  radius 6\n  height 8\n  speed 0\n  damage 1\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  +RIPPER\n  +BLOODLESSIMPACT\n  PROJECTILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    NULL A 1\n    RI01 AB 1 bright\n\tRI01 B 1 A_SpawnItemEx(\"SpiralFire41\",5,5,5,0,0,0,15,128)\n\tRI01 CDEFGHIJKLM 2 bright\n\tRI01 ABCDEFGHIJKLMNOP 2 bright\n    stop\n  }\n}\n\nactor SpiralFire41\n{\n  radius 6\n  height 8\n  speed 0\n  damage 1\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  +RIPPER\n  +BLOODLESSIMPACT\n  PROJECTILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    NULL A 1\n    RI01 AB 1 bright\n\tRI01 B 1 A_SpawnItemEx(\"SpiralFire42\",5,5,5,0,0,0,15,128)\n\tRI01 CDEFGHIJKLM 2 bright\n\tRI01 ABCDEFGHIJKLMNOP 2 bright\n    stop\n  }\n}\n\nactor SpiralFire42\n{\n  radius 6\n  height 8\n  speed 0\n  damage 1\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  +RIPPER\n  +BLOODLESSIMPACT\n  PROJECTILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    NULL A 1\n    RI01 AB 1 bright\n\tRI01 B 1 A_SpawnItemEx(\"SpiralFire43\",5,5,5,0,0,0,15,128)\n\tRI01 CDEFGHIJKLM 2 bright\n\tRI01 ABCDEFGHIJKLMNOP 2 bright\n    stop\n  }\n}\n\nactor SpiralFire43\n{\n  radius 6\n  height 8\n  speed 0\n  damage 1\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  +RIPPER\n  +BLOODLESSIMPACT\n  PROJECTILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    NULL A 1\n    RI01 AB 1 bright\n\tRI01 B 1 A_SpawnItemEx(\"SpiralFire44\",5,5,5,0,0,0,15,128)\n\tRI01 CDEFGHIJKLM 2 bright\n\tRI01 ABCDEFGHIJKLMNOP 2 bright\n    stop\n  }\n}\n\nactor SpiralFire44\n{\n  radius 6\n  height 8\n  speed 0\n  damage 1\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  +RIPPER\n  +BLOODLESSIMPACT\n  PROJECTILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    NULL A 1\n    RI01 AB 1 bright\n\tRI01 B 1 A_SpawnItemEx(\"SpiralFire45\",5,5,5,0,0,0,15,128)\n\tRI01 CDEFGHIJKLM 2 bright\n\tRI01 ABCDEFGHIJKLMNOP 2 bright\n    stop\n  }\n}\n\nactor SpiralFire45\n{\n  radius 6\n  height 8\n  speed 0\n  damage 1\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  +RIPPER\n  +BLOODLESSIMPACT\n  PROJECTILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    NULL A 1\n    RI01 AB 1 bright\n\tRI01 B 1 A_SpawnItemEx(\"SpiralFire46\",5,5,5,0,0,0,15,128)\n\tRI01 CDEFGHIJKLM 2 bright\n\tRI01 ABCDEFGHIJKLMNOP 2 bright\n    stop\n  }\n}\n\nactor SpiralFire46\n{\n  radius 6\n  height 8\n  speed 0\n  damage 1\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  PROJECTILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +RIPPER\n  +BLOODLESSIMPACT\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    NULL A 1\n    RI01 AB 1 bright\n\tRI01 B 1 A_SpawnItemEx(\"SpiralFire47\",5,5,5,0,0,0,15,128)\n\tRI01 CDEFGHIJKLM 2 bright\n\tRI01 ABCDEFGHIJKLMNOP 2 bright\n    stop\n  }\n}\n\nactor SpiralFire47\n{\n  radius 6\n  height 8\n  speed 0\n  damage 1\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  PROJECTILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +RIPPER\n  +BLOODLESSIMPACT\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    NULL A 1\n    RI01 AB 1 bright\n\tRI01 B 1 A_SpawnItemEx(\"SpiralFire48\",5,5,5,0,0,0,15,128)\n\tRI01 CDEFGHIJKLM 2 bright\n\tRI01 ABCDEFGHIJKLMNOP 2 bright\n    stop\n  }\n}\n\nactor SpiralFire48\n{\n  radius 6\n  height 8\n  speed 0\n  damage 1\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  PROJECTILE\n  +NOTELEPORT\n  +RIPPER\n  +BLOODLESSIMPACT\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    NULL A 1\n    RI01 AB 1 bright\n\tRI01 B 1 A_SpawnItemEx(\"SpiralFire49\",5,5,5,0,0,0,15,128)\n\tRI01 CDEFGHIJKLM 2 bright\n\tRI01 ABCDEFGHIJKLMNOP 2 bright\n    stop\n  }\n}\n\nactor SpiralFire49\n{\n  radius 6\n  height 8\n  speed 0\n  damage 1\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  PROJECTILE\n  +RIPPER\n  +BLOODLESSIMPACT\n  +NOTELEPORT\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    NULL A 1\n    RI01 AB 1 bright\n\tRI01 B 1 A_SpawnItemEx(\"SpiralFire50\",5,5,5,0,0,0,15,128)\n\tRI01 CDEFGHIJKLM 2 bright\n\tRI01 ABCDEFGHIJKLMNOP 2 bright\n    stop\n  }\n}\n\nactor SpiralFire50\n{\n  radius 6\n  height 8\n  speed 0\n  damage 1\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +MISSILE\n  +RIPPER\n  +BLOODLESSIMPACT\n  PROJECTILE\n  +NOTELEPORT\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    NULL A 1\n    RI01 ABCDEFGHIJKLM 2 bright\n\tRI01 ABCDEFGHIJKLMNOP 2 bright\n    stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/monsters/moloch.txt",
        "contents": "//Moloch is a vicious cybernetic monster.  It has a devastating array of attacks: a lightning attack, a grenade attack, a nailgun, and a wraith-spitting attack.\n//This monster is able to chain its attacks together in order to produce devastating combos. It will always chain each attack together randomly, so you may never know what attack may come next in the chain.\n\nACTOR Moloch 6666\n{\ndamagefactor \"corefriendly\", 0\ndamagefactor \"bossfactor\", 0.05\nhealth 7000\nradius 40\nheight 120\nmass 8000\nspeed 20\nscale 0.75\npainchance 15\ndamage 20\nObituary \"%o was sacrificed to Moloch.\"\nHitObituary \"%o got shredded by Moloch's claws.\"\nseesound \"moloch/sight\"\npainsound \"moloch/pain\"\ndeathsound \"moloch/death\"\nactivesound \"moloch/active\"\nbloodcolor orange\nMONSTER\n+BOSS\n+QUICKTORETALIATE\n+FLOORCLIP\n+NORADIUSDMG\n+MISSILEMORE\n+MISSILEEVENMORE\n+FULLVOLACTIVE\n+DONTHURTSPECIES\nstates\n\t{\n\tSpawn:\n\t\tMOLO AB 10 A_Look\n\t\tLoop\n\tSee:\n        \tMOLO AABB 5 A_Chase\n        \tMOLO B 0 A_PlaySound(\"moloch/step1\")\n        \tMOLO CCDD 5 A_Chase\n        \tMOLO D 0 A_PlaySound(\"moloch/step2\")\n        \tTNT1 A 0 A_JumpIfCloser(65,\"Melee\")\n        \tLoop\n        Melee:\n                MOLO E 10 A_FaceTarget\n                MOLO F 10 A_CustomMeleeAttack(40,\"moloch/nailhitbleed\",\"moloch/miss\",extreme,1)\n                Goto See\n\tMissile:\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_Jump (256,\"Missile1\",\"Missile2\",\"Missile3\",\"Missile4\")\n\tMissile1:\n        \tMOLO H 0 Bright A_PlaySound(\"moloch/attack\")\n        \tMOLO HH 14 A_FaceTarget\n        \tMOLO I 1 Bright A_CustomMissile (\"MolochThunderbolt\",65,0,0,0)\n        \tMOLO I 10 Bright A_FaceTarget\n        \tMOLO I 0 A_Jump (100,\"Missile1\",\"Missile2\",\"Missile3\",\"Missile4\")\n        \tGoto See\n\tMissile2:\n        \tMOLO F 0 Bright A_PlaySound(\"moloch/attack\")\n      \t\tMOLO F 12 A_FaceTarget\n        \tMOLO E 6 A_CustomMissile(\"HellGrenade\", 60,0,1,0)\n        \tMOLO F 2 A_FaceTarget\n        \tMOLO E 6 A_CustomMissile(\"HellGrenade\", 60,0,-1,0)\n        \tMOLO F 2 A_FaceTarget\n        \tMOLO E 6 A_CustomMissile(\"HellGrenade\", 60,0,1,0)\n        \tMOLO F 2 A_FaceTarget\n        \tMOLO E 6 A_CustomMissile(\"HellGrenade\", 60,0,-1,0)\n        \tMOLO F 2 A_FaceTarget\n        \tMOLO E 6 A_CustomMissile(\"HellGrenade\", 60,0,1,0)\n        \tMOLO F 2 A_FaceTarget\n        \tMOLO E 6 A_CustomMissile(\"HellGrenade\", 60,0,-1,0)\n        \tMOLO F 2 A_FaceTarget\n        \tMOLO E 6 A_CustomMissile(\"HellGrenade\", 60,0,1,0)\n        \tMOLO F 2 A_FaceTarget\n        \tMOLO F 0 A_Jump (100,\"Missile1\",\"Missile2\",\"Missile3\",\"Missile4\")\n        \tGoto See\n        Missile3:\n        \tMOLO F 0 A_PlaySound (\"moloch/attack\")\n\t\tMOLO F 20 A_FaceTarget\n\t\tMOLO E 1 A_FaceTarget\n\t\tMOLO G 1 Bright A_CustomMissile (\"MolochNail\", 55,random(-10,10),0,0)\n\t\tMOLO G 0 A_PlaySound(\"moloch/nail\")\n\t\tMOLO E 1 A_FaceTarget\n\t\tMOLO G 1 Bright A_CustomMissile (\"MolochNail\", 55,random(-10,10),0,0)\n\t\tMOLO G 0 A_PlaySound(\"moloch/nail\")\n\t\tMOLO G 0 A_Jump (10, \"Missile1\",\"Missile2\",\"Missile3\",\"Missile4\",\"See\")\n\t\tMOLO G 1 Bright A_SpidRefire\n\t\tGoto Missile3+5\n        Missile4:\n        \tMOLO H 0 Bright A_PlaySound(\"moloch/attack\")\n        \tMOLO HH 14 A_FaceTarget\n        \tMOLO I 5 Bright A_FaceTarget\n        \tMOLO I 0 A_CustomMissile (\"MolochWraith\",65,1,30,0)\n        \tMOLO I 5 Bright A_FaceTarget\n        \tMOLO I 0 A_CustomMissile (\"MolochWraith\",65,-1,330,0)\n        \tMOLO I 5 Bright A_FaceTarget\n        \tMOLO I 0 A_CustomMissile (\"MolochWraith\",65,4,15,0)\n        \tMOLO I 5 Bright A_FaceTarget\n        \tMOLO I 0 A_CustomMissile (\"MolochWraith\",65,-4,345,0)\n        \tMOLO I 5 Bright A_FaceTarget\n               \tMOLO I 0 A_CustomMissile (\"MolochWraith\",65,1,30,0)\n        \tMOLO I 5 Bright A_FaceTarget\n        \tMOLO I 0 A_CustomMissile (\"MolochWraith\",65,-1,330,0)\n        \tMOLO I 5 Bright A_FaceTarget\n                MOLO I 0 A_Jump (100,\"Missile1\",\"Missile2\",\"Missile3\",\"Missile4\")\n        \tGoto See\n\tPain:\n\t\tMOLO H 0 A_Pain\n\t\tMOLO H 0 Radius_Quake(15,15,0,40,0)\n\t\tMOLO H 0 A_CustomMissile(\"MolochScorch\",0,0,30,0)\n\t\tMOLO H 0 A_CustomMissile(\"MolochScorch\",0,0,60,0)\n\t\tMOLO H 0 A_CustomMissile(\"MolochScorch\",0,0,90,0)\n\t\tMOLO H 0 A_CustomMissile(\"MolochScorch\",0,0,120,0)\n\t\tMOLO H 0 A_CustomMissile(\"MolochScorch\",0,0,150,0)\n\t\tMOLO H 0 A_CustomMissile(\"MolochScorch\",0,0,180,0)\n\t\tMOLO H 0 A_CustomMissile(\"MolochScorch\",0,0,210,0)\n\t\tMOLO H 0 A_CustomMissile(\"MolochScorch\",0,0,240,0)\n\t\tMOLO H 0 A_CustomMissile(\"MolochScorch\",0,0,270,0)\n\t\tMOLO H 0 A_CustomMissile(\"MolochScorch\",0,0,300,0)\n\t\tMOLO H 0 A_CustomMissile(\"MolochScorch\",0,0,330,0)\n\t\tMOLO H 0 A_CustomMissile(\"MolochScorch\",0,0,0,0)\n\t\tMOLO H 10\n\t\tgoto See\n\tDeath:\n\t\tMOLO J 14 A_ScreamAndUnblock\n\t\tMOLO K 14 A_GiveToTarget(\"AwardItem\",85)\n\t\tMOLO L 14\n\t\tMOLO MNONMNONMNO 8\n\t\tMOLO P 7\n                MOLO Q 7\n                MOLO R 0 A_CustomMissile (\"MolochDeathFire\",0,0,0,0)\n                MOLO R 0 Radius_Quake(40,60,0,40,0)\n                MOLO R 0 A_PlaySound (\"moloch/thud\")\n                MOLO R 0 A_CustomMissile(\"MolochQuake\", 0, -48, 0)\n        \tMOLO R 0 A_CustomMissile(\"MolochQuake\", 0, -48, 10)\n        \tMOLO R 0 A_CustomMissile(\"MolochQuake\", 0, -48, 20)\n        \tMOLO R 0 A_CustomMissile(\"MolochQuake\", 0, -48, 30)\n        \tMOLO R 0 A_CustomMissile(\"MolochQuake\", 0, -48, 40)\n        \tMOLO R 0 A_CustomMissile(\"MolochQuake\", 0, -48, 50)\n        \tMOLO R 0 A_CustomMissile(\"MolochQuake\", 0, -48, 60)\n        \tMOLO R 0 A_CustomMissile(\"MolochQuake\", 0, -48, 70)\n        \tMOLO R 0 A_CustomMissile(\"MolochQuake\", 0, -48, 80)\n        \tMOLO R 0 A_CustomMissile(\"MolochQuake\", 0, -48, 90)\n        \tMOLO R 0 A_CustomMissile(\"MolochQuake\", 0, -48, 100)\n        \tMOLO R 0 A_CustomMissile(\"MolochQuake\", 0, -48, 110)\n        \tMOLO R 0 A_CustomMissile(\"MolochQuake\", 0, -48, 120)\n        \tMOLO R 0 A_CustomMissile(\"MolochQuake\", 0, -48, 130)\n        \tMOLO R 0 A_CustomMissile(\"MolochQuake\", 0, -48, 140)\n        \tMOLO R 0 A_CustomMissile(\"MolochQuake\", 0, -48, 150)\n        \tMOLO R 0 A_CustomMissile(\"MolochQuake\", 0, -48, 160)\n        \tMOLO R 0 A_CustomMissile(\"MolochQuake\", 0, -48, 180)\n        \tMOLO R 0 A_CustomMissile(\"MolochQuake\", 0, -48, 190)\n        \tMOLO R 0 A_CustomMissile(\"MolochQuake\", 0, -48, 200)\n        \tMOLO R 0 A_CustomMissile(\"MolochQuake\", 0, -48, 210)\n        \tMOLO R 0 A_CustomMissile(\"MolochQuake\", 0, -48, 220)\n        \tMOLO R 0 A_CustomMissile(\"MolochQuake\", 0, -48, 230)\n        \tMOLO R 0 A_CustomMissile(\"MolochQuake\", 0, -48, 240)\n        \tMOLO R 0 A_CustomMissile(\"MolochQuake\", 0, -48, 250)\n        \tMOLO R 0 A_CustomMissile(\"MolochQuake\", 0, -48, 260)\n        \tMOLO R 0 A_CustomMissile(\"MolochQuake\", 0, -48, 270)\n        \tMOLO R 0 A_CustomMissile(\"MolochQuake\", 0, -48, 280)\n        \tMOLO R 0 A_CustomMissile(\"MolochQuake\", 0, -48, 290)\n        \tMOLO R 0 A_CustomMissile(\"MolochQuake\", 0, -48, 300)\n        \tMOLO R 0 A_CustomMissile(\"MolochQuake\", 0, -48, 310)\n        \tMOLO R 0 A_CustomMissile(\"MolochQuake\", 0, -48, 320)\n        \tMOLO R 0 A_CustomMissile(\"MolochQuake\", 0, -48, 330)\n        \tMOLO R 0 A_CustomMissile(\"MolochQuake\", 0, -48, 340)\n        \tMOLO R 0 A_CustomMissile(\"MolochQuake\", 0, -48, 350)\n\t\tMOLO R -1 A_BossDeath\n\t\tstop\n\t}\n}\n\n//Moloch's grenade attack.  These grenades spawn explosive embers upon death.\nACTOR HellGrenade\n{\n   Radius 10\n   Height 10\n   Speed 30\n   Damage 20\n   RENDERSTYLE Normal\n   Damagetype \"Fire\"\n   Scale 1.2\n   PROJECTILE\n   +EXTREMEDEATH\n   -NOGRAVITY\n   +DOOMBOUNCE\n   DONTHURTSHOOTER\n   Seesound \"moloch/grenade\"\n   DeathSound \"moloch/grenexp\"\n   States\n   {\n   Spawn:\n      HGRN AB 3 Bright A_SpawnItemEX(\"HellSmoke\",0,0,0,0,0,0,0,130)\n      loop\n   Death:\n      MSP1 G 0 Bright A_SetTranslucent (0.75,1)\n      MSP1 G 2 Bright A_Explode\n      TNT1 A 0 Bright A_CustomMissile(\"HellGrenadeEmber\",random(3,10),0,random(1,90),2,random(1,75))\n      TNT1 A 0 Bright A_CustomMissile(\"HellGrenadeEmber\",random(3,10),0,random(1,90),2,random(1,75))\n      TNT1 A 0 Bright A_CustomMissile(\"HellGrenadeEmber\",random(3,10),0,random(91,180),2,random(1,75))\n      TNT1 A 0 Bright A_CustomMissile(\"HellGrenadeEmber\",random(3,10),0,random(91,180),2,random(1,75))\n      TNT1 A 0 Bright A_CustomMissile(\"HellGrenadeEmber\",random(3,10),0,random(181,270),2,random(1,75))\n      TNT1 A 0 Bright A_CustomMissile(\"HellGrenadeEmber\",random(3,10),0,random(181,270),2,random(1,75))\n      TNT1 A 0 Bright A_CustomMissile(\"HellGrenadeEmber\",random(3,10),0,random(271,359),2,random(1,75))\n      TNT1 A 0 Bright A_CustomMissile(\"HellGrenadeEmber\",random(3,10),0,random(271,359),2,random(1,75))\n      MSP1 HIJKLMNOP 2 Bright\n      stop\n   }\n}\n\nACTOR HellGrenadeEmber\n{\n   Radius 5\n   Height 5\n   Speed 15\n   Damage 5\n   PROJECTILE\n   RENDERSTYLE Add\n   Alpha 0.90\n   Damagetype \"Fire\"\n   DONTHURTSHOOTER\n   +THRUGHOST\n   DeathSound \"moloch/emberexp\"\n   States\n   {\n   Spawn:\n      BAL3 AB 2 Bright A_SpawnItemEX(\"RedSmoke\",0,0,0,0,0,0,0,130)\n      loop\n   Death:\n      BAL3 CDE 4 Bright A_Explode\n      stop\n   }\n}\n\nACTOR HellSmoke\n{\n   Radius 0\n   Height 1\n   Speed 0\n   PROJECTILE\n   Scale 0.75\n   RENDERSTYLE Translucent\n   ALPHA 0.40\n   States\n   {\n   Spawn:\n      NULL A 3 Bright\n      SMK2 ABCDE 1 Bright\n      Stop\n   }\n}\n\nACTOR RedSmoke\n{\n   Radius 0\n   Height 1\n   Speed 0\n   PROJECTILE\n   RENDERSTYLE Add\n   ALPHA 0.85\n   States\n   {\n   Spawn:\n      NULL A 3 Bright\n      FBL1 CDEFG 1 Bright\n      Stop\n   }\n}\n\n//Moloch's counterattack.  It shoots 12 of these whenever it's stunned.  An effective way of retaliating against groups of smaller targets.\nactor MolochScorch\n{\nradius 10\nheight 14\ndamage 15\nspeed 30\nDamageType \"Fire\"\nRenderStyle Add\nalpha 0.75\nScale 0.90\nseesound \"moloch/scorch\"\ndeathsound \"moloch/scorchhit\"\nPROJECTILE\n+DROPOFF\n+FLOORHUGGER\n+EXTREMEDEATH\nstates\n{\nSpawn:\nHBFR A 1 A_CStaffMissileSlither\nHBFR B 1 A_CStaffMissileSlither\nHBFR C 1 A_CStaffMissileSlither\nLoop\nDeath:\nHBFR DEFGH 5 bright\nstop\n}\n}\n\nactor MolochDeathFire\n{\nradius 4\nheight 4\ndamage 0\nspeed 0\nrenderstyle add\nalpha 0.90\nScale 2.0\nseesound \"moloch/deathfire\"\nPROJECTILE\n+NOCLIP\n+DONTSPLASH\nstates\n{\nSpawn:\nXPL2 ABCDEFGHIJK 3 bright A_Explode\nstop\nDeath:\nNULL A 1 bright\nstop\n}\n}\n\n//Moloch's lightning attack.  It can tear through enemies and shoot lightning bolts.\nACTOR MolochThunderbolt : MageWandMissile\n{\n   Radius 18\n   Height 12\n   Speed 50\n   Damage 20\n   PROJECTILE\n   RENDERSTYLE Add\n   Alpha 0.90\n   Scale 1.3\n   Damagetype lightning\n   +DONTREFLECT\n   +NODAMAGETHRUST\n   +FORCEXYBILLBOARD\n   +RIPPER\n   SeeSound \"moloch/thunder\"\n   Deathsound \"moloch/thundercrash\"\n   States\n   {\n   Spawn:\n      ZAP7 ABCDE 1 Bright A_SpawnItemEx(\"ThunderboltTrail\")\n      ZAP7 E 0 Bright A_CustomMissile(\"ThunderFlash\",0,0,45,0)\n      ZAP7 E 0 Bright A_CustomMissile(\"ThunderFlash\",0,0,135,0)\n      ZAP7 E 0 Bright A_CustomMissile(\"ThunderFlash\",0,0,225,0)\n      ZAP7 E 0 Bright A_CustomMissile(\"ThunderFlash\",0,0,315,0)\n      loop\n   Death:\n      ZAP7 FGHIJK 4 Bright A_Explode\n      stop\n   }\n}\n\nActor ThunderboltTrail : MageWandSmoke\n{\n  Scale 1.1\n  Damage 1\n  Projectile\n  RenderStyle Add\n  Alpha 0.5\n  States\n  {\n  Spawn:\n    ZAP7 AABBCCDDEE 2 Bright A_FadeOut(0.04)\n    Loop\n  }\n}\n\nactor ThunderFlash\n{\nradius 6\nheight 8\ndamage 2\nspeed 35\nRenderstyle Add\nAlpha 0.90\nseesound \"moloch/flash\"\ndeathsound \"moloch/flashhit\"\nPROJECTILE\n+BLOODLESSIMPACT\nstates\n{\nSpawn:\nZAP6 ABC 2 bright\nloop\nDeath:\nZAP1 FEDCBA 1 bright A_Explode (10, 20, 1)\nstop\n}\n}\n\n//Moloch's earthquake attack.  This is performed when Moloch dies.  It can do incredible amounts of damage and can kill groups of weak enemies and severely damage strong ones.\nACTOR MolochQuake\n{\n\tSpeed 8\n\tDamage 15\n\tRadius 12\n\tHeight 16\n\tRenderStyle Translucent\n\tAlpha 0.1\n\tPROJECTILE\n\t+DROPOFF\n\t-NOGRAVITY\n\t+FORCERADIUSDMG\n\t+BLOODLESSIMPACT\n\t+FloorHugger\n\t+RIPPER\n\tSeeSound \"moloch/thud\"\n\tStates\n\t{\n\tSpawn:\n\t    \tIDGA CCAABBCCC 10 A_Gravity\n\tDeath:\n\t\tIDGA C 1 A_Explode\n\t    \tStop\n\t}\n}\n\n//Moloch's wraith attack.\nACTOR MolochWraith\n{\n\tSpeed 15\n\tRadius 10\n\tHeight 6\n\tDamage 3\n\tReactionTime 20\n\tProjectile\n\t+RIPPER\n\t+SEEKERMISSILE\n\t+SKYEXPLODE\n\t+NOEXPLODEFLOOR\n\t+EXTREMEDEATH\n\t+SEEKERMISSILE\n\tRenderStyle Add\n\tAlpha 0.9\n\tSeeSound \"moloch/wraith\"\n\tDeathSound \"moloch/wraithdie\"\n\tStates\n\t{\n\tSpawn:\n\t\tSPRD AB 2 A_Tracer2\n\t\tSPRD A 0 A_Countdown\n\t\tSPRD B 0 A_Explode (5,15,0)\n\t\tLoop\n\tDeath:\n\t\tSPRD DEFGHIJ 4 A_Explode (5,15,0)\n\t\tStop\n\t}\n}\n\n//Moloch's nailgun attack.  Moloch can fire flesh-ripping nails in rapid succesion.  They can bounce off walls and floors.\nactor MolochNail\n{\nradius 2\nheight 2\ndamage 6\nspeed 90\nScale 0.65\nBouncecount 3\nwallbouncefactor 2\nPROJECTILE\n+RIPPER\n+HEXENBOUNCE\n+SPAWNSOUNDSOURCE\n+EXTREMEDEATH\n+BLOODSPLATTER\n+STRIFEDAMAGE\nstates\n{\nSpawn:\nBLAD A 1 bright\nloop\nXDeath:\nSMK2 A 0 A_PlaySound(\"moloch/nailhitbleed\")\nSMK2 ABCDE 2\nStop\nCrash:\nFX57 A 0 A_PlaySound(\"moloch/nailhit\")\nFX57 ABCDEFGHIJ 2 bright A_SetTranslucent (0.85,1)\nStop\nDeath:\nFX57 A 0 A_PlaySound(\"moloch/nailhit\")\nFX57 ABCDEFGHIJ 2 bright A_SetTranslucent (0.85,1)\nStop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/monsters/overmind.txt",
        "contents": "ACTOR Overmind 16999\n{\n//$Category Stronghold_Monsters\n\tdamagefactor \"railgun\", 0\n\tdamagefactor \"corefriendly\", 0\n\tdamagefactor \"bossfactor\", 0.05 //was 0.01\n\tHealth 50000\n\tMass 8000\n\tRadius 128\n\tHeight 256\n\tScale 3.0\n\tSpeed 12\n\tPainChance 5\n\tMaxStepHeight 32\n\tMONSTER\n\t+DONTRIP\n\t+FLOORCLIP\n\t+BOSS\n\t+NORADIUSDMG\n\t+NOTIMEFREEZE\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t+FULLVOLACTIVE\n\t+DROPOFF\n\tSeeSound \"cycloid/sight\"\n\tPainSound \"cycloid/pain\"\n\tDeathSound \"cycloid/death\"\n\tActiveSound \"cycloid/roam\"\n\tObituary \"%o was slaughtered by the Overmind.\"\n\tStates\n\t{\n\tSpawn:\n\t\tOYCL AB 30 A_Look\n\t\tLoop\n      \tSee:\n\t\tOYCL A 0 A_JumpIfHealthLower(40000,\"See2\")\n\t\tOYCL A 0 Radius_Quake(4,8,0,32,0)\n\t\tOYCL A 0 A_Explode(16,384,0)\n\t\tOYCL AAABBB 6 A_Chase\n\t\tOYCL C 0 Radius_Quake(4,8,0,32,0)\n\t\tOYCL A 0 A_Explode(16,384,0)\n\t\tOYCL CCCDDD 6 A_Chase\n\t\tLoop\n      \tSee2:\n\t\tOYCL A 0 A_JumpIfHealthLower(30000,\"See3\")\n\t\tOYCL A 0 Radius_Quake(4,8,0,32,0)\n\t\tOYCL A 0 A_Explode(32,384,0)\n\t\tOYCL AAAABBBB 4 A_Chase\n\t\tOYCL C 0 Radius_Quake(4,8,0,32,0)\n\t\tOYCL A 0 A_Explode(32,384,0)\n\t\tOYCL CCCCDDDD 4 A_Chase\n\t\tLoop\n      \tSee3:\n\t\tOYCL A 0 A_JumpIfHealthLower(20000,\"See4\")\n\t\tOYCL A 0 Radius_Quake(4,8,0,32,0)\n\t\tOYCL A 0 A_Explode(48,384,0)\n\t\tOYCL AAAABBBB 3 A_Chase\n\t\tOYCL C 0 Radius_Quake(4,8,0,32,0)\n\t\tOYCL A 0 A_Explode(48,384,0)\n\t\tOYCL CCCCDDDD 3 A_Chase\n\t\tLoop\n      \tSee4:\n\t\tOYCL A 0 A_JumpIfHealthLower(10000,\"See5\")\n\t\tOYCL A 0 Radius_Quake(4,8,0,32,0)\n\t\tOYCL A 0 A_Explode(64,384,0)\n\t\tOYCL AAAABBBB 2 A_Chase\n\t\tOYCL C 0 Radius_Quake(4,8,0,32,0)\n\t\tOYCL A 0 A_Explode(64,384,0)\n\t\tOYCL CCCCDDDD 2 A_Chase\n\t\tLoop\n      \tSee5:\n\t\tOYCL A 0 Radius_Quake(4,8,0,32,0)\n\t\tOYCL A 0 A_Explode(80,384,0)\n\t\tOYCL AAAABBBB 1 A_Chase\n\t\tOYCL C 0 Radius_Quake(4,8,0,32,0)\n\t\tOYCL A 0 A_Explode(80,384,0)\n\t\tOYCL CCCCDDDD 1 A_Chase\n\t\tLoop\n\tMissile:\n\t\tOYCL E 0 A_PlaySoundEx(\"cycloid/attack\",\"Auto\",0,2)\n\t\tOYCL E 0 A_JumpIfCloser(1024,\"Flame\")\n\t\tOYCL E 0 A_Jump(224,\"Fireballs\")\n\t\tOYCL GGGGGGG 5 A_FaceTarget\n\t\tOYCL GGGGG 5 Bright A_FaceTarget\n\t\tOYCL E 0 A_PlaySoundEx(\"weapons/hellfi\",\"Auto\",0,2)\n\t\tCYCL H 15 Bright A_CustomMissile(\"OvermindPyroShot\",220,0,0)\n\t\tGoto See\n\tFireballs:\n\t\tOYCL E 0 A_Jump(96,\"Missile1\",\"Missile2A\",\"Missile2B\")\n\t\tOYCL E 4 A_FaceTarget\n\t\tOYCL F 1 A_CustomMissile(\"CatharsiBallLarge\", 128, 0, 0)\n\t\tOYCL FFF 1 A_CustomMissile(\"CatharsiBallLarge\", 128, 0, frandom(-20,20))\n\t\tOYCL E 4 A_FaceTarget\n\t\tOYCL F 1 A_CustomMissile(\"CatharsiBallLarge\", 128, 0, 0)\n\t\tOYCL FFF 1 A_CustomMissile(\"CatharsiBallLarge\", 128, 0, frandom(-20,20))\n\t\tOYCL E 4 A_FaceTarget\n\t\tOYCL F 1 A_CustomMissile(\"CatharsiBallLarge\", 128, 0, 0)\n\t\tOYCL FFF 1 A_CustomMissile(\"CatharsiBallLarge\", 128, 0, frandom(-20,20))\n\t\tOYCL E 4 A_FaceTarget\n\t\tOYCL F 1 A_CustomMissile(\"CatharsiBallLarge\", 128, 0, 0)\n\t\tOYCL FFF 1 A_CustomMissile(\"CatharsiBallLarge\", 128, 0, frandom(-20,20))\n\t\tOYCL E 4 A_FaceTarget\n\t\tOYCL F 1 A_CustomMissile(\"CatharsiBallLarge\", 128, 0, 0)\n\t\tOYCL FFF 1 A_CustomMissile(\"CatharsiBallLarge\", 128, 0, frandom(-20,20))\n\t\tOYCL E 4 A_FaceTarget\n\t\tOYCL F 1 A_CustomMissile(\"CatharsiBallLarge\", 128, 0, 0)\n\t\tOYCL FFF 1 A_CustomMissile(\"CatharsiBallLarge\", 128, 0, frandom(-20,20))\n\t\tGoto See\n\tMissile1:\n\t\tOYCL EEEEEEE 5 A_FaceTarget\n\t\tOYCL EEEEE 5 Bright A_FaceTarget\n\t\tOYCL FFFF 1 Bright A_CustomMissile(\"OvermindMissile1\", 128, 0, frandom(-20,20))\n\t\tOYCL E 4 Bright A_FaceTarget\n\t\tOYCL FFFF 1 Bright A_CustomMissile(\"OvermindMissile1\", 128, 0, frandom(-20,20))\n\t\tOYCL E 4 Bright A_FaceTarget\n\t\tOYCL FFFF 1 Bright A_CustomMissile(\"OvermindMissile1\", 128, 0, frandom(-20,20))\n\t\tOYCL E 4 Bright A_FaceTarget\n\t\tOYCL FFFF 1 Bright A_CustomMissile(\"OvermindMissile1\", 128, 0, frandom(-20,20))\n\t\tOYCL E 4 Bright A_FaceTarget\n\t\tOYCL FFFF 1 Bright A_CustomMissile(\"OvermindMissile1\", 128, 0, frandom(-20,20))\n\t\tOYCL E 4 Bright A_FaceTarget\n\t\tOYCL FFFF 1 Bright A_CustomMissile(\"OvermindMissile1\", 128, 0, frandom(-20,20))\n\t\tOYCL E 4 Bright A_FaceTarget\n\t\tOYCL FFFF 1 Bright A_CustomMissile(\"OvermindMissile1\", 128, 0, frandom(-20,20))\n\t\tOYCL E 4 Bright A_FaceTarget\n\t\tOYCL FFFF 1 Bright A_CustomMissile(\"OvermindMissile1\", 128, 0, frandom(-20,20))\n\t\tOYCL E 4 Bright A_FaceTarget\n\t\tOYCL FFFF 1 Bright A_CustomMissile(\"OvermindMissile1\", 128, 0, frandom(-20,20))\n\t\tOYCL E 4 Bright A_FaceTarget\n\t\tOYCL FFFF 1 Bright A_CustomMissile(\"OvermindMissile1\", 128, 0, frandom(-20,20))\n\t\tOYCL E 4 Bright A_FaceTarget\n\t\tOYCL FFFF 1 Bright A_CustomMissile(\"OvermindMissile1\", 128, 0, frandom(-20,20))\n\t\tOYCL E 4 Bright A_FaceTarget\n\t\tOYCL FFFF 1 Bright A_CustomMissile(\"OvermindMissile1\", 128, 0, frandom(-20,20))\n\t\tGoto See\n\tMissile2A:\n\t\tOYCL E 1 A_FaceTarget\n\t\tOYCL E 1 A_CustomMissile(\"OvermindMissile2\", 128, 0, 8)\n\t\tOYCL E 1 A_FaceTarget\n\t\tOYCL E 1 A_CustomMissile(\"OvermindMissile2\", 128, 0, 6)\n\t\tOYCL F 1 A_FaceTarget\n\t\tOYCL F 1 A_CustomMissile(\"OvermindMissile2\", 128, 0, 4)\n\t\tOYCL F 1 A_FaceTarget\n\t\tOYCL F 1 A_CustomMissile(\"OvermindMissile2\", 128, 0, 2)\n\t\tOYCL E 1 A_FaceTarget\n\t\tOYCL E 1 A_CustomMissile(\"OvermindMissile2\", 128, 0, 0)\n\t\tOYCL E 1 A_FaceTarget\n\t\tOYCL E 1 A_CustomMissile(\"OvermindMissile2\", 128, 0, -2)\n\t\tOYCL F 1 A_FaceTarget\n\t\tOYCL F 1 A_CustomMissile(\"OvermindMissile2\", 128, 0, -4)\n\t\tOYCL F 1 A_FaceTarget\n\t\tOYCL F 1 A_CustomMissile(\"OvermindMissile2\", 128, 0, -6)\n\t\tOYCL E 1 A_FaceTarget\n\t\tOYCL E 1 A_CustomMissile(\"OvermindMissile2\", 128, 0, -8)\n\t\tOYCL E 1 A_FaceTarget\n\t\tOYCL E 1 A_CustomMissile(\"OvermindMissile2\", 128, 0, -10)\n\t\tOYCL F 1 A_FaceTarget\n\t\tOYCL F 1 A_CustomMissile(\"OvermindMissile2\", 128, 0, -12)\n\t\tOYCL F 1 A_FaceTarget\n\t\tOYCL F 1 A_CustomMissile(\"OvermindMissile2\", 128, 0, -14)\n\t\tGoto See\n\tMissile2B:\n\t\tOYCL E 1 A_FaceTarget\n\t\tOYCL E 1 A_CustomMissile(\"OvermindMissile2\", 128, 0, -8)\n\t\tOYCL E 1 A_FaceTarget\n\t\tOYCL E 1 A_CustomMissile(\"OvermindMissile2\", 128, 0, -6)\n\t\tOYCL F 1 A_FaceTarget\n\t\tOYCL F 1 A_CustomMissile(\"OvermindMissile2\", 128, 0, -4)\n\t\tOYCL F 1 A_FaceTarget\n\t\tOYCL F 1 A_CustomMissile(\"OvermindMissile2\", 128, 0, -2)\n\t\tOYCL E 1 A_FaceTarget\n\t\tOYCL E 1 A_CustomMissile(\"OvermindMissile2\", 128, 0, 0)\n\t\tOYCL E 1 A_FaceTarget\n\t\tOYCL E 1 A_CustomMissile(\"OvermindMissile2\", 128, 0, 2)\n\t\tOYCL F 1 A_FaceTarget\n\t\tOYCL F 1 A_CustomMissile(\"OvermindMissile2\", 128, 0, 4)\n\t\tOYCL F 1 A_FaceTarget\n\t\tOYCL F 1 A_CustomMissile(\"OvermindMissile2\", 128, 0, 6)\n\t\tOYCL E 1 A_FaceTarget\n\t\tOYCL E 1 A_CustomMissile(\"OvermindMissile2\", 128, 0, 8)\n\t\tOYCL E 1 A_FaceTarget\n\t\tOYCL E 1 A_CustomMissile(\"OvermindMissile2\", 128, 0, 10)\n\t\tOYCL F 1 A_FaceTarget\n\t\tOYCL F 1 A_CustomMissile(\"OvermindMissile2\", 128, 0, 12)\n\t\tOYCL F 1 A_FaceTarget\n\t\tOYCL F 1 A_CustomMissile(\"OvermindMissile2\", 128, 0, 14)\n\t\tGoto See\n\tFlame:\n\t\tOYCL E 0 A_Jump(64,\"Fireballs\")\n\t\tOYCL GGGGGGG 5 A_FaceTarget\n\t\tOYCL GGGGG 5 Bright A_FaceTarget\n\t\tCYCL H 1 Bright A_CustomMissile(\"FlameBreathOvermind\", 3*48, 0, -3)\n\t\tCYCL H 0 A_FaceTarget\n\t\tCYCL H 1 Bright A_CustomMissile(\"FlameBreathOvermind\", 3*43, 0, 5)\n\t\tCYCL H 0 A_FaceTarget\n\t\tCYCL H 1 Bright A_CustomMissile(\"FlameBreathOvermind\", 3*44, 0, -7)\n\t\tCYCL H 0 A_FaceTarget\n\t\tCYCL H 1 Bright A_CustomMissile(\"FlameBreathOvermind\", 3*46, 0, 6)\n\t\tCYCL H 0 A_FaceTarget\n\t\tCYCL H 1 Bright A_CustomMissile(\"FlameBreathOvermind\", 3*45, 0, -1)\n\t\tCYCL H 0 A_FaceTarget\n\t\tCYCL H 1 Bright A_CustomMissile(\"FlameBreathOvermind\", 3*43, 0, -3)\n\t\tCYCL H 0 A_FaceTarget\n\t\tCYCL H 1 Bright A_CustomMissile(\"FlameBreathOvermind\", 3*42, 0, 4)\n\t\tCYCL H 0 A_FaceTarget\n\t\tCYCL H 1 Bright A_CustomMissile(\"FlameBreathOvermind\", 3*46, 0, -7)\n\t\tCYCL H 0 A_FaceTarget\n\t\tCYCL H 1 Bright A_CustomMissile(\"FlameBreathOvermind\", 3*44, 0, 8)\n\t\tCYCL H 0 A_SpidRefire\n\t\tCYCL H 1 Bright A_CustomMissile(\"FlameBreathOvermind\", 3*44, 0, 1)\n\t\tCYCL H 0 A_FaceTarget\n\t\tCYCL H 1 Bright A_CustomMissile(\"FlameBreathOvermind\", 3*46, 0, -3)\n\t\tCYCL H 0 A_FaceTarget\n\t\tCYCL H 1 Bright A_CustomMissile(\"FlameBreathOvermind\", 3*43, 0, 5)\n\t\tCYCL H 0 A_FaceTarget\n\t\tCYCL H 1 Bright A_CustomMissile(\"FlameBreathOvermind\", 3*44, 0, -7)\n\t\tCYCL H 0 A_FaceTarget\n\t\tCYCL H 1 Bright A_CustomMissile(\"FlameBreathOvermind\", 3*46, 0, 6)\n\t\tCYCL H 0 A_FaceTarget\n\t\tCYCL H 1 Bright A_CustomMissile(\"FlameBreathOvermind\", 3*45, 0, -1)\n\t\tCYCL H 0 A_FaceTarget\n\t\tCYCL H 1 Bright A_CustomMissile(\"FlameBreathOvermind\", 3*43, 0, -3)\n\t\tCYCL H 0 A_FaceTarget\n\t\tCYCL H 1 Bright A_CustomMissile(\"FlameBreathOvermind\", 3*42, 0, 4)\n\t\tCYCL H 0 A_FaceTarget\n\t\tCYCL H 1 Bright A_CustomMissile(\"FlameBreathOvermind\", 3*46, 0, -7)\n\t\tCYCL H 0 A_FaceTarget\n\t\tCYCL H 1 Bright A_CustomMissile(\"FlameBreathOvermind\", 3*44, 0, 8)\n\t\tCYCL H 0 A_SpidRefire\n\t\tCYCL H 1 Bright A_CustomMissile(\"FlameBreathOvermind\", 3*48, 0, -3)\n\t\tCYCL H 0 A_FaceTarget\n\t\tCYCL H 1 Bright A_CustomMissile(\"FlameBreathOvermind\", 3*43, 0, 5)\n\t\tCYCL H 0 A_FaceTarget\n\t\tCYCL H 1 Bright A_CustomMissile(\"FlameBreathOvermind\", 3*44, 0, -7)\n\t\tCYCL H 0 A_FaceTarget\n\t\tCYCL H 1 Bright A_CustomMissile(\"FlameBreathOvermind\", 3*46, 0, 6)\n\t\tCYCL H 0 A_FaceTarget\n\t\tCYCL H 1 Bright A_CustomMissile(\"FlameBreathOvermind\", 3*45, 0, -1)\n\t\tCYCL H 0 A_FaceTarget\n\t\tCYCL H 1 Bright A_CustomMissile(\"FlameBreathOvermind\", 3*43, 0, -3)\n\t\tCYCL H 0 A_FaceTarget\n\t\tCYCL H 1 Bright A_CustomMissile(\"FlameBreathOvermind\", 3*42, 0, 4)\n\t\tCYCL H 0 A_FaceTarget\n\t\tCYCL H 1 Bright A_CustomMissile(\"FlameBreathOvermind\", 3*46, 0, -7)\n\t\tCYCL H 0 A_FaceTarget\n\t\tCYCL H 1 Bright A_CustomMissile(\"FlameBreathOvermind\", 3*44, 0, 8)\n\t\tCYCL H 0 A_SpidRefire\n\t\tCYCL H 1 Bright A_CustomMissile(\"FlameBreathOvermind\", 3*44, 0, 1)\n\t\tCYCL H 0 A_FaceTarget\n\t\tCYCL H 1 Bright A_CustomMissile(\"FlameBreathOvermind\", 3*46, 0, -3)\n\t\tCYCL H 0 A_FaceTarget\n\t\tCYCL H 1 Bright A_CustomMissile(\"FlameBreathOvermind\", 3*43, 0, 5)\n\t\tCYCL H 0 A_FaceTarget\n\t\tCYCL H 1 Bright A_CustomMissile(\"FlameBreathOvermind\", 3*44, 0, -7)\n\t\tCYCL H 0 A_FaceTarget\n\t\tCYCL H 1 Bright A_CustomMissile(\"FlameBreathOvermind\", 3*46, 0, 6)\n\t\tCYCL H 0 A_FaceTarget\n\t\tCYCL H 1 Bright A_CustomMissile(\"FlameBreathOvermind\", 3*45, 0, -1)\n\t\tCYCL H 0 A_FaceTarget\n\t\tCYCL H 1 Bright A_CustomMissile(\"FlameBreathOvermind\", 3*43, 0, -3)\n\t\tCYCL H 0 A_FaceTarget\n\t\tCYCL H 1 Bright A_CustomMissile(\"FlameBreathOvermind\", 3*42, 0, 4)\n\t\tCYCL H 0 A_FaceTarget\n\t\tCYCL H 1 Bright A_CustomMissile(\"FlameBreathOvermind\", 3*46, 0, -7)\n\t\tCYCL H 0 A_FaceTarget\n\t\tCYCL H 1 Bright A_CustomMissile(\"FlameBreathOvermind\", 3*44, 0, 8)\n\t\tGoto See\n\tPain:\n\t\tOYCL I 6\n\t\tOYCL I 6 A_PlaySoundEx(\"cycloid/pain\",\"Auto\",0,2)\n\t\tGoto See\n\tDeath:\n\t\tOYCL I 12 A_GiveToTarget(\"AwardItem\",300)\n\t\tOYCL J 12 A_Scream\n\t\tOYCL K 12 A_Fall\n\t\tOYCL LMNOP 12\n\t\tOYCL Q -1\n\t\tStop\n\t}\n}\n\nACTOR FlameBreathOvermind {\n   Radius 16\n   Height 1\n   Speed 32\n   RenderStyle ADD\n   Scale 1.0\n   damagetype \"overmindfactor\"\n   Projectile\n   Damage 3\n   +RIPPER\n   +NODAMAGETHRUST\n   +NOTIMEFREEZE\n\n   SeeSound \"duke/flame\"\n\n   States\n   {\n   Spawn:\n      XPLO ABCDEFG 2 BRIGHT A_Explode (12, 64, 0)\n      XPLO HIJKLMN 2 BRIGHT A_Explode (8, 48, 0)\n      XPLO OPQRSTU 2 BRIGHT A_Explode (4, 32, 0)\n      Stop\n   }\n}\n\nactor CatharsiBallLarge : CatharsiBall\n{\n  damagetype \"overmindfactor\"\n  Scale 2.5\n  Speed 40\n  +NOTIMEFREEZE\n  States\n  {\n\tDeath:\n\tSDFB B 6 BRIGHT A_Explode(Random(1,8)*3,96,0)\n\tSDFB C 6 BRIGHT A_Explode(Random(1,8)*2,64,0)\n\tSDFB D 6 BRIGHT A_Explode(Random(1,8)*1,32,0)\n\tSDFB E 6 BRIGHT\n\tstop\n  }\n}\nactor OvermindMissile1 : Dukerocket\n{\n  damagetype \"overmindfactor\"\n  DeathSound \"duke/splode\"\n  Scale 1.5\n  Speed 40\n  Damage 8\n  +FULLVOLDEATH\n  +NOTIMEFREEZE\n  +DONTREFLECT\n  States\n  {\n\tDeath:\n\tXPLO A 0 A_Scream\n\tXPLO A 0 A_Explode(64,128,1)\n\tXPLO ABCDEFGHIJKLMNOPQRSTU 2 BRIGHT\n\tStop\n  }\n}\nactor OvermindMissile2 : BruiserMissile\n{\n  damagetype \"overmindfactor\"\n  DeathSound \"duke/splode\"\n  Scale 2.0\n  Speed 40\n  Damage 8\n  +NOTIMEFREEZE\n  +DONTREFLECT\n  States\n  {\n\tDeath:\n\tBAL3 C 0 Bright A_SetTranslucent (0.67,1)\n\tBAL3 C 6 Bright A_Explode(16,64,0)\n\tBAL3 D 6 Bright A_Explode(16,64,0)\n\tBAL3 E 6 Bright A_Explode(16,64,0)\n\tstop\n  }\n}\nactor OvermindPyroShot : PyroShot\n{\n  damagetype \"overmindfactor\"\n  Scale 1.5\n  Speed 45\n  -THRUGHOST\n  +FULLVOLDEATH\n  +NOTIMEFREEZE\n  +DONTREFLECT\n}\n\nactor IHateFOILINVUL : PowerProtection //Used in samsarahold, not here\n{\n\tPowerup.Duration 0x7FFFFFFF\n}\n\nactor OvermindDamageFactor1 : PowerProtection //So you can shotgun him\n{\n\tPowerup.Duration 0x7FFFFFFF\n\tDamageFactor \"Normal\", 2.5\n}\nactor OvermindDamageFactor2 : PowerProtection\n{\n\tPowerup.Duration 0x7FFFFFFF\n\tDamageFactor \"Normal\", 2.0\n}\nactor OvermindDamageFactor3 : PowerProtection\n{\n\tPowerup.Duration 0x7FFFFFFF\n\tDamageFactor \"Normal\", 1.6\n}\nactor OvermindDamageFactor4 : PowerProtection\n{\n\tPowerup.Duration 0x7FFFFFFF\n\tDamageFactor \"Normal\", 1.25\n}\nactor OvermindDamageFactor5 : PowerProtection //But plasma doesnt wreck him\n{\n\tPowerup.Duration 0x7FFFFFFF\n\tDamageFactor \"Normal\", 1.0\n}\nactor OvermindDamageFactor6 : PowerProtection\n{\n\tPowerup.Duration 0x7FFFFFFF\n\tDamageFactor \"Normal\", 0.8\n}\nactor OvermindDamageFactor7 : PowerProtection\n{\n\tPowerup.Duration 0x7FFFFFFF\n\tDamageFactor \"Normal\", 0.5\n}\nactor OvermindDamageFactor8 : PowerProtection\n{\n\tPowerup.Duration 0x7FFFFFFF\n\tDamageFactor \"Normal\", 0.4\n}\nactor OvermindDamageFactor9 : PowerProtection //And neither do BFGs\n{\n\tPowerup.Duration 0x7FFFFFFF\n\tDamageFactor \"Normal\", 0.25\n}\nactor OvermindDamageFactor10 : PowerProtection\n{\n\tPowerup.Duration 0x7FFFFFFF\n\tDamageFactor \"Normal\", 0.2\n}"
      },
      {
        "source": "pk3",
        "name": "actors/monsters/pyrodemon.txt",
        "contents": "ACTOR PyroDemon 30105\n{\n//$Category Stronghold_Monsters\npainchance \"Stunner\", 128\n\nspawnid 246\nHealth 2500\nRadius 24\nHeight 64\nMass 1000\nSpeed 8\nPainChance 20\nMONSTER\nMeleeDamage 10\nOBITUARY \"%o was burnt to a crisp by a pyro demon.\"\nHITOBITUARY \"%o was melted by a pyro demon.\"\nBloodcolor \"75 25 00\"\n+NoTarget\n+FloorClip\n+MissileMore\n+NoRadiusDMG\n+Boss\n+DontHurtSpecies\nSEESOUND \"pyro/see\"\nPAINSOUND \"pyro/pain\"\nDEATHSOUND \"pyro/death\"\nACTIVESOUND \"pyro/idle\"\nstates\n   {\n   Spawn:\n       PYRO AB 10 A_Look\n       Loop\n   See:\n       PYRO AA 3 A_Chase\n       PYRO A 0 A_SpawnItemEx(\"WalkFire\",0,0,0,0,0,0,0,128)\n       PYRO BB 3 A_Chase\n       PYRO B 0 A_SpawnItemEx(\"WalkFire\",0,0,0,0,0,0,0,128)\n       PYRO CC 3 A_Chase\n       PYRO C 0 A_SpawnItemEx(\"WalkFire\",0,0,0,0,0,0,0,128)\n       PYRO DD 3 A_Chase\n       PYRO D 0 A_SpawnItemEx(\"WalkFire\",0,0,0,0,0,0,0,128)\n       Loop\n   Missile:\n       PYRO B 0 A_Jump(32,29)\n       PYRO B 0 A_Jump(32,20)\n       PYRO EF 8 BRIGHT A_FaceTarget\n       PYRO G 0 BRIGHT A_CustomMissile (\"FireShot\",28,0,0,0)\n       PYRO G 0 BRIGHT A_CustomMissile (\"FireShot\",28,0,-4,0)\n       PYRO G 3 BRIGHT A_CustomMissile (\"FireShot\",28,0,4,0)\n       PYRO H 3 BRIGHT\n       PYRO H 0 A_Jump(32,8)\n       PYRO IJ 8 BRIGHT A_FaceTarget\n       PYRO K 0 BRIGHT A_CustomMissile (\"FireShot\",28,0,0,0)\n       PYRO K 0 BRIGHT A_CustomMissile (\"FireShot\",28,0,-4,0)\n       PYRO K 3 BRIGHT A_CustomMissile (\"FireShot\",28,0,4,0)\n       PYRO L 3 BRIGHT\n       PYRO L 0 A_Jump(32,1)\n       Goto See\n       PYRO MN 8 BRIGHT A_FaceTarget\n       PYRO O 4 BRIGHT A_CustomMissile (\"PyroBlast\",28,0,0,0)\n       PYRO P 4 BRIGHT\n       Goto See\n       PYRO MN 8 BRIGHT A_FaceTarget\n       PYRO O 4 BRIGHT A_CustomMissile (\"RainCometNull\",28,0,0,0)\n       PYRO O 4 BRIGHT A_CustomMissile (\"RainCometNull\",28,0,90,0)\n       PYRO O 4 BRIGHT A_CustomMissile (\"RainCometNull\",28,0,180,0)\n       PYRO O 4 BRIGHT A_CustomMissile (\"RainCometNull\",28,0,270,0)\n       PYRO P 4 BRIGHT\n       Goto See\n\tPYRO O 1 A_FaceTarget\n        PYRO O 0 A_CustomMissile (\"EscapeExplosion\",28,10,0,0)\n        PYRO O 0 A_Mushroom (\"Pyroball\",16)\n       PYRO O 3\n       PYRO P 3 BRIGHT\n    PYRO A 0 A_UnSetShootable\n    PYRO A 1 A_PlaySound(\"pyro/tele\")\n    PYRO A 1 A_SetTranslucent(0.90)\n    PYRO A 1 A_SetTranslucent(0.80)\n    PYRO A 1 A_SetTranslucent(0.70)\n    PYRO A 1 A_SetTranslucent(0.60)\n    PYRO A 1 A_SetTranslucent(0.50)\n    PYRO A 1 A_SetTranslucent(0.40)\n    PYRO A 1 A_SetTranslucent(0.30)\n    PYRO A 1 A_SetTranslucent(0.20)\n    PYRO A 1 A_SetTranslucent(0.10)\n    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_ExtChase(0,0,1,1)\n    PYRO A 1 A_PlaySound(\"pyro/tele\")\n    PYRO A 1 A_SetTranslucent(0.10)\n    PYRO A 1 A_SetTranslucent(0.20)\n    PYRO A 1 A_SetTranslucent(0.30)\n    PYRO A 1 A_SetTranslucent(0.40)\n    PYRO A 1 A_SetTranslucent(0.50)\n    PYRO A 1 A_SetTranslucent(0.60)\n    PYRO A 1 A_SetTranslucent(0.70)\n    PYRO A 1 A_SetTranslucent(0.80)\n    PYRO A 1 A_SetTranslucent(0.90)\n    PYRO A 1 A_SetTranslucent(1.0)\n    PYRO A 0 A_CustomMissile (\"EscapeExplosion\",28,10,0,0)\n    PYRO O 0 A_Mushroom (\"Pyroball\",16)\n    PYRO A 0 A_SetShootable\n       Goto See\n   Pain:\n       PYRO Q 2\n       PYRO Q 2 A_Pain\n       Goto See\n   Pain.Stunner:\n       PYRO Q 2 A_ChangeFlag(\"NoPain\", 1)\n       PYRO Q 300 A_Pain\n       PYRO Q 0 A_ChangeFlag(\"NoPain\", 0)\n       goto See\n   Death:\n       TNT1 A 0 A_GiveToTarget(\"AwardItem\", 36)\n       PYRO R 20 BRIGHT A_Scream\n       PYRO S 20 BRIGHT\n       PYRO T 20 BRIGHT\n       PYRO U 20 BRIGHT A_NoBlocking\n       PYRO VW 6 BRIGHT\n       PYRO X 6 BRIGHT\n       PYRO Y 3 BRIGHT\n       PYRO Z 3000\n       PYRO ZZZZZZZZZZZZ 2 A_FadeOut(0.1)\n       Stop\n     }\n}\n\nACTOR FireShot\n{\n   Radius 3\n   Height 3\n   Speed 15\n   Damage 2\n   PROJECTILE\n   RENDERSTYLE ADD\n   ALPHA 0.67\n   +FIREDAMAGE\n   SeeSound \"pyro/flame\"\n   DeathSound \"pyro/flamepoof\"\n   States\n   {\n   Spawn:\n      FSHT A 1 Bright A_SpawnItemEx(\"FireTail\",0,0,0,0,0,0,0,128)\n      FSHT A 1 Bright A_SpawnItemEx(\"FireTail\",0,0,0,0,0,0,0,128)\n      FSHT A 1 Bright A_SpawnItemEx(\"FireTail\",0,0,0,0,0,0,0,128)\n      FSHT A 1 Bright A_SpawnItemEx(\"FireTail\",0,0,0,0,0,0,0,128)\n      FSHT A 1 Bright A_SpawnItemEx(\"FireTail\",0,0,0,0,0,0,0,128)\n      FSHT A 1 Bright A_SpawnItemEx(\"FireTail\",0,0,0,0,0,0,0,128)\n      Loop\n   Death:\n      FSHT A 0 Bright A_Explode\n      FSHT B 0 Bright\n      FSHT B 3 Bright\n      FSHT C 3 Bright\n      FSHT D 3 Bright\n      FSHT E 3 Bright\n      Stop\n   }\n}\n\nactor FireTail\n{\n    PROJECTILE\n    RENDERSTYLE ADD\n    +NOCLIP\n    ALPHA 0.4\n    States\n    {\n    Spawn:\n        FRTB ABCDEFGHI 1\n        Stop\n    }\n}\n\nACTOR EscapeExplosion\n{\n    SeeSound \"pyro/explosion\"\n    Radius 8\n    Height 56\n    Speed 0\n    ExplosionDamage 50\n    ExplosionRadius 192\n    States\n    {\n    Spawn:\n        NKXP B 3 BRIGHT\n        NKXP C 3 BRIGHT\n        NKXP D 3 BRIGHT A_Explode\n        NKXP EFGHIJKLMNOPQRSTUV 3\n        Stop\n    }\n}\n\nACTOR PyroBall\n{\n   Radius 10\n   Height 8\n   Speed 15\n   SEESOUND \"pyro/bomb\"\n   DEATHSOUND \"pyro/bombhit\"\n   PROJECTILE\n   RENDERSTYLE Add\n   Alpha 0.7\n   -NoGravity\n   +DoomBounce\n   +LowGravity\n   +FireDamage\n   +SeekerMissile\n   states\n   {\n   Spawn:\n      RBAL A 0 BRIGHT\n      RBAL A 0 BRIGHT A_AlertMonsters\n      RBAL AAAABBBB 1\n      Goto Spawn +2\n   Death:\n      RBAL DEFGHI 4\n      Stop\n   }\n}\n\nACTOR FirebombExplosion1\n{\n   Radius 11\n   Height 8\n   Speed 18\n   Damage 6\n   +NOBLOCKMAP\n   +DROPOFF\n   +MISSILE\n   +ACTIVATEIMPACT\n   +ACTIVATEPCROSS\n   ExplosionDamage 128\n   ExplosionRadius 128\n   Obituary \"%o was killed by a Firebomb explosion.\"\n   States\n   {\n   Spawn:\n      FRME A 1 Bright\n      Loop\n   Death:\n      FRME A 0\n      FRME A 0 A_PlaySound(\"pyro/blastexplosion\")\n      FRME A 3 Bright A_Explode\n      FRME B 1 Bright A_Mushroom(\"Pyroball\",8)\n      FRME B 2 Bright A_CustomMissile(\"FirebombExplosion2\",25,0,180)\n      FRME CDEFGHIJKLMNOPQRS 3\n      Stop\n   }\n}\n\nACTOR FirebombExplosion2 : FirebombExplosion1\n{\n   ExplosionRadius 112\n   States\n   {\n   Death:\n      FRME A 0\n      FRME A 0 A_PlaySound(\"pyro/blastexplosion\")\n      FRME A 3 Bright A_Explode\n      FRME B 1 Bright\n      FRME B 2 Bright A_CustomMissile(\"FirebombExplosion3\",20,0,180)\n      FRME CDEFGHIJKLMNOPQRS 3\n      Stop\n   }\n}\n\nACTOR FirebombExplosion3 : FirebombExplosion1\n{\n   Speed 14\n   Damage 5\n   ExplosionRadius 96\n   States\n   {\n   Death:\n      FRME A 0\n      FRME A 0 A_PlaySound(\"pyro/blastexplosion\")\n      FRME A 3 Bright A_Explode\n      FRME BCDEFGHIJKLMNOPQRS 3\n      Stop\n   }\n}\n\nACTOR PyroBlast\n{\n   PROJECTILE\n   +SeekerMissile\n   +NoGravity\n   RENDERSTYLE Add\n   Alpha 0.4\n   SEESOUND \"pyro/blast\"\n   DEATHSOUND \"pyro/flamepoof\"\n   Speed 17\n   Height 10\n   Radius 10\n   states\n   {\n   Spawn:\n    SBLL ABCDEFGHIJ 1 BRIGHT A_SpawnItemEx(\"FireTail\",0,0,0,0,0,0,0,128)\n    SBLL A 0 BRIGHT A_SeekerMissile(0,2)\n    Goto Spawn+1\n   Death:\n    SBLL K 0 A_CustomMissile(\"FirebombExplosion1\",1,0,45)\n    SBLL K 0 A_CustomMissile(\"FirebombExplosion1\",1,0,135)\n    SBLL K 0 A_CustomMissile(\"FirebombExplosion1\",1,0,225)\n    SBLL K 0 A_CustomMissile(\"FirebombExplosion1\",1,0,315)\n    SBLL LMNOPQRSTUVW 1 BRIGHT\n    Stop\n   }\n}\n\nACTOR WalkFire\n{\n     +NOCLIP\n     +MISSILE\n     +DROPOFF\n     +RANDOMIZE\n     Scale 1.5\n     Speed 1\n     RENDERSTYLE ADD\n     ALPHA 0.67\n     States\n     {\n     Spawn:\n          TNT1 A 8\n          FRTF A 3\n\t    FRTF A 0\n\t    FRTF B 3\n\t    FRTF B 0\n\t    FRTF C 3\n\t    FRTF C 0\n          FRTF C 0\n          FRTF C 0 A_Jump(191,4)\n          FRTF C 0 A_CustomMissile(\"WalkFire\", 0, 24, 0)\n          FRTF C 0 A_CustomMissile(\"WalkFire\", 0, 0, 0)\n          FRTF C 0 A_CustomMissile(\"WalkFire\", 0, -24, 0)\n          FRTF DEFGHIJKLMNO 3\n          Stop\n     }\n}\n\nACTOR RainCometNull\n{\n  Radius 0\n  Height 0\n  Speed 8\n  PROJECTILE\n  +FloorClip\n  +Ripper\n  +DoomBounce\n  +CeilingHugger\n  +DontHurtSpecies\n  states\n  {\n  Spawn:\n    ZAP5 A 0 A_Jump(5,8)\n    ZAP5 AAAAAA 1 A_Wander\n    ZAP5 A 8 A_CustomMissile(\"FallingComet\",-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 FallingComet\n{\n    Radius 6\n    Height 8\n    Speed 5\n    Damage 5\n    ExplosionDamage 40\n    ExplosionRadius 80\n    Scale .55\n    PROJECTILE\n    SEESOUND \"pyro/comet\"\n    DEATHSOUND \"pyro/cometdeath\"\n    -NoGravity\n    -Float\n    +FloorClip\n    +DontHurtSpecies\n    +SpawnCeiling\n    states\n    {\n    Spawn:\n        COMT AAAABBBBCCCC 1 BRIGHT A_SpawnItemEx(\"FireTail\",0,0,0,0,0,0,0,128)\n        Loop\n    Death:\n        COMT D 3 BRIGHT A_SpawnItemEx(\"CometDeathGlow\", 0, 0, 0, 0, 0, 0, 0, 128)\n        COMT E 3 BRIGHT A_Explode(20,128,0)\n        COMT E 0 A_SpawnItemEx(\"CometDeath\", 0, 0, 0, 0, 0, 0, 0, 128)\n        Stop\n    }\n}\n\nactor CometDeathGlow : FireTail\n{\n    Scale 2.0\n    Alpha 0.6\n    States\n    {\n    Spawn:\n        FRTB ABCDEFGHI 3\n        Stop\n    }\n}\n\nactor CometDeath\n{\n    PROJECTILE\n    RENDERSTYLE ADD\n    +NOCLIP\n    ALPHA 0.7\n    States\n    {\n    Spawn:\n        COMT FGHI 3\n        Stop\n    }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/monsters/terminator.txt",
        "contents": "///////////////////////////////////////////////////////////////////\n//Terminator\n//created by: Vader\n///////////////////////////////////////////////////////////////////\n\nACTOR Terminator 30666\n{\n//$Category Stronghold_Monsters\npainchance \"Stunner\", 128\nSpawnID 231\nHealth 7000\nRadius 24\nHeight 64\nMass 1500\nSpeed 12\nPainChance 8\nscale 1.2\nMONSTER\nObituary \"%o was liquidated by a Terminator.\"\n+FLOORCLIP\n+MISSILEMORE\n+BOSS\n+MISSILEEVENMORE\n+DONTHURTSPECIES\n+NORADIUSDMG\nMissiletype Grenadeblast\nDamagefactor \"Redblast\", 0.0\nMeleeRange 192\nSeeSound \"monster/termsit\"\nPainSound \"monster/termpin\"\nDeathSound \"monster/termdth\"\nActiveSound \"Terminator/termact\"\nStates\n   {\n   Spawn:\n       TERM AB 10 A_Look\n       Loop\n      See:\n       TERM A 0 A_Playsound(\"Terminator/terstepA\")\n       TERM A 4 A_Chase\n       TERM A 4 A_Chase\n       TERM B 4 A_Chase\n       TERM B 4 A_Chase\n       TERM C 0 A_Playsound(\"Terminator/terstepA\")\n       TERM C 4 A_Chase\n       TERM C 4 A_Chase\n       TERM D 4 A_Chase\n       TERM D 4 A_Chase\n       Loop\n   Pain:\n       TERM L 3\n       TERM L 3 A_Pain\n       Goto See\n   Pain.Stunner:\n       TERM L 2 A_ChangeFlag(\"NoPain\", 1)\n       TERM L 300 A_Pain\n       TERM L 0 A_ChangeFlag(\"NoPain\", 0)\n       goto See\n   Melee:\n       Goto Missile2+1\n   Missile:\n       TERM E 0 A_JumpIfCloser(512, \"Missile2\")\n       TERM E 0 A_Jump(170, \"Missile2\")\n       TERM E 5 A_FaceTarget\n       TERM F 5 Bright A_CustomMissile(\"TerminatorBlaster\",38,15,Random(Random(2,Random(3,4)),Random(-2,(Random(-3,-4)))))\n       TERM F 0 A_Spidrefire\n       Goto Missile+2\n    Missile2:\n       TERM G 0 A_Jump(128, \"Missile3\")\n       TERM G 2 A_Facetarget\n       TERM H 1 Bright A_CustomBulletAttack (24, 12, 6, 3, \"Terminatorpuff\")\n       TERM H 1 Bright A_Playsound(\"Terminator/tershotB\")\n       TERM G 2 A_Facetarget\n       TERM I 1 Bright A_CustomBulletAttack (24, 12, 6, 3, \"Terminatorpuff\")\n       TERM I 1 Bright A_Playsound(\"Terminator/tershotB\")\n       TERM G 1 A_Spidrefire\n       Goto Missile2+1\n    Missile3:\n       TERM J 0 A_Jump(128,\"Missile5\")\n       TERM K 0 A_JumpIfCloser(192,\"Missile4\")\n       TERM J 8 A_Facetarget\n       TERM K 8 Bright A_CustomMissile(\"Redgrenade\", 38, -15, 0, 0)\n       Goto See\n    Missile4:\n       TERM J 6 A_Facetarget\n       TERM K 6 Bright A_CustomMissile(\"Redstar\", 38, -15, 0, Random(2,-2))\n       TERM J 6 A_Facetarget\n       TERM K 6 Bright A_CustomMissile(\"Redstar\", 38, -15, 0, Random(8,-8))\n    Missile5:\n       TERM J 6 A_Facetarget\n       TERM K 6 Bright A_CustomMissile(\"Redstar\", 38, -15, 0, 0)\n       Goto See\n   Death:\n       TNT1 A 0 A_GiveToTarget(\"AwardItem\", 60)\n       TERM M 6 A_Scream\n       TERM N 4\n       TERM OPQ 4 Bright\n       TERM R 0 Bright A_SpawnItemEx(\"TerminatorHead\", 15, 0, 90, 10, 0, 0, -170, 128)\n       TERM R 0 Bright A_SpawnItemEx(\"TerminatorShoulder\", 60, 0, 75, 8, 0, 0, -70, 128)\n       TERM R 4 Bright A_SpawnItemEx(\"TerminatorArm\", 60, 0, 0, 3, 0, 0, -90, 128)\n       TERM STUV 4 Bright\n       TERM W 4\n       TERM X 6 A_Fall\n       TERM Y 6\n       TERM Z 1 A_Playsound(\"Terminator/terstepA\")\n       TERM Z 5\n       TERM [ 3000\n       TERM \"[[[[[[[[[[[[\" 2 A_FadeOut(0.1)\n       Stop\n   }\n}\n\nACTOR TerminatorBlaster\n{\n   Radius 8\n   Height 12\n   Speed 35 //Too Slow?\n   FastSpeed 45 //More like NOT SLOW ENOUGH.\n   Damage 8\n   DamageType \"Normal\"\n   SpawnID 251\n   PROJECTILE\n   RENDERSTYLE ADD\n   alpha 0.85\n   SeeSound \"monster/brufir\"\n   DeathSound \"weapons/hellex\"\n   +FORCERADIUSDMG\n   States\n   {\n   Spawn:\n      BLST A 1 Bright\n      loop\n   Death:\n      BLST B 6 Bright A_Explode(16,128,1)\n      BLST CDEFGHIJKL 3 Bright\n      stop\n   }\n}\n\nactor Redstar\n{\n    Radius 10\n    Height 20\n    Speed 30 //Ohhhhhhhhhhhhhhhh...\n    FastSpeed 40 //I've having way too much fun making this a hard enemy, aren't I...\n    Damage 4\n    DamageType \"Normal\"\n    Scale 0.6\n    +SEEKERMISSILE\n    +FORCERADIUSDMG\n    PROJECTILE\n    RENDERSTYLE ADD\n    ALPHA 0.8\n    SeeSound \"Terminator/tershotA\"\n    DeathSound \"imp/shotx\"\n    States\n    {\n    Spawn:\n        STAX A 0 Bright A_SeekerMissile (15,45) //Welp.\n\tSTAX AAAA 1 Bright A_SpawnItemEx(\"grenadetrail\",0,0,0,0,0,0,0,0)\n        STAX B 0 Bright A_SeekerMissile (15,45) //Good luck dodging.\n\tSTAX BBBB 1 Bright A_SpawnItemEx(\"grenadetrail\",0,0,0,0,0,0,0,0)\n        STAX C 0 Bright A_SeekerMissile (15,45) //I've tested. You're gonna need it.\n\tSTAX CCCC 1 Bright A_SpawnItemEx(\"grenadetrail\",0,0,0,0,0,0,0,0)\n        STAX D 0 Bright A_SeekerMissile (15,45) //Grenade Trails make it harder to judge too.\n\tSTAX DDDD 1 Bright A_SpawnItemEx(\"grenadetrail\",0,0,0,0,0,0,0,0)\n        Loop\n    Death:\n        STAX E 3 Bright A_Explode(20,192,1)\n        STAX FGHIJKLMNO 3 Bright\n        Stop\n    }\n}\n\nactor Redgrenade //More like Red Missile now. Heh heh.\n{\n    Radius 6\n    Height 12\n    Speed 30\n    FastSpeed 45\n    Damage 4\n    DamageType \"Normal\"\n    PROJECTILE\n    //Heh heh. Players won't know what hit them. Hopefully neither will Popsoap.\n    //+DoomBounce\n    //-NoGravity\n    +ForceRadiusDMG\n    RENDERSTYLE ADD\n    ALPHA 0.8\n    DeathSound \"imp/shotx\"\n    States\n    {\n    Spawn:\n    \tTGND A 0 Bright A_Playsound(\"Terminator/tershotA\")\n    \tTGND AAAABBBBCCCC 1 Bright A_SpawnItemEx(\"grenadetrail\",0,0,0,0,0,0,0,0)\n    \tGoto Spawn+1\n    Death:\n    \tSTAR E 3 Bright\n    \tSTAR E 0 Bright A_custommissile(\"grenadeblast\",0,0,0,2,0)\n    \tSTAR E 0 Bright A_custommissile(\"grenadeblast\",0,0,20,2,0)\n    \tSTAR E 0 Bright A_custommissile(\"grenadeblast\",0,0,40,2,0)\n    \tSTAR E 0 Bright A_custommissile(\"grenadeblast\",0,0,60,2,0)\n    \tSTAR E 0 Bright A_custommissile(\"grenadeblast\",0,0,80,2,0)\n        STAR E 0 Bright A_custommissile(\"grenadeblast\",0,0,100,2,0)\n        STAR E 0 Bright A_custommissile(\"grenadeblast\",0,0,120,2,0)\n        STAR E 0 Bright A_custommissile(\"grenadeblast\",0,0,140,2,0)\n        STAR E 0 Bright A_custommissile(\"grenadeblast\",0,0,160,2,0)\n        STAR E 0 Bright A_custommissile(\"grenadeblast\",0,0,180,2,0)\n        STAR E 0 Bright A_custommissile(\"grenadeblast\",0,0,200,2,0)\n        STAR E 0 Bright A_custommissile(\"grenadeblast\",0,0,220,2,0)\n        STAR E 0 Bright A_custommissile(\"grenadeblast\",0,0,240,2,0)\n        STAR E 0 Bright A_custommissile(\"grenadeblast\",0,0,260,2,0)\n        STAR E 0 Bright A_custommissile(\"grenadeblast\",0,0,280,2,0)\n        STAR E 0 Bright A_custommissile(\"grenadeblast\",0,0,300,2,0)\n        STAR E 0 Bright A_custommissile(\"grenadeblast\",0,0,320,2,0)\n        STAR E 0 Bright A_custommissile(\"grenadeblast\",0,0,340,2,0)\n        STAR FGHIJKLMNO 3 Bright\n        Stop\n    }\n}\n\nACTOR Grenadetrail\n{\n   \tPROJECTILE\n   \t+NOCLIP\n    \tRenderstyle ADD\n\tAlpha 0.6\n\tStates\n\t{\n\tSpawn:\n\t    TGTR ABCDEFGHI 4 Bright\n\t    Stop\n\t}\n}\n\nactor Grenadeblast\n{\n    Radius 6\n    Height 12\n    Speed 6\n    Damage 3\n    DamageType Redblast\n    PROJECTILE\n    RENDERSTYLE ADD\n    +Ripper\n    +ForceRadiusDMG\n    +NoDamageThrust\n    ALPHA 0.8\n    SeeSound \"imp/attack\"\n    DeathSound \"imp/shotx\"\n    States\n    {\n    Spawn:\n    \tTGBL ABCDEF 2 Bright\n        Goto Death\n    Death:\n    \tTGBL GHIJK 2 Bright\n        stop\n    }\n}\n\nACTOR Terminatorpuff : Bulletpuff\n{\n    \tRenderstyle ADD\n\tAlpha 0.75\n\tscale 0.75\n\tStates\n\t{\n\tSpawn:\n\tMelee:\n\t    TPUF A 2 Bright\n\t    TPUF A 0 A_Jump(128,10)\n\t    TPUF BCDEFGH 2 Bright\n\t    Stop\n\t    TPUF IJKLMNO 2 Bright\n\t    Stop\n\t}\n}\n\nACTOR TerminatorArm\n{\n\tRadius 12\n\tHeight 15\n\tSpeed 3\n\tMass 1000\n\tscale 1.2\n\t+DOOMBOUNCE\n      States\n\t{\n\tSpawn:\n         TARM A 5\n         TARM B 5 A_Fall\n         TARM CDE 5\n         TARM F 3000\n         TARM FFFFFFFFFFFF 2 A_FadeOut(0.1)\n         Stop\n\t}\n}\n\nactor TerminatorHead\n{\n    Radius 6\n    Height 8\n    Speed 10\n    Mass 1000\n    +DOOMBOUNCE\n    +DROPOFF\n    +Missile\n    scale 1.2\n\n    States\n    {\n    Spawn:\n    \tTHAD DEFGHABC 2\n        loop\n    Death:\n    \tTHAD I 3000\n\tTHAD IIIIIIIIIIII 2 A_FadeOut(0.1)\n        loop\n    }\n}\n\nactor TerminatorShoulder\n{\n    Radius 8\n    Height 8\n    Speed 8\n    Mass 1000\n    +DOOMBOUNCE\n    +DROPOFF\n    +Missile\n    scale 1.2\n\n    States\n    {\n    Spawn:\n    \tTSHO ABCDEFGH 2\n        loop\n    Death:\n    \tTSHO I 3000\n\tTSHO IIIIIIIIIIII 2 A_FadeOut(0.1)\n        loop\n    }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/monsters/ztank.txt",
        "contents": "ACTOR ZombieTank 21012\n{\n//$Category Stronghold_Monsters\nspawnid 217\npainchance \"Stunner\", 32\n\n    Health 600\n    Painchance 50\n    Speed 6\n    Radius 27\n    +NOBLOOD\n    Height 72\n    Mass 1000\n    SeeSound \"ZTank/see\"\n    AttackSound \"ZTank/attack\"\n    PainSound \"ZTank/pain\"\n    DeathSound \"ZTank/death\"\n    DropItem Zombieman\n    Obituary \"%o was shot by a zombie in a tank.\"\n    MONSTER\n    +FLOORCLIP\n    Decal Bulletchip\n    States\n    {\n    Spawn:\n        ZTNK A 8 A_Look\n        Loop\n    See:\n        ZTNK A 0 A_PlaySound (\"ZTank/Run\")\n        ZTNK AABBCC 1 A_Chase\n        Loop\n    Missile:\n        ZTNK A 1 A_FaceTarget\n        ZTNK D 3 BRIGHT A_CustomBulletAttack (22.5, 11.25, 2, 4, \"BulletPuff\")\n        ZTNK A 1 A_FaceTarget\n        ZTNK E 3 BRIGHT A_CustomBulletAttack (22.5, 11.25, 2, 5, \"BulletPuff\")\n        ZTNK A 0 A_Jump(128,1)\n        goto See\n        ZTNK A 0 A_CPosRefire\n        goto Missile\n    Pain:\n        ZTNK F 4 A_Pain\n        ZTNK F 4\n        Goto See\n    Pain.Stunner:\n       ZTNK F 2 A_ChangeFlag(\"NoPain\", 1)\n       ZTNK F 300 A_Pain\n       ZTNK F 0 A_ChangeFlag(\"NoPain\", 0)\n       goto See\n    Death:\n        TNT1 A 0 A_GiveToTarget(\"AwardItem\", 12)\n        ZTNK G 4\n        ZTNK G 4 A_Scream\n        ZTNK H 8 A_SpawnItemEx(\"ZombieTankGun\", -40, 0, 30, 12, 0, 0, 64, 128)\n        ZTNK I 8 A_SpawnItemEx(\"ZombieTankGun\", 40, 0, 30, 12, 0, 0, 192, 128)\n        ZTNK J 8 A_CustomMissile (\"ZombieTankExplosion\", 48, 0, 0)\n        ZTNK K 8 A_Fall\n        ZTNK L 8\n        ZTNK M 8 A_SpawnItemEx(\"ZTankSmoke\", 0, 0, 48, 0, 0, 0, 0, 128)\n        ZTNK N 8\n        ZTNK O 3000\n        ZTNK OOOOOOOOOOOO 2 A_FadeOut(0.1)\n        Stop\n    }\n}\n\nACTOR ZombieTankGun\n{\n\tRadius 4\n\tHeight 4\n\tMass 5\n\tSpeed 12\n\t+NOBLOCKMAP\n\t+DROPOFF\n\t+MISSILE\n\t+NOTELEPORT\n\t+DOOMBOUNCE\n\t+NoTarget\n\tStates\n\t{\n\tSpawn:\n\t\tZTNG A 3\n\t\tZTNG B 3\n\t\tZTNG C 3\n\t\tZTNG D 3\n\t\tZTNG E 3\n\t\tZTNG F 3\n\t\tZTNG G 3\n\t\tLoop\n\tDeath:\n\t\tZTNG G 3000\n\t\tZTNG GGGGGGGGGGGG 2 A_FadeOut(0.1)\n\t\tStop\n\t}\n}\n\nACTOR ZombieTankExplosion\n{\n  RENDERSTYLE ADD\n  ALPHA 0.7\n  Radius 10\n  Height 32\n  Speed 0\n  SeeSound \"ZTank/explode\"\n  PROJECTILE\n  +FIREDAMAGE\n  +NOCLIP\n States\n   {\n   Spawn:\n      ZTXP ABCD 2 BRIGHT\n      ZTXP E 2 BRIGHT A_Explode (128, 128, 0)\n      ZTXP FGH   2 BRIGHT\n      ZTXP IJKLM 2 BRIGHT\n      ZTXP N 2 BRIGHT A_SetTranslucent(.7, 1)\n      ZTXP O 2 BRIGHT A_SetTranslucent(.65, 1)\n      ZTXP P 2 BRIGHT A_SetTranslucent(.6, 1)\n      ZTXP Q 2 BRIGHT A_SetTranslucent(.55, 1)\n      ZTXP R 2 BRIGHT A_SetTranslucent(.5, 1)\n      ZTXP S 2 BRIGHT A_SetTranslucent(.4, 1)\n      ZTXP T 2 BRIGHT A_SetTranslucent(.3, 1)\n      Stop\n   }\n}\n\nActor ZTankSmoke //Temporary smoke puff\n{\n    Height 4\n    Radius 4\n    +NoGravity\n    Mass 5\n    States\n    {\n    Spawn:\n    \tTNT1 A 1 A_CustomMissile(\"ZTSmokeA\", 0, 10, random(0, 360), 2, random(80, 100))\n\tTNT1 A 1 A_CustomMissile(\"ZTSmokeB\", 0, 10, random(0, 360), 2, random(80, 100))\n\tTNT1 A 1 A_CustomMissile(\"ZTSmokeC\", 0, 10, random(0, 360), 2, random(80, 100))\n\tTNT1 A 1 A_CustomMissile(\"ZTSmokeD\", 0, 10, random(0, 360), 2, random(80, 100))\n\tTNT1 A 1 A_CustomMissile(\"ZTSmokeA\", 0, 10, random(0, 360), 2, random(80, 100))\n\tTNT1 A 1 A_CustomMissile(\"ZTSmokeB\", 0, 10, random(0, 360), 2, random(80, 100))\n\tTNT1 A 1 A_CustomMissile(\"ZTSmokeC\", 0, 10, random(0, 360), 2, random(80, 100))\n\tTNT1 A 1 A_CustomMissile(\"ZTSmokeD\", 0, 10, random(0, 360), 2, random(80, 100))\n\tTNT1 A 1 A_CustomMissile(\"ZTSmokeA\", 0, 10, random(0, 360), 2, random(80, 100))\n\tTNT1 A 1 A_CustomMissile(\"ZTSmokeB\", 0, 10, random(0, 360), 2, random(80, 100))\n\tTNT1 A 1 A_CustomMissile(\"ZTSmokeC\", 0, 10, random(0, 360), 2, random(80, 100))\n\tTNT1 A 1 A_CustomMissile(\"ZTSmokeD\", 0, 10, random(0, 360), 2, random(80, 100))\n\tTNT1 A 1 A_CustomMissile(\"ZTSmokeA\", 0, 10, random(0, 360), 2, random(80, 100))\n\tTNT1 A 1 A_CustomMissile(\"ZTSmokeB\", 0, 10, random(0, 360), 2, random(80, 100))\n\tTNT1 A 1 A_CustomMissile(\"ZTSmokeC\", 0, 10, random(0, 360), 2, random(80, 100))\n\tTNT1 A 1 A_CustomMissile(\"ZTSmokeD\", 0, 10, random(0, 360), 2, random(80, 100))\n\tTNT1 A 1 A_CustomMissile(\"ZTSmokeA\", 0, 10, random(0, 360), 2, random(80, 100))\n\tTNT1 A 1 A_CustomMissile(\"ZTSmokeB\", 0, 10, random(0, 360), 2, random(80, 100))\n\tStop\n    }\n}\n\nActor ZTSmokeA\n{\n    Projectile\n    RenderStyle Translucent\n    Mass 5\n    speed 1\n    Alpha .5\n    Scale .7\n    +noclip\n    +DONTSPLASH\n    -ACTIVATEIMPACT\n    -ACTIVATEPCROSS\n    States\n    {\n    Spawn:\n    \tTSM1 I 4\n    \tTSM1 H 4\n    \tTSM1 G 4\n    \tTSM1 F 4\n    \tTSM1 E 2 A_SetTranslucent(.45, 0)\n    \tTSM1 E 2 A_SetTranslucent(.4, 0)\n    \tTSM1 D 2 A_SetTranslucent(.35, 0)\n    \tTSM1 D 2 A_SetTranslucent(.3, 0)\n    \tTSM1 C 2 A_SetTranslucent(.25, 0)\n    \tTSM1 C 2 A_SetTranslucent(.2, 0)\n    \tTSM1 B 1 A_SetTranslucent(.18, 0)\n    \tTSM1 B 1 A_SetTranslucent(.16, 0)\n    \tTSM1 B 1 A_SetTranslucent(.14, 0)\n    \tTSM1 B 1 A_SetTranslucent(.12, 0)\n    \tTSM1 A 1 A_SetTranslucent(.1, 0)\n    \tTSM1 A 1 A_SetTranslucent(.08, 0)\n    \tTSM1 A 1 A_SetTranslucent(.06, 0)\n    \tTSM1 A 1 A_SetTranslucent(.04, 0)\n    Stop\n    }\n}\n\nActor ZTSmokeB\n{\n    Projectile\n    RenderStyle Translucent\n    Mass 5\n    speed 2\n    Alpha .5\n    //Scale .35\n    Scale .7\n    +noclip\n    +DONTSPLASH\n    -ACTIVATEIMPACT\n    -ACTIVATEPCROSS\n    States\n    {\n    Spawn:\n    \tTSM2 I 4\n    \tTSM2 H 4\n    \tTSM2 G 4\n    \tTSM2 F 4\n    \tTSM2 E 2 A_SetTranslucent(.45, 0)\n    \tTSM2 E 2 A_SetTranslucent(.4, 0)\n    \tTSM2 D 2 A_SetTranslucent(.35, 0)\n    \tTSM2 D 2 A_SetTranslucent(.3, 0)\n    \tTSM2 C 2 A_SetTranslucent(.25, 0)\n    \tTSM2 C 2 A_SetTranslucent(.2, 0)\n    \tTSM2 B 1 A_SetTranslucent(.18, 0)\n    \tTSM2 B 1 A_SetTranslucent(.16, 0)\n    \tTSM2 B 1 A_SetTranslucent(.14, 0)\n    \tTSM2 B 1 A_SetTranslucent(.12, 0)\n    \tTSM2 A 1 A_SetTranslucent(.1, 0)\n    \tTSM2 A 1 A_SetTranslucent(.08, 0)\n    \tTSM2 A 1 A_SetTranslucent(.06, 0)\n    \tTSM2 A 1 A_SetTranslucent(.04, 0)\n    Stop\n    }\n}\n\nActor ZTSmokeC\n{\n    Projectile\n    RenderStyle Translucent\n    Mass 5\n    speed 3\n    Alpha .5\n    //Scale .35\n    Scale .7\n    +noclip\n    +DONTSPLASH\n    -ACTIVATEIMPACT\n    -ACTIVATEPCROSS\n    States\n    {\n    Spawn:\n    \tTSM3 I 4\n    \tTSM3 H 4\n    \tTSM3 G 4\n    \tTSM3 F 4\n    \tTSM3 E 2 A_SetTranslucent(.45, 0)\n    \tTSM3 E 2 A_SetTranslucent(.4, 0)\n    \tTSM3 D 2 A_SetTranslucent(.35, 0)\n    \tTSM3 D 2 A_SetTranslucent(.3, 0)\n    \tTSM3 C 2 A_SetTranslucent(.25, 0)\n    \tTSM3 C 2 A_SetTranslucent(.2, 0)\n    \tTSM3 B 1 A_SetTranslucent(.18, 0)\n    \tTSM3 B 1 A_SetTranslucent(.16, 0)\n    \tTSM3 B 1 A_SetTranslucent(.14, 0)\n    \tTSM3 B 1 A_SetTranslucent(.12, 0)\n    \tTSM3 A 1 A_SetTranslucent(.1, 0)\n    \tTSM3 A 1 A_SetTranslucent(.08, 0)\n    \tTSM3 A 1 A_SetTranslucent(.06, 0)\n    \tTSM3 A 1 A_SetTranslucent(.04, 0)\n    Stop\n    }\n}\n\nActor ZTSmokeD\n{\n    Projectile\n    RenderStyle Translucent\n    Mass 5\n    speed 1\n    Alpha .5\n    //Scale .35\n    Scale .7\n    +noclip\n    +DONTSPLASH\n    -ACTIVATEIMPACT\n    -ACTIVATEPCROSS\n    States\n    {\n    Spawn:\n    \tTSM4 I 4\n    \tTSM4 H 4\n    \tTSM4 G 4\n    \tTSM4 F 4\n    \tTSM4 E 2 A_SetTranslucent(.45, 0)\n    \tTSM4 E 2 A_SetTranslucent(.4, 0)\n    \tTSM4 D 2 A_SetTranslucent(.35, 0)\n    \tTSM4 D 2 A_SetTranslucent(.3, 0)\n    \tTSM4 C 2 A_SetTranslucent(.25, 0)\n    \tTSM4 C 2 A_SetTranslucent(.2, 0)\n    \tTSM4 B 1 A_SetTranslucent(.18, 0)\n    \tTSM4 B 1 A_SetTranslucent(.16, 0)\n    \tTSM4 B 1 A_SetTranslucent(.14, 0)\n    \tTSM4 B 1 A_SetTranslucent(.12, 0)\n    \tTSM4 A 1 A_SetTranslucent(.1, 0)\n    \tTSM4 A 1 A_SetTranslucent(.08, 0)\n    \tTSM4 A 1 A_SetTranslucent(.06, 0)\n    \tTSM4 A 1 A_SetTranslucent(.04, 0)\n    Stop\n    }\n}\n\nACTOR PlasmaZombie 3205\n{\n    Health 50\n    Radius 20\n    Height 56\n    Speed 8\n    PainChance 100\n    PainChance \"Stunner\", 255\n    MONSTER\n    +FLOORCLIP\n    SeeSound \"grunt/sight\"\n    AttackSound \"grunt/attack\"\n    PainSound \"grunt/pain\"\n    DeathSound \"grunt/death\"\n    ActiveSound \"grunt/active\"\n    Obituary \"%o got burned by a plasma zombie.\"\n    DropItem Cell\n    MissileType PlasmaBall\n    States\n    {\n    Spawn:\n        ZMAY AB 10 A_Look\n        Loop\n    See:\n        ZMAY AABBCCDD 4 A_Chase\n        Loop\n    Missile:\n        ZMAY E 10 A_FaceTarget\n        ZMAY F 5 A_MissileAttack\n        ZMAY E 5 A_FaceTarget\n        ZMAY F 5 A_MissileAttack\n        ZMAY E 5 A_FaceTarget\n        ZMAY F 5 A_MissileAttack\n        ZMAY E 5 A_FaceTarget\n        ZMAY F 5 A_MissileAttack\n        ZMAY E 5 A_FaceTarget\n        ZMAY F 5 A_MissileAttack\n        Goto See\n    Pain:\n        ZMAY G 2 A_ChangeFlag(\"NoPain\", 1)\n        ZMAY G 300 A_Pain\n        ZMAY G 0 A_ChangeFlag(\"NoPain\", 0)\n        Goto See\n    Pain:\n        ZMAY G 3\n        ZMAY G 3 A_Pain\n        Goto See\n    Death:\n        ZMAY H 5 A_GiveToTarget(\"AwardItem\", 3)\n        ZMAY I 5 A_Scream\n        ZMAY J 5 A_Fall\n        ZMAY K 5\n        ZMAY L 3000\n        ZMAY LLLLLLLLLL 2 A_FadeOut(0.1)\n        Stop\n    XDeath:\n        ZMAY O 5 A_GiveToTarget(\"AwardItem\", 5)\n        ZMAY P 5 A_XScream\n        ZMAY Q 5 A_Fall\n        ZMAY RSTU 5\n        ZMAY V 3000\n        ZMAY VVVVVVVVVV 2 A_FadeOut(0.1)\n        Stop\n    Raise:\n        ZMAY KJIH 5\n        Goto See\n    }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/weapons/dec_altm.txt",
        "contents": "///////////////////////////////\n// ALTERED ORIGINAL MONSTERS //\n///////////////////////////////\n\nactor DemonStun : Demon replaces Demon\n{\n\tpainchance \"Stunner\", 255\n\n\tstates\n\t{\n\tPain.Stunner:\n\t\tSARG H 2 A_ChangeFlag(\"NoPain\", 1)\n\t\tSARG H 300 A_Pain\n\t\tSARG H 0 A_ChangeFlag(\"NoPain\", 0)\n\t\tgoto See\n\tDeath:\n\t\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 6)\n\t\tSARG I 8\n\t\tSARG J 8 A_Scream\n\t\tSARG K 4\n\t\tSARG L 4 A_NoBlocking\n\t\tSARG M 4\n\t\tSARG N 3000\n\t\tSARG NNNNNNNNNNNN 2 A_FadeOut(0.1)\n\t\tstop\n\t}\n}\n\nactor ZombiemanStun : ZombieMan replaces ZombieMan\n{\n\tpainchance \"Stunner\", 255\n\n\tStates {\n\tPain.Stunner:\n\t\tPOSS G 3 A_ChangeFlag(\"NoPain\", 1)\n\t\tPOSS G 300 A_Pain\n\t\tPOSS G 0 A_ChangeFlag(\"NoPain\", 0)\n\t\tgoto See\n\tDeath:\n\t\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 1)\n\t\tPOSS H 5\n\t\tPOSS I 5 A_Scream\n\t\tPOSS J 5 A_NoBlocking\n\t\tPOSS K 5\n\t\tPOSS L 3000\n\t\tPOSS LLLLLLLLLLLL 2 A_FadeOut(0.1)\n\t\tstop\n\tXDeath:\n\t\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 3)\n\t\tPOSS M 5\n\t\tPOSS N 5 A_XScream\n\t\tPOSS O 5 A_NoBlocking\n\t\tPOSS PQRST 5\n\t\tPOSS U 3000\n\t\tPOSS UUUUUUUUUUUU 2 A_FadeOut(0.1)\n\t\tstop\n\t}\n}\n\nactor ArachnotronStun : Arachnotron replaces Arachnotron\n{\n\tpainchance \"Stunner\", 128\n\tRadius 48\n\tHeight 56\n\tstates\n\t{\n\tPain.Stunner:\n\t\tBSPI I 3 A_ChangeFlag(\"NoPain\", 1)\n\t\tBSPI I 300 A_Pain\n\t\tBSPI I 0 A_ChangeFlag(\"NoPain\", 0)\n\t\tgoto See+1\n\tDeath:\n\t\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 12)\n\t\tBSPI J 20 A_Scream\n\t\tBSPI K 7 A_NoBlocking\n\t\tBSPI LMNO 7\n\t\tBSPI P 3000 A_BossDeath\n\t\tBSPI PPPPPPPPPPPP 2 A_FadeOut(0.1)\n\t\tstop\n\t}\n}\n\nactor ArchvileStun : Archvile replaces Archvile\n{\n\tpainchance \"Stunner\", 128\n\n\tstates\n\t{\n\tPain.Stunner:\n\t\tVILE Q 5 A_ChangeFlag(\"NoPain\", 1)\n\t\tVILE Q 300 A_Pain\n\t\tVILE Q 0 A_ChangeFlag(\"NoPain\", 0)\n\t\tgoto See\n\tDeath:\n\t\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 18)\n\t\tVILE Q 7\n\t\tVILE R 7 A_Scream\n\t\tVILE S 7 A_NoBlocking\n\t\tVILE TUVW 7\n\t\tVILE XY 5\n\t\tVILE Z 3000\n\t\tVILE ZZZZZZZZZZZZ 2 A_FadeOut(0.1)\n\t\tstop\n\t}\n}\n\nactor BaronOfHellStun : BaronOfHell replaces BaronOfHell\n{\n\tpainchance \"Stunner\", 96\n\tbloodcolor \"66 FF 00\"\n\n\tstates\n\t{\n\tPain.Stunner:\n\t\tBOSS H 2 A_ChangeFlag(\"NoPain\", 1)\n\t\tBOSS H 300 A_Pain\n\t\tBOSS H 0 A_ChangeFlag(\"NoPain\", 0)\n\t\tgoto See\n\tDeath:\n\t\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 15)\n\t\tBOSS I 8\n\t\tBOSS J 8 A_Scream\n\t\tBOSS K 8\n\t\tBOSS L 8 A_NoBlocking\n\t\tBOSS MN 8\n\t\tBOSS O 3000 A_BossDeath\n\t\tBOSS OOOOOOOOOOOO 2 A_FadeOut(0.1)\n\t\tstop\n\t}\n}\n\nactor HellKnightStun : HellKnight replaces HellKnight\n{\n\tpainchance \"Stunner\", 160\n\tbloodcolor \"66 FF 00\"\n\n\tstates\n\t{\n\tPain.Stunner:\n\t\tBOS2 H 2 A_ChangeFlag(\"NoPain\", 1)\n\t\tBOS2 H 300 A_Pain\n\t\tBOS2 H 0 A_ChangeFlag(\"NoPain\", 0)\n\t\tgoto See\n\tDeath:\n\t\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 11)\n\t\tBOS2 I 8\n\t\tBOS2 J 8 A_Scream\n\t\tBOS2 K 8\n\t\tBOS2 L 8 A_NoBlocking\n\t\tBOS2 MN 8\n\t\tBOS2 O 3000 A_BossDeath\n\t\tBOS2 OOOOOOOOOOOO 2 A_FadeOut(0.1)\n\t\tstop\n\t}\n}\n\nactor ShotgunGuyStun : ShotgunGuy replaces ShotgunGuy\n{\n\tpainchance \"Stunner\", 255\n\n\tstates\n\t{\n\tPain.Stunner:\n\t\tSPOS G 3 A_ChangeFlag(\"NoPain\", 1)\n\t\tSPOS G 300 A_Pain\n\t\tSPOS G 0 A_ChangeFlag(\"NoPain\", 0)\n\t\tgoto See\n\tDeath:\n\t\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 2)\n\t\tSPOS H 5\n\t\tSPOS I 5 A_Scream\n\t\tSPOS J 5 A_NoBlocking\n\t\tSPOS K 5\n\t\tSPOS L 3000\n\t\tSPOS LLLLLLLLLLLL 2 A_FadeOut(0.1)\n\t\tstop\n\tXDeath:\n\t\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 4)\n\t\tSPOS M 5\n\t\tSPOS N 5 A_XScream\n\t\tSPOS O 5 A_NoBlocking\n\t\tSPOS PQRST 5\n\t\tSPOS U 3000\n\t\tSPOS UUUUUUUUUUUU 2 A_FadeOut(0.1)\n\t\tstop\n\t}\n}\n\nactor CacodemonStun : Cacodemon replaces Cacodemon\n{\n\tpainchance \"Stunner\", 200\n\n\tbloodcolor \"00 44 FF\"\n\n\tstates\n\t{\n\tPain.Stunner:\n\t\tHEAD E 3 A_ChangeFlag(\"NoPain\", 1)\n\t\tHEAD E 300 A_Pain\n\t\tHEAD F 6 A_ChangeFlag(\"NoPain\", 0)\n\t\tgoto See\n\tDeath:\n\t\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 9)\n\t\tHEAD G 8\n\t\tHEAD H 8 A_Scream\n\t\tHEAD IJ 8\n\t\tHEAD K 8 A_NoBlocking\n\t\tHEAD L 3000 A_SetFloorClip\n\t\tHEAD LLLLLLLLLLLLL 2 A_FadeOut(0.1)\n\t\tstop\n\t}\n}\nactor NightmareCaco : CacodemonStun\n{\n  Health 700\n  Speed 8\n  RenderStyle translucent\n  Alpha 0.75\n  Translation \"168:191=192:207\", \"192:207=168:191\", \"16:31=192:199\", \"32:63=200:207\"\n  HitObituary \"%o was snuck up on by a Nightmare Cacodemon.\"\n  Obituary \"%o couldn't dodge a Nightmare Cacodemon's fireball.\"\n  States\n  {\n  See:\n    HEAD A 2 A_Chase\n    loop\n  Missile:\n    HEAD B 0 A_Jump(128,1)\n    Goto See\n    HEAD B 0\n    HEAD B 3 A_FaceTarget\n    HEAD B 3 A_FaceTarget\n    HEAD C 4 A_HeadAttack\n    HEAD B 3 A_FaceTarget\n    HEAD B 3 A_FaceTarget\n    HEAD C 4 A_HeadAttack\n    HEAD B 3 A_FaceTarget\n    HEAD B 3 A_FaceTarget\n    HEAD C 4 A_HeadAttack\n    Goto See\n  Death:\n    TNT1 A 0 A_GiveToTarget(\"AwardItem\", 5)\n    Goto \"Super::Death\"\n  }\n}\n\nactor CyberdemonStun : Cyberdemon replaces Cyberdemon\n{\n\t+MISSILEMORE\n\n\tpainchance \"Stunner\", 96\n\n\tstates\n\t{\n\tPain.Stunner:\n\t\tCYBR G 3 A_ChangeFlag(\"NoPain\", 1)\n\t\tCYBR G 300 A_Pain\n\t\tCYBR G 0 A_ChangeFlag(\"NoPain\", 0)\n\t\tgoto See\n\tDeath:\n\t\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 40)\n\t\tCYBR H 10\n\t\tCYBR I 10 A_Scream\n\t\tCYBR JKL 10\n\t\tCYBR M 10 A_NoBlocking\n\t\tCYBR NO 10\n\t\tCYBR P 30\n\t\tCYBR P 3000 A_BossDeath\n\t\tCYBR PPPPPPPPPPPP 2 A_FadeOut(0.1)\n\t}\n}\n\nactor SpectreStun : DemonStun replaces Spectre\n{\n\tpainchance \"Stunner\", 255\n\n\thitobituary \"%o was eaten by a spectre.\"\n\trenderstyle OptFuzzy\n\talpha 0.2\n}\n\nactor ChaingunGuyStun : ChaingunGuy replaces ChaingunGuy\n{\n\tHealth 60\n\tpainchance \"Stunner\", 255\n\n\tstates\n\t{\n\tPain.Stunner:\n\t\tCPOS G 3 A_ChangeFlag(\"NoPain\", 1)\n\t\tCPOS G 300 A_Pain\n\t\tCPOS G 0 A_ChangeFlag(\"NoPain\", 0)\n\t\tgoto See\n\tDeath:\n\t\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 3)\n\t\tCPOS H 5\n\t\tCPOS I 5 A_Scream\n\t\tCPOS J 5 A_NoBlocking\n\t\tCPOS KLM 5\n\t\tCPOS N 3000\n\t\tCPOS NNNNNNNNNNNN 2 A_FadeOut(0.1)\n\t\tstop\n\tXDeath:\n\t\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 6)\n\t\tCPOS O 5\n\t\tCPOS P 5 A_XScream\n\t\tCPOS Q 5 A_NoBlocking\n\t\tCPOS RS 5\n\t\tCPOS T 3000\n\t\tCPOS TTTTTTTTTTTT 2 A_FadeOut(0.1)\n\t\tstop\n\t}\n}\n\nactor DoomImpStun : DoomImp replaces DoomImp\n{\n\tpainchance \"Stunner\", 255\n\n\tstates\n\t{\n\tPain.Stunner:\n\t\tTROO H 2 A_ChangeFlag(\"NoPain\", 1)\n\t\tTROO H 300 A_Pain\n\t\tTROO H 0 A_ChangeFlag(\"NoPain\", 0)\n\t\tgoto See\n\tDeath:\n\t\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 3)\n\t\tTROO I 8\n\t\tTROO J 8 A_Scream\n\t\tTROO K 6\n\t\tTROO L 6 A_NoBlocking\n\t\tTROO M 3000\n\t\tTROO MMMMMMMMMMMM 2 A_FadeOut(0.1)\n\t\tstop\n\tXDeath:\n\t\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 6)\n\t\tTROO N 5\n\t\tTROO O 5 A_XScream\n\t\tTROO P 5\n\t\tTROO Q 5 A_NoBlocking\n\t\tTROO RST 5\n\t\tTROO U 3000\n\t\tTROO UUUUUUUUUUUU 2 A_FadeOut(0.1)\n\t\tstop\n\t}\n}\n\nactor FatsoStun : Fatso replaces Fatso\n{\n\tpainchance \"Stunner\", 128\n\n\tstates\n\t{\n\tPain.Stunner:\n\t\tFATT J 3 A_ChangeFlag(\"NoPain\", 1)\n\t\tFATT J 300 A_Pain\n\t\tFATT J 0 A_ChangeFlag(\"NoPain\", 0)\n\t\tgoto See\n\tDeath:\n\t\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 12)\n\t\tFATT K 6\n\t\tFATT L 6 A_Scream\n\t\tFATT M 6 A_NoBlocking\n\t\tFATT NOPQRS 6\n\t\tFATT T 3000 A_BossDeath\n\t\tFATT TTTTTTTTTTTT 2 A_FadeOut(0.1)\n\t\tstop\n\t}\n}\n\nactor LostSoulStun : LostSoul replaces LostSoul\n{\n\tpainchance \"Stunner\", 200\n\t+NOBLOOD\n\n\tstates\n\t{\n\tPain.Stunner:\n\t\tSKUL E 3 bright A_ChangeFlag(\"NoPain\", 1)\n\t\tSKUL E 300 bright A_Pain\n\t\tSKUL E 0 bright A_ChangeFlag(\"NoPain\", 0)\n\t\tgoto See\n\tDeath:\n\t\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 4)\n\t\tSKUL F 6 bright\n\t\tSKUL G 6 bright A_Scream\n\t\tSKUL H 6 bright\n\t\tSKUL I 6 bright A_NoBlocking\n\t\tSKUL JK 6\n\t\tstop\n\t}\n}\n\nactor PainElementalStun : PainElemental replaces PainElemental\n{\n\tpainchance \"Stunner\", 160\n\n\tstates\n\t{\n\tPain.Stunner:\n\t\tPAIN G 6 A_ChangeFlag(\"NoPain\", 1)\n\t\tPAIN G 300 A_Pain\n\t\tPAIN G 0 A_ChangeFlag(\"NoPain\", 0)\t// A_SpawnItemEx\n\t\tgoto See\t\t\t\t// (huh? What's the above comment supposed to mean?)\n\tDeath:\n\t\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 10)\n\t\tPAIN H 8 bright\n\t\tPAIN I 8 bright A_Scream\n\t\tPAIN JK 8 bright\n\t\tPAIN L 8 bright A_PainDie\n\t\tPAIN M 8 bright\n\t\tstop\n\t}\n}\n\nactor RevenantStun : Revenant replaces Revenant\n{\n\tpainchance \"Stunner\", 160\n\n\tstates\n\t{\n\tMissile:\t\t\t\t//Needed to prevent the Revenant seeker from playing ricochet sounds.\n\t\tSKEL J 0 bright A_Jump(128, 5)\t//It's a bit messy, but it works :P\n   \t\tSKEL J 0 bright A_FaceTarget\n   \t\tSKEL J 10 bright A_FaceTarget\n    \t\tSKEL K 10 A_Custommissile(\"NewRevenantMissile\",48,0,0,1)\n    \t\tSKEL K 10 A_FaceTarget\n    \t\tgoto See\n\t\tSKEL J 0 bright A_FaceTarget\n   \t\tSKEL J 10 bright A_FaceTarget\n    \t\tSKEL K 10 A_Custommissile(\"NewRevenantSeeker\",48,0,0,1)\n    \t\tSKEL K 10 A_FaceTarget\n\t\tgoto See\n\tPain.Stunner:\n\t\tSKEL L 5 A_ChangeFlag(\"NoPain\", 1)\n\t\tSKEL L 300 A_Pain\n\t\tSKEL L 0 A_ChangeFlag(\"NoPain\", 0)\n\t\tgoto See\n\tDeath:\n\t\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 12)\n\t\tSKEL LM 7\n\t\tSKEL N 7 A_Scream\n\t\tSKEL O 7 A_NoBlocking\n\t\tSKEL P 7\n\t\tSKEL Q 3000\n\t\tSKEL QQQQQQQQQQQQ 2 A_FadeOut(0.1)\n\t}\n}\n\nactor NewRevenantMissile\n{\n  \tRadius 11\n  \tHeight 8\n  \tSpeed 10\n  \tDamage 10\n  \tProjectile\n  \t+RANDOMIZE\n  \tSeeSound \"skeleton/attack\"\n  \tDeathSound \"skeleton/tracex\"\n  \tRenderStyle Add\n\n    \tStates\n    \t{\n    \tSpawn:\n        FATB AB 2 Bright\n        Loop\n        Death:\n    \tFBXP A 8 bright\n    \tFBXP B 6 bright\n    \tFBXP C 4 bright\n    \tstop\n    }\n}\n\nactor NewRevenantSeeker\n{\n  \tRadius 11\n  \tHeight 8\n  \tSpeed 10\n  \tDamage 10\n  \tProjectile\n  \t+SEEKERMISSILE\n  \t+RANDOMIZE\n  \tSeeSound \"skeleton/attack\"\n  \tDeathSound \"skeleton/tracex\"\n  \tRenderStyle Add\n\n    \tStates\n    \t{\n    \tSpawn:\n    \tFATB A  0 Bright A_SpawnItemEx(\"NewSeekerSmoke\", 0, 0, 0, 0, 0, 0, 180, 128)\n        FATB AB 2 Bright A_SeekerMissile (4,8)\n        Loop\n        Death:\n    \tFBXP A 8 bright\n    \tFBXP B 6 bright\n    \tFBXP C 4 bright\n    \tstop\n    }\n}\n\nactor NewSeekerSmoke\n{\n    Radius 1\n    Height 1\n    Speed 0\n    PROJECTILE\n    RENDERSTYLE TRanslucent\n    alpha 0.5\n    +NOCLIP\n    States\n    {\n    Spawn:\n    Death:\n    \tPUFF ABABC 4\n        Stop\n    }\n}\n\nactor SpiderMastermindStun : SpiderMastermind replaces SpiderMastermind\n{\n\t+MISSILEEVENMORE\n\n\tRadius 80\n\tHeight 80\n\n\tpainchance \"Stunner\", 96\n\n\tstates\n\t{\n\tPain.Stunner:\n\t\tSPID I 3 A_ChangeFlag(\"NoPain\", 1)\n\t\tSPID I 300 A_Pain\n\t\tSPID I 0 A_ChangeFlag(\"NoPain\", 0)\n\t\tgoto See\n\tDeath:\n\t\tTNT1 A 0 A_GiveToTarget(\"AwardItem\", 45)\n\t\tSPID J 20 A_Scream\n\t\tSPID K 10 A_NoBlocking\n\t\tSPID LMNOPQR 10\n\t\tSPID S 30\n\t\tSPID S 3000 A_BossDeath\n\t\tSPID SSSSSSSSSSSS 2 A_FadeOut(0.1)\n\t\tstop\n\t}\n}\n//////////////////////////////////////////////\n////////// PSEUDO-SKULLTAG MONSTERS //////////\n//////////////////////////////////////////////\nactor Abaddon : CacodemonStun 5015\n{\n    Game Doom\n    Health 1200\n    SpawnID 220\n    Speed 12\n    PainChance 40\n    BloodColor Red\n    Translation \"170:191=[81,81,81]:[0,0,0]\", \"16:47=[120,120,120]:[0,0,0]\", \"164:167=108:108\", \"217:223=107:109\", \"112:123=160:167\", \"124:125=77:78\", \"126:127=1:2\", \"192:207=168:187\", \"240:247=188:191\", \"48:79=96:111\", \"144:151=176:191\"\n    Obituary \"%o was smitten by an Abaddon.\"\n    HitObituary \"%o became food for an Abaddon.\"\n    States\n    {\n    Missile:\n      HEAD BC 3 A_FaceTarget\n      HEAD D 4 Bright A_BasicAttack (10, \"None\", \"HadesBall\", 32)\n      HEAD BC 3 A_FaceTarget\n      HEAD D 4 Bright A_BasicAttack (10, \"None\", \"HadesBall\", 32)\n      Goto See\n  Death:\n    TNT1 A 0 A_GiveToTarget(\"AwardItem\", 8)\n    Goto \"Super::Death\"\n    }\n}\n\nactor Belphegor : BaronOfHellStun 5008\n{\n    Game Doom\n    SpawnID 215\n    Health 1500\n    PainChance 25\n    Obituary \"%o was slain by a Belphegor.\"\n    HitObituary \"%o was slain by a Belphegor.\"\n    Translation \"16:47=176:191\", \"48:79=[80,80,80]:[0,0,0]\"\n    States\n    {\n    Melee:\n    Missile:\n      BOSS EF 6 A_FaceTarget\n      BOSS G 6 A_BasicAttack(10, \"baron/melee\", \"BaronBall\", 32)\n      BOSS EF 6 A_FaceTarget\n      BOSS G 6 A_BasicAttack(10, \"baron/melee\", \"BaronBall\", 32)\n      BOSS EF 6 A_FaceTarget\n      BOSS G 6 A_BasicAttack(10, \"baron/melee\", \"BaronBall\", 32)\n      Goto See\n  Death:\n    TNT1 A 0 A_GiveToTarget(\"AwardItem\", 4)\n    Goto \"Super::Death\"\n    }\n}\n\nactor Cacolantern : CacodemonStun 5006\n{\n    Game Doom\n    SpawnID 159\n    Health 800\n    Obituary \"%o was smitten by a Cacolantern.\"\n    HitObituary \"%o got too close to a Cacolantern.\"\n    Translation \"171:175=209:214\", \"176:187=212:223\", \"188:191=232:235\", \"16:39=212:223\", \"40:47=232:235\", \"164:167=215:218\"\n    States\n    {\n  Death:\n    TNT1 A 0 A_GiveToTarget(\"AwardItem\", 4)\n    Goto \"Super::Death\"\n    }\n}\n\nactor DarkImp : DoomImpStun 5003\n{\n    Game Doom\n    SpawnID 155\n    Health 120\n    Obituary \"%o was burned by a Dark Imp.\"\n    HitObituary \"%o was slashed by a Dark Imp.\"\n    Translation \"1:1=8:8\", \"48:79=[185,185,185]:[0,0,0]\", \"151:151=6:6\"\n    States\n    {\n    Melee:\n    Missile:\n        TROO EF 6 A_FaceTarget\n        TROO G 5 A_CustomComboAttack(\"DarkImpBallFast\",32,3*random(1,8),\"imp/melee\")//A_CustomMissile(\"DarkImpBall\")\n        Goto See\n  Death:\n    TNT1 A 0 A_GiveToTarget(\"AwardItem\", 2)\n    Goto \"Super::Death\"\n  XDeath:\n    TNT1 A 0 A_GiveToTarget(\"AwardItem\", 2)\n    Goto \"Super::XDeath\"\n    }\n}\nACTOR DarkImpBallFast\n{\n    Radius 6\n    Height 8\n    Speed 20\n    Damage 3\n    PROJECTILE\n    SeeSound \"imp/attack\"\n    DeathSound \"imp/shotx\"\n    RenderStyle Add\n    Alpha 0.75\n    States\n    {\n    Spawn:\n        DIMB AB 4 Bright\n        Loop\n    Death:\n        DIMB CDE 6 Bright\n        Stop\n    }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/weapons/dec_item.txt",
        "contents": "/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n// MARINE REINFORCEMENTS ////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\nActor MarineItem : CustomInventory 25003\n{\n//$Category Stronghold_Items\n  inventory.pickupmessage \"Picked up some marine reinforcements.\"\n  inventory.maxamount 10\n  Tag \"Marine Reinforcements\"\n  inventory.icon MARIA0\n  +INVENTORY.INVBAR\n  +GHOST\n  Scale 0.75\n  States\n  {\n  Spawn:\n   \tMARP A -1 BRIGHT\n    \tStop\n  Use:\n        TNT1 A 1 A_SpawnItem(\"TeleportFog\", 64, 16, 0, 0)\n        TNT1 A 0 A_Jump(128, 4)\n        TNT1 A 0 A_Jump(128, 2)\n        TNT1 A 0 A_SpawnItem(\"STMarineShotgun\", 64, 16, 0, 1)\n        TNT1 A 0 A_SpawnItem(\"STMarineChaingun\", 64, 16, 0, 1)\n        TNT1 A 0 A_Jump(128, 6)\n\t\tTNT1 A 0 A_Jump(24, 4)\n\t\tTNT1 A 0 A_Jump(256, 1, 2)\n        TNT1 A 0 A_SpawnItem(\"STMarineSSG\", 64, 16, 0, 1)\n\t\tTNT1 A 0 A_SpawnItem(\"STMarineAutoShotgun\", 64, 16, 0, 1)\n\t\tTNT1 A 0 A_SpawnItem(\"STMarineFlamer\", 64, 16, 0, 1)\n        TNT1 A 0 A_Jump(128, 4)\n\t\tTNT1 A 0 A_Jump(48, 2)\n        TNT1 A 0 A_SpawnItem(\"STMarineRocket\", 64, 16, 0, 1)\n\t\tTNT1 A 0 A_SpawnItem(\"STMarineHRL\", 64, 16, 0, 1)\n\t\tTNT1 A 0 A_Jump(48, 4)\n\t\tTNT1 A 0 A_Jump(256, 1, 2)\n        TNT1 A 0 A_SpawnItem(\"STMarinePlasma\", 64, 16, 0, 1)\n\t\tTNT1 A 0 A_SpawnItem(\"STMarineRailgun\", 64, 16, 0, 1)\n\t\tTNT1 A 0 A_SpawnItem(\"STMarineRepeater\", 64, 16, 0, 1)\n  \tStop\n  }\n}\n\nActor STMarineShotgun //12851\n{\n\tPainchance 160\n\tMONSTER\n\t-COUNTKILL\n\t-ACTIVATEMCROSS\n    +GHOST\n\t+NOTIMEFREEZE\n\t+NODROPOFF\n\tRadius 16\n\tHeight 56\n\tMass 100\n\tHealth 300\n\tSpeed 16\n\tDamagefactor \"MarineAlly\", 0\n\tDamagefactor \"PlayerAlly\", 0\n\tSeeSound \"marine/sight\"\n    ActiveSound \"marine/active\"\n    DeathSound \"marine/death\"\n    PainSound \"marine/pain\"\n\tAttackSound \"weapons/shotgf\"\n\tStates\n\t{\n\tSpawn:\n\t\tPLA3 A 4 A_Look\n\t\tLoop\n\tSee:\n\t\tPLA3 ABCD 3 A_Chase\n\t\tLoop\n\tMissile:\n\t\tPLA3 E 0 A_JumpIfInventory(\"ShotgunmarineTimer\", 1, \"See\")\n\t\tPLA3 E 3 A_FaceTarget\n\t\tPLA3 F 7 bright A_CustomBulletAttack(4, 3, 7, 5, \"MarineImmunePuff\")\n\t\tPLA3 F 0 A_GiveInventory(\"ShotgunmarineTimer\", 1)\n\t\tGoto See\n\tPain:\n\t\tPLA3 G 4\n\t\tPLA3 G 4 A_Pain\n\t\tTNT1 A 0 A_Chase(\"\", \"\", CHF_FASTCHASE)\n\t\tGoto See\n\tDeath:\n\t\tPLA3 H 10\n\t\tPLA3 I 10 A_Scream\n\t\tPLA3 J 10 A_NoBlocking\n\t\tPLA3 KLM 10\n\t\tPLA3 N -1\n\t\tStop\n\tXDeath:\n\t\tPLA3 O 5\n\t\tPLA3 P 5 A_XScream\n\t\tPLA3 Q 5 A_NoBlocking\n\t\tPLA3 RSTUV 5\n\t\tPLA3 W -1\n\t\tStop\n\t}\n}\n\nActor ShotgunmarineTimer : Powerup\n{\n\tPowerup.Duration 27\n}\n\nActor STMarineSSG //12853\n{\n\tPainchance 160\n\tMONSTER\n\t-COUNTKILL\n\t-ACTIVATEMCROSS\n    +GHOST\n\t+NOTIMEFREEZE\n\t+NODROPOFF\n\tRadius 16\n\tHeight 56\n\tMass 100\n\tHealth 300\n\tSpeed 14\n\tDamagefactor \"MarineAlly\", 0\n\tDamagefactor \"PlayerAlly\", 0\n\tSeeSound \"marine/sight\"\n    ActiveSound \"marine/active\"\n    DeathSound \"marine/death\"\n    PainSound \"marine/pain\"\n\tAttackSound \"weapons/sshotf\"\n\tStates\n\t{\n\tSpawn:\n\t\tPLA9 A 4 A_Look\n\t\tLoop\n\tSee:\n\t\tPLA9 ABCD 3 A_Chase\n\t\tLoop\n\tMissile:\n\t\tPLA9 E 3 A_FaceTarget\n\t\tPLA9 F 7 bright A_CustomBulletAttack(11.25, 7.125, 20, 5, \"MarineImmunePuff\")\n\t\tPLA9 E 14\n\t\tPLA9 E 14 A_PlaySound (\"weapons/sshoto\")\n\t\tPLA9 E 13 A_PlaySound (\"weapons/sshotl\")\n\t\tPLA9 E 11 A_PlaySound (\"weapons/sshotc\")\n\t\tGoto See\n\tPain:\n\t\tPLA9 G 4\n\t\tPLA9 G 4 A_Pain\n\t\tTNT1 A 0 A_Chase(\"\", \"\", CHF_FASTCHASE)\n\t\tGoto See\n\tDeath:\n\t\tPLA9 H 10\n\t\tPLA9 I 10 A_Scream\n\t\tPLA9 J 10 A_NoBlocking\n\t\tPLA9 KLM 10\n\t\tPLA9 N -1\n\t\tStop\n\tXDeath:\n\t\tPLA9 O 5\n\t\tPLA9 P 5 A_XScream\n\t\tPLA9 Q 5 A_NoBlocking\n\t\tPLA9 RSTUV 5\n\t\tPLA9 W -1\n\t\tStop\n\t}\n}\n\nActor STMarineChaingun //12852\n{\n\tPainchance 160\n\tMONSTER\n\t-COUNTKILL\n\t-ACTIVATEMCROSS\n    +GHOST\n\t+NOTIMEFREEZE\n\t+NODROPOFF\n\tRadius 16\n\tHeight 56\n\tMass 100\n\tHealth 300\n\tSpeed 15\n\tDamagefactor \"MarineAlly\", 0\n\tDamagefactor \"PlayerAlly\", 0\n\tSeeSound \"marine/sight\"\n    ActiveSound \"marine/active\"\n    DeathSound \"marine/death\"\n    PainSound \"marine/pain\"\n\tAttackSound \"weapons/chngun\"\n\tStates\n\t{\n\tSpawn:\n\t\tPLA4 A 4 A_Look\n\t\tLoop\n\tSee:\n\t\tPLA4 ABCD 3 A_Chase\n\t\tLoop\n\tMissile:\n\t\tPLA4 E 2 A_FaceTarget\n\t\tPLA4 FF 4 bright A_CustomBulletAttack(0, 0, 1, 5, \"MarineImmunePuff\")\n\t\tPLA4 FF 4 bright A_CustomBulletAttack(4.2, 3, 1, 5, \"MarineImmunePuff\")\n\t\tTNT1 A 0 A_CPosRefire\n\t\tGoto Missile+3\n\tPain:\n\t\tPLA4 G 4\n\t\tPLA4 G 4 A_Pain\n\t\tTNT1 A 0 A_Chase(\"\", \"\", CHF_FASTCHASE)\n\t\tGoto See\n\tDeath:\n\t\tPLA4 H 10\n\t\tPLA4 I 10 A_Scream\n\t\tPLA4 J 10 A_NoBlocking\n\t\tPLA4 KLM 10\n\t\tPLA4 N -1\n\t\tStop\n\tXDeath:\n\t\tPLA4 O 5\n\t\tPLA4 P 5 A_XScream\n\t\tPLA4 Q 5 A_NoBlocking\n\t\tPLA4 RSTUV 5\n\t\tPLA4 W -1\n\t\tStop\n\t}\n}\n\nActor STMarineRocket //12854\n{\n\tPainchance 160\n\tMONSTER\n\t-COUNTKILL\n\t-ACTIVATEMCROSS\n    +GHOST\n\t+NOTIMEFREEZE\n\t+NODROPOFF\n\tRadius 16\n\tHeight 56\n\tMass 100\n\tHealth 300\n\tSpeed 10\n\tDamagefactor \"MarineAlly\", 0\n\tDamagefactor \"PlayerAlly\", 0\n\tSeeSound \"marine/sight\"\n    ActiveSound \"marine/active\"\n    DeathSound \"marine/death\"\n    PainSound \"marine/pain\"\n\tStates\n\t{\n\tSpawn:\n\t\tPLA5 A 4 A_Look\n\t\tLoop\n\tSee:\n\t\tPLA5 ABCD 3 A_Chase\n\t\tLoop\n\tMissile:\n\t\tPLA5 E 8 A_FaceTarget\n\t\tPLA5 F 12 bright A_CustomMissile(\"ZMarineRocket\")\n\t\tPLA5 E 8 A_SpidRefire\n\t\tGoto Missile+1\n\tPain:\n\t\tPLA5 G 4\n\t\tPLA5 G 4 A_Pain\n\t\tTNT1 A 0 A_Chase(\"\", \"\", CHF_FASTCHASE)\n\t\tGoto See\n\tDeath:\n\t\tPLA5 H 10\n\t\tPLA5 I 10 A_Scream\n\t\tPLA5 J 10 A_NoBlocking\n\t\tPLA5 KLM 10\n\t\tPLA5 N -1\n\t\tStop\n\tXDeath:\n\t\tPLA5 O 5\n\t\tPLA5 P 5 A_XScream\n\t\tPLA5 Q 5 A_NoBlocking\n\t\tPLA5 RSTUV 5\n\t\tPLA5 W -1\n\t\tStop\n\t}\n}\n\nactor ZMarineRocket\n{\n  obituary \"%o rode %k's rocket.\"\n  radius 11\n  height 8\n  speed 20\n  damage 20\n  seesound \"weapons/rocklf\"\n  deathsound \"weapons/rocklx\"\n  Decal Scorch\n  PROJECTILE\n  Damagetype \"MarineAlly\"\n  +RANDOMIZE\n  +ROCKETTRAIL\n  -THRUGHOST\n  states\n  {\n  Spawn:\n    MISL A 1 bright\n    loop\n  Death:\n    TNT1 A 0 A_SetTranslucent (0.67,1)\n    MISL B 8 bright A_Explode(128, 128, 0)\n    MISL C 6 bright\n    MISL D 4 bright\n    stop\n  }\n}\n\nActor STMarinePlasma //12855\n{\n\tPainchance 160\n\tMONSTER\n\t-COUNTKILL\n\t-ACTIVATEMCROSS\n    +GHOST\n\t+NOTIMEFREEZE\n\t+NODROPOFF\n\tRadius 16\n\tHeight 56\n\tMass 100\n\tHealth 300\n\tSpeed 12\n\tDamagefactor \"MarineAlly\", 0\n\tDamagefactor \"PlayerAlly\", 0\n\tSeeSound \"marine/sight\"\n    ActiveSound \"marine/active\"\n    DeathSound \"marine/death\"\n    PainSound \"marine/pain\"\n\tAttackSound \"weapons/plasmaf\"\n\tStates\n\t{\n\tSpawn:\n\t\tPLA6 A 4 A_Look\n\t\tLoop\n\tSee:\n\t\tPLA6 ABCD 3 A_Chase\n\t\tLoop\n\tMissile:\n\t\tPLA6 E 5 A_FaceTarget\n\t\tPLA6 F 2 bright A_CustomMissile(\"MarinePlasmaBall\")\n\t\tPLA6 E 1 A_SpidRefire\n\t\tGoto Missile+1\n\tPain:\n\t\tPLA6 G 4\n\t\tPLA6 G 4 A_Pain\n\t\tTNT1 A 0 A_Chase(\"\", \"\", CHF_FASTCHASE)\n\t\tGoto See\n\tDeath:\n\t\tPLA6 H 10\n\t\tPLA6 I 10 A_Scream\n\t\tPLA6 J 10 A_NoBlocking\n\t\tPLA6 KLM 10\n\t\tPLA6 N -1\n\t\tStop\n\tXDeath:\n\t\tPLA6 O 5\n\t\tPLA6 P 5 A_XScream\n\t\tPLA6 Q 5 A_NoBlocking\n\t\tPLA6 RSTUV 5\n\t\tPLA6 W -1\n\t\tStop\n\t}\n}\n\nActor MarinePlasmaBall : PlasmaBall\n{\n\tDamagetype \"MarineAlly\"\n}\n\nActor STMarineRailgun\n{\n\tPainchance 160\n\tMONSTER\n\t-COUNTKILL\n\t-ACTIVATEMCROSS\n    +GHOST\n\t+NOTIMEFREEZE\n\t+NODROPOFF\n\tRadius 16\n\tHeight 56\n\tMass 100\n\tHealth 300\n\tSpeed 15\n\tDamagefactor \"MarineAlly\", 0\n\tDamagefactor \"PlayerAlly\", 0\n\tSeeSound \"marine/sight\"\n    ActiveSound \"marine/active\"\n    DeathSound \"marine/death\"\n    PainSound \"marine/pain\"\n\tAttackSound \"weapons/railgf\"\n\tDecal RailScorch\n\tStates\n\t{\n\tSpawn:\n\t\tPRAI A 4 A_Look\n\t\tLoop\n\tSee:\n\t\tPRAI ABCD 4 A_Chase\n\t\tLoop\n\tMissile:\n\t\tTNT1 A 0 A_Jump(256, \"Red\", \"Yellow\", \"Blue\")\n\tRed:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/railch\")\n\t\tPRAI EE 6 A_FaceTarget\n\t\tTNT1 A 0 A_StopSound(5)\n\t\tPRAI F 4 bright A_CustomRailgun(100, 0, \"Red\", \"white\", 0, 1, 0, \"MarineImmunePuff\")\n\t\tPRAI E 23\n\t\tGoto See\n\tYellow:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/railch\")\n\t\tPRAI EEEE 6 A_FaceTarget\n\t\tTNT1 A 0 A_StopSound(5)\n\t\tPRAI G 4 bright A_CustomRailgun(200, 0, \"Yellow\", \"white\", 0, 1, 0, \"MarineImmunePuff\")\n\t\tPRAI E 23\n\t\tGoto See\n\tBlue:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/railch\")\n\t\tPRAI EEEEEE 6 A_FaceTarget\n\t\tPRAI H 4 bright A_CustomRailgun(300, 0, \"Blue\", \"white\", 0, 1, 0, \"MarineImmunePuff\")\n\t\tPRAI E 23\n\t\tGoto See\n\tPain:\n\t\tPRAI I 4\n\t\tPRAI I 4 A_Pain\n\t\tTNT1 A 0 A_Chase(\"\", \"\", CHF_FASTCHASE)\n\t\tGoto See\n\tDeath:\n\t\tPRAI J 10\n\t\tPRAI K 10 A_Scream\n\t\tPRAI L 10 A_NoBlocking\n\t\tPRAI MNO 10\n\t\tPRAI P -1\n\t\tStop\n\tXDeath:\n\t\tPRAI Q 5\n\t\tPRAI R 5 A_XScream\n\t\tPRAI S 5 A_NoBlocking\n\t\tPRAI TUVWX 5\n\t\tPRAI Y -1\n\t\tStop\n\t}\n}\n\nActor SuperMarineTimer : Powerup\n{\n\tPowerup.Duration 52\n}\n\nActor STMarineAutoShotgun\n{\n\tPainChance 160\n\tMONSTER\n\t-COUNTKILL\n\t-ACTIVATEMCROSS\n    +GHOST\n\t+NOTIMEFREEZE\n\t+NODROPOFF\n\tRadius 16\n\tHeight 56\n\tMass 100\n\tHealth 300\n\tSpeed 16\n\tDamageFactor \"MarineAlly\", 0\n\tDamagefactor \"PlayerAlly\", 0\n\tSeeSound \"marine/sight\"\n    ActiveSound \"marine/active\"\n    DeathSound \"marine/death\"\n    PainSound \"marine/pain\"\n\tAttackSound \"weapons/asgfir\"\n\tStates\n\t{\n\tSpawn:\n\t\tPASG A 4 A_Look\n\t\tLoop\n\tSee:\n\t\tPASG ABCD 4 A_Chase\n\t\tLoop\n\tMissile:\n\t\tPASG E 4 A_FaceTarget\n    \tPASG F 5 Bright A_CustomBulletAttack(5, 4, 7, 5, \"MarineImmunePuff\")\n    \tPASG E 6\n\t\tTNT1 A 0 A_PlaySound(\"weapons/asgld1\")\n    \tPASG E 4 A_CPosRefire\n    \tPASG F 5 Bright A_CustomBulletAttack(5, 4, 7, 5, \"MarineImmunePuff\")\n    \tPASG E 6\n\t\tTNT1 A 0 A_PlaySound(\"weapons/asgld1\")\n    \tPASG E 4 A_CPosRefire\n    \tPASG F 5 Bright A_CustomBulletAttack(5, 4, 7, 5, \"MarineImmunePuff\")\n    \tPASG E 6\n\t\tTNT1 A 0 A_PlaySound(\"weapons/asgld1\")\n    \tPASG E 4 A_CPosRefire\n    \tPASG F 5 Bright A_CustomBulletAttack(5, 4, 7, 5, \"MarineImmunePuff\")\n    \tPASG E 6\n\t\tTNT1 A 0 A_PlaySound(\"weapons/asgld1\")\n        Goto See\n\tPain:\n\t\tPASG G 4\n\t\tPASG G 4 A_Pain\n\t\tTNT1 A 0 A_Chase(\"\", \"\", CHF_FASTCHASE)\n\t\tGoto See\n\tDeath:\n\t\tPASG H 10\n\t\tPASG I 10 A_Scream\n\t\tPASG J 10 A_NoBlocking\n\t\tPASG KLM 10\n\t\tPASG N -1\n\t\tStop\n\tXDeath:\n\t\tPASG O 5\n\t\tPASG P 5 A_XScream\n\t\tPASG Q 5 A_NoBlocking\n\t\tPASG RSTUV 5\n\t\tPASG W -1\n\t\tStop\n\t}\n}\n\nActor STMarineHRL\n{\n\tPainChance 160\n\tMONSTER\n\t-COUNTKILL\n\t-ACTIVATEMCROSS\n    +GHOST\n\t+NOTIMEFREEZE\n\t+NODROPOFF\n\tRadius 16\n\tHeight 56\n\tMass 100\n\tHealth 300\n\tSpeed 12\n\tDamageFactor \"MarineAlly\", 0\n\tDamagefactor \"PlayerAlly\", 0\n\tSeeSound \"marine/sight\"\n    ActiveSound \"marine/active\"\n    DeathSound \"marine/death\"\n    PainSound \"marine/pain\"\n\tStates\n\t{\n\tSpawn:\n\t\tPHRL A 4 A_Look\n\t\tLoop\n\tSee:\n\t\tPHRL ABCD 4 A_Chase\n\t\tLoop\n\tMissile:\n\t\tPLA5 E 8 A_FaceTarget\n\t\tPLA5 F 12 bright A_CustomMissile(\"MarineHomRocket1\")\n\t\tPLA5 E 8 A_SpidRefire\n\t\tGoto Missile+1\n\tPain:\n\t\tPHRL G 4\n\t\tPHRL G 4 A_Pain\n\t\tTNT1 A 0 A_Chase(\"\", \"\", CHF_FASTCHASE)\n\t\tGoto See\n\tDeath:\n\t\tPHRL H 10\n\t\tPHRL I 10 A_Scream\n\t\tPHRL J 10 A_NoBlocking\n\t\tPHRL KLM 10\n\t\tPHRL N -1\n\t\tStop\n\tXDeath:\n\t\tPHRL O 5\n\t\tPHRL P 5 A_XScream\n\t\tPHRL Q 5 A_NoBlocking\n\t\tPHRL RSTUV 5\n\t\tPHRL W -1\n\t\tStop\n\t}\n}\n\nActor MarineHomRocket1\n{\n   Radius 8\n   Height 11\n   Speed 30\n   Damage 20\n   PROJECTILE\n   +SEEKERMISSILE\n   +ROCKETTRAIL\n   -THRUGHOST\n   SeeSound \"weapons/hrlfir\"\n   DeathSound \"weapons/hrlexp\"\n   DamageType \"MarineAlly\"\n   Decal Scorch\n   States\n   {\n   Spawn:\n      HMIS A 4 Bright A_SeekerMissile (5,7)\n      HMIS A 4 Bright\n      HMIS A 2 Bright A_SeekerMissile (2,5)\n      HMIS A 2 Bright\n      Goto Spawn+2\n   Death:\n      TNT1 A 0 A_SetTranslucent (0.67,1)\n      MISL C 8 Bright A_Explode(128,128,0)\n      MISL D 5 Bright\n      Stop\n   }\n}\n\nActor STMarineRepeater\n{\n\tPainChance 160\n\tMONSTER\n\t-COUNTKILL\n\t-ACTIVATEMCROSS\n    +GHOST\n\t+NOTIMEFREEZE\n\t+NODROPOFF\n\tRadius 16\n\tHeight 56\n\tMass 100\n\tHealth 300\n\tSpeed 10\n\tDamageFactor \"MarineAlly\", 0\n\tDamagefactor \"PlayerAlly\", 0\n\tSeeSound \"marine/sight\"\n    ActiveSound \"marine/active\"\n    DeathSound \"marine/death\"\n    PainSound \"marine/pain\"\n\tAttackSound \"weapons/repfir\"\n\tStates\n\t{\n\tSpawn:\n\t\tPREP A 4 A_Look\n\t\tLoop\n\tSee:\n\t\tPREP ABCD 4 A_Chase\n\t\tLoop\n\tMissile:\n\t\tPREP E 2 A_FaceTarget\n\t\tPREP FF 4 bright A_CustomBulletAttack(0, 0, 2, 5, \"MarineImmuneRepPuff\")\n\t\tPREP FF 4 bright A_CustomBulletAttack(4, 4, 2, 5, \"MarineImmuneRepPuff\")\n\t\tTNT1 A 0 A_CPosRefire\n\t\tGoto Missile+3\n\tPain:\n\t\tPREP G 4\n\t\tPREP G 4 A_Pain\n\t\tTNT1 A 0 A_Chase(\"\", \"\", CHF_FASTCHASE)\n\t\tGoto See\n\tDeath:\n\t\tPREP H 10\n\t\tPREP I 10 A_Scream\n\t\tPREP J 10 A_NoBlocking\n\t\tPREP KLM 10\n\t\tPREP N -1\n\t\tStop\n\tXDeath:\n\t\tPREP O 5\n\t\tPREP P 5 A_XScream\n\t\tPREP Q 5 A_NoBlocking\n\t\tPREP RSTUV 5\n\t\tPREP W -1\n\t\tStop\n\t}\n}\n\nActor MarineImmuneRepPuff\n{\n   Radius 3\n   Height 3\n   RenderStyle Add\n   Alpha 0.75\n   DamageType \"MarineAlly\"\n   +ALWAYSPUFF\n   +PUFFONACTORS\n   +NOGRAVITY\n   +NOBLOCKMAP\n   +PUFFGETSOWNER\n   DeathSound \"weapons/buzz\"\n   Decal FireDemonScorch\n   States\n   {\n   Spawn:\n      BLAS A 1 Bright\n      BLAS A 2 Bright A_Explode(32,88,0)\n      BLAS BCDEFG 3 Bright\n      stop\n   }\n}\n\nActor STMarineFlamer\n{\n\tPainChance 160\n\tMONSTER\n\t-COUNTKILL\n\t-ACTIVATEMCROSS\n    +GHOST\n\t+NOTIMEFREEZE\n\t+NODROPOFF\n\tRadius 16\n\tHeight 56\n\tMass 100\n\tHealth 300\n\tSpeed 14\n\tDamageFactor \"MarineAlly\", 0\n\tDamagefactor \"PlayerAlly\", 0\n\tSeeSound \"marine/sight\"\n    ActiveSound \"marine/active\"\n    DeathSound \"marine/death\"\n    PainSound \"marine/pain\"\n    MaxTargetRange 380\n    States\n    {\n    Spawn:\n        PFLM A 4 A_Look\n        Loop\n    See:\n\t\tPFLM ABCD 4 A_Chase\n\t\tLoop\n    Missile:\n\t\tTNT1 A 0 A_JumpIfCloser(560,1)\n\t\tGoto See\n        PFLM E 10 A_FaceTarget\n      \tPFLM FFFFFFFFF 1 A_CustomMissile(\"MarineFTFire\",32,0,random(-4,4),0)\n\t\tTNT1 A 0 A_CPosRefire\n\t\tTNT1 A 0 A_JumpIfCloser(560,1)\n\t\tGoto See\n\t\tTNT1 A 0\n        Goto Missile+2\n    Pain:\n\t\tPFLM G 4\n\t\tPFLM G 4 A_Pain\n\t\tTNT1 A 0 A_Chase(\"\", \"\", CHF_FASTCHASE)\n        Goto See\n    Death:\n\t\tPFLM H 10\n\t\tPFLM I 10 A_Scream\n\t\tPFLM J 10 A_NoBlocking\n\t\tPFLM KLM 10\n\t\tPFLM N -1\n\t\tStop\n\tXDeath:\n\t\tPFLM O 5\n\t\tPFLM P 5 A_XScream\n\t\tPFLM Q 5 A_NoBlocking\n\t\tPFLM RSTUV 5\n\t\tPFLM W -1\n\t\tStop\n    }\n}\n\nActor MarineFTFire\n{\n   Radius 2\n   Height 4\n   Speed 16\n   Damage 1\n   PROJECTILE\n   RenderStyle Add\n   DamageType \"MarineAlly\"\n   Alpha 0.67\n   Scale 0.67\n   SeeSound \"weapons/flamer\"\n   DeathSound \"weapons/scorch\"\n   DONTHURTSHOOTER\n   +DONTSPLASH\n   States\n   {\n   Spawn:\n      TNT1 A 2 Bright\n      FRFX ABCD 2 Bright A_Explode(2,8,0)\n      FRFX D 0 Bright A_Lowgravity\n      FRFX EFG 2 Bright A_Explode(2,16,0)\n      FRFX HIJ 2 Bright A_Explode(2,32,0)\n      FRFX KLM 2 Bright A_Explode(2,64,0)\n      FRFX NO 2 Bright\n      stop\n   Death:\n      FRFX HIJ 2 Bright A_Explode(2,32,0)\n      FRFX J 0 A_CustomMissile (\"MarineDropFire\",0,0,0,4)\n      FRFX KLM 2 Bright A_Explode(2,64,0)\n      FRFX NO 2 Bright\n      stop\n   }\n}\n\nActor MarineDropFire\n{\n   Radius 8\n   Height 40\n   PROJECTILE\n   RenderStyle Add\n   DamageType \"MarineAlly\"\n   Alpha 0.90\n   DONTHURTSHOOTER\n   +PAINLESS\n   -NOGRAVITY\n   +LOWGRAVITY\n   +NOEXPLODEFLOOR\n   +NODAMAGETHRUST\n   +DONTSPLASH\n   States\n   {\n   Spawn:\n      FLME A 1 Bright A_Playsound(\"weapons/onfire\")\n      FLME A 1 Bright A_Explode(2,16,0)\n      FLME BCDEFGHIJKLMN 2 Bright A_Explode(2,16,0)\n      FLME A 1 Bright A_Playsound(\"weapons/onfire\")\n      FLME A 1 Bright A_Explode(2,32,0)\n      FLME BCDEFGHIJKLMN 2 Bright A_Explode(2,16,0)\n      FLME A 1 Bright A_Playsound(\"weapons/onfire\")\n      FLME A 1 Bright A_Explode(2,32,0)\n      FLME BCDEFGHIJKLMN 2 Bright A_Explode(2,16,0)\n      FLME A 1 Bright A_Playsound(\"weapons/onfire\")\n      FLME A 1 Bright A_Explode(2,32,0)\n      FLME BCDEFGHIJKLMN 2 Bright A_Explode(2,16,0)\n      FLME A 1 Bright A_Playsound(\"weapons/onfire\")\n      FLME A 1 Bright A_Explode(2,32,0)\n      FLME BCDEFGHIJKLMN 2 Bright A_Explode(2,16,0)\n      FLME A 0 A_Jump(192,\"Death\")\n      Goto Spawn+60\n   Death:\n      TNT1 A 1 Bright\n      Stop\n   }\n}\n\nActor STMarineSpawner1 : RandomSpawner 12851\n{\n\tDropItem \"STMarineShotgun\"\n\tDropItem \"STMarineChaingun\"\n}\nActor STMarineSpawner2 : RandomSpawner 12852\n{\n\tDropItem \"STMarineSSG\"\n\tDropItem \"STMarineAutoShotgun\"\n}\nActor STMarineSpawner3 : RandomSpawner 12853\n{\n\tDropItem \"STMarinePlasma\"\n\tDropItem \"STMarineRailgun\"\n}\nActor STMarineSpawner4 : RandomSpawner 12854\n{\n\tDropItem \"STMarineRocket\"\n\tDropItem \"STMarineHRL\"\n}\nActor STMarineSpawner5 : RandomSpawner 12855\n{\n\tDropItem \"STMarineRepeater\"\n\tDropItem \"STMarineFlamer\"\n}\n\nActor STMarineBFG\n{\n\tPainChance 256\n\tMONSTER\n\t-COUNTKILL\n\t-ACTIVATEMCROSS\n\t+MISSILEMORE\n    +GHOST\n\t+NOTIMEFREEZE\n\t+NODROPOFF\n\tRadius 16\n\tHeight 56\n\tMass 100\n\tHealth 400\n\tSpeed 11\n\tDamageFactor \"MarineAlly\", 0\n\tDamagefactor \"PlayerAlly\", 0\n\tSeeSound \"marine/sight\"\n    ActiveSound \"marine/active\"\n    DeathSound \"marine/death\"\n    PainSound \"marine/pain\"\n\tStates\n\t{\n\tSpawn:\n\t\tPB10 A 4 A_Look\n\t\tLoop\n\tSee:\n\t\tPB10 AABBCCDD 2 A_Chase\n\t\tLoop\n\tMissile:\n\t\tTNT1 A 0 A_JumpIfInventory(\"SuperMarineTimer\", 1, \"See\")\n\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/bfgf\")\n\t\tPB10 EEEEE 6 A_FaceTarget\n\t\tPB10 E 1\n      \tPB10 F 10 A_CustomMissile(\"MarineBFGBall\")\n      \tPB10 E 33\n\t\tTNT1 A 0 A_GiveInventory(\"SuperMarineTimer\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\t\tGoto See\n\tPain:\n\t\tPB10 G 4\n\t\tPB10 G 4 A_Pain\n\t\tTNT1 A 0 A_Chase(\"\", \"\", CHF_FASTCHASE)\n\t\tGoto See\n\tDeath:\n\t\tPB10 H 10\n\t\tPB10 I 10 A_Scream\n\t\tPB10 J 10 A_NoBlocking\n\t\tPB10 KLM 10\n\t\tPB10 N -1\n\t\tStop\n\tXDeath:\n\t\tPB10 O 5\n\t\tPB10 P 5 A_XScream\n\t\tPB10 Q 5 A_NoBlocking\n\t\tPB10 RSTUV 5\n\t\tPB10 W -1\n\t\tStop\n\t}\n}\n\nActor MarineBFGBall\n{\n  Radius 13\n  Height 8\n  Speed 25\n  Damage 75\n  RenderStyle Add\n  Alpha 0.75\n  DeathSound \"weapons/bfgx\"\n  DamageType \"MarineAlly\"\n  PROJECTILE\n  +RANDOMIZE\n  +FORCERADIUSDMG\n  Decal BFGLightning\n  States\n  {\n  Spawn:\n    BFS1 AB 4 bright\n    Loop\n  Death:\n    BFE1 A 8 bright\n    BFE1 B 8 bright\n    BFE1 C 8 bright A_Explode(240,192,0)\n    BFE1 D 8 bright\n    BFE1 E 8 bright\n    BFE1 F 8 bright\n    Stop\n  }\n}\n\nActor STMarinePyroCannon\n{\n\tPainChance 256\n\tMONSTER\n\t-COUNTKILL\n\t-ACTIVATEMCROSS\n    +GHOST\n\t+NOTIMEFREEZE\n\t+NODROPOFF\n\tRadius 16\n\tHeight 56\n\tMass 10\n\tHealth 400\n\tSpeed 9\n\tDamageFactor \"MarineAlly\", 0\n\tSeeSound \"marine/sight\"\n    ActiveSound \"marine/active\"\n    DeathSound \"marine/death\"\n    PainSound \"marine/pain\"\n\tStates\n\t{\n\tSpawn:\n\t\tPPYR A 4 A_Look\n\t\tLoop\n\tSee:\n\t\tPPYR AABBCCDD 2 A_Chase\n\t\tLoop\n\tMissile:\n\t\tTNT1 A 0 A_JumpIfInventory(\"SuperMarineTimer\", 1, \"See\")\n\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\t\tPPYR EE 6 A_FaceTarget\n\t\tPPYR E 1\n\t\tPPYR F 15 A_CustomMissile(\"MarinePyroShot\")\n      \tPPYR E 20\n\t\tTNT1 A 0 A_GiveInventory(\"SuperMarineTimer\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\t\tGoto See\n\tPain:\n\t\tPPYR G 4\n\t\tPPYR G 4 A_Pain\n\t\tTNT1 A 0 A_Chase(\"\", \"\", CHF_FASTCHASE)\n\t\tGoto See\n\tDeath:\n\t\tPPYR H 10\n\t\tPPYR I 10 A_Scream\n\t\tPPYR J 10 A_NoBlocking\n\t\tPPYR KLM 10\n\t\tPPYR N -1\n\t\tStop\n\tXDeath:\n\t\tPPYR O 5\n\t\tPPYR P 5 A_XScream\n\t\tPPYR Q 5 A_NoBlocking\n\t\tPPYR RSTUV 5\n\t\tPPYR W -1\n\t\tStop\n\t}\n}\n\nActor MarinePyroShot\n{\n   Radius 8\n   Height 12\n   Speed 30\n   Damage 100\n   PROJECTILE\n   RenderStyle Add\n   DamageType \"MarineAlly\"\n   Alpha 0.95\n   Scale 0.75\n   SeeSound \"weapons/hellfi\"\n   DeathSound \"weapons/hellex\"\n   Decal BigScorch\n   States\n   {\n   Spawn:\n      PBAL AB 4 Bright\n      Loop\n   Death:\n      PYXP AB 2 Bright\n      PYXP C 2 Bright A_Explode(128,256,0)\n      PYXP C 0 Bright A_CustomMissile(\"MarinePyroSpawner\",0,0,0,4)\n      PYXP C 0 Bright A_CustomMissile(\"MarinePyroSpawner\",0,0,45,4)\n      PYXP C 0 Bright A_CustomMissile(\"MarinePyroSpawner\",0,0,90,4)\n      PYXP C 0 Bright A_CustomMissile(\"MarinePyroSpawner\",0,0,135,4)\n      PYXP C 0 Bright A_CustomMissile(\"MarinePyroSpawner\",0,0,180,4)\n      PYXP C 0 Bright A_CustomMissile(\"MarinePyroSpawner\",0,0,225,4)\n      PYXP C 0 Bright A_CustomMissile(\"MarinePyroSpawner\",0,0,270,4)\n      PYXP C 0 Bright A_CustomMissile(\"MarinePyroSpawner\",0,0,315,4)\n\t  PYXP C 0 Bright A_SpawnItemEx(\"MarinePyroFlare\",0,0,0,3.7,3.7,18.5,0,SXF_ABSOLUTEANGLE)\n\t  PYXP C 0 Bright A_SpawnItemEx(\"MarinePyroFlare\",0,0,0,4.75,4.75,18.5,0,SXF_ABSOLUTEANGLE)\n\t  PYXP C 0 Bright A_SpawnItemEx(\"MarinePyroFlare\",0,0,0,3.7,3.7,18.5,17.5,SXF_ABSOLUTEANGLE)\n\t  PYXP C 0 Bright A_SpawnItemEx(\"MarinePyroFlare\",0,0,0,4.4,4.4,18.5,45,SXF_ABSOLUTEANGLE)\n\t  PYXP C 0 Bright A_SpawnItemEx(\"MarinePyroFlare\",0,0,0,6.3,6.3,18.5,45,SXF_ABSOLUTEANGLE)\n\t  PYXP C 0 Bright A_SpawnItemEx(\"MarinePyroFlare\",0,0,0,3.7,3.7,18.5,72.5,SXF_ABSOLUTEANGLE)\n\t  PYXP C 0 Bright A_SpawnItemEx(\"MarinePyroFlare\",0,0,0,3.7,3.7,18.5,90,SXF_ABSOLUTEANGLE)\n\t  PYXP C 0 Bright A_SpawnItemEx(\"MarinePyroFlare\",0,0,0,4.75,4.75,18.5,90,SXF_ABSOLUTEANGLE)\n\t  PYXP C 0 Bright A_SpawnItemEx(\"MarinePyroFlare\",0,0,0,3.7,3.7,18.5,107.5,SXF_ABSOLUTEANGLE)\n\t  PYXP C 0 Bright A_SpawnItemEx(\"MarinePyroFlare\",0,0,0,4.4,4.4,18.5,135,SXF_ABSOLUTEANGLE)\n\t  PYXP C 0 Bright A_SpawnItemEx(\"MarinePyroFlare\",0,0,0,6.3,6.3,18.5,135,SXF_ABSOLUTEANGLE)\n\t  PYXP C 0 Bright A_SpawnItemEx(\"MarinePyroFlare\",0,0,0,3.7,3.7,18.5,162.5,SXF_ABSOLUTEANGLE)\n\t  PYXP C 0 Bright A_SpawnItemEx(\"MarinePyroFlare\",0,0,0,3.7,3.7,18.5,180,SXF_ABSOLUTEANGLE)\n\t  PYXP C 0 Bright A_SpawnItemEx(\"MarinePyroFlare\",0,0,0,4.75,4.75,18.5,180,SXF_ABSOLUTEANGLE)\n\t  PYXP C 0 Bright A_SpawnItemEx(\"MarinePyroFlare\",0,0,0,3.7,3.7,18.5,197.5,SXF_ABSOLUTEANGLE)\n\t  PYXP C 0 Bright A_SpawnItemEx(\"MarinePyroFlare\",0,0,0,4.4,4.4,18.5,225,SXF_ABSOLUTEANGLE)\n\t  PYXP C 0 Bright A_SpawnItemEx(\"MarinePyroFlare\",0,0,0,6.3,6.3,18.5,225,SXF_ABSOLUTEANGLE)\n\t  PYXP C 0 Bright A_SpawnItemEx(\"MarinePyroFlare\",0,0,0,3.7,3.7,18.5,252.5,SXF_ABSOLUTEANGLE)\n\t  PYXP C 0 Bright A_SpawnItemEx(\"MarinePyroFlare\",0,0,0,3.7,3.7,18.5,270,SXF_ABSOLUTEANGLE)\n\t  PYXP C 0 Bright A_SpawnItemEx(\"MarinePyroFlare\",0,0,0,4.75,4.75,18.5,270,SXF_ABSOLUTEANGLE)\n\t  PYXP C 0 Bright A_SpawnItemEx(\"MarinePyroFlare\",0,0,0,3.7,3.7,18.5,287.5,SXF_ABSOLUTEANGLE)\n\t  PYXP C 0 Bright A_SpawnItemEx(\"MarinePyroFlare\",0,0,0,4.4,4.4,18.5,315,SXF_ABSOLUTEANGLE)\n\t  PYXP C 0 Bright A_SpawnItemEx(\"MarinePyroFlare\",0,0,0,6.3,6.3,18.5,315,SXF_ABSOLUTEANGLE)\n\t  PYXP C 0 Bright A_SpawnItemEx(\"MarinePyroFlare\",0,0,0,3.7,3.7,18.5,342.5,SXF_ABSOLUTEANGLE)\n      PYXP DEFGHIJKLMNOPQRSTU 2 Bright\n      stop\n   }\n}\n\nActor MarinePyroSpawner\n{\n   Radius 1\n   Height 1\n   PROJECTILE\n   Speed 15\n   +THRUACTORS\n   +BLOODLESSIMPACT\n   +PAINLESS\n   States\n   {\n   Spawn:\n      TNT1 AAAAA 5 Bright A_CustomMissile(\"MarinePyroBoom\",0,0,0,4)\n      stop\n   }\n}\n\nActor MarinePyroBoom\n{\n   Radius 0\n   Height 1\n   PROJECTILE\n   RenderStyle Add\n   Alpha 0.95\n   Scale 0.67\n   +THRUGHOST\n   SeeSound \"weapons/boom1\"\n   States\n   {\n   Spawn:\n      PYXP ABCDEFGHIJKLMNOPQRSTU 2 Bright\n      stop\n   }\n}\n\nActor MarinePyroFlare\n{\n   Radius 8\n   Height 11\n   Speed 35\n   Damage 7\n   PROJECTILE\n   RenderStyle Add\n   DamageType \"MarineAlly\"\n   Decal DoomImpScorch\n   Alpha 0.95\n   -NOGRAVITY\n   +THRUGHOST\n   +FORCERADIUSDMG\n   DeathSound \"weapons/bang1\"\n   States\n   {\n   Spawn:\n      TNT1 A 1 Bright A_SpawnItemEx(\"PyroFX\",0,0,0,0,0,0,0,128)\n      loop\n   Death:\n      FRFX HIJ 2 Bright\n      FRFX J 0 A_Explode(48,64,0)\n      FRFX J 0 A_SpawnItem(\"MarineDropFire\",0,0)\n      FRFX KLMNO 2 Bright\n      stop\n   }\n}\n\nActor STMarineDevastator\n{\n\tPainChance 256\n\tMONSTER\n\t-COUNTKILL\n\t-ACTIVATEMCROSS\n    +GHOST\n\t+NOTIMEFREEZE\n\t+NODROPOFF\n\tRadius 16\n\tHeight 56\n\tMass 100\n\tHealth 400\n\tSpeed 8\n\tDamageFactor \"MarineAlly\", 0\n\tDamagefactor \"PlayerAlly\", 0\n\tSeeSound \"marine/sight\"\n    ActiveSound \"marine/active\"\n    DeathSound \"marine/death\"\n    PainSound \"marine/pain\"\n\tStates\n\t{\n\tSpawn:\n\t\tPDEV A 4 A_Look\n\t\tLoop\n\tSee:\n\t\tPDEV AABBCCDD 2 A_Chase\n\t\tLoop\n\tMissile:\n\t\tTNT1 A 0 A_JumpIfInventory(\"SuperMarineTimer\", 1, \"See\")\n\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/devchr\")\n\t\tPDEV EEEEEEEEE 6 A_FaceTarget\n\t\tPDEV E 1 A_PlaySound(\"weapons/devfir\")\n      \tPDEV F 10 A_CustomMissile(\"MarineDevastatorBall\")\n      \tPDEV E 7\n\t\tTNT1 A 0 A_GiveInventory(\"SuperMarineTimer\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\",0)\n\t\tGoto See\n\tPain:\n\t\tPDEV G 4\n\t\tPDEV G 4 A_Pain\n\t\tTNT1 A 0 A_Chase(\"\", \"\", CHF_FASTCHASE)\n\t\tGoto See\n\tDeath:\n\t\tPDEV H 10\n\t\tPDEV I 10 A_Scream\n\t\tPDEV J 10 A_NoBlocking\n\t\tPDEV KLM 10\n\t\tPDEV N -1\n\t\tStop\n\tXDeath:\n\t\tPDEV O 5\n\t\tPDEV P 5 A_XScream\n\t\tPDEV Q 5 A_NoBlocking\n\t\tPDEV RSTUV 5\n\t\tPDEV W -1\n\t\tStop\n\t}\n}\n\nActor MarineDevastatorBall\n{\n   Radius 12\n   Height 8\n   Speed 30\n   Damage 150\n   PROJECTILE\n   RenderStyle Add\n   Alpha 0.90\n   DamageType \"MarineAlly\"\n   DeathSound \"weapons/devexp\"\n   Decal DevastatorLightning\n   States\n   {\n   Spawn:\n      DBAL AB 4 Bright\n      DBAL A 4 Bright A_Explode(64,128,0)\n      DBAL A 0 Bright A_Jump (160,3)\n      DBAL AAA 0 Bright A_CustomMissile(\"MarineLiteShot\",0,0,Random(0,360))\n      DBAL B 4 Bright A_Explode(64,128,0)\n      DBAL B 0 Bright A_Jump (160,3)\n      DBAL BBB 0 Bright A_CustomMissile(\"MarineLiteShot\",0,0,Random(0,360))\n      Goto Spawn+2\n   Death:\n      DBAL C 5 Bright\n      DBAL D 5 Bright A_Explode(128,256,0)\n      DBAL D 0 Bright A_CustomMissile(\"MarineDevastatorBall2\",0,0,18,6)\n      DBAL D 0 Bright A_CustomMissile(\"MarineDevastatorBall2\",0,0,36,6)\n      DBAL D 0 Bright A_CustomMissile(\"MarineDevastatorBall2\",0,0,54,6)\n      DBAL D 0 Bright A_CustomMissile(\"MarineDevastatorBall2\",0,0,72,6)\n      DBAL D 0 Bright A_CustomMissile(\"MarineDevastatorBall2\",0,0,90,6)\n      DBAL D 0 Bright A_CustomMissile(\"MarineDevastatorBall2\",0,0,108,6)\n      DBAL D 0 Bright A_CustomMissile(\"MarineDevastatorBall2\",0,0,126,6)\n      DBAL D 0 Bright A_CustomMissile(\"MarineDevastatorBall2\",0,0,144,6)\n      DBAL D 0 Bright A_CustomMissile(\"MarineDevastatorBall2\",0,0,144,6)\n      DBAL D 0 Bright A_CustomMissile(\"MarineDevastatorBall2\",0,0,162,6)\n      DBAL D 0 Bright A_CustomMissile(\"MarineDevastatorBall2\",0,0,180,6)\n      DBAL D 0 Bright A_CustomMissile(\"MarineDevastatorBall2\",0,0,196,6)\n      DBAL D 0 Bright A_CustomMissile(\"MarineDevastatorBall2\",0,0,216,6)\n      DBAL D 0 Bright A_CustomMissile(\"MarineDevastatorBall2\",0,0,234,6)\n      DBAL D 0 Bright A_CustomMissile(\"MarineDevastatorBall2\",0,0,252,6)\n      DBAL D 0 Bright A_CustomMissile(\"MarineDevastatorBall2\",0,0,270,6)\n      DBAL D 0 Bright A_CustomMissile(\"MarineDevastatorBall2\",0,0,288,6)\n      DBAL D 0 Bright A_CustomMissile(\"MarineDevastatorBall2\",0,0,306,6)\n      DBAL D 0 Bright A_CustomMissile(\"MarineDevastatorBall2\",0,0,324,6)\n      DBAL D 0 Bright A_CustomMissile(\"MarineDevastatorBall2\",0,0,342,6)\n      DBAL EFG 5 Bright\n      DBAL HI 3 Bright\n      Stop\n   }\n}\n\nActor MarineDevastatorBall2\n{\n   Radius 8\n   Height 8\n   Speed 10\n   Damage 6\n   PROJECTILE\n   RenderStyle Add\n   Alpha 0.90\n   DamageType \"MarineAlly\"\n   Decal DoomImpScorch\n   +FORCEXYBILLBOARD\n   SeeSound \"weapons/devbal\"\n   DeathSound \"weapons/devex2\"\n   States\n   {\n   Spawn:\n      DBA2 A 0 Bright\n      DBA2 AB 4 Bright\n      DBA2 A 0 Bright A_GiveInventory(\"Cell\",1) //Hack\n      Loop\n   Death:\n      DBA2 C 1 Bright\n      DBA2 C 3 Bright A_Explode(48,64,0)\n      DBA2 DE 4 Bright\n      Stop\n   }\n}\n\nActor MarineLiteShot\n{\n   Radius 8\n   Height 12\n   Speed 32\n   Damage 5\n   PROJECTILE\n   RenderStyle Add\n   Alpha 0.85\n   DamageType \"MarineAlly\"\n   +RIPPER\n   +FORCEXYBILLBOARD\n   SeeSound \"weapons/devlit\"\n   DeathSound \"weapons/devzap\"\n   States\n   {\n   Spawn:\n      DLIT AAABBBCCC 1 Bright A_SpawnItemEx(\"LiteTrail\",0,0,0,0,0,0,0,0,128)\n      Loop\n   Death:\n      DLIT DEFGHIJKLMNO 1 Bright\n      Stop\n   }\n}\n\nACTOR MarineImmunePuff : BulletPuff\n{\n\tAlpha 1.0\n\tMass 1\n\tDamagetype \"MarineAlly\"\n\tStates\n\t{\n\tSpawn:\n\tMelee:\n\t    PUFF A 2\n\t    PUFF A 0 A_Jump(128,2)\n\t    PUFF A 2 A_SpawnItemEx(\"MPuff2\",0,0,0,0,0,0,0,128)\n\t    PUFF BCD 4\n\t    Stop\n\t}\n}\n\nACTOR MPuff2\n{\n\tPROJECTILE\n\t+NOCLIP\n\tMass 1\n\tStates\n\t{\n\tSpawn:\n\t\tPUFF E 2\n\t\tPUFF E 2 A_PlaySound(\"puff/ric\")\n\t\tPUFF FGH 4\n\t\tStop\n\t}\n}\n\nActor STMarineSpawner1 : RandomSpawner 12851\n{\n\tDropItem \"STMarineShotgun2\"\n\tDropItem \"STMarineChaingun2\"\n}\nActor STMarineSpawner2 : RandomSpawner 12852\n{\n\tDropItem \"STMarineSSG2\"\n\tDropItem \"STMarineAutoShotgun2\"\n}\nActor STMarineSpawner3 : RandomSpawner 12853\n{\n\tDropItem \"STMarineHRL2\"\n\tDropItem \"STMarineRepeater2\"\n\tDropItem \"STMarineFlamer2\"\n}\nActor STMarineSpawner4 : RandomSpawner 12854\n{\n\tDropItem \"STMarineRocket2\"\n\tDropItem \"STMarinePlasma2\"\n\tDropItem \"STMarineRailgun2\"\n}\nActor STMarineSpawner5 : RandomSpawner 12855\n{\n\tDropItem \"STMarineBFG2\"\n\tDropItem \"STMarinePyroCannon2\"\n\tDropItem \"STMarineDevastator2\"\n}\n\nActor STMarineShotgun2 : STMarineShotgun { +FASTER +ALWAYSFAST }\nActor STMarineChaingun2 : STMarineChaingun { +FASTER +ALWAYSFAST }\nActor STMarineSSG2 : STMarineSSG { +FASTER +ALWAYSFAST }\nActor STMarineAutoShotgun2 : STMarineAutoShotgun { +FASTER +ALWAYSFAST }\nActor STMarineRocket2 : STMarineRocket { +FASTER +ALWAYSFAST }\nActor STMarineHRL2 : STMarineHRL { +FASTER +ALWAYSFAST }\nActor STMarinePlasma2 : STMarinePlasma { +FASTER +ALWAYSFAST }\nActor STMarineRailgun2 : STMarineRailgun { +FASTER +ALWAYSFAST }\nActor STMarineRepeater2 : STMarineRepeater { +FASTER +ALWAYSFAST }\nActor STMarineFlamer2 : STMarineFlamer { +FASTER +ALWAYSFAST }\nActor STMarineBFG2 : STMarineBFG { +FASTER +ALWAYSFAST }\nActor STMarinePyroCannon2 : STMarinePyroCannon { +FASTER +ALWAYSFAST }\nActor STMarineDevastator2 : STMarineDevastator { +FASTER +ALWAYSFAST }\n\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n// SENTRY ////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\nactor Sentry 12856\n{\n//$Category Stronghold_Marines\n\tmass 9999999999\n        damagefactor \"overmindfactor\", 10\n        radius 16\n\theight 16\n\thealth 300\n        maxstepheight 512\n        maxdropoffheight 512\n\t-solid\n\t+shootable\n\t+noblood\n\t+friendly\n\t+lookallaround\n\t+missilemore\n\t+missileevenmore\n        +NORADIUSDMG\n\tspeed 0\n\n\tstates\n \t{\n\n \tspawn:\n \t\tDGUN A 4 a_look\n \t\tloop\n\n \tsee:\n \t\tDGUN A 4 A_chase\n \t\tloop\n \tmissile:\n \t\tDGUN A 4 A_facetarget\n \t\tDGUN B 4 A_custommissile(\"SentryPlasma\", 16, -10, 0)\n \t\tDGUN C 4 A_custommissile(\"SentryPlasma\", 16, 10, 0)\n \t\tDGUN A 7 A_CPosRefire //was A 4\n \t\tloop\n \tdeath:\n \t\tTNT1 A 4\n \t\tstop\n \t}\n\n}\n\nactor SentryPlasma\n{\n\tradius 1\n\theight 2\n\tspeed 20\n        damage 3\n        scale 0.3\n\tdamagetype \"bossfactor\"\n\t+DONTBLAST\n        +THRUGHOST\n\tprojectile\n        translation \"192:207=208:223\",\"240:246=223:223\"\n        SeeSound \"weapons/repfir\"\n        DeathSound \"weapons/railf1\"\n\tstates\n \t{\n \tspawn:\n   \t\tPLSS AB 4 Bright\n   \t\tloop\n \tDeath:\n   \t\tPLSE ABCDE 4 Bright\n                TNT1 A 0\n  \t\tStop\n \t}\n}\n\nactor SentryItem : CustomInventory 25004\n{\n//$Category Stronghold_Items\n  inventory.pickupmessage \"Picked up a deployable sentry turret.\"\n  inventory.maxamount 5\n  inventory.icon SENIA0\n  Tag \"Sentry Turret\"\n  +INVENTORY.INVBAR\n  scale 0.75\n   states\n  {\n  Spawn:\n   \t\tSENP A -1 BRIGHT\n    \tstop\n  use:\n  \t\tTNT1 A 1 A_PlaySound(\"DSSTPLAC\", CHAN_AUTO, 0.7)\n\t\tTNT1 A 1 A_SpawnItem(\"ItemFog\", 64, 16, 0, 1)\n                TNT1 A 1 a_spawnitem(\"Sentry\", 64, 0, 0, 1)\n  \t\tstop\n  }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n// BARREL SPAWNER ////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\nactor BarrelItem : CustomInventory 25005\n{\n//$Category Stronghold_Items\n  inventory.pickupmessage \"Picked up a portable barrel.\"\n  inventory.maxamount 10\n  inventory.icon BARIA0\n  Tag \"Barrel\"\n  +INVENTORY.INVBAR\n  scale 0.75\n  states\n  {\n  Spawn:\n   \tBARP A -1 BRIGHT\n    \tstop\n  Use:\n        TNT1 A 1 A_SpawnItem(\"ItemFog\", 64, 16, 0, 1)\n        TNT1 A 0 A_SpawnItem(\"ExplosiveBarrelTimer\", 64, 16, 0, 1)\n  \tstop\n  }\n}\n\nactor ExplosiveBarrelTimer\n{\n  obituary \"%o went boom.\"\n  health 20\n  radius 10\n  height 34\n  deathsound \"world/barrelx\"\n  speed 0\n  MONSTER\n  +SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  +DONTGIB\n  +NOICEDEATH\n  +FRIENDLY\n  +NORADIUSDMG\n  states\n  {\n  Spawn:\n    BAR1 A 35 A_ChangeFlag(\"INVULNERABLE\",1)\n    BAR1 A 0 A_ChangeFlag(\"INVULNERABLE\",0)\n    BAR1 AB 6 A_Look\n    Goto Spawn+2\n    loop\n  See:\n    BAR1 AB 2 A_Chase\n    loop\n  Melee:\n    BAR1 ABABABABABABABABABABABABABABABABAB 6\n    goto Death\n  Death:\n    BEXP A 5 bright\n    BEXP B 5 bright A_Scream\n    BEXP C 5 bright\n    BEXP D 10 bright A_Explode\n    BEXP E 10 bright\n    stop\n  }\n}\n\n/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n// COINS ////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\nactor CoinItem : CustomInventory 25006\n{\n//$Category Stronghold_Items\n\tConversationID 300\n\tgravity 0.6\n\tinventory.pickupmessage \"Picked up a coin.\"\n\tinventory.maxamount 100000\n\tinventory.icon SACKA0\n\tTag \"Credits\"\n\t+INVENTORY.KEEPDEPLETED\n\tstates\n\t{\n\tSpawn:\n\t\tCOIN A 1500\n\t\tCOIN A 2 A_FadeOut\n\t\tgoto Spawn+1\n\tUse:\n//TODO: Make it so it drops 10 or so coins\n\t\tTNT1 A 0 A_SpawnItem(\"CoinItem\", 64, 16, 0, 0)\n\t\tstop\n\t}\n}\n\n// Item that monsters give player when they die. An ACS script gives the player the equal amount in CoinItem.\nactor AwardItem : Inventory\n{\n\t+INVENTORY.UNDROPPABLE\n\tinventory.maxamount 1000000\n}\n\n/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n// LIFES ////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\nactor LifeItem : CustomInventory 25926\n{\n//$Category Stronghold_Items\n  scale 0.75\n  inventory.pickupmessage \"Picked up an extra life!\"\n  inventory.maxamount 9\n  inventory.icon HERIA0\n  Tag \"Lives (Multiplayer Use Only)\"\n  +INVENTORY.INVBAR\n  +INVENTORY.KEEPDEPLETED\n  +INVENTORY.UNDROPPABLE\n  states\n  {\n  Spawn:\n   \tHERP A -1 Bright\n    \tstop\n  Use:\n        TNT1 A 0 ACS_ExecuteWithResult(897, 0, 0, 0) // Allows the script to fail\n  \tstop\n  }\n}\n\n/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n// JAILTRACKER //////////////////////////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\n// Player is given this when they're in jail\nactor JailTracker : Inventory\n{\n\t+INVENTORY.UNDROPPABLE\n\t+INVENTORY.INTERHUBSTRIP\n\tinventory.maxamount 1\n}\n\n// Player is given one of these per each player in jail\nactor JailTrackerAllPlayers : Inventory\n{\n\t+INVENTORY.UNDROPPABLE\n\t+INVENTORY.INTERHUBSTRIP\n\tinventory.maxamount 10000\n}\n\n/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n// MONSTERTRACKER ///////////////////////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n/*\n// Player is given one of these for each of the number of monsters left to kill this wave\nactor MonsterTracker : Inventory\n{\n\t+INVENTORY.UNDROPPABLE\n\t+INVENTORY.INTERHUBSTRIP\n\tinventory.maxamount 10000\n}\n*/\n/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n// WAVETRACKER //////////////////////////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n/*\n// Player is given one of these for each of the number of monsters left to kill this wave\nactor WaveTracker : Inventory\n{\n\t+INVENTORY.UNDROPPABLE\n\t+INVENTORY.INTERHUBSTRIP\n\tinventory.maxamount 10000\n}\n\nactor HUDCredits : Inventory // Displays top bar when in Intermission\n{\n\t+INVENTORY.UNDROPPABLE\n\t+INVENTORY.INTERHUBSTRIP\n\tInventory.MaxAmount 1\n}  */\n\n/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n// THRUSTDUMMY //////////////////////////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\n// Used for scripts that thrust player to detect when he's not where he should be\nactor ThrustDummy : Inventory\n{\n\t+INVENTORY.UNDROPPABLE\n\t+INVENTORY.INTERHUBSTRIP\n\tInventory.MaxAmount 1\n}\n\n////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n// SUPER SHIELD ////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\nactor SuperShield : BasicArmorPickup 10716\n{\n//$Category Stronghold_Items\n  armor.savepercent 100.0\n  armor.saveamount 300\n  inventory.icon \"ARMXA0\"\n  inventory.pickupmessage \"Picked up the super shield!\"\n  states\n  {\n  Spawn:\n    ARMX AB 3 Bright\n    loop\n  }\n}\n\n/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n// PORTABLE MEDICINE ////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\nactor PSuperMedKit : HealthPickup 12791\n{\n//$Category Stronghold_Items\n  health 100\n  inventory.maxamount 10\n  inventory.icon \"PMH2A0\"\n  inventory.pickupmessage \"Picked up a portable super medkit.\"\n  Tag \"Portable Super Medkit\"\n  +COUNTITEM\n  states\n  {\n  Spawn:\n    PM02 A -1\n    stop\n  }\n}\n\nactor PMedKit : HealthPickup 12792\n{\n//$Category Stronghold_Items\n  health 25\n  inventory.maxamount 10\n  inventory.icon \"PMH1A0\"\n  inventory.pickupmessage \"Picked up a portable medkit.\"\n  Tag \"Portable Medkit\"\n  +COUNTITEM\n  states\n  {\n  Spawn:\n    PM01 ABCD 2\n    loop\n  }\n}\n\n/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n// POWER UPS ////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n// TIME FREEZER //////////////////////////////////////////////////////////////////////////////////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor TimeFreezerItem : PowerupGiver 12793\n{\n//$Category Stronghold_Items\n scale 0.75\n inventory.pickupmessage \"Picked up a time freeze sphere.\"\n inventory.icon \"FRZIA0\"\n inventory.maxamount 1\n inventory.usesound \"pickups/slowmo\"\n powerup.color \"00 33 FF\" 0.10\n powerup.type \"TimeFreezer\"\n powerup.duration -30\n Tag \"Time Freeze\"\n +INVENTORY.FANCYPICKUPSOUND\n +INVENTORY.INVBAR\n states\n {\n Spawn:\n   FRZP A -1 BRIGHT\n   stop\n }\n}\n\nactor TimeFreezerPickup : CustomInventory 24027\n{\n    +INVENTORY.BIGPOWERUP\n    +INVENTORY.PICKUPFLASH\n    +COUNTITEM\n    Inventory.PickupMessage \"Time freeze!\"\n    Inventory.PickupSound \"nosoundforyoubitch\"\n    states\n    {\n      Spawn:\n        TIME ABCD 4 BRIGHT\n        Loop\n\n      Pickup:\n        TNT1 A 0 A_JumpIfInventory(\"PowerTimeFreezer\",1,\"PickupFail\")\n        TNT1 A 0 A_PlaySound(\"invulnget\")\n        TNT1 A 1 A_GiveInventory(\"TimeFreezerPickup2\")\n        stop\n\n      PickupFail:\n        TIME ABCD 4 BRIGHT\n        fail\n    }\n}\n\nactor TimeFreezerPickup2 : PowerupGiver\n{\n//$Category Stronghold_Items\n SpawnID 229\n scale 0.75\n inventory.pickupmessage \"Time freeze!\"\n inventory.icon \"TIMEA0\"\n inventory.maxamount 10\n inventory.usesound \"pickups/slowmo\"\n powerup.color \"00 33 FF\" 0.10\n powerup.type \"TimeFreezer\"\n powerup.duration -30\n +INVENTORY.FANCYPICKUPSOUND\n +INVENTORY.AUTOACTIVATE\n states\n {\n Spawn:\n   TIME ABCD 4 BRIGHT\n   loop\n }\n}\n\n///////////////////////////////////////////////////////////////////////////////////////////////////////////////\n// QUAD DAMAGE ////////////////////////////////////////////////////////////////////////////////////////////////\n///////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\nactor PowerQuadDamage : PowerDamage\n{\ndamagefactor \"normal\", 4\ninventory.icon \"DOOMA0\"\n}\n\nactor QuadDamageItem : PowerupGiver 12794\n{\n//$Category Stronghold_Items\n scale 0.75\n inventory.pickupmessage \"Picked up a quad damage sphere.\"\n powerup.color RedMap\n inventory.maxamount 3\n inventory.usesound \"pickups/slowmo\"\n inventory.icon \"DAMIA0\"\n powerup.type QuadDamage\n powerup.duration -25\n Tag \"Quad Damage\"\n +INVENTORY.FANCYPICKUPSOUND\n   states\n {\n Spawn:\n   DAMP A -1 BRIGHT\n   stop\n }\n}\n\nactor QuadDamagePowerup : CustomInventory 24028\n{\n    +INVENTORY.PICKUPFLASH\n    +INVENTORY.BIGPOWERUP\n    +COUNTITEM\n    Inventory.PickupMessage \"Doomsphere!\"\n    Inventory.PickupSound \"\"\n    states\n    {\n      Spawn:\n        DOOM ABCD 4 BRIGHT\n        Loop\n\n      Pickup:\n        TNT1 A 0 A_JumpIfInventory(\"PowerQuadDamage\",1,\"PickupFail\")\n        TNT1 A 1 A_GiveInventory(\"QuadDamagePowerup2\")\n        stop\n\n      PickupFail:\n        DOOM ABCD 4 BRIGHT\n        fail\n    }\n}\n\nactor QuadDamagePowerup2 : PowerupGiver\n{\n//$Category Stronghold_Items\n SpawnID 228\n scale 0.75\n inventory.pickupmessage \"Doomsphere!\"\n powerup.color RedMap\n inventory.usesound \"pickups/slowmo\"\n inventory.icon \"DOOMA0\"\n powerup.type QuadDamage\n powerup.duration -30\n +INVENTORY.FANCYPICKUPSOUND\n +INVENTORY.AUTOACTIVATE\n   states\n {\n Spawn:\n   DOOM ABCD 4 BRIGHT\n   loop\n }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\n// INVULNERABILITY ///////////////////////////////////////////////////////////////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\nactor InvulnerabilityItem : PowerupGiver 12795\n{\n//$Category Stronghold_Items\n scale 0.75\n inventory.pickupmessage \"Picked up an invulnerability sphere.\"\n inventory.icon \"INVIA0\"\n inventory.maxamount 2\n inventory.usesound \"pickups/slowmo\"\n powerup.color InverseMap\n powerup.type \"Invulnerable\"\n powerup.duration -30\n Tag \"Invulnerability\"\n +INVENTORY.FANCYPICKUPSOUND\n states\n {\n Spawn:\n   INVP A -1 BRIGHT\n   stop\n }\n}\n\n////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n// MAX ARMOR+ //////////////////////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\nACTOR MaxArmorBonus2 : BasicArmorBonus 12796\n{\n//$Category Stronghold_Items\n\tRadius 20\n\tHeight 16\n\tInventory.Pickupmessage \"Picked up a max armor bonus.\"\n\tArmor.Savepercent 33.33333\n\tArmor.Saveamount 5\n\tArmor.Maxsaveamount 200\n\tArmor.MaxBonus 5\n\tArmor.MaxBonusMax 100\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\tstates\n\t{\n\tSpawn:\n\t\tBON4 ABCDCB 6 BRIGHT\n\t\tloop\n\t}\n}\n\n// The following is a hack separating the above into two actors, with one that stays in the player's inventory,\n// so that the game can count how many the player has. This ultimately wasn't needed so I've commented it out just\n// in case this ever becomes a problem. Make sure to comment out the above if you use this.\n/*\nACTOR MaxArmorBonus2 : CustomInventory 12796\n{\n\tRadius 20\n\tHeight 16\n\tInventory.Pickupmessage \"Picked up a max armor bonus.\"\n\t+COUNTITEM\n\t+INVENTORY.UNDROPPABLE\n\t+INVENTORY.ALWAYSPICKUP\n\tstates\n\t{\n\tSpawn:\n\t\tBON4 ABCDCB 6 BRIGHT\n\t\tloop\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory (\"MaxArmorBonus2real\")\n\t\tTNT1 A 0 A_GiveInventory (\"MaxArmorBonus2counter\")\n\t\tstop\n\tUse:\t// Dummy use state to make item stay in inventory\n\t\tTNT1 A 0\n\t\tfail\n\t}\n}\n\nACTOR MaxArmorBonus2real : BasicArmorBonus\n{\n\tArmor.Savepercent 33.33333\n\tArmor.Saveamount 5\n\tArmor.Maxsaveamount 200\n\tArmor.MaxBonus 5\n\tArmor.MaxBonusMax 100\n\t+INVENTORY.ALWAYSPICKUP\n}\n*/\n\n////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n// MAX HEALTH+ /////////////////////////////////////////////////////////////////////////////////////////////////\n////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\nACTOR MaxHealthBonus2 : UpgradeStamina 12797\n{\n//$Category Stronghold_Items\nRadius 20\nHeight 16\nInventory.Pickupmessage \"Picked up a max health bonus.\"\nInventory.Amount 5\nInventory.MaxAmount 300\n+COUNTITEM\n+INVENTORY.ALWAYSPICKUP\nstates\n  {\n  Spawn:\n    BON3 ABCDCB 6 BRIGHT\n    loop\n  }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n// REGENERATION //////////////////////////////////////////////////////////////////////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\nactor RegenerationItem : PowerupGiver 24031\n{\n//$Category Stronghold_Items\n scale 0.75\n inventory.pickupmessage \"Picked up a regeneration sphere.\"\n inventory.icon \"RESIA0\"\n inventory.maxamount 3\n inventory.usesound \"pickups/slowmo\"\n powerup.color \"FF 00 AE\" 0.10\n powerup.type \"Regeneration\"\n powerup.duration -90\n Tag \"Regeneration\"\n +INVENTORY.FANCYPICKUPSOUND\n states\n {\n Spawn:\n   RESP A -1 BRIGHT\n   stop\n }\n}\n\n///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n// BARRIER ////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\nactor WallItem : CustomInventory 12798\n{\n//$Category Stronghold_Items\n  inventory.pickupmessage \"Picked up a barrier kit.\"\n  inventory.pickupsound \"misc/p_pkup\"\n  inventory.maxamount 3\n  inventory.icon WALIA0\n  Tag \"Barrier Kit\"\n  +INVENTORY.INVBAR\n  scale 0.75\n   states\n  {\n  Spawn:\n   \t\tWALP A -1 BRIGHT\n    \tstop\n  use:\n  \t\tTNT1 A 0 A_SpawnItemEx(\"WallSpawner\",64,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tstop\n  }\n}\n\nactor WallSpawner\n{\n  +ISMONSTER\n  +NOBLOCKMAP\n  Radius 4\n  Height 4\n  States\n  {\n  Spawn:\n  \t\tTNT1 A 0\n\t\tTNT1 A 1 A_SpawnItemEx(\"WallPlaced\",  60, 32, 0, 0, 0, 0, 90, SXF_SETMASTER | SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"WallPlaced\",  50, 32, 0, 0, 0, 0, 90, SXF_SETMASTER | SXF_NOCHECKPOSITION, 0)\n  \t\tTNT1 A 1 A_SpawnItemEx(\"WallPlaced\",  40, 32, 0, 0, 0, 0, 90, SXF_SETMASTER | SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"WallPlaced\",  30, 32, 0, 0, 0, 0, 90, SXF_SETMASTER | SXF_NOCHECKPOSITION, 0)\n  \t\tTNT1 A 1 A_SpawnItemEx(\"WallPlaced\",  20, 32, 0, 0, 0, 0, 90, SXF_SETMASTER | SXF_NOCHECKPOSITION, 0)\n  \t\tTNT1 A 1 A_SpawnItemEx(\"WallPlaced\",  10, 32, 0, 0, 0, 0, 90, SXF_SETMASTER | SXF_NOCHECKPOSITION, 0)\n  \t\tTNT1 A 1 A_SpawnItemEx(\"WallPlaced\",  0,  32, 0, 0, 0, 0, 90,  SXF_SETMASTER | SXF_NOCHECKPOSITION, 0)\n  \t\tTNT1 A 1 A_SpawnItemEx(\"WallPlaced\",  -10, 32, 0, 0, 0, 0, 90, SXF_SETMASTER | SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"WallPlaced\",  -20, 32, 0, 0, 0, 0, 90, SXF_SETMASTER | SXF_NOCHECKPOSITION, 0)\n  \t\tTNT1 A 1 A_SpawnItemEx(\"WallPlaced\",  -30, 32, 0, 0, 0, 0, 90, SXF_SETMASTER | SXF_NOCHECKPOSITION, 0)\n  \t\tTNT1 A 1 A_SpawnItemEx(\"WallPlaced\",  -40, 32, 0, 0, 0, 0, 90, SXF_SETMASTER | SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"WallPlaced\",  -50, 32, 0, 0, 0, 0, 90, SXF_SETMASTER | SXF_NOCHECKPOSITION, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"WallPlaced\",  -60, 32, 0, 0, 0, 0, 90, SXF_SETMASTER | SXF_NOCHECKPOSITION, 0)\n  SpawnLoop:\n\t\tTNT1 A 1\n  \t\tLoop\n  }\n}\n\nactor WallBolt\n{\n  PROJECTILE\n  +NOCLIP\n  Speed 1\n  Damage 0\n  RenderStyle Add\n  Alpha 1.0\n  Scale 0.33\n  States\n  {\n  Spawn:\n    WLXP A 1 A_FadeOut(0.025)\n\tLoop\n  }\n}\n\nactor WallBolt2 : WallBolt\n{\n  States\n  {\n  Spawn:\n    WLXP B 1 A_FadeOut(0.025)\n\tLoop\n  }\n}\n\nactor WallPlaced\n{\n\thealth 300\n\tmass 0x7fffffff\n\tradius 8\n\theight 128\n\tspeed 0\n\tscale 0.5\n\tdamage 0\n\t+FRIENDLY\n\t+DONTBLAST\n\t+SOLID\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NORADIUSDMG\n\t+ISMONSTER\n\tDeathSound \"WallItem/Explode\"\n\tstates\n \t{\n \tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"WallTimer\",2100,\"Death\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleTiny\",random(-10.0,10.0),0,0,0,0,random(0.05,2.00),0,128,192)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleSmall\",random(-10.0,10.0),0,0,0,0,random(0.05,2.00),0,128,192)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleMedium\",random(-10.0,10.0),0,0,0,0,random(0.05,2.00),0,128,192)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkleLarge\",random(-10.0,10.0),0,0,0,0,random(0.05,2.00),0,128,192)\n\t\tTNT1 A 1 A_SpawnItemEx(\"RedSparkle\",random(-10.0,10.0),0,0,0,0,random(0.05,2.00),0,128,192)\n\t\tTNT1 A 0 A_GiveInventory(\"WallTimer\",1)\n  \t\tLoop\n\t    TNT1 A 1 A_Die\n\t\tWait\n \tDeath:\n \t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_KillSiblings\n\t\tTNT1 AAAA 0 A_CustomMissile(\"WallBolt\",random(10,50),0,random(0,360),2,random(-15,15))\n\t\tTNT1 AAAA 0 A_CustomMissile(\"WallBolt2\",random(10,50),0,random(0,360),2,random(-15,15))\n \t\tStop\n  \t}\n}\n\nactor WallTimer : Inventory\n{\n  Inventory.MaxAmount 2100\n}\n\nactor RedSparkle\n{\n  height 2\n  radius 1\n  speed 1.0\n  PROJECTILE\n  +NOCLIP\n  renderstyle Add\n  scale 0.5\n  alpha 0.9\n  translation \"80:96=175:191\"\n  states\n  {\n  Spawn:\n    PTCL ABCABCABCABCABCABC 2 bright\n  Death:\n    PTCL ABC 2 bright A_FadeOut (0.1)\n    loop\n  }\n}\n\nactor RedSparkleRandom : RandomSpawner\n{\n  DropItem \"RedSparkleTiny\"\n  DropItem \"RedSparkleSmall\"\n  DropItem \"RedSparkleMedium\"\n  DropItem \"RedSparkleLarge\"\n  DropItem \"RedSparkle\"\n}\n\nactor RedSparkleTiny   : RedSparkle { scale 0.1 }\nactor RedSparkleSmall  : RedSparkle { scale 0.2 }\nactor RedSparkleMedium : RedSparkle { scale 0.3 }\nactor RedSparkleLarge  : RedSparkle { scale 0.4 }\n\n/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n// RANDOM WEAPON ////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\nactor RandomWeaponItem : CustomInventory 25023\n{\n//$Category Stronghold_Items\n  inventory.pickupmessage \"Picked up a random weapon sphere.\"\n  inventory.maxamount 3\n  inventory.icon WEPIA0\n  Tag \"Random Weapon\"\n  +INVENTORY.INVBAR\n  scale 0.75\n  states\n  {\n  Spawn:\n   \tWEPP A -1 BRIGHT\n    \tstop\n  Use:\n        TNT1 A 0 A_Jump(64, 21)\n        TNT1 A 0 A_Jump(64, 19)\n        TNT1 A 0 A_Jump(64, 17)\n        TNT1 A 0 A_Jump(64, 15)\n        TNT1 A 0 A_Jump(64, 13)\n        TNT1 A 0 A_Jump(64, 11)\n        TNT1 A 0 A_Jump(64, 9)\n        TNT1 A 0 A_Jump(64, 7)\n        TNT1 A 0 A_Jump(64, 5)\n        TNT1 A 0 A_Jump(64, 3)\n        TNT1 A 0 A_Jump(64, 1)\n\tTNT1 A 0 A_GiveInventory(\"DEBFG9000\", 4)\n  \tstop\n\tTNT1 A 0 A_GiveInventory(\"Pyrocannon\", 4)\n  \tstop\n\tTNT1 A 0 A_GiveInventory(\"Devastator\", 4)\n  \tstop\n\tTNT1 A 0 A_GiveInventory(\"Repeater\", 4)\n  \tstop\n        TNT1 A 0 A_GiveInventory(\"Flamer\", 4)\n  \tstop\n\tTNT1 A 0 A_GiveInventory(\"Railgun\", 4)\n  \tstop\n\tTNT1 A 0 A_GiveInventory(\"StunnerRifle\", 4)\n  \tstop\n\tTNT1 A 0 A_GiveInventory(\"DEPlasmaRifle\", 4)\n  \tstop\n        TNT1 A 0 A_GiveInventory(\"DERLauncher\", 4)\n  \tstop\n\tTNT1 A 0 A_GiveInventory(\"HRL\", 4)\n  \tstop\n\tTNT1 A 0 A_GiveInventory(\"LandMineLayer\", 4)\n  \tstop\n\tTNT1 A 0 A_GiveInventory(\"Autoshotgun\", 4)\n  \tstop\n  }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n// AUTO DRONE ////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\nACTOR AutoDroneItem : CustomInventory 24025\n{\n//$Category Stronghold_Items\n  inventory.pickupmessage \"Picked up an autodrone.\"\n  inventory.maxamount 2\n  inventory.icon DRNIA0\n  Tag \"Autodrone\"\n  +INVENTORY.INVBAR\n  scale 0.75\n  states\n  {\n  Spawn:\n   \tDRNP A -1 BRIGHT\n    \tstop\n  Use:\n       TNT1 A 0 A_JumpIfInventory(\"ForceCubeTimerRight\",1,3)\n       TNT1 A 0 A_GiveInventory(\"ForceCubeTimerRight\",1)\n       TNT1 A 0 A_SpawnItemEx(\"ForceCube1Right\",0,0,0,0,0,0,0,33,0)\n       Stop\n       TNT1 A 0 A_JumpIfInventory(\"ForceCubeTimerLeft\",1,3)\n       TNT1 A 0 A_GiveInventory(\"ForceCubeTimerLeft\",1)\n       TNT1 A 0 A_SpawnItemEx(\"ForceCube1Left\",0,0,0,0,0,0,0,33,0)\n       Stop\n       TNT1 A 0\n       Loop\n   }\n}\n\nACTOR ForceCube1Right\n{\n    Radius 0\n    Height 0\n    +NOTIMEFREEZE\n    States\n    {\n    Spawn:\n        TNT1 A 0\n        TNT1 A 0 A_SpawnItemEx(\"ForceCubeGiverRight\",0,0,0,0,0,0,0,33,0)\n        Stop\n    }\n}\n\nACTOR ForceCube1Left\n{\n    Radius 0\n    Height 0\n    +NOTIMEFREEZE\n    States\n    {\n    Spawn:\n        TNT1 A 0\n        TNT1 A 0 A_SpawnItemEx(\"ForceCubeGiverLeft\",0,0,0,0,0,0,0,33,0)\n        Stop\n    }\n}\n\nACTOR ForceCube2Right : CustomInventory\n{\n    +AUTOACTIVATE\n    +NOTIMEFREEZE\n    States\n    {\n    Pickup:\n        TNT1 A 0 A_SpawnItemEx(\"RightCube\",28,16,36,0,0,0,0,33,0)\n        Stop\n    }\n}\n\nACTOR ForceCube2Left : CustomInventory\n{\n    States\n    {\n    Pickup:\n        TNT1 A 0 A_SpawnItemEx(\"LeftCube\",28,-16,36,0,0,0,0,33,0)\n        Stop\n    }\n}\n\nACTOR ForceCubeTimerLeft : CustomInventory\n{\n   +NOTIMEFREEZE\n   +INVENTORY.INTERHUBSTRIP\n   States\n   {\n   Use:\n       TNT1 A 0\n       Stop\n   }\n}\n\nACTOR ForceCubeTimerRight : CustomInventory\n{\n   +NOTIMEFREEZE\n   +INVENTORY.INTERHUBSTRIP\n   States\n   {\n   Use:\n       TNT1 A 0\n       Stop\n   }\n}\n\nACTOR ForceCubeTimer2 : Inventory\n{\n    +NOTIMEFREEZE\n    Inventory.Amount 1\n    Inventory.MaxAmount 4200\n    States\n    {\n    Spawn:\n        TNT1 A 0\n        Stop\n    }\n}\n\nACTOR ForceCubeGiverRight\n{\n    Health 1000000000\n    Radius 0\n    Height 0\n    Speed 0\n    +NONSHOOTABLE\n    +MISSILEMORE\n    +MISSILEEVENMORE\n    +NOTIMEFREEZE\n    MinMissileChance 0\n    States\n    {\n    Spawn:\n        TNT1 A 1 A_Look\n        Loop\n    See:\n        TNT1 A 1 A_Chase\n        Loop\n    Missile:\n        TNT1 A 0 A_JumpIfInTargetInventory(\"ForceCubeTimerRight\",1,2)\n        TNT1 A 0 A_Jump(256,\"Death\")\n        TNT1 A 0 A_JumpIfInventory(\"ForceCubeTimer2\",4200,\"Death\")\n        TNT1 A 0 A_GiveInventory(\"ForceCubeTimer2\",1)\n        TNT1 A 1 A_GiveToTarget(\"ForceCube2Right\",1)\n        Loop\n    Death:\n        TNT1 A 0 A_TakeFromTarget(\"ForceCubeTimerRight\",1)\n        Stop\n    }\n}\n\nACTOR ForceCubeGiverLeft\n{\n    Health 1000000000\n    Radius 0\n    Height 0\n    Speed 0\n    +NONSHOOTABLE\n    +MISSILEMORE\n    +MISSILEEVENMORE\n    +NOTIMEFREEZE\n    MinMissileChance 0\n    States\n    {\n    Spawn:\n        TNT1 A 1 A_Look\n        Loop\n    See:\n        TNT1 A 1 A_Chase\n        Loop\n    Missile:\n        TNT1 A 0 A_JumpIfInTargetInventory(\"ForceCubeTimerLeft\",1,2)\n        TNT1 A 0 A_Jump(256,\"Death\")\n        TNT1 A 0 A_JumpIfInventory(\"ForceCubeTimer2\",4200,\"Death\")\n        TNT1 A 0 A_GiveInventory(\"ForceCubeTimer2\",1)\n        TNT1 A 1 A_GiveToTarget(\"ForceCube2Left\",1)\n        Loop\n    Death:\n        TNT1 A 0 A_TakeFromTarget(\"ForceCubeTimerLeft\",1)\n        Stop\n    }\n}\n\nACTOR RightCube\n{\n    Radius 0\n    Height 0\n    Speed 0\n    Scale 0.1\n    +FRIENDLY\n    +NOGRAVITY\n    +NOTIMEFREEZE\n    +MISSILEMORE\n    +MISSILEEVENMORE\n    MinMissileChance 0\n    States\n    {\n    Spawn:\n    \tDRON AA 1 A_LookEx(2,0,800,0,135,\"See\")\n        Stop\n    See:\n\tDRON A 0 A_Jump(240,3) // the higher the number, the less frequent it attacks\n        DRON A 1 A_CustomMissile(\"AutoDroneBall\",8,0,0,0)\n        TNT1 A 0 A_PlaySound(\"ForceCube/Fire\")\n        DRON A 1\n        Stop\n    }\n}\n\nACTOR LeftCube\n{\n    Radius 0\n    Height 0\n    Speed 0\n    Scale 0.1\n    +FRIENDLY\n    +NOGRAVITY\n    +NOTIMEFREEZE\n    +MISSILEMORE\n    +MISSILEEVENMORE\n    MinMissileChance 0\n    States\n    {\n    Spawn:\n    \tDRON AA 1 A_LookEx(2,0,800,0,135,\"See\")\n        Stop\n    See:\n\tDRON A 0 A_Jump(240,3) // the higher the number, the less frequent it attacks\n        DRON A 1 A_CustomMissile(\"AutoDroneBall\",8,0,0,0)\n        TNT1 A 0 A_PlaySound(\"ForceCube/Fire\")\n        DRON A 1\n        Stop\n    }\n}\n\nACTOR AutoDroneBall\n{\n   Radius 8\n   Height 8\n   Speed 20\n   Damage 48\n   PROJECTILE\n   RENDERSTYLE ADD\n   ALPHA 0.90\n   Scale 0.2\n   damagetype \"bossfactor\"\n   +NOTIMEFREEZE\n   +THRUGHOST\n   SeeSound \"weapons/devbal\"\n   DeathSound \"weapons/devex2\"\n   States\n   {\n   Spawn:\n      DBA2 AB 4 Bright\n      Loop\n   Death:\n      DBA2 C 4 Bright\n      DBA2 DE 4 Bright\n      Stop\n   }\n}\n\n/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n// SMARTBOMB ////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\nactor SmartBombItem : CustomInventory 24026\n{\n//$Category Stronghold_Items\n  inventory.pickupmessage \"Picked up the smart bomb!\"\n  inventory.maxamount 1\n  inventory.icon SMAIA0\n  Tag \"Smart Bomb\"\n  +INVENTORY.INVBAR\n  scale 0.75\n  states\n  {\n  Spawn:\n   \tSMAP A -1 BRIGHT\n    \tstop\n  Use:\n        TNT1 A 1 A_SpawnItemEx(\"SmartBombGrenade\", 0, 0, 32, 0, 10, 6, 90)\n        stop\n  }\n}\n\nactor SmartBombGrenade\n{\n\tprojectile\n\t-nogravity\n\t+hexenbounce\n\t+bounceonactors\n\t+canbouncewater\n\t+noexplodefloor\n\t+slidesonwalls\n\t-noteleport\n\tbouncefactor 0.6\n\tpainsound \"\"\n        damagetype \"corefriendly\"\n\tobituary \"%o got blinded by %k.\"\n        speed 6\n\tradius 2\n\theight 2\n\tdamage 0\n        States\n        {\n         Spawn:\n          UVGR ABCD 1\n          UVGR ABCD 2\n          UVGR ABCD 4\n          UVGR A 16 A_Stop\n          UVGR A 0 A_PlaysoundEx(\"UVCharge\",\"voice\",0,1)\n          UVGR A 0 A_SpawnItemEx(\"smallestlightemmit\", 0, 0, 0, 0, 0, 0, 0, 128)\n          UVGR A 0 A_SpawnItemEx(\"smallerlightemmit\", 0, 0, 0, 0, 0, 0, 0, 128)\n          UVGR E 170 BRIGHT A_SpawnItemEx(\"smalllightemmit\", 0, 0, 0, 0, 0, 0, 0, 128)\n          UVGR E 0 BRIGHT A_SpawnItemEx(\"Blindinglightemmit\", 0, 0, 0, 0, 0, 0, 0, 128)\n          UVGR E 0 BRIGHT A_SpawnItemEx(\"MoreBlindinglightemmit\", 0, 0, 0, 0, 0, 0, 0, 128)\n          UVGR E 0 BRIGHT A_SpawnItemEx(\"MostBlindinglightemmit\", 0, 0, 0, 0, 0, 0, 0, 128)\n          UVGR E 0 BRIGHT A_CustomMissile(\"LightRailer\", 0, 0, 0)\n          UVGR E 0 BRIGHT Radius_Quake(9,17,0,64,0)\n          UVGR E 1 BRIGHT A_SpawnItemEx(\"RingLightemmit1\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t  UVGR E 1 BRIGHT A_SpawnItemEx(\"RingLightemmit2\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t  UVGR E 1 BRIGHT A_SpawnItemEx(\"RingLightemmit3\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t  UVGR E 1 BRIGHT A_SpawnItemEx(\"RingLightemmit4\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t  UVGR E 1 BRIGHT A_SpawnItemEx(\"RingLightemmit5\", 0, 0, 0, 0, 0, 0, 0, 128)\n          TNT1 A 15\n          stop\n\t\t}\n}\n\nactor smalllightemmit\n{\n radius 0\n height 0\n Renderstyle ADD\n alpha 0.75\n scale 0.5\n States\n {\n   Spawn:\n    WHFL A 170 BRIGHT\n    WHFL A 1 BRIGHT A_Fadeout(0.05)\n    goto spawn+1\n }\n}\n\nactor smallerlightemmit : smalllightemmit\n{\nscale 0.35\n}\n\nactor smallestlightemmit : smalllightemmit\n{\nscale 0.2\n}\n\nactor Blindinglightemmit : smalllightemmit\n{\n alpha 0.5\n scale 1.0\n States\n {\n  Spawn:\n   WHFL A 50 BRIGHT\n   WHFL A 1 BRIGHT A_Fadeout(0.05)\n   goto spawn+1\n}\n}\n\nactor moreBlindinglightemmit : Blindinglightemmit\n{\n scale 0.75\n}\n\nactor mostBlindinglightemmit : Blindinglightemmit\n{\n scale 0.5\n}\n\nactor Lightrailer\n{\n    +MissileMore\n    +LOOKALLAROUND\n    obituary \"%o got blinded a smart bomb!\"\n    reactiontime 25\n    MinMissileChance 0\n    damagetype \"corefriendly\"\n    Speed 0\n    Radius 0\n    Height 0\n    States\n    {\n    Spawn:\n        TNT1 A 0 A_Changeflag(\"FRIENDLY\", 1)\n        TNT1 A 1 A_Look\n        TNT1 A 0 A_Changeflag(\"FRIENDLY\", 0)\n        TNT1 A 1 A_Look\n        TNT1 A 0 A_Changeflag(\"FRIENDLY\", 1)\n        TNT1 A 1 A_Look\n        TNT1 A 0 A_Changeflag(\"FRIENDLY\", 0)\n        TNT1 A 1 A_Look\n        Stop\n    See:\n        TNT1 A 1 A_Facetarget\n        TNT1 A 1 A_CustomRailgun (200, 0, NONE, WHITE, 1)\n        TNT1 A 0 A_CustomRailgun (200, 0, NONE, GREY, 1)\n        TNT1 A 0 A_CustomRailgun (200, 0, NONE, GREY, 1)\n        TNT1 A 0 A_CustomRailgun (200, 0, NONE, WHITE, 1)\n        TNT1 A 0 A_CustomRailgun (200, 0, NONE, GREY, 1)\n        TNT1 A 0 A_CustomRailgun (200, 0, NONE, GREY, 1)\n        TNT1 A 0 A_CustomRailgun (200, 0, NONE, WHITE, 1)\n        TNT1 A 0 A_Countdown\n        goto spawn\n    }\n}\n\nactor RingLightemmit1\n{\n radius 0\n height 0\n Renderstyle ADD\n alpha 0.5\n scale 5.0\n States\n{\nSpawn:\n WHFL B 2 BRIGHT\n stop\n}\n}\n\nactor ringlightemmit2 : ringlightemmit1\n{\n alpha 0.4\n scale 6.0\n}\n\nactor ringlightemmit3 : ringlightemmit1\n{\n alpha 0.3\n scale 7.0\n}\n\nactor ringlightemmit4 : ringlightemmit1\n{\n alpha 0.2\n scale 8.0\n}\n\nactor ringlightemmit5 : ringlightemmit1\n{\n alpha 0.1\n scale 9.0\n}\n\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\n// VAMPIRISM / DRAIN /////////////////////////////////////////////////////////////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\nactor DrainItem : PowerupGiver 24040\n{\n//$Category Stronghold_Items\n scale 0.75\n inventory.pickupmessage \"Picked up a vampirism sphere.\"\n inventory.icon \"VAMIA0\"\n inventory.maxamount 3\n inventory.usesound \"pickups/slowmo\"\n powerup.color \"AA 00 00\" 0.20\n powerup.type \"Drain\"\n powerup.duration -60\n Tag \"Vampirism\"\n +INVENTORY.FANCYPICKUPSOUND\n states\n {\n Spawn:\n   VAMP A -1 BRIGHT\n   stop\n }\n}\n\n///////////////////////////////////////////////////////////////////////////////////////////////////////\n// PROTECTION /////////////////////////////////////////////////////////////////////////////////////////\n///////////////////////////////////////////////////////////////////////////////////////////////////////\n\nactor PowerQuarterDamage : PowerProtection\n{\ndamagefactor \"normal\", 0.25\ninventory.icon \"MEGAA0\"\n}\n\nactor ProtectionItem : PowerupGiver 24041\n{\n//$Category Stronghold_Items\n scale 0.75\n inventory.pickupmessage \"Picked up a protection sphere.\"\n inventory.icon \"PROIA0\"\n inventory.maxamount 5\n inventory.usesound \"pickups/slowmo\"\n powerup.color \"FF AA 00\" 0.10\n powerup.type QuarterDamage\n powerup.duration -40\n Tag \"Protection\"\n +INVENTORY.FANCYPICKUPSOUND\n states\n {\n Spawn:\n   PROP A -1 BRIGHT\n   stop\n }\n}\n\n/////////////////////////////////////////////////////////////////////////////////////////////////////////\n// MORPHPOWERUP /////////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////////////////////////////////////////////////////////////////////////\n\nACTOR MorphPlayerItem : PowerUpGiver 24042\n{\n//$Category Stronghold_Items\n scale 0.75\n Inventory.PickupMessage \"Picked up a morph sphere.\"\n inventory.usesound \"pickups/slowmo\"\n inventory.maxamount 2\n inventory.icon \"MORIA0\"\n Powerup.Type MorphPlayer\n Powerup.Duration -120\n Tag \"Morpher\"\n +INVENTORY.FANCYPICKUPSOUND\n states\n {\n Spawn:\n   MORP A -1 BRIGHT\n   stop\n }\n}\n\nACTOR PowerMorphPlayer : PowerMorph\n{\n\tPowerMorph.PlayerClass \"MorphedPlayer\"\n\tPowerMorph.MorphStyle (MRF_FULLHEALTH|MRF_ADDSTAMINA|MRF_WHENINVULNERABLE|MRF_NEWTIDBEHAVIOUR|MRF_LOSEACTUALWEAPON)\n}\n\n/////////////////////////////////////////////////////////////////////////////////////////////////\n// I WIN BUTTON - POWERUP ///////////////////////////////////////////////////////////////////////\n/////////////////////////////////////////////////////////////////////////////////////////////////\n\nactor PowerOSPDamage : PowerDamage {\n  damagefactor \"normal\", 4\n  Powerup.Duration -65\n}\nactor PowerOSPSpeed : PowerSpeed {\n  Speed 2.0\n  Powerup.Duration -65\n}\n\nactor OSPInv : PowerupGiver {\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  Inventory.MaxAmount 0\n  Powerup.Duration -65\n  Powerup.Type \"Invulnerable\"\n  Powerup.Mode Reflective\n  Powerup.Color GoldMap\n  States\n  {\n  Spawn:\n    MEGA A 6\n    Loop\n  }\n}\nactor OSPQuad : PowerupGiver {\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  Inventory.MaxAmount 0\n  Powerup.Duration -65\n  Powerup.Type \"OSPDamage\"\n  Powerup.color \"FF 00 00\",0.35\n  States\n  {\n  Spawn:\n    MEGA A 6\n    Loop\n  }\n}\nactor OSPSpeed : PowerupGiver {\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  Inventory.MaxAmount 0\n  Powerup.Duration -65\n  Powerup.Type \"OSPSpeed\"\n  States\n  {\n  Spawn:\n    MEGA A 6\n    Loop\n  }\n}\nactor OSPFlight : PowerupGiver {\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  Inventory.MaxAmount 0\n  Powerup.Duration -65\n  Powerup.Type \"Flight\"\n  States\n  {\n  Spawn:\n    MEGA A 6\n    Loop\n  }\n}\nactor OSPInfiniteAmmo : PowerupGiver {\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  Inventory.MaxAmount 0\n  Powerup.Duration -65\n  Powerup.Type \"InfiniteAmmo\"\n  States\n  {\n  Spawn:\n    MEGA A 6\n    Loop\n  }\n}\nactor OSPPower : PowerupGiver {\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  Inventory.MaxAmount 0\n  Powerup.Duration -65\n  Powerup.Type \"WeaponLevel2\"\n  States\n  {\n  Spawn:\n    MEGA A 6\n    Loop\n  }\n}\nactor OSPHealth : Health {\n  Inventory.Amount 300\n  Inventory.MaxAmount 300\n  States\n  {\n  Spawn:\n    MEGA A 6\n    Loop\n  }\n}\n\nactor IWinButtonItem : CustomInventory 23475\n{\n//$Category Stronghold_Items\n  inventory.maxamount 1\n  Inventory.Icon IWBIA0\n  Inventory.PickupMessage \"You got the I Win Button. Yay!\"\n  +INVENTORY.INVBAR\n  Tag \"I Win Button\"\n  states\n  {\n    Spawn:\n      IWBP A -1 BRIGHT\n      stop\n    Use:\n      TNT1 A 0 ACS_Execute(936)\n      TNT1 A 0 A_GiveInventory(\"OSPInv\")\n      TNT1 A 0 A_GiveInventory(\"OSPQuad\")\n      TNT1 A 0 A_GiveInventory(\"OSPSpeed\")\n      TNT1 A 0 A_GiveInventory(\"OSPFlight\")\n      TNT1 A 0 A_GiveInventory(\"OSPInfiniteAmmo\")\n      TNT1 A 0 A_GiveInventory(\"OSPPower\")\n      TNT1 A 0 A_GiveInventory(\"OSPHealth\")\n      TNT1 A 0 A_GiveInventory(\"SuperShield\")\n      stop\n  }\n}\n\n/////////////////////////////////////////////////////////////////////////////////////////////////\n// TROLL-PROOFED POWERUPS ///////////////////////////////////////////////////////////////////////\n/////////////////////////////////////////////////////////////////////////////////////////////////\n\nactor AmmoBackpack : CustomInventory replaces Backpack\n{\n    Inventory.PickupMessage \"Picked up a backpack full of ammo!\"\n\n    +COUNTITEM\n\n    States\n    {\n      Spawn:\n        BPAK A -1\n        Stop\n\n      Pickup:\n        TNT1 A 0 A_JumpIfInventory(\"BackpackTimer\", 1, \"PickupFail\")\n        TNT1 A 0 A_PlaySound(\"ammo/backpack\")\n        TNT1 A 0 A_GiveInventory(\"BackpackTimer\", 1)\n        TNT1 A 1 A_GiveInventory(\"Backpack\", 1)\n        stop\n\n      PickupFail:\n        BPAK A 1 BRIGHT\n        fail\n    }\n}\n\nactor BackpackTimer : Powerup\n{\n\tPowerup.Duration -30\n}\n\nactor InvulnPowerup: CustomInventory replaces InvulnerabilitySphere\n{\n    Inventory.PickupMessage \"Invulnerability!\"\n\n    +COUNTITEM\n    +INVENTORY.BIGPOWERUP\n\n    States\n    {\n      Spawn:\n        PINV ABCD 6 BRIGHT\n        Loop\n\n      Pickup:\n        TNT1 A 0 A_JumpIfInventory(\"PowerInvulnerability\", 1, \"PickupFail\")\n        TNT1 A 0 A_PlaySound(\"misc/p_pkup\")\n        TNT1 A 1 A_GiveInventory(\"InvulnerabilitySphere\", 1)\n        stop\n\n      PickupFail:\n        PINV ABCD 6 BRIGHT\n        fail\n    }\n}\n\nactor InvisPowerup: CustomInventory replaces BlurSphere\n{\n    Inventory.PickupMessage \"Partial Invisibility\"\n\n    +COUNTITEM\n    +INVENTORY.BIGPOWERUP\n\n    States\n    {\n      Spawn:\n        PINS ABCD 6 BRIGHT\n        Loop\n\n      Pickup:\n        TNT1 A 0 A_JumpIfInventory(\"PowerInvisibility\", 1, \"PickupFail\")\n        TNT1 A 0 A_PlaySound(\"misc/p_pkup\")\n        TNT1 A 1 A_GiveInventory(\"BlurSphere\", 1)\n        stop\n\n      PickupFail:\n        PINS ABCD 6 BRIGHT\n        fail\n    }\n}\n\nactor LightAmp: CustomInventory replaces Infrared\n{\n    Inventory.PickupMessage \"Light Amplification Visor\"\n\n    +COUNTITEM\n\n    States\n    {\n      Spawn:\n        PVIS A 6\n        PVIS B 6 BRIGHT\n        Loop\n\n      Pickup:\n        TNT1 A 0 A_JumpIfInventory(\"PowerLightAmp\", 1, \"PickupFail\")\n        TNT1 A 0 A_PlaySound(\"misc/p_pkup\")\n        TNT1 A 1 A_GiveInventory(\"Infrared\", 1)\n        stop\n\n      PickupFail:\n        PVIS A 6\n        PVIS B 6 BRIGHT\n        fail\n    }\n}\n\nactor MegaMap : CustomInventory replaces AllMap\n{\n  +COUNTITEM\n  +INVENTORY.FANCYPICKUPSOUND\n  +INVENTORY.ALWAYSPICKUP\n  Inventory.MaxAmount 0\n  Inventory.PickupSound \"misc/p_pkup\"\n  Inventory.PickupMessage \"Computer Area Map and Scanner!\"\n  states\n  {\n  Spawn:\n    PMAP ABCDCB 6 Bright\n    Loop\n  Pickup:\n    TNT1 A 0 A_JumpIfInventory (\"PowerScanner\",1,\"PickupFail\")\n    TNT1 A 0 A_GiveInventory (\"Allmap\")\n    TNT1 A 0 A_GiveInventory (\"DoomScanner\")\n    stop\n  PickupFail:\n    PMAP ABCDCB 6 Bright\n    Fail\n  }\n}\n\nactor DoomScanner : PowerupGiver\n{\n  powerup.duration 0x7FFFFFFF\n  powerup.type \"Scanner\"\n  +INVENTORY.AUTOACTIVATE\n  states\n  {\n  Spawn:\n    TNT1 A 1\n    stop\n  }\n}\n\n// [MP] Soulsphere and Megasphere fixes\nactor FixedMegasphere : Megasphere replaces Megasphere\n{\n  -NOGRAVITY\n  -INVENTORY.ALWAYSPICKUP\n  States\n  {\n  Spawn:\n    MEGA ABCD 6 Bright\n    Loop\n  Pickup:\n    TNT1 A 0 A_JumpIfHealthLower(200,\"PickupSuccess\")\n    TNT1 A 0 A_JumpIfInventory(\"BasicArmor\",200,\"PickupFail\")\n  PickupSuccess: //Intentional Fallthrough\n    TNT1 A 0 A_GiveInventory(\"BlueArmorForMegasphere\", 1)\n    TNT1 A 0 A_GiveInventory(\"MegasphereHealth\", 1)\n    Stop\n  PickupFail:\n    MEGA ABCD 6 Bright\n    Fail\n  }\n}\nactor FixedSoulsphere : Soulsphere replaces Soulsphere\n{\n-INVENTORY.AUTOACTIVATE\n-INVENTORY.ALWAYSPICKUP\n-NOGRAVITY\n}\nACTOR WhyZandronumWhy 31505 //TELL US THE REASON WHY\n{\nstates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 1 ACS_Execute(1,0,0,0,0)\nStop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/weapons/dec_morp.txt",
        "contents": "ACTOR MorphedPlayer : PlayerPawn\n{\n  Speed 0.4\n  Health 4000\n  Radius 24\n  Height 64\n  Mass 1500\n  PainChance 80\n  Player.ColorRange 112, 127\n  Player.DisplayName \"Terminator\"\n  player.damagescreencolor \"FF FF FF\"\n  player.jumpz 0\n  player.viewheight 64\n  player.morphweapon \"TerminatorWeapon\"\n  DamageFactor \"RedBlast\",0\n  DamageFactor \"MarineAlly\",0\n  +NOSKIN\n  -TELESTOMP\n  States\n  {\n  Spawn:\n   TERM AB 10 Bright\n   Loop\n  See:\n    TERM A 0 A_Playsound(\"Terminator/terstepA\")\n    TERM AABB 4\n    TERM A 0 A_Playsound(\"Terminator/terstepA\")\n    TERM CCDD 4\n    Loop\n  Missile:\n  Melee:\n\tMissile:\n\t\tTERM A 0 A_JumpIfInventory (\"TerminatorAttackType\", 3, \"Attack3\")\n\t\tTERM A 0 A_JumpIfInventory (\"TerminatorAttackType\", 2, \"Attack3\")\n\t\tTERM A 0 A_JumpIfInventory (\"TerminatorAttackType\", 1, \"Attack2\")\n\tAttack1:\n\t\tTERM EF 5 BRIGHT\n\t\tgoto Spawn\n\tAttack2:\n\t\tTERM GH 2 BRIGHT\n\t\tgoto Spawn\n\tAttack3:\n\t\tTERM J 6\n\t\tTERM K 6 BRIGHT\n\t\tGoto Spawn\n  Pain:\n    TERM L 3 Bright A_Pain\n    Goto Spawn\n  Death:\n    TERM [ 0 A_TakeInventory(\"TerminatorWeapon\")\n    TERM M 6 Bright A_PlayerScream\n    TERM N 4\n    TERM OPQ 4 Bright\n    TERM R 0 Bright A_SpawnItemEx(\"TerminatorHead\", 15, 0, 90, 10, 0, 0, -170, 128)\n    TERM R 0 Bright A_SpawnItemEx(\"TerminatorShoulder\", 60, 0, 75, 8, 0, 0, -70, 128)\n    TERM R 4 Bright A_SpawnItemEx(\"TerminatorArm\", 60, 0, 0, 3, 0, 0, -90, 128)\n    TERM STUV 4 Bright\n    TERM W 4\n    TERM X 6 A_Fall\n    TERM Y 6\n    TERM Z 1 A_Playsound(\"Terminator/terstepA\")\n    TERM [ -1\n    Stop\n  }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// TERMINATORS'S RANDOM ATTACK //////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////////////\n\nACTOR TerminatorWeapon : Weapon 29100\n{\n//$Category Stronghold_Weapons\n   +WEAPON.AMMO_OPTIONAL\n   +WEAPON.CHEATNOTWEAPON\n   +WEAPON.NOAUTOAIM\n   +WEAPON.NOAUTOFIRE\n   +WEAPON.DONTBOB\n   States\n   {\n   Spawn:\n      TNT1 A -1\n      Loop\n   Ready:\n      JUGS A 1 Bright A_WeaponReady\n      loop\n   Deselect:\n      JUGS A 0 A_Lower\n      JUGS A 1 Bright A_Lower\n      Loop\n   Select:\n      JUGS A 0 A_Raise\n      JUGS A 1 Bright A_Raise\n      Loop\n   Fire:\n      JUGS A 0 A_JumpIfInventory(\"TerminatorAttackType\",3,\"RedMissile\")\n      JUGS A 0 A_JumpIfInventory(\"TerminatorAttackType\",2,\"RedStar\")\n      JUGS A 0 A_JumpIfInventory(\"TerminatorAttackType\",1,\"SuperChaingun\")\n   Blaster:\n      JUGS A 4\n      JUGS F 0 A_GunFlash\n      JUGS F 2 Bright A_FireCustomMissile(\"TerminatorBlaster2\",Random(250,-250)/100.0,0,15,6)\n      JUGS B 2\n      TNT1 A 0 A_Refire\n      Goto Ready\n   SuperChaingun:\n      JUGS F 0 A_GunFlash\n      JUGS F 0 A_PlayWeaponSound(\"Terminator/tershotB\")\n      JUGS F 0 Bright A_FireBullets(20,10,10,5,\"TerminatorPuff2\")\n      JUGS F 2 Bright\n      JUGS A 2\n      JUGS F 0 A_GunFlash\n      JUGS F 0 A_PlayWeaponSound(\"Terminator/tershotB\")\n      JUGS F 0 Bright A_FireBullets(20,10,10,5,\"TerminatorPuff2\")\n      JUGS F 2 Bright\n      JUGS B 2\n      JUGS F 0 A_GunFlash\n      JUGS F 0 A_PlayWeaponSound(\"Terminator/tershotB\")\n      JUGS F 0 Bright A_FireBullets(20,10,10,5,\"TerminatorPuff2\")\n      JUGS F 2 Bright\n      JUGS A 2\n      JUGS F 0 A_GunFlash\n      JUGS F 0 A_PlayWeaponSound(\"Terminator/tershotB\")\n      JUGS F 0 Bright A_FireBullets(20,10,10,5,\"TerminatorPuff2\")\n      JUGS F 2 Bright\n      JUGS B 2\n      TNT1 A 0 A_Refire\n      Goto Ready\n   RedStar:\n      JUGS AB 3\n      JUGS F 0 A_GunFlash\n      JUGS F 2 Bright A_FireCustomMissile(\"RedStar2\",Random(15,-15)/10.0,0,-15,6)\n      JUGS AB 2\n      JUGS AB 3\n      JUGS F 0 A_GunFlash\n      JUGS F 2 Bright A_FireCustomMissile(\"RedStar2\",Random(15,-15)/10.0,0,15,6)\n      JUGS AB 2\n      TNT1 A 0 A_Refire\n      JUGS AB 2\n      JUGS AB 3\n      Goto Ready\n   RedMissile:\n      JUGS A 6\n      JUGS F 0 A_GunFlash\n      JUGS F 2 Bright A_FireCustomMissile(\"RedGrenade2\",0,0,-15,6)\n      JUGS AB 2\n      JUGS ABAB 3\n      TNT1 A 0 A_Refire\n      Goto Ready\n   AltFire:\n      JUGS A 5\n      JUGS E 12\n      JUGS A 0 A_JumpIfInventory(\"TerminatorAttackType\",3,2)\n      JUGS A 0 A_GiveInventory(\"TerminatorAttackType\",1)\n      Goto Ready\n      JUGS A 1 A_TakeInventory(\"TerminatorAttackType\",4)\n      Goto Ready\n   Flash:\n      TNT1 A 1 A_Light1\n      TNT1 A 1 A_Light2\n      TNT1 A 1 A_Light0\n      stop\n   }\n}\nACTOR TerminatorBlaster2\n{\n   Radius 8\n   Height 12\n   Speed 35\n   FastSpeed 45\n   Damage 10\n   DamageType \"MarineAlly\"\n   SpawnID 251\n   PROJECTILE\n   RENDERSTYLE ADD\n   alpha 0.85\n   SeeSound \"monster/brufir\"\n   DeathSound \"weapons/hellex\"\n   +FORCERADIUSDMG\n   States\n   {\n   Spawn:\n      BLST A 1 Bright\n      loop\n   Death:\n      BLST B 6 Bright A_Explode(64,128,0,0,96)\n      BLST CDEFGHIJKL 3 Bright\n      stop\n   }\n}\nACTOR Redstar2 //: MageStaffFX2 //Works in Zandronum now!\n{\n    Radius 10\n    Height 20\n    Speed 30\n    FastSpeed 40\n    Damage 8\n    DamageType \"MarineAlly\"\n    Scale 0.6\n    +SEEKERMISSILE\n    +FORCERADIUSDMG\n    -EXTREMEDEATH\n    PROJECTILE\n    RENDERSTYLE ADD\n    ALPHA 0.8\n    SeeSound \"Terminator/tershotA\"\n    DeathSound \"imp/shotx\"\n    States\n    {\n    Spawn:\n        STAX A 0 Bright A_SeekerMissile(2,10,SMF_LOOK)\n\tSTAX A 1 Bright A_SpawnItemEx(\"grenadetrail\",0,0,0,0,0,0,0,0)\n        STAX A 0 Bright A_SeekerMissile(2,10,SMF_LOOK)\n\tSTAX A 1 Bright A_SpawnItemEx(\"grenadetrail\",0,0,0,0,0,0,0,0)\n        STAX A 0 Bright A_SeekerMissile(2,10,SMF_LOOK)\n\tSTAX A 1 Bright A_SpawnItemEx(\"grenadetrail\",0,0,0,0,0,0,0,0)\n        STAX A 0 Bright A_SeekerMissile(2,10,SMF_LOOK)\n\tSTAX A 1 Bright A_SpawnItemEx(\"grenadetrail\",0,0,0,0,0,0,0,0)\n        STAX B 0 Bright A_SeekerMissile(2,10,SMF_LOOK)\n\tSTAX B 1 Bright A_SpawnItemEx(\"grenadetrail\",0,0,0,0,0,0,0,0)\n        STAX B 0 Bright A_SeekerMissile(2,10,SMF_LOOK)\n\tSTAX B 1 Bright A_SpawnItemEx(\"grenadetrail\",0,0,0,0,0,0,0,0)\n        STAX B 0 Bright A_SeekerMissile(2,10,SMF_LOOK)\n\tSTAX B 1 Bright A_SpawnItemEx(\"grenadetrail\",0,0,0,0,0,0,0,0)\n        STAX B 0 Bright A_SeekerMissile(2,10,SMF_LOOK)\n\tSTAX B 1 Bright A_SpawnItemEx(\"grenadetrail\",0,0,0,0,0,0,0,0)\n        STAX C 0 Bright A_SeekerMissile(2,10,SMF_LOOK)\n\tSTAX C 1 Bright A_SpawnItemEx(\"grenadetrail\",0,0,0,0,0,0,0,0)\n        STAX C 0 Bright A_SeekerMissile(2,10,SMF_LOOK)\n\tSTAX C 1 Bright A_SpawnItemEx(\"grenadetrail\",0,0,0,0,0,0,0,0)\n        STAX C 0 Bright A_SeekerMissile(2,10,SMF_LOOK)\n\tSTAX C 1 Bright A_SpawnItemEx(\"grenadetrail\",0,0,0,0,0,0,0,0)\n        STAX C 0 Bright A_SeekerMissile(2,10,SMF_LOOK)\n\tSTAX C 1 Bright A_SpawnItemEx(\"grenadetrail\",0,0,0,0,0,0,0,0)\n        STAX D 0 Bright A_SeekerMissile(2,10,SMF_LOOK)\n\tSTAX D 1 Bright A_SpawnItemEx(\"grenadetrail\",0,0,0,0,0,0,0,0)\n        STAX D 0 Bright A_SeekerMissile(2,10,SMF_LOOK)\n\tSTAX D 1 Bright A_SpawnItemEx(\"grenadetrail\",0,0,0,0,0,0,0,0)\n        STAX D 0 Bright A_SeekerMissile(2,10,SMF_LOOK)\n\tSTAX D 1 Bright A_SpawnItemEx(\"grenadetrail\",0,0,0,0,0,0,0,0)\n        STAX D 0 Bright A_SeekerMissile(2,10,SMF_LOOK)\n\tSTAX D 1 Bright A_SpawnItemEx(\"grenadetrail\",0,0,0,0,0,0,0,0)\n        Loop\n    Death:\n        STAX E 3 Bright A_Explode(80,160,0,0,120)\n        STAX FGHIJKLMNO 3 Bright\n        Stop\n    }\n}\nACTOR RedGrenade2\n{\n    Radius 6\n    Height 12\n    Speed 30\n    FastSpeed 45\n    Damage 8\n    PROJECTILE\n    DamageType \"MarineAlly\"\n    RENDERSTYLE ADD\n    ALPHA 0.8\n    DeathSound \"imp/shotx\"\n    States\n    {\n    Spawn:\n    \tTGND A 0 Bright A_Playsound(\"Terminator/tershotA\")\n    \tTGND AAAABBBBCCCC 1 Bright A_SpawnItemEx(\"grenadetrail\",0,0,0,0,0,0,0,0)\n    \tGoto Spawn+1\n    Death:\n    \tSTAR E 3 Bright\n    \tSTAR E 0 Bright A_custommissile(\"grenadeblast2\",0,0,0,2,0)\n    \tSTAR E 0 Bright A_custommissile(\"grenadeblast2\",0,0,20,2,0)\n    \tSTAR E 0 Bright A_custommissile(\"grenadeblast2\",0,0,40,2,0)\n    \tSTAR E 0 Bright A_custommissile(\"grenadeblast2\",0,0,60,2,0)\n    \tSTAR E 0 Bright A_custommissile(\"grenadeblast2\",0,0,80,2,0)\n        STAR E 0 Bright A_custommissile(\"grenadeblast2\",0,0,100,2,0)\n        STAR E 0 Bright A_custommissile(\"grenadeblast2\",0,0,120,2,0)\n        STAR E 0 Bright A_custommissile(\"grenadeblast2\",0,0,140,2,0)\n        STAR E 0 Bright A_custommissile(\"grenadeblast2\",0,0,160,2,0)\n        STAR E 0 Bright A_custommissile(\"grenadeblast2\",0,0,180,2,0)\n        STAR E 0 Bright A_custommissile(\"grenadeblast2\",0,0,200,2,0)\n        STAR E 0 Bright A_custommissile(\"grenadeblast2\",0,0,220,2,0)\n        STAR E 0 Bright A_custommissile(\"grenadeblast2\",0,0,240,2,0)\n        STAR E 0 Bright A_custommissile(\"grenadeblast2\",0,0,260,2,0)\n        STAR E 0 Bright A_custommissile(\"grenadeblast2\",0,0,280,2,0)\n        STAR E 0 Bright A_custommissile(\"grenadeblast2\",0,0,300,2,0)\n        STAR E 0 Bright A_custommissile(\"grenadeblast2\",0,0,320,2,0)\n        STAR E 0 Bright A_custommissile(\"grenadeblast2\",0,0,340,2,0)\n        STAR FGHIJKLMNO 3 Bright\n        Stop\n    }\n}\nACTOR grenadeblast2\n{\n    Radius 6\n    Height 12\n    Speed 8\n    Damage 2\n    DamageType \"MarineAlly\"\n    PROJECTILE\n    RENDERSTYLE ADD\n    +Ripper\n    ALPHA 0.8\n    SeeSound \"imp/attack\"\n    DeathSound \"imp/shotx\"\n    States\n    {\n    Spawn:\n    \tTGBL ABCDEFGHIJK 2 Bright\n        stop\n    }\n}\nactor Terminatorpuff2\n{\n\tDamageType \"MarineAlly\"\n    \tRenderstyle ADD\n\tAlpha 0.75\n\tscale 0.75\n\tStates\n\t{\n\tSpawn:\n\tMelee:\n\t    TPUF A 2 Bright\n\t    TPUF A 0 A_Jump(128,10)\n\t    TPUF BCDEFGH 2 Bright\n\t    Stop\n\t    TPUF IJKLMNO 2 Bright\n\t    Stop\n\t}\n}\nactor TerminatorAttackType : Inventory { Inventory.MaxAmount 4 }"
      },
      {
        "source": "pk3",
        "name": "actors/weapons/dec_pwr.txt",
        "contents": "//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// POWERUP    ///////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nactor WeaponPowerItem : CustomInventory 25007\n{\n//$Category Stronghold_Items\n  inventory.pickupmessage \"Picked up a weapon powerup kit.\"\n  inventory.maxamount 3\n  inventory.icon POWIA0\n  tag \"Weapon Powerup Kit\"\n  +INVENTORY.INVBAR\n  scale 0.75\n  states\n  {\n  Spawn:\n   \tPOWP A -1 BRIGHT\n    \tstop\n  Pickup:\n  \tTNT1 A 1 A_PlaySound(\"pickup\")\n  \tstop\n  Use:\n        TNT1 A 1 A_GiveInventory(\"WeaponPowerUpGiver\")\n  \tstop\n  }\n}\n\nactor WeaponPowerupGiver : PowerupGiver\n{\n  powerup.color \"80 00 ff\",0.1\n  powerup.duration -60\n  powerup.type WeaponLevel2\n  +INVENTORY.ALWAYSPICKUP\n  +INVENTORY.AUTOACTIVATE\n  inventory.maxamount 0\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n///////////////////////////////////////  PISTOL    ///////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nactor PowerPistol : DoomWeapon\n{\n  Weapon.SelectionOrder 1900\n  Weapon.AmmoUse1 1\n  Weapon.AmmoUse2 8\n  Weapon.AmmoGive 20\n  Weapon.AmmoType1 \"Clip\"\n  Weapon.AmmoType2 \"Clip\"\n  Weapon.SisterWeapon \"DEPistol\"\n  +POWERED_UP\n  Obituary \"$OB_MPPISTOL\" // \"%o was tickled by %k's pea shooter.\"\n  attacksound \"weapons/pistol\"\n  +WEAPON.WIMPY_WEAPON\n  Inventory.Pickupmessage \"$PICKUP_PISTOL_DROPPED\" // \"Picked up a pistol.\"\n  Tag \"Pistol\"\n  States\n  {\n  Ready:\n    PISG A 1 A_WeaponReady\n    Loop\n  Deselect:\n    PISG AA 0 A_Lower\n    PISG A 1 A_Lower\n    Loop\n  Select:\n    PISG AAA 0 A_Raise\n    PISG A 1 A_Raise\n    Loop\n  Fire:\n    PISG A 0 A_GunFlash\n    PISG B 3 A_FireBullets(4, 2.5, -1, 12, \"ElectricalPuff\")\n    PISG C 3 A_ReFire\n    PISG A 3 A_ReFire\n    PISG B 3 A_ReFire\n    Goto Ready\n  AltFire:\n    PISG A 4\n    PISG A 0 A_GunFlash\n    PISG B 4 A_FireBullets(10, 7, 8, 12, \"ElectricalPuff\")\n    PISG C 4\n    PISG A 4\n    PISG B 4 A_ReFire\n    Goto Ready\n  Flash:\n    PISF A 3 Bright A_Light1\n    Goto LightDone\n    PISF A 0 Bright A_Light0\n    Goto LightDone\n  Spawn:\n    PIST A -1\n    Stop\n  }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n///////////////////////////////////////  SHOTGUN   ///////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nactor PowerShotgun : DoomWeapon\n{\n  Weapon.SelectionOrder 1300\n  Weapon.AmmoUse1 1\n  Weapon.AmmoUse2 1\n  Weapon.AmmoGive 8\n  Weapon.AmmoType1 \"Shell\"\n  Weapon.AmmoType2 \"Shell\"\n  Weapon.SisterWeapon \"DEShotgun\"\n  +POWERED_UP\n  attacksound \"weapons/shotgf\"\n  Inventory.PickupMessage \"$GOTSHOTGUN\" // \"You got the shotgun!\"\n  Obituary \"%o got pummeled by %k's shotgun.\" // \"%o chewed on %k's boomstick.\"\n  Tag \"Shotgun\"\n  States\n  {\n  Ready:\n    SHTG A 1 A_WeaponReady\n    Loop\n  Deselect:\n    SHTG AA 0 A_Lower\n    SHTG A 1 A_Lower\n    Loop\n  Select:\n    SHTG AAA 0 A_Raise\n    SHTG A 1 A_Raise\n    Loop\n  Hold:\n  Fire:\n    SHTG A 2\n    SHTG E 0 A_GunFlash\n    SHTG E 2 A_FireBullets (3, 2.5, 10, 12, \"ElectricalPuff\")\n    SHTG FG 2\n    SHTG B 2\n    SHTG CDC 2\n    SHTG B 2\n    SHTG A 1 A_ReFire\n    goto Ready\n  AltFire:\n    SHTG A 3\n    SHTG E 0 A_GunFlash\n    SHTG E 3 A_FireBullets (12, 10, 8, 9, \"RepPuffNoDamage\")\n    SHTG FG 3\n    SHTG B 3\n    SHTG CDC 3\n    SHTG B 3\n    SHTG A 1 A_ReFire\n    goto Ready\n  Flash:\n    TNT1 A 4 bright A_Light1\n    TNT1 A 4 bright A_Light2\n    TNT1 A 0 bright A_Light0\n    stop\n  Spawn:\n    SHOT A -1\n    Stop\n  }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// CHAINGUN   ///////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nactor PowerChaingun : DoomWeapon\n{\n   Weapon.SelectionOrder 700\n   Weapon.AmmoUse1 1\n   Weapon.AmmoUse2 1\n   Weapon.AmmoGive 20\n   Weapon.AmmoType1 \"Clip\"\n   Weapon.AmmoType2 \"Clip\"\n   Weapon.SisterWeapon \"DEChaingun\"\n   +POWERED_UP\n   attacksound \"weapons/chngun\"\n   Inventory.PickupMessage \"$GOTCHAINGUN\" // \"You got the chaingun\"\n   Obituary \"$OB_MPCHAINGUN\" // \"%o was mowed down by %k's chaingun.\"\n   Tag \"Chaingun\"\n   States\n   {\n   Ready:\n     CHGG A 1 A_WeaponReady\n     Loop\n   Deselect:\n     CHGG A 0 A_StopSoundEx(\"Weapon\")\n     CHGG AA 0 A_Lower\n     CHGG A 1 A_Lower\n     Loop\n   Select:\n     CHGG AAA 0 A_Raise\n     CHGG A 1 A_Raise\n     Loop\n   Spawn:\n     MGUN A -1\n     Stop\n   Fire:\n     CHGG C 2 Bright A_GunFlash\n     CHGG D 1 Bright A_FireBullets (0.75,0.75,-1,20,\"ElectricalPuff\",1)\n     CHGG E 2 Bright A_GunFlash\n     CHGG F 1 Bright A_FireBullets (0.75,0.75,-1,20,\"ElectricalPuff\",0)\n     CHGG C 2 Bright A_GunFlash\n     CHGG D 1 Bright A_FireBullets (0.75,0.75,-1,20,\"ElectricalPuff\",1)\n     CHGG E 2 Bright A_GunFlash\n     CHGG F 1 Bright A_FireBullets (0.75,0.75,-1,20,\"ElectricalPuff\",0)\n     CHGG A 0 A_Refire\n     goto Ready\n   AltFire:\n     CHGG C 1 Bright A_GunFlash\n     CHGG D 2 Bright A_FireBullets (7.5,3.0,-1,16,\"RepPuffNoDamage\",1)\n     CHGG E 1 Bright A_GunFlash\n     CHGG F 2 Bright A_FireBullets (7.5,3.0,-1,16,\"RepPuffNoDamage\",1)\n     CHGG C 1 Bright A_GunFlash\n     CHGG D 2 Bright A_FireBullets (7.5,3.0,-1,16,\"RepPuffNoDamage\",1)\n     CHGG E 1 Bright A_GunFlash\n     CHGG F 2 Bright A_FireBullets (7.5,3.0,-1,16,\"RepPuffNoDamage\",1)\n     CHGG A 0 A_Refire\n     goto Ready\n   Flash:\n     TNT1 A 1 bright A_Light1\n     TNT1 A 1 bright A_Light2\n     TNT1 A 1 bright A_Light1\n     TNT1 A 0 bright A_Light0\n     stop\n   }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// ROCKET LAUNCHER //////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nACTOR PowerRLauncher : RocketLauncher\n{\n   Weapon.AmmoUse1  1\n   Weapon.AmmoUse2  1\n   Weapon.AmmoType1 \"RocketAmmo\"\n   Weapon.AmmoType2 \"RocketAmmo\"\n   Weapon.SisterWeapon \"DERLauncher\"\n   Tag \"Rocket Launcher\"\n\n   +POWERED_UP\n   States\n   {\n   Spawn:\n      LAUN A -1\n      Loop\n   Ready:\n      MISG A 1 A_WeaponReady\n      Loop\n   Deselect:\n      MISG AA 0 A_Lower\n      MISG A 1 A_Lower\n      Loop\n   Select:\n      MISG AAA 0 A_Raise\n      MISG A 1 A_Raise\n      Loop\n   Fire:\n      MISF A 4 Bright A_GunFlash\n      MISF B 2 Bright A_FireCustomMissile(\"PowerRocket2\",0,1,0,0)\n      MISF CD 4 Bright\n      MISG A 0 A_Refire\n      Goto Ready\n   Hold:\n      MISF A 4 Bright A_GunFlash\n      MISF B 2 Bright A_FireCustomMissile(\"PowerRocket2\",0,1,0,0)\n      MISF CD 4 Bright\n      MISG A 0 A_Refire\n      Goto Ready\n   AltFire:\n      MISF A 4 Bright A_GunFlash\n      MISF B 2 Bright A_FireCustomMissile(\"PowerRocket2\",Random(5,-5)/10.0,1,0,0,0,Random(6,-6)/10.0)\n      MISF A 4 Bright A_GunFlash\n      MISF B 2 Bright A_FireCustomMissile(\"PowerRocket2\",Random(10,-10)/10.0,1,0,0,0,Random(8,-8)/10.0)\n      MISF A 4 Bright A_GunFlash\n      MISF B 2 Bright A_FireCustomMissile(\"PowerRocket2\",Random(15,-15)/10.0,1,0,0,0,Random(10,-10)/10.0)\n      MISF CD 4 Bright\n      MISG A 0 A_Refire\n      Goto Ready\n   Flash:\n      TNT1 A 4 A_Light1\n      TNT1 A 4 A_Light2\n      TNT1 A 3 A_Light1\n      TNT1 A 3 A_Light0\n      stop\n   }\n}\n\nactor PowerRocket2\n{\n  obituary \"%o rode %k's rocket.\"\n  radius 11\n  height 8\n  speed 45\n  damage (93)\n  seesound \"weapons/rocklf\"\n  deathsound \"weapons/rocklx\"\n  scale 1.5\n  translation \"128:151=[192,192,192]:[64,64,64]\",\"48:79=[255,255,255]:[0,0,0]\",\"112:127=[255,255,255]:[0,0,0]\"\n  PROJECTILE\n  DamageType \"PlayerAlly\"\n  +RANDOMIZE\n  +ROCKETTRAIL\n  +THRUGHOST\n  +SeekerMissile\n  states\n  {\n  Spawn:\n    MISL A 1 bright A_SeekerMissile(2,10)\n    loop\n  Death:\n    MISL B 0 bright A_SetTranslucent (0.67,1)\n    MISL B 0 bright A_Explode(96,192,0)\n    MISL B 8 bright A_Explode(96,128)\n    MISL C 6 bright\n    MISL D 4 bright\n    stop\n  }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// PLASMA RIFLE /////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nACTOR PowerPlasmaRifle : PlasmaRifle\n{\n   weapon.ammouse1 1\n   weapon.ammouse2 1\n   Weapon.AmmoType1 \"Cell\"\n   Weapon.AmmoType2 \"Cell\"\n   Weapon.SisterWeapon \"DEPlasmaRifle\"\n   Tag \"Plasma Rifle\"\n   +POWERED_UP\n   States\n   {\n   Spawn:\n      PLAS A -1\n      Loop\n   Ready:\n      PLSG ABC 3 Bright A_WeaponReady\n      Loop\n   Deselect:\n      PLSG E 0 A_Lower\n      PLSG E 1 A_Lower\n      Loop\n   Select:\n      PLSG E 0 A_Raise\n      PLSG E 1 A_Raise\n      Loop\n   Fire:\n      PLSG F 1 Bright A_GunFlash\n      PLSG G 1 Bright A_FireCustomMissile(\"PowerPlasmaBall\",0,1,0,0)\n      PLSG H 1 Bright\n      PLSG D 20 A_Refire\n      Goto Ready\n   Altfire:\n      PLSG F 1 Bright A_GunFlash\n      PLSG G 1 Bright A_FireCustomMissile(\"PowerPlasmaBall2\",Random(150,-150)/100.0,1,0,0,0,Random(150,-150)/100.0)\n      PLSG H 1 Bright\n      PLSG D 20 A_Refire\n      Goto Ready\n   Flash:\n      TNT1 A 2 A_Light1\n      TNT1 A 2 A_Light2\n      TNT1 A 2 A_Light1\n      TNT1 A 2 A_Light0\n      stop\n   }\n}\n\nactor PowerPlasmaBall\n{\n  DamageType \"MarineAlly\"\n  Radius 22.75\n  Height 14\n  Speed 30\n  Damage (40)\n  Scale 0.8\n  Projectile\n  +RANDOMIZE\n  +FORCERADIUSDMG\n  RenderStyle Add\n  Alpha 1.25\n  SeeSound \"weapons/plasmaf\"\n  DeathSound \"weapons/plasmax\"\n  Obituary \"$OB_MPPLASMARIFLE\"\n  States\n  {\n  Spawn:\n    PLSE A 2 bright A_SpawnItemEx(\"ElectricalPuff\",Random(1,-1),Random(1,-1),Random(1,-1),Random(1,-1),Random(1,-1),Random(1,-1),Random(0,360),128)\n    loop\n  Death:\n    PLSE A 4 bright A_Explode(40,80)\n    PLSE BCDE 4 bright\n    stop\n  }\n}\n\nactor PowerPlasmaBall2\n{\n  DamageType \"MarineAlly\"\n  Radius 22.75\n  Height 14\n  Speed 60\n  Damage (60)\n  Scale 0.8\n  Projectile\n  +RANDOMIZE\n  +SEEKERMISSILE\n  +HEXENBOUNCE\n  BounceCount 3\n  RenderStyle Add\n  Alpha 1.25\n  SeeSound \"weapons/plasmaf\"\n  DeathSound \"weapons/plasmax\"\n  Obituary \"$OB_MPPLASMARIFLE\"\n  States\n  {\n  Spawn:\n    PLSE A 0 bright A_SeekerMissile(2,10,SMF_LOOK,50,10)\n    PLSE A 0 bright A_SpawnItemEx(\"ElectricalPuff\",0,0,0,0,0,0,0,128)\n    PLSE A 1 bright\n    loop\n  Death:\n    PLSE ABCDE 4 bright\n    stop\n  }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n///////////////////////////////////////  BFG9000   ///////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\n// Unlike it's unpowered counterpart, it really really sucks to use this at close\n// range now. That's the price you pay for being tough. ;)\n\nactor PowerBFG9000 : BFG9000\n{\n  weapon.ammouse 5\n  Weapon.SisterWeapon \"DEBFG9000\"\n  Tag \"BFG 9000\"\n  +POWERED_UP\n  States\n  {\n  Spawn:\n    BFUG A -1\n    stop\n  Ready:\n      BFGG ABCD 3 Bright A_WeaponReady\n      loop\n  Deselect:\n      BFGG E 0 A_Lower\n      BFGG E 1 A_Lower\n      loop\n  Select:\n      BFGG E 0 A_Raise\n      BFGG E 1 A_Raise\n      loop\n  Fire:\n      BFGG F 1 Bright\n      BFGG H 1 Bright\n      BFGG J 1 Bright\n      BFGG K 1 Bright A_GunFlash\n      BFGG L 1 Bright A_FireCustomMissile (\"PowerBFGBall\",0,1,0,0)\n      BFGG N 1 Bright\n      BFGG E 7 Bright A_ReFire\n      goto Ready\n  Hold:\n      BFGG F 1 Bright\n      BFGG H 1 Bright\n      BFGG J 1 Bright\n      BFGG K 1 Bright A_GunFlash\n      BFGG L 1 Bright A_FireCustomMissile (\"PowerBFGBall\",0,1,0,0)\n      BFGG N 1 Bright\n      BFGG E 7 Bright A_ReFire\n      goto Ready\n   Flash:\n      TNT1 A 2 A_Light1\n      TNT1 A 2 A_Light2\n      TNT1 A 2 A_Light1\n      TNT1 A 0 A_Light0\n    stop\n  }\n}\n\n// This is a weaker version of the BFG that gets rapidfired. Instead of tracers, it simply explodes. Note that it foils boss immunity to explosions, and it WILL hurt the shooter.\nactor PowerBFGBall\n{\n  DamageType \"PlayerAlly\"\n  SeeSound \"weapons/bfg_fire\"\n  DeathSound \"weapons/bfg_hum\"\n  Radius 13\n  Height 8\n  Speed 35\n  Damage (100)\n  Renderstyle Add\n  Scale 0.6\n  Alpha 0.75\n  Projectile\n  +RANDOMIZE\n  +EXTREMEDEATH\n  +FORCERADIUSDMG\n  Obituary \"$OB_MPBFG_BOOM\" // \"%o was splintered by %k's BFG.\"\n  //SuicideObituary \"%k couldn't handle the overwhelming power.\"\n  States\n  {\n  Spawn:\n    BFS1 AB 4 bright\n    loop\n  Death:\n    BFE1 A 0 bright A_Explode(96,144)\n    BFE1 A 3 bright A_Explode(96,288,0)\n    BFE1 BCDEF 3 bright\n    stop\n  }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// SUPER SHOTGUN ////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nactor PowerSuperShotgun : SuperShotgun\n{\n  Weapon.SisterWeapon \"DESuperShotgun\"\n  +POWERED_UP\n  +WEAPON.NOAUTOAIM\n  obituary \"%o was splattered by %k's super shotgun.\"\n  Tag \"Super Shotgun\"\n  radius 20\n  height 16\n  attacksound \"weapons/sshotf\"\n  inventory.pickupmessage \"You got the super shotgun!\"\n  weapon.selectionorder 400\n  weapon.kickback 100\n  weapon.ammotype1 \"Shell\"\n  weapon.ammotype2 \"Shell\"\n  weapon.ammouse1 2\n  weapon.ammouse2 2\n  weapon.ammogive 8\n  Damagetype \"Normal\"\n  states\n  {\n  Ready:\n    SHT2 A 1 A_WeaponReady\n    loop\n  Deselect:\n    SHT2 AA 0 A_Lower\n    SHT2 A 1 A_Lower\n    loop\n  Select:\n    SHT2 AAA 0 A_Raise\n    SHT2 A 1 A_Raise\n    loop\n  Fire:\n  Hold:\n    SHT2 A 2\n    SHT2 A 0 A_GunFlash\n    SHT2 M 0 A_PlayWeaponSound (\"weapons/sshotf\")\n    SHT2 M 0 A_FireBullets(14.6,9.4,20,12,\"ElectricalPuff\")\n    SHT2 M 2 Bright\n    SHT2 N 2 Bright\n    SHT2 O 2 Bright\n    SHT2 A 2\n    SHT2 A 0 A_GunFlash\n    SHT2 M 0 A_PlayWeaponSound (\"weapons/sshotf\")\n    SHT2 M 0 A_FireBullets(14.6,9.4,20,12,\"ElectricalPuff\")\n    SHT2 M 2 Bright\n    SHT2 N 2 Bright\n    SHT2 O 2 Bright\n    SHT2 B 2\n    SHT2 C 2\n    SHT2 D 2 A_CheckReload\n    SHT2 C 2\n    SHT2 E 2 A_PlayWeaponSound (\"weapons/sshoto\")\n    SHT2 F 2\n    SHT2 G 2\n    SHT2 H 2\n    SHT2 I 2 A_PlayWeaponSound (\"weapons/sshotl\")\n    SHT2 J 2\n    SHT2 K 2\n    SHT2 L 2\n    SHT2 E 0 A_PlayWeaponSound (\"weapons/sshotc\")\n    SHT2 E 2 A_ReFire\n    SHT2 A 2 A_ReFire\n    goto Ready\n  AltFire:\n    SHT2 A 2\n    SHT2 A 0 A_GunFlash\n    SHT2 M 0 A_PlayWeaponSound (\"weapons/sshotf\")\n    SHT2 M 0 A_FireBullets(14.6,9.4,10,3,\"RepPuffNoDamage\")\n    SHT2 M 0 A_FireBullets(14.6,9.4,10,3,\"RepPuffNoDamage\")\n    SHT2 M 2 Bright\n    SHT2 N 2 Bright\n    SHT2 O 2 Bright\n    SHT2 A 2\n    SHT2 A 0 A_GunFlash\n    SHT2 M 0 A_PlayWeaponSound (\"weapons/sshotf\")\n    SHT2 M 0 A_FireBullets(14.6,9.4,10,3,\"RepPuffNoDamage\")\n    SHT2 M 0 A_FireBullets(14.6,9.4,10,3,\"RepPuffNoDamage\")\n    SHT2 M 2 Bright\n    SHT2 N 2 Bright\n    SHT2 O 2 Bright\n    SHT2 B 2\n    SHT2 C 2\n    SHT2 D 2 A_CheckReload\n    SHT2 C 2\n    SHT2 E 2 A_PlayWeaponSound (\"weapons/sshoto\")\n    SHT2 F 2\n    SHT2 G 2\n    SHT2 H 2\n    SHT2 I 2 A_PlayWeaponSound (\"weapons/sshotl\")\n    SHT2 J 2\n    SHT2 K 2\n    SHT2 L 2\n    SHT2 E 0 A_PlayWeaponSound (\"weapons/sshotc\")\n    SHT2 E 2 A_ReFire\n    SHT2 A 2 A_ReFire\n    goto Ready\n  Flash:\n    TNT1 A 2 bright A_Light1\n    TNT1 A 3 bright A_Light2\n    TNT1 A 2 bright A_Light1\n    TNT1 A 0 bright A_Light0\n    stop\n  Spawn:\n    SGN2 A -1\n    stop\n  }\n}\n\nACTOR SSGRipper : FastProjectile{ //Not used anymore\n  DamageType \"MarineAlly\"\n  Radius 13\n  Height 8\n  Speed 320\n  Damage (Random(1,5)*3) //Less Damage, but this is plain broken good.\n  Projectile\n  +RIPPER\n  +NOEXTREMEDEATH\n  +INVISIBLE\n  Obituary \"%o was splattered by %k's super shotgun.\"\n  States\n  {\n  Spawn:\n    //PUFF A 1 bright\n    TNT1 A 1\n    loop\n  Death:\n    //PUFF BCD 4 bright\n    TNT1 A 1 A_SpawnItemEx(\"BulletPuff\",0,0,0,0,0,1,160,128)\n    stop\n  }\n}\n\n////////////////////////////////////////////////////////\n/////////////////////////// FIST ///////////////////////\n////////////////////////////////////////////////////////\nactor PowerFist : Weapon\n{\n  Weapon.SisterWeapon \"DEFist\"\n  Tag \"Fist\"\n  +POWERED_UP\n  obituary \"%o chewed on %k's fist.\"\n  weapon.selectionorder 3700\n  weapon.kickback 100\n  +WEAPON.WIMPY_WEAPON\n  +WEAPON.MELEEWEAPON\n  states\n  {\n  Ready:\n    PUNG A 1 A_WeaponReady\n    loop\n  Deselect:\n    PUNG AA 0 A_Lower\n    PUNG A 1 A_Lower\n    loop\n  Select:\n    PUNG AAA 0 A_Raise\n    PUNG A 1 A_Raise\n    loop\n  Fire:\n    PUNG B 4\n    PUNG CCCCCCCCCCCCCCCC 0 A_Punch\n    PUNG C 4 A_Punch\n    PUNG D 5\n    PUNG C 4\n    PUNG B 5 A_ReFire\n    goto Ready\n  }\n}\n\nactor ElectricalPuff\n{\n  DamageType \"MarineAlly\"\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +ALLOWPARTICLES\n  +RANDOMIZE\n  RenderStyle Translucent\n  Alpha 0.5\n  VSpeed 0.25\n  Scale 0.5\n  Mass 5\n  SeeSound \"weapons/plasmax\"\n  AttackSound \"weapons/plasmax\"\n  States\n  {\n  Spawn:\n    PLSE ABCDE 4 bright\n    stop\n  }\n}\n\n////////////////////////////////////////////////////////\n////////////////// CHAINSAW ////////////////////////////\n////////////////////////////////////////////////////////\nactor PowerChainsaw : Weapon\n{\n  obituary \"%o was mowed over by %k's chainsaw.\"\n  radius 20\n  height 16\n  inventory.pickupmessage \"A chainsaw!  Find some meat!\"\n  weapon.selectionorder 2200\n  weapon.upsound \"weapons/sawup\"\n  weapon.readysound \"weapons/sawidle\"\n  Weapon.SisterWeapon \"DEChainsaw\"\n  Tag \"Chainsaw\"\n  +POWERED_UP\n  +WEAPON.MELEEWEAPON\n  states\n  {\n  Ready:\n    SAWG CD 4 A_WeaponReady\n    loop\n  Deselect:\n    SAWG C 0 A_Lower\n    SAWG C 1 A_Lower\n    loop\n  Select:\n    SAWG C 0 A_Raise\n    SAWG C 1 A_Raise\n    loop\n  Fire:\n    SAWG AA 0 A_Saw\n    SAWG A 1 A_Saw\n    SAWG AA 0 A_Saw\n    SAWG A 1 A_Saw\n    SAWG BB 0 A_Saw\n    SAWG B 1 A_Saw\n    SAWG BB 0 A_Saw\n    SAWG B 1 A_Saw\n    SAWG AA 0 A_Saw\n    SAWG A 1 A_Saw\n    SAWG AA 0 A_Saw\n    SAWG A 1 A_Saw\n    SAWG BB 0 A_Saw\n    SAWG B 1 A_Saw\n    SAWG BB 0 A_Saw\n    SAWG B 1 A_Saw\n    SAWG A 0 A_ReFire\n    goto Ready\n  Spawn:\n    CSAW A -1\n    stop\n  }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// DEVASTATOR ///////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nACTOR PowerDevastator : Weapon\n{\n   Inventory.PickupSound \"misc/w_pkup\"\n   Inventory.PickupMessage \"You got the Devastator, Hell yeah!\"\n   Obituary \"%o was desintergrated by %k's Devastator.\"\n   Weapon.AmmoType \"Cell\"\n   Weapon.AmmoGive 60\n   Weapon.AmmoUse 60\n   Weapon.SisterWeapon \"Devastator\"\n   Tag \"Devastator\"\n   +POWERED_UP\n   Damagetype \"Normal\"\n   +WEAPON.EXPLOSIVE\n   +WEAPON.BFG\n   +WEAPON.NOAUTOFIRE\n   States\n   {\n   Spawn:\n      WDEV A -1\n      Loop\n   Ready:\n      DEVG A 2 A_WeaponReady\n      Loop\n   Deselect:\n      DEVG AA 0 A_Lower\n      DEVG A 1 A_Lower\n      Loop\n   Select:\n      DEVG AAA 0 A_Raise\n      DEVG A 1 A_Raise\n      Loop\n   Fire:\n      DEVG B 10 A_PlayWeaponSound(\"weapons/devchr\")\n      DEVG CDEF 10 Bright\n      DEVG A 0 A_Refire\n      DEVG J 4 Bright A_GunFlash\n      DEVG J 1 Bright A_Playsound(\"weapons/devfir\")\n      DEVG K 0 Bright A_FireCustomMissile (\"DevastatorCannonProjectile\",0,1,0,0)\n      DEVG K 10 Bright A_FireCustomMissile (\"DevastatorCannonProjectile2\",0,0,0,0)\n      DEVG L 7 Bright\n      Goto Ready\n   Hold:\n      DEVG G 0 Bright A_PlayWeaponSound(\"weapons/devfch\")\n      DEVG G 4 Bright A_FireBullets(4,4,4,4,\"DevPuff\",0,Random(256,512))\n      DEVG H 4 Bright A_FireBullets(4,4,4,4,\"DevPuff\",0,Random(256,512))\n      DEVG I 4 Bright A_FireBullets(4,4,4,4,\"DevPuff\",0,Random(256,512))\n      DEVG G 4 Bright A_FireBullets(4,4,4,4,\"DevPuff\",0,Random(256,512))\n      DEVG H 4 Bright A_FireBullets(4,4,4,4,\"DevPuff\",0,Random(256,512))\n      DEVG I 4 Bright A_FireBullets(4,4,4,4,\"DevPuff\",0,Random(256,512))\n      DEVG I 0 A_Refire\n      DEVG J 4 Bright A_GunFlash\n      DEVG J 1 Bright A_Playsound(\"weapons/devfir\")\n      DEVG K 0 Bright A_FireBullets(25,25,250,50,\"DevPuff\",0)\n      DEVG K 0 Bright A_FireCustomMissile (\"DevastatorCannonProjectile\",0,1,0,0)\n      DEVG K 10 Bright A_FireCustomMissile (\"DevastatorCannonProjectile2\",0,0,0,0)\n      DEVG L 7 Bright\n      Goto Ready\n   Flash:\n      TNT1 A 2 A_Light1\n      TNT1 A 5 A_Light2\n      TNT1 A 4 A_Light1\n      TNT1 A 2 A_Light0\n      stop\n   }\n}\n\nactor DevastatorCannonProjectile\n{\n\tRadius 30\n\tHeight 40\n\tSpeed 100\n        Damage 0\n\tProjectile\n\t+NOTIMEFREEZE\n\t+FORCERADIUSDMG\n\t+EXTREMEDEATH\n\t+THRUGHOST\n\t+THRUACTORS\n\tRenderStyle Add\n\tAlpha 0.9\n\tDecal BFGScorch\n\tDamageType \"PlayerAlly\" //Oh, you can hurt yourself.\n\tStates\n\t{\n      Spawn:\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", 0,               0,              2)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\",     momx /-70.0,     -momy /-70.0, 2+    momz /-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (2 *momx)/-70.0, -(2 *momy)/-70.0, 2+(2 *momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (3 *momx)/-70.0, -(3 *momy)/-70.0, 2+(3 *momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (4 *momx)/-70.0, -(4 *momy)/-70.0, 2+(4 *momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (5 *momx)/-70.0, -(5 *momy)/-70.0, 2+(5 *momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (6 *momx)/-70.0, -(6 *momy)/-70.0, 2+(6 *momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (7 *momx)/-70.0, -(7 *momy)/-70.0, 2+(7 *momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (8 *momx)/-70.0, -(8 *momy)/-70.0, 2+(8 *momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (9 *momx)/-70.0, -(9 *momy)/-70.0, 2+(9 *momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (10*momx)/-70.0, -(10*momy)/-70.0, 2+(10*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (11*momx)/-70.0, -(11*momy)/-70.0, 2+(11*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (12*momx)/-70.0, -(12*momy)/-70.0, 2+(12*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (13*momx)/-70.0, -(13*momy)/-70.0, 2+(13*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (14*momx)/-70.0, -(14*momy)/-70.0, 2+(14*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (15*momx)/-70.0, -(15*momy)/-70.0, 2+(15*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (16*momx)/-70.0, -(16*momy)/-70.0, 2+(16*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (17*momx)/-70.0, -(17*momy)/-70.0, 2+(17*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (18*momx)/-70.0, -(18*momy)/-70.0, 2+(18*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (19*momx)/-70.0, -(19*momy)/-70.0, 2+(19*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (20*momx)/-70.0, -(20*momy)/-70.0, 2+(20*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (21*momx)/-70.0, -(21*momy)/-70.0, 2+(21*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (22*momx)/-70.0, -(22*momy)/-70.0, 2+(22*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (23*momx)/-70.0, -(23*momy)/-70.0, 2+(23*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (24*momx)/-70.0, -(24*momy)/-70.0, 2+(24*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (25*momx)/-70.0, -(25*momy)/-70.0, 2+(25*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (26*momx)/-70.0, -(26*momy)/-70.0, 2+(26*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (27*momx)/-70.0, -(27*momy)/-70.0, 2+(27*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (28*momx)/-70.0, -(28*momy)/-70.0, 2+(28*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (29*momx)/-70.0, -(29*momy)/-70.0, 2+(29*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (30*momx)/-70.0, -(30*momy)/-70.0, 2+(30*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (31*momx)/-70.0, -(31*momy)/-70.0, 2+(31*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (32*momx)/-70.0, -(32*momy)/-70.0, 2+(32*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (33*momx)/-70.0, -(33*momy)/-70.0, 2+(33*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (34*momx)/-70.0, -(34*momy)/-70.0, 2+(34*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (35*momx)/-70.0, -(35*momy)/-70.0, 2+(35*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (36*momx)/-70.0, -(36*momy)/-70.0, 2+(36*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (37*momx)/-70.0, -(37*momy)/-70.0, 2+(37*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (38*momx)/-70.0, -(38*momy)/-70.0, 2+(38*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (39*momx)/-70.0, -(39*momy)/-70.0, 2+(39*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (40*momx)/-70.0, -(40*momy)/-70.0, 2+(40*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (41*momx)/-70.0, -(41*momy)/-70.0, 2+(41*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (42*momx)/-70.0, -(42*momy)/-70.0, 2+(42*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (43*momx)/-70.0, -(43*momy)/-70.0, 2+(43*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (44*momx)/-70.0, -(44*momy)/-70.0, 2+(44*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (45*momx)/-70.0, -(45*momy)/-70.0, 2+(45*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (46*momx)/-70.0, -(46*momy)/-70.0, 2+(46*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (47*momx)/-70.0, -(47*momy)/-70.0, 2+(47*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (48*momx)/-70.0, -(48*momy)/-70.0, 2+(48*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (49*momx)/-70.0, -(49*momy)/-70.0, 2+(49*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (50*momx)/-70.0, -(50*momy)/-70.0, 2+(50*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (51*momx)/-70.0, -(51*momy)/-70.0, 2+(51*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (52*momx)/-70.0, -(52*momy)/-70.0, 2+(52*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (53*momx)/-70.0, -(53*momy)/-70.0, 2+(53*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (54*momx)/-70.0, -(54*momy)/-70.0, 2+(54*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (55*momx)/-70.0, -(55*momy)/-70.0, 2+(55*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (56*momx)/-70.0, -(56*momy)/-70.0, 2+(56*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (57*momx)/-70.0, -(57*momy)/-70.0, 2+(57*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (58*momx)/-70.0, -(58*momy)/-70.0, 2+(58*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (59*momx)/-70.0, -(59*momy)/-70.0, 2+(59*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (60*momx)/-70.0, -(60*momy)/-70.0, 2+(60*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (61*momx)/-70.0, -(61*momy)/-70.0, 2+(61*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (62*momx)/-70.0, -(62*momy)/-70.0, 2+(62*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (63*momx)/-70.0, -(63*momy)/-70.0, 2+(63*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (64*momx)/-70.0, -(64*momy)/-70.0, 2+(64*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (65*momx)/-70.0, -(65*momy)/-70.0, 2+(65*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (66*momx)/-70.0, -(66*momy)/-70.0, 2+(66*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (67*momx)/-70.0, -(67*momy)/-70.0, 2+(67*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (68*momx)/-70.0, -(68*momy)/-70.0, 2+(68*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (69*momx)/-70.0, -(69*momy)/-70.0, 2+(69*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (70*momx)/-70.0, -(70*momy)/-70.0, 2+(70*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (71*momx)/-70.0, -(71*momy)/-70.0, 2+(71*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (72*momx)/-70.0, -(72*momy)/-70.0, 2+(72*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (73*momx)/-70.0, -(73*momy)/-70.0, 2+(73*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (74*momx)/-70.0, -(74*momy)/-70.0, 2+(74*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (75*momx)/-70.0, -(75*momy)/-70.0, 2+(75*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (76*momx)/-70.0, -(76*momy)/-70.0, 2+(76*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (77*momx)/-70.0, -(77*momy)/-70.0, 2+(77*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (78*momx)/-70.0, -(78*momy)/-70.0, 2+(78*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (79*momx)/-70.0, -(79*momy)/-70.0, 2+(79*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (80*momx)/-70.0, -(60*momy)/-70.0, 2+(80*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (81*momx)/-70.0, -(81*momy)/-70.0, 2+(81*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (82*momx)/-70.0, -(82*momy)/-70.0, 2+(82*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (83*momx)/-70.0, -(83*momy)/-70.0, 2+(83*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (84*momx)/-70.0, -(84*momy)/-70.0, 2+(84*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (85*momx)/-70.0, -(85*momy)/-70.0, 2+(85*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (86*momx)/-70.0, -(86*momy)/-70.0, 2+(86*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (87*momx)/-70.0, -(87*momy)/-70.0, 2+(87*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (88*momx)/-70.0, -(88*momy)/-70.0, 2+(88*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (89*momx)/-70.0, -(89*momy)/-70.0, 2+(89*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (90*momx)/-70.0, -(90*momy)/-70.0, 2+(90*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (91*momx)/-70.0, -(91*momy)/-70.0, 2+(91*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (92*momx)/-70.0, -(92*momy)/-70.0, 2+(92*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (93*momx)/-70.0, -(93*momy)/-70.0, 2+(93*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (94*momx)/-70.0, -(94*momy)/-70.0, 2+(94*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (95*momx)/-70.0, -(95*momy)/-70.0, 2+(95*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (96*momx)/-70.0, -(96*momy)/-70.0, 2+(96*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (97*momx)/-70.0, -(97*momy)/-70.0, 2+(97*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (98*momx)/-70.0, -(98*momy)/-70.0, 2+(98*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (99*momx)/-70.0, -(99*momy)/-70.0, 2+(99*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorDec\", (100*momx)/-70.0, -(100*momy)/-70.0, 2+(100*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 1 BRIGHT\n      Goto SpawnLoop\n      SpawnLoop:\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", 0,               0,              2)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\",     momx /-70.0,     -momy /-70.0, 2+    momz /-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (2 *momx)/-70.0, -(2 *momy)/-70.0, 2+(2 *momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (3 *momx)/-70.0, -(3 *momy)/-70.0, 2+(3 *momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (4 *momx)/-70.0, -(4 *momy)/-70.0, 2+(4 *momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (5 *momx)/-70.0, -(5 *momy)/-70.0, 2+(5 *momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (6 *momx)/-70.0, -(6 *momy)/-70.0, 2+(6 *momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (7 *momx)/-70.0, -(7 *momy)/-70.0, 2+(7 *momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (8 *momx)/-70.0, -(8 *momy)/-70.0, 2+(8 *momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (9 *momx)/-70.0, -(9 *momy)/-70.0, 2+(9 *momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (10*momx)/-70.0, -(10*momy)/-70.0, 2+(10*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (11*momx)/-70.0, -(11*momy)/-70.0, 2+(11*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (12*momx)/-70.0, -(12*momy)/-70.0, 2+(12*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (13*momx)/-70.0, -(13*momy)/-70.0, 2+(13*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (14*momx)/-70.0, -(14*momy)/-70.0, 2+(14*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (15*momx)/-70.0, -(15*momy)/-70.0, 2+(15*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (16*momx)/-70.0, -(16*momy)/-70.0, 2+(16*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (17*momx)/-70.0, -(17*momy)/-70.0, 2+(17*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (18*momx)/-70.0, -(18*momy)/-70.0, 2+(18*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (19*momx)/-70.0, -(19*momy)/-70.0, 2+(19*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (20*momx)/-70.0, -(20*momy)/-70.0, 2+(20*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (21*momx)/-70.0, -(21*momy)/-70.0, 2+(21*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (22*momx)/-70.0, -(22*momy)/-70.0, 2+(22*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (23*momx)/-70.0, -(23*momy)/-70.0, 2+(23*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (24*momx)/-70.0, -(24*momy)/-70.0, 2+(24*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (25*momx)/-70.0, -(25*momy)/-70.0, 2+(25*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (26*momx)/-70.0, -(26*momy)/-70.0, 2+(26*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (27*momx)/-70.0, -(27*momy)/-70.0, 2+(27*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (28*momx)/-70.0, -(28*momy)/-70.0, 2+(28*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (29*momx)/-70.0, -(29*momy)/-70.0, 2+(29*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (30*momx)/-70.0, -(30*momy)/-70.0, 2+(30*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (31*momx)/-70.0, -(31*momy)/-70.0, 2+(31*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (32*momx)/-70.0, -(32*momy)/-70.0, 2+(32*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (33*momx)/-70.0, -(33*momy)/-70.0, 2+(33*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (34*momx)/-70.0, -(34*momy)/-70.0, 2+(34*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (35*momx)/-70.0, -(35*momy)/-70.0, 2+(35*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (36*momx)/-70.0, -(36*momy)/-70.0, 2+(36*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (37*momx)/-70.0, -(37*momy)/-70.0, 2+(37*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (38*momx)/-70.0, -(38*momy)/-70.0, 2+(38*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (39*momx)/-70.0, -(39*momy)/-70.0, 2+(39*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (40*momx)/-70.0, -(40*momy)/-70.0, 2+(40*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (41*momx)/-70.0, -(41*momy)/-70.0, 2+(41*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (42*momx)/-70.0, -(42*momy)/-70.0, 2+(42*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (43*momx)/-70.0, -(43*momy)/-70.0, 2+(43*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (44*momx)/-70.0, -(44*momy)/-70.0, 2+(44*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (45*momx)/-70.0, -(45*momy)/-70.0, 2+(45*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (46*momx)/-70.0, -(46*momy)/-70.0, 2+(46*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (47*momx)/-70.0, -(47*momy)/-70.0, 2+(47*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (48*momx)/-70.0, -(48*momy)/-70.0, 2+(48*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (49*momx)/-70.0, -(49*momy)/-70.0, 2+(49*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (50*momx)/-70.0, -(50*momy)/-70.0, 2+(50*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (51*momx)/-70.0, -(51*momy)/-70.0, 2+(51*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (52*momx)/-70.0, -(52*momy)/-70.0, 2+(52*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (53*momx)/-70.0, -(53*momy)/-70.0, 2+(53*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (54*momx)/-70.0, -(54*momy)/-70.0, 2+(54*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (55*momx)/-70.0, -(55*momy)/-70.0, 2+(55*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (56*momx)/-70.0, -(56*momy)/-70.0, 2+(56*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (57*momx)/-70.0, -(57*momy)/-70.0, 2+(57*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (58*momx)/-70.0, -(58*momy)/-70.0, 2+(58*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (59*momx)/-70.0, -(59*momy)/-70.0, 2+(59*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (60*momx)/-70.0, -(60*momy)/-70.0, 2+(60*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (61*momx)/-70.0, -(61*momy)/-70.0, 2+(61*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (62*momx)/-70.0, -(62*momy)/-70.0, 2+(62*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (63*momx)/-70.0, -(63*momy)/-70.0, 2+(63*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (64*momx)/-70.0, -(64*momy)/-70.0, 2+(64*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (65*momx)/-70.0, -(65*momy)/-70.0, 2+(65*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (66*momx)/-70.0, -(66*momy)/-70.0, 2+(66*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (67*momx)/-70.0, -(67*momy)/-70.0, 2+(67*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (68*momx)/-70.0, -(68*momy)/-70.0, 2+(68*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (69*momx)/-70.0, -(69*momy)/-70.0, 2+(69*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (70*momx)/-70.0, -(70*momy)/-70.0, 2+(70*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (71*momx)/-70.0, -(71*momy)/-70.0, 2+(71*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (72*momx)/-70.0, -(72*momy)/-70.0, 2+(72*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (73*momx)/-70.0, -(73*momy)/-70.0, 2+(73*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (74*momx)/-70.0, -(74*momy)/-70.0, 2+(74*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (75*momx)/-70.0, -(75*momy)/-70.0, 2+(75*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (76*momx)/-70.0, -(76*momy)/-70.0, 2+(76*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (77*momx)/-70.0, -(77*momy)/-70.0, 2+(77*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (78*momx)/-70.0, -(78*momy)/-70.0, 2+(78*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (79*momx)/-70.0, -(79*momy)/-70.0, 2+(79*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (80*momx)/-70.0, -(60*momy)/-70.0, 2+(80*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (81*momx)/-70.0, -(81*momy)/-70.0, 2+(81*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (82*momx)/-70.0, -(82*momy)/-70.0, 2+(82*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (83*momx)/-70.0, -(83*momy)/-70.0, 2+(83*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (84*momx)/-70.0, -(84*momy)/-70.0, 2+(84*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (85*momx)/-70.0, -(85*momy)/-70.0, 2+(85*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (86*momx)/-70.0, -(86*momy)/-70.0, 2+(86*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (87*momx)/-70.0, -(87*momy)/-70.0, 2+(87*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (88*momx)/-70.0, -(88*momy)/-70.0, 2+(88*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (89*momx)/-70.0, -(89*momy)/-70.0, 2+(89*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (90*momx)/-70.0, -(90*momy)/-70.0, 2+(90*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (91*momx)/-70.0, -(91*momy)/-70.0, 2+(91*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (92*momx)/-70.0, -(92*momy)/-70.0, 2+(92*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (93*momx)/-70.0, -(93*momy)/-70.0, 2+(93*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (94*momx)/-70.0, -(94*momy)/-70.0, 2+(94*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (95*momx)/-70.0, -(95*momy)/-70.0, 2+(95*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (96*momx)/-70.0, -(96*momy)/-70.0, 2+(96*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (97*momx)/-70.0, -(97*momy)/-70.0, 2+(97*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (98*momx)/-70.0, -(98*momy)/-70.0, 2+(98*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (99*momx)/-70.0, -(99*momy)/-70.0, 2+(99*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 0 A_SpawnItemEx(\"DevastatorTrail\", (100*momx)/-70.0, -(100*momy)/-70.0, 2+(100*momz)/-70.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n      TNT1 A 1 BRIGHT\n      Goto SpawnLoop\n\tDeath:\n\tDBAL DDDDDDDDDDEEEEEEEEEEFFFFFFFFFFGGGGGGGGGGHHHHHHIIIIII 1 BRIGHT A_SpawnItemEx(\"DevastatorEffect\",Random(4,-4),Random(4,-4),Random(4,-4),Random(16,-16),Random(16,-16),Random(16,-16),Random(0,360))\n\tStop\n\t}\n}\n\nactor DevastatorCannonProjectile2 : FastProjectile\n{\n\tRadius 30\n\tHeight 40\n\tSpeed 400\n        Damage (Random(400,800))\n\tProjectile\n\t+RIPPER\n\t+NOTIMEFREEZE\n\t+FORCERADIUSDMG\n\t+EXTREMEDEATH\n\t+THRUGHOST\n\tRenderStyle Add\n\tAlpha 0.9\n\tDecal BFGScorch\n\tDamageType \"PlayerAlly\" //Oh, you can hurt yourself.\n\tStates\n\t{\n\tSpawn:\n        TNT1 A 1 BRIGHT\n        Loop\n\tDeath:\n\tTNT1 A 0 BRIGHT A_Explode(256,160)\n\tTNT1 A 0 BRIGHT A_Explode(256,256)\n\tTNT1 A 0 BRIGHT A_Explode(288,512) //Yeah you don't want to be anywhere near this when this explodes\n\tDBAL DDDDDDDDDDEEEEEEEEEEFFFFFFFFFFGGGGGGGGGGHHHHHHIIIIII 1 BRIGHT A_SpawnItemEx(\"DevastatorEffect\",Random(4,-4),Random(4,-4),Random(4,-4),Random(8,-8),Random(8,-8),Random(8,-8),Random(0,360))\n\tStop\n\t}\n}\n\nACTOR DevastatorTrail\n{\n\tRenderstyle Add\n\tProjectile\n\talpha 0.9\n\tScale 3.0\n\tDamageType \"MarineAlly\"\n\tDamage 0\n\t+THRUACTORS\n\t+NOCLIP\n\t+FORCERADIUSDMG\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0 Bright\n\tTNT1 A 0 Bright A_Explode(16,32,0)\n\tTNT1 A 0 Bright A_Explode(32,64,0)\n\tTNT1 A 0 Bright A_Explode(64,96,0)\n\tTNT1 A 0 Bright A_SpawnItemEx(\"DevastatorDec\",0,0,0,0,0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItemEx(\"DevastatorDec2\",0,0,0,0,0,0,0,0)\n\tTNT1 A 1 Bright A_SpawnItemEx(\"DevastatorEffect\",Random(4,-4),Random(4,-4),Random(4,-4),Random(4,-4),Random(4,-4),Random(4,-4),Random(0,360),128)\n\tStop\n\t}\n}\n\nACTOR DevastatorDec\n{\n\tRenderstyle Add\n\talpha 0.9\n\tDamageType \"MarineAlly\"\n\tScale 1.0\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\tDBAL AAAAAABBBBBBAAAAAABBBBBBAAAAAABBBBBBAAAAAABBBBBBAAAAAABBBBBBAAAAAABBBBBBAAAAAABBBBBBAAAAAABBBBBBAAAAAABBBBBBAAAAAABBBBBBAAAAAABBBBBBAAAAAABBBBBBAAAAAABBBBBBAAAAAABBBBBBAAAAAABBBBBBAAAAAABBBBBBAAAAAABBBBBBAAAAAABBBBBBAAAAAA 1 Bright A_FadeOut(0.005)\n\tStop\n\t}\n}\n\nActor DevastatorDec2 : DevastatorDec\n{\n\tScale 3.0\n\tStates\n\t{\n\tSpawn:\n\tDBAL BBBBBBAAAAAABBBBBBAAAAAABBBBBBAAAAAABBBBBBAAAAAABBBBBBAAAAAABBBBBBAAAAAA 1 Bright A_FadeOut(0.015)\n\tStop\n\t}\n}\n\nActor DevastatorEffect\n{\n\tRenderstyle Add\n\tAlpha 0.9\n\tTranslation \"192:207=176:191\"\n\t+RANDOMIZE\n\t+NOCLIP\n\t+NOGRAVITY\n\tScale 3.0\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0 Bright\n\tPLSE ABCDE 6 Bright A_FadeOut(0.15)\n\tStop\n\t}\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// RAILGUN    ///////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nACTOR PowerRailGun : Weapon\n{\n   Inventory.PickupSound \"misc/w_pkup\"\n   Inventory.PickupMessage \"You got the railgun!\"\n   Obituary \"%o was railed by %k.\"\n   Damagetype \"MarineAlly\"\n   Tag \"Railgun\"\n   Weapon.SisterWeapon \"Railgun\"\n   Weapon.AmmoType \"Cell\"\n   Weapon.AmmoGive 40\n   Weapon.AmmoUse 1\n   +POWERED_UP\n   States\n   {\n   Spawn:\n      WRAL A -1\n      Loop\n   Ready:\n   \t  RAIG A 2 A_WeaponReady\n\t  Loop\n\t  RSCP A 2 Bright A_WeaponReady(1)\n\t  Goto Ready+1\n   Deselect:\n\t  RAIG A 0 A_TakeInventory(\"RailgunScope\",1)\n\t  RAIG A 0 A_ZoomFactor(1)\n      RAIG AA 0 A_Lower\n      RAIG A 1 A_Lower\n      Loop\n   Select:\n\t  RAIG A 0 A_TakeInventory(\"RailgunScope\",1)\n\t  RAIG A 0 A_ZoomFactor(1,ZOOM_INSTANT)\n      RAIG AAA 0 A_Raise\n      RAIG A 1 A_Raise\n      Loop\n   Fire:\n      RAIG A 1 A_JumpIfInventory(\"RailgunScope\",1,\"ZoomFire\")\n      RAIG B 0 A_PlayWeaponSound(\"weapons/railch\")\n      RAIG E 0 Bright A_GunFlash\n      RAIG BCDIJ 1\n      RAIG J 0 A_PlayWeaponSound(\"weapons/railf2\")\n      RAIG J 0 Bright A_RailAttack(45,0,1,\"00 00 FF\",\"FF FF FF\")\n      RAIG J 0 Bright A_RailAttack(45,0,1,\"00 FF 00\",\"FF FF FF\")\n      RAIG K 10 A_Refire\n      Goto Ready\n\n   Hold:\n      RAIG A 1 A_JumpIfInventory(\"RailgunScope\",1,\"ZoomHold\")\n      RAIG E 0 Bright A_GunFlash\n      RAIG BCDIJ 1\n      RAIG J 0 A_PlayWeaponSound(\"weapons/railf1\")\n      RAIG J 0 Bright A_RailAttack(45,0,1,\"00 00 FF\",\"FF FF FF\")\n      RAIG J 0 Bright A_RailAttack(45,0,1,\"00 FF 00\",\"FF FF FF\")\n      RAIG K 10 A_Refire\n      Goto Ready\n\n   ZoomFire:\n      RSCP A 0 A_PlayWeaponSound(\"weapons/railch\")\n      RSCP A 0 Bright A_GunFlash\n      RSCP A 10\n      RSCP A 0 A_PlayWeaponSound(\"weapons/railf2\")\n      RSCP A 0 Bright A_RailAttack(30,0,1,\"00 FF FF\",\"FF FF FF\")\n      RSCP A 0 Bright A_RailAttack(30,0,1,\"00 FF FF\",\"FF FF FF\")\n      RSCP A 0 Bright A_RailAttack(30,0,1,\"00 FF FF\",\"FF FF FF\")\n      RSCP A 0 Bright A_RailAttack(30,0,1,\"00 FF FF\",\"FF FF FF\")\n      RSCP A 10 A_Refire\n      Goto Ready+1\n\n   ZoomHold:\n      RSCP A 0 Bright A_GunFlash\n      RSCP A 10\n      RSCP A 0 A_PlayWeaponSound(\"weapons/railf3\")\n      RSCP A 0 Bright A_RailAttack(30,0,1,\"00 FF FF\",\"FF FF FF\")\n      RSCP A 0 Bright A_RailAttack(30,0,1,\"00 FF FF\",\"FF FF FF\")\n      RSCP A 0 Bright A_RailAttack(30,0,1,\"00 FF FF\",\"FF FF FF\")\n      RSCP A 0 Bright A_RailAttack(30,0,1,\"00 FF FF\",\"FF FF FF\")\n      RSCP A 10 A_Refire\n      Goto Ready+1\n\n   AltFire:\n      RSCP A 0 Bright A_JumpIfInventory(\"RailgunScope\",1,3)\n\t  RSCP A 0 Bright A_GiveInventory(\"RailgunScope\",1)\n\t  RSCP A 8 Bright A_ZoomFactor(3)\n\t  Goto Ready+1\n\t  RAIG A 0 A_TakeInventory(\"RailgunScope\",1)\n\t  RAIG A 8 A_ZoomFactor(1)\n\t  Goto Ready\n   Flash:\n      TNT1 A 4 A_Light1\n      TNT1 A 4 A_Light2\n      TNT1 A 1 A_Light1\n      TNT1 A 0 A_Light0\n      stop\n   }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// HOMING ROCKET LAUNCHER ///////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nACTOR PowerHRL : Weapon\n{\n   Inventory.PickupSound \"misc/w_pkup\"\n   Inventory.PickupMessage \"You got the Homing-Rocket Launcher!\"\n   Obituary \"%o couldn't dodge %k's homing rockets.\"\n   Weapon.AmmoType1 \"RocketAmmo\"\n   Weapon.AmmoType2 \"RocketAmmo\"\n   Weapon.AmmoGive 4\n   Weapon.AmmoUse 1\n   Weapon.AmmoUse2 1\n   Weapon.SisterWeapon \"HRL\"\n   Tag \"Homing Rocket Launcher\"\n   +POWERED_UP\n   States\n   {\n   Spawn:\n      WHRL A -1\n      Loop\n   Ready:\n      HRLG A 1 A_WeaponReady\n      Loop\n   Deselect:\n      HRLG AA 0 A_Lower\n      HRLG A 1 A_Lower\n      Loop\n   Select:\n      HRLG AAA 0 A_Raise\n      HRLG A 1 A_Raise\n      Loop\n   Fire:\n      HRLG A 4\n      HRLG C 0 Bright A_GunFlash\n      HRLG C 5 Bright\n      HRLG D 0 Bright A_FireCustomMissile (\"PowerHomRocket1\",4,1,0,4.5)\n      HRLG D 6 Bright A_FireCustomMissile (\"PowerHomRocket1\",-4,1,0,4.5)\n      HRLG E 5 Bright\n      HRLG F 4 Bright\n      HRLG B 3 A_Refire\n      Goto Ready\n   AltFire:\n      HRLG A 4\n      HRLG C 0 Bright A_GunFlash\n      HRLG C 5 Bright\n      HRLG DDDD 4 Bright A_FireCustomMissile (\"PowerHomRocket1\",Random(600,-600)/100.0,1,0,4.5,0,Random(150,-150)/100.0)\n      HRLG E 5 Bright\n      HRLG F 4 Bright\n      HRLG B 3 A_Refire\n      Goto Ready\n   Flash:\n      TNT1 A 5 A_Light1\n      TNT1 A 6 A_Light2\n      TNT1 A 5 A_Light1\n      TNT1 A 0 A_Light0\n      stop\n   }\n}\n\nACTOR PowerHomRocket1\n{\n   Radius 4\n   Height 5.5\n   Scale 1.25\n   Speed 42\n   Damage (93)\n   PROJECTILE\n   DeathSound \"weapons/hrlexp\"\n   DamageType \"PlayerAlly\"\n   +ForceRadiusDMG\n   +SeekerMissile\n   +Rockettrail\n   +THRUGHOST\n   SeeSound \"weapons/hrlfir\"\n   States\n   {\n   Spawn:\n      MISL A 1 Bright A_SeekerMissile (25,35,SMF_LOOK)\n      MISL A 1 Bright\n      Loop\n   Death:\n      MISL B 0 Bright A_SetTranslucent (0.67,1)\n      MISL B 0 Bright A_Explode(96,320,0)\n      MISL B 8 Bright A_Explode(96,160)\n      MISL C 6 Bright\n      MISL D 4 Bright\n      stop\n   }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// PYRO CANNON //////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nACTOR PowerPyroCannon : Weapon\n{\n   Inventory.PickupSound \"misc/w_pkup\"\n   Inventory.PickupMessage \"You got the PyroCannon ProtoType!\"\n   Obituary \"%o was incinerated by %k's Pyrocannon.\"\n   Tag \"Pyro Cannon\"\n   Weapon.AmmoType \"Gas\"\n   Weapon.AmmoGive 48\n   Weapon.AmmoUse 48\n   Weapon.SisterWeapon \"PyroCannon\"\n   +WEAPON.EXPLOSIVE\n   +WEAPON.BFG\n   +WEAPON.DONTBOB\n   +WEAPON.STAFF2_KICKBACK\n   +POWERED_UP\n   States\n   {\n   Spawn:\n      WPYR A -1\n      Loop\n   Ready:\n      PYRG A 1 A_WeaponReady\n      Loop\n   Deselect:\n      PYRG AA 0 A_Lower\n      PYRG A 1 A_Lower\n      Loop\n   Select:\n      PYRG AAA 0 A_Raise\n      PYRG A 1 A_Raise\n      Loop\n   Fire:\n      PYRG A 5\n      PYRG B 8 Bright A_GunFlash\n      PYRG C 9 Bright A_FireCustomMissile(\"ClusterPyroShot\",0,1,0,0)\n      PYRG DEFG 5 Bright\n      PYRG A 5 A_Refire\n      Goto Ready\n   Hold:\n      PYRG A 5\n      PYRG B 8 Bright A_GunFlash\n      PYRG C 9 Bright A_FireCustomMissile(\"ClusterPyroShot\",0,1,0,0)\n      PYRG DEFG 5 Bright\n      PYRG A 5 A_Refire\n      Goto Ready\n   Flash:\n      TNT1 A 8 A_Light1\n      TNT1 A 10 A_Light2\n      TNT1 A 15 A_Light1\n      TNT1 A 1 A_Light0\n      stop\n   }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// AUTO SHOTGUN /////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nactor PowerAutoShotgun : Weapon\n{\n  +AMMO_OPTIONAL\n  obituary \"%o got blasted away by %k's autoshotgun.\"\n  radius 20\n  height 16\n  Inventory.Pickupmessage \"You got the automatic shotgun!\"\n  Tag \"Autoshotgun\"\n  weapon.selectionorder 700\n  Weapon.AmmoType1 \"Shell\"\n  Weapon.AmmoType2 \"ASGClip\"\n  Weapon.AmmoGive1 20\n  Weapon.AmmoGive2 20\n  Weapon.AmmoUse 1\n  Weapon.SisterWeapon \"AutoShotgun\"\n  +POWERED_UP\n  AttackSound \"weapons/asgfir\"\n  Damagetype \"Normal\"\n  states\n  {\n  Spawn:\n    WASG A -1\n    stop\n  Ready:\n\tASGG A 0 A_JumpIfInventory(\"ASGClip\",20,2)\n\tASGG A 0 A_JumpIfInventory(\"Shell\",1,2)\n\tASGG A 1 A_WeaponReady(8)\n\tLoop\n    ASGG A 1 A_WeaponReady\n    Loop\n  Deselect:\n    ASGG AA 0 A_Lower\n    ASGG A 1 A_Lower\n    loop\n  Select:\n    ASGG AAA 0 A_Raise\n    ASGG A 1 A_Raise\n    loop\n  Fire:\n  Hold:\n    ASGG A 0 A_JumpIfInventory(\"ASGClip\",1,29)\n    ASGG A 0 A_JumpIfInventory(\"Shell\",1,2)\n    ASGG A 2 A_PlayWeaponSound(\"Weapons/asgout\")\n    Goto Ready\n    ASGG BCDEF 3\n    ASGG G 3 A_PlayWeaponSound(\"Weapons/asgout\")\n    ASGG HIJ 3\n    ASGG k 15\n    ASGG JIH 3\n    ASGG G 0 A_TakeInventory(\"Shell\",1)\n    ASGG G 0 A_GiveInventory(\"ASGClip\",1)\n    ASGG G 0 A_JumpIfInventory(\"ASGClip\",20,2)\n    ASGG G 0 A_JumpIfInventory(\"Shell\",1,2)\n    ASGG G 0\n    Goto Hold+22\n    ASGG G 0\n    Goto Hold+16\n    ASGG G 3 A_PlayWeaponSound(\"Weapons/asgin\")\n    ASGG FEDCB 3\n    ASGG A 8 A_PlaySoundEX(\"weapons/asgld1\",\"auto\",0)\n    goto Ready\n    ASGG A 0\n    ASGG A 0 A_TakeInventory(\"ASGClip\",1)\n    ASGG L 0 A_GunFlash\n    ASGG L 1 A_FireBullets(8.6,5.1,7,5,\"ElectricalPuff\",0) //Yes, I nerfed its accuracy. However, you get a chain-shotgun.\n    ASGG M 1\n    ASGG N 1\n    ASGG A 1 A_PlaySoundEX(\"weapons/asgld1\",\"auto\",0)\n    ASGG L 0 A_GunFlash\n    ASGG L 1 A_FireBullets(8.6,5.1,7,5,\"ElectricalPuff\",0)\n    ASGG M 1\n    ASGG N 1\n    ASGG A 1 A_PlaySoundEX(\"weapons/asgld1\",\"auto\",0)\n    ASGG L 0 A_GunFlash\n    ASGG L 1 A_FireBullets(8.6,5.1,7,5,\"ElectricalPuff\",0)\n    ASGG M 1\n    ASGG N 1\n    ASGG A 1 A_PlaySoundEX(\"weapons/asgld1\",\"auto\",0)\n    ASGG L 0 A_GunFlash\n    ASGG L 1 A_FireBullets(8.6,5.1,7,5,\"ElectricalPuff\",0)\n    ASGG M 1\n    ASGG N 1\n    ASGG A 1 A_PlaySoundEX(\"weapons/asgld1\",\"auto\",0)\n    ASGG L 0 A_GunFlash\n    ASGG A 0\n    ASGG A 0 A_ReFire\n    goto Ready\n  AltFire:\n    ASGG BCDEF 2\n    ASGG G 3 A_PlayWeaponSound(\"Weapons/asgout\")\n    ASGG HIJ 2\n    ASGG K 10\n    ASGG JIH 2\n    ASGG G 0 A_TakeInventory(\"Shell\",1)\n    ASGG G 0 A_GiveInventory(\"ASGClip\",1)\n    ASGG G 0 A_JumpIfInventory(\"ASGClip\",20,2)\n    ASGG G 0 A_JumpIfInventory(\"Shell\",1,2)\n    ASGG G 0\n    Goto AltFire+19\n    ASGG G 0\n    Goto AltFire+13\n    ASGG G 3 A_PlayWeaponSound(\"Weapons/asgin\")\n    ASGG FEDCB 3\n    ASGG A 8 A_PlaySoundEX(\"weapons/asgld1\",\"auto\",0)\n    Goto Ready\n  Flash:\n    TNT1 A 2 bright A_Light1\n    TNT1 A 2 bright A_Light2\n    TNT1 A 0 bright A_Light0\n    stop\n  }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// REPEATER /////////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nACTOR PowerRepeater : Weapon\n{\n   spawnid 236\n   Inventory.PickupSound \"misc/w_pkup\"\n   Inventory.PickupMessage \"You got the plasma repeater!\"\n   Obituary \"%o was disintegrated by %k's repeater.\"\n   Weapon.AmmoType1 \"Cell\"\n   Weapon.AmmoGive 20\n   Weapon.AmmoUse 1\n   Weapon.SisterWeapon \"Repeater\"\n   +POWERED_UP\n   +WEAPON.EXPLOSIVE\n   AttackSound \"weapons/repfir\"\n   Tag \"Plasma Repeater\"\n   States\n   {\n   Spawn:\n      WREP A -1\n      Loop\n   Ready:\n      REPG A 1 A_WeaponReady\n      Loop\n   Deselect:\n      REPG AA 0 A_Lower\n      REPG A 1 A_Lower\n      Loop\n   Select:\n      REPG AAA 0 A_Raise\n      REPG A 1 A_Raise\n      Loop\n   Fire:\n      REPG A 4 A_PlaySound(\"weapons/repidl\")\n      REPG BCD 4\n      REPG ABCD 3\n      REPG ABCD 2\n      REPG E 0 Bright A_Gunflash\n      REPG E 1 Bright A_FireBullets(10,6,-1,20,RepPuffNoDamage,1,10240)\n      REPG F 1 Bright A_FireBullets(10,6,-1,20,RepPuffNoDamage,0,10240)\n      REPG G 1 Bright A_FireBullets(10,6,-1,20,RepPuffNoDamage,0,10240)\n      REPG H 1 Bright A_FireBullets(10,6,-1,20,RepPuffNoDamage,0,10240)\n      REPG E 1 Bright A_FireBullets(10,6,-1,20,RepPuffNoDamage,1,10240)\n      REPG F 1 Bright A_FireBullets(10,6,-1,20,RepPuffNoDamage,0,10240)\n      REPG G 1 Bright A_FireBullets(10,6,-1,20,RepPuffNoDamage,0,10240)\n      REPG H 1 Bright A_FireBullets(10,6,-1,20,RepPuffNoDamage,0,10240)\n      REPG E 1 Bright A_FireBullets(10,6,-1,20,RepPuffNoDamage,1,10240)\n      REPG F 1 Bright A_FireBullets(10,6,-1,20,RepPuffNoDamage,0,10240)\n      REPG G 1 Bright A_FireBullets(10,6,-1,20,RepPuffNoDamage,0,10240)\n      REPG H 1 Bright A_FireBullets(10,6,-1,20,RepPuffNoDamage,0,10240)\n      REPG E 1 Bright A_FireBullets(10,6,-1,20,RepPuffNoDamage,1,10240)\n      REPG F 1 Bright A_FireBullets(10,6,-1,20,RepPuffNoDamage,0,10240)\n      REPG G 1 Bright A_FireBullets(10,6,-1,20,RepPuffNoDamage,0,10240)\n      REPG H 1 Bright A_FireBullets(10,6,-1,20,RepPuffNoDamage,0,10240)\n      REPG E 1 Bright A_FireBullets(10,6,-1,20,RepPuffNoDamage,1,10240)\n      REPG F 1 Bright A_FireBullets(10,6,-1,20,RepPuffNoDamage,0,10240)\n      REPG G 1 Bright A_FireBullets(10,6,-1,20,RepPuffNoDamage,0,10240)\n      REPG H 1 Bright A_FireBullets(10,6,-1,20,RepPuffNoDamage,0,10240)\n      REPG E 1 Bright A_FireBullets(10,6,-1,20,RepPuffNoDamage,1,10240)\n      REPG F 1 Bright A_FireBullets(10,6,-1,20,RepPuffNoDamage,0,10240)\n      REPG G 1 Bright A_FireBullets(10,6,-1,20,RepPuffNoDamage,0,10240)\n      REPG H 1 Bright A_FireBullets(10,6,-1,20,RepPuffNoDamage,0,10240)\n      REPG E 1 Bright A_FireBullets(10,6,-1,20,RepPuffNoDamage,1,10240)\n      REPG F 1 Bright A_FireBullets(10,6,-1,20,RepPuffNoDamage,0,10240)\n      REPG G 1 Bright A_FireBullets(10,6,-1,20,RepPuffNoDamage,0,10240)\n      REPG H 1 Bright A_FireBullets(10,6,-1,20,RepPuffNoDamage,0,10240)\n      REPG E 1 Bright A_FireBullets(10,6,-1,20,RepPuffNoDamage,1,10240)\n      REPG F 1 Bright A_FireBullets(10,6,-1,20,RepPuffNoDamage,0,10240)\n      REPG G 1 Bright A_FireBullets(10,6,-1,20,RepPuffNoDamage,0,10240)\n      REPG H 1 Bright A_FireBullets(10,6,-1,20,RepPuffNoDamage,0,10240)\n      REPG A 0 A_Refire\n      REPG A 2 A_PlaySound(\"weapons/repstp\")\n      REPG BCD 2\n      REPG ABCD 3\n      REPG ABCD 4\n      Goto Ready\n   Hold:\n      REPG E 0 Bright A_Gunflash\n      REPG E 1 Bright A_FireBullets(20,10,2,10,RepPuffNoDamage,1,10240)\n      REPG F 1 Bright A_FireBullets(20,10,2,10,RepPuffNoDamage,0,10240)\n      REPG G 1 Bright A_FireBullets(20,10,2,10,RepPuffNoDamage,0,10240)\n      REPG H 1 Bright A_FireBullets(20,10,2,10,RepPuffNoDamage,0,10240)\n      REPG A 0 A_Refire\n      REPG A 2 A_PlaySound(\"weapons/repstp\")\n      REPG BCD 2\n      REPG ABCD 3\n      REPG ABCD 4\n      REPG ABCD 5\n      Goto Ready\n   Flash:\n      TNT1 A 2 A_Light2\n      TNT1 A 2 A_Light1\n      TNT1 A 0 A_Light0\n      stop\n   }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// MINE LAYER ///////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nACTOR PowerLandMineLayer : Weapon\n{\n   Inventory.PickupMessage \"You got some Landmines!\"\n   Inventory.PickupSound \"misc/w_pkup\"\n   Weapon.AmmoType \"Mines\"\n   Weapon.AmmoGive 5\n   Weapon.AmmoUse 1\n   Weapon.AmmoType2 \"Mines\"\n   Weapon.AmmoUse2 1\n   Weapon.SisterWeapon \"LandMineLayer\"\n   Tag \"Land Mines\"\n   +POWERED_UP\n   States\n   {\n   Spawn:\n      MINE A -1\n      Loop\n   Ready:\n      LAYR A 1 A_WeaponReady\n      Loop\n   Deselect:\n      LAYR AA 0 A_Lower\n      LAYR A 1 A_Lower\n      Loop\n   Select:\n      LAYR AAA 0 A_Raise\n      LAYR A 1 A_Raise\n      Loop\n   AltFire:\n      LAYR B 8 A_PlaySound(\"weapons/minebeep\")\n      LAYD ABCDE 1\n      TNT1 A 5\n      LAYT A 1 A_PlaySound(\"weapons/minethrow\")\n      LAYT BCDEFGH 1\n      LAYT I 0 A_FireCustomMissile(\"PowerLandmine2\",0,1,0,8)\n      LAYT I 0 A_FireCustomMissile(\"PowerLandmine2\",-7,0,0,8)\n      LAYT I 1 A_FireCustomMissile(\"PowerLandmine2\",7,0,0,8)\n      LAYT JKLMNOPQR 1\n      TNT1 A 5\n      LAYU ABCDE 1\n      LAYR A 6\n      Goto Ready\n   Fire:\n      LAYR B 8 A_PlaySound(\"weapons/minebeep\")\n      LAYD ABCDE 1\n      TNT1 A 3\n      TNT1 A 6 A_FireCustomMissile(\"PowerLandmine3\",0,1,0,0)\n      LAYU ABCDE 1\n      LAYR A 2\n      Goto Ready\n   }\n}\n\nACTOR PowerLandmineA\n{\n   Radius 8 //was 5\n   Height 5\n   Mass 1000000\n   Health 20\n   Damage 20\n   SeeSound \"weapons/tink\"\n   DamageType \"MarineAlly\"\n   ExplosionDamage 768\n   ExplosionRadius 320\n   DONTHURTSHOOTER\n   Speed 0\n   +NOBLOOD\n   -SHOOTABLE\n   +MISSILE\n   +THRUGHOST\n   States\n   {\n   Spawn:\n      MINE A 0 A_Gravity\n      MINE AB 5\n      Loop\n   Death:\n      MISL B 0 A_PlaySound(\"weapons/mineexpl\")\n      MISL B 8 A_Explode\n      MISL C 6\n      MISL D 4\n      Stop\n   }\n}\n\nACTOR PowerLandmineB : PowerLandmineA\n{\n   ExplosionDamage 384\n   ExplosionRadius 160\n}\n\nACTOR PowerLandmine2\n{\n   Radius 8 //was 5\n   Height 5\n   Mass 1000000\n   Health 20\n   Damage 10\n   SeeSound \"weapons/tink\"\n   DamageType \"MarineAlly\"\n   DONTHURTSHOOTER\n   Speed 15\n   +NOBLOOD\n   -SHOOTABLE\n   +MISSILE\n   +DOOMBOUNCE\n   +THRUGHOST\n   States\n   {\n   Spawn:\n      MINE A 0 A_Gravity\n      MINE AB 5\n      Loop\n   Death:\n      MINE A 0 A_SpawnItem(\"PowerLandmineB\")\n      Stop\n   }\n}\n\nACTOR PowerLandmine3 : PowerLandmine2\n{\n   Speed 2\n   States\n   {\n   Spawn:\n      MINE A 0 A_Gravity\n      MINE AB 5\n      Loop\n   Death:\n      MINE A 0 A_SpawnItem(\"PowerLandmineA\")\n      Stop\n   }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// STUNNER RIFLE ////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nACTOR PowerStunnerRifle : PlasmaRifle\n{\n   Weapon.AmmoUse 5\n   Weapon.SisterWeapon \"StunnerRifle\"\n   Tag \"Stunner Rifle\"\n   +POWERED_UP\n   States\n   {\n   Spawn:\n      STPP A -1\n      Loop\n   Ready:\n      STPO ABC 3 Bright A_WeaponReady\n      Loop\n   Deselect:\n      STPO E 0 A_Lower\n      STPO E 1 A_Lower\n      Loop\n   Select:\n      STPO E 0 A_Raise\n      STPO E 1 A_Raise\n      Loop\n   Fire:\n      STPO F 0 Bright A_GunFlash\n      STPO F 3 Bright A_FireCustomMissile(\"PowerStunnerBall\",0,1,0,0)\n      STPO GH 3 Bright\n      STPO D 16\n      STPO D 6 A_ReFire\n      Goto Ready\n   Flash:\n      TNT1 A 1 A_Light1\n      TNT1 A 1 A_Light2\n      TNT1 A 1 A_Light1\n      TNT1 A 1 A_Light0\n      stop\n   }\n}\n\nactor PowerStunnerBall\n{\n  spawnid 10\n  radius 6\n  height 8\n  speed 20\n  scale 0.45\n  damagetype Stunner\n  damage 1\n  renderstyle Add\n  seesound \"weapons/stunner/shot\"\n  deathsound \"weapons/stunner/hit\"\n  translation \"192:207=250:254\"\n  PROJECTILE\n  +RANDOMIZE\n  +RIPPER\n  +SEEKERMISSILE\n  +STRIFEDAMAGE\n  // [SP] The following flag is being removed for Skulltag compatibility.\n  // +SCREENSEEKER\n  states\n  {\n  Spawn:\n    STPR A 0 A_BishopMissileWeave\n\tSTPR A 0 A_SeekerMissile(2,10,SMF_LOOK,50,10)\n\tSTPR A 0 A_SpawnItemEx(\"StunnerBallFX\",0,0,0,0,0,0,0,128)\n\tSTPR A 1 Bright\n    loop\n  Death:\n    PLSE ABCDE 4 bright\n    stop\n  }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// FLAMER ///////////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nACTOR PowerFlamer : Weapon\n{\n   Inventory.PickupSound \"misc/w_pkup\"\n   Inventory.PickupMessage \"You got the flamethrower! Time for a BBQ!\"\n   Obituary \"%o was BBQed by %k's flamethrower.\"\n   Weapon.AmmoType \"Gas\"\n   Weapon.AmmoGive 48\n   Weapon.AmmoUse 1\n   Weapon.SisterWeapon \"Flamer\"\n   Tag \"Flamethrower\"\n   +POWERED_UP\n   +WEAPON.EXPLOSIVE\n   States\n   {\n   Spawn:\n      WFLM A -1\n      Loop\n   Ready:\n      FLMG A 3 A_WeaponReady\n      Loop\n   Deselect:\n      FLMG AA 0 A_Lower\n      FLMG A 1 A_Lower\n      Loop\n   Select:\n      FLMG AAA 0 A_Raise\n      FLMG A 1 A_Raise\n      Loop\n   Fire:\n      FLMG A 0 Bright A_GunFlash\n      FLMG A 1 Bright A_FireCustomMissile(\"PowerFTFire\",0,1,random(-4,4),0)\n      FLMG A 1 Bright A_FireCustomMissile(\"PowerFTFire\",0,0,random(-4,4),0)\n      FLMG A 1 Bright A_FireCustomMissile(\"PowerFTFire\",0,1,random(-4,4),0)\n      FLMG A 0 Bright A_GunFlash\n      FLMG A 1 Bright A_FireCustomMissile(\"PowerFTFire\",0,1,random(-4,4),0)\n      FLMG A 1 Bright A_FireCustomMissile(\"PowerFTFire\",0,0,random(-4,4),0)\n      FLMG A 1 Bright A_FireCustomMissile(\"PowerFTFire\",0,1,random(-4,4),0)\n      FLMG A 0 Bright A_GunFlash\n      FLMG A 1 Bright A_FireCustomMissile(\"PowerFTFire\",0,1,random(-4,4),0)\n      FLMG A 1 Bright A_FireCustomMissile(\"PowerFTFire\",0,0,random(-4,4),0)\n      FLMG A 1 Bright A_FireCustomMissile(\"PowerFTFire\",0,1,random(-4,4),0)\n      FLMG A 2 Bright A_Refire\n      Goto Ready\n   Hold:\n      FLMG A 0 Bright A_GunFlash\n      FLMG A 1 Bright A_FireCustomMissile(\"PowerFTFire\",0,1,random(-4,4),0)\n      FLMG A 1 Bright A_FireCustomMissile(\"PowerFTFire\",0,0,random(-4,4),0)\n      FLMG A 1 Bright A_FireCustomMissile(\"PowerFTFire\",0,1,random(-4,4),0)\n      FLMG A 0 Bright A_GunFlash\n      FLMG A 1 Bright A_FireCustomMissile(\"PowerFTFire\",0,1,random(-4,4),0)\n      FLMG A 1 Bright A_FireCustomMissile(\"PowerFTFire\",0,0,random(-4,4),0)\n      FLMG A 1 Bright A_FireCustomMissile(\"PowerFTFire\",0,1,random(-4,4),0)\n      FLMG A 0 Bright A_GunFlash\n      FLMG A 1 Bright A_FireCustomMissile(\"PowerFTFire\",0,1,random(-4,4),0)\n      FLMG A 1 Bright A_FireCustomMissile(\"PowerFTFire\",0,0,random(-4,4),0)\n      FLMG A 1 Bright A_FireCustomMissile(\"PowerFTFire\",0,1,random(-4,4),0)\n      FLMG A 2 Bright A_Refire\n      Goto Ready\n   Flash:\n      TNT1 A 2 A_Light1\n      TNT1 A 2 A_Light2\n      TNT1 A 1 A_Light1\n      TNT1 A 1 A_Light0\n      stop\n   }\n}\n\nACTOR PowerFTFire\n{\n   Radius 2\n   Height 4\n   Speed 16\n   Damage 2\n   Translation Ice\n   PROJECTILE\n   RENDERSTYLE ADD\n   DamageType \"MarineAlly\"\n   ALPHA 0.67\n   Scale 0.67\n   SeeSound \"weapons/flamer\"\n   DeathSound \"weapons/scorch\"\n   DONTHURTSHOOTER\n   +THRUGHOST\n   +RIPPER\n   States\n   {\n   Spawn:\n      TNT1 A 2 Bright\n      STEM ABCD 2 Bright A_Explode(7,8,0)\n      STEM D 0 Bright A_Lowgravity\n      STEM EFG 2 Bright A_Explode(8,16,0)\n      STEM HIJ 2 Bright A_Explode(7,32,0)\n      STEM KJI 2 Bright A_Explode(8,64,0)\n      STEM HGFEDCBA 1 Bright\n      stop\n   Death:\n      STEM J 1 Bright A_Explode(7,32,0)\n      STEM I 1 Bright A_Explode(8,64,0)\n      STEM HGECA 1 Bright\n      stop\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/weapons/dec_weapons.txt",
        "contents": "Actor StrongholdPlayer : DoomPlayer replaces DoomPlayer\n{\n\tHealth 200\n\tDamageFactor \"MarineAlly\", 0\n\tDamageFactor \"bossfactor\", 0\n\tPlayer.StartItem \"LifeItem\", 5   // starting lives\n\tPlayer.StartItem \"CoinItem\", 1750 // starting money\n\tPlayer.StartItem \"DEPistol\", 1\n\tPlayer.StartItem \"DEFist\"\n\tPlayer.StartItem \"Clip\", 50\n\t+GHOST\t\t\t// Fixing the Coop-Mine Problem\n\t//-TELESTOMP\t\t// No longer needed, use SV_UnblockPlayers instead\n}\n\n////////////////////////////////////////////////////////\n////////////////// CHAINSAW ////////////////////////////\n////////////////////////////////////////////////////////\nactor DEChainsaw : Weapon replaces Chainsaw\n{\n  spawnid 32\n  obituary \"%o was mowed over by %k's chainsaw.\"\n  radius 20\n  height 16\n  inventory.pickupmessage \"A chainsaw! Find some meat!\"\n  weapon.selectionorder 2200\n  weapon.upsound \"weapons/sawup\"\n  weapon.readysound \"weapons/sawidle\"\n  Weapon.SisterWeapon \"PowerChainsaw\"\n  Decal BulletChip\n  +WEAPON.MELEEWEAPON\n  +GHOST\n  states\n  {\n  Ready:\n    SAWG CD 4 A_WeaponReady\n    loop\n  Deselect:\n    SAWG C 0 A_Lower\n    SAWG C 1 A_Lower\n    loop\n  Select:\n    SAWG C 0 A_Raise\n    SAWG C 1 A_Raise\n    loop\n  Fire:\n    SAWG AAAABBBB 1 A_Saw\n    SAWG B 0 A_ReFire\n    goto Ready\n  Spawn:\n    CSAW A -1\n    stop\n  }\n}\n\n////////////////////////////////////////////////////////\n/////////////////////////// FIST ///////////////////////\n////////////////////////////////////////////////////////\nactor DEFist : Weapon replaces Fist\n{\n  obituary \"%o chewed on %k's fist.\"\n  weapon.selectionorder 3700\n  weapon.kickback 100\n  Weapon.SisterWeapon \"PowerFist\"\n  +WEAPON.WIMPY_WEAPON\n  +WEAPON.MELEEWEAPON\n  Tag \"Fist\"\n  states\n  {\n  Ready:\n    PUNG A 1 A_WeaponReady\n    loop\n  Deselect:\n    PUNG A 0 A_Lower\n    PUNG A 1 A_Lower\n    loop\n  Select:\n    PUNG A 0 A_Raise\n    PUNG A 1 A_Raise\n    loop\n  Fire:\n    PUNG B 4\n    PUNG C 4 A_Punch\n    PUNG D 5\n    PUNG C 4\n    PUNG B 5 A_ReFire\n    goto Ready\n  }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// DEVASTATOR ///////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\nActor DevPuff\n{\n   Radius 3\n   Height 3\n   RENDERSTYLE ADD\n   ALPHA 0.75\n   +ALWAYSPUFF\n   +PUFFONACTORS\n   +NOGRAVITY\n   DamageType \"PlayerAlly\"\n   DeathSound \"weapons/buzz\"\n   States\n   {\n   Spawn:\n      DLIT JKLJKLJKL 3 Bright\n      stop\n   Crash:\n      TNT1 A 1 Bright\n      stop\n   }\n}\n\nACTOR Devastator : Weapon 20101\n{\n//$Category Stronghold_Weapons\n   spawnid 242\n   Inventory.PickupSound \"misc/w_pkup\"\n   Inventory.PickupMessage \"You got the devastator! Hell yeah!\"\n   Obituary \"%o was desintergrated by %k's Devastator.\"\n   Weapon.AmmoType \"Cell\"\n   Weapon.AmmoGive 60\n   Weapon.AmmoUse 60\n   Weapon.SisterWeapon \"PowerDevastator\"\n   Damagetype \"Normal\"\n   Tag \"Devastator\"\n   +WEAPON.EXPLOSIVE\n   +WEAPON.BFG\n   +WEAPON.NOAUTOFIRE\n   States\n   {\n   Spawn:\n      WDEV A -1\n      Loop\n   Ready:\n      DEVG A 2 A_WeaponReady\n      Loop\n   Deselect:\n      DEVG A 0 A_Lower\n      DEVG A 1 A_Lower\n      Loop\n   Select:\n      DEVG A 0 A_Raise\n      DEVG A 1 A_Raise\n      Loop\n   Fire:\n      DEVG B 10 A_PlayWeaponSound(\"weapons/devchr\")\n      DEVG CDEF 10 Bright\n      DEVG A 0 A_Refire\n      DEVG J 4 Bright A_GunFlash\n      DEVG J 1 Bright A_Playsound(\"weapons/devfir\")\n      DEVG K 10 Bright A_FireCustomMissile (\"DevastatorBall\",0,1,0,0)\n      DEVG L 7 Bright\n      Goto Ready\n   Hold:\n      DEVG G 0 Bright A_PlayWeaponSound(\"weapons/devfch\")\n      DEVG G 4 Bright A_FireBullets(4,4,4,4,\"DevPuff\",0,256)\n      DEVG H 4 Bright A_FireBullets(4,4,4,4,\"DevPuff\",0,256)\n      DEVG I 4 Bright A_FireBullets(4,4,4,4,\"DevPuff\",0,256)\n      DEVG G 4 Bright A_FireBullets(4,4,4,4,\"DevPuff\",0,256)\n      DEVG H 4 Bright A_FireBullets(4,4,4,4,\"DevPuff\",0,256)\n      DEVG I 4 Bright A_FireBullets(4,4,4,4,\"DevPuff\",0,256)\n      DEVG I 0 Bright A_Refire\n      DEVG J 4 Bright A_GunFlash\n      DEVG J 1 Bright A_Playsound(\"weapons/devfir\")\n      DEVG K 10 Bright A_FireCustomMissile (\"DevastatorBall1\",0,1,0,0)\n      DEVG L 7 Bright\n      Goto Ready\n   Flash:\n      TNT1 A 5 A_Light1\n      TNT1 A 10 A_Light2\n      TNT1 A 7 A_Light1\n      TNT1 A 5 A_Light0\n      stop\n   }\n}\nACTOR DevastatorBall\n{\n   Radius 12\n   Height 8\n   Speed 30\n   Damage 256\n   PROJECTILE\n   RENDERSTYLE ADD\n   ALPHA 0.90\n   Damagetype \"PlayerAlly\"\n   +THRUGHOST\n   +FORCEXYBILLBOARD\n   DeathSound \"weapons/devexp\"\n   Decal DevastatorLightning\n   States\n   {\n   Spawn:\n      DBAL AB 4 Bright\n      DBAL A 4 Bright\n      DBAL AAA 0 Bright A_CustomMissile(\"LiteShot\",0,0,Random(0,360))\n      DBAL B 4 Bright\n      DBAL BBB 0 Bright A_CustomMissile(\"LiteShot\",0,0,Random(0,360))\n      Goto Spawn+2\n   Death:\n      DBAL C 5 Bright\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,0,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,18,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,36,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,54,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,72,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,90,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,108,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,126,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,144,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,162,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,180,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,196,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,216,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,234,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,252,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,270,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,288,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,306,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,324,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,342,2)\n      DBAL D 5 Bright A_Explode(320,256,0)\n      DBAL E 5 Bright A_Explode(320,256,0)\n      DBAL F 5 Bright A_Explode(320,256,0)\n      DBAL G 5 Bright A_Explode(320,256,0)\n      DBAL HI 3 Bright\n      Stop\n   }\n}\n\nACTOR DevastatorBall1\n{\n   Radius 12\n   Height 8\n   Speed 30\n   Damage 100\n   PROJECTILE\n   RENDERSTYLE ADD\n   ALPHA 0.90\n   Damagetype \"PlayerAlly\"\n   +THRUGHOST\n   +FORCERADIUSDMG\n   +FORCEXYBILLBOARD\n   DeathSound \"weapons/devexp\"\n   States\n   {\n   Spawn:\n      DBAL AB 4 Bright\n      DBAL A 4 Bright A_Explode (128,128,1)\n      DBAL A 0 Bright A_Jump (160,3)\n      DBAL AAA 0 Bright A_SpawnItem(\"DevShooter\")\n      DBAL B 4 Bright A_Explode (128,128,1)\n      DBAL B 0 Bright A_Jump (160,3)\n      DBAL BBB 0 Bright A_SpawnItem(\"DevShooter\")\n      Goto Spawn+2\n   Death:\n      DBAL C 5 Bright\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,0,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,18,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,36,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,54,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,72,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,90,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,108,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,126,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,144,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,162,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,180,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,196,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,216,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,234,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,252,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,270,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,288,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,306,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,324,2)\n      DBAL D 0 Bright A_CustomMissile(\"DevastatorBall2\",0,0,342,2)\n      DBAL D 5 Bright A_Explode(360,256,1)\n      DBAL E 5 Bright A_Explode(360,256,1)\n      DBAL F 5 Bright A_Explode(360,256,1)\n      DBAL G 5 Bright A_Explode(360,256,1)\n      DBAL HI 3 Bright\n      stop\n   }\n}\n\nACTOR DevastatorBall2\n{\n   Radius 8\n   Height 8\n   Speed 10\n   Damage 10\n   PROJECTILE\n   RENDERSTYLE ADD\n   ALPHA 0.90\n   Damagetype \"PlayerAlly\"\n   Decal DoomImpScorch\n   +THRUGHOST\n   +FORCEXYBILLBOARD\n   SeeSound \"weapons/devbal\"\n   DeathSound \"weapons/devex2\"\n   States\n   {\n   Spawn:\n      DBA2 AB 4 Bright\n      Loop\n   Death:\n      DBA2 C 1 Bright\n      DBA2 C 3 Bright A_Explode(64,64,0)\n      DBA2 DE 4 Bright\n      Stop\n   }\n}\n\nactor DevShooter\n{\n   Radius 8\n   Height 8\n   MONSTER\n   Speed 0\n   +FRIENDLY\n   +GHOST\n   +NOGRAVITY\n   +NOCLIP\n   States\n   {\n   Spawn:\n      TNT1 A 0 A_Look\n   See:\n      TNT1 A 0 A_Chase\n   Missile:\n      TNT1 A 0 A_FaceTarget\n      TNT1 A 0 A_CustomMissile(\"LiteShot\",0,0,0,0)\n      Stop\n    }\n}\n\nACTOR LiteShot\n{\n   Radius 8\n   Height 12\n   Speed 32\n   Damage 10\n   PROJECTILE\n   RENDERSTYLE ADD\n   ALPHA 0.85\n   Damagetype \"PlayerAlly\"\n   +THRUGHOST\n   +RIPPER\n   +FORCEXYBILLBOARD\n   SeeSound \"weapons/devlit\"\n   DeathSound \"weapons/devzap\"\n   States\n   {\n   Spawn:\n      DLIT AAABBBCCC 1 Bright A_SpawnItemEx(\"LiteTrail\",0,0,0,0,0,0,0,0,128)\n      Loop\n   Death:\n      DLIT DEFGHIJKLMNO 1 Bright\n      Stop\n   }\n}\n\nACTOR LiteTrail\n{\n   Radius 1\n   Height 1\n   PROJECTILE\n   RENDERSTYLE ADD\n   ALPHA 0.67\n   +FORCEXYBILLBOARD\n   States\n   {\n   Spawn:\n      DLIT ABC 3 Bright\n      stop\n   }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n///////////////////////////////////////  RAILGUN   ///////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\nACTOR RailGun : Weapon 20102\n{\n//$Category Stronghold_Weapons\n   spawnid 241\n   Inventory.PickupSound \"misc/w_pkup\"\n   Inventory.PickupMessage \"You got the railgun!\"\n   Obituary \"%o was railed by %k.\"\n   Damagetype \"Normal\"\n   Weapon.SisterWeapon \"PowerRailgun\"\n   Weapon.AmmoType \"Cell\"\n   Weapon.AmmoGive 40\n   Weapon.AmmoUse 5\n   Decal RailScorch\n   Tag \"Railgun\"\n   States\n   {\n   Spawn:\n      WRAL A -1\n      Loop\n   Ready:\n\t  RAIG A 2 A_WeaponReady\n\t  Loop\n\t  RSCP A 2 Bright A_WeaponReady(1)\n\t  Goto Ready+1\n   Deselect:\n\t  RAIG A 0 A_TakeInventory(\"RailgunScope\",1)\n\t  RAIG A 0 A_ZoomFactor(1)\n      RAIG A 0 A_Lower\n      RAIG A 1 A_Lower\n      Loop\n   Select:\n\t  RAIG A 0 A_TakeInventory(\"RailgunScope\",1)\n\t  RAIG A 0 A_ZoomFactor(1,ZOOM_INSTANT)\n      RAIG A 0 A_Raise\n      RAIG A 1 A_Raise\n      Loop\n   Fire:\n      RAIG A 0 A_JumpIfInventory(\"RailgunScope\",1,\"ZoomFire\")\n      RAIG A 0 A_JumpIfInventory(\"RailCharge\",2,22)\n      RAIG A 0 A_JumpIfInventory(\"RailCharge\",1,10)\n      RAIG B 6 A_PlayWeaponSound(\"weapons/railch\")\n      RAIG B 6 Bright A_GiveInventory(\"RailCharge\",1)\n      RAIG B 0 A_Refire\n      RAIG E 3 Bright A_GunFlash\n      RAIG E 1 A_PlayWeaponSound(\"weapons/railf1\")\n      RAIG F 6 Bright A_RailAttack(100,0,1,\"FF 00 00\",\"FF FF FF\")\n      RAIG A 4\n      RAIG K 15\n      RAIG A 0 A_TakeInventory(\"RailCharge\",3)\n      Goto Ready\n      RAIG C 6 Bright\n      RAIG C 6 Bright A_GiveInventory(\"RailCharge\",1)\n      RAIG C 0 A_Refire\n      RAIG G 3 Bright A_GunFlash\n      RAIG G 1 A_PlayWeaponSound(\"weapons/railf2\")\n      RAIG H 0 Bright A_RailAttack(0,0,1,\"FF FF 00\",\"FF FF FF\")\n      RAIG H 6 Bright A_RailAttack(200,0,1,\"FF FF 00\",\"FF 45 00\")\n      RAIG A 4\n      RAIG K 15\n      RAIG A 0 A_TakeInventory(\"RailCharge\",3)\n      Goto Ready\n      RAIG D 6 Bright\n      RAIG D 6 Bright\n      RAIG D 0 A_Refire\n      RAIG I 3 Bright A_GunFlash\n      RAIG I 1 A_PlayWeaponSound(\"weapons/railf3\")\n      RAIG J 0 Bright A_RailAttack(0,0,1,\"00 00 FF\",\"00 45 FF\")\n      RAIG J 0 Bright A_RailAttack(0,0,1,\"00 00 FF\",\"FF FF FF\")\n      RAIG J 4 Bright A_RailAttack(300,0,1,\"00 00 FF\",\"00 FF 00\")\n      RAIG A 4\n      RAIG K 15\n      RAIG A 0 A_TakeInventory(\"RailCharge\",3)\n      Goto Ready\n   ZoomFire:\n\t  RSCP A 0 Bright A_JumpIfInventory(\"RailCharge\",2,19)\n      RSCP A 0 Bright A_JumpIfInventory(\"RailCharge\",1,9)\n      RSCP A 6 Bright A_PlayWeaponSound(\"weapons/railch\")\n      RSCP A 6 Bright A_GiveInventory(\"RailCharge\",1)\n      RSCP A 0 Bright A_Refire\n      RSCP A 3 Bright A_GunFlash\n      RSCP A 1 Bright A_PlayWeaponSound(\"weapons/railf1\")\n      RSCP A 6 Bright A_RailAttack(100,0,1,\"FF 00 00\",\"FF FF FF\")\n      RSCP A 19 Bright\n      RSCP A 0 Bright A_TakeInventory(\"RailCharge\",3)\n      Goto Ready+1\n      RSCP A 6 Bright\n      RSCP A 6 Bright A_GiveInventory(\"RailCharge\",1)\n      RSCP A 0 Bright A_Refire\n      RSCP A 3 Bright A_GunFlash\n      RSCP A 1 Bright A_PlayWeaponSound(\"weapons/railf2\")\n      RSCP A 0 Bright A_RailAttack(0,0,1,\"FF FF 00\",\"FF FF FF\")\n      RSCP A 6 Bright A_RailAttack(200,0,1,\"FF FF 00\",\"FF 45 00\")\n      RSCP A 19 Bright\n      RSCP A 0 Bright A_TakeInventory(\"RailCharge\",3)\n      Goto Ready+1\n      RSCP A 12 Bright\n      RSCP A 0 Bright A_Refire\n      RSCP A 3 Bright A_GunFlash\n      RSCP A 1 Bright A_PlayWeaponSound(\"weapons/railf3\")\n      RSCP A 0 Bright A_RailAttack(0,0,1,\"00 00 FF\",\"00 45 FF\")\n      RSCP A 0 Bright A_RailAttack(0,0,1,\"00 00 FF\",\"FF FF FF\")\n      RSCP A 4 Bright A_RailAttack(300,0,1,\"00 00 FF\",\"00 FF 00\")\n      RSCP A 19 Bright\n      RSCP A 0 Bright A_TakeInventory(\"RailCharge\",3)\n      Goto Ready+1\n   AltFire:\n      RSCP A 0 Bright A_JumpIfInventory(\"RailgunScope\",1,3)\n\t  RSCP A 0 Bright A_GiveInventory(\"RailgunScope\",1)\n\t  RSCP A 8 Bright A_ZoomFactor(3)\n\t  Goto Ready+1\n\t  RAIG A 0 A_TakeInventory(\"RailgunScope\",1)\n\t  RAIG A 8 A_ZoomFactor(1)\n\t  Goto Ready\n   Flash:\n      TNT1 A 4 A_Light1\n      TNT1 A 4 A_Light2\n      TNT1 A 1 A_Light1\n      TNT1 A 0 A_Light0\n      Stop\n   }\n}\n\nACTOR RailCharge : Ammo\n{\n   Inventory.MaxAmount 3\n   Ammo.BackpackAmount 0\n   Ammo.BackpackMaxAmount 3\n}\n\nACTOR RailgunScope : Ammo\n{\n   Inventory.MaxAmount 1\n   Ammo.BackpackAmount 0\n   Ammo.BackpackMaxAmount 1\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// HOMING ROCKET LAUNCHER ///////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\nACTOR HRL : Weapon 20103\n{\n//$Category Stronghold_Weapons\n   spawnid 240\n   Inventory.PickupSound \"misc/w_pkup\"\n   Inventory.PickupMessage \"You got the homing rocket launcher!\"\n   Obituary \"%o couldn't dodge %k's homing rockets.\"\n   Weapon.AmmoType \"RocketAmmo\"\n   Weapon.AmmoGive 4\n   Weapon.AmmoUse 1\n   Weapon.SisterWeapon \"PowerHRL\"\n   Tag \"Homing Rocket Launcher\"\n   States\n   {\n   Spawn:\n      WHRL A -1\n      Loop\n   Ready:\n      HRLG A 1 A_WeaponReady\n      Loop\n   Deselect:\n      HRLG A 0 A_Lower\n      HRLG A 1 A_Lower\n      Loop\n   Select:\n      HRLG A 0 A_Raise\n      HRLG A 1 A_Raise\n      Loop\n   Fire:\n      HRLG A 4\n      HRLG C 0 Bright A_GunFlash\n      HRLG C 5 Bright\n      HRLG D 0 Bright A_FireCustomMissile (\"HomRocket1\",-4,1,0,0)\n      HRLG D 6 Bright A_FireCustomMissile (\"HomRocket1\",4,1,0,0)\n      HRLG E 5 Bright\n      HRLG F 4 Bright\n      HRLG B 3 A_Refire\n      Goto Ready\n   Flash:\n      TNT1 A 5 A_Light1\n      TNT1 A 6 A_Light2\n      TNT1 A 5 A_Light1\n      TNT1 A 0 A_Light0\n      stop\n   }\n}\n\nACTOR HomRocket1\n{\n   Radius 8\n   Height 11\n   Speed 30\n   Damage 15\n   PROJECTILE\n   DeathSound \"weapons/hrlexp\"\n   ExplosionDamage 128\n   ExplosionRadius 128\n   Damagetype \"PlayerAlly\"\n   +SeekerMissile\n   +Rockettrail\n   +THRUGHOST\n   SeeSound \"weapons/hrlfir\"\n   Decal Scorch\n   States\n   {\n   Spawn:\n      HMIS A 2 Bright A_SeekerMissile (10,25,SMF_LOOK)\n      HMIS A 2 Bright\n      Loop\n   Death:\n      MISL B 0 Bright A_SetTranslucent (0.67,1)\n      MISL C 8 Bright A_Explode\n      MISL D 5 Bright\n      stop\n   }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// ROCKET LAUNCHER //////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nACTOR DERLauncher : RocketLauncher replaces RocketLauncher\n{\n   Weapon.SisterWeapon \"PowerRLauncher\"\n   Tag \"Rocket Launcher\"\n   States\n   {\n   Spawn:\n      LAUN A -1\n      Loop\n   Ready:\n      MISG A 1 A_WeaponReady\n      Loop\n   Deselect:\n      MISG A 0 A_Lower\n      MISG A 1 A_Lower\n      Loop\n   Select:\n      MISG A 0 A_Raise\n      MISG A 1 A_Raise\n      Loop\n   Fire:\n      MISF A 4 Bright A_GunFlash\n      MISF B 5 Bright A_FireCustomMissile(\"Rocket2\",0,1,0,0)\n      MISF CD 5 Bright\n      MISG A 0 A_Refire\n      Goto Ready\n   Hold:\n      MISF A 4 Bright A_GunFlash\n      MISF B 5 Bright A_FireCustomMissile(\"Rocket2\",0,1,0,0)\n      MISF CD 5 Bright\n      MISG A 0 A_Refire\n      Goto Ready\n   Flash:\n      TNT1 A 4 A_Light1\n      TNT1 A 5 A_Light2\n      TNT1 A 5 A_Light1\n      TNT1 A 5 A_Light0\n      stop\n   }\n}\n\nactor Rocket2\n{\n  obituary \"%o rode %k's rocket.\"\n  radius 11\n  height 8\n  speed 20\n  damage 20\n  seesound \"weapons/rocklf\"\n  deathsound \"weapons/rocklx\"\n  Decal Scorch\n  PROJECTILE\n  Damagetype \"PlayerAlly\"\n  +RANDOMIZE\n  +ROCKETTRAIL\n  -THRUGHOST\n  states\n  {\n  Spawn:\n    MISL A 1 bright\n    loop\n  Death:\n    MISL B 0 bright A_SetTranslucent (0.67,1)\n    MISL B 8 bright A_Explode\n    MISL C 6 bright\n    MISL D 4 bright\n    stop\n  }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// PLASMA RIFLE /////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nACTOR DEPlasmaRifle : PlasmaRifle replaces PlasmaRifle\n{\n   Weapon.SisterWeapon \"PowerPlasmaRifle\"\n   Tag \"Plasma Rifle\"\n   States\n   {\n   Spawn:\n      PLAS A -1\n      Loop\n   Ready:\n      PLSG ABC 3 Bright A_WeaponReady\n      Loop\n   Deselect:\n      PLSG E 0 A_Lower\n      PLSG E 1 A_Lower\n      Loop\n   Select:\n      PLSG E 0 A_Raise\n      PLSG E 1 A_Raise\n      Loop\n   Fire:\n      PLSG F 0 Bright A_GunFlash\n      PLSG F 1 Bright A_FireCustomMissile(\"PlasmaBall2\",0,1,0,0)\n      PLSG G 1 Bright\n      PLSG H 1 Bright\n      PLSG D 20 A_Refire\n      Goto Ready\n   Hold:\n      PLSG F 0 Bright A_GunFlash\n      PLSG F 1 Bright A_FireCustomMissile(\"PlasmaBall2\",0,1,0,0)\n      PLSG G 1 Bright\n      PLSG H 1 Bright\n      PLSG D 20 A_Refire\n      Goto Ready\n   Flash:\n      TNT1 A 1 A_Light1\n      TNT1 A 1 A_Light2\n      TNT1 A 1 A_Light1\n      TNT1 A 1 A_Light0\n      stop\n   }\n}\n\nACTOR PlasmaBall2 : PlasmaBall { DamageType \"PlayerAlly\" }\n\n//////////////////////////////////////////////////////////////////////////////////////\n///////////////////////////////////////  BFG9000   ///////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nactor DEBFG9000 : BFG9000 Replaces BFG9000\n{\n  Weapon.SisterWeapon \"PowerBFG9000\"\n  Tag \"BFG 9000\"\n  States\n  {\n  Spawn:\n    BFUG A -1\n    stop\n  Ready:\n      BFGG ABCD 3 Bright A_WeaponReady\n      loop\n  Deselect:\n      BFGG E 0 A_Lower\n      BFGG E 1 A_Lower\n      loop\n  Select:\n      BFGG E 0 A_Raise\n      BFGG E 1 A_Raise\n      loop\n  Fire:\n      BFGG F 5 Bright A_PlayWeaponSound (\"weapons/bfgf\")\n      BFGG G 5 Bright\n      BFGG H 5 Bright\n      BFGG I 5 Bright\n      BFGG J 5 Bright\n      BFGG K 5 Bright A_GunFlash\n      BFGG L 5 Bright A_FireCustomMissile (\"BFGBall2\",0,1,0,0)\n      BFGG M 5 Bright\n      BFGG NEEE 5 Bright A_ReFire\n      goto Ready\n  Hold:\n      BFGG F 5 Bright A_PlayWeaponSound (\"weapons/bfgf\")\n      BFGG G 5 Bright\n      BFGG H 5 Bright\n      BFGG I 5 Bright\n      BFGG J 5 Bright\n      BFGG K 5 Bright A_GunFlash\n      BFGG L 5 Bright A_FireCustomMissile (\"BFGBall2\",0,1,0,0)\n      BFGG M 5 Bright\n      BFGG NEEE 5 Bright A_ReFire\n      goto Ready\n   Flash:\n      TNT1 A 7 A_Light1\n      TNT1 A 8 A_Light2\n      TNT1 A 8 A_Light1\n      TNT1 A 0 A_Light1\n      TNT1 A 0 A_Light0\n    stop\n  }\n}\n\nACTOR BFGBall2 : BFGBall\n{\nDamage (Random(400,800))\nDamageType \"PlayerAlly\"\n+THRUGHOST\n  States\n  {\n  Spawn:\n    BFS1 AB 4 Bright\n    Loop\n  Death:\n    BFE1 A 8 bright A_BFGSpray(\"BFGExtra\",15,12)\n    BFE1 B 8 bright A_BFGSpray(\"BFGExtra\",15,12)\n    BFE1 C 8 bright A_BFGSpray(\"BFGExtra\",40,15)\n    BFE1 D 8 bright A_BFGSpray(\"BFGExtra\",15,12)\n    BFE1 E 8 bright A_BFGSpray(\"BFGExtra\",15,12)\n    BFE1 F 8 bright A_BFGSpray(\"BFGExtra\",15,12)\n    Stop\n  }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// PYRO CANNON //////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\nACTOR PyroCannon : Weapon 20107\n{\n//$Category Stronghold_Weapons\n   spawnid 239\n   Inventory.PickupSound \"misc/w_pkup\"\n   Inventory.PickupMessage \"You got the pyro cannon prototype!\"\n   Obituary \"%o was incinerated by %k's pyro cannon.\"\n   Weapon.AmmoType \"Gas\"\n   Weapon.AmmoGive 48\n   Weapon.AmmoUse 48\n   Weapon.SisterWeapon \"PowerPyroCannon\"\n   Tag \"Pyro Cannon\"\n   +WEAPON.EXPLOSIVE\n   +WEAPON.BFG\n   +WEAPON.DONTBOB\n   +WEAPON.STAFF2_KICKBACK\n   States\n   {\n   Spawn:\n      WPYR A -1\n      Loop\n   Ready:\n      PYRG A 1 A_WeaponReady\n      Loop\n   Deselect:\n      PYRG A 0 A_Lower\n      PYRG A 1 A_Lower\n      Loop\n   Select:\n      PYRG A 0 A_Raise\n      PYRG A 1 A_Raise\n      Loop\n   Fire:\n      PYRG A 5\n      PYRG B 8 Bright A_GunFlash\n      PYRG C 10 Bright A_FireCustomMissile(\"PyroShot\",0,1,0,0)\n      PYRG DEFG 5 Bright\n      PYRG A 5 A_Refire\n      Goto Ready\n   Hold:\n      PYRG A 5\n      PYRG B 8 Bright A_GunFlash\n      PYRG C 10 Bright A_FireCustomMissile(\"PyroShot\",0,1,0,0)\n      PYRG DEFG 5 Bright\n      PYRG A 5 A_Refire\n      Goto Ready\n   Flash:\n      TNT1 A 8 A_Light1\n      TNT1 A 10 A_Light2\n      TNT1 A 15 A_Light1\n      TNT1 A 1 A_Light0\n      stop\n   }\n}\n\nACTOR Gas : Ammo 22106\n{\n//$Category Stronghold_Weapons\n   SpawnID 222\n   RENDERSTYLE Normal\n   Inventory.PickupSound \"misc/pickup\"\n   Inventory.Amount 24\n   Inventory.MaxAmount 240\n   Ammo.BackpackAmount 24\n   Ammo.BackpackMaxAmount 480\n   Inventory.PickupMessage \"Picked up a gas canister.\"\n   Inventory.Icon AGASA0\n   States\n   {\n   Spawn:\n      AGAS A 1\n      Loop\n   }\n}\n\nACTOR Fuel : Gas 22107\n{\n//$Category Stronghold_Weapons\n   SpawnID 221\n   Inventory.Amount 96\n   Inventory.PickupMessage \"Picked up a gas pack.\"\n   States\n   {\n   Spawn:\n      AGAS B 1\n      Loop\n   }\n}\n\nACTOR PyroShot\n{\n   Radius 8\n   Height 12\n   Speed 30\n   Damage 180\n   PROJECTILE\n   RENDERSTYLE ADD\n   DamageType \"PlayerAlly\"\n   ALPHA 0.95\n   Scale 0.75\n   +THRUGHOST\n   SeeSound \"weapons/hellfi\"\n   DeathSound \"weapons/hellex\"\n   Decal BigScorch\n   States\n   {\n   Spawn:\n      PBAL ABA 4 Bright\n      PBAL BBAA 2 Bright A_Explode(128,128)\n      goto Spawn+3\n   Death:\n      PYXP AB 2 Bright\n      PYXP C 2 Bright A_Explode(192,128)\n      PYXP C 0 Bright A_CustomMissile(\"PyroSpawner\",0,0,0,4)\n      PYXP C 0 Bright A_CustomMissile(\"PyroSpawner\",0,0,45,4)\n      PYXP C 0 Bright A_CustomMissile(\"PyroSpawner\",0,0,90,4)\n      PYXP C 0 Bright A_CustomMissile(\"PyroSpawner\",0,0,135,4)\n      PYXP C 0 Bright A_CustomMissile(\"PyroSpawner\",0,0,180,4)\n      PYXP C 0 Bright A_CustomMissile(\"PyroSpawner\",0,0,225,4)\n      PYXP C 0 Bright A_CustomMissile(\"PyroSpawner\",0,0,270,4)\n      PYXP C 0 Bright A_CustomMissile(\"PyroSpawner\",0,0,315,4)\n      PYXP C 0 Bright A_Mushroom(\"PyroFlare\",16)\n      PYXP DEFGHIJKLMNOPQRSTU 2 Bright\n      stop\n   }\n}\n\nACTOR PyroSpawner\n{\n   Radius 1\n   Height 1\n   Damage 0\n   PROJECTILE\n   Speed 15\n   RENDERSTYLE NONE\n   +THRUACTORS\n   +BLOODLESSIMPACT\n   States\n   {\n   Spawn:\n      TNT1 AAAAA 5 Bright A_CustomMissile(\"PyroBoom\",0,0,0,4)\n      stop\n   }\n}\n\nACTOR PyroBoom\n{\n   Radius 0\n   Height 1\n   PROJECTILE\n   RENDERSTYLE ADD\n   DamageType \"PlayerAlly\"\n   ALPHA 0.95\n   Scale 0.67\n   +THRUGHOST\n   +FORCERADIUSDMG\n   SeeSound \"weapons/boom1\"\n   States\n   {\n   Spawn:\n      PYXP AB 2 Bright\n      PYXP C 2 Bright A_Explode(192,128)\n      PYXP DEFGHIJKLMNOPQRSTU 2 Bright\n      stop\n   }\n}\n\nACTOR PyroFlare\n{\n   Radius 8\n   Height 11\n   Speed 35\n   Damage 10\n   PROJECTILE\n   RENDERSTYLE ADD\n   DamageType \"PlayerAlly\"\n   Decal DoomImpScorch\n   ALPHA 0.95\n   -NOGRAVITY\n   +THRUGHOST\n   DeathSound \"weapons/bang1\"\n   States\n   {\n   Spawn:\n      TNT1 A 1 Bright A_SpawnItemEx(\"PyroFX\",0,0,0,0,0,0,0,128)\n      loop\n   Death:\n      FRFX HIJ 2 Bright\n      FRFX J 0 A_Explode(64,64)\n      FRFX J 0 A_SpawnItem(\"DropFire\",0,0)\n      FRFX KLMNO 2 Bright\n      stop\n   }\n}\n\nACTOR PyroFX\n{\n   Radius 0\n   Height 1\n   Speed 0\n   PROJECTILE\n   RENDERSTYLE ADD\n   ALPHA 0.85\n   States\n   {\n   Spawn:\n      TNT1 A 3 Bright\n      PYFX ABCDE 3 Bright\n      Stop\n   }\n}\n\nACTOR ClusterPyroShot : PyroShot\n{\n\tDamageType \"PlayerAlly\"\n\tStates\n\t{\n\tDeath:\n\tTNT1 A 0 A_Mushroom(\"PyroShot\",4)\n\tTNT1 A 0 A_Mushroom(\"PyroFlare\",32)\n\tStop\n\t}\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// SHOTGUN //////////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nactor DEShotgun : Shotgun replaces Shotgun\n{\n  Weapon.SisterWeapon \"PowerShotgun\"\n  obituary \"%o got pummeled by %k's shotgun.\"\n  radius 20\n  height 16\n  attacksound \"weapons/shotgf\"\n  inventory.pickupmessage \"You got the shotgun!\"\n  Tag \"Shotgun\"\n  weapon.selectionorder 1300\n  weapon.kickback 100\n  weapon.ammotype \"Shell\"\n  weapon.ammouse 1\n  weapon.ammogive 8\n  decal bulletchip\n  states\n  {\n  Spawn:\n    SHOT A -1\n    stop\n  Ready:\n    SHTG A 1 A_WeaponReady\n    loop\n  Deselect:\n    SHTG A 0 A_Lower\n    SHTG A 1 A_Lower\n    loop\n  Select:\n    SHTG A 0 A_Raise\n    SHTG A 1 A_Raise\n    loop\n  Fire:\n    SHTG A 3\n    SHTG E 0 A_GunFlash\n    SHTG E 2 A_FireBullets (4, 3, 8, 5, \"NewPuff\")\n    SHTG F 2  //3\n    SHTG G 2  //2\n    SHTG BC 4 //5\n    SHTG D 4  //4\n    SHTG CB 4 //5\n    SHTG A 3  //3\n    SHTG A 5 A_ReFire //7\n    goto Ready\n  Hold:\n    SHTG A 3\n    SHTG E 0 A_GunFlash\n    SHTG E 2 A_FireBullets (4, 3, 8, 5, \"NewPuff\")\n    SHTG F 2  //3\n    SHTG G 2  //2\n    SHTG BC 4 //5\n    SHTG D 4  //4\n    SHTG CB 4 //5\n    SHTG A 3  //3\n    SHTG A 5 A_ReFire //7\n    goto Ready\n  Flash:\n    TNT1 A 4 bright A_Light1\n    TNT1 A 3 bright A_Light2\n    TNT1 A 0 bright A_Light0\n    stop\n  }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// FLAMER ///////////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\nACTOR Flamer : Weapon 20105\n{\n//$Category Stronghold_Weapons\n   spawnid 238\n   Inventory.PickupSound \"misc/w_pkup\"\n   Inventory.PickupMessage \"You got the flamethrower! Time for a BBQ!\"\n   Obituary \"%o was BBQed by %k's flamethrower.\"\n   Weapon.AmmoType \"Gas\"\n   Weapon.AmmoGive 48\n   Weapon.AmmoUse 1\n   Weapon.SisterWeapon \"PowerFlamer\"\n   Tag \"Flamethrower\"\n   +WEAPON.EXPLOSIVE\n   States\n   {\n   Spawn:\n      WFLM A -1\n      Loop\n   Ready:\n      FLMG BCD 3 A_WeaponReady\n      Loop\n   Deselect:\n      FLMG A 0 A_Lower\n      FLMG A 1 A_Lower\n      Loop\n   Select:\n      FLMG A 0 A_Raise\n      FLMG A 1 A_Raise\n      Loop\n   Fire:\n      FLMG E 0 Bright A_GunFlash\n      FLMG E 1 Bright A_FireCustomMissile(\"FTFire\",0,1,random(-4,4),0)\n      FLMG F 1 Bright A_FireCustomMissile(\"FTFire\",0,0,random(-4,4),0)\n      FLMG G 1 Bright A_FireCustomMissile(\"FTFire\",0,1,random(-4,4),0)\n      FLMG E 0 Bright A_GunFlash\n      FLMG E 1 Bright A_FireCustomMissile(\"FTFire\",0,1,random(-4,4),0)\n      FLMG F 1 Bright A_FireCustomMissile(\"FTFire\",0,0,random(-4,4),0)\n      FLMG G 1 Bright A_FireCustomMissile(\"FTFire\",0,1,random(-4,4),0)\n      FLMG E 0 Bright A_GunFlash\n      FLMG E 1 Bright A_FireCustomMissile(\"FTFire\",0,1,random(-4,4),0)\n      FLMG F 1 Bright A_FireCustomMissile(\"FTFire\",0,0,random(-4,4),0)\n      FLMG G 1 Bright A_FireCustomMissile(\"FTFire\",0,1,random(-4,4),0)\n      FLMG H 2 Bright A_Refire\n      Goto Ready\n   Hold:\n      FLMG E 0 Bright A_GunFlash\n      FLMG E 1 Bright A_FireCustomMissile(\"FTFire\",0,1,random(-4,4),0)\n      FLMG F 1 Bright A_FireCustomMissile(\"FTFire\",0,0,random(-4,4),0)\n      FLMG G 1 Bright A_FireCustomMissile(\"FTFire\",0,1,random(-4,4),0)\n      FLMG E 0 Bright A_GunFlash\n      FLMG E 1 Bright A_FireCustomMissile(\"FTFire\",0,1,random(-4,4),0)\n      FLMG F 1 Bright A_FireCustomMissile(\"FTFire\",0,0,random(-4,4),0)\n      FLMG G 1 Bright A_FireCustomMissile(\"FTFire\",0,1,random(-4,4),0)\n      FLMG E 0 Bright A_GunFlash\n      FLMG E 1 Bright A_FireCustomMissile(\"FTFire\",0,1,random(-4,4),0)\n      FLMG F 1 Bright A_FireCustomMissile(\"FTFire\",0,0,random(-4,4),0)\n      FLMG G 1 Bright A_FireCustomMissile(\"FTFire\",0,1,random(-4,4),0)\n      FLMG H 2 Bright A_Refire\n      Goto Ready\n   Flash:\n      TNT1 A 2 A_Light1\n      TNT1 A 2 A_Light2\n      TNT1 A 1 A_Light1\n      TNT1 A 1 A_Light0\n      stop\n   }\n}\n\nACTOR FTFire\n{\n   Radius 2\n   Height 4\n   Speed 16\n   Damage 1\n   PROJECTILE\n   RENDERSTYLE ADD\n   DamageType \"PlayerAlly\"\n   ALPHA 0.67\n   Scale 0.67\n   SeeSound \"weapons/flamer\"\n   DeathSound \"weapons/scorch\"\n   DONTHURTSHOOTER\n   +THRUGHOST\n   +DONTSPLASH\n   States\n   {\n   Spawn:\n      TNT1 A 2 Bright\n      FRFX ABCD 2 Bright A_Explode(5,8,0)\n      FRFX D 0 Bright A_Lowgravity\n      FRFX EFG 2 Bright A_Explode(5,16,0)\n      FRFX HIJ 2 Bright A_Explode(5,32,0)\n      FRFX KLM 2 Bright A_Explode(5,64,0)\n      FRFX NO 2 Bright\n      stop\n   Death:\n      FRFX HIJ 2 Bright A_Explode(5,32,0)\n      FRFX J 0 A_CustomMissile (\"DropFire\",0,0,0,4)\n      FRFX KLM 2 Bright A_Explode(5,64,0)\n      FRFX NO 2 Bright\n      stop\n   }\n}\n\nACTOR DropFire\n{\n   Radius 8\n   Height 40\n   PROJECTILE\n   RENDERSTYLE ADD\n   DamageType \"PlayerAlly\"\n   ALPHA 0.90\n   DONTHURTSHOOTER\n   -NOGRAVITY\n   +LOWGRAVITY\n   +NOEXPLODEFLOOR\n   +NODAMAGETHRUST\n   +THRUGHOST\n   +DONTSPLASH\n   States\n   {\n   Spawn:\n      FLME A 1 Bright A_Playsound(\"weapons/onfire\")\n      FLME A 1 Bright A_Explode(5,32,0)\n      FLME BCDEFGHIJKLMN 2 Bright A_Explode(5,16,0)\n      FLME A 1 Bright A_Playsound(\"weapons/onfire\")\n      FLME A 1 Bright A_Explode(5,32,0)\n      FLME BCDEFGHIJKLMN 2 Bright A_Explode(5,16,0)\n      FLME A 1 Bright A_Playsound(\"weapons/onfire\")\n      FLME A 1 Bright A_Explode(5,32,0)\n      FLME BCDEFGHIJKLMN 2 Bright A_Explode(5,16,0)\n      FLME A 1 Bright A_Playsound(\"weapons/onfire\")\n      FLME A 1 Bright A_Explode(5,32,0)\n      FLME BCDEFGHIJKLMN 2 Bright A_Explode(5,16,0)\n      FLME A 1 Bright A_Playsound(\"weapons/onfire\")\n      FLME A 1 Bright A_Explode(5,32,0)\n      FLME BCDEFGHIJKLMN 2 Bright A_Explode(5,16,0)\n      FLME A 0 A_Jump(192,1)\n      loop\n      TNT1 A 0\n      goto death\n   Death:\n      TNT1 A 1 Bright\n      stop\n   }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// CHAINGUN /////////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nactor DEChaingun : Chaingun replaces Chaingun\n{\n  spawnid 28\n  Weapon.SisterWeapon \"PowerChaingun\"\n  obituary \"%o was mowed down by %k's chaingun.\"\n  radius 20\n  height 16\n  inventory.pickupmessage \"You got the chaingun!\"\n  Tag \"Chaingun\"\n  weapon.selectionorder 700\n  weapon.kickback 100\n  weapon.ammotype \"Clip\"\n  weapon.ammouse 1\n  weapon.ammogive 20\n  Damagetype \"Normal\"\n  decal bulletchip\n  states\n  {\n  Ready:\n    CHGG A 1 A_WeaponReady\n    loop\n  Deselect:\n    CHGG A 0 A_StopSoundEx(\"Weapon\")\n    CHGG A 0 A_Lower\n    CHGG A 1 A_Lower\n    goto Deselect+1\n  Select:\n    CHGG A 0 A_Raise\n    CHGG A 1 A_Raise\n    loop\n  Fire:\n  \tCHGG C 0 A_PlaySoundEx(\"weapons/chnglp\",\"Weapon\",1)\n    CHGG C 2 Bright A_GunFlash\n    CHGG D 1 Bright A_FireBullets (4,2.3,1,5,\"NewPuff\")\n    CHGG E 2 Bright A_GunFlash\n    CHGG F 1 Bright A_FireBullets (4,2.3,1,5,\"NewPuff\")\n    CHGG A 0 A_Refire\n\tCHGG A 0 A_StopSoundEx(\"Weapon\")\n\tCHGG A 0 A_PlaySoundEx(\"weapons/chngdn\",\"Weapon\",0)\n    goto Ready\n  Hold:\n    CHGG C 1 Bright A_GunFlash\n    CHGG D 2 Bright A_FireBullets (4,2.3,1,5,\"NewPuff\")\n    CHGG E 1 Bright A_GunFlash\n    CHGG F 2 Bright A_FireBullets (4,2.3,1,5,\"NewPuff\")\n    CHGG A 0 A_Refire\n\tCHGG A 0 A_StopSoundEx(\"Weapon\")\n\tCHGG A 0 A_PlaySoundEx(\"weapons/chngdn\",\"Weapon\",0)\n    goto Ready\n  Flash:\n    TNT1 A 1 bright A_Light1\n    TNT1 A 1 bright A_Light2\n    TNT1 A 1 bright A_Light1\n    TNT1 A 0 bright A_Light0\n    stop\n  Spawn:\n    CHNG A -1\n    stop\n  }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// PISTOL ///////////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nactor DEPistol : Weapon replaces Pistol\n{\n  obituary \"%o was tickled by %k's pea shooter.\"\n  attacksound \"weapons/pistol\"\n  weapon.selectionorder 1900\n  weapon.kickback 100\n  weapon.ammotype \"Clip\"\n  weapon.ammouse 1\n  weapon.ammogive 20\n  Weapon.SisterWeapon \"PowerPistol\"\n  Tag \"Pistol\"\n  +WEAPON.WIMPY_WEAPON\n  decal bulletchip\n  states\n  {\n  Spawn:\n    PISW A -1\n    stop\n  Ready:\n    PISG A 0 A_JumpIfInventory(\"PCount\",1,2)\n    PISG A 1\n    Goto Reload\n    PISG A 1 A_WeaponReady\n    Goto Ready\n  Deselect:\n    PISG A 0 A_Lower\n    PISG A 1 A_Lower\n    loop\n  Select:\n    PISG A 0 A_Raise\n    PISG A 1 A_Raise\n    loop\n  Fire:\n    PISG A 3\n    PISG B 0 A_FireBullets (5.6, 0, 1, 5, \"NewPuff\")\n    PISF A 3 A_GunFlash\n    PISG C 3\n    PISG B 3 A_ReFire\n    goto Ready\n  Reload:\n    PISG D 5 A_PlaySound(\"weapons/clipou\")\n    PISG EFGHIJK 4\n    PISG L 4 A_Playsound(\"weapons/clipin\")\n    PISG MNO 4\n    PISG P 4 A_Playsound(\"weapons/clipre\")\n    PISG QR 4\n    PISG S 4 A_GiveInventory(\"PCount\",1)\n    Goto Ready\n  Flash:\n    PISF A 6 bright A_Light1\n    PISF A 0 bright A_Light0\n    stop\n  }\n}\n\nACTOR PCount : Ammo\n{\n     Inventory.Amount 1\n     Inventory.MaxAmount 1\n     Ammo.BackpackAmount 0\n     Ammo.BackpackMaxAmount 1\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// SUPER SHOTGUN ////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nactor DESuperShotgun : SuperShotgun replaces SuperShotgun\n{\n  spawnid 33\n  obituary \"%o was splattered by %k's super shotgun.\"\n  radius 20\n  height 16\n  attacksound \"weapons/sshotf\"\n  inventory.pickupmessage \"You got the super shotgun!\"\n  weapon.selectionorder 400\n  weapon.kickback 100\n  weapon.ammotype \"Shell\"\n  weapon.ammouse 2\n  weapon.ammogive 8\n  Weapon.SisterWeapon \"PowerSuperShotgun\"\n  Tag \"Super Shotgun\"\n  Damagetype \"Normal\"\n  decal bulletchip\n  states\n  {\n  Ready:\n    SHT2 A 1 A_WeaponReady\n    loop\n  Deselect:\n    SHT2 A 0 A_Lower\n    SHT2 A 1 A_Lower\n    loop\n  Select:\n    SHT2 A 0 A_Raise\n    SHT2 A 1 A_Raise\n    loop\n  Fire:\n    SHT2 A 3\n    SHT2 A 0 A_GunFlash\n    SHT2 M 2 Bright A_FireBullets (11.2,7.1,20,5,\"NewPuff\")\n    SHT2 N 3 Bright\n    SHT2 O 2 Bright\n    SHT2 B 3\n    SHT2 C 4\n    SHT2 D 4 A_CheckReload\n    SHT2 C 3\n    SHT2 E 3 A_PlayWeaponSound (\"weapons/sshoto\")\n    SHT2 F 3\n    SHT2 G 4\n    SHT2 H 4\n    SHT2 I 3 A_PlayWeaponSound (\"weapons/sshotl\")\n    SHT2 J 3\n    SHT2 K 3\n    SHT2 L 4\n    SHT2 E 0 A_PlayWeaponSound (\"weapons/sshotc\")\n    SHT2 E 6 A_ReFire\n    SHT2 A 5 A_ReFire\n    goto Ready\n  Hold:\n    SHT2 A 3\n    SHT2 A 0 A_GunFlash\n    SHT2 M 2 Bright A_FireBullets (11.2,7.1,20,5,\"NewPuff\")\n    SHT2 N 3 Bright\n    SHT2 O 2 Bright\n    SHT2 B 3\n    SHT2 C 4\n    SHT2 D 4 A_CheckReload\n    SHT2 C 3\n    SHT2 E 3 A_PlayWeaponSound (\"weapons/sshoto\")\n    SHT2 F 3\n    SHT2 G 4\n    SHT2 H 4\n    SHT2 I 3 A_PlayWeaponSound (\"weapons/sshotl\")\n    SHT2 J 3\n    SHT2 K 3\n    SHT2 L 4\n    SHT2 E 0 A_PlayWeaponSound (\"weapons/sshotc\")\n    SHT2 E 6 A_ReFire\n    SHT2 A 5 A_ReFire\n    goto Ready\n  Flash:\n    TNT1 A 2 bright A_Light1\n    TNT1 A 3 bright A_Light2\n    TNT1 A 2 bright A_Light1\n    TNT1 A 0 bright A_Light0\n    stop\n  Spawn:\n    SGN2 A -1\n    stop\n  }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// AUTO SHOTGUN /////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\nactor AutoShotgun : Weapon 5118\n{\n//$Category Stronghold_Weapons\n  +AMMO_OPTIONAL\n  spawnid 237\n  obituary \"%o got blasted away by %k's autoshotgun.\"\n  radius 20\n  height 16\n  Inventory.PickupMessage \"You got the automatic shotgun!\"\n  Tag \"Autoshotgun\"\n  weapon.selectionorder 700\n  Weapon.AmmoType1 \"Shell\"\n  Weapon.AmmoType2 \"ASGClip\"\n  //Weapon.AmmoGive1 20\n  Weapon.AmmoGive2 20\n  Weapon.AmmoUse 1\n  Weapon.SisterWeapon \"PowerAutoShotgun\"\n  AttackSound \"weapons/asgfir\"\n  DamageType \"Normal\"\n  decal bulletchip\n  states\n  {\n  Spawn:\n    WASG A -1\n    stop\n  Ready:\n  \tASGG A 0 A_JumpIfInventory(\"ASGClip\",20,2)\n\tASGG A 0 A_JumpIfInventory(\"Shell\",1,2)\n\tASGG A 1 A_WeaponReady(8)\n\tLoop\n    ASGG A 1 A_WeaponReady\n    Loop\n  Deselect:\n    ASGG A 0 A_Lower\n    ASGG A 1 A_Lower\n    Loop\n  Select:\n    ASGG A 0 A_Raise\n    ASGG A 1 A_Raise\n    Loop\n  Fire:\n  Hold:\n    ASGG A 0 A_JumpIfInventory(\"ASGClip\",1,29)\n    ASGG A 0 A_JumpIfInventory(\"Shell\",1,2)\n    ASGG A 2 A_PlayWeaponSound(\"Weapons/asgout\")\n    Goto Ready\n    ASGG BCDEF 3\n    ASGG G 3 A_PlayWeaponSound(\"Weapons/asgout\")\n    ASGG HIJ 3\n    ASGG K 15\n    ASGG JIH 3\n    ASGG G 0 A_TakeInventory(\"Shell\",1)\n    ASGG G 0 A_GiveInventory(\"ASGClip\",1)\n    ASGG G 0 A_JumpIfInventory(\"ASGClip\",20,2)\n    ASGG G 0 A_JumpIfInventory(\"Shell\",1,2)\n    ASGG G 0\n    Goto Fire+22\n    ASGG G 0\n    Goto Fire+16\n    ASGG G 3 A_PlayWeaponSound(\"Weapons/asgin\")\n    ASGG FEDCB 3\n    ASGG A 8 A_PlaySoundEX(\"weapons/asgld1\",\"auto\",0)\n    goto Ready\n    ASGG A 1\n    ASGG L 0 A_GunFlash\n    ASGG A 0 A_TakeInventory(\"ASGClip\",1)\n    ASGG L 2 A_FireBullets(3.1,2.6,7,5,\"NewPuff\",0)\n    ASGG M 3\n    ASGG N 2\n    ASGG A 4 A_PlaySoundEX(\"weapons/asgld1\",\"auto\",0)\n    ASGG A 3\n    ASGG A 0 A_ReFire\n    goto Ready\n  AltFire:\n    ASGG BCDEF 3\n    ASGG G 3 A_PlayWeaponSound(\"Weapons/asgout\")\n    ASGG HIJ 3\n    ASGG K 15\n    ASGG JIH 3\n    ASGG G 0 A_TakeInventory(\"Shell\",1)\n    ASGG G 0 A_GiveInventory(\"ASGClip\",1)\n    ASGG G 0 A_JumpIfInventory(\"ASGClip\",20,2)\n    ASGG G 0 A_JumpIfInventory(\"Shell\",1,2)\n    ASGG G 0\n    Goto AltFire+19\n    ASGG G 0\n    Goto AltFire+13\n    ASGG G 3 A_PlayWeaponSound(\"Weapons/asgin\")\n    ASGG FEDCB 3\n    ASGG A 8 A_PlaySoundEX(\"weapons/asgld1\",\"auto\",0)\n    Goto Ready\n  Flash:\n    TNT1 A 4 bright A_Light1\n    TNT1 A 3 bright A_Light2\n    TNT1 A 0 bright A_Light0\n    stop\n  }\n}\n\nACTOR ASGClip: Ammo\n{\n     Inventory.Amount 1\n     Inventory.MaxAmount 20\n     Ammo.BackpackAmount 0\n     Ammo.BackpackMaxAmount 20\n     +Inventory.IgnoreSkill\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// REPEATER /////////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\n\nACTOR Repeater : Weapon 20100\n{\n//$Category Stronghold_Weapons\n   spawnid 236\n   Inventory.PickupSound \"misc/w_pkup\"\n   Inventory.PickupMessage \"You got the plasma repeater!\"\n   Obituary \"%o was disintegrated by %k's repeater.\"\n   Weapon.AmmoType1 \"Cell\"\n   Weapon.AmmoGive 20\n   Weapon.AmmoUse 1\n   Weapon.SisterWeapon \"PowerRepeater\"\n   +WEAPON.EXPLOSIVE\n   AttackSound \"weapons/repfir\"\n   Decal FireDemonScorch\n   Tag \"Plasma Repeater\"\n   States\n   {\n   Spawn:\n      WREP A -1\n      Loop\n   Ready:\n      REPG A 1 A_WeaponReady\n      Loop\n   Deselect:\n      REPG A 0 A_Lower\n      REPG A 1 A_Lower\n      Loop\n   Select:\n      REPG A 0 A_Raise\n      REPG A 1 A_Raise\n      Loop\n   Fire:\n      REPG A 4 A_PlaySound(\"weapons/repidl\")\n      REPG BCD 4\n      REPG ABCD 3\n      REPG ABCD 2\n      REPG E 0 Bright A_Gunflash\n      REPG E 2 Bright A_FireBullets(4,4,2,9,RepPuff,1,10240)\n      REPG F 2 Bright\n      REPG G 2 Bright A_FireBullets(4,4,2,9,RepPuff,1,10240)\n      REPG H 2 Bright\n      REPG A 0 A_Refire\n      REPG A 2 A_PlaySound(\"weapons/repstp\")\n      REPG BCD 2\n      REPG ABCD 3\n      REPG ABCD 4\n      Goto Ready\n   Hold:\n      REPG E 0 Bright A_Gunflash\n      REPG E 2 Bright A_FireBullets(4,4,2,9,RepPuff,1,10240)\n      REPG F 2 Bright\n      REPG G 2 Bright A_FireBullets(4,4,2,9,RepPuff,1,10240)\n      REPG H 2 Bright\n      REPG A 0 A_Refire\n      REPG A 2 A_PlaySound(\"weapons/repstp\")\n      REPG BCD 2\n      REPG ABCD 3\n      REPG ABCD 4\n      REPG ABCD 5\n      Goto Ready\n   Flash:\n      TNT1 A 2 A_Light2\n      TNT1 A 2 A_Light1\n      TNT1 A 0 A_Light0\n      stop\n   }\n}\n\nActor RepPuff\n{\n   Radius 3\n   Height 3\n   RENDERSTYLE ADD\n   ALPHA 0.75\n   DamageType \"PlayerAlly\"\n   ExplosionDamage 32\n   ExplosionRadius 88\n   +ALWAYSPUFF\n   +PUFFONACTORS\n   +NOGRAVITY\n   +NOBLOCKMAP\n   +PUFFGETSOWNER\n   DeathSound \"weapons/buzz\"\n   States\n   {\n   Spawn:\n      BLAS A 1 Bright\n      BLAS A 2 Bright A_Explode\n      BLAS BCDEFG 3 Bright\n      stop\n   }\n}\n\nActor RepPuffNoDamage : RepPuff\n{\n\tDamageType \"MarineAlly\"\n}\n\nACTOR Heat : Ammo\n{\n     Inventory.MaxAmount 100\n     Ammo.BackpackAmount 0\n     Ammo.BackpackMaxAmount 100\n     Inventory.Icon STTPRCNT\n}\n\nActor RepSteam\n{\n   Radius 0\n   Height 1\n   Speed 25\n   PROJECTILE\n   RENDERSTYLE TRANSLUCENT\n   ALPHA 0.35\n   SeeSound \"weapons/repstm\"\n   States\n   {\n   Spawn:\n      TNT1 A 3\n      WSMK ABCDE 2\n      Stop\n   }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// MINE LAYER ///////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\nACTOR LandMineLayer : Weapon 25084\n{\n//$Category Stronghold_Weapons\n   SpawnId 200\n   Inventory.PickupMessage \"You got some land mines!\"\n   Inventory.PickupSound \"misc/w_pkup\"\n   Weapon.AmmoType \"Mines\"\n   Weapon.AmmoGive 5\n   Weapon.AmmoUse 1\n   Weapon.AmmoType2 \"Mines\"\n   Weapon.AmmoUse2 1\n   Weapon.SisterWeapon \"PowerLandMineLayer\"\n   Tag \"Land Mines\"\n   States\n   {\n   Spawn:\n      MINE A -1\n      Loop\n   Ready:\n      LAYR A 1 A_WeaponReady\n      Loop\n   Deselect:\n      LAYR A 0 A_Lower\n      LAYR A 1 A_Lower\n      Loop\n   Select:\n      LAYR A 0 A_Raise\n      LAYR A 1 A_Raise\n      Loop\n   AltFire:\n      LAYR B 8 A_PlaySound(\"weapons/minebeep\")\n      LAYD ABCDE 1\n      TNT1 A 10\n      LAYT A 1 A_PlaySound(\"weapons/minethrow\")\n      LAYT BCDEFGH 1\n      LAYT I 1 A_FireCustomMissile(\"Landmine2\",0,1,0,8)\n      LAYT JKLMNOPQR 1\n      TNT1 A 10\n      LAYU ABCDE 1\n      LAYR A 6\n      Goto Ready\n   Fire:\n      LAYR B 8 A_PlaySound(\"weapons/minebeep\")\n      LAYD ABCDE 1\n      TNT1 A 5\n      TNT1 A 9 A_FireCustomMissile(\"Landmine3\",0,1,0,0)\n      LAYU ABCDE 1\n      LAYR A 4\n      Goto Ready\n   }\n}\n\nACTOR Landmine\n{\n   Radius 8 //was 5\n   Height 5\n   Mass 1000000\n   Health 20\n   Damage 10\n   SeeSound \"weapons/tink\"\n   DamageType \"MarineAlly\"\n   ExplosionDamage 384\n   ExplosionRadius 160\n   DONTHURTSHOOTER\n   Speed 0\n   +NOBLOOD\n   -SHOOTABLE\n   +MISSILE\n   +THRUGHOST\n   States\n   {\n   Spawn:\n      MINE A 0 A_Gravity\n      MINE AB 5\n      Loop\n   Death:\n      MISL B 0 A_PlaySound(\"weapons/mineexpl\")\n      MISL B 8 A_Explode\n      MISL C 6\n      MISL D 4\n      Stop\n   }\n}\n\nACTOR Landmine2\n{\n   Radius 8 //was 5\n   Height 5\n   Mass 1000000\n   Health 20\n   Damage 10\n   SeeSound \"weapons/tink\"\n   DamageType \"MarineAlly\"\n   DONTHURTSHOOTER\n   Speed 15\n   +NOBLOOD\n   -SHOOTABLE\n   +MISSILE\n   +DOOMBOUNCE\n   +THRUGHOST\n   States\n   {\n   Spawn:\n      MINE A 0 A_Gravity\n      MINE AB 5\n      Loop\n   Death:\n      MINE A 0 A_SpawnItem(\"Landmine\")\n      Stop\n   }\n}\n\nACTOR Landmine3 : Landmine2\n{\n   Speed 2\n}\n\nACTOR Mines : Ammo 25085\n{\n//$Category Stronghold_Weapons\n   SpawnId 201\n   Inventory.Amount 2\n   Inventory.MaxAmount 20\n   Ammo.BackpackAmount 5\n   Ammo.BackpackMaxAmount 40\n   Inventory.PickupMessage \"Picked up some additional landmines.\"\n   Inventory.PickupSound \"misc/i_pkup\"\n   Inventory.Icon MINEA0\n   States\n   {\n   Spawn:\n      MINE B -1\n      Stop\n   }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////////////// STUNNER RIFLE ////////////////////////////////\n//////////////////////////////////////////////////////////////////////////////////////\nACTOR StunnerRifle : PlasmaRifle 23099\n{\n//$Category Stronghold_Weapons\n   SpawnID 202\n   Weapon.AmmoUse 5\n   Weapon.SisterWeapon \"PowerStunnerRifle\"\n   Inventory.PickupMessage \"You got the stunner rifle!\"\n   Tag \"Stunner Rifle\"\n   States\n   {\n   Spawn:\n      STPP A -1\n      Loop\n   Ready:\n      STPO ABC 3 Bright A_WeaponReady\n      Loop\n   Deselect:\n      STPO E 0 A_Lower\n      STPO E 1 A_Lower\n      Loop\n   Select:\n      STPO E 0 A_Raise\n      STPO E 1 A_Raise\n      Loop\n   Fire:\n   Hold:\n      STPO F 0 Bright A_GunFlash\n      STPO F 3 Bright A_FireCustomMissile(\"StunnerBall\",0,1,0,0)\n      STPO GH 3 Bright\n      STPO E 4\n      STPO D 6 A_ReFire\n      Goto Ready\n   Flash:\n      TNT1 A 1 A_Light1\n      TNT1 A 1 A_Light2\n      TNT1 A 1 A_Light1\n      TNT1 A 1 A_Light0\n      stop\n   }\n}\n\nactor StunnerBall\n{\n  spawnid 10\n  radius 6\n  height 8\n  speed 20\n  scale 0.45\n  damagetype Stunner\n  damage 1\n  decal StunnerScorch\n  renderstyle Add\n  seesound \"weapons/stunner/shot\"\n  deathsound \"weapons/stunner/hit\"\n  translation \"192:207=250:254\"\n  PROJECTILE\n  +RANDOMIZE\n  +RIPPER\n  +STRIFEDAMAGE\n  states\n  {\n  Spawn:\n    STPR A 1 bright A_SpawnItemEx(\"StunnerBallFX\",0,0,0,0,0,0,0,128)\n    loop\n  Death:\n    PLSE ABCDE 4 bright\n    stop\n  }\n}\n\nactor StunnerBallFX\n{\n  +NOBLOCKMAP\n  +NOGRAVITY\n  scale 0.45\n  renderstyle Add\n  radius 1\n  height 2\n  States\n  {\n  Spawn:\n    STPR A 1 bright A_FadeOut(0.1)\n    Loop\n  }\n}\n\n/////////////////////\n// NEW BULLET PUFF //\n/////////////////////\n\nACTOR NewPuff : BulletPuff replaces BulletPuff\n{\n\tDamageType \"PlayerAlly\"\n\tAlpha 1.0\n\tMass 1\n\tStates\n\t{\n\tSpawn:\n\tMelee:\n\t    PUFF A 2\n\t    PUFF A 0 A_Jump(128,2)\n\t    PUFF A 2 A_SpawnItemEx(\"Puff2\",0,0,0,0,0,0,0,128)\n\t    PUFF BCD 4\n\t    Stop\n\t}\n}\n\nACTOR Puff2\n{\n\tPROJECTILE\n\t+NOCLIP\n\tMass 1\n\tStates\n\t{\n\tSpawn:\n\t\tPUFF E 2\n\t\tPUFF E 2 A_PlaySound(\"puff/ric\")\n\t\tPUFF FGH 4\n\t\tStop\n\t}\n}\n\nACTOR PowerCore2 : PowerCore replaces PowerCore\n{\n\tDamageFactor \"MarineAlly\",0\n\tDamageFactor \"BossFactor\",0\n\tDamageFactor \"PlayerAlly\",0\n\tDamageFactor \"BFGSplash\",0\n\tDamageFactor \"Stunner\",0\n\tDamageFactor \"STBoss\", 0.015\n\tDamageFactor \"STBossFactor\", 0.1\n\tDamageFactor \"Animate\", 0\n        DamageFactor \"Cyber2Factor\", 0.25\n\tDamageFactor \"Normal\", 0.4\n\tDamageFactor \"Lightning\", 0.5\n\tDamageFactor \"Fire\", 0.5\n\tDamageFactor \"RedBlast\", 0.5\n\tDamageFactor \"OvermindFactor\", 0.25\n}\n\nactor Goal_Red2 : Goal_Red replaces Goal_Red\n{\n\tDamageFactor \"MarineAlly\",0\n\tDamageFactor \"CoreFriendly\",0\n\tDamageFactor \"BossFactor\",0\n\tDamageFactor \"PlayerAlly\",0\n        DamageFactor \"BFGSplash\",0\n\tDamageFactor \"Stunner\",0\n\tDamageFactor \"Cyber2Factor\", 0.5\n        DamageFactor \"STBoss\", 0.02\n        DamageFactor \"STBossFactor\", 0.25\n        DamageFactor \"Animate\", 0.1\n}\n\nactor Goal_Orange2 : Goal_Orange replaces Goal_Orange\n{\n\tDamageFactor \"MarineAlly\",0\n\tDamageFactor \"CoreFriendly\",0\n\tDamageFactor \"BossFactor\",0\n\tDamageFactor \"PlayerAlly\",0\n        DamageFactor \"BFGSplash\",0\n\tDamageFactor \"Stunner\",0\n\tDamageFactor \"Cyber2Factor\", 0.5\n        DamageFactor \"STBoss\", 0.02\n        DamageFactor \"STBossFactor\", 0.25\n        DamageFactor \"Animate\", 0.1\n}\n\nactor Goal_Blue2 : Goal_Blue replaces Goal_Blue\n{\n\tDamageFactor \"MarineAlly\",0\n\tDamageFactor \"CoreFriendly\",0\n\tDamageFactor \"BossFactor\",0\n\tDamageFactor \"PlayerAlly\",0\n        DamageFactor \"BFGSplash\",0\n\tDamageFactor \"Stunner\",0\n\tDamageFactor \"Cyber2Factor\", 0.5\n        DamageFactor \"STBoss\", 0.02\n        DamageFactor \"STBossFactor\", 0.25\n        DamageFactor \"Animate\", 0.1\n}\n\nactor Goal_Green2 : Goal_Green replaces Goal_Green\n{\n\tDamageFactor \"MarineAlly\",0\n\tDamageFactor \"CoreFriendly\",0\n\tDamageFactor \"BossFactor\",0\n\tDamageFactor \"PlayerAlly\",0\n        DamageFactor \"BFGSplash\",0\n\tDamageFactor \"Stunner\",0\n\tDamageFactor \"Cyber2Factor\", 0.5\n        DamageFactor \"STBoss\", 0.02\n        DamageFactor \"STBossFactor\", 0.25\n        DamageFactor \"Animate\", 0.1\n}\n\nactor Goal_White2 : Goal_White replaces Goal_White\n{\n\tDamageFactor \"MarineAlly\",0\n\tDamageFactor \"CoreFriendly\",0\n\tDamageFactor \"BossFactor\",0\n\tDamageFactor \"PlayerAlly\",0\n        DamageFactor \"BFGSplash\",0\n\tDamageFactor \"Stunner\",0\n\tDamageFactor \"Cyber2Factor\", 0.5\n        DamageFactor \"STBoss\", 0.02\n        DamageFactor \"STBossFactor\", 0.25\n        DamageFactor \"Animate\", 0.1\n}\n\nactor OvermindCore2 : OvermindCore replaces OvermindCore\n{\n\tDamageFactor \"MarineAlly\",0\n\tDamageFactor \"CoreFriendly\",0\n\tDamageFactor \"BossFactor\",0\n\tDamageFactor \"PlayerAlly\",0\n        DamageFactor \"BFGSplash\",0\n\tDamageFactor \"Stunner\",0\n\tDamageFactor \"Normal\", 4\n\tDamageFactor \"Lightning\", 5\n\tDamageFactor \"Fire\", 5\n\tDamageFactor \"RedBlast\", 5\n\tDamageFactor \"Cyber2Factor\", 9\n        DamageFactor \"Animate\", 8\n        DamageFactor \"STBossFactor\", 7\n        DamageFactor \"STBoss\", 6\n\tDamageFactor \"OvermindFactor\",10\n\tHealth 50000\n}\n\n///////////////////\n// VOTING PISTOL //\n///////////////////\nACTOR VotingDevice : DEFist\n{\n  States\n  {\n  Ready:\n    PISG A 1 A_WeaponReady\n    Loop\n  Deselect:\n    TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_Lower\n    TNT1 A 1 A_Lower\n    Loop\n  Select:\n    TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_Raise\n    TNT1 A 1 A_Raise\n    Loop\n  Fire:\n    PISG A 3\n    PISG B 3 ACS_ExecuteAlways(189)\n    PISG C 3\n    PISG B 3 A_TakeInventory(\"VotingDevice\")\n    Goto Ready\n  AltFire:\n    PISG A 3\n    PISG B 3 ACS_ExecuteAlways(190)\n    PISG C 3\n    PISG B 3 A_TakeInventory(\"VotingDevice\")\n    Goto Ready\n  Spawn:\n    PIST A -1\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/monsters/helemental.txt",
        "contents": "actor Helemental 30130\n{\n//$Category Stronghold_Monsters\n  spawnid 226\n  painchance \"Stunner\", 128\n  obituary \"%o was electrocuted by a Hades elemental.\"\n  hitobituary \"%o got chomped by a Hades elemental.\"\n  health 1600\n  radius 34\n  height 64\n  mass 800\n  speed 10\n  painchance 32\n  MeleeDamage 10\n  DamageType normal\n  seesound \"monster/helsit\"\n  painsound \"monster/helpai\"\n  deathsound \"monster/heldth\"\n  activesound \"monster/helact\"\n  meleesound \"caco/melee\"\n  MONSTER\n  +FLOAT\n  +NOGRAVITY\n  +BOSS\n  +MISSILEMORE\n  +NOTARGET\n  +DONTHURTSPECIES\n  +NORADIUSDMG\n  states\n  {\n  Spawn:\n    HELE A 10 A_Look\n    loop\n  See:\n    HELE A 0 A_SetShootable\n    HELE AAAAAAAAAAAA 3 A_Chase\n    HELE A 0 A_Jump(72,1)\n    goto See+1\n    HELE A 0 A_UnSetshootable\n    HELE A 1 A_PlaySound(\"monster/heltel\")\n    HELE A 1 A_SetTranslucent(0.90)\n    HELE A 1 A_SetTranslucent(0.80)\n    HELE A 1 A_SetTranslucent(0.70)\n    HELE A 1 A_SetTranslucent(0.60)\n    HELE A 1 A_SetTranslucent(0.50)\n    HELE A 1 A_SetTranslucent(0.40)\n    HELE A 1 A_SetTranslucent(0.30)\n    HELE A 1 A_SetTranslucent(0.20)\n    HELE A 1 A_SetTranslucent(0.10)\n    TNT1 A 0 A_Jump(128,25)\n    TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n    TNT1 A 0 A_Jump(128,25)\n    TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_ExtChase(0,0,1,1)\n    HELE A 1 A_PlaySound(\"monster/heltel\")\n    HELE A 1 A_SetTranslucent(0.10)\n    HELE A 1 A_SetTranslucent(0.20)\n    HELE A 1 A_SetTranslucent(0.30)\n    HELE A 1 A_SetTranslucent(0.40)\n    HELE A 1 A_SetTranslucent(0.50)\n    HELE A 1 A_SetTranslucent(0.60)\n    HELE A 1 A_SetTranslucent(0.70)\n    HELE A 1 A_SetTranslucent(0.80)\n    HELE A 1 A_SetTranslucent(0.90)\n    HELE A 1 A_SetTranslucent(1.0)\n    HELE A 0 A_SetShootable\n    goto See\n  Missile:\n    HELE A 0 A_Jump(80,1)\n    goto Missile1\n    HELE A 0 A_Jump(128,1)\n    goto Missile2\n    HELE A 0\n    Goto Missile3\n  Missile1:\n    HELE EF 5 Bright A_Facetarget\n    HELE G 0 Bright A_CustomMissile(\"HadesBall\",24,0,-10,0,0)\n    HELE G 0 Bright A_CustomMissile(\"HadesBall\",24,0,-5,0,0)\n    HELE G 0 Bright A_CustomMissile(\"HadesBall\",24,0,0,0,0)\n    HELE G 0 Bright A_CustomMissile(\"HadesBall\",24,0,5,0,0)\n    HELE G 5 Bright A_CustomMissile(\"HadesBall\",24,0,10,0,0)\n    goto See+1\n  Missile2:\n    HELE EF 5 Bright A_Facetarget\n    HELE G 0 Bright A_CustomMissile(\"HadesBolt\",32,0,-16,0,0)\n    HELE G 0 Bright A_CustomMissile(\"HadesBolt\",32,0,0,0,0)\n    HELE G 5 Bright A_CustomMissile(\"HadesBolt\",32,0,16,0,0)\n    goto See+1\n  Missile3:\n    HELE BC 5 Bright A_Facetarget\n    HELE D 5 Bright A_DualPainAttack(\"HS\")\n    goto See+1\n  Melee:\n    HELE ABD 5 Bright A_Facetarget\n    HELE C 5 Bright A_MeleeAttack\n    goto See+1\n  Pain:\n    HELE H 3\n    HELE H 3 A_Pain\n    HELE H 6\n    goto See\n  Pain.Stunner:\n    HELE H 2 A_ChangeFlag(\"NoPain\", 1)\n    HELE H 300 A_Pain\n    HELE H 0 A_ChangeFlag(\"NoPain\", 0)\n    goto See\n  Death:\n    TNT1 A 0 A_GiveToTarget(\"AwardItem\", 30)\n    HELE I 5 Bright A_Scream\n    HELE JKL 5 Bright\n    HELE M 5 Bright A_NoBlocking\n    HELE M 0 Bright A_PainDie(\"HS\")\n    HELE NOP 5 Bright\n    HELE QRSTU 5\n    HELE V 3000 A_SetFloorClip\n    HELE VVVVVVVVVVVV 2 A_FadeOut(0.1)\n    stop\n  }\n}\n\nACTOR HadesBall : CacodemonBall\n{\nDamage 8\nSpeed 15\nAlpha 0.80\nDamageType lightning\n+FORCEXYBILLBOARD\nSeeSound \"Monster/hadtel\"\nDeathSound \"Monster/hadsit\"\n states\n  {\n  Spawn:\n    HEFX AB 4 bright\n    loop\n  Death:\n    HEFX CDEEFGH 3 bright\n    stop\n  }\n}\n\nACTOR HadesBolt : CacodemonBall\n{\n   Damage 5\n   Speed 5\n   Radius 8\n   Height 8\n   Damagetype lightning\n   SeeSound \"weapons/none\"\n   DeathSound \"weapons/gntidl\"\n   YScale 4.0\n   XScale 2.0\n   ReactionTime 35\n   +FLOORHUGGER\n   +HEXENBOUNCE\n   +RIPPER\n   -NOGRAVITY\n   +STRIFEDAMAGE\n   States\n   {\n   Spawn:\n      LFX2 F 1 Bright A_Explode(16,64,0)\n      LFX2 F 0 Bright A_CustomMissile(\"HadesBolt2\",0,0,0,6,90)\n      LFX2 F 0 ThrustThing(random(0,255),1,0,0)\n      LFX2 G 1 Bright A_Explode(16,64,0)\n      LFX2 G 0 Bright A_CustomMissile(\"HadesBolt2\",0,0,0,6,90)\n      LFX2 H 1 Bright A_Explode(16,64,0)\n      LFX2 H 0 Bright A_CustomMissile(\"HadesBolt2\",0,0,0,6,90)\n      LFX2 I 1 Bright A_Explode(16,64,0)\n      LFX2 I 0 Bright A_CustomMissile(\"HadesBolt2\",0,0,0,6,90)\n      LFX2 J 1 Bright A_Explode(16,64,0)\n      LFX2 J 0 Bright A_CustomMissile(\"HadesBolt2\",0,0,0,6,90)\n      LFX2 J 0 Bright A_CountDown\n      loop\n   Death:\n      LFX2 FGHIJ 2 Bright A_Explode(32,64,0)\n      stop\n   }\n}\n\nACTOR HadesBolt2 : CacodemonBall\n{\nDamage 0\nSpeed 184\nRenderStyle None\nDamageType lightning\n+RIPPER\nSeeSound \"Monster/hadtel\"\nDeathSound \"Monster/hadsit\"\n states\n  {\n  Spawn:\n    TNT1 A 1 bright A_Explode(16,64,0)\n    loop\n  Death:\n    TNT1 A 1 bright\n    stop\n  }\n}\n//End of Hades Elemental\n//Monster-Hades Sphere\nACTOR HS 30116\n{\n//$Category Stronghold_Monsters\nspawnid 224\nHealth 35\nRadius 16\nHeight 32\nMass 3000\nSpeed 10\nRENDERSTYLE Normal\nObituary \"%o was blown away by a Hades Sphere.\"\nPAINCHANCE 0\nMONSTER\n+LOOKALLAROUND\n+DONTGIB\n+NOTARGET\n+NOGRAVITY\n+FLOAT\n+DONTFALL\n+DONTHURTSPECIES\n+LONGMELEERANGE\n+FORCEXYBILLBOARD\nSeeSound \"monster/hadsit\"\nPainChance \"Stunner\", 255\nStates\n   {\n   Spawn:\n       TNT1 A 1 Bright A_Look\n       Loop\n   See:\n       HADE EFGH 4 Bright\n       HADE A 2 Bright A_Playsound(\"monster/hadwlk\")\n       HADE ABBCCDD 2 Bright A_Chase\n       HADE D 0 Bright A_Jump (32,1)\n       Goto See+4\n       //HADE H 0 Bright A_UnSetSolid\n       HADE H 5 Bright A_Playsound(\"monster/hadtel\")\n       HADE GFEIJKL 4 Bright\n       TNT1 AAAAAAAA 2 Bright A_Chase\n       TNT1 A 0 Bright A_Jump (96,1)\n       Goto See+24\n       HADE L 3 Bright A_Playsound(\"monster/hadtel\")\n       HADE KJIEFG 4 Bright\n       //HADE H 0 Bright A_SetSolid\n       Goto See+4\n   Melee:\n       HADE HGFE 4 Bright\n       HADE E 0 A_Die\n       stop\n   Pain:\n       HADE A 35\n       Goto See+4\n   Death:\n       TNT1 A 0 A_GiveToTarget(\"AwardItem\", 2)\n       HADE E 0 Bright A_Noblocking\n       HADE E 0 Bright A_CustomMissile(\"HSBoom\",0,0,0,0)\n       Stop\n   XDeath:\n       TNT1 A 0 A_GiveToTarget(\"AwardItem\", 2)\n       HADE N 0 Bright A_Noblocking\n       HADE H 5 Bright A_PlaySound(\"monster/haddth\")\n       HADE GFE 4 Bright\n       HADE RSTUVWX 4 Bright\n       Stop\n   }\n}\n\nACTOR HSBoom\n{\n   Radius 1\n   Height 1\n   Alpha 0.90\n   DamageType normal\n   ExplosionDamage 128\n   ExplosionRadius 112\n   PROJECTILE\n   RENDERSTYLE ADD\n   DONTHURTSHOOTER\n   +FORCEXYBILLBOARD\n   SeeSound \"monster/hadexp\"\n   States\n   {\n   Spawn:\n      TNT1 A 0 Bright\n      Goto Death\n   Death:\n      HADE M 4 Bright A_Explode\n      HADE NOPQ 5 Bright\n      Stop\n   }\n}\n//End of Hades Sphere"
      }
    ]
  },
  "maps": [
    {
      "map": "MAP99",
      "title": "MAP99",
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